1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
25 #define DEBUG_INIT_PLAYER 1
26 #define DEBUG_PLAYER_ACTIONS 0
28 /* EXPERIMENTAL STUFF */
29 #define USE_NEW_AMOEBA_CODE FALSE
31 /* EXPERIMENTAL STUFF */
32 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
33 #define USE_QUICKSAND_IMPACT_BUGFIX 0
34 #define USE_DELAYED_GFX_REDRAW 0
35 #define USE_NEW_PLAYER_ASSIGNMENTS 1
37 #if USE_DELAYED_GFX_REDRAW
38 #define TEST_DrawLevelField(x, y) \
39 GfxRedraw[x][y] |= GFX_REDRAW_TILE
40 #define TEST_DrawLevelFieldCrumbled(x, y) \
41 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
42 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
43 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
44 #define TEST_DrawTwinkleOnField(x, y) \
45 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
47 #define TEST_DrawLevelField(x, y) \
49 #define TEST_DrawLevelFieldCrumbled(x, y) \
50 DrawLevelFieldCrumbled(x, y)
51 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
52 DrawLevelFieldCrumbledNeighbours(x, y)
53 #define TEST_DrawTwinkleOnField(x, y) \
54 DrawTwinkleOnField(x, y)
63 /* for MovePlayer() */
64 #define MP_NO_ACTION 0
67 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
69 /* for ScrollPlayer() */
71 #define SCROLL_GO_ON 1
73 /* for Bang()/Explode() */
74 #define EX_PHASE_START 0
75 #define EX_TYPE_NONE 0
76 #define EX_TYPE_NORMAL (1 << 0)
77 #define EX_TYPE_CENTER (1 << 1)
78 #define EX_TYPE_BORDER (1 << 2)
79 #define EX_TYPE_CROSS (1 << 3)
80 #define EX_TYPE_DYNA (1 << 4)
81 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
83 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
84 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
85 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
86 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
88 /* game panel display and control definitions */
89 #define GAME_PANEL_LEVEL_NUMBER 0
90 #define GAME_PANEL_GEMS 1
91 #define GAME_PANEL_INVENTORY_COUNT 2
92 #define GAME_PANEL_INVENTORY_FIRST_1 3
93 #define GAME_PANEL_INVENTORY_FIRST_2 4
94 #define GAME_PANEL_INVENTORY_FIRST_3 5
95 #define GAME_PANEL_INVENTORY_FIRST_4 6
96 #define GAME_PANEL_INVENTORY_FIRST_5 7
97 #define GAME_PANEL_INVENTORY_FIRST_6 8
98 #define GAME_PANEL_INVENTORY_FIRST_7 9
99 #define GAME_PANEL_INVENTORY_FIRST_8 10
100 #define GAME_PANEL_INVENTORY_LAST_1 11
101 #define GAME_PANEL_INVENTORY_LAST_2 12
102 #define GAME_PANEL_INVENTORY_LAST_3 13
103 #define GAME_PANEL_INVENTORY_LAST_4 14
104 #define GAME_PANEL_INVENTORY_LAST_5 15
105 #define GAME_PANEL_INVENTORY_LAST_6 16
106 #define GAME_PANEL_INVENTORY_LAST_7 17
107 #define GAME_PANEL_INVENTORY_LAST_8 18
108 #define GAME_PANEL_KEY_1 19
109 #define GAME_PANEL_KEY_2 20
