1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
29 /* EXPERIMENTAL STUFF */
30 #define USE_NEW_AMOEBA_CODE FALSE
32 /* EXPERIMENTAL STUFF */
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
64 /* for MovePlayer() */
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
70 /* for ScrollPlayer() */
72 #define SCROLL_GO_ON 1
74 /* for Bang()/Explode() */
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 /* game panel display and control definitions */
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_FRAME 35
126 #define GAME_PANEL_SHIELD_NORMAL 36
127 #define GAME_PANEL_SHIELD_NORMAL_TIME 37
128 #define GAME_PANEL_SHIELD_DEADLY 38
129 #define GAME_PANEL_SHIELD_DEADLY_TIME 39
130 #define GAME_PANEL_EXIT 40
131 #define GAME_PANEL_EMC_MAGIC_BALL 41
132 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42
133 #define GAME_PANEL_LIGHT_SWITCH 43
134 #define GAME_PANEL_LIGHT_SWITCH_TIME 44
135 #define GAME_PANEL_TIMEGATE_SWITCH 45
136 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 46
137 #define GAME_PANEL_SWITCHGATE_SWITCH 47
138 #define GAME_PANEL_EMC_LENSES 48
139 #define GAME_PANEL_EMC_LENSES_TIME 49
140 #define GAME_PANEL_EMC_MAGNIFIER 50
141 #define GAME_PANEL_EMC_MAGNIFIER_TIME 51
142 #define GAME_PANEL_BALLOON_SWITCH 52
143 #define GAME_PANEL_DYNABOMB_NUMBER 53
144 #define GAME_PANEL_DYNABOMB_SIZE 54
145 #define GAME_PANEL_DYNABOMB_POWER 55
146 #define GAME_PANEL_PENGUINS 56
147 #define GAME_PANEL_SOKOBAN_OBJECTS 57
148 #define GAME_PANEL_SOKOBAN_FIELDS 58
149 #define GAME_PANEL_ROBOT_WHEEL 59
150 #define GAME_PANEL_CONVEYOR_BELT_1 60
151 #define GAME_PANEL_CONVEYOR_BELT_2 61
152 #define GAME_PANEL_CONVEYOR_BELT_3 62
153 #define GAME_PANEL_CONVEYOR_BELT_4 63
154 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64
155 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65
156 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66
157 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67
158 #define GAME_PANEL_MAGIC_WALL 68
159 #define GAME_PANEL_MAGIC_WALL_TIME 69
160 #define GAME_PANEL_GRAVITY_STATE 70
161 #define GAME_PANEL_GRAPHIC_1 71
162 #define GAME_PANEL_GRAPHIC_2 72
163 #define GAME_PANEL_GRAPHIC_3 73
164 #define GAME_PANEL_GRAPHIC_4 74
165 #define GAME_PANEL_GRAPHIC_5 75
166 #define GAME_PANEL_GRAPHIC_6 76
167 #define GAME_PANEL_GRAPHIC_7 77
168 #define GAME_PANEL_GRAPHIC_8 78
169 #define GAME_PANEL_ELEMENT_1 79
170 #define GAME_PANEL_ELEMENT_2 80
171 #define GAME_PANEL_ELEMENT_3 81
172 #define GAME_PANEL_ELEMENT_4 82
173 #define GAME_PANEL_ELEMENT_5 83
174 #define GAME_PANEL_ELEMENT_6 84
175 #define GAME_PANEL_ELEMENT_7 85
176 #define GAME_PANEL_ELEMENT_8 86
177 #define GAME_PANEL_ELEMENT_COUNT_1 87
178 #define GAME_PANEL_ELEMENT_COUNT_2 88
179 #define GAME_PANEL_ELEMENT_COUNT_3 89
180 #define GAME_PANEL_ELEMENT_COUNT_4 90
181 #define GAME_PANEL_ELEMENT_COUNT_5 91
182 #define GAME_PANEL_ELEMENT_COUNT_6 92
183 #define GAME_PANEL_ELEMENT_COUNT_7 93
184 #define GAME_PANEL_ELEMENT_COUNT_8 94
185 #define GAME_PANEL_CE_SCORE_1 95
186 #define GAME_PANEL_CE_SCORE_2 96
187 #define GAME_PANEL_CE_SCORE_3 97
188 #define GAME_PANEL_CE_SCORE_4 98
189 #define GAME_PANEL_CE_SCORE_5 99
190 #define GAME_PANEL_CE_SCORE_6 100
191 #define GAME_PANEL_CE_SCORE_7 101
192 #define GAME_PANEL_CE_SCORE_8 102
193 #define GAME_PANEL_CE_SCORE_1_ELEMENT 103
194 #define GAME_PANEL_CE_SCORE_2_ELEMENT 104
195 #define GAME_PANEL_CE_SCORE_3_ELEMENT 105
196 #define GAME_PANEL_CE_SCORE_4_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_5_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_6_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_7_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_8_ELEMENT 110
201 #define GAME_PANEL_PLAYER_NAME 111
202 #define GAME_PANEL_LEVEL_NAME 112
203 #define GAME_PANEL_LEVEL_AUTHOR 113
205 #define NUM_GAME_PANEL_CONTROLS 114
207 struct GamePanelOrderInfo
213 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
215 struct GamePanelControlInfo
219 struct TextPosInfo *pos;
222 int value, last_value;
223 int frame, last_frame;
228 static struct GamePanelControlInfo game_panel_controls[] =
231 GAME_PANEL_LEVEL_NUMBER,
232 &game.panel.level_number,
241 GAME_PANEL_INVENTORY_COUNT,
242 &game.panel.inventory_count,
246 GAME_PANEL_INVENTORY_FIRST_1,
247 &game.panel.inventory_first[0],
251 GAME_PANEL_INVENTORY_FIRST_2,
252 &game.panel.inventory_first[1],
256 GAME_PANEL_INVENTORY_FIRST_3,
257 &game.panel.inventory_first[2],
261 GAME_PANEL_INVENTORY_FIRST_4,
262 &game.panel.inventory_first[3],
266 GAME_PANEL_INVENTORY_FIRST_5,
267 &game.panel.inventory_first[4],
271 GAME_PANEL_INVENTORY_FIRST_6,
272 &game.panel.inventory_first[5],
276 GAME_PANEL_INVENTORY_FIRST_7,
277 &game.panel.inventory_first[6],
281 GAME_PANEL_INVENTORY_FIRST_8,
282 &game.panel.inventory_first[7],
286 GAME_PANEL_INVENTORY_LAST_1,
287 &game.panel.inventory_last[0],
291 GAME_PANEL_INVENTORY_LAST_2,
292 &game.panel.inventory_last[1],
296 GAME_PANEL_INVENTORY_LAST_3,
297 &game.panel.inventory_last[2],
301 GAME_PANEL_INVENTORY_LAST_4,
302 &game.panel.inventory_last[3],
306 GAME_PANEL_INVENTORY_LAST_5,
307 &game.panel.inventory_last[4],
311 GAME_PANEL_INVENTORY_LAST_6,
312 &game.panel.inventory_last[5],
316 GAME_PANEL_INVENTORY_LAST_7,
317 &game.panel.inventory_last[6],
321 GAME_PANEL_INVENTORY_LAST_8,
322 &game.panel.inventory_last[7],
366 GAME_PANEL_KEY_WHITE,
367 &game.panel.key_white,
371 GAME_PANEL_KEY_WHITE_COUNT,
372 &game.panel.key_white_count,
381 GAME_PANEL_HIGHSCORE,
382 &game.panel.highscore,
411 GAME_PANEL_SHIELD_NORMAL,
412 &game.panel.shield_normal,
416 GAME_PANEL_SHIELD_NORMAL_TIME,
417 &game.panel.shield_normal_time,
421 GAME_PANEL_SHIELD_DEADLY,
422 &game.panel.shield_deadly,
426 GAME_PANEL_SHIELD_DEADLY_TIME,
427 &game.panel.shield_deadly_time,
436 GAME_PANEL_EMC_MAGIC_BALL,
437 &game.panel.emc_magic_ball,
441 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
442 &game.panel.emc_magic_ball_switch,
446 GAME_PANEL_LIGHT_SWITCH,
447 &game.panel.light_switch,
451 GAME_PANEL_LIGHT_SWITCH_TIME,
452 &game.panel.light_switch_time,
456 GAME_PANEL_TIMEGATE_SWITCH,
457 &game.panel.timegate_switch,
461 GAME_PANEL_TIMEGATE_SWITCH_TIME,
462 &game.panel.timegate_switch_time,
466 GAME_PANEL_SWITCHGATE_SWITCH,
467 &game.panel.switchgate_switch,
471 GAME_PANEL_EMC_LENSES,
472 &game.panel.emc_lenses,
476 GAME_PANEL_EMC_LENSES_TIME,
477 &game.panel.emc_lenses_time,
481 GAME_PANEL_EMC_MAGNIFIER,
482 &game.panel.emc_magnifier,
486 GAME_PANEL_EMC_MAGNIFIER_TIME,
487 &game.panel.emc_magnifier_time,
491 GAME_PANEL_BALLOON_SWITCH,
492 &game.panel.balloon_switch,
496 GAME_PANEL_DYNABOMB_NUMBER,
497 &game.panel.dynabomb_number,
501 GAME_PANEL_DYNABOMB_SIZE,
502 &game.panel.dynabomb_size,
506 GAME_PANEL_DYNABOMB_POWER,
507 &game.panel.dynabomb_power,
512 &game.panel.penguins,
516 GAME_PANEL_SOKOBAN_OBJECTS,
517 &game.panel.sokoban_objects,
521 GAME_PANEL_SOKOBAN_FIELDS,
522 &game.panel.sokoban_fields,
526 GAME_PANEL_ROBOT_WHEEL,
527 &game.panel.robot_wheel,
531 GAME_PANEL_CONVEYOR_BELT_1,
532 &game.panel.conveyor_belt[0],
536 GAME_PANEL_CONVEYOR_BELT_2,
537 &game.panel.conveyor_belt[1],
541 GAME_PANEL_CONVEYOR_BELT_3,
542 &game.panel.conveyor_belt[2],
546 GAME_PANEL_CONVEYOR_BELT_4,
547 &game.panel.conveyor_belt[3],
551 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
552 &game.panel.conveyor_belt_switch[0],
556 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
557 &game.panel.conveyor_belt_switch[1],
561 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
562 &game.panel.conveyor_belt_switch[2],
566 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
567 &game.panel.conveyor_belt_switch[3],
571 GAME_PANEL_MAGIC_WALL,
572 &game.panel.magic_wall,
576 GAME_PANEL_MAGIC_WALL_TIME,
577 &game.panel.magic_wall_time,
581 GAME_PANEL_GRAVITY_STATE,
582 &game.panel.gravity_state,
586 GAME_PANEL_GRAPHIC_1,
587 &game.panel.graphic[0],
591 GAME_PANEL_GRAPHIC_2,
592 &game.panel.graphic[1],
596 GAME_PANEL_GRAPHIC_3,
597 &game.panel.graphic[2],
601 GAME_PANEL_GRAPHIC_4,
602 &game.panel.graphic[3],
606 GAME_PANEL_GRAPHIC_5,
607 &game.panel.graphic[4],
611 GAME_PANEL_GRAPHIC_6,
612 &game.panel.graphic[5],
616 GAME_PANEL_GRAPHIC_7,
617 &game.panel.graphic[6],
621 GAME_PANEL_GRAPHIC_8,
622 &game.panel.graphic[7],
626 GAME_PANEL_ELEMENT_1,
627 &game.panel.element[0],
631 GAME_PANEL_ELEMENT_2,
632 &game.panel.element[1],
636 GAME_PANEL_ELEMENT_3,
637 &game.panel.element[2],
641 GAME_PANEL_ELEMENT_4,
642 &game.panel.element[3],
646 GAME_PANEL_ELEMENT_5,
647 &game.panel.element[4],
651 GAME_PANEL_ELEMENT_6,
652 &game.panel.element[5],
656 GAME_PANEL_ELEMENT_7,
657 &game.panel.element[6],
661 GAME_PANEL_ELEMENT_8,
662 &game.panel.element[7],
666 GAME_PANEL_ELEMENT_COUNT_1,
667 &game.panel.element_count[0],
671 GAME_PANEL_ELEMENT_COUNT_2,
672 &game.panel.element_count[1],
676 GAME_PANEL_ELEMENT_COUNT_3,
677 &game.panel.element_count[2],
681 GAME_PANEL_ELEMENT_COUNT_4,
682 &game.panel.element_count[3],
686 GAME_PANEL_ELEMENT_COUNT_5,
687 &game.panel.element_count[4],
691 GAME_PANEL_ELEMENT_COUNT_6,
692 &game.panel.element_count[5],
696 GAME_PANEL_ELEMENT_COUNT_7,
697 &game.panel.element_count[6],
701 GAME_PANEL_ELEMENT_COUNT_8,
702 &game.panel.element_count[7],
706 GAME_PANEL_CE_SCORE_1,
707 &game.panel.ce_score[0],
711 GAME_PANEL_CE_SCORE_2,
712 &game.panel.ce_score[1],
716 GAME_PANEL_CE_SCORE_3,
717 &game.panel.ce_score[2],
721 GAME_PANEL_CE_SCORE_4,
722 &game.panel.ce_score[3],
726 GAME_PANEL_CE_SCORE_5,
727 &game.panel.ce_score[4],
731 GAME_PANEL_CE_SCORE_6,
732 &game.panel.ce_score[5],
736 GAME_PANEL_CE_SCORE_7,
737 &game.panel.ce_score[6],
741 GAME_PANEL_CE_SCORE_8,
742 &game.panel.ce_score[7],
746 GAME_PANEL_CE_SCORE_1_ELEMENT,
747 &game.panel.ce_score_element[0],
751 GAME_PANEL_CE_SCORE_2_ELEMENT,
752 &game.panel.ce_score_element[1],
756 GAME_PANEL_CE_SCORE_3_ELEMENT,
757 &game.panel.ce_score_element[2],
761 GAME_PANEL_CE_SCORE_4_ELEMENT,
762 &game.panel.ce_score_element[3],
766 GAME_PANEL_CE_SCORE_5_ELEMENT,
767 &game.panel.ce_score_element[4],
771 GAME_PANEL_CE_SCORE_6_ELEMENT,
772 &game.panel.ce_score_element[5],
776 GAME_PANEL_CE_SCORE_7_ELEMENT,
777 &game.panel.ce_score_element[6],
781 GAME_PANEL_CE_SCORE_8_ELEMENT,
782 &game.panel.ce_score_element[7],
786 GAME_PANEL_PLAYER_NAME,
787 &game.panel.player_name,
791 GAME_PANEL_LEVEL_NAME,
792 &game.panel.level_name,
796 GAME_PANEL_LEVEL_AUTHOR,
797 &game.panel.level_author,
808 /* values for delayed check of falling and moving elements and for collision */
809 #define CHECK_DELAY_MOVING 3
810 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
811 #define CHECK_DELAY_COLLISION 2
812 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
814 /* values for initial player move delay (initial delay counter value) */
815 #define INITIAL_MOVE_DELAY_OFF -1
816 #define INITIAL_MOVE_DELAY_ON 0
818 /* values for player movement speed (which is in fact a delay value) */
819 #define MOVE_DELAY_MIN_SPEED 32
820 #define MOVE_DELAY_NORMAL_SPEED 8
821 #define MOVE_DELAY_HIGH_SPEED 4
822 #define MOVE_DELAY_MAX_SPEED 1
824 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
825 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
827 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
828 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
830 /* values for scroll positions */
831 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
832 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
834 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
835 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
838 /* values for other actions */
839 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
840 #define MOVE_STEPSIZE_MIN (1)
841 #define MOVE_STEPSIZE_MAX (TILEX)
843 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
844 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
846 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
848 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
849 RND(element_info[e].push_delay_random))
850 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
851 RND(element_info[e].drop_delay_random))
852 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
853 RND(element_info[e].move_delay_random))
854 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
855 (element_info[e].move_delay_random))
856 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
857 RND(element_info[e].ce_value_random_initial))
858 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
859 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
860 RND((c)->delay_random * (c)->delay_frames))
861 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
862 RND((c)->delay_random))
865 #define GET_VALID_RUNTIME_ELEMENT(e) \
866 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
868 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
869 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
870 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
871 (be) + (e) - EL_SELF)
873 #define GET_PLAYER_FROM_BITS(p) \
874 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
876 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
877 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
878 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
879 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
880 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
881 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
882 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
883 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
884 RESOLVED_REFERENCE_ELEMENT(be, e) : \
887 #define CAN_GROW_INTO(e) \
888 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
890 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
891 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
894 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
895 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
896 (CAN_MOVE_INTO_ACID(e) && \
897 Feld[x][y] == EL_ACID) || \
900 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
901 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
902 (CAN_MOVE_INTO_ACID(e) && \
903 Feld[x][y] == EL_ACID) || \
906 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
907 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
909 (CAN_MOVE_INTO_ACID(e) && \
910 Feld[x][y] == EL_ACID) || \
911 (DONT_COLLIDE_WITH(e) && \
913 !PLAYER_ENEMY_PROTECTED(x, y))))
915 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
916 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
918 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
919 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
921 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
922 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
924 #define ANDROID_CAN_CLONE_FIELD(x, y) \
925 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
926 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
928 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
929 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
931 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
932 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
934 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
935 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
937 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
938 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
940 #define PIG_CAN_ENTER_FIELD(e, x, y) \
941 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
943 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
944 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
945 Feld[x][y] == EL_EM_EXIT_OPEN || \
946 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
947 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
948 IS_FOOD_PENGUIN(Feld[x][y])))
949 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
950 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
952 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
953 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
955 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
956 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
958 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
959 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
960 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
962 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
964 #define CE_ENTER_FIELD_COND(e, x, y) \
965 (!IS_PLAYER(x, y) && \
966 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
968 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
969 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
971 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
972 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
974 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
975 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
976 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
977 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
979 /* game button identifiers */
980 #define GAME_CTRL_ID_STOP 0
981 #define GAME_CTRL_ID_PAUSE 1
982 #define GAME_CTRL_ID_PLAY 2
983 #define GAME_CTRL_ID_UNDO 3
984 #define GAME_CTRL_ID_REDO 4
985 #define GAME_CTRL_ID_SAVE 5
986 #define GAME_CTRL_ID_PAUSE2 6
987 #define GAME_CTRL_ID_LOAD 7
988 #define SOUND_CTRL_ID_MUSIC 8
989 #define SOUND_CTRL_ID_LOOPS 9
990 #define SOUND_CTRL_ID_SIMPLE 10
992 #define NUM_GAME_BUTTONS 11
995 /* forward declaration for internal use */
997 static void CreateField(int, int, int);
999 static void ResetGfxAnimation(int, int);
1001 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1002 static void AdvanceFrameAndPlayerCounters(int);
1004 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1005 static boolean MovePlayer(struct PlayerInfo *, int, int);
1006 static void ScrollPlayer(struct PlayerInfo *, int);
1007 static void ScrollScreen(struct PlayerInfo *, int);
1009 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1010 static boolean DigFieldByCE(int, int, int);
1011 static boolean SnapField(struct PlayerInfo *, int, int);
1012 static boolean DropElement(struct PlayerInfo *);
1014 static void InitBeltMovement(void);
1015 static void CloseAllOpenTimegates(void);
1016 static void CheckGravityMovement(struct PlayerInfo *);
1017 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1018 static void KillPlayerUnlessEnemyProtected(int, int);
1019 static void KillPlayerUnlessExplosionProtected(int, int);
1021 static void TestIfPlayerTouchesCustomElement(int, int);
1022 static void TestIfElementTouchesCustomElement(int, int);
1023 static void TestIfElementHitsCustomElement(int, int, int);
1025 static void HandleElementChange(int, int, int);
1026 static void ExecuteCustomElementAction(int, int, int, int);
1027 static boolean ChangeElement(int, int, int, int);
1029 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1030 #define CheckTriggeredElementChange(x, y, e, ev) \
1031 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1032 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1033 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1034 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1035 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1036 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1037 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1039 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1040 #define CheckElementChange(x, y, e, te, ev) \
1041 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1042 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1043 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1044 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1045 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1047 static void PlayLevelSound(int, int, int);
1048 static void PlayLevelSoundNearest(int, int, int);
1049 static void PlayLevelSoundAction(int, int, int);
1050 static void PlayLevelSoundElementAction(int, int, int, int);
1051 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1052 static void PlayLevelSoundActionIfLoop(int, int, int);
1053 static void StopLevelSoundActionIfLoop(int, int, int);
1054 static void PlayLevelMusic();
1055 static void FadeLevelSoundsAndMusic();
1057 static void HandleGameButtons(struct GadgetInfo *);
1059 int AmoebeNachbarNr(int, int);
1060 void AmoebeUmwandeln(int, int);
1061 void ContinueMoving(int, int);
1062 void Bang(int, int);
1063 void InitMovDir(int, int);
1064 void InitAmoebaNr(int, int);
1065 int NewHiScore(void);
1067 void TestIfGoodThingHitsBadThing(int, int, int);
1068 void TestIfBadThingHitsGoodThing(int, int, int);
1069 void TestIfPlayerTouchesBadThing(int, int);
1070 void TestIfPlayerRunsIntoBadThing(int, int, int);
1071 void TestIfBadThingTouchesPlayer(int, int);
1072 void TestIfBadThingRunsIntoPlayer(int, int, int);
1073 void TestIfFriendTouchesBadThing(int, int);
1074 void TestIfBadThingTouchesFriend(int, int);
1075 void TestIfBadThingTouchesOtherBadThing(int, int);
1076 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1078 void KillPlayer(struct PlayerInfo *);
1079 void BuryPlayer(struct PlayerInfo *);
1080 void RemovePlayer(struct PlayerInfo *);
1082 static int getInvisibleActiveFromInvisibleElement(int);
1083 static int getInvisibleFromInvisibleActiveElement(int);
1085 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1087 /* for detection of endless loops, caused by custom element programming */
1088 /* (using maximal playfield width x 10 is just a rough approximation) */
1089 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1091 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1093 if (recursion_loop_detected) \
1096 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1098 recursion_loop_detected = TRUE; \
1099 recursion_loop_element = (e); \
1102 recursion_loop_depth++; \
1105 #define RECURSION_LOOP_DETECTION_END() \
1107 recursion_loop_depth--; \
1110 static int recursion_loop_depth;
1111 static boolean recursion_loop_detected;
1112 static boolean recursion_loop_element;
1114 static int map_player_action[MAX_PLAYERS];
1117 /* ------------------------------------------------------------------------- */
1118 /* definition of elements that automatically change to other elements after */
1119 /* a specified time, eventually calling a function when changing */
1120 /* ------------------------------------------------------------------------- */
1122 /* forward declaration for changer functions */
1123 static void InitBuggyBase(int, int);
1124 static void WarnBuggyBase(int, int);
1126 static void InitTrap(int, int);
1127 static void ActivateTrap(int, int);
1128 static void ChangeActiveTrap(int, int);
1130 static void InitRobotWheel(int, int);
1131 static void RunRobotWheel(int, int);
1132 static void StopRobotWheel(int, int);
1134 static void InitTimegateWheel(int, int);
1135 static void RunTimegateWheel(int, int);
1137 static void InitMagicBallDelay(int, int);
1138 static void ActivateMagicBall(int, int);
1140 struct ChangingElementInfo
1145 void (*pre_change_function)(int x, int y);
1146 void (*change_function)(int x, int y);
1147 void (*post_change_function)(int x, int y);
1150 static struct ChangingElementInfo change_delay_list[] =
1185 EL_STEEL_EXIT_OPENING,
1193 EL_STEEL_EXIT_CLOSING,
1194 EL_STEEL_EXIT_CLOSED,
1217 EL_EM_STEEL_EXIT_OPENING,
1218 EL_EM_STEEL_EXIT_OPEN,
1225 EL_EM_STEEL_EXIT_CLOSING,
1249 EL_SWITCHGATE_OPENING,
1257 EL_SWITCHGATE_CLOSING,
1258 EL_SWITCHGATE_CLOSED,
1265 EL_TIMEGATE_OPENING,
1273 EL_TIMEGATE_CLOSING,
1282 EL_ACID_SPLASH_LEFT,
1290 EL_ACID_SPLASH_RIGHT,
1299 EL_SP_BUGGY_BASE_ACTIVATING,
1306 EL_SP_BUGGY_BASE_ACTIVATING,
1307 EL_SP_BUGGY_BASE_ACTIVE,
1314 EL_SP_BUGGY_BASE_ACTIVE,
1338 EL_ROBOT_WHEEL_ACTIVE,
1346 EL_TIMEGATE_SWITCH_ACTIVE,
1354 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1355 EL_DC_TIMEGATE_SWITCH,
1362 EL_EMC_MAGIC_BALL_ACTIVE,
1363 EL_EMC_MAGIC_BALL_ACTIVE,
1370 EL_EMC_SPRING_BUMPER_ACTIVE,
1371 EL_EMC_SPRING_BUMPER,
1378 EL_DIAGONAL_SHRINKING,
1386 EL_DIAGONAL_GROWING,
1407 int push_delay_fixed, push_delay_random;
1411 { EL_SPRING, 0, 0 },
1412 { EL_BALLOON, 0, 0 },
1414 { EL_SOKOBAN_OBJECT, 2, 0 },
1415 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1416 { EL_SATELLITE, 2, 0 },
1417 { EL_SP_DISK_YELLOW, 2, 0 },
1419 { EL_UNDEFINED, 0, 0 },
1427 move_stepsize_list[] =
1429 { EL_AMOEBA_DROP, 2 },
1430 { EL_AMOEBA_DROPPING, 2 },
1431 { EL_QUICKSAND_FILLING, 1 },
1432 { EL_QUICKSAND_EMPTYING, 1 },
1433 { EL_QUICKSAND_FAST_FILLING, 2 },
1434 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1435 { EL_MAGIC_WALL_FILLING, 2 },
1436 { EL_MAGIC_WALL_EMPTYING, 2 },
1437 { EL_BD_MAGIC_WALL_FILLING, 2 },
1438 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1439 { EL_DC_MAGIC_WALL_FILLING, 2 },
1440 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1442 { EL_UNDEFINED, 0 },
1450 collect_count_list[] =
1453 { EL_BD_DIAMOND, 1 },
1454 { EL_EMERALD_YELLOW, 1 },
1455 { EL_EMERALD_RED, 1 },
1456 { EL_EMERALD_PURPLE, 1 },
1458 { EL_SP_INFOTRON, 1 },
1462 { EL_UNDEFINED, 0 },
1470 access_direction_list[] =
1472 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1473 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1474 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1475 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1476 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1477 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1478 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1479 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1480 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1481 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1482 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1484 { EL_SP_PORT_LEFT, MV_RIGHT },
1485 { EL_SP_PORT_RIGHT, MV_LEFT },
1486 { EL_SP_PORT_UP, MV_DOWN },
1487 { EL_SP_PORT_DOWN, MV_UP },
1488 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1489 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1490 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1491 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1492 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1493 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1494 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1495 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1496 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1497 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1498 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1499 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1500 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1501 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1502 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1504 { EL_UNDEFINED, MV_NONE }
1507 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1509 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1510 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1511 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1512 IS_JUST_CHANGING(x, y))
1514 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1516 /* static variables for playfield scan mode (scanning forward or backward) */
1517 static int playfield_scan_start_x = 0;
1518 static int playfield_scan_start_y = 0;
1519 static int playfield_scan_delta_x = 1;
1520 static int playfield_scan_delta_y = 1;
1522 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1523 (y) >= 0 && (y) <= lev_fieldy - 1; \
1524 (y) += playfield_scan_delta_y) \
1525 for ((x) = playfield_scan_start_x; \
1526 (x) >= 0 && (x) <= lev_fieldx - 1; \
1527 (x) += playfield_scan_delta_x)
1530 void DEBUG_SetMaximumDynamite()
1534 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1535 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1536 local_player->inventory_element[local_player->inventory_size++] =
1541 static void InitPlayfieldScanModeVars()
1543 if (game.use_reverse_scan_direction)
1545 playfield_scan_start_x = lev_fieldx - 1;
1546 playfield_scan_start_y = lev_fieldy - 1;
1548 playfield_scan_delta_x = -1;
1549 playfield_scan_delta_y = -1;
1553 playfield_scan_start_x = 0;
1554 playfield_scan_start_y = 0;
1556 playfield_scan_delta_x = 1;
1557 playfield_scan_delta_y = 1;
1561 static void InitPlayfieldScanMode(int mode)
1563 game.use_reverse_scan_direction =
1564 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1566 InitPlayfieldScanModeVars();
1569 static int get_move_delay_from_stepsize(int move_stepsize)
1572 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1574 /* make sure that stepsize value is always a power of 2 */
1575 move_stepsize = (1 << log_2(move_stepsize));
1577 return TILEX / move_stepsize;
1580 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1583 int player_nr = player->index_nr;
1584 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1585 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1587 /* do no immediately change move delay -- the player might just be moving */
1588 player->move_delay_value_next = move_delay;
1590 /* information if player can move must be set separately */
1591 player->cannot_move = cannot_move;
1595 player->move_delay = game.initial_move_delay[player_nr];
1596 player->move_delay_value = game.initial_move_delay_value[player_nr];
1598 player->move_delay_value_next = -1;
1600 player->move_delay_reset_counter = 0;
1604 void GetPlayerConfig()
1606 GameFrameDelay = setup.game_frame_delay;
1608 if (!audio.sound_available)
1609 setup.sound_simple = FALSE;
1611 if (!audio.loops_available)
1612 setup.sound_loops = FALSE;
1614 if (!audio.music_available)
1615 setup.sound_music = FALSE;
1617 if (!video.fullscreen_available)
1618 setup.fullscreen = FALSE;
1620 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1622 SetAudioMode(setup.sound);
1625 int GetElementFromGroupElement(int element)
1627 if (IS_GROUP_ELEMENT(element))
1629 struct ElementGroupInfo *group = element_info[element].group;
1630 int last_anim_random_frame = gfx.anim_random_frame;
1633 if (group->choice_mode == ANIM_RANDOM)
1634 gfx.anim_random_frame = RND(group->num_elements_resolved);
1636 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1637 group->choice_mode, 0,
1640 if (group->choice_mode == ANIM_RANDOM)
1641 gfx.anim_random_frame = last_anim_random_frame;
1643 group->choice_pos++;
1645 element = group->element_resolved[element_pos];
1651 static void InitPlayerField(int x, int y, int element, boolean init_game)
1653 if (element == EL_SP_MURPHY)
1657 if (stored_player[0].present)
1659 Feld[x][y] = EL_SP_MURPHY_CLONE;
1665 stored_player[0].initial_element = element;
1666 stored_player[0].use_murphy = TRUE;
1668 if (!level.use_artwork_element[0])
1669 stored_player[0].artwork_element = EL_SP_MURPHY;
1672 Feld[x][y] = EL_PLAYER_1;
1678 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1679 int jx = player->jx, jy = player->jy;
1681 player->present = TRUE;
1683 player->block_last_field = (element == EL_SP_MURPHY ?
1684 level.sp_block_last_field :
1685 level.block_last_field);
1687 /* ---------- initialize player's last field block delay --------------- */
1689 /* always start with reliable default value (no adjustment needed) */
1690 player->block_delay_adjustment = 0;
1692 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1693 if (player->block_last_field && element == EL_SP_MURPHY)
1694 player->block_delay_adjustment = 1;
1696 /* special case 2: in game engines before 3.1.1, blocking was different */
1697 if (game.use_block_last_field_bug)
1698 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1700 if (!options.network || player->connected)
1702 player->active = TRUE;
1704 /* remove potentially duplicate players */
1705 if (StorePlayer[jx][jy] == Feld[x][y])
1706 StorePlayer[jx][jy] = 0;
1708 StorePlayer[x][y] = Feld[x][y];
1710 #if DEBUG_INIT_PLAYER
1713 printf("- player element %d activated", player->element_nr);
1714 printf(" (local player is %d and currently %s)\n",
1715 local_player->element_nr,
1716 local_player->active ? "active" : "not active");
1721 Feld[x][y] = EL_EMPTY;
1723 player->jx = player->last_jx = x;
1724 player->jy = player->last_jy = y;
1729 int player_nr = GET_PLAYER_NR(element);
1730 struct PlayerInfo *player = &stored_player[player_nr];
1732 if (player->active && player->killed)
1733 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1737 static void InitField(int x, int y, boolean init_game)
1739 int element = Feld[x][y];
1748 InitPlayerField(x, y, element, init_game);
1751 case EL_SOKOBAN_FIELD_PLAYER:
1752 element = Feld[x][y] = EL_PLAYER_1;
1753 InitField(x, y, init_game);
1755 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1756 InitField(x, y, init_game);
1759 case EL_SOKOBAN_FIELD_EMPTY:
1760 local_player->sokobanfields_still_needed++;
1764 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1765 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1766 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1767 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1768 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1769 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1770 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1771 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1772 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1773 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1782 case EL_SPACESHIP_RIGHT:
1783 case EL_SPACESHIP_UP:
1784 case EL_SPACESHIP_LEFT:
1785 case EL_SPACESHIP_DOWN:
1786 case EL_BD_BUTTERFLY:
1787 case EL_BD_BUTTERFLY_RIGHT:
1788 case EL_BD_BUTTERFLY_UP:
1789 case EL_BD_BUTTERFLY_LEFT:
1790 case EL_BD_BUTTERFLY_DOWN:
1792 case EL_BD_FIREFLY_RIGHT:
1793 case EL_BD_FIREFLY_UP:
1794 case EL_BD_FIREFLY_LEFT:
1795 case EL_BD_FIREFLY_DOWN:
1796 case EL_PACMAN_RIGHT:
1798 case EL_PACMAN_LEFT:
1799 case EL_PACMAN_DOWN:
1801 case EL_YAMYAM_LEFT:
1802 case EL_YAMYAM_RIGHT:
1804 case EL_YAMYAM_DOWN:
1805 case EL_DARK_YAMYAM:
1808 case EL_SP_SNIKSNAK:
1809 case EL_SP_ELECTRON:
1818 case EL_AMOEBA_FULL:
1823 case EL_AMOEBA_DROP:
1824 if (y == lev_fieldy - 1)
1826 Feld[x][y] = EL_AMOEBA_GROWING;
1827 Store[x][y] = EL_AMOEBA_WET;
1831 case EL_DYNAMITE_ACTIVE:
1832 case EL_SP_DISK_RED_ACTIVE:
1833 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1834 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1835 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1836 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1837 MovDelay[x][y] = 96;
1840 case EL_EM_DYNAMITE_ACTIVE:
1841 MovDelay[x][y] = 32;
1845 local_player->lights_still_needed++;
1849 local_player->friends_still_needed++;
1854 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1857 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1858 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1859 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1860 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1861 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1862 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1863 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1864 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1865 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1866 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1867 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1868 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1871 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1872 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1873 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1875 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1877 game.belt_dir[belt_nr] = belt_dir;
1878 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1880 else /* more than one switch -- set it like the first switch */
1882 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1887 case EL_LIGHT_SWITCH_ACTIVE:
1889 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1892 case EL_INVISIBLE_STEELWALL:
1893 case EL_INVISIBLE_WALL:
1894 case EL_INVISIBLE_SAND:
1895 if (game.light_time_left > 0 ||
1896 game.lenses_time_left > 0)
1897 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1900 case EL_EMC_MAGIC_BALL:
1901 if (game.ball_state)
1902 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1905 case EL_EMC_MAGIC_BALL_SWITCH:
1906 if (game.ball_state)
1907 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1910 case EL_TRIGGER_PLAYER:
1911 case EL_TRIGGER_ELEMENT:
1912 case EL_TRIGGER_CE_VALUE:
1913 case EL_TRIGGER_CE_SCORE:
1915 case EL_ANY_ELEMENT:
1916 case EL_CURRENT_CE_VALUE:
1917 case EL_CURRENT_CE_SCORE:
1934 /* reference elements should not be used on the playfield */
1935 Feld[x][y] = EL_EMPTY;
1939 if (IS_CUSTOM_ELEMENT(element))
1941 if (CAN_MOVE(element))
1944 if (!element_info[element].use_last_ce_value || init_game)
1945 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1947 else if (IS_GROUP_ELEMENT(element))
1949 Feld[x][y] = GetElementFromGroupElement(element);
1951 InitField(x, y, init_game);
1958 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1961 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1963 InitField(x, y, init_game);
1965 /* not needed to call InitMovDir() -- already done by InitField()! */
1966 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1967 CAN_MOVE(Feld[x][y]))
1971 inline static void InitField_WithBug2(int x, int y, boolean init_game)
1973 int old_element = Feld[x][y];
1975 InitField(x, y, init_game);
1977 /* not needed to call InitMovDir() -- already done by InitField()! */
1978 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1979 CAN_MOVE(old_element) &&
1980 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1983 /* this case is in fact a combination of not less than three bugs:
1984 first, it calls InitMovDir() for elements that can move, although this is
1985 already done by InitField(); then, it checks the element that was at this
1986 field _before_ the call to InitField() (which can change it); lastly, it
1987 was not called for "mole with direction" elements, which were treated as
1988 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1992 static int get_key_element_from_nr(int key_nr)
1994 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
1995 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
1996 EL_EM_KEY_1 : EL_KEY_1);
1998 return key_base_element + key_nr;
2001 static int get_next_dropped_element(struct PlayerInfo *player)
2003 return (player->inventory_size > 0 ?
2004 player->inventory_element[player->inventory_size - 1] :
2005 player->inventory_infinite_element != EL_UNDEFINED ?
2006 player->inventory_infinite_element :
2007 player->dynabombs_left > 0 ?
2008 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2012 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2014 /* pos >= 0: get element from bottom of the stack;
2015 pos < 0: get element from top of the stack */
2019 int min_inventory_size = -pos;
2020 int inventory_pos = player->inventory_size - min_inventory_size;
2021 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2023 return (player->inventory_size >= min_inventory_size ?
2024 player->inventory_element[inventory_pos] :
2025 player->inventory_infinite_element != EL_UNDEFINED ?
2026 player->inventory_infinite_element :
2027 player->dynabombs_left >= min_dynabombs_left ?
2028 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2033 int min_dynabombs_left = pos + 1;
2034 int min_inventory_size = pos + 1 - player->dynabombs_left;
2035 int inventory_pos = pos - player->dynabombs_left;
2037 return (player->inventory_infinite_element != EL_UNDEFINED ?
2038 player->inventory_infinite_element :
2039 player->dynabombs_left >= min_dynabombs_left ?
2040 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2041 player->inventory_size >= min_inventory_size ?
2042 player->inventory_element[inventory_pos] :
2047 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2049 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2050 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2053 if (gpo1->sort_priority != gpo2->sort_priority)
2054 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2056 compare_result = gpo1->nr - gpo2->nr;
2058 return compare_result;
2061 int getPlayerInventorySize(int player_nr)
2063 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2064 return level.native_em_level->ply[player_nr]->dynamite;
2065 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2066 return level.native_sp_level->game_sp->red_disk_count;
2068 return stored_player[player_nr].inventory_size;
2071 void InitGameControlValues()
2075 for (i = 0; game_panel_controls[i].nr != -1; i++)
2077 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2078 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2079 struct TextPosInfo *pos = gpc->pos;
2081 int type = gpc->type;
2085 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2086 Error(ERR_EXIT, "this should not happen -- please debug");
2089 /* force update of game controls after initialization */
2090 gpc->value = gpc->last_value = -1;
2091 gpc->frame = gpc->last_frame = -1;
2092 gpc->gfx_frame = -1;
2094 /* determine panel value width for later calculation of alignment */
2095 if (type == TYPE_INTEGER || type == TYPE_STRING)
2097 pos->width = pos->size * getFontWidth(pos->font);
2098 pos->height = getFontHeight(pos->font);
2100 else if (type == TYPE_ELEMENT)
2102 pos->width = pos->size;
2103 pos->height = pos->size;
2106 /* fill structure for game panel draw order */
2108 gpo->sort_priority = pos->sort_priority;
2111 /* sort game panel controls according to sort_priority and control number */
2112 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2113 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2116 void UpdatePlayfieldElementCount()
2118 boolean use_element_count = FALSE;
2121 /* first check if it is needed at all to calculate playfield element count */
2122 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2123 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2124 use_element_count = TRUE;
2126 if (!use_element_count)
2129 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2130 element_info[i].element_count = 0;
2132 SCAN_PLAYFIELD(x, y)
2134 element_info[Feld[x][y]].element_count++;
2137 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2138 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2139 if (IS_IN_GROUP(j, i))
2140 element_info[EL_GROUP_START + i].element_count +=
2141 element_info[j].element_count;
2144 void UpdateGameControlValues()
2147 int time = (local_player->LevelSolved ?
