1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
25 #define DEBUG_INIT_PLAYER 1
26 #define DEBUG_PLAYER_ACTIONS 0
28 /* EXPERIMENTAL STUFF */
29 #define USE_NEW_AMOEBA_CODE FALSE
31 /* EXPERIMENTAL STUFF */
32 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
33 #define USE_QUICKSAND_IMPACT_BUGFIX 0
34 #define USE_DELAYED_GFX_REDRAW 0
35 #define USE_NEW_PLAYER_ASSIGNMENTS 1
37 #if USE_DELAYED_GFX_REDRAW
38 #define TEST_DrawLevelField(x, y) \
39 GfxRedraw[x][y] |= GFX_REDRAW_TILE
40 #define TEST_DrawLevelFieldCrumbled(x, y) \
41 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
42 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
43 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
44 #define TEST_DrawTwinkleOnField(x, y) \
45 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
47 #define TEST_DrawLevelField(x, y) \
49 #define TEST_DrawLevelFieldCrumbled(x, y) \
50 DrawLevelFieldCrumbled(x, y)
51 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
52 DrawLevelFieldCrumbledNeighbours(x, y)
53 #define TEST_DrawTwinkleOnField(x, y) \
54 DrawTwinkleOnField(x, y)
63 /* for MovePlayer() */
64 #define MP_NO_ACTION 0
67 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
69 /* for ScrollPlayer() */
71 #define SCROLL_GO_ON 1
73 /* for Bang()/Explode() */
74 #define EX_PHASE_START 0
75 #define EX_TYPE_NONE 0
76 #define EX_TYPE_NORMAL (1 << 0)
77 #define EX_TYPE_CENTER (1 << 1)
78 #define EX_TYPE_BORDER (1 << 2)
79 #define EX_TYPE_CROSS (1 << 3)
80 #define EX_TYPE_DYNA (1 << 4)
81 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
83 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
84 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
85 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
86 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
88 /* game panel display and control definitions */
89 #define GAME_PANEL_LEVEL_NUMBER 0
90 #define GAME_PANEL_GEMS 1
91 #define GAME_PANEL_INVENTORY_COUNT 2
92 #define GAME_PANEL_INVENTORY_FIRST_1 3
93 #define GAME_PANEL_INVENTORY_FIRST_2 4
94 #define GAME_PANEL_INVENTORY_FIRST_3 5
95 #define GAME_PANEL_INVENTORY_FIRST_4 6
96 #define GAME_PANEL_INVENTORY_FIRST_5 7
97 #define GAME_PANEL_INVENTORY_FIRST_6 8
98 #define GAME_PANEL_INVENTORY_FIRST_7 9
99 #define GAME_PANEL_INVENTORY_FIRST_8 10
100 #define GAME_PANEL_INVENTORY_LAST_1 11
101 #define GAME_PANEL_INVENTORY_LAST_2 12
102 #define GAME_PANEL_INVENTORY_LAST_3 13
103 #define GAME_PANEL_INVENTORY_LAST_4 14
104 #define GAME_PANEL_INVENTORY_LAST_5 15
105 #define GAME_PANEL_INVENTORY_LAST_6 16
106 #define GAME_PANEL_INVENTORY_LAST_7 17
107 #define GAME_PANEL_INVENTORY_LAST_8 18
108 #define GAME_PANEL_KEY_1 19
109 #define GAME_PANEL_KEY_2 20
110 #define GAME_PANEL_KEY_3 21
111 #define GAME_PANEL_KEY_4 22
112 #define GAME_PANEL_KEY_5 23
113 #define GAME_PANEL_KEY_6 24
114 #define GAME_PANEL_KEY_7 25
115 #define GAME_PANEL_KEY_8 26
116 #define GAME_PANEL_KEY_WHITE 27
117 #define GAME_PANEL_KEY_WHITE_COUNT 28
118 #define GAME_PANEL_SCORE 29
119 #define GAME_PANEL_HIGHSCORE 30
120 #define GAME_PANEL_TIME 31
121 #define GAME_PANEL_TIME_HH 32
122 #define GAME_PANEL_TIME_MM 33
123 #define GAME_PANEL_TIME_SS 34
124 #define GAME_PANEL_FRAME 35
125 #define GAME_PANEL_SHIELD_NORMAL 36
126 #define GAME_PANEL_SHIELD_NORMAL_TIME 37
127 #define GAME_PANEL_SHIELD_DEADLY 38
128 #define GAME_PANEL_SHIELD_DEADLY_TIME 39
129 #define GAME_PANEL_EXIT 40
130 #define GAME_PANEL_EMC_MAGIC_BALL 41
131 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42
132 #define GAME_PANEL_LIGHT_SWITCH 43
133 #define GAME_PANEL_LIGHT_SWITCH_TIME 44
134 #define GAME_PANEL_TIMEGATE_SWITCH 45
135 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 46
136 #define GAME_PANEL_SWITCHGATE_SWITCH 47
137 #define GAME_PANEL_EMC_LENSES 48
138 #define GAME_PANEL_EMC_LENSES_TIME 49
139 #define GAME_PANEL_EMC_MAGNIFIER 50
140 #define GAME_PANEL_EMC_MAGNIFIER_TIME 51
141 #define GAME_PANEL_BALLOON_SWITCH 52
142 #define GAME_PANEL_DYNABOMB_NUMBER 53
143 #define GAME_PANEL_DYNABOMB_SIZE 54
144 #define GAME_PANEL_DYNABOMB_POWER 55
145 #define GAME_PANEL_PENGUINS 56
146 #define GAME_PANEL_SOKOBAN_OBJECTS 57
147 #define GAME_PANEL_SOKOBAN_FIELDS 58
148 #define GAME_PANEL_ROBOT_WHEEL 59
149 #define GAME_PANEL_CONVEYOR_BELT_1 60
150 #define GAME_PANEL_CONVEYOR_BELT_2 61
151 #define GAME_PANEL_CONVEYOR_BELT_3 62
152 #define GAME_PANEL_CONVEYOR_BELT_4 63
153 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64
154 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65
155 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66
156 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67
157 #define GAME_PANEL_MAGIC_WALL 68
158 #define GAME_PANEL_MAGIC_WALL_TIME 69
159 #define GAME_PANEL_GRAVITY_STATE 70
160 #define GAME_PANEL_GRAPHIC_1 71
161 #define GAME_PANEL_GRAPHIC_2 72
162 #define GAME_PANEL_GRAPHIC_3 73
163 #define GAME_PANEL_GRAPHIC_4 74
164 #define GAME_PANEL_GRAPHIC_5 75
165 #define GAME_PANEL_GRAPHIC_6 76
166 #define GAME_PANEL_GRAPHIC_7 77
167 #define GAME_PANEL_GRAPHIC_8 78
168 #define GAME_PANEL_ELEMENT_1 79
169 #define GAME_PANEL_ELEMENT_2 80
170 #define GAME_PANEL_ELEMENT_3 81
171 #define GAME_PANEL_ELEMENT_4 82
172 #define GAME_PANEL_ELEMENT_5 83
173 #define GAME_PANEL_ELEMENT_6 84
174 #define GAME_PANEL_ELEMENT_7 85
175 #define GAME_PANEL_ELEMENT_8 86
176 #define GAME_PANEL_ELEMENT_COUNT_1 87
177 #define GAME_PANEL_ELEMENT_COUNT_2 88
178 #define GAME_PANEL_ELEMENT_COUNT_3 89
179 #define GAME_PANEL_ELEMENT_COUNT_4 90
180 #define GAME_PANEL_ELEMENT_COUNT_5 91
181 #define GAME_PANEL_ELEMENT_COUNT_6 92
182 #define GAME_PANEL_ELEMENT_COUNT_7 93
183 #define GAME_PANEL_ELEMENT_COUNT_8 94
184 #define GAME_PANEL_CE_SCORE_1 95
185 #define GAME_PANEL_CE_SCORE_2 96
186 #define GAME_PANEL_CE_SCORE_3 97
187 #define GAME_PANEL_CE_SCORE_4 98
188 #define GAME_PANEL_CE_SCORE_5 99
189 #define GAME_PANEL_CE_SCORE_6 100
190 #define GAME_PANEL_CE_SCORE_7 101
191 #define GAME_PANEL_CE_SCORE_8 102
192 #define GAME_PANEL_CE_SCORE_1_ELEMENT 103
193 #define GAME_PANEL_CE_SCORE_2_ELEMENT 104
194 #define GAME_PANEL_CE_SCORE_3_ELEMENT 105
195 #define GAME_PANEL_CE_SCORE_4_ELEMENT 106
196 #define GAME_PANEL_CE_SCORE_5_ELEMENT 107
197 #define GAME_PANEL_CE_SCORE_6_ELEMENT 108
198 #define GAME_PANEL_CE_SCORE_7_ELEMENT 109
199 #define GAME_PANEL_CE_SCORE_8_ELEMENT 110
200 #define GAME_PANEL_PLAYER_NAME 111
201 #define GAME_PANEL_LEVEL_NAME 112
202 #define GAME_PANEL_LEVEL_AUTHOR 113
204 #define NUM_GAME_PANEL_CONTROLS 114
206 struct GamePanelOrderInfo
212 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
214 struct GamePanelControlInfo
218 struct TextPosInfo *pos;
221 int value, last_value;
222 int frame, last_frame;
227 static struct GamePanelControlInfo game_panel_controls[] =
230 GAME_PANEL_LEVEL_NUMBER,
231 &game.panel.level_number,
240 GAME_PANEL_INVENTORY_COUNT,
241 &game.panel.inventory_count,
245 GAME_PANEL_INVENTORY_FIRST_1,
246 &game.panel.inventory_first[0],
250 GAME_PANEL_INVENTORY_FIRST_2,
251 &game.panel.inventory_first[1],
255 GAME_PANEL_INVENTORY_FIRST_3,
256 &game.panel.inventory_first[2],
260 GAME_PANEL_INVENTORY_FIRST_4,
261 &game.panel.inventory_first[3],
265 GAME_PANEL_INVENTORY_FIRST_5,
266 &game.panel.inventory_first[4],
270 GAME_PANEL_INVENTORY_FIRST_6,
271 &game.panel.inventory_first[5],
275 GAME_PANEL_INVENTORY_FIRST_7,
276 &game.panel.inventory_first[6],
280 GAME_PANEL_INVENTORY_FIRST_8,
281 &game.panel.inventory_first[7],
285 GAME_PANEL_INVENTORY_LAST_1,
286 &game.panel.inventory_last[0],
290 GAME_PANEL_INVENTORY_LAST_2,
291 &game.panel.inventory_last[1],
295 GAME_PANEL_INVENTORY_LAST_3,
296 &game.panel.inventory_last[2],
300 GAME_PANEL_INVENTORY_LAST_4,
301 &game.panel.inventory_last[3],
305 GAME_PANEL_INVENTORY_LAST_5,
306 &game.panel.inventory_last[4],
310 GAME_PANEL_INVENTORY_LAST_6,
311 &game.panel.inventory_last[5],
315 GAME_PANEL_INVENTORY_LAST_7,
316 &game.panel.inventory_last[6],
320 GAME_PANEL_INVENTORY_LAST_8,
321 &game.panel.inventory_last[7],
365 GAME_PANEL_KEY_WHITE,
366 &game.panel.key_white,
370 GAME_PANEL_KEY_WHITE_COUNT,
371 &game.panel.key_white_count,
380 GAME_PANEL_HIGHSCORE,
381 &game.panel.highscore,
410 GAME_PANEL_SHIELD_NORMAL,
411 &game.panel.shield_normal,
415 GAME_PANEL_SHIELD_NORMAL_TIME,
416 &game.panel.shield_normal_time,
420 GAME_PANEL_SHIELD_DEADLY,
421 &game.panel.shield_deadly,
425 GAME_PANEL_SHIELD_DEADLY_TIME,
426 &game.panel.shield_deadly_time,
435 GAME_PANEL_EMC_MAGIC_BALL,
436 &game.panel.emc_magic_ball,
440 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
441 &game.panel.emc_magic_ball_switch,
445 GAME_PANEL_LIGHT_SWITCH,
446 &game.panel.light_switch,
450 GAME_PANEL_LIGHT_SWITCH_TIME,
451 &game.panel.light_switch_time,
455 GAME_PANEL_TIMEGATE_SWITCH,
456 &game.panel.timegate_switch,
460 GAME_PANEL_TIMEGATE_SWITCH_TIME,
461 &game.panel.timegate_switch_time,
465 GAME_PANEL_SWITCHGATE_SWITCH,
466 &game.panel.switchgate_switch,
470 GAME_PANEL_EMC_LENSES,
471 &game.panel.emc_lenses,
475 GAME_PANEL_EMC_LENSES_TIME,
476 &game.panel.emc_lenses_time,
480 GAME_PANEL_EMC_MAGNIFIER,
481 &game.panel.emc_magnifier,
485 GAME_PANEL_EMC_MAGNIFIER_TIME,
486 &game.panel.emc_magnifier_time,
490 GAME_PANEL_BALLOON_SWITCH,
491 &game.panel.balloon_switch,
495 GAME_PANEL_DYNABOMB_NUMBER,
496 &game.panel.dynabomb_number,
500 GAME_PANEL_DYNABOMB_SIZE,
501 &game.panel.dynabomb_size,
505 GAME_PANEL_DYNABOMB_POWER,
506 &game.panel.dynabomb_power,
511 &game.panel.penguins,
515 GAME_PANEL_SOKOBAN_OBJECTS,
516 &game.panel.sokoban_objects,
520 GAME_PANEL_SOKOBAN_FIELDS,
521 &game.panel.sokoban_fields,
525 GAME_PANEL_ROBOT_WHEEL,
526 &game.panel.robot_wheel,
530 GAME_PANEL_CONVEYOR_BELT_1,
531 &game.panel.conveyor_belt[0],
535 GAME_PANEL_CONVEYOR_BELT_2,
536 &game.panel.conveyor_belt[1],
540 GAME_PANEL_CONVEYOR_BELT_3,
541 &game.panel.conveyor_belt[2],
545 GAME_PANEL_CONVEYOR_BELT_4,
546 &game.panel.conveyor_belt[3],
550 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
551 &game.panel.conveyor_belt_switch[0],
555 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
556 &game.panel.conveyor_belt_switch[1],
560 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
561 &game.panel.conveyor_belt_switch[2],
565 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
566 &game.panel.conveyor_belt_switch[3],
570 GAME_PANEL_MAGIC_WALL,
571 &game.panel.magic_wall,
575 GAME_PANEL_MAGIC_WALL_TIME,
576 &game.panel.magic_wall_time,
580 GAME_PANEL_GRAVITY_STATE,
581 &game.panel.gravity_state,
585 GAME_PANEL_GRAPHIC_1,
586 &game.panel.graphic[0],
590 GAME_PANEL_GRAPHIC_2,
591 &game.panel.graphic[1],
595 GAME_PANEL_GRAPHIC_3,
596 &game.panel.graphic[2],
600 GAME_PANEL_GRAPHIC_4,
601 &game.panel.graphic[3],
605 GAME_PANEL_GRAPHIC_5,
606 &game.panel.graphic[4],
610 GAME_PANEL_GRAPHIC_6,
611 &game.panel.graphic[5],
615 GAME_PANEL_GRAPHIC_7,
616 &game.panel.graphic[6],
620 GAME_PANEL_GRAPHIC_8,
621 &game.panel.graphic[7],
625 GAME_PANEL_ELEMENT_1,
626 &game.panel.element[0],
630 GAME_PANEL_ELEMENT_2,
631 &game.panel.element[1],
635 GAME_PANEL_ELEMENT_3,
636 &game.panel.element[2],
640 GAME_PANEL_ELEMENT_4,
641 &game.panel.element[3],
645 GAME_PANEL_ELEMENT_5,
646 &game.panel.element[4],
650 GAME_PANEL_ELEMENT_6,
651 &game.panel.element[5],
655 GAME_PANEL_ELEMENT_7,
656 &game.panel.element[6],
660 GAME_PANEL_ELEMENT_8,
661 &game.panel.element[7],
665 GAME_PANEL_ELEMENT_COUNT_1,
666 &game.panel.element_count[0],
670 GAME_PANEL_ELEMENT_COUNT_2,
671 &game.panel.element_count[1],
675 GAME_PANEL_ELEMENT_COUNT_3,
676 &game.panel.element_count[2],
680 GAME_PANEL_ELEMENT_COUNT_4,
681 &game.panel.element_count[3],
685 GAME_PANEL_ELEMENT_COUNT_5,
686 &game.panel.element_count[4],
690 GAME_PANEL_ELEMENT_COUNT_6,
691 &game.panel.element_count[5],
695 GAME_PANEL_ELEMENT_COUNT_7,
696 &game.panel.element_count[6],
700 GAME_PANEL_ELEMENT_COUNT_8,
701 &game.panel.element_count[7],
705 GAME_PANEL_CE_SCORE_1,
706 &game.panel.ce_score[0],
710 GAME_PANEL_CE_SCORE_2,
711 &game.panel.ce_score[1],
715 GAME_PANEL_CE_SCORE_3,
716 &game.panel.ce_score[2],
720 GAME_PANEL_CE_SCORE_4,
721 &game.panel.ce_score[3],
725 GAME_PANEL_CE_SCORE_5,
726 &game.panel.ce_score[4],
730 GAME_PANEL_CE_SCORE_6,
731 &game.panel.ce_score[5],
735 GAME_PANEL_CE_SCORE_7,
736 &game.panel.ce_score[6],
740 GAME_PANEL_CE_SCORE_8,
741 &game.panel.ce_score[7],
745 GAME_PANEL_CE_SCORE_1_ELEMENT,
746 &game.panel.ce_score_element[0],
750 GAME_PANEL_CE_SCORE_2_ELEMENT,
751 &game.panel.ce_score_element[1],
755 GAME_PANEL_CE_SCORE_3_ELEMENT,
756 &game.panel.ce_score_element[2],
760 GAME_PANEL_CE_SCORE_4_ELEMENT,
761 &game.panel.ce_score_element[3],
765 GAME_PANEL_CE_SCORE_5_ELEMENT,
766 &game.panel.ce_score_element[4],
770 GAME_PANEL_CE_SCORE_6_ELEMENT,
771 &game.panel.ce_score_element[5],
775 GAME_PANEL_CE_SCORE_7_ELEMENT,
776 &game.panel.ce_score_element[6],
780 GAME_PANEL_CE_SCORE_8_ELEMENT,
781 &game.panel.ce_score_element[7],
785 GAME_PANEL_PLAYER_NAME,
786 &game.panel.player_name,
790 GAME_PANEL_LEVEL_NAME,
791 &game.panel.level_name,
795 GAME_PANEL_LEVEL_AUTHOR,
796 &game.panel.level_author,
807 /* values for delayed check of falling and moving elements and for collision */
808 #define CHECK_DELAY_MOVING 3
809 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
810 #define CHECK_DELAY_COLLISION 2
811 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
813 /* values for initial player move delay (initial delay counter value) */
814 #define INITIAL_MOVE_DELAY_OFF -1
815 #define INITIAL_MOVE_DELAY_ON 0
817 /* values for player movement speed (which is in fact a delay value) */
818 #define MOVE_DELAY_MIN_SPEED 32
819 #define MOVE_DELAY_NORMAL_SPEED 8
820 #define MOVE_DELAY_HIGH_SPEED 4
821 #define MOVE_DELAY_MAX_SPEED 1
823 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
824 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
826 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
827 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
829 /* values for other actions */
830 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
831 #define MOVE_STEPSIZE_MIN (1)
832 #define MOVE_STEPSIZE_MAX (TILEX)
834 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
835 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
837 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
839 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
840 RND(element_info[e].push_delay_random))
841 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
842 RND(element_info[e].drop_delay_random))
843 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
844 RND(element_info[e].move_delay_random))
845 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
846 (element_info[e].move_delay_random))
847 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
848 RND(element_info[e].ce_value_random_initial))
849 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
850 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
851 RND((c)->delay_random * (c)->delay_frames))
852 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
853 RND((c)->delay_random))
856 #define GET_VALID_RUNTIME_ELEMENT(e) \
857 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
859 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
860 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
861 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
862 (be) + (e) - EL_SELF)
864 #define GET_PLAYER_FROM_BITS(p) \
865 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
867 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
868 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
869 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
870 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
871 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
872 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
873 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
874 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
875 RESOLVED_REFERENCE_ELEMENT(be, e) : \
878 #define CAN_GROW_INTO(e) \
879 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
881 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
882 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
885 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
886 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
887 (CAN_MOVE_INTO_ACID(e) && \
888 Feld[x][y] == EL_ACID) || \
891 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
892 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
893 (CAN_MOVE_INTO_ACID(e) && \
894 Feld[x][y] == EL_ACID) || \
897 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
898 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
900 (CAN_MOVE_INTO_ACID(e) && \
901 Feld[x][y] == EL_ACID) || \
902 (DONT_COLLIDE_WITH(e) && \
904 !PLAYER_ENEMY_PROTECTED(x, y))))
906 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
907 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
909 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
910 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
912 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
913 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
915 #define ANDROID_CAN_CLONE_FIELD(x, y) \
916 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
917 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
919 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
920 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
922 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
923 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
925 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
926 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
928 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
929 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
931 #define PIG_CAN_ENTER_FIELD(e, x, y) \
932 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
934 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
935 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
936 Feld[x][y] == EL_EM_EXIT_OPEN || \
937 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
938 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
939 IS_FOOD_PENGUIN(Feld[x][y])))
940 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
941 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
943 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
944 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
946 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
947 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
949 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
950 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
951 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
953 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
955 #define CE_ENTER_FIELD_COND(e, x, y) \
956 (!IS_PLAYER(x, y) && \
957 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
959 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
960 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
962 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
963 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
965 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
966 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
967 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
968 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
970 /* game button identifiers */
971 #define GAME_CTRL_ID_STOP 0
972 #define GAME_CTRL_ID_PAUSE 1
973 #define GAME_CTRL_ID_PLAY 2
974 #define GAME_CTRL_ID_UNDO 3
975 #define GAME_CTRL_ID_REDO 4
976 #define GAME_CTRL_ID_SAVE 5
977 #define GAME_CTRL_ID_PAUSE2 6
978 #define GAME_CTRL_ID_LOAD 7
979 #define SOUND_CTRL_ID_MUSIC 8
980 #define SOUND_CTRL_ID_LOOPS 9
981 #define SOUND_CTRL_ID_SIMPLE 10
983 #define NUM_GAME_BUTTONS 11
986 /* forward declaration for internal use */
988 static void CreateField(int, int, int);
990 static void ResetGfxAnimation(int, int);
992 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
993 static void AdvanceFrameAndPlayerCounters(int);
995 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
996 static boolean MovePlayer(struct PlayerInfo *, int, int);
997 static void ScrollPlayer(struct PlayerInfo *, int);
998 static void ScrollScreen(struct PlayerInfo *, int);
1000 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1001 static boolean DigFieldByCE(int, int, int);
1002 static boolean SnapField(struct PlayerInfo *, int, int);
1003 static boolean DropElement(struct PlayerInfo *);
1005 static void InitBeltMovement(void);
1006 static void CloseAllOpenTimegates(void);
1007 static void CheckGravityMovement(struct PlayerInfo *);
1008 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1009 static void KillPlayerUnlessEnemyProtected(int, int);
1010 static void KillPlayerUnlessExplosionProtected(int, int);
1012 static void TestIfPlayerTouchesCustomElement(int, int);
1013 static void TestIfElementTouchesCustomElement(int, int);
1014 static void TestIfElementHitsCustomElement(int, int, int);
1016 static void HandleElementChange(int, int, int);
1017 static void ExecuteCustomElementAction(int, int, int, int);
1018 static boolean ChangeElement(int, int, int, int);
1020 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1021 #define CheckTriggeredElementChange(x, y, e, ev) \
1022 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1023 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1024 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1025 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1026 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1027 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1028 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1030 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1031 #define CheckElementChange(x, y, e, te, ev) \
1032 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1033 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1034 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1035 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1036 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1038 static void PlayLevelSound(int, int, int);
1039 static void PlayLevelSoundNearest(int, int, int);
1040 static void PlayLevelSoundAction(int, int, int);
1041 static void PlayLevelSoundElementAction(int, int, int, int);
1042 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1043 static void PlayLevelSoundActionIfLoop(int, int, int);
1044 static void StopLevelSoundActionIfLoop(int, int, int);
1045 static void PlayLevelMusic();
1047 static void HandleGameButtons(struct GadgetInfo *);
1049 int AmoebeNachbarNr(int, int);
1050 void AmoebeUmwandeln(int, int);
1051 void ContinueMoving(int, int);
1052 void Bang(int, int);
1053 void InitMovDir(int, int);
1054 void InitAmoebaNr(int, int);
1055 int NewHiScore(void);
1057 void TestIfGoodThingHitsBadThing(int, int, int);
1058 void TestIfBadThingHitsGoodThing(int, int, int);
1059 void TestIfPlayerTouchesBadThing(int, int);
1060 void TestIfPlayerRunsIntoBadThing(int, int, int);
1061 void TestIfBadThingTouchesPlayer(int, int);
1062 void TestIfBadThingRunsIntoPlayer(int, int, int);
1063 void TestIfFriendTouchesBadThing(int, int);
1064 void TestIfBadThingTouchesFriend(int, int);
1065 void TestIfBadThingTouchesOtherBadThing(int, int);
1066 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1068 void KillPlayer(struct PlayerInfo *);
1069 void BuryPlayer(struct PlayerInfo *);
1070 void RemovePlayer(struct PlayerInfo *);
1072 static int getInvisibleActiveFromInvisibleElement(int);
1073 static int getInvisibleFromInvisibleActiveElement(int);
1075 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1077 /* for detection of endless loops, caused by custom element programming */
1078 /* (using maximal playfield width x 10 is just a rough approximation) */
1079 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1081 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1083 if (recursion_loop_detected) \
1086 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1088 recursion_loop_detected = TRUE; \
1089 recursion_loop_element = (e); \
1092 recursion_loop_depth++; \
1095 #define RECURSION_LOOP_DETECTION_END() \
1097 recursion_loop_depth--; \
1100 static int recursion_loop_depth;
1101 static boolean recursion_loop_detected;
1102 static boolean recursion_loop_element;
1104 static int map_player_action[MAX_PLAYERS];
1107 /* ------------------------------------------------------------------------- */
1108 /* definition of elements that automatically change to other elements after */
1109 /* a specified time, eventually calling a function when changing */
1110 /* ------------------------------------------------------------------------- */
1112 /* forward declaration for changer functions */
1113 static void InitBuggyBase(int, int);
1114 static void WarnBuggyBase(int, int);
1116 static void InitTrap(int, int);
1117 static void ActivateTrap(int, int);
1118 static void ChangeActiveTrap(int, int);
1120 static void InitRobotWheel(int, int);
1121 static void RunRobotWheel(int, int);
1122 static void StopRobotWheel(int, int);
1124 static void InitTimegateWheel(int, int);
1125 static void RunTimegateWheel(int, int);
1127 static void InitMagicBallDelay(int, int);
1128 static void ActivateMagicBall(int, int);
1130 struct ChangingElementInfo
1135 void (*pre_change_function)(int x, int y);
1136 void (*change_function)(int x, int y);
1137 void (*post_change_function)(int x, int y);
1140 static struct ChangingElementInfo change_delay_list[] =
1175 EL_STEEL_EXIT_OPENING,
1183 EL_STEEL_EXIT_CLOSING,
1184 EL_STEEL_EXIT_CLOSED,
1207 EL_EM_STEEL_EXIT_OPENING,
1208 EL_EM_STEEL_EXIT_OPEN,
1215 EL_EM_STEEL_EXIT_CLOSING,
1239 EL_SWITCHGATE_OPENING,
1247 EL_SWITCHGATE_CLOSING,
1248 EL_SWITCHGATE_CLOSED,
1255 EL_TIMEGATE_OPENING,
1263 EL_TIMEGATE_CLOSING,
1272 EL_ACID_SPLASH_LEFT,
1280 EL_ACID_SPLASH_RIGHT,
1289 EL_SP_BUGGY_BASE_ACTIVATING,
1296 EL_SP_BUGGY_BASE_ACTIVATING,
1297 EL_SP_BUGGY_BASE_ACTIVE,
1304 EL_SP_BUGGY_BASE_ACTIVE,
1328 EL_ROBOT_WHEEL_ACTIVE,
1336 EL_TIMEGATE_SWITCH_ACTIVE,
1344 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1345 EL_DC_TIMEGATE_SWITCH,
1352 EL_EMC_MAGIC_BALL_ACTIVE,
1353 EL_EMC_MAGIC_BALL_ACTIVE,
1360 EL_EMC_SPRING_BUMPER_ACTIVE,
1361 EL_EMC_SPRING_BUMPER,
1368 EL_DIAGONAL_SHRINKING,
1376 EL_DIAGONAL_GROWING,
1397 int push_delay_fixed, push_delay_random;
1401 { EL_SPRING, 0, 0 },
1402 { EL_BALLOON, 0, 0 },
1404 { EL_SOKOBAN_OBJECT, 2, 0 },
1405 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1406 { EL_SATELLITE, 2, 0 },
1407 { EL_SP_DISK_YELLOW, 2, 0 },
1409 { EL_UNDEFINED, 0, 0 },
1417 move_stepsize_list[] =
1419 { EL_AMOEBA_DROP, 2 },
1420 { EL_AMOEBA_DROPPING, 2 },
1421 { EL_QUICKSAND_FILLING, 1 },
1422 { EL_QUICKSAND_EMPTYING, 1 },
1423 { EL_QUICKSAND_FAST_FILLING, 2 },
1424 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1425 { EL_MAGIC_WALL_FILLING, 2 },
1426 { EL_MAGIC_WALL_EMPTYING, 2 },
1427 { EL_BD_MAGIC_WALL_FILLING, 2 },
1428 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1429 { EL_DC_MAGIC_WALL_FILLING, 2 },
1430 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1432 { EL_UNDEFINED, 0 },
1440 collect_count_list[] =
1443 { EL_BD_DIAMOND, 1 },
1444 { EL_EMERALD_YELLOW, 1 },
1445 { EL_EMERALD_RED, 1 },
1446 { EL_EMERALD_PURPLE, 1 },
1448 { EL_SP_INFOTRON, 1 },
1452 { EL_UNDEFINED, 0 },
1460 access_direction_list[] =
1462 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1463 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1464 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1465 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1466 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1467 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1468 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1469 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1470 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1471 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1472 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1474 { EL_SP_PORT_LEFT, MV_RIGHT },
1475 { EL_SP_PORT_RIGHT, MV_LEFT },
1476 { EL_SP_PORT_UP, MV_DOWN },
1477 { EL_SP_PORT_DOWN, MV_UP },
1478 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1479 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1480 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1481 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1482 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1483 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1484 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1485 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1486 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1487 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1488 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1489 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1490 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1491 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1492 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1494 { EL_UNDEFINED, MV_NONE }
1497 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1499 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1500 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1501 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1502 IS_JUST_CHANGING(x, y))
1504 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1506 /* static variables for playfield scan mode (scanning forward or backward) */
1507 static int playfield_scan_start_x = 0;
1508 static int playfield_scan_start_y = 0;
1509 static int playfield_scan_delta_x = 1;
1510 static int playfield_scan_delta_y = 1;
1512 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1513 (y) >= 0 && (y) <= lev_fieldy - 1; \
1514 (y) += playfield_scan_delta_y) \
1515 for ((x) = playfield_scan_start_x; \
1516 (x) >= 0 && (x) <= lev_fieldx - 1; \
1517 (x) += playfield_scan_delta_x)
1520 void DEBUG_SetMaximumDynamite()
1524 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1525 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1526 local_player->inventory_element[local_player->inventory_size++] =
1531 static void InitPlayfieldScanModeVars()
1533 if (game.use_reverse_scan_direction)
1535 playfield_scan_start_x = lev_fieldx - 1;
1536 playfield_scan_start_y = lev_fieldy - 1;
1538 playfield_scan_delta_x = -1;
1539 playfield_scan_delta_y = -1;
1543 playfield_scan_start_x = 0;
1544 playfield_scan_start_y = 0;
1546 playfield_scan_delta_x = 1;
1547 playfield_scan_delta_y = 1;
1551 static void InitPlayfieldScanMode(int mode)
1553 game.use_reverse_scan_direction =
1554 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1556 InitPlayfieldScanModeVars();
1559 static int get_move_delay_from_stepsize(int move_stepsize)
1562 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1564 /* make sure that stepsize value is always a power of 2 */
1565 move_stepsize = (1 << log_2(move_stepsize));
1567 return TILEX / move_stepsize;
1570 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1573 int player_nr = player->index_nr;
1574 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1575 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1577 /* do no immediately change move delay -- the player might just be moving */
1578 player->move_delay_value_next = move_delay;
1580 /* information if player can move must be set separately */
1581 player->cannot_move = cannot_move;
1585 player->move_delay = game.initial_move_delay[player_nr];
1586 player->move_delay_value = game.initial_move_delay_value[player_nr];
1588 player->move_delay_value_next = -1;
1590 player->move_delay_reset_counter = 0;
1594 void GetPlayerConfig()
1596 GameFrameDelay = setup.game_frame_delay;
1598 if (!audio.sound_available)
1599 setup.sound_simple = FALSE;
1601 if (!audio.loops_available)
1602 setup.sound_loops = FALSE;
1604 if (!audio.music_available)
1605 setup.sound_music = FALSE;
1607 if (!video.fullscreen_available)
1608 setup.fullscreen = FALSE;
1610 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1612 SetAudioMode(setup.sound);
1616 int GetElementFromGroupElement(int element)
1618 if (IS_GROUP_ELEMENT(element))
1620 struct ElementGroupInfo *group = element_info[element].group;
1621 int last_anim_random_frame = gfx.anim_random_frame;
1624 if (group->choice_mode == ANIM_RANDOM)
1625 gfx.anim_random_frame = RND(group->num_elements_resolved);
1627 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1628 group->choice_mode, 0,
1631 if (group->choice_mode == ANIM_RANDOM)
1632 gfx.anim_random_frame = last_anim_random_frame;
1634 group->choice_pos++;
1636 element = group->element_resolved[element_pos];
1642 static void InitPlayerField(int x, int y, int element, boolean init_game)
1644 if (element == EL_SP_MURPHY)
1648 if (stored_player[0].present)
1650 Feld[x][y] = EL_SP_MURPHY_CLONE;
1656 stored_player[0].initial_element = element;
1657 stored_player[0].use_murphy = TRUE;
1659 if (!level.use_artwork_element[0])
1660 stored_player[0].artwork_element = EL_SP_MURPHY;
1663 Feld[x][y] = EL_PLAYER_1;
1669 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1670 int jx = player->jx, jy = player->jy;
1672 player->present = TRUE;
1674 player->block_last_field = (element == EL_SP_MURPHY ?
1675 level.sp_block_last_field :
1676 level.block_last_field);
1678 /* ---------- initialize player's last field block delay --------------- */
1680 /* always start with reliable default value (no adjustment needed) */
1681 player->block_delay_adjustment = 0;
1683 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1684 if (player->block_last_field && element == EL_SP_MURPHY)
1685 player->block_delay_adjustment = 1;
1687 /* special case 2: in game engines before 3.1.1, blocking was different */
1688 if (game.use_block_last_field_bug)
1689 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1691 if (!options.network || player->connected)
1693 player->active = TRUE;
1695 /* remove potentially duplicate players */
1696 if (StorePlayer[jx][jy] == Feld[x][y])
1697 StorePlayer[jx][jy] = 0;
1699 StorePlayer[x][y] = Feld[x][y];
1701 #if DEBUG_INIT_PLAYER
1704 printf("- player element %d activated", player->element_nr);
1705 printf(" (local player is %d and currently %s)\n",
1706 local_player->element_nr,
1707 local_player->active ? "active" : "not active");
1712 Feld[x][y] = EL_EMPTY;
1714 player->jx = player->last_jx = x;
1715 player->jy = player->last_jy = y;
1720 int player_nr = GET_PLAYER_NR(element);
1721 struct PlayerInfo *player = &stored_player[player_nr];
1723 if (player->active && player->killed)
1724 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1728 static void InitField(int x, int y, boolean init_game)
1730 int element = Feld[x][y];
1739 InitPlayerField(x, y, element, init_game);
1742 case EL_SOKOBAN_FIELD_PLAYER:
1743 element = Feld[x][y] = EL_PLAYER_1;
1744 InitField(x, y, init_game);
1746 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1747 InitField(x, y, init_game);
1750 case EL_SOKOBAN_FIELD_EMPTY:
1751 local_player->sokobanfields_still_needed++;
1755 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1756 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1757 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1758 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1759 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1760 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1761 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1762 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1763 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1764 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1773 case EL_SPACESHIP_RIGHT:
1774 case EL_SPACESHIP_UP:
1775 case EL_SPACESHIP_LEFT:
1776 case EL_SPACESHIP_DOWN:
1777 case EL_BD_BUTTERFLY:
1778 case EL_BD_BUTTERFLY_RIGHT:
1779 case EL_BD_BUTTERFLY_UP:
1780 case EL_BD_BUTTERFLY_LEFT:
1781 case EL_BD_BUTTERFLY_DOWN:
1783 case EL_BD_FIREFLY_RIGHT:
1784 case EL_BD_FIREFLY_UP:
1785 case EL_BD_FIREFLY_LEFT:
1786 case EL_BD_FIREFLY_DOWN:
1787 case EL_PACMAN_RIGHT:
1789 case EL_PACMAN_LEFT:
1790 case EL_PACMAN_DOWN:
1792 case EL_YAMYAM_LEFT:
1793 case EL_YAMYAM_RIGHT:
1795 case EL_YAMYAM_DOWN:
1796 case EL_DARK_YAMYAM:
1799 case EL_SP_SNIKSNAK:
1800 case EL_SP_ELECTRON:
1809 case EL_AMOEBA_FULL:
1814 case EL_AMOEBA_DROP:
1815 if (y == lev_fieldy - 1)
1817 Feld[x][y] = EL_AMOEBA_GROWING;
1818 Store[x][y] = EL_AMOEBA_WET;
1822 case EL_DYNAMITE_ACTIVE:
1823 case EL_SP_DISK_RED_ACTIVE:
1824 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1825 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1826 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1827 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1828 MovDelay[x][y] = 96;
1831 case EL_EM_DYNAMITE_ACTIVE:
1832 MovDelay[x][y] = 32;
1836 local_player->lights_still_needed++;
1840 local_player->friends_still_needed++;
1845 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1848 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1849 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1850 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1851 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1852 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1853 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1854 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1855 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1856 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1857 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1858 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1859 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1862 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1863 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1864 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1866 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1868 game.belt_dir[belt_nr] = belt_dir;
1869 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1871 else /* more than one switch -- set it like the first switch */
1873 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1878 case EL_LIGHT_SWITCH_ACTIVE:
1880 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1883 case EL_INVISIBLE_STEELWALL:
1884 case EL_INVISIBLE_WALL:
1885 case EL_INVISIBLE_SAND:
1886 if (game.light_time_left > 0 ||
1887 game.lenses_time_left > 0)
1888 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1891 case EL_EMC_MAGIC_BALL:
1892 if (game.ball_state)
1893 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1896 case EL_EMC_MAGIC_BALL_SWITCH:
1897 if (game.ball_state)
1898 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1901 case EL_TRIGGER_PLAYER:
1902 case EL_TRIGGER_ELEMENT:
1903 case EL_TRIGGER_CE_VALUE:
1904 case EL_TRIGGER_CE_SCORE:
1906 case EL_ANY_ELEMENT:
1907 case EL_CURRENT_CE_VALUE:
1908 case EL_CURRENT_CE_SCORE:
1925 /* reference elements should not be used on the playfield */
1926 Feld[x][y] = EL_EMPTY;
1930 if (IS_CUSTOM_ELEMENT(element))
1932 if (CAN_MOVE(element))
1935 if (!element_info[element].use_last_ce_value || init_game)
1936 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1938 else if (IS_GROUP_ELEMENT(element))
1940 Feld[x][y] = GetElementFromGroupElement(element);
1942 InitField(x, y, init_game);
1949 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1952 static inline void InitField_WithBug1(int x, int y, boolean init_game)
1954 InitField(x, y, init_game);
1956 /* not needed to call InitMovDir() -- already done by InitField()! */
1957 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1958 CAN_MOVE(Feld[x][y]))
1962 static inline void InitField_WithBug2(int x, int y, boolean init_game)
1964 int old_element = Feld[x][y];
1966 InitField(x, y, init_game);
1968 /* not needed to call InitMovDir() -- already done by InitField()! */
1969 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1970 CAN_MOVE(old_element) &&
1971 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1974 /* this case is in fact a combination of not less than three bugs:
1975 first, it calls InitMovDir() for elements that can move, although this is
1976 already done by InitField(); then, it checks the element that was at this
1977 field _before_ the call to InitField() (which can change it); lastly, it
1978 was not called for "mole with direction" elements, which were treated as
1979 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1983 static int get_key_element_from_nr(int key_nr)
1985 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
1986 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
1987 EL_EM_KEY_1 : EL_KEY_1);
1989 return key_base_element + key_nr;
1992 static int get_next_dropped_element(struct PlayerInfo *player)
1994 return (player->inventory_size > 0 ?