110 #define GAME_PANEL_KEY_3 21
111 #define GAME_PANEL_KEY_4 22
112 #define GAME_PANEL_KEY_5 23
113 #define GAME_PANEL_KEY_6 24
114 #define GAME_PANEL_KEY_7 25
115 #define GAME_PANEL_KEY_8 26
116 #define GAME_PANEL_KEY_WHITE 27
117 #define GAME_PANEL_KEY_WHITE_COUNT 28
118 #define GAME_PANEL_SCORE 29
119 #define GAME_PANEL_HIGHSCORE 30
120 #define GAME_PANEL_TIME 31
121 #define GAME_PANEL_TIME_HH 32
122 #define GAME_PANEL_TIME_MM 33
123 #define GAME_PANEL_TIME_SS 34
124 #define GAME_PANEL_FRAME 35
125 #define GAME_PANEL_SHIELD_NORMAL 36
126 #define GAME_PANEL_SHIELD_NORMAL_TIME 37
127 #define GAME_PANEL_SHIELD_DEADLY 38
128 #define GAME_PANEL_SHIELD_DEADLY_TIME 39
129 #define GAME_PANEL_EXIT 40
130 #define GAME_PANEL_EMC_MAGIC_BALL 41
131 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42
132 #define GAME_PANEL_LIGHT_SWITCH 43
133 #define GAME_PANEL_LIGHT_SWITCH_TIME 44
134 #define GAME_PANEL_TIMEGATE_SWITCH 45
135 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 46
136 #define GAME_PANEL_SWITCHGATE_SWITCH 47
137 #define GAME_PANEL_EMC_LENSES 48
138 #define GAME_PANEL_EMC_LENSES_TIME 49
139 #define GAME_PANEL_EMC_MAGNIFIER 50
140 #define GAME_PANEL_EMC_MAGNIFIER_TIME 51
141 #define GAME_PANEL_BALLOON_SWITCH 52
142 #define GAME_PANEL_DYNABOMB_NUMBER 53
143 #define GAME_PANEL_DYNABOMB_SIZE 54
144 #define GAME_PANEL_DYNABOMB_POWER 55
145 #define GAME_PANEL_PENGUINS 56
146 #define GAME_PANEL_SOKOBAN_OBJECTS 57
147 #define GAME_PANEL_SOKOBAN_FIELDS 58
148 #define GAME_PANEL_ROBOT_WHEEL 59
149 #define GAME_PANEL_CONVEYOR_BELT_1 60
150 #define GAME_PANEL_CONVEYOR_BELT_2 61
151 #define GAME_PANEL_CONVEYOR_BELT_3 62
152 #define GAME_PANEL_CONVEYOR_BELT_4 63
153 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64
154 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65
155 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66
156 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67
157 #define GAME_PANEL_MAGIC_WALL 68
158 #define GAME_PANEL_MAGIC_WALL_TIME 69
159 #define GAME_PANEL_GRAVITY_STATE 70
160 #define GAME_PANEL_GRAPHIC_1 71
161 #define GAME_PANEL_GRAPHIC_2 72
162 #define GAME_PANEL_GRAPHIC_3 73
163 #define GAME_PANEL_GRAPHIC_4 74
164 #define GAME_PANEL_GRAPHIC_5 75
165 #define GAME_PANEL_GRAPHIC_6 76
166 #define GAME_PANEL_GRAPHIC_7 77
167 #define GAME_PANEL_GRAPHIC_8 78
168 #define GAME_PANEL_ELEMENT_1 79
169 #define GAME_PANEL_ELEMENT_2 80
170 #define GAME_PANEL_ELEMENT_3 81
171 #define GAME_PANEL_ELEMENT_4 82
172 #define GAME_PANEL_ELEMENT_5 83
173 #define GAME_PANEL_ELEMENT_6 84
174 #define GAME_PANEL_ELEMENT_7 85
175 #define GAME_PANEL_ELEMENT_8 86
176 #define GAME_PANEL_ELEMENT_COUNT_1 87
177 #define GAME_PANEL_ELEMENT_COUNT_2 88