2148 local_player->LevelSolved_CountingTime :
2149 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2150 level.native_em_level->lev->time :
2151 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2152 level.native_sp_level->game_sp->time_played :
2153 game.no_time_limit ? TimePlayed : TimeLeft);
2154 int score = (local_player->LevelSolved ?
2155 local_player->LevelSolved_CountingScore :
2156 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2157 level.native_em_level->lev->score :
2158 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2159 level.native_sp_level->game_sp->score :
2160 local_player->score);
2161 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2162 level.native_em_level->lev->required :
2163 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2164 level.native_sp_level->game_sp->infotrons_still_needed :
2165 local_player->gems_still_needed);
2166 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2167 level.native_em_level->lev->required > 0 :
2168 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2169 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2170 local_player->gems_still_needed > 0 ||
2171 local_player->sokobanfields_still_needed > 0 ||
2172 local_player->lights_still_needed > 0);
2174 UpdatePlayfieldElementCount();
2176 /* update game panel control values */
2178 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2179 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2181 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2182 for (i = 0; i < MAX_NUM_KEYS; i++)
2183 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2184 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2185 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2187 if (game.centered_player_nr == -1)
2189 for (i = 0; i < MAX_PLAYERS; i++)
2191 /* only one player in Supaplex game engine */
2192 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2195 for (k = 0; k < MAX_NUM_KEYS; k++)
2197 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2199 if (level.native_em_level->ply[i]->keys & (1 << k))
2200 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2201 get_key_element_from_nr(k);
2203 else if (stored_player[i].key[k])
2204 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2205 get_key_element_from_nr(k);
2208 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2209 getPlayerInventorySize(i);
2211 if (stored_player[i].num_white_keys > 0)
2212 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2215 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2216 stored_player[i].num_white_keys;
2221 int player_nr = game.centered_player_nr;
2223 for (k = 0; k < MAX_NUM_KEYS; k++)
2225 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2227 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2228 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2229 get_key_element_from_nr(k);
2231 else if (stored_player[player_nr].key[k])
2232 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2233 get_key_element_from_nr(k);
2236 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2237 getPlayerInventorySize(player_nr);
2239 if (stored_player[player_nr].num_white_keys > 0)
2240 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2242 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2243 stored_player[player_nr].num_white_keys;
2246 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2248 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2249 get_inventory_element_from_pos(local_player, i);
2250 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2251 get_inventory_element_from_pos(local_player, -i - 1);
2254 game_panel_controls[GAME_PANEL_SCORE].value = score;
2255 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2257 game_panel_controls[GAME_PANEL_TIME].value = time;
2259 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2260 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2261 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2263 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2265 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2266 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2268 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2269 local_player->shield_normal_time_left;
2270 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2271 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2273 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2274 local_player->shield_deadly_time_left;
2276 game_panel_controls[GAME_PANEL_EXIT].value =
2277 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2279 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2280 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2281 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2282 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2283 EL_EMC_MAGIC_BALL_SWITCH);
2285 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2286 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2287 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2288 game.light_time_left;
2290 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2291 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2292 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2293 game.timegate_time_left;
2295 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2296 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2298 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2299 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2300 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2301 game.lenses_time_left;
2303 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2304 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2305 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2306 game.magnify_time_left;
2308 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2309 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2310 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2311 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2312 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2313 EL_BALLOON_SWITCH_NONE);
2315 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2316 local_player->dynabomb_count;
2317 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2318 local_player->dynabomb_size;
2319 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2320 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2322 game_panel_controls[GAME_PANEL_PENGUINS].value =
2323 local_player->friends_still_needed;
2325 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2326 local_player->sokobanfields_still_needed;
2327 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2328 local_player->sokobanfields_still_needed;
2330 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2331 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2333 for (i = 0; i < NUM_BELTS; i++)
2335 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2336 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2337 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2338 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2339 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2342 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2343 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2344 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2345 game.magic_wall_time_left;
2347 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2348 local_player->gravity;
2350 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2351 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2353 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2354 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2355 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2356 game.panel.element[i].id : EL_UNDEFINED);
2358 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2359 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2360 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2361 element_info[game.panel.element_count[i].id].element_count : 0);
2363 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2364 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2365 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2366 element_info[game.panel.ce_score[i].id].collect_score : 0);
2368 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2369 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2370 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2371 element_info[game.panel.ce_score_element[i].id].collect_score :
2374 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2375 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2376 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2378 /* update game panel control frames */
2380 for (i = 0; game_panel_controls[i].nr != -1; i++)
2382 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2384 if (gpc->type == TYPE_ELEMENT)
2386 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2388 int last_anim_random_frame = gfx.anim_random_frame;
2389 int element = gpc->value;
2390 int graphic = el2panelimg(element);
2392 if (gpc->value != gpc->last_value)
2395 gpc->gfx_random = INIT_GFX_RANDOM();
2401 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2402 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2403 gpc->gfx_random = INIT_GFX_RANDOM();
2406 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2407 gfx.anim_random_frame = gpc->gfx_random;
2409 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2410 gpc->gfx_frame = element_info[element].collect_score;
2412 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2415 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2416 gfx.anim_random_frame = last_anim_random_frame;
2422 void DisplayGameControlValues()
2424 boolean redraw_panel = FALSE;
2427 for (i = 0; game_panel_controls[i].nr != -1; i++)
2429 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2431 if (PANEL_DEACTIVATED(gpc->pos))
2434 if (gpc->value == gpc->last_value &&
2435 gpc->frame == gpc->last_frame)
2438 redraw_panel = TRUE;
2444 /* copy default game door content to main double buffer */
2446 /* !!! CHECK AGAIN !!! */
2447 SetPanelBackground();
2448 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2449 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2451 /* redraw game control buttons */
2452 RedrawGameButtons();
2454 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2456 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2458 int nr = game_panel_order[i].nr;
2459 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2460 struct TextPosInfo *pos = gpc->pos;
2461 int type = gpc->type;
2462 int value = gpc->value;
2463 int frame = gpc->frame;
2464 int size = pos->size;
2465 int font = pos->font;
2466 boolean draw_masked = pos->draw_masked;
2467 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2469 if (PANEL_DEACTIVATED(pos))
2472 gpc->last_value = value;
2473 gpc->last_frame = frame;
2475 if (type == TYPE_INTEGER)
2477 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2478 nr == GAME_PANEL_TIME)
2480 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2482 if (use_dynamic_size) /* use dynamic number of digits */
2484 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2485 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2486 int size2 = size1 + 1;
2487 int font1 = pos->font;
2488 int font2 = pos->font_alt;
2490 size = (value < value_change ? size1 : size2);
2491 font = (value < value_change ? font1 : font2);
2495 /* correct text size if "digits" is zero or less */
2497 size = strlen(int2str(value, size));
2499 /* dynamically correct text alignment */
2500 pos->width = size * getFontWidth(font);
2502 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2503 int2str(value, size), font, mask_mode);
2505 else if (type == TYPE_ELEMENT)
2507 int element, graphic;
2511 int dst_x = PANEL_XPOS(pos);
2512 int dst_y = PANEL_YPOS(pos);
2514 if (value != EL_UNDEFINED && value != EL_EMPTY)
2517 graphic = el2panelimg(value);
2519 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2521 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2524 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2527 width = graphic_info[graphic].width * size / TILESIZE;
2528 height = graphic_info[graphic].height * size / TILESIZE;
2531 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2534 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2538 else if (type == TYPE_STRING)
2540 boolean active = (value != 0);
2541 char *state_normal = "off";
2542 char *state_active = "on";
2543 char *state = (active ? state_active : state_normal);
2544 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2545 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2546 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2547 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2549 if (nr == GAME_PANEL_GRAVITY_STATE)
2551 int font1 = pos->font; /* (used for normal state) */
2552 int font2 = pos->font_alt; /* (used for active state) */
2554 font = (active ? font2 : font1);
2563 /* don't truncate output if "chars" is zero or less */
2566 /* dynamically correct text alignment */
2567 pos->width = size * getFontWidth(font);
2570 s_cut = getStringCopyN(s, size);
2572 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2573 s_cut, font, mask_mode);
2579 redraw_mask |= REDRAW_DOOR_1;
2582 SetGameStatus(GAME_MODE_PLAYING);
2585 void UpdateAndDisplayGameControlValues()
2587 if (tape.deactivate_display)
2590 UpdateGameControlValues();
2591 DisplayGameControlValues();
2594 void UpdateGameDoorValues()
2596 UpdateGameControlValues();
2599 void DrawGameDoorValues()
2601 DisplayGameControlValues();
2606 =============================================================================
2608 -----------------------------------------------------------------------------
2609 initialize game engine due to level / tape version number
2610 =============================================================================
2613 static void InitGameEngine()
2615 int i, j, k, l, x, y;
2617 /* set game engine from tape file when re-playing, else from level file */
2618 game.engine_version = (tape.playing ? tape.engine_version :
2619 level.game_version);
2621 /* set single or multi-player game mode (needed for re-playing tapes) */
2622 game.team_mode = setup.team_mode;
2626 int num_players = 0;
2628 for (i = 0; i < MAX_PLAYERS; i++)
2629 if (tape.player_participates[i])
2632 /* multi-player tapes contain input data for more than one player */
2633 game.team_mode = (num_players > 1);
2636 /* ---------------------------------------------------------------------- */
2637 /* set flags for bugs and changes according to active game engine version */
2638 /* ---------------------------------------------------------------------- */
2641 Summary of bugfix/change:
2642 Fixed handling for custom elements that change when pushed by the player.
2644 Fixed/changed in version:
2648 Before 3.1.0, custom elements that "change when pushing" changed directly
2649 after the player started pushing them (until then handled in "DigField()").
2650 Since 3.1.0, these custom elements are not changed until the "pushing"
2651 move of the element is finished (now handled in "ContinueMoving()").
2653 Affected levels/tapes:
2654 The first condition is generally needed for all levels/tapes before version
2655 3.1.0, which might use the old behaviour before it was changed; known tapes
2656 that are affected are some tapes from the level set "Walpurgis Gardens" by
2658 The second condition is an exception from the above case and is needed for
2659 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2660 above (including some development versions of 3.1.0), but before it was
2661 known that this change would break tapes like the above and was fixed in
2662 3.1.1, so that the changed behaviour was active although the engine version
2663 while recording maybe was before 3.1.0. There is at least one tape that is
2664 affected by this exception, which is the tape for the one-level set "Bug
2665 Machine" by Juergen Bonhagen.
2668 game.use_change_when_pushing_bug =
2669 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2671 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2672 tape.game_version < VERSION_IDENT(3,1,1,0)));
2675 Summary of bugfix/change:
2676 Fixed handling for blocking the field the player leaves when moving.
2678 Fixed/changed in version:
2682 Before 3.1.1, when "block last field when moving" was enabled, the field
2683 the player is leaving when moving was blocked for the time of the move,
2684 and was directly unblocked afterwards. This resulted in the last field
2685 being blocked for exactly one less than the number of frames of one player
2686 move. Additionally, even when blocking was disabled, the last field was
2687 blocked for exactly one frame.
2688 Since 3.1.1, due to changes in player movement handling, the last field
2689 is not blocked at all when blocking is disabled. When blocking is enabled,
2690 the last field is blocked for exactly the number of frames of one player
2691 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2692 last field is blocked for exactly one more than the number of frames of
2695 Affected levels/tapes:
2696 (!!! yet to be determined -- probably many !!!)
2699 game.use_block_last_field_bug =
2700 (game.engine_version < VERSION_IDENT(3,1,1,0));
2702 game_em.use_single_button =
2703 (game.engine_version > VERSION_IDENT(4,0,0,2));
2705 /* ---------------------------------------------------------------------- */
2707 /* set maximal allowed number of custom element changes per game frame */
2708 game.max_num_changes_per_frame = 1;
2710 /* default scan direction: scan playfield from top/left to bottom/right */
2711 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2713 /* dynamically adjust element properties according to game engine version */
2714 InitElementPropertiesEngine(game.engine_version);
2717 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2718 printf(" tape version == %06d [%s] [file: %06d]\n",
2719 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2721 printf(" => game.engine_version == %06d\n", game.engine_version);
2724 /* ---------- initialize player's initial move delay --------------------- */
2726 /* dynamically adjust player properties according to level information */
2727 for (i = 0; i < MAX_PLAYERS; i++)
2728 game.initial_move_delay_value[i] =
2729 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2731 /* dynamically adjust player properties according to game engine version */
2732 for (i = 0; i < MAX_PLAYERS; i++)
2733 game.initial_move_delay[i] =
2734 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2735 game.initial_move_delay_value[i] : 0);
2737 /* ---------- initialize player's initial push delay --------------------- */
2739 /* dynamically adjust player properties according to game engine version */
2740 game.initial_push_delay_value =
2741 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2743 /* ---------- initialize changing elements ------------------------------- */
2745 /* initialize changing elements information */
2746 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2748 struct ElementInfo *ei = &element_info[i];
2750 /* this pointer might have been changed in the level editor */
2751 ei->change = &ei->change_page[0];
2753 if (!IS_CUSTOM_ELEMENT(i))
2755 ei->change->target_element = EL_EMPTY_SPACE;
2756 ei->change->delay_fixed = 0;
2757 ei->change->delay_random = 0;
2758 ei->change->delay_frames = 1;
2761 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2763 ei->has_change_event[j] = FALSE;
2765 ei->event_page_nr[j] = 0;
2766 ei->event_page[j] = &ei->change_page[0];
2770 /* add changing elements from pre-defined list */
2771 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2773 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2774 struct ElementInfo *ei = &element_info[ch_delay->element];
2776 ei->change->target_element = ch_delay->target_element;
2777 ei->change->delay_fixed = ch_delay->change_delay;
2779 ei->change->pre_change_function = ch_delay->pre_change_function;
2780 ei->change->change_function = ch_delay->change_function;
2781 ei->change->post_change_function = ch_delay->post_change_function;
2783 ei->change->can_change = TRUE;
2784 ei->change->can_change_or_has_action = TRUE;
2786 ei->has_change_event[CE_DELAY] = TRUE;
2788 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2789 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2792 /* ---------- initialize internal run-time variables --------------------- */
2794 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2796 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2798 for (j = 0; j < ei->num_change_pages; j++)
2800 ei->change_page[j].can_change_or_has_action =
2801 (ei->change_page[j].can_change |
2802 ei->change_page[j].has_action);
2806 /* add change events from custom element configuration */
2807 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2809 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2811 for (j = 0; j < ei->num_change_pages; j++)
2813 if (!ei->change_page[j].can_change_or_has_action)
2816 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2818 /* only add event page for the first page found with this event */
2819 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2821 ei->has_change_event[k] = TRUE;
2823 ei->event_page_nr[k] = j;
2824 ei->event_page[k] = &ei->change_page[j];
2830 /* ---------- initialize reference elements in change conditions --------- */
2832 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2834 int element = EL_CUSTOM_START + i;
2835 struct ElementInfo *ei = &element_info[element];
2837 for (j = 0; j < ei->num_change_pages; j++)
2839 int trigger_element = ei->change_page[j].initial_trigger_element;
2841 if (trigger_element >= EL_PREV_CE_8 &&
2842 trigger_element <= EL_NEXT_CE_8)
2843 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
2845 ei->change_page[j].trigger_element = trigger_element;
2849 /* ---------- initialize run-time trigger player and element ------------- */
2851 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2853 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2855 for (j = 0; j < ei->num_change_pages; j++)
2857 ei->change_page[j].actual_trigger_element = EL_EMPTY;
2858 ei->change_page[j].actual_trigger_player = EL_EMPTY;
2859 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
2860 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
2861 ei->change_page[j].actual_trigger_ce_value = 0;
2862 ei->change_page[j].actual_trigger_ce_score = 0;
2866 /* ---------- initialize trigger events ---------------------------------- */
2868 /* initialize trigger events information */
2869 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2870 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2871 trigger_events[i][j] = FALSE;
2873 /* add trigger events from element change event properties */
2874 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2876 struct ElementInfo *ei = &element_info[i];
2878 for (j = 0; j < ei->num_change_pages; j++)
2880 if (!ei->change_page[j].can_change_or_has_action)
2883 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
2885 int trigger_element = ei->change_page[j].trigger_element;
2887 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2889 if (ei->change_page[j].has_event[k])
2891 if (IS_GROUP_ELEMENT(trigger_element))
2893 struct ElementGroupInfo *group =
2894 element_info[trigger_element].group;
2896 for (l = 0; l < group->num_elements_resolved; l++)
2897 trigger_events[group->element_resolved[l]][k] = TRUE;
2899 else if (trigger_element == EL_ANY_ELEMENT)
2900 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
2901 trigger_events[l][k] = TRUE;
2903 trigger_events[trigger_element][k] = TRUE;
2910 /* ---------- initialize push delay -------------------------------------- */
2912 /* initialize push delay values to default */
2913 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2915 if (!IS_CUSTOM_ELEMENT(i))
2917 /* set default push delay values (corrected since version 3.0.7-1) */
2918 if (game.engine_version < VERSION_IDENT(3,0,7,1))
2920 element_info[i].push_delay_fixed = 2;
2921 element_info[i].push_delay_random = 8;
2925 element_info[i].push_delay_fixed = 8;
2926 element_info[i].push_delay_random = 8;
2931 /* set push delay value for certain elements from pre-defined list */
2932 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
2934 int e = push_delay_list[i].element;
2936 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
2937 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
2940 /* set push delay value for Supaplex elements for newer engine versions */
2941 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2943 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2945 if (IS_SP_ELEMENT(i))
2947 /* set SP push delay to just enough to push under a falling zonk */
2948 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
2950 element_info[i].push_delay_fixed = delay;
2951 element_info[i].push_delay_random = 0;
2956 /* ---------- initialize move stepsize ----------------------------------- */
2958 /* initialize move stepsize values to default */
2959 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2960 if (!IS_CUSTOM_ELEMENT(i))
2961 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
2963 /* set move stepsize value for certain elements from pre-defined list */
2964 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2966 int e = move_stepsize_list[i].element;
2968 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2971 /* ---------- initialize collect score ----------------------------------- */
2973 /* initialize collect score values for custom elements from initial value */
2974 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2975 if (IS_CUSTOM_ELEMENT(i))
2976 element_info[i].collect_score = element_info[i].collect_score_initial;
2978 /* ---------- initialize collect count ----------------------------------- */
2980 /* initialize collect count values for non-custom elements */
2981 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2982 if (!IS_CUSTOM_ELEMENT(i))
2983 element_info[i].collect_count_initial = 0;
2985 /* add collect count values for all elements from pre-defined list */
2986 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2987 element_info[collect_count_list[i].element].collect_count_initial =
2988 collect_count_list[i].count;
2990 /* ---------- initialize access direction -------------------------------- */
2992 /* initialize access direction values to default (access from every side) */
2993 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2994 if (!IS_CUSTOM_ELEMENT(i))
2995 element_info[i].access_direction = MV_ALL_DIRECTIONS;
2997 /* set access direction value for certain elements from pre-defined list */
2998 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
2999 element_info[access_direction_list[i].element].access_direction =
3000 access_direction_list[i].direction;
3002 /* ---------- initialize explosion content ------------------------------- */
3003 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3005 if (IS_CUSTOM_ELEMENT(i))
3008 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3010 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3012 element_info[i].content.e[x][y] =
3013 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3014 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3015 i == EL_PLAYER_3 ? EL_EMERALD :
3016 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3017 i == EL_MOLE ? EL_EMERALD_RED :
3018 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3019 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3020 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3021 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3022 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3023 i == EL_WALL_EMERALD ? EL_EMERALD :
3024 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3025 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3026 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3027 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3028 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3029 i == EL_WALL_PEARL ? EL_PEARL :
3030 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3035 /* ---------- initialize recursion detection ------------------------------ */
3036 recursion_loop_depth = 0;
3037 recursion_loop_detected = FALSE;
3038 recursion_loop_element = EL_UNDEFINED;
3040 /* ---------- initialize graphics engine ---------------------------------- */
3041 game.scroll_delay_value =
3042 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3043 setup.scroll_delay ? setup.scroll_delay_value : 0);
3044 game.scroll_delay_value =
3045 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3047 /* ---------- initialize game engine snapshots ---------------------------- */
3048 for (i = 0; i < MAX_PLAYERS; i++)
3049 game.snapshot.last_action[i] = 0;
3050 game.snapshot.changed_action = FALSE;
3051 game.snapshot.collected_item = FALSE;
3052 game.snapshot.mode =
3053 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3054 SNAPSHOT_MODE_EVERY_STEP :
3055 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3056 SNAPSHOT_MODE_EVERY_MOVE :
3057 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3058 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3059 game.snapshot.save_snapshot = FALSE;
3062 int get_num_special_action(int element, int action_first, int action_last)
3064 int num_special_action = 0;
3067 for (i = action_first; i <= action_last; i++)
3069 boolean found = FALSE;
3071 for (j = 0; j < NUM_DIRECTIONS; j++)
3072 if (el_act_dir2img(element, i, j) !=
3073 el_act_dir2img(element, ACTION_DEFAULT, j))
3077 num_special_action++;
3082 return num_special_action;
3087 =============================================================================
3089 -----------------------------------------------------------------------------
3090 initialize and start new game
3091 =============================================================================
3096 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3097 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3098 int fade_mask = REDRAW_FIELD;
3100 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3101 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3102 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3103 int initial_move_dir = MV_DOWN;
3106 // required here to update video display before fading (FIX THIS)
3107 DrawMaskedBorder(REDRAW_DOOR_2);
3109 if (!game.restart_level)
3110 CloseDoor(DOOR_CLOSE_1);
3112 SetGameStatus(GAME_MODE_PLAYING);
3114 if (level_editor_test_game)
3115 FadeSkipNextFadeIn();
3117 FadeSetEnterScreen();
3119 if (CheckIfGlobalBorderHasChanged())
3120 fade_mask = REDRAW_ALL;
3122 FadeLevelSoundsAndMusic();
3124 ExpireSoundLoops(TRUE);
3128 /* needed if different viewport properties defined for playing */
3129 ChangeViewportPropertiesIfNeeded();
3133 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3135 DrawCompleteVideoDisplay();
3138 InitGameControlValues();
3140 /* don't play tapes over network */
3141 network_playing = (options.network && !tape.playing);
3143 for (i = 0; i < MAX_PLAYERS; i++)
3145 struct PlayerInfo *player = &stored_player[i];
3147 player->index_nr = i;
3148 player->index_bit = (1 << i);
3149 player->element_nr = EL_PLAYER_1 + i;
3151 player->present = FALSE;
3152 player->active = FALSE;
3153 player->mapped = FALSE;
3155 player->killed = FALSE;
3156 player->reanimated = FALSE;
3159 player->effective_action = 0;
3160 player->programmed_action = 0;
3163 player->score_final = 0;
3165 player->gems_still_needed = level.gems_needed;
3166 player->sokobanfields_still_needed = 0;
3167 player->lights_still_needed = 0;
3168 player->friends_still_needed = 0;
3170 for (j = 0; j < MAX_NUM_KEYS; j++)
3171 player->key[j] = FALSE;
3173 player->num_white_keys = 0;
3175 player->dynabomb_count = 0;
3176 player->dynabomb_size = 1;
3177 player->dynabombs_left = 0;
3178 player->dynabomb_xl = FALSE;
3180 player->MovDir = initial_move_dir;
3183 player->GfxDir = initial_move_dir;
3184 player->GfxAction = ACTION_DEFAULT;
3186 player->StepFrame = 0;
3188 player->initial_element = player->element_nr;
3189 player->artwork_element =
3190 (level.use_artwork_element[i] ? level.artwork_element[i] :
3191 player->element_nr);
3192 player->use_murphy = FALSE;
3194 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3195 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3197 player->gravity = level.initial_player_gravity[i];
3199 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3201 player->actual_frame_counter = 0;
3203 player->step_counter = 0;
3205 player->last_move_dir = initial_move_dir;
3207 player->is_active = FALSE;
3209 player->is_waiting = FALSE;
3210 player->is_moving = FALSE;
3211 player->is_auto_moving = FALSE;
3212 player->is_digging = FALSE;
3213 player->is_snapping = FALSE;
3214 player->is_collecting = FALSE;
3215 player->is_pushing = FALSE;
3216 player->is_switching = FALSE;
3217 player->is_dropping = FALSE;
3218 player->is_dropping_pressed = FALSE;
3220 player->is_bored = FALSE;
3221 player->is_sleeping = FALSE;
3223 player->was_waiting = TRUE;
3224 player->was_moving = FALSE;
3225 player->was_snapping = FALSE;
3226 player->was_dropping = FALSE;
3228 player->force_dropping = FALSE;
3230 player->frame_counter_bored = -1;
3231 player->frame_counter_sleeping = -1;
3233 player->anim_delay_counter = 0;
3234 player->post_delay_counter = 0;
3236 player->dir_waiting = initial_move_dir;
3237 player->action_waiting = ACTION_DEFAULT;
3238 player->last_action_waiting = ACTION_DEFAULT;
3239 player->special_action_bored = ACTION_DEFAULT;
3240 player->special_action_sleeping = ACTION_DEFAULT;
3242 player->switch_x = -1;
3243 player->switch_y = -1;
3245 player->drop_x = -1;
3246 player->drop_y = -1;
3248 player->show_envelope = 0;
3250 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3252 player->push_delay = -1; /* initialized when pushing starts */
3253 player->push_delay_value = game.initial_push_delay_value;
3255 player->drop_delay = 0;
3256 player->drop_pressed_delay = 0;
3258 player->last_jx = -1;
3259 player->last_jy = -1;
3263 player->shield_normal_time_left = 0;
3264 player->shield_deadly_time_left = 0;
3266 player->inventory_infinite_element = EL_UNDEFINED;
3267 player->inventory_size = 0;
3269 if (level.use_initial_inventory[i])
3271 for (j = 0; j < level.initial_inventory_size[i]; j++)
3273 int element = level.initial_inventory_content[i][j];
3274 int collect_count = element_info[element].collect_count_initial;
3277 if (!IS_CUSTOM_ELEMENT(element))
3280 if (collect_count == 0)
3281 player->inventory_infinite_element = element;
3283 for (k = 0; k < collect_count; k++)
3284 if (player->inventory_size < MAX_INVENTORY_SIZE)
3285 player->inventory_element[player->inventory_size++] = element;
3289 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3290 SnapField(player, 0, 0);
3292 player->LevelSolved = FALSE;
3293 player->GameOver = FALSE;
3295 player->LevelSolved_GameWon = FALSE;
3296 player->LevelSolved_GameEnd = FALSE;
3297 player->LevelSolved_PanelOff = FALSE;
3298 player->LevelSolved_SaveTape = FALSE;
3299 player->LevelSolved_SaveScore = FALSE;
3300 player->LevelSolved_CountingTime = 0;
3301 player->LevelSolved_CountingScore = 0;
3303 map_player_action[i] = i;
3306 network_player_action_received = FALSE;
3308 #if defined(NETWORK_AVALIABLE)
3309 /* initial null action */
3310 if (network_playing)
3311 SendToServer_MovePlayer(MV_NONE);
3320 TimeLeft = level.time;
3323 ScreenMovDir = MV_NONE;
3327 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3329 AllPlayersGone = FALSE;
3331 game.no_time_limit = (level.time == 0);
3333 game.yamyam_content_nr = 0;
3334 game.robot_wheel_active = FALSE;
3335 game.magic_wall_active = FALSE;
3336 game.magic_wall_time_left = 0;
3337 game.light_time_left = 0;
3338 game.timegate_time_left = 0;
3339 game.switchgate_pos = 0;
3340 game.wind_direction = level.wind_direction_initial;
3342 game.lenses_time_left = 0;
3343 game.magnify_time_left = 0;
3345 game.ball_state = level.ball_state_initial;
3346 game.ball_content_nr = 0;
3348 game.envelope_active = FALSE;
3350 /* set focus to local player for network games, else to all players */
3351 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3352 game.centered_player_nr_next = game.centered_player_nr;
3353 game.set_centered_player = FALSE;
3355 if (network_playing && tape.recording)
3357 /* store client dependent player focus when recording network games */
3358 tape.centered_player_nr_next = game.centered_player_nr_next;
3359 tape.set_centered_player = TRUE;
3362 for (i = 0; i < NUM_BELTS; i++)
3364 game.belt_dir[i] = MV_NONE;
3365 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3368 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3369 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3371 #if DEBUG_INIT_PLAYER
3374 printf("Player status at level initialization:\n");
3378 SCAN_PLAYFIELD(x, y)
3380 Feld[x][y] = level.field[x][y];
3381 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3382 ChangeDelay[x][y] = 0;
3383 ChangePage[x][y] = -1;
3384 CustomValue[x][y] = 0; /* initialized in InitField() */
3385 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3387 WasJustMoving[x][y] = 0;
3388 WasJustFalling[x][y] = 0;
3389 CheckCollision[x][y] = 0;
3390 CheckImpact[x][y] = 0;
3392 Pushed[x][y] = FALSE;
3394 ChangeCount[x][y] = 0;
3395 ChangeEvent[x][y] = -1;
3397 ExplodePhase[x][y] = 0;
3398 ExplodeDelay[x][y] = 0;
3399 ExplodeField[x][y] = EX_TYPE_NONE;
3401 RunnerVisit[x][y] = 0;
3402 PlayerVisit[x][y] = 0;
3405 GfxRandom[x][y] = INIT_GFX_RANDOM();
3406 GfxElement[x][y] = EL_UNDEFINED;
3407 GfxAction[x][y] = ACTION_DEFAULT;
3408 GfxDir[x][y] = MV_NONE;
3409 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3412 SCAN_PLAYFIELD(x, y)
3414 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3416 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3418 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3421 InitField(x, y, TRUE);
3423 ResetGfxAnimation(x, y);
3428 for (i = 0; i < MAX_PLAYERS; i++)
3430 struct PlayerInfo *player = &stored_player[i];
3432 /* set number of special actions for bored and sleeping animation */
3433 player->num_special_action_bored =
3434 get_num_special_action(player->artwork_element,
3435 ACTION_BORING_1, ACTION_BORING_LAST);
3436 player->num_special_action_sleeping =
3437 get_num_special_action(player->artwork_element,
3438 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3441 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3442 emulate_sb ? EMU_SOKOBAN :
3443 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3445 /* initialize type of slippery elements */
3446 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3448 if (!IS_CUSTOM_ELEMENT(i))
3450 /* default: elements slip down either to the left or right randomly */
3451 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3453 /* SP style elements prefer to slip down on the left side */
3454 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3455 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3457 /* BD style elements prefer to slip down on the left side */
3458 if (game.emulation == EMU_BOULDERDASH)
3459 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3463 /* initialize explosion and ignition delay */
3464 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3466 if (!IS_CUSTOM_ELEMENT(i))
3469 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3470 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3471 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3472 int last_phase = (num_phase + 1) * delay;
3473 int half_phase = (num_phase / 2) * delay;
3475 element_info[i].explosion_delay = last_phase - 1;
3476 element_info[i].ignition_delay = half_phase;
3478 if (i == EL_BLACK_ORB)
3479 element_info[i].ignition_delay = 1;
3483 /* correct non-moving belts to start moving left */
3484 for (i = 0; i < NUM_BELTS; i++)
3485 if (game.belt_dir[i] == MV_NONE)
3486 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3488 #if USE_NEW_PLAYER_ASSIGNMENTS
3489 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3490 /* choose default local player */
3491 local_player = &stored_player[0];
3493 for (i = 0; i < MAX_PLAYERS; i++)
3494 stored_player[i].connected = FALSE;
3496 local_player->connected = TRUE;
3497 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3501 for (i = 0; i < MAX_PLAYERS; i++)
3502 stored_player[i].connected = tape.player_participates[i];
3504 else if (game.team_mode && !options.network)
3506 /* try to guess locally connected team mode players (needed for correct
3507 assignment of player figures from level to locally playing players) */
3509 for (i = 0; i < MAX_PLAYERS; i++)
3510 if (setup.input[i].use_joystick ||
3511 setup.input[i].key.left != KSYM_UNDEFINED)
3512 stored_player[i].connected = TRUE;
3515 #if DEBUG_INIT_PLAYER
3518 printf("Player status after level initialization:\n");
3520 for (i = 0; i < MAX_PLAYERS; i++)
3522 struct PlayerInfo *player = &stored_player[i];
3524 printf("- player %d: present == %d, connected == %d, active == %d",
3530 if (local_player == player)
3531 printf(" (local player)");
3538 #if DEBUG_INIT_PLAYER
3540 printf("Reassigning players ...\n");
3543 /* check if any connected player was not found in playfield */
3544 for (i = 0; i < MAX_PLAYERS; i++)
3546 struct PlayerInfo *player = &stored_player[i];
3548 if (player->connected && !player->present)
3550 struct PlayerInfo *field_player = NULL;
3552 #if DEBUG_INIT_PLAYER
3554 printf("- looking for field player for player %d ...\n", i + 1);
3557 /* assign first free player found that is present in the playfield */
3559 /* first try: look for unmapped playfield player that is not connected */
3560 for (j = 0; j < MAX_PLAYERS; j++)
3561 if (field_player == NULL &&
3562 stored_player[j].present &&
3563 !stored_player[j].mapped &&
3564 !stored_player[j].connected)
3565 field_player = &stored_player[j];
3567 /* second try: look for *any* unmapped playfield player */
3568 for (j = 0; j < MAX_PLAYERS; j++)
3569 if (field_player == NULL &&
3570 stored_player[j].present &&
3571 !stored_player[j].mapped)
3572 field_player = &stored_player[j];
3574 if (field_player != NULL)
3576 int jx = field_player->jx, jy = field_player->jy;
3578 #if DEBUG_INIT_PLAYER
3580 printf("- found player %d\n", field_player->index_nr + 1);
3583 player->present = FALSE;
3584 player->active = FALSE;
3586 field_player->present = TRUE;
3587 field_player->active = TRUE;
3590 player->initial_element = field_player->initial_element;
3591 player->artwork_element = field_player->artwork_element;
3593 player->block_last_field = field_player->block_last_field;
3594 player->block_delay_adjustment = field_player->block_delay_adjustment;
3597 StorePlayer[jx][jy] = field_player->element_nr;
3599 field_player->jx = field_player->last_jx = jx;
3600 field_player->jy = field_player->last_jy = jy;
3602 if (local_player == player)
3603 local_player = field_player;
3605 map_player_action[field_player->index_nr] = i;
3607 field_player->mapped = TRUE;
3609 #if DEBUG_INIT_PLAYER
3611 printf("- map_player_action[%d] == %d\n",
3612 field_player->index_nr + 1, i + 1);
3617 if (player->connected && player->present)
3618 player->mapped = TRUE;
3621 #if DEBUG_INIT_PLAYER
3624 printf("Player status after player assignment (first stage):\n");
3626 for (i = 0; i < MAX_PLAYERS; i++)
3628 struct PlayerInfo *player = &stored_player[i];
3630 printf("- player %d: present == %d, connected == %d, active == %d",
3636 if (local_player == player)
3637 printf(" (local player)");
3646 /* check if any connected player was not found in playfield */
3647 for (i = 0; i < MAX_PLAYERS; i++)
3649 struct PlayerInfo *player = &stored_player[i];
3651 if (player->connected && !player->present)
3653 for (j = 0; j < MAX_PLAYERS; j++)
3655 struct PlayerInfo *field_player = &stored_player[j];
3656 int jx = field_player->jx, jy = field_player->jy;
3658 /* assign first free player found that is present in the playfield */
3659 if (field_player->present && !field_player->connected)
3661 player->present = TRUE;
3662 player->active = TRUE;
3664 field_player->present = FALSE;
3665 field_player->active = FALSE;
3667 player->initial_element = field_player->initial_element;
3668 player->artwork_element = field_player->artwork_element;
3670 player->block_last_field = field_player->block_last_field;
3671 player->block_delay_adjustment = field_player->block_delay_adjustment;
3673 StorePlayer[jx][jy] = player->element_nr;
3675 player->jx = player->last_jx = jx;
3676 player->jy = player->last_jy = jy;
3686 printf("::: local_player->present == %d\n", local_player->present);
3691 /* when playing a tape, eliminate all players who do not participate */
3693 #if USE_NEW_PLAYER_ASSIGNMENTS
3695 if (!game.team_mode)
3697 for (i = 0; i < MAX_PLAYERS; i++)
3699 if (stored_player[i].active &&
3700 !tape.player_participates[map_player_action[i]])
3702 struct PlayerInfo *player = &stored_player[i];
3703 int jx = player->jx, jy = player->jy;
3705 #if DEBUG_INIT_PLAYER
3707 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3710 player->active = FALSE;
3711 StorePlayer[jx][jy] = 0;
3712 Feld[jx][jy] = EL_EMPTY;
3719 for (i = 0; i < MAX_PLAYERS; i++)
3721 if (stored_player[i].active &&
3722 !tape.player_participates[i])
3724 struct PlayerInfo *player = &stored_player[i];
3725 int jx = player->jx, jy = player->jy;
3727 player->active = FALSE;
3728 StorePlayer[jx][jy] = 0;
3729 Feld[jx][jy] = EL_EMPTY;
3734 else if (!options.network && !game.team_mode) /* && !tape.playing */
3736 /* when in single player mode, eliminate all but the first active player */
3738 for (i = 0; i < MAX_PLAYERS; i++)
3740 if (stored_player[i].active)
3742 for (j = i + 1; j < MAX_PLAYERS; j++)
3744 if (stored_player[j].active)
3746 struct PlayerInfo *player = &stored_player[j];
3747 int jx = player->jx, jy = player->jy;
3749 player->active = FALSE;
3750 player->present = FALSE;
3752 StorePlayer[jx][jy] = 0;
3753 Feld[jx][jy] = EL_EMPTY;
3760 /* when recording the game, store which players take part in the game */
3763 #if USE_NEW_PLAYER_ASSIGNMENTS
3764 for (i = 0; i < MAX_PLAYERS; i++)
3765 if (stored_player[i].connected)
3766 tape.player_participates[i] = TRUE;
3768 for (i = 0; i < MAX_PLAYERS; i++)
3769 if (stored_player[i].active)
3770 tape.player_participates[i] = TRUE;
3774 #if DEBUG_INIT_PLAYER
3777 printf("Player status after player assignment (final stage):\n");
3779 for (i = 0; i < MAX_PLAYERS; i++)
3781 struct PlayerInfo *player = &stored_player[i];
3783 printf("- player %d: present == %d, connected == %d, active == %d",
3789 if (local_player == player)
3790 printf(" (local player)");
3797 if (BorderElement == EL_EMPTY)
3800 SBX_Right = lev_fieldx - SCR_FIELDX;
3802 SBY_Lower = lev_fieldy - SCR_FIELDY;
3807 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3809 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3812 if (full_lev_fieldx <= SCR_FIELDX)
3813 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3814 if (full_lev_fieldy <= SCR_FIELDY)
3815 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3817 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3819 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3822 /* if local player not found, look for custom element that might create
3823 the player (make some assumptions about the right custom element) */
3824 if (!local_player->present)
3826 int start_x = 0, start_y = 0;
3827 int found_rating = 0;
3828 int found_element = EL_UNDEFINED;
3829 int player_nr = local_player->index_nr;
3831 SCAN_PLAYFIELD(x, y)
3833 int element = Feld[x][y];
3838 if (level.use_start_element[player_nr] &&
3839 level.start_element[player_nr] == element &&
3846 found_element = element;
3849 if (!IS_CUSTOM_ELEMENT(element))
3852 if (CAN_CHANGE(element))
3854 for (i = 0; i < element_info[element].num_change_pages; i++)