1995 player->inventory_element[player->inventory_size - 1] :
1996 player->inventory_infinite_element != EL_UNDEFINED ?
1997 player->inventory_infinite_element :
1998 player->dynabombs_left > 0 ?
1999 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2003 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2005 /* pos >= 0: get element from bottom of the stack;
2006 pos < 0: get element from top of the stack */
2010 int min_inventory_size = -pos;
2011 int inventory_pos = player->inventory_size - min_inventory_size;
2012 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2014 return (player->inventory_size >= min_inventory_size ?
2015 player->inventory_element[inventory_pos] :
2016 player->inventory_infinite_element != EL_UNDEFINED ?
2017 player->inventory_infinite_element :
2018 player->dynabombs_left >= min_dynabombs_left ?
2019 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2024 int min_dynabombs_left = pos + 1;
2025 int min_inventory_size = pos + 1 - player->dynabombs_left;
2026 int inventory_pos = pos - player->dynabombs_left;
2028 return (player->inventory_infinite_element != EL_UNDEFINED ?
2029 player->inventory_infinite_element :
2030 player->dynabombs_left >= min_dynabombs_left ?
2031 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2032 player->inventory_size >= min_inventory_size ?
2033 player->inventory_element[inventory_pos] :
2038 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2040 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2041 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2044 if (gpo1->sort_priority != gpo2->sort_priority)
2045 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2047 compare_result = gpo1->nr - gpo2->nr;
2049 return compare_result;
2052 void InitGameControlValues()
2056 for (i = 0; game_panel_controls[i].nr != -1; i++)
2058 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2059 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2060 struct TextPosInfo *pos = gpc->pos;
2062 int type = gpc->type;
2066 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2067 Error(ERR_EXIT, "this should not happen -- please debug");
2070 /* force update of game controls after initialization */
2071 gpc->value = gpc->last_value = -1;
2072 gpc->frame = gpc->last_frame = -1;
2073 gpc->gfx_frame = -1;
2075 /* determine panel value width for later calculation of alignment */
2076 if (type == TYPE_INTEGER || type == TYPE_STRING)
2078 pos->width = pos->size * getFontWidth(pos->font);
2079 pos->height = getFontHeight(pos->font);
2081 else if (type == TYPE_ELEMENT)
2083 pos->width = pos->size;
2084 pos->height = pos->size;
2087 /* fill structure for game panel draw order */
2089 gpo->sort_priority = pos->sort_priority;
2092 /* sort game panel controls according to sort_priority and control number */
2093 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2094 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2097 void UpdatePlayfieldElementCount()
2099 boolean use_element_count = FALSE;
2102 /* first check if it is needed at all to calculate playfield element count */
2103 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2104 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2105 use_element_count = TRUE;
2107 if (!use_element_count)
2110 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2111 element_info[i].element_count = 0;
2113 SCAN_PLAYFIELD(x, y)
2115 element_info[Feld[x][y]].element_count++;
2118 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2119 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2120 if (IS_IN_GROUP(j, i))
2121 element_info[EL_GROUP_START + i].element_count +=
2122 element_info[j].element_count;
2125 void UpdateGameControlValues()
2128 int time = (local_player->LevelSolved ?
2129 local_player->LevelSolved_CountingTime :
2130 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2131 level.native_em_level->lev->time :
2132 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2133 level.native_sp_level->game_sp->time_played :
2134 game.no_time_limit ? TimePlayed : TimeLeft);
2135 int score = (local_player->LevelSolved ?
2136 local_player->LevelSolved_CountingScore :
2137 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2138 level.native_em_level->lev->score :
2139 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2140 level.native_sp_level->game_sp->score :
2141 local_player->score);
2142 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2143 level.native_em_level->lev->required :
2144 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2145 level.native_sp_level->game_sp->infotrons_still_needed :
2146 local_player->gems_still_needed);
2147 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2148 level.native_em_level->lev->required > 0 :
2149 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2150 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2151 local_player->gems_still_needed > 0 ||
2152 local_player->sokobanfields_still_needed > 0 ||
2153 local_player->lights_still_needed > 0);
2155 UpdatePlayfieldElementCount();
2157 /* update game panel control values */
2159 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2160 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2162 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2163 for (i = 0; i < MAX_NUM_KEYS; i++)
2164 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2165 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2166 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2168 if (game.centered_player_nr == -1)
2170 for (i = 0; i < MAX_PLAYERS; i++)
2172 /* only one player in Supaplex game engine */
2173 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2176 for (k = 0; k < MAX_NUM_KEYS; k++)
2178 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2180 if (level.native_em_level->ply[i]->keys & (1 << k))
2181 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2182 get_key_element_from_nr(k);
2184 else if (stored_player[i].key[k])
2185 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2186 get_key_element_from_nr(k);
2189 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2190 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2191 level.native_em_level->ply[i]->dynamite;
2192 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2193 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2194 level.native_sp_level->game_sp->red_disk_count;
2196 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2197 stored_player[i].inventory_size;
2199 if (stored_player[i].num_white_keys > 0)
2200 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2203 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2204 stored_player[i].num_white_keys;
2209 int player_nr = game.centered_player_nr;
2211 for (k = 0; k < MAX_NUM_KEYS; k++)
2213 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2215 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2216 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2217 get_key_element_from_nr(k);
2219 else if (stored_player[player_nr].key[k])
2220 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2221 get_key_element_from_nr(k);
2224 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2225 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2226 level.native_em_level->ply[player_nr]->dynamite;
2227 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2228 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2229 level.native_sp_level->game_sp->red_disk_count;
2231 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2232 stored_player[player_nr].inventory_size;
2234 if (stored_player[player_nr].num_white_keys > 0)
2235 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2237 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2238 stored_player[player_nr].num_white_keys;
2241 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2243 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2244 get_inventory_element_from_pos(local_player, i);
2245 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2246 get_inventory_element_from_pos(local_player, -i - 1);
2249 game_panel_controls[GAME_PANEL_SCORE].value = score;
2250 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2252 game_panel_controls[GAME_PANEL_TIME].value = time;
2254 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2255 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2256 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2258 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2260 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2261 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2263 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2264 local_player->shield_normal_time_left;
2265 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2266 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2268 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2269 local_player->shield_deadly_time_left;
2271 game_panel_controls[GAME_PANEL_EXIT].value =
2272 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2274 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2275 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2276 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2277 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2278 EL_EMC_MAGIC_BALL_SWITCH);
2280 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2281 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2282 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2283 game.light_time_left;
2285 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2286 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2287 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2288 game.timegate_time_left;
2290 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2291 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2293 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2294 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2295 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2296 game.lenses_time_left;
2298 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2299 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2300 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2301 game.magnify_time_left;
2303 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2304 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2305 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2306 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2307 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2308 EL_BALLOON_SWITCH_NONE);
2310 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2311 local_player->dynabomb_count;
2312 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2313 local_player->dynabomb_size;
2314 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2315 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2317 game_panel_controls[GAME_PANEL_PENGUINS].value =
2318 local_player->friends_still_needed;
2320 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2321 local_player->sokobanfields_still_needed;
2322 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2323 local_player->sokobanfields_still_needed;
2325 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2326 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2328 for (i = 0; i < NUM_BELTS; i++)
2330 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2331 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2332 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2333 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2334 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2337 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2338 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2339 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2340 game.magic_wall_time_left;
2342 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2343 local_player->gravity;
2345 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2346 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2348 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2349 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2350 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2351 game.panel.element[i].id : EL_UNDEFINED);
2353 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2354 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2355 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2356 element_info[game.panel.element_count[i].id].element_count : 0);
2358 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2359 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2360 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2361 element_info[game.panel.ce_score[i].id].collect_score : 0);
2363 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2364 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2365 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2366 element_info[game.panel.ce_score_element[i].id].collect_score :
2369 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2370 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2371 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2373 /* update game panel control frames */
2375 for (i = 0; game_panel_controls[i].nr != -1; i++)
2377 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2379 if (gpc->type == TYPE_ELEMENT)
2381 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2383 int last_anim_random_frame = gfx.anim_random_frame;
2384 int element = gpc->value;
2385 int graphic = el2panelimg(element);
2387 if (gpc->value != gpc->last_value)
2390 gpc->gfx_random = INIT_GFX_RANDOM();
2396 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2397 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2398 gpc->gfx_random = INIT_GFX_RANDOM();
2401 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2402 gfx.anim_random_frame = gpc->gfx_random;
2404 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2405 gpc->gfx_frame = element_info[element].collect_score;
2407 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2410 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2411 gfx.anim_random_frame = last_anim_random_frame;
2417 void DisplayGameControlValues()
2419 boolean redraw_panel = FALSE;
2422 for (i = 0; game_panel_controls[i].nr != -1; i++)
2424 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2426 if (PANEL_DEACTIVATED(gpc->pos))
2429 if (gpc->value == gpc->last_value &&
2430 gpc->frame == gpc->last_frame)
2433 redraw_panel = TRUE;
2439 /* copy default game door content to main double buffer */
2441 /* !!! CHECK AGAIN !!! */
2442 SetPanelBackground();
2443 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2444 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2446 /* redraw game control buttons */
2447 RedrawGameButtons();
2449 game_status = GAME_MODE_PSEUDO_PANEL;
2451 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2453 int nr = game_panel_order[i].nr;
2454 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2455 struct TextPosInfo *pos = gpc->pos;
2456 int type = gpc->type;
2457 int value = gpc->value;
2458 int frame = gpc->frame;
2459 int size = pos->size;
2460 int font = pos->font;
2461 boolean draw_masked = pos->draw_masked;
2462 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2464 if (PANEL_DEACTIVATED(pos))
2467 gpc->last_value = value;
2468 gpc->last_frame = frame;
2470 if (type == TYPE_INTEGER)
2472 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2473 nr == GAME_PANEL_TIME)
2475 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2477 if (use_dynamic_size) /* use dynamic number of digits */
2479 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2480 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2481 int size2 = size1 + 1;
2482 int font1 = pos->font;
2483 int font2 = pos->font_alt;
2485 size = (value < value_change ? size1 : size2);
2486 font = (value < value_change ? font1 : font2);
2490 /* correct text size if "digits" is zero or less */
2492 size = strlen(int2str(value, size));
2494 /* dynamically correct text alignment */
2495 pos->width = size * getFontWidth(font);
2497 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2498 int2str(value, size), font, mask_mode);
2500 else if (type == TYPE_ELEMENT)
2502 int element, graphic;
2506 int dst_x = PANEL_XPOS(pos);
2507 int dst_y = PANEL_YPOS(pos);
2509 if (value != EL_UNDEFINED && value != EL_EMPTY)
2512 graphic = el2panelimg(value);
2514 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2516 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2519 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2522 width = graphic_info[graphic].width * size / TILESIZE;
2523 height = graphic_info[graphic].height * size / TILESIZE;
2526 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2529 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2533 else if (type == TYPE_STRING)
2535 boolean active = (value != 0);
2536 char *state_normal = "off";
2537 char *state_active = "on";
2538 char *state = (active ? state_active : state_normal);
2539 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2540 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2541 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2542 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2544 if (nr == GAME_PANEL_GRAVITY_STATE)
2546 int font1 = pos->font; /* (used for normal state) */
2547 int font2 = pos->font_alt; /* (used for active state) */
2549 font = (active ? font2 : font1);
2558 /* don't truncate output if "chars" is zero or less */
2561 /* dynamically correct text alignment */
2562 pos->width = size * getFontWidth(font);
2565 s_cut = getStringCopyN(s, size);
2567 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2568 s_cut, font, mask_mode);
2574 redraw_mask |= REDRAW_DOOR_1;
2577 game_status = GAME_MODE_PLAYING;
2580 void UpdateAndDisplayGameControlValues()
2582 if (tape.deactivate_display)
2585 UpdateGameControlValues();
2586 DisplayGameControlValues();
2589 void UpdateGameDoorValues()
2591 UpdateGameControlValues();
2594 void DrawGameDoorValues()
2596 DisplayGameControlValues();
2601 =============================================================================
2603 -----------------------------------------------------------------------------
2604 initialize game engine due to level / tape version number
2605 =============================================================================
2608 static void InitGameEngine()
2610 int i, j, k, l, x, y;
2612 /* set game engine from tape file when re-playing, else from level file */
2613 game.engine_version = (tape.playing ? tape.engine_version :
2614 level.game_version);
2616 /* set single or multi-player game mode (needed for re-playing tapes) */
2617 game.team_mode = setup.team_mode;
2621 int num_players = 0;
2623 for (i = 0; i < MAX_PLAYERS; i++)
2624 if (tape.player_participates[i])
2627 /* multi-player tapes contain input data for more than one player */
2628 game.team_mode = (num_players > 1);
2631 /* ---------------------------------------------------------------------- */
2632 /* set flags for bugs and changes according to active game engine version */
2633 /* ---------------------------------------------------------------------- */
2636 Summary of bugfix/change:
2637 Fixed handling for custom elements that change when pushed by the player.
2639 Fixed/changed in version:
2643 Before 3.1.0, custom elements that "change when pushing" changed directly
2644 after the player started pushing them (until then handled in "DigField()").
2645 Since 3.1.0, these custom elements are not changed until the "pushing"
2646 move of the element is finished (now handled in "ContinueMoving()").
2648 Affected levels/tapes:
2649 The first condition is generally needed for all levels/tapes before version
2650 3.1.0, which might use the old behaviour before it was changed; known tapes
2651 that are affected are some tapes from the level set "Walpurgis Gardens" by
2653 The second condition is an exception from the above case and is needed for
2654 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2655 above (including some development versions of 3.1.0), but before it was
2656 known that this change would break tapes like the above and was fixed in
2657 3.1.1, so that the changed behaviour was active although the engine version
2658 while recording maybe was before 3.1.0. There is at least one tape that is
2659 affected by this exception, which is the tape for the one-level set "Bug
2660 Machine" by Juergen Bonhagen.
2663 game.use_change_when_pushing_bug =
2664 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2666 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2667 tape.game_version < VERSION_IDENT(3,1,1,0)));
2670 Summary of bugfix/change:
2671 Fixed handling for blocking the field the player leaves when moving.
2673 Fixed/changed in version:
2677 Before 3.1.1, when "block last field when moving" was enabled, the field
2678 the player is leaving when moving was blocked for the time of the move,
2679 and was directly unblocked afterwards. This resulted in the last field
2680 being blocked for exactly one less than the number of frames of one player
2681 move. Additionally, even when blocking was disabled, the last field was
2682 blocked for exactly one frame.
2683 Since 3.1.1, due to changes in player movement handling, the last field
2684 is not blocked at all when blocking is disabled. When blocking is enabled,
2685 the last field is blocked for exactly the number of frames of one player
2686 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2687 last field is blocked for exactly one more than the number of frames of
2690 Affected levels/tapes:
2691 (!!! yet to be determined -- probably many !!!)
2694 game.use_block_last_field_bug =
2695 (game.engine_version < VERSION_IDENT(3,1,1,0));
2697 /* ---------------------------------------------------------------------- */
2699 /* set maximal allowed number of custom element changes per game frame */
2700 game.max_num_changes_per_frame = 1;
2702 /* default scan direction: scan playfield from top/left to bottom/right */
2703 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2705 /* dynamically adjust element properties according to game engine version */
2706 InitElementPropertiesEngine(game.engine_version);
2709 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2710 printf(" tape version == %06d [%s] [file: %06d]\n",
2711 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2713 printf(" => game.engine_version == %06d\n", game.engine_version);
2716 /* ---------- initialize player's initial move delay --------------------- */
2718 /* dynamically adjust player properties according to level information */
2719 for (i = 0; i < MAX_PLAYERS; i++)
2720 game.initial_move_delay_value[i] =
2721 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2723 /* dynamically adjust player properties according to game engine version */
2724 for (i = 0; i < MAX_PLAYERS; i++)
2725 game.initial_move_delay[i] =
2726 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2727 game.initial_move_delay_value[i] : 0);
2729 /* ---------- initialize player's initial push delay --------------------- */
2731 /* dynamically adjust player properties according to game engine version */
2732 game.initial_push_delay_value =
2733 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2735 /* ---------- initialize changing elements ------------------------------- */
2737 /* initialize changing elements information */
2738 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2740 struct ElementInfo *ei = &element_info[i];
2742 /* this pointer might have been changed in the level editor */
2743 ei->change = &ei->change_page[0];
2745 if (!IS_CUSTOM_ELEMENT(i))
2747 ei->change->target_element = EL_EMPTY_SPACE;
2748 ei->change->delay_fixed = 0;
2749 ei->change->delay_random = 0;
2750 ei->change->delay_frames = 1;
2753 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2755 ei->has_change_event[j] = FALSE;
2757 ei->event_page_nr[j] = 0;
2758 ei->event_page[j] = &ei->change_page[0];
2762 /* add changing elements from pre-defined list */
2763 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2765 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2766 struct ElementInfo *ei = &element_info[ch_delay->element];
2768 ei->change->target_element = ch_delay->target_element;
2769 ei->change->delay_fixed = ch_delay->change_delay;
2771 ei->change->pre_change_function = ch_delay->pre_change_function;
2772 ei->change->change_function = ch_delay->change_function;
2773 ei->change->post_change_function = ch_delay->post_change_function;
2775 ei->change->can_change = TRUE;
2776 ei->change->can_change_or_has_action = TRUE;
2778 ei->has_change_event[CE_DELAY] = TRUE;
2780 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2781 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2784 /* ---------- initialize internal run-time variables --------------------- */
2786 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2788 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2790 for (j = 0; j < ei->num_change_pages; j++)
2792 ei->change_page[j].can_change_or_has_action =
2793 (ei->change_page[j].can_change |
2794 ei->change_page[j].has_action);
2798 /* add change events from custom element configuration */
2799 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2801 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2803 for (j = 0; j < ei->num_change_pages; j++)
2805 if (!ei->change_page[j].can_change_or_has_action)
2808 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2810 /* only add event page for the first page found with this event */
2811 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2813 ei->has_change_event[k] = TRUE;
2815 ei->event_page_nr[k] = j;
2816 ei->event_page[k] = &ei->change_page[j];
2822 /* ---------- initialize reference elements in change conditions --------- */
2824 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2826 int element = EL_CUSTOM_START + i;
2827 struct ElementInfo *ei = &element_info[element];
2829 for (j = 0; j < ei->num_change_pages; j++)
2831 int trigger_element = ei->change_page[j].initial_trigger_element;
2833 if (trigger_element >= EL_PREV_CE_8 &&
2834 trigger_element <= EL_NEXT_CE_8)
2835 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
2837 ei->change_page[j].trigger_element = trigger_element;
2841 /* ---------- initialize run-time trigger player and element ------------- */
2843 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2845 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2847 for (j = 0; j < ei->num_change_pages; j++)
2849 ei->change_page[j].actual_trigger_element = EL_EMPTY;
2850 ei->change_page[j].actual_trigger_player = EL_EMPTY;
2851 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
2852 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
2853 ei->change_page[j].actual_trigger_ce_value = 0;
2854 ei->change_page[j].actual_trigger_ce_score = 0;
2858 /* ---------- initialize trigger events ---------------------------------- */
2860 /* initialize trigger events information */
2861 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2862 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2863 trigger_events[i][j] = FALSE;
2865 /* add trigger events from element change event properties */
2866 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2868 struct ElementInfo *ei = &element_info[i];
2870 for (j = 0; j < ei->num_change_pages; j++)
2872 if (!ei->change_page[j].can_change_or_has_action)
2875 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
2877 int trigger_element = ei->change_page[j].trigger_element;
2879 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2881 if (ei->change_page[j].has_event[k])
2883 if (IS_GROUP_ELEMENT(trigger_element))
2885 struct ElementGroupInfo *group =
2886 element_info[trigger_element].group;
2888 for (l = 0; l < group->num_elements_resolved; l++)
2889 trigger_events[group->element_resolved[l]][k] = TRUE;
2891 else if (trigger_element == EL_ANY_ELEMENT)
2892 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
2893 trigger_events[l][k] = TRUE;
2895 trigger_events[trigger_element][k] = TRUE;
2902 /* ---------- initialize push delay -------------------------------------- */
2904 /* initialize push delay values to default */
2905 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2907 if (!IS_CUSTOM_ELEMENT(i))
2909 /* set default push delay values (corrected since version 3.0.7-1) */
2910 if (game.engine_version < VERSION_IDENT(3,0,7,1))
2912 element_info[i].push_delay_fixed = 2;
2913 element_info[i].push_delay_random = 8;
2917 element_info[i].push_delay_fixed = 8;
2918 element_info[i].push_delay_random = 8;
2923 /* set push delay value for certain elements from pre-defined list */
2924 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
2926 int e = push_delay_list[i].element;
2928 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
2929 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
2932 /* set push delay value for Supaplex elements for newer engine versions */
2933 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2935 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2937 if (IS_SP_ELEMENT(i))
2939 /* set SP push delay to just enough to push under a falling zonk */
2940 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
2942 element_info[i].push_delay_fixed = delay;
2943 element_info[i].push_delay_random = 0;
2948 /* ---------- initialize move stepsize ----------------------------------- */
2950 /* initialize move stepsize values to default */
2951 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2952 if (!IS_CUSTOM_ELEMENT(i))
2953 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
2955 /* set move stepsize value for certain elements from pre-defined list */
2956 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2958 int e = move_stepsize_list[i].element;
2960 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2963 /* ---------- initialize collect score ----------------------------------- */
2965 /* initialize collect score values for custom elements from initial value */
2966 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2967 if (IS_CUSTOM_ELEMENT(i))
2968 element_info[i].collect_score = element_info[i].collect_score_initial;
2970 /* ---------- initialize collect count ----------------------------------- */
2972 /* initialize collect count values for non-custom elements */
2973 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2974 if (!IS_CUSTOM_ELEMENT(i))
2975 element_info[i].collect_count_initial = 0;
2977 /* add collect count values for all elements from pre-defined list */
2978 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2979 element_info[collect_count_list[i].element].collect_count_initial =
2980 collect_count_list[i].count;
2982 /* ---------- initialize access direction -------------------------------- */
2984 /* initialize access direction values to default (access from every side) */
2985 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2986 if (!IS_CUSTOM_ELEMENT(i))
2987 element_info[i].access_direction = MV_ALL_DIRECTIONS;
2989 /* set access direction value for certain elements from pre-defined list */
2990 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
2991 element_info[access_direction_list[i].element].access_direction =
2992 access_direction_list[i].direction;
2994 /* ---------- initialize explosion content ------------------------------- */
2995 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2997 if (IS_CUSTOM_ELEMENT(i))
3000 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3002 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3004 element_info[i].content.e[x][y] =
3005 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3006 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3007 i == EL_PLAYER_3 ? EL_EMERALD :
3008 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3009 i == EL_MOLE ? EL_EMERALD_RED :
3010 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3011 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3012 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3013 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3014 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3015 i == EL_WALL_EMERALD ? EL_EMERALD :
3016 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3017 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3018 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3019 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3020 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3021 i == EL_WALL_PEARL ? EL_PEARL :
3022 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3027 /* ---------- initialize recursion detection ------------------------------ */
3028 recursion_loop_depth = 0;
3029 recursion_loop_detected = FALSE;
3030 recursion_loop_element = EL_UNDEFINED;
3032 /* ---------- initialize graphics engine ---------------------------------- */
3033 game.scroll_delay_value =
3034 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3035 setup.scroll_delay ? setup.scroll_delay_value : 0);
3036 game.scroll_delay_value =
3037 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3039 /* ---------- initialize game engine snapshots ---------------------------- */
3040 for (i = 0; i < MAX_PLAYERS; i++)
3041 game.snapshot.last_action[i] = 0;
3042 game.snapshot.changed_action = FALSE;
3043 game.snapshot.mode =
3044 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3045 SNAPSHOT_MODE_EVERY_STEP :
3046 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3047 SNAPSHOT_MODE_EVERY_MOVE : SNAPSHOT_MODE_OFF);
3050 int get_num_special_action(int element, int action_first, int action_last)
3052 int num_special_action = 0;
3055 for (i = action_first; i <= action_last; i++)
3057 boolean found = FALSE;
3059 for (j = 0; j < NUM_DIRECTIONS; j++)
3060 if (el_act_dir2img(element, i, j) !=
3061 el_act_dir2img(element, ACTION_DEFAULT, j))
3065 num_special_action++;
3070 return num_special_action;
3075 =============================================================================
3077 -----------------------------------------------------------------------------
3078 initialize and start new game
3079 =============================================================================
3084 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3085 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3086 int fade_mask = REDRAW_FIELD;
3088 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3089 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3090 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3091 int initial_move_dir = MV_DOWN;
3094 game_status = GAME_MODE_PLAYING;
3098 if (!game.restart_level)
3099 CloseDoor(DOOR_CLOSE_1);
3101 /* needed if different viewport properties defined for playing */
3102 ChangeViewportPropertiesIfNeeded();
3104 if (level_editor_test_game)
3105 FadeSkipNextFadeIn();
3107 FadeSetEnterScreen();
3109 if (CheckIfGlobalBorderHasChanged())
3110 fade_mask = REDRAW_ALL;
3116 DrawCompleteVideoDisplay();
3119 InitGameControlValues();
3121 /* don't play tapes over network */
3122 network_playing = (options.network && !tape.playing);
3124 for (i = 0; i < MAX_PLAYERS; i++)
3126 struct PlayerInfo *player = &stored_player[i];
3128 player->index_nr = i;
3129 player->index_bit = (1 << i);
3130 player->element_nr = EL_PLAYER_1 + i;
3132 player->present = FALSE;
3133 player->active = FALSE;
3134 player->mapped = FALSE;
3136 player->killed = FALSE;
3137 player->reanimated = FALSE;
3140 player->effective_action = 0;
3141 player->programmed_action = 0;
3144 player->score_final = 0;
3146 player->gems_still_needed = level.gems_needed;
3147 player->sokobanfields_still_needed = 0;
3148 player->lights_still_needed = 0;
3149 player->friends_still_needed = 0;
3151 for (j = 0; j < MAX_NUM_KEYS; j++)
3152 player->key[j] = FALSE;
3154 player->num_white_keys = 0;
3156 player->dynabomb_count = 0;
3157 player->dynabomb_size = 1;
3158 player->dynabombs_left = 0;
3159 player->dynabomb_xl = FALSE;
3161 player->MovDir = initial_move_dir;
3164 player->GfxDir = initial_move_dir;
3165 player->GfxAction = ACTION_DEFAULT;
3167 player->StepFrame = 0;
3169 player->initial_element = player->element_nr;
3170 player->artwork_element =
3171 (level.use_artwork_element[i] ? level.artwork_element[i] :
3172 player->element_nr);
3173 player->use_murphy = FALSE;
3175 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3176 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3178 player->gravity = level.initial_player_gravity[i];
3180 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3182 player->actual_frame_counter = 0;
3184 player->step_counter = 0;
3186 player->last_move_dir = initial_move_dir;
3188 player->is_active = FALSE;
3190 player->is_waiting = FALSE;
3191 player->is_moving = FALSE;
3192 player->is_auto_moving = FALSE;
3193 player->is_digging = FALSE;
3194 player->is_snapping = FALSE;
3195 player->is_collecting = FALSE;
3196 player->is_pushing = FALSE;
3197 player->is_switching = FALSE;
3198 player->is_dropping = FALSE;
3199 player->is_dropping_pressed = FALSE;
3201 player->is_bored = FALSE;
3202 player->is_sleeping = FALSE;
3204 player->frame_counter_bored = -1;
3205 player->frame_counter_sleeping = -1;
3207 player->anim_delay_counter = 0;
3208 player->post_delay_counter = 0;
3210 player->dir_waiting = initial_move_dir;
3211 player->action_waiting = ACTION_DEFAULT;
3212 player->last_action_waiting = ACTION_DEFAULT;
3213 player->special_action_bored = ACTION_DEFAULT;
3214 player->special_action_sleeping = ACTION_DEFAULT;
3216 player->switch_x = -1;
3217 player->switch_y = -1;
3219 player->drop_x = -1;
3220 player->drop_y = -1;
3222 player->show_envelope = 0;
3224 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3226 player->push_delay = -1; /* initialized when pushing starts */
3227 player->push_delay_value = game.initial_push_delay_value;
3229 player->drop_delay = 0;
3230 player->drop_pressed_delay = 0;
3232 player->last_jx = -1;
3233 player->last_jy = -1;
3237 player->shield_normal_time_left = 0;
3238 player->shield_deadly_time_left = 0;
3240 player->inventory_infinite_element = EL_UNDEFINED;
3241 player->inventory_size = 0;
3243 if (level.use_initial_inventory[i])
3245 for (j = 0; j < level.initial_inventory_size[i]; j++)
3247 int element = level.initial_inventory_content[i][j];
3248 int collect_count = element_info[element].collect_count_initial;
3251 if (!IS_CUSTOM_ELEMENT(element))
3254 if (collect_count == 0)
3255 player->inventory_infinite_element = element;
3257 for (k = 0; k < collect_count; k++)
3258 if (player->inventory_size < MAX_INVENTORY_SIZE)
3259 player->inventory_element[player->inventory_size++] = element;
3263 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3264 SnapField(player, 0, 0);
3266 player->LevelSolved = FALSE;
3267 player->GameOver = FALSE;
3269 player->LevelSolved_GameWon = FALSE;
3270 player->LevelSolved_GameEnd = FALSE;
3271 player->LevelSolved_PanelOff = FALSE;
3272 player->LevelSolved_SaveTape = FALSE;
3273 player->LevelSolved_SaveScore = FALSE;
3274 player->LevelSolved_CountingTime = 0;
3275 player->LevelSolved_CountingScore = 0;
3277 map_player_action[i] = i;
3280 network_player_action_received = FALSE;
3282 #if defined(NETWORK_AVALIABLE)
3283 /* initial null action */
3284 if (network_playing)
3285 SendToServer_MovePlayer(MV_NONE);
3294 TimeLeft = level.time;
3297 ScreenMovDir = MV_NONE;
3301 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3303 AllPlayersGone = FALSE;
3305 game.no_time_limit = (level.time == 0);
3307 game.yamyam_content_nr = 0;
3308 game.robot_wheel_active = FALSE;
3309 game.magic_wall_active = FALSE;
3310 game.magic_wall_time_left = 0;
3311 game.light_time_left = 0;
3312 game.timegate_time_left = 0;
3313 game.switchgate_pos = 0;
3314 game.wind_direction = level.wind_direction_initial;
3316 game.lenses_time_left = 0;
3317 game.magnify_time_left = 0;
3319 game.ball_state = level.ball_state_initial;
3320 game.ball_content_nr = 0;
3322 game.envelope_active = FALSE;
3324 /* set focus to local player for network games, else to all players */
3325 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3326 game.centered_player_nr_next = game.centered_player_nr;
3327 game.set_centered_player = FALSE;
3329 if (network_playing && tape.recording)
3331 /* store client dependent player focus when recording network games */
3332 tape.centered_player_nr_next = game.centered_player_nr_next;
3333 tape.set_centered_player = TRUE;
3336 for (i = 0; i < NUM_BELTS; i++)
3338 game.belt_dir[i] = MV_NONE;
3339 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3342 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3343 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3345 #if DEBUG_INIT_PLAYER
3348 printf("Player status at level initialization:\n");
3352 SCAN_PLAYFIELD(x, y)
3354 Feld[x][y] = level.field[x][y];
3355 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3356 ChangeDelay[x][y] = 0;
3357 ChangePage[x][y] = -1;
3358 CustomValue[x][y] = 0; /* initialized in InitField() */
3359 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3361 WasJustMoving[x][y] = 0;
3362 WasJustFalling[x][y] = 0;
3363 CheckCollision[x][y] = 0;
3364 CheckImpact[x][y] = 0;
3366 Pushed[x][y] = FALSE;
3368 ChangeCount[x][y] = 0;
3369 ChangeEvent[x][y] = -1;
3371 ExplodePhase[x][y] = 0;
3372 ExplodeDelay[x][y] = 0;
3373 ExplodeField[x][y] = EX_TYPE_NONE;
3375 RunnerVisit[x][y] = 0;
3376 PlayerVisit[x][y] = 0;
3379 GfxRandom[x][y] = INIT_GFX_RANDOM();
3380 GfxElement[x][y] = EL_UNDEFINED;
3381 GfxAction[x][y] = ACTION_DEFAULT;
3382 GfxDir[x][y] = MV_NONE;
3383 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3386 SCAN_PLAYFIELD(x, y)
3388 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3390 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3392 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3395 InitField(x, y, TRUE);
3397 ResetGfxAnimation(x, y);
3402 for (i = 0; i < MAX_PLAYERS; i++)
3404 struct PlayerInfo *player = &stored_player[i];
3406 /* set number of special actions for bored and sleeping animation */
3407 player->num_special_action_bored =
3408 get_num_special_action(player->artwork_element,
3409 ACTION_BORING_1, ACTION_BORING_LAST);
3410 player->num_special_action_sleeping =
3411 get_num_special_action(player->artwork_element,
3412 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3415 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3416 emulate_sb ? EMU_SOKOBAN :
3417 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3419 /* initialize type of slippery elements */
3420 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3422 if (!IS_CUSTOM_ELEMENT(i))
3424 /* default: elements slip down either to the left or right randomly */
3425 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3427 /* SP style elements prefer to slip down on the left side */
3428 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3429 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3431 /* BD style elements prefer to slip down on the left side */
3432 if (game.emulation == EMU_BOULDERDASH)
3433 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3437 /* initialize explosion and ignition delay */
3438 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3440 if (!IS_CUSTOM_ELEMENT(i))
3443 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3444 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3445 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3446 int last_phase = (num_phase + 1) * delay;
3447 int half_phase = (num_phase / 2) * delay;
3449 element_info[i].explosion_delay = last_phase - 1;
3450 element_info[i].ignition_delay = half_phase;
3452 if (i == EL_BLACK_ORB)
3453 element_info[i].ignition_delay = 1;
3457 /* correct non-moving belts to start moving left */
3458 for (i = 0; i < NUM_BELTS; i++)
3459 if (game.belt_dir[i] == MV_NONE)
3460 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3462 #if USE_NEW_PLAYER_ASSIGNMENTS
3463 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3464 /* choose default local player */
3465 local_player = &stored_player[0];
3467 for (i = 0; i < MAX_PLAYERS; i++)
3468 stored_player[i].connected = FALSE;
3470 local_player->connected = TRUE;
3471 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3475 for (i = 0; i < MAX_PLAYERS; i++)
3476 stored_player[i].connected = tape.player_participates[i];
3478 else if (game.team_mode && !options.network)
3480 /* try to guess locally connected team mode players (needed for correct
3481 assignment of player figures from level to locally playing players) */
3483 for (i = 0; i < MAX_PLAYERS; i++)
3484 if (setup.input[i].use_joystick ||
3485 setup.input[i].key.left != KSYM_UNDEFINED)
3486 stored_player[i].connected = TRUE;
3489 #if DEBUG_INIT_PLAYER
3492 printf("Player status after level initialization:\n");
3494 for (i = 0; i < MAX_PLAYERS; i++)
