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 scroll positions */
831 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
832 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
834 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
835 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
838 /* values for other actions */
839 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
840 #define MOVE_STEPSIZE_MIN (1)
841 #define MOVE_STEPSIZE_MAX (TILEX)
843 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
844 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
846 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
848 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
849 RND(element_info[e].push_delay_random))
850 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
851 RND(element_info[e].drop_delay_random))
852 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
853 RND(element_info[e].move_delay_random))
854 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
855 (element_info[e].move_delay_random))
856 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
857 RND(element_info[e].ce_value_random_initial))
858 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
859 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
860 RND((c)->delay_random * (c)->delay_frames))
861 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
862 RND((c)->delay_random))
865 #define GET_VALID_RUNTIME_ELEMENT(e) \
866 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
868 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
869 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
870 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
871 (be) + (e) - EL_SELF)
873 #define GET_PLAYER_FROM_BITS(p) \
874 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
876 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
877 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
878 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
879 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
880 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
881 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
882 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
883 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
884 RESOLVED_REFERENCE_ELEMENT(be, e) : \
887 #define CAN_GROW_INTO(e) \
888 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
890 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
891 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
894 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
895 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
896 (CAN_MOVE_INTO_ACID(e) && \
897 Feld[x][y] == EL_ACID) || \
900 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
901 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
902 (CAN_MOVE_INTO_ACID(e) && \
903 Feld[x][y] == EL_ACID) || \
906 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
907 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
909 (CAN_MOVE_INTO_ACID(e) && \
910 Feld[x][y] == EL_ACID) || \
911 (DONT_COLLIDE_WITH(e) && \
913 !PLAYER_ENEMY_PROTECTED(x, y))))
915 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
916 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
918 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
919 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
921 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
922 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
924 #define ANDROID_CAN_CLONE_FIELD(x, y) \
925 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
926 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
928 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
929 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
931 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
932 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
934 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
935 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
937 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
938 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
940 #define PIG_CAN_ENTER_FIELD(e, x, y) \
941 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
943 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
944 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
945 Feld[x][y] == EL_EM_EXIT_OPEN || \
946 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
947 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
948 IS_FOOD_PENGUIN(Feld[x][y])))
949 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
950 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
952 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
953 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
955 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
956 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
958 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
959 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
960 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
962 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
964 #define CE_ENTER_FIELD_COND(e, x, y) \
965 (!IS_PLAYER(x, y) && \
966 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
968 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
969 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
971 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
972 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
974 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
975 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
976 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
977 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
979 /* game button identifiers */
980 #define GAME_CTRL_ID_STOP 0
981 #define GAME_CTRL_ID_PAUSE 1
982 #define GAME_CTRL_ID_PLAY 2
983 #define GAME_CTRL_ID_UNDO 3
984 #define GAME_CTRL_ID_REDO 4
985 #define GAME_CTRL_ID_SAVE 5
986 #define GAME_CTRL_ID_PAUSE2 6
987 #define GAME_CTRL_ID_LOAD 7
988 #define SOUND_CTRL_ID_MUSIC 8
989 #define SOUND_CTRL_ID_LOOPS 9
990 #define SOUND_CTRL_ID_SIMPLE 10
992 #define NUM_GAME_BUTTONS 11
995 /* forward declaration for internal use */
997 static void CreateField(int, int, int);
999 static void ResetGfxAnimation(int, int);
1001 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1002 static void AdvanceFrameAndPlayerCounters(int);
1004 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1005 static boolean MovePlayer(struct PlayerInfo *, int, int);
1006 static void ScrollPlayer(struct PlayerInfo *, int);
1007 static void ScrollScreen(struct PlayerInfo *, int);
1009 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1010 static boolean DigFieldByCE(int, int, int);
1011 static boolean SnapField(struct PlayerInfo *, int, int);
1012 static boolean DropElement(struct PlayerInfo *);
1014 static void InitBeltMovement(void);
1015 static void CloseAllOpenTimegates(void);
1016 static void CheckGravityMovement(struct PlayerInfo *);
1017 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1018 static void KillPlayerUnlessEnemyProtected(int, int);
1019 static void KillPlayerUnlessExplosionProtected(int, int);
1021 static void TestIfPlayerTouchesCustomElement(int, int);
1022 static void TestIfElementTouchesCustomElement(int, int);
1023 static void TestIfElementHitsCustomElement(int, int, int);
1025 static void HandleElementChange(int, int, int);
1026 static void ExecuteCustomElementAction(int, int, int, int);
1027 static boolean ChangeElement(int, int, int, int);
1029 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1030 #define CheckTriggeredElementChange(x, y, e, ev) \
1031 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1032 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1033 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1034 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1035 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1036 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1037 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1039 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1040 #define CheckElementChange(x, y, e, te, ev) \
1041 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1042 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1043 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1044 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1045 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1047 static void PlayLevelSound(int, int, int);
1048 static void PlayLevelSoundNearest(int, int, int);
1049 static void PlayLevelSoundAction(int, int, int);
1050 static void PlayLevelSoundElementAction(int, int, int, int);
1051 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1052 static void PlayLevelSoundActionIfLoop(int, int, int);
1053 static void StopLevelSoundActionIfLoop(int, int, int);
1054 static void PlayLevelMusic();
1055 static void FadeLevelSoundsAndMusic();
1057 static void HandleGameButtons(struct GadgetInfo *);
1059 int AmoebeNachbarNr(int, int);
1060 void AmoebeUmwandeln(int, int);
1061 void ContinueMoving(int, int);
1062 void Bang(int, int);
1063 void InitMovDir(int, int);
1064 void InitAmoebaNr(int, int);
1065 int NewHiScore(void);
1067 void TestIfGoodThingHitsBadThing(int, int, int);
1068 void TestIfBadThingHitsGoodThing(int, int, int);
1069 void TestIfPlayerTouchesBadThing(int, int);
1070 void TestIfPlayerRunsIntoBadThing(int, int, int);
1071 void TestIfBadThingTouchesPlayer(int, int);
1072 void TestIfBadThingRunsIntoPlayer(int, int, int);
1073 void TestIfFriendTouchesBadThing(int, int);
1074 void TestIfBadThingTouchesFriend(int, int);
1075 void TestIfBadThingTouchesOtherBadThing(int, int);
1076 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1078 void KillPlayer(struct PlayerInfo *);
1079 void BuryPlayer(struct PlayerInfo *);
1080 void RemovePlayer(struct PlayerInfo *);
1082 static int getInvisibleActiveFromInvisibleElement(int);
1083 static int getInvisibleFromInvisibleActiveElement(int);
1085 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1087 /* for detection of endless loops, caused by custom element programming */
1088 /* (using maximal playfield width x 10 is just a rough approximation) */
1089 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1091 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1093 if (recursion_loop_detected) \
1096 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1098 recursion_loop_detected = TRUE; \
1099 recursion_loop_element = (e); \
1102 recursion_loop_depth++; \
1105 #define RECURSION_LOOP_DETECTION_END() \
1107 recursion_loop_depth--; \
1110 static int recursion_loop_depth;
1111 static boolean recursion_loop_detected;
1112 static boolean recursion_loop_element;
1114 static int map_player_action[MAX_PLAYERS];
1117 /* ------------------------------------------------------------------------- */
1118 /* definition of elements that automatically change to other elements after */
1119 /* a specified time, eventually calling a function when changing */
1120 /* ------------------------------------------------------------------------- */
1122 /* forward declaration for changer functions */
1123 static void InitBuggyBase(int, int);
1124 static void WarnBuggyBase(int, int);
1126 static void InitTrap(int, int);
1127 static void ActivateTrap(int, int);
1128 static void ChangeActiveTrap(int, int);
1130 static void InitRobotWheel(int, int);
1131 static void RunRobotWheel(int, int);
1132 static void StopRobotWheel(int, int);
1134 static void InitTimegateWheel(int, int);
1135 static void RunTimegateWheel(int, int);
1137 static void InitMagicBallDelay(int, int);
1138 static void ActivateMagicBall(int, int);
1140 struct ChangingElementInfo
1145 void (*pre_change_function)(int x, int y);
1146 void (*change_function)(int x, int y);
1147 void (*post_change_function)(int x, int y);
1150 static struct ChangingElementInfo change_delay_list[] =
1185 EL_STEEL_EXIT_OPENING,
1193 EL_STEEL_EXIT_CLOSING,
1194 EL_STEEL_EXIT_CLOSED,
1217 EL_EM_STEEL_EXIT_OPENING,
1218 EL_EM_STEEL_EXIT_OPEN,
1225 EL_EM_STEEL_EXIT_CLOSING,
1249 EL_SWITCHGATE_OPENING,
1257 EL_SWITCHGATE_CLOSING,
1258 EL_SWITCHGATE_CLOSED,
1265 EL_TIMEGATE_OPENING,
1273 EL_TIMEGATE_CLOSING,
1282 EL_ACID_SPLASH_LEFT,
1290 EL_ACID_SPLASH_RIGHT,
1299 EL_SP_BUGGY_BASE_ACTIVATING,
1306 EL_SP_BUGGY_BASE_ACTIVATING,
1307 EL_SP_BUGGY_BASE_ACTIVE,
1314 EL_SP_BUGGY_BASE_ACTIVE,
1338 EL_ROBOT_WHEEL_ACTIVE,
1346 EL_TIMEGATE_SWITCH_ACTIVE,
1354 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1355 EL_DC_TIMEGATE_SWITCH,
1362 EL_EMC_MAGIC_BALL_ACTIVE,
1363 EL_EMC_MAGIC_BALL_ACTIVE,
1370 EL_EMC_SPRING_BUMPER_ACTIVE,
1371 EL_EMC_SPRING_BUMPER,
1378 EL_DIAGONAL_SHRINKING,
1386 EL_DIAGONAL_GROWING,
1407 int push_delay_fixed, push_delay_random;
1411 { EL_SPRING, 0, 0 },
1412 { EL_BALLOON, 0, 0 },
1414 { EL_SOKOBAN_OBJECT, 2, 0 },
1415 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1416 { EL_SATELLITE, 2, 0 },
1417 { EL_SP_DISK_YELLOW, 2, 0 },
1419 { EL_UNDEFINED, 0, 0 },
1427 move_stepsize_list[] =
1429 { EL_AMOEBA_DROP, 2 },
1430 { EL_AMOEBA_DROPPING, 2 },
1431 { EL_QUICKSAND_FILLING, 1 },
1432 { EL_QUICKSAND_EMPTYING, 1 },
1433 { EL_QUICKSAND_FAST_FILLING, 2 },
1434 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1435 { EL_MAGIC_WALL_FILLING, 2 },
1436 { EL_MAGIC_WALL_EMPTYING, 2 },
1437 { EL_BD_MAGIC_WALL_FILLING, 2 },
1438 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1439 { EL_DC_MAGIC_WALL_FILLING, 2 },
1440 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1442 { EL_UNDEFINED, 0 },
1450 collect_count_list[] =
1453 { EL_BD_DIAMOND, 1 },
1454 { EL_EMERALD_YELLOW, 1 },
1455 { EL_EMERALD_RED, 1 },
1456 { EL_EMERALD_PURPLE, 1 },
1458 { EL_SP_INFOTRON, 1 },
1462 { EL_UNDEFINED, 0 },
1470 access_direction_list[] =
1472 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1473 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1474 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1475 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1476 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1477 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1478 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1479 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1480 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1481 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1482 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1484 { EL_SP_PORT_LEFT, MV_RIGHT },
1485 { EL_SP_PORT_RIGHT, MV_LEFT },
1486 { EL_SP_PORT_UP, MV_DOWN },
1487 { EL_SP_PORT_DOWN, MV_UP },
1488 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1489 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1490 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1491 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1492 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1493 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1494 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1495 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1496 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1497 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1498 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1499 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1500 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1501 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1502 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1504 { EL_UNDEFINED, MV_NONE }
1507 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1509 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1510 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1511 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1512 IS_JUST_CHANGING(x, y))
1514 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1516 /* static variables for playfield scan mode (scanning forward or backward) */
1517 static int playfield_scan_start_x = 0;
1518 static int playfield_scan_start_y = 0;
1519 static int playfield_scan_delta_x = 1;
1520 static int playfield_scan_delta_y = 1;
1522 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1523 (y) >= 0 && (y) <= lev_fieldy - 1; \
1524 (y) += playfield_scan_delta_y) \
1525 for ((x) = playfield_scan_start_x; \
1526 (x) >= 0 && (x) <= lev_fieldx - 1; \
1527 (x) += playfield_scan_delta_x)
1530 void DEBUG_SetMaximumDynamite()
1534 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1535 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1536 local_player->inventory_element[local_player->inventory_size++] =
1541 static void InitPlayfieldScanModeVars()
1543 if (game.use_reverse_scan_direction)
1545 playfield_scan_start_x = lev_fieldx - 1;
1546 playfield_scan_start_y = lev_fieldy - 1;
1548 playfield_scan_delta_x = -1;
1549 playfield_scan_delta_y = -1;
1553 playfield_scan_start_x = 0;
1554 playfield_scan_start_y = 0;
1556 playfield_scan_delta_x = 1;
1557 playfield_scan_delta_y = 1;
1561 static void InitPlayfieldScanMode(int mode)
1563 game.use_reverse_scan_direction =
1564 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1566 InitPlayfieldScanModeVars();
1569 static int get_move_delay_from_stepsize(int move_stepsize)
1572 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1574 /* make sure that stepsize value is always a power of 2 */
1575 move_stepsize = (1 << log_2(move_stepsize));
1577 return TILEX / move_stepsize;
1580 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1583 int player_nr = player->index_nr;
1584 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1585 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1587 /* do no immediately change move delay -- the player might just be moving */
1588 player->move_delay_value_next = move_delay;
1590 /* information if player can move must be set separately */
1591 player->cannot_move = cannot_move;
1595 player->move_delay = game.initial_move_delay[player_nr];
1596 player->move_delay_value = game.initial_move_delay_value[player_nr];
1598 player->move_delay_value_next = -1;
1600 player->move_delay_reset_counter = 0;
1604 void GetPlayerConfig()
1606 GameFrameDelay = setup.game_frame_delay;
1608 if (!audio.sound_available)
1609 setup.sound_simple = FALSE;
1611 if (!audio.loops_available)
1612 setup.sound_loops = FALSE;
1614 if (!audio.music_available)
1615 setup.sound_music = FALSE;
1617 if (!video.fullscreen_available)
1618 setup.fullscreen = FALSE;
1620 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1622 SetAudioMode(setup.sound);
1625 int GetElementFromGroupElement(int element)
1627 if (IS_GROUP_ELEMENT(element))
1629 struct ElementGroupInfo *group = element_info[element].group;
1630 int last_anim_random_frame = gfx.anim_random_frame;
1633 if (group->choice_mode == ANIM_RANDOM)
1634 gfx.anim_random_frame = RND(group->num_elements_resolved);
1636 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1637 group->choice_mode, 0,
1640 if (group->choice_mode == ANIM_RANDOM)
1641 gfx.anim_random_frame = last_anim_random_frame;
1643 group->choice_pos++;
1645 element = group->element_resolved[element_pos];
1651 static void InitPlayerField(int x, int y, int element, boolean init_game)
1653 if (element == EL_SP_MURPHY)
1657 if (stored_player[0].present)
1659 Feld[x][y] = EL_SP_MURPHY_CLONE;
1665 stored_player[0].initial_element = element;
1666 stored_player[0].use_murphy = TRUE;
1668 if (!level.use_artwork_element[0])
1669 stored_player[0].artwork_element = EL_SP_MURPHY;
1672 Feld[x][y] = EL_PLAYER_1;
1678 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1679 int jx = player->jx, jy = player->jy;
1681 player->present = TRUE;
1683 player->block_last_field = (element == EL_SP_MURPHY ?
1684 level.sp_block_last_field :
1685 level.block_last_field);
1687 /* ---------- initialize player's last field block delay --------------- */
1689 /* always start with reliable default value (no adjustment needed) */
1690 player->block_delay_adjustment = 0;
1692 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1693 if (player->block_last_field && element == EL_SP_MURPHY)
1694 player->block_delay_adjustment = 1;
1696 /* special case 2: in game engines before 3.1.1, blocking was different */
1697 if (game.use_block_last_field_bug)
1698 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1700 if (!options.network || player->connected)
1702 player->active = TRUE;
1704 /* remove potentially duplicate players */
1705 if (StorePlayer[jx][jy] == Feld[x][y])
1706 StorePlayer[jx][jy] = 0;
1708 StorePlayer[x][y] = Feld[x][y];
1710 #if DEBUG_INIT_PLAYER
1713 printf("- player element %d activated", player->element_nr);
1714 printf(" (local player is %d and currently %s)\n",
1715 local_player->element_nr,
1716 local_player->active ? "active" : "not active");
1721 Feld[x][y] = EL_EMPTY;
1723 player->jx = player->last_jx = x;
1724 player->jy = player->last_jy = y;
1729 int player_nr = GET_PLAYER_NR(element);
1730 struct PlayerInfo *player = &stored_player[player_nr];
1732 if (player->active && player->killed)
1733 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1737 static void InitField(int x, int y, boolean init_game)
1739 int element = Feld[x][y];
1748 InitPlayerField(x, y, element, init_game);
1751 case EL_SOKOBAN_FIELD_PLAYER:
1752 element = Feld[x][y] = EL_PLAYER_1;
1753 InitField(x, y, init_game);
1755 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1756 InitField(x, y, init_game);
1759 case EL_SOKOBAN_FIELD_EMPTY:
1760 local_player->sokobanfields_still_needed++;
1764 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1765 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1766 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1767 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1768 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1769 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1770 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1771 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1772 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1773 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1782 case EL_SPACESHIP_RIGHT:
1783 case EL_SPACESHIP_UP:
1784 case EL_SPACESHIP_LEFT:
1785 case EL_SPACESHIP_DOWN:
1786 case EL_BD_BUTTERFLY:
1787 case EL_BD_BUTTERFLY_RIGHT:
1788 case EL_BD_BUTTERFLY_UP:
1789 case EL_BD_BUTTERFLY_LEFT:
1790 case EL_BD_BUTTERFLY_DOWN:
1792 case EL_BD_FIREFLY_RIGHT:
1793 case EL_BD_FIREFLY_UP:
1794 case EL_BD_FIREFLY_LEFT:
1795 case EL_BD_FIREFLY_DOWN:
1796 case EL_PACMAN_RIGHT:
1798 case EL_PACMAN_LEFT:
1799 case EL_PACMAN_DOWN:
1801 case EL_YAMYAM_LEFT:
1802 case EL_YAMYAM_RIGHT:
1804 case EL_YAMYAM_DOWN:
1805 case EL_DARK_YAMYAM:
1808 case EL_SP_SNIKSNAK:
1809 case EL_SP_ELECTRON:
1818 case EL_AMOEBA_FULL:
1823 case EL_AMOEBA_DROP:
1824 if (y == lev_fieldy - 1)
1826 Feld[x][y] = EL_AMOEBA_GROWING;
1827 Store[x][y] = EL_AMOEBA_WET;
1831 case EL_DYNAMITE_ACTIVE:
1832 case EL_SP_DISK_RED_ACTIVE:
1833 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1834 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1835 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1836 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1837 MovDelay[x][y] = 96;
1840 case EL_EM_DYNAMITE_ACTIVE:
1841 MovDelay[x][y] = 32;
1845 local_player->lights_still_needed++;
1849 local_player->friends_still_needed++;
1854 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1857 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1858 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1859 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1860 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1861 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1862 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1863 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1864 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1865 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1866 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1867 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1868 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1871 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1872 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1873 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1875 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1877 game.belt_dir[belt_nr] = belt_dir;
1878 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1880 else /* more than one switch -- set it like the first switch */
1882 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1887 case EL_LIGHT_SWITCH_ACTIVE:
1889 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1892 case EL_INVISIBLE_STEELWALL:
1893 case EL_INVISIBLE_WALL:
1894 case EL_INVISIBLE_SAND:
1895 if (game.light_time_left > 0 ||
1896 game.lenses_time_left > 0)
1897 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1900 case EL_EMC_MAGIC_BALL:
1901 if (game.ball_state)
1902 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1905 case EL_EMC_MAGIC_BALL_SWITCH:
1906 if (game.ball_state)
1907 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1910 case EL_TRIGGER_PLAYER:
1911 case EL_TRIGGER_ELEMENT:
1912 case EL_TRIGGER_CE_VALUE:
1913 case EL_TRIGGER_CE_SCORE:
1915 case EL_ANY_ELEMENT:
1916 case EL_CURRENT_CE_VALUE:
1917 case EL_CURRENT_CE_SCORE:
1934 /* reference elements should not be used on the playfield */
1935 Feld[x][y] = EL_EMPTY;
1939 if (IS_CUSTOM_ELEMENT(element))
1941 if (CAN_MOVE(element))
1944 if (!element_info[element].use_last_ce_value || init_game)
1945 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1947 else if (IS_GROUP_ELEMENT(element))
1949 Feld[x][y] = GetElementFromGroupElement(element);
1951 InitField(x, y, init_game);
1958 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1961 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1963 InitField(x, y, init_game);
1965 /* not needed to call InitMovDir() -- already done by InitField()! */
1966 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1967 CAN_MOVE(Feld[x][y]))
1971 inline static void InitField_WithBug2(int x, int y, boolean init_game)
1973 int old_element = Feld[x][y];
1975 InitField(x, y, init_game);
1977 /* not needed to call InitMovDir() -- already done by InitField()! */
1978 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1979 CAN_MOVE(old_element) &&
1980 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1983 /* this case is in fact a combination of not less than three bugs:
1984 first, it calls InitMovDir() for elements that can move, although this is
1985 already done by InitField(); then, it checks the element that was at this
1986 field _before_ the call to InitField() (which can change it); lastly, it
1987 was not called for "mole with direction" elements, which were treated as
1988 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1992 static int get_key_element_from_nr(int key_nr)
1994 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
1995 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
1996 EL_EM_KEY_1 : EL_KEY_1);
1998 return key_base_element + key_nr;
2001 static int get_next_dropped_element(struct PlayerInfo *player)
2003 return (player->inventory_size > 0 ?
2004 player->inventory_element[player->inventory_size - 1] :
2005 player->inventory_infinite_element != EL_UNDEFINED ?
2006 player->inventory_infinite_element :
2007 player->dynabombs_left > 0 ?
2008 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2012 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2014 /* pos >= 0: get element from bottom of the stack;
2015 pos < 0: get element from top of the stack */
2019 int min_inventory_size = -pos;
2020 int inventory_pos = player->inventory_size - min_inventory_size;
2021 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2023 return (player->inventory_size >= min_inventory_size ?
2024 player->inventory_element[inventory_pos] :
2025 player->inventory_infinite_element != EL_UNDEFINED ?
2026 player->inventory_infinite_element :
2027 player->dynabombs_left >= min_dynabombs_left ?
2028 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2033 int min_dynabombs_left = pos + 1;
2034 int min_inventory_size = pos + 1 - player->dynabombs_left;
2035 int inventory_pos = pos - player->dynabombs_left;
2037 return (player->inventory_infinite_element != EL_UNDEFINED ?
2038 player->inventory_infinite_element :
2039 player->dynabombs_left >= min_dynabombs_left ?