3856 /* check for player created from custom element as single target */
3857 content = element_info[element].change_page[i].target_element;
3858 is_player = ELEM_IS_PLAYER(content);
3860 if (is_player && (found_rating < 3 ||
3861 (found_rating == 3 && element < found_element)))
3867 found_element = element;
3872 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3874 /* check for player created from custom element as explosion content */
3875 content = element_info[element].content.e[xx][yy];
3876 is_player = ELEM_IS_PLAYER(content);
3878 if (is_player && (found_rating < 2 ||
3879 (found_rating == 2 && element < found_element)))
3881 start_x = x + xx - 1;
3882 start_y = y + yy - 1;
3885 found_element = element;
3888 if (!CAN_CHANGE(element))
3891 for (i = 0; i < element_info[element].num_change_pages; i++)
3893 /* check for player created from custom element as extended target */
3895 element_info[element].change_page[i].target_content.e[xx][yy];
3897 is_player = ELEM_IS_PLAYER(content);
3899 if (is_player && (found_rating < 1 ||
3900 (found_rating == 1 && element < found_element)))
3902 start_x = x + xx - 1;
3903 start_y = y + yy - 1;
3906 found_element = element;
3912 scroll_x = SCROLL_POSITION_X(start_x);
3913 scroll_y = SCROLL_POSITION_Y(start_y);
3917 scroll_x = SCROLL_POSITION_X(local_player->jx);
3918 scroll_y = SCROLL_POSITION_Y(local_player->jy);
3921 /* !!! FIX THIS (START) !!! */
3922 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3924 InitGameEngine_EM();
3926 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3928 InitGameEngine_SP();
3932 DrawLevel(REDRAW_FIELD);
3935 /* after drawing the level, correct some elements */
3936 if (game.timegate_time_left == 0)
3937 CloseAllOpenTimegates();
3940 /* blit playfield from scroll buffer to normal back buffer for fading in */
3941 BlitScreenToBitmap(backbuffer);
3942 /* !!! FIX THIS (END) !!! */
3944 DrawMaskedBorder(fade_mask);
3949 // full screen redraw is required at this point in the following cases:
3950 // - special editor door undrawn when game was started from level editor
3951 // - drawing area (playfield) was changed and has to be removed completely
3952 redraw_mask = REDRAW_ALL;
3956 if (!game.restart_level)
3958 /* copy default game door content to main double buffer */
3960 /* !!! CHECK AGAIN !!! */
3961 SetPanelBackground();
3962 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
3963 DrawBackground(DX, DY, DXSIZE, DYSIZE);
3966 SetPanelBackground();
3967 SetDrawBackgroundMask(REDRAW_DOOR_1);
3969 UpdateAndDisplayGameControlValues();
3971 if (!game.restart_level)
3977 CreateGameButtons();
3979 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3980 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3981 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3986 /* copy actual game door content to door double buffer for OpenDoor() */
3987 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
3989 OpenDoor(DOOR_OPEN_ALL);
3991 PlaySound(SND_GAME_STARTING);
3993 if (setup.sound_music)
3996 KeyboardAutoRepeatOffUnlessAutoplay();
3998 #if DEBUG_INIT_PLAYER
4001 printf("Player status (final):\n");
4003 for (i = 0; i < MAX_PLAYERS; i++)
4005 struct PlayerInfo *player = &stored_player[i];
4007 printf("- player %d: present == %d, connected == %d, active == %d",
4013 if (local_player == player)
4014 printf(" (local player)");
4027 if (!game.restart_level && !tape.playing)
4029 LevelStats_incPlayed(level_nr);
4031 SaveLevelSetup_SeriesInfo();
4034 game.restart_level = FALSE;
4036 SaveEngineSnapshotToListInitial();
4039 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4040 int actual_player_x, int actual_player_y)
4042 /* this is used for non-R'n'D game engines to update certain engine values */
4044 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4046 actual_player_x = correctLevelPosX_EM(actual_player_x);
4047 actual_player_y = correctLevelPosY_EM(actual_player_y);
4050 /* needed to determine if sounds are played within the visible screen area */
4051 scroll_x = actual_scroll_x;
4052 scroll_y = actual_scroll_y;
4054 /* needed to get player position for "follow finger" playing input method */
4055 local_player->jx = actual_player_x;
4056 local_player->jy = actual_player_y;
4059 void InitMovDir(int x, int y)
4061 int i, element = Feld[x][y];
4062 static int xy[4][2] =
4069 static int direction[3][4] =
4071 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4072 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4073 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4082 Feld[x][y] = EL_BUG;
4083 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4086 case EL_SPACESHIP_RIGHT:
4087 case EL_SPACESHIP_UP:
4088 case EL_SPACESHIP_LEFT:
4089 case EL_SPACESHIP_DOWN:
4090 Feld[x][y] = EL_SPACESHIP;
4091 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4094 case EL_BD_BUTTERFLY_RIGHT:
4095 case EL_BD_BUTTERFLY_UP:
4096 case EL_BD_BUTTERFLY_LEFT:
4097 case EL_BD_BUTTERFLY_DOWN:
4098 Feld[x][y] = EL_BD_BUTTERFLY;
4099 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4102 case EL_BD_FIREFLY_RIGHT:
4103 case EL_BD_FIREFLY_UP:
4104 case EL_BD_FIREFLY_LEFT:
4105 case EL_BD_FIREFLY_DOWN:
4106 Feld[x][y] = EL_BD_FIREFLY;
4107 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4110 case EL_PACMAN_RIGHT:
4112 case EL_PACMAN_LEFT:
4113 case EL_PACMAN_DOWN:
4114 Feld[x][y] = EL_PACMAN;
4115 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4118 case EL_YAMYAM_LEFT:
4119 case EL_YAMYAM_RIGHT:
4121 case EL_YAMYAM_DOWN:
4122 Feld[x][y] = EL_YAMYAM;
4123 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4126 case EL_SP_SNIKSNAK:
4127 MovDir[x][y] = MV_UP;
4130 case EL_SP_ELECTRON:
4131 MovDir[x][y] = MV_LEFT;
4138 Feld[x][y] = EL_MOLE;
4139 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4143 if (IS_CUSTOM_ELEMENT(element))
4145 struct ElementInfo *ei = &element_info[element];
4146 int move_direction_initial = ei->move_direction_initial;
4147 int move_pattern = ei->move_pattern;
4149 if (move_direction_initial == MV_START_PREVIOUS)
4151 if (MovDir[x][y] != MV_NONE)
4154 move_direction_initial = MV_START_AUTOMATIC;
4157 if (move_direction_initial == MV_START_RANDOM)
4158 MovDir[x][y] = 1 << RND(4);
4159 else if (move_direction_initial & MV_ANY_DIRECTION)
4160 MovDir[x][y] = move_direction_initial;
4161 else if (move_pattern == MV_ALL_DIRECTIONS ||
4162 move_pattern == MV_TURNING_LEFT ||
4163 move_pattern == MV_TURNING_RIGHT ||
4164 move_pattern == MV_TURNING_LEFT_RIGHT ||
4165 move_pattern == MV_TURNING_RIGHT_LEFT ||
4166 move_pattern == MV_TURNING_RANDOM)
4167 MovDir[x][y] = 1 << RND(4);
4168 else if (move_pattern == MV_HORIZONTAL)
4169 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4170 else if (move_pattern == MV_VERTICAL)
4171 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4172 else if (move_pattern & MV_ANY_DIRECTION)
4173 MovDir[x][y] = element_info[element].move_pattern;
4174 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4175 move_pattern == MV_ALONG_RIGHT_SIDE)
4177 /* use random direction as default start direction */
4178 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4179 MovDir[x][y] = 1 << RND(4);
4181 for (i = 0; i < NUM_DIRECTIONS; i++)
4183 int x1 = x + xy[i][0];
4184 int y1 = y + xy[i][1];
4186 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4188 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4189 MovDir[x][y] = direction[0][i];
4191 MovDir[x][y] = direction[1][i];
4200 MovDir[x][y] = 1 << RND(4);
4202 if (element != EL_BUG &&
4203 element != EL_SPACESHIP &&
4204 element != EL_BD_BUTTERFLY &&
4205 element != EL_BD_FIREFLY)
4208 for (i = 0; i < NUM_DIRECTIONS; i++)
4210 int x1 = x + xy[i][0];
4211 int y1 = y + xy[i][1];
4213 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4215 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4217 MovDir[x][y] = direction[0][i];
4220 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4221 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4223 MovDir[x][y] = direction[1][i];
4232 GfxDir[x][y] = MovDir[x][y];
4235 void InitAmoebaNr(int x, int y)
4238 int group_nr = AmoebeNachbarNr(x, y);
4242 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4244 if (AmoebaCnt[i] == 0)
4252 AmoebaNr[x][y] = group_nr;
4253 AmoebaCnt[group_nr]++;
4254 AmoebaCnt2[group_nr]++;
4257 static void PlayerWins(struct PlayerInfo *player)
4259 player->LevelSolved = TRUE;
4260 player->GameOver = TRUE;
4262 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4263 level.native_em_level->lev->score : player->score);
4265 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4267 player->LevelSolved_CountingScore = player->score_final;
4272 static int time, time_final;
4273 static int score, score_final;
4274 static int game_over_delay_1 = 0;
4275 static int game_over_delay_2 = 0;
4276 int game_over_delay_value_1 = 50;
4277 int game_over_delay_value_2 = 50;
4279 if (!local_player->LevelSolved_GameWon)
4283 /* do not start end game actions before the player stops moving (to exit) */
4284 if (local_player->MovPos)
4287 local_player->LevelSolved_GameWon = TRUE;
4288 local_player->LevelSolved_SaveTape = tape.recording;
4289 local_player->LevelSolved_SaveScore = !tape.playing;
4293 LevelStats_incSolved(level_nr);
4295 SaveLevelSetup_SeriesInfo();
4298 if (tape.auto_play) /* tape might already be stopped here */
4299 tape.auto_play_level_solved = TRUE;
4303 game_over_delay_1 = game_over_delay_value_1;
4304 game_over_delay_2 = game_over_delay_value_2;
4306 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4307 score = score_final = local_player->score_final;
4312 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4314 else if (game.no_time_limit && TimePlayed < 999)
4317 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4320 local_player->score_final = score_final;
4322 if (level_editor_test_game)
4325 score = score_final;
4327 local_player->LevelSolved_CountingTime = time;
4328 local_player->LevelSolved_CountingScore = score;
4330 game_panel_controls[GAME_PANEL_TIME].value = time;
4331 game_panel_controls[GAME_PANEL_SCORE].value = score;
4333 DisplayGameControlValues();
4336 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4338 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4340 /* close exit door after last player */
4341 if ((AllPlayersGone &&
4342 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4343 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4344 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4345 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4346 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4348 int element = Feld[ExitX][ExitY];
4350 Feld[ExitX][ExitY] =
4351 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4352 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4353 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4354 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4355 EL_EM_STEEL_EXIT_CLOSING);
4357 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4360 /* player disappears */
4361 DrawLevelField(ExitX, ExitY);
4364 for (i = 0; i < MAX_PLAYERS; i++)
4366 struct PlayerInfo *player = &stored_player[i];
4368 if (player->present)
4370 RemovePlayer(player);
4372 /* player disappears */
4373 DrawLevelField(player->jx, player->jy);
4378 PlaySound(SND_GAME_WINNING);
4381 if (game_over_delay_1 > 0)
4383 game_over_delay_1--;
4388 if (time != time_final)
4390 int time_to_go = ABS(time_final - time);
4391 int time_count_dir = (time < time_final ? +1 : -1);
4392 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4394 time += time_count_steps * time_count_dir;
4395 score += time_count_steps * level.score[SC_TIME_BONUS];
4397 local_player->LevelSolved_CountingTime = time;
4398 local_player->LevelSolved_CountingScore = score;
4400 game_panel_controls[GAME_PANEL_TIME].value = time;
4401 game_panel_controls[GAME_PANEL_SCORE].value = score;
4403 DisplayGameControlValues();
4405 if (time == time_final)
4406 StopSound(SND_GAME_LEVELTIME_BONUS);
4407 else if (setup.sound_loops)
4408 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4410 PlaySound(SND_GAME_LEVELTIME_BONUS);
4415 local_player->LevelSolved_PanelOff = TRUE;
4417 if (game_over_delay_2 > 0)
4419 game_over_delay_2--;
4430 boolean raise_level = FALSE;
4432 local_player->LevelSolved_GameEnd = TRUE;
4434 if (!global.use_envelope_request)
4435 CloseDoor(DOOR_CLOSE_1);
4437 if (local_player->LevelSolved_SaveTape)
4439 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4442 CloseDoor(DOOR_CLOSE_ALL);
4444 if (level_editor_test_game)
4446 SetGameStatus(GAME_MODE_MAIN);
4453 if (!local_player->LevelSolved_SaveScore)
4455 SetGameStatus(GAME_MODE_MAIN);
4462 if (level_nr == leveldir_current->handicap_level)
4464 leveldir_current->handicap_level++;
4466 SaveLevelSetup_SeriesInfo();
4469 if (setup.increment_levels &&
4470 level_nr < leveldir_current->last_level)
4471 raise_level = TRUE; /* advance to next level */
4473 if ((hi_pos = NewHiScore()) >= 0)
4475 SetGameStatus(GAME_MODE_SCORES);
4477 DrawHallOfFame(hi_pos);
4487 SetGameStatus(GAME_MODE_MAIN);
4503 boolean one_score_entry_per_name = !program.many_scores_per_name;
4505 LoadScore(level_nr);
4507 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4508 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4511 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4513 if (local_player->score_final > highscore[k].Score)
4515 /* player has made it to the hall of fame */
4517 if (k < MAX_SCORE_ENTRIES - 1)
4519 int m = MAX_SCORE_ENTRIES - 1;
4521 if (one_score_entry_per_name)
4523 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4524 if (strEqual(setup.player_name, highscore[l].Name))
4527 if (m == k) /* player's new highscore overwrites his old one */
4531 for (l = m; l > k; l--)
4533 strcpy(highscore[l].Name, highscore[l - 1].Name);
4534 highscore[l].Score = highscore[l - 1].Score;
4540 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4541 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4542 highscore[k].Score = local_player->score_final;
4547 else if (one_score_entry_per_name &&
4548 !strncmp(setup.player_name, highscore[k].Name,
4549 MAX_PLAYER_NAME_LEN))
4550 break; /* player already there with a higher score */
4554 SaveScore(level_nr);
4559 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4561 int element = Feld[x][y];
4562 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4563 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4564 int horiz_move = (dx != 0);
4565 int sign = (horiz_move ? dx : dy);
4566 int step = sign * element_info[element].move_stepsize;
4568 /* special values for move stepsize for spring and things on conveyor belt */
4571 if (CAN_FALL(element) &&
4572 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4573 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4574 else if (element == EL_SPRING)
4575 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4581 inline static int getElementMoveStepsize(int x, int y)
4583 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4586 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4588 if (player->GfxAction != action || player->GfxDir != dir)
4590 player->GfxAction = action;
4591 player->GfxDir = dir;
4593 player->StepFrame = 0;
4597 static void ResetGfxFrame(int x, int y)
4599 int element = Feld[x][y];
4600 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4602 if (graphic_info[graphic].anim_global_sync)
4603 GfxFrame[x][y] = FrameCounter;
4604 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4605 GfxFrame[x][y] = CustomValue[x][y];
4606 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4607 GfxFrame[x][y] = element_info[element].collect_score;
4608 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4609 GfxFrame[x][y] = ChangeDelay[x][y];
4612 static void ResetGfxAnimation(int x, int y)
4614 GfxAction[x][y] = ACTION_DEFAULT;
4615 GfxDir[x][y] = MovDir[x][y];
4618 ResetGfxFrame(x, y);
4621 static void ResetRandomAnimationValue(int x, int y)
4623 GfxRandom[x][y] = INIT_GFX_RANDOM();
4626 void InitMovingField(int x, int y, int direction)
4628 int element = Feld[x][y];
4629 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4630 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4633 boolean is_moving_before, is_moving_after;
4635 /* check if element was/is moving or being moved before/after mode change */
4636 is_moving_before = (WasJustMoving[x][y] != 0);
4637 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4639 /* reset animation only for moving elements which change direction of moving
4640 or which just started or stopped moving
4641 (else CEs with property "can move" / "not moving" are reset each frame) */
4642 if (is_moving_before != is_moving_after ||
4643 direction != MovDir[x][y])
4644 ResetGfxAnimation(x, y);
4646 MovDir[x][y] = direction;
4647 GfxDir[x][y] = direction;
4649 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4650 direction == MV_DOWN && CAN_FALL(element) ?
4651 ACTION_FALLING : ACTION_MOVING);
4653 /* this is needed for CEs with property "can move" / "not moving" */
4655 if (is_moving_after)
4657 if (Feld[newx][newy] == EL_EMPTY)
4658 Feld[newx][newy] = EL_BLOCKED;
4660 MovDir[newx][newy] = MovDir[x][y];
4662 CustomValue[newx][newy] = CustomValue[x][y];
4664 GfxFrame[newx][newy] = GfxFrame[x][y];
4665 GfxRandom[newx][newy] = GfxRandom[x][y];
4666 GfxAction[newx][newy] = GfxAction[x][y];
4667 GfxDir[newx][newy] = GfxDir[x][y];
4671 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4673 int direction = MovDir[x][y];
4674 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4675 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4681 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4683 int oldx = x, oldy = y;
4684 int direction = MovDir[x][y];
4686 if (direction == MV_LEFT)
4688 else if (direction == MV_RIGHT)
4690 else if (direction == MV_UP)
4692 else if (direction == MV_DOWN)
4695 *comes_from_x = oldx;
4696 *comes_from_y = oldy;
4699 int MovingOrBlocked2Element(int x, int y)
4701 int element = Feld[x][y];
4703 if (element == EL_BLOCKED)
4707 Blocked2Moving(x, y, &oldx, &oldy);
4708 return Feld[oldx][oldy];
4714 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4716 /* like MovingOrBlocked2Element(), but if element is moving
4717 and (x,y) is the field the moving element is just leaving,
4718 return EL_BLOCKED instead of the element value */
4719 int element = Feld[x][y];
4721 if (IS_MOVING(x, y))
4723 if (element == EL_BLOCKED)
4727 Blocked2Moving(x, y, &oldx, &oldy);
4728 return Feld[oldx][oldy];
4737 static void RemoveField(int x, int y)
4739 Feld[x][y] = EL_EMPTY;
4745 CustomValue[x][y] = 0;
4748 ChangeDelay[x][y] = 0;
4749 ChangePage[x][y] = -1;
4750 Pushed[x][y] = FALSE;
4752 GfxElement[x][y] = EL_UNDEFINED;
4753 GfxAction[x][y] = ACTION_DEFAULT;
4754 GfxDir[x][y] = MV_NONE;
4757 void RemoveMovingField(int x, int y)
4759 int oldx = x, oldy = y, newx = x, newy = y;
4760 int element = Feld[x][y];
4761 int next_element = EL_UNDEFINED;
4763 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4766 if (IS_MOVING(x, y))
4768 Moving2Blocked(x, y, &newx, &newy);
4770 if (Feld[newx][newy] != EL_BLOCKED)
4772 /* element is moving, but target field is not free (blocked), but
4773 already occupied by something different (example: acid pool);
4774 in this case, only remove the moving field, but not the target */
4776 RemoveField(oldx, oldy);
4778 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4780 TEST_DrawLevelField(oldx, oldy);
4785 else if (element == EL_BLOCKED)
4787 Blocked2Moving(x, y, &oldx, &oldy);
4788 if (!IS_MOVING(oldx, oldy))
4792 if (element == EL_BLOCKED &&
4793 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4794 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4795 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4796 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4797 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4798 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4799 next_element = get_next_element(Feld[oldx][oldy]);
4801 RemoveField(oldx, oldy);
4802 RemoveField(newx, newy);
4804 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4806 if (next_element != EL_UNDEFINED)
4807 Feld[oldx][oldy] = next_element;
4809 TEST_DrawLevelField(oldx, oldy);
4810 TEST_DrawLevelField(newx, newy);
4813 void DrawDynamite(int x, int y)
4815 int sx = SCREENX(x), sy = SCREENY(y);
4816 int graphic = el2img(Feld[x][y]);
4819 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4822 if (IS_WALKABLE_INSIDE(Back[x][y]))
4826 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4827 else if (Store[x][y])
4828 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4830 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4832 if (Back[x][y] || Store[x][y])
4833 DrawGraphicThruMask(sx, sy, graphic, frame);
4835 DrawGraphic(sx, sy, graphic, frame);
4838 void CheckDynamite(int x, int y)
4840 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4844 if (MovDelay[x][y] != 0)
4847 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4853 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4858 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4860 boolean num_checked_players = 0;
4863 for (i = 0; i < MAX_PLAYERS; i++)
4865 if (stored_player[i].active)
4867 int sx = stored_player[i].jx;
4868 int sy = stored_player[i].jy;
4870 if (num_checked_players == 0)
4877 *sx1 = MIN(*sx1, sx);
4878 *sy1 = MIN(*sy1, sy);
4879 *sx2 = MAX(*sx2, sx);
4880 *sy2 = MAX(*sy2, sy);
4883 num_checked_players++;
4888 static boolean checkIfAllPlayersFitToScreen_RND()
4890 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4892 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4894 return (sx2 - sx1 < SCR_FIELDX &&
4895 sy2 - sy1 < SCR_FIELDY);
4898 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4900 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4902 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4904 *sx = (sx1 + sx2) / 2;
4905 *sy = (sy1 + sy2) / 2;
4908 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4909 boolean center_screen, boolean quick_relocation)
4911 unsigned int frame_delay_value_old = GetVideoFrameDelay();
4912 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4913 boolean no_delay = (tape.warp_forward);
4914 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4915 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4916 int new_scroll_x, new_scroll_y;
4918 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
4920 /* case 1: quick relocation inside visible screen (without scrolling) */
4927 if (!level.shifted_relocation || center_screen)
4929 /* relocation _with_ centering of screen */
4931 new_scroll_x = SCROLL_POSITION_X(x);
4932 new_scroll_y = SCROLL_POSITION_Y(y);
4936 /* relocation _without_ centering of screen */
4938 int center_scroll_x = SCROLL_POSITION_X(old_x);
4939 int center_scroll_y = SCROLL_POSITION_Y(old_y);
4940 int offset_x = x + (scroll_x - center_scroll_x);
4941 int offset_y = y + (scroll_y - center_scroll_y);
4943 /* for new screen position, apply previous offset to center position */
4944 new_scroll_x = SCROLL_POSITION_X(offset_x);
4945 new_scroll_y = SCROLL_POSITION_Y(offset_y);
4948 if (quick_relocation)
4950 /* case 2: quick relocation (redraw without visible scrolling) */
4952 scroll_x = new_scroll_x;
4953 scroll_y = new_scroll_y;
4960 /* case 3: visible relocation (with scrolling to new position) */
4962 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
4964 SetVideoFrameDelay(wait_delay_value);
4966 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
4969 int fx = FX, fy = FY;
4971 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
4972 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
4974 if (dx == 0 && dy == 0) /* no scrolling needed at all */
4980 fx += dx * TILEX / 2;
4981 fy += dy * TILEY / 2;
4983 ScrollLevel(dx, dy);
4986 /* scroll in two steps of half tile size to make things smoother */
4987 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
4989 /* scroll second step to align at full tile size */
4990 BlitScreenToBitmap(window);
4996 SetVideoFrameDelay(frame_delay_value_old);
4999 void RelocatePlayer(int jx, int jy, int el_player_raw)
5001 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5002 int player_nr = GET_PLAYER_NR(el_player);
5003 struct PlayerInfo *player = &stored_player[player_nr];
5004 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5005 boolean no_delay = (tape.warp_forward);
5006 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5007 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5008 int old_jx = player->jx;
5009 int old_jy = player->jy;
5010 int old_element = Feld[old_jx][old_jy];
5011 int element = Feld[jx][jy];
5012 boolean player_relocated = (old_jx != jx || old_jy != jy);
5014 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5015 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5016 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5017 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5018 int leave_side_horiz = move_dir_horiz;
5019 int leave_side_vert = move_dir_vert;
5020 int enter_side = enter_side_horiz | enter_side_vert;
5021 int leave_side = leave_side_horiz | leave_side_vert;
5023 if (player->GameOver) /* do not reanimate dead player */
5026 if (!player_relocated) /* no need to relocate the player */
5029 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5031 RemoveField(jx, jy); /* temporarily remove newly placed player */
5032 DrawLevelField(jx, jy);
5035 if (player->present)
5037 while (player->MovPos)
5039 ScrollPlayer(player, SCROLL_GO_ON);
5040 ScrollScreen(NULL, SCROLL_GO_ON);
5042 AdvanceFrameAndPlayerCounters(player->index_nr);
5046 BackToFront_WithFrameDelay(wait_delay_value);
5049 DrawPlayer(player); /* needed here only to cleanup last field */
5050 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5052 player->is_moving = FALSE;
5055 if (IS_CUSTOM_ELEMENT(old_element))
5056 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5058 player->index_bit, leave_side);
5060 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5062 player->index_bit, leave_side);
5064 Feld[jx][jy] = el_player;
5065 InitPlayerField(jx, jy, el_player, TRUE);
5067 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5068 possible that the relocation target field did not contain a player element,
5069 but a walkable element, to which the new player was relocated -- in this
5070 case, restore that (already initialized!) element on the player field */
5071 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5073 Feld[jx][jy] = element; /* restore previously existing element */
5076 /* only visually relocate centered player */
5077 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5078 FALSE, level.instant_relocation);
5080 TestIfPlayerTouchesBadThing(jx, jy);
5081 TestIfPlayerTouchesCustomElement(jx, jy);
5083 if (IS_CUSTOM_ELEMENT(element))
5084 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5085 player->index_bit, enter_side);
5087 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5088 player->index_bit, enter_side);
5090 if (player->is_switching)
5092 /* ensure that relocation while still switching an element does not cause
5093 a new element to be treated as also switched directly after relocation
5094 (this is important for teleporter switches that teleport the player to
5095 a place where another teleporter switch is in the same direction, which
5096 would then incorrectly be treated as immediately switched before the
5097 direction key that caused the switch was released) */
5099 player->switch_x += jx - old_jx;
5100 player->switch_y += jy - old_jy;
5104 void Explode(int ex, int ey, int phase, int mode)
5110 /* !!! eliminate this variable !!! */
5111 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5113 if (game.explosions_delayed)
5115 ExplodeField[ex][ey] = mode;
5119 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5121 int center_element = Feld[ex][ey];
5122 int artwork_element, explosion_element; /* set these values later */
5124 /* remove things displayed in background while burning dynamite */
5125 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5128 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5130 /* put moving element to center field (and let it explode there) */
5131 center_element = MovingOrBlocked2Element(ex, ey);
5132 RemoveMovingField(ex, ey);
5133 Feld[ex][ey] = center_element;
5136 /* now "center_element" is finally determined -- set related values now */
5137 artwork_element = center_element; /* for custom player artwork */
5138 explosion_element = center_element; /* for custom player artwork */
5140 if (IS_PLAYER(ex, ey))
5142 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5144 artwork_element = stored_player[player_nr].artwork_element;
5146 if (level.use_explosion_element[player_nr])
5148 explosion_element = level.explosion_element[player_nr];
5149 artwork_element = explosion_element;
5153 if (mode == EX_TYPE_NORMAL ||
5154 mode == EX_TYPE_CENTER ||
5155 mode == EX_TYPE_CROSS)
5156 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5158 last_phase = element_info[explosion_element].explosion_delay + 1;
5160 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5162 int xx = x - ex + 1;
5163 int yy = y - ey + 1;
5166 if (!IN_LEV_FIELD(x, y) ||
5167 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5168 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5171 element = Feld[x][y];
5173 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5175 element = MovingOrBlocked2Element(x, y);
5177 if (!IS_EXPLOSION_PROOF(element))
5178 RemoveMovingField(x, y);
5181 /* indestructible elements can only explode in center (but not flames) */
5182 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5183 mode == EX_TYPE_BORDER)) ||
5184 element == EL_FLAMES)
5187 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5188 behaviour, for example when touching a yamyam that explodes to rocks
5189 with active deadly shield, a rock is created under the player !!! */
5190 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5192 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5193 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5194 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5196 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5199 if (IS_ACTIVE_BOMB(element))
5201 /* re-activate things under the bomb like gate or penguin */
5202 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5209 /* save walkable background elements while explosion on same tile */
5210 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5211 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5212 Back[x][y] = element;
5214 /* ignite explodable elements reached by other explosion */
5215 if (element == EL_EXPLOSION)
5216 element = Store2[x][y];
5218 if (AmoebaNr[x][y] &&
5219 (element == EL_AMOEBA_FULL ||
5220 element == EL_BD_AMOEBA ||
5221 element == EL_AMOEBA_GROWING))
5223 AmoebaCnt[AmoebaNr[x][y]]--;
5224 AmoebaCnt2[AmoebaNr[x][y]]--;
5229 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5231 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5233 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5235 if (PLAYERINFO(ex, ey)->use_murphy)
5236 Store[x][y] = EL_EMPTY;
5239 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5240 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5241 else if (ELEM_IS_PLAYER(center_element))
5242 Store[x][y] = EL_EMPTY;
5243 else if (center_element == EL_YAMYAM)
5244 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5245 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5246 Store[x][y] = element_info[center_element].content.e[xx][yy];
5248 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5249 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5250 otherwise) -- FIX THIS !!! */
5251 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5252 Store[x][y] = element_info[element].content.e[1][1];
5254 else if (!CAN_EXPLODE(element))
5255 Store[x][y] = element_info[element].content.e[1][1];
5258 Store[x][y] = EL_EMPTY;
5260 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5261 center_element == EL_AMOEBA_TO_DIAMOND)
5262 Store2[x][y] = element;
5264 Feld[x][y] = EL_EXPLOSION;
5265 GfxElement[x][y] = artwork_element;
5267 ExplodePhase[x][y] = 1;
5268 ExplodeDelay[x][y] = last_phase;
5273 if (center_element == EL_YAMYAM)
5274 game.yamyam_content_nr =
5275 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5287 GfxFrame[x][y] = 0; /* restart explosion animation */
5289 last_phase = ExplodeDelay[x][y];
5291 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5293 /* this can happen if the player leaves an explosion just in time */
5294 if (GfxElement[x][y] == EL_UNDEFINED)
5295 GfxElement[x][y] = EL_EMPTY;
5297 border_element = Store2[x][y];
5298 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5299 border_element = StorePlayer[x][y];
5301 if (phase == element_info[border_element].ignition_delay ||
5302 phase == last_phase)
5304 boolean border_explosion = FALSE;
5306 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5307 !PLAYER_EXPLOSION_PROTECTED(x, y))
5309 KillPlayerUnlessExplosionProtected(x, y);
5310 border_explosion = TRUE;
5312 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5314 Feld[x][y] = Store2[x][y];
5317 border_explosion = TRUE;
5319 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5321 AmoebeUmwandeln(x, y);
5323 border_explosion = TRUE;
5326 /* if an element just explodes due to another explosion (chain-reaction),
5327 do not immediately end the new explosion when it was the last frame of
5328 the explosion (as it would be done in the following "if"-statement!) */
5329 if (border_explosion && phase == last_phase)
5333 if (phase == last_phase)
5337 element = Feld[x][y] = Store[x][y];
5338 Store[x][y] = Store2[x][y] = 0;
5339 GfxElement[x][y] = EL_UNDEFINED;
5341 /* player can escape from explosions and might therefore be still alive */
5342 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5343 element <= EL_PLAYER_IS_EXPLODING_4)
5345 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5346 int explosion_element = EL_PLAYER_1 + player_nr;
5347 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5348 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5350 if (level.use_explosion_element[player_nr])
5351 explosion_element = level.explosion_element[player_nr];
5353 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5354 element_info[explosion_element].content.e[xx][yy]);
5357 /* restore probably existing indestructible background element */
5358 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5359 element = Feld[x][y] = Back[x][y];
5362 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5363 GfxDir[x][y] = MV_NONE;
5364 ChangeDelay[x][y] = 0;
5365 ChangePage[x][y] = -1;
5367 CustomValue[x][y] = 0;
5369 InitField_WithBug2(x, y, FALSE);
5371 TEST_DrawLevelField(x, y);
5373 TestIfElementTouchesCustomElement(x, y);
5375 if (GFX_CRUMBLED(element))
5376 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5378 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5379 StorePlayer[x][y] = 0;
5381 if (ELEM_IS_PLAYER(element))
5382 RelocatePlayer(x, y, element);
5384 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5386 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5387 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5390 TEST_DrawLevelFieldCrumbled(x, y);
5392 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5394 DrawLevelElement(x, y, Back[x][y]);
5395 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5397 else if (IS_WALKABLE_UNDER(Back[x][y]))
5399 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5400 DrawLevelElementThruMask(x, y, Back[x][y]);
5402 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5403 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5407 void DynaExplode(int ex, int ey)
5410 int dynabomb_element = Feld[ex][ey];
5411 int dynabomb_size = 1;
5412 boolean dynabomb_xl = FALSE;
5413 struct PlayerInfo *player;
5414 static int xy[4][2] =
5422 if (IS_ACTIVE_BOMB(dynabomb_element))
5424 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5425 dynabomb_size = player->dynabomb_size;
5426 dynabomb_xl = player->dynabomb_xl;
5427 player->dynabombs_left++;
5430 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5432 for (i = 0; i < NUM_DIRECTIONS; i++)
5434 for (j = 1; j <= dynabomb_size; j++)
5436 int x = ex + j * xy[i][0];
5437 int y = ey + j * xy[i][1];
5440 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5443 element = Feld[x][y];
5445 /* do not restart explosions of fields with active bombs */
5446 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5449 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5451 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5452 !IS_DIGGABLE(element) && !dynabomb_xl)
5458 void Bang(int x, int y)
5460 int element = MovingOrBlocked2Element(x, y);
5461 int explosion_type = EX_TYPE_NORMAL;
5463 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5465 struct PlayerInfo *player = PLAYERINFO(x, y);
5467 element = Feld[x][y] = player->initial_element;
5469 if (level.use_explosion_element[player->index_nr])
5471 int explosion_element = level.explosion_element[player->index_nr];
5473 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5474 explosion_type = EX_TYPE_CROSS;
5475 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5476 explosion_type = EX_TYPE_CENTER;
5484 case EL_BD_BUTTERFLY:
5487 case EL_DARK_YAMYAM:
5491 RaiseScoreElement(element);
5494 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5495 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5496 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5497 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5498 case EL_DYNABOMB_INCREASE_NUMBER:
5499 case EL_DYNABOMB_INCREASE_SIZE:
5500 case EL_DYNABOMB_INCREASE_POWER:
5501 explosion_type = EX_TYPE_DYNA;
5504 case EL_DC_LANDMINE:
5505 explosion_type = EX_TYPE_CENTER;
5510 case EL_LAMP_ACTIVE:
5511 case EL_AMOEBA_TO_DIAMOND:
5512 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5513 explosion_type = EX_TYPE_CENTER;
5517 if (element_info[element].explosion_type == EXPLODES_CROSS)
5518 explosion_type = EX_TYPE_CROSS;
5519 else if (element_info[element].explosion_type == EXPLODES_1X1)
5520 explosion_type = EX_TYPE_CENTER;
5524 if (explosion_type == EX_TYPE_DYNA)
5527 Explode(x, y, EX_PHASE_START, explosion_type);
5529 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5532 void SplashAcid(int x, int y)
5534 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5535 (!IN_LEV_FIELD(x - 1, y - 2) ||
5536 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5537 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5539 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5540 (!IN_LEV_FIELD(x + 1, y - 2) ||
5541 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5542 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5544 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5547 static void InitBeltMovement()
5549 static int belt_base_element[4] =
5551 EL_CONVEYOR_BELT_1_LEFT,
5552 EL_CONVEYOR_BELT_2_LEFT,
5553 EL_CONVEYOR_BELT_3_LEFT,
5554 EL_CONVEYOR_BELT_4_LEFT
5556 static int belt_base_active_element[4] =
5558 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5559 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5560 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5561 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5566 /* set frame order for belt animation graphic according to belt direction */
5567 for (i = 0; i < NUM_BELTS; i++)
5571 for (j = 0; j < NUM_BELT_PARTS; j++)
5573 int element = belt_base_active_element[belt_nr] + j;
5574 int graphic_1 = el2img(element);
5575 int graphic_2 = el2panelimg(element);
5577 if (game.belt_dir[i] == MV_LEFT)
5579 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5580 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5584 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5585 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5590 SCAN_PLAYFIELD(x, y)
5592 int element = Feld[x][y];
5594 for (i = 0; i < NUM_BELTS; i++)
5596 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5598 int e_belt_nr = getBeltNrFromBeltElement(element);
5601 if (e_belt_nr == belt_nr)
5603 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5605 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5612 static void ToggleBeltSwitch(int x, int y)
5614 static int belt_base_element[4] =
5616 EL_CONVEYOR_BELT_1_LEFT,
5617 EL_CONVEYOR_BELT_2_LEFT,
5618 EL_CONVEYOR_BELT_3_LEFT,
5619 EL_CONVEYOR_BELT_4_LEFT
5621 static int belt_base_active_element[4] =
5623 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5624 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5625 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5626 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5628 static int belt_base_switch_element[4] =
5630 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5631 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5632 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5633 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5635 static int belt_move_dir[4] =
5643 int element = Feld[x][y];
5644 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5645 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5646 int belt_dir = belt_move_dir[belt_dir_nr];
5649 if (!IS_BELT_SWITCH(element))
5652 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5653 game.belt_dir[belt_nr] = belt_dir;
5655 if (belt_dir_nr == 3)
5658 /* set frame order for belt animation graphic according to belt direction */
5659 for (i = 0; i < NUM_BELT_PARTS; i++)
5661 int element = belt_base_active_element[belt_nr] + i;
5662 int graphic_1 = el2img(element);
5663 int graphic_2 = el2panelimg(element);
5665 if (belt_dir == MV_LEFT)
5667 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5668 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5672 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5673 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5677 SCAN_PLAYFIELD(xx, yy)
5679 int element = Feld[xx][yy];
5681 if (IS_BELT_SWITCH(element))
5683 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5685 if (e_belt_nr == belt_nr)
5687 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5688 TEST_DrawLevelField(xx, yy);
5691 else if (IS_BELT(element) && belt_dir != MV_NONE)
5693 int e_belt_nr = getBeltNrFromBeltElement(element);
5695 if (e_belt_nr == belt_nr)
5697 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5699 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5700 TEST_DrawLevelField(xx, yy);
5703 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5705 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5707 if (e_belt_nr == belt_nr)
5709 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5711 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5712 TEST_DrawLevelField(xx, yy);
5718 static void ToggleSwitchgateSwitch(int x, int y)
5722 game.switchgate_pos = !game.switchgate_pos;
5724 SCAN_PLAYFIELD(xx, yy)
5726 int element = Feld[xx][yy];
5728 if (element == EL_SWITCHGATE_SWITCH_UP)
5730 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5731 TEST_DrawLevelField(xx, yy);
5733 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5735 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5736 TEST_DrawLevelField(xx, yy);
5738 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5740 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5741 TEST_DrawLevelField(xx, yy);
5743 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5745 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5746 TEST_DrawLevelField(xx, yy);
5748 else if (element == EL_SWITCHGATE_OPEN ||
5749 element == EL_SWITCHGATE_OPENING)
5751 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5753 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5755 else if (element == EL_SWITCHGATE_CLOSED ||
5756 element == EL_SWITCHGATE_CLOSING)
5758 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5760 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5765 static int getInvisibleActiveFromInvisibleElement(int element)
5767 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5768 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5769 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5773 static int getInvisibleFromInvisibleActiveElement(int element)
5775 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5776 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5777 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5781 static void RedrawAllLightSwitchesAndInvisibleElements()
5785 SCAN_PLAYFIELD(x, y)
5787 int element = Feld[x][y];
5789 if (element == EL_LIGHT_SWITCH &&
5790 game.light_time_left > 0)
5792 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5793 TEST_DrawLevelField(x, y);
5795 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5796 game.light_time_left == 0)
5798 Feld[x][y] = EL_LIGHT_SWITCH;
5799 TEST_DrawLevelField(x, y);
5801 else if (element == EL_EMC_DRIPPER &&
5802 game.light_time_left > 0)
5804 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5805 TEST_DrawLevelField(x, y);
5807 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5808 game.light_time_left == 0)
5810 Feld[x][y] = EL_EMC_DRIPPER;
5811 TEST_DrawLevelField(x, y);
5813 else if (element == EL_INVISIBLE_STEELWALL ||
5814 element == EL_INVISIBLE_WALL ||
5815 element == EL_INVISIBLE_SAND)
5817 if (game.light_time_left > 0)
5818 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5820 TEST_DrawLevelField(x, y);
5822 /* uncrumble neighbour fields, if needed */
5823 if (element == EL_INVISIBLE_SAND)
5824 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5826 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5827 element == EL_INVISIBLE_WALL_ACTIVE ||
5828 element == EL_INVISIBLE_SAND_ACTIVE)
5830 if (game.light_time_left == 0)
5831 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5833 TEST_DrawLevelField(x, y);
5835 /* re-crumble neighbour fields, if needed */
5836 if (element == EL_INVISIBLE_SAND)
5837 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5842 static void RedrawAllInvisibleElementsForLenses()
5846 SCAN_PLAYFIELD(x, y)
5848 int element = Feld[x][y];
5850 if (element == EL_EMC_DRIPPER &&
5851 game.lenses_time_left > 0)
5853 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5854 TEST_DrawLevelField(x, y);
5856 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5857 game.lenses_time_left == 0)
5859 Feld[x][y] = EL_EMC_DRIPPER;
5860 TEST_DrawLevelField(x, y);
5862 else if (element == EL_INVISIBLE_STEELWALL ||
5863 element == EL_INVISIBLE_WALL ||
5864 element == EL_INVISIBLE_SAND)
5866 if (game.lenses_time_left > 0)
5867 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5869 TEST_DrawLevelField(x, y);
5871 /* uncrumble neighbour fields, if needed */
5872 if (element == EL_INVISIBLE_SAND)
5873 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5875 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5876 element == EL_INVISIBLE_WALL_ACTIVE ||
5877 element == EL_INVISIBLE_SAND_ACTIVE)
5879 if (game.lenses_time_left == 0)
5880 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5882 TEST_DrawLevelField(x, y);
5884 /* re-crumble neighbour fields, if needed */
5885 if (element == EL_INVISIBLE_SAND)
5886 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5891 static void RedrawAllInvisibleElementsForMagnifier()
5895 SCAN_PLAYFIELD(x, y)
5897 int element = Feld[x][y];
5899 if (element == EL_EMC_FAKE_GRASS &&
5900 game.magnify_time_left > 0)
5902 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5903 TEST_DrawLevelField(x, y);
5905 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5906 game.magnify_time_left == 0)
5908 Feld[x][y] = EL_EMC_FAKE_GRASS;
5909 TEST_DrawLevelField(x, y);
5911 else if (IS_GATE_GRAY(element) &&
5912 game.magnify_time_left > 0)
5914 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5915 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5916 IS_EM_GATE_GRAY(element) ?
