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_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 /* values for delayed check of falling and moving elements and for collision */
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 /* values for initial player move delay (initial delay counter value) */
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 /* values for player movement speed (which is in fact a delay value) */
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 /* values for scroll positions */
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 /* values for other actions */
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
883 RND(element_info[e].ce_value_random_initial))
884 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
885 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
886 RND((c)->delay_random * (c)->delay_frames))
887 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
888 RND((c)->delay_random))
891 #define GET_VALID_RUNTIME_ELEMENT(e) \
892 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
894 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
895 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
896 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
897 (be) + (e) - EL_SELF)
899 #define GET_PLAYER_FROM_BITS(p) \
900 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
902 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
903 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
904 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
905 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
906 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
907 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
908 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
909 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
910 RESOLVED_REFERENCE_ELEMENT(be, e) : \
913 #define CAN_GROW_INTO(e) \
914 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
916 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
917 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
922 (CAN_MOVE_INTO_ACID(e) && \
923 Feld[x][y] == EL_ACID) || \
926 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
927 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
928 (CAN_MOVE_INTO_ACID(e) && \
929 Feld[x][y] == EL_ACID) || \
932 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
933 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
935 (CAN_MOVE_INTO_ACID(e) && \
936 Feld[x][y] == EL_ACID) || \
937 (DONT_COLLIDE_WITH(e) && \
939 !PLAYER_ENEMY_PROTECTED(x, y))))
941 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
942 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
944 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
945 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
947 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
948 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
950 #define ANDROID_CAN_CLONE_FIELD(x, y) \
951 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
952 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
954 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
955 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
957 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
958 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
960 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
961 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
963 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
964 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
966 #define PIG_CAN_ENTER_FIELD(e, x, y) \
967 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
969 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
970 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
971 Feld[x][y] == EL_EM_EXIT_OPEN || \
972 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
973 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
974 IS_FOOD_PENGUIN(Feld[x][y])))
975 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
976 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
978 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
979 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
981 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
982 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
984 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
985 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
986 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
988 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
990 #define CE_ENTER_FIELD_COND(e, x, y) \
991 (!IS_PLAYER(x, y) && \
992 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
994 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
995 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
997 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
998 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1000 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1001 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1002 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1003 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1005 /* game button identifiers */
1006 #define GAME_CTRL_ID_STOP 0
1007 #define GAME_CTRL_ID_PAUSE 1
1008 #define GAME_CTRL_ID_PLAY 2
1009 #define GAME_CTRL_ID_UNDO 3
1010 #define GAME_CTRL_ID_REDO 4
1011 #define GAME_CTRL_ID_SAVE 5
1012 #define GAME_CTRL_ID_PAUSE2 6
1013 #define GAME_CTRL_ID_LOAD 7
1014 #define SOUND_CTRL_ID_MUSIC 8
1015 #define SOUND_CTRL_ID_LOOPS 9
1016 #define SOUND_CTRL_ID_SIMPLE 10
1018 #define NUM_GAME_BUTTONS 11
1021 /* forward declaration for internal use */
1023 static void CreateField(int, int, int);
1025 static void ResetGfxAnimation(int, int);
1027 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1028 static void AdvanceFrameAndPlayerCounters(int);
1030 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1031 static boolean MovePlayer(struct PlayerInfo *, int, int);
1032 static void ScrollPlayer(struct PlayerInfo *, int);
1033 static void ScrollScreen(struct PlayerInfo *, int);
1035 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1036 static boolean DigFieldByCE(int, int, int);
1037 static boolean SnapField(struct PlayerInfo *, int, int);
1038 static boolean DropElement(struct PlayerInfo *);
1040 static void InitBeltMovement(void);
1041 static void CloseAllOpenTimegates(void);
1042 static void CheckGravityMovement(struct PlayerInfo *);
1043 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1044 static void KillPlayerUnlessEnemyProtected(int, int);
1045 static void KillPlayerUnlessExplosionProtected(int, int);
1047 static void TestIfPlayerTouchesCustomElement(int, int);
1048 static void TestIfElementTouchesCustomElement(int, int);
1049 static void TestIfElementHitsCustomElement(int, int, int);
1051 static void HandleElementChange(int, int, int);
1052 static void ExecuteCustomElementAction(int, int, int, int);
1053 static boolean ChangeElement(int, int, int, int);
1055 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1056 #define CheckTriggeredElementChange(x, y, e, ev) \
1057 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1058 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1059 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1060 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1061 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1062 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1063 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1065 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1066 #define CheckElementChange(x, y, e, te, ev) \
1067 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1068 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1069 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1070 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1071 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1073 static void PlayLevelSound(int, int, int);
1074 static void PlayLevelSoundNearest(int, int, int);
1075 static void PlayLevelSoundAction(int, int, int);
1076 static void PlayLevelSoundElementAction(int, int, int, int);
1077 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1078 static void PlayLevelSoundActionIfLoop(int, int, int);
1079 static void StopLevelSoundActionIfLoop(int, int, int);
1080 static void PlayLevelMusic();
1081 static void FadeLevelSoundsAndMusic();
1083 static void HandleGameButtons(struct GadgetInfo *);
1085 int AmoebeNachbarNr(int, int);
1086 void AmoebeUmwandeln(int, int);
1087 void ContinueMoving(int, int);
1088 void Bang(int, int);
1089 void InitMovDir(int, int);
1090 void InitAmoebaNr(int, int);
1091 int NewHiScore(void);
1093 void TestIfGoodThingHitsBadThing(int, int, int);
1094 void TestIfBadThingHitsGoodThing(int, int, int);
1095 void TestIfPlayerTouchesBadThing(int, int);
1096 void TestIfPlayerRunsIntoBadThing(int, int, int);
1097 void TestIfBadThingTouchesPlayer(int, int);
1098 void TestIfBadThingRunsIntoPlayer(int, int, int);
1099 void TestIfFriendTouchesBadThing(int, int);
1100 void TestIfBadThingTouchesFriend(int, int);
1101 void TestIfBadThingTouchesOtherBadThing(int, int);
1102 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1104 void KillPlayer(struct PlayerInfo *);
1105 void BuryPlayer(struct PlayerInfo *);
1106 void RemovePlayer(struct PlayerInfo *);
1108 static int getInvisibleActiveFromInvisibleElement(int);
1109 static int getInvisibleFromInvisibleActiveElement(int);
1111 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1113 /* for detection of endless loops, caused by custom element programming */
1114 /* (using maximal playfield width x 10 is just a rough approximation) */
1115 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1117 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1119 if (recursion_loop_detected) \
1122 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1124 recursion_loop_detected = TRUE; \
1125 recursion_loop_element = (e); \
1128 recursion_loop_depth++; \
1131 #define RECURSION_LOOP_DETECTION_END() \
1133 recursion_loop_depth--; \
1136 static int recursion_loop_depth;
1137 static boolean recursion_loop_detected;
1138 static boolean recursion_loop_element;
1140 static int map_player_action[MAX_PLAYERS];
1143 /* ------------------------------------------------------------------------- */
1144 /* definition of elements that automatically change to other elements after */
1145 /* a specified time, eventually calling a function when changing */
1146 /* ------------------------------------------------------------------------- */
1148 /* forward declaration for changer functions */
1149 static void InitBuggyBase(int, int);
1150 static void WarnBuggyBase(int, int);
1152 static void InitTrap(int, int);
1153 static void ActivateTrap(int, int);
1154 static void ChangeActiveTrap(int, int);
1156 static void InitRobotWheel(int, int);
1157 static void RunRobotWheel(int, int);
1158 static void StopRobotWheel(int, int);
1160 static void InitTimegateWheel(int, int);
1161 static void RunTimegateWheel(int, int);
1163 static void InitMagicBallDelay(int, int);
1164 static void ActivateMagicBall(int, int);
1166 struct ChangingElementInfo
1171 void (*pre_change_function)(int x, int y);
1172 void (*change_function)(int x, int y);
1173 void (*post_change_function)(int x, int y);
1176 static struct ChangingElementInfo change_delay_list[] =
1211 EL_STEEL_EXIT_OPENING,
1219 EL_STEEL_EXIT_CLOSING,
1220 EL_STEEL_EXIT_CLOSED,
1243 EL_EM_STEEL_EXIT_OPENING,
1244 EL_EM_STEEL_EXIT_OPEN,
1251 EL_EM_STEEL_EXIT_CLOSING,
1275 EL_SWITCHGATE_OPENING,
1283 EL_SWITCHGATE_CLOSING,
1284 EL_SWITCHGATE_CLOSED,
1291 EL_TIMEGATE_OPENING,
1299 EL_TIMEGATE_CLOSING,
1308 EL_ACID_SPLASH_LEFT,
1316 EL_ACID_SPLASH_RIGHT,
1325 EL_SP_BUGGY_BASE_ACTIVATING,
1332 EL_SP_BUGGY_BASE_ACTIVATING,
1333 EL_SP_BUGGY_BASE_ACTIVE,
1340 EL_SP_BUGGY_BASE_ACTIVE,
1364 EL_ROBOT_WHEEL_ACTIVE,
1372 EL_TIMEGATE_SWITCH_ACTIVE,
1380 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1381 EL_DC_TIMEGATE_SWITCH,
1388 EL_EMC_MAGIC_BALL_ACTIVE,
1389 EL_EMC_MAGIC_BALL_ACTIVE,
1396 EL_EMC_SPRING_BUMPER_ACTIVE,
1397 EL_EMC_SPRING_BUMPER,
1404 EL_DIAGONAL_SHRINKING,
1412 EL_DIAGONAL_GROWING,
1433 int push_delay_fixed, push_delay_random;
1437 { EL_SPRING, 0, 0 },
1438 { EL_BALLOON, 0, 0 },
1440 { EL_SOKOBAN_OBJECT, 2, 0 },
1441 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1442 { EL_SATELLITE, 2, 0 },
1443 { EL_SP_DISK_YELLOW, 2, 0 },
1445 { EL_UNDEFINED, 0, 0 },
1453 move_stepsize_list[] =
1455 { EL_AMOEBA_DROP, 2 },
1456 { EL_AMOEBA_DROPPING, 2 },
1457 { EL_QUICKSAND_FILLING, 1 },
1458 { EL_QUICKSAND_EMPTYING, 1 },
1459 { EL_QUICKSAND_FAST_FILLING, 2 },
1460 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1461 { EL_MAGIC_WALL_FILLING, 2 },
1462 { EL_MAGIC_WALL_EMPTYING, 2 },
1463 { EL_BD_MAGIC_WALL_FILLING, 2 },
1464 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1465 { EL_DC_MAGIC_WALL_FILLING, 2 },
1466 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1468 { EL_UNDEFINED, 0 },
1476 collect_count_list[] =
1479 { EL_BD_DIAMOND, 1 },
1480 { EL_EMERALD_YELLOW, 1 },
1481 { EL_EMERALD_RED, 1 },
1482 { EL_EMERALD_PURPLE, 1 },
1484 { EL_SP_INFOTRON, 1 },
1488 { EL_UNDEFINED, 0 },
1496 access_direction_list[] =
1498 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1499 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1500 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1501 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1502 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1503 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1504 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1505 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1506 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1507 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1508 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1510 { EL_SP_PORT_LEFT, MV_RIGHT },
1511 { EL_SP_PORT_RIGHT, MV_LEFT },
1512 { EL_SP_PORT_UP, MV_DOWN },
1513 { EL_SP_PORT_DOWN, MV_UP },
1514 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1515 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1516 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1517 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1518 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1519 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1520 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1521 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1522 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1523 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1524 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1525 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1526 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1527 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1528 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1530 { EL_UNDEFINED, MV_NONE }
1533 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1535 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1536 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1537 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1538 IS_JUST_CHANGING(x, y))
1540 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1542 /* static variables for playfield scan mode (scanning forward or backward) */
1543 static int playfield_scan_start_x = 0;
1544 static int playfield_scan_start_y = 0;
1545 static int playfield_scan_delta_x = 1;
1546 static int playfield_scan_delta_y = 1;
1548 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1549 (y) >= 0 && (y) <= lev_fieldy - 1; \
1550 (y) += playfield_scan_delta_y) \
1551 for ((x) = playfield_scan_start_x; \
1552 (x) >= 0 && (x) <= lev_fieldx - 1; \
1553 (x) += playfield_scan_delta_x)
1556 void DEBUG_SetMaximumDynamite()
1560 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1561 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1562 local_player->inventory_element[local_player->inventory_size++] =
1567 static void InitPlayfieldScanModeVars()
1569 if (game.use_reverse_scan_direction)
1571 playfield_scan_start_x = lev_fieldx - 1;
1572 playfield_scan_start_y = lev_fieldy - 1;
1574 playfield_scan_delta_x = -1;
1575 playfield_scan_delta_y = -1;
1579 playfield_scan_start_x = 0;
1580 playfield_scan_start_y = 0;
1582 playfield_scan_delta_x = 1;
1583 playfield_scan_delta_y = 1;
1587 static void InitPlayfieldScanMode(int mode)
1589 game.use_reverse_scan_direction =
1590 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1592 InitPlayfieldScanModeVars();
1595 static int get_move_delay_from_stepsize(int move_stepsize)
1598 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1600 /* make sure that stepsize value is always a power of 2 */
1601 move_stepsize = (1 << log_2(move_stepsize));
1603 return TILEX / move_stepsize;
1606 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1609 int player_nr = player->index_nr;
1610 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1611 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1613 /* do no immediately change move delay -- the player might just be moving */
1614 player->move_delay_value_next = move_delay;
1616 /* information if player can move must be set separately */
1617 player->cannot_move = cannot_move;
1621 player->move_delay = game.initial_move_delay[player_nr];
1622 player->move_delay_value = game.initial_move_delay_value[player_nr];
1624 player->move_delay_value_next = -1;
1626 player->move_delay_reset_counter = 0;
1630 void GetPlayerConfig()
1632 GameFrameDelay = setup.game_frame_delay;
1634 if (!audio.sound_available)
1635 setup.sound_simple = FALSE;
1637 if (!audio.loops_available)
1638 setup.sound_loops = FALSE;
1640 if (!audio.music_available)
1641 setup.sound_music = FALSE;
1643 if (!video.fullscreen_available)
1644 setup.fullscreen = FALSE;
1646 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1648 SetAudioMode(setup.sound);
1651 int GetElementFromGroupElement(int element)
1653 if (IS_GROUP_ELEMENT(element))
1655 struct ElementGroupInfo *group = element_info[element].group;
1656 int last_anim_random_frame = gfx.anim_random_frame;
1659 if (group->choice_mode == ANIM_RANDOM)
1660 gfx.anim_random_frame = RND(group->num_elements_resolved);
1662 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1663 group->choice_mode, 0,
1666 if (group->choice_mode == ANIM_RANDOM)
1667 gfx.anim_random_frame = last_anim_random_frame;
1669 group->choice_pos++;
1671 element = group->element_resolved[element_pos];
1677 static void InitPlayerField(int x, int y, int element, boolean init_game)
1679 if (element == EL_SP_MURPHY)
1683 if (stored_player[0].present)
1685 Feld[x][y] = EL_SP_MURPHY_CLONE;
1691 stored_player[0].initial_element = element;
1692 stored_player[0].use_murphy = TRUE;
1694 if (!level.use_artwork_element[0])
1695 stored_player[0].artwork_element = EL_SP_MURPHY;
1698 Feld[x][y] = EL_PLAYER_1;
1704 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1705 int jx = player->jx, jy = player->jy;
1707 player->present = TRUE;
1709 player->block_last_field = (element == EL_SP_MURPHY ?
1710 level.sp_block_last_field :
1711 level.block_last_field);
1713 /* ---------- initialize player's last field block delay --------------- */
1715 /* always start with reliable default value (no adjustment needed) */
1716 player->block_delay_adjustment = 0;
1718 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1719 if (player->block_last_field && element == EL_SP_MURPHY)
1720 player->block_delay_adjustment = 1;
1722 /* special case 2: in game engines before 3.1.1, blocking was different */
1723 if (game.use_block_last_field_bug)
1724 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1726 if (!options.network || player->connected)
1728 player->active = TRUE;
1730 /* remove potentially duplicate players */
1731 if (StorePlayer[jx][jy] == Feld[x][y])
1732 StorePlayer[jx][jy] = 0;
1734 StorePlayer[x][y] = Feld[x][y];
1736 #if DEBUG_INIT_PLAYER
1739 printf("- player element %d activated", player->element_nr);
1740 printf(" (local player is %d and currently %s)\n",
1741 local_player->element_nr,
1742 local_player->active ? "active" : "not active");
1747 Feld[x][y] = EL_EMPTY;
1749 player->jx = player->last_jx = x;
1750 player->jy = player->last_jy = y;
1755 int player_nr = GET_PLAYER_NR(element);
1756 struct PlayerInfo *player = &stored_player[player_nr];
1758 if (player->active && player->killed)
1759 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1763 static void InitField(int x, int y, boolean init_game)
1765 int element = Feld[x][y];
1774 InitPlayerField(x, y, element, init_game);
1777 case EL_SOKOBAN_FIELD_PLAYER:
1778 element = Feld[x][y] = EL_PLAYER_1;
1779 InitField(x, y, init_game);
1781 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1782 InitField(x, y, init_game);
1785 case EL_SOKOBAN_FIELD_EMPTY:
1786 local_player->sokobanfields_still_needed++;
1790 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1791 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1792 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1793 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1794 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1795 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1796 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1797 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1798 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1799 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1808 case EL_SPACESHIP_RIGHT:
1809 case EL_SPACESHIP_UP:
1810 case EL_SPACESHIP_LEFT:
1811 case EL_SPACESHIP_DOWN:
1812 case EL_BD_BUTTERFLY:
1813 case EL_BD_BUTTERFLY_RIGHT:
1814 case EL_BD_BUTTERFLY_UP:
1815 case EL_BD_BUTTERFLY_LEFT:
1816 case EL_BD_BUTTERFLY_DOWN:
1818 case EL_BD_FIREFLY_RIGHT:
1819 case EL_BD_FIREFLY_UP:
1820 case EL_BD_FIREFLY_LEFT:
1821 case EL_BD_FIREFLY_DOWN:
1822 case EL_PACMAN_RIGHT:
1824 case EL_PACMAN_LEFT:
1825 case EL_PACMAN_DOWN:
1827 case EL_YAMYAM_LEFT:
1828 case EL_YAMYAM_RIGHT:
1830 case EL_YAMYAM_DOWN:
1831 case EL_DARK_YAMYAM:
1834 case EL_SP_SNIKSNAK:
1835 case EL_SP_ELECTRON:
1844 case EL_AMOEBA_FULL:
1849 case EL_AMOEBA_DROP:
1850 if (y == lev_fieldy - 1)
1852 Feld[x][y] = EL_AMOEBA_GROWING;
1853 Store[x][y] = EL_AMOEBA_WET;
1857 case EL_DYNAMITE_ACTIVE:
1858 case EL_SP_DISK_RED_ACTIVE:
1859 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1860 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1861 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1862 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1863 MovDelay[x][y] = 96;
1866 case EL_EM_DYNAMITE_ACTIVE:
1867 MovDelay[x][y] = 32;
1871 local_player->lights_still_needed++;
1875 local_player->friends_still_needed++;
1880 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1883 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1884 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1885 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1886 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1887 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1888 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1889 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1890 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1891 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1892 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1893 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1894 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1897 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1898 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1899 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1901 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1903 game.belt_dir[belt_nr] = belt_dir;
1904 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1906 else /* more than one switch -- set it like the first switch */
1908 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1913 case EL_LIGHT_SWITCH_ACTIVE:
1915 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1918 case EL_INVISIBLE_STEELWALL:
1919 case EL_INVISIBLE_WALL:
1920 case EL_INVISIBLE_SAND:
1921 if (game.light_time_left > 0 ||
1922 game.lenses_time_left > 0)
1923 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1926 case EL_EMC_MAGIC_BALL:
1927 if (game.ball_state)
1928 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1931 case EL_EMC_MAGIC_BALL_SWITCH:
1932 if (game.ball_state)
1933 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1936 case EL_TRIGGER_PLAYER:
1937 case EL_TRIGGER_ELEMENT:
1938 case EL_TRIGGER_CE_VALUE:
1939 case EL_TRIGGER_CE_SCORE:
1941 case EL_ANY_ELEMENT:
1942 case EL_CURRENT_CE_VALUE:
1943 case EL_CURRENT_CE_SCORE:
1960 /* reference elements should not be used on the playfield */
1961 Feld[x][y] = EL_EMPTY;
1965 if (IS_CUSTOM_ELEMENT(element))
1967 if (CAN_MOVE(element))
1970 if (!element_info[element].use_last_ce_value || init_game)
1971 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1973 else if (IS_GROUP_ELEMENT(element))
1975 Feld[x][y] = GetElementFromGroupElement(element);
1977 InitField(x, y, init_game);
1984 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1987 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1989 InitField(x, y, init_game);
1991 /* not needed to call InitMovDir() -- already done by InitField()! */
1992 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1993 CAN_MOVE(Feld[x][y]))
1997 inline static void InitField_WithBug2(int x, int y, boolean init_game)
1999 int old_element = Feld[x][y];
2001 InitField(x, y, init_game);
2003 /* not needed to call InitMovDir() -- already done by InitField()! */
2004 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2005 CAN_MOVE(old_element) &&
2006 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2009 /* this case is in fact a combination of not less than three bugs:
2010 first, it calls InitMovDir() for elements that can move, although this is
2011 already done by InitField(); then, it checks the element that was at this
2012 field _before_ the call to InitField() (which can change it); lastly, it
2013 was not called for "mole with direction" elements, which were treated as
2014 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2018 static int get_key_element_from_nr(int key_nr)
2020 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2021 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2022 EL_EM_KEY_1 : EL_KEY_1);
2024 return key_base_element + key_nr;
2027 static int get_next_dropped_element(struct PlayerInfo *player)
2029 return (player->inventory_size > 0 ?
2030 player->inventory_element[player->inventory_size - 1] :
2031 player->inventory_infinite_element != EL_UNDEFINED ?
2032 player->inventory_infinite_element :
2033 player->dynabombs_left > 0 ?
2034 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2038 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2040 /* pos >= 0: get element from bottom of the stack;
2041 pos < 0: get element from top of the stack */
2045 int min_inventory_size = -pos;
2046 int inventory_pos = player->inventory_size - min_inventory_size;
2047 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2049 return (player->inventory_size >= min_inventory_size ?
2050 player->inventory_element[inventory_pos] :
2051 player->inventory_infinite_element != EL_UNDEFINED ?
2052 player->inventory_infinite_element :
2053 player->dynabombs_left >= min_dynabombs_left ?
2054 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2059 int min_dynabombs_left = pos + 1;
2060 int min_inventory_size = pos + 1 - player->dynabombs_left;
2061 int inventory_pos = pos - player->dynabombs_left;
2063 return (player->inventory_infinite_element != EL_UNDEFINED ?
2064 player->inventory_infinite_element :
2065 player->dynabombs_left >= min_dynabombs_left ?
2066 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2067 player->inventory_size >= min_inventory_size ?
2068 player->inventory_element[inventory_pos] :
2073 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2075 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2076 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2079 if (gpo1->sort_priority != gpo2->sort_priority)
2080 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2082 compare_result = gpo1->nr - gpo2->nr;
2084 return compare_result;
2087 int getPlayerInventorySize(int player_nr)
2089 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2090 return level.native_em_level->ply[player_nr]->dynamite;
2091 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2092 return level.native_sp_level->game_sp->red_disk_count;
2094 return stored_player[player_nr].inventory_size;
2097 void InitGameControlValues()
2101 for (i = 0; game_panel_controls[i].nr != -1; i++)
2103 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2104 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2105 struct TextPosInfo *pos = gpc->pos;
2107 int type = gpc->type;
2111 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2112 Error(ERR_EXIT, "this should not happen -- please debug");
2115 /* force update of game controls after initialization */
2116 gpc->value = gpc->last_value = -1;
2117 gpc->frame = gpc->last_frame = -1;
2118 gpc->gfx_frame = -1;
2120 /* determine panel value width for later calculation of alignment */
2121 if (type == TYPE_INTEGER || type == TYPE_STRING)
2123 pos->width = pos->size * getFontWidth(pos->font);
2124 pos->height = getFontHeight(pos->font);
2126 else if (type == TYPE_ELEMENT)
2128 pos->width = pos->size;
2129 pos->height = pos->size;
2132 /* fill structure for game panel draw order */
2134 gpo->sort_priority = pos->sort_priority;
2137 /* sort game panel controls according to sort_priority and control number */
2138 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2139 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2142 void UpdatePlayfieldElementCount()
2144 boolean use_element_count = FALSE;
2147 /* first check if it is needed at all to calculate playfield element count */
2148 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2149 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2150 use_element_count = TRUE;
2152 if (!use_element_count)
2155 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2156 element_info[i].element_count = 0;
2158 SCAN_PLAYFIELD(x, y)
2160 element_info[Feld[x][y]].element_count++;
2163 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2164 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2165 if (IS_IN_GROUP(j, i))
2166 element_info[EL_GROUP_START + i].element_count +=
2167 element_info[j].element_count;
2170 void UpdateGameControlValues()
2173 int time = (local_player->LevelSolved ?
2174 local_player->LevelSolved_CountingTime :
2175 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2176 level.native_em_level->lev->time :
2177 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2178 level.native_sp_level->game_sp->time_played :
2179 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2180 game_mm.energy_left :
2181 game.no_time_limit ? TimePlayed : TimeLeft);
2182 int score = (local_player->LevelSolved ?
2183 local_player->LevelSolved_CountingScore :
2184 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2185 level.native_em_level->lev->score :
2186 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2187 level.native_sp_level->game_sp->score :
2188 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2190 local_player->score);
2191 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2192 level.native_em_level->lev->required :
2193 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2194 level.native_sp_level->game_sp->infotrons_still_needed :
2195 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2196 game_mm.kettles_still_needed :
2197 local_player->gems_still_needed);
2198 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2199 level.native_em_level->lev->required > 0 :
2200 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2201 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2202 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2203 game_mm.kettles_still_needed > 0 ||
2204 game_mm.lights_still_needed > 0 :
2205 local_player->gems_still_needed > 0 ||
2206 local_player->sokobanfields_still_needed > 0 ||
2207 local_player->lights_still_needed > 0);
2208 int health = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2209 MIN(MAX(0, 100 - game_mm.laser_overload_value), 100) : 100);
2211 UpdatePlayfieldElementCount();
2213 /* update game panel control values */
2215 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2216 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2218 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2219 for (i = 0; i < MAX_NUM_KEYS; i++)
2220 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2221 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2222 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2224 if (game.centered_player_nr == -1)
2226 for (i = 0; i < MAX_PLAYERS; i++)
2228 /* only one player in Supaplex game engine */
2229 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2232 for (k = 0; k < MAX_NUM_KEYS; k++)
2234 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2236 if (level.native_em_level->ply[i]->keys & (1 << k))
2237 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2238 get_key_element_from_nr(k);
2240 else if (stored_player[i].key[k])
2241 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2242 get_key_element_from_nr(k);
2245 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2246 getPlayerInventorySize(i);
2248 if (stored_player[i].num_white_keys > 0)
2249 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2252 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2253 stored_player[i].num_white_keys;
2258 int player_nr = game.centered_player_nr;
2260 for (k = 0; k < MAX_NUM_KEYS; k++)
2262 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2264 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2265 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2266 get_key_element_from_nr(k);
2268 else if (stored_player[player_nr].key[k])
2269 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2270 get_key_element_from_nr(k);
2273 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2274 getPlayerInventorySize(player_nr);
2276 if (stored_player[player_nr].num_white_keys > 0)
2277 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2279 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2280 stored_player[player_nr].num_white_keys;
2283 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2285 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2286 get_inventory_element_from_pos(local_player, i);
2287 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2288 get_inventory_element_from_pos(local_player, -i - 1);
2291 game_panel_controls[GAME_PANEL_SCORE].value = score;
2292 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2294 game_panel_controls[GAME_PANEL_TIME].value = time;
2296 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2297 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2298 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2300 if (game.no_time_limit)
2301 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2303 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2305 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2306 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2308 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2310 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2311 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2313 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2314 local_player->shield_normal_time_left;
2315 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2316 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2318 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2319 local_player->shield_deadly_time_left;
2321 game_panel_controls[GAME_PANEL_EXIT].value =
2322 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2324 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2325 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2326 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2327 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2328 EL_EMC_MAGIC_BALL_SWITCH);
2330 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2331 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2332 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2333 game.light_time_left;
2335 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2336 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2337 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2338 game.timegate_time_left;
2340 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2341 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2343 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2344 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2345 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2346 game.lenses_time_left;
2348 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2349 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2350 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2351 game.magnify_time_left;
2353 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2354 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2355 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2356 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2357 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2358 EL_BALLOON_SWITCH_NONE);
2360 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2361 local_player->dynabomb_count;
2362 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2363 local_player->dynabomb_size;
2364 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2365 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2367 game_panel_controls[GAME_PANEL_PENGUINS].value =
2368 local_player->friends_still_needed;
2370 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2371 local_player->sokobanfields_still_needed;
2372 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2373 local_player->sokobanfields_still_needed;
2375 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2376 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2378 for (i = 0; i < NUM_BELTS; i++)
2380 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2381 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2382 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2383 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2384 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2387 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2388 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2389 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2390 game.magic_wall_time_left;
2392 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2393 local_player->gravity;
2395 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2396 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2398 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2399 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2400 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2401 game.panel.element[i].id : EL_UNDEFINED);
2403 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2404 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2405 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2406 element_info[game.panel.element_count[i].id].element_count : 0);
2408 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2409 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2410 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2411 element_info[game.panel.ce_score[i].id].collect_score : 0);
2413 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2414 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2415 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2416 element_info[game.panel.ce_score_element[i].id].collect_score :
2419 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2420 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2421 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2423 /* update game panel control frames */
2425 for (i = 0; game_panel_controls[i].nr != -1; i++)
2427 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2429 if (gpc->type == TYPE_ELEMENT)
2431 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2433 int last_anim_random_frame = gfx.anim_random_frame;
2434 int element = gpc->value;
2435 int graphic = el2panelimg(element);
2437 if (gpc->value != gpc->last_value)
2440 gpc->gfx_random = INIT_GFX_RANDOM();
2446 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2447 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2448 gpc->gfx_random = INIT_GFX_RANDOM();
2451 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2452 gfx.anim_random_frame = gpc->gfx_random;
2454 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2455 gpc->gfx_frame = element_info[element].collect_score;
2457 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2460 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2461 gfx.anim_random_frame = last_anim_random_frame;
2464 else if (gpc->type == TYPE_GRAPHIC)
2466 if (gpc->graphic != IMG_UNDEFINED)
2468 int last_anim_random_frame = gfx.anim_random_frame;
2469 int graphic = gpc->graphic;
2471 if (gpc->value != gpc->last_value)
2474 gpc->gfx_random = INIT_GFX_RANDOM();
2480 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2481 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2482 gpc->gfx_random = INIT_GFX_RANDOM();
2485 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2486 gfx.anim_random_frame = gpc->gfx_random;
2488 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2490 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2491 gfx.anim_random_frame = last_anim_random_frame;
2497 void DisplayGameControlValues()
2499 boolean redraw_panel = FALSE;
2502 for (i = 0; game_panel_controls[i].nr != -1; i++)
2504 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2506 if (PANEL_DEACTIVATED(gpc->pos))
2509 if (gpc->value == gpc->last_value &&
2510 gpc->frame == gpc->last_frame)
2513 redraw_panel = TRUE;
2519 /* copy default game door content to main double buffer */
2521 /* !!! CHECK AGAIN !!! */
2522 SetPanelBackground();
2523 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2524 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2526 /* redraw game control buttons */
2527 RedrawGameButtons();
2529 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2531 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2533 int nr = game_panel_order[i].nr;
2534 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2535 struct TextPosInfo *pos = gpc->pos;
2536 int type = gpc->type;
2537 int value = gpc->value;
2538 int frame = gpc->frame;
2539 int size = pos->size;
2540 int font = pos->font;
2541 boolean draw_masked = pos->draw_masked;
2542 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2544 if (PANEL_DEACTIVATED(pos))
2547 gpc->last_value = value;
2548 gpc->last_frame = frame;
2550 if (type == TYPE_INTEGER)
2552 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2553 nr == GAME_PANEL_TIME)
2555 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2557 if (use_dynamic_size) /* use dynamic number of digits */
2559 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2560 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2561 int size2 = size1 + 1;
2562 int font1 = pos->font;
2563 int font2 = pos->font_alt;
2565 size = (value < value_change ? size1 : size2);
2566 font = (value < value_change ? font1 : font2);
2570 /* correct text size if "digits" is zero or less */
2572 size = strlen(int2str(value, size));
2574 /* dynamically correct text alignment */
2575 pos->width = size * getFontWidth(font);
2577 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2578 int2str(value, size), font, mask_mode);
2580 else if (type == TYPE_ELEMENT)
2582 int element, graphic;
2586 int dst_x = PANEL_XPOS(pos);
2587 int dst_y = PANEL_YPOS(pos);
2589 if (value != EL_UNDEFINED && value != EL_EMPTY)
2592 graphic = el2panelimg(value);
2594 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2596 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2599 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2602 width = graphic_info[graphic].width * size / TILESIZE;
2603 height = graphic_info[graphic].height * size / TILESIZE;
2606 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2609 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2613 else if (type == TYPE_GRAPHIC)
2615 int graphic = gpc->graphic;
2616 int graphic_active = gpc->graphic_active;
2620 int dst_x = PANEL_XPOS(pos);
2621 int dst_y = PANEL_YPOS(pos);
2622 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2623 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2625 if (graphic != IMG_UNDEFINED && !skip)
2627 if (pos->style == STYLE_REVERSE)
2628 value = 100 - value;
2630 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2632 if (pos->direction & MV_HORIZONTAL)
2634 width = graphic_info[graphic_active].width * value / 100;
2635 height = graphic_info[graphic_active].height;
2637 if (pos->direction == MV_LEFT)
2639 src_x += graphic_info[graphic_active].width - width;
2640 dst_x += graphic_info[graphic_active].width - width;
2645 width = graphic_info[graphic_active].width;
2646 height = graphic_info[graphic_active].height * value / 100;
2648 if (pos->direction == MV_UP)
2650 src_y += graphic_info[graphic_active].height - height;
2651 dst_y += graphic_info[graphic_active].height - height;
2656 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2659 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2662 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2664 if (pos->direction & MV_HORIZONTAL)
2666 if (pos->direction == MV_RIGHT)
2673 dst_x = PANEL_XPOS(pos);
2676 width = graphic_info[graphic].width - width;
2680 if (pos->direction == MV_DOWN)
2687 dst_y = PANEL_YPOS(pos);
2690 height = graphic_info[graphic].height - height;
2694 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2697 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2701 else if (type == TYPE_STRING)
2703 boolean active = (value != 0);
2704 char *state_normal = "off";
2705 char *state_active = "on";
2706 char *state = (active ? state_active : state_normal);
2707 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2708 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2709 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2710 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2712 if (nr == GAME_PANEL_GRAVITY_STATE)
2714 int font1 = pos->font; /* (used for normal state) */
2715 int font2 = pos->font_alt; /* (used for active state) */
2717 font = (active ? font2 : font1);
2726 /* don't truncate output if "chars" is zero or less */
2729 /* dynamically correct text alignment */
2730 pos->width = size * getFontWidth(font);
2733 s_cut = getStringCopyN(s, size);
2735 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2736 s_cut, font, mask_mode);
2742 redraw_mask |= REDRAW_DOOR_1;
2745 SetGameStatus(GAME_MODE_PLAYING);
2748 void UpdateAndDisplayGameControlValues()
2750 if (tape.deactivate_display)
2753 UpdateGameControlValues();
2754 DisplayGameControlValues();
2757 void UpdateGameDoorValues()
2759 UpdateGameControlValues();
2762 void DrawGameDoorValues()
2764 DisplayGameControlValues();
2769 =============================================================================
2771 -----------------------------------------------------------------------------
2772 initialize game engine due to level / tape version number
2773 =============================================================================
2776 static void InitGameEngine()
2778 int i, j, k, l, x, y;
2780 /* set game engine from tape file when re-playing, else from level file */
2781 game.engine_version = (tape.playing ? tape.engine_version :
2782 level.game_version);
2784 /* set single or multi-player game mode (needed for re-playing tapes) */
2785 game.team_mode = setup.team_mode;
2789 int num_players = 0;
2791 for (i = 0; i < MAX_PLAYERS; i++)
2792 if (tape.player_participates[i])
2795 /* multi-player tapes contain input data for more than one player */
2796 game.team_mode = (num_players > 1);
2799 /* ---------------------------------------------------------------------- */
2800 /* set flags for bugs and changes according to active game engine version */
2801 /* ---------------------------------------------------------------------- */
2804 Summary of bugfix/change:
2805 Fixed handling for custom elements that change when pushed by the player.
2807 Fixed/changed in version:
2811 Before 3.1.0, custom elements that "change when pushing" changed directly
2812 after the player started pushing them (until then handled in "DigField()").
2813 Since 3.1.0, these custom elements are not changed until the "pushing"
2814 move of the element is finished (now handled in "ContinueMoving()").
2816 Affected levels/tapes:
2817 The first condition is generally needed for all levels/tapes before version
2818 3.1.0, which might use the old behaviour before it was changed; known tapes
2819 that are affected are some tapes from the level set "Walpurgis Gardens" by
2821 The second condition is an exception from the above case and is needed for
2822 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2823 above (including some development versions of 3.1.0), but before it was
2824 known that this change would break tapes like the above and was fixed in
2825 3.1.1, so that the changed behaviour was active although the engine version
2826 while recording maybe was before 3.1.0. There is at least one tape that is
2827 affected by this exception, which is the tape for the one-level set "Bug
2828 Machine" by Juergen Bonhagen.
2831 game.use_change_when_pushing_bug =
2832 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2834 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2835 tape.game_version < VERSION_IDENT(3,1,1,0)));
2838 Summary of bugfix/change:
2839 Fixed handling for blocking the field the player leaves when moving.
2841 Fixed/changed in version:
2845 Before 3.1.1, when "block last field when moving" was enabled, the field
2846 the player is leaving when moving was blocked for the time of the move,
2847 and was directly unblocked afterwards. This resulted in the last field
2848 being blocked for exactly one less than the number of frames of one player
2849 move. Additionally, even when blocking was disabled, the last field was
2850 blocked for exactly one frame.