2040 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2041 player->inventory_size >= min_inventory_size ?
2042 player->inventory_element[inventory_pos] :
2047 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2049 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2050 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2053 if (gpo1->sort_priority != gpo2->sort_priority)
2054 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2056 compare_result = gpo1->nr - gpo2->nr;
2058 return compare_result;
2061 int getPlayerInventorySize(int player_nr)
2063 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2064 return level.native_em_level->ply[player_nr]->dynamite;
2065 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2066 return level.native_sp_level->game_sp->red_disk_count;
2068 return stored_player[player_nr].inventory_size;
2071 void InitGameControlValues()
2075 for (i = 0; game_panel_controls[i].nr != -1; i++)
2077 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2078 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2079 struct TextPosInfo *pos = gpc->pos;
2081 int type = gpc->type;
2085 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2086 Error(ERR_EXIT, "this should not happen -- please debug");
2089 /* force update of game controls after initialization */
2090 gpc->value = gpc->last_value = -1;
2091 gpc->frame = gpc->last_frame = -1;
2092 gpc->gfx_frame = -1;
2094 /* determine panel value width for later calculation of alignment */
2095 if (type == TYPE_INTEGER || type == TYPE_STRING)
2097 pos->width = pos->size * getFontWidth(pos->font);
2098 pos->height = getFontHeight(pos->font);
2100 else if (type == TYPE_ELEMENT)
2102 pos->width = pos->size;
2103 pos->height = pos->size;
2106 /* fill structure for game panel draw order */
2108 gpo->sort_priority = pos->sort_priority;
2111 /* sort game panel controls according to sort_priority and control number */
2112 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2113 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2116 void UpdatePlayfieldElementCount()
2118 boolean use_element_count = FALSE;
2121 /* first check if it is needed at all to calculate playfield element count */
2122 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2123 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2124 use_element_count = TRUE;
2126 if (!use_element_count)
2129 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2130 element_info[i].element_count = 0;
2132 SCAN_PLAYFIELD(x, y)
2134 element_info[Feld[x][y]].element_count++;
2137 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2138 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2139 if (IS_IN_GROUP(j, i))
2140 element_info[EL_GROUP_START + i].element_count +=
2141 element_info[j].element_count;
2144 void UpdateGameControlValues()
2147 int time = (local_player->LevelSolved ?
2148 local_player->LevelSolved_CountingTime :
2149 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2150 level.native_em_level->lev->time :
2151 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2152 level.native_sp_level->game_sp->time_played :
2153 game.no_time_limit ? TimePlayed : TimeLeft);
2154 int score = (local_player->LevelSolved ?
2155 local_player->LevelSolved_CountingScore :
2156 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2157 level.native_em_level->lev->score :
2158 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2159 level.native_sp_level->game_sp->score :
2160 local_player->score);
2161 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2162 level.native_em_level->lev->required :
2163 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2164 level.native_sp_level->game_sp->infotrons_still_needed :
2165 local_player->gems_still_needed);
2166 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2167 level.native_em_level->lev->required > 0 :
2168 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2169 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2170 local_player->gems_still_needed > 0 ||
2171 local_player->sokobanfields_still_needed > 0 ||
2172 local_player->lights_still_needed > 0);
2174 UpdatePlayfieldElementCount();
2176 /* update game panel control values */
2178 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2179 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2181 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2182 for (i = 0; i < MAX_NUM_KEYS; i++)
2183 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2184 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2185 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2187 if (game.centered_player_nr == -1)
2189 for (i = 0; i < MAX_PLAYERS; i++)
2191 /* only one player in Supaplex game engine */
2192 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2195 for (k = 0; k < MAX_NUM_KEYS; k++)
2197 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2199 if (level.native_em_level->ply[i]->keys & (1 << k))
2200 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2201 get_key_element_from_nr(k);
2203 else if (stored_player[i].key[k])
2204 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2205 get_key_element_from_nr(k);
2208 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2209 getPlayerInventorySize(i);
2211 if (stored_player[i].num_white_keys > 0)
2212 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2215 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2216 stored_player[i].num_white_keys;
2221 int player_nr = game.centered_player_nr;
2223 for (k = 0; k < MAX_NUM_KEYS; k++)
2225 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2227 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2228 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2229 get_key_element_from_nr(k);
2231 else if (stored_player[player_nr].key[k])
2232 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2233 get_key_element_from_nr(k);
2236 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2237 getPlayerInventorySize(player_nr);
2239 if (stored_player[player_nr].num_white_keys > 0)
2240 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2242 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2243 stored_player[player_nr].num_white_keys;
2246 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2248 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2249 get_inventory_element_from_pos(local_player, i);
2250 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2251 get_inventory_element_from_pos(local_player, -i - 1);
2254 game_panel_controls[GAME_PANEL_SCORE].value = score;
2255 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2257 game_panel_controls[GAME_PANEL_TIME].value = time;
2259 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2260 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2261 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2263 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2265 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2266 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2268 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2269 local_player->shield_normal_time_left;
2270 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2271 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2273 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2274 local_player->shield_deadly_time_left;
2276 game_panel_controls[GAME_PANEL_EXIT].value =
2277 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2279 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2280 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2281 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2282 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2283 EL_EMC_MAGIC_BALL_SWITCH);
2285 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2286 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2287 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2288 game.light_time_left;
2290 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2291 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2292 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2293 game.timegate_time_left;
2295 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2296 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2298 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2299 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2300 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2301 game.lenses_time_left;
2303 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2304 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2305 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2306 game.magnify_time_left;
2308 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2309 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2310 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2311 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2312 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2313 EL_BALLOON_SWITCH_NONE);
2315 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2316 local_player->dynabomb_count;
2317 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2318 local_player->dynabomb_size;
2319 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2320 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2322 game_panel_controls[GAME_PANEL_PENGUINS].value =
2323 local_player->friends_still_needed;
2325 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2326 local_player->sokobanfields_still_needed;
2327 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2328 local_player->sokobanfields_still_needed;
2330 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2331 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2333 for (i = 0; i < NUM_BELTS; i++)
2335 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2336 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2337 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2338 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2339 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2342 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2343 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2344 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2345 game.magic_wall_time_left;
2347 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2348 local_player->gravity;
2350 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2351 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2353 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2354 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2355 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2356 game.panel.element[i].id : EL_UNDEFINED);
2358 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2359 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2360 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2361 element_info[game.panel.element_count[i].id].element_count : 0);
2363 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2364 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2365 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2366 element_info[game.panel.ce_score[i].id].collect_score : 0);
2368 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2369 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2370 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2371 element_info[game.panel.ce_score_element[i].id].collect_score :
2374 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2375 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2376 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2378 /* update game panel control frames */
2380 for (i = 0; game_panel_controls[i].nr != -1; i++)
2382 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2384 if (gpc->type == TYPE_ELEMENT)
2386 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2388 int last_anim_random_frame = gfx.anim_random_frame;
2389 int element = gpc->value;
2390 int graphic = el2panelimg(element);
2392 if (gpc->value != gpc->last_value)
2395 gpc->gfx_random = INIT_GFX_RANDOM();
2401 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2402 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2403 gpc->gfx_random = INIT_GFX_RANDOM();
2406 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2407 gfx.anim_random_frame = gpc->gfx_random;
2409 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2410 gpc->gfx_frame = element_info[element].collect_score;
2412 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2415 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2416 gfx.anim_random_frame = last_anim_random_frame;
2422 void DisplayGameControlValues()
2424 boolean redraw_panel = FALSE;
2427 for (i = 0; game_panel_controls[i].nr != -1; i++)
2429 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2431 if (PANEL_DEACTIVATED(gpc->pos))
2434 if (gpc->value == gpc->last_value &&
2435 gpc->frame == gpc->last_frame)
2438 redraw_panel = TRUE;
2444 /* copy default game door content to main double buffer */
2446 /* !!! CHECK AGAIN !!! */
2447 SetPanelBackground();
2448 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2449 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2451 /* redraw game control buttons */
2452 RedrawGameButtons();
2454 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2456 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2458 int nr = game_panel_order[i].nr;
2459 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2460 struct TextPosInfo *pos = gpc->pos;
2461 int type = gpc->type;
2462 int value = gpc->value;
2463 int frame = gpc->frame;
2464 int size = pos->size;
2465 int font = pos->font;
2466 boolean draw_masked = pos->draw_masked;
2467 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2469 if (PANEL_DEACTIVATED(pos))
2472 gpc->last_value = value;
2473 gpc->last_frame = frame;
2475 if (type == TYPE_INTEGER)
2477 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2478 nr == GAME_PANEL_TIME)
2480 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2482 if (use_dynamic_size) /* use dynamic number of digits */
2484 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2485 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2486 int size2 = size1 + 1;
2487 int font1 = pos->font;
2488 int font2 = pos->font_alt;
2490 size = (value < value_change ? size1 : size2);
2491 font = (value < value_change ? font1 : font2);
2495 /* correct text size if "digits" is zero or less */
2497 size = strlen(int2str(value, size));
2499 /* dynamically correct text alignment */
2500 pos->width = size * getFontWidth(font);
2502 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2503 int2str(value, size), font, mask_mode);
2505 else if (type == TYPE_ELEMENT)
2507 int element, graphic;
2511 int dst_x = PANEL_XPOS(pos);
2512 int dst_y = PANEL_YPOS(pos);
2514 if (value != EL_UNDEFINED && value != EL_EMPTY)
2517 graphic = el2panelimg(value);
2519 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2521 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2524 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2527 width = graphic_info[graphic].width * size / TILESIZE;
2528 height = graphic_info[graphic].height * size / TILESIZE;
2531 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2534 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2538 else if (type == TYPE_STRING)
2540 boolean active = (value != 0);
2541 char *state_normal = "off";
2542 char *state_active = "on";
2543 char *state = (active ? state_active : state_normal);
2544 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2545 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2546 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2547 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2549 if (nr == GAME_PANEL_GRAVITY_STATE)
2551 int font1 = pos->font; /* (used for normal state) */
2552 int font2 = pos->font_alt; /* (used for active state) */
2554 font = (active ? font2 : font1);
2563 /* don't truncate output if "chars" is zero or less */
2566 /* dynamically correct text alignment */
2567 pos->width = size * getFontWidth(font);
2570 s_cut = getStringCopyN(s, size);
2572 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2573 s_cut, font, mask_mode);
2579 redraw_mask |= REDRAW_DOOR_1;
2582 SetGameStatus(GAME_MODE_PLAYING);
2585 void UpdateAndDisplayGameControlValues()
2587 if (tape.deactivate_display)
2590 UpdateGameControlValues();
2591 DisplayGameControlValues();
2594 void UpdateGameDoorValues()
2596 UpdateGameControlValues();
2599 void DrawGameDoorValues()
2601 DisplayGameControlValues();
2606 =============================================================================
2608 -----------------------------------------------------------------------------
2609 initialize game engine due to level / tape version number
2610 =============================================================================
2613 static void InitGameEngine()
2615 int i, j, k, l, x, y;
2617 /* set game engine from tape file when re-playing, else from level file */
2618 game.engine_version = (tape.playing ? tape.engine_version :
2619 level.game_version);
2621 /* set single or multi-player game mode (needed for re-playing tapes) */
2622 game.team_mode = setup.team_mode;
2626 int num_players = 0;
2628 for (i = 0; i < MAX_PLAYERS; i++)
2629 if (tape.player_participates[i])
2632 /* multi-player tapes contain input data for more than one player */
2633 game.team_mode = (num_players > 1);
2636 /* ---------------------------------------------------------------------- */
2637 /* set flags for bugs and changes according to active game engine version */
2638 /* ---------------------------------------------------------------------- */
2641 Summary of bugfix/change:
2642 Fixed handling for custom elements that change when pushed by the player.
2644 Fixed/changed in version:
2648 Before 3.1.0, custom elements that "change when pushing" changed directly
2649 after the player started pushing them (until then handled in "DigField()").
2650 Since 3.1.0, these custom elements are not changed until the "pushing"
2651 move of the element is finished (now handled in "ContinueMoving()").
2653 Affected levels/tapes:
2654 The first condition is generally needed for all levels/tapes before version
2655 3.1.0, which might use the old behaviour before it was changed; known tapes
2656 that are affected are some tapes from the level set "Walpurgis Gardens" by
2658 The second condition is an exception from the above case and is needed for
2659 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2660 above (including some development versions of 3.1.0), but before it was
2661 known that this change would break tapes like the above and was fixed in
2662 3.1.1, so that the changed behaviour was active although the engine version
2663 while recording maybe was before 3.1.0. There is at least one tape that is
2664 affected by this exception, which is the tape for the one-level set "Bug
2665 Machine" by Juergen Bonhagen.
2668 game.use_change_when_pushing_bug =
2669 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2671 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2672 tape.game_version < VERSION_IDENT(3,1,1,0)));
2675 Summary of bugfix/change:
2676 Fixed handling for blocking the field the player leaves when moving.
2678 Fixed/changed in version:
2682 Before 3.1.1, when "block last field when moving" was enabled, the field
2683 the player is leaving when moving was blocked for the time of the move,
2684 and was directly unblocked afterwards. This resulted in the last field
2685 being blocked for exactly one less than the number of frames of one player
2686 move. Additionally, even when blocking was disabled, the last field was
2687 blocked for exactly one frame.
2688 Since 3.1.1, due to changes in player movement handling, the last field
2689 is not blocked at all when blocking is disabled. When blocking is enabled,
2690 the last field is blocked for exactly the number of frames of one player
2691 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2692 last field is blocked for exactly one more than the number of frames of
2695 Affected levels/tapes:
2696 (!!! yet to be determined -- probably many !!!)
2699 game.use_block_last_field_bug =
2700 (game.engine_version < VERSION_IDENT(3,1,1,0));
2702 game_em.use_single_button =
2703 (game.engine_version > VERSION_IDENT(4,0,0,2));
2705 game_em.use_snap_key_bug =
2706 (game.engine_version < VERSION_IDENT(4,0,1,0));
2708 /* ---------------------------------------------------------------------- */
2710 /* set maximal allowed number of custom element changes per game frame */
2711 game.max_num_changes_per_frame = 1;
2713 /* default scan direction: scan playfield from top/left to bottom/right */
2714 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2716 /* dynamically adjust element properties according to game engine version */
2717 InitElementPropertiesEngine(game.engine_version);
2720 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2721 printf(" tape version == %06d [%s] [file: %06d]\n",
2722 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2724 printf(" => game.engine_version == %06d\n", game.engine_version);
2727 /* ---------- initialize player's initial move delay --------------------- */
2729 /* dynamically adjust player properties according to level information */
2730 for (i = 0; i < MAX_PLAYERS; i++)
2731 game.initial_move_delay_value[i] =
2732 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2734 /* dynamically adjust player properties according to game engine version */
2735 for (i = 0; i < MAX_PLAYERS; i++)
2736 game.initial_move_delay[i] =
2737 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2738 game.initial_move_delay_value[i] : 0);
2740 /* ---------- initialize player's initial push delay --------------------- */
2742 /* dynamically adjust player properties according to game engine version */
2743 game.initial_push_delay_value =
2744 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2746 /* ---------- initialize changing elements ------------------------------- */
2748 /* initialize changing elements information */
2749 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2751 struct ElementInfo *ei = &element_info[i];
2753 /* this pointer might have been changed in the level editor */
2754 ei->change = &ei->change_page[0];
2756 if (!IS_CUSTOM_ELEMENT(i))
2758 ei->change->target_element = EL_EMPTY_SPACE;
2759 ei->change->delay_fixed = 0;
2760 ei->change->delay_random = 0;
2761 ei->change->delay_frames = 1;
2764 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2766 ei->has_change_event[j] = FALSE;
2768 ei->event_page_nr[j] = 0;
2769 ei->event_page[j] = &ei->change_page[0];
2773 /* add changing elements from pre-defined list */
2774 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2776 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2777 struct ElementInfo *ei = &element_info[ch_delay->element];
2779 ei->change->target_element = ch_delay->target_element;
2780 ei->change->delay_fixed = ch_delay->change_delay;
2782 ei->change->pre_change_function = ch_delay->pre_change_function;
2783 ei->change->change_function = ch_delay->change_function;
2784 ei->change->post_change_function = ch_delay->post_change_function;
2786 ei->change->can_change = TRUE;
2787 ei->change->can_change_or_has_action = TRUE;
2789 ei->has_change_event[CE_DELAY] = TRUE;
2791 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2792 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2795 /* ---------- initialize internal run-time variables --------------------- */
2797 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2799 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2801 for (j = 0; j < ei->num_change_pages; j++)
2803 ei->change_page[j].can_change_or_has_action =
2804 (ei->change_page[j].can_change |
2805 ei->change_page[j].has_action);
2809 /* add change events from custom element configuration */
2810 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2812 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2814 for (j = 0; j < ei->num_change_pages; j++)
2816 if (!ei->change_page[j].can_change_or_has_action)
2819 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2821 /* only add event page for the first page found with this event */
2822 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2824 ei->has_change_event[k] = TRUE;
2826 ei->event_page_nr[k] = j;
2827 ei->event_page[k] = &ei->change_page[j];
2833 /* ---------- initialize reference elements in change conditions --------- */
2835 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2837 int element = EL_CUSTOM_START + i;
2838 struct ElementInfo *ei = &element_info[element];
2840 for (j = 0; j < ei->num_change_pages; j++)
2842 int trigger_element = ei->change_page[j].initial_trigger_element;
2844 if (trigger_element >= EL_PREV_CE_8 &&
2845 trigger_element <= EL_NEXT_CE_8)
2846 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
2848 ei->change_page[j].trigger_element = trigger_element;
2852 /* ---------- initialize run-time trigger player and element ------------- */
2854 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2856 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2858 for (j = 0; j < ei->num_change_pages; j++)
2860 ei->change_page[j].actual_trigger_element = EL_EMPTY;
2861 ei->change_page[j].actual_trigger_player = EL_EMPTY;
2862 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
2863 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
2864 ei->change_page[j].actual_trigger_ce_value = 0;
2865 ei->change_page[j].actual_trigger_ce_score = 0;
2869 /* ---------- initialize trigger events ---------------------------------- */
2871 /* initialize trigger events information */
2872 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2873 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2874 trigger_events[i][j] = FALSE;
2876 /* add trigger events from element change event properties */
2877 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2879 struct ElementInfo *ei = &element_info[i];
2881 for (j = 0; j < ei->num_change_pages; j++)
2883 if (!ei->change_page[j].can_change_or_has_action)
2886 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
2888 int trigger_element = ei->change_page[j].trigger_element;
2890 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2892 if (ei->change_page[j].has_event[k])