178 #define GAME_PANEL_ELEMENT_COUNT_3 89
179 #define GAME_PANEL_ELEMENT_COUNT_4 90
180 #define GAME_PANEL_ELEMENT_COUNT_5 91
181 #define GAME_PANEL_ELEMENT_COUNT_6 92
182 #define GAME_PANEL_ELEMENT_COUNT_7 93
183 #define GAME_PANEL_ELEMENT_COUNT_8 94
184 #define GAME_PANEL_CE_SCORE_1 95
185 #define GAME_PANEL_CE_SCORE_2 96
186 #define GAME_PANEL_CE_SCORE_3 97
187 #define GAME_PANEL_CE_SCORE_4 98
188 #define GAME_PANEL_CE_SCORE_5 99
189 #define GAME_PANEL_CE_SCORE_6 100
190 #define GAME_PANEL_CE_SCORE_7 101
191 #define GAME_PANEL_CE_SCORE_8 102
192 #define GAME_PANEL_CE_SCORE_1_ELEMENT 103
193 #define GAME_PANEL_CE_SCORE_2_ELEMENT 104
194 #define GAME_PANEL_CE_SCORE_3_ELEMENT 105
195 #define GAME_PANEL_CE_SCORE_4_ELEMENT 106
196 #define GAME_PANEL_CE_SCORE_5_ELEMENT 107
197 #define GAME_PANEL_CE_SCORE_6_ELEMENT 108
198 #define GAME_PANEL_CE_SCORE_7_ELEMENT 109
199 #define GAME_PANEL_CE_SCORE_8_ELEMENT 110
200 #define GAME_PANEL_PLAYER_NAME 111
201 #define GAME_PANEL_LEVEL_NAME 112
202 #define GAME_PANEL_LEVEL_AUTHOR 113
204 #define NUM_GAME_PANEL_CONTROLS 114
206 struct GamePanelOrderInfo
212 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
214 struct GamePanelControlInfo
218 struct TextPosInfo *pos;
221 int value, last_value;
222 int frame, last_frame;
227 static struct GamePanelControlInfo game_panel_controls[] =
230 GAME_PANEL_LEVEL_NUMBER,
231 &game.panel.level_number,
240 GAME_PANEL_INVENTORY_COUNT,
241 &game.panel.inventory_count,
245 GAME_PANEL_INVENTORY_FIRST_1,
246 &game.panel.inventory_first[0],
250 GAME_PANEL_INVENTORY_FIRST_2,
251 &game.panel.inventory_first[1],
255 GAME_PANEL_INVENTORY_FIRST_3,
256 &game.panel.inventory_first[2],
260 GAME_PANEL_INVENTORY_FIRST_4,
261 &game.panel.inventory_first[3],
265 GAME_PANEL_INVENTORY_FIRST_5,
266 &game.panel.inventory_first[4],
270 GAME_PANEL_INVENTORY_FIRST_6,
271 &game.panel.inventory_first[5],
275 GAME_PANEL_INVENTORY_FIRST_7,
276 &game.panel.inventory_first[6],
280 GAME_PANEL_INVENTORY_FIRST_8,
281 &game.panel.inventory_first[7],
285 GAME_PANEL_INVENTORY_LAST_1,
286 &game.panel.inventory_last[0],
290 GAME_PANEL_INVENTORY_LAST_2,
291 &game.panel.inventory_last[1],
295 GAME_PANEL_INVENTORY_LAST_3,
296 &game.panel.inventory_last[2],
300 GAME_PANEL_INVENTORY_LAST_4,
301 &game.panel.inventory_last[3],
305 GAME_PANEL_INVENTORY_LAST_5,
306 &game.panel.inventory_last[4],
310 GAME_PANEL_INVENTORY_LAST_6,
311 &game.panel.inventory_last[5],
315 GAME_PANEL_INVENTORY_LAST_7,
316 &game.panel.inventory_last[6],
320 GAME_PANEL_INVENTORY_LAST_8,
321 &game.panel.inventory_last[7],
365 GAME_PANEL_KEY_WHITE,
366 &game.panel.key_white,
370 GAME_PANEL_KEY_WHITE_COUNT,
371 &game.panel.key_white_count,
380 GAME_PANEL_HIGHSCORE,