2851 Since 3.1.1, due to changes in player movement handling, the last field
2852 is not blocked at all when blocking is disabled. When blocking is enabled,
2853 the last field is blocked for exactly the number of frames of one player
2854 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2855 last field is blocked for exactly one more than the number of frames of
2858 Affected levels/tapes:
2859 (!!! yet to be determined -- probably many !!!)
2862 game.use_block_last_field_bug =
2863 (game.engine_version < VERSION_IDENT(3,1,1,0));
2865 game_em.use_single_button =
2866 (game.engine_version > VERSION_IDENT(4,0,0,2));
2868 game_em.use_snap_key_bug =
2869 (game.engine_version < VERSION_IDENT(4,0,1,0));
2871 /* ---------------------------------------------------------------------- */
2873 /* set maximal allowed number of custom element changes per game frame */
2874 game.max_num_changes_per_frame = 1;
2876 /* default scan direction: scan playfield from top/left to bottom/right */
2877 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2879 /* dynamically adjust element properties according to game engine version */
2880 InitElementPropertiesEngine(game.engine_version);
2883 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2884 printf(" tape version == %06d [%s] [file: %06d]\n",
2885 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2887 printf(" => game.engine_version == %06d\n", game.engine_version);
2890 /* ---------- initialize player's initial move delay --------------------- */
2892 /* dynamically adjust player properties according to level information */
2893 for (i = 0; i < MAX_PLAYERS; i++)
2894 game.initial_move_delay_value[i] =
2895 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2897 /* dynamically adjust player properties according to game engine version */
2898 for (i = 0; i < MAX_PLAYERS; i++)
2899 game.initial_move_delay[i] =
2900 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2901 game.initial_move_delay_value[i] : 0);
2903 /* ---------- initialize player's initial push delay --------------------- */
2905 /* dynamically adjust player properties according to game engine version */
2906 game.initial_push_delay_value =
2907 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2909 /* ---------- initialize changing elements ------------------------------- */
2911 /* initialize changing elements information */
2912 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2914 struct ElementInfo *ei = &element_info[i];
2916 /* this pointer might have been changed in the level editor */
2917 ei->change = &ei->change_page[0];
2919 if (!IS_CUSTOM_ELEMENT(i))
2921 ei->change->target_element = EL_EMPTY_SPACE;
2922 ei->change->delay_fixed = 0;
2923 ei->change->delay_random = 0;
2924 ei->change->delay_frames = 1;
2927 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2929 ei->has_change_event[j] = FALSE;
2931 ei->event_page_nr[j] = 0;
2932 ei->event_page[j] = &ei->change_page[0];
2936 /* add changing elements from pre-defined list */
2937 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2939 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2940 struct ElementInfo *ei = &element_info[ch_delay->element];
2942 ei->change->target_element = ch_delay->target_element;
2943 ei->change->delay_fixed = ch_delay->change_delay;
2945 ei->change->pre_change_function = ch_delay->pre_change_function;
2946 ei->change->change_function = ch_delay->change_function;
2947 ei->change->post_change_function = ch_delay->post_change_function;
2949 ei->change->can_change = TRUE;
2950 ei->change->can_change_or_has_action = TRUE;
2952 ei->has_change_event[CE_DELAY] = TRUE;
2954 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2955 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2958 /* ---------- initialize internal run-time variables --------------------- */
2960 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2962 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2964 for (j = 0; j < ei->num_change_pages; j++)
2966 ei->change_page[j].can_change_or_has_action =
2967 (ei->change_page[j].can_change |
2968 ei->change_page[j].has_action);
2972 /* add change events from custom element configuration */
2973 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2975 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2977 for (j = 0; j < ei->num_change_pages; j++)
2979 if (!ei->change_page[j].can_change_or_has_action)
2982 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2984 /* only add event page for the first page found with this event */
2985 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2987 ei->has_change_event[k] = TRUE;
2989 ei->event_page_nr[k] = j;
2990 ei->event_page[k] = &ei->change_page[j];
2996 /* ---------- initialize reference elements in change conditions --------- */
2998 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3000 int element = EL_CUSTOM_START + i;
3001 struct ElementInfo *ei = &element_info[element];
3003 for (j = 0; j < ei->num_change_pages; j++)
3005 int trigger_element = ei->change_page[j].initial_trigger_element;
3007 if (trigger_element >= EL_PREV_CE_8 &&
3008 trigger_element <= EL_NEXT_CE_8)
3009 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3011 ei->change_page[j].trigger_element = trigger_element;
3015 /* ---------- initialize run-time trigger player and element ------------- */
3017 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3019 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3021 for (j = 0; j < ei->num_change_pages; j++)
3023 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3024 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3025 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3026 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3027 ei->change_page[j].actual_trigger_ce_value = 0;
3028 ei->change_page[j].actual_trigger_ce_score = 0;
3032 /* ---------- initialize trigger events ---------------------------------- */
3034 /* initialize trigger events information */
3035 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3036 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3037 trigger_events[i][j] = FALSE;
3039 /* add trigger events from element change event properties */
3040 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3042 struct ElementInfo *ei = &element_info[i];
3044 for (j = 0; j < ei->num_change_pages; j++)
3046 if (!ei->change_page[j].can_change_or_has_action)
3049 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3051 int trigger_element = ei->change_page[j].trigger_element;
3053 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3055 if (ei->change_page[j].has_event[k])
3057 if (IS_GROUP_ELEMENT(trigger_element))
3059 struct ElementGroupInfo *group =
3060 element_info[trigger_element].group;
3062 for (l = 0; l < group->num_elements_resolved; l++)
3063 trigger_events[group->element_resolved[l]][k] = TRUE;
3065 else if (trigger_element == EL_ANY_ELEMENT)
3066 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3067 trigger_events[l][k] = TRUE;
3069 trigger_events[trigger_element][k] = TRUE;
3076 /* ---------- initialize push delay -------------------------------------- */
3078 /* initialize push delay values to default */
3079 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3081 if (!IS_CUSTOM_ELEMENT(i))
3083 /* set default push delay values (corrected since version 3.0.7-1) */
3084 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3086 element_info[i].push_delay_fixed = 2;
3087 element_info[i].push_delay_random = 8;
3091 element_info[i].push_delay_fixed = 8;
3092 element_info[i].push_delay_random = 8;
3097 /* set push delay value for certain elements from pre-defined list */
3098 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3100 int e = push_delay_list[i].element;
3102 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3103 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3106 /* set push delay value for Supaplex elements for newer engine versions */
3107 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3109 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3111 if (IS_SP_ELEMENT(i))
3113 /* set SP push delay to just enough to push under a falling zonk */
3114 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3116 element_info[i].push_delay_fixed = delay;
3117 element_info[i].push_delay_random = 0;
3122 /* ---------- initialize move stepsize ----------------------------------- */
3124 /* initialize move stepsize values to default */
3125 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3126 if (!IS_CUSTOM_ELEMENT(i))
3127 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3129 /* set move stepsize value for certain elements from pre-defined list */
3130 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3132 int e = move_stepsize_list[i].element;
3134 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3137 /* ---------- initialize collect score ----------------------------------- */
3139 /* initialize collect score values for custom elements from initial value */
3140 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3141 if (IS_CUSTOM_ELEMENT(i))
3142 element_info[i].collect_score = element_info[i].collect_score_initial;
3144 /* ---------- initialize collect count ----------------------------------- */
3146 /* initialize collect count values for non-custom elements */
3147 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3148 if (!IS_CUSTOM_ELEMENT(i))
3149 element_info[i].collect_count_initial = 0;
3151 /* add collect count values for all elements from pre-defined list */
3152 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3153 element_info[collect_count_list[i].element].collect_count_initial =
3154 collect_count_list[i].count;
3156 /* ---------- initialize access direction -------------------------------- */
3158 /* initialize access direction values to default (access from every side) */
3159 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3160 if (!IS_CUSTOM_ELEMENT(i))
3161 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3163 /* set access direction value for certain elements from pre-defined list */
3164 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3165 element_info[access_direction_list[i].element].access_direction =
3166 access_direction_list[i].direction;
3168 /* ---------- initialize explosion content ------------------------------- */
3169 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3171 if (IS_CUSTOM_ELEMENT(i))
3174 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3176 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3178 element_info[i].content.e[x][y] =
3179 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3180 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3181 i == EL_PLAYER_3 ? EL_EMERALD :
3182 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3183 i == EL_MOLE ? EL_EMERALD_RED :
3184 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3185 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3186 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3187 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3188 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3189 i == EL_WALL_EMERALD ? EL_EMERALD :
3190 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3191 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3192 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3193 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3194 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3195 i == EL_WALL_PEARL ? EL_PEARL :
3196 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3201 /* ---------- initialize recursion detection ------------------------------ */
3202 recursion_loop_depth = 0;
3203 recursion_loop_detected = FALSE;
3204 recursion_loop_element = EL_UNDEFINED;
3206 /* ---------- initialize graphics engine ---------------------------------- */
3207 game.scroll_delay_value =
3208 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3209 setup.scroll_delay ? setup.scroll_delay_value : 0);
3210 game.scroll_delay_value =
3211 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3213 /* ---------- initialize game engine snapshots ---------------------------- */
3214 for (i = 0; i < MAX_PLAYERS; i++)
3215 game.snapshot.last_action[i] = 0;
3216 game.snapshot.changed_action = FALSE;
3217 game.snapshot.collected_item = FALSE;
3218 game.snapshot.mode =
3219 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3220 SNAPSHOT_MODE_EVERY_STEP :
3221 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3222 SNAPSHOT_MODE_EVERY_MOVE :
3223 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3224 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3225 game.snapshot.save_snapshot = FALSE;
3227 /* ---------- initialize level time for Supaplex engine ------------------- */
3228 /* Supaplex levels with time limit currently unsupported -- should be added */
3229 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3233 int get_num_special_action(int element, int action_first, int action_last)
3235 int num_special_action = 0;
3238 for (i = action_first; i <= action_last; i++)
3240 boolean found = FALSE;
3242 for (j = 0; j < NUM_DIRECTIONS; j++)
3243 if (el_act_dir2img(element, i, j) !=
3244 el_act_dir2img(element, ACTION_DEFAULT, j))
3248 num_special_action++;
3253 return num_special_action;
3258 =============================================================================
3260 -----------------------------------------------------------------------------
3261 initialize and start new game
3262 =============================================================================
3267 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3268 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3269 int fade_mask = REDRAW_FIELD;
3271 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3272 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3273 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3274 int initial_move_dir = MV_DOWN;
3277 // required here to update video display before fading (FIX THIS)
3278 DrawMaskedBorder(REDRAW_DOOR_2);
3280 if (!game.restart_level)
3281 CloseDoor(DOOR_CLOSE_1);
3283 SetGameStatus(GAME_MODE_PLAYING);
3285 if (level_editor_test_game)
3286 FadeSkipNextFadeIn();
3288 FadeSetEnterScreen();
3290 if (CheckIfGlobalBorderHasChanged())
3291 fade_mask = REDRAW_ALL;
3293 FadeLevelSoundsAndMusic();
3295 ExpireSoundLoops(TRUE);
3299 /* needed if different viewport properties defined for playing */
3300 ChangeViewportPropertiesIfNeeded();
3304 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3306 DrawCompleteVideoDisplay();
3309 InitGameControlValues();
3311 /* don't play tapes over network */
3312 network_playing = (options.network && !tape.playing);
3314 for (i = 0; i < MAX_PLAYERS; i++)
3316 struct PlayerInfo *player = &stored_player[i];
3318 player->index_nr = i;
3319 player->index_bit = (1 << i);
3320 player->element_nr = EL_PLAYER_1 + i;
3322 player->present = FALSE;
3323 player->active = FALSE;
3324 player->mapped = FALSE;
3326 player->killed = FALSE;
3327 player->reanimated = FALSE;
3330 player->effective_action = 0;
3331 player->programmed_action = 0;
3333 player->mouse_action.lx = 0;
3334 player->mouse_action.ly = 0;
3335 player->mouse_action.button = 0;
3338 player->score_final = 0;
3340 player->gems_still_needed = level.gems_needed;
3341 player->sokobanfields_still_needed = 0;
3342 player->lights_still_needed = 0;
3343 player->friends_still_needed = 0;
3345 for (j = 0; j < MAX_NUM_KEYS; j++)
3346 player->key[j] = FALSE;
3348 player->num_white_keys = 0;
3350 player->dynabomb_count = 0;
3351 player->dynabomb_size = 1;
3352 player->dynabombs_left = 0;
3353 player->dynabomb_xl = FALSE;
3355 player->MovDir = initial_move_dir;
3358 player->GfxDir = initial_move_dir;
3359 player->GfxAction = ACTION_DEFAULT;
3361 player->StepFrame = 0;
3363 player->initial_element = player->element_nr;
3364 player->artwork_element =
3365 (level.use_artwork_element[i] ? level.artwork_element[i] :
3366 player->element_nr);
3367 player->use_murphy = FALSE;
3369 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3370 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3372 player->gravity = level.initial_player_gravity[i];
3374 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3376 player->actual_frame_counter = 0;
3378 player->step_counter = 0;
3380 player->last_move_dir = initial_move_dir;
3382 player->is_active = FALSE;
3384 player->is_waiting = FALSE;
3385 player->is_moving = FALSE;
3386 player->is_auto_moving = FALSE;
3387 player->is_digging = FALSE;
3388 player->is_snapping = FALSE;
3389 player->is_collecting = FALSE;
3390 player->is_pushing = FALSE;
3391 player->is_switching = FALSE;
3392 player->is_dropping = FALSE;
3393 player->is_dropping_pressed = FALSE;
3395 player->is_bored = FALSE;
3396 player->is_sleeping = FALSE;
3398 player->was_waiting = TRUE;
3399 player->was_moving = FALSE;
3400 player->was_snapping = FALSE;
3401 player->was_dropping = FALSE;
3403 player->force_dropping = FALSE;
3405 player->frame_counter_bored = -1;
3406 player->frame_counter_sleeping = -1;
3408 player->anim_delay_counter = 0;
3409 player->post_delay_counter = 0;
3411 player->dir_waiting = initial_move_dir;
3412 player->action_waiting = ACTION_DEFAULT;
3413 player->last_action_waiting = ACTION_DEFAULT;
3414 player->special_action_bored = ACTION_DEFAULT;
3415 player->special_action_sleeping = ACTION_DEFAULT;
3417 player->switch_x = -1;
3418 player->switch_y = -1;
3420 player->drop_x = -1;
3421 player->drop_y = -1;
3423 player->show_envelope = 0;
3425 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3427 player->push_delay = -1; /* initialized when pushing starts */
3428 player->push_delay_value = game.initial_push_delay_value;
3430 player->drop_delay = 0;
3431 player->drop_pressed_delay = 0;
3433 player->last_jx = -1;
3434 player->last_jy = -1;
3438 player->shield_normal_time_left = 0;
3439 player->shield_deadly_time_left = 0;
3441 player->inventory_infinite_element = EL_UNDEFINED;
3442 player->inventory_size = 0;
3444 if (level.use_initial_inventory[i])
3446 for (j = 0; j < level.initial_inventory_size[i]; j++)
3448 int element = level.initial_inventory_content[i][j];
3449 int collect_count = element_info[element].collect_count_initial;
3452 if (!IS_CUSTOM_ELEMENT(element))
3455 if (collect_count == 0)
3456 player->inventory_infinite_element = element;
3458 for (k = 0; k < collect_count; k++)
3459 if (player->inventory_size < MAX_INVENTORY_SIZE)
3460 player->inventory_element[player->inventory_size++] = element;
3464 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3465 SnapField(player, 0, 0);
3467 player->LevelSolved = FALSE;
3468 player->GameOver = FALSE;
3470 player->LevelSolved_GameWon = FALSE;
3471 player->LevelSolved_GameEnd = FALSE;
3472 player->LevelSolved_PanelOff = FALSE;
3473 player->LevelSolved_SaveTape = FALSE;
3474 player->LevelSolved_SaveScore = FALSE;
3475 player->LevelSolved_CountingTime = 0;
3476 player->LevelSolved_CountingScore = 0;
3478 map_player_action[i] = i;
3481 network_player_action_received = FALSE;
3483 #if defined(NETWORK_AVALIABLE)
3484 /* initial null action */
3485 if (network_playing)
3486 SendToServer_MovePlayer(MV_NONE);
3495 TimeLeft = level.time;
3498 ScreenMovDir = MV_NONE;
3502 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3504 AllPlayersGone = FALSE;
3506 game.no_time_limit = (level.time == 0);
3508 game.yamyam_content_nr = 0;
3509 game.robot_wheel_active = FALSE;
3510 game.magic_wall_active = FALSE;
3511 game.magic_wall_time_left = 0;
3512 game.light_time_left = 0;
3513 game.timegate_time_left = 0;
3514 game.switchgate_pos = 0;
3515 game.wind_direction = level.wind_direction_initial;
3517 game.lenses_time_left = 0;
3518 game.magnify_time_left = 0;
3520 game.ball_state = level.ball_state_initial;
3521 game.ball_content_nr = 0;
3523 game.envelope_active = FALSE;
3525 /* set focus to local player for network games, else to all players */
3526 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3527 game.centered_player_nr_next = game.centered_player_nr;
3528 game.set_centered_player = FALSE;
3530 if (network_playing && tape.recording)
3532 /* store client dependent player focus when recording network games */
3533 tape.centered_player_nr_next = game.centered_player_nr_next;
3534 tape.set_centered_player = TRUE;
3537 for (i = 0; i < NUM_BELTS; i++)
3539 game.belt_dir[i] = MV_NONE;
3540 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3543 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3544 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3546 #if DEBUG_INIT_PLAYER
3549 printf("Player status at level initialization:\n");
3553 SCAN_PLAYFIELD(x, y)
3555 Feld[x][y] = level.field[x][y];
3556 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3557 ChangeDelay[x][y] = 0;
3558 ChangePage[x][y] = -1;
3559 CustomValue[x][y] = 0; /* initialized in InitField() */
3560 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3562 WasJustMoving[x][y] = 0;
3563 WasJustFalling[x][y] = 0;
3564 CheckCollision[x][y] = 0;
3565 CheckImpact[x][y] = 0;
3567 Pushed[x][y] = FALSE;
3569 ChangeCount[x][y] = 0;
3570 ChangeEvent[x][y] = -1;
3572 ExplodePhase[x][y] = 0;
3573 ExplodeDelay[x][y] = 0;
3574 ExplodeField[x][y] = EX_TYPE_NONE;
3576 RunnerVisit[x][y] = 0;
3577 PlayerVisit[x][y] = 0;
3580 GfxRandom[x][y] = INIT_GFX_RANDOM();
3581 GfxElement[x][y] = EL_UNDEFINED;
3582 GfxAction[x][y] = ACTION_DEFAULT;
3583 GfxDir[x][y] = MV_NONE;
3584 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3587 SCAN_PLAYFIELD(x, y)
3589 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3591 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3593 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3596 InitField(x, y, TRUE);
3598 ResetGfxAnimation(x, y);
3603 for (i = 0; i < MAX_PLAYERS; i++)
3605 struct PlayerInfo *player = &stored_player[i];
3607 /* set number of special actions for bored and sleeping animation */
3608 player->num_special_action_bored =
3609 get_num_special_action(player->artwork_element,
3610 ACTION_BORING_1, ACTION_BORING_LAST);
3611 player->num_special_action_sleeping =
3612 get_num_special_action(player->artwork_element,
3613 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3616 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3617 emulate_sb ? EMU_SOKOBAN :
3618 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3620 /* initialize type of slippery elements */
3621 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3623 if (!IS_CUSTOM_ELEMENT(i))
3625 /* default: elements slip down either to the left or right randomly */
3626 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3628 /* SP style elements prefer to slip down on the left side */
3629 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3630 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3632 /* BD style elements prefer to slip down on the left side */
3633 if (game.emulation == EMU_BOULDERDASH)
3634 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3638 /* initialize explosion and ignition delay */
3639 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3641 if (!IS_CUSTOM_ELEMENT(i))
3644 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3645 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3646 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3647 int last_phase = (num_phase + 1) * delay;
3648 int half_phase = (num_phase / 2) * delay;
3650 element_info[i].explosion_delay = last_phase - 1;
3651 element_info[i].ignition_delay = half_phase;
3653 if (i == EL_BLACK_ORB)
3654 element_info[i].ignition_delay = 1;
3658 /* correct non-moving belts to start moving left */
3659 for (i = 0; i < NUM_BELTS; i++)
3660 if (game.belt_dir[i] == MV_NONE)
3661 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3663 #if USE_NEW_PLAYER_ASSIGNMENTS
3664 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3665 /* choose default local player */
3666 local_player = &stored_player[0];
3668 for (i = 0; i < MAX_PLAYERS; i++)
3669 stored_player[i].connected = FALSE;
3671 local_player->connected = TRUE;
3672 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3676 for (i = 0; i < MAX_PLAYERS; i++)
3677 stored_player[i].connected = tape.player_participates[i];
3679 else if (game.team_mode && !options.network)
3681 /* try to guess locally connected team mode players (needed for correct
3682 assignment of player figures from level to locally playing players) */
3684 for (i = 0; i < MAX_PLAYERS; i++)
3685 if (setup.input[i].use_joystick ||
3686 setup.input[i].key.left != KSYM_UNDEFINED)
3687 stored_player[i].connected = TRUE;
3690 #if DEBUG_INIT_PLAYER
3693 printf("Player status after level initialization:\n");
3695 for (i = 0; i < MAX_PLAYERS; i++)
3697 struct PlayerInfo *player = &stored_player[i];
3699 printf("- player %d: present == %d, connected == %d, active == %d",
3705 if (local_player == player)
3706 printf(" (local player)");
3713 #if DEBUG_INIT_PLAYER
3715 printf("Reassigning players ...\n");
3718 /* check if any connected player was not found in playfield */
3719 for (i = 0; i < MAX_PLAYERS; i++)
3721 struct PlayerInfo *player = &stored_player[i];
3723 if (player->connected && !player->present)
3725 struct PlayerInfo *field_player = NULL;
3727 #if DEBUG_INIT_PLAYER
3729 printf("- looking for field player for player %d ...\n", i + 1);
3732 /* assign first free player found that is present in the playfield */
3734 /* first try: look for unmapped playfield player that is not connected */
3735 for (j = 0; j < MAX_PLAYERS; j++)
3736 if (field_player == NULL &&
3737 stored_player[j].present &&
3738 !stored_player[j].mapped &&
3739 !stored_player[j].connected)
3740 field_player = &stored_player[j];
3742 /* second try: look for *any* unmapped playfield player */
3743 for (j = 0; j < MAX_PLAYERS; j++)
3744 if (field_player == NULL &&
3745 stored_player[j].present &&
3746 !stored_player[j].mapped)
3747 field_player = &stored_player[j];
3749 if (field_player != NULL)
3751 int jx = field_player->jx, jy = field_player->jy;
3753 #if DEBUG_INIT_PLAYER
3755 printf("- found player %d\n", field_player->index_nr + 1);
3758 player->present = FALSE;
3759 player->active = FALSE;
3761 field_player->present = TRUE;
3762 field_player->active = TRUE;
3765 player->initial_element = field_player->initial_element;
3766 player->artwork_element = field_player->artwork_element;
3768 player->block_last_field = field_player->block_last_field;
3769 player->block_delay_adjustment = field_player->block_delay_adjustment;
3772 StorePlayer[jx][jy] = field_player->element_nr;
3774 field_player->jx = field_player->last_jx = jx;
3775 field_player->jy = field_player->last_jy = jy;
3777 if (local_player == player)
3778 local_player = field_player;
3780 map_player_action[field_player->index_nr] = i;
3782 field_player->mapped = TRUE;
3784 #if DEBUG_INIT_PLAYER
3786 printf("- map_player_action[%d] == %d\n",
3787 field_player->index_nr + 1, i + 1);
3792 if (player->connected && player->present)
3793 player->mapped = TRUE;
3796 #if DEBUG_INIT_PLAYER
3799 printf("Player status after player assignment (first stage):\n");
3801 for (i = 0; i < MAX_PLAYERS; i++)
3803 struct PlayerInfo *player = &stored_player[i];
3805 printf("- player %d: present == %d, connected == %d, active == %d",
3811 if (local_player == player)
3812 printf(" (local player)");
3821 /* check if any connected player was not found in playfield */
3822 for (i = 0; i < MAX_PLAYERS; i++)
3824 struct PlayerInfo *player = &stored_player[i];
3826 if (player->connected && !player->present)
3828 for (j = 0; j < MAX_PLAYERS; j++)
3830 struct PlayerInfo *field_player = &stored_player[j];
3831 int jx = field_player->jx, jy = field_player->jy;
3833 /* assign first free player found that is present in the playfield */
3834 if (field_player->present && !field_player->connected)
3836 player->present = TRUE;
3837 player->active = TRUE;
3839 field_player->present = FALSE;
3840 field_player->active = FALSE;
3842 player->initial_element = field_player->initial_element;
3843 player->artwork_element = field_player->artwork_element;
3845 player->block_last_field = field_player->block_last_field;
3846 player->block_delay_adjustment = field_player->block_delay_adjustment;
3848 StorePlayer[jx][jy] = player->element_nr;
3850 player->jx = player->last_jx = jx;
3851 player->jy = player->last_jy = jy;
3861 printf("::: local_player->present == %d\n", local_player->present);
3866 /* when playing a tape, eliminate all players who do not participate */
3868 #if USE_NEW_PLAYER_ASSIGNMENTS
3870 if (!game.team_mode)
3872 for (i = 0; i < MAX_PLAYERS; i++)
3874 if (stored_player[i].active &&
3875 !tape.player_participates[map_player_action[i]])
3877 struct PlayerInfo *player = &stored_player[i];
3878 int jx = player->jx, jy = player->jy;
3880 #if DEBUG_INIT_PLAYER
3882 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3885 player->active = FALSE;
3886 StorePlayer[jx][jy] = 0;
3887 Feld[jx][jy] = EL_EMPTY;
3894 for (i = 0; i < MAX_PLAYERS; i++)
3896 if (stored_player[i].active &&
3897 !tape.player_participates[i])
3899 struct PlayerInfo *player = &stored_player[i];
3900 int jx = player->jx, jy = player->jy;
3902 player->active = FALSE;
3903 StorePlayer[jx][jy] = 0;
3904 Feld[jx][jy] = EL_EMPTY;
3909 else if (!options.network && !game.team_mode) /* && !tape.playing */
3911 /* when in single player mode, eliminate all but the first active player */
3913 for (i = 0; i < MAX_PLAYERS; i++)
3915 if (stored_player[i].active)
3917 for (j = i + 1; j < MAX_PLAYERS; j++)
3919 if (stored_player[j].active)
3921 struct PlayerInfo *player = &stored_player[j];
3922 int jx = player->jx, jy = player->jy;
3924 player->active = FALSE;
3925 player->present = FALSE;
3927 StorePlayer[jx][jy] = 0;
3928 Feld[jx][jy] = EL_EMPTY;
3935 /* when recording the game, store which players take part in the game */
3938 #if USE_NEW_PLAYER_ASSIGNMENTS
3939 for (i = 0; i < MAX_PLAYERS; i++)
3940 if (stored_player[i].connected)
3941 tape.player_participates[i] = TRUE;
3943 for (i = 0; i < MAX_PLAYERS; i++)
3944 if (stored_player[i].active)
3945 tape.player_participates[i] = TRUE;
3949 #if DEBUG_INIT_PLAYER
3952 printf("Player status after player assignment (final stage):\n");
3954 for (i = 0; i < MAX_PLAYERS; i++)
3956 struct PlayerInfo *player = &stored_player[i];
3958 printf("- player %d: present == %d, connected == %d, active == %d",
3964 if (local_player == player)
3965 printf(" (local player)");
3972 if (BorderElement == EL_EMPTY)
3975 SBX_Right = lev_fieldx - SCR_FIELDX;
3977 SBY_Lower = lev_fieldy - SCR_FIELDY;
3982 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3984 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3987 if (full_lev_fieldx <= SCR_FIELDX)
3988 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3989 if (full_lev_fieldy <= SCR_FIELDY)
3990 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3992 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3994 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3997 /* if local player not found, look for custom element that might create
3998 the player (make some assumptions about the right custom element) */
3999 if (!local_player->present)
4001 int start_x = 0, start_y = 0;
4002 int found_rating = 0;
4003 int found_element = EL_UNDEFINED;
4004 int player_nr = local_player->index_nr;
4006 SCAN_PLAYFIELD(x, y)
4008 int element = Feld[x][y];
4013 if (level.use_start_element[player_nr] &&
4014 level.start_element[player_nr] == element &&
4021 found_element = element;
4024 if (!IS_CUSTOM_ELEMENT(element))
4027 if (CAN_CHANGE(element))
4029 for (i = 0; i < element_info[element].num_change_pages; i++)
4031 /* check for player created from custom element as single target */
4032 content = element_info[element].change_page[i].target_element;
4033 is_player = ELEM_IS_PLAYER(content);
4035 if (is_player && (found_rating < 3 ||
4036 (found_rating == 3 && element < found_element)))
4042 found_element = element;
4047 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4049 /* check for player created from custom element as explosion content */
4050 content = element_info[element].content.e[xx][yy];
4051 is_player = ELEM_IS_PLAYER(content);
4053 if (is_player && (found_rating < 2 ||
4054 (found_rating == 2 && element < found_element)))
4056 start_x = x + xx - 1;
4057 start_y = y + yy - 1;
4060 found_element = element;
4063 if (!CAN_CHANGE(element))
4066 for (i = 0; i < element_info[element].num_change_pages; i++)
4068 /* check for player created from custom element as extended target */
4070 element_info[element].change_page[i].target_content.e[xx][yy];
4072 is_player = ELEM_IS_PLAYER(content);
4074 if (is_player && (found_rating < 1 ||
4075 (found_rating == 1 && element < found_element)))
4077 start_x = x + xx - 1;
4078 start_y = y + yy - 1;
4081 found_element = element;
4087 scroll_x = SCROLL_POSITION_X(start_x);
4088 scroll_y = SCROLL_POSITION_Y(start_y);
4092 scroll_x = SCROLL_POSITION_X(local_player->jx);
4093 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4096 /* !!! FIX THIS (START) !!! */
4097 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4099 InitGameEngine_EM();
4101 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4103 InitGameEngine_SP();
4105 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4107 InitGameEngine_MM();
4111 DrawLevel(REDRAW_FIELD);
4114 /* after drawing the level, correct some elements */
4115 if (game.timegate_time_left == 0)
4116 CloseAllOpenTimegates();
4119 /* blit playfield from scroll buffer to normal back buffer for fading in */
4120 BlitScreenToBitmap(backbuffer);
4121 /* !!! FIX THIS (END) !!! */
4123 DrawMaskedBorder(fade_mask);
4128 // full screen redraw is required at this point in the following cases:
4129 // - special editor door undrawn when game was started from level editor
4130 // - drawing area (playfield) was changed and has to be removed completely
4131 redraw_mask = REDRAW_ALL;
4135 if (!game.restart_level)
4137 /* copy default game door content to main double buffer */
4139 /* !!! CHECK AGAIN !!! */
4140 SetPanelBackground();
4141 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4142 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4145 SetPanelBackground();
4146 SetDrawBackgroundMask(REDRAW_DOOR_1);
4148 UpdateAndDisplayGameControlValues();
4150 if (!game.restart_level)
4156 CreateGameButtons();
4158 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
4159 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
4160 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
4165 /* copy actual game door content to door double buffer for OpenDoor() */
4166 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4168 OpenDoor(DOOR_OPEN_ALL);
4170 PlaySound(SND_GAME_STARTING);
4172 if (setup.sound_music)
4175 KeyboardAutoRepeatOffUnlessAutoplay();
4177 #if DEBUG_INIT_PLAYER
4180 printf("Player status (final):\n");
4182 for (i = 0; i < MAX_PLAYERS; i++)
4184 struct PlayerInfo *player = &stored_player[i];
4186 printf("- player %d: present == %d, connected == %d, active == %d",
4192 if (local_player == player)
4193 printf(" (local player)");
4206 if (!game.restart_level && !tape.playing)
4208 LevelStats_incPlayed(level_nr);
4210 SaveLevelSetup_SeriesInfo();
4213 game.restart_level = FALSE;
4215 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4216 InitGameActions_MM();
4218 SaveEngineSnapshotToListInitial();
4221 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4222 int actual_player_x, int actual_player_y)
4224 /* this is used for non-R'n'D game engines to update certain engine values */
4226 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4228 actual_player_x = correctLevelPosX_EM(actual_player_x);
4229 actual_player_y = correctLevelPosY_EM(actual_player_y);
4232 /* needed to determine if sounds are played within the visible screen area */
4233 scroll_x = actual_scroll_x;
4234 scroll_y = actual_scroll_y;
4236 /* needed to get player position for "follow finger" playing input method */
4237 local_player->jx = actual_player_x;
4238 local_player->jy = actual_player_y;
4241 void InitMovDir(int x, int y)
4243 int i, element = Feld[x][y];
4244 static int xy[4][2] =
4251 static int direction[3][4] =
4253 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4254 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4255 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4264 Feld[x][y] = EL_BUG;
4265 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4268 case EL_SPACESHIP_RIGHT:
4269 case EL_SPACESHIP_UP:
4270 case EL_SPACESHIP_LEFT:
4271 case EL_SPACESHIP_DOWN:
4272 Feld[x][y] = EL_SPACESHIP;
4273 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4276 case EL_BD_BUTTERFLY_RIGHT:
4277 case EL_BD_BUTTERFLY_UP:
4278 case EL_BD_BUTTERFLY_LEFT:
4279 case EL_BD_BUTTERFLY_DOWN:
4280 Feld[x][y] = EL_BD_BUTTERFLY;
4281 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4284 case EL_BD_FIREFLY_RIGHT:
4285 case EL_BD_FIREFLY_UP:
4286 case EL_BD_FIREFLY_LEFT:
4287 case EL_BD_FIREFLY_DOWN:
4288 Feld[x][y] = EL_BD_FIREFLY;
4289 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4292 case EL_PACMAN_RIGHT:
4294 case EL_PACMAN_LEFT:
4295 case EL_PACMAN_DOWN:
4296 Feld[x][y] = EL_PACMAN;
4297 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4300 case EL_YAMYAM_LEFT:
4301 case EL_YAMYAM_RIGHT:
4303 case EL_YAMYAM_DOWN:
4304 Feld[x][y] = EL_YAMYAM;
4305 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4308 case EL_SP_SNIKSNAK:
4309 MovDir[x][y] = MV_UP;
4312 case EL_SP_ELECTRON:
4313 MovDir[x][y] = MV_LEFT;
4320 Feld[x][y] = EL_MOLE;
4321 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4325 if (IS_CUSTOM_ELEMENT(element))
4327 struct ElementInfo *ei = &element_info[element];
4328 int move_direction_initial = ei->move_direction_initial;
4329 int move_pattern = ei->move_pattern;
4331 if (move_direction_initial == MV_START_PREVIOUS)
4333 if (MovDir[x][y] != MV_NONE)
4336 move_direction_initial = MV_START_AUTOMATIC;
4339 if (move_direction_initial == MV_START_RANDOM)
4340 MovDir[x][y] = 1 << RND(4);
4341 else if (move_direction_initial & MV_ANY_DIRECTION)
4342 MovDir[x][y] = move_direction_initial;
4343 else if (move_pattern == MV_ALL_DIRECTIONS ||
4344 move_pattern == MV_TURNING_LEFT ||
4345 move_pattern == MV_TURNING_RIGHT ||
4346 move_pattern == MV_TURNING_LEFT_RIGHT ||
4347 move_pattern == MV_TURNING_RIGHT_LEFT ||
4348 move_pattern == MV_TURNING_RANDOM)
4349 MovDir[x][y] = 1 << RND(4);
4350 else if (move_pattern == MV_HORIZONTAL)
4351 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4352 else if (move_pattern == MV_VERTICAL)
4353 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4354 else if (move_pattern & MV_ANY_DIRECTION)
4355 MovDir[x][y] = element_info[element].move_pattern;
4356 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4357 move_pattern == MV_ALONG_RIGHT_SIDE)
4359 /* use random direction as default start direction */
4360 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4361 MovDir[x][y] = 1 << RND(4);
4363 for (i = 0; i < NUM_DIRECTIONS; i++)
4365 int x1 = x + xy[i][0];
4366 int y1 = y + xy[i][1];
4368 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4370 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4371 MovDir[x][y] = direction[0][i];
4373 MovDir[x][y] = direction[1][i];
4382 MovDir[x][y] = 1 << RND(4);
4384 if (element != EL_BUG &&
4385 element != EL_SPACESHIP &&
4386 element != EL_BD_BUTTERFLY &&
4387 element != EL_BD_FIREFLY)
4390 for (i = 0; i < NUM_DIRECTIONS; i++)
4392 int x1 = x + xy[i][0];
4393 int y1 = y + xy[i][1];
4395 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4397 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4399 MovDir[x][y] = direction[0][i];
4402 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4403 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4405 MovDir[x][y] = direction[1][i];
4414 GfxDir[x][y] = MovDir[x][y];
4417 void InitAmoebaNr(int x, int y)
4420 int group_nr = AmoebeNachbarNr(x, y);
4424 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4426 if (AmoebaCnt[i] == 0)
4434 AmoebaNr[x][y] = group_nr;
4435 AmoebaCnt[group_nr]++;
4436 AmoebaCnt2[group_nr]++;
4439 static void PlayerWins(struct PlayerInfo *player)
4441 player->LevelSolved = TRUE;
4442 player->GameOver = TRUE;
4444 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4445 level.native_em_level->lev->score :
4446 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4450 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4452 player->LevelSolved_CountingScore = player->score_final;
4457 static int time, time_final;
4458 static int score, score_final;
4459 static int game_over_delay_1 = 0;
4460 static int game_over_delay_2 = 0;
4461 int game_over_delay_value_1 = 50;
4462 int game_over_delay_value_2 = 50;
4464 if (!local_player->LevelSolved_GameWon)
4468 /* do not start end game actions before the player stops moving (to exit) */
4469 if (local_player->MovPos)
4472 local_player->LevelSolved_GameWon = TRUE;
4473 local_player->LevelSolved_SaveTape = tape.recording;
4474 local_player->LevelSolved_SaveScore = !tape.playing;
4478 LevelStats_incSolved(level_nr);
4480 SaveLevelSetup_SeriesInfo();
4483 if (tape.auto_play) /* tape might already be stopped here */
4484 tape.auto_play_level_solved = TRUE;
4488 game_over_delay_1 = game_over_delay_value_1;
4489 game_over_delay_2 = game_over_delay_value_2;
4491 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4492 score = score_final = local_player->score_final;
4497 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4499 else if (game.no_time_limit && TimePlayed < 999)
4502 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4505 local_player->score_final = score_final;
4507 if (level_editor_test_game)
4510 score = score_final;
4512 local_player->LevelSolved_CountingTime = time;
4513 local_player->LevelSolved_CountingScore = score;
4515 game_panel_controls[GAME_PANEL_TIME].value = time;
4516 game_panel_controls[GAME_PANEL_SCORE].value = score;
4518 DisplayGameControlValues();
4521 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4523 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4525 /* close exit door after last player */
4526 if ((AllPlayersGone &&
4527 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4528 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4529 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4530 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4531 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4533 int element = Feld[ExitX][ExitY];
4535 Feld[ExitX][ExitY] =
4536 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4537 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4538 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4539 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4540 EL_EM_STEEL_EXIT_CLOSING);
4542 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4545 /* player disappears */
4546 DrawLevelField(ExitX, ExitY);
4549 for (i = 0; i < MAX_PLAYERS; i++)
4551 struct PlayerInfo *player = &stored_player[i];
4553 if (player->present)
4555 RemovePlayer(player);
4557 /* player disappears */
4558 DrawLevelField(player->jx, player->jy);
4563 PlaySound(SND_GAME_WINNING);
4566 if (game_over_delay_1 > 0)
4568 game_over_delay_1--;
4573 if (time != time_final)
4575 int time_to_go = ABS(time_final - time);
4576 int time_count_dir = (time < time_final ? +1 : -1);
4577 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4579 time += time_count_steps * time_count_dir;
4580 score += time_count_steps * level.score[SC_TIME_BONUS];
4582 local_player->LevelSolved_CountingTime = time;
4583 local_player->LevelSolved_CountingScore = score;
4585 game_panel_controls[GAME_PANEL_TIME].value = time;
4586 game_panel_controls[GAME_PANEL_SCORE].value = score;
4588 DisplayGameControlValues();
4590 if (time == time_final)
4591 StopSound(SND_GAME_LEVELTIME_BONUS);
4592 else if (setup.sound_loops)
4593 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4595 PlaySound(SND_GAME_LEVELTIME_BONUS);
4600 local_player->LevelSolved_PanelOff = TRUE;
4602 if (game_over_delay_2 > 0)
4604 game_over_delay_2--;
4615 boolean raise_level = FALSE;
4617 local_player->LevelSolved_GameEnd = TRUE;
4619 if (!global.use_envelope_request)
4620 CloseDoor(DOOR_CLOSE_1);
4622 if (local_player->LevelSolved_SaveTape)
4624 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4627 CloseDoor(DOOR_CLOSE_ALL);
4629 if (level_editor_test_game)
4631 SetGameStatus(GAME_MODE_MAIN);
4638 if (!local_player->LevelSolved_SaveScore)
4640 SetGameStatus(GAME_MODE_MAIN);
4647 if (level_nr == leveldir_current->handicap_level)
4649 leveldir_current->handicap_level++;
4651 SaveLevelSetup_SeriesInfo();
4654 if (setup.increment_levels &&
4655 level_nr < leveldir_current->last_level)
4656 raise_level = TRUE; /* advance to next level */
4658 if ((hi_pos = NewHiScore()) >= 0)
4660 SetGameStatus(GAME_MODE_SCORES);
4662 DrawHallOfFame(hi_pos);
4672 SetGameStatus(GAME_MODE_MAIN);
4688 boolean one_score_entry_per_name = !program.many_scores_per_name;
4690 LoadScore(level_nr);
4692 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4693 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4696 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4698 if (local_player->score_final > highscore[k].Score)
4700 /* player has made it to the hall of fame */
4702 if (k < MAX_SCORE_ENTRIES - 1)
4704 int m = MAX_SCORE_ENTRIES - 1;
4706 if (one_score_entry_per_name)
4708 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4709 if (strEqual(setup.player_name, highscore[l].Name))
4712 if (m == k) /* player's new highscore overwrites his old one */
4716 for (l = m; l > k; l--)
4718 strcpy(highscore[l].Name, highscore[l - 1].Name);
4719 highscore[l].Score = highscore[l - 1].Score;
4725 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4726 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4727 highscore[k].Score = local_player->score_final;
4732 else if (one_score_entry_per_name &&
4733 !strncmp(setup.player_name, highscore[k].Name,
4734 MAX_PLAYER_NAME_LEN))
4735 break; /* player already there with a higher score */
4739 SaveScore(level_nr);
4744 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4746 int element = Feld[x][y];
4747 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4748 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4749 int horiz_move = (dx != 0);
4750 int sign = (horiz_move ? dx : dy);
4751 int step = sign * element_info[element].move_stepsize;
4753 /* special values for move stepsize for spring and things on conveyor belt */
4756 if (CAN_FALL(element) &&
4757 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4758 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4759 else if (element == EL_SPRING)
4760 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4766 inline static int getElementMoveStepsize(int x, int y)
4768 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4771 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4773 if (player->GfxAction != action || player->GfxDir != dir)
4775 player->GfxAction = action;
4776 player->GfxDir = dir;
4778 player->StepFrame = 0;
4782 static void ResetGfxFrame(int x, int y)
4784 // profiling showed that "autotest" spends 10~20% of its time in this function
4785 if (DrawingDeactivatedField())
4788 int element = Feld[x][y];
4789 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4791 if (graphic_info[graphic].anim_global_sync)
4792 GfxFrame[x][y] = FrameCounter;
4793 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4794 GfxFrame[x][y] = CustomValue[x][y];
4795 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4796 GfxFrame[x][y] = element_info[element].collect_score;
4797 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4798 GfxFrame[x][y] = ChangeDelay[x][y];
4801 static void ResetGfxAnimation(int x, int y)
4803 GfxAction[x][y] = ACTION_DEFAULT;
4804 GfxDir[x][y] = MovDir[x][y];
4807 ResetGfxFrame(x, y);
4810 static void ResetRandomAnimationValue(int x, int y)
4812 GfxRandom[x][y] = INIT_GFX_RANDOM();
4815 void InitMovingField(int x, int y, int direction)
4817 int element = Feld[x][y];
4818 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4819 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4822 boolean is_moving_before, is_moving_after;
4824 /* check if element was/is moving or being moved before/after mode change */
4825 is_moving_before = (WasJustMoving[x][y] != 0);
4826 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4828 /* reset animation only for moving elements which change direction of moving
4829 or which just started or stopped moving
4830 (else CEs with property "can move" / "not moving" are reset each frame) */
4831 if (is_moving_before != is_moving_after ||
4832 direction != MovDir[x][y])
4833 ResetGfxAnimation(x, y);
4835 MovDir[x][y] = direction;
4836 GfxDir[x][y] = direction;
4838 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4839 direction == MV_DOWN && CAN_FALL(element) ?