2894 if (IS_GROUP_ELEMENT(trigger_element))
2896 struct ElementGroupInfo *group =
2897 element_info[trigger_element].group;
2899 for (l = 0; l < group->num_elements_resolved; l++)
2900 trigger_events[group->element_resolved[l]][k] = TRUE;
2902 else if (trigger_element == EL_ANY_ELEMENT)
2903 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
2904 trigger_events[l][k] = TRUE;
2906 trigger_events[trigger_element][k] = TRUE;
2913 /* ---------- initialize push delay -------------------------------------- */
2915 /* initialize push delay values to default */
2916 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2918 if (!IS_CUSTOM_ELEMENT(i))
2920 /* set default push delay values (corrected since version 3.0.7-1) */
2921 if (game.engine_version < VERSION_IDENT(3,0,7,1))
2923 element_info[i].push_delay_fixed = 2;
2924 element_info[i].push_delay_random = 8;
2928 element_info[i].push_delay_fixed = 8;
2929 element_info[i].push_delay_random = 8;
2934 /* set push delay value for certain elements from pre-defined list */
2935 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
2937 int e = push_delay_list[i].element;
2939 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
2940 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
2943 /* set push delay value for Supaplex elements for newer engine versions */
2944 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2946 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2948 if (IS_SP_ELEMENT(i))
2950 /* set SP push delay to just enough to push under a falling zonk */
2951 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
2953 element_info[i].push_delay_fixed = delay;
2954 element_info[i].push_delay_random = 0;
2959 /* ---------- initialize move stepsize ----------------------------------- */
2961 /* initialize move stepsize values to default */
2962 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2963 if (!IS_CUSTOM_ELEMENT(i))
2964 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
2966 /* set move stepsize value for certain elements from pre-defined list */
2967 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2969 int e = move_stepsize_list[i].element;
2971 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2974 /* ---------- initialize collect score ----------------------------------- */
2976 /* initialize collect score values for custom elements from initial value */
2977 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2978 if (IS_CUSTOM_ELEMENT(i))
2979 element_info[i].collect_score = element_info[i].collect_score_initial;
2981 /* ---------- initialize collect count ----------------------------------- */
2983 /* initialize collect count values for non-custom elements */
2984 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2985 if (!IS_CUSTOM_ELEMENT(i))
2986 element_info[i].collect_count_initial = 0;
2988 /* add collect count values for all elements from pre-defined list */
2989 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2990 element_info[collect_count_list[i].element].collect_count_initial =
2991 collect_count_list[i].count;
2993 /* ---------- initialize access direction -------------------------------- */
2995 /* initialize access direction values to default (access from every side) */
2996 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2997 if (!IS_CUSTOM_ELEMENT(i))
2998 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3000 /* set access direction value for certain elements from pre-defined list */
3001 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3002 element_info[access_direction_list[i].element].access_direction =
3003 access_direction_list[i].direction;
3005 /* ---------- initialize explosion content ------------------------------- */
3006 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3008 if (IS_CUSTOM_ELEMENT(i))
3011 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3013 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3015 element_info[i].content.e[x][y] =
3016 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3017 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3018 i == EL_PLAYER_3 ? EL_EMERALD :
3019 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3020 i == EL_MOLE ? EL_EMERALD_RED :
3021 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3022 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3023 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3024 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3025 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3026 i == EL_WALL_EMERALD ? EL_EMERALD :
3027 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3028 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3029 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3030 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3031 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3032 i == EL_WALL_PEARL ? EL_PEARL :
3033 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3038 /* ---------- initialize recursion detection ------------------------------ */
3039 recursion_loop_depth = 0;
3040 recursion_loop_detected = FALSE;
3041 recursion_loop_element = EL_UNDEFINED;
3043 /* ---------- initialize graphics engine ---------------------------------- */
3044 game.scroll_delay_value =
3045 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3046 setup.scroll_delay ? setup.scroll_delay_value : 0);
3047 game.scroll_delay_value =
3048 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3050 /* ---------- initialize game engine snapshots ---------------------------- */
3051 for (i = 0; i < MAX_PLAYERS; i++)
3052 game.snapshot.last_action[i] = 0;
3053 game.snapshot.changed_action = FALSE;
3054 game.snapshot.collected_item = FALSE;
3055 game.snapshot.mode =
3056 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3057 SNAPSHOT_MODE_EVERY_STEP :
3058 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3059 SNAPSHOT_MODE_EVERY_MOVE :
3060 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3061 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3062 game.snapshot.save_snapshot = FALSE;
3065 int get_num_special_action(int element, int action_first, int action_last)
3067 int num_special_action = 0;
3070 for (i = action_first; i <= action_last; i++)
3072 boolean found = FALSE;
3074 for (j = 0; j < NUM_DIRECTIONS; j++)
3075 if (el_act_dir2img(element, i, j) !=
3076 el_act_dir2img(element, ACTION_DEFAULT, j))
3080 num_special_action++;
3085 return num_special_action;
3090 =============================================================================
3092 -----------------------------------------------------------------------------
3093 initialize and start new game
3094 =============================================================================
3099 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3100 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3101 int fade_mask = REDRAW_FIELD;
3103 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3104 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3105 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3106 int initial_move_dir = MV_DOWN;
3109 // required here to update video display before fading (FIX THIS)
3110 DrawMaskedBorder(REDRAW_DOOR_2);
3112 if (!game.restart_level)
3113 CloseDoor(DOOR_CLOSE_1);
3115 SetGameStatus(GAME_MODE_PLAYING);
3117 if (level_editor_test_game)
3118 FadeSkipNextFadeIn();
3120 FadeSetEnterScreen();
3122 if (CheckIfGlobalBorderHasChanged())
3123 fade_mask = REDRAW_ALL;
3125 FadeLevelSoundsAndMusic();
3127 ExpireSoundLoops(TRUE);
3131 /* needed if different viewport properties defined for playing */
3132 ChangeViewportPropertiesIfNeeded();
3136 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3138 DrawCompleteVideoDisplay();
3141 InitGameControlValues();
3143 /* don't play tapes over network */
3144 network_playing = (options.network && !tape.playing);
3146 for (i = 0; i < MAX_PLAYERS; i++)
3148 struct PlayerInfo *player = &stored_player[i];
3150 player->index_nr = i;
3151 player->index_bit = (1 << i);
3152 player->element_nr = EL_PLAYER_1 + i;
3154 player->present = FALSE;
3155 player->active = FALSE;
3156 player->mapped = FALSE;
3158 player->killed = FALSE;
3159 player->reanimated = FALSE;
3162 player->effective_action = 0;
3163 player->programmed_action = 0;
3166 player->score_final = 0;
3168 player->gems_still_needed = level.gems_needed;
3169 player->sokobanfields_still_needed = 0;
3170 player->lights_still_needed = 0;
3171 player->friends_still_needed = 0;
3173 for (j = 0; j < MAX_NUM_KEYS; j++)
3174 player->key[j] = FALSE;
3176 player->num_white_keys = 0;
3178 player->dynabomb_count = 0;
3179 player->dynabomb_size = 1;
3180 player->dynabombs_left = 0;
3181 player->dynabomb_xl = FALSE;
3183 player->MovDir = initial_move_dir;
3186 player->GfxDir = initial_move_dir;
3187 player->GfxAction = ACTION_DEFAULT;
3189 player->StepFrame = 0;
3191 player->initial_element = player->element_nr;
3192 player->artwork_element =
3193 (level.use_artwork_element[i] ? level.artwork_element[i] :
3194 player->element_nr);
3195 player->use_murphy = FALSE;
3197 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3198 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3200 player->gravity = level.initial_player_gravity[i];
3202 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3204 player->actual_frame_counter = 0;
3206 player->step_counter = 0;
3208 player->last_move_dir = initial_move_dir;
3210 player->is_active = FALSE;
3212 player->is_waiting = FALSE;
3213 player->is_moving = FALSE;
3214 player->is_auto_moving = FALSE;
3215 player->is_digging = FALSE;
3216 player->is_snapping = FALSE;
3217 player->is_collecting = FALSE;
3218 player->is_pushing = FALSE;
3219 player->is_switching = FALSE;
3220 player->is_dropping = FALSE;
3221 player->is_dropping_pressed = FALSE;
3223 player->is_bored = FALSE;
3224 player->is_sleeping = FALSE;
3226 player->was_waiting = TRUE;
3227 player->was_moving = FALSE;
3228 player->was_snapping = FALSE;
3229 player->was_dropping = FALSE;
3231 player->force_dropping = FALSE;
3233 player->frame_counter_bored = -1;
3234 player->frame_counter_sleeping = -1;
3236 player->anim_delay_counter = 0;
3237 player->post_delay_counter = 0;
3239 player->dir_waiting = initial_move_dir;
3240 player->action_waiting = ACTION_DEFAULT;
3241 player->last_action_waiting = ACTION_DEFAULT;
3242 player->special_action_bored = ACTION_DEFAULT;
3243 player->special_action_sleeping = ACTION_DEFAULT;
3245 player->switch_x = -1;
3246 player->switch_y = -1;
3248 player->drop_x = -1;
3249 player->drop_y = -1;
3251 player->show_envelope = 0;
3253 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3255 player->push_delay = -1; /* initialized when pushing starts */
3256 player->push_delay_value = game.initial_push_delay_value;
3258 player->drop_delay = 0;
3259 player->drop_pressed_delay = 0;
3261 player->last_jx = -1;
3262 player->last_jy = -1;
3266 player->shield_normal_time_left = 0;
3267 player->shield_deadly_time_left = 0;
3269 player->inventory_infinite_element = EL_UNDEFINED;
3270 player->inventory_size = 0;
3272 if (level.use_initial_inventory[i])
3274 for (j = 0; j < level.initial_inventory_size[i]; j++)
3276 int element = level.initial_inventory_content[i][j];
3277 int collect_count = element_info[element].collect_count_initial;
3280 if (!IS_CUSTOM_ELEMENT(element))
3283 if (collect_count == 0)
3284 player->inventory_infinite_element = element;
3286 for (k = 0; k < collect_count; k++)
3287 if (player->inventory_size < MAX_INVENTORY_SIZE)
3288 player->inventory_element[player->inventory_size++] = element;
3292 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3293 SnapField(player, 0, 0);
3295 player->LevelSolved = FALSE;
3296 player->GameOver = FALSE;
3298 player->LevelSolved_GameWon = FALSE;
3299 player->LevelSolved_GameEnd = FALSE;
3300 player->LevelSolved_PanelOff = FALSE;
3301 player->LevelSolved_SaveTape = FALSE;
3302 player->LevelSolved_SaveScore = FALSE;
3303 player->LevelSolved_CountingTime = 0;
3304 player->LevelSolved_CountingScore = 0;
3306 map_player_action[i] = i;
3309 network_player_action_received = FALSE;
3311 #if defined(NETWORK_AVALIABLE)
3312 /* initial null action */
3313 if (network_playing)
3314 SendToServer_MovePlayer(MV_NONE);
3323 TimeLeft = level.time;
3326 ScreenMovDir = MV_NONE;
3330 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3332 AllPlayersGone = FALSE;
3334 game.no_time_limit = (level.time == 0);
3336 game.yamyam_content_nr = 0;
3337 game.robot_wheel_active = FALSE;
3338 game.magic_wall_active = FALSE;
3339 game.magic_wall_time_left = 0;
3340 game.light_time_left = 0;
3341 game.timegate_time_left = 0;
3342 game.switchgate_pos = 0;
3343 game.wind_direction = level.wind_direction_initial;
3345 game.lenses_time_left = 0;
3346 game.magnify_time_left = 0;
3348 game.ball_state = level.ball_state_initial;
3349 game.ball_content_nr = 0;
3351 game.envelope_active = FALSE;
3353 /* set focus to local player for network games, else to all players */
3354 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3355 game.centered_player_nr_next = game.centered_player_nr;
3356 game.set_centered_player = FALSE;
3358 if (network_playing && tape.recording)
3360 /* store client dependent player focus when recording network games */
3361 tape.centered_player_nr_next = game.centered_player_nr_next;
3362 tape.set_centered_player = TRUE;
3365 for (i = 0; i < NUM_BELTS; i++)
3367 game.belt_dir[i] = MV_NONE;
3368 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3371 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3372 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3374 #if DEBUG_INIT_PLAYER
3377 printf("Player status at level initialization:\n");
3381 SCAN_PLAYFIELD(x, y)
3383 Feld[x][y] = level.field[x][y];
3384 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3385 ChangeDelay[x][y] = 0;
3386 ChangePage[x][y] = -1;
3387 CustomValue[x][y] = 0; /* initialized in InitField() */
3388 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3390 WasJustMoving[x][y] = 0;
3391 WasJustFalling[x][y] = 0;
3392 CheckCollision[x][y] = 0;
3393 CheckImpact[x][y] = 0;
3395 Pushed[x][y] = FALSE;
3397 ChangeCount[x][y] = 0;
3398 ChangeEvent[x][y] = -1;
3400 ExplodePhase[x][y] = 0;
3401 ExplodeDelay[x][y] = 0;
3402 ExplodeField[x][y] = EX_TYPE_NONE;
3404 RunnerVisit[x][y] = 0;
3405 PlayerVisit[x][y] = 0;
3408 GfxRandom[x][y] = INIT_GFX_RANDOM();
3409 GfxElement[x][y] = EL_UNDEFINED;
3410 GfxAction[x][y] = ACTION_DEFAULT;
3411 GfxDir[x][y] = MV_NONE;
3412 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3415 SCAN_PLAYFIELD(x, y)
3417 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3419 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3421 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3424 InitField(x, y, TRUE);
3426 ResetGfxAnimation(x, y);
3431 for (i = 0; i < MAX_PLAYERS; i++)
3433 struct PlayerInfo *player = &stored_player[i];
3435 /* set number of special actions for bored and sleeping animation */
3436 player->num_special_action_bored =
3437 get_num_special_action(player->artwork_element,
3438 ACTION_BORING_1, ACTION_BORING_LAST);
3439 player->num_special_action_sleeping =
3440 get_num_special_action(player->artwork_element,
3441 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3444 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3445 emulate_sb ? EMU_SOKOBAN :
3446 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3448 /* initialize type of slippery elements */
3449 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3451 if (!IS_CUSTOM_ELEMENT(i))
3453 /* default: elements slip down either to the left or right randomly */
3454 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3456 /* SP style elements prefer to slip down on the left side */
3457 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3458 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3460 /* BD style elements prefer to slip down on the left side */
3461 if (game.emulation == EMU_BOULDERDASH)
3462 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3466 /* initialize explosion and ignition delay */
3467 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3469 if (!IS_CUSTOM_ELEMENT(i))
3472 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3473 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3474 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3475 int last_phase = (num_phase + 1) * delay;
3476 int half_phase = (num_phase / 2) * delay;
3478 element_info[i].explosion_delay = last_phase - 1;
3479 element_info[i].ignition_delay = half_phase;
3481 if (i == EL_BLACK_ORB)
3482 element_info[i].ignition_delay = 1;
3486 /* correct non-moving belts to start moving left */
3487 for (i = 0; i < NUM_BELTS; i++)
3488 if (game.belt_dir[i] == MV_NONE)
3489 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3491 #if USE_NEW_PLAYER_ASSIGNMENTS
3492 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3493 /* choose default local player */
3494 local_player = &stored_player[0];
3496 for (i = 0; i < MAX_PLAYERS; i++)
3497 stored_player[i].connected = FALSE;
3499 local_player->connected = TRUE;
3500 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3504 for (i = 0; i < MAX_PLAYERS; i++)
3505 stored_player[i].connected = tape.player_participates[i];
3507 else if (game.team_mode && !options.network)
3509 /* try to guess locally connected team mode players (needed for correct
3510 assignment of player figures from level to locally playing players) */
3512 for (i = 0; i < MAX_PLAYERS; i++)
3513 if (setup.input[i].use_joystick ||
3514 setup.input[i].key.left != KSYM_UNDEFINED)
3515 stored_player[i].connected = TRUE;
3518 #if DEBUG_INIT_PLAYER
3521 printf("Player status after level initialization:\n");
3523 for (i = 0; i < MAX_PLAYERS; i++)
3525 struct PlayerInfo *player = &stored_player[i];
3527 printf("- player %d: present == %d, connected == %d, active == %d",
3533 if (local_player == player)
3534 printf(" (local player)");
3541 #if DEBUG_INIT_PLAYER
3543 printf("Reassigning players ...\n");
3546 /* check if any connected player was not found in playfield */
3547 for (i = 0; i < MAX_PLAYERS; i++)
3549 struct PlayerInfo *player = &stored_player[i];
3551 if (player->connected && !player->present)
3553 struct PlayerInfo *field_player = NULL;
3555 #if DEBUG_INIT_PLAYER
3557 printf("- looking for field player for player %d ...\n", i + 1);
3560 /* assign first free player found that is present in the playfield */
3562 /* first try: look for unmapped playfield player that is not connected */
3563 for (j = 0; j < MAX_PLAYERS; j++)
3564 if (field_player == NULL &&
3565 stored_player[j].present &&
3566 !stored_player[j].mapped &&
3567 !stored_player[j].connected)
3568 field_player = &stored_player[j];
3570 /* second try: look for *any* unmapped playfield player */
3571 for (j = 0; j < MAX_PLAYERS; j++)
3572 if (field_player == NULL &&
3573 stored_player[j].present &&
3574 !stored_player[j].mapped)
3575 field_player = &stored_player[j];
3577 if (field_player != NULL)
3579 int jx = field_player->jx, jy = field_player->jy;
3581 #if DEBUG_INIT_PLAYER
3583 printf("- found player %d\n", field_player->index_nr + 1);
3586 player->present = FALSE;
3587 player->active = FALSE;
3589 field_player->present = TRUE;
3590 field_player->active = TRUE;
3593 player->initial_element = field_player->initial_element;
3594 player->artwork_element = field_player->artwork_element;
3596 player->block_last_field = field_player->block_last_field;
3597 player->block_delay_adjustment = field_player->block_delay_adjustment;
3600 StorePlayer[jx][jy] = field_player->element_nr;
3602 field_player->jx = field_player->last_jx = jx;
3603 field_player->jy = field_player->last_jy = jy;
3605 if (local_player == player)
3606 local_player = field_player;
3608 map_player_action[field_player->index_nr] = i;
3610 field_player->mapped = TRUE;
3612 #if DEBUG_INIT_PLAYER
3614 printf("- map_player_action[%d] == %d\n",
3615 field_player->index_nr + 1, i + 1);
3620 if (player->connected && player->present)
3621 player->mapped = TRUE;
3624 #if DEBUG_INIT_PLAYER
3627 printf("Player status after player assignment (first stage):\n");
3629 for (i = 0; i < MAX_PLAYERS; i++)
3631 struct PlayerInfo *player = &stored_player[i];
3633 printf("- player %d: present == %d, connected == %d, active == %d",
3639 if (local_player == player)
3640 printf(" (local player)");
3649 /* check if any connected player was not found in playfield */
3650 for (i = 0; i < MAX_PLAYERS; i++)
3652 struct PlayerInfo *player = &stored_player[i];
3654 if (player->connected && !player->present)
3656 for (j = 0; j < MAX_PLAYERS; j++)
3658 struct PlayerInfo *field_player = &stored_player[j];
3659 int jx = field_player->jx, jy = field_player->jy;
3661 /* assign first free player found that is present in the playfield */
3662 if (field_player->present && !field_player->connected)
3664 player->present = TRUE;
3665 player->active = TRUE;
3667 field_player->present = FALSE;
3668 field_player->active = FALSE;
3670 player->initial_element = field_player->initial_element;
3671 player->artwork_element = field_player->artwork_element;
3673 player->block_last_field = field_player->block_last_field;
3674 player->block_delay_adjustment = field_player->block_delay_adjustment;
3676 StorePlayer[jx][jy] = player->element_nr;
3678 player->jx = player->last_jx = jx;
3679 player->jy = player->last_jy = jy;
3689 printf("::: local_player->present == %d\n", local_player->present);
3694 /* when playing a tape, eliminate all players who do not participate */
3696 #if USE_NEW_PLAYER_ASSIGNMENTS
3698 if (!game.team_mode)
3700 for (i = 0; i < MAX_PLAYERS; i++)
3702 if (stored_player[i].active &&
3703 !tape.player_participates[map_player_action[i]])
3705 struct PlayerInfo *player = &stored_player[i];
3706 int jx = player->jx, jy = player->jy;
3708 #if DEBUG_INIT_PLAYER
3710 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3713 player->active = FALSE;
3714 StorePlayer[jx][jy] = 0;
3715 Feld[jx][jy] = EL_EMPTY;
3722 for (i = 0; i < MAX_PLAYERS; i++)
3724 if (stored_player[i].active &&
3725 !tape.player_participates[i])
3727 struct PlayerInfo *player = &stored_player[i];
3728 int jx = player->jx, jy = player->jy;
3730 player->active = FALSE;
3731 StorePlayer[jx][jy] = 0;
3732 Feld[jx][jy] = EL_EMPTY;
3737 else if (!options.network && !game.team_mode) /* && !tape.playing */
3739 /* when in single player mode, eliminate all but the first active player */
3741 for (i = 0; i < MAX_PLAYERS; i++)
3743 if (stored_player[i].active)
3745 for (j = i + 1; j < MAX_PLAYERS; j++)
3747 if (stored_player[j].active)
3749 struct PlayerInfo *player = &stored_player[j];
3750 int jx = player->jx, jy = player->jy;
3752 player->active = FALSE;
3753 player->present = FALSE;
3755 StorePlayer[jx][jy] = 0;
3756 Feld[jx][jy] = EL_EMPTY;
3763 /* when recording the game, store which players take part in the game */
3766 #if USE_NEW_PLAYER_ASSIGNMENTS
3767 for (i = 0; i < MAX_PLAYERS; i++)
3768 if (stored_player[i].connected)
3769 tape.player_participates[i] = TRUE;
3771 for (i = 0; i < MAX_PLAYERS; i++)
3772 if (stored_player[i].active)
3773 tape.player_participates[i] = TRUE;
3777 #if DEBUG_INIT_PLAYER
3780 printf("Player status after player assignment (final stage):\n");
3782 for (i = 0; i < MAX_PLAYERS; i++)
3784 struct PlayerInfo *player = &stored_player[i];
3786 printf("- player %d: present == %d, connected == %d, active == %d",
3792 if (local_player == player)
3793 printf(" (local player)");
3800 if (BorderElement == EL_EMPTY)
3803 SBX_Right = lev_fieldx - SCR_FIELDX;
3805 SBY_Lower = lev_fieldy - SCR_FIELDY;
3810 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3812 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3815 if (full_lev_fieldx <= SCR_FIELDX)
3816 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3817 if (full_lev_fieldy <= SCR_FIELDY)
3818 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3820 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3822 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3825 /* if local player not found, look for custom element that might create
3826 the player (make some assumptions about the right custom element) */
3827 if (!local_player->present)
3829 int start_x = 0, start_y = 0;
3830 int found_rating = 0;
3831 int found_element = EL_UNDEFINED;
3832 int player_nr = local_player->index_nr;
3834 SCAN_PLAYFIELD(x, y)
3836 int element = Feld[x][y];
3841 if (level.use_start_element[player_nr] &&
3842 level.start_element[player_nr] == element &&
3849 found_element = element;
3852 if (!IS_CUSTOM_ELEMENT(element))
3855 if (CAN_CHANGE(element))
3857 for (i = 0; i < element_info[element].num_change_pages; i++)
3859 /* check for player created from custom element as single target */
3860 content = element_info[element].change_page[i].target_element;
3861 is_player = ELEM_IS_PLAYER(content);
3863 if (is_player && (found_rating < 3 ||
3864 (found_rating == 3 && element < found_element)))
3870 found_element = element;
3875 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3877 /* check for player created from custom element as explosion content */
3878 content = element_info[element].content.e[xx][yy];
3879 is_player = ELEM_IS_PLAYER(content);
3881 if (is_player && (found_rating < 2 ||
3882 (found_rating == 2 && element < found_element)))
3884 start_x = x + xx - 1;
3885 start_y = y + yy - 1;
3888 found_element = element;
3891 if (!CAN_CHANGE(element))
3894 for (i = 0; i < element_info[element].num_change_pages; i++)
3896 /* check for player created from custom element as extended target */
3898 element_info[element].change_page[i].target_content.e[xx][yy];
3900 is_player = ELEM_IS_PLAYER(content);
3902 if (is_player && (found_rating < 1 ||
3903 (found_rating == 1 && element < found_element)))
3905 start_x = x + xx - 1;
3906 start_y = y + yy - 1;
3909 found_element = element;
3915 scroll_x = SCROLL_POSITION_X(start_x);
3916 scroll_y = SCROLL_POSITION_Y(start_y);
3920 scroll_x = SCROLL_POSITION_X(local_player->jx);
3921 scroll_y = SCROLL_POSITION_Y(local_player->jy);
3924 /* !!! FIX THIS (START) !!! */
3925 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3927 InitGameEngine_EM();
3929 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3931 InitGameEngine_SP();