5917 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5918 IS_EMC_GATE_GRAY(element) ?
5919 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5920 IS_DC_GATE_GRAY(element) ?
5921 EL_DC_GATE_WHITE_GRAY_ACTIVE :
5923 TEST_DrawLevelField(x, y);
5925 else if (IS_GATE_GRAY_ACTIVE(element) &&
5926 game.magnify_time_left == 0)
5928 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5929 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5930 IS_EM_GATE_GRAY_ACTIVE(element) ?
5931 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5932 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5933 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5934 IS_DC_GATE_GRAY_ACTIVE(element) ?
5935 EL_DC_GATE_WHITE_GRAY :
5937 TEST_DrawLevelField(x, y);
5942 static void ToggleLightSwitch(int x, int y)
5944 int element = Feld[x][y];
5946 game.light_time_left =
5947 (element == EL_LIGHT_SWITCH ?
5948 level.time_light * FRAMES_PER_SECOND : 0);
5950 RedrawAllLightSwitchesAndInvisibleElements();
5953 static void ActivateTimegateSwitch(int x, int y)
5957 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
5959 SCAN_PLAYFIELD(xx, yy)
5961 int element = Feld[xx][yy];
5963 if (element == EL_TIMEGATE_CLOSED ||
5964 element == EL_TIMEGATE_CLOSING)
5966 Feld[xx][yy] = EL_TIMEGATE_OPENING;
5967 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
5971 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
5973 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
5974 TEST_DrawLevelField(xx, yy);
5980 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
5981 EL_DC_TIMEGATE_SWITCH_ACTIVE);
5984 void Impact(int x, int y)
5986 boolean last_line = (y == lev_fieldy - 1);
5987 boolean object_hit = FALSE;
5988 boolean impact = (last_line || object_hit);
5989 int element = Feld[x][y];
5990 int smashed = EL_STEELWALL;
5992 if (!last_line) /* check if element below was hit */
5994 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
5997 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
5998 MovDir[x][y + 1] != MV_DOWN ||
5999 MovPos[x][y + 1] <= TILEY / 2));
6001 /* do not smash moving elements that left the smashed field in time */
6002 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6003 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6006 #if USE_QUICKSAND_IMPACT_BUGFIX
6007 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6009 RemoveMovingField(x, y + 1);
6010 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6011 Feld[x][y + 2] = EL_ROCK;
6012 TEST_DrawLevelField(x, y + 2);
6017 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6019 RemoveMovingField(x, y + 1);
6020 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6021 Feld[x][y + 2] = EL_ROCK;
6022 TEST_DrawLevelField(x, y + 2);
6029 smashed = MovingOrBlocked2Element(x, y + 1);
6031 impact = (last_line || object_hit);
6034 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6036 SplashAcid(x, y + 1);
6040 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6041 /* only reset graphic animation if graphic really changes after impact */
6043 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6045 ResetGfxAnimation(x, y);
6046 TEST_DrawLevelField(x, y);
6049 if (impact && CAN_EXPLODE_IMPACT(element))
6054 else if (impact && element == EL_PEARL &&
6055 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6057 ResetGfxAnimation(x, y);
6059 Feld[x][y] = EL_PEARL_BREAKING;
6060 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6063 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6065 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6070 if (impact && element == EL_AMOEBA_DROP)
6072 if (object_hit && IS_PLAYER(x, y + 1))
6073 KillPlayerUnlessEnemyProtected(x, y + 1);
6074 else if (object_hit && smashed == EL_PENGUIN)
6078 Feld[x][y] = EL_AMOEBA_GROWING;
6079 Store[x][y] = EL_AMOEBA_WET;
6081 ResetRandomAnimationValue(x, y);
6086 if (object_hit) /* check which object was hit */
6088 if ((CAN_PASS_MAGIC_WALL(element) &&
6089 (smashed == EL_MAGIC_WALL ||
6090 smashed == EL_BD_MAGIC_WALL)) ||
6091 (CAN_PASS_DC_MAGIC_WALL(element) &&
6092 smashed == EL_DC_MAGIC_WALL))
6095 int activated_magic_wall =
6096 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6097 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6098 EL_DC_MAGIC_WALL_ACTIVE);
6100 /* activate magic wall / mill */
6101 SCAN_PLAYFIELD(xx, yy)
6103 if (Feld[xx][yy] == smashed)
6104 Feld[xx][yy] = activated_magic_wall;
6107 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6108 game.magic_wall_active = TRUE;
6110 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6111 SND_MAGIC_WALL_ACTIVATING :
6112 smashed == EL_BD_MAGIC_WALL ?
6113 SND_BD_MAGIC_WALL_ACTIVATING :
6114 SND_DC_MAGIC_WALL_ACTIVATING));
6117 if (IS_PLAYER(x, y + 1))
6119 if (CAN_SMASH_PLAYER(element))
6121 KillPlayerUnlessEnemyProtected(x, y + 1);
6125 else if (smashed == EL_PENGUIN)
6127 if (CAN_SMASH_PLAYER(element))
6133 else if (element == EL_BD_DIAMOND)
6135 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6141 else if (((element == EL_SP_INFOTRON ||
6142 element == EL_SP_ZONK) &&
6143 (smashed == EL_SP_SNIKSNAK ||
6144 smashed == EL_SP_ELECTRON ||
6145 smashed == EL_SP_DISK_ORANGE)) ||
6146 (element == EL_SP_INFOTRON &&
6147 smashed == EL_SP_DISK_YELLOW))
6152 else if (CAN_SMASH_EVERYTHING(element))
6154 if (IS_CLASSIC_ENEMY(smashed) ||
6155 CAN_EXPLODE_SMASHED(smashed))
6160 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6162 if (smashed == EL_LAMP ||
6163 smashed == EL_LAMP_ACTIVE)
6168 else if (smashed == EL_NUT)
6170 Feld[x][y + 1] = EL_NUT_BREAKING;
6171 PlayLevelSound(x, y, SND_NUT_BREAKING);
6172 RaiseScoreElement(EL_NUT);
6175 else if (smashed == EL_PEARL)
6177 ResetGfxAnimation(x, y);
6179 Feld[x][y + 1] = EL_PEARL_BREAKING;
6180 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6183 else if (smashed == EL_DIAMOND)
6185 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6186 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6189 else if (IS_BELT_SWITCH(smashed))
6191 ToggleBeltSwitch(x, y + 1);
6193 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6194 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6195 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6196 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6198 ToggleSwitchgateSwitch(x, y + 1);
6200 else if (smashed == EL_LIGHT_SWITCH ||
6201 smashed == EL_LIGHT_SWITCH_ACTIVE)
6203 ToggleLightSwitch(x, y + 1);
6207 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6209 CheckElementChangeBySide(x, y + 1, smashed, element,
6210 CE_SWITCHED, CH_SIDE_TOP);
6211 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6217 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6222 /* play sound of magic wall / mill */
6224 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6225 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6226 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6228 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6229 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6230 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6231 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6232 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6233 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6238 /* play sound of object that hits the ground */
6239 if (last_line || object_hit)
6240 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6243 inline static void TurnRoundExt(int x, int y)
6255 { 0, 0 }, { 0, 0 }, { 0, 0 },
6260 int left, right, back;
6264 { MV_DOWN, MV_UP, MV_RIGHT },
6265 { MV_UP, MV_DOWN, MV_LEFT },
6267 { MV_LEFT, MV_RIGHT, MV_DOWN },
6271 { MV_RIGHT, MV_LEFT, MV_UP }
6274 int element = Feld[x][y];
6275 int move_pattern = element_info[element].move_pattern;
6277 int old_move_dir = MovDir[x][y];
6278 int left_dir = turn[old_move_dir].left;
6279 int right_dir = turn[old_move_dir].right;
6280 int back_dir = turn[old_move_dir].back;
6282 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6283 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6284 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6285 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6287 int left_x = x + left_dx, left_y = y + left_dy;
6288 int right_x = x + right_dx, right_y = y + right_dy;
6289 int move_x = x + move_dx, move_y = y + move_dy;
6293 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6295 TestIfBadThingTouchesOtherBadThing(x, y);
6297 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6298 MovDir[x][y] = right_dir;
6299 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6300 MovDir[x][y] = left_dir;
6302 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6304 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6307 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6309 TestIfBadThingTouchesOtherBadThing(x, y);
6311 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6312 MovDir[x][y] = left_dir;
6313 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6314 MovDir[x][y] = right_dir;
6316 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6318 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6321 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6323 TestIfBadThingTouchesOtherBadThing(x, y);
6325 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6326 MovDir[x][y] = left_dir;
6327 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6328 MovDir[x][y] = right_dir;
6330 if (MovDir[x][y] != old_move_dir)
6333 else if (element == EL_YAMYAM)
6335 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6336 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6338 if (can_turn_left && can_turn_right)
6339 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6340 else if (can_turn_left)
6341 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6342 else if (can_turn_right)
6343 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6345 MovDir[x][y] = back_dir;
6347 MovDelay[x][y] = 16 + 16 * RND(3);
6349 else if (element == EL_DARK_YAMYAM)
6351 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6353 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6356 if (can_turn_left && can_turn_right)
6357 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6358 else if (can_turn_left)
6359 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6360 else if (can_turn_right)
6361 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6363 MovDir[x][y] = back_dir;
6365 MovDelay[x][y] = 16 + 16 * RND(3);
6367 else if (element == EL_PACMAN)
6369 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6370 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6372 if (can_turn_left && can_turn_right)
6373 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6374 else if (can_turn_left)
6375 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6376 else if (can_turn_right)
6377 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6379 MovDir[x][y] = back_dir;
6381 MovDelay[x][y] = 6 + RND(40);
6383 else if (element == EL_PIG)
6385 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6386 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6387 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6388 boolean should_turn_left, should_turn_right, should_move_on;
6390 int rnd = RND(rnd_value);
6392 should_turn_left = (can_turn_left &&
6394 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6395 y + back_dy + left_dy)));
6396 should_turn_right = (can_turn_right &&
6398 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6399 y + back_dy + right_dy)));
6400 should_move_on = (can_move_on &&
6403 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6404 y + move_dy + left_dy) ||
6405 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6406 y + move_dy + right_dy)));
6408 if (should_turn_left || should_turn_right || should_move_on)
6410 if (should_turn_left && should_turn_right && should_move_on)
6411 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6412 rnd < 2 * rnd_value / 3 ? right_dir :
6414 else if (should_turn_left && should_turn_right)
6415 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6416 else if (should_turn_left && should_move_on)
6417 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6418 else if (should_turn_right && should_move_on)
6419 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6420 else if (should_turn_left)
6421 MovDir[x][y] = left_dir;
6422 else if (should_turn_right)
6423 MovDir[x][y] = right_dir;
6424 else if (should_move_on)
6425 MovDir[x][y] = old_move_dir;
6427 else if (can_move_on && rnd > rnd_value / 8)
6428 MovDir[x][y] = old_move_dir;
6429 else if (can_turn_left && can_turn_right)
6430 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6431 else if (can_turn_left && rnd > rnd_value / 8)
6432 MovDir[x][y] = left_dir;
6433 else if (can_turn_right && rnd > rnd_value/8)
6434 MovDir[x][y] = right_dir;
6436 MovDir[x][y] = back_dir;
6438 xx = x + move_xy[MovDir[x][y]].dx;
6439 yy = y + move_xy[MovDir[x][y]].dy;
6441 if (!IN_LEV_FIELD(xx, yy) ||
6442 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6443 MovDir[x][y] = old_move_dir;
6447 else if (element == EL_DRAGON)
6449 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6450 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6451 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6453 int rnd = RND(rnd_value);
6455 if (can_move_on && rnd > rnd_value / 8)
6456 MovDir[x][y] = old_move_dir;
6457 else if (can_turn_left && can_turn_right)
6458 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6459 else if (can_turn_left && rnd > rnd_value / 8)
6460 MovDir[x][y] = left_dir;
6461 else if (can_turn_right && rnd > rnd_value / 8)
6462 MovDir[x][y] = right_dir;
6464 MovDir[x][y] = back_dir;
6466 xx = x + move_xy[MovDir[x][y]].dx;
6467 yy = y + move_xy[MovDir[x][y]].dy;
6469 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6470 MovDir[x][y] = old_move_dir;
6474 else if (element == EL_MOLE)
6476 boolean can_move_on =
6477 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6478 IS_AMOEBOID(Feld[move_x][move_y]) ||
6479 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6482 boolean can_turn_left =
6483 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6484 IS_AMOEBOID(Feld[left_x][left_y])));
6486 boolean can_turn_right =
6487 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6488 IS_AMOEBOID(Feld[right_x][right_y])));
6490 if (can_turn_left && can_turn_right)
6491 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6492 else if (can_turn_left)
6493 MovDir[x][y] = left_dir;
6495 MovDir[x][y] = right_dir;
6498 if (MovDir[x][y] != old_move_dir)
6501 else if (element == EL_BALLOON)
6503 MovDir[x][y] = game.wind_direction;
6506 else if (element == EL_SPRING)
6508 if (MovDir[x][y] & MV_HORIZONTAL)
6510 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6511 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6513 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6514 ResetGfxAnimation(move_x, move_y);
6515 TEST_DrawLevelField(move_x, move_y);
6517 MovDir[x][y] = back_dir;
6519 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6520 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6521 MovDir[x][y] = MV_NONE;
6526 else if (element == EL_ROBOT ||
6527 element == EL_SATELLITE ||
6528 element == EL_PENGUIN ||
6529 element == EL_EMC_ANDROID)
6531 int attr_x = -1, attr_y = -1;
6542 for (i = 0; i < MAX_PLAYERS; i++)
6544 struct PlayerInfo *player = &stored_player[i];
6545 int jx = player->jx, jy = player->jy;
6547 if (!player->active)
6551 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6559 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6560 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6561 game.engine_version < VERSION_IDENT(3,1,0,0)))
6567 if (element == EL_PENGUIN)
6570 static int xy[4][2] =
6578 for (i = 0; i < NUM_DIRECTIONS; i++)
6580 int ex = x + xy[i][0];
6581 int ey = y + xy[i][1];
6583 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6584 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6585 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6586 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6595 MovDir[x][y] = MV_NONE;
6597 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6598 else if (attr_x > x)
6599 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6601 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6602 else if (attr_y > y)
6603 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6605 if (element == EL_ROBOT)
6609 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6610 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6611 Moving2Blocked(x, y, &newx, &newy);
6613 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6614 MovDelay[x][y] = 8 + 8 * !RND(3);
6616 MovDelay[x][y] = 16;
6618 else if (element == EL_PENGUIN)
6624 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6626 boolean first_horiz = RND(2);
6627 int new_move_dir = MovDir[x][y];
6630 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6631 Moving2Blocked(x, y, &newx, &newy);
6633 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6637 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6638 Moving2Blocked(x, y, &newx, &newy);
6640 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6643 MovDir[x][y] = old_move_dir;
6647 else if (element == EL_SATELLITE)
6653 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6655 boolean first_horiz = RND(2);
6656 int new_move_dir = MovDir[x][y];
6659 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6660 Moving2Blocked(x, y, &newx, &newy);
6662 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6666 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6667 Moving2Blocked(x, y, &newx, &newy);
6669 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6672 MovDir[x][y] = old_move_dir;
6676 else if (element == EL_EMC_ANDROID)
6678 static int check_pos[16] =
6680 -1, /* 0 => (invalid) */
6681 7, /* 1 => MV_LEFT */
6682 3, /* 2 => MV_RIGHT */
6683 -1, /* 3 => (invalid) */
6685 0, /* 5 => MV_LEFT | MV_UP */
6686 2, /* 6 => MV_RIGHT | MV_UP */
6687 -1, /* 7 => (invalid) */
6688 5, /* 8 => MV_DOWN */
6689 6, /* 9 => MV_LEFT | MV_DOWN */
6690 4, /* 10 => MV_RIGHT | MV_DOWN */
6691 -1, /* 11 => (invalid) */
6692 -1, /* 12 => (invalid) */
6693 -1, /* 13 => (invalid) */
6694 -1, /* 14 => (invalid) */
6695 -1, /* 15 => (invalid) */
6703 { -1, -1, MV_LEFT | MV_UP },
6705 { +1, -1, MV_RIGHT | MV_UP },
6706 { +1, 0, MV_RIGHT },
6707 { +1, +1, MV_RIGHT | MV_DOWN },
6709 { -1, +1, MV_LEFT | MV_DOWN },
6712 int start_pos, check_order;
6713 boolean can_clone = FALSE;
6716 /* check if there is any free field around current position */
6717 for (i = 0; i < 8; i++)
6719 int newx = x + check_xy[i].dx;
6720 int newy = y + check_xy[i].dy;
6722 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6730 if (can_clone) /* randomly find an element to clone */
6734 start_pos = check_pos[RND(8)];
6735 check_order = (RND(2) ? -1 : +1);
6737 for (i = 0; i < 8; i++)
6739 int pos_raw = start_pos + i * check_order;
6740 int pos = (pos_raw + 8) % 8;
6741 int newx = x + check_xy[pos].dx;
6742 int newy = y + check_xy[pos].dy;
6744 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6746 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6747 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6749 Store[x][y] = Feld[newx][newy];
6758 if (can_clone) /* randomly find a direction to move */
6762 start_pos = check_pos[RND(8)];
6763 check_order = (RND(2) ? -1 : +1);
6765 for (i = 0; i < 8; i++)
6767 int pos_raw = start_pos + i * check_order;
6768 int pos = (pos_raw + 8) % 8;
6769 int newx = x + check_xy[pos].dx;
6770 int newy = y + check_xy[pos].dy;
6771 int new_move_dir = check_xy[pos].dir;
6773 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6775 MovDir[x][y] = new_move_dir;
6776 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6785 if (can_clone) /* cloning and moving successful */
6788 /* cannot clone -- try to move towards player */
6790 start_pos = check_pos[MovDir[x][y] & 0x0f];
6791 check_order = (RND(2) ? -1 : +1);
6793 for (i = 0; i < 3; i++)
6795 /* first check start_pos, then previous/next or (next/previous) pos */
6796 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6797 int pos = (pos_raw + 8) % 8;
6798 int newx = x + check_xy[pos].dx;
6799 int newy = y + check_xy[pos].dy;
6800 int new_move_dir = check_xy[pos].dir;
6802 if (IS_PLAYER(newx, newy))
6805 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6807 MovDir[x][y] = new_move_dir;
6808 MovDelay[x][y] = level.android_move_time * 8 + 1;
6815 else if (move_pattern == MV_TURNING_LEFT ||
6816 move_pattern == MV_TURNING_RIGHT ||
6817 move_pattern == MV_TURNING_LEFT_RIGHT ||
6818 move_pattern == MV_TURNING_RIGHT_LEFT ||
6819 move_pattern == MV_TURNING_RANDOM ||
6820 move_pattern == MV_ALL_DIRECTIONS)
6822 boolean can_turn_left =
6823 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6824 boolean can_turn_right =
6825 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6827 if (element_info[element].move_stepsize == 0) /* "not moving" */
6830 if (move_pattern == MV_TURNING_LEFT)
6831 MovDir[x][y] = left_dir;
6832 else if (move_pattern == MV_TURNING_RIGHT)
6833 MovDir[x][y] = right_dir;
6834 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6835 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6836 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6837 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6838 else if (move_pattern == MV_TURNING_RANDOM)
6839 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6840 can_turn_right && !can_turn_left ? right_dir :
6841 RND(2) ? left_dir : right_dir);
6842 else if (can_turn_left && can_turn_right)
6843 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6844 else if (can_turn_left)
6845 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6846 else if (can_turn_right)
6847 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6849 MovDir[x][y] = back_dir;
6851 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6853 else if (move_pattern == MV_HORIZONTAL ||
6854 move_pattern == MV_VERTICAL)
6856 if (move_pattern & old_move_dir)
6857 MovDir[x][y] = back_dir;
6858 else if (move_pattern == MV_HORIZONTAL)
6859 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6860 else if (move_pattern == MV_VERTICAL)
6861 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6863 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6865 else if (move_pattern & MV_ANY_DIRECTION)
6867 MovDir[x][y] = move_pattern;
6868 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6870 else if (move_pattern & MV_WIND_DIRECTION)
6872 MovDir[x][y] = game.wind_direction;
6873 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6875 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6877 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6878 MovDir[x][y] = left_dir;
6879 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6880 MovDir[x][y] = right_dir;
6882 if (MovDir[x][y] != old_move_dir)
6883 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6885 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6887 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6888 MovDir[x][y] = right_dir;
6889 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6890 MovDir[x][y] = left_dir;
6892 if (MovDir[x][y] != old_move_dir)
6893 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6895 else if (move_pattern == MV_TOWARDS_PLAYER ||
6896 move_pattern == MV_AWAY_FROM_PLAYER)
6898 int attr_x = -1, attr_y = -1;
6900 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6911 for (i = 0; i < MAX_PLAYERS; i++)
6913 struct PlayerInfo *player = &stored_player[i];
6914 int jx = player->jx, jy = player->jy;
6916 if (!player->active)
6920 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6928 MovDir[x][y] = MV_NONE;
6930 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6931 else if (attr_x > x)
6932 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6934 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6935 else if (attr_y > y)
6936 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
6938 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6940 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6942 boolean first_horiz = RND(2);
6943 int new_move_dir = MovDir[x][y];
6945 if (element_info[element].move_stepsize == 0) /* "not moving" */
6947 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
6948 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6954 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6955 Moving2Blocked(x, y, &newx, &newy);
6957 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6961 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6962 Moving2Blocked(x, y, &newx, &newy);
6964 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6967 MovDir[x][y] = old_move_dir;
6970 else if (move_pattern == MV_WHEN_PUSHED ||
6971 move_pattern == MV_WHEN_DROPPED)
6973 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6974 MovDir[x][y] = MV_NONE;
6978 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
6980 static int test_xy[7][2] =
6990 static int test_dir[7] =
7000 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7001 int move_preference = -1000000; /* start with very low preference */
7002 int new_move_dir = MV_NONE;
7003 int start_test = RND(4);
7006 for (i = 0; i < NUM_DIRECTIONS; i++)
7008 int move_dir = test_dir[start_test + i];
7009 int move_dir_preference;
7011 xx = x + test_xy[start_test + i][0];
7012 yy = y + test_xy[start_test + i][1];
7014 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7015 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7017 new_move_dir = move_dir;
7022 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7025 move_dir_preference = -1 * RunnerVisit[xx][yy];
7026 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7027 move_dir_preference = PlayerVisit[xx][yy];
7029 if (move_dir_preference > move_preference)
7031 /* prefer field that has not been visited for the longest time */
7032 move_preference = move_dir_preference;
7033 new_move_dir = move_dir;
7035 else if (move_dir_preference == move_preference &&
7036 move_dir == old_move_dir)
7038 /* prefer last direction when all directions are preferred equally */
7039 move_preference = move_dir_preference;
7040 new_move_dir = move_dir;
7044 MovDir[x][y] = new_move_dir;
7045 if (old_move_dir != new_move_dir)
7046 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7050 static void TurnRound(int x, int y)
7052 int direction = MovDir[x][y];
7056 GfxDir[x][y] = MovDir[x][y];
7058 if (direction != MovDir[x][y])
7062 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7064 ResetGfxFrame(x, y);
7067 static boolean JustBeingPushed(int x, int y)
7071 for (i = 0; i < MAX_PLAYERS; i++)
7073 struct PlayerInfo *player = &stored_player[i];
7075 if (player->active && player->is_pushing && player->MovPos)
7077 int next_jx = player->jx + (player->jx - player->last_jx);
7078 int next_jy = player->jy + (player->jy - player->last_jy);
7080 if (x == next_jx && y == next_jy)
7088 void StartMoving(int x, int y)
7090 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7091 int element = Feld[x][y];
7096 if (MovDelay[x][y] == 0)
7097 GfxAction[x][y] = ACTION_DEFAULT;
7099 if (CAN_FALL(element) && y < lev_fieldy - 1)
7101 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7102 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7103 if (JustBeingPushed(x, y))
7106 if (element == EL_QUICKSAND_FULL)
7108 if (IS_FREE(x, y + 1))
7110 InitMovingField(x, y, MV_DOWN);
7111 started_moving = TRUE;
7113 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7114 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7115 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7116 Store[x][y] = EL_ROCK;
7118 Store[x][y] = EL_ROCK;
7121 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7123 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7125 if (!MovDelay[x][y])
7127 MovDelay[x][y] = TILEY + 1;
7129 ResetGfxAnimation(x, y);
7130 ResetGfxAnimation(x, y + 1);
7135 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7136 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7143 Feld[x][y] = EL_QUICKSAND_EMPTY;
7144 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7145 Store[x][y + 1] = Store[x][y];
7148 PlayLevelSoundAction(x, y, ACTION_FILLING);
7150 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7152 if (!MovDelay[x][y])
7154 MovDelay[x][y] = TILEY + 1;
7156 ResetGfxAnimation(x, y);
7157 ResetGfxAnimation(x, y + 1);
7162 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7163 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7170 Feld[x][y] = EL_QUICKSAND_EMPTY;
7171 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7172 Store[x][y + 1] = Store[x][y];
7175 PlayLevelSoundAction(x, y, ACTION_FILLING);
7178 else if (element == EL_QUICKSAND_FAST_FULL)
7180 if (IS_FREE(x, y + 1))
7182 InitMovingField(x, y, MV_DOWN);
7183 started_moving = TRUE;
7185 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7186 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7187 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7188 Store[x][y] = EL_ROCK;
7190 Store[x][y] = EL_ROCK;
7193 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7195 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7197 if (!MovDelay[x][y])
7199 MovDelay[x][y] = TILEY + 1;
7201 ResetGfxAnimation(x, y);
7202 ResetGfxAnimation(x, y + 1);
7207 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7208 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7215 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7216 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7217 Store[x][y + 1] = Store[x][y];
7220 PlayLevelSoundAction(x, y, ACTION_FILLING);
7222 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7224 if (!MovDelay[x][y])
7226 MovDelay[x][y] = TILEY + 1;
7228 ResetGfxAnimation(x, y);
7229 ResetGfxAnimation(x, y + 1);
7234 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7235 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7242 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7243 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7244 Store[x][y + 1] = Store[x][y];
7247 PlayLevelSoundAction(x, y, ACTION_FILLING);
7250 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7251 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7253 InitMovingField(x, y, MV_DOWN);
7254 started_moving = TRUE;
7256 Feld[x][y] = EL_QUICKSAND_FILLING;
7257 Store[x][y] = element;
7259 PlayLevelSoundAction(x, y, ACTION_FILLING);
7261 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7262 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7264 InitMovingField(x, y, MV_DOWN);
7265 started_moving = TRUE;
7267 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7268 Store[x][y] = element;
7270 PlayLevelSoundAction(x, y, ACTION_FILLING);
7272 else if (element == EL_MAGIC_WALL_FULL)
7274 if (IS_FREE(x, y + 1))
7276 InitMovingField(x, y, MV_DOWN);
7277 started_moving = TRUE;
7279 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7280 Store[x][y] = EL_CHANGED(Store[x][y]);
7282 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7284 if (!MovDelay[x][y])
7285 MovDelay[x][y] = TILEY / 4 + 1;
7294 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7295 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7296 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7300 else if (element == EL_BD_MAGIC_WALL_FULL)
7302 if (IS_FREE(x, y + 1))
7304 InitMovingField(x, y, MV_DOWN);
7305 started_moving = TRUE;
7307 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7308 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7310 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7312 if (!MovDelay[x][y])
7313 MovDelay[x][y] = TILEY / 4 + 1;
7322 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7323 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7324 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7328 else if (element == EL_DC_MAGIC_WALL_FULL)
7330 if (IS_FREE(x, y + 1))
7332 InitMovingField(x, y, MV_DOWN);
7333 started_moving = TRUE;
7335 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7336 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7338 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7340 if (!MovDelay[x][y])
7341 MovDelay[x][y] = TILEY / 4 + 1;
7350 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7351 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7352 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7356 else if ((CAN_PASS_MAGIC_WALL(element) &&
7357 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7358 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7359 (CAN_PASS_DC_MAGIC_WALL(element) &&
7360 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7363 InitMovingField(x, y, MV_DOWN);
7364 started_moving = TRUE;
7367 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7368 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7369 EL_DC_MAGIC_WALL_FILLING);
7370 Store[x][y] = element;
7372 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7374 SplashAcid(x, y + 1);
7376 InitMovingField(x, y, MV_DOWN);
7377 started_moving = TRUE;
7379 Store[x][y] = EL_ACID;
7382 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7383 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7384 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7385 CAN_FALL(element) && WasJustFalling[x][y] &&
7386 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7388 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7389 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7390 (Feld[x][y + 1] == EL_BLOCKED)))
7392 /* this is needed for a special case not covered by calling "Impact()"
7393 from "ContinueMoving()": if an element moves to a tile directly below
7394 another element which was just falling on that tile (which was empty
7395 in the previous frame), the falling element above would just stop
7396 instead of smashing the element below (in previous version, the above
7397 element was just checked for "moving" instead of "falling", resulting
7398 in incorrect smashes caused by horizontal movement of the above
7399 element; also, the case of the player being the element to smash was
7400 simply not covered here... :-/ ) */
7402 CheckCollision[x][y] = 0;
7403 CheckImpact[x][y] = 0;
7407 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7409 if (MovDir[x][y] == MV_NONE)
7411 InitMovingField(x, y, MV_DOWN);
7412 started_moving = TRUE;
7415 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7417 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7418 MovDir[x][y] = MV_DOWN;
7420 InitMovingField(x, y, MV_DOWN);
7421 started_moving = TRUE;
7423 else if (element == EL_AMOEBA_DROP)
7425 Feld[x][y] = EL_AMOEBA_GROWING;
7426 Store[x][y] = EL_AMOEBA_WET;
7428 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7429 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7430 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7431 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7433 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7434 (IS_FREE(x - 1, y + 1) ||
7435 Feld[x - 1][y + 1] == EL_ACID));
7436 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7437 (IS_FREE(x + 1, y + 1) ||
7438 Feld[x + 1][y + 1] == EL_ACID));
7439 boolean can_fall_any = (can_fall_left || can_fall_right);
7440 boolean can_fall_both = (can_fall_left && can_fall_right);
7441 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7443 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7445 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7446 can_fall_right = FALSE;
7447 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7448 can_fall_left = FALSE;
7449 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7450 can_fall_right = FALSE;
7451 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7452 can_fall_left = FALSE;
7454 can_fall_any = (can_fall_left || can_fall_right);
7455 can_fall_both = FALSE;
7460 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7461 can_fall_right = FALSE; /* slip down on left side */
7463 can_fall_left = !(can_fall_right = RND(2));
7465 can_fall_both = FALSE;
7470 /* if not determined otherwise, prefer left side for slipping down */
7471 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7472 started_moving = TRUE;
7475 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7477 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7478 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7479 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7480 int belt_dir = game.belt_dir[belt_nr];
7482 if ((belt_dir == MV_LEFT && left_is_free) ||
7483 (belt_dir == MV_RIGHT && right_is_free))
7485 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7487 InitMovingField(x, y, belt_dir);
7488 started_moving = TRUE;
7490 Pushed[x][y] = TRUE;
7491 Pushed[nextx][y] = TRUE;
7493 GfxAction[x][y] = ACTION_DEFAULT;
7497 MovDir[x][y] = 0; /* if element was moving, stop it */
7502 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7503 if (CAN_MOVE(element) && !started_moving)
7505 int move_pattern = element_info[element].move_pattern;
7508 Moving2Blocked(x, y, &newx, &newy);
7510 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7513 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7514 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7516 WasJustMoving[x][y] = 0;
7517 CheckCollision[x][y] = 0;
7519 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7521 if (Feld[x][y] != element) /* element has changed */
7525 if (!MovDelay[x][y]) /* start new movement phase */
7527 /* all objects that can change their move direction after each step
7528 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7530 if (element != EL_YAMYAM &&
7531 element != EL_DARK_YAMYAM &&
7532 element != EL_PACMAN &&
7533 !(move_pattern & MV_ANY_DIRECTION) &&
7534 move_pattern != MV_TURNING_LEFT &&
7535 move_pattern != MV_TURNING_RIGHT &&
7536 move_pattern != MV_TURNING_LEFT_RIGHT &&
7537 move_pattern != MV_TURNING_RIGHT_LEFT &&
7538 move_pattern != MV_TURNING_RANDOM)
7542 if (MovDelay[x][y] && (element == EL_BUG ||
7543 element == EL_SPACESHIP ||
7544 element == EL_SP_SNIKSNAK ||
7545 element == EL_SP_ELECTRON ||
7546 element == EL_MOLE))
7547 TEST_DrawLevelField(x, y);
7551 if (MovDelay[x][y]) /* wait some time before next movement */
7555 if (element == EL_ROBOT ||
7556 element == EL_YAMYAM ||
7557 element == EL_DARK_YAMYAM)
7559 DrawLevelElementAnimationIfNeeded(x, y, element);
7560 PlayLevelSoundAction(x, y, ACTION_WAITING);
7562 else if (element == EL_SP_ELECTRON)
7563 DrawLevelElementAnimationIfNeeded(x, y, element);
7564 else if (element == EL_DRAGON)
7567 int dir = MovDir[x][y];
7568 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7569 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7570 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7571 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7572 dir == MV_UP ? IMG_FLAMES_1_UP :
7573 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7574 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7576 GfxAction[x][y] = ACTION_ATTACKING;
7578 if (IS_PLAYER(x, y))
7579 DrawPlayerField(x, y);
7581 TEST_DrawLevelField(x, y);
7583 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7585 for (i = 1; i <= 3; i++)
7587 int xx = x + i * dx;
7588 int yy = y + i * dy;
7589 int sx = SCREENX(xx);
7590 int sy = SCREENY(yy);
7591 int flame_graphic = graphic + (i - 1);
7593 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7598 int flamed = MovingOrBlocked2Element(xx, yy);
7600 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7603 RemoveMovingField(xx, yy);
7605 ChangeDelay[xx][yy] = 0;
7607 Feld[xx][yy] = EL_FLAMES;
7609 if (IN_SCR_FIELD(sx, sy))
7611 TEST_DrawLevelFieldCrumbled(xx, yy);
7612 DrawGraphic(sx, sy, flame_graphic, frame);
7617 if (Feld[xx][yy] == EL_FLAMES)
7618 Feld[xx][yy] = EL_EMPTY;
7619 TEST_DrawLevelField(xx, yy);
7624 if (MovDelay[x][y]) /* element still has to wait some time */
7626 PlayLevelSoundAction(x, y, ACTION_WAITING);
7632 /* now make next step */
7634 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7636 if (DONT_COLLIDE_WITH(element) &&
7637 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7638 !PLAYER_ENEMY_PROTECTED(newx, newy))
7640 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7645 else if (CAN_MOVE_INTO_ACID(element) &&
7646 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7647 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7648 (MovDir[x][y] == MV_DOWN ||
7649 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7651 SplashAcid(newx, newy);
7652 Store[x][y] = EL_ACID;
7654 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7656 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7657 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7658 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7659 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7662 TEST_DrawLevelField(x, y);
7664 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7665 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7666 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7668 local_player->friends_still_needed--;
7669 if (!local_player->friends_still_needed &&
7670 !local_player->GameOver && AllPlayersGone)
7671 PlayerWins(local_player);
7675 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7677 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7678 TEST_DrawLevelField(newx, newy);
7680 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7682 else if (!IS_FREE(newx, newy))
7684 GfxAction[x][y] = ACTION_WAITING;
7686 if (IS_PLAYER(x, y))
7687 DrawPlayerField(x, y);
7689 TEST_DrawLevelField(x, y);
7694 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7696 if (IS_FOOD_PIG(Feld[newx][newy]))
7698 if (IS_MOVING(newx, newy))
7699 RemoveMovingField(newx, newy);
7702 Feld[newx][newy] = EL_EMPTY;
7703 TEST_DrawLevelField(newx, newy);
7706 PlayLevelSound(x, y, SND_PIG_DIGGING);
7708 else if (!IS_FREE(newx, newy))
7710 if (IS_PLAYER(x, y))
7711 DrawPlayerField(x, y);
7713 TEST_DrawLevelField(x, y);
7718 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7720 if (Store[x][y] != EL_EMPTY)
7722 boolean can_clone = FALSE;
7725 /* check if element to clone is still there */
7726 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7728 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7736 /* cannot clone or target field not free anymore -- do not clone */
7737 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7738 Store[x][y] = EL_EMPTY;
7741 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7743 if (IS_MV_DIAGONAL(MovDir[x][y]))
7745 int diagonal_move_dir = MovDir[x][y];
7746 int stored = Store[x][y];
7747 int change_delay = 8;
7750 /* android is moving diagonally */
7752 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7754 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7755 GfxElement[x][y] = EL_EMC_ANDROID;
7756 GfxAction[x][y] = ACTION_SHRINKING;
7757 GfxDir[x][y] = diagonal_move_dir;
7758 ChangeDelay[x][y] = change_delay;
7760 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7763 DrawLevelGraphicAnimation(x, y, graphic);
7764 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7766 if (Feld[newx][newy] == EL_ACID)
7768 SplashAcid(newx, newy);
7773 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7775 Store[newx][newy] = EL_EMC_ANDROID;
7776 GfxElement[newx][newy] = EL_EMC_ANDROID;
7777 GfxAction[newx][newy] = ACTION_GROWING;
7778 GfxDir[newx][newy] = diagonal_move_dir;
7779 ChangeDelay[newx][newy] = change_delay;
7781 graphic = el_act_dir2img(GfxElement[newx][newy],
7782 GfxAction[newx][newy], GfxDir[newx][newy]);
7784 DrawLevelGraphicAnimation(newx, newy, graphic);
7785 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7791 Feld[newx][newy] = EL_EMPTY;
7792 TEST_DrawLevelField(newx, newy);
7794 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7797 else if (!IS_FREE(newx, newy))
7802 else if (IS_CUSTOM_ELEMENT(element) &&
7803 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7805 if (!DigFieldByCE(newx, newy, element))
7808 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7810 RunnerVisit[x][y] = FrameCounter;
7811 PlayerVisit[x][y] /= 8; /* expire player visit path */
7814 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7816 if (!IS_FREE(newx, newy))
7818 if (IS_PLAYER(x, y))
7819 DrawPlayerField(x, y);
7821 TEST_DrawLevelField(x, y);
7827 boolean wanna_flame = !RND(10);
7828 int dx = newx - x, dy = newy - y;
7829 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7830 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7831 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7832 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7833 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7834 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7837 IS_CLASSIC_ENEMY(element1) ||
7838 IS_CLASSIC_ENEMY(element2)) &&
7839 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7840 element1 != EL_FLAMES && element2 != EL_FLAMES)
7842 ResetGfxAnimation(x, y);
7843 GfxAction[x][y] = ACTION_ATTACKING;
7845 if (IS_PLAYER(x, y))
7846 DrawPlayerField(x, y);
7848 TEST_DrawLevelField(x, y);
7850 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7852 MovDelay[x][y] = 50;
7854 Feld[newx][newy] = EL_FLAMES;
7855 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7856 Feld[newx1][newy1] = EL_FLAMES;
7857 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7858 Feld[newx2][newy2] = EL_FLAMES;
7864 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7865 Feld[newx][newy] == EL_DIAMOND)
7867 if (IS_MOVING(newx, newy))
7868 RemoveMovingField(newx, newy);
7871 Feld[newx][newy] = EL_EMPTY;
7872 TEST_DrawLevelField(newx, newy);
7875 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7877 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7878 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7880 if (AmoebaNr[newx][newy])
7882 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7883 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7884 Feld[newx][newy] == EL_BD_AMOEBA)
7885 AmoebaCnt[AmoebaNr[newx][newy]]--;
7888 if (IS_MOVING(newx, newy))
7890 RemoveMovingField(newx, newy);
7894 Feld[newx][newy] = EL_EMPTY;
7895 TEST_DrawLevelField(newx, newy);
7898 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7900 else if ((element == EL_PACMAN || element == EL_MOLE)