4840 ACTION_FALLING : ACTION_MOVING);
4842 /* this is needed for CEs with property "can move" / "not moving" */
4844 if (is_moving_after)
4846 if (Feld[newx][newy] == EL_EMPTY)
4847 Feld[newx][newy] = EL_BLOCKED;
4849 MovDir[newx][newy] = MovDir[x][y];
4851 CustomValue[newx][newy] = CustomValue[x][y];
4853 GfxFrame[newx][newy] = GfxFrame[x][y];
4854 GfxRandom[newx][newy] = GfxRandom[x][y];
4855 GfxAction[newx][newy] = GfxAction[x][y];
4856 GfxDir[newx][newy] = GfxDir[x][y];
4860 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4862 int direction = MovDir[x][y];
4863 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4864 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4870 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4872 int oldx = x, oldy = y;
4873 int direction = MovDir[x][y];
4875 if (direction == MV_LEFT)
4877 else if (direction == MV_RIGHT)
4879 else if (direction == MV_UP)
4881 else if (direction == MV_DOWN)
4884 *comes_from_x = oldx;
4885 *comes_from_y = oldy;
4888 int MovingOrBlocked2Element(int x, int y)
4890 int element = Feld[x][y];
4892 if (element == EL_BLOCKED)
4896 Blocked2Moving(x, y, &oldx, &oldy);
4897 return Feld[oldx][oldy];
4903 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4905 /* like MovingOrBlocked2Element(), but if element is moving
4906 and (x,y) is the field the moving element is just leaving,
4907 return EL_BLOCKED instead of the element value */
4908 int element = Feld[x][y];
4910 if (IS_MOVING(x, y))
4912 if (element == EL_BLOCKED)
4916 Blocked2Moving(x, y, &oldx, &oldy);
4917 return Feld[oldx][oldy];
4926 static void RemoveField(int x, int y)
4928 Feld[x][y] = EL_EMPTY;
4934 CustomValue[x][y] = 0;
4937 ChangeDelay[x][y] = 0;
4938 ChangePage[x][y] = -1;
4939 Pushed[x][y] = FALSE;
4941 GfxElement[x][y] = EL_UNDEFINED;
4942 GfxAction[x][y] = ACTION_DEFAULT;
4943 GfxDir[x][y] = MV_NONE;
4946 void RemoveMovingField(int x, int y)
4948 int oldx = x, oldy = y, newx = x, newy = y;
4949 int element = Feld[x][y];
4950 int next_element = EL_UNDEFINED;
4952 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4955 if (IS_MOVING(x, y))
4957 Moving2Blocked(x, y, &newx, &newy);
4959 if (Feld[newx][newy] != EL_BLOCKED)
4961 /* element is moving, but target field is not free (blocked), but
4962 already occupied by something different (example: acid pool);
4963 in this case, only remove the moving field, but not the target */
4965 RemoveField(oldx, oldy);
4967 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4969 TEST_DrawLevelField(oldx, oldy);
4974 else if (element == EL_BLOCKED)
4976 Blocked2Moving(x, y, &oldx, &oldy);
4977 if (!IS_MOVING(oldx, oldy))
4981 if (element == EL_BLOCKED &&
4982 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4983 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4984 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4985 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4986 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4987 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4988 next_element = get_next_element(Feld[oldx][oldy]);
4990 RemoveField(oldx, oldy);
4991 RemoveField(newx, newy);
4993 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4995 if (next_element != EL_UNDEFINED)
4996 Feld[oldx][oldy] = next_element;
4998 TEST_DrawLevelField(oldx, oldy);
4999 TEST_DrawLevelField(newx, newy);
5002 void DrawDynamite(int x, int y)
5004 int sx = SCREENX(x), sy = SCREENY(y);
5005 int graphic = el2img(Feld[x][y]);
5008 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5011 if (IS_WALKABLE_INSIDE(Back[x][y]))
5015 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5016 else if (Store[x][y])
5017 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5019 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5021 if (Back[x][y] || Store[x][y])
5022 DrawGraphicThruMask(sx, sy, graphic, frame);
5024 DrawGraphic(sx, sy, graphic, frame);
5027 void CheckDynamite(int x, int y)
5029 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
5033 if (MovDelay[x][y] != 0)
5036 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5042 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5047 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5049 boolean num_checked_players = 0;
5052 for (i = 0; i < MAX_PLAYERS; i++)
5054 if (stored_player[i].active)
5056 int sx = stored_player[i].jx;
5057 int sy = stored_player[i].jy;
5059 if (num_checked_players == 0)
5066 *sx1 = MIN(*sx1, sx);
5067 *sy1 = MIN(*sy1, sy);
5068 *sx2 = MAX(*sx2, sx);
5069 *sy2 = MAX(*sy2, sy);
5072 num_checked_players++;
5077 static boolean checkIfAllPlayersFitToScreen_RND()
5079 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5081 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5083 return (sx2 - sx1 < SCR_FIELDX &&
5084 sy2 - sy1 < SCR_FIELDY);
5087 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5089 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5091 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5093 *sx = (sx1 + sx2) / 2;
5094 *sy = (sy1 + sy2) / 2;
5097 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5098 boolean center_screen, boolean quick_relocation)
5100 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5101 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5102 boolean no_delay = (tape.warp_forward);
5103 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5104 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5105 int new_scroll_x, new_scroll_y;
5107 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5109 /* case 1: quick relocation inside visible screen (without scrolling) */
5116 if (!level.shifted_relocation || center_screen)
5118 /* relocation _with_ centering of screen */
5120 new_scroll_x = SCROLL_POSITION_X(x);
5121 new_scroll_y = SCROLL_POSITION_Y(y);
5125 /* relocation _without_ centering of screen */
5127 int center_scroll_x = SCROLL_POSITION_X(old_x);
5128 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5129 int offset_x = x + (scroll_x - center_scroll_x);
5130 int offset_y = y + (scroll_y - center_scroll_y);
5132 /* for new screen position, apply previous offset to center position */
5133 new_scroll_x = SCROLL_POSITION_X(offset_x);
5134 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5137 if (quick_relocation)
5139 /* case 2: quick relocation (redraw without visible scrolling) */
5141 scroll_x = new_scroll_x;
5142 scroll_y = new_scroll_y;
5149 /* case 3: visible relocation (with scrolling to new position) */
5151 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5153 SetVideoFrameDelay(wait_delay_value);
5155 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5158 int fx = FX, fy = FY;
5160 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5161 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5163 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5169 fx += dx * TILEX / 2;
5170 fy += dy * TILEY / 2;
5172 ScrollLevel(dx, dy);
5175 /* scroll in two steps of half tile size to make things smoother */
5176 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5178 /* scroll second step to align at full tile size */
5179 BlitScreenToBitmap(window);
5185 SetVideoFrameDelay(frame_delay_value_old);
5188 void RelocatePlayer(int jx, int jy, int el_player_raw)
5190 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5191 int player_nr = GET_PLAYER_NR(el_player);
5192 struct PlayerInfo *player = &stored_player[player_nr];
5193 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5194 boolean no_delay = (tape.warp_forward);
5195 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5196 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5197 int old_jx = player->jx;
5198 int old_jy = player->jy;
5199 int old_element = Feld[old_jx][old_jy];
5200 int element = Feld[jx][jy];
5201 boolean player_relocated = (old_jx != jx || old_jy != jy);
5203 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5204 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5205 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5206 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5207 int leave_side_horiz = move_dir_horiz;
5208 int leave_side_vert = move_dir_vert;
5209 int enter_side = enter_side_horiz | enter_side_vert;
5210 int leave_side = leave_side_horiz | leave_side_vert;
5212 if (player->GameOver) /* do not reanimate dead player */
5215 if (!player_relocated) /* no need to relocate the player */
5218 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5220 RemoveField(jx, jy); /* temporarily remove newly placed player */
5221 DrawLevelField(jx, jy);
5224 if (player->present)
5226 while (player->MovPos)
5228 ScrollPlayer(player, SCROLL_GO_ON);
5229 ScrollScreen(NULL, SCROLL_GO_ON);
5231 AdvanceFrameAndPlayerCounters(player->index_nr);
5235 BackToFront_WithFrameDelay(wait_delay_value);
5238 DrawPlayer(player); /* needed here only to cleanup last field */
5239 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5241 player->is_moving = FALSE;
5244 if (IS_CUSTOM_ELEMENT(old_element))
5245 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5247 player->index_bit, leave_side);
5249 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5251 player->index_bit, leave_side);
5253 Feld[jx][jy] = el_player;
5254 InitPlayerField(jx, jy, el_player, TRUE);
5256 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5257 possible that the relocation target field did not contain a player element,
5258 but a walkable element, to which the new player was relocated -- in this
5259 case, restore that (already initialized!) element on the player field */
5260 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5262 Feld[jx][jy] = element; /* restore previously existing element */
5265 /* only visually relocate centered player */
5266 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5267 FALSE, level.instant_relocation);
5269 TestIfPlayerTouchesBadThing(jx, jy);
5270 TestIfPlayerTouchesCustomElement(jx, jy);
5272 if (IS_CUSTOM_ELEMENT(element))
5273 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5274 player->index_bit, enter_side);
5276 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5277 player->index_bit, enter_side);
5279 if (player->is_switching)
5281 /* ensure that relocation while still switching an element does not cause
5282 a new element to be treated as also switched directly after relocation
5283 (this is important for teleporter switches that teleport the player to
5284 a place where another teleporter switch is in the same direction, which
5285 would then incorrectly be treated as immediately switched before the
5286 direction key that caused the switch was released) */
5288 player->switch_x += jx - old_jx;
5289 player->switch_y += jy - old_jy;
5293 void Explode(int ex, int ey, int phase, int mode)
5299 /* !!! eliminate this variable !!! */
5300 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5302 if (game.explosions_delayed)
5304 ExplodeField[ex][ey] = mode;
5308 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5310 int center_element = Feld[ex][ey];
5311 int artwork_element, explosion_element; /* set these values later */
5313 /* remove things displayed in background while burning dynamite */
5314 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5317 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5319 /* put moving element to center field (and let it explode there) */
5320 center_element = MovingOrBlocked2Element(ex, ey);
5321 RemoveMovingField(ex, ey);
5322 Feld[ex][ey] = center_element;
5325 /* now "center_element" is finally determined -- set related values now */
5326 artwork_element = center_element; /* for custom player artwork */
5327 explosion_element = center_element; /* for custom player artwork */
5329 if (IS_PLAYER(ex, ey))
5331 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5333 artwork_element = stored_player[player_nr].artwork_element;
5335 if (level.use_explosion_element[player_nr])
5337 explosion_element = level.explosion_element[player_nr];
5338 artwork_element = explosion_element;
5342 if (mode == EX_TYPE_NORMAL ||
5343 mode == EX_TYPE_CENTER ||
5344 mode == EX_TYPE_CROSS)
5345 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5347 last_phase = element_info[explosion_element].explosion_delay + 1;
5349 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5351 int xx = x - ex + 1;
5352 int yy = y - ey + 1;
5355 if (!IN_LEV_FIELD(x, y) ||
5356 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5357 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5360 element = Feld[x][y];
5362 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5364 element = MovingOrBlocked2Element(x, y);
5366 if (!IS_EXPLOSION_PROOF(element))
5367 RemoveMovingField(x, y);
5370 /* indestructible elements can only explode in center (but not flames) */
5371 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5372 mode == EX_TYPE_BORDER)) ||
5373 element == EL_FLAMES)
5376 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5377 behaviour, for example when touching a yamyam that explodes to rocks
5378 with active deadly shield, a rock is created under the player !!! */
5379 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5381 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5382 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5383 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5385 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5388 if (IS_ACTIVE_BOMB(element))
5390 /* re-activate things under the bomb like gate or penguin */
5391 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5398 /* save walkable background elements while explosion on same tile */
5399 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5400 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5401 Back[x][y] = element;
5403 /* ignite explodable elements reached by other explosion */
5404 if (element == EL_EXPLOSION)
5405 element = Store2[x][y];
5407 if (AmoebaNr[x][y] &&
5408 (element == EL_AMOEBA_FULL ||
5409 element == EL_BD_AMOEBA ||
5410 element == EL_AMOEBA_GROWING))
5412 AmoebaCnt[AmoebaNr[x][y]]--;
5413 AmoebaCnt2[AmoebaNr[x][y]]--;
5418 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5420 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5422 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5424 if (PLAYERINFO(ex, ey)->use_murphy)
5425 Store[x][y] = EL_EMPTY;
5428 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5429 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5430 else if (ELEM_IS_PLAYER(center_element))
5431 Store[x][y] = EL_EMPTY;
5432 else if (center_element == EL_YAMYAM)
5433 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5434 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5435 Store[x][y] = element_info[center_element].content.e[xx][yy];
5437 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5438 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5439 otherwise) -- FIX THIS !!! */
5440 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5441 Store[x][y] = element_info[element].content.e[1][1];
5443 else if (!CAN_EXPLODE(element))
5444 Store[x][y] = element_info[element].content.e[1][1];
5447 Store[x][y] = EL_EMPTY;
5449 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5450 center_element == EL_AMOEBA_TO_DIAMOND)
5451 Store2[x][y] = element;
5453 Feld[x][y] = EL_EXPLOSION;
5454 GfxElement[x][y] = artwork_element;
5456 ExplodePhase[x][y] = 1;
5457 ExplodeDelay[x][y] = last_phase;
5462 if (center_element == EL_YAMYAM)
5463 game.yamyam_content_nr =
5464 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5476 GfxFrame[x][y] = 0; /* restart explosion animation */
5478 last_phase = ExplodeDelay[x][y];
5480 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5482 /* this can happen if the player leaves an explosion just in time */
5483 if (GfxElement[x][y] == EL_UNDEFINED)
5484 GfxElement[x][y] = EL_EMPTY;
5486 border_element = Store2[x][y];
5487 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5488 border_element = StorePlayer[x][y];
5490 if (phase == element_info[border_element].ignition_delay ||
5491 phase == last_phase)
5493 boolean border_explosion = FALSE;
5495 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5496 !PLAYER_EXPLOSION_PROTECTED(x, y))
5498 KillPlayerUnlessExplosionProtected(x, y);
5499 border_explosion = TRUE;
5501 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5503 Feld[x][y] = Store2[x][y];
5506 border_explosion = TRUE;
5508 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5510 AmoebeUmwandeln(x, y);
5512 border_explosion = TRUE;
5515 /* if an element just explodes due to another explosion (chain-reaction),
5516 do not immediately end the new explosion when it was the last frame of
5517 the explosion (as it would be done in the following "if"-statement!) */
5518 if (border_explosion && phase == last_phase)
5522 if (phase == last_phase)
5526 element = Feld[x][y] = Store[x][y];
5527 Store[x][y] = Store2[x][y] = 0;
5528 GfxElement[x][y] = EL_UNDEFINED;
5530 /* player can escape from explosions and might therefore be still alive */
5531 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5532 element <= EL_PLAYER_IS_EXPLODING_4)
5534 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5535 int explosion_element = EL_PLAYER_1 + player_nr;
5536 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5537 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5539 if (level.use_explosion_element[player_nr])
5540 explosion_element = level.explosion_element[player_nr];
5542 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5543 element_info[explosion_element].content.e[xx][yy]);
5546 /* restore probably existing indestructible background element */
5547 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5548 element = Feld[x][y] = Back[x][y];
5551 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5552 GfxDir[x][y] = MV_NONE;
5553 ChangeDelay[x][y] = 0;
5554 ChangePage[x][y] = -1;
5556 CustomValue[x][y] = 0;
5558 InitField_WithBug2(x, y, FALSE);
5560 TEST_DrawLevelField(x, y);
5562 TestIfElementTouchesCustomElement(x, y);
5564 if (GFX_CRUMBLED(element))
5565 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5567 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5568 StorePlayer[x][y] = 0;
5570 if (ELEM_IS_PLAYER(element))
5571 RelocatePlayer(x, y, element);
5573 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5575 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5576 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5579 TEST_DrawLevelFieldCrumbled(x, y);
5581 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5583 DrawLevelElement(x, y, Back[x][y]);
5584 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5586 else if (IS_WALKABLE_UNDER(Back[x][y]))
5588 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5589 DrawLevelElementThruMask(x, y, Back[x][y]);
5591 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5592 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5596 void DynaExplode(int ex, int ey)
5599 int dynabomb_element = Feld[ex][ey];
5600 int dynabomb_size = 1;
5601 boolean dynabomb_xl = FALSE;
5602 struct PlayerInfo *player;
5603 static int xy[4][2] =
5611 if (IS_ACTIVE_BOMB(dynabomb_element))
5613 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5614 dynabomb_size = player->dynabomb_size;
5615 dynabomb_xl = player->dynabomb_xl;
5616 player->dynabombs_left++;
5619 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5621 for (i = 0; i < NUM_DIRECTIONS; i++)
5623 for (j = 1; j <= dynabomb_size; j++)
5625 int x = ex + j * xy[i][0];
5626 int y = ey + j * xy[i][1];
5629 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5632 element = Feld[x][y];
5634 /* do not restart explosions of fields with active bombs */
5635 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5638 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5640 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5641 !IS_DIGGABLE(element) && !dynabomb_xl)
5647 void Bang(int x, int y)
5649 int element = MovingOrBlocked2Element(x, y);
5650 int explosion_type = EX_TYPE_NORMAL;
5652 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5654 struct PlayerInfo *player = PLAYERINFO(x, y);
5656 element = Feld[x][y] = player->initial_element;
5658 if (level.use_explosion_element[player->index_nr])
5660 int explosion_element = level.explosion_element[player->index_nr];
5662 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5663 explosion_type = EX_TYPE_CROSS;
5664 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5665 explosion_type = EX_TYPE_CENTER;
5673 case EL_BD_BUTTERFLY:
5676 case EL_DARK_YAMYAM:
5680 RaiseScoreElement(element);
5683 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5684 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5685 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5686 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5687 case EL_DYNABOMB_INCREASE_NUMBER:
5688 case EL_DYNABOMB_INCREASE_SIZE:
5689 case EL_DYNABOMB_INCREASE_POWER:
5690 explosion_type = EX_TYPE_DYNA;
5693 case EL_DC_LANDMINE:
5694 explosion_type = EX_TYPE_CENTER;
5699 case EL_LAMP_ACTIVE:
5700 case EL_AMOEBA_TO_DIAMOND:
5701 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5702 explosion_type = EX_TYPE_CENTER;
5706 if (element_info[element].explosion_type == EXPLODES_CROSS)
5707 explosion_type = EX_TYPE_CROSS;
5708 else if (element_info[element].explosion_type == EXPLODES_1X1)
5709 explosion_type = EX_TYPE_CENTER;
5713 if (explosion_type == EX_TYPE_DYNA)
5716 Explode(x, y, EX_PHASE_START, explosion_type);
5718 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5721 void SplashAcid(int x, int y)
5723 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5724 (!IN_LEV_FIELD(x - 1, y - 2) ||
5725 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5726 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5728 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5729 (!IN_LEV_FIELD(x + 1, y - 2) ||
5730 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5731 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5733 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5736 static void InitBeltMovement()
5738 static int belt_base_element[4] =
5740 EL_CONVEYOR_BELT_1_LEFT,
5741 EL_CONVEYOR_BELT_2_LEFT,
5742 EL_CONVEYOR_BELT_3_LEFT,
5743 EL_CONVEYOR_BELT_4_LEFT
5745 static int belt_base_active_element[4] =
5747 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5748 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5749 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5750 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5755 /* set frame order for belt animation graphic according to belt direction */
5756 for (i = 0; i < NUM_BELTS; i++)
5760 for (j = 0; j < NUM_BELT_PARTS; j++)
5762 int element = belt_base_active_element[belt_nr] + j;
5763 int graphic_1 = el2img(element);
5764 int graphic_2 = el2panelimg(element);
5766 if (game.belt_dir[i] == MV_LEFT)
5768 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5769 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5773 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5774 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5779 SCAN_PLAYFIELD(x, y)
5781 int element = Feld[x][y];
5783 for (i = 0; i < NUM_BELTS; i++)
5785 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5787 int e_belt_nr = getBeltNrFromBeltElement(element);
5790 if (e_belt_nr == belt_nr)
5792 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5794 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5801 static void ToggleBeltSwitch(int x, int y)
5803 static int belt_base_element[4] =
5805 EL_CONVEYOR_BELT_1_LEFT,
5806 EL_CONVEYOR_BELT_2_LEFT,
5807 EL_CONVEYOR_BELT_3_LEFT,
5808 EL_CONVEYOR_BELT_4_LEFT
5810 static int belt_base_active_element[4] =
5812 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5813 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5814 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5815 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5817 static int belt_base_switch_element[4] =
5819 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5820 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5821 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5822 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5824 static int belt_move_dir[4] =
5832 int element = Feld[x][y];
5833 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5834 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5835 int belt_dir = belt_move_dir[belt_dir_nr];
5838 if (!IS_BELT_SWITCH(element))
5841 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5842 game.belt_dir[belt_nr] = belt_dir;
5844 if (belt_dir_nr == 3)
5847 /* set frame order for belt animation graphic according to belt direction */
5848 for (i = 0; i < NUM_BELT_PARTS; i++)
5850 int element = belt_base_active_element[belt_nr] + i;
5851 int graphic_1 = el2img(element);
5852 int graphic_2 = el2panelimg(element);
5854 if (belt_dir == MV_LEFT)
5856 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5857 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5861 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5862 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5866 SCAN_PLAYFIELD(xx, yy)
5868 int element = Feld[xx][yy];
5870 if (IS_BELT_SWITCH(element))
5872 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5874 if (e_belt_nr == belt_nr)
5876 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5877 TEST_DrawLevelField(xx, yy);
5880 else if (IS_BELT(element) && belt_dir != MV_NONE)
5882 int e_belt_nr = getBeltNrFromBeltElement(element);
5884 if (e_belt_nr == belt_nr)
5886 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5888 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5889 TEST_DrawLevelField(xx, yy);
5892 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5894 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5896 if (e_belt_nr == belt_nr)
5898 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5900 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5901 TEST_DrawLevelField(xx, yy);
5907 static void ToggleSwitchgateSwitch(int x, int y)
5911 game.switchgate_pos = !game.switchgate_pos;
5913 SCAN_PLAYFIELD(xx, yy)
5915 int element = Feld[xx][yy];
5917 if (element == EL_SWITCHGATE_SWITCH_UP)
5919 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5920 TEST_DrawLevelField(xx, yy);
5922 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5924 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5925 TEST_DrawLevelField(xx, yy);
5927 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5929 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5930 TEST_DrawLevelField(xx, yy);
5932 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5934 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5935 TEST_DrawLevelField(xx, yy);
5937 else if (element == EL_SWITCHGATE_OPEN ||
5938 element == EL_SWITCHGATE_OPENING)
5940 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5942 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5944 else if (element == EL_SWITCHGATE_CLOSED ||
5945 element == EL_SWITCHGATE_CLOSING)
5947 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5949 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5954 static int getInvisibleActiveFromInvisibleElement(int element)
5956 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5957 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5958 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5962 static int getInvisibleFromInvisibleActiveElement(int element)
5964 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5965 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5966 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5970 static void RedrawAllLightSwitchesAndInvisibleElements()
5974 SCAN_PLAYFIELD(x, y)
5976 int element = Feld[x][y];
5978 if (element == EL_LIGHT_SWITCH &&
5979 game.light_time_left > 0)
5981 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5982 TEST_DrawLevelField(x, y);
5984 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5985 game.light_time_left == 0)
5987 Feld[x][y] = EL_LIGHT_SWITCH;
5988 TEST_DrawLevelField(x, y);
5990 else if (element == EL_EMC_DRIPPER &&
5991 game.light_time_left > 0)
5993 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5994 TEST_DrawLevelField(x, y);
5996 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5997 game.light_time_left == 0)
5999 Feld[x][y] = EL_EMC_DRIPPER;
6000 TEST_DrawLevelField(x, y);
6002 else if (element == EL_INVISIBLE_STEELWALL ||
6003 element == EL_INVISIBLE_WALL ||
6004 element == EL_INVISIBLE_SAND)
6006 if (game.light_time_left > 0)
6007 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6009 TEST_DrawLevelField(x, y);
6011 /* uncrumble neighbour fields, if needed */
6012 if (element == EL_INVISIBLE_SAND)
6013 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6015 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6016 element == EL_INVISIBLE_WALL_ACTIVE ||
6017 element == EL_INVISIBLE_SAND_ACTIVE)
6019 if (game.light_time_left == 0)
6020 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6022 TEST_DrawLevelField(x, y);
6024 /* re-crumble neighbour fields, if needed */
6025 if (element == EL_INVISIBLE_SAND)
6026 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6031 static void RedrawAllInvisibleElementsForLenses()
6035 SCAN_PLAYFIELD(x, y)
6037 int element = Feld[x][y];
6039 if (element == EL_EMC_DRIPPER &&
6040 game.lenses_time_left > 0)
6042 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6043 TEST_DrawLevelField(x, y);
6045 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6046 game.lenses_time_left == 0)
6048 Feld[x][y] = EL_EMC_DRIPPER;
6049 TEST_DrawLevelField(x, y);
6051 else if (element == EL_INVISIBLE_STEELWALL ||
6052 element == EL_INVISIBLE_WALL ||
6053 element == EL_INVISIBLE_SAND)
6055 if (game.lenses_time_left > 0)
6056 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6058 TEST_DrawLevelField(x, y);
6060 /* uncrumble neighbour fields, if needed */
6061 if (element == EL_INVISIBLE_SAND)
6062 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6064 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6065 element == EL_INVISIBLE_WALL_ACTIVE ||
6066 element == EL_INVISIBLE_SAND_ACTIVE)
6068 if (game.lenses_time_left == 0)
6069 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6071 TEST_DrawLevelField(x, y);
6073 /* re-crumble neighbour fields, if needed */
6074 if (element == EL_INVISIBLE_SAND)
6075 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6080 static void RedrawAllInvisibleElementsForMagnifier()
6084 SCAN_PLAYFIELD(x, y)
6086 int element = Feld[x][y];
6088 if (element == EL_EMC_FAKE_GRASS &&
6089 game.magnify_time_left > 0)
6091 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6092 TEST_DrawLevelField(x, y);
6094 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6095 game.magnify_time_left == 0)
6097 Feld[x][y] = EL_EMC_FAKE_GRASS;
6098 TEST_DrawLevelField(x, y);
6100 else if (IS_GATE_GRAY(element) &&
6101 game.magnify_time_left > 0)
6103 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6104 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6105 IS_EM_GATE_GRAY(element) ?
6106 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6107 IS_EMC_GATE_GRAY(element) ?
6108 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6109 IS_DC_GATE_GRAY(element) ?
6110 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6112 TEST_DrawLevelField(x, y);
6114 else if (IS_GATE_GRAY_ACTIVE(element) &&
6115 game.magnify_time_left == 0)
6117 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6118 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6119 IS_EM_GATE_GRAY_ACTIVE(element) ?
6120 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6121 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6122 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6123 IS_DC_GATE_GRAY_ACTIVE(element) ?
6124 EL_DC_GATE_WHITE_GRAY :
6126 TEST_DrawLevelField(x, y);
6131 static void ToggleLightSwitch(int x, int y)
6133 int element = Feld[x][y];
6135 game.light_time_left =
6136 (element == EL_LIGHT_SWITCH ?
6137 level.time_light * FRAMES_PER_SECOND : 0);
6139 RedrawAllLightSwitchesAndInvisibleElements();
6142 static void ActivateTimegateSwitch(int x, int y)
6146 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6148 SCAN_PLAYFIELD(xx, yy)
6150 int element = Feld[xx][yy];
6152 if (element == EL_TIMEGATE_CLOSED ||
6153 element == EL_TIMEGATE_CLOSING)
6155 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6156 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6160 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6162 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6163 TEST_DrawLevelField(xx, yy);
6169 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6170 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6173 void Impact(int x, int y)
6175 boolean last_line = (y == lev_fieldy - 1);
6176 boolean object_hit = FALSE;
6177 boolean impact = (last_line || object_hit);
6178 int element = Feld[x][y];
6179 int smashed = EL_STEELWALL;
6181 if (!last_line) /* check if element below was hit */
6183 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6186 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6187 MovDir[x][y + 1] != MV_DOWN ||
6188 MovPos[x][y + 1] <= TILEY / 2));
6190 /* do not smash moving elements that left the smashed field in time */
6191 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6192 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6195 #if USE_QUICKSAND_IMPACT_BUGFIX
6196 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6198 RemoveMovingField(x, y + 1);
6199 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6200 Feld[x][y + 2] = EL_ROCK;
6201 TEST_DrawLevelField(x, y + 2);
6206 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6208 RemoveMovingField(x, y + 1);
6209 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6210 Feld[x][y + 2] = EL_ROCK;
6211 TEST_DrawLevelField(x, y + 2);
6218 smashed = MovingOrBlocked2Element(x, y + 1);
6220 impact = (last_line || object_hit);
6223 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6225 SplashAcid(x, y + 1);
6229 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6230 /* only reset graphic animation if graphic really changes after impact */
6232 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6234 ResetGfxAnimation(x, y);
6235 TEST_DrawLevelField(x, y);
6238 if (impact && CAN_EXPLODE_IMPACT(element))
6243 else if (impact && element == EL_PEARL &&
6244 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6246 ResetGfxAnimation(x, y);
6248 Feld[x][y] = EL_PEARL_BREAKING;
6249 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6252 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6254 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6259 if (impact && element == EL_AMOEBA_DROP)
6261 if (object_hit && IS_PLAYER(x, y + 1))
6262 KillPlayerUnlessEnemyProtected(x, y + 1);
6263 else if (object_hit && smashed == EL_PENGUIN)
6267 Feld[x][y] = EL_AMOEBA_GROWING;
6268 Store[x][y] = EL_AMOEBA_WET;
6270 ResetRandomAnimationValue(x, y);
6275 if (object_hit) /* check which object was hit */
6277 if ((CAN_PASS_MAGIC_WALL(element) &&
6278 (smashed == EL_MAGIC_WALL ||
6279 smashed == EL_BD_MAGIC_WALL)) ||
6280 (CAN_PASS_DC_MAGIC_WALL(element) &&
6281 smashed == EL_DC_MAGIC_WALL))
6284 int activated_magic_wall =
6285 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6286 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6287 EL_DC_MAGIC_WALL_ACTIVE);
6289 /* activate magic wall / mill */
6290 SCAN_PLAYFIELD(xx, yy)
6292 if (Feld[xx][yy] == smashed)
6293 Feld[xx][yy] = activated_magic_wall;
6296 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6297 game.magic_wall_active = TRUE;
6299 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6300 SND_MAGIC_WALL_ACTIVATING :
6301 smashed == EL_BD_MAGIC_WALL ?