3935 DrawLevel(REDRAW_FIELD);
3938 /* after drawing the level, correct some elements */
3939 if (game.timegate_time_left == 0)
3940 CloseAllOpenTimegates();
3943 /* blit playfield from scroll buffer to normal back buffer for fading in */
3944 BlitScreenToBitmap(backbuffer);
3945 /* !!! FIX THIS (END) !!! */
3947 DrawMaskedBorder(fade_mask);
3952 // full screen redraw is required at this point in the following cases:
3953 // - special editor door undrawn when game was started from level editor
3954 // - drawing area (playfield) was changed and has to be removed completely
3955 redraw_mask = REDRAW_ALL;
3959 if (!game.restart_level)
3961 /* copy default game door content to main double buffer */
3963 /* !!! CHECK AGAIN !!! */
3964 SetPanelBackground();
3965 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
3966 DrawBackground(DX, DY, DXSIZE, DYSIZE);
3969 SetPanelBackground();
3970 SetDrawBackgroundMask(REDRAW_DOOR_1);
3972 UpdateAndDisplayGameControlValues();
3974 if (!game.restart_level)
3980 CreateGameButtons();
3982 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3983 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3984 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3989 /* copy actual game door content to door double buffer for OpenDoor() */
3990 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
3992 OpenDoor(DOOR_OPEN_ALL);
3994 PlaySound(SND_GAME_STARTING);
3996 if (setup.sound_music)
3999 KeyboardAutoRepeatOffUnlessAutoplay();
4001 #if DEBUG_INIT_PLAYER
4004 printf("Player status (final):\n");
4006 for (i = 0; i < MAX_PLAYERS; i++)
4008 struct PlayerInfo *player = &stored_player[i];
4010 printf("- player %d: present == %d, connected == %d, active == %d",
4016 if (local_player == player)
4017 printf(" (local player)");
4030 if (!game.restart_level && !tape.playing)
4032 LevelStats_incPlayed(level_nr);
4034 SaveLevelSetup_SeriesInfo();
4037 game.restart_level = FALSE;
4039 SaveEngineSnapshotToListInitial();
4042 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4043 int actual_player_x, int actual_player_y)
4045 /* this is used for non-R'n'D game engines to update certain engine values */
4047 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4049 actual_player_x = correctLevelPosX_EM(actual_player_x);
4050 actual_player_y = correctLevelPosY_EM(actual_player_y);
4053 /* needed to determine if sounds are played within the visible screen area */
4054 scroll_x = actual_scroll_x;
4055 scroll_y = actual_scroll_y;
4057 /* needed to get player position for "follow finger" playing input method */
4058 local_player->jx = actual_player_x;
4059 local_player->jy = actual_player_y;
4062 void InitMovDir(int x, int y)
4064 int i, element = Feld[x][y];
4065 static int xy[4][2] =
4072 static int direction[3][4] =
4074 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4075 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4076 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4085 Feld[x][y] = EL_BUG;
4086 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4089 case EL_SPACESHIP_RIGHT:
4090 case EL_SPACESHIP_UP:
4091 case EL_SPACESHIP_LEFT:
4092 case EL_SPACESHIP_DOWN:
4093 Feld[x][y] = EL_SPACESHIP;
4094 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4097 case EL_BD_BUTTERFLY_RIGHT:
4098 case EL_BD_BUTTERFLY_UP:
4099 case EL_BD_BUTTERFLY_LEFT:
4100 case EL_BD_BUTTERFLY_DOWN:
4101 Feld[x][y] = EL_BD_BUTTERFLY;
4102 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4105 case EL_BD_FIREFLY_RIGHT:
4106 case EL_BD_FIREFLY_UP:
4107 case EL_BD_FIREFLY_LEFT:
4108 case EL_BD_FIREFLY_DOWN:
4109 Feld[x][y] = EL_BD_FIREFLY;
4110 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4113 case EL_PACMAN_RIGHT:
4115 case EL_PACMAN_LEFT:
4116 case EL_PACMAN_DOWN:
4117 Feld[x][y] = EL_PACMAN;
4118 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4121 case EL_YAMYAM_LEFT:
4122 case EL_YAMYAM_RIGHT:
4124 case EL_YAMYAM_DOWN:
4125 Feld[x][y] = EL_YAMYAM;
4126 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4129 case EL_SP_SNIKSNAK:
4130 MovDir[x][y] = MV_UP;
4133 case EL_SP_ELECTRON:
4134 MovDir[x][y] = MV_LEFT;
4141 Feld[x][y] = EL_MOLE;
4142 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4146 if (IS_CUSTOM_ELEMENT(element))
4148 struct ElementInfo *ei = &element_info[element];
4149 int move_direction_initial = ei->move_direction_initial;
4150 int move_pattern = ei->move_pattern;
4152 if (move_direction_initial == MV_START_PREVIOUS)
4154 if (MovDir[x][y] != MV_NONE)
4157 move_direction_initial = MV_START_AUTOMATIC;
4160 if (move_direction_initial == MV_START_RANDOM)
4161 MovDir[x][y] = 1 << RND(4);
4162 else if (move_direction_initial & MV_ANY_DIRECTION)
4163 MovDir[x][y] = move_direction_initial;
4164 else if (move_pattern == MV_ALL_DIRECTIONS ||
4165 move_pattern == MV_TURNING_LEFT ||
4166 move_pattern == MV_TURNING_RIGHT ||
4167 move_pattern == MV_TURNING_LEFT_RIGHT ||
4168 move_pattern == MV_TURNING_RIGHT_LEFT ||
4169 move_pattern == MV_TURNING_RANDOM)
4170 MovDir[x][y] = 1 << RND(4);
4171 else if (move_pattern == MV_HORIZONTAL)
4172 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4173 else if (move_pattern == MV_VERTICAL)
4174 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4175 else if (move_pattern & MV_ANY_DIRECTION)
4176 MovDir[x][y] = element_info[element].move_pattern;
4177 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4178 move_pattern == MV_ALONG_RIGHT_SIDE)
4180 /* use random direction as default start direction */
4181 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4182 MovDir[x][y] = 1 << RND(4);
4184 for (i = 0; i < NUM_DIRECTIONS; i++)
4186 int x1 = x + xy[i][0];
4187 int y1 = y + xy[i][1];
4189 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4191 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4192 MovDir[x][y] = direction[0][i];
4194 MovDir[x][y] = direction[1][i];
4203 MovDir[x][y] = 1 << RND(4);
4205 if (element != EL_BUG &&
4206 element != EL_SPACESHIP &&
4207 element != EL_BD_BUTTERFLY &&
4208 element != EL_BD_FIREFLY)
4211 for (i = 0; i < NUM_DIRECTIONS; i++)
4213 int x1 = x + xy[i][0];
4214 int y1 = y + xy[i][1];
4216 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4218 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4220 MovDir[x][y] = direction[0][i];
4223 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4224 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4226 MovDir[x][y] = direction[1][i];
4235 GfxDir[x][y] = MovDir[x][y];
4238 void InitAmoebaNr(int x, int y)
4241 int group_nr = AmoebeNachbarNr(x, y);
4245 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4247 if (AmoebaCnt[i] == 0)
4255 AmoebaNr[x][y] = group_nr;
4256 AmoebaCnt[group_nr]++;
4257 AmoebaCnt2[group_nr]++;
4260 static void PlayerWins(struct PlayerInfo *player)
4262 player->LevelSolved = TRUE;
4263 player->GameOver = TRUE;
4265 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4266 level.native_em_level->lev->score : player->score);
4268 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4270 player->LevelSolved_CountingScore = player->score_final;
4275 static int time, time_final;
4276 static int score, score_final;
4277 static int game_over_delay_1 = 0;
4278 static int game_over_delay_2 = 0;
4279 int game_over_delay_value_1 = 50;
4280 int game_over_delay_value_2 = 50;
4282 if (!local_player->LevelSolved_GameWon)
4286 /* do not start end game actions before the player stops moving (to exit) */
4287 if (local_player->MovPos)
4290 local_player->LevelSolved_GameWon = TRUE;
4291 local_player->LevelSolved_SaveTape = tape.recording;
4292 local_player->LevelSolved_SaveScore = !tape.playing;
4296 LevelStats_incSolved(level_nr);
4298 SaveLevelSetup_SeriesInfo();
4301 if (tape.auto_play) /* tape might already be stopped here */
4302 tape.auto_play_level_solved = TRUE;
4306 game_over_delay_1 = game_over_delay_value_1;
4307 game_over_delay_2 = game_over_delay_value_2;
4309 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4310 score = score_final = local_player->score_final;
4315 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4317 else if (game.no_time_limit && TimePlayed < 999)
4320 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4323 local_player->score_final = score_final;
4325 if (level_editor_test_game)
4328 score = score_final;
4330 local_player->LevelSolved_CountingTime = time;
4331 local_player->LevelSolved_CountingScore = score;
4333 game_panel_controls[GAME_PANEL_TIME].value = time;
4334 game_panel_controls[GAME_PANEL_SCORE].value = score;
4336 DisplayGameControlValues();
4339 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4341 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4343 /* close exit door after last player */
4344 if ((AllPlayersGone &&
4345 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4346 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4347 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4348 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4349 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4351 int element = Feld[ExitX][ExitY];
4353 Feld[ExitX][ExitY] =
4354 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4355 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4356 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4357 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4358 EL_EM_STEEL_EXIT_CLOSING);
4360 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4363 /* player disappears */
4364 DrawLevelField(ExitX, ExitY);
4367 for (i = 0; i < MAX_PLAYERS; i++)
4369 struct PlayerInfo *player = &stored_player[i];
4371 if (player->present)
4373 RemovePlayer(player);
4375 /* player disappears */
4376 DrawLevelField(player->jx, player->jy);
4381 PlaySound(SND_GAME_WINNING);
4384 if (game_over_delay_1 > 0)
4386 game_over_delay_1--;
4391 if (time != time_final)
4393 int time_to_go = ABS(time_final - time);
4394 int time_count_dir = (time < time_final ? +1 : -1);
4395 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4397 time += time_count_steps * time_count_dir;
4398 score += time_count_steps * level.score[SC_TIME_BONUS];
4400 local_player->LevelSolved_CountingTime = time;
4401 local_player->LevelSolved_CountingScore = score;
4403 game_panel_controls[GAME_PANEL_TIME].value = time;
4404 game_panel_controls[GAME_PANEL_SCORE].value = score;
4406 DisplayGameControlValues();
4408 if (time == time_final)
4409 StopSound(SND_GAME_LEVELTIME_BONUS);
4410 else if (setup.sound_loops)
4411 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4413 PlaySound(SND_GAME_LEVELTIME_BONUS);
4418 local_player->LevelSolved_PanelOff = TRUE;
4420 if (game_over_delay_2 > 0)
4422 game_over_delay_2--;
4433 boolean raise_level = FALSE;
4435 local_player->LevelSolved_GameEnd = TRUE;
4437 if (!global.use_envelope_request)
4438 CloseDoor(DOOR_CLOSE_1);
4440 if (local_player->LevelSolved_SaveTape)
4442 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4445 CloseDoor(DOOR_CLOSE_ALL);
4447 if (level_editor_test_game)
4449 SetGameStatus(GAME_MODE_MAIN);
4456 if (!local_player->LevelSolved_SaveScore)
4458 SetGameStatus(GAME_MODE_MAIN);
4465 if (level_nr == leveldir_current->handicap_level)
4467 leveldir_current->handicap_level++;
4469 SaveLevelSetup_SeriesInfo();
4472 if (setup.increment_levels &&
4473 level_nr < leveldir_current->last_level)
4474 raise_level = TRUE; /* advance to next level */
4476 if ((hi_pos = NewHiScore()) >= 0)
4478 SetGameStatus(GAME_MODE_SCORES);
4480 DrawHallOfFame(hi_pos);
4490 SetGameStatus(GAME_MODE_MAIN);
4506 boolean one_score_entry_per_name = !program.many_scores_per_name;
4508 LoadScore(level_nr);
4510 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4511 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4514 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4516 if (local_player->score_final > highscore[k].Score)
4518 /* player has made it to the hall of fame */
4520 if (k < MAX_SCORE_ENTRIES - 1)
4522 int m = MAX_SCORE_ENTRIES - 1;
4524 if (one_score_entry_per_name)
4526 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4527 if (strEqual(setup.player_name, highscore[l].Name))
4530 if (m == k) /* player's new highscore overwrites his old one */
4534 for (l = m; l > k; l--)
4536 strcpy(highscore[l].Name, highscore[l - 1].Name);
4537 highscore[l].Score = highscore[l - 1].Score;
4543 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4544 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4545 highscore[k].Score = local_player->score_final;
4550 else if (one_score_entry_per_name &&
4551 !strncmp(setup.player_name, highscore[k].Name,
4552 MAX_PLAYER_NAME_LEN))
4553 break; /* player already there with a higher score */
4557 SaveScore(level_nr);
4562 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4564 int element = Feld[x][y];
4565 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4566 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4567 int horiz_move = (dx != 0);
4568 int sign = (horiz_move ? dx : dy);
4569 int step = sign * element_info[element].move_stepsize;
4571 /* special values for move stepsize for spring and things on conveyor belt */
4574 if (CAN_FALL(element) &&
4575 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4576 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4577 else if (element == EL_SPRING)
4578 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4584 inline static int getElementMoveStepsize(int x, int y)
4586 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4589 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4591 if (player->GfxAction != action || player->GfxDir != dir)
4593 player->GfxAction = action;
4594 player->GfxDir = dir;
4596 player->StepFrame = 0;
4600 static void ResetGfxFrame(int x, int y)
4602 // profiling showed that "autotest" spends 10~20% of its time in this function
4603 if (DrawingDeactivatedField())
4606 int element = Feld[x][y];
4607 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4609 if (graphic_info[graphic].anim_global_sync)
4610 GfxFrame[x][y] = FrameCounter;
4611 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4612 GfxFrame[x][y] = CustomValue[x][y];
4613 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4614 GfxFrame[x][y] = element_info[element].collect_score;
4615 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4616 GfxFrame[x][y] = ChangeDelay[x][y];
4619 static void ResetGfxAnimation(int x, int y)
4621 GfxAction[x][y] = ACTION_DEFAULT;
4622 GfxDir[x][y] = MovDir[x][y];
4625 ResetGfxFrame(x, y);
4628 static void ResetRandomAnimationValue(int x, int y)
4630 GfxRandom[x][y] = INIT_GFX_RANDOM();
4633 void InitMovingField(int x, int y, int direction)
4635 int element = Feld[x][y];
4636 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4637 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4640 boolean is_moving_before, is_moving_after;
4642 /* check if element was/is moving or being moved before/after mode change */
4643 is_moving_before = (WasJustMoving[x][y] != 0);
4644 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4646 /* reset animation only for moving elements which change direction of moving
4647 or which just started or stopped moving
4648 (else CEs with property "can move" / "not moving" are reset each frame) */
4649 if (is_moving_before != is_moving_after ||
4650 direction != MovDir[x][y])
4651 ResetGfxAnimation(x, y);
4653 MovDir[x][y] = direction;
4654 GfxDir[x][y] = direction;
4656 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4657 direction == MV_DOWN && CAN_FALL(element) ?
4658 ACTION_FALLING : ACTION_MOVING);
4660 /* this is needed for CEs with property "can move" / "not moving" */
4662 if (is_moving_after)
4664 if (Feld[newx][newy] == EL_EMPTY)
4665 Feld[newx][newy] = EL_BLOCKED;
4667 MovDir[newx][newy] = MovDir[x][y];
4669 CustomValue[newx][newy] = CustomValue[x][y];
4671 GfxFrame[newx][newy] = GfxFrame[x][y];
4672 GfxRandom[newx][newy] = GfxRandom[x][y];
4673 GfxAction[newx][newy] = GfxAction[x][y];
4674 GfxDir[newx][newy] = GfxDir[x][y];
4678 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4680 int direction = MovDir[x][y];
4681 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4682 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4688 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4690 int oldx = x, oldy = y;
4691 int direction = MovDir[x][y];
4693 if (direction == MV_LEFT)
4695 else if (direction == MV_RIGHT)
4697 else if (direction == MV_UP)
4699 else if (direction == MV_DOWN)
4702 *comes_from_x = oldx;
4703 *comes_from_y = oldy;
4706 int MovingOrBlocked2Element(int x, int y)
4708 int element = Feld[x][y];
4710 if (element == EL_BLOCKED)
4714 Blocked2Moving(x, y, &oldx, &oldy);
4715 return Feld[oldx][oldy];
4721 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4723 /* like MovingOrBlocked2Element(), but if element is moving
4724 and (x,y) is the field the moving element is just leaving,
4725 return EL_BLOCKED instead of the element value */
4726 int element = Feld[x][y];
4728 if (IS_MOVING(x, y))
4730 if (element == EL_BLOCKED)
4734 Blocked2Moving(x, y, &oldx, &oldy);
4735 return Feld[oldx][oldy];
4744 static void RemoveField(int x, int y)
4746 Feld[x][y] = EL_EMPTY;
4752 CustomValue[x][y] = 0;
4755 ChangeDelay[x][y] = 0;
4756 ChangePage[x][y] = -1;
4757 Pushed[x][y] = FALSE;
4759 GfxElement[x][y] = EL_UNDEFINED;
4760 GfxAction[x][y] = ACTION_DEFAULT;
4761 GfxDir[x][y] = MV_NONE;
4764 void RemoveMovingField(int x, int y)
4766 int oldx = x, oldy = y, newx = x, newy = y;
4767 int element = Feld[x][y];
4768 int next_element = EL_UNDEFINED;
4770 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4773 if (IS_MOVING(x, y))
4775 Moving2Blocked(x, y, &newx, &newy);
4777 if (Feld[newx][newy] != EL_BLOCKED)
4779 /* element is moving, but target field is not free (blocked), but
4780 already occupied by something different (example: acid pool);
4781 in this case, only remove the moving field, but not the target */
4783 RemoveField(oldx, oldy);
4785 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4787 TEST_DrawLevelField(oldx, oldy);
4792 else if (element == EL_BLOCKED)
4794 Blocked2Moving(x, y, &oldx, &oldy);
4795 if (!IS_MOVING(oldx, oldy))
4799 if (element == EL_BLOCKED &&
4800 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4801 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4802 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4803 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4804 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4805 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4806 next_element = get_next_element(Feld[oldx][oldy]);
4808 RemoveField(oldx, oldy);
4809 RemoveField(newx, newy);
4811 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4813 if (next_element != EL_UNDEFINED)
4814 Feld[oldx][oldy] = next_element;
4816 TEST_DrawLevelField(oldx, oldy);
4817 TEST_DrawLevelField(newx, newy);
4820 void DrawDynamite(int x, int y)
4822 int sx = SCREENX(x), sy = SCREENY(y);
4823 int graphic = el2img(Feld[x][y]);
4826 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4829 if (IS_WALKABLE_INSIDE(Back[x][y]))
4833 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4834 else if (Store[x][y])
4835 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4837 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4839 if (Back[x][y] || Store[x][y])
4840 DrawGraphicThruMask(sx, sy, graphic, frame);
4842 DrawGraphic(sx, sy, graphic, frame);
4845 void CheckDynamite(int x, int y)
4847 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4851 if (MovDelay[x][y] != 0)
4854 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4860 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4865 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4867 boolean num_checked_players = 0;
4870 for (i = 0; i < MAX_PLAYERS; i++)
4872 if (stored_player[i].active)
4874 int sx = stored_player[i].jx;
4875 int sy = stored_player[i].jy;
4877 if (num_checked_players == 0)
4884 *sx1 = MIN(*sx1, sx);
4885 *sy1 = MIN(*sy1, sy);
4886 *sx2 = MAX(*sx2, sx);
4887 *sy2 = MAX(*sy2, sy);
4890 num_checked_players++;
4895 static boolean checkIfAllPlayersFitToScreen_RND()
4897 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4899 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4901 return (sx2 - sx1 < SCR_FIELDX &&
4902 sy2 - sy1 < SCR_FIELDY);
4905 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4907 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4909 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4911 *sx = (sx1 + sx2) / 2;
4912 *sy = (sy1 + sy2) / 2;
4915 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4916 boolean center_screen, boolean quick_relocation)
4918 unsigned int frame_delay_value_old = GetVideoFrameDelay();
4919 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4920 boolean no_delay = (tape.warp_forward);
4921 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4922 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4923 int new_scroll_x, new_scroll_y;
4925 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
4927 /* case 1: quick relocation inside visible screen (without scrolling) */
4934 if (!level.shifted_relocation || center_screen)
4936 /* relocation _with_ centering of screen */
4938 new_scroll_x = SCROLL_POSITION_X(x);
4939 new_scroll_y = SCROLL_POSITION_Y(y);
4943 /* relocation _without_ centering of screen */
4945 int center_scroll_x = SCROLL_POSITION_X(old_x);
4946 int center_scroll_y = SCROLL_POSITION_Y(old_y);
4947 int offset_x = x + (scroll_x - center_scroll_x);
4948 int offset_y = y + (scroll_y - center_scroll_y);
4950 /* for new screen position, apply previous offset to center position */
4951 new_scroll_x = SCROLL_POSITION_X(offset_x);
4952 new_scroll_y = SCROLL_POSITION_Y(offset_y);
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);
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 (!CheckSaveEngineSnapshotToList())
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 &&
10728 !player->is_pushing &&
10729 !player->is_dropping_pressed)
10731 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10732 SnapField(player, 0, 0); /* stop snapping */
10736 CheckSaveEngineSnapshot(player);
10739 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10741 int left = player_action & JOY_LEFT;
10742 int right = player_action & JOY_RIGHT;
10743 int up = player_action & JOY_UP;
10744 int down = player_action & JOY_DOWN;
10745 int button1 = player_action & JOY_BUTTON_1;
10746 int button2 = player_action & JOY_BUTTON_2;
10747 int dx = (left ? -1 : right ? 1 : 0);
10748 int dy = (up ? -1 : down ? 1 : 0);
10750 if (!player->active || tape.pausing)
10756 SnapField(player, dx, dy);
10760 DropElement(player);
10762 MovePlayer(player, dx, dy);
10765 CheckSingleStepMode(player);
10767 SetPlayerWaiting(player, FALSE);
10769 return player_action;
10773 /* no actions for this player (no input at player's configured device) */
10775 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10776 SnapField(player, 0, 0);
10777 CheckGravityMovementWhenNotMoving(player);
10779 if (player->MovPos == 0)
10780 SetPlayerWaiting(player, TRUE);
10782 if (player->MovPos == 0) /* needed for tape.playing */
10783 player->is_moving = FALSE;
10785 player->is_dropping = FALSE;
10786 player->is_dropping_pressed = FALSE;
10787 player->drop_pressed_delay = 0;
10789 CheckSingleStepMode(player);
10795 static void CheckLevelTime()
10799 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10800 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10802 if (level.native_em_level->lev->home == 0) /* all players at home */
10804 PlayerWins(local_player);
10806 AllPlayersGone = TRUE;
10808 level.native_em_level->lev->home = -1;
10811 if (level.native_em_level->ply[0]->alive == 0 &&
10812 level.native_em_level->ply[1]->alive == 0 &&
10813 level.native_em_level->ply[2]->alive == 0 &&
10814 level.native_em_level->ply[3]->alive == 0) /* all dead */
10815 AllPlayersGone = TRUE;
10817 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10819 if (game_sp.LevelSolved &&
10820 !game_sp.GameOver) /* game won */
10822 PlayerWins(local_player);
10824 game_sp.GameOver = TRUE;
10826 AllPlayersGone = TRUE;
10829 if (game_sp.GameOver) /* game lost */
10830 AllPlayersGone = TRUE;
10833 if (TimeFrames >= FRAMES_PER_SECOND)
10838 for (i = 0; i < MAX_PLAYERS; i++)
10840 struct PlayerInfo *player = &stored_player[i];
10842 if (SHIELD_ON(player))
10844 player->shield_normal_time_left--;
10846 if (player->shield_deadly_time_left > 0)
10847 player->shield_deadly_time_left--;
10851 if (!local_player->LevelSolved && !level.use_step_counter)
10859 if (TimeLeft <= 10 && setup.time_limit)
10860 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10862 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
10863 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
10865 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10867 if (!TimeLeft && setup.time_limit)
10869 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10870 level.native_em_level->lev->killed_out_of_time = TRUE;
10872 for (i = 0; i < MAX_PLAYERS; i++)
10873 KillPlayer(&stored_player[i]);
10876 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
10878 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
10881 level.native_em_level->lev->time =
10882 (game.no_time_limit ? TimePlayed : TimeLeft);
10885 if (tape.recording || tape.playing)
10886 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10889 if (tape.recording || tape.playing)
10890 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
10892 UpdateAndDisplayGameControlValues();
10895 void AdvanceFrameAndPlayerCounters(int player_nr)
10899 /* advance frame counters (global frame counter and time frame counter) */
10903 /* advance player counters (counters for move delay, move animation etc.) */
10904 for (i = 0; i < MAX_PLAYERS; i++)
10906 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10907 int move_delay_value = stored_player[i].move_delay_value;
10908 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10910 if (!advance_player_counters) /* not all players may be affected */
10913 if (move_frames == 0) /* less than one move per game frame */
10915 int stepsize = TILEX / move_delay_value;
10916 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10917 int count = (stored_player[i].is_moving ?