3496 struct PlayerInfo *player = &stored_player[i];
3498 printf("- player %d: present == %d, connected == %d, active == %d",
3504 if (local_player == player)
3505 printf(" (local player)");
3512 #if DEBUG_INIT_PLAYER
3514 printf("Reassigning players ...\n");
3517 /* check if any connected player was not found in playfield */
3518 for (i = 0; i < MAX_PLAYERS; i++)
3520 struct PlayerInfo *player = &stored_player[i];
3522 if (player->connected && !player->present)
3524 struct PlayerInfo *field_player = NULL;
3526 #if DEBUG_INIT_PLAYER
3528 printf("- looking for field player for player %d ...\n", i + 1);
3531 /* assign first free player found that is present in the playfield */
3533 /* first try: look for unmapped playfield player that is not connected */
3534 for (j = 0; j < MAX_PLAYERS; j++)
3535 if (field_player == NULL &&
3536 stored_player[j].present &&
3537 !stored_player[j].mapped &&
3538 !stored_player[j].connected)
3539 field_player = &stored_player[j];
3541 /* second try: look for *any* unmapped playfield player */
3542 for (j = 0; j < MAX_PLAYERS; j++)
3543 if (field_player == NULL &&
3544 stored_player[j].present &&
3545 !stored_player[j].mapped)
3546 field_player = &stored_player[j];
3548 if (field_player != NULL)
3550 int jx = field_player->jx, jy = field_player->jy;
3552 #if DEBUG_INIT_PLAYER
3554 printf("- found player %d\n", field_player->index_nr + 1);
3557 player->present = FALSE;
3558 player->active = FALSE;
3560 field_player->present = TRUE;
3561 field_player->active = TRUE;
3564 player->initial_element = field_player->initial_element;
3565 player->artwork_element = field_player->artwork_element;
3567 player->block_last_field = field_player->block_last_field;
3568 player->block_delay_adjustment = field_player->block_delay_adjustment;
3571 StorePlayer[jx][jy] = field_player->element_nr;
3573 field_player->jx = field_player->last_jx = jx;
3574 field_player->jy = field_player->last_jy = jy;
3576 if (local_player == player)
3577 local_player = field_player;
3579 map_player_action[field_player->index_nr] = i;
3581 field_player->mapped = TRUE;
3583 #if DEBUG_INIT_PLAYER
3585 printf("- map_player_action[%d] == %d\n",
3586 field_player->index_nr + 1, i + 1);
3591 if (player->connected && player->present)
3592 player->mapped = TRUE;
3595 #if DEBUG_INIT_PLAYER
3598 printf("Player status after player assignment (first stage):\n");
3600 for (i = 0; i < MAX_PLAYERS; i++)
3602 struct PlayerInfo *player = &stored_player[i];
3604 printf("- player %d: present == %d, connected == %d, active == %d",
3610 if (local_player == player)
3611 printf(" (local player)");
3620 /* check if any connected player was not found in playfield */
3621 for (i = 0; i < MAX_PLAYERS; i++)
3623 struct PlayerInfo *player = &stored_player[i];
3625 if (player->connected && !player->present)
3627 for (j = 0; j < MAX_PLAYERS; j++)
3629 struct PlayerInfo *field_player = &stored_player[j];
3630 int jx = field_player->jx, jy = field_player->jy;
3632 /* assign first free player found that is present in the playfield */
3633 if (field_player->present && !field_player->connected)
3635 player->present = TRUE;
3636 player->active = TRUE;
3638 field_player->present = FALSE;
3639 field_player->active = FALSE;
3641 player->initial_element = field_player->initial_element;
3642 player->artwork_element = field_player->artwork_element;
3644 player->block_last_field = field_player->block_last_field;
3645 player->block_delay_adjustment = field_player->block_delay_adjustment;
3647 StorePlayer[jx][jy] = player->element_nr;
3649 player->jx = player->last_jx = jx;
3650 player->jy = player->last_jy = jy;
3660 printf("::: local_player->present == %d\n", local_player->present);
3665 /* when playing a tape, eliminate all players who do not participate */
3667 #if USE_NEW_PLAYER_ASSIGNMENTS
3669 if (!game.team_mode)
3671 for (i = 0; i < MAX_PLAYERS; i++)
3673 if (stored_player[i].active &&
3674 !tape.player_participates[map_player_action[i]])
3676 struct PlayerInfo *player = &stored_player[i];
3677 int jx = player->jx, jy = player->jy;
3679 #if DEBUG_INIT_PLAYER
3681 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3684 player->active = FALSE;
3685 StorePlayer[jx][jy] = 0;
3686 Feld[jx][jy] = EL_EMPTY;
3693 for (i = 0; i < MAX_PLAYERS; i++)
3695 if (stored_player[i].active &&
3696 !tape.player_participates[i])
3698 struct PlayerInfo *player = &stored_player[i];
3699 int jx = player->jx, jy = player->jy;
3701 player->active = FALSE;
3702 StorePlayer[jx][jy] = 0;
3703 Feld[jx][jy] = EL_EMPTY;
3708 else if (!options.network && !game.team_mode) /* && !tape.playing */
3710 /* when in single player mode, eliminate all but the first active player */
3712 for (i = 0; i < MAX_PLAYERS; i++)
3714 if (stored_player[i].active)
3716 for (j = i + 1; j < MAX_PLAYERS; j++)
3718 if (stored_player[j].active)
3720 struct PlayerInfo *player = &stored_player[j];
3721 int jx = player->jx, jy = player->jy;
3723 player->active = FALSE;
3724 player->present = FALSE;
3726 StorePlayer[jx][jy] = 0;
3727 Feld[jx][jy] = EL_EMPTY;
3734 /* when recording the game, store which players take part in the game */
3737 #if USE_NEW_PLAYER_ASSIGNMENTS
3738 for (i = 0; i < MAX_PLAYERS; i++)
3739 if (stored_player[i].connected)
3740 tape.player_participates[i] = TRUE;
3742 for (i = 0; i < MAX_PLAYERS; i++)
3743 if (stored_player[i].active)
3744 tape.player_participates[i] = TRUE;
3748 #if DEBUG_INIT_PLAYER
3751 printf("Player status after player assignment (final stage):\n");
3753 for (i = 0; i < MAX_PLAYERS; i++)
3755 struct PlayerInfo *player = &stored_player[i];
3757 printf("- player %d: present == %d, connected == %d, active == %d",
3763 if (local_player == player)
3764 printf(" (local player)");
3771 if (BorderElement == EL_EMPTY)
3774 SBX_Right = lev_fieldx - SCR_FIELDX;
3776 SBY_Lower = lev_fieldy - SCR_FIELDY;
3781 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3783 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3786 if (full_lev_fieldx <= SCR_FIELDX)
3787 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3788 if (full_lev_fieldy <= SCR_FIELDY)
3789 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3791 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3793 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3796 /* if local player not found, look for custom element that might create
3797 the player (make some assumptions about the right custom element) */
3798 if (!local_player->present)
3800 int start_x = 0, start_y = 0;
3801 int found_rating = 0;
3802 int found_element = EL_UNDEFINED;
3803 int player_nr = local_player->index_nr;
3805 SCAN_PLAYFIELD(x, y)
3807 int element = Feld[x][y];
3812 if (level.use_start_element[player_nr] &&
3813 level.start_element[player_nr] == element &&
3820 found_element = element;
3823 if (!IS_CUSTOM_ELEMENT(element))
3826 if (CAN_CHANGE(element))
3828 for (i = 0; i < element_info[element].num_change_pages; i++)
3830 /* check for player created from custom element as single target */
3831 content = element_info[element].change_page[i].target_element;
3832 is_player = ELEM_IS_PLAYER(content);
3834 if (is_player && (found_rating < 3 ||
3835 (found_rating == 3 && element < found_element)))
3841 found_element = element;
3846 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3848 /* check for player created from custom element as explosion content */
3849 content = element_info[element].content.e[xx][yy];
3850 is_player = ELEM_IS_PLAYER(content);
3852 if (is_player && (found_rating < 2 ||
3853 (found_rating == 2 && element < found_element)))
3855 start_x = x + xx - 1;
3856 start_y = y + yy - 1;
3859 found_element = element;
3862 if (!CAN_CHANGE(element))
3865 for (i = 0; i < element_info[element].num_change_pages; i++)
3867 /* check for player created from custom element as extended target */
3869 element_info[element].change_page[i].target_content.e[xx][yy];
3871 is_player = ELEM_IS_PLAYER(content);
3873 if (is_player && (found_rating < 1 ||
3874 (found_rating == 1 && element < found_element)))
3876 start_x = x + xx - 1;
3877 start_y = y + yy - 1;
3880 found_element = element;
3886 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
3887 start_x > SBX_Right + MIDPOSX ? SBX_Right :
3890 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3891 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3896 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3897 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3898 local_player->jx - MIDPOSX);
3900 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3901 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3902 local_player->jy - MIDPOSY);
3905 /* !!! FIX THIS (START) !!! */
3906 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3908 InitGameEngine_EM();
3910 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3912 InitGameEngine_SP();
3916 DrawLevel(REDRAW_FIELD);
3919 /* after drawing the level, correct some elements */
3920 if (game.timegate_time_left == 0)
3921 CloseAllOpenTimegates();
3924 /* blit playfield from scroll buffer to normal back buffer for fading in */
3925 BlitScreenToBitmap(backbuffer);
3926 /* !!! FIX THIS (END) !!! */
3931 // full screen redraw is required at this point in the following cases:
3932 // - special editor door undrawn when game was started from level editor
3933 // - drawing area (playfield) was changed and has to be removed completely
3934 redraw_mask = REDRAW_ALL;
3938 if (!game.restart_level)
3940 /* copy default game door content to main double buffer */
3942 /* !!! CHECK AGAIN !!! */
3943 SetPanelBackground();
3944 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
3945 DrawBackground(DX, DY, DXSIZE, DYSIZE);
3948 SetPanelBackground();
3949 SetDrawBackgroundMask(REDRAW_DOOR_1);
3951 UpdateAndDisplayGameControlValues();
3953 if (!game.restart_level)
3957 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3958 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3959 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3963 /* copy actual game door content to door double buffer for OpenDoor() */
3964 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
3966 OpenDoor(DOOR_OPEN_ALL);
3968 PlaySound(SND_GAME_STARTING);
3970 if (setup.sound_music)
3973 KeyboardAutoRepeatOffUnlessAutoplay();
3975 #if DEBUG_INIT_PLAYER
3978 printf("Player status (final):\n");
3980 for (i = 0; i < MAX_PLAYERS; i++)
3982 struct PlayerInfo *player = &stored_player[i];
3984 printf("- player %d: present == %d, connected == %d, active == %d",
3990 if (local_player == player)
3991 printf(" (local player)");
4004 if (!game.restart_level && !tape.playing)
4006 LevelStats_incPlayed(level_nr);
4008 SaveLevelSetup_SeriesInfo();
4011 game.restart_level = FALSE;
4013 SaveEngineSnapshotToListInitial();
4016 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4018 /* this is used for non-R'n'D game engines to update certain engine values */
4020 /* needed to determine if sounds are played within the visible screen area */
4021 scroll_x = actual_scroll_x;
4022 scroll_y = actual_scroll_y;
4025 void InitMovDir(int x, int y)
4027 int i, element = Feld[x][y];
4028 static int xy[4][2] =
4035 static int direction[3][4] =
4037 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4038 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4039 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4048 Feld[x][y] = EL_BUG;
4049 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4052 case EL_SPACESHIP_RIGHT:
4053 case EL_SPACESHIP_UP:
4054 case EL_SPACESHIP_LEFT:
4055 case EL_SPACESHIP_DOWN:
4056 Feld[x][y] = EL_SPACESHIP;
4057 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4060 case EL_BD_BUTTERFLY_RIGHT:
4061 case EL_BD_BUTTERFLY_UP:
4062 case EL_BD_BUTTERFLY_LEFT:
4063 case EL_BD_BUTTERFLY_DOWN:
4064 Feld[x][y] = EL_BD_BUTTERFLY;
4065 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4068 case EL_BD_FIREFLY_RIGHT:
4069 case EL_BD_FIREFLY_UP:
4070 case EL_BD_FIREFLY_LEFT:
4071 case EL_BD_FIREFLY_DOWN:
4072 Feld[x][y] = EL_BD_FIREFLY;
4073 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4076 case EL_PACMAN_RIGHT:
4078 case EL_PACMAN_LEFT:
4079 case EL_PACMAN_DOWN:
4080 Feld[x][y] = EL_PACMAN;
4081 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4084 case EL_YAMYAM_LEFT:
4085 case EL_YAMYAM_RIGHT:
4087 case EL_YAMYAM_DOWN:
4088 Feld[x][y] = EL_YAMYAM;
4089 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4092 case EL_SP_SNIKSNAK:
4093 MovDir[x][y] = MV_UP;
4096 case EL_SP_ELECTRON:
4097 MovDir[x][y] = MV_LEFT;
4104 Feld[x][y] = EL_MOLE;
4105 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4109 if (IS_CUSTOM_ELEMENT(element))
4111 struct ElementInfo *ei = &element_info[element];
4112 int move_direction_initial = ei->move_direction_initial;
4113 int move_pattern = ei->move_pattern;
4115 if (move_direction_initial == MV_START_PREVIOUS)
4117 if (MovDir[x][y] != MV_NONE)
4120 move_direction_initial = MV_START_AUTOMATIC;
4123 if (move_direction_initial == MV_START_RANDOM)
4124 MovDir[x][y] = 1 << RND(4);
4125 else if (move_direction_initial & MV_ANY_DIRECTION)
4126 MovDir[x][y] = move_direction_initial;
4127 else if (move_pattern == MV_ALL_DIRECTIONS ||
4128 move_pattern == MV_TURNING_LEFT ||
4129 move_pattern == MV_TURNING_RIGHT ||
4130 move_pattern == MV_TURNING_LEFT_RIGHT ||
4131 move_pattern == MV_TURNING_RIGHT_LEFT ||
4132 move_pattern == MV_TURNING_RANDOM)
4133 MovDir[x][y] = 1 << RND(4);
4134 else if (move_pattern == MV_HORIZONTAL)
4135 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4136 else if (move_pattern == MV_VERTICAL)
4137 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4138 else if (move_pattern & MV_ANY_DIRECTION)
4139 MovDir[x][y] = element_info[element].move_pattern;
4140 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4141 move_pattern == MV_ALONG_RIGHT_SIDE)
4143 /* use random direction as default start direction */
4144 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4145 MovDir[x][y] = 1 << RND(4);
4147 for (i = 0; i < NUM_DIRECTIONS; i++)
4149 int x1 = x + xy[i][0];
4150 int y1 = y + xy[i][1];
4152 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4154 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4155 MovDir[x][y] = direction[0][i];
4157 MovDir[x][y] = direction[1][i];
4166 MovDir[x][y] = 1 << RND(4);
4168 if (element != EL_BUG &&
4169 element != EL_SPACESHIP &&
4170 element != EL_BD_BUTTERFLY &&
4171 element != EL_BD_FIREFLY)
4174 for (i = 0; i < NUM_DIRECTIONS; i++)
4176 int x1 = x + xy[i][0];
4177 int y1 = y + xy[i][1];
4179 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4181 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4183 MovDir[x][y] = direction[0][i];
4186 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4187 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4189 MovDir[x][y] = direction[1][i];
4198 GfxDir[x][y] = MovDir[x][y];
4201 void InitAmoebaNr(int x, int y)
4204 int group_nr = AmoebeNachbarNr(x, y);
4208 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4210 if (AmoebaCnt[i] == 0)
4218 AmoebaNr[x][y] = group_nr;
4219 AmoebaCnt[group_nr]++;
4220 AmoebaCnt2[group_nr]++;
4223 static void PlayerWins(struct PlayerInfo *player)
4225 player->LevelSolved = TRUE;
4226 player->GameOver = TRUE;
4228 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4229 level.native_em_level->lev->score : player->score);
4231 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4233 player->LevelSolved_CountingScore = player->score_final;
4238 static int time, time_final;
4239 static int score, score_final;
4240 static int game_over_delay_1 = 0;
4241 static int game_over_delay_2 = 0;
4242 int game_over_delay_value_1 = 50;
4243 int game_over_delay_value_2 = 50;
4245 if (!local_player->LevelSolved_GameWon)
4249 /* do not start end game actions before the player stops moving (to exit) */
4250 if (local_player->MovPos)
4253 local_player->LevelSolved_GameWon = TRUE;
4254 local_player->LevelSolved_SaveTape = tape.recording;
4255 local_player->LevelSolved_SaveScore = !tape.playing;
4259 LevelStats_incSolved(level_nr);
4261 SaveLevelSetup_SeriesInfo();
4264 if (tape.auto_play) /* tape might already be stopped here */
4265 tape.auto_play_level_solved = TRUE;
4269 game_over_delay_1 = game_over_delay_value_1;
4270 game_over_delay_2 = game_over_delay_value_2;
4272 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4273 score = score_final = local_player->score_final;
4278 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4280 else if (game.no_time_limit && TimePlayed < 999)
4283 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4286 local_player->score_final = score_final;
4288 if (level_editor_test_game)
4291 score = score_final;
4293 local_player->LevelSolved_CountingTime = time;
4294 local_player->LevelSolved_CountingScore = score;
4296 game_panel_controls[GAME_PANEL_TIME].value = time;
4297 game_panel_controls[GAME_PANEL_SCORE].value = score;
4299 DisplayGameControlValues();
4302 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4304 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4306 /* close exit door after last player */
4307 if ((AllPlayersGone &&
4308 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4309 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4310 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4311 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4312 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4314 int element = Feld[ExitX][ExitY];
4316 Feld[ExitX][ExitY] =
4317 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4318 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4319 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4320 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4321 EL_EM_STEEL_EXIT_CLOSING);
4323 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4326 /* player disappears */
4327 DrawLevelField(ExitX, ExitY);
4330 for (i = 0; i < MAX_PLAYERS; i++)
4332 struct PlayerInfo *player = &stored_player[i];
4334 if (player->present)
4336 RemovePlayer(player);
4338 /* player disappears */
4339 DrawLevelField(player->jx, player->jy);
4344 PlaySound(SND_GAME_WINNING);
4347 if (game_over_delay_1 > 0)
4349 game_over_delay_1--;
4354 if (time != time_final)
4356 int time_to_go = ABS(time_final - time);
4357 int time_count_dir = (time < time_final ? +1 : -1);
4358 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4360 time += time_count_steps * time_count_dir;
4361 score += time_count_steps * level.score[SC_TIME_BONUS];
4363 local_player->LevelSolved_CountingTime = time;
4364 local_player->LevelSolved_CountingScore = score;
4366 game_panel_controls[GAME_PANEL_TIME].value = time;
4367 game_panel_controls[GAME_PANEL_SCORE].value = score;
4369 DisplayGameControlValues();
4371 if (time == time_final)
4372 StopSound(SND_GAME_LEVELTIME_BONUS);
4373 else if (setup.sound_loops)
4374 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4376 PlaySound(SND_GAME_LEVELTIME_BONUS);
4381 local_player->LevelSolved_PanelOff = TRUE;
4383 if (game_over_delay_2 > 0)
4385 game_over_delay_2--;
4396 boolean raise_level = FALSE;
4398 local_player->LevelSolved_GameEnd = TRUE;
4400 if (!global.use_envelope_request)
4401 CloseDoor(DOOR_CLOSE_1);
4403 if (local_player->LevelSolved_SaveTape)
4405 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4408 CloseDoor(DOOR_CLOSE_ALL);
4410 if (level_editor_test_game)
4412 game_status = GAME_MODE_MAIN;
4419 if (!local_player->LevelSolved_SaveScore)
4421 FadeOut(REDRAW_FIELD);
4423 game_status = GAME_MODE_MAIN;
4430 if (level_nr == leveldir_current->handicap_level)
4432 leveldir_current->handicap_level++;
4434 SaveLevelSetup_SeriesInfo();
4437 if (level_nr < leveldir_current->last_level)
4438 raise_level = TRUE; /* advance to next level */
4440 if ((hi_pos = NewHiScore()) >= 0)
4442 game_status = GAME_MODE_SCORES;
4444 DrawHallOfFame(hi_pos);
4454 FadeOut(REDRAW_FIELD);
4456 game_status = GAME_MODE_MAIN;
4473 LoadScore(level_nr);
4475 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4476 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4479 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4481 if (local_player->score_final > highscore[k].Score)
4483 /* player has made it to the hall of fame */
4485 if (k < MAX_SCORE_ENTRIES - 1)
4487 int m = MAX_SCORE_ENTRIES - 1;
4490 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4491 if (strEqual(setup.player_name, highscore[l].Name))
4493 if (m == k) /* player's new highscore overwrites his old one */
4497 for (l = m; l > k; l--)
4499 strcpy(highscore[l].Name, highscore[l - 1].Name);
4500 highscore[l].Score = highscore[l - 1].Score;
4507 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4508 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4509 highscore[k].Score = local_player->score_final;
4515 else if (!strncmp(setup.player_name, highscore[k].Name,
4516 MAX_PLAYER_NAME_LEN))
4517 break; /* player already there with a higher score */
4523 SaveScore(level_nr);
4528 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4530 int element = Feld[x][y];
4531 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4532 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4533 int horiz_move = (dx != 0);
4534 int sign = (horiz_move ? dx : dy);
4535 int step = sign * element_info[element].move_stepsize;
4537 /* special values for move stepsize for spring and things on conveyor belt */
4540 if (CAN_FALL(element) &&
4541 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4542 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4543 else if (element == EL_SPRING)
4544 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4550 inline static int getElementMoveStepsize(int x, int y)
4552 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4555 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4557 if (player->GfxAction != action || player->GfxDir != dir)
4559 player->GfxAction = action;
4560 player->GfxDir = dir;
4562 player->StepFrame = 0;
4566 static void ResetGfxFrame(int x, int y, boolean redraw)
4568 int element = Feld[x][y];
4569 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4570 int last_gfx_frame = GfxFrame[x][y];
4572 if (graphic_info[graphic].anim_global_sync)
4573 GfxFrame[x][y] = FrameCounter;
4574 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4575 GfxFrame[x][y] = CustomValue[x][y];
4576 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4577 GfxFrame[x][y] = element_info[element].collect_score;
4578 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4579 GfxFrame[x][y] = ChangeDelay[x][y];
4581 if (redraw && GfxFrame[x][y] != last_gfx_frame)
4582 DrawLevelGraphicAnimation(x, y, graphic);
4585 static void ResetGfxAnimation(int x, int y)
4587 GfxAction[x][y] = ACTION_DEFAULT;
4588 GfxDir[x][y] = MovDir[x][y];
4591 ResetGfxFrame(x, y, FALSE);
4594 static void ResetRandomAnimationValue(int x, int y)
4596 GfxRandom[x][y] = INIT_GFX_RANDOM();
4599 void InitMovingField(int x, int y, int direction)
4601 int element = Feld[x][y];
4602 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4603 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4606 boolean is_moving_before, is_moving_after;
4608 /* check if element was/is moving or being moved before/after mode change */
4609 is_moving_before = (WasJustMoving[x][y] != 0);
4610 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4612 /* reset animation only for moving elements which change direction of moving
4613 or which just started or stopped moving
4614 (else CEs with property "can move" / "not moving" are reset each frame) */
4615 if (is_moving_before != is_moving_after ||
4616 direction != MovDir[x][y])
4617 ResetGfxAnimation(x, y);
4619 MovDir[x][y] = direction;
4620 GfxDir[x][y] = direction;
4622 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4623 direction == MV_DOWN && CAN_FALL(element) ?
4624 ACTION_FALLING : ACTION_MOVING);
4626 /* this is needed for CEs with property "can move" / "not moving" */
4628 if (is_moving_after)
4630 if (Feld[newx][newy] == EL_EMPTY)
4631 Feld[newx][newy] = EL_BLOCKED;
4633 MovDir[newx][newy] = MovDir[x][y];
4635 CustomValue[newx][newy] = CustomValue[x][y];
4637 GfxFrame[newx][newy] = GfxFrame[x][y];
4638 GfxRandom[newx][newy] = GfxRandom[x][y];
4639 GfxAction[newx][newy] = GfxAction[x][y];
4640 GfxDir[newx][newy] = GfxDir[x][y];
4644 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4646 int direction = MovDir[x][y];
4647 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4648 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4654 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4656 int oldx = x, oldy = y;
4657 int direction = MovDir[x][y];
4659 if (direction == MV_LEFT)
4661 else if (direction == MV_RIGHT)
4663 else if (direction == MV_UP)
4665 else if (direction == MV_DOWN)
4668 *comes_from_x = oldx;
4669 *comes_from_y = oldy;
4672 int MovingOrBlocked2Element(int x, int y)
4674 int element = Feld[x][y];
4676 if (element == EL_BLOCKED)
4680 Blocked2Moving(x, y, &oldx, &oldy);
4681 return Feld[oldx][oldy];
4687 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4689 /* like MovingOrBlocked2Element(), but if element is moving
4690 and (x,y) is the field the moving element is just leaving,
4691 return EL_BLOCKED instead of the element value */
4692 int element = Feld[x][y];
4694 if (IS_MOVING(x, y))
4696 if (element == EL_BLOCKED)
4700 Blocked2Moving(x, y, &oldx, &oldy);
4701 return Feld[oldx][oldy];
4710 static void RemoveField(int x, int y)
4712 Feld[x][y] = EL_EMPTY;
4718 CustomValue[x][y] = 0;
4721 ChangeDelay[x][y] = 0;
4722 ChangePage[x][y] = -1;
4723 Pushed[x][y] = FALSE;
4725 GfxElement[x][y] = EL_UNDEFINED;
4726 GfxAction[x][y] = ACTION_DEFAULT;
4727 GfxDir[x][y] = MV_NONE;
4730 void RemoveMovingField(int x, int y)
4732 int oldx = x, oldy = y, newx = x, newy = y;
4733 int element = Feld[x][y];
4734 int next_element = EL_UNDEFINED;
4736 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4739 if (IS_MOVING(x, y))
4741 Moving2Blocked(x, y, &newx, &newy);
4743 if (Feld[newx][newy] != EL_BLOCKED)
4745 /* element is moving, but target field is not free (blocked), but
4746 already occupied by something different (example: acid pool);
4747 in this case, only remove the moving field, but not the target */
4749 RemoveField(oldx, oldy);
4751 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4753 TEST_DrawLevelField(oldx, oldy);
4758 else if (element == EL_BLOCKED)
4760 Blocked2Moving(x, y, &oldx, &oldy);
4761 if (!IS_MOVING(oldx, oldy))
4765 if (element == EL_BLOCKED &&
4766 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4767 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4768 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4769 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4770 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4771 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4772 next_element = get_next_element(Feld[oldx][oldy]);
4774 RemoveField(oldx, oldy);
4775 RemoveField(newx, newy);
4777 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4779 if (next_element != EL_UNDEFINED)
4780 Feld[oldx][oldy] = next_element;
4782 TEST_DrawLevelField(oldx, oldy);
4783 TEST_DrawLevelField(newx, newy);
4786 void DrawDynamite(int x, int y)
4788 int sx = SCREENX(x), sy = SCREENY(y);
4789 int graphic = el2img(Feld[x][y]);
4792 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4795 if (IS_WALKABLE_INSIDE(Back[x][y]))
4799 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4800 else if (Store[x][y])
4801 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4803 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4805 if (Back[x][y] || Store[x][y])
4806 DrawGraphicThruMask(sx, sy, graphic, frame);
4808 DrawGraphic(sx, sy, graphic, frame);
4811 void CheckDynamite(int x, int y)
4813 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4817 if (MovDelay[x][y] != 0)
4820 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4826 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4831 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4833 boolean num_checked_players = 0;
4836 for (i = 0; i < MAX_PLAYERS; i++)
4838 if (stored_player[i].active)
4840 int sx = stored_player[i].jx;
4841 int sy = stored_player[i].jy;
4843 if (num_checked_players == 0)
4850 *sx1 = MIN(*sx1, sx);
4851 *sy1 = MIN(*sy1, sy);
4852 *sx2 = MAX(*sx2, sx);
4853 *sy2 = MAX(*sy2, sy);
4856 num_checked_players++;
4861 static boolean checkIfAllPlayersFitToScreen_RND()
4863 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4865 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4867 return (sx2 - sx1 < SCR_FIELDX &&
4868 sy2 - sy1 < SCR_FIELDY);
4871 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4873 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4875 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4877 *sx = (sx1 + sx2) / 2;
4878 *sy = (sy1 + sy2) / 2;
4881 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4882 boolean center_screen, boolean quick_relocation)
4884 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4885 boolean no_delay = (tape.warp_forward);
4886 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4887 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4889 if (quick_relocation)
4891 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
4893 if (!level.shifted_relocation || center_screen)
4895 /* quick relocation (without scrolling), with centering of screen */
4897 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4898 x > SBX_Right + MIDPOSX ? SBX_Right :
4901 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4902 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4907 /* quick relocation (without scrolling), but do not center screen */
4909 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4910 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4913 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4914 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4917 int offset_x = x + (scroll_x - center_scroll_x);
4918 int offset_y = y + (scroll_y - center_scroll_y);
4920 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4921 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4922 offset_x - MIDPOSX);
4924 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4925 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4926 offset_y - MIDPOSY);
4931 if (!level.shifted_relocation || center_screen)
4933 /* quick relocation (without scrolling), with centering of screen */
4935 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4936 x > SBX_Right + MIDPOSX ? SBX_Right :
4939 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4940 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4945 /* quick relocation (without scrolling), but do not center screen */
4947 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4948 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4951 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4952 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4955 int offset_x = x + (scroll_x - center_scroll_x);
4956 int offset_y = y + (scroll_y - center_scroll_y);
4958 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4959 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4960 offset_x - MIDPOSX);
4962 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4963 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4964 offset_y - MIDPOSY);
4968 RedrawPlayfield(TRUE, 0,0,0,0);
4972 int scroll_xx, scroll_yy;
4974 if (!level.shifted_relocation || center_screen)
4976 /* visible relocation (with scrolling), with centering of screen */
4978 scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
4979 x > SBX_Right + MIDPOSX ? SBX_Right :
4982 scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4983 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4988 /* visible relocation (with scrolling), but do not center screen */
4990 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4991 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4994 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4995 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4998 int offset_x = x + (scroll_x - center_scroll_x);
4999 int offset_y = y + (scroll_y - center_scroll_y);
5001 scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5002 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5003 offset_x - MIDPOSX);
5005 scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5006 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5007 offset_y - MIDPOSY);
5011 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5013 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
5016 int fx = FX, fy = FY;
5018 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
5019 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
5021 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5027 fx += dx * TILEX / 2;
5028 fy += dy * TILEY / 2;
5030 ScrollLevel(dx, dy);
5033 /* scroll in two steps of half tile size to make things smoother */
5034 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5035 Delay(wait_delay_value);
5037 /* scroll second step to align at full tile size */
5039 Delay(wait_delay_value);
5044 Delay(wait_delay_value);
5048 void RelocatePlayer(int jx, int jy, int el_player_raw)
5050 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5051 int player_nr = GET_PLAYER_NR(el_player);
5052 struct PlayerInfo *player = &stored_player[player_nr];
5053 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5054 boolean no_delay = (tape.warp_forward);
5055 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5056 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5057 int old_jx = player->jx;
5058 int old_jy = player->jy;
5059 int old_element = Feld[old_jx][old_jy];
5060 int element = Feld[jx][jy];
5061 boolean player_relocated = (old_jx != jx || old_jy != jy);
5063 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5064 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5065 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5066 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5067 int leave_side_horiz = move_dir_horiz;
5068 int leave_side_vert = move_dir_vert;
5069 int enter_side = enter_side_horiz | enter_side_vert;
5070 int leave_side = leave_side_horiz | leave_side_vert;
5072 if (player->GameOver) /* do not reanimate dead player */
5075 if (!player_relocated) /* no need to relocate the player */
5078 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5080 RemoveField(jx, jy); /* temporarily remove newly placed player */
5081 DrawLevelField(jx, jy);
5084 if (player->present)
5086 while (player->MovPos)
5088 ScrollPlayer(player, SCROLL_GO_ON);
5089 ScrollScreen(NULL, SCROLL_GO_ON);
5091 AdvanceFrameAndPlayerCounters(player->index_nr);
5096 Delay(wait_delay_value);
5099 DrawPlayer(player); /* needed here only to cleanup last field */
5100 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5102 player->is_moving = FALSE;
5105 if (IS_CUSTOM_ELEMENT(old_element))
5106 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5108 player->index_bit, leave_side);
5110 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5112 player->index_bit, leave_side);
5114 Feld[jx][jy] = el_player;
5115 InitPlayerField(jx, jy, el_player, TRUE);
5117 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5118 possible that the relocation target field did not contain a player element,
5119 but a walkable element, to which the new player was relocated -- in this
5120 case, restore that (already initialized!) element on the player field */
5121 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5123 Feld[jx][jy] = element; /* restore previously existing element */
5126 /* only visually relocate centered player */
5127 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5128 FALSE, level.instant_relocation);
5130 TestIfPlayerTouchesBadThing(jx, jy);
5131 TestIfPlayerTouchesCustomElement(jx, jy);
5133 if (IS_CUSTOM_ELEMENT(element))
5134 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5135 player->index_bit, enter_side);
5137 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5138 player->index_bit, enter_side);
5140 if (player->is_switching)
5142 /* ensure that relocation while still switching an element does not cause
5143 a new element to be treated as also switched directly after relocation
5144 (this is important for teleporter switches that teleport the player to
5145 a place where another teleporter switch is in the same direction, which
5146 would then incorrectly be treated as immediately switched before the
5147 direction key that caused the switch was released) */
5149 player->switch_x += jx - old_jx;
5150 player->switch_y += jy - old_jy;
5154 void Explode(int ex, int ey, int phase, int mode)
5160 /* !!! eliminate this variable !!! */
5161 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5163 if (game.explosions_delayed)
5165 ExplodeField[ex][ey] = mode;
5169 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5171 int center_element = Feld[ex][ey];
5172 int artwork_element, explosion_element; /* set these values later */
5174 /* remove things displayed in background while burning dynamite */
5175 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5178 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5180 /* put moving element to center field (and let it explode there) */
5181 center_element = MovingOrBlocked2Element(ex, ey);
5182 RemoveMovingField(ex, ey);
5183 Feld[ex][ey] = center_element;
5186 /* now "center_element" is finally determined -- set related values now */
5187 artwork_element = center_element; /* for custom player artwork */
5188 explosion_element = center_element; /* for custom player artwork */
5190 if (IS_PLAYER(ex, ey))
5192 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5194 artwork_element = stored_player[player_nr].artwork_element;
5196 if (level.use_explosion_element[player_nr])
5198 explosion_element = level.explosion_element[player_nr];
5199 artwork_element = explosion_element;
5203 if (mode == EX_TYPE_NORMAL ||
5204 mode == EX_TYPE_CENTER ||
5205 mode == EX_TYPE_CROSS)
5206 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5208 last_phase = element_info[explosion_element].explosion_delay + 1;
5210 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5212 int xx = x - ex + 1;
5213 int yy = y - ey + 1;
5216 if (!IN_LEV_FIELD(x, y) ||
5217 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5218 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5221 element = Feld[x][y];
5223 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5225 element = MovingOrBlocked2Element(x, y);
5227 if (!IS_EXPLOSION_PROOF(element))
5228 RemoveMovingField(x, y);
5231 /* indestructible elements can only explode in center (but not flames) */
5232 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5233 mode == EX_TYPE_BORDER)) ||
5234 element == EL_FLAMES)
5237 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5238 behaviour, for example when touching a yamyam that explodes to rocks
5239 with active deadly shield, a rock is created under the player !!! */
5240 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5242 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5243 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5244 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5246 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5249 if (IS_ACTIVE_BOMB(element))
5251 /* re-activate things under the bomb like gate or penguin */
5252 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5259 /* save walkable background elements while explosion on same tile */
5260 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5261 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5262 Back[x][y] = element;
5264 /* ignite explodable elements reached by other explosion */
5265 if (element == EL_EXPLOSION)
5266 element = Store2[x][y];
5268 if (AmoebaNr[x][y] &&
5269 (element == EL_AMOEBA_FULL ||
5270 element == EL_BD_AMOEBA ||
5271 element == EL_AMOEBA_GROWING))
5273 AmoebaCnt[AmoebaNr[x][y]]--;
5274 AmoebaCnt2[AmoebaNr[x][y]]--;
5279 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5281 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5283 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5285 if (PLAYERINFO(ex, ey)->use_murphy)
5286 Store[x][y] = EL_EMPTY;
5289 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5290 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5291 else if (ELEM_IS_PLAYER(center_element))
5292 Store[x][y] = EL_EMPTY;
5293 else if (center_element == EL_YAMYAM)
5294 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5295 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5296 Store[x][y] = element_info[center_element].content.e[xx][yy];
5298 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5299 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5300 otherwise) -- FIX THIS !!! */
5301 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5302 Store[x][y] = element_info[element].content.e[1][1];
5304 else if (!CAN_EXPLODE(element))
5305 Store[x][y] = element_info[element].content.e[1][1];
5308 Store[x][y] = EL_EMPTY;
5310 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5311 center_element == EL_AMOEBA_TO_DIAMOND)
5312 Store2[x][y] = element;
5314 Feld[x][y] = EL_EXPLOSION;
5315 GfxElement[x][y] = artwork_element;
5317 ExplodePhase[x][y] = 1;
5318 ExplodeDelay[x][y] = last_phase;
5323 if (center_element == EL_YAMYAM)
5324 game.yamyam_content_nr =
5325 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5337 GfxFrame[x][y] = 0; /* restart explosion animation */
5339 last_phase = ExplodeDelay[x][y];
5341 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5343 /* this can happen if the player leaves an explosion just in time */
5344 if (GfxElement[x][y] == EL_UNDEFINED)
5345 GfxElement[x][y] = EL_EMPTY;
5347 border_element = Store2[x][y];
5348 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5349 border_element = StorePlayer[x][y];
5351 if (phase == element_info[border_element].ignition_delay ||
5352 phase == last_phase)
5354 boolean border_explosion = FALSE;
5356 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5357 !PLAYER_EXPLOSION_PROTECTED(x, y))
5359 KillPlayerUnlessExplosionProtected(x, y);
5360 border_explosion = TRUE;
5362 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5364 Feld[x][y] = Store2[x][y];
5367 border_explosion = TRUE;
5369 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5371 AmoebeUmwandeln(x, y);
5373 border_explosion = TRUE;
5376 /* if an element just explodes due to another explosion (chain-reaction),
5377 do not immediately end the new explosion when it was the last frame of
5378 the explosion (as it would be done in the following "if"-statement!) */
5379 if (border_explosion && phase == last_phase)
5383 if (phase == last_phase)
5387 element = Feld[x][y] = Store[x][y];
5388 Store[x][y] = Store2[x][y] = 0;
5389 GfxElement[x][y] = EL_UNDEFINED;
5391 /* player can escape from explosions and might therefore be still alive */
5392 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5393 element <= EL_PLAYER_IS_EXPLODING_4)
5395 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5396 int explosion_element = EL_PLAYER_1 + player_nr;
5397 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5398 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5400 if (level.use_explosion_element[player_nr])
5401 explosion_element = level.explosion_element[player_nr];
5403 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5404 element_info[explosion_element].content.e[xx][yy]);
5407 /* restore probably existing indestructible background element */
5408 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5409 element = Feld[x][y] = Back[x][y];
5412 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5413 GfxDir[x][y] = MV_NONE;
5414 ChangeDelay[x][y] = 0;
5415 ChangePage[x][y] = -1;
5417 CustomValue[x][y] = 0;
5419 InitField_WithBug2(x, y, FALSE);
5421 TEST_DrawLevelField(x, y);
5423 TestIfElementTouchesCustomElement(x, y);
5425 if (GFX_CRUMBLED(element))
5426 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5428 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5429 StorePlayer[x][y] = 0;
5431 if (ELEM_IS_PLAYER(element))
5432 RelocatePlayer(x, y, element);
5434 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5436 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5437 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5440 TEST_DrawLevelFieldCrumbled(x, y);
5442 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5444 DrawLevelElement(x, y, Back[x][y]);
5445 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5447 else if (IS_WALKABLE_UNDER(Back[x][y]))
5449 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5450 DrawLevelElementThruMask(x, y, Back[x][y]);
5452 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5453 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5457 void DynaExplode(int ex, int ey)