381 &game.panel.highscore,
410 GAME_PANEL_SHIELD_NORMAL,
411 &game.panel.shield_normal,
415 GAME_PANEL_SHIELD_NORMAL_TIME,
416 &game.panel.shield_normal_time,
420 GAME_PANEL_SHIELD_DEADLY,
421 &game.panel.shield_deadly,
425 GAME_PANEL_SHIELD_DEADLY_TIME,
426 &game.panel.shield_deadly_time,
435 GAME_PANEL_EMC_MAGIC_BALL,
436 &game.panel.emc_magic_ball,
440 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
441 &game.panel.emc_magic_ball_switch,
445 GAME_PANEL_LIGHT_SWITCH,
446 &game.panel.light_switch,
450 GAME_PANEL_LIGHT_SWITCH_TIME,
451 &game.panel.light_switch_time,
455 GAME_PANEL_TIMEGATE_SWITCH,
456 &game.panel.timegate_switch,
460 GAME_PANEL_TIMEGATE_SWITCH_TIME,
461 &game.panel.timegate_switch_time,
465 GAME_PANEL_SWITCHGATE_SWITCH,
466 &game.panel.switchgate_switch,
470 GAME_PANEL_EMC_LENSES,
471 &game.panel.emc_lenses,
475 GAME_PANEL_EMC_LENSES_TIME,
476 &game.panel.emc_lenses_time,
480 GAME_PANEL_EMC_MAGNIFIER,
481 &game.panel.emc_magnifier,
485 GAME_PANEL_EMC_MAGNIFIER_TIME,
486 &game.panel.emc_magnifier_time,
490 GAME_PANEL_BALLOON_SWITCH,
491 &game.panel.balloon_switch,
495 GAME_PANEL_DYNABOMB_NUMBER,
496 &game.panel.dynabomb_number,
500 GAME_PANEL_DYNABOMB_SIZE,
501 &game.panel.dynabomb_size,
505 GAME_PANEL_DYNABOMB_POWER,
506 &game.panel.dynabomb_power,
511 &game.panel.penguins,
515 GAME_PANEL_SOKOBAN_OBJECTS,
516 &game.panel.sokoban_objects,
520 GAME_PANEL_SOKOBAN_FIELDS,
521 &game.panel.sokoban_fields,
525 GAME_PANEL_ROBOT_WHEEL,
526 &game.panel.robot_wheel,
530 GAME_PANEL_CONVEYOR_BELT_1,
531 &game.panel.conveyor_belt[0],
535 GAME_PANEL_CONVEYOR_BELT_2,
536 &game.panel.conveyor_belt[1],
540 GAME_PANEL_CONVEYOR_BELT_3,
541 &game.panel.conveyor_belt[2],
545 GAME_PANEL_CONVEYOR_BELT_4,
546 &game.panel.conveyor_belt[3],
550 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
551 &game.panel.conveyor_belt_switch[0],
555 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
556 &game.panel.conveyor_belt_switch[1],
560 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
561 &game.panel.conveyor_belt_switch[2],
565 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
566 &game.panel.conveyor_belt_switch[3],
570 GAME_PANEL_MAGIC_WALL,
571 &game.panel.magic_wall,
575 GAME_PANEL_MAGIC_WALL_TIME,
576 &game.panel.magic_wall_time,
580 GAME_PANEL_GRAVITY_STATE,
581 &game.panel.gravity_state,
585 GAME_PANEL_GRAPHIC_1,
586 &game.panel.graphic[0],
590 GAME_PANEL_GRAPHIC_2,
591 &game.panel.graphic[1],
595 GAME_PANEL_GRAPHIC_3,
596 &game.panel.graphic[2],
600 GAME_PANEL_GRAPHIC_4,
601 &game.panel.graphic[3],
605 GAME_PANEL_GRAPHIC_5,
606 &game.panel.graphic[4],
610 GAME_PANEL_GRAPHIC_6,
611 &game.panel.graphic[5],
615 GAME_PANEL_GRAPHIC_7,
616 &game.panel.graphic[6],