6302 SND_BD_MAGIC_WALL_ACTIVATING :
6303 SND_DC_MAGIC_WALL_ACTIVATING));
6306 if (IS_PLAYER(x, y + 1))
6308 if (CAN_SMASH_PLAYER(element))
6310 KillPlayerUnlessEnemyProtected(x, y + 1);
6314 else if (smashed == EL_PENGUIN)
6316 if (CAN_SMASH_PLAYER(element))
6322 else if (element == EL_BD_DIAMOND)
6324 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6330 else if (((element == EL_SP_INFOTRON ||
6331 element == EL_SP_ZONK) &&
6332 (smashed == EL_SP_SNIKSNAK ||
6333 smashed == EL_SP_ELECTRON ||
6334 smashed == EL_SP_DISK_ORANGE)) ||
6335 (element == EL_SP_INFOTRON &&
6336 smashed == EL_SP_DISK_YELLOW))
6341 else if (CAN_SMASH_EVERYTHING(element))
6343 if (IS_CLASSIC_ENEMY(smashed) ||
6344 CAN_EXPLODE_SMASHED(smashed))
6349 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6351 if (smashed == EL_LAMP ||
6352 smashed == EL_LAMP_ACTIVE)
6357 else if (smashed == EL_NUT)
6359 Feld[x][y + 1] = EL_NUT_BREAKING;
6360 PlayLevelSound(x, y, SND_NUT_BREAKING);
6361 RaiseScoreElement(EL_NUT);
6364 else if (smashed == EL_PEARL)
6366 ResetGfxAnimation(x, y);
6368 Feld[x][y + 1] = EL_PEARL_BREAKING;
6369 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6372 else if (smashed == EL_DIAMOND)
6374 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6375 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6378 else if (IS_BELT_SWITCH(smashed))
6380 ToggleBeltSwitch(x, y + 1);
6382 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6383 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6384 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6385 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6387 ToggleSwitchgateSwitch(x, y + 1);
6389 else if (smashed == EL_LIGHT_SWITCH ||
6390 smashed == EL_LIGHT_SWITCH_ACTIVE)
6392 ToggleLightSwitch(x, y + 1);
6396 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6398 CheckElementChangeBySide(x, y + 1, smashed, element,
6399 CE_SWITCHED, CH_SIDE_TOP);
6400 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6406 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6411 /* play sound of magic wall / mill */
6413 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6414 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6415 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6417 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6418 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6419 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6420 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6421 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6422 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6427 /* play sound of object that hits the ground */
6428 if (last_line || object_hit)
6429 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6432 inline static void TurnRoundExt(int x, int y)
6444 { 0, 0 }, { 0, 0 }, { 0, 0 },
6449 int left, right, back;
6453 { MV_DOWN, MV_UP, MV_RIGHT },
6454 { MV_UP, MV_DOWN, MV_LEFT },
6456 { MV_LEFT, MV_RIGHT, MV_DOWN },
6460 { MV_RIGHT, MV_LEFT, MV_UP }
6463 int element = Feld[x][y];
6464 int move_pattern = element_info[element].move_pattern;
6466 int old_move_dir = MovDir[x][y];
6467 int left_dir = turn[old_move_dir].left;
6468 int right_dir = turn[old_move_dir].right;
6469 int back_dir = turn[old_move_dir].back;
6471 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6472 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6473 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6474 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6476 int left_x = x + left_dx, left_y = y + left_dy;
6477 int right_x = x + right_dx, right_y = y + right_dy;
6478 int move_x = x + move_dx, move_y = y + move_dy;
6482 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6484 TestIfBadThingTouchesOtherBadThing(x, y);
6486 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6487 MovDir[x][y] = right_dir;
6488 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6489 MovDir[x][y] = left_dir;
6491 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6493 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6496 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6498 TestIfBadThingTouchesOtherBadThing(x, y);
6500 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6501 MovDir[x][y] = left_dir;
6502 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6503 MovDir[x][y] = right_dir;
6505 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6507 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6510 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6512 TestIfBadThingTouchesOtherBadThing(x, y);
6514 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6515 MovDir[x][y] = left_dir;
6516 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6517 MovDir[x][y] = right_dir;
6519 if (MovDir[x][y] != old_move_dir)
6522 else if (element == EL_YAMYAM)
6524 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6525 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6527 if (can_turn_left && can_turn_right)
6528 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6529 else if (can_turn_left)
6530 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6531 else if (can_turn_right)
6532 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6534 MovDir[x][y] = back_dir;
6536 MovDelay[x][y] = 16 + 16 * RND(3);
6538 else if (element == EL_DARK_YAMYAM)
6540 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6542 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6545 if (can_turn_left && can_turn_right)
6546 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6547 else if (can_turn_left)
6548 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6549 else if (can_turn_right)
6550 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6552 MovDir[x][y] = back_dir;
6554 MovDelay[x][y] = 16 + 16 * RND(3);
6556 else if (element == EL_PACMAN)
6558 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6559 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6561 if (can_turn_left && can_turn_right)
6562 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6563 else if (can_turn_left)
6564 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6565 else if (can_turn_right)
6566 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6568 MovDir[x][y] = back_dir;
6570 MovDelay[x][y] = 6 + RND(40);
6572 else if (element == EL_PIG)
6574 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6575 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6576 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6577 boolean should_turn_left, should_turn_right, should_move_on;
6579 int rnd = RND(rnd_value);
6581 should_turn_left = (can_turn_left &&
6583 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6584 y + back_dy + left_dy)));
6585 should_turn_right = (can_turn_right &&
6587 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6588 y + back_dy + right_dy)));
6589 should_move_on = (can_move_on &&
6592 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6593 y + move_dy + left_dy) ||
6594 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6595 y + move_dy + right_dy)));
6597 if (should_turn_left || should_turn_right || should_move_on)
6599 if (should_turn_left && should_turn_right && should_move_on)
6600 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6601 rnd < 2 * rnd_value / 3 ? right_dir :
6603 else if (should_turn_left && should_turn_right)
6604 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6605 else if (should_turn_left && should_move_on)
6606 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6607 else if (should_turn_right && should_move_on)
6608 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6609 else if (should_turn_left)
6610 MovDir[x][y] = left_dir;
6611 else if (should_turn_right)
6612 MovDir[x][y] = right_dir;
6613 else if (should_move_on)
6614 MovDir[x][y] = old_move_dir;
6616 else if (can_move_on && rnd > rnd_value / 8)
6617 MovDir[x][y] = old_move_dir;
6618 else if (can_turn_left && can_turn_right)
6619 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6620 else if (can_turn_left && rnd > rnd_value / 8)
6621 MovDir[x][y] = left_dir;
6622 else if (can_turn_right && rnd > rnd_value/8)
6623 MovDir[x][y] = right_dir;
6625 MovDir[x][y] = back_dir;
6627 xx = x + move_xy[MovDir[x][y]].dx;
6628 yy = y + move_xy[MovDir[x][y]].dy;
6630 if (!IN_LEV_FIELD(xx, yy) ||
6631 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6632 MovDir[x][y] = old_move_dir;
6636 else if (element == EL_DRAGON)
6638 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6639 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6640 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6642 int rnd = RND(rnd_value);
6644 if (can_move_on && rnd > rnd_value / 8)
6645 MovDir[x][y] = old_move_dir;
6646 else if (can_turn_left && can_turn_right)
6647 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6648 else if (can_turn_left && rnd > rnd_value / 8)
6649 MovDir[x][y] = left_dir;
6650 else if (can_turn_right && rnd > rnd_value / 8)
6651 MovDir[x][y] = right_dir;
6653 MovDir[x][y] = back_dir;
6655 xx = x + move_xy[MovDir[x][y]].dx;
6656 yy = y + move_xy[MovDir[x][y]].dy;
6658 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6659 MovDir[x][y] = old_move_dir;
6663 else if (element == EL_MOLE)
6665 boolean can_move_on =
6666 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6667 IS_AMOEBOID(Feld[move_x][move_y]) ||
6668 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6671 boolean can_turn_left =
6672 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6673 IS_AMOEBOID(Feld[left_x][left_y])));
6675 boolean can_turn_right =
6676 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6677 IS_AMOEBOID(Feld[right_x][right_y])));
6679 if (can_turn_left && can_turn_right)
6680 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6681 else if (can_turn_left)
6682 MovDir[x][y] = left_dir;
6684 MovDir[x][y] = right_dir;
6687 if (MovDir[x][y] != old_move_dir)
6690 else if (element == EL_BALLOON)
6692 MovDir[x][y] = game.wind_direction;
6695 else if (element == EL_SPRING)
6697 if (MovDir[x][y] & MV_HORIZONTAL)
6699 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6700 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6702 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6703 ResetGfxAnimation(move_x, move_y);
6704 TEST_DrawLevelField(move_x, move_y);
6706 MovDir[x][y] = back_dir;
6708 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6709 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6710 MovDir[x][y] = MV_NONE;
6715 else if (element == EL_ROBOT ||
6716 element == EL_SATELLITE ||
6717 element == EL_PENGUIN ||
6718 element == EL_EMC_ANDROID)
6720 int attr_x = -1, attr_y = -1;
6731 for (i = 0; i < MAX_PLAYERS; i++)
6733 struct PlayerInfo *player = &stored_player[i];
6734 int jx = player->jx, jy = player->jy;
6736 if (!player->active)
6740 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6748 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6749 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6750 game.engine_version < VERSION_IDENT(3,1,0,0)))
6756 if (element == EL_PENGUIN)
6759 static int xy[4][2] =
6767 for (i = 0; i < NUM_DIRECTIONS; i++)
6769 int ex = x + xy[i][0];
6770 int ey = y + xy[i][1];
6772 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6773 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6774 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6775 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6784 MovDir[x][y] = MV_NONE;
6786 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6787 else if (attr_x > x)
6788 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6790 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6791 else if (attr_y > y)
6792 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6794 if (element == EL_ROBOT)
6798 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6799 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6800 Moving2Blocked(x, y, &newx, &newy);
6802 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6803 MovDelay[x][y] = 8 + 8 * !RND(3);
6805 MovDelay[x][y] = 16;
6807 else if (element == EL_PENGUIN)
6813 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6815 boolean first_horiz = RND(2);
6816 int new_move_dir = MovDir[x][y];
6819 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6820 Moving2Blocked(x, y, &newx, &newy);
6822 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6826 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6827 Moving2Blocked(x, y, &newx, &newy);
6829 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6832 MovDir[x][y] = old_move_dir;
6836 else if (element == EL_SATELLITE)
6842 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6844 boolean first_horiz = RND(2);
6845 int new_move_dir = MovDir[x][y];
6848 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6849 Moving2Blocked(x, y, &newx, &newy);
6851 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6855 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6856 Moving2Blocked(x, y, &newx, &newy);
6858 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6861 MovDir[x][y] = old_move_dir;
6865 else if (element == EL_EMC_ANDROID)
6867 static int check_pos[16] =
6869 -1, /* 0 => (invalid) */
6870 7, /* 1 => MV_LEFT */
6871 3, /* 2 => MV_RIGHT */
6872 -1, /* 3 => (invalid) */
6874 0, /* 5 => MV_LEFT | MV_UP */
6875 2, /* 6 => MV_RIGHT | MV_UP */
6876 -1, /* 7 => (invalid) */
6877 5, /* 8 => MV_DOWN */
6878 6, /* 9 => MV_LEFT | MV_DOWN */
6879 4, /* 10 => MV_RIGHT | MV_DOWN */
6880 -1, /* 11 => (invalid) */
6881 -1, /* 12 => (invalid) */
6882 -1, /* 13 => (invalid) */
6883 -1, /* 14 => (invalid) */
6884 -1, /* 15 => (invalid) */
6892 { -1, -1, MV_LEFT | MV_UP },
6894 { +1, -1, MV_RIGHT | MV_UP },
6895 { +1, 0, MV_RIGHT },
6896 { +1, +1, MV_RIGHT | MV_DOWN },
6898 { -1, +1, MV_LEFT | MV_DOWN },
6901 int start_pos, check_order;
6902 boolean can_clone = FALSE;
6905 /* check if there is any free field around current position */
6906 for (i = 0; i < 8; i++)
6908 int newx = x + check_xy[i].dx;
6909 int newy = y + check_xy[i].dy;
6911 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6919 if (can_clone) /* randomly find an element to clone */
6923 start_pos = check_pos[RND(8)];
6924 check_order = (RND(2) ? -1 : +1);
6926 for (i = 0; i < 8; i++)
6928 int pos_raw = start_pos + i * check_order;
6929 int pos = (pos_raw + 8) % 8;
6930 int newx = x + check_xy[pos].dx;
6931 int newy = y + check_xy[pos].dy;
6933 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6935 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6936 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6938 Store[x][y] = Feld[newx][newy];
6947 if (can_clone) /* randomly find a direction to move */
6951 start_pos = check_pos[RND(8)];
6952 check_order = (RND(2) ? -1 : +1);
6954 for (i = 0; i < 8; i++)
6956 int pos_raw = start_pos + i * check_order;
6957 int pos = (pos_raw + 8) % 8;
6958 int newx = x + check_xy[pos].dx;
6959 int newy = y + check_xy[pos].dy;
6960 int new_move_dir = check_xy[pos].dir;
6962 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6964 MovDir[x][y] = new_move_dir;
6965 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6974 if (can_clone) /* cloning and moving successful */
6977 /* cannot clone -- try to move towards player */
6979 start_pos = check_pos[MovDir[x][y] & 0x0f];
6980 check_order = (RND(2) ? -1 : +1);
6982 for (i = 0; i < 3; i++)
6984 /* first check start_pos, then previous/next or (next/previous) pos */
6985 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6986 int pos = (pos_raw + 8) % 8;
6987 int newx = x + check_xy[pos].dx;
6988 int newy = y + check_xy[pos].dy;
6989 int new_move_dir = check_xy[pos].dir;
6991 if (IS_PLAYER(newx, newy))
6994 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6996 MovDir[x][y] = new_move_dir;
6997 MovDelay[x][y] = level.android_move_time * 8 + 1;
7004 else if (move_pattern == MV_TURNING_LEFT ||
7005 move_pattern == MV_TURNING_RIGHT ||
7006 move_pattern == MV_TURNING_LEFT_RIGHT ||
7007 move_pattern == MV_TURNING_RIGHT_LEFT ||
7008 move_pattern == MV_TURNING_RANDOM ||
7009 move_pattern == MV_ALL_DIRECTIONS)
7011 boolean can_turn_left =
7012 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7013 boolean can_turn_right =
7014 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7016 if (element_info[element].move_stepsize == 0) /* "not moving" */
7019 if (move_pattern == MV_TURNING_LEFT)
7020 MovDir[x][y] = left_dir;
7021 else if (move_pattern == MV_TURNING_RIGHT)
7022 MovDir[x][y] = right_dir;
7023 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7024 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7025 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7026 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7027 else if (move_pattern == MV_TURNING_RANDOM)
7028 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7029 can_turn_right && !can_turn_left ? right_dir :
7030 RND(2) ? left_dir : right_dir);
7031 else if (can_turn_left && can_turn_right)
7032 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7033 else if (can_turn_left)
7034 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7035 else if (can_turn_right)
7036 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7038 MovDir[x][y] = back_dir;
7040 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7042 else if (move_pattern == MV_HORIZONTAL ||
7043 move_pattern == MV_VERTICAL)
7045 if (move_pattern & old_move_dir)
7046 MovDir[x][y] = back_dir;
7047 else if (move_pattern == MV_HORIZONTAL)
7048 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7049 else if (move_pattern == MV_VERTICAL)
7050 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7052 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7054 else if (move_pattern & MV_ANY_DIRECTION)
7056 MovDir[x][y] = move_pattern;
7057 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7059 else if (move_pattern & MV_WIND_DIRECTION)
7061 MovDir[x][y] = game.wind_direction;
7062 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7064 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7066 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7067 MovDir[x][y] = left_dir;
7068 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7069 MovDir[x][y] = right_dir;
7071 if (MovDir[x][y] != old_move_dir)
7072 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7074 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7076 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7077 MovDir[x][y] = right_dir;
7078 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7079 MovDir[x][y] = left_dir;
7081 if (MovDir[x][y] != old_move_dir)
7082 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7084 else if (move_pattern == MV_TOWARDS_PLAYER ||
7085 move_pattern == MV_AWAY_FROM_PLAYER)
7087 int attr_x = -1, attr_y = -1;
7089 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7100 for (i = 0; i < MAX_PLAYERS; i++)
7102 struct PlayerInfo *player = &stored_player[i];
7103 int jx = player->jx, jy = player->jy;
7105 if (!player->active)
7109 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7117 MovDir[x][y] = MV_NONE;
7119 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7120 else if (attr_x > x)
7121 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7123 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7124 else if (attr_y > y)
7125 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7127 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7129 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7131 boolean first_horiz = RND(2);
7132 int new_move_dir = MovDir[x][y];
7134 if (element_info[element].move_stepsize == 0) /* "not moving" */
7136 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7137 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7143 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7144 Moving2Blocked(x, y, &newx, &newy);
7146 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7150 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7151 Moving2Blocked(x, y, &newx, &newy);
7153 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7156 MovDir[x][y] = old_move_dir;
7159 else if (move_pattern == MV_WHEN_PUSHED ||
7160 move_pattern == MV_WHEN_DROPPED)
7162 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7163 MovDir[x][y] = MV_NONE;
7167 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7169 static int test_xy[7][2] =
7179 static int test_dir[7] =
7189 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7190 int move_preference = -1000000; /* start with very low preference */
7191 int new_move_dir = MV_NONE;
7192 int start_test = RND(4);
7195 for (i = 0; i < NUM_DIRECTIONS; i++)
7197 int move_dir = test_dir[start_test + i];
7198 int move_dir_preference;
7200 xx = x + test_xy[start_test + i][0];
7201 yy = y + test_xy[start_test + i][1];
7203 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7204 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7206 new_move_dir = move_dir;
7211 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7214 move_dir_preference = -1 * RunnerVisit[xx][yy];
7215 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7216 move_dir_preference = PlayerVisit[xx][yy];
7218 if (move_dir_preference > move_preference)
7220 /* prefer field that has not been visited for the longest time */
7221 move_preference = move_dir_preference;
7222 new_move_dir = move_dir;
7224 else if (move_dir_preference == move_preference &&
7225 move_dir == old_move_dir)
7227 /* prefer last direction when all directions are preferred equally */
7228 move_preference = move_dir_preference;
7229 new_move_dir = move_dir;
7233 MovDir[x][y] = new_move_dir;
7234 if (old_move_dir != new_move_dir)
7235 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7239 static void TurnRound(int x, int y)
7241 int direction = MovDir[x][y];
7245 GfxDir[x][y] = MovDir[x][y];
7247 if (direction != MovDir[x][y])
7251 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7253 ResetGfxFrame(x, y);
7256 static boolean JustBeingPushed(int x, int y)
7260 for (i = 0; i < MAX_PLAYERS; i++)
7262 struct PlayerInfo *player = &stored_player[i];
7264 if (player->active && player->is_pushing && player->MovPos)
7266 int next_jx = player->jx + (player->jx - player->last_jx);
7267 int next_jy = player->jy + (player->jy - player->last_jy);
7269 if (x == next_jx && y == next_jy)
7277 void StartMoving(int x, int y)
7279 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7280 int element = Feld[x][y];
7285 if (MovDelay[x][y] == 0)
7286 GfxAction[x][y] = ACTION_DEFAULT;
7288 if (CAN_FALL(element) && y < lev_fieldy - 1)
7290 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7291 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7292 if (JustBeingPushed(x, y))
7295 if (element == EL_QUICKSAND_FULL)
7297 if (IS_FREE(x, y + 1))
7299 InitMovingField(x, y, MV_DOWN);
7300 started_moving = TRUE;
7302 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7303 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7304 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7305 Store[x][y] = EL_ROCK;
7307 Store[x][y] = EL_ROCK;
7310 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7312 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7314 if (!MovDelay[x][y])
7316 MovDelay[x][y] = TILEY + 1;
7318 ResetGfxAnimation(x, y);
7319 ResetGfxAnimation(x, y + 1);
7324 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7325 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7332 Feld[x][y] = EL_QUICKSAND_EMPTY;
7333 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7334 Store[x][y + 1] = Store[x][y];
7337 PlayLevelSoundAction(x, y, ACTION_FILLING);
7339 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7341 if (!MovDelay[x][y])
7343 MovDelay[x][y] = TILEY + 1;
7345 ResetGfxAnimation(x, y);
7346 ResetGfxAnimation(x, y + 1);
7351 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7352 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7359 Feld[x][y] = EL_QUICKSAND_EMPTY;
7360 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7361 Store[x][y + 1] = Store[x][y];
7364 PlayLevelSoundAction(x, y, ACTION_FILLING);
7367 else if (element == EL_QUICKSAND_FAST_FULL)
7369 if (IS_FREE(x, y + 1))
7371 InitMovingField(x, y, MV_DOWN);
7372 started_moving = TRUE;
7374 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7375 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7376 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7377 Store[x][y] = EL_ROCK;
7379 Store[x][y] = EL_ROCK;
7382 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7384 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7386 if (!MovDelay[x][y])
7388 MovDelay[x][y] = TILEY + 1;
7390 ResetGfxAnimation(x, y);
7391 ResetGfxAnimation(x, y + 1);
7396 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7397 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7404 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7405 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7406 Store[x][y + 1] = Store[x][y];
7409 PlayLevelSoundAction(x, y, ACTION_FILLING);
7411 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7413 if (!MovDelay[x][y])
7415 MovDelay[x][y] = TILEY + 1;
7417 ResetGfxAnimation(x, y);
7418 ResetGfxAnimation(x, y + 1);
7423 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7424 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7431 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7432 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7433 Store[x][y + 1] = Store[x][y];
7436 PlayLevelSoundAction(x, y, ACTION_FILLING);
7439 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7440 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7442 InitMovingField(x, y, MV_DOWN);
7443 started_moving = TRUE;
7445 Feld[x][y] = EL_QUICKSAND_FILLING;
7446 Store[x][y] = element;
7448 PlayLevelSoundAction(x, y, ACTION_FILLING);
7450 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7451 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7453 InitMovingField(x, y, MV_DOWN);
7454 started_moving = TRUE;
7456 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7457 Store[x][y] = element;
7459 PlayLevelSoundAction(x, y, ACTION_FILLING);
7461 else if (element == EL_MAGIC_WALL_FULL)
7463 if (IS_FREE(x, y + 1))
7465 InitMovingField(x, y, MV_DOWN);
7466 started_moving = TRUE;
7468 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7469 Store[x][y] = EL_CHANGED(Store[x][y]);
7471 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7473 if (!MovDelay[x][y])
7474 MovDelay[x][y] = TILEY / 4 + 1;
7483 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7484 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7485 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7489 else if (element == EL_BD_MAGIC_WALL_FULL)
7491 if (IS_FREE(x, y + 1))
7493 InitMovingField(x, y, MV_DOWN);
7494 started_moving = TRUE;
7496 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7497 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7499 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7501 if (!MovDelay[x][y])
7502 MovDelay[x][y] = TILEY / 4 + 1;
7511 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7512 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7513 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7517 else if (element == EL_DC_MAGIC_WALL_FULL)
7519 if (IS_FREE(x, y + 1))
7521 InitMovingField(x, y, MV_DOWN);
7522 started_moving = TRUE;
7524 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7525 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7527 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7529 if (!MovDelay[x][y])
7530 MovDelay[x][y] = TILEY / 4 + 1;
7539 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7540 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7541 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7545 else if ((CAN_PASS_MAGIC_WALL(element) &&
7546 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7547 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7548 (CAN_PASS_DC_MAGIC_WALL(element) &&
7549 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7552 InitMovingField(x, y, MV_DOWN);
7553 started_moving = TRUE;
7556 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7557 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7558 EL_DC_MAGIC_WALL_FILLING);
7559 Store[x][y] = element;
7561 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7563 SplashAcid(x, y + 1);
7565 InitMovingField(x, y, MV_DOWN);
7566 started_moving = TRUE;
7568 Store[x][y] = EL_ACID;
7571 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7572 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7573 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7574 CAN_FALL(element) && WasJustFalling[x][y] &&
7575 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7577 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7578 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7579 (Feld[x][y + 1] == EL_BLOCKED)))
7581 /* this is needed for a special case not covered by calling "Impact()"
7582 from "ContinueMoving()": if an element moves to a tile directly below
7583 another element which was just falling on that tile (which was empty
7584 in the previous frame), the falling element above would just stop
7585 instead of smashing the element below (in previous version, the above
7586 element was just checked for "moving" instead of "falling", resulting
7587 in incorrect smashes caused by horizontal movement of the above
7588 element; also, the case of the player being the element to smash was
7589 simply not covered here... :-/ ) */
7591 CheckCollision[x][y] = 0;
7592 CheckImpact[x][y] = 0;
7596 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7598 if (MovDir[x][y] == MV_NONE)
7600 InitMovingField(x, y, MV_DOWN);
7601 started_moving = TRUE;
7604 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7606 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7607 MovDir[x][y] = MV_DOWN;
7609 InitMovingField(x, y, MV_DOWN);
7610 started_moving = TRUE;
7612 else if (element == EL_AMOEBA_DROP)
7614 Feld[x][y] = EL_AMOEBA_GROWING;
7615 Store[x][y] = EL_AMOEBA_WET;
7617 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7618 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7619 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7620 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7622 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7623 (IS_FREE(x - 1, y + 1) ||
7624 Feld[x - 1][y + 1] == EL_ACID));
7625 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7626 (IS_FREE(x + 1, y + 1) ||
7627 Feld[x + 1][y + 1] == EL_ACID));
7628 boolean can_fall_any = (can_fall_left || can_fall_right);
7629 boolean can_fall_both = (can_fall_left && can_fall_right);
7630 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7632 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7634 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7635 can_fall_right = FALSE;
7636 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7637 can_fall_left = FALSE;
7638 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7639 can_fall_right = FALSE;
7640 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7641 can_fall_left = FALSE;
7643 can_fall_any = (can_fall_left || can_fall_right);
7644 can_fall_both = FALSE;
7649 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7650 can_fall_right = FALSE; /* slip down on left side */
7652 can_fall_left = !(can_fall_right = RND(2));
7654 can_fall_both = FALSE;
7659 /* if not determined otherwise, prefer left side for slipping down */
7660 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7661 started_moving = TRUE;
7664 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7666 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7667 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7668 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7669 int belt_dir = game.belt_dir[belt_nr];
7671 if ((belt_dir == MV_LEFT && left_is_free) ||
7672 (belt_dir == MV_RIGHT && right_is_free))
7674 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7676 InitMovingField(x, y, belt_dir);
7677 started_moving = TRUE;
7679 Pushed[x][y] = TRUE;
7680 Pushed[nextx][y] = TRUE;
7682 GfxAction[x][y] = ACTION_DEFAULT;
7686 MovDir[x][y] = 0; /* if element was moving, stop it */
7691 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7692 if (CAN_MOVE(element) && !started_moving)
7694 int move_pattern = element_info[element].move_pattern;
7697 Moving2Blocked(x, y, &newx, &newy);
7699 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7702 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7703 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7705 WasJustMoving[x][y] = 0;
7706 CheckCollision[x][y] = 0;
7708 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7710 if (Feld[x][y] != element) /* element has changed */
7714 if (!MovDelay[x][y]) /* start new movement phase */
7716 /* all objects that can change their move direction after each step
7717 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7719 if (element != EL_YAMYAM &&
7720 element != EL_DARK_YAMYAM &&
7721 element != EL_PACMAN &&
7722 !(move_pattern & MV_ANY_DIRECTION) &&
7723 move_pattern != MV_TURNING_LEFT &&
7724 move_pattern != MV_TURNING_RIGHT &&
7725 move_pattern != MV_TURNING_LEFT_RIGHT &&
7726 move_pattern != MV_TURNING_RIGHT_LEFT &&
7727 move_pattern != MV_TURNING_RANDOM)
7731 if (MovDelay[x][y] && (element == EL_BUG ||
7732 element == EL_SPACESHIP ||
7733 element == EL_SP_SNIKSNAK ||
7734 element == EL_SP_ELECTRON ||
7735 element == EL_MOLE))
7736 TEST_DrawLevelField(x, y);
7740 if (MovDelay[x][y]) /* wait some time before next movement */
7744 if (element == EL_ROBOT ||
7745 element == EL_YAMYAM ||
7746 element == EL_DARK_YAMYAM)
7748 DrawLevelElementAnimationIfNeeded(x, y, element);
7749 PlayLevelSoundAction(x, y, ACTION_WAITING);
7751 else if (element == EL_SP_ELECTRON)
7752 DrawLevelElementAnimationIfNeeded(x, y, element);
7753 else if (element == EL_DRAGON)
7756 int dir = MovDir[x][y];
7757 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7758 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7759 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7760 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7761 dir == MV_UP ? IMG_FLAMES_1_UP :
7762 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7763 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7765 GfxAction[x][y] = ACTION_ATTACKING;
7767 if (IS_PLAYER(x, y))
7768 DrawPlayerField(x, y);
7770 TEST_DrawLevelField(x, y);
7772 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7774 for (i = 1; i <= 3; i++)
7776 int xx = x + i * dx;
7777 int yy = y + i * dy;
7778 int sx = SCREENX(xx);
7779 int sy = SCREENY(yy);
7780 int flame_graphic = graphic + (i - 1);
7782 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7787 int flamed = MovingOrBlocked2Element(xx, yy);
7789 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7792 RemoveMovingField(xx, yy);
7794 ChangeDelay[xx][yy] = 0;
7796 Feld[xx][yy] = EL_FLAMES;
7798 if (IN_SCR_FIELD(sx, sy))
7800 TEST_DrawLevelFieldCrumbled(xx, yy);
7801 DrawGraphic(sx, sy, flame_graphic, frame);
7806 if (Feld[xx][yy] == EL_FLAMES)
7807 Feld[xx][yy] = EL_EMPTY;
7808 TEST_DrawLevelField(xx, yy);
7813 if (MovDelay[x][y]) /* element still has to wait some time */
7815 PlayLevelSoundAction(x, y, ACTION_WAITING);
7821 /* now make next step */
7823 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7825 if (DONT_COLLIDE_WITH(element) &&
7826 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7827 !PLAYER_ENEMY_PROTECTED(newx, newy))
7829 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7834 else if (CAN_MOVE_INTO_ACID(element) &&
7835 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7836 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7837 (MovDir[x][y] == MV_DOWN ||
7838 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7840 SplashAcid(newx, newy);
7841 Store[x][y] = EL_ACID;
7843 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7845 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7846 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7847 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7848 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7851 TEST_DrawLevelField(x, y);
7853 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7854 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7855 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7857 local_player->friends_still_needed--;
7858 if (!local_player->friends_still_needed &&
7859 !local_player->GameOver && AllPlayersGone)
7860 PlayerWins(local_player);
7864 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7866 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7867 TEST_DrawLevelField(newx, newy);
7869 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7871 else if (!IS_FREE(newx, newy))
7873 GfxAction[x][y] = ACTION_WAITING;
7875 if (IS_PLAYER(x, y))
7876 DrawPlayerField(x, y);
7878 TEST_DrawLevelField(x, y);
7883 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7885 if (IS_FOOD_PIG(Feld[newx][newy]))
7887 if (IS_MOVING(newx, newy))
7888 RemoveMovingField(newx, newy);
7891 Feld[newx][newy] = EL_EMPTY;
7892 TEST_DrawLevelField(newx, newy);
7895 PlayLevelSound(x, y, SND_PIG_DIGGING);
7897 else if (!IS_FREE(newx, newy))
7899 if (IS_PLAYER(x, y))
7900 DrawPlayerField(x, y);
7902 TEST_DrawLevelField(x, y);
7907 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7909 if (Store[x][y] != EL_EMPTY)
7911 boolean can_clone = FALSE;
7914 /* check if element to clone is still there */
7915 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7917 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7925 /* cannot clone or target field not free anymore -- do not clone */
7926 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7927 Store[x][y] = EL_EMPTY;
7930 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7932 if (IS_MV_DIAGONAL(MovDir[x][y]))
7934 int diagonal_move_dir = MovDir[x][y];
7935 int stored = Store[x][y];
7936 int change_delay = 8;
7939 /* android is moving diagonally */
7941 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7943 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7944 GfxElement[x][y] = EL_EMC_ANDROID;
7945 GfxAction[x][y] = ACTION_SHRINKING;
7946 GfxDir[x][y] = diagonal_move_dir;
7947 ChangeDelay[x][y] = change_delay;
7949 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7952 DrawLevelGraphicAnimation(x, y, graphic);
7953 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7955 if (Feld[newx][newy] == EL_ACID)
7957 SplashAcid(newx, newy);
7962 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7964 Store[newx][newy] = EL_EMC_ANDROID;
7965 GfxElement[newx][newy] = EL_EMC_ANDROID;
7966 GfxAction[newx][newy] = ACTION_GROWING;
7967 GfxDir[newx][newy] = diagonal_move_dir;
7968 ChangeDelay[newx][newy] = change_delay;
7970 graphic = el_act_dir2img(GfxElement[newx][newy],
7971 GfxAction[newx][newy], GfxDir[newx][newy]);
7973 DrawLevelGraphicAnimation(newx, newy, graphic);
7974 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7980 Feld[newx][newy] = EL_EMPTY;
7981 TEST_DrawLevelField(newx, newy);
7983 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7986 else if (!IS_FREE(newx, newy))
7991 else if (IS_CUSTOM_ELEMENT(element) &&
7992 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7994 if (!DigFieldByCE(newx, newy, element))
7997 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7999 RunnerVisit[x][y] = FrameCounter;
8000 PlayerVisit[x][y] /= 8; /* expire player visit path */
8003 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8005 if (!IS_FREE(newx, newy))
8007 if (IS_PLAYER(x, y))
8008 DrawPlayerField(x, y);
8010 TEST_DrawLevelField(x, y);
8016 boolean wanna_flame = !RND(10);
8017 int dx = newx - x, dy = newy - y;
8018 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8019 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8020 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8021 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8022 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8023 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8026 IS_CLASSIC_ENEMY(element1) ||
8027 IS_CLASSIC_ENEMY(element2)) &&
8028 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8029 element1 != EL_FLAMES && element2 != EL_FLAMES)
8031 ResetGfxAnimation(x, y);
8032 GfxAction[x][y] = ACTION_ATTACKING;
8034 if (IS_PLAYER(x, y))
8035 DrawPlayerField(x, y);
8037 TEST_DrawLevelField(x, y);
8039 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8041 MovDelay[x][y] = 50;
8043 Feld[newx][newy] = EL_FLAMES;
8044 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8045 Feld[newx1][newy1] = EL_FLAMES;
8046 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8047 Feld[newx2][newy2] = EL_FLAMES;
8053 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8054 Feld[newx][newy] == EL_DIAMOND)
8056 if (IS_MOVING(newx, newy))
8057 RemoveMovingField(newx, newy);
8060 Feld[newx][newy] = EL_EMPTY;
8061 TEST_DrawLevelField(newx, newy);
8064 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8066 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8067 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8069 if (AmoebaNr[newx][newy])
8071 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8072 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8073 Feld[newx][newy] == EL_BD_AMOEBA)
8074 AmoebaCnt[AmoebaNr[newx][newy]]--;
8077 if (IS_MOVING(newx, newy))
8079 RemoveMovingField(newx, newy);
8083 Feld[newx][newy] = EL_EMPTY;
8084 TEST_DrawLevelField(newx, newy);
8087 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8089 else if ((element == EL_PACMAN || element == EL_MOLE)
8090 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8092 if (AmoebaNr[newx][newy])
8094 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8095 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8096 Feld[newx][newy] == EL_BD_AMOEBA)
8097 AmoebaCnt[AmoebaNr[newx][newy]]--;
8100 if (element == EL_MOLE)
8102 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8103 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8105 ResetGfxAnimation(x, y);
8106 GfxAction[x][y] = ACTION_DIGGING;
8107 TEST_DrawLevelField(x, y);
8109 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
8111 return; /* wait for shrinking amoeba */
8113 else /* element == EL_PACMAN */
8115 Feld[newx][newy] = EL_EMPTY;
8116 TEST_DrawLevelField(newx, newy);
8117 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8120 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8121 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8122 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8124 /* wait for shrinking amoeba to completely disappear */
8127 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8129 /* object was running against a wall */
8133 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
8134 DrawLevelElementAnimation(x, y, element);
8136 if (DONT_TOUCH(element))
8137 TestIfBadThingTouchesPlayer(x, y);
8142 InitMovingField(x, y, MovDir[x][y]);
8144 PlayLevelSoundAction(x, y, ACTION_MOVING);
8148 ContinueMoving(x, y);
8151 void ContinueMoving(int x, int y)
8153 int element = Feld[x][y];
8154 struct ElementInfo *ei = &element_info[element];
8155 int direction = MovDir[x][y];
8156 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8157 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8158 int newx = x + dx, newy = y + dy;
8159 int stored = Store[x][y];
8160 int stored_new = Store[newx][newy];
8161 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8162 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8163 boolean last_line = (newy == lev_fieldy - 1);
8165 MovPos[x][y] += getElementMoveStepsize(x, y);
8167 if (pushed_by_player) /* special case: moving object pushed by player */
8168 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8170 if (ABS(MovPos[x][y]) < TILEX)
8172 TEST_DrawLevelField(x, y);
8174 return; /* element is still moving */
8177 /* element reached destination field */