5460 int dynabomb_element = Feld[ex][ey];
5461 int dynabomb_size = 1;
5462 boolean dynabomb_xl = FALSE;
5463 struct PlayerInfo *player;
5464 static int xy[4][2] =
5472 if (IS_ACTIVE_BOMB(dynabomb_element))
5474 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5475 dynabomb_size = player->dynabomb_size;
5476 dynabomb_xl = player->dynabomb_xl;
5477 player->dynabombs_left++;
5480 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5482 for (i = 0; i < NUM_DIRECTIONS; i++)
5484 for (j = 1; j <= dynabomb_size; j++)
5486 int x = ex + j * xy[i][0];
5487 int y = ey + j * xy[i][1];
5490 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5493 element = Feld[x][y];
5495 /* do not restart explosions of fields with active bombs */
5496 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5499 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5501 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5502 !IS_DIGGABLE(element) && !dynabomb_xl)
5508 void Bang(int x, int y)
5510 int element = MovingOrBlocked2Element(x, y);
5511 int explosion_type = EX_TYPE_NORMAL;
5513 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5515 struct PlayerInfo *player = PLAYERINFO(x, y);
5517 element = Feld[x][y] = player->initial_element;
5519 if (level.use_explosion_element[player->index_nr])
5521 int explosion_element = level.explosion_element[player->index_nr];
5523 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5524 explosion_type = EX_TYPE_CROSS;
5525 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5526 explosion_type = EX_TYPE_CENTER;
5534 case EL_BD_BUTTERFLY:
5537 case EL_DARK_YAMYAM:
5541 RaiseScoreElement(element);
5544 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5545 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5546 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5547 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5548 case EL_DYNABOMB_INCREASE_NUMBER:
5549 case EL_DYNABOMB_INCREASE_SIZE:
5550 case EL_DYNABOMB_INCREASE_POWER:
5551 explosion_type = EX_TYPE_DYNA;
5554 case EL_DC_LANDMINE:
5555 explosion_type = EX_TYPE_CENTER;
5560 case EL_LAMP_ACTIVE:
5561 case EL_AMOEBA_TO_DIAMOND:
5562 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5563 explosion_type = EX_TYPE_CENTER;
5567 if (element_info[element].explosion_type == EXPLODES_CROSS)
5568 explosion_type = EX_TYPE_CROSS;
5569 else if (element_info[element].explosion_type == EXPLODES_1X1)
5570 explosion_type = EX_TYPE_CENTER;
5574 if (explosion_type == EX_TYPE_DYNA)
5577 Explode(x, y, EX_PHASE_START, explosion_type);
5579 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5582 void SplashAcid(int x, int y)
5584 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5585 (!IN_LEV_FIELD(x - 1, y - 2) ||
5586 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5587 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5589 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5590 (!IN_LEV_FIELD(x + 1, y - 2) ||
5591 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5592 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5594 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5597 static void InitBeltMovement()
5599 static int belt_base_element[4] =
5601 EL_CONVEYOR_BELT_1_LEFT,
5602 EL_CONVEYOR_BELT_2_LEFT,
5603 EL_CONVEYOR_BELT_3_LEFT,
5604 EL_CONVEYOR_BELT_4_LEFT
5606 static int belt_base_active_element[4] =
5608 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5609 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5610 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5611 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5616 /* set frame order for belt animation graphic according to belt direction */
5617 for (i = 0; i < NUM_BELTS; i++)
5621 for (j = 0; j < NUM_BELT_PARTS; j++)
5623 int element = belt_base_active_element[belt_nr] + j;
5624 int graphic_1 = el2img(element);
5625 int graphic_2 = el2panelimg(element);
5627 if (game.belt_dir[i] == MV_LEFT)
5629 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5630 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5634 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5635 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5640 SCAN_PLAYFIELD(x, y)
5642 int element = Feld[x][y];
5644 for (i = 0; i < NUM_BELTS; i++)
5646 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5648 int e_belt_nr = getBeltNrFromBeltElement(element);
5651 if (e_belt_nr == belt_nr)
5653 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5655 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5662 static void ToggleBeltSwitch(int x, int y)
5664 static int belt_base_element[4] =
5666 EL_CONVEYOR_BELT_1_LEFT,
5667 EL_CONVEYOR_BELT_2_LEFT,
5668 EL_CONVEYOR_BELT_3_LEFT,
5669 EL_CONVEYOR_BELT_4_LEFT
5671 static int belt_base_active_element[4] =
5673 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5674 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5675 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5676 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5678 static int belt_base_switch_element[4] =
5680 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5681 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5682 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5683 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5685 static int belt_move_dir[4] =
5693 int element = Feld[x][y];
5694 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5695 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5696 int belt_dir = belt_move_dir[belt_dir_nr];
5699 if (!IS_BELT_SWITCH(element))
5702 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5703 game.belt_dir[belt_nr] = belt_dir;
5705 if (belt_dir_nr == 3)
5708 /* set frame order for belt animation graphic according to belt direction */
5709 for (i = 0; i < NUM_BELT_PARTS; i++)
5711 int element = belt_base_active_element[belt_nr] + i;
5712 int graphic_1 = el2img(element);
5713 int graphic_2 = el2panelimg(element);
5715 if (belt_dir == MV_LEFT)
5717 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5718 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5722 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5723 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5727 SCAN_PLAYFIELD(xx, yy)
5729 int element = Feld[xx][yy];
5731 if (IS_BELT_SWITCH(element))
5733 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5735 if (e_belt_nr == belt_nr)
5737 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5738 TEST_DrawLevelField(xx, yy);
5741 else if (IS_BELT(element) && belt_dir != MV_NONE)
5743 int e_belt_nr = getBeltNrFromBeltElement(element);
5745 if (e_belt_nr == belt_nr)
5747 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5749 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5750 TEST_DrawLevelField(xx, yy);
5753 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5755 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5757 if (e_belt_nr == belt_nr)
5759 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5761 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5762 TEST_DrawLevelField(xx, yy);
5768 static void ToggleSwitchgateSwitch(int x, int y)
5772 game.switchgate_pos = !game.switchgate_pos;
5774 SCAN_PLAYFIELD(xx, yy)
5776 int element = Feld[xx][yy];
5778 if (element == EL_SWITCHGATE_SWITCH_UP)
5780 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5781 TEST_DrawLevelField(xx, yy);
5783 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5785 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5786 TEST_DrawLevelField(xx, yy);
5788 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5790 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5791 TEST_DrawLevelField(xx, yy);
5793 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5795 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5796 TEST_DrawLevelField(xx, yy);
5798 else if (element == EL_SWITCHGATE_OPEN ||
5799 element == EL_SWITCHGATE_OPENING)
5801 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5803 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5805 else if (element == EL_SWITCHGATE_CLOSED ||
5806 element == EL_SWITCHGATE_CLOSING)
5808 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5810 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5815 static int getInvisibleActiveFromInvisibleElement(int element)
5817 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5818 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5819 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5823 static int getInvisibleFromInvisibleActiveElement(int element)
5825 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5826 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5827 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5831 static void RedrawAllLightSwitchesAndInvisibleElements()
5835 SCAN_PLAYFIELD(x, y)
5837 int element = Feld[x][y];
5839 if (element == EL_LIGHT_SWITCH &&
5840 game.light_time_left > 0)
5842 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5843 TEST_DrawLevelField(x, y);
5845 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5846 game.light_time_left == 0)
5848 Feld[x][y] = EL_LIGHT_SWITCH;
5849 TEST_DrawLevelField(x, y);
5851 else if (element == EL_EMC_DRIPPER &&
5852 game.light_time_left > 0)
5854 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5855 TEST_DrawLevelField(x, y);
5857 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5858 game.light_time_left == 0)
5860 Feld[x][y] = EL_EMC_DRIPPER;
5861 TEST_DrawLevelField(x, y);
5863 else if (element == EL_INVISIBLE_STEELWALL ||
5864 element == EL_INVISIBLE_WALL ||
5865 element == EL_INVISIBLE_SAND)
5867 if (game.light_time_left > 0)
5868 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5870 TEST_DrawLevelField(x, y);
5872 /* uncrumble neighbour fields, if needed */
5873 if (element == EL_INVISIBLE_SAND)
5874 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5876 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5877 element == EL_INVISIBLE_WALL_ACTIVE ||
5878 element == EL_INVISIBLE_SAND_ACTIVE)
5880 if (game.light_time_left == 0)
5881 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5883 TEST_DrawLevelField(x, y);
5885 /* re-crumble neighbour fields, if needed */
5886 if (element == EL_INVISIBLE_SAND)
5887 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5892 static void RedrawAllInvisibleElementsForLenses()
5896 SCAN_PLAYFIELD(x, y)
5898 int element = Feld[x][y];
5900 if (element == EL_EMC_DRIPPER &&
5901 game.lenses_time_left > 0)
5903 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5904 TEST_DrawLevelField(x, y);
5906 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5907 game.lenses_time_left == 0)
5909 Feld[x][y] = EL_EMC_DRIPPER;
5910 TEST_DrawLevelField(x, y);
5912 else if (element == EL_INVISIBLE_STEELWALL ||
5913 element == EL_INVISIBLE_WALL ||
5914 element == EL_INVISIBLE_SAND)
5916 if (game.lenses_time_left > 0)
5917 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5919 TEST_DrawLevelField(x, y);
5921 /* uncrumble neighbour fields, if needed */
5922 if (element == EL_INVISIBLE_SAND)
5923 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5925 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5926 element == EL_INVISIBLE_WALL_ACTIVE ||
5927 element == EL_INVISIBLE_SAND_ACTIVE)
5929 if (game.lenses_time_left == 0)
5930 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5932 TEST_DrawLevelField(x, y);
5934 /* re-crumble neighbour fields, if needed */
5935 if (element == EL_INVISIBLE_SAND)
5936 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5941 static void RedrawAllInvisibleElementsForMagnifier()
5945 SCAN_PLAYFIELD(x, y)
5947 int element = Feld[x][y];
5949 if (element == EL_EMC_FAKE_GRASS &&
5950 game.magnify_time_left > 0)
5952 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5953 TEST_DrawLevelField(x, y);
5955 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5956 game.magnify_time_left == 0)
5958 Feld[x][y] = EL_EMC_FAKE_GRASS;
5959 TEST_DrawLevelField(x, y);
5961 else if (IS_GATE_GRAY(element) &&
5962 game.magnify_time_left > 0)
5964 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5965 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5966 IS_EM_GATE_GRAY(element) ?
5967 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5968 IS_EMC_GATE_GRAY(element) ?
5969 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5970 IS_DC_GATE_GRAY(element) ?
5971 EL_DC_GATE_WHITE_GRAY_ACTIVE :
5973 TEST_DrawLevelField(x, y);
5975 else if (IS_GATE_GRAY_ACTIVE(element) &&
5976 game.magnify_time_left == 0)
5978 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5979 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5980 IS_EM_GATE_GRAY_ACTIVE(element) ?
5981 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5982 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5983 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5984 IS_DC_GATE_GRAY_ACTIVE(element) ?
5985 EL_DC_GATE_WHITE_GRAY :
5987 TEST_DrawLevelField(x, y);
5992 static void ToggleLightSwitch(int x, int y)
5994 int element = Feld[x][y];
5996 game.light_time_left =
5997 (element == EL_LIGHT_SWITCH ?
5998 level.time_light * FRAMES_PER_SECOND : 0);
6000 RedrawAllLightSwitchesAndInvisibleElements();
6003 static void ActivateTimegateSwitch(int x, int y)
6007 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6009 SCAN_PLAYFIELD(xx, yy)
6011 int element = Feld[xx][yy];
6013 if (element == EL_TIMEGATE_CLOSED ||
6014 element == EL_TIMEGATE_CLOSING)
6016 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6017 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6021 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6023 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6024 TEST_DrawLevelField(xx, yy);
6030 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6031 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6034 void Impact(int x, int y)
6036 boolean last_line = (y == lev_fieldy - 1);
6037 boolean object_hit = FALSE;
6038 boolean impact = (last_line || object_hit);
6039 int element = Feld[x][y];
6040 int smashed = EL_STEELWALL;
6042 if (!last_line) /* check if element below was hit */
6044 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6047 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6048 MovDir[x][y + 1] != MV_DOWN ||
6049 MovPos[x][y + 1] <= TILEY / 2));
6051 /* do not smash moving elements that left the smashed field in time */
6052 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6053 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6056 #if USE_QUICKSAND_IMPACT_BUGFIX
6057 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6059 RemoveMovingField(x, y + 1);
6060 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6061 Feld[x][y + 2] = EL_ROCK;
6062 TEST_DrawLevelField(x, y + 2);
6067 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6069 RemoveMovingField(x, y + 1);
6070 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6071 Feld[x][y + 2] = EL_ROCK;
6072 TEST_DrawLevelField(x, y + 2);
6079 smashed = MovingOrBlocked2Element(x, y + 1);
6081 impact = (last_line || object_hit);
6084 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6086 SplashAcid(x, y + 1);
6090 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6091 /* only reset graphic animation if graphic really changes after impact */
6093 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6095 ResetGfxAnimation(x, y);
6096 TEST_DrawLevelField(x, y);
6099 if (impact && CAN_EXPLODE_IMPACT(element))
6104 else if (impact && element == EL_PEARL &&
6105 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6107 ResetGfxAnimation(x, y);
6109 Feld[x][y] = EL_PEARL_BREAKING;
6110 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6113 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6115 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6120 if (impact && element == EL_AMOEBA_DROP)
6122 if (object_hit && IS_PLAYER(x, y + 1))
6123 KillPlayerUnlessEnemyProtected(x, y + 1);
6124 else if (object_hit && smashed == EL_PENGUIN)
6128 Feld[x][y] = EL_AMOEBA_GROWING;
6129 Store[x][y] = EL_AMOEBA_WET;
6131 ResetRandomAnimationValue(x, y);
6136 if (object_hit) /* check which object was hit */
6138 if ((CAN_PASS_MAGIC_WALL(element) &&
6139 (smashed == EL_MAGIC_WALL ||
6140 smashed == EL_BD_MAGIC_WALL)) ||
6141 (CAN_PASS_DC_MAGIC_WALL(element) &&
6142 smashed == EL_DC_MAGIC_WALL))
6145 int activated_magic_wall =
6146 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6147 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6148 EL_DC_MAGIC_WALL_ACTIVE);
6150 /* activate magic wall / mill */
6151 SCAN_PLAYFIELD(xx, yy)
6153 if (Feld[xx][yy] == smashed)
6154 Feld[xx][yy] = activated_magic_wall;
6157 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6158 game.magic_wall_active = TRUE;
6160 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6161 SND_MAGIC_WALL_ACTIVATING :
6162 smashed == EL_BD_MAGIC_WALL ?
6163 SND_BD_MAGIC_WALL_ACTIVATING :
6164 SND_DC_MAGIC_WALL_ACTIVATING));
6167 if (IS_PLAYER(x, y + 1))
6169 if (CAN_SMASH_PLAYER(element))
6171 KillPlayerUnlessEnemyProtected(x, y + 1);
6175 else if (smashed == EL_PENGUIN)
6177 if (CAN_SMASH_PLAYER(element))
6183 else if (element == EL_BD_DIAMOND)
6185 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6191 else if (((element == EL_SP_INFOTRON ||
6192 element == EL_SP_ZONK) &&
6193 (smashed == EL_SP_SNIKSNAK ||
6194 smashed == EL_SP_ELECTRON ||
6195 smashed == EL_SP_DISK_ORANGE)) ||
6196 (element == EL_SP_INFOTRON &&
6197 smashed == EL_SP_DISK_YELLOW))
6202 else if (CAN_SMASH_EVERYTHING(element))
6204 if (IS_CLASSIC_ENEMY(smashed) ||
6205 CAN_EXPLODE_SMASHED(smashed))
6210 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6212 if (smashed == EL_LAMP ||
6213 smashed == EL_LAMP_ACTIVE)
6218 else if (smashed == EL_NUT)
6220 Feld[x][y + 1] = EL_NUT_BREAKING;
6221 PlayLevelSound(x, y, SND_NUT_BREAKING);
6222 RaiseScoreElement(EL_NUT);
6225 else if (smashed == EL_PEARL)
6227 ResetGfxAnimation(x, y);
6229 Feld[x][y + 1] = EL_PEARL_BREAKING;
6230 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6233 else if (smashed == EL_DIAMOND)
6235 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6236 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6239 else if (IS_BELT_SWITCH(smashed))
6241 ToggleBeltSwitch(x, y + 1);
6243 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6244 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6245 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6246 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6248 ToggleSwitchgateSwitch(x, y + 1);
6250 else if (smashed == EL_LIGHT_SWITCH ||
6251 smashed == EL_LIGHT_SWITCH_ACTIVE)
6253 ToggleLightSwitch(x, y + 1);
6257 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6259 CheckElementChangeBySide(x, y + 1, smashed, element,
6260 CE_SWITCHED, CH_SIDE_TOP);
6261 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6267 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6272 /* play sound of magic wall / mill */
6274 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6275 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6276 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6278 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6279 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6280 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6281 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6282 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6283 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6288 /* play sound of object that hits the ground */
6289 if (last_line || object_hit)
6290 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6293 inline static void TurnRoundExt(int x, int y)
6305 { 0, 0 }, { 0, 0 }, { 0, 0 },
6310 int left, right, back;
6314 { MV_DOWN, MV_UP, MV_RIGHT },
6315 { MV_UP, MV_DOWN, MV_LEFT },
6317 { MV_LEFT, MV_RIGHT, MV_DOWN },
6321 { MV_RIGHT, MV_LEFT, MV_UP }
6324 int element = Feld[x][y];
6325 int move_pattern = element_info[element].move_pattern;
6327 int old_move_dir = MovDir[x][y];
6328 int left_dir = turn[old_move_dir].left;
6329 int right_dir = turn[old_move_dir].right;
6330 int back_dir = turn[old_move_dir].back;
6332 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6333 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6334 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6335 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6337 int left_x = x + left_dx, left_y = y + left_dy;
6338 int right_x = x + right_dx, right_y = y + right_dy;
6339 int move_x = x + move_dx, move_y = y + move_dy;
6343 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6345 TestIfBadThingTouchesOtherBadThing(x, y);
6347 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6348 MovDir[x][y] = right_dir;
6349 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6350 MovDir[x][y] = left_dir;
6352 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6354 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6357 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6359 TestIfBadThingTouchesOtherBadThing(x, y);
6361 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6362 MovDir[x][y] = left_dir;
6363 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6364 MovDir[x][y] = right_dir;
6366 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6368 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6371 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6373 TestIfBadThingTouchesOtherBadThing(x, y);
6375 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6376 MovDir[x][y] = left_dir;
6377 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6378 MovDir[x][y] = right_dir;
6380 if (MovDir[x][y] != old_move_dir)
6383 else if (element == EL_YAMYAM)
6385 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6386 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6388 if (can_turn_left && can_turn_right)
6389 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6390 else if (can_turn_left)
6391 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6392 else if (can_turn_right)
6393 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6395 MovDir[x][y] = back_dir;
6397 MovDelay[x][y] = 16 + 16 * RND(3);
6399 else if (element == EL_DARK_YAMYAM)
6401 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6403 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6406 if (can_turn_left && can_turn_right)
6407 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6408 else if (can_turn_left)
6409 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6410 else if (can_turn_right)
6411 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6413 MovDir[x][y] = back_dir;
6415 MovDelay[x][y] = 16 + 16 * RND(3);
6417 else if (element == EL_PACMAN)
6419 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6420 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6422 if (can_turn_left && can_turn_right)
6423 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6424 else if (can_turn_left)
6425 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6426 else if (can_turn_right)
6427 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6429 MovDir[x][y] = back_dir;
6431 MovDelay[x][y] = 6 + RND(40);
6433 else if (element == EL_PIG)
6435 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6436 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6437 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6438 boolean should_turn_left, should_turn_right, should_move_on;
6440 int rnd = RND(rnd_value);
6442 should_turn_left = (can_turn_left &&
6444 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6445 y + back_dy + left_dy)));
6446 should_turn_right = (can_turn_right &&
6448 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6449 y + back_dy + right_dy)));
6450 should_move_on = (can_move_on &&
6453 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6454 y + move_dy + left_dy) ||
6455 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6456 y + move_dy + right_dy)));
6458 if (should_turn_left || should_turn_right || should_move_on)
6460 if (should_turn_left && should_turn_right && should_move_on)
6461 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6462 rnd < 2 * rnd_value / 3 ? right_dir :
6464 else if (should_turn_left && should_turn_right)
6465 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6466 else if (should_turn_left && should_move_on)
6467 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6468 else if (should_turn_right && should_move_on)
6469 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6470 else if (should_turn_left)
6471 MovDir[x][y] = left_dir;
6472 else if (should_turn_right)
6473 MovDir[x][y] = right_dir;
6474 else if (should_move_on)
6475 MovDir[x][y] = old_move_dir;
6477 else if (can_move_on && rnd > rnd_value / 8)
6478 MovDir[x][y] = old_move_dir;
6479 else if (can_turn_left && can_turn_right)
6480 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6481 else if (can_turn_left && rnd > rnd_value / 8)
6482 MovDir[x][y] = left_dir;
6483 else if (can_turn_right && rnd > rnd_value/8)
6484 MovDir[x][y] = right_dir;
6486 MovDir[x][y] = back_dir;
6488 xx = x + move_xy[MovDir[x][y]].dx;
6489 yy = y + move_xy[MovDir[x][y]].dy;
6491 if (!IN_LEV_FIELD(xx, yy) ||
6492 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6493 MovDir[x][y] = old_move_dir;
6497 else if (element == EL_DRAGON)
6499 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6500 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6501 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6503 int rnd = RND(rnd_value);
6505 if (can_move_on && rnd > rnd_value / 8)
6506 MovDir[x][y] = old_move_dir;
6507 else if (can_turn_left && can_turn_right)
6508 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6509 else if (can_turn_left && rnd > rnd_value / 8)
6510 MovDir[x][y] = left_dir;
6511 else if (can_turn_right && rnd > rnd_value / 8)
6512 MovDir[x][y] = right_dir;
6514 MovDir[x][y] = back_dir;
6516 xx = x + move_xy[MovDir[x][y]].dx;
6517 yy = y + move_xy[MovDir[x][y]].dy;
6519 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6520 MovDir[x][y] = old_move_dir;
6524 else if (element == EL_MOLE)
6526 boolean can_move_on =
6527 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6528 IS_AMOEBOID(Feld[move_x][move_y]) ||
6529 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6532 boolean can_turn_left =
6533 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6534 IS_AMOEBOID(Feld[left_x][left_y])));
6536 boolean can_turn_right =
6537 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6538 IS_AMOEBOID(Feld[right_x][right_y])));
6540 if (can_turn_left && can_turn_right)
6541 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6542 else if (can_turn_left)
6543 MovDir[x][y] = left_dir;
6545 MovDir[x][y] = right_dir;
6548 if (MovDir[x][y] != old_move_dir)
6551 else if (element == EL_BALLOON)
6553 MovDir[x][y] = game.wind_direction;
6556 else if (element == EL_SPRING)
6558 if (MovDir[x][y] & MV_HORIZONTAL)
6560 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6561 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6563 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6564 ResetGfxAnimation(move_x, move_y);
6565 TEST_DrawLevelField(move_x, move_y);
6567 MovDir[x][y] = back_dir;
6569 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6570 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6571 MovDir[x][y] = MV_NONE;
6576 else if (element == EL_ROBOT ||
6577 element == EL_SATELLITE ||
6578 element == EL_PENGUIN ||
6579 element == EL_EMC_ANDROID)
6581 int attr_x = -1, attr_y = -1;
6592 for (i = 0; i < MAX_PLAYERS; i++)
6594 struct PlayerInfo *player = &stored_player[i];
6595 int jx = player->jx, jy = player->jy;
6597 if (!player->active)
6601 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6609 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6610 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6611 game.engine_version < VERSION_IDENT(3,1,0,0)))
6617 if (element == EL_PENGUIN)
6620 static int xy[4][2] =
6628 for (i = 0; i < NUM_DIRECTIONS; i++)
6630 int ex = x + xy[i][0];
6631 int ey = y + xy[i][1];
6633 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6634 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6635 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6636 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6645 MovDir[x][y] = MV_NONE;
6647 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6648 else if (attr_x > x)
6649 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6651 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6652 else if (attr_y > y)
6653 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6655 if (element == EL_ROBOT)
6659 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6660 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6661 Moving2Blocked(x, y, &newx, &newy);
6663 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6664 MovDelay[x][y] = 8 + 8 * !RND(3);
6666 MovDelay[x][y] = 16;
6668 else if (element == EL_PENGUIN)
6674 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6676 boolean first_horiz = RND(2);
6677 int new_move_dir = MovDir[x][y];
6680 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6681 Moving2Blocked(x, y, &newx, &newy);
6683 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6687 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6688 Moving2Blocked(x, y, &newx, &newy);
6690 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6693 MovDir[x][y] = old_move_dir;
6697 else if (element == EL_SATELLITE)
6703 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6705 boolean first_horiz = RND(2);
6706 int new_move_dir = MovDir[x][y];
6709 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6710 Moving2Blocked(x, y, &newx, &newy);
6712 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6716 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6717 Moving2Blocked(x, y, &newx, &newy);
6719 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6722 MovDir[x][y] = old_move_dir;
6726 else if (element == EL_EMC_ANDROID)
6728 static int check_pos[16] =
6730 -1, /* 0 => (invalid) */
6731 7, /* 1 => MV_LEFT */
6732 3, /* 2 => MV_RIGHT */
6733 -1, /* 3 => (invalid) */
6735 0, /* 5 => MV_LEFT | MV_UP */
6736 2, /* 6 => MV_RIGHT | MV_UP */
6737 -1, /* 7 => (invalid) */
6738 5, /* 8 => MV_DOWN */
6739 6, /* 9 => MV_LEFT | MV_DOWN */
6740 4, /* 10 => MV_RIGHT | MV_DOWN */
6741 -1, /* 11 => (invalid) */
6742 -1, /* 12 => (invalid) */
6743 -1, /* 13 => (invalid) */
6744 -1, /* 14 => (invalid) */
6745 -1, /* 15 => (invalid) */
6753 { -1, -1, MV_LEFT | MV_UP },
6755 { +1, -1, MV_RIGHT | MV_UP },
6756 { +1, 0, MV_RIGHT },
6757 { +1, +1, MV_RIGHT | MV_DOWN },
6759 { -1, +1, MV_LEFT | MV_DOWN },
6762 int start_pos, check_order;
6763 boolean can_clone = FALSE;
6766 /* check if there is any free field around current position */
6767 for (i = 0; i < 8; i++)
6769 int newx = x + check_xy[i].dx;
6770 int newy = y + check_xy[i].dy;
6772 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6780 if (can_clone) /* randomly find an element to clone */
6784 start_pos = check_pos[RND(8)];
6785 check_order = (RND(2) ? -1 : +1);
6787 for (i = 0; i < 8; i++)
6789 int pos_raw = start_pos + i * check_order;
6790 int pos = (pos_raw + 8) % 8;
6791 int newx = x + check_xy[pos].dx;
6792 int newy = y + check_xy[pos].dy;
6794 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6796 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6797 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6799 Store[x][y] = Feld[newx][newy];
6808 if (can_clone) /* randomly find a direction to move */
6812 start_pos = check_pos[RND(8)];
6813 check_order = (RND(2) ? -1 : +1);
6815 for (i = 0; i < 8; i++)
6817 int pos_raw = start_pos + i * check_order;
6818 int pos = (pos_raw + 8) % 8;
6819 int newx = x + check_xy[pos].dx;
6820 int newy = y + check_xy[pos].dy;
6821 int new_move_dir = check_xy[pos].dir;
6823 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6825 MovDir[x][y] = new_move_dir;
6826 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6835 if (can_clone) /* cloning and moving successful */
6838 /* cannot clone -- try to move towards player */
6840 start_pos = check_pos[MovDir[x][y] & 0x0f];
6841 check_order = (RND(2) ? -1 : +1);
6843 for (i = 0; i < 3; i++)
6845 /* first check start_pos, then previous/next or (next/previous) pos */
6846 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6847 int pos = (pos_raw + 8) % 8;
6848 int newx = x + check_xy[pos].dx;
6849 int newy = y + check_xy[pos].dy;
6850 int new_move_dir = check_xy[pos].dir;
6852 if (IS_PLAYER(newx, newy))
6855 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6857 MovDir[x][y] = new_move_dir;
6858 MovDelay[x][y] = level.android_move_time * 8 + 1;
6865 else if (move_pattern == MV_TURNING_LEFT ||
6866 move_pattern == MV_TURNING_RIGHT ||
6867 move_pattern == MV_TURNING_LEFT_RIGHT ||
6868 move_pattern == MV_TURNING_RIGHT_LEFT ||
6869 move_pattern == MV_TURNING_RANDOM ||
6870 move_pattern == MV_ALL_DIRECTIONS)
6872 boolean can_turn_left =
6873 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6874 boolean can_turn_right =
6875 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6877 if (element_info[element].move_stepsize == 0) /* "not moving" */
6880 if (move_pattern == MV_TURNING_LEFT)
6881 MovDir[x][y] = left_dir;
6882 else if (move_pattern == MV_TURNING_RIGHT)
6883 MovDir[x][y] = right_dir;
6884 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6885 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6886 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6887 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6888 else if (move_pattern == MV_TURNING_RANDOM)
6889 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6890 can_turn_right && !can_turn_left ? right_dir :
6891 RND(2) ? left_dir : right_dir);
6892 else if (can_turn_left && can_turn_right)
6893 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6894 else if (can_turn_left)
6895 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6896 else if (can_turn_right)
6897 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6899 MovDir[x][y] = back_dir;
6901 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6903 else if (move_pattern == MV_HORIZONTAL ||
6904 move_pattern == MV_VERTICAL)
6906 if (move_pattern & old_move_dir)
6907 MovDir[x][y] = back_dir;
6908 else if (move_pattern == MV_HORIZONTAL)
6909 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6910 else if (move_pattern == MV_VERTICAL)
6911 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6913 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6915 else if (move_pattern & MV_ANY_DIRECTION)
6917 MovDir[x][y] = move_pattern;
6918 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6920 else if (move_pattern & MV_WIND_DIRECTION)
6922 MovDir[x][y] = game.wind_direction;
6923 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6925 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6927 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6928 MovDir[x][y] = left_dir;
6929 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6930 MovDir[x][y] = right_dir;
6932 if (MovDir[x][y] != old_move_dir)
6933 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6935 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6937 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6938 MovDir[x][y] = right_dir;
6939 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6940 MovDir[x][y] = left_dir;
6942 if (MovDir[x][y] != old_move_dir)
6943 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6945 else if (move_pattern == MV_TOWARDS_PLAYER ||
6946 move_pattern == MV_AWAY_FROM_PLAYER)
6948 int attr_x = -1, attr_y = -1;
6950 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6961 for (i = 0; i < MAX_PLAYERS; i++)
6963 struct PlayerInfo *player = &stored_player[i];
6964 int jx = player->jx, jy = player->jy;
6966 if (!player->active)
6970 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6978 MovDir[x][y] = MV_NONE;
6980 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6981 else if (attr_x > x)
6982 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6984 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6985 else if (attr_y > y)
6986 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
6988 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6990 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6992 boolean first_horiz = RND(2);
6993 int new_move_dir = MovDir[x][y];
6995 if (element_info[element].move_stepsize == 0) /* "not moving" */
6997 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
6998 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7004 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7005 Moving2Blocked(x, y, &newx, &newy);
7007 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7011 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7012 Moving2Blocked(x, y, &newx, &newy);
7014 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7017 MovDir[x][y] = old_move_dir;
7020 else if (move_pattern == MV_WHEN_PUSHED ||
7021 move_pattern == MV_WHEN_DROPPED)
7023 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7024 MovDir[x][y] = MV_NONE;
7028 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7030 static int test_xy[7][2] =
7040 static int test_dir[7] =
7050 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7051 int move_preference = -1000000; /* start with very low preference */
7052 int new_move_dir = MV_NONE;
7053 int start_test = RND(4);
7056 for (i = 0; i < NUM_DIRECTIONS; i++)
7058 int move_dir = test_dir[start_test + i];
7059 int move_dir_preference;
7061 xx = x + test_xy[start_test + i][0];
7062 yy = y + test_xy[start_test + i][1];
7064 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7065 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7067 new_move_dir = move_dir;
7072 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7075 move_dir_preference = -1 * RunnerVisit[xx][yy];
7076 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7077 move_dir_preference = PlayerVisit[xx][yy];
7079 if (move_dir_preference > move_preference)
7081 /* prefer field that has not been visited for the longest time */
7082 move_preference = move_dir_preference;
7083 new_move_dir = move_dir;
7085 else if (move_dir_preference == move_preference &&
7086 move_dir == old_move_dir)
7088 /* prefer last direction when all directions are preferred equally */
7089 move_preference = move_dir_preference;
7090 new_move_dir = move_dir;
7094 MovDir[x][y] = new_move_dir;
7095 if (old_move_dir != new_move_dir)
7096 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7100 static void TurnRound(int x, int y)
7102 int direction = MovDir[x][y];
7106 GfxDir[x][y] = MovDir[x][y];
7108 if (direction != MovDir[x][y])
7112 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7114 ResetGfxFrame(x, y, FALSE);
7117 static boolean JustBeingPushed(int x, int y)
7121 for (i = 0; i < MAX_PLAYERS; i++)
7123 struct PlayerInfo *player = &stored_player[i];
7125 if (player->active && player->is_pushing && player->MovPos)
7127 int next_jx = player->jx + (player->jx - player->last_jx);
7128 int next_jy = player->jy + (player->jy - player->last_jy);
7130 if (x == next_jx && y == next_jy)
7138 void StartMoving(int x, int y)
7140 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7141 int element = Feld[x][y];
7146 if (MovDelay[x][y] == 0)
7147 GfxAction[x][y] = ACTION_DEFAULT;
7149 if (CAN_FALL(element) && y < lev_fieldy - 1)
7151 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7152 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7153 if (JustBeingPushed(x, y))
7156 if (element == EL_QUICKSAND_FULL)
7158 if (IS_FREE(x, y + 1))
7160 InitMovingField(x, y, MV_DOWN);
7161 started_moving = TRUE;
7163 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7164 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7165 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7166 Store[x][y] = EL_ROCK;
7168 Store[x][y] = EL_ROCK;
7171 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7173 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7175 if (!MovDelay[x][y])
7177 MovDelay[x][y] = TILEY + 1;
7179 ResetGfxAnimation(x, y);
7180 ResetGfxAnimation(x, y + 1);
7185 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7186 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7193 Feld[x][y] = EL_QUICKSAND_EMPTY;
7194 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7195 Store[x][y + 1] = Store[x][y];
7198 PlayLevelSoundAction(x, y, ACTION_FILLING);
7200 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7202 if (!MovDelay[x][y])
7204 MovDelay[x][y] = TILEY + 1;
7206 ResetGfxAnimation(x, y);
7207 ResetGfxAnimation(x, y + 1);
7212 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7213 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7220 Feld[x][y] = EL_QUICKSAND_EMPTY;
7221 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7222 Store[x][y + 1] = Store[x][y];
7225 PlayLevelSoundAction(x, y, ACTION_FILLING);
7228 else if (element == EL_QUICKSAND_FAST_FULL)
7230 if (IS_FREE(x, y + 1))
7232 InitMovingField(x, y, MV_DOWN);
7233 started_moving = TRUE;
7235 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7236 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7237 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7238 Store[x][y] = EL_ROCK;
7240 Store[x][y] = EL_ROCK;
7243 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7245 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7247 if (!MovDelay[x][y])
7249 MovDelay[x][y] = TILEY + 1;
7251 ResetGfxAnimation(x, y);
7252 ResetGfxAnimation(x, y + 1);
7257 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7258 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7265 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7266 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7267 Store[x][y + 1] = Store[x][y];
7270 PlayLevelSoundAction(x, y, ACTION_FILLING);
7272 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7274 if (!MovDelay[x][y])
7276 MovDelay[x][y] = TILEY + 1;
7278 ResetGfxAnimation(x, y);
7279 ResetGfxAnimation(x, y + 1);
7284 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7285 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7292 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7293 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7294 Store[x][y + 1] = Store[x][y];
7297 PlayLevelSoundAction(x, y, ACTION_FILLING);
7300 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7301 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7303 InitMovingField(x, y, MV_DOWN);
7304 started_moving = TRUE;
7306 Feld[x][y] = EL_QUICKSAND_FILLING;
7307 Store[x][y] = element;
7309 PlayLevelSoundAction(x, y, ACTION_FILLING);
7311 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7312 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7314 InitMovingField(x, y, MV_DOWN);
7315 started_moving = TRUE;
7317 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7318 Store[x][y] = element;
7320 PlayLevelSoundAction(x, y, ACTION_FILLING);
7322 else if (element == EL_MAGIC_WALL_FULL)
7324 if (IS_FREE(x, y + 1))
7326 InitMovingField(x, y, MV_DOWN);
7327 started_moving = TRUE;
7329 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7330 Store[x][y] = EL_CHANGED(Store[x][y]);
7332 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7334 if (!MovDelay[x][y])
7335 MovDelay[x][y] = TILEY / 4 + 1;
7344 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7345 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7346 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7350 else if (element == EL_BD_MAGIC_WALL_FULL)
7352 if (IS_FREE(x, y + 1))
7354 InitMovingField(x, y, MV_DOWN);
7355 started_moving = TRUE;
7357 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7358 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7360 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7362 if (!MovDelay[x][y])
7363 MovDelay[x][y] = TILEY / 4 + 1;
7372 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7373 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7374 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7378 else if (element == EL_DC_MAGIC_WALL_FULL)
7380 if (IS_FREE(x, y + 1))
7382 InitMovingField(x, y, MV_DOWN);
7383 started_moving = TRUE;
7385 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7386 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7388 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7390 if (!MovDelay[x][y])
7391 MovDelay[x][y] = TILEY / 4 + 1;
7400 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7401 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7402 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7406 else if ((CAN_PASS_MAGIC_WALL(element) &&