7901 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7903 if (AmoebaNr[newx][newy])
7905 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7906 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7907 Feld[newx][newy] == EL_BD_AMOEBA)
7908 AmoebaCnt[AmoebaNr[newx][newy]]--;
7911 if (element == EL_MOLE)
7913 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7914 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7916 ResetGfxAnimation(x, y);
7917 GfxAction[x][y] = ACTION_DIGGING;
7918 TEST_DrawLevelField(x, y);
7920 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7922 return; /* wait for shrinking amoeba */
7924 else /* element == EL_PACMAN */
7926 Feld[newx][newy] = EL_EMPTY;
7927 TEST_DrawLevelField(newx, newy);
7928 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7931 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7932 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7933 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7935 /* wait for shrinking amoeba to completely disappear */
7938 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
7940 /* object was running against a wall */
7944 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
7945 DrawLevelElementAnimation(x, y, element);
7947 if (DONT_TOUCH(element))
7948 TestIfBadThingTouchesPlayer(x, y);
7953 InitMovingField(x, y, MovDir[x][y]);
7955 PlayLevelSoundAction(x, y, ACTION_MOVING);
7959 ContinueMoving(x, y);
7962 void ContinueMoving(int x, int y)
7964 int element = Feld[x][y];
7965 struct ElementInfo *ei = &element_info[element];
7966 int direction = MovDir[x][y];
7967 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
7968 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
7969 int newx = x + dx, newy = y + dy;
7970 int stored = Store[x][y];
7971 int stored_new = Store[newx][newy];
7972 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
7973 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
7974 boolean last_line = (newy == lev_fieldy - 1);
7976 MovPos[x][y] += getElementMoveStepsize(x, y);
7978 if (pushed_by_player) /* special case: moving object pushed by player */
7979 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
7981 if (ABS(MovPos[x][y]) < TILEX)
7983 TEST_DrawLevelField(x, y);
7985 return; /* element is still moving */
7988 /* element reached destination field */
7990 Feld[x][y] = EL_EMPTY;
7991 Feld[newx][newy] = element;
7992 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
7994 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
7996 element = Feld[newx][newy] = EL_ACID;
7998 else if (element == EL_MOLE)
8000 Feld[x][y] = EL_SAND;
8002 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8004 else if (element == EL_QUICKSAND_FILLING)
8006 element = Feld[newx][newy] = get_next_element(element);
8007 Store[newx][newy] = Store[x][y];
8009 else if (element == EL_QUICKSAND_EMPTYING)
8011 Feld[x][y] = get_next_element(element);
8012 element = Feld[newx][newy] = Store[x][y];
8014 else if (element == EL_QUICKSAND_FAST_FILLING)
8016 element = Feld[newx][newy] = get_next_element(element);
8017 Store[newx][newy] = Store[x][y];
8019 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8021 Feld[x][y] = get_next_element(element);
8022 element = Feld[newx][newy] = Store[x][y];
8024 else if (element == EL_MAGIC_WALL_FILLING)
8026 element = Feld[newx][newy] = get_next_element(element);
8027 if (!game.magic_wall_active)
8028 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8029 Store[newx][newy] = Store[x][y];
8031 else if (element == EL_MAGIC_WALL_EMPTYING)
8033 Feld[x][y] = get_next_element(element);
8034 if (!game.magic_wall_active)
8035 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8036 element = Feld[newx][newy] = Store[x][y];
8038 InitField(newx, newy, FALSE);
8040 else if (element == EL_BD_MAGIC_WALL_FILLING)
8042 element = Feld[newx][newy] = get_next_element(element);
8043 if (!game.magic_wall_active)
8044 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8045 Store[newx][newy] = Store[x][y];
8047 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8049 Feld[x][y] = get_next_element(element);
8050 if (!game.magic_wall_active)
8051 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8052 element = Feld[newx][newy] = Store[x][y];
8054 InitField(newx, newy, FALSE);
8056 else if (element == EL_DC_MAGIC_WALL_FILLING)
8058 element = Feld[newx][newy] = get_next_element(element);
8059 if (!game.magic_wall_active)
8060 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8061 Store[newx][newy] = Store[x][y];
8063 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8065 Feld[x][y] = get_next_element(element);
8066 if (!game.magic_wall_active)
8067 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8068 element = Feld[newx][newy] = Store[x][y];
8070 InitField(newx, newy, FALSE);
8072 else if (element == EL_AMOEBA_DROPPING)
8074 Feld[x][y] = get_next_element(element);
8075 element = Feld[newx][newy] = Store[x][y];
8077 else if (element == EL_SOKOBAN_OBJECT)
8080 Feld[x][y] = Back[x][y];
8082 if (Back[newx][newy])
8083 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8085 Back[x][y] = Back[newx][newy] = 0;
8088 Store[x][y] = EL_EMPTY;
8093 MovDelay[newx][newy] = 0;
8095 if (CAN_CHANGE_OR_HAS_ACTION(element))
8097 /* copy element change control values to new field */
8098 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8099 ChangePage[newx][newy] = ChangePage[x][y];
8100 ChangeCount[newx][newy] = ChangeCount[x][y];
8101 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8104 CustomValue[newx][newy] = CustomValue[x][y];
8106 ChangeDelay[x][y] = 0;
8107 ChangePage[x][y] = -1;
8108 ChangeCount[x][y] = 0;
8109 ChangeEvent[x][y] = -1;
8111 CustomValue[x][y] = 0;
8113 /* copy animation control values to new field */
8114 GfxFrame[newx][newy] = GfxFrame[x][y];
8115 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8116 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8117 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8119 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8121 /* some elements can leave other elements behind after moving */
8122 if (ei->move_leave_element != EL_EMPTY &&
8123 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8124 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8126 int move_leave_element = ei->move_leave_element;
8128 /* this makes it possible to leave the removed element again */
8129 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8130 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8132 Feld[x][y] = move_leave_element;
8134 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8135 MovDir[x][y] = direction;
8137 InitField(x, y, FALSE);
8139 if (GFX_CRUMBLED(Feld[x][y]))
8140 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8142 if (ELEM_IS_PLAYER(move_leave_element))
8143 RelocatePlayer(x, y, move_leave_element);
8146 /* do this after checking for left-behind element */
8147 ResetGfxAnimation(x, y); /* reset animation values for old field */
8149 if (!CAN_MOVE(element) ||
8150 (CAN_FALL(element) && direction == MV_DOWN &&
8151 (element == EL_SPRING ||
8152 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8153 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8154 GfxDir[x][y] = MovDir[newx][newy] = 0;
8156 TEST_DrawLevelField(x, y);
8157 TEST_DrawLevelField(newx, newy);
8159 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8161 /* prevent pushed element from moving on in pushed direction */
8162 if (pushed_by_player && CAN_MOVE(element) &&
8163 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8164 !(element_info[element].move_pattern & direction))
8165 TurnRound(newx, newy);
8167 /* prevent elements on conveyor belt from moving on in last direction */
8168 if (pushed_by_conveyor && CAN_FALL(element) &&
8169 direction & MV_HORIZONTAL)
8170 MovDir[newx][newy] = 0;
8172 if (!pushed_by_player)
8174 int nextx = newx + dx, nexty = newy + dy;
8175 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8177 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8179 if (CAN_FALL(element) && direction == MV_DOWN)
8180 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8182 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8183 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8185 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8186 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8189 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8191 TestIfBadThingTouchesPlayer(newx, newy);
8192 TestIfBadThingTouchesFriend(newx, newy);
8194 if (!IS_CUSTOM_ELEMENT(element))
8195 TestIfBadThingTouchesOtherBadThing(newx, newy);
8197 else if (element == EL_PENGUIN)
8198 TestIfFriendTouchesBadThing(newx, newy);
8200 if (DONT_GET_HIT_BY(element))
8202 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8205 /* give the player one last chance (one more frame) to move away */
8206 if (CAN_FALL(element) && direction == MV_DOWN &&
8207 (last_line || (!IS_FREE(x, newy + 1) &&
8208 (!IS_PLAYER(x, newy + 1) ||
8209 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8212 if (pushed_by_player && !game.use_change_when_pushing_bug)
8214 int push_side = MV_DIR_OPPOSITE(direction);
8215 struct PlayerInfo *player = PLAYERINFO(x, y);
8217 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8218 player->index_bit, push_side);
8219 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8220 player->index_bit, push_side);
8223 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8224 MovDelay[newx][newy] = 1;
8226 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8228 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8229 TestIfElementHitsCustomElement(newx, newy, direction);
8230 TestIfPlayerTouchesCustomElement(newx, newy);
8231 TestIfElementTouchesCustomElement(newx, newy);
8233 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8234 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8235 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8236 MV_DIR_OPPOSITE(direction));
8239 int AmoebeNachbarNr(int ax, int ay)
8242 int element = Feld[ax][ay];
8244 static int xy[4][2] =
8252 for (i = 0; i < NUM_DIRECTIONS; i++)
8254 int x = ax + xy[i][0];
8255 int y = ay + xy[i][1];
8257 if (!IN_LEV_FIELD(x, y))
8260 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8261 group_nr = AmoebaNr[x][y];
8267 void AmoebenVereinigen(int ax, int ay)
8269 int i, x, y, xx, yy;
8270 int new_group_nr = AmoebaNr[ax][ay];
8271 static int xy[4][2] =
8279 if (new_group_nr == 0)
8282 for (i = 0; i < NUM_DIRECTIONS; i++)
8287 if (!IN_LEV_FIELD(x, y))
8290 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8291 Feld[x][y] == EL_BD_AMOEBA ||
8292 Feld[x][y] == EL_AMOEBA_DEAD) &&
8293 AmoebaNr[x][y] != new_group_nr)
8295 int old_group_nr = AmoebaNr[x][y];
8297 if (old_group_nr == 0)
8300 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8301 AmoebaCnt[old_group_nr] = 0;
8302 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8303 AmoebaCnt2[old_group_nr] = 0;
8305 SCAN_PLAYFIELD(xx, yy)
8307 if (AmoebaNr[xx][yy] == old_group_nr)
8308 AmoebaNr[xx][yy] = new_group_nr;
8314 void AmoebeUmwandeln(int ax, int ay)
8318 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8320 int group_nr = AmoebaNr[ax][ay];
8325 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8326 printf("AmoebeUmwandeln(): This should never happen!\n");
8331 SCAN_PLAYFIELD(x, y)
8333 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8336 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8340 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8341 SND_AMOEBA_TURNING_TO_GEM :
8342 SND_AMOEBA_TURNING_TO_ROCK));
8347 static int xy[4][2] =
8355 for (i = 0; i < NUM_DIRECTIONS; i++)
8360 if (!IN_LEV_FIELD(x, y))
8363 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8365 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8366 SND_AMOEBA_TURNING_TO_GEM :
8367 SND_AMOEBA_TURNING_TO_ROCK));
8374 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8377 int group_nr = AmoebaNr[ax][ay];
8378 boolean done = FALSE;
8383 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8384 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8389 SCAN_PLAYFIELD(x, y)
8391 if (AmoebaNr[x][y] == group_nr &&
8392 (Feld[x][y] == EL_AMOEBA_DEAD ||
8393 Feld[x][y] == EL_BD_AMOEBA ||
8394 Feld[x][y] == EL_AMOEBA_GROWING))
8397 Feld[x][y] = new_element;
8398 InitField(x, y, FALSE);
8399 TEST_DrawLevelField(x, y);
8405 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8406 SND_BD_AMOEBA_TURNING_TO_ROCK :
8407 SND_BD_AMOEBA_TURNING_TO_GEM));
8410 void AmoebeWaechst(int x, int y)
8412 static unsigned int sound_delay = 0;
8413 static unsigned int sound_delay_value = 0;
8415 if (!MovDelay[x][y]) /* start new growing cycle */
8419 if (DelayReached(&sound_delay, sound_delay_value))
8421 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8422 sound_delay_value = 30;
8426 if (MovDelay[x][y]) /* wait some time before growing bigger */
8429 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8431 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8432 6 - MovDelay[x][y]);
8434 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8437 if (!MovDelay[x][y])
8439 Feld[x][y] = Store[x][y];
8441 TEST_DrawLevelField(x, y);
8446 void AmoebaDisappearing(int x, int y)
8448 static unsigned int sound_delay = 0;
8449 static unsigned int sound_delay_value = 0;
8451 if (!MovDelay[x][y]) /* start new shrinking cycle */
8455 if (DelayReached(&sound_delay, sound_delay_value))
8456 sound_delay_value = 30;
8459 if (MovDelay[x][y]) /* wait some time before shrinking */
8462 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8464 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8465 6 - MovDelay[x][y]);
8467 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8470 if (!MovDelay[x][y])
8472 Feld[x][y] = EL_EMPTY;
8473 TEST_DrawLevelField(x, y);
8475 /* don't let mole enter this field in this cycle;
8476 (give priority to objects falling to this field from above) */
8482 void AmoebeAbleger(int ax, int ay)
8485 int element = Feld[ax][ay];
8486 int graphic = el2img(element);
8487 int newax = ax, neway = ay;
8488 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8489 static int xy[4][2] =
8497 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8499 Feld[ax][ay] = EL_AMOEBA_DEAD;
8500 TEST_DrawLevelField(ax, ay);
8504 if (IS_ANIMATED(graphic))
8505 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8507 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8508 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8510 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8513 if (MovDelay[ax][ay])
8517 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8520 int x = ax + xy[start][0];
8521 int y = ay + xy[start][1];
8523 if (!IN_LEV_FIELD(x, y))
8526 if (IS_FREE(x, y) ||
8527 CAN_GROW_INTO(Feld[x][y]) ||
8528 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8529 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8535 if (newax == ax && neway == ay)
8538 else /* normal or "filled" (BD style) amoeba */
8541 boolean waiting_for_player = FALSE;
8543 for (i = 0; i < NUM_DIRECTIONS; i++)
8545 int j = (start + i) % 4;
8546 int x = ax + xy[j][0];
8547 int y = ay + xy[j][1];
8549 if (!IN_LEV_FIELD(x, y))
8552 if (IS_FREE(x, y) ||
8553 CAN_GROW_INTO(Feld[x][y]) ||
8554 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8555 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8561 else if (IS_PLAYER(x, y))
8562 waiting_for_player = TRUE;
8565 if (newax == ax && neway == ay) /* amoeba cannot grow */
8567 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8569 Feld[ax][ay] = EL_AMOEBA_DEAD;
8570 TEST_DrawLevelField(ax, ay);
8571 AmoebaCnt[AmoebaNr[ax][ay]]--;
8573 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8575 if (element == EL_AMOEBA_FULL)
8576 AmoebeUmwandeln(ax, ay);
8577 else if (element == EL_BD_AMOEBA)
8578 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8583 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8585 /* amoeba gets larger by growing in some direction */
8587 int new_group_nr = AmoebaNr[ax][ay];
8590 if (new_group_nr == 0)
8592 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8593 printf("AmoebeAbleger(): This should never happen!\n");
8598 AmoebaNr[newax][neway] = new_group_nr;
8599 AmoebaCnt[new_group_nr]++;
8600 AmoebaCnt2[new_group_nr]++;
8602 /* if amoeba touches other amoeba(s) after growing, unify them */
8603 AmoebenVereinigen(newax, neway);
8605 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8607 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8613 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8614 (neway == lev_fieldy - 1 && newax != ax))
8616 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8617 Store[newax][neway] = element;
8619 else if (neway == ay || element == EL_EMC_DRIPPER)
8621 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8623 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8627 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8628 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8629 Store[ax][ay] = EL_AMOEBA_DROP;
8630 ContinueMoving(ax, ay);
8634 TEST_DrawLevelField(newax, neway);
8637 void Life(int ax, int ay)
8641 int element = Feld[ax][ay];
8642 int graphic = el2img(element);
8643 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8645 boolean changed = FALSE;
8647 if (IS_ANIMATED(graphic))
8648 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8653 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8654 MovDelay[ax][ay] = life_time;
8656 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8659 if (MovDelay[ax][ay])
8663 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8665 int xx = ax+x1, yy = ay+y1;
8668 if (!IN_LEV_FIELD(xx, yy))
8671 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8673 int x = xx+x2, y = yy+y2;
8675 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8678 if (((Feld[x][y] == element ||
8679 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8681 (IS_FREE(x, y) && Stop[x][y]))
8685 if (xx == ax && yy == ay) /* field in the middle */
8687 if (nachbarn < life_parameter[0] ||
8688 nachbarn > life_parameter[1])
8690 Feld[xx][yy] = EL_EMPTY;
8692 TEST_DrawLevelField(xx, yy);
8693 Stop[xx][yy] = TRUE;
8697 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8698 { /* free border field */
8699 if (nachbarn >= life_parameter[2] &&
8700 nachbarn <= life_parameter[3])
8702 Feld[xx][yy] = element;
8703 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8705 TEST_DrawLevelField(xx, yy);
8706 Stop[xx][yy] = TRUE;
8713 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8714 SND_GAME_OF_LIFE_GROWING);
8717 static void InitRobotWheel(int x, int y)
8719 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8722 static void RunRobotWheel(int x, int y)
8724 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8727 static void StopRobotWheel(int x, int y)
8729 if (ZX == x && ZY == y)
8733 game.robot_wheel_active = FALSE;
8737 static void InitTimegateWheel(int x, int y)
8739 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8742 static void RunTimegateWheel(int x, int y)
8744 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8747 static void InitMagicBallDelay(int x, int y)
8749 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8752 static void ActivateMagicBall(int bx, int by)
8756 if (level.ball_random)
8758 int pos_border = RND(8); /* select one of the eight border elements */
8759 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8760 int xx = pos_content % 3;
8761 int yy = pos_content / 3;
8766 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8767 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8771 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8773 int xx = x - bx + 1;
8774 int yy = y - by + 1;
8776 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8777 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8781 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8784 void CheckExit(int x, int y)
8786 if (local_player->gems_still_needed > 0 ||
8787 local_player->sokobanfields_still_needed > 0 ||
8788 local_player->lights_still_needed > 0)
8790 int element = Feld[x][y];
8791 int graphic = el2img(element);
8793 if (IS_ANIMATED(graphic))
8794 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8799 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8802 Feld[x][y] = EL_EXIT_OPENING;
8804 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8807 void CheckExitEM(int x, int y)
8809 if (local_player->gems_still_needed > 0 ||
8810 local_player->sokobanfields_still_needed > 0 ||
8811 local_player->lights_still_needed > 0)
8813 int element = Feld[x][y];
8814 int graphic = el2img(element);
8816 if (IS_ANIMATED(graphic))
8817 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8822 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8825 Feld[x][y] = EL_EM_EXIT_OPENING;
8827 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8830 void CheckExitSteel(int x, int y)
8832 if (local_player->gems_still_needed > 0 ||
8833 local_player->sokobanfields_still_needed > 0 ||
8834 local_player->lights_still_needed > 0)
8836 int element = Feld[x][y];
8837 int graphic = el2img(element);
8839 if (IS_ANIMATED(graphic))
8840 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8845 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8848 Feld[x][y] = EL_STEEL_EXIT_OPENING;
8850 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8853 void CheckExitSteelEM(int x, int y)
8855 if (local_player->gems_still_needed > 0 ||
8856 local_player->sokobanfields_still_needed > 0 ||
8857 local_player->lights_still_needed > 0)
8859 int element = Feld[x][y];
8860 int graphic = el2img(element);
8862 if (IS_ANIMATED(graphic))
8863 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8868 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8871 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8873 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8876 void CheckExitSP(int x, int y)
8878 if (local_player->gems_still_needed > 0)
8880 int element = Feld[x][y];
8881 int graphic = el2img(element);
8883 if (IS_ANIMATED(graphic))
8884 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8889 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8892 Feld[x][y] = EL_SP_EXIT_OPENING;
8894 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8897 static void CloseAllOpenTimegates()
8901 SCAN_PLAYFIELD(x, y)
8903 int element = Feld[x][y];
8905 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8907 Feld[x][y] = EL_TIMEGATE_CLOSING;
8909 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8914 void DrawTwinkleOnField(int x, int y)
8916 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8919 if (Feld[x][y] == EL_BD_DIAMOND)
8922 if (MovDelay[x][y] == 0) /* next animation frame */
8923 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8925 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8929 DrawLevelElementAnimation(x, y, Feld[x][y]);
8931 if (MovDelay[x][y] != 0)
8933 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8934 10 - MovDelay[x][y]);
8936 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
8941 void MauerWaechst(int x, int y)
8945 if (!MovDelay[x][y]) /* next animation frame */
8946 MovDelay[x][y] = 3 * delay;
8948 if (MovDelay[x][y]) /* wait some time before next frame */
8952 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8954 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
8955 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
8957 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
8960 if (!MovDelay[x][y])
8962 if (MovDir[x][y] == MV_LEFT)
8964 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
8965 TEST_DrawLevelField(x - 1, y);
8967 else if (MovDir[x][y] == MV_RIGHT)
8969 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
8970 TEST_DrawLevelField(x + 1, y);
8972 else if (MovDir[x][y] == MV_UP)
8974 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
8975 TEST_DrawLevelField(x, y - 1);
8979 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
8980 TEST_DrawLevelField(x, y + 1);
8983 Feld[x][y] = Store[x][y];
8985 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8986 TEST_DrawLevelField(x, y);
8991 void MauerAbleger(int ax, int ay)
8993 int element = Feld[ax][ay];
8994 int graphic = el2img(element);
8995 boolean oben_frei = FALSE, unten_frei = FALSE;
8996 boolean links_frei = FALSE, rechts_frei = FALSE;
8997 boolean oben_massiv = FALSE, unten_massiv = FALSE;
8998 boolean links_massiv = FALSE, rechts_massiv = FALSE;
8999 boolean new_wall = FALSE;
9001 if (IS_ANIMATED(graphic))
9002 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9004 if (!MovDelay[ax][ay]) /* start building new wall */
9005 MovDelay[ax][ay] = 6;
9007 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9010 if (MovDelay[ax][ay])
9014 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9016 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9018 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9020 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9023 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9024 element == EL_EXPANDABLE_WALL_ANY)
9028 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9029 Store[ax][ay-1] = element;
9030 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9031 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9032 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9033 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9038 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9039 Store[ax][ay+1] = element;
9040 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9041 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9042 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9043 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9048 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9049 element == EL_EXPANDABLE_WALL_ANY ||
9050 element == EL_EXPANDABLE_WALL ||
9051 element == EL_BD_EXPANDABLE_WALL)
9055 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9056 Store[ax-1][ay] = element;
9057 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9058 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9059 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9060 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9066 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9067 Store[ax+1][ay] = element;
9068 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9069 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9070 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9071 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9076 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9077 TEST_DrawLevelField(ax, ay);
9079 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9081 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9082 unten_massiv = TRUE;
9083 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9084 links_massiv = TRUE;
9085 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9086 rechts_massiv = TRUE;
9088 if (((oben_massiv && unten_massiv) ||
9089 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9090 element == EL_EXPANDABLE_WALL) &&
9091 ((links_massiv && rechts_massiv) ||
9092 element == EL_EXPANDABLE_WALL_VERTICAL))
9093 Feld[ax][ay] = EL_WALL;
9096 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9099 void MauerAblegerStahl(int ax, int ay)
9101 int element = Feld[ax][ay];
9102 int graphic = el2img(element);
9103 boolean oben_frei = FALSE, unten_frei = FALSE;
9104 boolean links_frei = FALSE, rechts_frei = FALSE;
9105 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9106 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9107 boolean new_wall = FALSE;
9109 if (IS_ANIMATED(graphic))
9110 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9112 if (!MovDelay[ax][ay]) /* start building new wall */
9113 MovDelay[ax][ay] = 6;
9115 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9118 if (MovDelay[ax][ay])
9122 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9124 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9126 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9128 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9131 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9132 element == EL_EXPANDABLE_STEELWALL_ANY)
9136 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9137 Store[ax][ay-1] = element;
9138 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9139 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9140 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9141 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9146 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9147 Store[ax][ay+1] = element;
9148 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9149 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9150 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9151 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9156 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9157 element == EL_EXPANDABLE_STEELWALL_ANY)
9161 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9162 Store[ax-1][ay] = element;
9163 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9164 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9165 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9166 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9172 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9173 Store[ax+1][ay] = element;
9174 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9175 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9176 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9177 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9182 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9184 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9185 unten_massiv = TRUE;
9186 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9187 links_massiv = TRUE;
9188 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9189 rechts_massiv = TRUE;
9191 if (((oben_massiv && unten_massiv) ||
9192 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9193 ((links_massiv && rechts_massiv) ||
9194 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9195 Feld[ax][ay] = EL_STEELWALL;
9198 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9201 void CheckForDragon(int x, int y)
9204 boolean dragon_found = FALSE;
9205 static int xy[4][2] =
9213 for (i = 0; i < NUM_DIRECTIONS; i++)
9215 for (j = 0; j < 4; j++)
9217 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9219 if (IN_LEV_FIELD(xx, yy) &&
9220 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9222 if (Feld[xx][yy] == EL_DRAGON)
9223 dragon_found = TRUE;
9232 for (i = 0; i < NUM_DIRECTIONS; i++)
9234 for (j = 0; j < 3; j++)
9236 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9238 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9240 Feld[xx][yy] = EL_EMPTY;
9241 TEST_DrawLevelField(xx, yy);
9250 static void InitBuggyBase(int x, int y)
9252 int element = Feld[x][y];
9253 int activating_delay = FRAMES_PER_SECOND / 4;
9256 (element == EL_SP_BUGGY_BASE ?
9257 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9258 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9260 element == EL_SP_BUGGY_BASE_ACTIVE ?
9261 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9264 static void WarnBuggyBase(int x, int y)
9267 static int xy[4][2] =
9275 for (i = 0; i < NUM_DIRECTIONS; i++)
9277 int xx = x + xy[i][0];
9278 int yy = y + xy[i][1];
9280 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9282 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9289 static void InitTrap(int x, int y)
9291 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9294 static void ActivateTrap(int x, int y)
9296 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9299 static void ChangeActiveTrap(int x, int y)
9301 int graphic = IMG_TRAP_ACTIVE;
9303 /* if new animation frame was drawn, correct crumbled sand border */
9304 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9305 TEST_DrawLevelFieldCrumbled(x, y);
9308 static int getSpecialActionElement(int element, int number, int base_element)
9310 return (element != EL_EMPTY ? element :
9311 number != -1 ? base_element + number - 1 :
9315 static int getModifiedActionNumber(int value_old, int operator, int operand,
9316 int value_min, int value_max)
9318 int value_new = (operator == CA_MODE_SET ? operand :
9319 operator == CA_MODE_ADD ? value_old + operand :
9320 operator == CA_MODE_SUBTRACT ? value_old - operand :
9321 operator == CA_MODE_MULTIPLY ? value_old * operand :
9322 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9323 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9326 return (value_new < value_min ? value_min :
9327 value_new > value_max ? value_max :
9331 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9333 struct ElementInfo *ei = &element_info[element];
9334 struct ElementChangeInfo *change = &ei->change_page[page];
9335 int target_element = change->target_element;
9336 int action_type = change->action_type;
9337 int action_mode = change->action_mode;
9338 int action_arg = change->action_arg;
9339 int action_element = change->action_element;
9342 if (!change->has_action)
9345 /* ---------- determine action paramater values -------------------------- */
9347 int level_time_value =
9348 (level.time > 0 ? TimeLeft :
9351 int action_arg_element_raw =
9352 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9353 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9354 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9355 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9356 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9357 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9358 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9360 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9362 int action_arg_direction =
9363 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9364 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9365 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9366 change->actual_trigger_side :
9367 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9368 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9371 int action_arg_number_min =
9372 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9375 int action_arg_number_max =
9376 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9377 action_type == CA_SET_LEVEL_GEMS ? 999 :
9378 action_type == CA_SET_LEVEL_TIME ? 9999 :
9379 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9380 action_type == CA_SET_CE_VALUE ? 9999 :
9381 action_type == CA_SET_CE_SCORE ? 9999 :
9384 int action_arg_number_reset =
9385 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9386 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9387 action_type == CA_SET_LEVEL_TIME ? level.time :
9388 action_type == CA_SET_LEVEL_SCORE ? 0 :
9389 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9390 action_type == CA_SET_CE_SCORE ? 0 :
9393 int action_arg_number =
9394 (action_arg <= CA_ARG_MAX ? action_arg :
9395 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9396 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9397 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9398 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9399 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9400 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9401 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9402 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9403 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9404 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9405 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9406 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9407 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9408 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9409 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9410 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9411 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9412 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9413 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9414 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9415 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9418 int action_arg_number_old =
9419 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9420 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9421 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9422 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9423 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9426 int action_arg_number_new =
9427 getModifiedActionNumber(action_arg_number_old,
9428 action_mode, action_arg_number,
9429 action_arg_number_min, action_arg_number_max);
9431 int trigger_player_bits =
9432 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9433 change->actual_trigger_player_bits : change->trigger_player);
9435 int action_arg_player_bits =
9436 (action_arg >= CA_ARG_PLAYER_1 &&
9437 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9438 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9439 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9442 /* ---------- execute action -------------------------------------------- */
9444 switch (action_type)
9451 /* ---------- level actions ------------------------------------------- */
9453 case CA_RESTART_LEVEL:
9455 game.restart_level = TRUE;
9460 case CA_SHOW_ENVELOPE:
9462 int element = getSpecialActionElement(action_arg_element,
9463 action_arg_number, EL_ENVELOPE_1);
9465 if (IS_ENVELOPE(element))
9466 local_player->show_envelope = element;
9471 case CA_SET_LEVEL_TIME:
9473 if (level.time > 0) /* only modify limited time value */
9475 TimeLeft = action_arg_number_new;
9477 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9479 DisplayGameControlValues();
9481 if (!TimeLeft && setup.time_limit)
9482 for (i = 0; i < MAX_PLAYERS; i++)
9483 KillPlayer(&stored_player[i]);
9489 case CA_SET_LEVEL_SCORE:
9491 local_player->score = action_arg_number_new;
9493 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9495 DisplayGameControlValues();
9500 case CA_SET_LEVEL_GEMS:
9502 local_player->gems_still_needed = action_arg_number_new;
9504 game.snapshot.collected_item = TRUE;
9506 game_panel_controls[GAME_PANEL_GEMS].value =
9507 local_player->gems_still_needed;
9509 DisplayGameControlValues();
9514 case CA_SET_LEVEL_WIND:
9516 game.wind_direction = action_arg_direction;
9521 case CA_SET_LEVEL_RANDOM_SEED:
9523 /* ensure that setting a new random seed while playing is predictable */
9524 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9529 /* ---------- player actions ------------------------------------------ */
9531 case CA_MOVE_PLAYER:
9533 /* automatically move to the next field in specified direction */
9534 for (i = 0; i < MAX_PLAYERS; i++)
9535 if (trigger_player_bits & (1 << i))
9536 stored_player[i].programmed_action = action_arg_direction;
9541 case CA_EXIT_PLAYER:
9543 for (i = 0; i < MAX_PLAYERS; i++)
9544 if (action_arg_player_bits & (1 << i))
9545 PlayerWins(&stored_player[i]);
9550 case CA_KILL_PLAYER:
9552 for (i = 0; i < MAX_PLAYERS; i++)
9553 if (action_arg_player_bits & (1 << i))
9554 KillPlayer(&stored_player[i]);
9559 case CA_SET_PLAYER_KEYS:
9561 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9562 int element = getSpecialActionElement(action_arg_element,
9563 action_arg_number, EL_KEY_1);
9565 if (IS_KEY(element))
9567 for (i = 0; i < MAX_PLAYERS; i++)
9569 if (trigger_player_bits & (1 << i))
9571 stored_player[i].key[KEY_NR(element)] = key_state;
9573 DrawGameDoorValues();
9581 case CA_SET_PLAYER_SPEED:
9583 for (i = 0; i < MAX_PLAYERS; i++)
9585 if (trigger_player_bits & (1 << i))
9587 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9589 if (action_arg == CA_ARG_SPEED_FASTER &&
9590 stored_player[i].cannot_move)
9592 action_arg_number = STEPSIZE_VERY_SLOW;
9594 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9595 action_arg == CA_ARG_SPEED_FASTER)
9597 action_arg_number = 2;
9598 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9601 else if (action_arg == CA_ARG_NUMBER_RESET)
9603 action_arg_number = level.initial_player_stepsize[i];
9607 getModifiedActionNumber(move_stepsize,
9610 action_arg_number_min,
9611 action_arg_number_max);
9613 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9620 case CA_SET_PLAYER_SHIELD:
9622 for (i = 0; i < MAX_PLAYERS; i++)
9624 if (trigger_player_bits & (1 << i))
9626 if (action_arg == CA_ARG_SHIELD_OFF)
9628 stored_player[i].shield_normal_time_left = 0;
9629 stored_player[i].shield_deadly_time_left = 0;
9631 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9633 stored_player[i].shield_normal_time_left = 999999;
9635 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9637 stored_player[i].shield_normal_time_left = 999999;
9638 stored_player[i].shield_deadly_time_left = 999999;
9646 case CA_SET_PLAYER_GRAVITY:
9648 for (i = 0; i < MAX_PLAYERS; i++)
9650 if (trigger_player_bits & (1 << i))
9652 stored_player[i].gravity =
9653 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9654 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9655 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9656 stored_player[i].gravity);
9663 case CA_SET_PLAYER_ARTWORK:
9665 for (i = 0; i < MAX_PLAYERS; i++)
9667 if (trigger_player_bits & (1 << i))
9669 int artwork_element = action_arg_element;
9671 if (action_arg == CA_ARG_ELEMENT_RESET)
9673 (level.use_artwork_element[i] ? level.artwork_element[i] :
9674 stored_player[i].element_nr);
9676 if (stored_player[i].artwork_element != artwork_element)
9677 stored_player[i].Frame = 0;
9679 stored_player[i].artwork_element = artwork_element;
9681 SetPlayerWaiting(&stored_player[i], FALSE);
9683 /* set number of special actions for bored and sleeping animation */
9684 stored_player[i].num_special_action_bored =
9685 get_num_special_action(artwork_element,
9686 ACTION_BORING_1, ACTION_BORING_LAST);
9687 stored_player[i].num_special_action_sleeping =
9688 get_num_special_action(artwork_element,
9689 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9696 case CA_SET_PLAYER_INVENTORY:
9698 for (i = 0; i < MAX_PLAYERS; i++)
9700 struct PlayerInfo *player = &stored_player[i];
9703 if (trigger_player_bits & (1 << i))
9705 int inventory_element = action_arg_element;
9707 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9708 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9709 action_arg == CA_ARG_ELEMENT_ACTION)
9711 int element = inventory_element;
9712 int collect_count = element_info[element].collect_count_initial;
9714 if (!IS_CUSTOM_ELEMENT(element))
9717 if (collect_count == 0)
9718 player->inventory_infinite_element = element;
9720 for (k = 0; k < collect_count; k++)
9721 if (player->inventory_size < MAX_INVENTORY_SIZE)
9722 player->inventory_element[player->inventory_size++] =
9725 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9726 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9727 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9729 if (player->inventory_infinite_element != EL_UNDEFINED &&
9730 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9731 action_arg_element_raw))
9732 player->inventory_infinite_element = EL_UNDEFINED;
9734 for (k = 0, j = 0; j < player->inventory_size; j++)
9736 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9737 action_arg_element_raw))
9738 player->inventory_element[k++] = player->inventory_element[j];
9741 player->inventory_size = k;
9743 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9745 if (player->inventory_size > 0)
9747 for (j = 0; j < player->inventory_size - 1; j++)
9748 player->inventory_element[j] = player->inventory_element[j + 1];
9750 player->inventory_size--;
9753 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9755 if (player->inventory_size > 0)
9756 player->inventory_size--;
9758 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9760 player->inventory_infinite_element = EL_UNDEFINED;
9761 player->inventory_size = 0;
9763 else if (action_arg == CA_ARG_INVENTORY_RESET)
9765 player->inventory_infinite_element = EL_UNDEFINED;
9766 player->inventory_size = 0;
9768 if (level.use_initial_inventory[i])
9770 for (j = 0; j < level.initial_inventory_size[i]; j++)
9772 int element = level.initial_inventory_content[i][j];
9773 int collect_count = element_info[element].collect_count_initial;
9775 if (!IS_CUSTOM_ELEMENT(element))
9778 if (collect_count == 0)
9779 player->inventory_infinite_element = element;
9781 for (k = 0; k < collect_count; k++)
9782 if (player->inventory_size < MAX_INVENTORY_SIZE)
9783 player->inventory_element[player->inventory_size++] =
9794 /* ---------- CE actions ---------------------------------------------- */
9796 case CA_SET_CE_VALUE:
9798 int last_ce_value = CustomValue[x][y];
9800 CustomValue[x][y] = action_arg_number_new;
9802 if (CustomValue[x][y] != last_ce_value)
9804 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9805 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9807 if (CustomValue[x][y] == 0)
9809 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9810 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9817 case CA_SET_CE_SCORE:
9819 int last_ce_score = ei->collect_score;
9821 ei->collect_score = action_arg_number_new;
9823 if (ei->collect_score != last_ce_score)
9825 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9826 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9828 if (ei->collect_score == 0)
9832 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9833 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9836 This is a very special case that seems to be a mixture between
9837 CheckElementChange() and CheckTriggeredElementChange(): while
9838 the first one only affects single elements that are triggered
9839 directly, the second one affects multiple elements in the playfield
9840 that are triggered indirectly by another element. This is a third
9841 case: Changing the CE score always affects multiple identical CEs,
9842 so every affected CE must be checked, not only the single CE for
9843 which the CE score was changed in the first place (as every instance
9844 of that CE shares the same CE score, and therefore also can change)!