8179 Feld[x][y] = EL_EMPTY;
8180 Feld[newx][newy] = element;
8181 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8183 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8185 element = Feld[newx][newy] = EL_ACID;
8187 else if (element == EL_MOLE)
8189 Feld[x][y] = EL_SAND;
8191 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8193 else if (element == EL_QUICKSAND_FILLING)
8195 element = Feld[newx][newy] = get_next_element(element);
8196 Store[newx][newy] = Store[x][y];
8198 else if (element == EL_QUICKSAND_EMPTYING)
8200 Feld[x][y] = get_next_element(element);
8201 element = Feld[newx][newy] = Store[x][y];
8203 else if (element == EL_QUICKSAND_FAST_FILLING)
8205 element = Feld[newx][newy] = get_next_element(element);
8206 Store[newx][newy] = Store[x][y];
8208 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8210 Feld[x][y] = get_next_element(element);
8211 element = Feld[newx][newy] = Store[x][y];
8213 else if (element == EL_MAGIC_WALL_FILLING)
8215 element = Feld[newx][newy] = get_next_element(element);
8216 if (!game.magic_wall_active)
8217 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8218 Store[newx][newy] = Store[x][y];
8220 else if (element == EL_MAGIC_WALL_EMPTYING)
8222 Feld[x][y] = get_next_element(element);
8223 if (!game.magic_wall_active)
8224 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8225 element = Feld[newx][newy] = Store[x][y];
8227 InitField(newx, newy, FALSE);
8229 else if (element == EL_BD_MAGIC_WALL_FILLING)
8231 element = Feld[newx][newy] = get_next_element(element);
8232 if (!game.magic_wall_active)
8233 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8234 Store[newx][newy] = Store[x][y];
8236 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8238 Feld[x][y] = get_next_element(element);
8239 if (!game.magic_wall_active)
8240 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8241 element = Feld[newx][newy] = Store[x][y];
8243 InitField(newx, newy, FALSE);
8245 else if (element == EL_DC_MAGIC_WALL_FILLING)
8247 element = Feld[newx][newy] = get_next_element(element);
8248 if (!game.magic_wall_active)
8249 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8250 Store[newx][newy] = Store[x][y];
8252 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8254 Feld[x][y] = get_next_element(element);
8255 if (!game.magic_wall_active)
8256 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8257 element = Feld[newx][newy] = Store[x][y];
8259 InitField(newx, newy, FALSE);
8261 else if (element == EL_AMOEBA_DROPPING)
8263 Feld[x][y] = get_next_element(element);
8264 element = Feld[newx][newy] = Store[x][y];
8266 else if (element == EL_SOKOBAN_OBJECT)
8269 Feld[x][y] = Back[x][y];
8271 if (Back[newx][newy])
8272 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8274 Back[x][y] = Back[newx][newy] = 0;
8277 Store[x][y] = EL_EMPTY;
8282 MovDelay[newx][newy] = 0;
8284 if (CAN_CHANGE_OR_HAS_ACTION(element))
8286 /* copy element change control values to new field */
8287 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8288 ChangePage[newx][newy] = ChangePage[x][y];
8289 ChangeCount[newx][newy] = ChangeCount[x][y];
8290 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8293 CustomValue[newx][newy] = CustomValue[x][y];
8295 ChangeDelay[x][y] = 0;
8296 ChangePage[x][y] = -1;
8297 ChangeCount[x][y] = 0;
8298 ChangeEvent[x][y] = -1;
8300 CustomValue[x][y] = 0;
8302 /* copy animation control values to new field */
8303 GfxFrame[newx][newy] = GfxFrame[x][y];
8304 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8305 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8306 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8308 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8310 /* some elements can leave other elements behind after moving */
8311 if (ei->move_leave_element != EL_EMPTY &&
8312 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8313 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8315 int move_leave_element = ei->move_leave_element;
8317 /* this makes it possible to leave the removed element again */
8318 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8319 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8321 Feld[x][y] = move_leave_element;
8323 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8324 MovDir[x][y] = direction;
8326 InitField(x, y, FALSE);
8328 if (GFX_CRUMBLED(Feld[x][y]))
8329 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8331 if (ELEM_IS_PLAYER(move_leave_element))
8332 RelocatePlayer(x, y, move_leave_element);
8335 /* do this after checking for left-behind element */
8336 ResetGfxAnimation(x, y); /* reset animation values for old field */
8338 if (!CAN_MOVE(element) ||
8339 (CAN_FALL(element) && direction == MV_DOWN &&
8340 (element == EL_SPRING ||
8341 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8342 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8343 GfxDir[x][y] = MovDir[newx][newy] = 0;
8345 TEST_DrawLevelField(x, y);
8346 TEST_DrawLevelField(newx, newy);
8348 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8350 /* prevent pushed element from moving on in pushed direction */
8351 if (pushed_by_player && CAN_MOVE(element) &&
8352 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8353 !(element_info[element].move_pattern & direction))
8354 TurnRound(newx, newy);
8356 /* prevent elements on conveyor belt from moving on in last direction */
8357 if (pushed_by_conveyor && CAN_FALL(element) &&
8358 direction & MV_HORIZONTAL)
8359 MovDir[newx][newy] = 0;
8361 if (!pushed_by_player)
8363 int nextx = newx + dx, nexty = newy + dy;
8364 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8366 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8368 if (CAN_FALL(element) && direction == MV_DOWN)
8369 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8371 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8372 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8374 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8375 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8378 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8380 TestIfBadThingTouchesPlayer(newx, newy);
8381 TestIfBadThingTouchesFriend(newx, newy);
8383 if (!IS_CUSTOM_ELEMENT(element))
8384 TestIfBadThingTouchesOtherBadThing(newx, newy);
8386 else if (element == EL_PENGUIN)
8387 TestIfFriendTouchesBadThing(newx, newy);
8389 if (DONT_GET_HIT_BY(element))
8391 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8394 /* give the player one last chance (one more frame) to move away */
8395 if (CAN_FALL(element) && direction == MV_DOWN &&
8396 (last_line || (!IS_FREE(x, newy + 1) &&
8397 (!IS_PLAYER(x, newy + 1) ||
8398 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8401 if (pushed_by_player && !game.use_change_when_pushing_bug)
8403 int push_side = MV_DIR_OPPOSITE(direction);
8404 struct PlayerInfo *player = PLAYERINFO(x, y);
8406 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8407 player->index_bit, push_side);
8408 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8409 player->index_bit, push_side);
8412 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8413 MovDelay[newx][newy] = 1;
8415 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8417 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8418 TestIfElementHitsCustomElement(newx, newy, direction);
8419 TestIfPlayerTouchesCustomElement(newx, newy);
8420 TestIfElementTouchesCustomElement(newx, newy);
8422 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8423 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8424 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8425 MV_DIR_OPPOSITE(direction));
8428 int AmoebeNachbarNr(int ax, int ay)
8431 int element = Feld[ax][ay];
8433 static int xy[4][2] =
8441 for (i = 0; i < NUM_DIRECTIONS; i++)
8443 int x = ax + xy[i][0];
8444 int y = ay + xy[i][1];
8446 if (!IN_LEV_FIELD(x, y))
8449 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8450 group_nr = AmoebaNr[x][y];
8456 void AmoebenVereinigen(int ax, int ay)
8458 int i, x, y, xx, yy;
8459 int new_group_nr = AmoebaNr[ax][ay];
8460 static int xy[4][2] =
8468 if (new_group_nr == 0)
8471 for (i = 0; i < NUM_DIRECTIONS; i++)
8476 if (!IN_LEV_FIELD(x, y))
8479 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8480 Feld[x][y] == EL_BD_AMOEBA ||
8481 Feld[x][y] == EL_AMOEBA_DEAD) &&
8482 AmoebaNr[x][y] != new_group_nr)
8484 int old_group_nr = AmoebaNr[x][y];
8486 if (old_group_nr == 0)
8489 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8490 AmoebaCnt[old_group_nr] = 0;
8491 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8492 AmoebaCnt2[old_group_nr] = 0;
8494 SCAN_PLAYFIELD(xx, yy)
8496 if (AmoebaNr[xx][yy] == old_group_nr)
8497 AmoebaNr[xx][yy] = new_group_nr;
8503 void AmoebeUmwandeln(int ax, int ay)
8507 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8509 int group_nr = AmoebaNr[ax][ay];
8514 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8515 printf("AmoebeUmwandeln(): This should never happen!\n");
8520 SCAN_PLAYFIELD(x, y)
8522 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8525 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8529 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8530 SND_AMOEBA_TURNING_TO_GEM :
8531 SND_AMOEBA_TURNING_TO_ROCK));
8536 static int xy[4][2] =
8544 for (i = 0; i < NUM_DIRECTIONS; i++)
8549 if (!IN_LEV_FIELD(x, y))
8552 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8554 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8555 SND_AMOEBA_TURNING_TO_GEM :
8556 SND_AMOEBA_TURNING_TO_ROCK));
8563 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8566 int group_nr = AmoebaNr[ax][ay];
8567 boolean done = FALSE;
8572 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8573 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8578 SCAN_PLAYFIELD(x, y)
8580 if (AmoebaNr[x][y] == group_nr &&
8581 (Feld[x][y] == EL_AMOEBA_DEAD ||
8582 Feld[x][y] == EL_BD_AMOEBA ||
8583 Feld[x][y] == EL_AMOEBA_GROWING))
8586 Feld[x][y] = new_element;
8587 InitField(x, y, FALSE);
8588 TEST_DrawLevelField(x, y);
8594 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8595 SND_BD_AMOEBA_TURNING_TO_ROCK :
8596 SND_BD_AMOEBA_TURNING_TO_GEM));
8599 void AmoebeWaechst(int x, int y)
8601 static unsigned int sound_delay = 0;
8602 static unsigned int sound_delay_value = 0;
8604 if (!MovDelay[x][y]) /* start new growing cycle */
8608 if (DelayReached(&sound_delay, sound_delay_value))
8610 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8611 sound_delay_value = 30;
8615 if (MovDelay[x][y]) /* wait some time before growing bigger */
8618 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8620 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8621 6 - MovDelay[x][y]);
8623 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8626 if (!MovDelay[x][y])
8628 Feld[x][y] = Store[x][y];
8630 TEST_DrawLevelField(x, y);
8635 void AmoebaDisappearing(int x, int y)
8637 static unsigned int sound_delay = 0;
8638 static unsigned int sound_delay_value = 0;
8640 if (!MovDelay[x][y]) /* start new shrinking cycle */
8644 if (DelayReached(&sound_delay, sound_delay_value))
8645 sound_delay_value = 30;
8648 if (MovDelay[x][y]) /* wait some time before shrinking */
8651 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8653 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8654 6 - MovDelay[x][y]);
8656 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8659 if (!MovDelay[x][y])
8661 Feld[x][y] = EL_EMPTY;
8662 TEST_DrawLevelField(x, y);
8664 /* don't let mole enter this field in this cycle;
8665 (give priority to objects falling to this field from above) */
8671 void AmoebeAbleger(int ax, int ay)
8674 int element = Feld[ax][ay];
8675 int graphic = el2img(element);
8676 int newax = ax, neway = ay;
8677 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8678 static int xy[4][2] =
8686 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8688 Feld[ax][ay] = EL_AMOEBA_DEAD;
8689 TEST_DrawLevelField(ax, ay);
8693 if (IS_ANIMATED(graphic))
8694 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8696 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8697 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8699 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8702 if (MovDelay[ax][ay])
8706 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8709 int x = ax + xy[start][0];
8710 int y = ay + xy[start][1];
8712 if (!IN_LEV_FIELD(x, y))
8715 if (IS_FREE(x, y) ||
8716 CAN_GROW_INTO(Feld[x][y]) ||
8717 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8718 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8724 if (newax == ax && neway == ay)
8727 else /* normal or "filled" (BD style) amoeba */
8730 boolean waiting_for_player = FALSE;
8732 for (i = 0; i < NUM_DIRECTIONS; i++)
8734 int j = (start + i) % 4;
8735 int x = ax + xy[j][0];
8736 int y = ay + xy[j][1];
8738 if (!IN_LEV_FIELD(x, y))
8741 if (IS_FREE(x, y) ||
8742 CAN_GROW_INTO(Feld[x][y]) ||
8743 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8744 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8750 else if (IS_PLAYER(x, y))
8751 waiting_for_player = TRUE;
8754 if (newax == ax && neway == ay) /* amoeba cannot grow */
8756 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8758 Feld[ax][ay] = EL_AMOEBA_DEAD;
8759 TEST_DrawLevelField(ax, ay);
8760 AmoebaCnt[AmoebaNr[ax][ay]]--;
8762 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8764 if (element == EL_AMOEBA_FULL)
8765 AmoebeUmwandeln(ax, ay);
8766 else if (element == EL_BD_AMOEBA)
8767 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8772 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8774 /* amoeba gets larger by growing in some direction */
8776 int new_group_nr = AmoebaNr[ax][ay];
8779 if (new_group_nr == 0)
8781 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8782 printf("AmoebeAbleger(): This should never happen!\n");
8787 AmoebaNr[newax][neway] = new_group_nr;
8788 AmoebaCnt[new_group_nr]++;
8789 AmoebaCnt2[new_group_nr]++;
8791 /* if amoeba touches other amoeba(s) after growing, unify them */
8792 AmoebenVereinigen(newax, neway);
8794 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8796 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8802 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8803 (neway == lev_fieldy - 1 && newax != ax))
8805 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8806 Store[newax][neway] = element;
8808 else if (neway == ay || element == EL_EMC_DRIPPER)
8810 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8812 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8816 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8817 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8818 Store[ax][ay] = EL_AMOEBA_DROP;
8819 ContinueMoving(ax, ay);
8823 TEST_DrawLevelField(newax, neway);
8826 void Life(int ax, int ay)
8830 int element = Feld[ax][ay];
8831 int graphic = el2img(element);
8832 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8834 boolean changed = FALSE;
8836 if (IS_ANIMATED(graphic))
8837 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8842 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8843 MovDelay[ax][ay] = life_time;
8845 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8848 if (MovDelay[ax][ay])
8852 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8854 int xx = ax+x1, yy = ay+y1;
8857 if (!IN_LEV_FIELD(xx, yy))
8860 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8862 int x = xx+x2, y = yy+y2;
8864 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8867 if (((Feld[x][y] == element ||
8868 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8870 (IS_FREE(x, y) && Stop[x][y]))
8874 if (xx == ax && yy == ay) /* field in the middle */
8876 if (nachbarn < life_parameter[0] ||
8877 nachbarn > life_parameter[1])
8879 Feld[xx][yy] = EL_EMPTY;
8881 TEST_DrawLevelField(xx, yy);
8882 Stop[xx][yy] = TRUE;
8886 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8887 { /* free border field */
8888 if (nachbarn >= life_parameter[2] &&
8889 nachbarn <= life_parameter[3])
8891 Feld[xx][yy] = element;
8892 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8894 TEST_DrawLevelField(xx, yy);
8895 Stop[xx][yy] = TRUE;
8902 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8903 SND_GAME_OF_LIFE_GROWING);
8906 static void InitRobotWheel(int x, int y)
8908 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8911 static void RunRobotWheel(int x, int y)
8913 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8916 static void StopRobotWheel(int x, int y)
8918 if (ZX == x && ZY == y)
8922 game.robot_wheel_active = FALSE;
8926 static void InitTimegateWheel(int x, int y)
8928 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8931 static void RunTimegateWheel(int x, int y)
8933 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8936 static void InitMagicBallDelay(int x, int y)
8938 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8941 static void ActivateMagicBall(int bx, int by)
8945 if (level.ball_random)
8947 int pos_border = RND(8); /* select one of the eight border elements */
8948 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8949 int xx = pos_content % 3;
8950 int yy = pos_content / 3;
8955 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8956 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8960 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8962 int xx = x - bx + 1;
8963 int yy = y - by + 1;
8965 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8966 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8970 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8973 void CheckExit(int x, int y)
8975 if (local_player->gems_still_needed > 0 ||
8976 local_player->sokobanfields_still_needed > 0 ||
8977 local_player->lights_still_needed > 0)
8979 int element = Feld[x][y];
8980 int graphic = el2img(element);
8982 if (IS_ANIMATED(graphic))
8983 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8988 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8991 Feld[x][y] = EL_EXIT_OPENING;
8993 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8996 void CheckExitEM(int x, int y)
8998 if (local_player->gems_still_needed > 0 ||
8999 local_player->sokobanfields_still_needed > 0 ||
9000 local_player->lights_still_needed > 0)
9002 int element = Feld[x][y];
9003 int graphic = el2img(element);
9005 if (IS_ANIMATED(graphic))
9006 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9011 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9014 Feld[x][y] = EL_EM_EXIT_OPENING;
9016 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9019 void CheckExitSteel(int x, int y)
9021 if (local_player->gems_still_needed > 0 ||
9022 local_player->sokobanfields_still_needed > 0 ||
9023 local_player->lights_still_needed > 0)
9025 int element = Feld[x][y];
9026 int graphic = el2img(element);
9028 if (IS_ANIMATED(graphic))
9029 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9034 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9037 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9039 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9042 void CheckExitSteelEM(int x, int y)
9044 if (local_player->gems_still_needed > 0 ||
9045 local_player->sokobanfields_still_needed > 0 ||
9046 local_player->lights_still_needed > 0)
9048 int element = Feld[x][y];
9049 int graphic = el2img(element);
9051 if (IS_ANIMATED(graphic))
9052 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9057 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9060 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9062 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9065 void CheckExitSP(int x, int y)
9067 if (local_player->gems_still_needed > 0)
9069 int element = Feld[x][y];
9070 int graphic = el2img(element);
9072 if (IS_ANIMATED(graphic))
9073 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9078 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9081 Feld[x][y] = EL_SP_EXIT_OPENING;
9083 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9086 static void CloseAllOpenTimegates()
9090 SCAN_PLAYFIELD(x, y)
9092 int element = Feld[x][y];
9094 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9096 Feld[x][y] = EL_TIMEGATE_CLOSING;
9098 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9103 void DrawTwinkleOnField(int x, int y)
9105 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9108 if (Feld[x][y] == EL_BD_DIAMOND)
9111 if (MovDelay[x][y] == 0) /* next animation frame */
9112 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9114 if (MovDelay[x][y] != 0) /* wait some time before next frame */
9118 DrawLevelElementAnimation(x, y, Feld[x][y]);
9120 if (MovDelay[x][y] != 0)
9122 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9123 10 - MovDelay[x][y]);
9125 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9130 void MauerWaechst(int x, int y)
9134 if (!MovDelay[x][y]) /* next animation frame */
9135 MovDelay[x][y] = 3 * delay;
9137 if (MovDelay[x][y]) /* wait some time before next frame */
9141 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9143 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9144 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9146 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9149 if (!MovDelay[x][y])
9151 if (MovDir[x][y] == MV_LEFT)
9153 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9154 TEST_DrawLevelField(x - 1, y);
9156 else if (MovDir[x][y] == MV_RIGHT)
9158 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9159 TEST_DrawLevelField(x + 1, y);
9161 else if (MovDir[x][y] == MV_UP)
9163 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9164 TEST_DrawLevelField(x, y - 1);
9168 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9169 TEST_DrawLevelField(x, y + 1);
9172 Feld[x][y] = Store[x][y];
9174 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9175 TEST_DrawLevelField(x, y);
9180 void MauerAbleger(int ax, int ay)
9182 int element = Feld[ax][ay];
9183 int graphic = el2img(element);
9184 boolean oben_frei = FALSE, unten_frei = FALSE;
9185 boolean links_frei = FALSE, rechts_frei = FALSE;
9186 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9187 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9188 boolean new_wall = FALSE;
9190 if (IS_ANIMATED(graphic))
9191 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9193 if (!MovDelay[ax][ay]) /* start building new wall */
9194 MovDelay[ax][ay] = 6;
9196 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9199 if (MovDelay[ax][ay])
9203 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9205 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9207 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9209 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9212 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9213 element == EL_EXPANDABLE_WALL_ANY)
9217 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9218 Store[ax][ay-1] = element;
9219 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9220 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9221 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9222 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9227 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9228 Store[ax][ay+1] = element;
9229 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9230 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9231 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9232 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9237 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9238 element == EL_EXPANDABLE_WALL_ANY ||
9239 element == EL_EXPANDABLE_WALL ||
9240 element == EL_BD_EXPANDABLE_WALL)
9244 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9245 Store[ax-1][ay] = element;
9246 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9247 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9248 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9249 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9255 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9256 Store[ax+1][ay] = element;
9257 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9258 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9259 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9260 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9265 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9266 TEST_DrawLevelField(ax, ay);
9268 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9270 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9271 unten_massiv = TRUE;
9272 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9273 links_massiv = TRUE;
9274 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9275 rechts_massiv = TRUE;
9277 if (((oben_massiv && unten_massiv) ||
9278 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9279 element == EL_EXPANDABLE_WALL) &&
9280 ((links_massiv && rechts_massiv) ||
9281 element == EL_EXPANDABLE_WALL_VERTICAL))
9282 Feld[ax][ay] = EL_WALL;
9285 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9288 void MauerAblegerStahl(int ax, int ay)
9290 int element = Feld[ax][ay];
9291 int graphic = el2img(element);
9292 boolean oben_frei = FALSE, unten_frei = FALSE;
9293 boolean links_frei = FALSE, rechts_frei = FALSE;
9294 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9295 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9296 boolean new_wall = FALSE;
9298 if (IS_ANIMATED(graphic))
9299 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9301 if (!MovDelay[ax][ay]) /* start building new wall */
9302 MovDelay[ax][ay] = 6;
9304 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9307 if (MovDelay[ax][ay])
9311 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9313 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9315 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9317 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9320 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9321 element == EL_EXPANDABLE_STEELWALL_ANY)
9325 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9326 Store[ax][ay-1] = element;
9327 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9328 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9329 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9330 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9335 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9336 Store[ax][ay+1] = element;
9337 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9338 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9339 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9340 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9345 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9346 element == EL_EXPANDABLE_STEELWALL_ANY)
9350 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9351 Store[ax-1][ay] = element;
9352 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9353 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9354 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9355 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9361 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9362 Store[ax+1][ay] = element;
9363 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9364 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9365 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9366 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9371 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9373 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9374 unten_massiv = TRUE;
9375 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9376 links_massiv = TRUE;
9377 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9378 rechts_massiv = TRUE;
9380 if (((oben_massiv && unten_massiv) ||
9381 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9382 ((links_massiv && rechts_massiv) ||
9383 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9384 Feld[ax][ay] = EL_STEELWALL;
9387 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9390 void CheckForDragon(int x, int y)
9393 boolean dragon_found = FALSE;
9394 static int xy[4][2] =
9402 for (i = 0; i < NUM_DIRECTIONS; i++)
9404 for (j = 0; j < 4; j++)
9406 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9408 if (IN_LEV_FIELD(xx, yy) &&
9409 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9411 if (Feld[xx][yy] == EL_DRAGON)
9412 dragon_found = TRUE;
9421 for (i = 0; i < NUM_DIRECTIONS; i++)
9423 for (j = 0; j < 3; j++)
9425 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9427 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9429 Feld[xx][yy] = EL_EMPTY;
9430 TEST_DrawLevelField(xx, yy);
9439 static void InitBuggyBase(int x, int y)
9441 int element = Feld[x][y];
9442 int activating_delay = FRAMES_PER_SECOND / 4;
9445 (element == EL_SP_BUGGY_BASE ?
9446 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9447 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9449 element == EL_SP_BUGGY_BASE_ACTIVE ?
9450 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9453 static void WarnBuggyBase(int x, int y)
9456 static int xy[4][2] =
9464 for (i = 0; i < NUM_DIRECTIONS; i++)
9466 int xx = x + xy[i][0];
9467 int yy = y + xy[i][1];
9469 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9471 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9478 static void InitTrap(int x, int y)
9480 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9483 static void ActivateTrap(int x, int y)
9485 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9488 static void ChangeActiveTrap(int x, int y)
9490 int graphic = IMG_TRAP_ACTIVE;
9492 /* if new animation frame was drawn, correct crumbled sand border */
9493 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9494 TEST_DrawLevelFieldCrumbled(x, y);
9497 static int getSpecialActionElement(int element, int number, int base_element)
9499 return (element != EL_EMPTY ? element :
9500 number != -1 ? base_element + number - 1 :
9504 static int getModifiedActionNumber(int value_old, int operator, int operand,
9505 int value_min, int value_max)
9507 int value_new = (operator == CA_MODE_SET ? operand :
9508 operator == CA_MODE_ADD ? value_old + operand :
9509 operator == CA_MODE_SUBTRACT ? value_old - operand :
9510 operator == CA_MODE_MULTIPLY ? value_old * operand :
9511 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9512 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9515 return (value_new < value_min ? value_min :
9516 value_new > value_max ? value_max :
9520 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9522 struct ElementInfo *ei = &element_info[element];
9523 struct ElementChangeInfo *change = &ei->change_page[page];
9524 int target_element = change->target_element;
9525 int action_type = change->action_type;
9526 int action_mode = change->action_mode;
9527 int action_arg = change->action_arg;
9528 int action_element = change->action_element;
9531 if (!change->has_action)
9534 /* ---------- determine action paramater values -------------------------- */
9536 int level_time_value =
9537 (level.time > 0 ? TimeLeft :
9540 int action_arg_element_raw =
9541 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9542 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9543 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9544 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9545 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9546 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9547 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9549 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9551 int action_arg_direction =
9552 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9553 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9554 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9555 change->actual_trigger_side :
9556 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9557 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9560 int action_arg_number_min =
9561 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9564 int action_arg_number_max =
9565 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9566 action_type == CA_SET_LEVEL_GEMS ? 999 :
9567 action_type == CA_SET_LEVEL_TIME ? 9999 :
9568 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9569 action_type == CA_SET_CE_VALUE ? 9999 :
9570 action_type == CA_SET_CE_SCORE ? 9999 :
9573 int action_arg_number_reset =
9574 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9575 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9576 action_type == CA_SET_LEVEL_TIME ? level.time :
9577 action_type == CA_SET_LEVEL_SCORE ? 0 :
9578 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9579 action_type == CA_SET_CE_SCORE ? 0 :
9582 int action_arg_number =
9583 (action_arg <= CA_ARG_MAX ? action_arg :
9584 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9585 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9586 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9587 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9588 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9589 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9590 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9591 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9592 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9593 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9594 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9595 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9596 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9597 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9598 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9599 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9600 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9601 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9602 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9603 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9604 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9607 int action_arg_number_old =
9608 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9609 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9610 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9611 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9612 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9615 int action_arg_number_new =
9616 getModifiedActionNumber(action_arg_number_old,
9617 action_mode, action_arg_number,
9618 action_arg_number_min, action_arg_number_max);
9620 int trigger_player_bits =
9621 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9622 change->actual_trigger_player_bits : change->trigger_player);
9624 int action_arg_player_bits =
9625 (action_arg >= CA_ARG_PLAYER_1 &&
9626 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9627 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9628 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9631 /* ---------- execute action -------------------------------------------- */
9633 switch (action_type)
9640 /* ---------- level actions ------------------------------------------- */
9642 case CA_RESTART_LEVEL:
9644 game.restart_level = TRUE;
9649 case CA_SHOW_ENVELOPE:
9651 int element = getSpecialActionElement(action_arg_element,
9652 action_arg_number, EL_ENVELOPE_1);
9654 if (IS_ENVELOPE(element))
9655 local_player->show_envelope = element;
9660 case CA_SET_LEVEL_TIME:
9662 if (level.time > 0) /* only modify limited time value */
9664 TimeLeft = action_arg_number_new;
9666 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9668 DisplayGameControlValues();
9670 if (!TimeLeft && setup.time_limit)
9671 for (i = 0; i < MAX_PLAYERS; i++)
9672 KillPlayer(&stored_player[i]);
9678 case CA_SET_LEVEL_SCORE:
9680 local_player->score = action_arg_number_new;
9682 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9684 DisplayGameControlValues();
9689 case CA_SET_LEVEL_GEMS:
9691 local_player->gems_still_needed = action_arg_number_new;
9693 game.snapshot.collected_item = TRUE;
9695 game_panel_controls[GAME_PANEL_GEMS].value =
9696 local_player->gems_still_needed;
9698 DisplayGameControlValues();
9703 case CA_SET_LEVEL_WIND:
9705 game.wind_direction = action_arg_direction;
9710 case CA_SET_LEVEL_RANDOM_SEED:
9712 /* ensure that setting a new random seed while playing is predictable */
9713 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9718 /* ---------- player actions ------------------------------------------ */
9720 case CA_MOVE_PLAYER:
9722 /* automatically move to the next field in specified direction */
9723 for (i = 0; i < MAX_PLAYERS; i++)
9724 if (trigger_player_bits & (1 << i))
9725 stored_player[i].programmed_action = action_arg_direction;
9730 case CA_EXIT_PLAYER:
9732 for (i = 0; i < MAX_PLAYERS; i++)
9733 if (action_arg_player_bits & (1 << i))
9734 PlayerWins(&stored_player[i]);
9739 case CA_KILL_PLAYER:
9741 for (i = 0; i < MAX_PLAYERS; i++)
9742 if (action_arg_player_bits & (1 << i))
9743 KillPlayer(&stored_player[i]);
9748 case CA_SET_PLAYER_KEYS:
9750 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9751 int element = getSpecialActionElement(action_arg_element,
9752 action_arg_number, EL_KEY_1);
9754 if (IS_KEY(element))
9756 for (i = 0; i < MAX_PLAYERS; i++)
9758 if (trigger_player_bits & (1 << i))
9760 stored_player[i].key[KEY_NR(element)] = key_state;
9762 DrawGameDoorValues();
9770 case CA_SET_PLAYER_SPEED:
9772 for (i = 0; i < MAX_PLAYERS; i++)
9774 if (trigger_player_bits & (1 << i))
9776 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9778 if (action_arg == CA_ARG_SPEED_FASTER &&
9779 stored_player[i].cannot_move)
9781 action_arg_number = STEPSIZE_VERY_SLOW;
9783 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9784 action_arg == CA_ARG_SPEED_FASTER)
9786 action_arg_number = 2;
9787 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9790 else if (action_arg == CA_ARG_NUMBER_RESET)
9792 action_arg_number = level.initial_player_stepsize[i];
9796 getModifiedActionNumber(move_stepsize,
9799 action_arg_number_min,
9800 action_arg_number_max);
9802 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9809 case CA_SET_PLAYER_SHIELD:
9811 for (i = 0; i < MAX_PLAYERS; i++)
9813 if (trigger_player_bits & (1 << i))
9815 if (action_arg == CA_ARG_SHIELD_OFF)
9817 stored_player[i].shield_normal_time_left = 0;
9818 stored_player[i].shield_deadly_time_left = 0;
9820 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9822 stored_player[i].shield_normal_time_left = 999999;
9824 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9826 stored_player[i].shield_normal_time_left = 999999;
9827 stored_player[i].shield_deadly_time_left = 999999;
9835 case CA_SET_PLAYER_GRAVITY:
9837 for (i = 0; i < MAX_PLAYERS; i++)
9839 if (trigger_player_bits & (1 << i))
9841 stored_player[i].gravity =
9842 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9843 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9844 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9845 stored_player[i].gravity);
9852 case CA_SET_PLAYER_ARTWORK:
9854 for (i = 0; i < MAX_PLAYERS; i++)
9856 if (trigger_player_bits & (1 << i))
9858 int artwork_element = action_arg_element;
9860 if (action_arg == CA_ARG_ELEMENT_RESET)
9862 (level.use_artwork_element[i] ? level.artwork_element[i] :
9863 stored_player[i].element_nr);
9865 if (stored_player[i].artwork_element != artwork_element)
9866 stored_player[i].Frame = 0;
9868 stored_player[i].artwork_element = artwork_element;
9870 SetPlayerWaiting(&stored_player[i], FALSE);
9872 /* set number of special actions for bored and sleeping animation */
9873 stored_player[i].num_special_action_bored =
9874 get_num_special_action(artwork_element,
9875 ACTION_BORING_1, ACTION_BORING_LAST);
9876 stored_player[i].num_special_action_sleeping =
9877 get_num_special_action(artwork_element,
9878 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9885 case CA_SET_PLAYER_INVENTORY:
9887 for (i = 0; i < MAX_PLAYERS; i++)
9889 struct PlayerInfo *player = &stored_player[i];
9892 if (trigger_player_bits & (1 << i))
9894 int inventory_element = action_arg_element;
9896 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9897 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9898 action_arg == CA_ARG_ELEMENT_ACTION)
9900 int element = inventory_element;
9901 int collect_count = element_info[element].collect_count_initial;
9903 if (!IS_CUSTOM_ELEMENT(element))
9906 if (collect_count == 0)
9907 player->inventory_infinite_element = element;
9909 for (k = 0; k < collect_count; k++)
9910 if (player->inventory_size < MAX_INVENTORY_SIZE)
9911 player->inventory_element[player->inventory_size++] =
9914 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9915 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9916 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9918 if (player->inventory_infinite_element != EL_UNDEFINED &&
9919 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9920 action_arg_element_raw))
9921 player->inventory_infinite_element = EL_UNDEFINED;
9923 for (k = 0, j = 0; j < player->inventory_size; j++)
9925 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9926 action_arg_element_raw))
9927 player->inventory_element[k++] = player->inventory_element[j];
9930 player->inventory_size = k;
9932 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9934 if (player->inventory_size > 0)
9936 for (j = 0; j < player->inventory_size - 1; j++)
9937 player->inventory_element[j] = player->inventory_element[j + 1];
9939 player->inventory_size--;
9942 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9944 if (player->inventory_size > 0)
9945 player->inventory_size--;
9947 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9949 player->inventory_infinite_element = EL_UNDEFINED;
9950 player->inventory_size = 0;
9952 else if (action_arg == CA_ARG_INVENTORY_RESET)
9954 player->inventory_infinite_element = EL_UNDEFINED;
9955 player->inventory_size = 0;
9957 if (level.use_initial_inventory[i])
9959 for (j = 0; j < level.initial_inventory_size[i]; j++)
9961 int element = level.initial_inventory_content[i][j];
9962 int collect_count = element_info[element].collect_count_initial;
9964 if (!IS_CUSTOM_ELEMENT(element))
9967 if (collect_count == 0)
9968 player->inventory_infinite_element = element;
9970 for (k = 0; k < collect_count; k++)
9971 if (player->inventory_size < MAX_INVENTORY_SIZE)
9972 player->inventory_element[player->inventory_size++] =
9983 /* ---------- CE actions ---------------------------------------------- */
9985 case CA_SET_CE_VALUE:
9987 int last_ce_value = CustomValue[x][y];
9989 CustomValue[x][y] = action_arg_number_new;
9991 if (CustomValue[x][y] != last_ce_value)
9993 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9994 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9996 if (CustomValue[x][y] == 0)
9998 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9999 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10006 case CA_SET_CE_SCORE:
10008 int last_ce_score = ei->collect_score;
10010 ei->collect_score = action_arg_number_new;
10012 if (ei->collect_score != last_ce_score)
10014 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10015 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10017 if (ei->collect_score == 0)
10021 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10022 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10025 This is a very special case that seems to be a mixture between
10026 CheckElementChange() and CheckTriggeredElementChange(): while
10027 the first one only affects single elements that are triggered
10028 directly, the second one affects multiple elements in the playfield
10029 that are triggered indirectly by another element. This is a third
10030 case: Changing the CE score always affects multiple identical CEs,
10031 so every affected CE must be checked, not only the single CE for
10032 which the CE score was changed in the first place (as every instance
10033 of that CE shares the same CE score, and therefore also can change)!