7407 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7408 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7409 (CAN_PASS_DC_MAGIC_WALL(element) &&
7410 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7413 InitMovingField(x, y, MV_DOWN);
7414 started_moving = TRUE;
7417 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7418 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7419 EL_DC_MAGIC_WALL_FILLING);
7420 Store[x][y] = element;
7422 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7424 SplashAcid(x, y + 1);
7426 InitMovingField(x, y, MV_DOWN);
7427 started_moving = TRUE;
7429 Store[x][y] = EL_ACID;
7432 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7433 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7434 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7435 CAN_FALL(element) && WasJustFalling[x][y] &&
7436 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7438 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7439 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7440 (Feld[x][y + 1] == EL_BLOCKED)))
7442 /* this is needed for a special case not covered by calling "Impact()"
7443 from "ContinueMoving()": if an element moves to a tile directly below
7444 another element which was just falling on that tile (which was empty
7445 in the previous frame), the falling element above would just stop
7446 instead of smashing the element below (in previous version, the above
7447 element was just checked for "moving" instead of "falling", resulting
7448 in incorrect smashes caused by horizontal movement of the above
7449 element; also, the case of the player being the element to smash was
7450 simply not covered here... :-/ ) */
7452 CheckCollision[x][y] = 0;
7453 CheckImpact[x][y] = 0;
7457 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7459 if (MovDir[x][y] == MV_NONE)
7461 InitMovingField(x, y, MV_DOWN);
7462 started_moving = TRUE;
7465 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7467 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7468 MovDir[x][y] = MV_DOWN;
7470 InitMovingField(x, y, MV_DOWN);
7471 started_moving = TRUE;
7473 else if (element == EL_AMOEBA_DROP)
7475 Feld[x][y] = EL_AMOEBA_GROWING;
7476 Store[x][y] = EL_AMOEBA_WET;
7478 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7479 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7480 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7481 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7483 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7484 (IS_FREE(x - 1, y + 1) ||
7485 Feld[x - 1][y + 1] == EL_ACID));
7486 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7487 (IS_FREE(x + 1, y + 1) ||
7488 Feld[x + 1][y + 1] == EL_ACID));
7489 boolean can_fall_any = (can_fall_left || can_fall_right);
7490 boolean can_fall_both = (can_fall_left && can_fall_right);
7491 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7493 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7495 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7496 can_fall_right = FALSE;
7497 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7498 can_fall_left = FALSE;
7499 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7500 can_fall_right = FALSE;
7501 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7502 can_fall_left = FALSE;
7504 can_fall_any = (can_fall_left || can_fall_right);
7505 can_fall_both = FALSE;
7510 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7511 can_fall_right = FALSE; /* slip down on left side */
7513 can_fall_left = !(can_fall_right = RND(2));
7515 can_fall_both = FALSE;
7520 /* if not determined otherwise, prefer left side for slipping down */
7521 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7522 started_moving = TRUE;
7525 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7527 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7528 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7529 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7530 int belt_dir = game.belt_dir[belt_nr];
7532 if ((belt_dir == MV_LEFT && left_is_free) ||
7533 (belt_dir == MV_RIGHT && right_is_free))
7535 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7537 InitMovingField(x, y, belt_dir);
7538 started_moving = TRUE;
7540 Pushed[x][y] = TRUE;
7541 Pushed[nextx][y] = TRUE;
7543 GfxAction[x][y] = ACTION_DEFAULT;
7547 MovDir[x][y] = 0; /* if element was moving, stop it */
7552 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7553 if (CAN_MOVE(element) && !started_moving)
7555 int move_pattern = element_info[element].move_pattern;
7558 Moving2Blocked(x, y, &newx, &newy);
7560 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7563 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7564 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7566 WasJustMoving[x][y] = 0;
7567 CheckCollision[x][y] = 0;
7569 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7571 if (Feld[x][y] != element) /* element has changed */
7575 if (!MovDelay[x][y]) /* start new movement phase */
7577 /* all objects that can change their move direction after each step
7578 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7580 if (element != EL_YAMYAM &&
7581 element != EL_DARK_YAMYAM &&
7582 element != EL_PACMAN &&
7583 !(move_pattern & MV_ANY_DIRECTION) &&
7584 move_pattern != MV_TURNING_LEFT &&
7585 move_pattern != MV_TURNING_RIGHT &&
7586 move_pattern != MV_TURNING_LEFT_RIGHT &&
7587 move_pattern != MV_TURNING_RIGHT_LEFT &&
7588 move_pattern != MV_TURNING_RANDOM)
7592 if (MovDelay[x][y] && (element == EL_BUG ||
7593 element == EL_SPACESHIP ||
7594 element == EL_SP_SNIKSNAK ||
7595 element == EL_SP_ELECTRON ||
7596 element == EL_MOLE))
7597 TEST_DrawLevelField(x, y);
7601 if (MovDelay[x][y]) /* wait some time before next movement */
7605 if (element == EL_ROBOT ||
7606 element == EL_YAMYAM ||
7607 element == EL_DARK_YAMYAM)
7609 DrawLevelElementAnimationIfNeeded(x, y, element);
7610 PlayLevelSoundAction(x, y, ACTION_WAITING);
7612 else if (element == EL_SP_ELECTRON)
7613 DrawLevelElementAnimationIfNeeded(x, y, element);
7614 else if (element == EL_DRAGON)
7617 int dir = MovDir[x][y];
7618 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7619 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7620 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7621 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7622 dir == MV_UP ? IMG_FLAMES_1_UP :
7623 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7624 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7626 GfxAction[x][y] = ACTION_ATTACKING;
7628 if (IS_PLAYER(x, y))
7629 DrawPlayerField(x, y);
7631 TEST_DrawLevelField(x, y);
7633 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7635 for (i = 1; i <= 3; i++)
7637 int xx = x + i * dx;
7638 int yy = y + i * dy;
7639 int sx = SCREENX(xx);
7640 int sy = SCREENY(yy);
7641 int flame_graphic = graphic + (i - 1);
7643 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7648 int flamed = MovingOrBlocked2Element(xx, yy);
7650 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7653 RemoveMovingField(xx, yy);
7655 ChangeDelay[xx][yy] = 0;
7657 Feld[xx][yy] = EL_FLAMES;
7659 if (IN_SCR_FIELD(sx, sy))
7661 TEST_DrawLevelFieldCrumbled(xx, yy);
7662 DrawGraphic(sx, sy, flame_graphic, frame);
7667 if (Feld[xx][yy] == EL_FLAMES)
7668 Feld[xx][yy] = EL_EMPTY;
7669 TEST_DrawLevelField(xx, yy);
7674 if (MovDelay[x][y]) /* element still has to wait some time */
7676 PlayLevelSoundAction(x, y, ACTION_WAITING);
7682 /* now make next step */
7684 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7686 if (DONT_COLLIDE_WITH(element) &&
7687 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7688 !PLAYER_ENEMY_PROTECTED(newx, newy))
7690 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7695 else if (CAN_MOVE_INTO_ACID(element) &&
7696 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7697 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7698 (MovDir[x][y] == MV_DOWN ||
7699 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7701 SplashAcid(newx, newy);
7702 Store[x][y] = EL_ACID;
7704 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7706 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7707 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7708 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7709 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7712 TEST_DrawLevelField(x, y);
7714 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7715 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7716 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7718 local_player->friends_still_needed--;
7719 if (!local_player->friends_still_needed &&
7720 !local_player->GameOver && AllPlayersGone)
7721 PlayerWins(local_player);
7725 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7727 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7728 TEST_DrawLevelField(newx, newy);
7730 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7732 else if (!IS_FREE(newx, newy))
7734 GfxAction[x][y] = ACTION_WAITING;
7736 if (IS_PLAYER(x, y))
7737 DrawPlayerField(x, y);
7739 TEST_DrawLevelField(x, y);
7744 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7746 if (IS_FOOD_PIG(Feld[newx][newy]))
7748 if (IS_MOVING(newx, newy))
7749 RemoveMovingField(newx, newy);
7752 Feld[newx][newy] = EL_EMPTY;
7753 TEST_DrawLevelField(newx, newy);
7756 PlayLevelSound(x, y, SND_PIG_DIGGING);
7758 else if (!IS_FREE(newx, newy))
7760 if (IS_PLAYER(x, y))
7761 DrawPlayerField(x, y);
7763 TEST_DrawLevelField(x, y);
7768 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7770 if (Store[x][y] != EL_EMPTY)
7772 boolean can_clone = FALSE;
7775 /* check if element to clone is still there */
7776 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7778 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7786 /* cannot clone or target field not free anymore -- do not clone */
7787 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7788 Store[x][y] = EL_EMPTY;
7791 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7793 if (IS_MV_DIAGONAL(MovDir[x][y]))
7795 int diagonal_move_dir = MovDir[x][y];
7796 int stored = Store[x][y];
7797 int change_delay = 8;
7800 /* android is moving diagonally */
7802 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7804 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7805 GfxElement[x][y] = EL_EMC_ANDROID;
7806 GfxAction[x][y] = ACTION_SHRINKING;
7807 GfxDir[x][y] = diagonal_move_dir;
7808 ChangeDelay[x][y] = change_delay;
7810 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7813 DrawLevelGraphicAnimation(x, y, graphic);
7814 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7816 if (Feld[newx][newy] == EL_ACID)
7818 SplashAcid(newx, newy);
7823 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7825 Store[newx][newy] = EL_EMC_ANDROID;
7826 GfxElement[newx][newy] = EL_EMC_ANDROID;
7827 GfxAction[newx][newy] = ACTION_GROWING;
7828 GfxDir[newx][newy] = diagonal_move_dir;
7829 ChangeDelay[newx][newy] = change_delay;
7831 graphic = el_act_dir2img(GfxElement[newx][newy],
7832 GfxAction[newx][newy], GfxDir[newx][newy]);
7834 DrawLevelGraphicAnimation(newx, newy, graphic);
7835 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7841 Feld[newx][newy] = EL_EMPTY;
7842 TEST_DrawLevelField(newx, newy);
7844 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7847 else if (!IS_FREE(newx, newy))
7852 else if (IS_CUSTOM_ELEMENT(element) &&
7853 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7855 if (!DigFieldByCE(newx, newy, element))
7858 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7860 RunnerVisit[x][y] = FrameCounter;
7861 PlayerVisit[x][y] /= 8; /* expire player visit path */
7864 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7866 if (!IS_FREE(newx, newy))
7868 if (IS_PLAYER(x, y))
7869 DrawPlayerField(x, y);
7871 TEST_DrawLevelField(x, y);
7877 boolean wanna_flame = !RND(10);
7878 int dx = newx - x, dy = newy - y;
7879 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7880 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7881 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7882 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7883 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7884 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7887 IS_CLASSIC_ENEMY(element1) ||
7888 IS_CLASSIC_ENEMY(element2)) &&
7889 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7890 element1 != EL_FLAMES && element2 != EL_FLAMES)
7892 ResetGfxAnimation(x, y);
7893 GfxAction[x][y] = ACTION_ATTACKING;
7895 if (IS_PLAYER(x, y))
7896 DrawPlayerField(x, y);
7898 TEST_DrawLevelField(x, y);
7900 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7902 MovDelay[x][y] = 50;
7904 Feld[newx][newy] = EL_FLAMES;
7905 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7906 Feld[newx1][newy1] = EL_FLAMES;
7907 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7908 Feld[newx2][newy2] = EL_FLAMES;
7914 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7915 Feld[newx][newy] == EL_DIAMOND)
7917 if (IS_MOVING(newx, newy))
7918 RemoveMovingField(newx, newy);
7921 Feld[newx][newy] = EL_EMPTY;
7922 TEST_DrawLevelField(newx, newy);
7925 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7927 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7928 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7930 if (AmoebaNr[newx][newy])
7932 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7933 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7934 Feld[newx][newy] == EL_BD_AMOEBA)
7935 AmoebaCnt[AmoebaNr[newx][newy]]--;
7938 if (IS_MOVING(newx, newy))
7940 RemoveMovingField(newx, newy);
7944 Feld[newx][newy] = EL_EMPTY;
7945 TEST_DrawLevelField(newx, newy);
7948 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7950 else if ((element == EL_PACMAN || element == EL_MOLE)
7951 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7953 if (AmoebaNr[newx][newy])
7955 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7956 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7957 Feld[newx][newy] == EL_BD_AMOEBA)
7958 AmoebaCnt[AmoebaNr[newx][newy]]--;
7961 if (element == EL_MOLE)
7963 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7964 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7966 ResetGfxAnimation(x, y);
7967 GfxAction[x][y] = ACTION_DIGGING;
7968 TEST_DrawLevelField(x, y);
7970 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7972 return; /* wait for shrinking amoeba */
7974 else /* element == EL_PACMAN */
7976 Feld[newx][newy] = EL_EMPTY;
7977 TEST_DrawLevelField(newx, newy);
7978 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7981 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7982 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7983 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7985 /* wait for shrinking amoeba to completely disappear */
7988 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
7990 /* object was running against a wall */
7994 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
7995 DrawLevelElementAnimation(x, y, element);
7997 if (DONT_TOUCH(element))
7998 TestIfBadThingTouchesPlayer(x, y);
8003 InitMovingField(x, y, MovDir[x][y]);
8005 PlayLevelSoundAction(x, y, ACTION_MOVING);
8009 ContinueMoving(x, y);
8012 void ContinueMoving(int x, int y)
8014 int element = Feld[x][y];
8015 struct ElementInfo *ei = &element_info[element];
8016 int direction = MovDir[x][y];
8017 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8018 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8019 int newx = x + dx, newy = y + dy;
8020 int stored = Store[x][y];
8021 int stored_new = Store[newx][newy];
8022 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8023 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8024 boolean last_line = (newy == lev_fieldy - 1);
8026 MovPos[x][y] += getElementMoveStepsize(x, y);
8028 if (pushed_by_player) /* special case: moving object pushed by player */
8029 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8031 if (ABS(MovPos[x][y]) < TILEX)
8033 TEST_DrawLevelField(x, y);
8035 return; /* element is still moving */
8038 /* element reached destination field */
8040 Feld[x][y] = EL_EMPTY;
8041 Feld[newx][newy] = element;
8042 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8044 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8046 element = Feld[newx][newy] = EL_ACID;
8048 else if (element == EL_MOLE)
8050 Feld[x][y] = EL_SAND;
8052 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8054 else if (element == EL_QUICKSAND_FILLING)
8056 element = Feld[newx][newy] = get_next_element(element);
8057 Store[newx][newy] = Store[x][y];
8059 else if (element == EL_QUICKSAND_EMPTYING)
8061 Feld[x][y] = get_next_element(element);
8062 element = Feld[newx][newy] = Store[x][y];
8064 else if (element == EL_QUICKSAND_FAST_FILLING)
8066 element = Feld[newx][newy] = get_next_element(element);
8067 Store[newx][newy] = Store[x][y];
8069 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8071 Feld[x][y] = get_next_element(element);
8072 element = Feld[newx][newy] = Store[x][y];
8074 else if (element == EL_MAGIC_WALL_FILLING)
8076 element = Feld[newx][newy] = get_next_element(element);
8077 if (!game.magic_wall_active)
8078 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8079 Store[newx][newy] = Store[x][y];
8081 else if (element == EL_MAGIC_WALL_EMPTYING)
8083 Feld[x][y] = get_next_element(element);
8084 if (!game.magic_wall_active)
8085 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8086 element = Feld[newx][newy] = Store[x][y];
8088 InitField(newx, newy, FALSE);
8090 else if (element == EL_BD_MAGIC_WALL_FILLING)
8092 element = Feld[newx][newy] = get_next_element(element);
8093 if (!game.magic_wall_active)
8094 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8095 Store[newx][newy] = Store[x][y];
8097 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8099 Feld[x][y] = get_next_element(element);
8100 if (!game.magic_wall_active)
8101 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8102 element = Feld[newx][newy] = Store[x][y];
8104 InitField(newx, newy, FALSE);
8106 else if (element == EL_DC_MAGIC_WALL_FILLING)
8108 element = Feld[newx][newy] = get_next_element(element);
8109 if (!game.magic_wall_active)
8110 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8111 Store[newx][newy] = Store[x][y];
8113 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8115 Feld[x][y] = get_next_element(element);
8116 if (!game.magic_wall_active)
8117 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8118 element = Feld[newx][newy] = Store[x][y];
8120 InitField(newx, newy, FALSE);
8122 else if (element == EL_AMOEBA_DROPPING)
8124 Feld[x][y] = get_next_element(element);
8125 element = Feld[newx][newy] = Store[x][y];
8127 else if (element == EL_SOKOBAN_OBJECT)
8130 Feld[x][y] = Back[x][y];
8132 if (Back[newx][newy])
8133 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8135 Back[x][y] = Back[newx][newy] = 0;
8138 Store[x][y] = EL_EMPTY;
8143 MovDelay[newx][newy] = 0;
8145 if (CAN_CHANGE_OR_HAS_ACTION(element))
8147 /* copy element change control values to new field */
8148 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8149 ChangePage[newx][newy] = ChangePage[x][y];
8150 ChangeCount[newx][newy] = ChangeCount[x][y];
8151 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8154 CustomValue[newx][newy] = CustomValue[x][y];
8156 ChangeDelay[x][y] = 0;
8157 ChangePage[x][y] = -1;
8158 ChangeCount[x][y] = 0;
8159 ChangeEvent[x][y] = -1;
8161 CustomValue[x][y] = 0;
8163 /* copy animation control values to new field */
8164 GfxFrame[newx][newy] = GfxFrame[x][y];
8165 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8166 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8167 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8169 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8171 /* some elements can leave other elements behind after moving */
8172 if (ei->move_leave_element != EL_EMPTY &&
8173 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8174 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8176 int move_leave_element = ei->move_leave_element;
8178 /* this makes it possible to leave the removed element again */
8179 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8180 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8182 Feld[x][y] = move_leave_element;
8184 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8185 MovDir[x][y] = direction;
8187 InitField(x, y, FALSE);
8189 if (GFX_CRUMBLED(Feld[x][y]))
8190 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8192 if (ELEM_IS_PLAYER(move_leave_element))
8193 RelocatePlayer(x, y, move_leave_element);
8196 /* do this after checking for left-behind element */
8197 ResetGfxAnimation(x, y); /* reset animation values for old field */
8199 if (!CAN_MOVE(element) ||
8200 (CAN_FALL(element) && direction == MV_DOWN &&
8201 (element == EL_SPRING ||
8202 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8203 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8204 GfxDir[x][y] = MovDir[newx][newy] = 0;
8206 TEST_DrawLevelField(x, y);
8207 TEST_DrawLevelField(newx, newy);
8209 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8211 /* prevent pushed element from moving on in pushed direction */
8212 if (pushed_by_player && CAN_MOVE(element) &&
8213 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8214 !(element_info[element].move_pattern & direction))
8215 TurnRound(newx, newy);
8217 /* prevent elements on conveyor belt from moving on in last direction */
8218 if (pushed_by_conveyor && CAN_FALL(element) &&
8219 direction & MV_HORIZONTAL)
8220 MovDir[newx][newy] = 0;
8222 if (!pushed_by_player)
8224 int nextx = newx + dx, nexty = newy + dy;
8225 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8227 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8229 if (CAN_FALL(element) && direction == MV_DOWN)
8230 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8232 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8233 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8235 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8236 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8239 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8241 TestIfBadThingTouchesPlayer(newx, newy);
8242 TestIfBadThingTouchesFriend(newx, newy);
8244 if (!IS_CUSTOM_ELEMENT(element))
8245 TestIfBadThingTouchesOtherBadThing(newx, newy);
8247 else if (element == EL_PENGUIN)
8248 TestIfFriendTouchesBadThing(newx, newy);
8250 if (DONT_GET_HIT_BY(element))
8252 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8255 /* give the player one last chance (one more frame) to move away */
8256 if (CAN_FALL(element) && direction == MV_DOWN &&
8257 (last_line || (!IS_FREE(x, newy + 1) &&
8258 (!IS_PLAYER(x, newy + 1) ||
8259 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8262 if (pushed_by_player && !game.use_change_when_pushing_bug)
8264 int push_side = MV_DIR_OPPOSITE(direction);
8265 struct PlayerInfo *player = PLAYERINFO(x, y);
8267 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8268 player->index_bit, push_side);
8269 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8270 player->index_bit, push_side);
8273 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8274 MovDelay[newx][newy] = 1;
8276 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8278 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8279 TestIfElementHitsCustomElement(newx, newy, direction);
8280 TestIfPlayerTouchesCustomElement(newx, newy);
8281 TestIfElementTouchesCustomElement(newx, newy);
8283 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8284 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8285 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8286 MV_DIR_OPPOSITE(direction));
8289 int AmoebeNachbarNr(int ax, int ay)
8292 int element = Feld[ax][ay];
8294 static int xy[4][2] =
8302 for (i = 0; i < NUM_DIRECTIONS; i++)
8304 int x = ax + xy[i][0];
8305 int y = ay + xy[i][1];
8307 if (!IN_LEV_FIELD(x, y))
8310 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8311 group_nr = AmoebaNr[x][y];
8317 void AmoebenVereinigen(int ax, int ay)
8319 int i, x, y, xx, yy;
8320 int new_group_nr = AmoebaNr[ax][ay];
8321 static int xy[4][2] =
8329 if (new_group_nr == 0)
8332 for (i = 0; i < NUM_DIRECTIONS; i++)
8337 if (!IN_LEV_FIELD(x, y))
8340 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8341 Feld[x][y] == EL_BD_AMOEBA ||
8342 Feld[x][y] == EL_AMOEBA_DEAD) &&
8343 AmoebaNr[x][y] != new_group_nr)
8345 int old_group_nr = AmoebaNr[x][y];
8347 if (old_group_nr == 0)
8350 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8351 AmoebaCnt[old_group_nr] = 0;
8352 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8353 AmoebaCnt2[old_group_nr] = 0;
8355 SCAN_PLAYFIELD(xx, yy)
8357 if (AmoebaNr[xx][yy] == old_group_nr)
8358 AmoebaNr[xx][yy] = new_group_nr;
8364 void AmoebeUmwandeln(int ax, int ay)
8368 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8370 int group_nr = AmoebaNr[ax][ay];
8375 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8376 printf("AmoebeUmwandeln(): This should never happen!\n");
8381 SCAN_PLAYFIELD(x, y)
8383 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8386 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8390 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8391 SND_AMOEBA_TURNING_TO_GEM :
8392 SND_AMOEBA_TURNING_TO_ROCK));
8397 static int xy[4][2] =
8405 for (i = 0; i < NUM_DIRECTIONS; i++)
8410 if (!IN_LEV_FIELD(x, y))
8413 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8415 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8416 SND_AMOEBA_TURNING_TO_GEM :
8417 SND_AMOEBA_TURNING_TO_ROCK));
8424 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8427 int group_nr = AmoebaNr[ax][ay];
8428 boolean done = FALSE;
8433 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8434 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8439 SCAN_PLAYFIELD(x, y)
8441 if (AmoebaNr[x][y] == group_nr &&
8442 (Feld[x][y] == EL_AMOEBA_DEAD ||
8443 Feld[x][y] == EL_BD_AMOEBA ||
8444 Feld[x][y] == EL_AMOEBA_GROWING))
8447 Feld[x][y] = new_element;
8448 InitField(x, y, FALSE);
8449 TEST_DrawLevelField(x, y);
8455 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8456 SND_BD_AMOEBA_TURNING_TO_ROCK :
8457 SND_BD_AMOEBA_TURNING_TO_GEM));
8460 void AmoebeWaechst(int x, int y)
8462 static unsigned int sound_delay = 0;
8463 static unsigned int sound_delay_value = 0;
8465 if (!MovDelay[x][y]) /* start new growing cycle */
8469 if (DelayReached(&sound_delay, sound_delay_value))
8471 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8472 sound_delay_value = 30;
8476 if (MovDelay[x][y]) /* wait some time before growing bigger */
8479 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8481 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8482 6 - MovDelay[x][y]);
8484 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8487 if (!MovDelay[x][y])
8489 Feld[x][y] = Store[x][y];
8491 TEST_DrawLevelField(x, y);
8496 void AmoebaDisappearing(int x, int y)
8498 static unsigned int sound_delay = 0;
8499 static unsigned int sound_delay_value = 0;
8501 if (!MovDelay[x][y]) /* start new shrinking cycle */
8505 if (DelayReached(&sound_delay, sound_delay_value))
8506 sound_delay_value = 30;
8509 if (MovDelay[x][y]) /* wait some time before shrinking */
8512 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8514 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8515 6 - MovDelay[x][y]);
8517 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8520 if (!MovDelay[x][y])
8522 Feld[x][y] = EL_EMPTY;
8523 TEST_DrawLevelField(x, y);
8525 /* don't let mole enter this field in this cycle;
8526 (give priority to objects falling to this field from above) */
8532 void AmoebeAbleger(int ax, int ay)
8535 int element = Feld[ax][ay];
8536 int graphic = el2img(element);
8537 int newax = ax, neway = ay;
8538 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8539 static int xy[4][2] =
8547 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8549 Feld[ax][ay] = EL_AMOEBA_DEAD;
8550 TEST_DrawLevelField(ax, ay);
8554 if (IS_ANIMATED(graphic))
8555 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8557 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8558 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8560 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8563 if (MovDelay[ax][ay])
8567 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8570 int x = ax + xy[start][0];
8571 int y = ay + xy[start][1];
8573 if (!IN_LEV_FIELD(x, y))
8576 if (IS_FREE(x, y) ||
8577 CAN_GROW_INTO(Feld[x][y]) ||
8578 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8579 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8585 if (newax == ax && neway == ay)
8588 else /* normal or "filled" (BD style) amoeba */
8591 boolean waiting_for_player = FALSE;
8593 for (i = 0; i < NUM_DIRECTIONS; i++)
8595 int j = (start + i) % 4;
8596 int x = ax + xy[j][0];
8597 int y = ay + xy[j][1];
8599 if (!IN_LEV_FIELD(x, y))
8602 if (IS_FREE(x, y) ||
8603 CAN_GROW_INTO(Feld[x][y]) ||
8604 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8605 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8611 else if (IS_PLAYER(x, y))
8612 waiting_for_player = TRUE;
8615 if (newax == ax && neway == ay) /* amoeba cannot grow */
8617 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8619 Feld[ax][ay] = EL_AMOEBA_DEAD;
8620 TEST_DrawLevelField(ax, ay);
8621 AmoebaCnt[AmoebaNr[ax][ay]]--;
8623 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8625 if (element == EL_AMOEBA_FULL)
8626 AmoebeUmwandeln(ax, ay);
8627 else if (element == EL_BD_AMOEBA)
8628 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8633 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8635 /* amoeba gets larger by growing in some direction */
8637 int new_group_nr = AmoebaNr[ax][ay];
8640 if (new_group_nr == 0)
8642 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8643 printf("AmoebeAbleger(): This should never happen!\n");
8648 AmoebaNr[newax][neway] = new_group_nr;
8649 AmoebaCnt[new_group_nr]++;
8650 AmoebaCnt2[new_group_nr]++;
8652 /* if amoeba touches other amoeba(s) after growing, unify them */
8653 AmoebenVereinigen(newax, neway);
8655 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8657 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8663 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8664 (neway == lev_fieldy - 1 && newax != ax))
8666 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8667 Store[newax][neway] = element;
8669 else if (neway == ay || element == EL_EMC_DRIPPER)
8671 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8673 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8677 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8678 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8679 Store[ax][ay] = EL_AMOEBA_DROP;
8680 ContinueMoving(ax, ay);
8684 TEST_DrawLevelField(newax, neway);
8687 void Life(int ax, int ay)
8691 int element = Feld[ax][ay];
8692 int graphic = el2img(element);
8693 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8695 boolean changed = FALSE;
8697 if (IS_ANIMATED(graphic))
8698 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8703 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8704 MovDelay[ax][ay] = life_time;
8706 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8709 if (MovDelay[ax][ay])
8713 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8715 int xx = ax+x1, yy = ay+y1;
8718 if (!IN_LEV_FIELD(xx, yy))
8721 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8723 int x = xx+x2, y = yy+y2;
8725 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8728 if (((Feld[x][y] == element ||
8729 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8731 (IS_FREE(x, y) && Stop[x][y]))
8735 if (xx == ax && yy == ay) /* field in the middle */
8737 if (nachbarn < life_parameter[0] ||
8738 nachbarn > life_parameter[1])
8740 Feld[xx][yy] = EL_EMPTY;
8742 TEST_DrawLevelField(xx, yy);
8743 Stop[xx][yy] = TRUE;
8747 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8748 { /* free border field */
8749 if (nachbarn >= life_parameter[2] &&
8750 nachbarn <= life_parameter[3])
8752 Feld[xx][yy] = element;
8753 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8755 TEST_DrawLevelField(xx, yy);
8756 Stop[xx][yy] = TRUE;
8763 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8764 SND_GAME_OF_LIFE_GROWING);
8767 static void InitRobotWheel(int x, int y)
8769 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8772 static void RunRobotWheel(int x, int y)
8774 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8777 static void StopRobotWheel(int x, int y)
8779 if (ZX == x && ZY == y)
8783 game.robot_wheel_active = FALSE;
8787 static void InitTimegateWheel(int x, int y)
8789 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8792 static void RunTimegateWheel(int x, int y)
8794 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8797 static void InitMagicBallDelay(int x, int y)
8799 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8802 static void ActivateMagicBall(int bx, int by)
8806 if (level.ball_random)
8808 int pos_border = RND(8); /* select one of the eight border elements */
8809 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8810 int xx = pos_content % 3;
8811 int yy = pos_content / 3;
8816 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8817 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8821 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8823 int xx = x - bx + 1;
8824 int yy = y - by + 1;
8826 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8827 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8831 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8834 void CheckExit(int x, int y)
8836 if (local_player->gems_still_needed > 0 ||
8837 local_player->sokobanfields_still_needed > 0 ||
8838 local_player->lights_still_needed > 0)
8840 int element = Feld[x][y];
8841 int graphic = el2img(element);
8843 if (IS_ANIMATED(graphic))
8844 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8849 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8852 Feld[x][y] = EL_EXIT_OPENING;
8854 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8857 void CheckExitEM(int x, int y)
8859 if (local_player->gems_still_needed > 0 ||
8860 local_player->sokobanfields_still_needed > 0 ||
8861 local_player->lights_still_needed > 0)
8863 int element = Feld[x][y];
8864 int graphic = el2img(element);
8866 if (IS_ANIMATED(graphic))
8867 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8872 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8875 Feld[x][y] = EL_EM_EXIT_OPENING;
8877 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8880 void CheckExitSteel(int x, int y)
8882 if (local_player->gems_still_needed > 0 ||
8883 local_player->sokobanfields_still_needed > 0 ||
8884 local_player->lights_still_needed > 0)
8886 int element = Feld[x][y];
8887 int graphic = el2img(element);
8889 if (IS_ANIMATED(graphic))
8890 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8895 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8898 Feld[x][y] = EL_STEEL_EXIT_OPENING;
8900 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8903 void CheckExitSteelEM(int x, int y)
8905 if (local_player->gems_still_needed > 0 ||
8906 local_player->sokobanfields_still_needed > 0 ||
8907 local_player->lights_still_needed > 0)
8909 int element = Feld[x][y];
8910 int graphic = el2img(element);
8912 if (IS_ANIMATED(graphic))
8913 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8918 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8921 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8923 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8926 void CheckExitSP(int x, int y)
8928 if (local_player->gems_still_needed > 0)
8930 int element = Feld[x][y];
8931 int graphic = el2img(element);
8933 if (IS_ANIMATED(graphic))
8934 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8939 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8942 Feld[x][y] = EL_SP_EXIT_OPENING;
8944 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8947 static void CloseAllOpenTimegates()
8951 SCAN_PLAYFIELD(x, y)
8953 int element = Feld[x][y];
8955 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8957 Feld[x][y] = EL_TIMEGATE_CLOSING;
8959 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8964 void DrawTwinkleOnField(int x, int y)
8966 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8969 if (Feld[x][y] == EL_BD_DIAMOND)
8972 if (MovDelay[x][y] == 0) /* next animation frame */
8973 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8975 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8979 DrawLevelElementAnimation(x, y, Feld[x][y]);
8981 if (MovDelay[x][y] != 0)
8983 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8984 10 - MovDelay[x][y]);
8986 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
8991 void MauerWaechst(int x, int y)
8995 if (!MovDelay[x][y]) /* next animation frame */
8996 MovDelay[x][y] = 3 * delay;
8998 if (MovDelay[x][y]) /* wait some time before next frame */
9002 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9004 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9005 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9007 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9010 if (!MovDelay[x][y])
9012 if (MovDir[x][y] == MV_LEFT)
9014 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9015 TEST_DrawLevelField(x - 1, y);
9017 else if (MovDir[x][y] == MV_RIGHT)
9019 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9020 TEST_DrawLevelField(x + 1, y);
9022 else if (MovDir[x][y] == MV_UP)
9024 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9025 TEST_DrawLevelField(x, y - 1);
9029 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9030 TEST_DrawLevelField(x, y + 1);
9033 Feld[x][y] = Store[x][y];
9035 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9036 TEST_DrawLevelField(x, y);
9041 void MauerAbleger(int ax, int ay)
9043 int element = Feld[ax][ay];
9044 int graphic = el2img(element);
9045 boolean oben_frei = FALSE, unten_frei = FALSE;
9046 boolean links_frei = FALSE, rechts_frei = FALSE;
9047 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9048 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9049 boolean new_wall = FALSE;
9051 if (IS_ANIMATED(graphic))
9052 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9054 if (!MovDelay[ax][ay]) /* start building new wall */
9055 MovDelay[ax][ay] = 6;
9057 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9060 if (MovDelay[ax][ay])
9064 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9066 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9068 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9070 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9073 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9074 element == EL_EXPANDABLE_WALL_ANY)
9078 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9079 Store[ax][ay-1] = element;
9080 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9081 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9082 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9083 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9088 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9089 Store[ax][ay+1] = element;
9090 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9091 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9092 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9093 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9098 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9099 element == EL_EXPANDABLE_WALL_ANY ||
9100 element == EL_EXPANDABLE_WALL ||
9101 element == EL_BD_EXPANDABLE_WALL)
9105 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9106 Store[ax-1][ay] = element;
9107 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9108 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9109 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9110 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9116 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9117 Store[ax+1][ay] = element;
9118 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9119 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9120 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9121 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9126 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9127 TEST_DrawLevelField(ax, ay);
9129 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9131 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9132 unten_massiv = TRUE;
9133 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9134 links_massiv = TRUE;
9135 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9136 rechts_massiv = TRUE;
9138 if (((oben_massiv && unten_massiv) ||
9139 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9140 element == EL_EXPANDABLE_WALL) &&
9141 ((links_massiv && rechts_massiv) ||
9142 element == EL_EXPANDABLE_WALL_VERTICAL))
9143 Feld[ax][ay] = EL_WALL;
9146 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9149 void MauerAblegerStahl(int ax, int ay)
9151 int element = Feld[ax][ay];
9152 int graphic = el2img(element);
9153 boolean oben_frei = FALSE, unten_frei = FALSE;
9154 boolean links_frei = FALSE, rechts_frei = FALSE;
9155 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9156 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9157 boolean new_wall = FALSE;
9159 if (IS_ANIMATED(graphic))
9160 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9162 if (!MovDelay[ax][ay]) /* start building new wall */
9163 MovDelay[ax][ay] = 6;
9165 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9168 if (MovDelay[ax][ay])
9172 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9174 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9176 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9178 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9181 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9182 element == EL_EXPANDABLE_STEELWALL_ANY)
9186 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9187 Store[ax][ay-1] = element;
9188 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9189 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9190 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9191 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9196 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9197 Store[ax][ay+1] = element;
9198 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9199 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9200 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9201 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9206 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9207 element == EL_EXPANDABLE_STEELWALL_ANY)
9211 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9212 Store[ax-1][ay] = element;
9213 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9214 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9215 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9216 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9222 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9223 Store[ax+1][ay] = element;
9224 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9225 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9226 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9227 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9232 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9234 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9235 unten_massiv = TRUE;
9236 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9237 links_massiv = TRUE;
9238 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9239 rechts_massiv = TRUE;
9241 if (((oben_massiv && unten_massiv) ||
9242 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9243 ((links_massiv && rechts_massiv) ||
9244 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9245 Feld[ax][ay] = EL_STEELWALL;
9248 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9251 void CheckForDragon(int x, int y)
9254 boolean dragon_found = FALSE;
9255 static int xy[4][2] =
9263 for (i = 0; i < NUM_DIRECTIONS; i++)
9265 for (j = 0; j < 4; j++)
9267 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9269 if (IN_LEV_FIELD(xx, yy) &&
9270 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9272 if (Feld[xx][yy] == EL_DRAGON)
9273 dragon_found = TRUE;
9282 for (i = 0; i < NUM_DIRECTIONS; i++)
9284 for (j = 0; j < 3; j++)
9286 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9288 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9290 Feld[xx][yy] = EL_EMPTY;
9291 TEST_DrawLevelField(xx, yy);
9300 static void InitBuggyBase(int x, int y)
9302 int element = Feld[x][y];
9303 int activating_delay = FRAMES_PER_SECOND / 4;
9306 (element == EL_SP_BUGGY_BASE ?