9846 SCAN_PLAYFIELD(xx, yy)
9848 if (Feld[xx][yy] == element)
9849 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9850 CE_SCORE_GETS_ZERO);
9858 case CA_SET_CE_ARTWORK:
9860 int artwork_element = action_arg_element;
9861 boolean reset_frame = FALSE;
9864 if (action_arg == CA_ARG_ELEMENT_RESET)
9865 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
9868 if (ei->gfx_element != artwork_element)
9871 ei->gfx_element = artwork_element;
9873 SCAN_PLAYFIELD(xx, yy)
9875 if (Feld[xx][yy] == element)
9879 ResetGfxAnimation(xx, yy);
9880 ResetRandomAnimationValue(xx, yy);
9883 TEST_DrawLevelField(xx, yy);
9890 /* ---------- engine actions ------------------------------------------ */
9892 case CA_SET_ENGINE_SCAN_MODE:
9894 InitPlayfieldScanMode(action_arg);
9904 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9906 int old_element = Feld[x][y];
9907 int new_element = GetElementFromGroupElement(element);
9908 int previous_move_direction = MovDir[x][y];
9909 int last_ce_value = CustomValue[x][y];
9910 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9911 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9912 boolean add_player_onto_element = (new_element_is_player &&
9913 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9914 IS_WALKABLE(old_element));
9916 if (!add_player_onto_element)
9918 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9919 RemoveMovingField(x, y);
9923 Feld[x][y] = new_element;
9925 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9926 MovDir[x][y] = previous_move_direction;
9928 if (element_info[new_element].use_last_ce_value)
9929 CustomValue[x][y] = last_ce_value;
9931 InitField_WithBug1(x, y, FALSE);
9933 new_element = Feld[x][y]; /* element may have changed */
9935 ResetGfxAnimation(x, y);
9936 ResetRandomAnimationValue(x, y);
9938 TEST_DrawLevelField(x, y);
9940 if (GFX_CRUMBLED(new_element))
9941 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9944 /* check if element under the player changes from accessible to unaccessible
9945 (needed for special case of dropping element which then changes) */
9946 /* (must be checked after creating new element for walkable group elements) */
9947 if (IS_PLAYER(x, y) && !player_explosion_protected &&
9948 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
9955 /* "ChangeCount" not set yet to allow "entered by player" change one time */
9956 if (new_element_is_player)
9957 RelocatePlayer(x, y, new_element);
9960 ChangeCount[x][y]++; /* count number of changes in the same frame */
9962 TestIfBadThingTouchesPlayer(x, y);
9963 TestIfPlayerTouchesCustomElement(x, y);
9964 TestIfElementTouchesCustomElement(x, y);
9967 static void CreateField(int x, int y, int element)
9969 CreateFieldExt(x, y, element, FALSE);
9972 static void CreateElementFromChange(int x, int y, int element)
9974 element = GET_VALID_RUNTIME_ELEMENT(element);
9976 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
9978 int old_element = Feld[x][y];
9980 /* prevent changed element from moving in same engine frame
9981 unless both old and new element can either fall or move */
9982 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
9983 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
9987 CreateFieldExt(x, y, element, TRUE);
9990 static boolean ChangeElement(int x, int y, int element, int page)
9992 struct ElementInfo *ei = &element_info[element];
9993 struct ElementChangeInfo *change = &ei->change_page[page];
9994 int ce_value = CustomValue[x][y];
9995 int ce_score = ei->collect_score;
9997 int old_element = Feld[x][y];
9999 /* always use default change event to prevent running into a loop */
10000 if (ChangeEvent[x][y] == -1)
10001 ChangeEvent[x][y] = CE_DELAY;
10003 if (ChangeEvent[x][y] == CE_DELAY)
10005 /* reset actual trigger element, trigger player and action element */
10006 change->actual_trigger_element = EL_EMPTY;
10007 change->actual_trigger_player = EL_EMPTY;
10008 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10009 change->actual_trigger_side = CH_SIDE_NONE;
10010 change->actual_trigger_ce_value = 0;
10011 change->actual_trigger_ce_score = 0;
10014 /* do not change elements more than a specified maximum number of changes */
10015 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10018 ChangeCount[x][y]++; /* count number of changes in the same frame */
10020 if (change->explode)
10027 if (change->use_target_content)
10029 boolean complete_replace = TRUE;
10030 boolean can_replace[3][3];
10033 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10036 boolean is_walkable;
10037 boolean is_diggable;
10038 boolean is_collectible;
10039 boolean is_removable;
10040 boolean is_destructible;
10041 int ex = x + xx - 1;
10042 int ey = y + yy - 1;
10043 int content_element = change->target_content.e[xx][yy];
10046 can_replace[xx][yy] = TRUE;
10048 if (ex == x && ey == y) /* do not check changing element itself */
10051 if (content_element == EL_EMPTY_SPACE)
10053 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10058 if (!IN_LEV_FIELD(ex, ey))
10060 can_replace[xx][yy] = FALSE;
10061 complete_replace = FALSE;
10068 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10069 e = MovingOrBlocked2Element(ex, ey);
10071 is_empty = (IS_FREE(ex, ey) ||
10072 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10074 is_walkable = (is_empty || IS_WALKABLE(e));
10075 is_diggable = (is_empty || IS_DIGGABLE(e));
10076 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10077 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10078 is_removable = (is_diggable || is_collectible);
10080 can_replace[xx][yy] =
10081 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10082 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10083 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10084 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10085 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10086 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10087 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10089 if (!can_replace[xx][yy])
10090 complete_replace = FALSE;
10093 if (!change->only_if_complete || complete_replace)
10095 boolean something_has_changed = FALSE;
10097 if (change->only_if_complete && change->use_random_replace &&
10098 RND(100) < change->random_percentage)
10101 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10103 int ex = x + xx - 1;
10104 int ey = y + yy - 1;
10105 int content_element;
10107 if (can_replace[xx][yy] && (!change->use_random_replace ||
10108 RND(100) < change->random_percentage))
10110 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10111 RemoveMovingField(ex, ey);
10113 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10115 content_element = change->target_content.e[xx][yy];
10116 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10117 ce_value, ce_score);
10119 CreateElementFromChange(ex, ey, target_element);
10121 something_has_changed = TRUE;
10123 /* for symmetry reasons, freeze newly created border elements */
10124 if (ex != x || ey != y)
10125 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10129 if (something_has_changed)
10131 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10132 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10138 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10139 ce_value, ce_score);
10141 if (element == EL_DIAGONAL_GROWING ||
10142 element == EL_DIAGONAL_SHRINKING)
10144 target_element = Store[x][y];
10146 Store[x][y] = EL_EMPTY;
10149 CreateElementFromChange(x, y, target_element);
10151 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10152 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10155 /* this uses direct change before indirect change */
10156 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10161 static void HandleElementChange(int x, int y, int page)
10163 int element = MovingOrBlocked2Element(x, y);
10164 struct ElementInfo *ei = &element_info[element];
10165 struct ElementChangeInfo *change = &ei->change_page[page];
10166 boolean handle_action_before_change = FALSE;
10169 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10170 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10173 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10174 x, y, element, element_info[element].token_name);
10175 printf("HandleElementChange(): This should never happen!\n");
10180 /* this can happen with classic bombs on walkable, changing elements */
10181 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10186 if (ChangeDelay[x][y] == 0) /* initialize element change */
10188 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10190 if (change->can_change)
10192 /* !!! not clear why graphic animation should be reset at all here !!! */
10193 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10194 /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
10197 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10199 When using an animation frame delay of 1 (this only happens with
10200 "sp_zonk.moving.left/right" in the classic graphics), the default
10201 (non-moving) animation shows wrong animation frames (while the
10202 moving animation, like "sp_zonk.moving.left/right", is correct,
10203 so this graphical bug never shows up with the classic graphics).
10204 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10205 be drawn instead of the correct frames 0,1,2,3. This is caused by
10206 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10207 an element change: First when the change delay ("ChangeDelay[][]")
10208 counter has reached zero after decrementing, then a second time in
10209 the next frame (after "GfxFrame[][]" was already incremented) when
10210 "ChangeDelay[][]" is reset to the initial delay value again.
10212 This causes frame 0 to be drawn twice, while the last frame won't
10213 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10215 As some animations may already be cleverly designed around this bug
10216 (at least the "Snake Bite" snake tail animation does this), it cannot
10217 simply be fixed here without breaking such existing animations.
10218 Unfortunately, it cannot easily be detected if a graphics set was
10219 designed "before" or "after" the bug was fixed. As a workaround,
10220 a new graphics set option "game.graphics_engine_version" was added
10221 to be able to specify the game's major release version for which the
10222 graphics set was designed, which can then be used to decide if the
10223 bugfix should be used (version 4 and above) or not (version 3 or
10224 below, or if no version was specified at all, as with old sets).
10226 (The wrong/fixed animation frames can be tested with the test level set
10227 "test_gfxframe" and level "000", which contains a specially prepared
10228 custom element at level position (x/y) == (11/9) which uses the zonk
10229 animation mentioned above. Using "game.graphics_engine_version: 4"
10230 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10231 This can also be seen from the debug output for this test element.)
10234 /* when a custom element is about to change (for example by change delay),
10235 do not reset graphic animation when the custom element is moving */
10236 if (game.graphics_engine_version < 4 &&
10239 ResetGfxAnimation(x, y);
10240 ResetRandomAnimationValue(x, y);
10243 if (change->pre_change_function)
10244 change->pre_change_function(x, y);
10248 ChangeDelay[x][y]--;
10250 if (ChangeDelay[x][y] != 0) /* continue element change */
10252 if (change->can_change)
10254 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10256 if (IS_ANIMATED(graphic))
10257 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10259 if (change->change_function)
10260 change->change_function(x, y);
10263 else /* finish element change */
10265 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10267 page = ChangePage[x][y];
10268 ChangePage[x][y] = -1;
10270 change = &ei->change_page[page];
10273 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10275 ChangeDelay[x][y] = 1; /* try change after next move step */
10276 ChangePage[x][y] = page; /* remember page to use for change */
10281 /* special case: set new level random seed before changing element */
10282 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10283 handle_action_before_change = TRUE;
10285 if (change->has_action && handle_action_before_change)
10286 ExecuteCustomElementAction(x, y, element, page);
10288 if (change->can_change)
10290 if (ChangeElement(x, y, element, page))
10292 if (change->post_change_function)
10293 change->post_change_function(x, y);
10297 if (change->has_action && !handle_action_before_change)
10298 ExecuteCustomElementAction(x, y, element, page);
10302 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10303 int trigger_element,
10305 int trigger_player,
10309 boolean change_done_any = FALSE;
10310 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10313 if (!(trigger_events[trigger_element][trigger_event]))
10316 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10318 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10320 int element = EL_CUSTOM_START + i;
10321 boolean change_done = FALSE;
10324 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10325 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10328 for (p = 0; p < element_info[element].num_change_pages; p++)
10330 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10332 if (change->can_change_or_has_action &&
10333 change->has_event[trigger_event] &&
10334 change->trigger_side & trigger_side &&
10335 change->trigger_player & trigger_player &&
10336 change->trigger_page & trigger_page_bits &&
10337 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10339 change->actual_trigger_element = trigger_element;
10340 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10341 change->actual_trigger_player_bits = trigger_player;
10342 change->actual_trigger_side = trigger_side;
10343 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10344 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10346 if ((change->can_change && !change_done) || change->has_action)
10350 SCAN_PLAYFIELD(x, y)
10352 if (Feld[x][y] == element)
10354 if (change->can_change && !change_done)
10356 /* if element already changed in this frame, not only prevent
10357 another element change (checked in ChangeElement()), but
10358 also prevent additional element actions for this element */
10360 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10361 !level.use_action_after_change_bug)
10364 ChangeDelay[x][y] = 1;
10365 ChangeEvent[x][y] = trigger_event;
10367 HandleElementChange(x, y, p);
10369 else if (change->has_action)
10371 /* if element already changed in this frame, not only prevent
10372 another element change (checked in ChangeElement()), but
10373 also prevent additional element actions for this element */
10375 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10376 !level.use_action_after_change_bug)
10379 ExecuteCustomElementAction(x, y, element, p);
10380 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10385 if (change->can_change)
10387 change_done = TRUE;
10388 change_done_any = TRUE;
10395 RECURSION_LOOP_DETECTION_END();
10397 return change_done_any;
10400 static boolean CheckElementChangeExt(int x, int y,
10402 int trigger_element,
10404 int trigger_player,
10407 boolean change_done = FALSE;
10410 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10411 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10414 if (Feld[x][y] == EL_BLOCKED)
10416 Blocked2Moving(x, y, &x, &y);
10417 element = Feld[x][y];
10420 /* check if element has already changed or is about to change after moving */
10421 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10422 Feld[x][y] != element) ||
10424 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10425 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10426 ChangePage[x][y] != -1)))
10429 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10431 for (p = 0; p < element_info[element].num_change_pages; p++)
10433 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10435 /* check trigger element for all events where the element that is checked
10436 for changing interacts with a directly adjacent element -- this is
10437 different to element changes that affect other elements to change on the
10438 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10439 boolean check_trigger_element =
10440 (trigger_event == CE_TOUCHING_X ||
10441 trigger_event == CE_HITTING_X ||
10442 trigger_event == CE_HIT_BY_X ||
10443 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10445 if (change->can_change_or_has_action &&
10446 change->has_event[trigger_event] &&
10447 change->trigger_side & trigger_side &&
10448 change->trigger_player & trigger_player &&
10449 (!check_trigger_element ||
10450 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10452 change->actual_trigger_element = trigger_element;
10453 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10454 change->actual_trigger_player_bits = trigger_player;
10455 change->actual_trigger_side = trigger_side;
10456 change->actual_trigger_ce_value = CustomValue[x][y];
10457 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10459 /* special case: trigger element not at (x,y) position for some events */
10460 if (check_trigger_element)
10472 { 0, 0 }, { 0, 0 }, { 0, 0 },
10476 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10477 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10479 change->actual_trigger_ce_value = CustomValue[xx][yy];
10480 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10483 if (change->can_change && !change_done)
10485 ChangeDelay[x][y] = 1;
10486 ChangeEvent[x][y] = trigger_event;
10488 HandleElementChange(x, y, p);
10490 change_done = TRUE;
10492 else if (change->has_action)
10494 ExecuteCustomElementAction(x, y, element, p);
10495 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10500 RECURSION_LOOP_DETECTION_END();
10502 return change_done;
10505 static void PlayPlayerSound(struct PlayerInfo *player)
10507 int jx = player->jx, jy = player->jy;
10508 int sound_element = player->artwork_element;
10509 int last_action = player->last_action_waiting;
10510 int action = player->action_waiting;
10512 if (player->is_waiting)
10514 if (action != last_action)
10515 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10517 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10521 if (action != last_action)
10522 StopSound(element_info[sound_element].sound[last_action]);
10524 if (last_action == ACTION_SLEEPING)
10525 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10529 static void PlayAllPlayersSound()
10533 for (i = 0; i < MAX_PLAYERS; i++)
10534 if (stored_player[i].active)
10535 PlayPlayerSound(&stored_player[i]);
10538 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10540 boolean last_waiting = player->is_waiting;
10541 int move_dir = player->MovDir;
10543 player->dir_waiting = move_dir;
10544 player->last_action_waiting = player->action_waiting;
10548 if (!last_waiting) /* not waiting -> waiting */
10550 player->is_waiting = TRUE;
10552 player->frame_counter_bored =
10554 game.player_boring_delay_fixed +
10555 GetSimpleRandom(game.player_boring_delay_random);
10556 player->frame_counter_sleeping =
10558 game.player_sleeping_delay_fixed +
10559 GetSimpleRandom(game.player_sleeping_delay_random);
10561 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10564 if (game.player_sleeping_delay_fixed +
10565 game.player_sleeping_delay_random > 0 &&
10566 player->anim_delay_counter == 0 &&
10567 player->post_delay_counter == 0 &&
10568 FrameCounter >= player->frame_counter_sleeping)
10569 player->is_sleeping = TRUE;
10570 else if (game.player_boring_delay_fixed +
10571 game.player_boring_delay_random > 0 &&
10572 FrameCounter >= player->frame_counter_bored)
10573 player->is_bored = TRUE;
10575 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10576 player->is_bored ? ACTION_BORING :
10579 if (player->is_sleeping && player->use_murphy)
10581 /* special case for sleeping Murphy when leaning against non-free tile */
10583 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10584 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10585 !IS_MOVING(player->jx - 1, player->jy)))
10586 move_dir = MV_LEFT;
10587 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10588 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10589 !IS_MOVING(player->jx + 1, player->jy)))
10590 move_dir = MV_RIGHT;
10592 player->is_sleeping = FALSE;
10594 player->dir_waiting = move_dir;
10597 if (player->is_sleeping)
10599 if (player->num_special_action_sleeping > 0)
10601 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10603 int last_special_action = player->special_action_sleeping;
10604 int num_special_action = player->num_special_action_sleeping;
10605 int special_action =
10606 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10607 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10608 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10609 last_special_action + 1 : ACTION_SLEEPING);
10610 int special_graphic =
10611 el_act_dir2img(player->artwork_element, special_action, move_dir);
10613 player->anim_delay_counter =
10614 graphic_info[special_graphic].anim_delay_fixed +
10615 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10616 player->post_delay_counter =
10617 graphic_info[special_graphic].post_delay_fixed +
10618 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10620 player->special_action_sleeping = special_action;
10623 if (player->anim_delay_counter > 0)
10625 player->action_waiting = player->special_action_sleeping;
10626 player->anim_delay_counter--;
10628 else if (player->post_delay_counter > 0)
10630 player->post_delay_counter--;
10634 else if (player->is_bored)
10636 if (player->num_special_action_bored > 0)
10638 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10640 int special_action =
10641 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10642 int special_graphic =
10643 el_act_dir2img(player->artwork_element, special_action, move_dir);
10645 player->anim_delay_counter =
10646 graphic_info[special_graphic].anim_delay_fixed +
10647 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10648 player->post_delay_counter =
10649 graphic_info[special_graphic].post_delay_fixed +
10650 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10652 player->special_action_bored = special_action;
10655 if (player->anim_delay_counter > 0)
10657 player->action_waiting = player->special_action_bored;
10658 player->anim_delay_counter--;
10660 else if (player->post_delay_counter > 0)
10662 player->post_delay_counter--;
10667 else if (last_waiting) /* waiting -> not waiting */
10669 player->is_waiting = FALSE;
10670 player->is_bored = FALSE;
10671 player->is_sleeping = FALSE;
10673 player->frame_counter_bored = -1;
10674 player->frame_counter_sleeping = -1;
10676 player->anim_delay_counter = 0;
10677 player->post_delay_counter = 0;
10679 player->dir_waiting = player->MovDir;
10680 player->action_waiting = ACTION_DEFAULT;
10682 player->special_action_bored = ACTION_DEFAULT;
10683 player->special_action_sleeping = ACTION_DEFAULT;
10687 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10689 if ((!player->is_moving && player->was_moving) ||
10690 (player->MovPos == 0 && player->was_moving) ||
10691 (player->is_snapping && !player->was_snapping) ||
10692 (player->is_dropping && !player->was_dropping))
10694 if (!CheckSaveEngineSnapshotToList())
10697 player->was_moving = FALSE;
10698 player->was_snapping = TRUE;
10699 player->was_dropping = TRUE;
10703 if (player->is_moving)
10704 player->was_moving = TRUE;
10706 if (!player->is_snapping)
10707 player->was_snapping = FALSE;
10709 if (!player->is_dropping)
10710 player->was_dropping = FALSE;
10714 static void CheckSingleStepMode(struct PlayerInfo *player)
10716 if (tape.single_step && tape.recording && !tape.pausing)
10718 /* as it is called "single step mode", just return to pause mode when the
10719 player stopped moving after one tile (or never starts moving at all) */
10720 if (!player->is_moving &&
10721 !player->is_pushing &&
10722 !player->is_dropping_pressed)
10724 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10725 SnapField(player, 0, 0); /* stop snapping */
10729 CheckSaveEngineSnapshot(player);
10732 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10734 int left = player_action & JOY_LEFT;
10735 int right = player_action & JOY_RIGHT;
10736 int up = player_action & JOY_UP;
10737 int down = player_action & JOY_DOWN;
10738 int button1 = player_action & JOY_BUTTON_1;
10739 int button2 = player_action & JOY_BUTTON_2;
10740 int dx = (left ? -1 : right ? 1 : 0);
10741 int dy = (up ? -1 : down ? 1 : 0);
10743 if (!player->active || tape.pausing)
10749 SnapField(player, dx, dy);
10753 DropElement(player);
10755 MovePlayer(player, dx, dy);
10758 CheckSingleStepMode(player);
10760 SetPlayerWaiting(player, FALSE);
10762 return player_action;
10766 /* no actions for this player (no input at player's configured device) */
10768 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10769 SnapField(player, 0, 0);
10770 CheckGravityMovementWhenNotMoving(player);
10772 if (player->MovPos == 0)
10773 SetPlayerWaiting(player, TRUE);
10775 if (player->MovPos == 0) /* needed for tape.playing */
10776 player->is_moving = FALSE;
10778 player->is_dropping = FALSE;
10779 player->is_dropping_pressed = FALSE;
10780 player->drop_pressed_delay = 0;
10782 CheckSingleStepMode(player);
10788 static void CheckLevelTime()
10792 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10793 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10795 if (level.native_em_level->lev->home == 0) /* all players at home */
10797 PlayerWins(local_player);
10799 AllPlayersGone = TRUE;
10801 level.native_em_level->lev->home = -1;
10804 if (level.native_em_level->ply[0]->alive == 0 &&
10805 level.native_em_level->ply[1]->alive == 0 &&
10806 level.native_em_level->ply[2]->alive == 0 &&
10807 level.native_em_level->ply[3]->alive == 0) /* all dead */
10808 AllPlayersGone = TRUE;
10810 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10812 if (game_sp.LevelSolved &&
10813 !game_sp.GameOver) /* game won */
10815 PlayerWins(local_player);
10817 game_sp.GameOver = TRUE;
10819 AllPlayersGone = TRUE;
10822 if (game_sp.GameOver) /* game lost */
10823 AllPlayersGone = TRUE;
10826 if (TimeFrames >= FRAMES_PER_SECOND)
10831 for (i = 0; i < MAX_PLAYERS; i++)
10833 struct PlayerInfo *player = &stored_player[i];
10835 if (SHIELD_ON(player))
10837 player->shield_normal_time_left--;
10839 if (player->shield_deadly_time_left > 0)
10840 player->shield_deadly_time_left--;
10844 if (!local_player->LevelSolved && !level.use_step_counter)
10852 if (TimeLeft <= 10 && setup.time_limit)
10853 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10855 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
10856 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
10858 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10860 if (!TimeLeft && setup.time_limit)
10862 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10863 level.native_em_level->lev->killed_out_of_time = TRUE;
10865 for (i = 0; i < MAX_PLAYERS; i++)
10866 KillPlayer(&stored_player[i]);
10869 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
10871 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
10874 level.native_em_level->lev->time =
10875 (game.no_time_limit ? TimePlayed : TimeLeft);
10878 if (tape.recording || tape.playing)
10879 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10882 if (tape.recording || tape.playing)
10883 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
10885 UpdateAndDisplayGameControlValues();
10888 void AdvanceFrameAndPlayerCounters(int player_nr)
10892 /* advance frame counters (global frame counter and time frame counter) */
10896 /* advance player counters (counters for move delay, move animation etc.) */
10897 for (i = 0; i < MAX_PLAYERS; i++)
10899 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10900 int move_delay_value = stored_player[i].move_delay_value;
10901 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10903 if (!advance_player_counters) /* not all players may be affected */
10906 if (move_frames == 0) /* less than one move per game frame */
10908 int stepsize = TILEX / move_delay_value;
10909 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10910 int count = (stored_player[i].is_moving ?
10911 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10913 if (count % delay == 0)
10917 stored_player[i].Frame += move_frames;
10919 if (stored_player[i].MovPos != 0)
10920 stored_player[i].StepFrame += move_frames;
10922 if (stored_player[i].move_delay > 0)
10923 stored_player[i].move_delay--;
10925 /* due to bugs in previous versions, counter must count up, not down */
10926 if (stored_player[i].push_delay != -1)
10927 stored_player[i].push_delay++;
10929 if (stored_player[i].drop_delay > 0)
10930 stored_player[i].drop_delay--;
10932 if (stored_player[i].is_dropping_pressed)
10933 stored_player[i].drop_pressed_delay++;
10937 void StartGameActions(boolean init_network_game, boolean record_tape,
10940 unsigned int new_random_seed = InitRND(random_seed);
10943 TapeStartRecording(new_random_seed);
10945 #if defined(NETWORK_AVALIABLE)
10946 if (init_network_game)
10948 SendToServer_StartPlaying();
10957 void GameActionsExt()
10960 static unsigned int game_frame_delay = 0;
10962 unsigned int game_frame_delay_value;
10963 byte *recorded_player_action;
10964 byte summarized_player_action = 0;
10965 byte tape_action[MAX_PLAYERS];
10968 /* detect endless loops, caused by custom element programming */
10969 if (recursion_loop_detected && recursion_loop_depth == 0)
10971 char *message = getStringCat3("Internal Error! Element ",
10972 EL_NAME(recursion_loop_element),
10973 " caused endless loop! Quit the game?");
10975 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
10976 EL_NAME(recursion_loop_element));
10978 RequestQuitGameExt(FALSE, level_editor_test_game, message);
10980 recursion_loop_detected = FALSE; /* if game should be continued */
10987 if (game.restart_level)
10988 StartGameActions(options.network, setup.autorecord, level.random_seed);
10990 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
10991 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10993 if (level.native_em_level->lev->home == 0) /* all players at home */
10995 PlayerWins(local_player);
10997 AllPlayersGone = TRUE;
10999 level.native_em_level->lev->home = -1;
11002 if (level.native_em_level->ply[0]->alive == 0 &&
11003 level.native_em_level->ply[1]->alive == 0 &&
11004 level.native_em_level->ply[2]->alive == 0 &&
11005 level.native_em_level->ply[3]->alive == 0) /* all dead */
11006 AllPlayersGone = TRUE;
11008 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11010 if (game_sp.LevelSolved &&
11011 !game_sp.GameOver) /* game won */
11013 PlayerWins(local_player);
11015 game_sp.GameOver = TRUE;
11017 AllPlayersGone = TRUE;
11020 if (game_sp.GameOver) /* game lost */
11021 AllPlayersGone = TRUE;
11024 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11027 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11030 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11033 game_frame_delay_value =
11034 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11036 if (tape.playing && tape.warp_forward && !tape.pausing)
11037 game_frame_delay_value = 0;
11039 SetVideoFrameDelay(game_frame_delay_value);
11043 /* ---------- main game synchronization point ---------- */
11045 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11047 printf("::: skip == %d\n", skip);
11050 /* ---------- main game synchronization point ---------- */
11052 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11056 if (network_playing && !network_player_action_received)
11058 /* try to get network player actions in time */
11060 #if defined(NETWORK_AVALIABLE)
11061 /* last chance to get network player actions without main loop delay */
11062 HandleNetworking();
11065 /* game was quit by network peer */
11066 if (game_status != GAME_MODE_PLAYING)
11069 if (!network_player_action_received)
11070 return; /* failed to get network player actions in time */
11072 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11078 /* at this point we know that we really continue executing the game */
11080 network_player_action_received = FALSE;
11082 /* when playing tape, read previously recorded player input from tape data */
11083 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11085 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11089 if (tape.set_centered_player)
11091 game.centered_player_nr_next = tape.centered_player_nr_next;
11092 game.set_centered_player = TRUE;
11095 for (i = 0; i < MAX_PLAYERS; i++)
11097 summarized_player_action |= stored_player[i].action;
11099 if (!network_playing && (game.team_mode || tape.playing))
11100 stored_player[i].effective_action = stored_player[i].action;
11103 #if defined(NETWORK_AVALIABLE)
11104 if (network_playing)
11105 SendToServer_MovePlayer(summarized_player_action);
11108 // summarize all actions at local players mapped input device position
11109 // (this allows using different input devices in single player mode)
11110 if (!options.network && !game.team_mode)
11111 stored_player[map_player_action[local_player->index_nr]].effective_action =
11112 summarized_player_action;
11114 if (tape.recording &&
11116 setup.input_on_focus &&
11117 game.centered_player_nr != -1)
11119 for (i = 0; i < MAX_PLAYERS; i++)
11120 stored_player[i].effective_action =
11121 (i == game.centered_player_nr ? summarized_player_action : 0);
11124 if (recorded_player_action != NULL)
11125 for (i = 0; i < MAX_PLAYERS; i++)
11126 stored_player[i].effective_action = recorded_player_action[i];
11128 for (i = 0; i < MAX_PLAYERS; i++)
11130 tape_action[i] = stored_player[i].effective_action;
11132 /* (this may happen in the RND game engine if a player was not present on
11133 the playfield on level start, but appeared later from a custom element */
11134 if (setup.team_mode &&
11137 !tape.player_participates[i])
11138 tape.player_participates[i] = TRUE;
11141 /* only record actions from input devices, but not programmed actions */
11142 if (tape.recording)
11143 TapeRecordAction(tape_action);
11145 #if USE_NEW_PLAYER_ASSIGNMENTS
11146 // !!! also map player actions in single player mode !!!