10035 SCAN_PLAYFIELD(xx, yy)
10037 if (Feld[xx][yy] == element)
10038 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10039 CE_SCORE_GETS_ZERO);
10047 case CA_SET_CE_ARTWORK:
10049 int artwork_element = action_arg_element;
10050 boolean reset_frame = FALSE;
10053 if (action_arg == CA_ARG_ELEMENT_RESET)
10054 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10057 if (ei->gfx_element != artwork_element)
10058 reset_frame = TRUE;
10060 ei->gfx_element = artwork_element;
10062 SCAN_PLAYFIELD(xx, yy)
10064 if (Feld[xx][yy] == element)
10068 ResetGfxAnimation(xx, yy);
10069 ResetRandomAnimationValue(xx, yy);
10072 TEST_DrawLevelField(xx, yy);
10079 /* ---------- engine actions ------------------------------------------ */
10081 case CA_SET_ENGINE_SCAN_MODE:
10083 InitPlayfieldScanMode(action_arg);
10093 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10095 int old_element = Feld[x][y];
10096 int new_element = GetElementFromGroupElement(element);
10097 int previous_move_direction = MovDir[x][y];
10098 int last_ce_value = CustomValue[x][y];
10099 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10100 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10101 boolean add_player_onto_element = (new_element_is_player &&
10102 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10103 IS_WALKABLE(old_element));
10105 if (!add_player_onto_element)
10107 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10108 RemoveMovingField(x, y);
10112 Feld[x][y] = new_element;
10114 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10115 MovDir[x][y] = previous_move_direction;
10117 if (element_info[new_element].use_last_ce_value)
10118 CustomValue[x][y] = last_ce_value;
10120 InitField_WithBug1(x, y, FALSE);
10122 new_element = Feld[x][y]; /* element may have changed */
10124 ResetGfxAnimation(x, y);
10125 ResetRandomAnimationValue(x, y);
10127 TEST_DrawLevelField(x, y);
10129 if (GFX_CRUMBLED(new_element))
10130 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10133 /* check if element under the player changes from accessible to unaccessible
10134 (needed for special case of dropping element which then changes) */
10135 /* (must be checked after creating new element for walkable group elements) */
10136 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10137 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10144 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10145 if (new_element_is_player)
10146 RelocatePlayer(x, y, new_element);
10149 ChangeCount[x][y]++; /* count number of changes in the same frame */
10151 TestIfBadThingTouchesPlayer(x, y);
10152 TestIfPlayerTouchesCustomElement(x, y);
10153 TestIfElementTouchesCustomElement(x, y);
10156 static void CreateField(int x, int y, int element)
10158 CreateFieldExt(x, y, element, FALSE);
10161 static void CreateElementFromChange(int x, int y, int element)
10163 element = GET_VALID_RUNTIME_ELEMENT(element);
10165 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10167 int old_element = Feld[x][y];
10169 /* prevent changed element from moving in same engine frame
10170 unless both old and new element can either fall or move */
10171 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10172 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10176 CreateFieldExt(x, y, element, TRUE);
10179 static boolean ChangeElement(int x, int y, int element, int page)
10181 struct ElementInfo *ei = &element_info[element];
10182 struct ElementChangeInfo *change = &ei->change_page[page];
10183 int ce_value = CustomValue[x][y];
10184 int ce_score = ei->collect_score;
10185 int target_element;
10186 int old_element = Feld[x][y];
10188 /* always use default change event to prevent running into a loop */
10189 if (ChangeEvent[x][y] == -1)
10190 ChangeEvent[x][y] = CE_DELAY;
10192 if (ChangeEvent[x][y] == CE_DELAY)
10194 /* reset actual trigger element, trigger player and action element */
10195 change->actual_trigger_element = EL_EMPTY;
10196 change->actual_trigger_player = EL_EMPTY;
10197 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10198 change->actual_trigger_side = CH_SIDE_NONE;
10199 change->actual_trigger_ce_value = 0;
10200 change->actual_trigger_ce_score = 0;
10203 /* do not change elements more than a specified maximum number of changes */
10204 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10207 ChangeCount[x][y]++; /* count number of changes in the same frame */
10209 if (change->explode)
10216 if (change->use_target_content)
10218 boolean complete_replace = TRUE;
10219 boolean can_replace[3][3];
10222 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10225 boolean is_walkable;
10226 boolean is_diggable;
10227 boolean is_collectible;
10228 boolean is_removable;
10229 boolean is_destructible;
10230 int ex = x + xx - 1;
10231 int ey = y + yy - 1;
10232 int content_element = change->target_content.e[xx][yy];
10235 can_replace[xx][yy] = TRUE;
10237 if (ex == x && ey == y) /* do not check changing element itself */
10240 if (content_element == EL_EMPTY_SPACE)
10242 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10247 if (!IN_LEV_FIELD(ex, ey))
10249 can_replace[xx][yy] = FALSE;
10250 complete_replace = FALSE;
10257 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10258 e = MovingOrBlocked2Element(ex, ey);
10260 is_empty = (IS_FREE(ex, ey) ||
10261 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10263 is_walkable = (is_empty || IS_WALKABLE(e));
10264 is_diggable = (is_empty || IS_DIGGABLE(e));
10265 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10266 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10267 is_removable = (is_diggable || is_collectible);
10269 can_replace[xx][yy] =
10270 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10271 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10272 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10273 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10274 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10275 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10276 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10278 if (!can_replace[xx][yy])
10279 complete_replace = FALSE;
10282 if (!change->only_if_complete || complete_replace)
10284 boolean something_has_changed = FALSE;
10286 if (change->only_if_complete && change->use_random_replace &&
10287 RND(100) < change->random_percentage)
10290 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10292 int ex = x + xx - 1;
10293 int ey = y + yy - 1;
10294 int content_element;
10296 if (can_replace[xx][yy] && (!change->use_random_replace ||
10297 RND(100) < change->random_percentage))
10299 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10300 RemoveMovingField(ex, ey);
10302 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10304 content_element = change->target_content.e[xx][yy];
10305 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10306 ce_value, ce_score);
10308 CreateElementFromChange(ex, ey, target_element);
10310 something_has_changed = TRUE;
10312 /* for symmetry reasons, freeze newly created border elements */
10313 if (ex != x || ey != y)
10314 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10318 if (something_has_changed)
10320 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10321 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10327 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10328 ce_value, ce_score);
10330 if (element == EL_DIAGONAL_GROWING ||
10331 element == EL_DIAGONAL_SHRINKING)
10333 target_element = Store[x][y];
10335 Store[x][y] = EL_EMPTY;
10338 CreateElementFromChange(x, y, target_element);
10340 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10341 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10344 /* this uses direct change before indirect change */
10345 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10350 static void HandleElementChange(int x, int y, int page)
10352 int element = MovingOrBlocked2Element(x, y);
10353 struct ElementInfo *ei = &element_info[element];
10354 struct ElementChangeInfo *change = &ei->change_page[page];
10355 boolean handle_action_before_change = FALSE;
10358 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10359 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10362 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10363 x, y, element, element_info[element].token_name);
10364 printf("HandleElementChange(): This should never happen!\n");
10369 /* this can happen with classic bombs on walkable, changing elements */
10370 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10375 if (ChangeDelay[x][y] == 0) /* initialize element change */
10377 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10379 if (change->can_change)
10381 /* !!! not clear why graphic animation should be reset at all here !!! */
10382 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10383 /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
10386 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10388 When using an animation frame delay of 1 (this only happens with
10389 "sp_zonk.moving.left/right" in the classic graphics), the default
10390 (non-moving) animation shows wrong animation frames (while the
10391 moving animation, like "sp_zonk.moving.left/right", is correct,
10392 so this graphical bug never shows up with the classic graphics).
10393 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10394 be drawn instead of the correct frames 0,1,2,3. This is caused by
10395 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10396 an element change: First when the change delay ("ChangeDelay[][]")
10397 counter has reached zero after decrementing, then a second time in
10398 the next frame (after "GfxFrame[][]" was already incremented) when
10399 "ChangeDelay[][]" is reset to the initial delay value again.
10401 This causes frame 0 to be drawn twice, while the last frame won't
10402 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10404 As some animations may already be cleverly designed around this bug
10405 (at least the "Snake Bite" snake tail animation does this), it cannot
10406 simply be fixed here without breaking such existing animations.
10407 Unfortunately, it cannot easily be detected if a graphics set was
10408 designed "before" or "after" the bug was fixed. As a workaround,
10409 a new graphics set option "game.graphics_engine_version" was added
10410 to be able to specify the game's major release version for which the
10411 graphics set was designed, which can then be used to decide if the
10412 bugfix should be used (version 4 and above) or not (version 3 or
10413 below, or if no version was specified at all, as with old sets).
10415 (The wrong/fixed animation frames can be tested with the test level set
10416 "test_gfxframe" and level "000", which contains a specially prepared
10417 custom element at level position (x/y) == (11/9) which uses the zonk
10418 animation mentioned above. Using "game.graphics_engine_version: 4"
10419 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10420 This can also be seen from the debug output for this test element.)
10423 /* when a custom element is about to change (for example by change delay),
10424 do not reset graphic animation when the custom element is moving */
10425 if (game.graphics_engine_version < 4 &&
10428 ResetGfxAnimation(x, y);
10429 ResetRandomAnimationValue(x, y);
10432 if (change->pre_change_function)
10433 change->pre_change_function(x, y);
10437 ChangeDelay[x][y]--;
10439 if (ChangeDelay[x][y] != 0) /* continue element change */
10441 if (change->can_change)
10443 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10445 if (IS_ANIMATED(graphic))
10446 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10448 if (change->change_function)
10449 change->change_function(x, y);
10452 else /* finish element change */
10454 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10456 page = ChangePage[x][y];
10457 ChangePage[x][y] = -1;
10459 change = &ei->change_page[page];
10462 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10464 ChangeDelay[x][y] = 1; /* try change after next move step */
10465 ChangePage[x][y] = page; /* remember page to use for change */
10470 /* special case: set new level random seed before changing element */
10471 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10472 handle_action_before_change = TRUE;
10474 if (change->has_action && handle_action_before_change)
10475 ExecuteCustomElementAction(x, y, element, page);
10477 if (change->can_change)
10479 if (ChangeElement(x, y, element, page))
10481 if (change->post_change_function)
10482 change->post_change_function(x, y);
10486 if (change->has_action && !handle_action_before_change)
10487 ExecuteCustomElementAction(x, y, element, page);
10491 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10492 int trigger_element,
10494 int trigger_player,
10498 boolean change_done_any = FALSE;
10499 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10502 if (!(trigger_events[trigger_element][trigger_event]))
10505 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10507 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10509 int element = EL_CUSTOM_START + i;
10510 boolean change_done = FALSE;
10513 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10514 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10517 for (p = 0; p < element_info[element].num_change_pages; p++)
10519 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10521 if (change->can_change_or_has_action &&
10522 change->has_event[trigger_event] &&
10523 change->trigger_side & trigger_side &&
10524 change->trigger_player & trigger_player &&
10525 change->trigger_page & trigger_page_bits &&
10526 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10528 change->actual_trigger_element = trigger_element;
10529 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10530 change->actual_trigger_player_bits = trigger_player;
10531 change->actual_trigger_side = trigger_side;
10532 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10533 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10535 if ((change->can_change && !change_done) || change->has_action)
10539 SCAN_PLAYFIELD(x, y)
10541 if (Feld[x][y] == element)
10543 if (change->can_change && !change_done)
10545 /* if element already changed in this frame, not only prevent
10546 another element change (checked in ChangeElement()), but
10547 also prevent additional element actions for this element */
10549 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10550 !level.use_action_after_change_bug)
10553 ChangeDelay[x][y] = 1;
10554 ChangeEvent[x][y] = trigger_event;
10556 HandleElementChange(x, y, p);
10558 else if (change->has_action)
10560 /* if element already changed in this frame, not only prevent
10561 another element change (checked in ChangeElement()), but
10562 also prevent additional element actions for this element */
10564 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10565 !level.use_action_after_change_bug)
10568 ExecuteCustomElementAction(x, y, element, p);
10569 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10574 if (change->can_change)
10576 change_done = TRUE;
10577 change_done_any = TRUE;
10584 RECURSION_LOOP_DETECTION_END();
10586 return change_done_any;
10589 static boolean CheckElementChangeExt(int x, int y,
10591 int trigger_element,
10593 int trigger_player,
10596 boolean change_done = FALSE;
10599 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10600 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10603 if (Feld[x][y] == EL_BLOCKED)
10605 Blocked2Moving(x, y, &x, &y);
10606 element = Feld[x][y];
10609 /* check if element has already changed or is about to change after moving */
10610 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10611 Feld[x][y] != element) ||
10613 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10614 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10615 ChangePage[x][y] != -1)))
10618 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10620 for (p = 0; p < element_info[element].num_change_pages; p++)
10622 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10624 /* check trigger element for all events where the element that is checked
10625 for changing interacts with a directly adjacent element -- this is
10626 different to element changes that affect other elements to change on the
10627 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10628 boolean check_trigger_element =
10629 (trigger_event == CE_TOUCHING_X ||
10630 trigger_event == CE_HITTING_X ||
10631 trigger_event == CE_HIT_BY_X ||
10632 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10634 if (change->can_change_or_has_action &&
10635 change->has_event[trigger_event] &&
10636 change->trigger_side & trigger_side &&
10637 change->trigger_player & trigger_player &&
10638 (!check_trigger_element ||
10639 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10641 change->actual_trigger_element = trigger_element;
10642 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10643 change->actual_trigger_player_bits = trigger_player;
10644 change->actual_trigger_side = trigger_side;
10645 change->actual_trigger_ce_value = CustomValue[x][y];
10646 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10648 /* special case: trigger element not at (x,y) position for some events */
10649 if (check_trigger_element)
10661 { 0, 0 }, { 0, 0 }, { 0, 0 },
10665 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10666 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10668 change->actual_trigger_ce_value = CustomValue[xx][yy];
10669 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10672 if (change->can_change && !change_done)
10674 ChangeDelay[x][y] = 1;
10675 ChangeEvent[x][y] = trigger_event;
10677 HandleElementChange(x, y, p);
10679 change_done = TRUE;
10681 else if (change->has_action)
10683 ExecuteCustomElementAction(x, y, element, p);
10684 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10689 RECURSION_LOOP_DETECTION_END();
10691 return change_done;
10694 static void PlayPlayerSound(struct PlayerInfo *player)
10696 int jx = player->jx, jy = player->jy;
10697 int sound_element = player->artwork_element;
10698 int last_action = player->last_action_waiting;
10699 int action = player->action_waiting;
10701 if (player->is_waiting)
10703 if (action != last_action)
10704 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10706 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10710 if (action != last_action)
10711 StopSound(element_info[sound_element].sound[last_action]);
10713 if (last_action == ACTION_SLEEPING)
10714 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10718 static void PlayAllPlayersSound()
10722 for (i = 0; i < MAX_PLAYERS; i++)
10723 if (stored_player[i].active)
10724 PlayPlayerSound(&stored_player[i]);
10727 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10729 boolean last_waiting = player->is_waiting;
10730 int move_dir = player->MovDir;
10732 player->dir_waiting = move_dir;
10733 player->last_action_waiting = player->action_waiting;
10737 if (!last_waiting) /* not waiting -> waiting */
10739 player->is_waiting = TRUE;
10741 player->frame_counter_bored =
10743 game.player_boring_delay_fixed +
10744 GetSimpleRandom(game.player_boring_delay_random);
10745 player->frame_counter_sleeping =
10747 game.player_sleeping_delay_fixed +
10748 GetSimpleRandom(game.player_sleeping_delay_random);
10750 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10753 if (game.player_sleeping_delay_fixed +
10754 game.player_sleeping_delay_random > 0 &&
10755 player->anim_delay_counter == 0 &&
10756 player->post_delay_counter == 0 &&
10757 FrameCounter >= player->frame_counter_sleeping)
10758 player->is_sleeping = TRUE;
10759 else if (game.player_boring_delay_fixed +
10760 game.player_boring_delay_random > 0 &&
10761 FrameCounter >= player->frame_counter_bored)
10762 player->is_bored = TRUE;
10764 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10765 player->is_bored ? ACTION_BORING :
10768 if (player->is_sleeping && player->use_murphy)
10770 /* special case for sleeping Murphy when leaning against non-free tile */
10772 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10773 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10774 !IS_MOVING(player->jx - 1, player->jy)))
10775 move_dir = MV_LEFT;
10776 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10777 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10778 !IS_MOVING(player->jx + 1, player->jy)))
10779 move_dir = MV_RIGHT;
10781 player->is_sleeping = FALSE;
10783 player->dir_waiting = move_dir;
10786 if (player->is_sleeping)
10788 if (player->num_special_action_sleeping > 0)
10790 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10792 int last_special_action = player->special_action_sleeping;
10793 int num_special_action = player->num_special_action_sleeping;
10794 int special_action =
10795 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10796 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10797 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10798 last_special_action + 1 : ACTION_SLEEPING);
10799 int special_graphic =
10800 el_act_dir2img(player->artwork_element, special_action, move_dir);
10802 player->anim_delay_counter =
10803 graphic_info[special_graphic].anim_delay_fixed +
10804 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10805 player->post_delay_counter =
10806 graphic_info[special_graphic].post_delay_fixed +
10807 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10809 player->special_action_sleeping = special_action;
10812 if (player->anim_delay_counter > 0)
10814 player->action_waiting = player->special_action_sleeping;
10815 player->anim_delay_counter--;
10817 else if (player->post_delay_counter > 0)
10819 player->post_delay_counter--;
10823 else if (player->is_bored)
10825 if (player->num_special_action_bored > 0)
10827 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10829 int special_action =
10830 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10831 int special_graphic =
10832 el_act_dir2img(player->artwork_element, special_action, move_dir);
10834 player->anim_delay_counter =
10835 graphic_info[special_graphic].anim_delay_fixed +
10836 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10837 player->post_delay_counter =
10838 graphic_info[special_graphic].post_delay_fixed +
10839 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10841 player->special_action_bored = special_action;
10844 if (player->anim_delay_counter > 0)
10846 player->action_waiting = player->special_action_bored;
10847 player->anim_delay_counter--;
10849 else if (player->post_delay_counter > 0)
10851 player->post_delay_counter--;
10856 else if (last_waiting) /* waiting -> not waiting */
10858 player->is_waiting = FALSE;
10859 player->is_bored = FALSE;
10860 player->is_sleeping = FALSE;
10862 player->frame_counter_bored = -1;
10863 player->frame_counter_sleeping = -1;
10865 player->anim_delay_counter = 0;
10866 player->post_delay_counter = 0;
10868 player->dir_waiting = player->MovDir;
10869 player->action_waiting = ACTION_DEFAULT;
10871 player->special_action_bored = ACTION_DEFAULT;
10872 player->special_action_sleeping = ACTION_DEFAULT;
10876 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10878 if ((!player->is_moving && player->was_moving) ||
10879 (player->MovPos == 0 && player->was_moving) ||
10880 (player->is_snapping && !player->was_snapping) ||
10881 (player->is_dropping && !player->was_dropping))
10883 if (!CheckSaveEngineSnapshotToList())
10886 player->was_moving = FALSE;
10887 player->was_snapping = TRUE;
10888 player->was_dropping = TRUE;
10892 if (player->is_moving)
10893 player->was_moving = TRUE;
10895 if (!player->is_snapping)
10896 player->was_snapping = FALSE;
10898 if (!player->is_dropping)
10899 player->was_dropping = FALSE;
10903 static void CheckSingleStepMode(struct PlayerInfo *player)
10905 if (tape.single_step && tape.recording && !tape.pausing)
10907 /* as it is called "single step mode", just return to pause mode when the
10908 player stopped moving after one tile (or never starts moving at all) */
10909 if (!player->is_moving &&
10910 !player->is_pushing &&
10911 !player->is_dropping_pressed)
10913 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10914 SnapField(player, 0, 0); /* stop snapping */
10918 CheckSaveEngineSnapshot(player);
10921 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10923 int left = player_action & JOY_LEFT;
10924 int right = player_action & JOY_RIGHT;
10925 int up = player_action & JOY_UP;
10926 int down = player_action & JOY_DOWN;
10927 int button1 = player_action & JOY_BUTTON_1;
10928 int button2 = player_action & JOY_BUTTON_2;
10929 int dx = (left ? -1 : right ? 1 : 0);
10930 int dy = (up ? -1 : down ? 1 : 0);
10932 if (!player->active || tape.pausing)
10938 SnapField(player, dx, dy);
10942 DropElement(player);
10944 MovePlayer(player, dx, dy);
10947 CheckSingleStepMode(player);
10949 SetPlayerWaiting(player, FALSE);
10951 return player_action;
10955 /* no actions for this player (no input at player's configured device) */
10957 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10958 SnapField(player, 0, 0);
10959 CheckGravityMovementWhenNotMoving(player);
10961 if (player->MovPos == 0)
10962 SetPlayerWaiting(player, TRUE);
10964 if (player->MovPos == 0) /* needed for tape.playing */
10965 player->is_moving = FALSE;
10967 player->is_dropping = FALSE;
10968 player->is_dropping_pressed = FALSE;
10969 player->drop_pressed_delay = 0;
10971 CheckSingleStepMode(player);
10977 static void CheckLevelTime()
10981 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10982 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10984 if (level.native_em_level->lev->home == 0) /* all players at home */
10986 PlayerWins(local_player);
10988 AllPlayersGone = TRUE;
10990 level.native_em_level->lev->home = -1;
10993 if (level.native_em_level->ply[0]->alive == 0 &&
10994 level.native_em_level->ply[1]->alive == 0 &&
10995 level.native_em_level->ply[2]->alive == 0 &&
10996 level.native_em_level->ply[3]->alive == 0) /* all dead */
10997 AllPlayersGone = TRUE;
10999 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11001 if (game_sp.LevelSolved &&
11002 !game_sp.GameOver) /* game won */
11004 PlayerWins(local_player);
11006 game_sp.GameOver = TRUE;
11008 AllPlayersGone = TRUE;
11011 if (game_sp.GameOver) /* game lost */
11012 AllPlayersGone = TRUE;
11014 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11016 if (game_mm.level_solved &&
11017 !game_mm.game_over) /* game won */
11019 PlayerWins(local_player);
11021 game_mm.game_over = TRUE;
11023 AllPlayersGone = TRUE;
11026 if (game_mm.game_over) /* game lost */
11027 AllPlayersGone = TRUE;
11030 if (TimeFrames >= FRAMES_PER_SECOND)
11035 for (i = 0; i < MAX_PLAYERS; i++)
11037 struct PlayerInfo *player = &stored_player[i];
11039 if (SHIELD_ON(player))
11041 player->shield_normal_time_left--;
11043 if (player->shield_deadly_time_left > 0)
11044 player->shield_deadly_time_left--;
11048 if (!local_player->LevelSolved && !level.use_step_counter)
11056 if (TimeLeft <= 10 && setup.time_limit)
11057 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11059 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11060 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11062 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11064 if (!TimeLeft && setup.time_limit)
11066 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11067 level.native_em_level->lev->killed_out_of_time = TRUE;
11069 for (i = 0; i < MAX_PLAYERS; i++)
11070 KillPlayer(&stored_player[i]);
11073 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
11075 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11078 level.native_em_level->lev->time =
11079 (game.no_time_limit ? TimePlayed : TimeLeft);
11082 if (tape.recording || tape.playing)
11083 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11086 if (tape.recording || tape.playing)
11087 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11089 UpdateAndDisplayGameControlValues();
11092 void AdvanceFrameAndPlayerCounters(int player_nr)
11096 /* advance frame counters (global frame counter and time frame counter) */
11100 /* advance player counters (counters for move delay, move animation etc.) */
11101 for (i = 0; i < MAX_PLAYERS; i++)
11103 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11104 int move_delay_value = stored_player[i].move_delay_value;
11105 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11107 if (!advance_player_counters) /* not all players may be affected */
11110 if (move_frames == 0) /* less than one move per game frame */
11112 int stepsize = TILEX / move_delay_value;
11113 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11114 int count = (stored_player[i].is_moving ?
11115 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11117 if (count % delay == 0)
11121 stored_player[i].Frame += move_frames;
11123 if (stored_player[i].MovPos != 0)
11124 stored_player[i].StepFrame += move_frames;
11126 if (stored_player[i].move_delay > 0)
11127 stored_player[i].move_delay--;
11129 /* due to bugs in previous versions, counter must count up, not down */
11130 if (stored_player[i].push_delay != -1)
11131 stored_player[i].push_delay++;
11133 if (stored_player[i].drop_delay > 0)
11134 stored_player[i].drop_delay--;
11136 if (stored_player[i].is_dropping_pressed)
11137 stored_player[i].drop_pressed_delay++;
11141 void StartGameActions(boolean init_network_game, boolean record_tape,
11144 unsigned int new_random_seed = InitRND(random_seed);
11147 TapeStartRecording(new_random_seed);
11149 #if defined(NETWORK_AVALIABLE)
11150 if (init_network_game)
11152 SendToServer_StartPlaying();
11161 void GameActionsExt()
11164 static unsigned int game_frame_delay = 0;
11166 unsigned int game_frame_delay_value;
11167 byte *recorded_player_action;
11168 byte summarized_player_action = 0;
11169 byte tape_action[MAX_PLAYERS];
11172 /* detect endless loops, caused by custom element programming */
11173 if (recursion_loop_detected && recursion_loop_depth == 0)
11175 char *message = getStringCat3("Internal Error! Element ",
11176 EL_NAME(recursion_loop_element),
11177 " caused endless loop! Quit the game?");
11179 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11180 EL_NAME(recursion_loop_element));
11182 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11184 recursion_loop_detected = FALSE; /* if game should be continued */
11191 if (game.restart_level)
11192 StartGameActions(options.network, setup.autorecord, level.random_seed);
11194 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11195 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11197 if (level.native_em_level->lev->home == 0) /* all players at home */
11199 PlayerWins(local_player);
11201 AllPlayersGone = TRUE;
11203 level.native_em_level->lev->home = -1;
11206 if (level.native_em_level->ply[0]->alive == 0 &&
11207 level.native_em_level->ply[1]->alive == 0 &&
11208 level.native_em_level->ply[2]->alive == 0 &&
11209 level.native_em_level->ply[3]->alive == 0) /* all dead */
11210 AllPlayersGone = TRUE;
11212 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11214 if (game_sp.LevelSolved &&
11215 !game_sp.GameOver) /* game won */
11217 PlayerWins(local_player);
11219 game_sp.GameOver = TRUE;
11221 AllPlayersGone = TRUE;
11224 if (game_sp.GameOver) /* game lost */
11225 AllPlayersGone = TRUE;
11227 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11229 if (game_mm.level_solved &&
11230 !game_mm.game_over) /* game won */
11232 PlayerWins(local_player);
11234 game_mm.game_over = TRUE;
11236 AllPlayersGone = TRUE;
11239 if (game_mm.game_over) /* game lost */
11240 AllPlayersGone = TRUE;
11243 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11246 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11249 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11252 game_frame_delay_value =
11253 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11255 if (tape.playing && tape.warp_forward && !tape.pausing)
11256 game_frame_delay_value = 0;
11258 SetVideoFrameDelay(game_frame_delay_value);
11262 /* ---------- main game synchronization point ---------- */
11264 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11266 printf("::: skip == %d\n", skip);
11269 /* ---------- main game synchronization point ---------- */
11271 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11275 if (network_playing && !network_player_action_received)
11277 /* try to get network player actions in time */
11279 #if defined(NETWORK_AVALIABLE)
11280 /* last chance to get network player actions without main loop delay */
11281 HandleNetworking();
11284 /* game was quit by network peer */
11285 if (game_status != GAME_MODE_PLAYING)
11288 if (!network_player_action_received)
11289 return; /* failed to get network player actions in time */
11291 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11297 /* at this point we know that we really continue executing the game */
11299 network_player_action_received = FALSE;
11301 /* when playing tape, read previously recorded player input from tape data */
11302 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11304 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11308 if (tape.set_centered_player)
11310 game.centered_player_nr_next = tape.centered_player_nr_next;
11311 game.set_centered_player = TRUE;
11314 for (i = 0; i < MAX_PLAYERS; i++)
11316 summarized_player_action |= stored_player[i].action;
11318 if (!network_playing && (game.team_mode || tape.playing))
11319 stored_player[i].effective_action = stored_player[i].action;
11322 #if defined(NETWORK_AVALIABLE)
11323 if (network_playing)
11324 SendToServer_MovePlayer(summarized_player_action);
11327 // summarize all actions at local players mapped input device position
11328 // (this allows using different input devices in single player mode)
11329 if (!options.network && !game.team_mode)
11330 stored_player[map_player_action[local_player->index_nr]].effective_action =
11331 summarized_player_action;
11333 if (tape.recording &&
11335 setup.input_on_focus &&
11336 game.centered_player_nr != -1)
11338 for (i = 0; i < MAX_PLAYERS; i++)
11339 stored_player[i].effective_action =
11340 (i == game.centered_player_nr ? summarized_player_action : 0);
11343 if (recorded_player_action != NULL)
11344 for (i = 0; i < MAX_PLAYERS; i++)
11345 stored_player[i].effective_action = recorded_player_action[i];
11347 for (i = 0; i < MAX_PLAYERS; i++)
11349 tape_action[i] = stored_player[i].effective_action;
11351 /* (this may happen in the RND game engine if a player was not present on
11352 the playfield on level start, but appeared later from a custom element */
11353 if (setup.team_mode &&
11356 !tape.player_participates[i])
11357 tape.player_participates[i] = TRUE;
11360 /* only record actions from input devices, but not programmed actions */
11361 if (tape.recording)
11362 TapeRecordAction(tape_action);
11364 #if USE_NEW_PLAYER_ASSIGNMENTS
11365 // !!! also map player actions in single player mode !!!