10918 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10920 if (count % delay == 0)
10924 stored_player[i].Frame += move_frames;
10926 if (stored_player[i].MovPos != 0)
10927 stored_player[i].StepFrame += move_frames;
10929 if (stored_player[i].move_delay > 0)
10930 stored_player[i].move_delay--;
10932 /* due to bugs in previous versions, counter must count up, not down */
10933 if (stored_player[i].push_delay != -1)
10934 stored_player[i].push_delay++;
10936 if (stored_player[i].drop_delay > 0)
10937 stored_player[i].drop_delay--;
10939 if (stored_player[i].is_dropping_pressed)
10940 stored_player[i].drop_pressed_delay++;
10944 void StartGameActions(boolean init_network_game, boolean record_tape,
10947 unsigned int new_random_seed = InitRND(random_seed);
10950 TapeStartRecording(new_random_seed);
10952 #if defined(NETWORK_AVALIABLE)
10953 if (init_network_game)
10955 SendToServer_StartPlaying();
10964 void GameActionsExt()
10967 static unsigned int game_frame_delay = 0;
10969 unsigned int game_frame_delay_value;
10970 byte *recorded_player_action;
10971 byte summarized_player_action = 0;
10972 byte tape_action[MAX_PLAYERS];
10975 /* detect endless loops, caused by custom element programming */
10976 if (recursion_loop_detected && recursion_loop_depth == 0)
10978 char *message = getStringCat3("Internal Error! Element ",
10979 EL_NAME(recursion_loop_element),
10980 " caused endless loop! Quit the game?");
10982 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
10983 EL_NAME(recursion_loop_element));
10985 RequestQuitGameExt(FALSE, level_editor_test_game, message);
10987 recursion_loop_detected = FALSE; /* if game should be continued */
10994 if (game.restart_level)
10995 StartGameActions(options.network, setup.autorecord, level.random_seed);
10997 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
10998 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11000 if (level.native_em_level->lev->home == 0) /* all players at home */
11002 PlayerWins(local_player);
11004 AllPlayersGone = TRUE;
11006 level.native_em_level->lev->home = -1;
11009 if (level.native_em_level->ply[0]->alive == 0 &&
11010 level.native_em_level->ply[1]->alive == 0 &&
11011 level.native_em_level->ply[2]->alive == 0 &&
11012 level.native_em_level->ply[3]->alive == 0) /* all dead */
11013 AllPlayersGone = TRUE;
11015 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11017 if (game_sp.LevelSolved &&
11018 !game_sp.GameOver) /* game won */
11020 PlayerWins(local_player);
11022 game_sp.GameOver = TRUE;
11024 AllPlayersGone = TRUE;
11027 if (game_sp.GameOver) /* game lost */
11028 AllPlayersGone = TRUE;
11031 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11034 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11037 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11040 game_frame_delay_value =
11041 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11043 if (tape.playing && tape.warp_forward && !tape.pausing)
11044 game_frame_delay_value = 0;
11046 SetVideoFrameDelay(game_frame_delay_value);
11050 /* ---------- main game synchronization point ---------- */
11052 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11054 printf("::: skip == %d\n", skip);
11057 /* ---------- main game synchronization point ---------- */
11059 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11063 if (network_playing && !network_player_action_received)
11065 /* try to get network player actions in time */
11067 #if defined(NETWORK_AVALIABLE)
11068 /* last chance to get network player actions without main loop delay */
11069 HandleNetworking();
11072 /* game was quit by network peer */
11073 if (game_status != GAME_MODE_PLAYING)
11076 if (!network_player_action_received)
11077 return; /* failed to get network player actions in time */
11079 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11085 /* at this point we know that we really continue executing the game */
11087 network_player_action_received = FALSE;
11089 /* when playing tape, read previously recorded player input from tape data */
11090 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11092 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11096 if (tape.set_centered_player)
11098 game.centered_player_nr_next = tape.centered_player_nr_next;
11099 game.set_centered_player = TRUE;
11102 for (i = 0; i < MAX_PLAYERS; i++)
11104 summarized_player_action |= stored_player[i].action;
11106 if (!network_playing && (game.team_mode || tape.playing))
11107 stored_player[i].effective_action = stored_player[i].action;
11110 #if defined(NETWORK_AVALIABLE)
11111 if (network_playing)
11112 SendToServer_MovePlayer(summarized_player_action);
11115 // summarize all actions at local players mapped input device position
11116 // (this allows using different input devices in single player mode)
11117 if (!options.network && !game.team_mode)
11118 stored_player[map_player_action[local_player->index_nr]].effective_action =
11119 summarized_player_action;
11121 if (tape.recording &&
11123 setup.input_on_focus &&
11124 game.centered_player_nr != -1)
11126 for (i = 0; i < MAX_PLAYERS; i++)
11127 stored_player[i].effective_action =
11128 (i == game.centered_player_nr ? summarized_player_action : 0);
11131 if (recorded_player_action != NULL)
11132 for (i = 0; i < MAX_PLAYERS; i++)
11133 stored_player[i].effective_action = recorded_player_action[i];
11135 for (i = 0; i < MAX_PLAYERS; i++)
11137 tape_action[i] = stored_player[i].effective_action;
11139 /* (this may happen in the RND game engine if a player was not present on
11140 the playfield on level start, but appeared later from a custom element */
11141 if (setup.team_mode &&
11144 !tape.player_participates[i])
11145 tape.player_participates[i] = TRUE;
11148 /* only record actions from input devices, but not programmed actions */
11149 if (tape.recording)
11150 TapeRecordAction(tape_action);
11152 #if USE_NEW_PLAYER_ASSIGNMENTS
11153 // !!! also map player actions in single player mode !!!
11154 // if (game.team_mode)
11157 byte mapped_action[MAX_PLAYERS];
11159 #if DEBUG_PLAYER_ACTIONS
11161 for (i = 0; i < MAX_PLAYERS; i++)
11162 printf(" %d, ", stored_player[i].effective_action);
11165 for (i = 0; i < MAX_PLAYERS; i++)
11166 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11168 for (i = 0; i < MAX_PLAYERS; i++)
11169 stored_player[i].effective_action = mapped_action[i];
11171 #if DEBUG_PLAYER_ACTIONS
11173 for (i = 0; i < MAX_PLAYERS; i++)
11174 printf(" %d, ", stored_player[i].effective_action);
11178 #if DEBUG_PLAYER_ACTIONS
11182 for (i = 0; i < MAX_PLAYERS; i++)
11183 printf(" %d, ", stored_player[i].effective_action);
11189 for (i = 0; i < MAX_PLAYERS; i++)
11191 // allow engine snapshot in case of changed movement attempt
11192 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11193 (stored_player[i].effective_action & KEY_MOTION))
11194 game.snapshot.changed_action = TRUE;
11196 // allow engine snapshot in case of snapping/dropping attempt
11197 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11198 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11199 game.snapshot.changed_action = TRUE;
11201 game.snapshot.last_action[i] = stored_player[i].effective_action;
11204 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11206 GameActions_EM_Main();
11208 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11210 GameActions_SP_Main();
11214 GameActions_RND_Main();
11217 BlitScreenToBitmap(backbuffer);
11221 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11223 if (global.show_frames_per_second)
11225 static unsigned int fps_counter = 0;
11226 static int fps_frames = 0;
11227 unsigned int fps_delay_ms = Counter() - fps_counter;
11231 if (fps_delay_ms >= 500) /* calculate FPS every 0.5 seconds */
11233 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11236 fps_counter = Counter();
11238 /* always draw FPS to screen after FPS value was updated */
11239 redraw_mask |= REDRAW_FPS;
11242 /* only draw FPS if no screen areas are deactivated (invisible warp mode) */
11243 if (GetDrawDeactivationMask() == REDRAW_NONE)
11244 redraw_mask |= REDRAW_FPS;
11248 static void GameActions_CheckSaveEngineSnapshot()
11250 if (!game.snapshot.save_snapshot)
11253 // clear flag for saving snapshot _before_ saving snapshot
11254 game.snapshot.save_snapshot = FALSE;
11256 SaveEngineSnapshotToList();
11263 GameActions_CheckSaveEngineSnapshot();
11266 void GameActions_EM_Main()
11268 byte effective_action[MAX_PLAYERS];
11269 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11272 for (i = 0; i < MAX_PLAYERS; i++)
11273 effective_action[i] = stored_player[i].effective_action;
11275 GameActions_EM(effective_action, warp_mode);
11278 void GameActions_SP_Main()
11280 byte effective_action[MAX_PLAYERS];
11281 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11284 for (i = 0; i < MAX_PLAYERS; i++)
11285 effective_action[i] = stored_player[i].effective_action;
11287 GameActions_SP(effective_action, warp_mode);
11289 for (i = 0; i < MAX_PLAYERS; i++)
11291 if (stored_player[i].force_dropping)
11292 stored_player[i].action |= KEY_BUTTON_DROP;
11294 stored_player[i].force_dropping = FALSE;
11298 void GameActions_RND_Main()
11303 void GameActions_RND()
11305 int magic_wall_x = 0, magic_wall_y = 0;
11306 int i, x, y, element, graphic, last_gfx_frame;
11308 InitPlayfieldScanModeVars();
11310 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11312 SCAN_PLAYFIELD(x, y)
11314 ChangeCount[x][y] = 0;
11315 ChangeEvent[x][y] = -1;
11319 if (game.set_centered_player)
11321 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11323 /* switching to "all players" only possible if all players fit to screen */
11324 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11326 game.centered_player_nr_next = game.centered_player_nr;
11327 game.set_centered_player = FALSE;
11330 /* do not switch focus to non-existing (or non-active) player */
11331 if (game.centered_player_nr_next >= 0 &&
11332 !stored_player[game.centered_player_nr_next].active)
11334 game.centered_player_nr_next = game.centered_player_nr;
11335 game.set_centered_player = FALSE;
11339 if (game.set_centered_player &&
11340 ScreenMovPos == 0) /* screen currently aligned at tile position */
11344 if (game.centered_player_nr_next == -1)
11346 setScreenCenteredToAllPlayers(&sx, &sy);
11350 sx = stored_player[game.centered_player_nr_next].jx;
11351 sy = stored_player[game.centered_player_nr_next].jy;
11354 game.centered_player_nr = game.centered_player_nr_next;
11355 game.set_centered_player = FALSE;
11357 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11358 DrawGameDoorValues();
11361 for (i = 0; i < MAX_PLAYERS; i++)
11363 int actual_player_action = stored_player[i].effective_action;
11366 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11367 - rnd_equinox_tetrachloride 048
11368 - rnd_equinox_tetrachloride_ii 096
11369 - rnd_emanuel_schmieg 002
11370 - doctor_sloan_ww 001, 020
11372 if (stored_player[i].MovPos == 0)
11373 CheckGravityMovement(&stored_player[i]);
11376 /* overwrite programmed action with tape action */
11377 if (stored_player[i].programmed_action)
11378 actual_player_action = stored_player[i].programmed_action;
11380 PlayerActions(&stored_player[i], actual_player_action);
11382 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11385 ScrollScreen(NULL, SCROLL_GO_ON);
11387 /* for backwards compatibility, the following code emulates a fixed bug that
11388 occured when pushing elements (causing elements that just made their last
11389 pushing step to already (if possible) make their first falling step in the
11390 same game frame, which is bad); this code is also needed to use the famous
11391 "spring push bug" which is used in older levels and might be wanted to be
11392 used also in newer levels, but in this case the buggy pushing code is only
11393 affecting the "spring" element and no other elements */
11395 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11397 for (i = 0; i < MAX_PLAYERS; i++)
11399 struct PlayerInfo *player = &stored_player[i];
11400 int x = player->jx;
11401 int y = player->jy;
11403 if (player->active && player->is_pushing && player->is_moving &&
11405 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11406 Feld[x][y] == EL_SPRING))
11408 ContinueMoving(x, y);
11410 /* continue moving after pushing (this is actually a bug) */
11411 if (!IS_MOVING(x, y))
11412 Stop[x][y] = FALSE;
11417 SCAN_PLAYFIELD(x, y)
11419 ChangeCount[x][y] = 0;
11420 ChangeEvent[x][y] = -1;
11422 /* this must be handled before main playfield loop */
11423 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11426 if (MovDelay[x][y] <= 0)
11430 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11433 if (MovDelay[x][y] <= 0)
11436 TEST_DrawLevelField(x, y);
11438 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11443 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11445 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11446 printf("GameActions(): This should never happen!\n");
11448 ChangePage[x][y] = -1;
11452 Stop[x][y] = FALSE;
11453 if (WasJustMoving[x][y] > 0)
11454 WasJustMoving[x][y]--;
11455 if (WasJustFalling[x][y] > 0)
11456 WasJustFalling[x][y]--;
11457 if (CheckCollision[x][y] > 0)
11458 CheckCollision[x][y]--;
11459 if (CheckImpact[x][y] > 0)
11460 CheckImpact[x][y]--;
11464 /* reset finished pushing action (not done in ContinueMoving() to allow
11465 continuous pushing animation for elements with zero push delay) */
11466 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11468 ResetGfxAnimation(x, y);
11469 TEST_DrawLevelField(x, y);
11473 if (IS_BLOCKED(x, y))
11477 Blocked2Moving(x, y, &oldx, &oldy);
11478 if (!IS_MOVING(oldx, oldy))
11480 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11481 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11482 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11483 printf("GameActions(): This should never happen!\n");
11489 SCAN_PLAYFIELD(x, y)
11491 element = Feld[x][y];
11492 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11493 last_gfx_frame = GfxFrame[x][y];
11495 ResetGfxFrame(x, y);
11497 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11498 DrawLevelGraphicAnimation(x, y, graphic);
11500 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11501 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11502 ResetRandomAnimationValue(x, y);
11504 SetRandomAnimationValue(x, y);
11506 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11508 if (IS_INACTIVE(element))
11510 if (IS_ANIMATED(graphic))
11511 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11516 /* this may take place after moving, so 'element' may have changed */
11517 if (IS_CHANGING(x, y) &&
11518 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11520 int page = element_info[element].event_page_nr[CE_DELAY];
11522 HandleElementChange(x, y, page);
11524 element = Feld[x][y];
11525 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11528 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11532 element = Feld[x][y];
11533 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11535 if (IS_ANIMATED(graphic) &&
11536 !IS_MOVING(x, y) &&
11538 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11540 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11541 TEST_DrawTwinkleOnField(x, y);
11543 else if (element == EL_ACID)
11546 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11548 else if ((element == EL_EXIT_OPEN ||
11549 element == EL_EM_EXIT_OPEN ||
11550 element == EL_SP_EXIT_OPEN ||
11551 element == EL_STEEL_EXIT_OPEN ||
11552 element == EL_EM_STEEL_EXIT_OPEN ||
11553 element == EL_SP_TERMINAL ||
11554 element == EL_SP_TERMINAL_ACTIVE ||
11555 element == EL_EXTRA_TIME ||
11556 element == EL_SHIELD_NORMAL ||
11557 element == EL_SHIELD_DEADLY) &&
11558 IS_ANIMATED(graphic))
11559 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11560 else if (IS_MOVING(x, y))
11561 ContinueMoving(x, y);
11562 else if (IS_ACTIVE_BOMB(element))
11563 CheckDynamite(x, y);
11564 else if (element == EL_AMOEBA_GROWING)
11565 AmoebeWaechst(x, y);
11566 else if (element == EL_AMOEBA_SHRINKING)
11567 AmoebaDisappearing(x, y);
11569 #if !USE_NEW_AMOEBA_CODE
11570 else if (IS_AMOEBALIVE(element))
11571 AmoebeAbleger(x, y);
11574 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11576 else if (element == EL_EXIT_CLOSED)
11578 else if (element == EL_EM_EXIT_CLOSED)
11580 else if (element == EL_STEEL_EXIT_CLOSED)
11581 CheckExitSteel(x, y);
11582 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11583 CheckExitSteelEM(x, y);
11584 else if (element == EL_SP_EXIT_CLOSED)
11586 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11587 element == EL_EXPANDABLE_STEELWALL_GROWING)
11588 MauerWaechst(x, y);
11589 else if (element == EL_EXPANDABLE_WALL ||
11590 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11591 element == EL_EXPANDABLE_WALL_VERTICAL ||
11592 element == EL_EXPANDABLE_WALL_ANY ||
11593 element == EL_BD_EXPANDABLE_WALL)
11594 MauerAbleger(x, y);
11595 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11596 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11597 element == EL_EXPANDABLE_STEELWALL_ANY)
11598 MauerAblegerStahl(x, y);
11599 else if (element == EL_FLAMES)
11600 CheckForDragon(x, y);
11601 else if (element == EL_EXPLOSION)
11602 ; /* drawing of correct explosion animation is handled separately */
11603 else if (element == EL_ELEMENT_SNAPPING ||
11604 element == EL_DIAGONAL_SHRINKING ||
11605 element == EL_DIAGONAL_GROWING)
11607 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11609 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11611 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11612 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11614 if (IS_BELT_ACTIVE(element))
11615 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11617 if (game.magic_wall_active)
11619 int jx = local_player->jx, jy = local_player->jy;
11621 /* play the element sound at the position nearest to the player */
11622 if ((element == EL_MAGIC_WALL_FULL ||
11623 element == EL_MAGIC_WALL_ACTIVE ||
11624 element == EL_MAGIC_WALL_EMPTYING ||
11625 element == EL_BD_MAGIC_WALL_FULL ||
11626 element == EL_BD_MAGIC_WALL_ACTIVE ||
11627 element == EL_BD_MAGIC_WALL_EMPTYING ||
11628 element == EL_DC_MAGIC_WALL_FULL ||
11629 element == EL_DC_MAGIC_WALL_ACTIVE ||
11630 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11631 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11639 #if USE_NEW_AMOEBA_CODE
11640 /* new experimental amoeba growth stuff */
11641 if (!(FrameCounter % 8))
11643 static unsigned int random = 1684108901;
11645 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11647 x = RND(lev_fieldx);
11648 y = RND(lev_fieldy);
11649 element = Feld[x][y];
11651 if (!IS_PLAYER(x,y) &&
11652 (element == EL_EMPTY ||
11653 CAN_GROW_INTO(element) ||
11654 element == EL_QUICKSAND_EMPTY ||
11655 element == EL_QUICKSAND_FAST_EMPTY ||
11656 element == EL_ACID_SPLASH_LEFT ||
11657 element == EL_ACID_SPLASH_RIGHT))
11659 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11660 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11661 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11662 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11663 Feld[x][y] = EL_AMOEBA_DROP;
11666 random = random * 129 + 1;
11671 game.explosions_delayed = FALSE;
11673 SCAN_PLAYFIELD(x, y)
11675 element = Feld[x][y];
11677 if (ExplodeField[x][y])
11678 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11679 else if (element == EL_EXPLOSION)
11680 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11682 ExplodeField[x][y] = EX_TYPE_NONE;
11685 game.explosions_delayed = TRUE;
11687 if (game.magic_wall_active)
11689 if (!(game.magic_wall_time_left % 4))
11691 int element = Feld[magic_wall_x][magic_wall_y];
11693 if (element == EL_BD_MAGIC_WALL_FULL ||
11694 element == EL_BD_MAGIC_WALL_ACTIVE ||
11695 element == EL_BD_MAGIC_WALL_EMPTYING)
11696 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11697 else if (element == EL_DC_MAGIC_WALL_FULL ||
11698 element == EL_DC_MAGIC_WALL_ACTIVE ||
11699 element == EL_DC_MAGIC_WALL_EMPTYING)
11700 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11702 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11705 if (game.magic_wall_time_left > 0)
11707 game.magic_wall_time_left--;
11709 if (!game.magic_wall_time_left)
11711 SCAN_PLAYFIELD(x, y)
11713 element = Feld[x][y];
11715 if (element == EL_MAGIC_WALL_ACTIVE ||
11716 element == EL_MAGIC_WALL_FULL)
11718 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11719 TEST_DrawLevelField(x, y);
11721 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11722 element == EL_BD_MAGIC_WALL_FULL)
11724 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11725 TEST_DrawLevelField(x, y);
11727 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11728 element == EL_DC_MAGIC_WALL_FULL)
11730 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11731 TEST_DrawLevelField(x, y);
11735 game.magic_wall_active = FALSE;
11740 if (game.light_time_left > 0)
11742 game.light_time_left--;
11744 if (game.light_time_left == 0)
11745 RedrawAllLightSwitchesAndInvisibleElements();
11748 if (game.timegate_time_left > 0)
11750 game.timegate_time_left--;
11752 if (game.timegate_time_left == 0)
11753 CloseAllOpenTimegates();
11756 if (game.lenses_time_left > 0)
11758 game.lenses_time_left--;
11760 if (game.lenses_time_left == 0)
11761 RedrawAllInvisibleElementsForLenses();
11764 if (game.magnify_time_left > 0)
11766 game.magnify_time_left--;
11768 if (game.magnify_time_left == 0)
11769 RedrawAllInvisibleElementsForMagnifier();
11772 for (i = 0; i < MAX_PLAYERS; i++)
11774 struct PlayerInfo *player = &stored_player[i];
11776 if (SHIELD_ON(player))
11778 if (player->shield_deadly_time_left)
11779 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11780 else if (player->shield_normal_time_left)
11781 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11785 #if USE_DELAYED_GFX_REDRAW
11786 SCAN_PLAYFIELD(x, y)
11788 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11790 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11791 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11793 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11794 DrawLevelField(x, y);
11796 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11797 DrawLevelFieldCrumbled(x, y);
11799 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11800 DrawLevelFieldCrumbledNeighbours(x, y);
11802 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11803 DrawTwinkleOnField(x, y);
11806 GfxRedraw[x][y] = GFX_REDRAW_NONE;
11811 PlayAllPlayersSound();
11813 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11815 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11817 local_player->show_envelope = 0;
11820 /* use random number generator in every frame to make it less predictable */
11821 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11825 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11827 int min_x = x, min_y = y, max_x = x, max_y = y;
11830 for (i = 0; i < MAX_PLAYERS; i++)
11832 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11834 if (!stored_player[i].active || &stored_player[i] == player)
11837 min_x = MIN(min_x, jx);
11838 min_y = MIN(min_y, jy);
11839 max_x = MAX(max_x, jx);
11840 max_y = MAX(max_y, jy);
11843 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11846 static boolean AllPlayersInVisibleScreen()
11850 for (i = 0; i < MAX_PLAYERS; i++)
11852 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11854 if (!stored_player[i].active)
11857 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11864 void ScrollLevel(int dx, int dy)
11866 int scroll_offset = 2 * TILEX_VAR;
11869 BlitBitmap(drawto_field, drawto_field,
11870 FX + TILEX_VAR * (dx == -1) - scroll_offset,
11871 FY + TILEY_VAR * (dy == -1) - scroll_offset,
11872 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
11873 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
11874 FX + TILEX_VAR * (dx == 1) - scroll_offset,
11875 FY + TILEY_VAR * (dy == 1) - scroll_offset);
11879 x = (dx == 1 ? BX1 : BX2);
11880 for (y = BY1; y <= BY2; y++)
11881 DrawScreenField(x, y);
11886 y = (dy == 1 ? BY1 : BY2);
11887 for (x = BX1; x <= BX2; x++)
11888 DrawScreenField(x, y);
11891 redraw_mask |= REDRAW_FIELD;
11894 static boolean canFallDown(struct PlayerInfo *player)
11896 int jx = player->jx, jy = player->jy;
11898 return (IN_LEV_FIELD(jx, jy + 1) &&
11899 (IS_FREE(jx, jy + 1) ||
11900 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11901 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11902 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11905 static boolean canPassField(int x, int y, int move_dir)
11907 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11908 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11909 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11910 int nextx = x + dx;
11911 int nexty = y + dy;
11912 int element = Feld[x][y];
11914 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11915 !CAN_MOVE(element) &&
11916 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11917 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11918 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11921 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11923 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11924 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11925 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11929 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11930 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11931 (IS_DIGGABLE(Feld[newx][newy]) ||
11932 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11933 canPassField(newx, newy, move_dir)));
11936 static void CheckGravityMovement(struct PlayerInfo *player)
11938 if (player->gravity && !player->programmed_action)
11940 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11941 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11942 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11943 int jx = player->jx, jy = player->jy;
11944 boolean player_is_moving_to_valid_field =
11945 (!player_is_snapping &&
11946 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11947 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11948 boolean player_can_fall_down = canFallDown(player);
11950 if (player_can_fall_down &&
11951 !player_is_moving_to_valid_field)
11952 player->programmed_action = MV_DOWN;
11956 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11958 return CheckGravityMovement(player);
11960 if (player->gravity && !player->programmed_action)
11962 int jx = player->jx, jy = player->jy;
11963 boolean field_under_player_is_free =
11964 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11965 boolean player_is_standing_on_valid_field =
11966 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11967 (IS_WALKABLE(Feld[jx][jy]) &&
11968 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11970 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11971 player->programmed_action = MV_DOWN;
11976 MovePlayerOneStep()
11977 -----------------------------------------------------------------------------
11978 dx, dy: direction (non-diagonal) to try to move the player to
11979 real_dx, real_dy: direction as read from input device (can be diagonal)
11982 boolean MovePlayerOneStep(struct PlayerInfo *player,
11983 int dx, int dy, int real_dx, int real_dy)
11985 int jx = player->jx, jy = player->jy;
11986 int new_jx = jx + dx, new_jy = jy + dy;
11988 boolean player_can_move = !player->cannot_move;
11990 if (!player->active || (!dx && !dy))
11991 return MP_NO_ACTION;
11993 player->MovDir = (dx < 0 ? MV_LEFT :
11994 dx > 0 ? MV_RIGHT :
11996 dy > 0 ? MV_DOWN : MV_NONE);
11998 if (!IN_LEV_FIELD(new_jx, new_jy))
11999 return MP_NO_ACTION;
12001 if (!player_can_move)
12003 if (player->MovPos == 0)
12005 player->is_moving = FALSE;
12006 player->is_digging = FALSE;
12007 player->is_collecting = FALSE;
12008 player->is_snapping = FALSE;
12009 player->is_pushing = FALSE;
12013 if (!options.network && game.centered_player_nr == -1 &&
12014 !AllPlayersInSight(player, new_jx, new_jy))
12015 return MP_NO_ACTION;
12017 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12018 if (can_move != MP_MOVING)
12021 /* check if DigField() has caused relocation of the player */
12022 if (player->jx != jx || player->jy != jy)
12023 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