9307 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9308 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9310 element == EL_SP_BUGGY_BASE_ACTIVE ?
9311 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9314 static void WarnBuggyBase(int x, int y)
9317 static int xy[4][2] =
9325 for (i = 0; i < NUM_DIRECTIONS; i++)
9327 int xx = x + xy[i][0];
9328 int yy = y + xy[i][1];
9330 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9332 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9339 static void InitTrap(int x, int y)
9341 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9344 static void ActivateTrap(int x, int y)
9346 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9349 static void ChangeActiveTrap(int x, int y)
9351 int graphic = IMG_TRAP_ACTIVE;
9353 /* if new animation frame was drawn, correct crumbled sand border */
9354 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9355 TEST_DrawLevelFieldCrumbled(x, y);
9358 static int getSpecialActionElement(int element, int number, int base_element)
9360 return (element != EL_EMPTY ? element :
9361 number != -1 ? base_element + number - 1 :
9365 static int getModifiedActionNumber(int value_old, int operator, int operand,
9366 int value_min, int value_max)
9368 int value_new = (operator == CA_MODE_SET ? operand :
9369 operator == CA_MODE_ADD ? value_old + operand :
9370 operator == CA_MODE_SUBTRACT ? value_old - operand :
9371 operator == CA_MODE_MULTIPLY ? value_old * operand :
9372 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9373 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9376 return (value_new < value_min ? value_min :
9377 value_new > value_max ? value_max :
9381 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9383 struct ElementInfo *ei = &element_info[element];
9384 struct ElementChangeInfo *change = &ei->change_page[page];
9385 int target_element = change->target_element;
9386 int action_type = change->action_type;
9387 int action_mode = change->action_mode;
9388 int action_arg = change->action_arg;
9389 int action_element = change->action_element;
9392 if (!change->has_action)
9395 /* ---------- determine action paramater values -------------------------- */
9397 int level_time_value =
9398 (level.time > 0 ? TimeLeft :
9401 int action_arg_element_raw =
9402 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9403 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9404 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9405 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9406 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9407 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9408 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9410 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9412 int action_arg_direction =
9413 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9414 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9415 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9416 change->actual_trigger_side :
9417 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9418 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9421 int action_arg_number_min =
9422 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9425 int action_arg_number_max =
9426 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9427 action_type == CA_SET_LEVEL_GEMS ? 999 :
9428 action_type == CA_SET_LEVEL_TIME ? 9999 :
9429 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9430 action_type == CA_SET_CE_VALUE ? 9999 :
9431 action_type == CA_SET_CE_SCORE ? 9999 :
9434 int action_arg_number_reset =
9435 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9436 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9437 action_type == CA_SET_LEVEL_TIME ? level.time :
9438 action_type == CA_SET_LEVEL_SCORE ? 0 :
9439 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9440 action_type == CA_SET_CE_SCORE ? 0 :
9443 int action_arg_number =
9444 (action_arg <= CA_ARG_MAX ? action_arg :
9445 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9446 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9447 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9448 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9449 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9450 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9451 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9452 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9453 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9454 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9455 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9456 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9457 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9458 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9459 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9460 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9461 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9462 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9463 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9464 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9465 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9468 int action_arg_number_old =
9469 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9470 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9471 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9472 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9473 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9476 int action_arg_number_new =
9477 getModifiedActionNumber(action_arg_number_old,
9478 action_mode, action_arg_number,
9479 action_arg_number_min, action_arg_number_max);
9481 int trigger_player_bits =
9482 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9483 change->actual_trigger_player_bits : change->trigger_player);
9485 int action_arg_player_bits =
9486 (action_arg >= CA_ARG_PLAYER_1 &&
9487 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9488 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9489 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9492 /* ---------- execute action -------------------------------------------- */
9494 switch (action_type)
9501 /* ---------- level actions ------------------------------------------- */
9503 case CA_RESTART_LEVEL:
9505 game.restart_level = TRUE;
9510 case CA_SHOW_ENVELOPE:
9512 int element = getSpecialActionElement(action_arg_element,
9513 action_arg_number, EL_ENVELOPE_1);
9515 if (IS_ENVELOPE(element))
9516 local_player->show_envelope = element;
9521 case CA_SET_LEVEL_TIME:
9523 if (level.time > 0) /* only modify limited time value */
9525 TimeLeft = action_arg_number_new;
9527 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9529 DisplayGameControlValues();
9531 if (!TimeLeft && setup.time_limit)
9532 for (i = 0; i < MAX_PLAYERS; i++)
9533 KillPlayer(&stored_player[i]);
9539 case CA_SET_LEVEL_SCORE:
9541 local_player->score = action_arg_number_new;
9543 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9545 DisplayGameControlValues();
9550 case CA_SET_LEVEL_GEMS:
9552 local_player->gems_still_needed = action_arg_number_new;
9554 game_panel_controls[GAME_PANEL_GEMS].value =
9555 local_player->gems_still_needed;
9557 DisplayGameControlValues();
9562 case CA_SET_LEVEL_WIND:
9564 game.wind_direction = action_arg_direction;
9569 case CA_SET_LEVEL_RANDOM_SEED:
9571 /* ensure that setting a new random seed while playing is predictable */
9572 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9577 /* ---------- player actions ------------------------------------------ */
9579 case CA_MOVE_PLAYER:
9581 /* automatically move to the next field in specified direction */
9582 for (i = 0; i < MAX_PLAYERS; i++)
9583 if (trigger_player_bits & (1 << i))
9584 stored_player[i].programmed_action = action_arg_direction;
9589 case CA_EXIT_PLAYER:
9591 for (i = 0; i < MAX_PLAYERS; i++)
9592 if (action_arg_player_bits & (1 << i))
9593 PlayerWins(&stored_player[i]);
9598 case CA_KILL_PLAYER:
9600 for (i = 0; i < MAX_PLAYERS; i++)
9601 if (action_arg_player_bits & (1 << i))
9602 KillPlayer(&stored_player[i]);
9607 case CA_SET_PLAYER_KEYS:
9609 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9610 int element = getSpecialActionElement(action_arg_element,
9611 action_arg_number, EL_KEY_1);
9613 if (IS_KEY(element))
9615 for (i = 0; i < MAX_PLAYERS; i++)
9617 if (trigger_player_bits & (1 << i))
9619 stored_player[i].key[KEY_NR(element)] = key_state;
9621 DrawGameDoorValues();
9629 case CA_SET_PLAYER_SPEED:
9631 for (i = 0; i < MAX_PLAYERS; i++)
9633 if (trigger_player_bits & (1 << i))
9635 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9637 if (action_arg == CA_ARG_SPEED_FASTER &&
9638 stored_player[i].cannot_move)
9640 action_arg_number = STEPSIZE_VERY_SLOW;
9642 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9643 action_arg == CA_ARG_SPEED_FASTER)
9645 action_arg_number = 2;
9646 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9649 else if (action_arg == CA_ARG_NUMBER_RESET)
9651 action_arg_number = level.initial_player_stepsize[i];
9655 getModifiedActionNumber(move_stepsize,
9658 action_arg_number_min,
9659 action_arg_number_max);
9661 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9668 case CA_SET_PLAYER_SHIELD:
9670 for (i = 0; i < MAX_PLAYERS; i++)
9672 if (trigger_player_bits & (1 << i))
9674 if (action_arg == CA_ARG_SHIELD_OFF)
9676 stored_player[i].shield_normal_time_left = 0;
9677 stored_player[i].shield_deadly_time_left = 0;
9679 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9681 stored_player[i].shield_normal_time_left = 999999;
9683 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9685 stored_player[i].shield_normal_time_left = 999999;
9686 stored_player[i].shield_deadly_time_left = 999999;
9694 case CA_SET_PLAYER_GRAVITY:
9696 for (i = 0; i < MAX_PLAYERS; i++)
9698 if (trigger_player_bits & (1 << i))
9700 stored_player[i].gravity =
9701 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9702 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9703 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9704 stored_player[i].gravity);
9711 case CA_SET_PLAYER_ARTWORK:
9713 for (i = 0; i < MAX_PLAYERS; i++)
9715 if (trigger_player_bits & (1 << i))
9717 int artwork_element = action_arg_element;
9719 if (action_arg == CA_ARG_ELEMENT_RESET)
9721 (level.use_artwork_element[i] ? level.artwork_element[i] :
9722 stored_player[i].element_nr);
9724 if (stored_player[i].artwork_element != artwork_element)
9725 stored_player[i].Frame = 0;
9727 stored_player[i].artwork_element = artwork_element;
9729 SetPlayerWaiting(&stored_player[i], FALSE);
9731 /* set number of special actions for bored and sleeping animation */
9732 stored_player[i].num_special_action_bored =
9733 get_num_special_action(artwork_element,
9734 ACTION_BORING_1, ACTION_BORING_LAST);
9735 stored_player[i].num_special_action_sleeping =
9736 get_num_special_action(artwork_element,
9737 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9744 case CA_SET_PLAYER_INVENTORY:
9746 for (i = 0; i < MAX_PLAYERS; i++)
9748 struct PlayerInfo *player = &stored_player[i];
9751 if (trigger_player_bits & (1 << i))
9753 int inventory_element = action_arg_element;
9755 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9756 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9757 action_arg == CA_ARG_ELEMENT_ACTION)
9759 int element = inventory_element;
9760 int collect_count = element_info[element].collect_count_initial;
9762 if (!IS_CUSTOM_ELEMENT(element))
9765 if (collect_count == 0)
9766 player->inventory_infinite_element = element;
9768 for (k = 0; k < collect_count; k++)
9769 if (player->inventory_size < MAX_INVENTORY_SIZE)
9770 player->inventory_element[player->inventory_size++] =
9773 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9774 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9775 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9777 if (player->inventory_infinite_element != EL_UNDEFINED &&
9778 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9779 action_arg_element_raw))
9780 player->inventory_infinite_element = EL_UNDEFINED;
9782 for (k = 0, j = 0; j < player->inventory_size; j++)
9784 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9785 action_arg_element_raw))
9786 player->inventory_element[k++] = player->inventory_element[j];
9789 player->inventory_size = k;
9791 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9793 if (player->inventory_size > 0)
9795 for (j = 0; j < player->inventory_size - 1; j++)
9796 player->inventory_element[j] = player->inventory_element[j + 1];
9798 player->inventory_size--;
9801 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9803 if (player->inventory_size > 0)
9804 player->inventory_size--;
9806 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9808 player->inventory_infinite_element = EL_UNDEFINED;
9809 player->inventory_size = 0;
9811 else if (action_arg == CA_ARG_INVENTORY_RESET)
9813 player->inventory_infinite_element = EL_UNDEFINED;
9814 player->inventory_size = 0;
9816 if (level.use_initial_inventory[i])
9818 for (j = 0; j < level.initial_inventory_size[i]; j++)
9820 int element = level.initial_inventory_content[i][j];
9821 int collect_count = element_info[element].collect_count_initial;
9823 if (!IS_CUSTOM_ELEMENT(element))
9826 if (collect_count == 0)
9827 player->inventory_infinite_element = element;
9829 for (k = 0; k < collect_count; k++)
9830 if (player->inventory_size < MAX_INVENTORY_SIZE)
9831 player->inventory_element[player->inventory_size++] =
9842 /* ---------- CE actions ---------------------------------------------- */
9844 case CA_SET_CE_VALUE:
9846 int last_ce_value = CustomValue[x][y];
9848 CustomValue[x][y] = action_arg_number_new;
9850 if (CustomValue[x][y] != last_ce_value)
9852 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9853 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9855 if (CustomValue[x][y] == 0)
9857 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9858 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9865 case CA_SET_CE_SCORE:
9867 int last_ce_score = ei->collect_score;
9869 ei->collect_score = action_arg_number_new;
9871 if (ei->collect_score != last_ce_score)
9873 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9874 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9876 if (ei->collect_score == 0)
9880 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9881 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9884 This is a very special case that seems to be a mixture between
9885 CheckElementChange() and CheckTriggeredElementChange(): while
9886 the first one only affects single elements that are triggered
9887 directly, the second one affects multiple elements in the playfield
9888 that are triggered indirectly by another element. This is a third
9889 case: Changing the CE score always affects multiple identical CEs,
9890 so every affected CE must be checked, not only the single CE for
9891 which the CE score was changed in the first place (as every instance
9892 of that CE shares the same CE score, and therefore also can change)!
9894 SCAN_PLAYFIELD(xx, yy)
9896 if (Feld[xx][yy] == element)
9897 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9898 CE_SCORE_GETS_ZERO);
9906 case CA_SET_CE_ARTWORK:
9908 int artwork_element = action_arg_element;
9909 boolean reset_frame = FALSE;
9912 if (action_arg == CA_ARG_ELEMENT_RESET)
9913 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
9916 if (ei->gfx_element != artwork_element)
9919 ei->gfx_element = artwork_element;
9921 SCAN_PLAYFIELD(xx, yy)
9923 if (Feld[xx][yy] == element)
9927 ResetGfxAnimation(xx, yy);
9928 ResetRandomAnimationValue(xx, yy);
9931 TEST_DrawLevelField(xx, yy);
9938 /* ---------- engine actions ------------------------------------------ */
9940 case CA_SET_ENGINE_SCAN_MODE:
9942 InitPlayfieldScanMode(action_arg);
9952 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9954 int old_element = Feld[x][y];
9955 int new_element = GetElementFromGroupElement(element);
9956 int previous_move_direction = MovDir[x][y];
9957 int last_ce_value = CustomValue[x][y];
9958 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9959 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9960 boolean add_player_onto_element = (new_element_is_player &&
9961 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9962 IS_WALKABLE(old_element));
9964 if (!add_player_onto_element)
9966 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9967 RemoveMovingField(x, y);
9971 Feld[x][y] = new_element;
9973 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9974 MovDir[x][y] = previous_move_direction;
9976 if (element_info[new_element].use_last_ce_value)
9977 CustomValue[x][y] = last_ce_value;
9979 InitField_WithBug1(x, y, FALSE);
9981 new_element = Feld[x][y]; /* element may have changed */
9983 ResetGfxAnimation(x, y);
9984 ResetRandomAnimationValue(x, y);
9986 TEST_DrawLevelField(x, y);
9988 if (GFX_CRUMBLED(new_element))
9989 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9992 /* check if element under the player changes from accessible to unaccessible
9993 (needed for special case of dropping element which then changes) */
9994 /* (must be checked after creating new element for walkable group elements) */
9995 if (IS_PLAYER(x, y) && !player_explosion_protected &&
9996 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10003 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10004 if (new_element_is_player)
10005 RelocatePlayer(x, y, new_element);
10008 ChangeCount[x][y]++; /* count number of changes in the same frame */
10010 TestIfBadThingTouchesPlayer(x, y);
10011 TestIfPlayerTouchesCustomElement(x, y);
10012 TestIfElementTouchesCustomElement(x, y);
10015 static void CreateField(int x, int y, int element)
10017 CreateFieldExt(x, y, element, FALSE);
10020 static void CreateElementFromChange(int x, int y, int element)
10022 element = GET_VALID_RUNTIME_ELEMENT(element);
10024 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10026 int old_element = Feld[x][y];
10028 /* prevent changed element from moving in same engine frame
10029 unless both old and new element can either fall or move */
10030 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10031 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10035 CreateFieldExt(x, y, element, TRUE);
10038 static boolean ChangeElement(int x, int y, int element, int page)
10040 struct ElementInfo *ei = &element_info[element];
10041 struct ElementChangeInfo *change = &ei->change_page[page];
10042 int ce_value = CustomValue[x][y];
10043 int ce_score = ei->collect_score;
10044 int target_element;
10045 int old_element = Feld[x][y];
10047 /* always use default change event to prevent running into a loop */
10048 if (ChangeEvent[x][y] == -1)
10049 ChangeEvent[x][y] = CE_DELAY;
10051 if (ChangeEvent[x][y] == CE_DELAY)
10053 /* reset actual trigger element, trigger player and action element */
10054 change->actual_trigger_element = EL_EMPTY;
10055 change->actual_trigger_player = EL_EMPTY;
10056 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10057 change->actual_trigger_side = CH_SIDE_NONE;
10058 change->actual_trigger_ce_value = 0;
10059 change->actual_trigger_ce_score = 0;
10062 /* do not change elements more than a specified maximum number of changes */
10063 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10066 ChangeCount[x][y]++; /* count number of changes in the same frame */
10068 if (change->explode)
10075 if (change->use_target_content)
10077 boolean complete_replace = TRUE;
10078 boolean can_replace[3][3];
10081 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10084 boolean is_walkable;
10085 boolean is_diggable;
10086 boolean is_collectible;
10087 boolean is_removable;
10088 boolean is_destructible;
10089 int ex = x + xx - 1;
10090 int ey = y + yy - 1;
10091 int content_element = change->target_content.e[xx][yy];
10094 can_replace[xx][yy] = TRUE;
10096 if (ex == x && ey == y) /* do not check changing element itself */
10099 if (content_element == EL_EMPTY_SPACE)
10101 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10106 if (!IN_LEV_FIELD(ex, ey))
10108 can_replace[xx][yy] = FALSE;
10109 complete_replace = FALSE;
10116 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10117 e = MovingOrBlocked2Element(ex, ey);
10119 is_empty = (IS_FREE(ex, ey) ||
10120 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10122 is_walkable = (is_empty || IS_WALKABLE(e));
10123 is_diggable = (is_empty || IS_DIGGABLE(e));
10124 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10125 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10126 is_removable = (is_diggable || is_collectible);
10128 can_replace[xx][yy] =
10129 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10130 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10131 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10132 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10133 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10134 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10135 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10137 if (!can_replace[xx][yy])
10138 complete_replace = FALSE;
10141 if (!change->only_if_complete || complete_replace)
10143 boolean something_has_changed = FALSE;
10145 if (change->only_if_complete && change->use_random_replace &&
10146 RND(100) < change->random_percentage)
10149 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10151 int ex = x + xx - 1;
10152 int ey = y + yy - 1;
10153 int content_element;
10155 if (can_replace[xx][yy] && (!change->use_random_replace ||
10156 RND(100) < change->random_percentage))
10158 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10159 RemoveMovingField(ex, ey);
10161 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10163 content_element = change->target_content.e[xx][yy];
10164 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10165 ce_value, ce_score);
10167 CreateElementFromChange(ex, ey, target_element);
10169 something_has_changed = TRUE;
10171 /* for symmetry reasons, freeze newly created border elements */
10172 if (ex != x || ey != y)
10173 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10177 if (something_has_changed)
10179 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10180 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10186 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10187 ce_value, ce_score);
10189 if (element == EL_DIAGONAL_GROWING ||
10190 element == EL_DIAGONAL_SHRINKING)
10192 target_element = Store[x][y];
10194 Store[x][y] = EL_EMPTY;
10197 CreateElementFromChange(x, y, target_element);
10199 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10200 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10203 /* this uses direct change before indirect change */
10204 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10209 static void HandleElementChange(int x, int y, int page)
10211 int element = MovingOrBlocked2Element(x, y);
10212 struct ElementInfo *ei = &element_info[element];
10213 struct ElementChangeInfo *change = &ei->change_page[page];
10214 boolean handle_action_before_change = FALSE;
10217 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10218 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10221 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10222 x, y, element, element_info[element].token_name);
10223 printf("HandleElementChange(): This should never happen!\n");
10228 /* this can happen with classic bombs on walkable, changing elements */
10229 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10234 if (ChangeDelay[x][y] == 0) /* initialize element change */
10236 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10238 if (change->can_change)
10240 /* !!! not clear why graphic animation should be reset at all here !!! */
10241 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10242 /* when a custom element is about to change (for example by change delay),
10243 do not reset graphic animation when the custom element is moving */
10244 if (!IS_MOVING(x, y))
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 static boolean player_was_moving = FALSE;
10697 static boolean player_was_snapping = FALSE;
10698 static boolean player_was_dropping = FALSE;
10700 if ((!player->is_moving && player_was_moving) ||
10701 (player->MovPos == 0 && player_was_moving) ||
10702 (player->is_snapping && !player_was_snapping) ||
10703 (player->is_dropping && !player_was_dropping))
10705 if (!SaveEngineSnapshotToList())
10708 player_was_moving = FALSE;
10709 player_was_snapping = TRUE;
10710 player_was_dropping = TRUE;
10714 if (player->is_moving)
10715 player_was_moving = TRUE;
10717 if (!player->is_snapping)
10718 player_was_snapping = FALSE;
10720 if (!player->is_dropping)
10721 player_was_dropping = FALSE;
10725 static void CheckSingleStepMode(struct PlayerInfo *player)
10727 if (tape.single_step && tape.recording && !tape.pausing)
10729 /* as it is called "single step mode", just return to pause mode when the
10730 player stopped moving after one tile (or never starts moving at all) */
10731 if (!player->is_moving && !player->is_pushing)
10733 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10734 SnapField(player, 0, 0); /* stop snapping */
10738 CheckSaveEngineSnapshot(player);
10741 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10743 int left = player_action & JOY_LEFT;
10744 int right = player_action & JOY_RIGHT;
10745 int up = player_action & JOY_UP;
10746 int down = player_action & JOY_DOWN;
10747 int button1 = player_action & JOY_BUTTON_1;
10748 int button2 = player_action & JOY_BUTTON_2;
10749 int dx = (left ? -1 : right ? 1 : 0);
10750 int dy = (up ? -1 : down ? 1 : 0);
10752 if (!player->active || tape.pausing)
10758 SnapField(player, dx, dy);
10762 DropElement(player);
10764 MovePlayer(player, dx, dy);
10767 CheckSingleStepMode(player);
10769 SetPlayerWaiting(player, FALSE);
10771 return player_action;
10775 /* no actions for this player (no input at player's configured device) */
10777 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10778 SnapField(player, 0, 0);
10779 CheckGravityMovementWhenNotMoving(player);
10781 if (player->MovPos == 0)
10782 SetPlayerWaiting(player, TRUE);
10784 if (player->MovPos == 0) /* needed for tape.playing */
10785 player->is_moving = FALSE;
10787 player->is_dropping = FALSE;
10788 player->is_dropping_pressed = FALSE;
10789 player->drop_pressed_delay = 0;
10791 CheckSingleStepMode(player);
10797 static void CheckLevelTime()
10801 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10802 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10804 if (level.native_em_level->lev->home == 0) /* all players at home */
10806 PlayerWins(local_player);
10808 AllPlayersGone = TRUE;
10810 level.native_em_level->lev->home = -1;
10813 if (level.native_em_level->ply[0]->alive == 0 &&
10814 level.native_em_level->ply[1]->alive == 0 &&
10815 level.native_em_level->ply[2]->alive == 0 &&
10816 level.native_em_level->ply[3]->alive == 0) /* all dead */
10817 AllPlayersGone = TRUE;
10819 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10821 if (game_sp.LevelSolved &&
10822 !game_sp.GameOver) /* game won */
10824 PlayerWins(local_player);
10826 game_sp.GameOver = TRUE;
10828 AllPlayersGone = TRUE;
10831 if (game_sp.GameOver) /* game lost */
10832 AllPlayersGone = TRUE;
10835 if (TimeFrames >= FRAMES_PER_SECOND)
10840 for (i = 0; i < MAX_PLAYERS; i++)
10842 struct PlayerInfo *player = &stored_player[i];
10844 if (SHIELD_ON(player))
10846 player->shield_normal_time_left--;
10848 if (player->shield_deadly_time_left > 0)
10849 player->shield_deadly_time_left--;
10853 if (!local_player->LevelSolved && !level.use_step_counter)
10861 if (TimeLeft <= 10 && setup.time_limit)
10862 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10864 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
10865 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
10867 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10869 if (!TimeLeft && setup.time_limit)
10871 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10872 level.native_em_level->lev->killed_out_of_time = TRUE;
10874 for (i = 0; i < MAX_PLAYERS; i++)
10875 KillPlayer(&stored_player[i]);
10878 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
10880 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
10883 level.native_em_level->lev->time =
10884 (game.no_time_limit ? TimePlayed : TimeLeft);
10887 if (tape.recording || tape.playing)
10888 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10891 if (tape.recording || tape.playing)
10892 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
10894 UpdateAndDisplayGameControlValues();
10897 void AdvanceFrameAndPlayerCounters(int player_nr)
10901 /* advance frame counters (global frame counter and time frame counter) */
10905 /* advance player counters (counters for move delay, move animation etc.) */
10906 for (i = 0; i < MAX_PLAYERS; i++)
10908 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10909 int move_delay_value = stored_player[i].move_delay_value;
10910 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10912 if (!advance_player_counters) /* not all players may be affected */
10915 if (move_frames == 0) /* less than one move per game frame */
10917 int stepsize = TILEX / move_delay_value;
10918 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10919 int count = (stored_player[i].is_moving ?
10920 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10922 if (count % delay == 0)
10926 stored_player[i].Frame += move_frames;
10928 if (stored_player[i].MovPos != 0)
10929 stored_player[i].StepFrame += move_frames;
10931 if (stored_player[i].move_delay > 0)
10932 stored_player[i].move_delay--;
10934 /* due to bugs in previous versions, counter must count up, not down */
10935 if (stored_player[i].push_delay != -1)
10936 stored_player[i].push_delay++;
10938 if (stored_player[i].drop_delay > 0)
10939 stored_player[i].drop_delay--;
10941 if (stored_player[i].is_dropping_pressed)
10942 stored_player[i].drop_pressed_delay++;
10946 void StartGameActions(boolean init_network_game, boolean record_tape,
10949 unsigned int new_random_seed = InitRND(random_seed);
10952 TapeStartRecording(new_random_seed);
10954 #if defined(NETWORK_AVALIABLE)
10955 if (init_network_game)
10957 SendToServer_StartPlaying();
10968 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 for (i = 0; i < MAX_PLAYERS; i++)
10977 struct PlayerInfo *player = &stored_player[i];
10979 // allow engine snapshot if movement attempt was stopped
10980 if ((game.snapshot.last_action[i] & KEY_MOTION) != 0 &&
10981 (player->action & KEY_MOTION) == 0)
10982 game.snapshot.changed_action = TRUE;
10984 // allow engine snapshot in case of snapping/dropping attempt
10985 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
10986 (player->action & KEY_BUTTON) != 0)
10987 game.snapshot.changed_action = TRUE;
10989 game.snapshot.last_action[i] = player->action;
10992 /* detect endless loops, caused by custom element programming */
10993 if (recursion_loop_detected && recursion_loop_depth == 0)
10995 char *message = getStringCat3("Internal Error! Element ",
10996 EL_NAME(recursion_loop_element),
10997 " caused endless loop! Quit the game?");
10999 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11000 EL_NAME(recursion_loop_element));
11002 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11004 recursion_loop_detected = FALSE; /* if game should be continued */
11011 if (game.restart_level)
11012 StartGameActions(options.network, setup.autorecord, level.random_seed);
11014 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11015 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11017 if (level.native_em_level->lev->home == 0) /* all players at home */
11019 PlayerWins(local_player);
11021 AllPlayersGone = TRUE;
11023 level.native_em_level->lev->home = -1;
11026 if (level.native_em_level->ply[0]->alive == 0 &&
11027 level.native_em_level->ply[1]->alive == 0 &&
11028 level.native_em_level->ply[2]->alive == 0 &&
11029 level.native_em_level->ply[3]->alive == 0) /* all dead */
11030 AllPlayersGone = TRUE;
11032 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11034 if (game_sp.LevelSolved &&
11035 !game_sp.GameOver) /* game won */
11037 PlayerWins(local_player);
11039 game_sp.GameOver = TRUE;
11041 AllPlayersGone = TRUE;
11044 if (game_sp.GameOver) /* game lost */
11045 AllPlayersGone = TRUE;
11048 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11051 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11054 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11057 game_frame_delay_value =
11058 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11060 if (tape.playing && tape.warp_forward && !tape.pausing)
11061 game_frame_delay_value = 0;
11064 /* ---------- main game synchronization point ---------- */
11066 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11068 printf("::: skip == %d\n", skip);
11071 /* ---------- main game synchronization point ---------- */
11073 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11076 if (network_playing && !network_player_action_received)
11078 /* try to get network player actions in time */
11080 #if defined(NETWORK_AVALIABLE)
11081 /* last chance to get network player actions without main loop delay */
11082 HandleNetworking();
11085 /* game was quit by network peer */
11086 if (game_status != GAME_MODE_PLAYING)
11089 if (!network_player_action_received)
11090 return; /* failed to get network player actions in time */
11092 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11098 /* at this point we know that we really continue executing the game */
11100 network_player_action_received = FALSE;
11102 /* when playing tape, read previously recorded player input from tape data */
11103 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11105 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11109 if (tape.set_centered_player)
11111 game.centered_player_nr_next = tape.centered_player_nr_next;
11112 game.set_centered_player = TRUE;
11115 for (i = 0; i < MAX_PLAYERS; i++)
11117 summarized_player_action |= stored_player[i].action;
11119 if (!network_playing && (game.team_mode || tape.playing))
11120 stored_player[i].effective_action = stored_player[i].action;
11123 #if defined(NETWORK_AVALIABLE)
11124 if (network_playing)
11125 SendToServer_MovePlayer(summarized_player_action);
11128 if (!options.network && !game.team_mode)
11129 local_player->effective_action = summarized_player_action;
11131 if (tape.recording &&
11133 setup.input_on_focus &&
11134 game.centered_player_nr != -1)
11136 for (i = 0; i < MAX_PLAYERS; i++)
11137 stored_player[i].effective_action =
11138 (i == game.centered_player_nr ? summarized_player_action : 0);
11141 if (recorded_player_action != NULL)
11142 for (i = 0; i < MAX_PLAYERS; i++)
11143 stored_player[i].effective_action = recorded_player_action[i];
11145 for (i = 0; i < MAX_PLAYERS; i++)
11147 tape_action[i] = stored_player[i].effective_action;
11149 /* (this may happen in the RND game engine if a player was not present on
11150 the playfield on level start, but appeared later from a custom element */
11151 if (setup.team_mode &&
11154 !tape.player_participates[i])
11155 tape.player_participates[i] = TRUE;
11158 /* only record actions from input devices, but not programmed actions */
11159 if (tape.recording)
11160 TapeRecordAction(tape_action);
11162 #if USE_NEW_PLAYER_ASSIGNMENTS
11163 // !!! also map player actions in single player mode !!!