11366 // if (game.team_mode)
11369 byte mapped_action[MAX_PLAYERS];
11371 #if DEBUG_PLAYER_ACTIONS
11373 for (i = 0; i < MAX_PLAYERS; i++)
11374 printf(" %d, ", stored_player[i].effective_action);
11377 for (i = 0; i < MAX_PLAYERS; i++)
11378 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11380 for (i = 0; i < MAX_PLAYERS; i++)
11381 stored_player[i].effective_action = mapped_action[i];
11383 #if DEBUG_PLAYER_ACTIONS
11385 for (i = 0; i < MAX_PLAYERS; i++)
11386 printf(" %d, ", stored_player[i].effective_action);
11390 #if DEBUG_PLAYER_ACTIONS
11394 for (i = 0; i < MAX_PLAYERS; i++)
11395 printf(" %d, ", stored_player[i].effective_action);
11401 for (i = 0; i < MAX_PLAYERS; i++)
11403 // allow engine snapshot in case of changed movement attempt
11404 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11405 (stored_player[i].effective_action & KEY_MOTION))
11406 game.snapshot.changed_action = TRUE;
11408 // allow engine snapshot in case of snapping/dropping attempt
11409 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11410 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11411 game.snapshot.changed_action = TRUE;
11413 game.snapshot.last_action[i] = stored_player[i].effective_action;
11416 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11418 GameActions_EM_Main();
11420 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11422 GameActions_SP_Main();
11424 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11426 GameActions_MM_Main();
11430 GameActions_RND_Main();
11433 BlitScreenToBitmap(backbuffer);
11437 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11439 if (global.show_frames_per_second)
11441 static unsigned int fps_counter = 0;
11442 static int fps_frames = 0;
11443 unsigned int fps_delay_ms = Counter() - fps_counter;
11447 if (fps_delay_ms >= 500) /* calculate FPS every 0.5 seconds */
11449 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11452 fps_counter = Counter();
11454 /* always draw FPS to screen after FPS value was updated */
11455 redraw_mask |= REDRAW_FPS;
11458 /* only draw FPS if no screen areas are deactivated (invisible warp mode) */
11459 if (GetDrawDeactivationMask() == REDRAW_NONE)
11460 redraw_mask |= REDRAW_FPS;
11464 static void GameActions_CheckSaveEngineSnapshot()
11466 if (!game.snapshot.save_snapshot)
11469 // clear flag for saving snapshot _before_ saving snapshot
11470 game.snapshot.save_snapshot = FALSE;
11472 SaveEngineSnapshotToList();
11479 GameActions_CheckSaveEngineSnapshot();
11482 void GameActions_EM_Main()
11484 byte effective_action[MAX_PLAYERS];
11485 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11488 for (i = 0; i < MAX_PLAYERS; i++)
11489 effective_action[i] = stored_player[i].effective_action;
11491 GameActions_EM(effective_action, warp_mode);
11494 void GameActions_SP_Main()
11496 byte effective_action[MAX_PLAYERS];
11497 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11500 for (i = 0; i < MAX_PLAYERS; i++)
11501 effective_action[i] = stored_player[i].effective_action;
11503 GameActions_SP(effective_action, warp_mode);
11505 for (i = 0; i < MAX_PLAYERS; i++)
11507 if (stored_player[i].force_dropping)
11508 stored_player[i].action |= KEY_BUTTON_DROP;
11510 stored_player[i].force_dropping = FALSE;
11514 void GameActions_MM_Main()
11516 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11518 GameActions_MM(local_player->mouse_action, warp_mode);
11521 void GameActions_RND_Main()
11526 void GameActions_RND()
11528 int magic_wall_x = 0, magic_wall_y = 0;
11529 int i, x, y, element, graphic, last_gfx_frame;
11531 InitPlayfieldScanModeVars();
11533 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11535 SCAN_PLAYFIELD(x, y)
11537 ChangeCount[x][y] = 0;
11538 ChangeEvent[x][y] = -1;
11542 if (game.set_centered_player)
11544 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11546 /* switching to "all players" only possible if all players fit to screen */
11547 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11549 game.centered_player_nr_next = game.centered_player_nr;
11550 game.set_centered_player = FALSE;
11553 /* do not switch focus to non-existing (or non-active) player */
11554 if (game.centered_player_nr_next >= 0 &&
11555 !stored_player[game.centered_player_nr_next].active)
11557 game.centered_player_nr_next = game.centered_player_nr;
11558 game.set_centered_player = FALSE;
11562 if (game.set_centered_player &&
11563 ScreenMovPos == 0) /* screen currently aligned at tile position */
11567 if (game.centered_player_nr_next == -1)
11569 setScreenCenteredToAllPlayers(&sx, &sy);
11573 sx = stored_player[game.centered_player_nr_next].jx;
11574 sy = stored_player[game.centered_player_nr_next].jy;
11577 game.centered_player_nr = game.centered_player_nr_next;
11578 game.set_centered_player = FALSE;
11580 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11581 DrawGameDoorValues();
11584 for (i = 0; i < MAX_PLAYERS; i++)
11586 int actual_player_action = stored_player[i].effective_action;
11589 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11590 - rnd_equinox_tetrachloride 048
11591 - rnd_equinox_tetrachloride_ii 096
11592 - rnd_emanuel_schmieg 002
11593 - doctor_sloan_ww 001, 020
11595 if (stored_player[i].MovPos == 0)
11596 CheckGravityMovement(&stored_player[i]);
11599 /* overwrite programmed action with tape action */
11600 if (stored_player[i].programmed_action)
11601 actual_player_action = stored_player[i].programmed_action;
11603 PlayerActions(&stored_player[i], actual_player_action);
11605 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11608 ScrollScreen(NULL, SCROLL_GO_ON);
11610 /* for backwards compatibility, the following code emulates a fixed bug that
11611 occured when pushing elements (causing elements that just made their last
11612 pushing step to already (if possible) make their first falling step in the
11613 same game frame, which is bad); this code is also needed to use the famous
11614 "spring push bug" which is used in older levels and might be wanted to be
11615 used also in newer levels, but in this case the buggy pushing code is only
11616 affecting the "spring" element and no other elements */
11618 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11620 for (i = 0; i < MAX_PLAYERS; i++)
11622 struct PlayerInfo *player = &stored_player[i];
11623 int x = player->jx;
11624 int y = player->jy;
11626 if (player->active && player->is_pushing && player->is_moving &&
11628 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11629 Feld[x][y] == EL_SPRING))
11631 ContinueMoving(x, y);
11633 /* continue moving after pushing (this is actually a bug) */
11634 if (!IS_MOVING(x, y))
11635 Stop[x][y] = FALSE;
11640 SCAN_PLAYFIELD(x, y)
11642 ChangeCount[x][y] = 0;
11643 ChangeEvent[x][y] = -1;
11645 /* this must be handled before main playfield loop */
11646 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11649 if (MovDelay[x][y] <= 0)
11653 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11656 if (MovDelay[x][y] <= 0)
11659 TEST_DrawLevelField(x, y);
11661 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11666 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11668 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11669 printf("GameActions(): This should never happen!\n");
11671 ChangePage[x][y] = -1;
11675 Stop[x][y] = FALSE;
11676 if (WasJustMoving[x][y] > 0)
11677 WasJustMoving[x][y]--;
11678 if (WasJustFalling[x][y] > 0)
11679 WasJustFalling[x][y]--;
11680 if (CheckCollision[x][y] > 0)
11681 CheckCollision[x][y]--;
11682 if (CheckImpact[x][y] > 0)
11683 CheckImpact[x][y]--;
11687 /* reset finished pushing action (not done in ContinueMoving() to allow
11688 continuous pushing animation for elements with zero push delay) */
11689 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11691 ResetGfxAnimation(x, y);
11692 TEST_DrawLevelField(x, y);
11696 if (IS_BLOCKED(x, y))
11700 Blocked2Moving(x, y, &oldx, &oldy);
11701 if (!IS_MOVING(oldx, oldy))
11703 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11704 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11705 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11706 printf("GameActions(): This should never happen!\n");
11712 SCAN_PLAYFIELD(x, y)
11714 element = Feld[x][y];
11715 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11716 last_gfx_frame = GfxFrame[x][y];
11718 ResetGfxFrame(x, y);
11720 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11721 DrawLevelGraphicAnimation(x, y, graphic);
11723 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11724 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11725 ResetRandomAnimationValue(x, y);
11727 SetRandomAnimationValue(x, y);
11729 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11731 if (IS_INACTIVE(element))
11733 if (IS_ANIMATED(graphic))
11734 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11739 /* this may take place after moving, so 'element' may have changed */
11740 if (IS_CHANGING(x, y) &&
11741 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11743 int page = element_info[element].event_page_nr[CE_DELAY];
11745 HandleElementChange(x, y, page);
11747 element = Feld[x][y];
11748 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11751 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11755 element = Feld[x][y];
11756 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11758 if (IS_ANIMATED(graphic) &&
11759 !IS_MOVING(x, y) &&
11761 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11763 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11764 TEST_DrawTwinkleOnField(x, y);
11766 else if (element == EL_ACID)
11769 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11771 else if ((element == EL_EXIT_OPEN ||
11772 element == EL_EM_EXIT_OPEN ||
11773 element == EL_SP_EXIT_OPEN ||
11774 element == EL_STEEL_EXIT_OPEN ||
11775 element == EL_EM_STEEL_EXIT_OPEN ||
11776 element == EL_SP_TERMINAL ||
11777 element == EL_SP_TERMINAL_ACTIVE ||
11778 element == EL_EXTRA_TIME ||
11779 element == EL_SHIELD_NORMAL ||
11780 element == EL_SHIELD_DEADLY) &&
11781 IS_ANIMATED(graphic))
11782 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11783 else if (IS_MOVING(x, y))
11784 ContinueMoving(x, y);
11785 else if (IS_ACTIVE_BOMB(element))
11786 CheckDynamite(x, y);
11787 else if (element == EL_AMOEBA_GROWING)
11788 AmoebeWaechst(x, y);
11789 else if (element == EL_AMOEBA_SHRINKING)
11790 AmoebaDisappearing(x, y);
11792 #if !USE_NEW_AMOEBA_CODE
11793 else if (IS_AMOEBALIVE(element))
11794 AmoebeAbleger(x, y);
11797 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11799 else if (element == EL_EXIT_CLOSED)
11801 else if (element == EL_EM_EXIT_CLOSED)
11803 else if (element == EL_STEEL_EXIT_CLOSED)
11804 CheckExitSteel(x, y);
11805 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11806 CheckExitSteelEM(x, y);
11807 else if (element == EL_SP_EXIT_CLOSED)
11809 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11810 element == EL_EXPANDABLE_STEELWALL_GROWING)
11811 MauerWaechst(x, y);
11812 else if (element == EL_EXPANDABLE_WALL ||
11813 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11814 element == EL_EXPANDABLE_WALL_VERTICAL ||
11815 element == EL_EXPANDABLE_WALL_ANY ||
11816 element == EL_BD_EXPANDABLE_WALL)
11817 MauerAbleger(x, y);
11818 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11819 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11820 element == EL_EXPANDABLE_STEELWALL_ANY)
11821 MauerAblegerStahl(x, y);
11822 else if (element == EL_FLAMES)
11823 CheckForDragon(x, y);
11824 else if (element == EL_EXPLOSION)
11825 ; /* drawing of correct explosion animation is handled separately */
11826 else if (element == EL_ELEMENT_SNAPPING ||
11827 element == EL_DIAGONAL_SHRINKING ||
11828 element == EL_DIAGONAL_GROWING)
11830 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11832 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11834 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11835 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11837 if (IS_BELT_ACTIVE(element))
11838 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11840 if (game.magic_wall_active)
11842 int jx = local_player->jx, jy = local_player->jy;
11844 /* play the element sound at the position nearest to the player */
11845 if ((element == EL_MAGIC_WALL_FULL ||
11846 element == EL_MAGIC_WALL_ACTIVE ||
11847 element == EL_MAGIC_WALL_EMPTYING ||
11848 element == EL_BD_MAGIC_WALL_FULL ||
11849 element == EL_BD_MAGIC_WALL_ACTIVE ||
11850 element == EL_BD_MAGIC_WALL_EMPTYING ||
11851 element == EL_DC_MAGIC_WALL_FULL ||
11852 element == EL_DC_MAGIC_WALL_ACTIVE ||
11853 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11854 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11862 #if USE_NEW_AMOEBA_CODE
11863 /* new experimental amoeba growth stuff */
11864 if (!(FrameCounter % 8))
11866 static unsigned int random = 1684108901;
11868 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11870 x = RND(lev_fieldx);
11871 y = RND(lev_fieldy);
11872 element = Feld[x][y];
11874 if (!IS_PLAYER(x,y) &&
11875 (element == EL_EMPTY ||
11876 CAN_GROW_INTO(element) ||
11877 element == EL_QUICKSAND_EMPTY ||
11878 element == EL_QUICKSAND_FAST_EMPTY ||
11879 element == EL_ACID_SPLASH_LEFT ||
11880 element == EL_ACID_SPLASH_RIGHT))
11882 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11883 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11884 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11885 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11886 Feld[x][y] = EL_AMOEBA_DROP;
11889 random = random * 129 + 1;
11894 game.explosions_delayed = FALSE;
11896 SCAN_PLAYFIELD(x, y)
11898 element = Feld[x][y];
11900 if (ExplodeField[x][y])
11901 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11902 else if (element == EL_EXPLOSION)
11903 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11905 ExplodeField[x][y] = EX_TYPE_NONE;
11908 game.explosions_delayed = TRUE;
11910 if (game.magic_wall_active)
11912 if (!(game.magic_wall_time_left % 4))
11914 int element = Feld[magic_wall_x][magic_wall_y];
11916 if (element == EL_BD_MAGIC_WALL_FULL ||
11917 element == EL_BD_MAGIC_WALL_ACTIVE ||
11918 element == EL_BD_MAGIC_WALL_EMPTYING)
11919 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11920 else if (element == EL_DC_MAGIC_WALL_FULL ||
11921 element == EL_DC_MAGIC_WALL_ACTIVE ||
11922 element == EL_DC_MAGIC_WALL_EMPTYING)
11923 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11925 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11928 if (game.magic_wall_time_left > 0)
11930 game.magic_wall_time_left--;
11932 if (!game.magic_wall_time_left)
11934 SCAN_PLAYFIELD(x, y)
11936 element = Feld[x][y];
11938 if (element == EL_MAGIC_WALL_ACTIVE ||
11939 element == EL_MAGIC_WALL_FULL)
11941 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11942 TEST_DrawLevelField(x, y);
11944 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11945 element == EL_BD_MAGIC_WALL_FULL)
11947 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11948 TEST_DrawLevelField(x, y);
11950 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11951 element == EL_DC_MAGIC_WALL_FULL)
11953 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11954 TEST_DrawLevelField(x, y);
11958 game.magic_wall_active = FALSE;
11963 if (game.light_time_left > 0)
11965 game.light_time_left--;
11967 if (game.light_time_left == 0)
11968 RedrawAllLightSwitchesAndInvisibleElements();
11971 if (game.timegate_time_left > 0)
11973 game.timegate_time_left--;
11975 if (game.timegate_time_left == 0)
11976 CloseAllOpenTimegates();
11979 if (game.lenses_time_left > 0)
11981 game.lenses_time_left--;
11983 if (game.lenses_time_left == 0)
11984 RedrawAllInvisibleElementsForLenses();
11987 if (game.magnify_time_left > 0)
11989 game.magnify_time_left--;
11991 if (game.magnify_time_left == 0)
11992 RedrawAllInvisibleElementsForMagnifier();
11995 for (i = 0; i < MAX_PLAYERS; i++)
11997 struct PlayerInfo *player = &stored_player[i];
11999 if (SHIELD_ON(player))
12001 if (player->shield_deadly_time_left)
12002 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12003 else if (player->shield_normal_time_left)
12004 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12008 #if USE_DELAYED_GFX_REDRAW
12009 SCAN_PLAYFIELD(x, y)
12011 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12013 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12014 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12016 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12017 DrawLevelField(x, y);
12019 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12020 DrawLevelFieldCrumbled(x, y);
12022 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12023 DrawLevelFieldCrumbledNeighbours(x, y);
12025 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12026 DrawTwinkleOnField(x, y);
12029 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12034 PlayAllPlayersSound();
12036 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
12038 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12040 local_player->show_envelope = 0;
12043 /* use random number generator in every frame to make it less predictable */
12044 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12048 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12050 int min_x = x, min_y = y, max_x = x, max_y = y;
12053 for (i = 0; i < MAX_PLAYERS; i++)
12055 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12057 if (!stored_player[i].active || &stored_player[i] == player)
12060 min_x = MIN(min_x, jx);
12061 min_y = MIN(min_y, jy);
12062 max_x = MAX(max_x, jx);
12063 max_y = MAX(max_y, jy);
12066 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12069 static boolean AllPlayersInVisibleScreen()
12073 for (i = 0; i < MAX_PLAYERS; i++)
12075 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12077 if (!stored_player[i].active)
12080 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12087 void ScrollLevel(int dx, int dy)
12089 int scroll_offset = 2 * TILEX_VAR;
12092 BlitBitmap(drawto_field, drawto_field,
12093 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12094 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12095 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12096 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12097 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12098 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12102 x = (dx == 1 ? BX1 : BX2);
12103 for (y = BY1; y <= BY2; y++)
12104 DrawScreenField(x, y);
12109 y = (dy == 1 ? BY1 : BY2);
12110 for (x = BX1; x <= BX2; x++)
12111 DrawScreenField(x, y);
12114 redraw_mask |= REDRAW_FIELD;
12117 static boolean canFallDown(struct PlayerInfo *player)
12119 int jx = player->jx, jy = player->jy;
12121 return (IN_LEV_FIELD(jx, jy + 1) &&
12122 (IS_FREE(jx, jy + 1) ||
12123 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12124 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12125 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12128 static boolean canPassField(int x, int y, int move_dir)
12130 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12131 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12132 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12133 int nextx = x + dx;
12134 int nexty = y + dy;
12135 int element = Feld[x][y];
12137 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12138 !CAN_MOVE(element) &&
12139 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12140 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12141 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12144 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12146 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12147 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12148 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12152 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12153 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12154 (IS_DIGGABLE(Feld[newx][newy]) ||
12155 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12156 canPassField(newx, newy, move_dir)));
12159 static void CheckGravityMovement(struct PlayerInfo *player)
12161 if (player->gravity && !player->programmed_action)
12163 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12164 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12165 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12166 int jx = player->jx, jy = player->jy;
12167 boolean player_is_moving_to_valid_field =
12168 (!player_is_snapping &&
12169 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12170 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12171 boolean player_can_fall_down = canFallDown(player);
12173 if (player_can_fall_down &&
12174 !player_is_moving_to_valid_field)
12175 player->programmed_action = MV_DOWN;
12179 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12181 return CheckGravityMovement(player);
12183 if (player->gravity && !player->programmed_action)
12185 int jx = player->jx, jy = player->jy;
12186 boolean field_under_player_is_free =
12187 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12188 boolean player_is_standing_on_valid_field =
12189 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12190 (IS_WALKABLE(Feld[jx][jy]) &&
12191 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12193 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12194 player->programmed_action = MV_DOWN;
12199 MovePlayerOneStep()
12200 -----------------------------------------------------------------------------
12201 dx, dy: direction (non-diagonal) to try to move the player to
12202 real_dx, real_dy: direction as read from input device (can be diagonal)
12205 boolean MovePlayerOneStep(struct PlayerInfo *player,
12206 int dx, int dy, int real_dx, int real_dy)
12208 int jx = player->jx, jy = player->jy;
12209 int new_jx = jx + dx, new_jy = jy + dy;
12211 boolean player_can_move = !player->cannot_move;
12213 if (!player->active || (!dx && !dy))
12214 return MP_NO_ACTION;
12216 player->MovDir = (dx < 0 ? MV_LEFT :
12217 dx > 0 ? MV_RIGHT :
12219 dy > 0 ? MV_DOWN : MV_NONE);
12221 if (!IN_LEV_FIELD(new_jx, new_jy))
12222 return MP_NO_ACTION;
12224 if (!player_can_move)
12226 if (player->MovPos == 0)
12228 player->is_moving = FALSE;
12229 player->is_digging = FALSE;
12230 player->is_collecting = FALSE;
12231 player->is_snapping = FALSE;
12232 player->is_pushing = FALSE;
12236 if (!options.network && game.centered_player_nr == -1 &&
12237 !AllPlayersInSight(player, new_jx, new_jy))
12238 return MP_NO_ACTION;
12240 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12241 if (can_move != MP_MOVING)
12244 /* check if DigField() has caused relocation of the player */
12245 if (player->jx != jx || player->jy != jy)
12246 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
12248 StorePlayer[jx][jy] = 0;
12249 player->last_jx = jx;
12250 player->last_jy = jy;
12251 player->jx = new_jx;
12252 player->jy = new_jy;
12253 StorePlayer[new_jx][new_jy] = player->element_nr;
12255 if (player->move_delay_value_next != -1)
12257 player->move_delay_value = player->move_delay_value_next;
12258 player->move_delay_value_next = -1;
12262 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12264 player->step_counter++;
12266 PlayerVisit[jx][jy] = FrameCounter;
12268 player->is_moving = TRUE;
12271 /* should better be called in MovePlayer(), but this breaks some tapes */
12272 ScrollPlayer(player, SCROLL_INIT);
12278 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12280 int jx = player->jx, jy = player->jy;
12281 int old_jx = jx, old_jy = jy;
12282 int moved = MP_NO_ACTION;
12284 if (!player->active)
12289 if (player->MovPos == 0)
12291 player->is_moving = FALSE;
12292 player->is_digging = FALSE;
12293 player->is_collecting = FALSE;
12294 player->is_snapping = FALSE;
12295 player->is_pushing = FALSE;
12301 if (player->move_delay > 0)
12304 player->move_delay = -1; /* set to "uninitialized" value */
12306 /* store if player is automatically moved to next field */
12307 player->is_auto_moving = (player->programmed_action != MV_NONE);
12309 /* remove the last programmed player action */
12310 player->programmed_action = 0;
12312 if (player->MovPos)
12314 /* should only happen if pre-1.2 tape recordings are played */
12315 /* this is only for backward compatibility */
12317 int original_move_delay_value = player->move_delay_value;
12320 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12324 /* scroll remaining steps with finest movement resolution */
12325 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12327 while (player->MovPos)
12329 ScrollPlayer(player, SCROLL_GO_ON);
12330 ScrollScreen(NULL, SCROLL_GO_ON);
12332 AdvanceFrameAndPlayerCounters(player->index_nr);
12335 BackToFront_WithFrameDelay(0);
12338 player->move_delay_value = original_move_delay_value;
12341 player->is_active = FALSE;
12343 if (player->last_move_dir & MV_HORIZONTAL)
12345 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12346 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12350 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12351 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12354 if (!moved && !player->is_active)
12356 player->is_moving = FALSE;
12357 player->is_digging = FALSE;
12358 player->is_collecting = FALSE;
12359 player->is_snapping = FALSE;
12360 player->is_pushing = FALSE;
12366 if (moved & MP_MOVING && !ScreenMovPos &&
12367 (player->index_nr == game.centered_player_nr ||
12368 game.centered_player_nr == -1))
12370 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12371 int offset = game.scroll_delay_value;
12373 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12375 /* actual player has left the screen -- scroll in that direction */
12376 if (jx != old_jx) /* player has moved horizontally */
12377 scroll_x += (jx - old_jx);
12378 else /* player has moved vertically */
12379 scroll_y += (jy - old_jy);
12383 if (jx != old_jx) /* player has moved horizontally */
12385 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12386 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12387 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12389 /* don't scroll over playfield boundaries */
12390 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12391 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12393 /* don't scroll more than one field at a time */
12394 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12396 /* don't scroll against the player's moving direction */
12397 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12398 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12399 scroll_x = old_scroll_x;
12401 else /* player has moved vertically */
12403 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12404 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12405 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12407 /* don't scroll over playfield boundaries */
12408 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12409 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12411 /* don't scroll more than one field at a time */
12412 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12414 /* don't scroll against the player's moving direction */
12415 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12416 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12417 scroll_y = old_scroll_y;
12421 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12423 if (!options.network && game.centered_player_nr == -1 &&
12424 !AllPlayersInVisibleScreen())
12426 scroll_x = old_scroll_x;
12427 scroll_y = old_scroll_y;
12431 ScrollScreen(player, SCROLL_INIT);
12432 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12437 player->StepFrame = 0;
12439 if (moved & MP_MOVING)
12441 if (old_jx != jx && old_jy == jy)
12442 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12443 else if (old_jx == jx && old_jy != jy)
12444 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12446 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12448 player->last_move_dir = player->MovDir;
12449 player->is_moving = TRUE;
12450 player->is_snapping = FALSE;
12451 player->is_switching = FALSE;
12452 player->is_dropping = FALSE;
12453 player->is_dropping_pressed = FALSE;
12454 player->drop_pressed_delay = 0;
12457 /* should better be called here than above, but this breaks some tapes */
12458 ScrollPlayer(player, SCROLL_INIT);
12463 CheckGravityMovementWhenNotMoving(player);
12465 player->is_moving = FALSE;
12467 /* at this point, the player is allowed to move, but cannot move right now
12468 (e.g. because of something blocking the way) -- ensure that the player
12469 is also allowed to move in the next frame (in old versions before 3.1.1,
12470 the player was forced to wait again for eight frames before next try) */
12472 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12473 player->move_delay = 0; /* allow direct movement in the next frame */
12476 if (player->move_delay == -1) /* not yet initialized by DigField() */
12477 player->move_delay = player->move_delay_value;
12479 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12481 TestIfPlayerTouchesBadThing(jx, jy);
12482 TestIfPlayerTouchesCustomElement(jx, jy);
12485 if (!player->active)
12486 RemovePlayer(player);
12491 void ScrollPlayer(struct PlayerInfo *player, int mode)
12493 int jx = player->jx, jy = player->jy;
12494 int last_jx = player->last_jx, last_jy = player->last_jy;
12495 int move_stepsize = TILEX / player->move_delay_value;
12497 if (!player->active)
12500 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12503 if (mode == SCROLL_INIT)
12505 player->actual_frame_counter = FrameCounter;
12506 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12508 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12509 Feld[last_jx][last_jy] == EL_EMPTY)
12511 int last_field_block_delay = 0; /* start with no blocking at all */
12512 int block_delay_adjustment = player->block_delay_adjustment;
12514 /* if player blocks last field, add delay for exactly one move */
12515 if (player->block_last_field)
12517 last_field_block_delay += player->move_delay_value;
12519 /* when blocking enabled, prevent moving up despite gravity */
12520 if (player->gravity && player->MovDir == MV_UP)
12521 block_delay_adjustment = -1;
12524 /* add block delay adjustment (also possible when not blocking) */
12525 last_field_block_delay += block_delay_adjustment;
12527 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12528 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12531 if (player->MovPos != 0) /* player has not yet reached destination */
12534 else if (!FrameReached(&player->actual_frame_counter, 1))
12537 if (player->MovPos != 0)
12539 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12540 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12542 /* before DrawPlayer() to draw correct player graphic for this case */
12543 if (player->MovPos == 0)
12544 CheckGravityMovement(player);
12547 if (player->MovPos == 0) /* player reached destination field */
12549 if (player->move_delay_reset_counter > 0)
12551 player->move_delay_reset_counter--;
12553 if (player->move_delay_reset_counter == 0)
12555 /* continue with normal speed after quickly moving through gate */
12556 HALVE_PLAYER_SPEED(player);
12558 /* be able to make the next move without delay */
12559 player->move_delay = 0;
12563 player->last_jx = jx;
12564 player->last_jy = jy;
12566 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12567 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12568 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12569 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12570 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12571 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12572 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12573 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12575 DrawPlayer(player); /* needed here only to cleanup last field */
12576 RemovePlayer(player);
12578 if (local_player->friends_still_needed == 0 ||
12579 IS_SP_ELEMENT(Feld[jx][jy]))
12580 PlayerWins(player);
12583 /* this breaks one level: "machine", level 000 */
12585 int move_direction = player->MovDir;
12586 int enter_side = MV_DIR_OPPOSITE(move_direction);
12587 int leave_side = move_direction;
12588 int old_jx = last_jx;
12589 int old_jy = last_jy;
12590 int old_element = Feld[old_jx][old_jy];
12591 int new_element = Feld[jx][jy];
12593 if (IS_CUSTOM_ELEMENT(old_element))
12594 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12596 player->index_bit, leave_side);
12598 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12599 CE_PLAYER_LEAVES_X,
12600 player->index_bit, leave_side);
12602 if (IS_CUSTOM_ELEMENT(new_element))
12603 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12604 player->index_bit, enter_side);
12606 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12607 CE_PLAYER_ENTERS_X,
12608 player->index_bit, enter_side);
12610 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12611 CE_MOVE_OF_X, move_direction);
12614 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12616 TestIfPlayerTouchesBadThing(jx, jy);
12617 TestIfPlayerTouchesCustomElement(jx, jy);
12619 /* needed because pushed element has not yet reached its destination,
12620 so it would trigger a change event at its previous field location */
12621 if (!player->is_pushing)
12622 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12624 if (!player->active)
12625 RemovePlayer(player);
12628 if (!local_player->LevelSolved && level.use_step_counter)
12638 if (TimeLeft <= 10 && setup.time_limit)
12639 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12641 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12643 DisplayGameControlValues();
12645 if (!TimeLeft && setup.time_limit)
12646 for (i = 0; i < MAX_PLAYERS; i++)
12647 KillPlayer(&stored_player[i]);
12649 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12651 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12653 DisplayGameControlValues();
12657 if (tape.single_step && tape.recording && !tape.pausing &&
12658 !player->programmed_action)
12659 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12661 if (!player->programmed_action)
12662 CheckSaveEngineSnapshot(player);
12666 void ScrollScreen(struct PlayerInfo *player, int mode)
12668 static unsigned int screen_frame_counter = 0;
12670 if (mode == SCROLL_INIT)
12672 /* set scrolling step size according to actual player's moving speed */
12673 ScrollStepSize = TILEX / player->move_delay_value;
12675 screen_frame_counter = FrameCounter;
12676 ScreenMovDir = player->MovDir;
12677 ScreenMovPos = player->MovPos;
12678 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12681 else if (!FrameReached(&screen_frame_counter, 1))
12686 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12687 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12688 redraw_mask |= REDRAW_FIELD;
12691 ScreenMovDir = MV_NONE;
12694 void TestIfPlayerTouchesCustomElement(int x, int y)
12696 static int xy[4][2] =
12703 static int trigger_sides[4][2] =
12705 /* center side border side */
12706 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12707 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12708 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12709 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12711 static int touch_dir[4] =
12713 MV_LEFT | MV_RIGHT,
12718 int center_element = Feld[x][y]; /* should always be non-moving! */
12721 for (i = 0; i < NUM_DIRECTIONS; i++)
12723 int xx = x + xy[i][0];
12724 int yy = y + xy[i][1];
12725 int center_side = trigger_sides[i][0];
12726 int border_side = trigger_sides[i][1];
12727 int border_element;
12729 if (!IN_LEV_FIELD(xx, yy))
12732 if (IS_PLAYER(x, y)) /* player found at center element */
12734 struct PlayerInfo *player = PLAYERINFO(x, y);
12736 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12737 border_element = Feld[xx][yy]; /* may be moving! */
12738 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12739 border_element = Feld[xx][yy];
12740 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12741 border_element = MovingOrBlocked2Element(xx, yy);
12743 continue; /* center and border element do not touch */
12745 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12746 player->index_bit, border_side);
12747 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12748 CE_PLAYER_TOUCHES_X,
12749 player->index_bit, border_side);
12752 /* use player element that is initially defined in the level playfield,
12753 not the player element that corresponds to the runtime player number
12754 (example: a level that contains EL_PLAYER_3 as the only player would
12755 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12756 int player_element = PLAYERINFO(x, y)->initial_element;
12758 CheckElementChangeBySide(xx, yy, border_element, player_element,
12759 CE_TOUCHING_X, border_side);
12762 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12764 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12766 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12768 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12769 continue; /* center and border element do not touch */
12772 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12773 player->index_bit, center_side);
12774 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12775 CE_PLAYER_TOUCHES_X,
12776 player->index_bit, center_side);
12779 /* use player element that is initially defined in the level playfield,
12780 not the player element that corresponds to the runtime player number
12781 (example: a level that contains EL_PLAYER_3 as the only player would
12782 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12783 int player_element = PLAYERINFO(xx, yy)->initial_element;
12785 CheckElementChangeBySide(x, y, center_element, player_element,
12786 CE_TOUCHING_X, center_side);
12794 void TestIfElementTouchesCustomElement(int x, int y)
12796 static int xy[4][2] =
12803 static int trigger_sides[4][2] =
12805 /* center side border side */
12806 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12807 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12808 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12809 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12811 static int touch_dir[4] =
12813 MV_LEFT | MV_RIGHT,
12818 boolean change_center_element = FALSE;
12819 int center_element = Feld[x][y]; /* should always be non-moving! */
12820 int border_element_old[NUM_DIRECTIONS];
12823 for (i = 0; i < NUM_DIRECTIONS; i++)
12825 int xx = x + xy[i][0];
12826 int yy = y + xy[i][1];
12827 int border_element;
12829 border_element_old[i] = -1;
12831 if (!IN_LEV_FIELD(xx, yy))
12834 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12835 border_element = Feld[xx][yy]; /* may be moving! */
12836 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12837 border_element = Feld[xx][yy];
12838 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12839 border_element = MovingOrBlocked2Element(xx, yy);
12841 continue; /* center and border element do not touch */
12843 border_element_old[i] = border_element;
12846 for (i = 0; i < NUM_DIRECTIONS; i++)
12848 int xx = x + xy[i][0];
12849 int yy = y + xy[i][1];
12850 int center_side = trigger_sides[i][0];
12851 int border_element = border_element_old[i];
12853 if (border_element == -1)
12856 /* check for change of border element */
12857 CheckElementChangeBySide(xx, yy, border_element, center_element,
12858 CE_TOUCHING_X, center_side);
12860 /* (center element cannot be player, so we dont have to check this here) */
12863 for (i = 0; i < NUM_DIRECTIONS; i++)
12865 int xx = x + xy[i][0];
12866 int yy = y + xy[i][1];
12867 int border_side = trigger_sides[i][1];
12868 int border_element = border_element_old[i];
12870 if (border_element == -1)
12873 /* check for change of center element (but change it only once) */
12874 if (!change_center_element)
12875 change_center_element =
12876 CheckElementChangeBySide(x, y, center_element, border_element,
12877 CE_TOUCHING_X, border_side);
12879 if (IS_PLAYER(xx, yy))
12881 /* use player element that is initially defined in the level playfield,
12882 not the player element that corresponds to the runtime player number
12883 (example: a level that contains EL_PLAYER_3 as the only player would
12884 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12885 int player_element = PLAYERINFO(xx, yy)->initial_element;
12887 CheckElementChangeBySide(x, y, center_element, player_element,
12888 CE_TOUCHING_X, border_side);
12893 void TestIfElementHitsCustomElement(int x, int y, int direction)
12895 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12896 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12897 int hitx = x + dx, hity = y + dy;
12898 int hitting_element = Feld[x][y];
12899 int touched_element;
12901 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12904 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12905 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12907 if (IN_LEV_FIELD(hitx, hity))
12909 int opposite_direction = MV_DIR_OPPOSITE(direction);
12910 int hitting_side = direction;
12911 int touched_side = opposite_direction;
12912 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12913 MovDir[hitx][hity] != direction ||
12914 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12920 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12921 CE_HITTING_X, touched_side);
12923 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12924 CE_HIT_BY_X, hitting_side);
12926 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12927 CE_HIT_BY_SOMETHING, opposite_direction);
12929 if (IS_PLAYER(hitx, hity))
12931 /* use player element that is initially defined in the level playfield,
12932 not the player element that corresponds to the runtime player number
12933 (example: a level that contains EL_PLAYER_3 as the only player would
12934 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12935 int player_element = PLAYERINFO(hitx, hity)->initial_element;
12937 CheckElementChangeBySide(x, y, hitting_element, player_element,
12938 CE_HITTING_X, touched_side);
12943 /* "hitting something" is also true when hitting the playfield border */
12944 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12945 CE_HITTING_SOMETHING, direction);
12948 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12950 int i, kill_x = -1, kill_y = -1;
12952 int bad_element = -1;
12953 static int test_xy[4][2] =
12960 static int test_dir[4] =
12968 for (i = 0; i < NUM_DIRECTIONS; i++)
12970 int test_x, test_y, test_move_dir, test_element;
12972 test_x = good_x + test_xy[i][0];
12973 test_y = good_y + test_xy[i][1];
12975 if (!IN_LEV_FIELD(test_x, test_y))
12979 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12981 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12983 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12984 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12986 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12987 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12991 bad_element = test_element;
12997 if (kill_x != -1 || kill_y != -1)
12999 if (IS_PLAYER(good_x, good_y))
13001 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13003 if (player->shield_deadly_time_left > 0 &&
13004 !IS_INDESTRUCTIBLE(bad_element))
13005 Bang(kill_x, kill_y);
13006 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13007 KillPlayer(player);
13010 Bang(good_x, good_y);
13014 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13016 int i, kill_x = -1, kill_y = -1;
13017 int bad_element = Feld[bad_x][bad_y];
13018 static int test_xy[4][2] =
13025 static int touch_dir[4] =
13027 MV_LEFT | MV_RIGHT,
13032 static int test_dir[4] =
13040 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
13043 for (i = 0; i < NUM_DIRECTIONS; i++)
13045 int test_x, test_y, test_move_dir, test_element;
13047 test_x = bad_x + test_xy[i][0];
13048 test_y = bad_y + test_xy[i][1];
13050 if (!IN_LEV_FIELD(test_x, test_y))
13054 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13056 test_element = Feld[test_x][test_y];
13058 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13059 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13061 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13062 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13064 /* good thing is player or penguin that does not move away */
13065 if (IS_PLAYER(test_x, test_y))
13067 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13069 if (bad_element == EL_ROBOT && player->is_moving)
13070 continue; /* robot does not kill player if he is moving */
13072 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13074 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13075 continue; /* center and border element do not touch */
13083 else if (test_element == EL_PENGUIN)
13093 if (kill_x != -1 || kill_y != -1)
13095 if (IS_PLAYER(kill_x, kill_y))
13097 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13099 if (player->shield_deadly_time_left > 0 &&
13100 !IS_INDESTRUCTIBLE(bad_element))
13101 Bang(bad_x, bad_y);
13102 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13103 KillPlayer(player);
13106 Bang(kill_x, kill_y);
13110 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13112 int bad_element = Feld[bad_x][bad_y];
13113 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13114 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13115 int test_x = bad_x + dx, test_y = bad_y + dy;
13116 int test_move_dir, test_element;
13117 int kill_x = -1, kill_y = -1;
13119 if (!IN_LEV_FIELD(test_x, test_y))
13123 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13125 test_element = Feld[test_x][test_y];
13127 if (test_move_dir != bad_move_dir)
13129 /* good thing can be player or penguin that does not move away */
13130 if (IS_PLAYER(test_x, test_y))
13132 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13134 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13135 player as being hit when he is moving towards the bad thing, because
13136 the "get hit by" condition would be lost after the player stops) */
13137 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13138 return; /* player moves away from bad thing */
13143 else if (test_element == EL_PENGUIN)
13150 if (kill_x != -1 || kill_y != -1)
13152 if (IS_PLAYER(kill_x, kill_y))
13154 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13156 if (player->shield_deadly_time_left > 0 &&
13157 !IS_INDESTRUCTIBLE(bad_element))
13158 Bang(bad_x, bad_y);
13159 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13160 KillPlayer(player);
13163 Bang(kill_x, kill_y);
13167 void TestIfPlayerTouchesBadThing(int x, int y)
13169 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13172 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13174 TestIfGoodThingHitsBadThing(x, y, move_dir);
13177 void TestIfBadThingTouchesPlayer(int x, int y)
13179 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13182 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13184 TestIfBadThingHitsGoodThing(x, y, move_dir);
13187 void TestIfFriendTouchesBadThing(int x, int y)
13189 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13192 void TestIfBadThingTouchesFriend(int x, int y)
13194 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13197 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13199 int i, kill_x = bad_x, kill_y = bad_y;
13200 static int xy[4][2] =
13208 for (i = 0; i < NUM_DIRECTIONS; i++)
13212 x = bad_x + xy[i][0];
13213 y = bad_y + xy[i][1];
13214 if (!IN_LEV_FIELD(x, y))
13217 element = Feld[x][y];
13218 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13219 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13227 if (kill_x != bad_x || kill_y != bad_y)
13228 Bang(bad_x, bad_y);
13231 void KillPlayer(struct PlayerInfo *player)
13233 int jx = player->jx, jy = player->jy;
13235 if (!player->active)
13239 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13240 player->killed, player->active, player->reanimated);
13243 /* the following code was introduced to prevent an infinite loop when calling
13245 -> CheckTriggeredElementChangeExt()
13246 -> ExecuteCustomElementAction()
13248 -> (infinitely repeating the above sequence of function calls)
13249 which occurs when killing the player while having a CE with the setting
13250 "kill player X when explosion of <player X>"; the solution using a new
13251 field "player->killed" was chosen for backwards compatibility, although
13252 clever use of the fields "player->active" etc. would probably also work */
13254 if (player->killed)
13258 player->killed = TRUE;
13260 /* remove accessible field at the player's position */
13261 Feld[jx][jy] = EL_EMPTY;
13263 /* deactivate shield (else Bang()/Explode() would not work right) */
13264 player->shield_normal_time_left = 0;
13265 player->shield_deadly_time_left = 0;
13268 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13269 player->killed, player->active, player->reanimated);
13275 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13276 player->killed, player->active, player->reanimated);
13279 if (player->reanimated) /* killed player may have been reanimated */
13280 player->killed = player->reanimated = FALSE;
13282 BuryPlayer(player);
13285 static void KillPlayerUnlessEnemyProtected(int x, int y)
13287 if (!PLAYER_ENEMY_PROTECTED(x, y))
13288 KillPlayer(PLAYERINFO(x, y));
13291 static void KillPlayerUnlessExplosionProtected(int x, int y)
13293 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13294 KillPlayer(PLAYERINFO(x, y));
13297 void BuryPlayer(struct PlayerInfo *player)
13299 int jx = player->jx, jy = player->jy;
13301 if (!player->active)
13304 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13305 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13307 player->GameOver = TRUE;
13308 RemovePlayer(player);
13311 void RemovePlayer(struct PlayerInfo *player)
13313 int jx = player->jx, jy = player->jy;
13314 int i, found = FALSE;
13316 player->present = FALSE;
13317 player->active = FALSE;
13319 if (!ExplodeField[jx][jy])
13320 StorePlayer[jx][jy] = 0;
13322 if (player->is_moving)
13323 TEST_DrawLevelField(player->last_jx, player->last_jy);
13325 for (i = 0; i < MAX_PLAYERS; i++)
13326 if (stored_player[i].active)
13330 AllPlayersGone = TRUE;
13336 static void setFieldForSnapping(int x, int y, int element, int direction)
13338 struct ElementInfo *ei = &element_info[element];
13339 int direction_bit = MV_DIR_TO_BIT(direction);
13340 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13341 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13342 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13344 Feld[x][y] = EL_ELEMENT_SNAPPING;
13345 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13347 ResetGfxAnimation(x, y);
13349 GfxElement[x][y] = element;
13350 GfxAction[x][y] = action;
13351 GfxDir[x][y] = direction;
13352 GfxFrame[x][y] = -1;
13356 =============================================================================
13357 checkDiagonalPushing()
13358 -----------------------------------------------------------------------------
13359 check if diagonal input device direction results in pushing of object
13360 (by checking if the alternative direction is walkable, diggable, ...)