12025 StorePlayer[jx][jy] = 0;
12026 player->last_jx = jx;
12027 player->last_jy = jy;
12028 player->jx = new_jx;
12029 player->jy = new_jy;
12030 StorePlayer[new_jx][new_jy] = player->element_nr;
12032 if (player->move_delay_value_next != -1)
12034 player->move_delay_value = player->move_delay_value_next;
12035 player->move_delay_value_next = -1;
12039 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12041 player->step_counter++;
12043 PlayerVisit[jx][jy] = FrameCounter;
12045 player->is_moving = TRUE;
12048 /* should better be called in MovePlayer(), but this breaks some tapes */
12049 ScrollPlayer(player, SCROLL_INIT);
12055 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12057 int jx = player->jx, jy = player->jy;
12058 int old_jx = jx, old_jy = jy;
12059 int moved = MP_NO_ACTION;
12061 if (!player->active)
12066 if (player->MovPos == 0)
12068 player->is_moving = FALSE;
12069 player->is_digging = FALSE;
12070 player->is_collecting = FALSE;
12071 player->is_snapping = FALSE;
12072 player->is_pushing = FALSE;
12078 if (player->move_delay > 0)
12081 player->move_delay = -1; /* set to "uninitialized" value */
12083 /* store if player is automatically moved to next field */
12084 player->is_auto_moving = (player->programmed_action != MV_NONE);
12086 /* remove the last programmed player action */
12087 player->programmed_action = 0;
12089 if (player->MovPos)
12091 /* should only happen if pre-1.2 tape recordings are played */
12092 /* this is only for backward compatibility */
12094 int original_move_delay_value = player->move_delay_value;
12097 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12101 /* scroll remaining steps with finest movement resolution */
12102 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12104 while (player->MovPos)
12106 ScrollPlayer(player, SCROLL_GO_ON);
12107 ScrollScreen(NULL, SCROLL_GO_ON);
12109 AdvanceFrameAndPlayerCounters(player->index_nr);
12112 BackToFront_WithFrameDelay(0);
12115 player->move_delay_value = original_move_delay_value;
12118 player->is_active = FALSE;
12120 if (player->last_move_dir & MV_HORIZONTAL)
12122 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12123 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12127 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12128 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12131 if (!moved && !player->is_active)
12133 player->is_moving = FALSE;
12134 player->is_digging = FALSE;
12135 player->is_collecting = FALSE;
12136 player->is_snapping = FALSE;
12137 player->is_pushing = FALSE;
12143 if (moved & MP_MOVING && !ScreenMovPos &&
12144 (player->index_nr == game.centered_player_nr ||
12145 game.centered_player_nr == -1))
12147 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12148 int offset = game.scroll_delay_value;
12150 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12152 /* actual player has left the screen -- scroll in that direction */
12153 if (jx != old_jx) /* player has moved horizontally */
12154 scroll_x += (jx - old_jx);
12155 else /* player has moved vertically */
12156 scroll_y += (jy - old_jy);
12160 if (jx != old_jx) /* player has moved horizontally */
12162 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12163 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12164 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12166 /* don't scroll over playfield boundaries */
12167 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12168 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12170 /* don't scroll more than one field at a time */
12171 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12173 /* don't scroll against the player's moving direction */
12174 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12175 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12176 scroll_x = old_scroll_x;
12178 else /* player has moved vertically */
12180 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12181 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12182 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12184 /* don't scroll over playfield boundaries */
12185 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12186 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12188 /* don't scroll more than one field at a time */
12189 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12191 /* don't scroll against the player's moving direction */
12192 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12193 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12194 scroll_y = old_scroll_y;
12198 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12200 if (!options.network && game.centered_player_nr == -1 &&
12201 !AllPlayersInVisibleScreen())
12203 scroll_x = old_scroll_x;
12204 scroll_y = old_scroll_y;
12208 ScrollScreen(player, SCROLL_INIT);
12209 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12214 player->StepFrame = 0;
12216 if (moved & MP_MOVING)
12218 if (old_jx != jx && old_jy == jy)
12219 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12220 else if (old_jx == jx && old_jy != jy)
12221 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12223 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12225 player->last_move_dir = player->MovDir;
12226 player->is_moving = TRUE;
12227 player->is_snapping = FALSE;
12228 player->is_switching = FALSE;
12229 player->is_dropping = FALSE;
12230 player->is_dropping_pressed = FALSE;
12231 player->drop_pressed_delay = 0;
12234 /* should better be called here than above, but this breaks some tapes */
12235 ScrollPlayer(player, SCROLL_INIT);
12240 CheckGravityMovementWhenNotMoving(player);
12242 player->is_moving = FALSE;
12244 /* at this point, the player is allowed to move, but cannot move right now
12245 (e.g. because of something blocking the way) -- ensure that the player
12246 is also allowed to move in the next frame (in old versions before 3.1.1,
12247 the player was forced to wait again for eight frames before next try) */
12249 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12250 player->move_delay = 0; /* allow direct movement in the next frame */
12253 if (player->move_delay == -1) /* not yet initialized by DigField() */
12254 player->move_delay = player->move_delay_value;
12256 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12258 TestIfPlayerTouchesBadThing(jx, jy);
12259 TestIfPlayerTouchesCustomElement(jx, jy);
12262 if (!player->active)
12263 RemovePlayer(player);
12268 void ScrollPlayer(struct PlayerInfo *player, int mode)
12270 int jx = player->jx, jy = player->jy;
12271 int last_jx = player->last_jx, last_jy = player->last_jy;
12272 int move_stepsize = TILEX / player->move_delay_value;
12274 if (!player->active)
12277 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12280 if (mode == SCROLL_INIT)
12282 player->actual_frame_counter = FrameCounter;
12283 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12285 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12286 Feld[last_jx][last_jy] == EL_EMPTY)
12288 int last_field_block_delay = 0; /* start with no blocking at all */
12289 int block_delay_adjustment = player->block_delay_adjustment;
12291 /* if player blocks last field, add delay for exactly one move */
12292 if (player->block_last_field)
12294 last_field_block_delay += player->move_delay_value;
12296 /* when blocking enabled, prevent moving up despite gravity */
12297 if (player->gravity && player->MovDir == MV_UP)
12298 block_delay_adjustment = -1;
12301 /* add block delay adjustment (also possible when not blocking) */
12302 last_field_block_delay += block_delay_adjustment;
12304 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12305 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12308 if (player->MovPos != 0) /* player has not yet reached destination */
12311 else if (!FrameReached(&player->actual_frame_counter, 1))
12314 if (player->MovPos != 0)
12316 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12317 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12319 /* before DrawPlayer() to draw correct player graphic for this case */
12320 if (player->MovPos == 0)
12321 CheckGravityMovement(player);
12324 if (player->MovPos == 0) /* player reached destination field */
12326 if (player->move_delay_reset_counter > 0)
12328 player->move_delay_reset_counter--;
12330 if (player->move_delay_reset_counter == 0)
12332 /* continue with normal speed after quickly moving through gate */
12333 HALVE_PLAYER_SPEED(player);
12335 /* be able to make the next move without delay */
12336 player->move_delay = 0;
12340 player->last_jx = jx;
12341 player->last_jy = jy;
12343 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12344 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12345 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12346 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12347 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12348 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12349 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12350 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12352 DrawPlayer(player); /* needed here only to cleanup last field */
12353 RemovePlayer(player);
12355 if (local_player->friends_still_needed == 0 ||
12356 IS_SP_ELEMENT(Feld[jx][jy]))
12357 PlayerWins(player);
12360 /* this breaks one level: "machine", level 000 */
12362 int move_direction = player->MovDir;
12363 int enter_side = MV_DIR_OPPOSITE(move_direction);
12364 int leave_side = move_direction;
12365 int old_jx = last_jx;
12366 int old_jy = last_jy;
12367 int old_element = Feld[old_jx][old_jy];
12368 int new_element = Feld[jx][jy];
12370 if (IS_CUSTOM_ELEMENT(old_element))
12371 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12373 player->index_bit, leave_side);
12375 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12376 CE_PLAYER_LEAVES_X,
12377 player->index_bit, leave_side);
12379 if (IS_CUSTOM_ELEMENT(new_element))
12380 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12381 player->index_bit, enter_side);
12383 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12384 CE_PLAYER_ENTERS_X,
12385 player->index_bit, enter_side);
12387 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12388 CE_MOVE_OF_X, move_direction);
12391 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12393 TestIfPlayerTouchesBadThing(jx, jy);
12394 TestIfPlayerTouchesCustomElement(jx, jy);
12396 /* needed because pushed element has not yet reached its destination,
12397 so it would trigger a change event at its previous field location */
12398 if (!player->is_pushing)
12399 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12401 if (!player->active)
12402 RemovePlayer(player);
12405 if (!local_player->LevelSolved && level.use_step_counter)
12415 if (TimeLeft <= 10 && setup.time_limit)
12416 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12418 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12420 DisplayGameControlValues();
12422 if (!TimeLeft && setup.time_limit)
12423 for (i = 0; i < MAX_PLAYERS; i++)
12424 KillPlayer(&stored_player[i]);
12426 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12428 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12430 DisplayGameControlValues();
12434 if (tape.single_step && tape.recording && !tape.pausing &&
12435 !player->programmed_action)
12436 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12438 if (!player->programmed_action)
12439 CheckSaveEngineSnapshot(player);
12443 void ScrollScreen(struct PlayerInfo *player, int mode)
12445 static unsigned int screen_frame_counter = 0;
12447 if (mode == SCROLL_INIT)
12449 /* set scrolling step size according to actual player's moving speed */
12450 ScrollStepSize = TILEX / player->move_delay_value;
12452 screen_frame_counter = FrameCounter;
12453 ScreenMovDir = player->MovDir;
12454 ScreenMovPos = player->MovPos;
12455 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12458 else if (!FrameReached(&screen_frame_counter, 1))
12463 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12464 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12465 redraw_mask |= REDRAW_FIELD;
12468 ScreenMovDir = MV_NONE;
12471 void TestIfPlayerTouchesCustomElement(int x, int y)
12473 static int xy[4][2] =
12480 static int trigger_sides[4][2] =
12482 /* center side border side */
12483 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12484 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12485 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12486 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12488 static int touch_dir[4] =
12490 MV_LEFT | MV_RIGHT,
12495 int center_element = Feld[x][y]; /* should always be non-moving! */
12498 for (i = 0; i < NUM_DIRECTIONS; i++)
12500 int xx = x + xy[i][0];
12501 int yy = y + xy[i][1];
12502 int center_side = trigger_sides[i][0];
12503 int border_side = trigger_sides[i][1];
12504 int border_element;
12506 if (!IN_LEV_FIELD(xx, yy))
12509 if (IS_PLAYER(x, y)) /* player found at center element */
12511 struct PlayerInfo *player = PLAYERINFO(x, y);
12513 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12514 border_element = Feld[xx][yy]; /* may be moving! */
12515 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12516 border_element = Feld[xx][yy];
12517 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12518 border_element = MovingOrBlocked2Element(xx, yy);
12520 continue; /* center and border element do not touch */
12522 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12523 player->index_bit, border_side);
12524 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12525 CE_PLAYER_TOUCHES_X,
12526 player->index_bit, border_side);
12529 /* use player element that is initially defined in the level playfield,
12530 not the player element that corresponds to the runtime player number
12531 (example: a level that contains EL_PLAYER_3 as the only player would
12532 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12533 int player_element = PLAYERINFO(x, y)->initial_element;
12535 CheckElementChangeBySide(xx, yy, border_element, player_element,
12536 CE_TOUCHING_X, border_side);
12539 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12541 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12543 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12545 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12546 continue; /* center and border element do not touch */
12549 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12550 player->index_bit, center_side);
12551 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12552 CE_PLAYER_TOUCHES_X,
12553 player->index_bit, center_side);
12556 /* use player element that is initially defined in the level playfield,
12557 not the player element that corresponds to the runtime player number
12558 (example: a level that contains EL_PLAYER_3 as the only player would
12559 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12560 int player_element = PLAYERINFO(xx, yy)->initial_element;
12562 CheckElementChangeBySide(x, y, center_element, player_element,
12563 CE_TOUCHING_X, center_side);
12571 void TestIfElementTouchesCustomElement(int x, int y)
12573 static int xy[4][2] =
12580 static int trigger_sides[4][2] =
12582 /* center side border side */
12583 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12584 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12585 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12586 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12588 static int touch_dir[4] =
12590 MV_LEFT | MV_RIGHT,
12595 boolean change_center_element = FALSE;
12596 int center_element = Feld[x][y]; /* should always be non-moving! */
12597 int border_element_old[NUM_DIRECTIONS];
12600 for (i = 0; i < NUM_DIRECTIONS; i++)
12602 int xx = x + xy[i][0];
12603 int yy = y + xy[i][1];
12604 int border_element;
12606 border_element_old[i] = -1;
12608 if (!IN_LEV_FIELD(xx, yy))
12611 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12612 border_element = Feld[xx][yy]; /* may be moving! */
12613 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12614 border_element = Feld[xx][yy];
12615 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12616 border_element = MovingOrBlocked2Element(xx, yy);
12618 continue; /* center and border element do not touch */
12620 border_element_old[i] = border_element;
12623 for (i = 0; i < NUM_DIRECTIONS; i++)
12625 int xx = x + xy[i][0];
12626 int yy = y + xy[i][1];
12627 int center_side = trigger_sides[i][0];
12628 int border_element = border_element_old[i];
12630 if (border_element == -1)
12633 /* check for change of border element */
12634 CheckElementChangeBySide(xx, yy, border_element, center_element,
12635 CE_TOUCHING_X, center_side);
12637 /* (center element cannot be player, so we dont have to check this here) */
12640 for (i = 0; i < NUM_DIRECTIONS; i++)
12642 int xx = x + xy[i][0];
12643 int yy = y + xy[i][1];
12644 int border_side = trigger_sides[i][1];
12645 int border_element = border_element_old[i];
12647 if (border_element == -1)
12650 /* check for change of center element (but change it only once) */
12651 if (!change_center_element)
12652 change_center_element =
12653 CheckElementChangeBySide(x, y, center_element, border_element,
12654 CE_TOUCHING_X, border_side);
12656 if (IS_PLAYER(xx, yy))
12658 /* use player element that is initially defined in the level playfield,
12659 not the player element that corresponds to the runtime player number
12660 (example: a level that contains EL_PLAYER_3 as the only player would
12661 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12662 int player_element = PLAYERINFO(xx, yy)->initial_element;
12664 CheckElementChangeBySide(x, y, center_element, player_element,
12665 CE_TOUCHING_X, border_side);
12670 void TestIfElementHitsCustomElement(int x, int y, int direction)
12672 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12673 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12674 int hitx = x + dx, hity = y + dy;
12675 int hitting_element = Feld[x][y];
12676 int touched_element;
12678 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12681 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12682 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12684 if (IN_LEV_FIELD(hitx, hity))
12686 int opposite_direction = MV_DIR_OPPOSITE(direction);
12687 int hitting_side = direction;
12688 int touched_side = opposite_direction;
12689 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12690 MovDir[hitx][hity] != direction ||
12691 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12697 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12698 CE_HITTING_X, touched_side);
12700 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12701 CE_HIT_BY_X, hitting_side);
12703 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12704 CE_HIT_BY_SOMETHING, opposite_direction);
12706 if (IS_PLAYER(hitx, hity))
12708 /* use player element that is initially defined in the level playfield,
12709 not the player element that corresponds to the runtime player number
12710 (example: a level that contains EL_PLAYER_3 as the only player would
12711 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12712 int player_element = PLAYERINFO(hitx, hity)->initial_element;
12714 CheckElementChangeBySide(x, y, hitting_element, player_element,
12715 CE_HITTING_X, touched_side);
12720 /* "hitting something" is also true when hitting the playfield border */
12721 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12722 CE_HITTING_SOMETHING, direction);
12725 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12727 int i, kill_x = -1, kill_y = -1;
12729 int bad_element = -1;
12730 static int test_xy[4][2] =
12737 static int test_dir[4] =
12745 for (i = 0; i < NUM_DIRECTIONS; i++)
12747 int test_x, test_y, test_move_dir, test_element;
12749 test_x = good_x + test_xy[i][0];
12750 test_y = good_y + test_xy[i][1];
12752 if (!IN_LEV_FIELD(test_x, test_y))
12756 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12758 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12760 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12761 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12763 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12764 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12768 bad_element = test_element;
12774 if (kill_x != -1 || kill_y != -1)
12776 if (IS_PLAYER(good_x, good_y))
12778 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12780 if (player->shield_deadly_time_left > 0 &&
12781 !IS_INDESTRUCTIBLE(bad_element))
12782 Bang(kill_x, kill_y);
12783 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12784 KillPlayer(player);
12787 Bang(good_x, good_y);
12791 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12793 int i, kill_x = -1, kill_y = -1;
12794 int bad_element = Feld[bad_x][bad_y];
12795 static int test_xy[4][2] =
12802 static int touch_dir[4] =
12804 MV_LEFT | MV_RIGHT,
12809 static int test_dir[4] =
12817 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12820 for (i = 0; i < NUM_DIRECTIONS; i++)
12822 int test_x, test_y, test_move_dir, test_element;
12824 test_x = bad_x + test_xy[i][0];
12825 test_y = bad_y + test_xy[i][1];
12827 if (!IN_LEV_FIELD(test_x, test_y))
12831 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12833 test_element = Feld[test_x][test_y];
12835 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12836 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12838 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12839 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12841 /* good thing is player or penguin that does not move away */
12842 if (IS_PLAYER(test_x, test_y))
12844 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12846 if (bad_element == EL_ROBOT && player->is_moving)
12847 continue; /* robot does not kill player if he is moving */
12849 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12851 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12852 continue; /* center and border element do not touch */
12860 else if (test_element == EL_PENGUIN)
12870 if (kill_x != -1 || kill_y != -1)
12872 if (IS_PLAYER(kill_x, kill_y))
12874 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12876 if (player->shield_deadly_time_left > 0 &&
12877 !IS_INDESTRUCTIBLE(bad_element))
12878 Bang(bad_x, bad_y);
12879 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12880 KillPlayer(player);
12883 Bang(kill_x, kill_y);
12887 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12889 int bad_element = Feld[bad_x][bad_y];
12890 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12891 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
12892 int test_x = bad_x + dx, test_y = bad_y + dy;
12893 int test_move_dir, test_element;
12894 int kill_x = -1, kill_y = -1;
12896 if (!IN_LEV_FIELD(test_x, test_y))
12900 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12902 test_element = Feld[test_x][test_y];
12904 if (test_move_dir != bad_move_dir)
12906 /* good thing can be player or penguin that does not move away */
12907 if (IS_PLAYER(test_x, test_y))
12909 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12911 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12912 player as being hit when he is moving towards the bad thing, because
12913 the "get hit by" condition would be lost after the player stops) */
12914 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12915 return; /* player moves away from bad thing */
12920 else if (test_element == EL_PENGUIN)
12927 if (kill_x != -1 || kill_y != -1)
12929 if (IS_PLAYER(kill_x, kill_y))
12931 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12933 if (player->shield_deadly_time_left > 0 &&
12934 !IS_INDESTRUCTIBLE(bad_element))
12935 Bang(bad_x, bad_y);
12936 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12937 KillPlayer(player);
12940 Bang(kill_x, kill_y);
12944 void TestIfPlayerTouchesBadThing(int x, int y)
12946 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12949 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12951 TestIfGoodThingHitsBadThing(x, y, move_dir);
12954 void TestIfBadThingTouchesPlayer(int x, int y)
12956 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12959 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12961 TestIfBadThingHitsGoodThing(x, y, move_dir);
12964 void TestIfFriendTouchesBadThing(int x, int y)
12966 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12969 void TestIfBadThingTouchesFriend(int x, int y)
12971 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12974 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12976 int i, kill_x = bad_x, kill_y = bad_y;
12977 static int xy[4][2] =
12985 for (i = 0; i < NUM_DIRECTIONS; i++)
12989 x = bad_x + xy[i][0];
12990 y = bad_y + xy[i][1];
12991 if (!IN_LEV_FIELD(x, y))
12994 element = Feld[x][y];
12995 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12996 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13004 if (kill_x != bad_x || kill_y != bad_y)
13005 Bang(bad_x, bad_y);
13008 void KillPlayer(struct PlayerInfo *player)
13010 int jx = player->jx, jy = player->jy;
13012 if (!player->active)
13016 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13017 player->killed, player->active, player->reanimated);
13020 /* the following code was introduced to prevent an infinite loop when calling
13022 -> CheckTriggeredElementChangeExt()
13023 -> ExecuteCustomElementAction()
13025 -> (infinitely repeating the above sequence of function calls)
13026 which occurs when killing the player while having a CE with the setting
13027 "kill player X when explosion of <player X>"; the solution using a new
13028 field "player->killed" was chosen for backwards compatibility, although
13029 clever use of the fields "player->active" etc. would probably also work */
13031 if (player->killed)
13035 player->killed = TRUE;
13037 /* remove accessible field at the player's position */
13038 Feld[jx][jy] = EL_EMPTY;
13040 /* deactivate shield (else Bang()/Explode() would not work right) */
13041 player->shield_normal_time_left = 0;
13042 player->shield_deadly_time_left = 0;
13045 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13046 player->killed, player->active, player->reanimated);
13052 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13053 player->killed, player->active, player->reanimated);
13056 if (player->reanimated) /* killed player may have been reanimated */
13057 player->killed = player->reanimated = FALSE;
13059 BuryPlayer(player);
13062 static void KillPlayerUnlessEnemyProtected(int x, int y)
13064 if (!PLAYER_ENEMY_PROTECTED(x, y))
13065 KillPlayer(PLAYERINFO(x, y));
13068 static void KillPlayerUnlessExplosionProtected(int x, int y)
13070 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13071 KillPlayer(PLAYERINFO(x, y));
13074 void BuryPlayer(struct PlayerInfo *player)
13076 int jx = player->jx, jy = player->jy;
13078 if (!player->active)
13081 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13082 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13084 player->GameOver = TRUE;
13085 RemovePlayer(player);
13088 void RemovePlayer(struct PlayerInfo *player)
13090 int jx = player->jx, jy = player->jy;
13091 int i, found = FALSE;
13093 player->present = FALSE;
13094 player->active = FALSE;
13096 if (!ExplodeField[jx][jy])
13097 StorePlayer[jx][jy] = 0;
13099 if (player->is_moving)
13100 TEST_DrawLevelField(player->last_jx, player->last_jy);
13102 for (i = 0; i < MAX_PLAYERS; i++)
13103 if (stored_player[i].active)
13107 AllPlayersGone = TRUE;
13113 static void setFieldForSnapping(int x, int y, int element, int direction)
13115 struct ElementInfo *ei = &element_info[element];
13116 int direction_bit = MV_DIR_TO_BIT(direction);
13117 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13118 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13119 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13121 Feld[x][y] = EL_ELEMENT_SNAPPING;
13122 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13124 ResetGfxAnimation(x, y);
13126 GfxElement[x][y] = element;
13127 GfxAction[x][y] = action;
13128 GfxDir[x][y] = direction;
13129 GfxFrame[x][y] = -1;
13133 =============================================================================
13134 checkDiagonalPushing()
13135 -----------------------------------------------------------------------------
13136 check if diagonal input device direction results in pushing of object
13137 (by checking if the alternative direction is walkable, diggable, ...)