11164 // if (game.team_mode)
11166 byte mapped_action[MAX_PLAYERS];
11168 #if DEBUG_PLAYER_ACTIONS
11170 for (i = 0; i < MAX_PLAYERS; i++)
11171 printf(" %d, ", stored_player[i].effective_action);
11174 for (i = 0; i < MAX_PLAYERS; i++)
11175 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11177 for (i = 0; i < MAX_PLAYERS; i++)
11178 stored_player[i].effective_action = mapped_action[i];
11180 #if DEBUG_PLAYER_ACTIONS
11182 for (i = 0; i < MAX_PLAYERS; i++)
11183 printf(" %d, ", stored_player[i].effective_action);
11187 #if DEBUG_PLAYER_ACTIONS
11191 for (i = 0; i < MAX_PLAYERS; i++)
11192 printf(" %d, ", stored_player[i].effective_action);
11198 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11200 GameActions_EM_Main();
11202 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11204 GameActions_SP_Main();
11208 GameActions_RND_Main();
11211 BlitScreenToBitmap(backbuffer);
11215 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11217 if (options.debug) /* calculate frames per second */
11219 static unsigned int fps_counter = 0;
11220 static int fps_frames = 0;
11221 unsigned int fps_delay_ms = Counter() - fps_counter;
11225 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
11227 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11230 fps_counter = Counter();
11233 redraw_mask |= REDRAW_FPS;
11237 void GameActions_EM_Main()
11239 byte effective_action[MAX_PLAYERS];
11240 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11243 for (i = 0; i < MAX_PLAYERS; i++)
11244 effective_action[i] = stored_player[i].effective_action;
11246 GameActions_EM(effective_action, warp_mode);
11249 void GameActions_SP_Main()
11251 byte effective_action[MAX_PLAYERS];
11252 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11255 for (i = 0; i < MAX_PLAYERS; i++)
11256 effective_action[i] = stored_player[i].effective_action;
11258 GameActions_SP(effective_action, warp_mode);
11261 void GameActions_RND_Main()
11266 void GameActions_RND()
11268 int magic_wall_x = 0, magic_wall_y = 0;
11269 int i, x, y, element, graphic;
11271 InitPlayfieldScanModeVars();
11273 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11275 SCAN_PLAYFIELD(x, y)
11277 ChangeCount[x][y] = 0;
11278 ChangeEvent[x][y] = -1;
11282 if (game.set_centered_player)
11284 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11286 /* switching to "all players" only possible if all players fit to screen */
11287 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11289 game.centered_player_nr_next = game.centered_player_nr;
11290 game.set_centered_player = FALSE;
11293 /* do not switch focus to non-existing (or non-active) player */
11294 if (game.centered_player_nr_next >= 0 &&
11295 !stored_player[game.centered_player_nr_next].active)
11297 game.centered_player_nr_next = game.centered_player_nr;
11298 game.set_centered_player = FALSE;
11302 if (game.set_centered_player &&
11303 ScreenMovPos == 0) /* screen currently aligned at tile position */
11307 if (game.centered_player_nr_next == -1)
11309 setScreenCenteredToAllPlayers(&sx, &sy);
11313 sx = stored_player[game.centered_player_nr_next].jx;
11314 sy = stored_player[game.centered_player_nr_next].jy;
11317 game.centered_player_nr = game.centered_player_nr_next;
11318 game.set_centered_player = FALSE;
11320 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11321 DrawGameDoorValues();
11324 for (i = 0; i < MAX_PLAYERS; i++)
11326 int actual_player_action = stored_player[i].effective_action;
11329 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11330 - rnd_equinox_tetrachloride 048
11331 - rnd_equinox_tetrachloride_ii 096
11332 - rnd_emanuel_schmieg 002
11333 - doctor_sloan_ww 001, 020
11335 if (stored_player[i].MovPos == 0)
11336 CheckGravityMovement(&stored_player[i]);
11339 /* overwrite programmed action with tape action */
11340 if (stored_player[i].programmed_action)
11341 actual_player_action = stored_player[i].programmed_action;
11343 PlayerActions(&stored_player[i], actual_player_action);
11345 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11348 ScrollScreen(NULL, SCROLL_GO_ON);
11350 /* for backwards compatibility, the following code emulates a fixed bug that
11351 occured when pushing elements (causing elements that just made their last
11352 pushing step to already (if possible) make their first falling step in the
11353 same game frame, which is bad); this code is also needed to use the famous
11354 "spring push bug" which is used in older levels and might be wanted to be
11355 used also in newer levels, but in this case the buggy pushing code is only
11356 affecting the "spring" element and no other elements */
11358 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11360 for (i = 0; i < MAX_PLAYERS; i++)
11362 struct PlayerInfo *player = &stored_player[i];
11363 int x = player->jx;
11364 int y = player->jy;
11366 if (player->active && player->is_pushing && player->is_moving &&
11368 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11369 Feld[x][y] == EL_SPRING))
11371 ContinueMoving(x, y);
11373 /* continue moving after pushing (this is actually a bug) */
11374 if (!IS_MOVING(x, y))
11375 Stop[x][y] = FALSE;
11380 SCAN_PLAYFIELD(x, y)
11382 ChangeCount[x][y] = 0;
11383 ChangeEvent[x][y] = -1;
11385 /* this must be handled before main playfield loop */
11386 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11389 if (MovDelay[x][y] <= 0)
11393 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11396 if (MovDelay[x][y] <= 0)
11399 TEST_DrawLevelField(x, y);
11401 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11406 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11408 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11409 printf("GameActions(): This should never happen!\n");
11411 ChangePage[x][y] = -1;
11415 Stop[x][y] = FALSE;
11416 if (WasJustMoving[x][y] > 0)
11417 WasJustMoving[x][y]--;
11418 if (WasJustFalling[x][y] > 0)
11419 WasJustFalling[x][y]--;
11420 if (CheckCollision[x][y] > 0)
11421 CheckCollision[x][y]--;
11422 if (CheckImpact[x][y] > 0)
11423 CheckImpact[x][y]--;
11427 /* reset finished pushing action (not done in ContinueMoving() to allow
11428 continuous pushing animation for elements with zero push delay) */
11429 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11431 ResetGfxAnimation(x, y);
11432 TEST_DrawLevelField(x, y);
11436 if (IS_BLOCKED(x, y))
11440 Blocked2Moving(x, y, &oldx, &oldy);
11441 if (!IS_MOVING(oldx, oldy))
11443 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11444 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11445 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11446 printf("GameActions(): This should never happen!\n");
11452 SCAN_PLAYFIELD(x, y)
11454 element = Feld[x][y];
11455 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11457 ResetGfxFrame(x, y, TRUE);
11459 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11460 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11461 ResetRandomAnimationValue(x, y);
11463 SetRandomAnimationValue(x, y);
11465 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11467 if (IS_INACTIVE(element))
11469 if (IS_ANIMATED(graphic))
11470 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11475 /* this may take place after moving, so 'element' may have changed */
11476 if (IS_CHANGING(x, y) &&
11477 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11479 int page = element_info[element].event_page_nr[CE_DELAY];
11481 HandleElementChange(x, y, page);
11483 element = Feld[x][y];
11484 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11487 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11491 element = Feld[x][y];
11492 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11494 if (IS_ANIMATED(graphic) &&
11495 !IS_MOVING(x, y) &&
11497 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11499 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11500 TEST_DrawTwinkleOnField(x, y);
11502 else if ((element == EL_ACID ||
11503 element == EL_EXIT_OPEN ||
11504 element == EL_EM_EXIT_OPEN ||
11505 element == EL_SP_EXIT_OPEN ||
11506 element == EL_STEEL_EXIT_OPEN ||
11507 element == EL_EM_STEEL_EXIT_OPEN ||
11508 element == EL_SP_TERMINAL ||
11509 element == EL_SP_TERMINAL_ACTIVE ||
11510 element == EL_EXTRA_TIME ||
11511 element == EL_SHIELD_NORMAL ||
11512 element == EL_SHIELD_DEADLY) &&
11513 IS_ANIMATED(graphic))
11514 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11515 else if (IS_MOVING(x, y))
11516 ContinueMoving(x, y);
11517 else if (IS_ACTIVE_BOMB(element))
11518 CheckDynamite(x, y);
11519 else if (element == EL_AMOEBA_GROWING)
11520 AmoebeWaechst(x, y);
11521 else if (element == EL_AMOEBA_SHRINKING)
11522 AmoebaDisappearing(x, y);
11524 #if !USE_NEW_AMOEBA_CODE
11525 else if (IS_AMOEBALIVE(element))
11526 AmoebeAbleger(x, y);
11529 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11531 else if (element == EL_EXIT_CLOSED)
11533 else if (element == EL_EM_EXIT_CLOSED)
11535 else if (element == EL_STEEL_EXIT_CLOSED)
11536 CheckExitSteel(x, y);
11537 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11538 CheckExitSteelEM(x, y);
11539 else if (element == EL_SP_EXIT_CLOSED)
11541 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11542 element == EL_EXPANDABLE_STEELWALL_GROWING)
11543 MauerWaechst(x, y);
11544 else if (element == EL_EXPANDABLE_WALL ||
11545 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11546 element == EL_EXPANDABLE_WALL_VERTICAL ||
11547 element == EL_EXPANDABLE_WALL_ANY ||
11548 element == EL_BD_EXPANDABLE_WALL)
11549 MauerAbleger(x, y);
11550 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11551 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11552 element == EL_EXPANDABLE_STEELWALL_ANY)
11553 MauerAblegerStahl(x, y);
11554 else if (element == EL_FLAMES)
11555 CheckForDragon(x, y);
11556 else if (element == EL_EXPLOSION)
11557 ; /* drawing of correct explosion animation is handled separately */
11558 else if (element == EL_ELEMENT_SNAPPING ||
11559 element == EL_DIAGONAL_SHRINKING ||
11560 element == EL_DIAGONAL_GROWING)
11562 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11564 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11566 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11567 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11569 if (IS_BELT_ACTIVE(element))
11570 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11572 if (game.magic_wall_active)
11574 int jx = local_player->jx, jy = local_player->jy;
11576 /* play the element sound at the position nearest to the player */
11577 if ((element == EL_MAGIC_WALL_FULL ||
11578 element == EL_MAGIC_WALL_ACTIVE ||
11579 element == EL_MAGIC_WALL_EMPTYING ||
11580 element == EL_BD_MAGIC_WALL_FULL ||
11581 element == EL_BD_MAGIC_WALL_ACTIVE ||
11582 element == EL_BD_MAGIC_WALL_EMPTYING ||
11583 element == EL_DC_MAGIC_WALL_FULL ||
11584 element == EL_DC_MAGIC_WALL_ACTIVE ||
11585 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11586 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11594 #if USE_NEW_AMOEBA_CODE
11595 /* new experimental amoeba growth stuff */
11596 if (!(FrameCounter % 8))
11598 static unsigned int random = 1684108901;
11600 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11602 x = RND(lev_fieldx);
11603 y = RND(lev_fieldy);
11604 element = Feld[x][y];
11606 if (!IS_PLAYER(x,y) &&
11607 (element == EL_EMPTY ||
11608 CAN_GROW_INTO(element) ||
11609 element == EL_QUICKSAND_EMPTY ||
11610 element == EL_QUICKSAND_FAST_EMPTY ||
11611 element == EL_ACID_SPLASH_LEFT ||
11612 element == EL_ACID_SPLASH_RIGHT))
11614 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11615 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11616 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11617 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11618 Feld[x][y] = EL_AMOEBA_DROP;
11621 random = random * 129 + 1;
11626 game.explosions_delayed = FALSE;
11628 SCAN_PLAYFIELD(x, y)
11630 element = Feld[x][y];
11632 if (ExplodeField[x][y])
11633 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11634 else if (element == EL_EXPLOSION)
11635 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11637 ExplodeField[x][y] = EX_TYPE_NONE;
11640 game.explosions_delayed = TRUE;
11642 if (game.magic_wall_active)
11644 if (!(game.magic_wall_time_left % 4))
11646 int element = Feld[magic_wall_x][magic_wall_y];
11648 if (element == EL_BD_MAGIC_WALL_FULL ||
11649 element == EL_BD_MAGIC_WALL_ACTIVE ||
11650 element == EL_BD_MAGIC_WALL_EMPTYING)
11651 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11652 else if (element == EL_DC_MAGIC_WALL_FULL ||
11653 element == EL_DC_MAGIC_WALL_ACTIVE ||
11654 element == EL_DC_MAGIC_WALL_EMPTYING)
11655 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11657 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11660 if (game.magic_wall_time_left > 0)
11662 game.magic_wall_time_left--;
11664 if (!game.magic_wall_time_left)
11666 SCAN_PLAYFIELD(x, y)
11668 element = Feld[x][y];
11670 if (element == EL_MAGIC_WALL_ACTIVE ||
11671 element == EL_MAGIC_WALL_FULL)
11673 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11674 TEST_DrawLevelField(x, y);
11676 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11677 element == EL_BD_MAGIC_WALL_FULL)
11679 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11680 TEST_DrawLevelField(x, y);
11682 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11683 element == EL_DC_MAGIC_WALL_FULL)
11685 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11686 TEST_DrawLevelField(x, y);
11690 game.magic_wall_active = FALSE;
11695 if (game.light_time_left > 0)
11697 game.light_time_left--;
11699 if (game.light_time_left == 0)
11700 RedrawAllLightSwitchesAndInvisibleElements();
11703 if (game.timegate_time_left > 0)
11705 game.timegate_time_left--;
11707 if (game.timegate_time_left == 0)
11708 CloseAllOpenTimegates();
11711 if (game.lenses_time_left > 0)
11713 game.lenses_time_left--;
11715 if (game.lenses_time_left == 0)
11716 RedrawAllInvisibleElementsForLenses();
11719 if (game.magnify_time_left > 0)
11721 game.magnify_time_left--;
11723 if (game.magnify_time_left == 0)
11724 RedrawAllInvisibleElementsForMagnifier();
11727 for (i = 0; i < MAX_PLAYERS; i++)
11729 struct PlayerInfo *player = &stored_player[i];
11731 if (SHIELD_ON(player))
11733 if (player->shield_deadly_time_left)
11734 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11735 else if (player->shield_normal_time_left)
11736 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11740 #if USE_DELAYED_GFX_REDRAW
11741 SCAN_PLAYFIELD(x, y)
11743 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11745 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11746 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11748 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11749 DrawLevelField(x, y);
11751 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11752 DrawLevelFieldCrumbled(x, y);
11754 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11755 DrawLevelFieldCrumbledNeighbours(x, y);
11757 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11758 DrawTwinkleOnField(x, y);
11761 GfxRedraw[x][y] = GFX_REDRAW_NONE;
11766 PlayAllPlayersSound();
11768 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11770 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11772 local_player->show_envelope = 0;
11775 /* use random number generator in every frame to make it less predictable */
11776 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11780 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11782 int min_x = x, min_y = y, max_x = x, max_y = y;
11785 for (i = 0; i < MAX_PLAYERS; i++)
11787 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11789 if (!stored_player[i].active || &stored_player[i] == player)
11792 min_x = MIN(min_x, jx);
11793 min_y = MIN(min_y, jy);
11794 max_x = MAX(max_x, jx);
11795 max_y = MAX(max_y, jy);
11798 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11801 static boolean AllPlayersInVisibleScreen()
11805 for (i = 0; i < MAX_PLAYERS; i++)
11807 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11809 if (!stored_player[i].active)
11812 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11819 void ScrollLevel(int dx, int dy)
11821 int scroll_offset = 2 * TILEX_VAR;
11824 BlitBitmap(drawto_field, drawto_field,
11825 FX + TILEX_VAR * (dx == -1) - scroll_offset,
11826 FY + TILEY_VAR * (dy == -1) - scroll_offset,
11827 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
11828 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
11829 FX + TILEX_VAR * (dx == 1) - scroll_offset,
11830 FY + TILEY_VAR * (dy == 1) - scroll_offset);
11834 x = (dx == 1 ? BX1 : BX2);
11835 for (y = BY1; y <= BY2; y++)
11836 DrawScreenField(x, y);
11841 y = (dy == 1 ? BY1 : BY2);
11842 for (x = BX1; x <= BX2; x++)
11843 DrawScreenField(x, y);
11846 redraw_mask |= REDRAW_FIELD;
11849 static boolean canFallDown(struct PlayerInfo *player)
11851 int jx = player->jx, jy = player->jy;
11853 return (IN_LEV_FIELD(jx, jy + 1) &&
11854 (IS_FREE(jx, jy + 1) ||
11855 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11856 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11857 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11860 static boolean canPassField(int x, int y, int move_dir)
11862 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11863 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11864 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11865 int nextx = x + dx;
11866 int nexty = y + dy;
11867 int element = Feld[x][y];
11869 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11870 !CAN_MOVE(element) &&
11871 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11872 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11873 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11876 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11878 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11879 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11880 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11884 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11885 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11886 (IS_DIGGABLE(Feld[newx][newy]) ||
11887 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11888 canPassField(newx, newy, move_dir)));
11891 static void CheckGravityMovement(struct PlayerInfo *player)
11893 if (player->gravity && !player->programmed_action)
11895 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11896 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11897 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11898 int jx = player->jx, jy = player->jy;
11899 boolean player_is_moving_to_valid_field =
11900 (!player_is_snapping &&
11901 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11902 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11903 boolean player_can_fall_down = canFallDown(player);
11905 if (player_can_fall_down &&
11906 !player_is_moving_to_valid_field)
11907 player->programmed_action = MV_DOWN;
11911 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11913 return CheckGravityMovement(player);
11915 if (player->gravity && !player->programmed_action)
11917 int jx = player->jx, jy = player->jy;
11918 boolean field_under_player_is_free =
11919 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11920 boolean player_is_standing_on_valid_field =
11921 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11922 (IS_WALKABLE(Feld[jx][jy]) &&
11923 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11925 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11926 player->programmed_action = MV_DOWN;
11931 MovePlayerOneStep()
11932 -----------------------------------------------------------------------------
11933 dx, dy: direction (non-diagonal) to try to move the player to
11934 real_dx, real_dy: direction as read from input device (can be diagonal)
11937 boolean MovePlayerOneStep(struct PlayerInfo *player,
11938 int dx, int dy, int real_dx, int real_dy)
11940 int jx = player->jx, jy = player->jy;
11941 int new_jx = jx + dx, new_jy = jy + dy;
11943 boolean player_can_move = !player->cannot_move;
11945 if (!player->active || (!dx && !dy))
11946 return MP_NO_ACTION;
11948 player->MovDir = (dx < 0 ? MV_LEFT :
11949 dx > 0 ? MV_RIGHT :
11951 dy > 0 ? MV_DOWN : MV_NONE);
11953 if (!IN_LEV_FIELD(new_jx, new_jy))
11954 return MP_NO_ACTION;
11956 if (!player_can_move)
11958 if (player->MovPos == 0)
11960 player->is_moving = FALSE;
11961 player->is_digging = FALSE;
11962 player->is_collecting = FALSE;
11963 player->is_snapping = FALSE;
11964 player->is_pushing = FALSE;
11968 if (!options.network && game.centered_player_nr == -1 &&
11969 !AllPlayersInSight(player, new_jx, new_jy))
11970 return MP_NO_ACTION;
11972 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
11973 if (can_move != MP_MOVING)
11976 /* check if DigField() has caused relocation of the player */
11977 if (player->jx != jx || player->jy != jy)
11978 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
11980 StorePlayer[jx][jy] = 0;
11981 player->last_jx = jx;
11982 player->last_jy = jy;
11983 player->jx = new_jx;
11984 player->jy = new_jy;
11985 StorePlayer[new_jx][new_jy] = player->element_nr;
11987 if (player->move_delay_value_next != -1)
11989 player->move_delay_value = player->move_delay_value_next;
11990 player->move_delay_value_next = -1;
11994 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
11996 player->step_counter++;
11998 PlayerVisit[jx][jy] = FrameCounter;
12000 player->is_moving = TRUE;
12003 /* should better be called in MovePlayer(), but this breaks some tapes */
12004 ScrollPlayer(player, SCROLL_INIT);
12010 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12012 int jx = player->jx, jy = player->jy;
12013 int old_jx = jx, old_jy = jy;
12014 int moved = MP_NO_ACTION;
12016 if (!player->active)
12021 if (player->MovPos == 0)
12023 player->is_moving = FALSE;
12024 player->is_digging = FALSE;
12025 player->is_collecting = FALSE;
12026 player->is_snapping = FALSE;
12027 player->is_pushing = FALSE;
12033 if (player->move_delay > 0)
12036 player->move_delay = -1; /* set to "uninitialized" value */
12038 /* store if player is automatically moved to next field */
12039 player->is_auto_moving = (player->programmed_action != MV_NONE);
12041 /* remove the last programmed player action */
12042 player->programmed_action = 0;
12044 if (player->MovPos)
12046 /* should only happen if pre-1.2 tape recordings are played */
12047 /* this is only for backward compatibility */
12049 int original_move_delay_value = player->move_delay_value;
12052 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12056 /* scroll remaining steps with finest movement resolution */
12057 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12059 while (player->MovPos)
12061 ScrollPlayer(player, SCROLL_GO_ON);
12062 ScrollScreen(NULL, SCROLL_GO_ON);
12064 AdvanceFrameAndPlayerCounters(player->index_nr);
12070 player->move_delay_value = original_move_delay_value;
12073 player->is_active = FALSE;
12075 if (player->last_move_dir & MV_HORIZONTAL)
12077 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12078 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12082 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12083 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12086 if (!moved && !player->is_active)
12088 player->is_moving = FALSE;
12089 player->is_digging = FALSE;
12090 player->is_collecting = FALSE;
12091 player->is_snapping = FALSE;
12092 player->is_pushing = FALSE;
12098 if (moved & MP_MOVING && !ScreenMovPos &&
12099 (player->index_nr == game.centered_player_nr ||
12100 game.centered_player_nr == -1))
12102 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12103 int offset = game.scroll_delay_value;
12105 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12107 /* actual player has left the screen -- scroll in that direction */
12108 if (jx != old_jx) /* player has moved horizontally */
12109 scroll_x += (jx - old_jx);
12110 else /* player has moved vertically */
12111 scroll_y += (jy - old_jy);
12115 if (jx != old_jx) /* player has moved horizontally */
12117 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12118 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12119 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12121 /* don't scroll over playfield boundaries */
12122 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12123 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12125 /* don't scroll more than one field at a time */
12126 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12128 /* don't scroll against the player's moving direction */
12129 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12130 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12131 scroll_x = old_scroll_x;
12133 else /* player has moved vertically */
12135 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12136 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12137 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12139 /* don't scroll over playfield boundaries */
12140 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12141 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12143 /* don't scroll more than one field at a time */
12144 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12146 /* don't scroll against the player's moving direction */
12147 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12148 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12149 scroll_y = old_scroll_y;
12153 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12155 if (!options.network && game.centered_player_nr == -1 &&
12156 !AllPlayersInVisibleScreen())
12158 scroll_x = old_scroll_x;
12159 scroll_y = old_scroll_y;
12163 ScrollScreen(player, SCROLL_INIT);
12164 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12169 player->StepFrame = 0;
12171 if (moved & MP_MOVING)
12173 if (old_jx != jx && old_jy == jy)
12174 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12175 else if (old_jx == jx && old_jy != jy)
12176 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12178 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12180 player->last_move_dir = player->MovDir;
12181 player->is_moving = TRUE;
12182 player->is_snapping = FALSE;
12183 player->is_switching = FALSE;
12184 player->is_dropping = FALSE;
12185 player->is_dropping_pressed = FALSE;
12186 player->drop_pressed_delay = 0;
12189 /* should better be called here than above, but this breaks some tapes */
12190 ScrollPlayer(player, SCROLL_INIT);
12195 CheckGravityMovementWhenNotMoving(player);
12197 player->is_moving = FALSE;
12199 /* at this point, the player is allowed to move, but cannot move right now
12200 (e.g. because of something blocking the way) -- ensure that the player
12201 is also allowed to move in the next frame (in old versions before 3.1.1,
12202 the player was forced to wait again for eight frames before next try) */
12204 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12205 player->move_delay = 0; /* allow direct movement in the next frame */
12208 if (player->move_delay == -1) /* not yet initialized by DigField() */
12209 player->move_delay = player->move_delay_value;
12211 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12213 TestIfPlayerTouchesBadThing(jx, jy);
12214 TestIfPlayerTouchesCustomElement(jx, jy);
12217 if (!player->active)
12218 RemovePlayer(player);
12223 void ScrollPlayer(struct PlayerInfo *player, int mode)
12225 int jx = player->jx, jy = player->jy;
12226 int last_jx = player->last_jx, last_jy = player->last_jy;
12227 int move_stepsize = TILEX / player->move_delay_value;
12229 if (!player->active)
12232 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12235 if (mode == SCROLL_INIT)
12237 player->actual_frame_counter = FrameCounter;
12238 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12240 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12241 Feld[last_jx][last_jy] == EL_EMPTY)
12243 int last_field_block_delay = 0; /* start with no blocking at all */
12244 int block_delay_adjustment = player->block_delay_adjustment;
12246 /* if player blocks last field, add delay for exactly one move */
12247 if (player->block_last_field)
12249 last_field_block_delay += player->move_delay_value;
12251 /* when blocking enabled, prevent moving up despite gravity */
12252 if (player->gravity && player->MovDir == MV_UP)
12253 block_delay_adjustment = -1;
12256 /* add block delay adjustment (also possible when not blocking) */
12257 last_field_block_delay += block_delay_adjustment;
12259 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12260 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12263 if (player->MovPos != 0) /* player has not yet reached destination */
12266 else if (!FrameReached(&player->actual_frame_counter, 1))
12269 if (player->MovPos != 0)
12271 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12272 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12274 /* before DrawPlayer() to draw correct player graphic for this case */
12275 if (player->MovPos == 0)
12276 CheckGravityMovement(player);
12279 if (player->MovPos == 0) /* player reached destination field */
12281 if (player->move_delay_reset_counter > 0)
12283 player->move_delay_reset_counter--;
12285 if (player->move_delay_reset_counter == 0)
12287 /* continue with normal speed after quickly moving through gate */
12288 HALVE_PLAYER_SPEED(player);
12290 /* be able to make the next move without delay */
12291 player->move_delay = 0;
12295 player->last_jx = jx;
12296 player->last_jy = jy;
12298 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12299 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12300 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12301 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12302 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12303 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12304 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12305 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12307 DrawPlayer(player); /* needed here only to cleanup last field */
12308 RemovePlayer(player);
12310 if (local_player->friends_still_needed == 0 ||
12311 IS_SP_ELEMENT(Feld[jx][jy]))
12312 PlayerWins(player);
12315 /* this breaks one level: "machine", level 000 */
12317 int move_direction = player->MovDir;
12318 int enter_side = MV_DIR_OPPOSITE(move_direction);
12319 int leave_side = move_direction;
12320 int old_jx = last_jx;
12321 int old_jy = last_jy;
12322 int old_element = Feld[old_jx][old_jy];
12323 int new_element = Feld[jx][jy];
12325 if (IS_CUSTOM_ELEMENT(old_element))
12326 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12328 player->index_bit, leave_side);
12330 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12331 CE_PLAYER_LEAVES_X,
12332 player->index_bit, leave_side);
12334 if (IS_CUSTOM_ELEMENT(new_element))
12335 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12336 player->index_bit, enter_side);
12338 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12339 CE_PLAYER_ENTERS_X,
12340 player->index_bit, enter_side);
12342 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12343 CE_MOVE_OF_X, move_direction);
12346 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12348 TestIfPlayerTouchesBadThing(jx, jy);
12349 TestIfPlayerTouchesCustomElement(jx, jy);
12351 /* needed because pushed element has not yet reached its destination,
12352 so it would trigger a change event at its previous field location */
12353 if (!player->is_pushing)
12354 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12356 if (!player->active)
12357 RemovePlayer(player);
12360 if (!local_player->LevelSolved && level.use_step_counter)
12370 if (TimeLeft <= 10 && setup.time_limit)
12371 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12373 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12375 DisplayGameControlValues();
12377 if (!TimeLeft && setup.time_limit)
12378 for (i = 0; i < MAX_PLAYERS; i++)
12379 KillPlayer(&stored_player[i]);
12381 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12383 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12385 DisplayGameControlValues();
12389 if (tape.single_step && tape.recording && !tape.pausing &&
12390 !player->programmed_action)
12391 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12393 if (!player->programmed_action)
12394 CheckSaveEngineSnapshot(player);
12398 void ScrollScreen(struct PlayerInfo *player, int mode)
12400 static unsigned int screen_frame_counter = 0;
12402 if (mode == SCROLL_INIT)
12404 /* set scrolling step size according to actual player's moving speed */
12405 ScrollStepSize = TILEX / player->move_delay_value;
12407 screen_frame_counter = FrameCounter;
12408 ScreenMovDir = player->MovDir;
12409 ScreenMovPos = player->MovPos;
12410 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12413 else if (!FrameReached(&screen_frame_counter, 1))
12418 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12419 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12420 redraw_mask |= REDRAW_FIELD;
12423 ScreenMovDir = MV_NONE;
12426 void TestIfPlayerTouchesCustomElement(int x, int y)
12428 static int xy[4][2] =
12435 static int trigger_sides[4][2] =
12437 /* center side border side */
12438 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12439 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12440 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12441 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12443 static int touch_dir[4] =
12445 MV_LEFT | MV_RIGHT,
12450 int center_element = Feld[x][y]; /* should always be non-moving! */
12453 for (i = 0; i < NUM_DIRECTIONS; i++)
12455 int xx = x + xy[i][0];
12456 int yy = y + xy[i][1];
12457 int center_side = trigger_sides[i][0];
12458 int border_side = trigger_sides[i][1];
12459 int border_element;
12461 if (!IN_LEV_FIELD(xx, yy))
12464 if (IS_PLAYER(x, y)) /* player found at center element */
12466 struct PlayerInfo *player = PLAYERINFO(x, y);
12468 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12469 border_element = Feld[xx][yy]; /* may be moving! */
12470 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12471 border_element = Feld[xx][yy];
12472 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12473 border_element = MovingOrBlocked2Element(xx, yy);
12475 continue; /* center and border element do not touch */
12477 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12478 player->index_bit, border_side);
12479 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12480 CE_PLAYER_TOUCHES_X,
12481 player->index_bit, border_side);
12484 /* use player element that is initially defined in the level playfield,
12485 not the player element that corresponds to the runtime player number
12486 (example: a level that contains EL_PLAYER_3 as the only player would
12487 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12488 int player_element = PLAYERINFO(x, y)->initial_element;
12490 CheckElementChangeBySide(xx, yy, border_element, player_element,
12491 CE_TOUCHING_X, border_side);
12494 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12496 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12498 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12500 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12501 continue; /* center and border element do not touch */
12504 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12505 player->index_bit, center_side);
12506 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12507 CE_PLAYER_TOUCHES_X,
12508 player->index_bit, center_side);
12511 /* use player element that is initially defined in the level playfield,
12512 not the player element that corresponds to the runtime player number
12513 (example: a level that contains EL_PLAYER_3 as the only player would
12514 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12515 int player_element = PLAYERINFO(xx, yy)->initial_element;
12517 CheckElementChangeBySide(x, y, center_element, player_element,
12518 CE_TOUCHING_X, center_side);
12526 void TestIfElementTouchesCustomElement(int x, int y)
12528 static int xy[4][2] =
12535 static int trigger_sides[4][2] =
12537 /* center side border side */
12538 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12539 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12540 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12541 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12543 static int touch_dir[4] =
12545 MV_LEFT | MV_RIGHT,
12550 boolean change_center_element = FALSE;
12551 int center_element = Feld[x][y]; /* should always be non-moving! */
12552 int border_element_old[NUM_DIRECTIONS];
12555 for (i = 0; i < NUM_DIRECTIONS; i++)
12557 int xx = x + xy[i][0];
12558 int yy = y + xy[i][1];
12559 int border_element;
12561 border_element_old[i] = -1;
12563 if (!IN_LEV_FIELD(xx, yy))
12566 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12567 border_element = Feld[xx][yy]; /* may be moving! */
12568 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12569 border_element = Feld[xx][yy];
12570 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12571 border_element = MovingOrBlocked2Element(xx, yy);
12573 continue; /* center and border element do not touch */
12575 border_element_old[i] = border_element;
12578 for (i = 0; i < NUM_DIRECTIONS; i++)
12580 int xx = x + xy[i][0];
12581 int yy = y + xy[i][1];
12582 int center_side = trigger_sides[i][0];
12583 int border_element = border_element_old[i];
12585 if (border_element == -1)
12588 /* check for change of border element */
12589 CheckElementChangeBySide(xx, yy, border_element, center_element,
12590 CE_TOUCHING_X, center_side);
12592 /* (center element cannot be player, so we dont have to check this here) */
12595 for (i = 0; i < NUM_DIRECTIONS; i++)
12597 int xx = x + xy[i][0];
12598 int yy = y + xy[i][1];
12599 int border_side = trigger_sides[i][1];
12600 int border_element = border_element_old[i];
12602 if (border_element == -1)
12605 /* check for change of center element (but change it only once) */
12606 if (!change_center_element)
12607 change_center_element =
12608 CheckElementChangeBySide(x, y, center_element, border_element,
12609 CE_TOUCHING_X, border_side);
12611 if (IS_PLAYER(xx, yy))
12613 /* use player element that is initially defined in the level playfield,
12614 not the player element that corresponds to the runtime player number
12615 (example: a level that contains EL_PLAYER_3 as the only player would
12616 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12617 int player_element = PLAYERINFO(xx, yy)->initial_element;
12619 CheckElementChangeBySide(x, y, center_element, player_element,
12620 CE_TOUCHING_X, border_side);
12625 void TestIfElementHitsCustomElement(int x, int y, int direction)
12627 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12628 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12629 int hitx = x + dx, hity = y + dy;
12630 int hitting_element = Feld[x][y];
12631 int touched_element;
12633 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12636 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12637 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12639 if (IN_LEV_FIELD(hitx, hity))
12641 int opposite_direction = MV_DIR_OPPOSITE(direction);
12642 int hitting_side = direction;
12643 int touched_side = opposite_direction;
12644 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12645 MovDir[hitx][hity] != direction ||
12646 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12652 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12653 CE_HITTING_X, touched_side);
12655 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12656 CE_HIT_BY_X, hitting_side);
12658 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12659 CE_HIT_BY_SOMETHING, opposite_direction);
12661 if (IS_PLAYER(hitx, hity))
12663 /* use player element that is initially defined in the level playfield,
12664 not the player element that corresponds to the runtime player number
12665 (example: a level that contains EL_PLAYER_3 as the only player would
12666 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12667 int player_element = PLAYERINFO(hitx, hity)->initial_element;
12669 CheckElementChangeBySide(x, y, hitting_element, player_element,
12670 CE_HITTING_X, touched_side);
12675 /* "hitting something" is also true when hitting the playfield border */
12676 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12677 CE_HITTING_SOMETHING, direction);
12680 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12682 int i, kill_x = -1, kill_y = -1;
12684 int bad_element = -1;
12685 static int test_xy[4][2] =
12692 static int test_dir[4] =
12700 for (i = 0; i < NUM_DIRECTIONS; i++)
12702 int test_x, test_y, test_move_dir, test_element;
12704 test_x = good_x + test_xy[i][0];
12705 test_y = good_y + test_xy[i][1];
12707 if (!IN_LEV_FIELD(test_x, test_y))
12711 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12713 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12715 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12716 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12718 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12719 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12723 bad_element = test_element;
12729 if (kill_x != -1 || kill_y != -1)
12731 if (IS_PLAYER(good_x, good_y))
12733 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12735 if (player->shield_deadly_time_left > 0 &&
12736 !IS_INDESTRUCTIBLE(bad_element))
12737 Bang(kill_x, kill_y);
12738 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12739 KillPlayer(player);
12742 Bang(good_x, good_y);
12746 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12748 int i, kill_x = -1, kill_y = -1;
12749 int bad_element = Feld[bad_x][bad_y];
12750 static int test_xy[4][2] =
12757 static int touch_dir[4] =
12759 MV_LEFT | MV_RIGHT,
12764 static int test_dir[4] =
12772 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12775 for (i = 0; i < NUM_DIRECTIONS; i++)
12777 int test_x, test_y, test_move_dir, test_element;
12779 test_x = bad_x + test_xy[i][0];
12780 test_y = bad_y + test_xy[i][1];
12782 if (!IN_LEV_FIELD(test_x, test_y))
12786 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12788 test_element = Feld[test_x][test_y];
12790 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12791 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12793 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12794 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12796 /* good thing is player or penguin that does not move away */
12797 if (IS_PLAYER(test_x, test_y))
12799 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12801 if (bad_element == EL_ROBOT && player->is_moving)
12802 continue; /* robot does not kill player if he is moving */
12804 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12806 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12807 continue; /* center and border element do not touch */
12815 else if (test_element == EL_PENGUIN)
12825 if (kill_x != -1 || kill_y != -1)
12827 if (IS_PLAYER(kill_x, kill_y))
12829 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12831 if (player->shield_deadly_time_left > 0 &&
12832 !IS_INDESTRUCTIBLE(bad_element))
12833 Bang(bad_x, bad_y);
12834 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12835 KillPlayer(player);
12838 Bang(kill_x, kill_y);
12842 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12844 int bad_element = Feld[bad_x][bad_y];
12845 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12846 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
12847 int test_x = bad_x + dx, test_y = bad_y + dy;
12848 int test_move_dir, test_element;
12849 int kill_x = -1, kill_y = -1;
12851 if (!IN_LEV_FIELD(test_x, test_y))
12855 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12857 test_element = Feld[test_x][test_y];
12859 if (test_move_dir != bad_move_dir)
12861 /* good thing can be player or penguin that does not move away */
12862 if (IS_PLAYER(test_x, test_y))
12864 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12866 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12867 player as being hit when he is moving towards the bad thing, because
12868 the "get hit by" condition would be lost after the player stops) */
12869 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12870 return; /* player moves away from bad thing */
12875 else if (test_element == EL_PENGUIN)
12882 if (kill_x != -1 || kill_y != -1)
12884 if (IS_PLAYER(kill_x, kill_y))
12886 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12888 if (player->shield_deadly_time_left > 0 &&
12889 !IS_INDESTRUCTIBLE(bad_element))
12890 Bang(bad_x, bad_y);
12891 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12892 KillPlayer(player);
12895 Bang(kill_x, kill_y);
12899 void TestIfPlayerTouchesBadThing(int x, int y)
12901 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12904 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12906 TestIfGoodThingHitsBadThing(x, y, move_dir);
12909 void TestIfBadThingTouchesPlayer(int x, int y)
12911 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12914 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12916 TestIfBadThingHitsGoodThing(x, y, move_dir);
12919 void TestIfFriendTouchesBadThing(int x, int y)
12921 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12924 void TestIfBadThingTouchesFriend(int x, int y)
12926 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12929 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12931 int i, kill_x = bad_x, kill_y = bad_y;
12932 static int xy[4][2] =
12940 for (i = 0; i < NUM_DIRECTIONS; i++)
12944 x = bad_x + xy[i][0];
12945 y = bad_y + xy[i][1];
12946 if (!IN_LEV_FIELD(x, y))
12949 element = Feld[x][y];
12950 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12951 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
12959 if (kill_x != bad_x || kill_y != bad_y)
12960 Bang(bad_x, bad_y);
12963 void KillPlayer(struct PlayerInfo *player)
12965 int jx = player->jx, jy = player->jy;
12967 if (!player->active)
12971 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
12972 player->killed, player->active, player->reanimated);
12975 /* the following code was introduced to prevent an infinite loop when calling
12977 -> CheckTriggeredElementChangeExt()
12978 -> ExecuteCustomElementAction()
12980 -> (infinitely repeating the above sequence of function calls)
12981 which occurs when killing the player while having a CE with the setting
12982 "kill player X when explosion of <player X>"; the solution using a new
12983 field "player->killed" was chosen for backwards compatibility, although
12984 clever use of the fields "player->active" etc. would probably also work */
12986 if (player->killed)
12990 player->killed = TRUE;
12992 /* remove accessible field at the player's position */
12993 Feld[jx][jy] = EL_EMPTY;
12995 /* deactivate shield (else Bang()/Explode() would not work right) */
12996 player->shield_normal_time_left = 0;
12997 player->shield_deadly_time_left = 0;
13000 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13001 player->killed, player->active, player->reanimated);
13007 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13008 player->killed, player->active, player->reanimated);
13011 if (player->reanimated) /* killed player may have been reanimated */
13012 player->killed = player->reanimated = FALSE;
13014 BuryPlayer(player);
13017 static void KillPlayerUnlessEnemyProtected(int x, int y)
13019 if (!PLAYER_ENEMY_PROTECTED(x, y))
13020 KillPlayer(PLAYERINFO(x, y));
13023 static void KillPlayerUnlessExplosionProtected(int x, int y)
13025 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13026 KillPlayer(PLAYERINFO(x, y));
13029 void BuryPlayer(struct PlayerInfo *player)
13031 int jx = player->jx, jy = player->jy;
13033 if (!player->active)
13036 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13037 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13039 player->GameOver = TRUE;
13040 RemovePlayer(player);
13043 void RemovePlayer(struct PlayerInfo *player)
13045 int jx = player->jx, jy = player->jy;
13046 int i, found = FALSE;
13048 player->present = FALSE;
13049 player->active = FALSE;
13051 if (!ExplodeField[jx][jy])
13052 StorePlayer[jx][jy] = 0;
13054 if (player->is_moving)
13055 TEST_DrawLevelField(player->last_jx, player->last_jy);
13057 for (i = 0; i < MAX_PLAYERS; i++)
13058 if (stored_player[i].active)
13062 AllPlayersGone = TRUE;
13068 static void setFieldForSnapping(int x, int y, int element, int direction)
13070 struct ElementInfo *ei = &element_info[element];
13071 int direction_bit = MV_DIR_TO_BIT(direction);
13072 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13073 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13074 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13076 Feld[x][y] = EL_ELEMENT_SNAPPING;
13077 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13079 ResetGfxAnimation(x, y);
13081 GfxElement[x][y] = element;
13082 GfxAction[x][y] = action;
13083 GfxDir[x][y] = direction;
13084 GfxFrame[x][y] = -1;
13088 =============================================================================
13089 checkDiagonalPushing()
13090 -----------------------------------------------------------------------------
13091 check if diagonal input device direction results in pushing of object
13092 (by checking if the alternative direction is walkable, diggable, ...)