13361 =============================================================================
13364 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13365 int x, int y, int real_dx, int real_dy)
13367 int jx, jy, dx, dy, xx, yy;
13369 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13372 /* diagonal direction: check alternative direction */
13377 xx = jx + (dx == 0 ? real_dx : 0);
13378 yy = jy + (dy == 0 ? real_dy : 0);
13380 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13384 =============================================================================
13386 -----------------------------------------------------------------------------
13387 x, y: field next to player (non-diagonal) to try to dig to
13388 real_dx, real_dy: direction as read from input device (can be diagonal)
13389 =============================================================================
13392 static int DigField(struct PlayerInfo *player,
13393 int oldx, int oldy, int x, int y,
13394 int real_dx, int real_dy, int mode)
13396 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13397 boolean player_was_pushing = player->is_pushing;
13398 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13399 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13400 int jx = oldx, jy = oldy;
13401 int dx = x - jx, dy = y - jy;
13402 int nextx = x + dx, nexty = y + dy;
13403 int move_direction = (dx == -1 ? MV_LEFT :
13404 dx == +1 ? MV_RIGHT :
13406 dy == +1 ? MV_DOWN : MV_NONE);
13407 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13408 int dig_side = MV_DIR_OPPOSITE(move_direction);
13409 int old_element = Feld[jx][jy];
13410 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13413 if (is_player) /* function can also be called by EL_PENGUIN */
13415 if (player->MovPos == 0)
13417 player->is_digging = FALSE;
13418 player->is_collecting = FALSE;
13421 if (player->MovPos == 0) /* last pushing move finished */
13422 player->is_pushing = FALSE;
13424 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13426 player->is_switching = FALSE;
13427 player->push_delay = -1;
13429 return MP_NO_ACTION;
13433 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13434 old_element = Back[jx][jy];
13436 /* in case of element dropped at player position, check background */
13437 else if (Back[jx][jy] != EL_EMPTY &&
13438 game.engine_version >= VERSION_IDENT(2,2,0,0))
13439 old_element = Back[jx][jy];
13441 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13442 return MP_NO_ACTION; /* field has no opening in this direction */
13444 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13445 return MP_NO_ACTION; /* field has no opening in this direction */
13447 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13451 Feld[jx][jy] = player->artwork_element;
13452 InitMovingField(jx, jy, MV_DOWN);
13453 Store[jx][jy] = EL_ACID;
13454 ContinueMoving(jx, jy);
13455 BuryPlayer(player);
13457 return MP_DONT_RUN_INTO;
13460 if (player_can_move && DONT_RUN_INTO(element))
13462 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13464 return MP_DONT_RUN_INTO;
13467 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13468 return MP_NO_ACTION;
13470 collect_count = element_info[element].collect_count_initial;
13472 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13473 return MP_NO_ACTION;
13475 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13476 player_can_move = player_can_move_or_snap;
13478 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13479 game.engine_version >= VERSION_IDENT(2,2,0,0))
13481 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13482 player->index_bit, dig_side);
13483 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13484 player->index_bit, dig_side);
13486 if (element == EL_DC_LANDMINE)
13489 if (Feld[x][y] != element) /* field changed by snapping */
13492 return MP_NO_ACTION;
13495 if (player->gravity && is_player && !player->is_auto_moving &&
13496 canFallDown(player) && move_direction != MV_DOWN &&
13497 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13498 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13500 if (player_can_move &&
13501 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13503 int sound_element = SND_ELEMENT(element);
13504 int sound_action = ACTION_WALKING;
13506 if (IS_RND_GATE(element))
13508 if (!player->key[RND_GATE_NR(element)])
13509 return MP_NO_ACTION;
13511 else if (IS_RND_GATE_GRAY(element))
13513 if (!player->key[RND_GATE_GRAY_NR(element)])
13514 return MP_NO_ACTION;
13516 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13518 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13519 return MP_NO_ACTION;
13521 else if (element == EL_EXIT_OPEN ||
13522 element == EL_EM_EXIT_OPEN ||
13523 element == EL_EM_EXIT_OPENING ||
13524 element == EL_STEEL_EXIT_OPEN ||
13525 element == EL_EM_STEEL_EXIT_OPEN ||
13526 element == EL_EM_STEEL_EXIT_OPENING ||
13527 element == EL_SP_EXIT_OPEN ||
13528 element == EL_SP_EXIT_OPENING)
13530 sound_action = ACTION_PASSING; /* player is passing exit */
13532 else if (element == EL_EMPTY)
13534 sound_action = ACTION_MOVING; /* nothing to walk on */
13537 /* play sound from background or player, whatever is available */
13538 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13539 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13541 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13543 else if (player_can_move &&
13544 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13546 if (!ACCESS_FROM(element, opposite_direction))
13547 return MP_NO_ACTION; /* field not accessible from this direction */
13549 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13550 return MP_NO_ACTION;
13552 if (IS_EM_GATE(element))
13554 if (!player->key[EM_GATE_NR(element)])
13555 return MP_NO_ACTION;
13557 else if (IS_EM_GATE_GRAY(element))
13559 if (!player->key[EM_GATE_GRAY_NR(element)])
13560 return MP_NO_ACTION;
13562 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13564 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13565 return MP_NO_ACTION;
13567 else if (IS_EMC_GATE(element))
13569 if (!player->key[EMC_GATE_NR(element)])
13570 return MP_NO_ACTION;
13572 else if (IS_EMC_GATE_GRAY(element))
13574 if (!player->key[EMC_GATE_GRAY_NR(element)])
13575 return MP_NO_ACTION;
13577 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13579 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13580 return MP_NO_ACTION;
13582 else if (element == EL_DC_GATE_WHITE ||
13583 element == EL_DC_GATE_WHITE_GRAY ||
13584 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13586 if (player->num_white_keys == 0)
13587 return MP_NO_ACTION;
13589 player->num_white_keys--;
13591 else if (IS_SP_PORT(element))
13593 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13594 element == EL_SP_GRAVITY_PORT_RIGHT ||
13595 element == EL_SP_GRAVITY_PORT_UP ||
13596 element == EL_SP_GRAVITY_PORT_DOWN)
13597 player->gravity = !player->gravity;
13598 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13599 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13600 element == EL_SP_GRAVITY_ON_PORT_UP ||
13601 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13602 player->gravity = TRUE;
13603 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13604 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13605 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13606 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13607 player->gravity = FALSE;
13610 /* automatically move to the next field with double speed */
13611 player->programmed_action = move_direction;
13613 if (player->move_delay_reset_counter == 0)
13615 player->move_delay_reset_counter = 2; /* two double speed steps */
13617 DOUBLE_PLAYER_SPEED(player);
13620 PlayLevelSoundAction(x, y, ACTION_PASSING);
13622 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13626 if (mode != DF_SNAP)
13628 GfxElement[x][y] = GFX_ELEMENT(element);
13629 player->is_digging = TRUE;
13632 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13634 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13635 player->index_bit, dig_side);
13637 if (mode == DF_SNAP)
13639 if (level.block_snap_field)
13640 setFieldForSnapping(x, y, element, move_direction);
13642 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13644 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13645 player->index_bit, dig_side);
13648 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13652 if (is_player && mode != DF_SNAP)
13654 GfxElement[x][y] = element;
13655 player->is_collecting = TRUE;
13658 if (element == EL_SPEED_PILL)
13660 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13662 else if (element == EL_EXTRA_TIME && level.time > 0)
13664 TimeLeft += level.extra_time;
13666 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13668 DisplayGameControlValues();
13670 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13672 player->shield_normal_time_left += level.shield_normal_time;
13673 if (element == EL_SHIELD_DEADLY)
13674 player->shield_deadly_time_left += level.shield_deadly_time;
13676 else if (element == EL_DYNAMITE ||
13677 element == EL_EM_DYNAMITE ||
13678 element == EL_SP_DISK_RED)
13680 if (player->inventory_size < MAX_INVENTORY_SIZE)
13681 player->inventory_element[player->inventory_size++] = element;
13683 DrawGameDoorValues();
13685 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13687 player->dynabomb_count++;
13688 player->dynabombs_left++;
13690 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13692 player->dynabomb_size++;
13694 else if (element == EL_DYNABOMB_INCREASE_POWER)
13696 player->dynabomb_xl = TRUE;
13698 else if (IS_KEY(element))
13700 player->key[KEY_NR(element)] = TRUE;
13702 DrawGameDoorValues();
13704 else if (element == EL_DC_KEY_WHITE)
13706 player->num_white_keys++;
13708 /* display white keys? */
13709 /* DrawGameDoorValues(); */
13711 else if (IS_ENVELOPE(element))
13713 player->show_envelope = element;
13715 else if (element == EL_EMC_LENSES)
13717 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13719 RedrawAllInvisibleElementsForLenses();
13721 else if (element == EL_EMC_MAGNIFIER)
13723 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13725 RedrawAllInvisibleElementsForMagnifier();
13727 else if (IS_DROPPABLE(element) ||
13728 IS_THROWABLE(element)) /* can be collected and dropped */
13732 if (collect_count == 0)
13733 player->inventory_infinite_element = element;
13735 for (i = 0; i < collect_count; i++)
13736 if (player->inventory_size < MAX_INVENTORY_SIZE)
13737 player->inventory_element[player->inventory_size++] = element;
13739 DrawGameDoorValues();
13741 else if (collect_count > 0)
13743 local_player->gems_still_needed -= collect_count;
13744 if (local_player->gems_still_needed < 0)
13745 local_player->gems_still_needed = 0;
13747 game.snapshot.collected_item = TRUE;
13749 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13751 DisplayGameControlValues();
13754 RaiseScoreElement(element);
13755 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13758 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13759 player->index_bit, dig_side);
13761 if (mode == DF_SNAP)
13763 if (level.block_snap_field)
13764 setFieldForSnapping(x, y, element, move_direction);
13766 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13768 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13769 player->index_bit, dig_side);
13772 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13774 if (mode == DF_SNAP && element != EL_BD_ROCK)
13775 return MP_NO_ACTION;
13777 if (CAN_FALL(element) && dy)
13778 return MP_NO_ACTION;
13780 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13781 !(element == EL_SPRING && level.use_spring_bug))
13782 return MP_NO_ACTION;
13784 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13785 ((move_direction & MV_VERTICAL &&
13786 ((element_info[element].move_pattern & MV_LEFT &&
13787 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13788 (element_info[element].move_pattern & MV_RIGHT &&
13789 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13790 (move_direction & MV_HORIZONTAL &&
13791 ((element_info[element].move_pattern & MV_UP &&
13792 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13793 (element_info[element].move_pattern & MV_DOWN &&
13794 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13795 return MP_NO_ACTION;
13797 /* do not push elements already moving away faster than player */
13798 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13799 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13800 return MP_NO_ACTION;
13802 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13804 if (player->push_delay_value == -1 || !player_was_pushing)
13805 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13807 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13809 if (player->push_delay_value == -1)
13810 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13812 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13814 if (!player->is_pushing)
13815 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13818 player->is_pushing = TRUE;
13819 player->is_active = TRUE;
13821 if (!(IN_LEV_FIELD(nextx, nexty) &&
13822 (IS_FREE(nextx, nexty) ||
13823 (IS_SB_ELEMENT(element) &&
13824 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13825 (IS_CUSTOM_ELEMENT(element) &&
13826 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13827 return MP_NO_ACTION;
13829 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13830 return MP_NO_ACTION;
13832 if (player->push_delay == -1) /* new pushing; restart delay */
13833 player->push_delay = 0;
13835 if (player->push_delay < player->push_delay_value &&
13836 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13837 element != EL_SPRING && element != EL_BALLOON)
13839 /* make sure that there is no move delay before next try to push */
13840 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13841 player->move_delay = 0;
13843 return MP_NO_ACTION;
13846 if (IS_CUSTOM_ELEMENT(element) &&
13847 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13849 if (!DigFieldByCE(nextx, nexty, element))
13850 return MP_NO_ACTION;
13853 if (IS_SB_ELEMENT(element))
13855 if (element == EL_SOKOBAN_FIELD_FULL)
13857 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13858 local_player->sokobanfields_still_needed++;
13861 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13863 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13864 local_player->sokobanfields_still_needed--;
13867 Feld[x][y] = EL_SOKOBAN_OBJECT;
13869 if (Back[x][y] == Back[nextx][nexty])
13870 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13871 else if (Back[x][y] != 0)
13872 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13875 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13878 if (local_player->sokobanfields_still_needed == 0 &&
13879 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13881 PlayerWins(player);
13883 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13887 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13889 InitMovingField(x, y, move_direction);
13890 GfxAction[x][y] = ACTION_PUSHING;
13892 if (mode == DF_SNAP)
13893 ContinueMoving(x, y);
13895 MovPos[x][y] = (dx != 0 ? dx : dy);
13897 Pushed[x][y] = TRUE;
13898 Pushed[nextx][nexty] = TRUE;
13900 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13901 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13903 player->push_delay_value = -1; /* get new value later */
13905 /* check for element change _after_ element has been pushed */
13906 if (game.use_change_when_pushing_bug)
13908 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13909 player->index_bit, dig_side);
13910 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13911 player->index_bit, dig_side);
13914 else if (IS_SWITCHABLE(element))
13916 if (PLAYER_SWITCHING(player, x, y))
13918 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13919 player->index_bit, dig_side);
13924 player->is_switching = TRUE;
13925 player->switch_x = x;
13926 player->switch_y = y;
13928 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13930 if (element == EL_ROBOT_WHEEL)
13932 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13936 game.robot_wheel_active = TRUE;
13938 TEST_DrawLevelField(x, y);
13940 else if (element == EL_SP_TERMINAL)
13944 SCAN_PLAYFIELD(xx, yy)
13946 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13950 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13952 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13954 ResetGfxAnimation(xx, yy);
13955 TEST_DrawLevelField(xx, yy);
13959 else if (IS_BELT_SWITCH(element))
13961 ToggleBeltSwitch(x, y);
13963 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13964 element == EL_SWITCHGATE_SWITCH_DOWN ||
13965 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13966 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13968 ToggleSwitchgateSwitch(x, y);
13970 else if (element == EL_LIGHT_SWITCH ||
13971 element == EL_LIGHT_SWITCH_ACTIVE)
13973 ToggleLightSwitch(x, y);
13975 else if (element == EL_TIMEGATE_SWITCH ||
13976 element == EL_DC_TIMEGATE_SWITCH)
13978 ActivateTimegateSwitch(x, y);
13980 else if (element == EL_BALLOON_SWITCH_LEFT ||
13981 element == EL_BALLOON_SWITCH_RIGHT ||
13982 element == EL_BALLOON_SWITCH_UP ||
13983 element == EL_BALLOON_SWITCH_DOWN ||
13984 element == EL_BALLOON_SWITCH_NONE ||
13985 element == EL_BALLOON_SWITCH_ANY)
13987 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13988 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13989 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13990 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13991 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13994 else if (element == EL_LAMP)
13996 Feld[x][y] = EL_LAMP_ACTIVE;
13997 local_player->lights_still_needed--;
13999 ResetGfxAnimation(x, y);
14000 TEST_DrawLevelField(x, y);
14002 else if (element == EL_TIME_ORB_FULL)
14004 Feld[x][y] = EL_TIME_ORB_EMPTY;
14006 if (level.time > 0 || level.use_time_orb_bug)
14008 TimeLeft += level.time_orb_time;
14009 game.no_time_limit = FALSE;
14011 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14013 DisplayGameControlValues();
14016 ResetGfxAnimation(x, y);
14017 TEST_DrawLevelField(x, y);
14019 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14020 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14024 game.ball_state = !game.ball_state;
14026 SCAN_PLAYFIELD(xx, yy)
14028 int e = Feld[xx][yy];
14030 if (game.ball_state)
14032 if (e == EL_EMC_MAGIC_BALL)
14033 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14034 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14035 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14039 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14040 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14041 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14042 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14047 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14048 player->index_bit, dig_side);
14050 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14051 player->index_bit, dig_side);
14053 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14054 player->index_bit, dig_side);
14060 if (!PLAYER_SWITCHING(player, x, y))
14062 player->is_switching = TRUE;
14063 player->switch_x = x;
14064 player->switch_y = y;
14066 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14067 player->index_bit, dig_side);
14068 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14069 player->index_bit, dig_side);
14071 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14072 player->index_bit, dig_side);
14073 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14074 player->index_bit, dig_side);
14077 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14078 player->index_bit, dig_side);
14079 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14080 player->index_bit, dig_side);
14082 return MP_NO_ACTION;
14085 player->push_delay = -1;
14087 if (is_player) /* function can also be called by EL_PENGUIN */
14089 if (Feld[x][y] != element) /* really digged/collected something */
14091 player->is_collecting = !player->is_digging;
14092 player->is_active = TRUE;
14099 static boolean DigFieldByCE(int x, int y, int digging_element)
14101 int element = Feld[x][y];
14103 if (!IS_FREE(x, y))
14105 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14106 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14109 /* no element can dig solid indestructible elements */
14110 if (IS_INDESTRUCTIBLE(element) &&
14111 !IS_DIGGABLE(element) &&
14112 !IS_COLLECTIBLE(element))
14115 if (AmoebaNr[x][y] &&
14116 (element == EL_AMOEBA_FULL ||
14117 element == EL_BD_AMOEBA ||
14118 element == EL_AMOEBA_GROWING))
14120 AmoebaCnt[AmoebaNr[x][y]]--;
14121 AmoebaCnt2[AmoebaNr[x][y]]--;
14124 if (IS_MOVING(x, y))
14125 RemoveMovingField(x, y);
14129 TEST_DrawLevelField(x, y);
14132 /* if digged element was about to explode, prevent the explosion */
14133 ExplodeField[x][y] = EX_TYPE_NONE;
14135 PlayLevelSoundAction(x, y, action);
14138 Store[x][y] = EL_EMPTY;
14140 /* this makes it possible to leave the removed element again */
14141 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14142 Store[x][y] = element;
14147 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14149 int jx = player->jx, jy = player->jy;
14150 int x = jx + dx, y = jy + dy;
14151 int snap_direction = (dx == -1 ? MV_LEFT :
14152 dx == +1 ? MV_RIGHT :
14154 dy == +1 ? MV_DOWN : MV_NONE);
14155 boolean can_continue_snapping = (level.continuous_snapping &&
14156 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14158 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14161 if (!player->active || !IN_LEV_FIELD(x, y))
14169 if (player->MovPos == 0)
14170 player->is_pushing = FALSE;
14172 player->is_snapping = FALSE;
14174 if (player->MovPos == 0)
14176 player->is_moving = FALSE;
14177 player->is_digging = FALSE;
14178 player->is_collecting = FALSE;
14184 /* prevent snapping with already pressed snap key when not allowed */
14185 if (player->is_snapping && !can_continue_snapping)
14188 player->MovDir = snap_direction;
14190 if (player->MovPos == 0)
14192 player->is_moving = FALSE;
14193 player->is_digging = FALSE;
14194 player->is_collecting = FALSE;
14197 player->is_dropping = FALSE;
14198 player->is_dropping_pressed = FALSE;
14199 player->drop_pressed_delay = 0;
14201 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14204 player->is_snapping = TRUE;
14205 player->is_active = TRUE;
14207 if (player->MovPos == 0)
14209 player->is_moving = FALSE;
14210 player->is_digging = FALSE;
14211 player->is_collecting = FALSE;
14214 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
14215 TEST_DrawLevelField(player->last_jx, player->last_jy);
14217 TEST_DrawLevelField(x, y);
14222 static boolean DropElement(struct PlayerInfo *player)
14224 int old_element, new_element;
14225 int dropx = player->jx, dropy = player->jy;
14226 int drop_direction = player->MovDir;
14227 int drop_side = drop_direction;
14228 int drop_element = get_next_dropped_element(player);
14230 /* do not drop an element on top of another element; when holding drop key
14231 pressed without moving, dropped element must move away before the next
14232 element can be dropped (this is especially important if the next element
14233 is dynamite, which can be placed on background for historical reasons) */
14234 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14237 if (IS_THROWABLE(drop_element))
14239 dropx += GET_DX_FROM_DIR(drop_direction);
14240 dropy += GET_DY_FROM_DIR(drop_direction);
14242 if (!IN_LEV_FIELD(dropx, dropy))
14246 old_element = Feld[dropx][dropy]; /* old element at dropping position */
14247 new_element = drop_element; /* default: no change when dropping */
14249 /* check if player is active, not moving and ready to drop */
14250 if (!player->active || player->MovPos || player->drop_delay > 0)
14253 /* check if player has anything that can be dropped */
14254 if (new_element == EL_UNDEFINED)
14257 /* only set if player has anything that can be dropped */
14258 player->is_dropping_pressed = TRUE;
14260 /* check if drop key was pressed long enough for EM style dynamite */
14261 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14264 /* check if anything can be dropped at the current position */
14265 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14268 /* collected custom elements can only be dropped on empty fields */
14269 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14272 if (old_element != EL_EMPTY)
14273 Back[dropx][dropy] = old_element; /* store old element on this field */
14275 ResetGfxAnimation(dropx, dropy);
14276 ResetRandomAnimationValue(dropx, dropy);
14278 if (player->inventory_size > 0 ||
14279 player->inventory_infinite_element != EL_UNDEFINED)
14281 if (player->inventory_size > 0)
14283 player->inventory_size--;
14285 DrawGameDoorValues();
14287 if (new_element == EL_DYNAMITE)
14288 new_element = EL_DYNAMITE_ACTIVE;
14289 else if (new_element == EL_EM_DYNAMITE)
14290 new_element = EL_EM_DYNAMITE_ACTIVE;
14291 else if (new_element == EL_SP_DISK_RED)
14292 new_element = EL_SP_DISK_RED_ACTIVE;
14295 Feld[dropx][dropy] = new_element;
14297 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14298 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14299 el2img(Feld[dropx][dropy]), 0);
14301 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14303 /* needed if previous element just changed to "empty" in the last frame */
14304 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14306 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14307 player->index_bit, drop_side);
14308 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14310 player->index_bit, drop_side);
14312 TestIfElementTouchesCustomElement(dropx, dropy);
14314 else /* player is dropping a dyna bomb */
14316 player->dynabombs_left--;
14318 Feld[dropx][dropy] = new_element;
14320 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14321 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14322 el2img(Feld[dropx][dropy]), 0);
14324 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14327 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14328 InitField_WithBug1(dropx, dropy, FALSE);
14330 new_element = Feld[dropx][dropy]; /* element might have changed */
14332 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14333 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14335 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14336 MovDir[dropx][dropy] = drop_direction;
14338 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14340 /* do not cause impact style collision by dropping elements that can fall */
14341 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14344 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14345 player->is_dropping = TRUE;
14347 player->drop_pressed_delay = 0;
14348 player->is_dropping_pressed = FALSE;
14350 player->drop_x = dropx;
14351 player->drop_y = dropy;
14356 /* ------------------------------------------------------------------------- */
14357 /* game sound playing functions */
14358 /* ------------------------------------------------------------------------- */
14360 static int *loop_sound_frame = NULL;
14361 static int *loop_sound_volume = NULL;
14363 void InitPlayLevelSound()
14365 int num_sounds = getSoundListSize();
14367 checked_free(loop_sound_frame);
14368 checked_free(loop_sound_volume);
14370 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14371 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14374 static void PlayLevelSound(int x, int y, int nr)
14376 int sx = SCREENX(x), sy = SCREENY(y);
14377 int volume, stereo_position;
14378 int max_distance = 8;
14379 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14381 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14382 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14385 if (!IN_LEV_FIELD(x, y) ||
14386 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14387 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14390 volume = SOUND_MAX_VOLUME;
14392 if (!IN_SCR_FIELD(sx, sy))
14394 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14395 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14397 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14400 stereo_position = (SOUND_MAX_LEFT +
14401 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14402 (SCR_FIELDX + 2 * max_distance));
14404 if (IS_LOOP_SOUND(nr))
14406 /* This assures that quieter loop sounds do not overwrite louder ones,
14407 while restarting sound volume comparison with each new game frame. */
14409 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14412 loop_sound_volume[nr] = volume;
14413 loop_sound_frame[nr] = FrameCounter;
14416 PlaySoundExt(nr, volume, stereo_position, type);
14419 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14421 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14422 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14423 y < LEVELY(BY1) ? LEVELY(BY1) :
14424 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14428 static void PlayLevelSoundAction(int x, int y, int action)
14430 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14433 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14435 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14437 if (sound_effect != SND_UNDEFINED)
14438 PlayLevelSound(x, y, sound_effect);
14441 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14444 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14446 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14447 PlayLevelSound(x, y, sound_effect);
14450 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14452 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14454 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14455 PlayLevelSound(x, y, sound_effect);
14458 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14460 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14462 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14463 StopSound(sound_effect);
14466 static int getLevelMusicNr()
14468 if (levelset.music[level_nr] != MUS_UNDEFINED)
14469 return levelset.music[level_nr]; /* from config file */
14471 return MAP_NOCONF_MUSIC(level_nr); /* from music dir */
14474 static void FadeLevelSounds()
14479 static void FadeLevelMusic()
14481 int music_nr = getLevelMusicNr();
14482 char *curr_music = getCurrentlyPlayingMusicFilename();
14483 char *next_music = getMusicInfoEntryFilename(music_nr);
14485 if (!strEqual(curr_music, next_music))
14489 void FadeLevelSoundsAndMusic()
14495 static void PlayLevelMusic()
14497 int music_nr = getLevelMusicNr();
14498 char *curr_music = getCurrentlyPlayingMusicFilename();
14499 char *next_music = getMusicInfoEntryFilename(music_nr);
14501 if (!strEqual(curr_music, next_music))
14502 PlayMusic(music_nr);
14505 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14507 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14508 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14509 int x = xx - 1 - offset;
14510 int y = yy - 1 - offset;
14515 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14519 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14523 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14527 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14531 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14535 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14539 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14542 case SAMPLE_android_clone:
14543 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14546 case SAMPLE_android_move:
14547 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14550 case SAMPLE_spring:
14551 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14555 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14559 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14562 case SAMPLE_eater_eat:
14563 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14567 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14570 case SAMPLE_collect:
14571 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14574 case SAMPLE_diamond:
14575 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14578 case SAMPLE_squash:
14579 /* !!! CHECK THIS !!! */
14581 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14583 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14587 case SAMPLE_wonderfall:
14588 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14592 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14596 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14600 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14604 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14608 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14612 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14615 case SAMPLE_wonder:
14616 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14620 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14623 case SAMPLE_exit_open:
14624 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14627 case SAMPLE_exit_leave:
14628 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14631 case SAMPLE_dynamite:
14632 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14636 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14640 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14644 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14648 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14652 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14656 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14660 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14665 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14667 int element = map_element_SP_to_RND(element_sp);
14668 int action = map_action_SP_to_RND(action_sp);
14669 int offset = (setup.sp_show_border_elements ? 0 : 1);
14670 int x = xx - offset;
14671 int y = yy - offset;
14673 PlayLevelSoundElementAction(x, y, element, action);
14676 void RaiseScore(int value)
14678 local_player->score += value;
14680 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14682 DisplayGameControlValues();
14685 void RaiseScoreElement(int element)
14690 case EL_BD_DIAMOND:
14691 case EL_EMERALD_YELLOW:
14692 case EL_EMERALD_RED:
14693 case EL_EMERALD_PURPLE:
14694 case EL_SP_INFOTRON:
14695 RaiseScore(level.score[SC_EMERALD]);
14698 RaiseScore(level.score[SC_DIAMOND]);
14701 RaiseScore(level.score[SC_CRYSTAL]);
14704 RaiseScore(level.score[SC_PEARL]);
14707 case EL_BD_BUTTERFLY:
14708 case EL_SP_ELECTRON:
14709 RaiseScore(level.score[SC_BUG]);
14712 case EL_BD_FIREFLY:
14713 case EL_SP_SNIKSNAK:
14714 RaiseScore(level.score[SC_SPACESHIP]);
14717 case EL_DARK_YAMYAM:
14718 RaiseScore(level.score[SC_YAMYAM]);
14721 RaiseScore(level.score[SC_ROBOT]);
14724 RaiseScore(level.score[SC_PACMAN]);
14727 RaiseScore(level.score[SC_NUT]);
14730 case EL_EM_DYNAMITE:
14731 case EL_SP_DISK_RED:
14732 case EL_DYNABOMB_INCREASE_NUMBER:
14733 case EL_DYNABOMB_INCREASE_SIZE:
14734 case EL_DYNABOMB_INCREASE_POWER:
14735 RaiseScore(level.score[SC_DYNAMITE]);
14737 case EL_SHIELD_NORMAL:
14738 case EL_SHIELD_DEADLY:
14739 RaiseScore(level.score[SC_SHIELD]);
14741 case EL_EXTRA_TIME:
14742 RaiseScore(level.extra_time_score);
14756 case EL_DC_KEY_WHITE:
14757 RaiseScore(level.score[SC_KEY]);
14760 RaiseScore(element_info[element].collect_score);
14765 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14767 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14769 /* closing door required in case of envelope style request dialogs */
14771 CloseDoor(DOOR_CLOSE_1);
14773 #if defined(NETWORK_AVALIABLE)
14774 if (options.network)
14775 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14780 FadeSkipNextFadeIn();
14782 SetGameStatus(GAME_MODE_MAIN);
14787 else /* continue playing the game */
14789 if (tape.playing && tape.deactivate_display)
14790 TapeDeactivateDisplayOff(TRUE);
14792 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14794 if (tape.playing && tape.deactivate_display)
14795 TapeDeactivateDisplayOn();
14799 void RequestQuitGame(boolean ask_if_really_quit)
14801 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14802 boolean skip_request = AllPlayersGone || quick_quit;
14804 RequestQuitGameExt(skip_request, quick_quit,
14805 "Do you really want to quit the game?");
14809 /* ------------------------------------------------------------------------- */
14810 /* random generator functions */
14811 /* ------------------------------------------------------------------------- */
14813 unsigned int InitEngineRandom_RND(int seed)
14815 game.num_random_calls = 0;
14817 return InitEngineRandom(seed);
14820 unsigned int RND(int max)
14824 game.num_random_calls++;
14826 return GetEngineRandom(max);
14833 /* ------------------------------------------------------------------------- */
14834 /* game engine snapshot handling functions */
14835 /* ------------------------------------------------------------------------- */
14837 struct EngineSnapshotInfo
14839 /* runtime values for custom element collect score */
14840 int collect_score[NUM_CUSTOM_ELEMENTS];
14842 /* runtime values for group element choice position */
14843 int choice_pos[NUM_GROUP_ELEMENTS];
14845 /* runtime values for belt position animations */
14846 int belt_graphic[4][NUM_BELT_PARTS];
14847 int belt_anim_mode[4][NUM_BELT_PARTS];
14850 static struct EngineSnapshotInfo engine_snapshot_rnd;
14851 static char *snapshot_level_identifier = NULL;
14852 static int snapshot_level_nr = -1;
14854 static void SaveEngineSnapshotValues_RND()
14856 static int belt_base_active_element[4] =
14858 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14859 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14860 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14861 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14865 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14867 int element = EL_CUSTOM_START + i;
14869 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14872 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14874 int element = EL_GROUP_START + i;
14876 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14879 for (i = 0; i < 4; i++)
14881 for (j = 0; j < NUM_BELT_PARTS; j++)
14883 int element = belt_base_active_element[i] + j;
14884 int graphic = el2img(element);
14885 int anim_mode = graphic_info[graphic].anim_mode;
14887 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14888 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14893 static void LoadEngineSnapshotValues_RND()
14895 unsigned int num_random_calls = game.num_random_calls;
14898 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14900 int element = EL_CUSTOM_START + i;
14902 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14905 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14907 int element = EL_GROUP_START + i;
14909 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14912 for (i = 0; i < 4; i++)
14914 for (j = 0; j < NUM_BELT_PARTS; j++)
14916 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14917 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14919 graphic_info[graphic].anim_mode = anim_mode;
14923 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14925 InitRND(tape.random_seed);
14926 for (i = 0; i < num_random_calls; i++)
14930 if (game.num_random_calls != num_random_calls)
14932 Error(ERR_INFO, "number of random calls out of sync");
14933 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14934 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14935 Error(ERR_EXIT, "this should not happen -- please debug");
14939 void FreeEngineSnapshotSingle()
14941 FreeSnapshotSingle();
14943 setString(&snapshot_level_identifier, NULL);
14944 snapshot_level_nr = -1;
14947 void FreeEngineSnapshotList()
14949 FreeSnapshotList();
14952 ListNode *SaveEngineSnapshotBuffers()
14954 ListNode *buffers = NULL;
14956 /* copy some special values to a structure better suited for the snapshot */
14958 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14959 SaveEngineSnapshotValues_RND();
14960 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14961 SaveEngineSnapshotValues_EM();
14962 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14963 SaveEngineSnapshotValues_SP(&buffers);
14964 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
14965 SaveEngineSnapshotValues_MM(&buffers);
14967 /* save values stored in special snapshot structure */
14969 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14970 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14971 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14972 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14973 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14974 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14975 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
14976 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
14978 /* save further RND engine values */
14980 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14981 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14982 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14984 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14985 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14986 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14987 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14989 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14990 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14991 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14992 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14993 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14995 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14996 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14997 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14999 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15001 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
15003 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15004 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15006 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15007 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15008 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15009 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15010 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15011 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15012 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15013 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15014 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15015 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15016 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15017 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15018 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15019 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15020 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15021 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15022 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15023 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15025 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15026 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15028 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15029 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15030 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15032 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15033 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15035 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15036 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15037 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15038 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15039 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15041 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15042 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15045 ListNode *node = engine_snapshot_list_rnd;
15048 while (node != NULL)
15050 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15055 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15061 void SaveEngineSnapshotSingle()
15063 ListNode *buffers = SaveEngineSnapshotBuffers();
15065 /* finally save all snapshot buffers to single snapshot */
15066 SaveSnapshotSingle(buffers);
15068 /* save level identification information */
15069 setString(&snapshot_level_identifier, leveldir_current->identifier);
15070 snapshot_level_nr = level_nr;
15073 boolean CheckSaveEngineSnapshotToList()
15075 boolean save_snapshot =
15076 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15077 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15078 game.snapshot.changed_action) ||
15079 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15080 game.snapshot.collected_item));
15082 game.snapshot.changed_action = FALSE;
15083 game.snapshot.collected_item = FALSE;
15084 game.snapshot.save_snapshot = save_snapshot;
15086 return save_snapshot;
15089 void SaveEngineSnapshotToList()
15091 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15095 ListNode *buffers = SaveEngineSnapshotBuffers();
15097 /* finally save all snapshot buffers to snapshot list */
15098 SaveSnapshotToList(buffers);
15101 void SaveEngineSnapshotToListInitial()
15103 FreeEngineSnapshotList();
15105 SaveEngineSnapshotToList();
15108 void LoadEngineSnapshotValues()
15110 /* restore special values from snapshot structure */
15112 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15113 LoadEngineSnapshotValues_RND();
15114 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15115 LoadEngineSnapshotValues_EM();
15116 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15117 LoadEngineSnapshotValues_SP();
15118 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15119 LoadEngineSnapshotValues_MM();
15122 void LoadEngineSnapshotSingle()
15124 LoadSnapshotSingle();
15126 LoadEngineSnapshotValues();
15129 void LoadEngineSnapshot_Undo(int steps)
15131 LoadSnapshotFromList_Older(steps);
15133 LoadEngineSnapshotValues();
15136 void LoadEngineSnapshot_Redo(int steps)
15138 LoadSnapshotFromList_Newer(steps);
15140 LoadEngineSnapshotValues();
15143 boolean CheckEngineSnapshotSingle()
15145 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15146 snapshot_level_nr == level_nr);
15149 boolean CheckEngineSnapshotList()
15151 return CheckSnapshotList();
15155 /* ---------- new game button stuff ---------------------------------------- */
15163 } gamebutton_info[NUM_GAME_BUTTONS] =
15166 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15167 GAME_CTRL_ID_STOP, "stop game"
15170 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15171 GAME_CTRL_ID_PAUSE, "pause game"
15174 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15175 GAME_CTRL_ID_PLAY, "play game"
15178 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15179 GAME_CTRL_ID_UNDO, "undo step"
15182 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15183 GAME_CTRL_ID_REDO, "redo step"
15186 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15187 GAME_CTRL_ID_SAVE, "save game"
15190 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15191 GAME_CTRL_ID_PAUSE2, "pause game"
15194 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15195 GAME_CTRL_ID_LOAD, "load game"
15198 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15199 SOUND_CTRL_ID_MUSIC, "background music on/off"
15202 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15203 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
15206 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15207 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
15211 void CreateGameButtons()
15215 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15217 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
15218 struct XY *pos = gamebutton_info[i].pos;
15219 struct GadgetInfo *gi;
15222 unsigned int event_mask;
15223 int base_x = (tape.show_game_buttons ? VX : DX);
15224 int base_y = (tape.show_game_buttons ? VY : DY);
15225 int gd_x = gfx->src_x;
15226 int gd_y = gfx->src_y;
15227 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15228 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15229 int gd_xa = gfx->src_x + gfx->active_xoffset;
15230 int gd_ya = gfx->src_y + gfx->active_yoffset;
15231 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15232 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15235 if (gfx->bitmap == NULL)
15237 game_gadget[id] = NULL;
15242 if (id == GAME_CTRL_ID_STOP ||
15243 id == GAME_CTRL_ID_PLAY ||
15244 id == GAME_CTRL_ID_SAVE ||
15245 id == GAME_CTRL_ID_LOAD)
15247 button_type = GD_TYPE_NORMAL_BUTTON;
15249 event_mask = GD_EVENT_RELEASED;
15251 else if (id == GAME_CTRL_ID_UNDO ||
15252 id == GAME_CTRL_ID_REDO)
15254 button_type = GD_TYPE_NORMAL_BUTTON;
15256 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15260 button_type = GD_TYPE_CHECK_BUTTON;
15262 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
15263 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
15264 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
15265 event_mask = GD_EVENT_PRESSED;
15268 gi = CreateGadget(GDI_CUSTOM_ID, id,
15269 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15270 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15271 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15272 GDI_WIDTH, gfx->width,
15273 GDI_HEIGHT, gfx->height,
15274 GDI_TYPE, button_type,
15275 GDI_STATE, GD_BUTTON_UNPRESSED,
15276 GDI_CHECKED, checked,
15277 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15278 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15279 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15280 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15281 GDI_DIRECT_DRAW, FALSE,
15282 GDI_EVENT_MASK, event_mask,
15283 GDI_CALLBACK_ACTION, HandleGameButtons,
15287 Error(ERR_EXIT, "cannot create gadget");
15289 game_gadget[id] = gi;
15293 void FreeGameButtons()
15297 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15298 FreeGadget(game_gadget[i]);
15301 static void UnmapGameButtonsAtSamePosition(int id)
15305 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15307 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15308 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15309 UnmapGadget(game_gadget[i]);
15312 static void UnmapGameButtonsAtSamePosition_All()
15314 if (setup.show_snapshot_buttons)
15316 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15317 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15318 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15322 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15323 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15324 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15328 static void MapGameButtonsAtSamePosition(int id)
15332 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15334 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15335 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15336 MapGadget(game_gadget[i]);
15338 UnmapGameButtonsAtSamePosition_All();
15341 void MapUndoRedoButtons()
15343 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15344 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15346 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15347 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15349 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15352 void UnmapUndoRedoButtons()
15354 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15355 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15357 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15358 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15360 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15363 void MapGameButtons()
15367 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15368 if (i != GAME_CTRL_ID_UNDO &&
15369 i != GAME_CTRL_ID_REDO)
15370 MapGadget(game_gadget[i]);
15372 UnmapGameButtonsAtSamePosition_All();
15374 RedrawGameButtons();
15377 void UnmapGameButtons()
15381 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15382 UnmapGadget(game_gadget[i]);
15385 void RedrawGameButtons()
15389 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15390 RedrawGadget(game_gadget[i]);
15392 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15393 redraw_mask &= ~REDRAW_ALL;
15396 void GameUndoRedoExt()
15398 ClearPlayerAction();
15400 tape.pausing = TRUE;
15403 UpdateAndDisplayGameControlValues();
15405 DrawCompleteVideoDisplay();
15406 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15407 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15408 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15413 void GameUndo(int steps)
15415 if (!CheckEngineSnapshotList())
15418 LoadEngineSnapshot_Undo(steps);
15423 void GameRedo(int steps)
15425 if (!CheckEngineSnapshotList())
15428 LoadEngineSnapshot_Redo(steps);
15433 static void HandleGameButtonsExt(int id, int button)
15435 static boolean game_undo_executed = FALSE;
15436 int steps = BUTTON_STEPSIZE(button);
15437 boolean handle_game_buttons =
15438 (game_status == GAME_MODE_PLAYING ||
15439 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15441 if (!handle_game_buttons)
15446 case GAME_CTRL_ID_STOP:
15447 if (game_status == GAME_MODE_MAIN)
15453 RequestQuitGame(TRUE);
15457 case GAME_CTRL_ID_PAUSE:
15458 case GAME_CTRL_ID_PAUSE2:
15459 if (options.network && game_status == GAME_MODE_PLAYING)
15461 #if defined(NETWORK_AVALIABLE)
15463 SendToServer_ContinuePlaying();
15465 SendToServer_PausePlaying();
15469 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15471 game_undo_executed = FALSE;
15475 case GAME_CTRL_ID_PLAY:
15476 if (game_status == GAME_MODE_MAIN)
15478 StartGameActions(options.network, setup.autorecord, level.random_seed);
15480 else if (tape.pausing)
15482 #if defined(NETWORK_AVALIABLE)
15483 if (options.network)
15484 SendToServer_ContinuePlaying();
15487 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15491 case GAME_CTRL_ID_UNDO:
15492 // Important: When using "save snapshot when collecting an item" mode,
15493 // load last (current) snapshot for first "undo" after pressing "pause"
15494 // (else the last-but-one snapshot would be loaded, because the snapshot
15495 // pointer already points to the last snapshot when pressing "pause",
15496 // which is fine for "every step/move" mode, but not for "every collect")
15497 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15498 !game_undo_executed)
15501 game_undo_executed = TRUE;
15506 case GAME_CTRL_ID_REDO:
15510 case GAME_CTRL_ID_SAVE:
15514 case GAME_CTRL_ID_LOAD:
15518 case SOUND_CTRL_ID_MUSIC:
15519 if (setup.sound_music)
15521 setup.sound_music = FALSE;
15525 else if (audio.music_available)
15527 setup.sound = setup.sound_music = TRUE;
15529 SetAudioMode(setup.sound);
15535 case SOUND_CTRL_ID_LOOPS:
15536 if (setup.sound_loops)
15537 setup.sound_loops = FALSE;
15538 else if (audio.loops_available)
15540 setup.sound = setup.sound_loops = TRUE;
15542 SetAudioMode(setup.sound);
15546 case SOUND_CTRL_ID_SIMPLE:
15547 if (setup.sound_simple)
15548 setup.sound_simple = FALSE;
15549 else if (audio.sound_available)
15551 setup.sound = setup.sound_simple = TRUE;
15553 SetAudioMode(setup.sound);
15562 static void HandleGameButtons(struct GadgetInfo *gi)
15564 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15567 void HandleSoundButtonKeys(Key key)
15570 if (key == setup.shortcut.sound_simple)
15571 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15572 else if (key == setup.shortcut.sound_loops)
15573 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15574 else if (key == setup.shortcut.sound_music)
15575 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);