11147 // if (game.team_mode)
11150 byte mapped_action[MAX_PLAYERS];
11152 #if DEBUG_PLAYER_ACTIONS
11154 for (i = 0; i < MAX_PLAYERS; i++)
11155 printf(" %d, ", stored_player[i].effective_action);
11158 for (i = 0; i < MAX_PLAYERS; i++)
11159 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11161 for (i = 0; i < MAX_PLAYERS; i++)
11162 stored_player[i].effective_action = mapped_action[i];
11164 #if DEBUG_PLAYER_ACTIONS
11166 for (i = 0; i < MAX_PLAYERS; i++)
11167 printf(" %d, ", stored_player[i].effective_action);
11171 #if DEBUG_PLAYER_ACTIONS
11175 for (i = 0; i < MAX_PLAYERS; i++)
11176 printf(" %d, ", stored_player[i].effective_action);
11182 for (i = 0; i < MAX_PLAYERS; i++)
11184 // allow engine snapshot in case of changed movement attempt
11185 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11186 (stored_player[i].effective_action & KEY_MOTION))
11187 game.snapshot.changed_action = TRUE;
11189 // allow engine snapshot in case of snapping/dropping attempt
11190 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11191 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11192 game.snapshot.changed_action = TRUE;
11194 game.snapshot.last_action[i] = stored_player[i].effective_action;
11197 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11199 GameActions_EM_Main();
11201 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11203 GameActions_SP_Main();
11207 GameActions_RND_Main();
11210 BlitScreenToBitmap(backbuffer);
11214 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11216 if (global.show_frames_per_second)
11218 static unsigned int fps_counter = 0;
11219 static int fps_frames = 0;
11220 unsigned int fps_delay_ms = Counter() - fps_counter;
11224 if (fps_delay_ms >= 500) /* calculate FPS every 0.5 seconds */
11226 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11229 fps_counter = Counter();
11231 /* always draw FPS to screen after FPS value was updated */
11232 redraw_mask |= REDRAW_FPS;
11235 /* only draw FPS if no screen areas are deactivated (invisible warp mode) */
11236 if (GetDrawDeactivationMask() == REDRAW_NONE)
11237 redraw_mask |= REDRAW_FPS;
11241 static void GameActions_CheckSaveEngineSnapshot()
11243 if (!game.snapshot.save_snapshot)
11246 // clear flag for saving snapshot _before_ saving snapshot
11247 game.snapshot.save_snapshot = FALSE;
11249 SaveEngineSnapshotToList();
11256 GameActions_CheckSaveEngineSnapshot();
11259 void GameActions_EM_Main()
11261 byte effective_action[MAX_PLAYERS];
11262 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11265 for (i = 0; i < MAX_PLAYERS; i++)
11266 effective_action[i] = stored_player[i].effective_action;
11268 GameActions_EM(effective_action, warp_mode);
11271 void GameActions_SP_Main()
11273 byte effective_action[MAX_PLAYERS];
11274 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11277 for (i = 0; i < MAX_PLAYERS; i++)
11278 effective_action[i] = stored_player[i].effective_action;
11280 GameActions_SP(effective_action, warp_mode);
11282 for (i = 0; i < MAX_PLAYERS; i++)
11284 if (stored_player[i].force_dropping)
11285 stored_player[i].action |= KEY_BUTTON_DROP;
11287 stored_player[i].force_dropping = FALSE;
11291 void GameActions_RND_Main()
11296 void GameActions_RND()
11298 int magic_wall_x = 0, magic_wall_y = 0;
11299 int i, x, y, element, graphic, last_gfx_frame;
11301 InitPlayfieldScanModeVars();
11303 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11305 SCAN_PLAYFIELD(x, y)
11307 ChangeCount[x][y] = 0;
11308 ChangeEvent[x][y] = -1;
11312 if (game.set_centered_player)
11314 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11316 /* switching to "all players" only possible if all players fit to screen */
11317 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11319 game.centered_player_nr_next = game.centered_player_nr;
11320 game.set_centered_player = FALSE;
11323 /* do not switch focus to non-existing (or non-active) player */
11324 if (game.centered_player_nr_next >= 0 &&
11325 !stored_player[game.centered_player_nr_next].active)
11327 game.centered_player_nr_next = game.centered_player_nr;
11328 game.set_centered_player = FALSE;
11332 if (game.set_centered_player &&
11333 ScreenMovPos == 0) /* screen currently aligned at tile position */
11337 if (game.centered_player_nr_next == -1)
11339 setScreenCenteredToAllPlayers(&sx, &sy);
11343 sx = stored_player[game.centered_player_nr_next].jx;
11344 sy = stored_player[game.centered_player_nr_next].jy;
11347 game.centered_player_nr = game.centered_player_nr_next;
11348 game.set_centered_player = FALSE;
11350 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11351 DrawGameDoorValues();
11354 for (i = 0; i < MAX_PLAYERS; i++)
11356 int actual_player_action = stored_player[i].effective_action;
11359 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11360 - rnd_equinox_tetrachloride 048
11361 - rnd_equinox_tetrachloride_ii 096
11362 - rnd_emanuel_schmieg 002
11363 - doctor_sloan_ww 001, 020
11365 if (stored_player[i].MovPos == 0)
11366 CheckGravityMovement(&stored_player[i]);
11369 /* overwrite programmed action with tape action */
11370 if (stored_player[i].programmed_action)
11371 actual_player_action = stored_player[i].programmed_action;
11373 PlayerActions(&stored_player[i], actual_player_action);
11375 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11378 ScrollScreen(NULL, SCROLL_GO_ON);
11380 /* for backwards compatibility, the following code emulates a fixed bug that
11381 occured when pushing elements (causing elements that just made their last
11382 pushing step to already (if possible) make their first falling step in the
11383 same game frame, which is bad); this code is also needed to use the famous
11384 "spring push bug" which is used in older levels and might be wanted to be
11385 used also in newer levels, but in this case the buggy pushing code is only
11386 affecting the "spring" element and no other elements */
11388 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11390 for (i = 0; i < MAX_PLAYERS; i++)
11392 struct PlayerInfo *player = &stored_player[i];
11393 int x = player->jx;
11394 int y = player->jy;
11396 if (player->active && player->is_pushing && player->is_moving &&
11398 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11399 Feld[x][y] == EL_SPRING))
11401 ContinueMoving(x, y);
11403 /* continue moving after pushing (this is actually a bug) */
11404 if (!IS_MOVING(x, y))
11405 Stop[x][y] = FALSE;
11410 SCAN_PLAYFIELD(x, y)
11412 ChangeCount[x][y] = 0;
11413 ChangeEvent[x][y] = -1;
11415 /* this must be handled before main playfield loop */
11416 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11419 if (MovDelay[x][y] <= 0)
11423 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11426 if (MovDelay[x][y] <= 0)
11429 TEST_DrawLevelField(x, y);
11431 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11436 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11438 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11439 printf("GameActions(): This should never happen!\n");
11441 ChangePage[x][y] = -1;
11445 Stop[x][y] = FALSE;
11446 if (WasJustMoving[x][y] > 0)
11447 WasJustMoving[x][y]--;
11448 if (WasJustFalling[x][y] > 0)
11449 WasJustFalling[x][y]--;
11450 if (CheckCollision[x][y] > 0)
11451 CheckCollision[x][y]--;
11452 if (CheckImpact[x][y] > 0)
11453 CheckImpact[x][y]--;
11457 /* reset finished pushing action (not done in ContinueMoving() to allow
11458 continuous pushing animation for elements with zero push delay) */
11459 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11461 ResetGfxAnimation(x, y);
11462 TEST_DrawLevelField(x, y);
11466 if (IS_BLOCKED(x, y))
11470 Blocked2Moving(x, y, &oldx, &oldy);
11471 if (!IS_MOVING(oldx, oldy))
11473 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11474 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11475 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11476 printf("GameActions(): This should never happen!\n");
11482 SCAN_PLAYFIELD(x, y)
11484 element = Feld[x][y];
11485 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11486 last_gfx_frame = GfxFrame[x][y];
11488 ResetGfxFrame(x, y);
11490 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11491 DrawLevelGraphicAnimation(x, y, graphic);
11493 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11494 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11495 ResetRandomAnimationValue(x, y);
11497 SetRandomAnimationValue(x, y);
11499 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11501 if (IS_INACTIVE(element))
11503 if (IS_ANIMATED(graphic))
11504 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11509 /* this may take place after moving, so 'element' may have changed */
11510 if (IS_CHANGING(x, y) &&
11511 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11513 int page = element_info[element].event_page_nr[CE_DELAY];
11515 HandleElementChange(x, y, page);
11517 element = Feld[x][y];
11518 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11521 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11525 element = Feld[x][y];
11526 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11528 if (IS_ANIMATED(graphic) &&
11529 !IS_MOVING(x, y) &&
11531 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11533 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11534 TEST_DrawTwinkleOnField(x, y);
11536 else if (element == EL_ACID)
11539 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11541 else if ((element == EL_EXIT_OPEN ||
11542 element == EL_EM_EXIT_OPEN ||
11543 element == EL_SP_EXIT_OPEN ||
11544 element == EL_STEEL_EXIT_OPEN ||
11545 element == EL_EM_STEEL_EXIT_OPEN ||
11546 element == EL_SP_TERMINAL ||
11547 element == EL_SP_TERMINAL_ACTIVE ||
11548 element == EL_EXTRA_TIME ||
11549 element == EL_SHIELD_NORMAL ||
11550 element == EL_SHIELD_DEADLY) &&
11551 IS_ANIMATED(graphic))
11552 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11553 else if (IS_MOVING(x, y))
11554 ContinueMoving(x, y);
11555 else if (IS_ACTIVE_BOMB(element))
11556 CheckDynamite(x, y);
11557 else if (element == EL_AMOEBA_GROWING)
11558 AmoebeWaechst(x, y);
11559 else if (element == EL_AMOEBA_SHRINKING)
11560 AmoebaDisappearing(x, y);
11562 #if !USE_NEW_AMOEBA_CODE
11563 else if (IS_AMOEBALIVE(element))
11564 AmoebeAbleger(x, y);
11567 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11569 else if (element == EL_EXIT_CLOSED)
11571 else if (element == EL_EM_EXIT_CLOSED)
11573 else if (element == EL_STEEL_EXIT_CLOSED)
11574 CheckExitSteel(x, y);
11575 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11576 CheckExitSteelEM(x, y);
11577 else if (element == EL_SP_EXIT_CLOSED)
11579 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11580 element == EL_EXPANDABLE_STEELWALL_GROWING)
11581 MauerWaechst(x, y);
11582 else if (element == EL_EXPANDABLE_WALL ||
11583 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11584 element == EL_EXPANDABLE_WALL_VERTICAL ||
11585 element == EL_EXPANDABLE_WALL_ANY ||
11586 element == EL_BD_EXPANDABLE_WALL)
11587 MauerAbleger(x, y);
11588 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11589 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11590 element == EL_EXPANDABLE_STEELWALL_ANY)
11591 MauerAblegerStahl(x, y);
11592 else if (element == EL_FLAMES)
11593 CheckForDragon(x, y);
11594 else if (element == EL_EXPLOSION)
11595 ; /* drawing of correct explosion animation is handled separately */
11596 else if (element == EL_ELEMENT_SNAPPING ||
11597 element == EL_DIAGONAL_SHRINKING ||
11598 element == EL_DIAGONAL_GROWING)
11600 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11602 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11604 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11605 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11607 if (IS_BELT_ACTIVE(element))
11608 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11610 if (game.magic_wall_active)
11612 int jx = local_player->jx, jy = local_player->jy;
11614 /* play the element sound at the position nearest to the player */
11615 if ((element == EL_MAGIC_WALL_FULL ||
11616 element == EL_MAGIC_WALL_ACTIVE ||
11617 element == EL_MAGIC_WALL_EMPTYING ||
11618 element == EL_BD_MAGIC_WALL_FULL ||
11619 element == EL_BD_MAGIC_WALL_ACTIVE ||
11620 element == EL_BD_MAGIC_WALL_EMPTYING ||
11621 element == EL_DC_MAGIC_WALL_FULL ||
11622 element == EL_DC_MAGIC_WALL_ACTIVE ||
11623 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11624 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11632 #if USE_NEW_AMOEBA_CODE
11633 /* new experimental amoeba growth stuff */
11634 if (!(FrameCounter % 8))
11636 static unsigned int random = 1684108901;
11638 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11640 x = RND(lev_fieldx);
11641 y = RND(lev_fieldy);
11642 element = Feld[x][y];
11644 if (!IS_PLAYER(x,y) &&
11645 (element == EL_EMPTY ||
11646 CAN_GROW_INTO(element) ||
11647 element == EL_QUICKSAND_EMPTY ||
11648 element == EL_QUICKSAND_FAST_EMPTY ||
11649 element == EL_ACID_SPLASH_LEFT ||
11650 element == EL_ACID_SPLASH_RIGHT))
11652 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11653 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11654 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11655 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11656 Feld[x][y] = EL_AMOEBA_DROP;
11659 random = random * 129 + 1;
11664 game.explosions_delayed = FALSE;
11666 SCAN_PLAYFIELD(x, y)
11668 element = Feld[x][y];
11670 if (ExplodeField[x][y])
11671 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11672 else if (element == EL_EXPLOSION)
11673 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11675 ExplodeField[x][y] = EX_TYPE_NONE;
11678 game.explosions_delayed = TRUE;
11680 if (game.magic_wall_active)
11682 if (!(game.magic_wall_time_left % 4))
11684 int element = Feld[magic_wall_x][magic_wall_y];
11686 if (element == EL_BD_MAGIC_WALL_FULL ||
11687 element == EL_BD_MAGIC_WALL_ACTIVE ||
11688 element == EL_BD_MAGIC_WALL_EMPTYING)
11689 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11690 else if (element == EL_DC_MAGIC_WALL_FULL ||
11691 element == EL_DC_MAGIC_WALL_ACTIVE ||
11692 element == EL_DC_MAGIC_WALL_EMPTYING)
11693 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11695 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11698 if (game.magic_wall_time_left > 0)
11700 game.magic_wall_time_left--;
11702 if (!game.magic_wall_time_left)
11704 SCAN_PLAYFIELD(x, y)
11706 element = Feld[x][y];
11708 if (element == EL_MAGIC_WALL_ACTIVE ||
11709 element == EL_MAGIC_WALL_FULL)
11711 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11712 TEST_DrawLevelField(x, y);
11714 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11715 element == EL_BD_MAGIC_WALL_FULL)
11717 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11718 TEST_DrawLevelField(x, y);
11720 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11721 element == EL_DC_MAGIC_WALL_FULL)
11723 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11724 TEST_DrawLevelField(x, y);
11728 game.magic_wall_active = FALSE;
11733 if (game.light_time_left > 0)
11735 game.light_time_left--;
11737 if (game.light_time_left == 0)
11738 RedrawAllLightSwitchesAndInvisibleElements();
11741 if (game.timegate_time_left > 0)
11743 game.timegate_time_left--;
11745 if (game.timegate_time_left == 0)
11746 CloseAllOpenTimegates();
11749 if (game.lenses_time_left > 0)
11751 game.lenses_time_left--;
11753 if (game.lenses_time_left == 0)
11754 RedrawAllInvisibleElementsForLenses();
11757 if (game.magnify_time_left > 0)
11759 game.magnify_time_left--;
11761 if (game.magnify_time_left == 0)
11762 RedrawAllInvisibleElementsForMagnifier();
11765 for (i = 0; i < MAX_PLAYERS; i++)
11767 struct PlayerInfo *player = &stored_player[i];
11769 if (SHIELD_ON(player))
11771 if (player->shield_deadly_time_left)
11772 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11773 else if (player->shield_normal_time_left)
11774 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11778 #if USE_DELAYED_GFX_REDRAW
11779 SCAN_PLAYFIELD(x, y)
11781 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11783 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11784 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11786 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11787 DrawLevelField(x, y);
11789 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11790 DrawLevelFieldCrumbled(x, y);
11792 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11793 DrawLevelFieldCrumbledNeighbours(x, y);
11795 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11796 DrawTwinkleOnField(x, y);
11799 GfxRedraw[x][y] = GFX_REDRAW_NONE;
11804 PlayAllPlayersSound();
11806 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11808 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11810 local_player->show_envelope = 0;
11813 /* use random number generator in every frame to make it less predictable */
11814 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11818 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11820 int min_x = x, min_y = y, max_x = x, max_y = y;
11823 for (i = 0; i < MAX_PLAYERS; i++)
11825 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11827 if (!stored_player[i].active || &stored_player[i] == player)
11830 min_x = MIN(min_x, jx);
11831 min_y = MIN(min_y, jy);
11832 max_x = MAX(max_x, jx);
11833 max_y = MAX(max_y, jy);
11836 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11839 static boolean AllPlayersInVisibleScreen()
11843 for (i = 0; i < MAX_PLAYERS; i++)
11845 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11847 if (!stored_player[i].active)
11850 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11857 void ScrollLevel(int dx, int dy)
11859 int scroll_offset = 2 * TILEX_VAR;
11862 BlitBitmap(drawto_field, drawto_field,
11863 FX + TILEX_VAR * (dx == -1) - scroll_offset,
11864 FY + TILEY_VAR * (dy == -1) - scroll_offset,
11865 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
11866 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
11867 FX + TILEX_VAR * (dx == 1) - scroll_offset,
11868 FY + TILEY_VAR * (dy == 1) - scroll_offset);
11872 x = (dx == 1 ? BX1 : BX2);
11873 for (y = BY1; y <= BY2; y++)
11874 DrawScreenField(x, y);
11879 y = (dy == 1 ? BY1 : BY2);
11880 for (x = BX1; x <= BX2; x++)
11881 DrawScreenField(x, y);
11884 redraw_mask |= REDRAW_FIELD;
11887 static boolean canFallDown(struct PlayerInfo *player)
11889 int jx = player->jx, jy = player->jy;
11891 return (IN_LEV_FIELD(jx, jy + 1) &&
11892 (IS_FREE(jx, jy + 1) ||
11893 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11894 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11895 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11898 static boolean canPassField(int x, int y, int move_dir)
11900 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11901 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11902 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11903 int nextx = x + dx;
11904 int nexty = y + dy;
11905 int element = Feld[x][y];
11907 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11908 !CAN_MOVE(element) &&
11909 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11910 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11911 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11914 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11916 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11917 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11918 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11922 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11923 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11924 (IS_DIGGABLE(Feld[newx][newy]) ||
11925 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11926 canPassField(newx, newy, move_dir)));
11929 static void CheckGravityMovement(struct PlayerInfo *player)
11931 if (player->gravity && !player->programmed_action)
11933 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11934 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11935 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11936 int jx = player->jx, jy = player->jy;
11937 boolean player_is_moving_to_valid_field =
11938 (!player_is_snapping &&
11939 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11940 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11941 boolean player_can_fall_down = canFallDown(player);
11943 if (player_can_fall_down &&
11944 !player_is_moving_to_valid_field)
11945 player->programmed_action = MV_DOWN;
11949 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11951 return CheckGravityMovement(player);
11953 if (player->gravity && !player->programmed_action)
11955 int jx = player->jx, jy = player->jy;
11956 boolean field_under_player_is_free =
11957 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11958 boolean player_is_standing_on_valid_field =
11959 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11960 (IS_WALKABLE(Feld[jx][jy]) &&
11961 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11963 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11964 player->programmed_action = MV_DOWN;
11969 MovePlayerOneStep()
11970 -----------------------------------------------------------------------------
11971 dx, dy: direction (non-diagonal) to try to move the player to
11972 real_dx, real_dy: direction as read from input device (can be diagonal)
11975 boolean MovePlayerOneStep(struct PlayerInfo *player,
11976 int dx, int dy, int real_dx, int real_dy)
11978 int jx = player->jx, jy = player->jy;
11979 int new_jx = jx + dx, new_jy = jy + dy;
11981 boolean player_can_move = !player->cannot_move;
11983 if (!player->active || (!dx && !dy))
11984 return MP_NO_ACTION;
11986 player->MovDir = (dx < 0 ? MV_LEFT :
11987 dx > 0 ? MV_RIGHT :
11989 dy > 0 ? MV_DOWN : MV_NONE);
11991 if (!IN_LEV_FIELD(new_jx, new_jy))
11992 return MP_NO_ACTION;
11994 if (!player_can_move)
11996 if (player->MovPos == 0)
11998 player->is_moving = FALSE;
11999 player->is_digging = FALSE;
12000 player->is_collecting = FALSE;
12001 player->is_snapping = FALSE;
12002 player->is_pushing = FALSE;
12006 if (!options.network && game.centered_player_nr == -1 &&
12007 !AllPlayersInSight(player, new_jx, new_jy))
12008 return MP_NO_ACTION;
12010 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12011 if (can_move != MP_MOVING)
12014 /* check if DigField() has caused relocation of the player */
12015 if (player->jx != jx || player->jy != jy)
12016 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
12018 StorePlayer[jx][jy] = 0;
12019 player->last_jx = jx;
12020 player->last_jy = jy;
12021 player->jx = new_jx;
12022 player->jy = new_jy;
12023 StorePlayer[new_jx][new_jy] = player->element_nr;
12025 if (player->move_delay_value_next != -1)
12027 player->move_delay_value = player->move_delay_value_next;
12028 player->move_delay_value_next = -1;
12032 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12034 player->step_counter++;
12036 PlayerVisit[jx][jy] = FrameCounter;
12038 player->is_moving = TRUE;
12041 /* should better be called in MovePlayer(), but this breaks some tapes */
12042 ScrollPlayer(player, SCROLL_INIT);
12048 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12050 int jx = player->jx, jy = player->jy;
12051 int old_jx = jx, old_jy = jy;
12052 int moved = MP_NO_ACTION;
12054 if (!player->active)
12059 if (player->MovPos == 0)
12061 player->is_moving = FALSE;
12062 player->is_digging = FALSE;
12063 player->is_collecting = FALSE;
12064 player->is_snapping = FALSE;
12065 player->is_pushing = FALSE;
12071 if (player->move_delay > 0)
12074 player->move_delay = -1; /* set to "uninitialized" value */
12076 /* store if player is automatically moved to next field */
12077 player->is_auto_moving = (player->programmed_action != MV_NONE);
12079 /* remove the last programmed player action */
12080 player->programmed_action = 0;
12082 if (player->MovPos)
12084 /* should only happen if pre-1.2 tape recordings are played */
12085 /* this is only for backward compatibility */
12087 int original_move_delay_value = player->move_delay_value;
12090 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12094 /* scroll remaining steps with finest movement resolution */
12095 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12097 while (player->MovPos)
12099 ScrollPlayer(player, SCROLL_GO_ON);
12100 ScrollScreen(NULL, SCROLL_GO_ON);
12102 AdvanceFrameAndPlayerCounters(player->index_nr);
12105 BackToFront_WithFrameDelay(0);
12108 player->move_delay_value = original_move_delay_value;
12111 player->is_active = FALSE;
12113 if (player->last_move_dir & MV_HORIZONTAL)
12115 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12116 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12120 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12121 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12124 if (!moved && !player->is_active)
12126 player->is_moving = FALSE;
12127 player->is_digging = FALSE;
12128 player->is_collecting = FALSE;
12129 player->is_snapping = FALSE;
12130 player->is_pushing = FALSE;
12136 if (moved & MP_MOVING && !ScreenMovPos &&
12137 (player->index_nr == game.centered_player_nr ||
12138 game.centered_player_nr == -1))
12140 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12141 int offset = game.scroll_delay_value;
12143 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12145 /* actual player has left the screen -- scroll in that direction */
12146 if (jx != old_jx) /* player has moved horizontally */
12147 scroll_x += (jx - old_jx);
12148 else /* player has moved vertically */
12149 scroll_y += (jy - old_jy);
12153 if (jx != old_jx) /* player has moved horizontally */
12155 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12156 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12157 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12159 /* don't scroll over playfield boundaries */
12160 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12161 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12163 /* don't scroll more than one field at a time */
12164 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12166 /* don't scroll against the player's moving direction */
12167 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12168 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12169 scroll_x = old_scroll_x;
12171 else /* player has moved vertically */
12173 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12174 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12175 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12177 /* don't scroll over playfield boundaries */
12178 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12179 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12181 /* don't scroll more than one field at a time */
12182 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12184 /* don't scroll against the player's moving direction */
12185 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12186 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12187 scroll_y = old_scroll_y;
12191 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12193 if (!options.network && game.centered_player_nr == -1 &&
12194 !AllPlayersInVisibleScreen())
12196 scroll_x = old_scroll_x;
12197 scroll_y = old_scroll_y;
12201 ScrollScreen(player, SCROLL_INIT);
12202 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12207 player->StepFrame = 0;
12209 if (moved & MP_MOVING)
12211 if (old_jx != jx && old_jy == jy)
12212 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12213 else if (old_jx == jx && old_jy != jy)
12214 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12216 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12218 player->last_move_dir = player->MovDir;
12219 player->is_moving = TRUE;
12220 player->is_snapping = FALSE;
12221 player->is_switching = FALSE;
12222 player->is_dropping = FALSE;
12223 player->is_dropping_pressed = FALSE;
12224 player->drop_pressed_delay = 0;
12227 /* should better be called here than above, but this breaks some tapes */
12228 ScrollPlayer(player, SCROLL_INIT);
12233 CheckGravityMovementWhenNotMoving(player);
12235 player->is_moving = FALSE;
12237 /* at this point, the player is allowed to move, but cannot move right now
12238 (e.g. because of something blocking the way) -- ensure that the player
12239 is also allowed to move in the next frame (in old versions before 3.1.1,
12240 the player was forced to wait again for eight frames before next try) */
12242 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12243 player->move_delay = 0; /* allow direct movement in the next frame */
12246 if (player->move_delay == -1) /* not yet initialized by DigField() */
12247 player->move_delay = player->move_delay_value;
12249 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12251 TestIfPlayerTouchesBadThing(jx, jy);
12252 TestIfPlayerTouchesCustomElement(jx, jy);
12255 if (!player->active)
12256 RemovePlayer(player);
12261 void ScrollPlayer(struct PlayerInfo *player, int mode)
12263 int jx = player->jx, jy = player->jy;
12264 int last_jx = player->last_jx, last_jy = player->last_jy;
12265 int move_stepsize = TILEX / player->move_delay_value;
12267 if (!player->active)
12270 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12273 if (mode == SCROLL_INIT)
12275 player->actual_frame_counter = FrameCounter;
12276 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12278 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12279 Feld[last_jx][last_jy] == EL_EMPTY)
12281 int last_field_block_delay = 0; /* start with no blocking at all */
12282 int block_delay_adjustment = player->block_delay_adjustment;
12284 /* if player blocks last field, add delay for exactly one move */
12285 if (player->block_last_field)
12287 last_field_block_delay += player->move_delay_value;
12289 /* when blocking enabled, prevent moving up despite gravity */
12290 if (player->gravity && player->MovDir == MV_UP)
12291 block_delay_adjustment = -1;
12294 /* add block delay adjustment (also possible when not blocking) */
12295 last_field_block_delay += block_delay_adjustment;
12297 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12298 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12301 if (player->MovPos != 0) /* player has not yet reached destination */
12304 else if (!FrameReached(&player->actual_frame_counter, 1))
12307 if (player->MovPos != 0)
12309 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12310 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12312 /* before DrawPlayer() to draw correct player graphic for this case */
12313 if (player->MovPos == 0)
12314 CheckGravityMovement(player);
12317 if (player->MovPos == 0) /* player reached destination field */
12319 if (player->move_delay_reset_counter > 0)
12321 player->move_delay_reset_counter--;
12323 if (player->move_delay_reset_counter == 0)
12325 /* continue with normal speed after quickly moving through gate */
12326 HALVE_PLAYER_SPEED(player);
12328 /* be able to make the next move without delay */
12329 player->move_delay = 0;
12333 player->last_jx = jx;
12334 player->last_jy = jy;
12336 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12337 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12338 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12339 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12340 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12341 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12342 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12343 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12345 DrawPlayer(player); /* needed here only to cleanup last field */
12346 RemovePlayer(player);
12348 if (local_player->friends_still_needed == 0 ||
12349 IS_SP_ELEMENT(Feld[jx][jy]))
12350 PlayerWins(player);
12353 /* this breaks one level: "machine", level 000 */
12355 int move_direction = player->MovDir;
12356 int enter_side = MV_DIR_OPPOSITE(move_direction);
12357 int leave_side = move_direction;
12358 int old_jx = last_jx;
12359 int old_jy = last_jy;
12360 int old_element = Feld[old_jx][old_jy];
12361 int new_element = Feld[jx][jy];
12363 if (IS_CUSTOM_ELEMENT(old_element))
12364 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12366 player->index_bit, leave_side);
12368 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12369 CE_PLAYER_LEAVES_X,
12370 player->index_bit, leave_side);
12372 if (IS_CUSTOM_ELEMENT(new_element))
12373 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12374 player->index_bit, enter_side);
12376 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12377 CE_PLAYER_ENTERS_X,
12378 player->index_bit, enter_side);
12380 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12381 CE_MOVE_OF_X, move_direction);
12384 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12386 TestIfPlayerTouchesBadThing(jx, jy);
12387 TestIfPlayerTouchesCustomElement(jx, jy);
12389 /* needed because pushed element has not yet reached its destination,
12390 so it would trigger a change event at its previous field location */
12391 if (!player->is_pushing)
12392 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12394 if (!player->active)
12395 RemovePlayer(player);
12398 if (!local_player->LevelSolved && level.use_step_counter)
12408 if (TimeLeft <= 10 && setup.time_limit)
12409 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12411 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12413 DisplayGameControlValues();
12415 if (!TimeLeft && setup.time_limit)
12416 for (i = 0; i < MAX_PLAYERS; i++)
12417 KillPlayer(&stored_player[i]);
12419 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12421 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12423 DisplayGameControlValues();
12427 if (tape.single_step && tape.recording && !tape.pausing &&
12428 !player->programmed_action)
12429 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12431 if (!player->programmed_action)
12432 CheckSaveEngineSnapshot(player);
12436 void ScrollScreen(struct PlayerInfo *player, int mode)
12438 static unsigned int screen_frame_counter = 0;
12440 if (mode == SCROLL_INIT)
12442 /* set scrolling step size according to actual player's moving speed */
12443 ScrollStepSize = TILEX / player->move_delay_value;
12445 screen_frame_counter = FrameCounter;
12446 ScreenMovDir = player->MovDir;
12447 ScreenMovPos = player->MovPos;
12448 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12451 else if (!FrameReached(&screen_frame_counter, 1))
12456 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12457 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12458 redraw_mask |= REDRAW_FIELD;
12461 ScreenMovDir = MV_NONE;
12464 void TestIfPlayerTouchesCustomElement(int x, int y)
12466 static int xy[4][2] =
12473 static int trigger_sides[4][2] =
12475 /* center side border side */
12476 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12477 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12478 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12479 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12481 static int touch_dir[4] =
12483 MV_LEFT | MV_RIGHT,
12488 int center_element = Feld[x][y]; /* should always be non-moving! */
12491 for (i = 0; i < NUM_DIRECTIONS; i++)
12493 int xx = x + xy[i][0];
12494 int yy = y + xy[i][1];
12495 int center_side = trigger_sides[i][0];
12496 int border_side = trigger_sides[i][1];
12497 int border_element;
12499 if (!IN_LEV_FIELD(xx, yy))
12502 if (IS_PLAYER(x, y)) /* player found at center element */
12504 struct PlayerInfo *player = PLAYERINFO(x, y);
12506 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12507 border_element = Feld[xx][yy]; /* may be moving! */
12508 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12509 border_element = Feld[xx][yy];
12510 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12511 border_element = MovingOrBlocked2Element(xx, yy);
12513 continue; /* center and border element do not touch */
12515 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12516 player->index_bit, border_side);
12517 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12518 CE_PLAYER_TOUCHES_X,
12519 player->index_bit, border_side);
12522 /* use player element that is initially defined in the level playfield,
12523 not the player element that corresponds to the runtime player number
12524 (example: a level that contains EL_PLAYER_3 as the only player would
12525 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12526 int player_element = PLAYERINFO(x, y)->initial_element;
12528 CheckElementChangeBySide(xx, yy, border_element, player_element,
12529 CE_TOUCHING_X, border_side);
12532 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12534 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12536 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12538 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12539 continue; /* center and border element do not touch */
12542 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12543 player->index_bit, center_side);
12544 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12545 CE_PLAYER_TOUCHES_X,
12546 player->index_bit, center_side);
12549 /* use player element that is initially defined in the level playfield,
12550 not the player element that corresponds to the runtime player number
12551 (example: a level that contains EL_PLAYER_3 as the only player would
12552 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12553 int player_element = PLAYERINFO(xx, yy)->initial_element;
12555 CheckElementChangeBySide(x, y, center_element, player_element,
12556 CE_TOUCHING_X, center_side);
12564 void TestIfElementTouchesCustomElement(int x, int y)
12566 static int xy[4][2] =
12573 static int trigger_sides[4][2] =
12575 /* center side border side */
12576 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12577 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12578 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12579 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12581 static int touch_dir[4] =
12583 MV_LEFT | MV_RIGHT,
12588 boolean change_center_element = FALSE;
12589 int center_element = Feld[x][y]; /* should always be non-moving! */
12590 int border_element_old[NUM_DIRECTIONS];
12593 for (i = 0; i < NUM_DIRECTIONS; i++)
12595 int xx = x + xy[i][0];
12596 int yy = y + xy[i][1];
12597 int border_element;
12599 border_element_old[i] = -1;
12601 if (!IN_LEV_FIELD(xx, yy))
12604 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12605 border_element = Feld[xx][yy]; /* may be moving! */
12606 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12607 border_element = Feld[xx][yy];
12608 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12609 border_element = MovingOrBlocked2Element(xx, yy);
12611 continue; /* center and border element do not touch */
12613 border_element_old[i] = border_element;
12616 for (i = 0; i < NUM_DIRECTIONS; i++)
12618 int xx = x + xy[i][0];
12619 int yy = y + xy[i][1];
12620 int center_side = trigger_sides[i][0];
12621 int border_element = border_element_old[i];
12623 if (border_element == -1)
12626 /* check for change of border element */
12627 CheckElementChangeBySide(xx, yy, border_element, center_element,
12628 CE_TOUCHING_X, center_side);
12630 /* (center element cannot be player, so we dont have to check this here) */
12633 for (i = 0; i < NUM_DIRECTIONS; i++)
12635 int xx = x + xy[i][0];
12636 int yy = y + xy[i][1];
12637 int border_side = trigger_sides[i][1];
12638 int border_element = border_element_old[i];
12640 if (border_element == -1)
12643 /* check for change of center element (but change it only once) */
12644 if (!change_center_element)
12645 change_center_element =
12646 CheckElementChangeBySide(x, y, center_element, border_element,
12647 CE_TOUCHING_X, border_side);
12649 if (IS_PLAYER(xx, yy))
12651 /* use player element that is initially defined in the level playfield,
12652 not the player element that corresponds to the runtime player number
12653 (example: a level that contains EL_PLAYER_3 as the only player would
12654 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12655 int player_element = PLAYERINFO(xx, yy)->initial_element;
12657 CheckElementChangeBySide(x, y, center_element, player_element,
12658 CE_TOUCHING_X, border_side);
12663 void TestIfElementHitsCustomElement(int x, int y, int direction)
12665 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12666 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12667 int hitx = x + dx, hity = y + dy;
12668 int hitting_element = Feld[x][y];
12669 int touched_element;
12671 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12674 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12675 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12677 if (IN_LEV_FIELD(hitx, hity))
12679 int opposite_direction = MV_DIR_OPPOSITE(direction);
12680 int hitting_side = direction;
12681 int touched_side = opposite_direction;
12682 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12683 MovDir[hitx][hity] != direction ||
12684 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12690 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12691 CE_HITTING_X, touched_side);
12693 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12694 CE_HIT_BY_X, hitting_side);
12696 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12697 CE_HIT_BY_SOMETHING, opposite_direction);
12699 if (IS_PLAYER(hitx, hity))
12701 /* use player element that is initially defined in the level playfield,
12702 not the player element that corresponds to the runtime player number
12703 (example: a level that contains EL_PLAYER_3 as the only player would
12704 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12705 int player_element = PLAYERINFO(hitx, hity)->initial_element;
12707 CheckElementChangeBySide(x, y, hitting_element, player_element,
12708 CE_HITTING_X, touched_side);
12713 /* "hitting something" is also true when hitting the playfield border */
12714 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12715 CE_HITTING_SOMETHING, direction);
12718 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12720 int i, kill_x = -1, kill_y = -1;
12722 int bad_element = -1;
12723 static int test_xy[4][2] =
12730 static int test_dir[4] =
12738 for (i = 0; i < NUM_DIRECTIONS; i++)
12740 int test_x, test_y, test_move_dir, test_element;
12742 test_x = good_x + test_xy[i][0];
12743 test_y = good_y + test_xy[i][1];
12745 if (!IN_LEV_FIELD(test_x, test_y))
12749 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12751 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12753 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12754 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12756 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12757 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12761 bad_element = test_element;
12767 if (kill_x != -1 || kill_y != -1)
12769 if (IS_PLAYER(good_x, good_y))
12771 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12773 if (player->shield_deadly_time_left > 0 &&
12774 !IS_INDESTRUCTIBLE(bad_element))
12775 Bang(kill_x, kill_y);
12776 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12777 KillPlayer(player);
12780 Bang(good_x, good_y);
12784 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12786 int i, kill_x = -1, kill_y = -1;
12787 int bad_element = Feld[bad_x][bad_y];
12788 static int test_xy[4][2] =
12795 static int touch_dir[4] =
12797 MV_LEFT | MV_RIGHT,
12802 static int test_dir[4] =
12810 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12813 for (i = 0; i < NUM_DIRECTIONS; i++)
12815 int test_x, test_y, test_move_dir, test_element;
12817 test_x = bad_x + test_xy[i][0];
12818 test_y = bad_y + test_xy[i][1];
12820 if (!IN_LEV_FIELD(test_x, test_y))
12824 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12826 test_element = Feld[test_x][test_y];
12828 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12829 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12831 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12832 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12834 /* good thing is player or penguin that does not move away */
12835 if (IS_PLAYER(test_x, test_y))
12837 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12839 if (bad_element == EL_ROBOT && player->is_moving)
12840 continue; /* robot does not kill player if he is moving */
12842 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12844 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12845 continue; /* center and border element do not touch */
12853 else if (test_element == EL_PENGUIN)
12863 if (kill_x != -1 || kill_y != -1)
12865 if (IS_PLAYER(kill_x, kill_y))
12867 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12869 if (player->shield_deadly_time_left > 0 &&
12870 !IS_INDESTRUCTIBLE(bad_element))
12871 Bang(bad_x, bad_y);
12872 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12873 KillPlayer(player);
12876 Bang(kill_x, kill_y);
12880 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12882 int bad_element = Feld[bad_x][bad_y];
12883 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12884 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
12885 int test_x = bad_x + dx, test_y = bad_y + dy;
12886 int test_move_dir, test_element;
12887 int kill_x = -1, kill_y = -1;
12889 if (!IN_LEV_FIELD(test_x, test_y))
12893 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12895 test_element = Feld[test_x][test_y];
12897 if (test_move_dir != bad_move_dir)
12899 /* good thing can be player or penguin that does not move away */
12900 if (IS_PLAYER(test_x, test_y))
12902 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12904 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12905 player as being hit when he is moving towards the bad thing, because
12906 the "get hit by" condition would be lost after the player stops) */
12907 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12908 return; /* player moves away from bad thing */
12913 else if (test_element == EL_PENGUIN)
12920 if (kill_x != -1 || kill_y != -1)
12922 if (IS_PLAYER(kill_x, kill_y))
12924 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12926 if (player->shield_deadly_time_left > 0 &&
12927 !IS_INDESTRUCTIBLE(bad_element))
12928 Bang(bad_x, bad_y);
12929 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12930 KillPlayer(player);
12933 Bang(kill_x, kill_y);
12937 void TestIfPlayerTouchesBadThing(int x, int y)
12939 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12942 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12944 TestIfGoodThingHitsBadThing(x, y, move_dir);
12947 void TestIfBadThingTouchesPlayer(int x, int y)
12949 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12952 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12954 TestIfBadThingHitsGoodThing(x, y, move_dir);
12957 void TestIfFriendTouchesBadThing(int x, int y)
12959 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12962 void TestIfBadThingTouchesFriend(int x, int y)
12964 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12967 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12969 int i, kill_x = bad_x, kill_y = bad_y;
12970 static int xy[4][2] =
12978 for (i = 0; i < NUM_DIRECTIONS; i++)
12982 x = bad_x + xy[i][0];
12983 y = bad_y + xy[i][1];
12984 if (!IN_LEV_FIELD(x, y))
12987 element = Feld[x][y];
12988 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12989 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
12997 if (kill_x != bad_x || kill_y != bad_y)
12998 Bang(bad_x, bad_y);
13001 void KillPlayer(struct PlayerInfo *player)
13003 int jx = player->jx, jy = player->jy;
13005 if (!player->active)
13009 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13010 player->killed, player->active, player->reanimated);
13013 /* the following code was introduced to prevent an infinite loop when calling
13015 -> CheckTriggeredElementChangeExt()
13016 -> ExecuteCustomElementAction()
13018 -> (infinitely repeating the above sequence of function calls)
13019 which occurs when killing the player while having a CE with the setting
13020 "kill player X when explosion of <player X>"; the solution using a new
13021 field "player->killed" was chosen for backwards compatibility, although
13022 clever use of the fields "player->active" etc. would probably also work */
13024 if (player->killed)
13028 player->killed = TRUE;
13030 /* remove accessible field at the player's position */
13031 Feld[jx][jy] = EL_EMPTY;
13033 /* deactivate shield (else Bang()/Explode() would not work right) */
13034 player->shield_normal_time_left = 0;
13035 player->shield_deadly_time_left = 0;
13038 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13039 player->killed, player->active, player->reanimated);
13045 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13046 player->killed, player->active, player->reanimated);
13049 if (player->reanimated) /* killed player may have been reanimated */
13050 player->killed = player->reanimated = FALSE;
13052 BuryPlayer(player);
13055 static void KillPlayerUnlessEnemyProtected(int x, int y)
13057 if (!PLAYER_ENEMY_PROTECTED(x, y))
13058 KillPlayer(PLAYERINFO(x, y));
13061 static void KillPlayerUnlessExplosionProtected(int x, int y)
13063 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13064 KillPlayer(PLAYERINFO(x, y));
13067 void BuryPlayer(struct PlayerInfo *player)
13069 int jx = player->jx, jy = player->jy;
13071 if (!player->active)
13074 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13075 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13077 player->GameOver = TRUE;
13078 RemovePlayer(player);
13081 void RemovePlayer(struct PlayerInfo *player)
13083 int jx = player->jx, jy = player->jy;
13084 int i, found = FALSE;
13086 player->present = FALSE;
13087 player->active = FALSE;
13089 if (!ExplodeField[jx][jy])
13090 StorePlayer[jx][jy] = 0;
13092 if (player->is_moving)
13093 TEST_DrawLevelField(player->last_jx, player->last_jy);
13095 for (i = 0; i < MAX_PLAYERS; i++)
13096 if (stored_player[i].active)
13100 AllPlayersGone = TRUE;
13106 static void setFieldForSnapping(int x, int y, int element, int direction)
13108 struct ElementInfo *ei = &element_info[element];
13109 int direction_bit = MV_DIR_TO_BIT(direction);
13110 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13111 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13112 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13114 Feld[x][y] = EL_ELEMENT_SNAPPING;
13115 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13117 ResetGfxAnimation(x, y);
13119 GfxElement[x][y] = element;
13120 GfxAction[x][y] = action;
13121 GfxDir[x][y] = direction;
13122 GfxFrame[x][y] = -1;
13126 =============================================================================
13127 checkDiagonalPushing()
13128 -----------------------------------------------------------------------------
13129 check if diagonal input device direction results in pushing of object
13130 (by checking if the alternative direction is walkable, diggable, ...)