13093 =============================================================================
13096 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13097 int x, int y, int real_dx, int real_dy)
13099 int jx, jy, dx, dy, xx, yy;
13101 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13104 /* diagonal direction: check alternative direction */
13109 xx = jx + (dx == 0 ? real_dx : 0);
13110 yy = jy + (dy == 0 ? real_dy : 0);
13112 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13116 =============================================================================
13118 -----------------------------------------------------------------------------
13119 x, y: field next to player (non-diagonal) to try to dig to
13120 real_dx, real_dy: direction as read from input device (can be diagonal)
13121 =============================================================================
13124 static int DigField(struct PlayerInfo *player,
13125 int oldx, int oldy, int x, int y,
13126 int real_dx, int real_dy, int mode)
13128 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13129 boolean player_was_pushing = player->is_pushing;
13130 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13131 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13132 int jx = oldx, jy = oldy;
13133 int dx = x - jx, dy = y - jy;
13134 int nextx = x + dx, nexty = y + dy;
13135 int move_direction = (dx == -1 ? MV_LEFT :
13136 dx == +1 ? MV_RIGHT :
13138 dy == +1 ? MV_DOWN : MV_NONE);
13139 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13140 int dig_side = MV_DIR_OPPOSITE(move_direction);
13141 int old_element = Feld[jx][jy];
13142 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13145 if (is_player) /* function can also be called by EL_PENGUIN */
13147 if (player->MovPos == 0)
13149 player->is_digging = FALSE;
13150 player->is_collecting = FALSE;
13153 if (player->MovPos == 0) /* last pushing move finished */
13154 player->is_pushing = FALSE;
13156 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13158 player->is_switching = FALSE;
13159 player->push_delay = -1;
13161 return MP_NO_ACTION;
13165 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13166 old_element = Back[jx][jy];
13168 /* in case of element dropped at player position, check background */
13169 else if (Back[jx][jy] != EL_EMPTY &&
13170 game.engine_version >= VERSION_IDENT(2,2,0,0))
13171 old_element = Back[jx][jy];
13173 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13174 return MP_NO_ACTION; /* field has no opening in this direction */
13176 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13177 return MP_NO_ACTION; /* field has no opening in this direction */
13179 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13183 Feld[jx][jy] = player->artwork_element;
13184 InitMovingField(jx, jy, MV_DOWN);
13185 Store[jx][jy] = EL_ACID;
13186 ContinueMoving(jx, jy);
13187 BuryPlayer(player);
13189 return MP_DONT_RUN_INTO;
13192 if (player_can_move && DONT_RUN_INTO(element))
13194 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13196 return MP_DONT_RUN_INTO;
13199 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13200 return MP_NO_ACTION;
13202 collect_count = element_info[element].collect_count_initial;
13204 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13205 return MP_NO_ACTION;
13207 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13208 player_can_move = player_can_move_or_snap;
13210 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13211 game.engine_version >= VERSION_IDENT(2,2,0,0))
13213 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13214 player->index_bit, dig_side);
13215 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13216 player->index_bit, dig_side);
13218 if (element == EL_DC_LANDMINE)
13221 if (Feld[x][y] != element) /* field changed by snapping */
13224 return MP_NO_ACTION;
13227 if (player->gravity && is_player && !player->is_auto_moving &&
13228 canFallDown(player) && move_direction != MV_DOWN &&
13229 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13230 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13232 if (player_can_move &&
13233 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13235 int sound_element = SND_ELEMENT(element);
13236 int sound_action = ACTION_WALKING;
13238 if (IS_RND_GATE(element))
13240 if (!player->key[RND_GATE_NR(element)])
13241 return MP_NO_ACTION;
13243 else if (IS_RND_GATE_GRAY(element))
13245 if (!player->key[RND_GATE_GRAY_NR(element)])
13246 return MP_NO_ACTION;
13248 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13250 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13251 return MP_NO_ACTION;
13253 else if (element == EL_EXIT_OPEN ||
13254 element == EL_EM_EXIT_OPEN ||
13255 element == EL_EM_EXIT_OPENING ||
13256 element == EL_STEEL_EXIT_OPEN ||
13257 element == EL_EM_STEEL_EXIT_OPEN ||
13258 element == EL_EM_STEEL_EXIT_OPENING ||
13259 element == EL_SP_EXIT_OPEN ||
13260 element == EL_SP_EXIT_OPENING)
13262 sound_action = ACTION_PASSING; /* player is passing exit */
13264 else if (element == EL_EMPTY)
13266 sound_action = ACTION_MOVING; /* nothing to walk on */
13269 /* play sound from background or player, whatever is available */
13270 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13271 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13273 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13275 else if (player_can_move &&
13276 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13278 if (!ACCESS_FROM(element, opposite_direction))
13279 return MP_NO_ACTION; /* field not accessible from this direction */
13281 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13282 return MP_NO_ACTION;
13284 if (IS_EM_GATE(element))
13286 if (!player->key[EM_GATE_NR(element)])
13287 return MP_NO_ACTION;
13289 else if (IS_EM_GATE_GRAY(element))
13291 if (!player->key[EM_GATE_GRAY_NR(element)])
13292 return MP_NO_ACTION;
13294 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13296 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13297 return MP_NO_ACTION;
13299 else if (IS_EMC_GATE(element))
13301 if (!player->key[EMC_GATE_NR(element)])
13302 return MP_NO_ACTION;
13304 else if (IS_EMC_GATE_GRAY(element))
13306 if (!player->key[EMC_GATE_GRAY_NR(element)])
13307 return MP_NO_ACTION;
13309 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13311 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13312 return MP_NO_ACTION;
13314 else if (element == EL_DC_GATE_WHITE ||
13315 element == EL_DC_GATE_WHITE_GRAY ||
13316 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13318 if (player->num_white_keys == 0)
13319 return MP_NO_ACTION;
13321 player->num_white_keys--;
13323 else if (IS_SP_PORT(element))
13325 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13326 element == EL_SP_GRAVITY_PORT_RIGHT ||
13327 element == EL_SP_GRAVITY_PORT_UP ||
13328 element == EL_SP_GRAVITY_PORT_DOWN)
13329 player->gravity = !player->gravity;
13330 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13331 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13332 element == EL_SP_GRAVITY_ON_PORT_UP ||
13333 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13334 player->gravity = TRUE;
13335 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13336 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13337 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13338 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13339 player->gravity = FALSE;
13342 /* automatically move to the next field with double speed */
13343 player->programmed_action = move_direction;
13345 if (player->move_delay_reset_counter == 0)
13347 player->move_delay_reset_counter = 2; /* two double speed steps */
13349 DOUBLE_PLAYER_SPEED(player);
13352 PlayLevelSoundAction(x, y, ACTION_PASSING);
13354 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13358 if (mode != DF_SNAP)
13360 GfxElement[x][y] = GFX_ELEMENT(element);
13361 player->is_digging = TRUE;
13364 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13366 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13367 player->index_bit, dig_side);
13369 if (mode == DF_SNAP)
13371 if (level.block_snap_field)
13372 setFieldForSnapping(x, y, element, move_direction);
13374 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13376 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13377 player->index_bit, dig_side);
13380 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13384 if (is_player && mode != DF_SNAP)
13386 GfxElement[x][y] = element;
13387 player->is_collecting = TRUE;
13390 if (element == EL_SPEED_PILL)
13392 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13394 else if (element == EL_EXTRA_TIME && level.time > 0)
13396 TimeLeft += level.extra_time;
13398 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13400 DisplayGameControlValues();
13402 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13404 player->shield_normal_time_left += level.shield_normal_time;
13405 if (element == EL_SHIELD_DEADLY)
13406 player->shield_deadly_time_left += level.shield_deadly_time;
13408 else if (element == EL_DYNAMITE ||
13409 element == EL_EM_DYNAMITE ||
13410 element == EL_SP_DISK_RED)
13412 if (player->inventory_size < MAX_INVENTORY_SIZE)
13413 player->inventory_element[player->inventory_size++] = element;
13415 DrawGameDoorValues();
13417 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13419 player->dynabomb_count++;
13420 player->dynabombs_left++;
13422 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13424 player->dynabomb_size++;
13426 else if (element == EL_DYNABOMB_INCREASE_POWER)
13428 player->dynabomb_xl = TRUE;
13430 else if (IS_KEY(element))
13432 player->key[KEY_NR(element)] = TRUE;
13434 DrawGameDoorValues();
13436 else if (element == EL_DC_KEY_WHITE)
13438 player->num_white_keys++;
13440 /* display white keys? */
13441 /* DrawGameDoorValues(); */
13443 else if (IS_ENVELOPE(element))
13445 player->show_envelope = element;
13447 else if (element == EL_EMC_LENSES)
13449 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13451 RedrawAllInvisibleElementsForLenses();
13453 else if (element == EL_EMC_MAGNIFIER)
13455 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13457 RedrawAllInvisibleElementsForMagnifier();
13459 else if (IS_DROPPABLE(element) ||
13460 IS_THROWABLE(element)) /* can be collected and dropped */
13464 if (collect_count == 0)
13465 player->inventory_infinite_element = element;
13467 for (i = 0; i < collect_count; i++)
13468 if (player->inventory_size < MAX_INVENTORY_SIZE)
13469 player->inventory_element[player->inventory_size++] = element;
13471 DrawGameDoorValues();
13473 else if (collect_count > 0)
13475 local_player->gems_still_needed -= collect_count;
13476 if (local_player->gems_still_needed < 0)
13477 local_player->gems_still_needed = 0;
13479 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13481 DisplayGameControlValues();
13484 RaiseScoreElement(element);
13485 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13488 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13489 player->index_bit, dig_side);
13491 if (mode == DF_SNAP)
13493 if (level.block_snap_field)
13494 setFieldForSnapping(x, y, element, move_direction);
13496 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13498 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13499 player->index_bit, dig_side);
13502 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13504 if (mode == DF_SNAP && element != EL_BD_ROCK)
13505 return MP_NO_ACTION;
13507 if (CAN_FALL(element) && dy)
13508 return MP_NO_ACTION;
13510 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13511 !(element == EL_SPRING && level.use_spring_bug))
13512 return MP_NO_ACTION;
13514 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13515 ((move_direction & MV_VERTICAL &&
13516 ((element_info[element].move_pattern & MV_LEFT &&
13517 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13518 (element_info[element].move_pattern & MV_RIGHT &&
13519 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13520 (move_direction & MV_HORIZONTAL &&
13521 ((element_info[element].move_pattern & MV_UP &&
13522 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13523 (element_info[element].move_pattern & MV_DOWN &&
13524 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13525 return MP_NO_ACTION;
13527 /* do not push elements already moving away faster than player */
13528 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13529 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13530 return MP_NO_ACTION;
13532 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13534 if (player->push_delay_value == -1 || !player_was_pushing)
13535 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13537 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13539 if (player->push_delay_value == -1)
13540 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13542 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13544 if (!player->is_pushing)
13545 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13548 player->is_pushing = TRUE;
13549 player->is_active = TRUE;
13551 if (!(IN_LEV_FIELD(nextx, nexty) &&
13552 (IS_FREE(nextx, nexty) ||
13553 (IS_SB_ELEMENT(element) &&
13554 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13555 (IS_CUSTOM_ELEMENT(element) &&
13556 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13557 return MP_NO_ACTION;
13559 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13560 return MP_NO_ACTION;
13562 if (player->push_delay == -1) /* new pushing; restart delay */
13563 player->push_delay = 0;
13565 if (player->push_delay < player->push_delay_value &&
13566 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13567 element != EL_SPRING && element != EL_BALLOON)
13569 /* make sure that there is no move delay before next try to push */
13570 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13571 player->move_delay = 0;
13573 return MP_NO_ACTION;
13576 if (IS_CUSTOM_ELEMENT(element) &&
13577 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13579 if (!DigFieldByCE(nextx, nexty, element))
13580 return MP_NO_ACTION;
13583 if (IS_SB_ELEMENT(element))
13585 if (element == EL_SOKOBAN_FIELD_FULL)
13587 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13588 local_player->sokobanfields_still_needed++;
13591 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13593 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13594 local_player->sokobanfields_still_needed--;
13597 Feld[x][y] = EL_SOKOBAN_OBJECT;
13599 if (Back[x][y] == Back[nextx][nexty])
13600 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13601 else if (Back[x][y] != 0)
13602 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13605 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13608 if (local_player->sokobanfields_still_needed == 0 &&
13609 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13611 PlayerWins(player);
13613 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13617 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13619 InitMovingField(x, y, move_direction);
13620 GfxAction[x][y] = ACTION_PUSHING;
13622 if (mode == DF_SNAP)
13623 ContinueMoving(x, y);
13625 MovPos[x][y] = (dx != 0 ? dx : dy);
13627 Pushed[x][y] = TRUE;
13628 Pushed[nextx][nexty] = TRUE;
13630 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13631 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13633 player->push_delay_value = -1; /* get new value later */
13635 /* check for element change _after_ element has been pushed */
13636 if (game.use_change_when_pushing_bug)
13638 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13639 player->index_bit, dig_side);
13640 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13641 player->index_bit, dig_side);
13644 else if (IS_SWITCHABLE(element))
13646 if (PLAYER_SWITCHING(player, x, y))
13648 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13649 player->index_bit, dig_side);
13654 player->is_switching = TRUE;
13655 player->switch_x = x;
13656 player->switch_y = y;
13658 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13660 if (element == EL_ROBOT_WHEEL)
13662 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13666 game.robot_wheel_active = TRUE;
13668 TEST_DrawLevelField(x, y);
13670 else if (element == EL_SP_TERMINAL)
13674 SCAN_PLAYFIELD(xx, yy)
13676 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13678 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13679 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13682 else if (IS_BELT_SWITCH(element))
13684 ToggleBeltSwitch(x, y);
13686 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13687 element == EL_SWITCHGATE_SWITCH_DOWN ||
13688 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13689 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13691 ToggleSwitchgateSwitch(x, y);
13693 else if (element == EL_LIGHT_SWITCH ||
13694 element == EL_LIGHT_SWITCH_ACTIVE)
13696 ToggleLightSwitch(x, y);
13698 else if (element == EL_TIMEGATE_SWITCH ||
13699 element == EL_DC_TIMEGATE_SWITCH)
13701 ActivateTimegateSwitch(x, y);
13703 else if (element == EL_BALLOON_SWITCH_LEFT ||
13704 element == EL_BALLOON_SWITCH_RIGHT ||
13705 element == EL_BALLOON_SWITCH_UP ||
13706 element == EL_BALLOON_SWITCH_DOWN ||
13707 element == EL_BALLOON_SWITCH_NONE ||
13708 element == EL_BALLOON_SWITCH_ANY)
13710 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13711 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13712 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13713 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13714 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13717 else if (element == EL_LAMP)
13719 Feld[x][y] = EL_LAMP_ACTIVE;
13720 local_player->lights_still_needed--;
13722 ResetGfxAnimation(x, y);
13723 TEST_DrawLevelField(x, y);
13725 else if (element == EL_TIME_ORB_FULL)
13727 Feld[x][y] = EL_TIME_ORB_EMPTY;
13729 if (level.time > 0 || level.use_time_orb_bug)
13731 TimeLeft += level.time_orb_time;
13732 game.no_time_limit = FALSE;
13734 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13736 DisplayGameControlValues();
13739 ResetGfxAnimation(x, y);
13740 TEST_DrawLevelField(x, y);
13742 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13743 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13747 game.ball_state = !game.ball_state;
13749 SCAN_PLAYFIELD(xx, yy)
13751 int e = Feld[xx][yy];
13753 if (game.ball_state)
13755 if (e == EL_EMC_MAGIC_BALL)
13756 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13757 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13758 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13762 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13763 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13764 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13765 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13770 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13771 player->index_bit, dig_side);
13773 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13774 player->index_bit, dig_side);
13776 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13777 player->index_bit, dig_side);
13783 if (!PLAYER_SWITCHING(player, x, y))
13785 player->is_switching = TRUE;
13786 player->switch_x = x;
13787 player->switch_y = y;
13789 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13790 player->index_bit, dig_side);
13791 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13792 player->index_bit, dig_side);
13794 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13795 player->index_bit, dig_side);
13796 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13797 player->index_bit, dig_side);
13800 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13801 player->index_bit, dig_side);
13802 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13803 player->index_bit, dig_side);
13805 return MP_NO_ACTION;
13808 player->push_delay = -1;
13810 if (is_player) /* function can also be called by EL_PENGUIN */
13812 if (Feld[x][y] != element) /* really digged/collected something */
13814 player->is_collecting = !player->is_digging;
13815 player->is_active = TRUE;
13822 static boolean DigFieldByCE(int x, int y, int digging_element)
13824 int element = Feld[x][y];
13826 if (!IS_FREE(x, y))
13828 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13829 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13832 /* no element can dig solid indestructible elements */
13833 if (IS_INDESTRUCTIBLE(element) &&
13834 !IS_DIGGABLE(element) &&
13835 !IS_COLLECTIBLE(element))
13838 if (AmoebaNr[x][y] &&
13839 (element == EL_AMOEBA_FULL ||
13840 element == EL_BD_AMOEBA ||
13841 element == EL_AMOEBA_GROWING))
13843 AmoebaCnt[AmoebaNr[x][y]]--;
13844 AmoebaCnt2[AmoebaNr[x][y]]--;
13847 if (IS_MOVING(x, y))
13848 RemoveMovingField(x, y);
13852 TEST_DrawLevelField(x, y);
13855 /* if digged element was about to explode, prevent the explosion */
13856 ExplodeField[x][y] = EX_TYPE_NONE;
13858 PlayLevelSoundAction(x, y, action);
13861 Store[x][y] = EL_EMPTY;
13863 /* this makes it possible to leave the removed element again */
13864 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13865 Store[x][y] = element;
13870 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13872 int jx = player->jx, jy = player->jy;
13873 int x = jx + dx, y = jy + dy;
13874 int snap_direction = (dx == -1 ? MV_LEFT :
13875 dx == +1 ? MV_RIGHT :
13877 dy == +1 ? MV_DOWN : MV_NONE);
13878 boolean can_continue_snapping = (level.continuous_snapping &&
13879 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13881 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13884 if (!player->active || !IN_LEV_FIELD(x, y))
13892 if (player->MovPos == 0)
13893 player->is_pushing = FALSE;
13895 player->is_snapping = FALSE;
13897 if (player->MovPos == 0)
13899 player->is_moving = FALSE;
13900 player->is_digging = FALSE;
13901 player->is_collecting = FALSE;
13907 /* prevent snapping with already pressed snap key when not allowed */
13908 if (player->is_snapping && !can_continue_snapping)
13911 player->MovDir = snap_direction;
13913 if (player->MovPos == 0)
13915 player->is_moving = FALSE;
13916 player->is_digging = FALSE;
13917 player->is_collecting = FALSE;
13920 player->is_dropping = FALSE;
13921 player->is_dropping_pressed = FALSE;
13922 player->drop_pressed_delay = 0;
13924 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13927 player->is_snapping = TRUE;
13928 player->is_active = TRUE;
13930 if (player->MovPos == 0)
13932 player->is_moving = FALSE;
13933 player->is_digging = FALSE;
13934 player->is_collecting = FALSE;
13937 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
13938 TEST_DrawLevelField(player->last_jx, player->last_jy);
13940 TEST_DrawLevelField(x, y);
13945 static boolean DropElement(struct PlayerInfo *player)
13947 int old_element, new_element;
13948 int dropx = player->jx, dropy = player->jy;
13949 int drop_direction = player->MovDir;
13950 int drop_side = drop_direction;
13951 int drop_element = get_next_dropped_element(player);
13953 player->is_dropping_pressed = TRUE;
13955 /* do not drop an element on top of another element; when holding drop key
13956 pressed without moving, dropped element must move away before the next
13957 element can be dropped (this is especially important if the next element
13958 is dynamite, which can be placed on background for historical reasons) */
13959 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
13962 if (IS_THROWABLE(drop_element))
13964 dropx += GET_DX_FROM_DIR(drop_direction);
13965 dropy += GET_DY_FROM_DIR(drop_direction);
13967 if (!IN_LEV_FIELD(dropx, dropy))
13971 old_element = Feld[dropx][dropy]; /* old element at dropping position */
13972 new_element = drop_element; /* default: no change when dropping */
13974 /* check if player is active, not moving and ready to drop */
13975 if (!player->active || player->MovPos || player->drop_delay > 0)
13978 /* check if player has anything that can be dropped */
13979 if (new_element == EL_UNDEFINED)
13982 /* check if drop key was pressed long enough for EM style dynamite */
13983 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
13986 /* check if anything can be dropped at the current position */
13987 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
13990 /* collected custom elements can only be dropped on empty fields */
13991 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
13994 if (old_element != EL_EMPTY)
13995 Back[dropx][dropy] = old_element; /* store old element on this field */
13997 ResetGfxAnimation(dropx, dropy);
13998 ResetRandomAnimationValue(dropx, dropy);
14000 if (player->inventory_size > 0 ||
14001 player->inventory_infinite_element != EL_UNDEFINED)
14003 if (player->inventory_size > 0)
14005 player->inventory_size--;
14007 DrawGameDoorValues();
14009 if (new_element == EL_DYNAMITE)
14010 new_element = EL_DYNAMITE_ACTIVE;
14011 else if (new_element == EL_EM_DYNAMITE)
14012 new_element = EL_EM_DYNAMITE_ACTIVE;
14013 else if (new_element == EL_SP_DISK_RED)
14014 new_element = EL_SP_DISK_RED_ACTIVE;
14017 Feld[dropx][dropy] = new_element;
14019 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14020 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14021 el2img(Feld[dropx][dropy]), 0);
14023 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14025 /* needed if previous element just changed to "empty" in the last frame */
14026 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14028 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14029 player->index_bit, drop_side);
14030 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14032 player->index_bit, drop_side);
14034 TestIfElementTouchesCustomElement(dropx, dropy);
14036 else /* player is dropping a dyna bomb */
14038 player->dynabombs_left--;
14040 Feld[dropx][dropy] = new_element;
14042 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14043 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14044 el2img(Feld[dropx][dropy]), 0);
14046 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14049 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14050 InitField_WithBug1(dropx, dropy, FALSE);
14052 new_element = Feld[dropx][dropy]; /* element might have changed */
14054 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14055 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14057 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14058 MovDir[dropx][dropy] = drop_direction;
14060 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14062 /* do not cause impact style collision by dropping elements that can fall */
14063 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14066 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14067 player->is_dropping = TRUE;
14069 player->drop_pressed_delay = 0;
14070 player->is_dropping_pressed = FALSE;
14072 player->drop_x = dropx;
14073 player->drop_y = dropy;
14078 /* ------------------------------------------------------------------------- */
14079 /* game sound playing functions */
14080 /* ------------------------------------------------------------------------- */
14082 static int *loop_sound_frame = NULL;
14083 static int *loop_sound_volume = NULL;
14085 void InitPlayLevelSound()
14087 int num_sounds = getSoundListSize();
14089 checked_free(loop_sound_frame);
14090 checked_free(loop_sound_volume);
14092 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14093 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14096 static void PlayLevelSound(int x, int y, int nr)
14098 int sx = SCREENX(x), sy = SCREENY(y);
14099 int volume, stereo_position;
14100 int max_distance = 8;
14101 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14103 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14104 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14107 if (!IN_LEV_FIELD(x, y) ||
14108 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14109 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14112 volume = SOUND_MAX_VOLUME;
14114 if (!IN_SCR_FIELD(sx, sy))
14116 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14117 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14119 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14122 stereo_position = (SOUND_MAX_LEFT +
14123 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14124 (SCR_FIELDX + 2 * max_distance));
14126 if (IS_LOOP_SOUND(nr))
14128 /* This assures that quieter loop sounds do not overwrite louder ones,
14129 while restarting sound volume comparison with each new game frame. */
14131 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14134 loop_sound_volume[nr] = volume;
14135 loop_sound_frame[nr] = FrameCounter;
14138 PlaySoundExt(nr, volume, stereo_position, type);
14141 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14143 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14144 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14145 y < LEVELY(BY1) ? LEVELY(BY1) :
14146 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14150 static void PlayLevelSoundAction(int x, int y, int action)
14152 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14155 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14157 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14159 if (sound_effect != SND_UNDEFINED)
14160 PlayLevelSound(x, y, sound_effect);
14163 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14166 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14168 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14169 PlayLevelSound(x, y, sound_effect);
14172 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14174 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14176 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14177 PlayLevelSound(x, y, sound_effect);
14180 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14182 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14184 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14185 StopSound(sound_effect);
14188 static void PlayLevelMusic()
14190 if (levelset.music[level_nr] != MUS_UNDEFINED)
14191 PlayMusic(levelset.music[level_nr]); /* from config file */
14193 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
14196 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14198 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14199 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14200 int x = xx - 1 - offset;
14201 int y = yy - 1 - offset;
14206 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14210 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14214 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14218 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14222 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14226 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14230 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14233 case SAMPLE_android_clone:
14234 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14237 case SAMPLE_android_move:
14238 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14241 case SAMPLE_spring:
14242 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14246 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14250 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14253 case SAMPLE_eater_eat:
14254 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14258 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14261 case SAMPLE_collect:
14262 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14265 case SAMPLE_diamond:
14266 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14269 case SAMPLE_squash:
14270 /* !!! CHECK THIS !!! */
14272 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14274 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14278 case SAMPLE_wonderfall:
14279 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14283 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14287 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14291 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14295 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14299 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14303 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14306 case SAMPLE_wonder:
14307 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14311 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14314 case SAMPLE_exit_open:
14315 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14318 case SAMPLE_exit_leave:
14319 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14322 case SAMPLE_dynamite:
14323 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14327 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14331 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14335 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14339 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14343 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14347 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14351 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14356 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14358 int element = map_element_SP_to_RND(element_sp);
14359 int action = map_action_SP_to_RND(action_sp);
14360 int offset = (setup.sp_show_border_elements ? 0 : 1);
14361 int x = xx - offset;
14362 int y = yy - offset;
14364 PlayLevelSoundElementAction(x, y, element, action);
14367 void RaiseScore(int value)
14369 local_player->score += value;
14371 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14373 DisplayGameControlValues();
14376 void RaiseScoreElement(int element)
14381 case EL_BD_DIAMOND:
14382 case EL_EMERALD_YELLOW:
14383 case EL_EMERALD_RED:
14384 case EL_EMERALD_PURPLE:
14385 case EL_SP_INFOTRON:
14386 RaiseScore(level.score[SC_EMERALD]);
14389 RaiseScore(level.score[SC_DIAMOND]);
14392 RaiseScore(level.score[SC_CRYSTAL]);
14395 RaiseScore(level.score[SC_PEARL]);
14398 case EL_BD_BUTTERFLY:
14399 case EL_SP_ELECTRON:
14400 RaiseScore(level.score[SC_BUG]);
14403 case EL_BD_FIREFLY:
14404 case EL_SP_SNIKSNAK:
14405 RaiseScore(level.score[SC_SPACESHIP]);
14408 case EL_DARK_YAMYAM:
14409 RaiseScore(level.score[SC_YAMYAM]);
14412 RaiseScore(level.score[SC_ROBOT]);
14415 RaiseScore(level.score[SC_PACMAN]);
14418 RaiseScore(level.score[SC_NUT]);
14421 case EL_EM_DYNAMITE:
14422 case EL_SP_DISK_RED:
14423 case EL_DYNABOMB_INCREASE_NUMBER:
14424 case EL_DYNABOMB_INCREASE_SIZE:
14425 case EL_DYNABOMB_INCREASE_POWER:
14426 RaiseScore(level.score[SC_DYNAMITE]);
14428 case EL_SHIELD_NORMAL:
14429 case EL_SHIELD_DEADLY:
14430 RaiseScore(level.score[SC_SHIELD]);
14432 case EL_EXTRA_TIME:
14433 RaiseScore(level.extra_time_score);
14447 case EL_DC_KEY_WHITE:
14448 RaiseScore(level.score[SC_KEY]);
14451 RaiseScore(element_info[element].collect_score);
14456 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14458 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14460 /* closing door required in case of envelope style request dialogs */
14462 CloseDoor(DOOR_CLOSE_1);
14464 #if defined(NETWORK_AVALIABLE)
14465 if (options.network)
14466 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14472 FadeSkipNextFadeIn();
14474 game_status = GAME_MODE_MAIN;
14480 game_status = GAME_MODE_MAIN;
14486 else /* continue playing the game */
14488 if (tape.playing && tape.deactivate_display)
14489 TapeDeactivateDisplayOff(TRUE);
14491 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14493 if (tape.playing && tape.deactivate_display)
14494 TapeDeactivateDisplayOn();
14498 void RequestQuitGame(boolean ask_if_really_quit)
14500 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14501 boolean skip_request = AllPlayersGone || quick_quit;
14503 RequestQuitGameExt(skip_request, quick_quit,
14504 "Do you really want to quit the game?");
14508 /* ------------------------------------------------------------------------- */
14509 /* random generator functions */
14510 /* ------------------------------------------------------------------------- */
14512 unsigned int InitEngineRandom_RND(int seed)
14514 game.num_random_calls = 0;
14516 return InitEngineRandom(seed);
14519 unsigned int RND(int max)
14523 game.num_random_calls++;
14525 return GetEngineRandom(max);
14532 /* ------------------------------------------------------------------------- */
14533 /* game engine snapshot handling functions */
14534 /* ------------------------------------------------------------------------- */
14536 struct EngineSnapshotInfo
14538 /* runtime values for custom element collect score */
14539 int collect_score[NUM_CUSTOM_ELEMENTS];
14541 /* runtime values for group element choice position */
14542 int choice_pos[NUM_GROUP_ELEMENTS];
14544 /* runtime values for belt position animations */
14545 int belt_graphic[4][NUM_BELT_PARTS];
14546 int belt_anim_mode[4][NUM_BELT_PARTS];
14549 static struct EngineSnapshotInfo engine_snapshot_rnd;
14550 static char *snapshot_level_identifier = NULL;
14551 static int snapshot_level_nr = -1;
14553 static void SaveEngineSnapshotValues_RND()
14555 static int belt_base_active_element[4] =
14557 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14558 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14559 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14560 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14564 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14566 int element = EL_CUSTOM_START + i;
14568 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14571 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14573 int element = EL_GROUP_START + i;
14575 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14578 for (i = 0; i < 4; i++)
14580 for (j = 0; j < NUM_BELT_PARTS; j++)
14582 int element = belt_base_active_element[i] + j;
14583 int graphic = el2img(element);
14584 int anim_mode = graphic_info[graphic].anim_mode;
14586 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14587 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14592 static void LoadEngineSnapshotValues_RND()
14594 unsigned int num_random_calls = game.num_random_calls;
14597 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14599 int element = EL_CUSTOM_START + i;
14601 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14604 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14606 int element = EL_GROUP_START + i;
14608 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14611 for (i = 0; i < 4; i++)
14613 for (j = 0; j < NUM_BELT_PARTS; j++)
14615 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14616 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14618 graphic_info[graphic].anim_mode = anim_mode;
14622 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14624 InitRND(tape.random_seed);
14625 for (i = 0; i < num_random_calls; i++)
14629 if (game.num_random_calls != num_random_calls)
14631 Error(ERR_INFO, "number of random calls out of sync");
14632 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14633 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14634 Error(ERR_EXIT, "this should not happen -- please debug");
14638 void FreeEngineSnapshotSingle()
14640 FreeSnapshotSingle();
14642 setString(&snapshot_level_identifier, NULL);
14643 snapshot_level_nr = -1;
14646 void FreeEngineSnapshotList()
14648 FreeSnapshotList();
14651 ListNode *SaveEngineSnapshotBuffers()
14653 ListNode *buffers = NULL;
14655 /* copy some special values to a structure better suited for the snapshot */
14657 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14658 SaveEngineSnapshotValues_RND();
14659 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14660 SaveEngineSnapshotValues_EM();
14661 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14662 SaveEngineSnapshotValues_SP(&buffers);
14664 /* save values stored in special snapshot structure */
14666 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14667 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14668 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14669 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14670 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14671 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14673 /* save further RND engine values */
14675 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14676 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14677 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14679 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14680 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14681 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14682 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14684 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14685 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14686 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14687 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14688 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14690 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14691 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14692 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14694 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14696 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14698 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14699 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14701 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
14702 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
14703 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
14704 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14705 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14706 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14707 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14708 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
14709 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
14710 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14711 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
14712 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14713 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14714 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14715 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14716 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14717 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
14718 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
14720 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14721 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14723 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14724 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14725 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14727 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14728 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14730 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14731 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14732 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14733 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14734 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14736 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14737 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14740 ListNode *node = engine_snapshot_list_rnd;
14743 while (node != NULL)
14745 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14750 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14756 void SaveEngineSnapshotSingle()
14758 ListNode *buffers = SaveEngineSnapshotBuffers();
14760 /* finally save all snapshot buffers to single snapshot */
14761 SaveSnapshotSingle(buffers);
14763 /* save level identification information */
14764 setString(&snapshot_level_identifier, leveldir_current->identifier);
14765 snapshot_level_nr = level_nr;
14768 static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
14770 boolean save_snapshot =
14771 (initial_snapshot ||
14772 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
14773 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
14774 game.snapshot.changed_action));
14776 game.snapshot.changed_action = FALSE;
14778 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
14779 tape.quick_resume ||
14783 ListNode *buffers = SaveEngineSnapshotBuffers();
14785 /* finally save all snapshot buffers to snapshot list */
14786 SaveSnapshotToList(buffers);
14791 boolean SaveEngineSnapshotToList()
14793 return SaveEngineSnapshotToListExt(FALSE);
14796 void SaveEngineSnapshotToListInitial()
14798 FreeEngineSnapshotList();
14800 SaveEngineSnapshotToListExt(TRUE);
14803 void LoadEngineSnapshotValues()
14805 /* restore special values from snapshot structure */
14807 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14808 LoadEngineSnapshotValues_RND();
14809 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14810 LoadEngineSnapshotValues_EM();
14811 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14812 LoadEngineSnapshotValues_SP();
14815 void LoadEngineSnapshotSingle()
14817 LoadSnapshotSingle();
14819 LoadEngineSnapshotValues();
14822 void LoadEngineSnapshot_Undo(int steps)
14824 LoadSnapshotFromList_Older(steps);
14826 LoadEngineSnapshotValues();
14829 void LoadEngineSnapshot_Redo(int steps)
14831 LoadSnapshotFromList_Newer(steps);
14833 LoadEngineSnapshotValues();
14836 boolean CheckEngineSnapshotSingle()
14838 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14839 snapshot_level_nr == level_nr);
14842 boolean CheckEngineSnapshotList()
14844 return CheckSnapshotList();
14848 /* ---------- new game button stuff ---------------------------------------- */
14856 } gamebutton_info[NUM_GAME_BUTTONS] =
14859 IMG_GAME_BUTTON_GFX_STOP, &game.button.stop,
14860 GAME_CTRL_ID_STOP, "stop game"
14863 IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause,
14864 GAME_CTRL_ID_PAUSE, "pause game"
14867 IMG_GAME_BUTTON_GFX_PLAY, &game.button.play,
14868 GAME_CTRL_ID_PLAY, "play game"
14871 IMG_GAME_BUTTON_GFX_UNDO, &game.button.undo,
14872 GAME_CTRL_ID_UNDO, "undo step"
14875 IMG_GAME_BUTTON_GFX_REDO, &game.button.redo,
14876 GAME_CTRL_ID_REDO, "redo step"
14879 IMG_GAME_BUTTON_GFX_SAVE, &game.button.save,
14880 GAME_CTRL_ID_SAVE, "save game"
14883 IMG_GAME_BUTTON_GFX_PAUSE2, &game.button.pause2,
14884 GAME_CTRL_ID_PAUSE2, "pause game"
14887 IMG_GAME_BUTTON_GFX_LOAD, &game.button.load,
14888 GAME_CTRL_ID_LOAD, "load game"
14891 IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
14892 SOUND_CTRL_ID_MUSIC, "background music on/off"
14895 IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
14896 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
14899 IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
14900 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
14904 void CreateGameButtons()
14908 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14910 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
14911 struct XY *pos = gamebutton_info[i].pos;
14912 struct GadgetInfo *gi;
14915 unsigned int event_mask;
14916 int base_x = (tape.show_game_buttons ? VX : DX);
14917 int base_y = (tape.show_game_buttons ? VY : DY);
14918 int gd_x = gfx->src_x;
14919 int gd_y = gfx->src_y;
14920 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
14921 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
14922 int gd_xa = gfx->src_x + gfx->active_xoffset;
14923 int gd_ya = gfx->src_y + gfx->active_yoffset;
14924 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
14925 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
14928 if (gfx->bitmap == NULL)
14930 game_gadget[id] = NULL;
14935 if (id == GAME_CTRL_ID_STOP ||
14936 id == GAME_CTRL_ID_PLAY ||
14937 id == GAME_CTRL_ID_SAVE ||
14938 id == GAME_CTRL_ID_LOAD)
14940 button_type = GD_TYPE_NORMAL_BUTTON;
14942 event_mask = GD_EVENT_RELEASED;
14944 else if (id == GAME_CTRL_ID_UNDO ||
14945 id == GAME_CTRL_ID_REDO)
14947 button_type = GD_TYPE_NORMAL_BUTTON;
14949 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
14953 button_type = GD_TYPE_CHECK_BUTTON;
14955 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
14956 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
14957 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
14958 event_mask = GD_EVENT_PRESSED;
14961 gi = CreateGadget(GDI_CUSTOM_ID, id,
14962 GDI_INFO_TEXT, gamebutton_info[i].infotext,
14963 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
14964 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
14965 GDI_WIDTH, gfx->width,
14966 GDI_HEIGHT, gfx->height,
14967 GDI_TYPE, button_type,
14968 GDI_STATE, GD_BUTTON_UNPRESSED,
14969 GDI_CHECKED, checked,
14970 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
14971 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
14972 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
14973 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
14974 GDI_DIRECT_DRAW, FALSE,
14975 GDI_EVENT_MASK, event_mask,
14976 GDI_CALLBACK_ACTION, HandleGameButtons,
14980 Error(ERR_EXIT, "cannot create gadget");
14982 game_gadget[id] = gi;
14986 void FreeGameButtons()
14990 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14991 FreeGadget(game_gadget[i]);
14994 static void MapGameButtonsAtSamePosition(int id)
14998 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15000 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15001 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15002 MapGadget(game_gadget[i]);
15005 static void UnmapGameButtonsAtSamePosition(int id)
15009 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15011 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15012 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15013 UnmapGadget(game_gadget[i]);
15016 void MapUndoRedoButtons()
15018 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15019 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15021 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15022 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15025 void UnmapUndoRedoButtons()
15027 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15028 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15030 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15031 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15034 void MapGameButtons()
15038 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15039 if (i != GAME_CTRL_ID_UNDO &&
15040 i != GAME_CTRL_ID_REDO)
15041 MapGadget(game_gadget[i]);
15043 if (setup.show_snapshot_buttons)
15045 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15046 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15047 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15051 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15052 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15053 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15056 RedrawGameButtons();
15059 void UnmapGameButtons()
15063 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15064 UnmapGadget(game_gadget[i]);
15067 void RedrawGameButtons()
15071 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15072 RedrawGadget(game_gadget[i]);
15074 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15075 redraw_mask &= ~REDRAW_ALL;
15078 void GameUndoRedoExt()
15080 ClearPlayerAction();
15082 tape.pausing = TRUE;
15085 UpdateAndDisplayGameControlValues();
15087 DrawCompleteVideoDisplay();
15088 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15089 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15090 DrawVideoDisplay((tape.single_step ? VIDEO_STATE_1STEP_ON :
15091 VIDEO_STATE_1STEP_OFF), 0);
15096 void GameUndo(int steps)
15098 if (!CheckEngineSnapshotList())
15101 LoadEngineSnapshot_Undo(steps);
15106 void GameRedo(int steps)
15108 if (!CheckEngineSnapshotList())
15111 LoadEngineSnapshot_Redo(steps);
15116 static void HandleGameButtonsExt(int id, int button)
15118 int steps = BUTTON_STEPSIZE(button);
15119 boolean handle_game_buttons =
15120 (game_status == GAME_MODE_PLAYING ||
15121 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15123 if (!handle_game_buttons)
15128 case GAME_CTRL_ID_STOP:
15129 if (game_status == GAME_MODE_MAIN)
15135 RequestQuitGame(TRUE);
15139 case GAME_CTRL_ID_PAUSE:
15140 case GAME_CTRL_ID_PAUSE2:
15141 if (options.network && game_status == GAME_MODE_PLAYING)
15143 #if defined(NETWORK_AVALIABLE)
15145 SendToServer_ContinuePlaying();
15147 SendToServer_PausePlaying();
15151 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15154 case GAME_CTRL_ID_PLAY:
15155 if (game_status == GAME_MODE_MAIN)
15157 StartGameActions(options.network, setup.autorecord, level.random_seed);
15159 else if (tape.pausing)
15161 #if defined(NETWORK_AVALIABLE)
15162 if (options.network)
15163 SendToServer_ContinuePlaying();
15166 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15170 case GAME_CTRL_ID_UNDO:
15174 case GAME_CTRL_ID_REDO:
15178 case GAME_CTRL_ID_SAVE:
15182 case GAME_CTRL_ID_LOAD:
15186 case SOUND_CTRL_ID_MUSIC:
15187 if (setup.sound_music)
15189 setup.sound_music = FALSE;
15193 else if (audio.music_available)
15195 setup.sound = setup.sound_music = TRUE;
15197 SetAudioMode(setup.sound);
15203 case SOUND_CTRL_ID_LOOPS:
15204 if (setup.sound_loops)
15205 setup.sound_loops = FALSE;
15206 else if (audio.loops_available)
15208 setup.sound = setup.sound_loops = TRUE;
15210 SetAudioMode(setup.sound);
15214 case SOUND_CTRL_ID_SIMPLE:
15215 if (setup.sound_simple)
15216 setup.sound_simple = FALSE;
15217 else if (audio.sound_available)
15219 setup.sound = setup.sound_simple = TRUE;
15221 SetAudioMode(setup.sound);
15230 static void HandleGameButtons(struct GadgetInfo *gi)
15232 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15235 void HandleSoundButtonKeys(Key key)
15238 if (key == setup.shortcut.sound_simple)
15239 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15240 else if (key == setup.shortcut.sound_loops)
15241 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15242 else if (key == setup.shortcut.sound_music)
15243 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);