13138 =============================================================================
13141 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13142 int x, int y, int real_dx, int real_dy)
13144 int jx, jy, dx, dy, xx, yy;
13146 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13149 /* diagonal direction: check alternative direction */
13154 xx = jx + (dx == 0 ? real_dx : 0);
13155 yy = jy + (dy == 0 ? real_dy : 0);
13157 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13161 =============================================================================
13163 -----------------------------------------------------------------------------
13164 x, y: field next to player (non-diagonal) to try to dig to
13165 real_dx, real_dy: direction as read from input device (can be diagonal)
13166 =============================================================================
13169 static int DigField(struct PlayerInfo *player,
13170 int oldx, int oldy, int x, int y,
13171 int real_dx, int real_dy, int mode)
13173 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13174 boolean player_was_pushing = player->is_pushing;
13175 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13176 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13177 int jx = oldx, jy = oldy;
13178 int dx = x - jx, dy = y - jy;
13179 int nextx = x + dx, nexty = y + dy;
13180 int move_direction = (dx == -1 ? MV_LEFT :
13181 dx == +1 ? MV_RIGHT :
13183 dy == +1 ? MV_DOWN : MV_NONE);
13184 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13185 int dig_side = MV_DIR_OPPOSITE(move_direction);
13186 int old_element = Feld[jx][jy];
13187 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13190 if (is_player) /* function can also be called by EL_PENGUIN */
13192 if (player->MovPos == 0)
13194 player->is_digging = FALSE;
13195 player->is_collecting = FALSE;
13198 if (player->MovPos == 0) /* last pushing move finished */
13199 player->is_pushing = FALSE;
13201 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13203 player->is_switching = FALSE;
13204 player->push_delay = -1;
13206 return MP_NO_ACTION;
13210 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13211 old_element = Back[jx][jy];
13213 /* in case of element dropped at player position, check background */
13214 else if (Back[jx][jy] != EL_EMPTY &&
13215 game.engine_version >= VERSION_IDENT(2,2,0,0))
13216 old_element = Back[jx][jy];
13218 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13219 return MP_NO_ACTION; /* field has no opening in this direction */
13221 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13222 return MP_NO_ACTION; /* field has no opening in this direction */
13224 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13228 Feld[jx][jy] = player->artwork_element;
13229 InitMovingField(jx, jy, MV_DOWN);
13230 Store[jx][jy] = EL_ACID;
13231 ContinueMoving(jx, jy);
13232 BuryPlayer(player);
13234 return MP_DONT_RUN_INTO;
13237 if (player_can_move && DONT_RUN_INTO(element))
13239 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13241 return MP_DONT_RUN_INTO;
13244 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13245 return MP_NO_ACTION;
13247 collect_count = element_info[element].collect_count_initial;
13249 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13250 return MP_NO_ACTION;
13252 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13253 player_can_move = player_can_move_or_snap;
13255 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13256 game.engine_version >= VERSION_IDENT(2,2,0,0))
13258 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13259 player->index_bit, dig_side);
13260 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13261 player->index_bit, dig_side);
13263 if (element == EL_DC_LANDMINE)
13266 if (Feld[x][y] != element) /* field changed by snapping */
13269 return MP_NO_ACTION;
13272 if (player->gravity && is_player && !player->is_auto_moving &&
13273 canFallDown(player) && move_direction != MV_DOWN &&
13274 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13275 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13277 if (player_can_move &&
13278 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13280 int sound_element = SND_ELEMENT(element);
13281 int sound_action = ACTION_WALKING;
13283 if (IS_RND_GATE(element))
13285 if (!player->key[RND_GATE_NR(element)])
13286 return MP_NO_ACTION;
13288 else if (IS_RND_GATE_GRAY(element))
13290 if (!player->key[RND_GATE_GRAY_NR(element)])
13291 return MP_NO_ACTION;
13293 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13295 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13296 return MP_NO_ACTION;
13298 else if (element == EL_EXIT_OPEN ||
13299 element == EL_EM_EXIT_OPEN ||
13300 element == EL_EM_EXIT_OPENING ||
13301 element == EL_STEEL_EXIT_OPEN ||
13302 element == EL_EM_STEEL_EXIT_OPEN ||
13303 element == EL_EM_STEEL_EXIT_OPENING ||
13304 element == EL_SP_EXIT_OPEN ||
13305 element == EL_SP_EXIT_OPENING)
13307 sound_action = ACTION_PASSING; /* player is passing exit */
13309 else if (element == EL_EMPTY)
13311 sound_action = ACTION_MOVING; /* nothing to walk on */
13314 /* play sound from background or player, whatever is available */
13315 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13316 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13318 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13320 else if (player_can_move &&
13321 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13323 if (!ACCESS_FROM(element, opposite_direction))
13324 return MP_NO_ACTION; /* field not accessible from this direction */
13326 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13327 return MP_NO_ACTION;
13329 if (IS_EM_GATE(element))
13331 if (!player->key[EM_GATE_NR(element)])
13332 return MP_NO_ACTION;
13334 else if (IS_EM_GATE_GRAY(element))
13336 if (!player->key[EM_GATE_GRAY_NR(element)])
13337 return MP_NO_ACTION;
13339 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13341 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13342 return MP_NO_ACTION;
13344 else if (IS_EMC_GATE(element))
13346 if (!player->key[EMC_GATE_NR(element)])
13347 return MP_NO_ACTION;
13349 else if (IS_EMC_GATE_GRAY(element))
13351 if (!player->key[EMC_GATE_GRAY_NR(element)])
13352 return MP_NO_ACTION;
13354 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13356 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13357 return MP_NO_ACTION;
13359 else if (element == EL_DC_GATE_WHITE ||
13360 element == EL_DC_GATE_WHITE_GRAY ||
13361 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13363 if (player->num_white_keys == 0)
13364 return MP_NO_ACTION;
13366 player->num_white_keys--;
13368 else if (IS_SP_PORT(element))
13370 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13371 element == EL_SP_GRAVITY_PORT_RIGHT ||
13372 element == EL_SP_GRAVITY_PORT_UP ||
13373 element == EL_SP_GRAVITY_PORT_DOWN)
13374 player->gravity = !player->gravity;
13375 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13376 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13377 element == EL_SP_GRAVITY_ON_PORT_UP ||
13378 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13379 player->gravity = TRUE;
13380 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13381 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13382 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13383 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13384 player->gravity = FALSE;
13387 /* automatically move to the next field with double speed */
13388 player->programmed_action = move_direction;
13390 if (player->move_delay_reset_counter == 0)
13392 player->move_delay_reset_counter = 2; /* two double speed steps */
13394 DOUBLE_PLAYER_SPEED(player);
13397 PlayLevelSoundAction(x, y, ACTION_PASSING);
13399 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13403 if (mode != DF_SNAP)
13405 GfxElement[x][y] = GFX_ELEMENT(element);
13406 player->is_digging = TRUE;
13409 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13411 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13412 player->index_bit, dig_side);
13414 if (mode == DF_SNAP)
13416 if (level.block_snap_field)
13417 setFieldForSnapping(x, y, element, move_direction);
13419 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13421 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13422 player->index_bit, dig_side);
13425 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13429 if (is_player && mode != DF_SNAP)
13431 GfxElement[x][y] = element;
13432 player->is_collecting = TRUE;
13435 if (element == EL_SPEED_PILL)
13437 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13439 else if (element == EL_EXTRA_TIME && level.time > 0)
13441 TimeLeft += level.extra_time;
13443 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13445 DisplayGameControlValues();
13447 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13449 player->shield_normal_time_left += level.shield_normal_time;
13450 if (element == EL_SHIELD_DEADLY)
13451 player->shield_deadly_time_left += level.shield_deadly_time;
13453 else if (element == EL_DYNAMITE ||
13454 element == EL_EM_DYNAMITE ||
13455 element == EL_SP_DISK_RED)
13457 if (player->inventory_size < MAX_INVENTORY_SIZE)
13458 player->inventory_element[player->inventory_size++] = element;
13460 DrawGameDoorValues();
13462 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13464 player->dynabomb_count++;
13465 player->dynabombs_left++;
13467 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13469 player->dynabomb_size++;
13471 else if (element == EL_DYNABOMB_INCREASE_POWER)
13473 player->dynabomb_xl = TRUE;
13475 else if (IS_KEY(element))
13477 player->key[KEY_NR(element)] = TRUE;
13479 DrawGameDoorValues();
13481 else if (element == EL_DC_KEY_WHITE)
13483 player->num_white_keys++;
13485 /* display white keys? */
13486 /* DrawGameDoorValues(); */
13488 else if (IS_ENVELOPE(element))
13490 player->show_envelope = element;
13492 else if (element == EL_EMC_LENSES)
13494 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13496 RedrawAllInvisibleElementsForLenses();
13498 else if (element == EL_EMC_MAGNIFIER)
13500 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13502 RedrawAllInvisibleElementsForMagnifier();
13504 else if (IS_DROPPABLE(element) ||
13505 IS_THROWABLE(element)) /* can be collected and dropped */
13509 if (collect_count == 0)
13510 player->inventory_infinite_element = element;
13512 for (i = 0; i < collect_count; i++)
13513 if (player->inventory_size < MAX_INVENTORY_SIZE)
13514 player->inventory_element[player->inventory_size++] = element;
13516 DrawGameDoorValues();
13518 else if (collect_count > 0)
13520 local_player->gems_still_needed -= collect_count;
13521 if (local_player->gems_still_needed < 0)
13522 local_player->gems_still_needed = 0;
13524 game.snapshot.collected_item = TRUE;
13526 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13528 DisplayGameControlValues();
13531 RaiseScoreElement(element);
13532 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13535 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13536 player->index_bit, dig_side);
13538 if (mode == DF_SNAP)
13540 if (level.block_snap_field)
13541 setFieldForSnapping(x, y, element, move_direction);
13543 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13545 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13546 player->index_bit, dig_side);
13549 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13551 if (mode == DF_SNAP && element != EL_BD_ROCK)
13552 return MP_NO_ACTION;
13554 if (CAN_FALL(element) && dy)
13555 return MP_NO_ACTION;
13557 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13558 !(element == EL_SPRING && level.use_spring_bug))
13559 return MP_NO_ACTION;
13561 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13562 ((move_direction & MV_VERTICAL &&
13563 ((element_info[element].move_pattern & MV_LEFT &&
13564 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13565 (element_info[element].move_pattern & MV_RIGHT &&
13566 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13567 (move_direction & MV_HORIZONTAL &&
13568 ((element_info[element].move_pattern & MV_UP &&
13569 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13570 (element_info[element].move_pattern & MV_DOWN &&
13571 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13572 return MP_NO_ACTION;
13574 /* do not push elements already moving away faster than player */
13575 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13576 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13577 return MP_NO_ACTION;
13579 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13581 if (player->push_delay_value == -1 || !player_was_pushing)
13582 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13584 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13586 if (player->push_delay_value == -1)
13587 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13589 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13591 if (!player->is_pushing)
13592 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13595 player->is_pushing = TRUE;
13596 player->is_active = TRUE;
13598 if (!(IN_LEV_FIELD(nextx, nexty) &&
13599 (IS_FREE(nextx, nexty) ||
13600 (IS_SB_ELEMENT(element) &&
13601 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13602 (IS_CUSTOM_ELEMENT(element) &&
13603 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13604 return MP_NO_ACTION;
13606 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13607 return MP_NO_ACTION;
13609 if (player->push_delay == -1) /* new pushing; restart delay */
13610 player->push_delay = 0;
13612 if (player->push_delay < player->push_delay_value &&
13613 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13614 element != EL_SPRING && element != EL_BALLOON)
13616 /* make sure that there is no move delay before next try to push */
13617 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13618 player->move_delay = 0;
13620 return MP_NO_ACTION;
13623 if (IS_CUSTOM_ELEMENT(element) &&
13624 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13626 if (!DigFieldByCE(nextx, nexty, element))
13627 return MP_NO_ACTION;
13630 if (IS_SB_ELEMENT(element))
13632 if (element == EL_SOKOBAN_FIELD_FULL)
13634 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13635 local_player->sokobanfields_still_needed++;
13638 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13640 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13641 local_player->sokobanfields_still_needed--;
13644 Feld[x][y] = EL_SOKOBAN_OBJECT;
13646 if (Back[x][y] == Back[nextx][nexty])
13647 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13648 else if (Back[x][y] != 0)
13649 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13652 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13655 if (local_player->sokobanfields_still_needed == 0 &&
13656 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13658 PlayerWins(player);
13660 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13664 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13666 InitMovingField(x, y, move_direction);
13667 GfxAction[x][y] = ACTION_PUSHING;
13669 if (mode == DF_SNAP)
13670 ContinueMoving(x, y);
13672 MovPos[x][y] = (dx != 0 ? dx : dy);
13674 Pushed[x][y] = TRUE;
13675 Pushed[nextx][nexty] = TRUE;
13677 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13678 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13680 player->push_delay_value = -1; /* get new value later */
13682 /* check for element change _after_ element has been pushed */
13683 if (game.use_change_when_pushing_bug)
13685 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13686 player->index_bit, dig_side);
13687 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13688 player->index_bit, dig_side);
13691 else if (IS_SWITCHABLE(element))
13693 if (PLAYER_SWITCHING(player, x, y))
13695 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13696 player->index_bit, dig_side);
13701 player->is_switching = TRUE;
13702 player->switch_x = x;
13703 player->switch_y = y;
13705 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13707 if (element == EL_ROBOT_WHEEL)
13709 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13713 game.robot_wheel_active = TRUE;
13715 TEST_DrawLevelField(x, y);
13717 else if (element == EL_SP_TERMINAL)
13721 SCAN_PLAYFIELD(xx, yy)
13723 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13727 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13729 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13731 ResetGfxAnimation(xx, yy);
13732 TEST_DrawLevelField(xx, yy);
13736 else if (IS_BELT_SWITCH(element))
13738 ToggleBeltSwitch(x, y);
13740 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13741 element == EL_SWITCHGATE_SWITCH_DOWN ||
13742 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13743 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13745 ToggleSwitchgateSwitch(x, y);
13747 else if (element == EL_LIGHT_SWITCH ||
13748 element == EL_LIGHT_SWITCH_ACTIVE)
13750 ToggleLightSwitch(x, y);
13752 else if (element == EL_TIMEGATE_SWITCH ||
13753 element == EL_DC_TIMEGATE_SWITCH)
13755 ActivateTimegateSwitch(x, y);
13757 else if (element == EL_BALLOON_SWITCH_LEFT ||
13758 element == EL_BALLOON_SWITCH_RIGHT ||
13759 element == EL_BALLOON_SWITCH_UP ||
13760 element == EL_BALLOON_SWITCH_DOWN ||
13761 element == EL_BALLOON_SWITCH_NONE ||
13762 element == EL_BALLOON_SWITCH_ANY)
13764 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13765 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13766 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13767 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13768 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13771 else if (element == EL_LAMP)
13773 Feld[x][y] = EL_LAMP_ACTIVE;
13774 local_player->lights_still_needed--;
13776 ResetGfxAnimation(x, y);
13777 TEST_DrawLevelField(x, y);
13779 else if (element == EL_TIME_ORB_FULL)
13781 Feld[x][y] = EL_TIME_ORB_EMPTY;
13783 if (level.time > 0 || level.use_time_orb_bug)
13785 TimeLeft += level.time_orb_time;
13786 game.no_time_limit = FALSE;
13788 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13790 DisplayGameControlValues();
13793 ResetGfxAnimation(x, y);
13794 TEST_DrawLevelField(x, y);
13796 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13797 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13801 game.ball_state = !game.ball_state;
13803 SCAN_PLAYFIELD(xx, yy)
13805 int e = Feld[xx][yy];
13807 if (game.ball_state)
13809 if (e == EL_EMC_MAGIC_BALL)
13810 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13811 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13812 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13816 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13817 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13818 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13819 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13824 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13825 player->index_bit, dig_side);
13827 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13828 player->index_bit, dig_side);
13830 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13831 player->index_bit, dig_side);
13837 if (!PLAYER_SWITCHING(player, x, y))
13839 player->is_switching = TRUE;
13840 player->switch_x = x;
13841 player->switch_y = y;
13843 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13844 player->index_bit, dig_side);
13845 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13846 player->index_bit, dig_side);
13848 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13849 player->index_bit, dig_side);
13850 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13851 player->index_bit, dig_side);
13854 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13855 player->index_bit, dig_side);
13856 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13857 player->index_bit, dig_side);
13859 return MP_NO_ACTION;
13862 player->push_delay = -1;
13864 if (is_player) /* function can also be called by EL_PENGUIN */
13866 if (Feld[x][y] != element) /* really digged/collected something */
13868 player->is_collecting = !player->is_digging;
13869 player->is_active = TRUE;
13876 static boolean DigFieldByCE(int x, int y, int digging_element)
13878 int element = Feld[x][y];
13880 if (!IS_FREE(x, y))
13882 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13883 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13886 /* no element can dig solid indestructible elements */
13887 if (IS_INDESTRUCTIBLE(element) &&
13888 !IS_DIGGABLE(element) &&
13889 !IS_COLLECTIBLE(element))
13892 if (AmoebaNr[x][y] &&
13893 (element == EL_AMOEBA_FULL ||
13894 element == EL_BD_AMOEBA ||
13895 element == EL_AMOEBA_GROWING))
13897 AmoebaCnt[AmoebaNr[x][y]]--;
13898 AmoebaCnt2[AmoebaNr[x][y]]--;
13901 if (IS_MOVING(x, y))
13902 RemoveMovingField(x, y);
13906 TEST_DrawLevelField(x, y);
13909 /* if digged element was about to explode, prevent the explosion */
13910 ExplodeField[x][y] = EX_TYPE_NONE;
13912 PlayLevelSoundAction(x, y, action);
13915 Store[x][y] = EL_EMPTY;
13917 /* this makes it possible to leave the removed element again */
13918 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13919 Store[x][y] = element;
13924 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13926 int jx = player->jx, jy = player->jy;
13927 int x = jx + dx, y = jy + dy;
13928 int snap_direction = (dx == -1 ? MV_LEFT :
13929 dx == +1 ? MV_RIGHT :
13931 dy == +1 ? MV_DOWN : MV_NONE);
13932 boolean can_continue_snapping = (level.continuous_snapping &&
13933 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13935 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13938 if (!player->active || !IN_LEV_FIELD(x, y))
13946 if (player->MovPos == 0)
13947 player->is_pushing = FALSE;
13949 player->is_snapping = FALSE;
13951 if (player->MovPos == 0)
13953 player->is_moving = FALSE;
13954 player->is_digging = FALSE;
13955 player->is_collecting = FALSE;
13961 /* prevent snapping with already pressed snap key when not allowed */
13962 if (player->is_snapping && !can_continue_snapping)
13965 player->MovDir = snap_direction;
13967 if (player->MovPos == 0)
13969 player->is_moving = FALSE;
13970 player->is_digging = FALSE;
13971 player->is_collecting = FALSE;
13974 player->is_dropping = FALSE;
13975 player->is_dropping_pressed = FALSE;
13976 player->drop_pressed_delay = 0;
13978 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13981 player->is_snapping = TRUE;
13982 player->is_active = TRUE;
13984 if (player->MovPos == 0)
13986 player->is_moving = FALSE;
13987 player->is_digging = FALSE;
13988 player->is_collecting = FALSE;
13991 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
13992 TEST_DrawLevelField(player->last_jx, player->last_jy);
13994 TEST_DrawLevelField(x, y);
13999 static boolean DropElement(struct PlayerInfo *player)
14001 int old_element, new_element;
14002 int dropx = player->jx, dropy = player->jy;
14003 int drop_direction = player->MovDir;
14004 int drop_side = drop_direction;
14005 int drop_element = get_next_dropped_element(player);
14007 /* do not drop an element on top of another element; when holding drop key
14008 pressed without moving, dropped element must move away before the next
14009 element can be dropped (this is especially important if the next element
14010 is dynamite, which can be placed on background for historical reasons) */
14011 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14014 if (IS_THROWABLE(drop_element))
14016 dropx += GET_DX_FROM_DIR(drop_direction);
14017 dropy += GET_DY_FROM_DIR(drop_direction);
14019 if (!IN_LEV_FIELD(dropx, dropy))
14023 old_element = Feld[dropx][dropy]; /* old element at dropping position */
14024 new_element = drop_element; /* default: no change when dropping */
14026 /* check if player is active, not moving and ready to drop */
14027 if (!player->active || player->MovPos || player->drop_delay > 0)
14030 /* check if player has anything that can be dropped */
14031 if (new_element == EL_UNDEFINED)
14034 /* only set if player has anything that can be dropped */
14035 player->is_dropping_pressed = TRUE;
14037 /* check if drop key was pressed long enough for EM style dynamite */
14038 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14041 /* check if anything can be dropped at the current position */
14042 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14045 /* collected custom elements can only be dropped on empty fields */
14046 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14049 if (old_element != EL_EMPTY)
14050 Back[dropx][dropy] = old_element; /* store old element on this field */
14052 ResetGfxAnimation(dropx, dropy);
14053 ResetRandomAnimationValue(dropx, dropy);
14055 if (player->inventory_size > 0 ||
14056 player->inventory_infinite_element != EL_UNDEFINED)
14058 if (player->inventory_size > 0)
14060 player->inventory_size--;
14062 DrawGameDoorValues();
14064 if (new_element == EL_DYNAMITE)
14065 new_element = EL_DYNAMITE_ACTIVE;
14066 else if (new_element == EL_EM_DYNAMITE)
14067 new_element = EL_EM_DYNAMITE_ACTIVE;
14068 else if (new_element == EL_SP_DISK_RED)
14069 new_element = EL_SP_DISK_RED_ACTIVE;
14072 Feld[dropx][dropy] = new_element;
14074 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14075 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14076 el2img(Feld[dropx][dropy]), 0);
14078 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14080 /* needed if previous element just changed to "empty" in the last frame */
14081 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14083 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14084 player->index_bit, drop_side);
14085 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14087 player->index_bit, drop_side);
14089 TestIfElementTouchesCustomElement(dropx, dropy);
14091 else /* player is dropping a dyna bomb */
14093 player->dynabombs_left--;
14095 Feld[dropx][dropy] = new_element;
14097 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14098 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14099 el2img(Feld[dropx][dropy]), 0);
14101 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14104 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14105 InitField_WithBug1(dropx, dropy, FALSE);
14107 new_element = Feld[dropx][dropy]; /* element might have changed */
14109 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14110 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14112 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14113 MovDir[dropx][dropy] = drop_direction;
14115 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14117 /* do not cause impact style collision by dropping elements that can fall */
14118 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14121 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14122 player->is_dropping = TRUE;
14124 player->drop_pressed_delay = 0;
14125 player->is_dropping_pressed = FALSE;
14127 player->drop_x = dropx;
14128 player->drop_y = dropy;
14133 /* ------------------------------------------------------------------------- */
14134 /* game sound playing functions */
14135 /* ------------------------------------------------------------------------- */
14137 static int *loop_sound_frame = NULL;
14138 static int *loop_sound_volume = NULL;
14140 void InitPlayLevelSound()
14142 int num_sounds = getSoundListSize();
14144 checked_free(loop_sound_frame);
14145 checked_free(loop_sound_volume);
14147 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14148 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14151 static void PlayLevelSound(int x, int y, int nr)
14153 int sx = SCREENX(x), sy = SCREENY(y);
14154 int volume, stereo_position;
14155 int max_distance = 8;