13131 =============================================================================
13134 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13135 int x, int y, int real_dx, int real_dy)
13137 int jx, jy, dx, dy, xx, yy;
13139 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13142 /* diagonal direction: check alternative direction */
13147 xx = jx + (dx == 0 ? real_dx : 0);
13148 yy = jy + (dy == 0 ? real_dy : 0);
13150 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13154 =============================================================================
13156 -----------------------------------------------------------------------------
13157 x, y: field next to player (non-diagonal) to try to dig to
13158 real_dx, real_dy: direction as read from input device (can be diagonal)
13159 =============================================================================
13162 static int DigField(struct PlayerInfo *player,
13163 int oldx, int oldy, int x, int y,
13164 int real_dx, int real_dy, int mode)
13166 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13167 boolean player_was_pushing = player->is_pushing;
13168 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13169 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13170 int jx = oldx, jy = oldy;
13171 int dx = x - jx, dy = y - jy;
13172 int nextx = x + dx, nexty = y + dy;
13173 int move_direction = (dx == -1 ? MV_LEFT :
13174 dx == +1 ? MV_RIGHT :
13176 dy == +1 ? MV_DOWN : MV_NONE);
13177 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13178 int dig_side = MV_DIR_OPPOSITE(move_direction);
13179 int old_element = Feld[jx][jy];
13180 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13183 if (is_player) /* function can also be called by EL_PENGUIN */
13185 if (player->MovPos == 0)
13187 player->is_digging = FALSE;
13188 player->is_collecting = FALSE;
13191 if (player->MovPos == 0) /* last pushing move finished */
13192 player->is_pushing = FALSE;
13194 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13196 player->is_switching = FALSE;
13197 player->push_delay = -1;
13199 return MP_NO_ACTION;
13203 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13204 old_element = Back[jx][jy];
13206 /* in case of element dropped at player position, check background */
13207 else if (Back[jx][jy] != EL_EMPTY &&
13208 game.engine_version >= VERSION_IDENT(2,2,0,0))
13209 old_element = Back[jx][jy];
13211 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13212 return MP_NO_ACTION; /* field has no opening in this direction */
13214 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13215 return MP_NO_ACTION; /* field has no opening in this direction */
13217 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13221 Feld[jx][jy] = player->artwork_element;
13222 InitMovingField(jx, jy, MV_DOWN);
13223 Store[jx][jy] = EL_ACID;
13224 ContinueMoving(jx, jy);
13225 BuryPlayer(player);
13227 return MP_DONT_RUN_INTO;
13230 if (player_can_move && DONT_RUN_INTO(element))
13232 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13234 return MP_DONT_RUN_INTO;
13237 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13238 return MP_NO_ACTION;
13240 collect_count = element_info[element].collect_count_initial;
13242 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13243 return MP_NO_ACTION;
13245 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13246 player_can_move = player_can_move_or_snap;
13248 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13249 game.engine_version >= VERSION_IDENT(2,2,0,0))
13251 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13252 player->index_bit, dig_side);
13253 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13254 player->index_bit, dig_side);
13256 if (element == EL_DC_LANDMINE)
13259 if (Feld[x][y] != element) /* field changed by snapping */
13262 return MP_NO_ACTION;
13265 if (player->gravity && is_player && !player->is_auto_moving &&
13266 canFallDown(player) && move_direction != MV_DOWN &&
13267 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13268 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13270 if (player_can_move &&
13271 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13273 int sound_element = SND_ELEMENT(element);
13274 int sound_action = ACTION_WALKING;
13276 if (IS_RND_GATE(element))
13278 if (!player->key[RND_GATE_NR(element)])
13279 return MP_NO_ACTION;
13281 else if (IS_RND_GATE_GRAY(element))
13283 if (!player->key[RND_GATE_GRAY_NR(element)])
13284 return MP_NO_ACTION;
13286 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13288 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13289 return MP_NO_ACTION;
13291 else if (element == EL_EXIT_OPEN ||
13292 element == EL_EM_EXIT_OPEN ||
13293 element == EL_EM_EXIT_OPENING ||
13294 element == EL_STEEL_EXIT_OPEN ||
13295 element == EL_EM_STEEL_EXIT_OPEN ||
13296 element == EL_EM_STEEL_EXIT_OPENING ||
13297 element == EL_SP_EXIT_OPEN ||
13298 element == EL_SP_EXIT_OPENING)
13300 sound_action = ACTION_PASSING; /* player is passing exit */
13302 else if (element == EL_EMPTY)
13304 sound_action = ACTION_MOVING; /* nothing to walk on */
13307 /* play sound from background or player, whatever is available */
13308 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13309 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13311 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13313 else if (player_can_move &&
13314 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13316 if (!ACCESS_FROM(element, opposite_direction))
13317 return MP_NO_ACTION; /* field not accessible from this direction */
13319 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13320 return MP_NO_ACTION;
13322 if (IS_EM_GATE(element))
13324 if (!player->key[EM_GATE_NR(element)])
13325 return MP_NO_ACTION;
13327 else if (IS_EM_GATE_GRAY(element))
13329 if (!player->key[EM_GATE_GRAY_NR(element)])
13330 return MP_NO_ACTION;
13332 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13334 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13335 return MP_NO_ACTION;
13337 else if (IS_EMC_GATE(element))
13339 if (!player->key[EMC_GATE_NR(element)])
13340 return MP_NO_ACTION;
13342 else if (IS_EMC_GATE_GRAY(element))
13344 if (!player->key[EMC_GATE_GRAY_NR(element)])
13345 return MP_NO_ACTION;
13347 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13349 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13350 return MP_NO_ACTION;
13352 else if (element == EL_DC_GATE_WHITE ||
13353 element == EL_DC_GATE_WHITE_GRAY ||
13354 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13356 if (player->num_white_keys == 0)
13357 return MP_NO_ACTION;
13359 player->num_white_keys--;
13361 else if (IS_SP_PORT(element))
13363 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13364 element == EL_SP_GRAVITY_PORT_RIGHT ||
13365 element == EL_SP_GRAVITY_PORT_UP ||
13366 element == EL_SP_GRAVITY_PORT_DOWN)
13367 player->gravity = !player->gravity;
13368 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13369 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13370 element == EL_SP_GRAVITY_ON_PORT_UP ||
13371 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13372 player->gravity = TRUE;
13373 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13374 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13375 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13376 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13377 player->gravity = FALSE;
13380 /* automatically move to the next field with double speed */
13381 player->programmed_action = move_direction;
13383 if (player->move_delay_reset_counter == 0)
13385 player->move_delay_reset_counter = 2; /* two double speed steps */
13387 DOUBLE_PLAYER_SPEED(player);
13390 PlayLevelSoundAction(x, y, ACTION_PASSING);
13392 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13396 if (mode != DF_SNAP)
13398 GfxElement[x][y] = GFX_ELEMENT(element);
13399 player->is_digging = TRUE;
13402 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13404 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13405 player->index_bit, dig_side);
13407 if (mode == DF_SNAP)
13409 if (level.block_snap_field)
13410 setFieldForSnapping(x, y, element, move_direction);
13412 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13414 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13415 player->index_bit, dig_side);
13418 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13422 if (is_player && mode != DF_SNAP)
13424 GfxElement[x][y] = element;
13425 player->is_collecting = TRUE;
13428 if (element == EL_SPEED_PILL)
13430 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13432 else if (element == EL_EXTRA_TIME && level.time > 0)
13434 TimeLeft += level.extra_time;
13436 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13438 DisplayGameControlValues();
13440 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13442 player->shield_normal_time_left += level.shield_normal_time;
13443 if (element == EL_SHIELD_DEADLY)
13444 player->shield_deadly_time_left += level.shield_deadly_time;
13446 else if (element == EL_DYNAMITE ||
13447 element == EL_EM_DYNAMITE ||
13448 element == EL_SP_DISK_RED)
13450 if (player->inventory_size < MAX_INVENTORY_SIZE)
13451 player->inventory_element[player->inventory_size++] = element;
13453 DrawGameDoorValues();
13455 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13457 player->dynabomb_count++;
13458 player->dynabombs_left++;
13460 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13462 player->dynabomb_size++;
13464 else if (element == EL_DYNABOMB_INCREASE_POWER)
13466 player->dynabomb_xl = TRUE;
13468 else if (IS_KEY(element))
13470 player->key[KEY_NR(element)] = TRUE;
13472 DrawGameDoorValues();
13474 else if (element == EL_DC_KEY_WHITE)
13476 player->num_white_keys++;
13478 /* display white keys? */
13479 /* DrawGameDoorValues(); */
13481 else if (IS_ENVELOPE(element))
13483 player->show_envelope = element;
13485 else if (element == EL_EMC_LENSES)
13487 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13489 RedrawAllInvisibleElementsForLenses();
13491 else if (element == EL_EMC_MAGNIFIER)
13493 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13495 RedrawAllInvisibleElementsForMagnifier();
13497 else if (IS_DROPPABLE(element) ||
13498 IS_THROWABLE(element)) /* can be collected and dropped */
13502 if (collect_count == 0)
13503 player->inventory_infinite_element = element;
13505 for (i = 0; i < collect_count; i++)
13506 if (player->inventory_size < MAX_INVENTORY_SIZE)
13507 player->inventory_element[player->inventory_size++] = element;
13509 DrawGameDoorValues();
13511 else if (collect_count > 0)
13513 local_player->gems_still_needed -= collect_count;
13514 if (local_player->gems_still_needed < 0)
13515 local_player->gems_still_needed = 0;
13517 game.snapshot.collected_item = TRUE;
13519 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13521 DisplayGameControlValues();
13524 RaiseScoreElement(element);
13525 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13528 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13529 player->index_bit, dig_side);
13531 if (mode == DF_SNAP)
13533 if (level.block_snap_field)
13534 setFieldForSnapping(x, y, element, move_direction);
13536 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13538 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13539 player->index_bit, dig_side);
13542 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13544 if (mode == DF_SNAP && element != EL_BD_ROCK)
13545 return MP_NO_ACTION;
13547 if (CAN_FALL(element) && dy)
13548 return MP_NO_ACTION;
13550 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13551 !(element == EL_SPRING && level.use_spring_bug))
13552 return MP_NO_ACTION;
13554 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13555 ((move_direction & MV_VERTICAL &&
13556 ((element_info[element].move_pattern & MV_LEFT &&
13557 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13558 (element_info[element].move_pattern & MV_RIGHT &&
13559 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13560 (move_direction & MV_HORIZONTAL &&
13561 ((element_info[element].move_pattern & MV_UP &&
13562 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13563 (element_info[element].move_pattern & MV_DOWN &&
13564 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13565 return MP_NO_ACTION;
13567 /* do not push elements already moving away faster than player */
13568 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13569 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13570 return MP_NO_ACTION;
13572 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13574 if (player->push_delay_value == -1 || !player_was_pushing)
13575 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13577 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13579 if (player->push_delay_value == -1)
13580 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13582 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13584 if (!player->is_pushing)
13585 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13588 player->is_pushing = TRUE;
13589 player->is_active = TRUE;
13591 if (!(IN_LEV_FIELD(nextx, nexty) &&
13592 (IS_FREE(nextx, nexty) ||
13593 (IS_SB_ELEMENT(element) &&
13594 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13595 (IS_CUSTOM_ELEMENT(element) &&
13596 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13597 return MP_NO_ACTION;
13599 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13600 return MP_NO_ACTION;
13602 if (player->push_delay == -1) /* new pushing; restart delay */
13603 player->push_delay = 0;
13605 if (player->push_delay < player->push_delay_value &&
13606 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13607 element != EL_SPRING && element != EL_BALLOON)
13609 /* make sure that there is no move delay before next try to push */
13610 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13611 player->move_delay = 0;
13613 return MP_NO_ACTION;
13616 if (IS_CUSTOM_ELEMENT(element) &&
13617 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13619 if (!DigFieldByCE(nextx, nexty, element))
13620 return MP_NO_ACTION;
13623 if (IS_SB_ELEMENT(element))
13625 if (element == EL_SOKOBAN_FIELD_FULL)
13627 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13628 local_player->sokobanfields_still_needed++;
13631 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13633 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13634 local_player->sokobanfields_still_needed--;
13637 Feld[x][y] = EL_SOKOBAN_OBJECT;
13639 if (Back[x][y] == Back[nextx][nexty])
13640 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13641 else if (Back[x][y] != 0)
13642 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13645 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13648 if (local_player->sokobanfields_still_needed == 0 &&
13649 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13651 PlayerWins(player);
13653 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13657 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13659 InitMovingField(x, y, move_direction);
13660 GfxAction[x][y] = ACTION_PUSHING;
13662 if (mode == DF_SNAP)
13663 ContinueMoving(x, y);
13665 MovPos[x][y] = (dx != 0 ? dx : dy);
13667 Pushed[x][y] = TRUE;
13668 Pushed[nextx][nexty] = TRUE;
13670 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13671 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13673 player->push_delay_value = -1; /* get new value later */
13675 /* check for element change _after_ element has been pushed */
13676 if (game.use_change_when_pushing_bug)
13678 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13679 player->index_bit, dig_side);
13680 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13681 player->index_bit, dig_side);
13684 else if (IS_SWITCHABLE(element))
13686 if (PLAYER_SWITCHING(player, x, y))
13688 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13689 player->index_bit, dig_side);
13694 player->is_switching = TRUE;
13695 player->switch_x = x;
13696 player->switch_y = y;
13698 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13700 if (element == EL_ROBOT_WHEEL)
13702 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13706 game.robot_wheel_active = TRUE;
13708 TEST_DrawLevelField(x, y);
13710 else if (element == EL_SP_TERMINAL)
13714 SCAN_PLAYFIELD(xx, yy)
13716 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13720 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13722 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13724 ResetGfxAnimation(xx, yy);
13725 TEST_DrawLevelField(xx, yy);
13729 else if (IS_BELT_SWITCH(element))
13731 ToggleBeltSwitch(x, y);
13733 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13734 element == EL_SWITCHGATE_SWITCH_DOWN ||
13735 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13736 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13738 ToggleSwitchgateSwitch(x, y);
13740 else if (element == EL_LIGHT_SWITCH ||
13741 element == EL_LIGHT_SWITCH_ACTIVE)
13743 ToggleLightSwitch(x, y);
13745 else if (element == EL_TIMEGATE_SWITCH ||
13746 element == EL_DC_TIMEGATE_SWITCH)
13748 ActivateTimegateSwitch(x, y);
13750 else if (element == EL_BALLOON_SWITCH_LEFT ||
13751 element == EL_BALLOON_SWITCH_RIGHT ||
13752 element == EL_BALLOON_SWITCH_UP ||
13753 element == EL_BALLOON_SWITCH_DOWN ||
13754 element == EL_BALLOON_SWITCH_NONE ||
13755 element == EL_BALLOON_SWITCH_ANY)
13757 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13758 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13759 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13760 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13761 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13764 else if (element == EL_LAMP)
13766 Feld[x][y] = EL_LAMP_ACTIVE;
13767 local_player->lights_still_needed--;
13769 ResetGfxAnimation(x, y);
13770 TEST_DrawLevelField(x, y);
13772 else if (element == EL_TIME_ORB_FULL)
13774 Feld[x][y] = EL_TIME_ORB_EMPTY;
13776 if (level.time > 0 || level.use_time_orb_bug)
13778 TimeLeft += level.time_orb_time;
13779 game.no_time_limit = FALSE;
13781 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13783 DisplayGameControlValues();
13786 ResetGfxAnimation(x, y);
13787 TEST_DrawLevelField(x, y);
13789 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13790 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13794 game.ball_state = !game.ball_state;
13796 SCAN_PLAYFIELD(xx, yy)
13798 int e = Feld[xx][yy];
13800 if (game.ball_state)
13802 if (e == EL_EMC_MAGIC_BALL)
13803 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13804 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13805 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13809 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13810 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13811 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13812 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13817 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13818 player->index_bit, dig_side);
13820 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13821 player->index_bit, dig_side);
13823 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13824 player->index_bit, dig_side);
13830 if (!PLAYER_SWITCHING(player, x, y))
13832 player->is_switching = TRUE;
13833 player->switch_x = x;
13834 player->switch_y = y;
13836 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13837 player->index_bit, dig_side);
13838 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13839 player->index_bit, dig_side);
13841 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13842 player->index_bit, dig_side);
13843 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13844 player->index_bit, dig_side);
13847 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13848 player->index_bit, dig_side);
13849 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13850 player->index_bit, dig_side);
13852 return MP_NO_ACTION;
13855 player->push_delay = -1;
13857 if (is_player) /* function can also be called by EL_PENGUIN */
13859 if (Feld[x][y] != element) /* really digged/collected something */
13861 player->is_collecting = !player->is_digging;
13862 player->is_active = TRUE;
13869 static boolean DigFieldByCE(int x, int y, int digging_element)
13871 int element = Feld[x][y];
13873 if (!IS_FREE(x, y))
13875 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13876 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13879 /* no element can dig solid indestructible elements */
13880 if (IS_INDESTRUCTIBLE(element) &&
13881 !IS_DIGGABLE(element) &&
13882 !IS_COLLECTIBLE(element))
13885 if (AmoebaNr[x][y] &&
13886 (element == EL_AMOEBA_FULL ||
13887 element == EL_BD_AMOEBA ||
13888 element == EL_AMOEBA_GROWING))
13890 AmoebaCnt[AmoebaNr[x][y]]--;
13891 AmoebaCnt2[AmoebaNr[x][y]]--;
13894 if (IS_MOVING(x, y))
13895 RemoveMovingField(x, y);
13899 TEST_DrawLevelField(x, y);
13902 /* if digged element was about to explode, prevent the explosion */
13903 ExplodeField[x][y] = EX_TYPE_NONE;
13905 PlayLevelSoundAction(x, y, action);
13908 Store[x][y] = EL_EMPTY;
13910 /* this makes it possible to leave the removed element again */
13911 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13912 Store[x][y] = element;
13917 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13919 int jx = player->jx, jy = player->jy;
13920 int x = jx + dx, y = jy + dy;
13921 int snap_direction = (dx == -1 ? MV_LEFT :
13922 dx == +1 ? MV_RIGHT :
13924 dy == +1 ? MV_DOWN : MV_NONE);
13925 boolean can_continue_snapping = (level.continuous_snapping &&
13926 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13928 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13931 if (!player->active || !IN_LEV_FIELD(x, y))
13939 if (player->MovPos == 0)
13940 player->is_pushing = FALSE;
13942 player->is_snapping = FALSE;
13944 if (player->MovPos == 0)
13946 player->is_moving = FALSE;
13947 player->is_digging = FALSE;
13948 player->is_collecting = FALSE;
13954 /* prevent snapping with already pressed snap key when not allowed */
13955 if (player->is_snapping && !can_continue_snapping)
13958 player->MovDir = snap_direction;
13960 if (player->MovPos == 0)
13962 player->is_moving = FALSE;
13963 player->is_digging = FALSE;
13964 player->is_collecting = FALSE;
13967 player->is_dropping = FALSE;
13968 player->is_dropping_pressed = FALSE;
13969 player->drop_pressed_delay = 0;
13971 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13974 player->is_snapping = TRUE;
13975 player->is_active = TRUE;
13977 if (player->MovPos == 0)
13979 player->is_moving = FALSE;
13980 player->is_digging = FALSE;
13981 player->is_collecting = FALSE;
13984 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
13985 TEST_DrawLevelField(player->last_jx, player->last_jy);
13987 TEST_DrawLevelField(x, y);
13992 static boolean DropElement(struct PlayerInfo *player)
13994 int old_element, new_element;
13995 int dropx = player->jx, dropy = player->jy;
13996 int drop_direction = player->MovDir;
13997 int drop_side = drop_direction;
13998 int drop_element = get_next_dropped_element(player);
14000 /* do not drop an element on top of another element; when holding drop key
14001 pressed without moving, dropped element must move away before the next
14002 element can be dropped (this is especially important if the next element
14003 is dynamite, which can be placed on background for historical reasons) */
14004 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14007 if (IS_THROWABLE(drop_element))
14009 dropx += GET_DX_FROM_DIR(drop_direction);
14010 dropy += GET_DY_FROM_DIR(drop_direction);
14012 if (!IN_LEV_FIELD(dropx, dropy))
14016 old_element = Feld[dropx][dropy]; /* old element at dropping position */
14017 new_element = drop_element; /* default: no change when dropping */
14019 /* check if player is active, not moving and ready to drop */
14020 if (!player->active || player->MovPos || player->drop_delay > 0)
14023 /* check if player has anything that can be dropped */
14024 if (new_element == EL_UNDEFINED)
14027 /* only set if player has anything that can be dropped */
14028 player->is_dropping_pressed = TRUE;
14030 /* check if drop key was pressed long enough for EM style dynamite */
14031 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14034 /* check if anything can be dropped at the current position */
14035 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14038 /* collected custom elements can only be dropped on empty fields */
14039 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14042 if (old_element != EL_EMPTY)
14043 Back[dropx][dropy] = old_element; /* store old element on this field */
14045 ResetGfxAnimation(dropx, dropy);
14046 ResetRandomAnimationValue(dropx, dropy);
14048 if (player->inventory_size > 0 ||
14049 player->inventory_infinite_element != EL_UNDEFINED)
14051 if (player->inventory_size > 0)
14053 player->inventory_size--;
14055 DrawGameDoorValues();
14057 if (new_element == EL_DYNAMITE)
14058 new_element = EL_DYNAMITE_ACTIVE;
14059 else if (new_element == EL_EM_DYNAMITE)
14060 new_element = EL_EM_DYNAMITE_ACTIVE;
14061 else if (new_element == EL_SP_DISK_RED)
14062 new_element = EL_SP_DISK_RED_ACTIVE;
14065 Feld[dropx][dropy] = new_element;
14067 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14068 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14069 el2img(Feld[dropx][dropy]), 0);
14071 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14073 /* needed if previous element just changed to "empty" in the last frame */
14074 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14076 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14077 player->index_bit, drop_side);
14078 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14080 player->index_bit, drop_side);
14082 TestIfElementTouchesCustomElement(dropx, dropy);
14084 else /* player is dropping a dyna bomb */
14086 player->dynabombs_left--;
14088 Feld[dropx][dropy] = new_element;
14090 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14091 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14092 el2img(Feld[dropx][dropy]), 0);
14094 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14097 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14098 InitField_WithBug1(dropx, dropy, FALSE);
14100 new_element = Feld[dropx][dropy]; /* element might have changed */
14102 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14103 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14105 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14106 MovDir[dropx][dropy] = drop_direction;
14108 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14110 /* do not cause impact style collision by dropping elements that can fall */
14111 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14114 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14115 player->is_dropping = TRUE;
14117 player->drop_pressed_delay = 0;
14118 player->is_dropping_pressed = FALSE;
14120 player->drop_x = dropx;
14121 player->drop_y = dropy;
14126 /* ------------------------------------------------------------------------- */
14127 /* game sound playing functions */
14128 /* ------------------------------------------------------------------------- */
14130 static int *loop_sound_frame = NULL;
14131 static int *loop_sound_volume = NULL;
14133 void InitPlayLevelSound()
14135 int num_sounds = getSoundListSize();
14137 checked_free(loop_sound_frame);
14138 checked_free(loop_sound_volume);
14140 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14141 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14144 static void PlayLevelSound(int x, int y, int nr)
14146 int sx = SCREENX(x), sy = SCREENY(y);
14147 int volume, stereo_position;
14148 int max_distance = 8;
14149 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14151 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14152 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14155 if (!IN_LEV_FIELD(x, y) ||
14156 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14157 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14160 volume = SOUND_MAX_VOLUME;
14162 if (!IN_SCR_FIELD(sx, sy))
14164 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14165 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14167 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14170 stereo_position = (SOUND_MAX_LEFT +
14171 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14172 (SCR_FIELDX + 2 * max_distance));
14174 if (IS_LOOP_SOUND(nr))
14176 /* This assures that quieter loop sounds do not overwrite louder ones,
14177 while restarting sound volume comparison with each new game frame. */
14179 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14182 loop_sound_volume[nr] = volume;
14183 loop_sound_frame[nr] = FrameCounter;
14186 PlaySoundExt(nr, volume, stereo_position, type);
14189 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14191 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14192 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14193 y < LEVELY(BY1) ? LEVELY(BY1) :
14194 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14198 static void PlayLevelSoundAction(int x, int y, int action)
14200 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14203 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14205 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14207 if (sound_effect != SND_UNDEFINED)
14208 PlayLevelSound(x, y, sound_effect);
14211 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14214 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14216 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14217 PlayLevelSound(x, y, sound_effect);
14220 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14222 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14224 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14225 PlayLevelSound(x, y, sound_effect);
14228 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14230 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14232 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14233 StopSound(sound_effect);
14236 static int getLevelMusicNr()
14238 if (levelset.music[level_nr] != MUS_UNDEFINED)
14239 return levelset.music[level_nr]; /* from config file */
14241 return MAP_NOCONF_MUSIC(level_nr); /* from music dir */
14244 static void FadeLevelSounds()
14249 static void FadeLevelMusic()
14251 int music_nr = getLevelMusicNr();
14252 char *curr_music = getCurrentlyPlayingMusicFilename();
14253 char *next_music = getMusicListEntry(music_nr)->filename;
14255 if (!strEqual(curr_music, next_music))
14259 void FadeLevelSoundsAndMusic()
14265 static void PlayLevelMusic()
14267 int music_nr = getLevelMusicNr();
14268 char *curr_music = getCurrentlyPlayingMusicFilename();
14269 char *next_music = getMusicListEntry(music_nr)->filename;
14271 if (!strEqual(curr_music, next_music))
14272 PlayMusic(music_nr);
14275 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14277 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14278 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14279 int x = xx - 1 - offset;
14280 int y = yy - 1 - offset;
14285 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14289 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14293 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14297 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14301 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14305 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14309 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14312 case SAMPLE_android_clone:
14313 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14316 case SAMPLE_android_move:
14317 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14320 case SAMPLE_spring:
14321 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14325 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14329 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14332 case SAMPLE_eater_eat:
14333 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14337 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14340 case SAMPLE_collect:
14341 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14344 case SAMPLE_diamond:
14345 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14348 case SAMPLE_squash:
14349 /* !!! CHECK THIS !!! */
14351 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14353 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14357 case SAMPLE_wonderfall:
14358 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14362 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14366 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14370 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14374 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14378 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14382 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14385 case SAMPLE_wonder:
14386 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14390 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14393 case SAMPLE_exit_open:
14394 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14397 case SAMPLE_exit_leave:
14398 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14401 case SAMPLE_dynamite:
14402 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14406 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14410 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14414 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14418 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14422 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14426 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14430 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14435 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14437 int element = map_element_SP_to_RND(element_sp);
14438 int action = map_action_SP_to_RND(action_sp);
14439 int offset = (setup.sp_show_border_elements ? 0 : 1);
14440 int x = xx - offset;
14441 int y = yy - offset;
14443 PlayLevelSoundElementAction(x, y, element, action);
14446 void RaiseScore(int value)
14448 local_player->score += value;
14450 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14452 DisplayGameControlValues();
14455 void RaiseScoreElement(int element)
14460 case EL_BD_DIAMOND:
14461 case EL_EMERALD_YELLOW:
14462 case EL_EMERALD_RED:
14463 case EL_EMERALD_PURPLE:
14464 case EL_SP_INFOTRON:
14465 RaiseScore(level.score[SC_EMERALD]);
14468 RaiseScore(level.score[SC_DIAMOND]);
14471 RaiseScore(level.score[SC_CRYSTAL]);
14474 RaiseScore(level.score[SC_PEARL]);
14477 case EL_BD_BUTTERFLY:
14478 case EL_SP_ELECTRON:
14479 RaiseScore(level.score[SC_BUG]);
14482 case EL_BD_FIREFLY:
14483 case EL_SP_SNIKSNAK:
14484 RaiseScore(level.score[SC_SPACESHIP]);
14487 case EL_DARK_YAMYAM:
14488 RaiseScore(level.score[SC_YAMYAM]);
14491 RaiseScore(level.score[SC_ROBOT]);
14494 RaiseScore(level.score[SC_PACMAN]);
14497 RaiseScore(level.score[SC_NUT]);
14500 case EL_EM_DYNAMITE:
14501 case EL_SP_DISK_RED:
14502 case EL_DYNABOMB_INCREASE_NUMBER:
14503 case EL_DYNABOMB_INCREASE_SIZE:
14504 case EL_DYNABOMB_INCREASE_POWER:
14505 RaiseScore(level.score[SC_DYNAMITE]);
14507 case EL_SHIELD_NORMAL:
14508 case EL_SHIELD_DEADLY:
14509 RaiseScore(level.score[SC_SHIELD]);
14511 case EL_EXTRA_TIME:
14512 RaiseScore(level.extra_time_score);
14526 case EL_DC_KEY_WHITE:
14527 RaiseScore(level.score[SC_KEY]);
14530 RaiseScore(element_info[element].collect_score);
14535 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14537 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14539 /* closing door required in case of envelope style request dialogs */
14541 CloseDoor(DOOR_CLOSE_1);
14543 #if defined(NETWORK_AVALIABLE)
14544 if (options.network)
14545 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14550 FadeSkipNextFadeIn();
14552 SetGameStatus(GAME_MODE_MAIN);
14557 else /* continue playing the game */
14559 if (tape.playing && tape.deactivate_display)
14560 TapeDeactivateDisplayOff(TRUE);
14562 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14564 if (tape.playing && tape.deactivate_display)
14565 TapeDeactivateDisplayOn();
14569 void RequestQuitGame(boolean ask_if_really_quit)
14571 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14572 boolean skip_request = AllPlayersGone || quick_quit;
14574 RequestQuitGameExt(skip_request, quick_quit,
14575 "Do you really want to quit the game?");
14579 /* ------------------------------------------------------------------------- */
14580 /* random generator functions */
14581 /* ------------------------------------------------------------------------- */
14583 unsigned int InitEngineRandom_RND(int seed)
14585 game.num_random_calls = 0;
14587 return InitEngineRandom(seed);
14590 unsigned int RND(int max)
14594 game.num_random_calls++;
14596 return GetEngineRandom(max);
14603 /* ------------------------------------------------------------------------- */
14604 /* game engine snapshot handling functions */
14605 /* ------------------------------------------------------------------------- */
14607 struct EngineSnapshotInfo
14609 /* runtime values for custom element collect score */
14610 int collect_score[NUM_CUSTOM_ELEMENTS];
14612 /* runtime values for group element choice position */
14613 int choice_pos[NUM_GROUP_ELEMENTS];
14615 /* runtime values for belt position animations */
14616 int belt_graphic[4][NUM_BELT_PARTS];
14617 int belt_anim_mode[4][NUM_BELT_PARTS];
14620 static struct EngineSnapshotInfo engine_snapshot_rnd;
14621 static char *snapshot_level_identifier = NULL;
14622 static int snapshot_level_nr = -1;
14624 static void SaveEngineSnapshotValues_RND()
14626 static int belt_base_active_element[4] =
14628 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14629 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14630 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14631 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14635 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14637 int element = EL_CUSTOM_START + i;
14639 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14642 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14644 int element = EL_GROUP_START + i;
14646 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14649 for (i = 0; i < 4; i++)
14651 for (j = 0; j < NUM_BELT_PARTS; j++)
14653 int element = belt_base_active_element[i] + j;
14654 int graphic = el2img(element);
14655 int anim_mode = graphic_info[graphic].anim_mode;
14657 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14658 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14663 static void LoadEngineSnapshotValues_RND()
14665 unsigned int num_random_calls = game.num_random_calls;
14668 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14670 int element = EL_CUSTOM_START + i;
14672 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14675 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14677 int element = EL_GROUP_START + i;
14679 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14682 for (i = 0; i < 4; i++)
14684 for (j = 0; j < NUM_BELT_PARTS; j++)
14686 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14687 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14689 graphic_info[graphic].anim_mode = anim_mode;
14693 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14695 InitRND(tape.random_seed);
14696 for (i = 0; i < num_random_calls; i++)
14700 if (game.num_random_calls != num_random_calls)
14702 Error(ERR_INFO, "number of random calls out of sync");
14703 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14704 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14705 Error(ERR_EXIT, "this should not happen -- please debug");
14709 void FreeEngineSnapshotSingle()
14711 FreeSnapshotSingle();
14713 setString(&snapshot_level_identifier, NULL);
14714 snapshot_level_nr = -1;
14717 void FreeEngineSnapshotList()
14719 FreeSnapshotList();
14722 ListNode *SaveEngineSnapshotBuffers()
14724 ListNode *buffers = NULL;
14726 /* copy some special values to a structure better suited for the snapshot */
14728 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14729 SaveEngineSnapshotValues_RND();
14730 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14731 SaveEngineSnapshotValues_EM();
14732 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14733 SaveEngineSnapshotValues_SP(&buffers);
14735 /* save values stored in special snapshot structure */
14737 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14738 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14739 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14740 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14741 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14742 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14744 /* save further RND engine values */
14746 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14747 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14748 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14750 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14751 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14752 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14753 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14755 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14756 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14757 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14758 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14759 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14761 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14762 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14763 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14765 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14767 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14769 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14770 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14772 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
14773 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
14774 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
14775 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14776 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14777 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14778 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14779 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
14780 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
14781 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14782 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
14783 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14784 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14785 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14786 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14787 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14788 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
14789 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
14791 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14792 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14794 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14795 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14796 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14798 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14799 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14801 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14802 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14803 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14804 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14805 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14807 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14808 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14811 ListNode *node = engine_snapshot_list_rnd;
14814 while (node != NULL)
14816 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14821 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14827 void SaveEngineSnapshotSingle()
14829 ListNode *buffers = SaveEngineSnapshotBuffers();
14831 /* finally save all snapshot buffers to single snapshot */
14832 SaveSnapshotSingle(buffers);
14834 /* save level identification information */
14835 setString(&snapshot_level_identifier, leveldir_current->identifier);
14836 snapshot_level_nr = level_nr;
14839 boolean CheckSaveEngineSnapshotToList()
14841 boolean save_snapshot =
14842 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
14843 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
14844 game.snapshot.changed_action) ||
14845 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
14846 game.snapshot.collected_item));
14848 game.snapshot.changed_action = FALSE;
14849 game.snapshot.collected_item = FALSE;
14850 game.snapshot.save_snapshot = save_snapshot;
14852 return save_snapshot;
14855 void SaveEngineSnapshotToList()
14857 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
14861 ListNode *buffers = SaveEngineSnapshotBuffers();
14863 /* finally save all snapshot buffers to snapshot list */
14864 SaveSnapshotToList(buffers);
14867 void SaveEngineSnapshotToListInitial()
14869 FreeEngineSnapshotList();
14871 SaveEngineSnapshotToList();
14874 void LoadEngineSnapshotValues()
14876 /* restore special values from snapshot structure */
14878 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14879 LoadEngineSnapshotValues_RND();
14880 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14881 LoadEngineSnapshotValues_EM();
14882 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14883 LoadEngineSnapshotValues_SP();
14886 void LoadEngineSnapshotSingle()
14888 LoadSnapshotSingle();
14890 LoadEngineSnapshotValues();
14893 void LoadEngineSnapshot_Undo(int steps)
14895 LoadSnapshotFromList_Older(steps);
14897 LoadEngineSnapshotValues();
14900 void LoadEngineSnapshot_Redo(int steps)
14902 LoadSnapshotFromList_Newer(steps);
14904 LoadEngineSnapshotValues();
14907 boolean CheckEngineSnapshotSingle()
14909 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14910 snapshot_level_nr == level_nr);
14913 boolean CheckEngineSnapshotList()
14915 return CheckSnapshotList();
14919 /* ---------- new game button stuff ---------------------------------------- */
14927 } gamebutton_info[NUM_GAME_BUTTONS] =
14930 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
14931 GAME_CTRL_ID_STOP, "stop game"
14934 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
14935 GAME_CTRL_ID_PAUSE, "pause game"
14938 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
14939 GAME_CTRL_ID_PLAY, "play game"
14942 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
14943 GAME_CTRL_ID_UNDO, "undo step"
14946 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
14947 GAME_CTRL_ID_REDO, "redo step"
14950 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
14951 GAME_CTRL_ID_SAVE, "save game"
14954 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
14955 GAME_CTRL_ID_PAUSE2, "pause game"
14958 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
14959 GAME_CTRL_ID_LOAD, "load game"
14962 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
14963 SOUND_CTRL_ID_MUSIC, "background music on/off"
14966 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
14967 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
14970 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
14971 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
14975 void CreateGameButtons()
14979 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14981 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
14982 struct XY *pos = gamebutton_info[i].pos;
14983 struct GadgetInfo *gi;
14986 unsigned int event_mask;
14987 int base_x = (tape.show_game_buttons ? VX : DX);
14988 int base_y = (tape.show_game_buttons ? VY : DY);
14989 int gd_x = gfx->src_x;
14990 int gd_y = gfx->src_y;
14991 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
14992 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
14993 int gd_xa = gfx->src_x + gfx->active_xoffset;
14994 int gd_ya = gfx->src_y + gfx->active_yoffset;
14995 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
14996 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
14999 if (gfx->bitmap == NULL)
15001 game_gadget[id] = NULL;
15006 if (id == GAME_CTRL_ID_STOP ||
15007 id == GAME_CTRL_ID_PLAY ||
15008 id == GAME_CTRL_ID_SAVE ||
15009 id == GAME_CTRL_ID_LOAD)
15011 button_type = GD_TYPE_NORMAL_BUTTON;
15013 event_mask = GD_EVENT_RELEASED;
15015 else if (id == GAME_CTRL_ID_UNDO ||
15016 id == GAME_CTRL_ID_REDO)
15018 button_type = GD_TYPE_NORMAL_BUTTON;
15020 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15024 button_type = GD_TYPE_CHECK_BUTTON;
15026 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
15027 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
15028 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
15029 event_mask = GD_EVENT_PRESSED;
15032 gi = CreateGadget(GDI_CUSTOM_ID, id,
15033 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15034 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15035 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15036 GDI_WIDTH, gfx->width,
15037 GDI_HEIGHT, gfx->height,
15038 GDI_TYPE, button_type,
15039 GDI_STATE, GD_BUTTON_UNPRESSED,
15040 GDI_CHECKED, checked,
15041 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15042 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15043 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15044 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15045 GDI_DIRECT_DRAW, FALSE,
15046 GDI_EVENT_MASK, event_mask,
15047 GDI_CALLBACK_ACTION, HandleGameButtons,
15051 Error(ERR_EXIT, "cannot create gadget");
15053 game_gadget[id] = gi;
15057 void FreeGameButtons()
15061 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15062 FreeGadget(game_gadget[i]);
15065 static void UnmapGameButtonsAtSamePosition(int id)
15069 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15071 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15072 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15073 UnmapGadget(game_gadget[i]);
15076 static void UnmapGameButtonsAtSamePosition_All()
15078 if (setup.show_snapshot_buttons)
15080 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15081 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15082 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15086 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15087 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15088 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15092 static void MapGameButtonsAtSamePosition(int id)
15096 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15098 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15099 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15100 MapGadget(game_gadget[i]);
15102 UnmapGameButtonsAtSamePosition_All();
15105 void MapUndoRedoButtons()
15107 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15108 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15110 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15111 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15113 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15116 void UnmapUndoRedoButtons()
15118 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15119 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15121 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15122 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15124 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15127 void MapGameButtons()
15131 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15132 if (i != GAME_CTRL_ID_UNDO &&
15133 i != GAME_CTRL_ID_REDO)
15134 MapGadget(game_gadget[i]);
15136 UnmapGameButtonsAtSamePosition_All();
15138 RedrawGameButtons();
15141 void UnmapGameButtons()
15145 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15146 UnmapGadget(game_gadget[i]);
15149 void RedrawGameButtons()
15153 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15154 RedrawGadget(game_gadget[i]);
15156 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15157 redraw_mask &= ~REDRAW_ALL;
15160 void GameUndoRedoExt()
15162 ClearPlayerAction();
15164 tape.pausing = TRUE;
15167 UpdateAndDisplayGameControlValues();
15169 DrawCompleteVideoDisplay();
15170 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15171 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15172 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15177 void GameUndo(int steps)
15179 if (!CheckEngineSnapshotList())
15182 LoadEngineSnapshot_Undo(steps);
15187 void GameRedo(int steps)
15189 if (!CheckEngineSnapshotList())
15192 LoadEngineSnapshot_Redo(steps);
15197 static void HandleGameButtonsExt(int id, int button)
15199 static boolean game_undo_executed = FALSE;
15200 int steps = BUTTON_STEPSIZE(button);
15201 boolean handle_game_buttons =
15202 (game_status == GAME_MODE_PLAYING ||
15203 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15205 if (!handle_game_buttons)
15210 case GAME_CTRL_ID_STOP:
15211 if (game_status == GAME_MODE_MAIN)
15217 RequestQuitGame(TRUE);
15221 case GAME_CTRL_ID_PAUSE:
15222 case GAME_CTRL_ID_PAUSE2:
15223 if (options.network && game_status == GAME_MODE_PLAYING)
15225 #if defined(NETWORK_AVALIABLE)
15227 SendToServer_ContinuePlaying();
15229 SendToServer_PausePlaying();
15233 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15235 game_undo_executed = FALSE;
15239 case GAME_CTRL_ID_PLAY:
15240 if (game_status == GAME_MODE_MAIN)
15242 StartGameActions(options.network, setup.autorecord, level.random_seed);
15244 else if (tape.pausing)
15246 #if defined(NETWORK_AVALIABLE)
15247 if (options.network)
15248 SendToServer_ContinuePlaying();
15251 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15255 case GAME_CTRL_ID_UNDO:
15256 // Important: When using "save snapshot when collecting an item" mode,
15257 // load last (current) snapshot for first "undo" after pressing "pause"
15258 // (else the last-but-one snapshot would be loaded, because the snapshot
15259 // pointer already points to the last snapshot when pressing "pause",
15260 // which is fine for "every step/move" mode, but not for "every collect")
15261 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15262 !game_undo_executed)
15265 game_undo_executed = TRUE;
15270 case GAME_CTRL_ID_REDO:
15274 case GAME_CTRL_ID_SAVE:
15278 case GAME_CTRL_ID_LOAD:
15282 case SOUND_CTRL_ID_MUSIC:
15283 if (setup.sound_music)
15285 setup.sound_music = FALSE;
15289 else if (audio.music_available)
15291 setup.sound = setup.sound_music = TRUE;
15293 SetAudioMode(setup.sound);
15299 case SOUND_CTRL_ID_LOOPS:
15300 if (setup.sound_loops)
15301 setup.sound_loops = FALSE;
15302 else if (audio.loops_available)
15304 setup.sound = setup.sound_loops = TRUE;
15306 SetAudioMode(setup.sound);
15310 case SOUND_CTRL_ID_SIMPLE:
15311 if (setup.sound_simple)
15312 setup.sound_simple = FALSE;
15313 else if (audio.sound_available)
15315 setup.sound = setup.sound_simple = TRUE;
15317 SetAudioMode(setup.sound);
15326 static void HandleGameButtons(struct GadgetInfo *gi)
15328 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15331 void HandleSoundButtonKeys(Key key)
15334 if (key == setup.shortcut.sound_simple)
15335 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15336 else if (key == setup.shortcut.sound_loops)
15337 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15338 else if (key == setup.shortcut.sound_music)
15339 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);