14156 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14158 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14159 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14162 if (!IN_LEV_FIELD(x, y) ||
14163 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14164 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14167 volume = SOUND_MAX_VOLUME;
14169 if (!IN_SCR_FIELD(sx, sy))
14171 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14172 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14174 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14177 stereo_position = (SOUND_MAX_LEFT +
14178 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14179 (SCR_FIELDX + 2 * max_distance));
14181 if (IS_LOOP_SOUND(nr))
14183 /* This assures that quieter loop sounds do not overwrite louder ones,
14184 while restarting sound volume comparison with each new game frame. */
14186 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14189 loop_sound_volume[nr] = volume;
14190 loop_sound_frame[nr] = FrameCounter;
14193 PlaySoundExt(nr, volume, stereo_position, type);
14196 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14198 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14199 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14200 y < LEVELY(BY1) ? LEVELY(BY1) :
14201 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14205 static void PlayLevelSoundAction(int x, int y, int action)
14207 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14210 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14212 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14214 if (sound_effect != SND_UNDEFINED)
14215 PlayLevelSound(x, y, sound_effect);
14218 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14221 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14223 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14224 PlayLevelSound(x, y, sound_effect);
14227 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14229 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14231 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14232 PlayLevelSound(x, y, sound_effect);
14235 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14237 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14239 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14240 StopSound(sound_effect);
14243 static int getLevelMusicNr()
14245 if (levelset.music[level_nr] != MUS_UNDEFINED)
14246 return levelset.music[level_nr]; /* from config file */
14248 return MAP_NOCONF_MUSIC(level_nr); /* from music dir */
14251 static void FadeLevelSounds()
14256 static void FadeLevelMusic()
14258 int music_nr = getLevelMusicNr();
14259 char *curr_music = getCurrentlyPlayingMusicFilename();
14260 char *next_music = getMusicInfoEntryFilename(music_nr);
14262 if (!strEqual(curr_music, next_music))
14266 void FadeLevelSoundsAndMusic()
14272 static void PlayLevelMusic()
14274 int music_nr = getLevelMusicNr();
14275 char *curr_music = getCurrentlyPlayingMusicFilename();
14276 char *next_music = getMusicInfoEntryFilename(music_nr);
14278 if (!strEqual(curr_music, next_music))
14279 PlayMusic(music_nr);
14282 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14284 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14285 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14286 int x = xx - 1 - offset;
14287 int y = yy - 1 - offset;
14292 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14296 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14300 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14304 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14308 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14312 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14316 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14319 case SAMPLE_android_clone:
14320 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14323 case SAMPLE_android_move:
14324 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14327 case SAMPLE_spring:
14328 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14332 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14336 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14339 case SAMPLE_eater_eat:
14340 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14344 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14347 case SAMPLE_collect:
14348 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14351 case SAMPLE_diamond:
14352 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14355 case SAMPLE_squash:
14356 /* !!! CHECK THIS !!! */
14358 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14360 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14364 case SAMPLE_wonderfall:
14365 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14369 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14373 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14377 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14381 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14385 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14389 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14392 case SAMPLE_wonder:
14393 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14397 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14400 case SAMPLE_exit_open:
14401 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14404 case SAMPLE_exit_leave:
14405 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14408 case SAMPLE_dynamite:
14409 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14413 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14417 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14421 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14425 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14429 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14433 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14437 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14442 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14444 int element = map_element_SP_to_RND(element_sp);
14445 int action = map_action_SP_to_RND(action_sp);
14446 int offset = (setup.sp_show_border_elements ? 0 : 1);
14447 int x = xx - offset;
14448 int y = yy - offset;
14450 PlayLevelSoundElementAction(x, y, element, action);
14453 void RaiseScore(int value)
14455 local_player->score += value;
14457 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14459 DisplayGameControlValues();
14462 void RaiseScoreElement(int element)
14467 case EL_BD_DIAMOND:
14468 case EL_EMERALD_YELLOW:
14469 case EL_EMERALD_RED:
14470 case EL_EMERALD_PURPLE:
14471 case EL_SP_INFOTRON:
14472 RaiseScore(level.score[SC_EMERALD]);
14475 RaiseScore(level.score[SC_DIAMOND]);
14478 RaiseScore(level.score[SC_CRYSTAL]);
14481 RaiseScore(level.score[SC_PEARL]);
14484 case EL_BD_BUTTERFLY:
14485 case EL_SP_ELECTRON:
14486 RaiseScore(level.score[SC_BUG]);
14489 case EL_BD_FIREFLY:
14490 case EL_SP_SNIKSNAK:
14491 RaiseScore(level.score[SC_SPACESHIP]);
14494 case EL_DARK_YAMYAM:
14495 RaiseScore(level.score[SC_YAMYAM]);
14498 RaiseScore(level.score[SC_ROBOT]);
14501 RaiseScore(level.score[SC_PACMAN]);
14504 RaiseScore(level.score[SC_NUT]);
14507 case EL_EM_DYNAMITE:
14508 case EL_SP_DISK_RED:
14509 case EL_DYNABOMB_INCREASE_NUMBER:
14510 case EL_DYNABOMB_INCREASE_SIZE:
14511 case EL_DYNABOMB_INCREASE_POWER:
14512 RaiseScore(level.score[SC_DYNAMITE]);
14514 case EL_SHIELD_NORMAL:
14515 case EL_SHIELD_DEADLY:
14516 RaiseScore(level.score[SC_SHIELD]);
14518 case EL_EXTRA_TIME:
14519 RaiseScore(level.extra_time_score);
14533 case EL_DC_KEY_WHITE:
14534 RaiseScore(level.score[SC_KEY]);
14537 RaiseScore(element_info[element].collect_score);
14542 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14544 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14546 /* closing door required in case of envelope style request dialogs */
14548 CloseDoor(DOOR_CLOSE_1);
14550 #if defined(NETWORK_AVALIABLE)
14551 if (options.network)
14552 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14557 FadeSkipNextFadeIn();
14559 SetGameStatus(GAME_MODE_MAIN);
14564 else /* continue playing the game */
14566 if (tape.playing && tape.deactivate_display)
14567 TapeDeactivateDisplayOff(TRUE);
14569 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14571 if (tape.playing && tape.deactivate_display)
14572 TapeDeactivateDisplayOn();
14576 void RequestQuitGame(boolean ask_if_really_quit)
14578 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14579 boolean skip_request = AllPlayersGone || quick_quit;
14581 RequestQuitGameExt(skip_request, quick_quit,
14582 "Do you really want to quit the game?");
14586 /* ------------------------------------------------------------------------- */
14587 /* random generator functions */
14588 /* ------------------------------------------------------------------------- */
14590 unsigned int InitEngineRandom_RND(int seed)
14592 game.num_random_calls = 0;
14594 return InitEngineRandom(seed);
14597 unsigned int RND(int max)
14601 game.num_random_calls++;
14603 return GetEngineRandom(max);
14610 /* ------------------------------------------------------------------------- */
14611 /* game engine snapshot handling functions */
14612 /* ------------------------------------------------------------------------- */
14614 struct EngineSnapshotInfo
14616 /* runtime values for custom element collect score */
14617 int collect_score[NUM_CUSTOM_ELEMENTS];
14619 /* runtime values for group element choice position */
14620 int choice_pos[NUM_GROUP_ELEMENTS];
14622 /* runtime values for belt position animations */
14623 int belt_graphic[4][NUM_BELT_PARTS];
14624 int belt_anim_mode[4][NUM_BELT_PARTS];
14627 static struct EngineSnapshotInfo engine_snapshot_rnd;
14628 static char *snapshot_level_identifier = NULL;
14629 static int snapshot_level_nr = -1;
14631 static void SaveEngineSnapshotValues_RND()
14633 static int belt_base_active_element[4] =
14635 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14636 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14637 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14638 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14642 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14644 int element = EL_CUSTOM_START + i;
14646 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14649 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14651 int element = EL_GROUP_START + i;
14653 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14656 for (i = 0; i < 4; i++)
14658 for (j = 0; j < NUM_BELT_PARTS; j++)
14660 int element = belt_base_active_element[i] + j;
14661 int graphic = el2img(element);
14662 int anim_mode = graphic_info[graphic].anim_mode;
14664 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14665 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14670 static void LoadEngineSnapshotValues_RND()
14672 unsigned int num_random_calls = game.num_random_calls;
14675 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14677 int element = EL_CUSTOM_START + i;
14679 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14682 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14684 int element = EL_GROUP_START + i;
14686 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14689 for (i = 0; i < 4; i++)
14691 for (j = 0; j < NUM_BELT_PARTS; j++)
14693 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14694 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14696 graphic_info[graphic].anim_mode = anim_mode;
14700 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14702 InitRND(tape.random_seed);
14703 for (i = 0; i < num_random_calls; i++)
14707 if (game.num_random_calls != num_random_calls)
14709 Error(ERR_INFO, "number of random calls out of sync");
14710 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14711 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14712 Error(ERR_EXIT, "this should not happen -- please debug");
14716 void FreeEngineSnapshotSingle()
14718 FreeSnapshotSingle();
14720 setString(&snapshot_level_identifier, NULL);
14721 snapshot_level_nr = -1;
14724 void FreeEngineSnapshotList()
14726 FreeSnapshotList();
14729 ListNode *SaveEngineSnapshotBuffers()
14731 ListNode *buffers = NULL;
14733 /* copy some special values to a structure better suited for the snapshot */
14735 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14736 SaveEngineSnapshotValues_RND();
14737 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14738 SaveEngineSnapshotValues_EM();
14739 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14740 SaveEngineSnapshotValues_SP(&buffers);
14742 /* save values stored in special snapshot structure */
14744 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14745 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14746 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14747 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14748 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14749 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14751 /* save further RND engine values */
14753 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14754 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14755 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14757 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14758 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14759 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14760 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14762 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14763 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14764 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14765 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14766 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14768 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14769 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14770 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14772 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14774 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14776 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14777 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14779 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
14780 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
14781 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
14782 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14783 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14784 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14785 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14786 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
14787 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
14788 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14789 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
14790 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14791 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14792 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14793 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14794 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14795 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
14796 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
14798 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14799 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14801 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14802 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14803 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14805 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14806 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14808 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14809 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14810 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14811 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14812 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14814 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14815 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14818 ListNode *node = engine_snapshot_list_rnd;
14821 while (node != NULL)
14823 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14828 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14834 void SaveEngineSnapshotSingle()
14836 ListNode *buffers = SaveEngineSnapshotBuffers();
14838 /* finally save all snapshot buffers to single snapshot */
14839 SaveSnapshotSingle(buffers);
14841 /* save level identification information */
14842 setString(&snapshot_level_identifier, leveldir_current->identifier);
14843 snapshot_level_nr = level_nr;
14846 boolean CheckSaveEngineSnapshotToList()
14848 boolean save_snapshot =
14849 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
14850 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
14851 game.snapshot.changed_action) ||
14852 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
14853 game.snapshot.collected_item));
14855 game.snapshot.changed_action = FALSE;
14856 game.snapshot.collected_item = FALSE;
14857 game.snapshot.save_snapshot = save_snapshot;
14859 return save_snapshot;
14862 void SaveEngineSnapshotToList()
14864 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
14868 ListNode *buffers = SaveEngineSnapshotBuffers();
14870 /* finally save all snapshot buffers to snapshot list */
14871 SaveSnapshotToList(buffers);
14874 void SaveEngineSnapshotToListInitial()
14876 FreeEngineSnapshotList();
14878 SaveEngineSnapshotToList();
14881 void LoadEngineSnapshotValues()
14883 /* restore special values from snapshot structure */
14885 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14886 LoadEngineSnapshotValues_RND();
14887 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14888 LoadEngineSnapshotValues_EM();
14889 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14890 LoadEngineSnapshotValues_SP();
14893 void LoadEngineSnapshotSingle()
14895 LoadSnapshotSingle();
14897 LoadEngineSnapshotValues();
14900 void LoadEngineSnapshot_Undo(int steps)
14902 LoadSnapshotFromList_Older(steps);
14904 LoadEngineSnapshotValues();
14907 void LoadEngineSnapshot_Redo(int steps)
14909 LoadSnapshotFromList_Newer(steps);
14911 LoadEngineSnapshotValues();
14914 boolean CheckEngineSnapshotSingle()
14916 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14917 snapshot_level_nr == level_nr);
14920 boolean CheckEngineSnapshotList()
14922 return CheckSnapshotList();
14926 /* ---------- new game button stuff ---------------------------------------- */
14934 } gamebutton_info[NUM_GAME_BUTTONS] =
14937 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
14938 GAME_CTRL_ID_STOP, "stop game"
14941 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
14942 GAME_CTRL_ID_PAUSE, "pause game"
14945 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
14946 GAME_CTRL_ID_PLAY, "play game"
14949 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
14950 GAME_CTRL_ID_UNDO, "undo step"
14953 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
14954 GAME_CTRL_ID_REDO, "redo step"
14957 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
14958 GAME_CTRL_ID_SAVE, "save game"
14961 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
14962 GAME_CTRL_ID_PAUSE2, "pause game"
14965 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
14966 GAME_CTRL_ID_LOAD, "load game"
14969 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
14970 SOUND_CTRL_ID_MUSIC, "background music on/off"
14973 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
14974 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
14977 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
14978 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
14982 void CreateGameButtons()
14986 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14988 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
14989 struct XY *pos = gamebutton_info[i].pos;
14990 struct GadgetInfo *gi;
14993 unsigned int event_mask;
14994 int base_x = (tape.show_game_buttons ? VX : DX);
14995 int base_y = (tape.show_game_buttons ? VY : DY);
14996 int gd_x = gfx->src_x;
14997 int gd_y = gfx->src_y;
14998 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
14999 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15000 int gd_xa = gfx->src_x + gfx->active_xoffset;
15001 int gd_ya = gfx->src_y + gfx->active_yoffset;
15002 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15003 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15006 if (gfx->bitmap == NULL)
15008 game_gadget[id] = NULL;
15013 if (id == GAME_CTRL_ID_STOP ||
15014 id == GAME_CTRL_ID_PLAY ||
15015 id == GAME_CTRL_ID_SAVE ||
15016 id == GAME_CTRL_ID_LOAD)
15018 button_type = GD_TYPE_NORMAL_BUTTON;
15020 event_mask = GD_EVENT_RELEASED;
15022 else if (id == GAME_CTRL_ID_UNDO ||
15023 id == GAME_CTRL_ID_REDO)
15025 button_type = GD_TYPE_NORMAL_BUTTON;
15027 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15031 button_type = GD_TYPE_CHECK_BUTTON;
15033 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
15034 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
15035 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
15036 event_mask = GD_EVENT_PRESSED;
15039 gi = CreateGadget(GDI_CUSTOM_ID, id,
15040 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15041 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15042 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15043 GDI_WIDTH, gfx->width,
15044 GDI_HEIGHT, gfx->height,
15045 GDI_TYPE, button_type,
15046 GDI_STATE, GD_BUTTON_UNPRESSED,
15047 GDI_CHECKED, checked,
15048 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15049 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15050 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15051 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15052 GDI_DIRECT_DRAW, FALSE,
15053 GDI_EVENT_MASK, event_mask,
15054 GDI_CALLBACK_ACTION, HandleGameButtons,
15058 Error(ERR_EXIT, "cannot create gadget");
15060 game_gadget[id] = gi;
15064 void FreeGameButtons()
15068 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15069 FreeGadget(game_gadget[i]);
15072 static void UnmapGameButtonsAtSamePosition(int id)
15076 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15078 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15079 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15080 UnmapGadget(game_gadget[i]);
15083 static void UnmapGameButtonsAtSamePosition_All()
15085 if (setup.show_snapshot_buttons)
15087 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15088 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15089 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15093 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15094 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15095 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15099 static void MapGameButtonsAtSamePosition(int id)
15103 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15105 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15106 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15107 MapGadget(game_gadget[i]);
15109 UnmapGameButtonsAtSamePosition_All();
15112 void MapUndoRedoButtons()
15114 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15115 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15117 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15118 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15120 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15123 void UnmapUndoRedoButtons()
15125 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15126 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15128 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15129 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15131 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15134 void MapGameButtons()
15138 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15139 if (i != GAME_CTRL_ID_UNDO &&
15140 i != GAME_CTRL_ID_REDO)
15141 MapGadget(game_gadget[i]);
15143 UnmapGameButtonsAtSamePosition_All();
15145 RedrawGameButtons();
15148 void UnmapGameButtons()
15152 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15153 UnmapGadget(game_gadget[i]);
15156 void RedrawGameButtons()
15160 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15161 RedrawGadget(game_gadget[i]);
15163 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15164 redraw_mask &= ~REDRAW_ALL;
15167 void GameUndoRedoExt()
15169 ClearPlayerAction();
15171 tape.pausing = TRUE;
15174 UpdateAndDisplayGameControlValues();
15176 DrawCompleteVideoDisplay();
15177 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15178 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15179 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15184 void GameUndo(int steps)
15186 if (!CheckEngineSnapshotList())
15189 LoadEngineSnapshot_Undo(steps);
15194 void GameRedo(int steps)
15196 if (!CheckEngineSnapshotList())
15199 LoadEngineSnapshot_Redo(steps);
15204 static void HandleGameButtonsExt(int id, int button)
15206 static boolean game_undo_executed = FALSE;
15207 int steps = BUTTON_STEPSIZE(button);
15208 boolean handle_game_buttons =
15209 (game_status == GAME_MODE_PLAYING ||
15210 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15212 if (!handle_game_buttons)
15217 case GAME_CTRL_ID_STOP:
15218 if (game_status == GAME_MODE_MAIN)
15224 RequestQuitGame(TRUE);
15228 case GAME_CTRL_ID_PAUSE:
15229 case GAME_CTRL_ID_PAUSE2:
15230 if (options.network && game_status == GAME_MODE_PLAYING)
15232 #if defined(NETWORK_AVALIABLE)
15234 SendToServer_ContinuePlaying();
15236 SendToServer_PausePlaying();
15240 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15242 game_undo_executed = FALSE;
15246 case GAME_CTRL_ID_PLAY:
15247 if (game_status == GAME_MODE_MAIN)
15249 StartGameActions(options.network, setup.autorecord, level.random_seed);
15251 else if (tape.pausing)
15253 #if defined(NETWORK_AVALIABLE)
15254 if (options.network)
15255 SendToServer_ContinuePlaying();
15258 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15262 case GAME_CTRL_ID_UNDO:
15263 // Important: When using "save snapshot when collecting an item" mode,
15264 // load last (current) snapshot for first "undo" after pressing "pause"
15265 // (else the last-but-one snapshot would be loaded, because the snapshot
15266 // pointer already points to the last snapshot when pressing "pause",
15267 // which is fine for "every step/move" mode, but not for "every collect")
15268 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15269 !game_undo_executed)
15272 game_undo_executed = TRUE;
15277 case GAME_CTRL_ID_REDO:
15281 case GAME_CTRL_ID_SAVE:
15285 case GAME_CTRL_ID_LOAD:
15289 case SOUND_CTRL_ID_MUSIC:
15290 if (setup.sound_music)
15292 setup.sound_music = FALSE;
15296 else if (audio.music_available)
15298 setup.sound = setup.sound_music = TRUE;
15300 SetAudioMode(setup.sound);
15306 case SOUND_CTRL_ID_LOOPS:
15307 if (setup.sound_loops)
15308 setup.sound_loops = FALSE;
15309 else if (audio.loops_available)
15311 setup.sound = setup.sound_loops = TRUE;
15313 SetAudioMode(setup.sound);
15317 case SOUND_CTRL_ID_SIMPLE:
15318 if (setup.sound_simple)
15319 setup.sound_simple = FALSE;
15320 else if (audio.sound_available)
15322 setup.sound = setup.sound_simple = TRUE;
15324 SetAudioMode(setup.sound);
15333 static void HandleGameButtons(struct GadgetInfo *gi)
15335 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15338 void HandleSoundButtonKeys(Key key)
15341 if (key == setup.shortcut.sound_simple)
15342 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15343 else if (key == setup.shortcut.sound_loops)
15344 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15345 else if (key == setup.shortcut.sound_music)
15346 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);