620 GAME_PANEL_GRAPHIC_8,
621 &game.panel.graphic[7],
625 GAME_PANEL_ELEMENT_1,
626 &game.panel.element[0],
630 GAME_PANEL_ELEMENT_2,
631 &game.panel.element[1],
635 GAME_PANEL_ELEMENT_3,
636 &game.panel.element[2],
640 GAME_PANEL_ELEMENT_4,
641 &game.panel.element[3],
645 GAME_PANEL_ELEMENT_5,
646 &game.panel.element[4],
650 GAME_PANEL_ELEMENT_6,
651 &game.panel.element[5],
655 GAME_PANEL_ELEMENT_7,
656 &game.panel.element[6],
660 GAME_PANEL_ELEMENT_8,
661 &game.panel.element[7],
665 GAME_PANEL_ELEMENT_COUNT_1,
666 &game.panel.element_count[0],
670 GAME_PANEL_ELEMENT_COUNT_2,
671 &game.panel.element_count[1],
675 GAME_PANEL_ELEMENT_COUNT_3,
676 &game.panel.element_count[2],
680 GAME_PANEL_ELEMENT_COUNT_4,
681 &game.panel.element_count[3],
685 GAME_PANEL_ELEMENT_COUNT_5,
686 &game.panel.element_count[4],
690 GAME_PANEL_ELEMENT_COUNT_6,
691 &game.panel.element_count[5],
695 GAME_PANEL_ELEMENT_COUNT_7,
696 &game.panel.element_count[6],
700 GAME_PANEL_ELEMENT_COUNT_8,
701 &game.panel.element_count[7],
705 GAME_PANEL_CE_SCORE_1,
706 &game.panel.ce_score[0],
710 GAME_PANEL_CE_SCORE_2,
711 &game.panel.ce_score[1],
715 GAME_PANEL_CE_SCORE_3,
716 &game.panel.ce_score[2],
720 GAME_PANEL_CE_SCORE_4,
721 &game.panel.ce_score[3],
725 GAME_PANEL_CE_SCORE_5,
726 &game.panel.ce_score[4],
730 GAME_PANEL_CE_SCORE_6,
731 &game.panel.ce_score[5],
735 GAME_PANEL_CE_SCORE_7,
736 &game.panel.ce_score[6],
740 GAME_PANEL_CE_SCORE_8,
741 &game.panel.ce_score[7],
745 GAME_PANEL_CE_SCORE_1_ELEMENT,
746 &game.panel.ce_score_element[0],
750 GAME_PANEL_CE_SCORE_2_ELEMENT,
751 &game.panel.ce_score_element[1],
755 GAME_PANEL_CE_SCORE_3_ELEMENT,
756 &game.panel.ce_score_element[2],
760 GAME_PANEL_CE_SCORE_4_ELEMENT,
761 &game.panel.ce_score_element[3],
765 GAME_PANEL_CE_SCORE_5_ELEMENT,
766 &game.panel.ce_score_element[4],
770 GAME_PANEL_CE_SCORE_6_ELEMENT,
771 &game.panel.ce_score_element[5],
775 GAME_PANEL_CE_SCORE_7_ELEMENT,
776 &game.panel.ce_score_element[6],
780 GAME_PANEL_CE_SCORE_8_ELEMENT,
781 &game.panel.ce_score_element[7],
785 GAME_PANEL_PLAYER_NAME,
786 &game.panel.player_name,
790 GAME_PANEL_LEVEL_NAME,
791 &game.panel.level_name,
795 GAME_PANEL_LEVEL_AUTHOR,
796 &game.panel.level_author,
807 /* values for delayed check of falling and moving elements and for collision */
808 #define CHECK_DELAY_MOVING 3
809 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
810 #define CHECK_DELAY_COLLISION 2
811 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
813 /* values for initial player move delay (initial delay counter value) */
814 #define INITIAL_MOVE_DELAY_OFF -1
815 #define INITIAL_MOVE_DELAY_ON 0
817 /* values for player movement speed (which is in fact a delay value) */
818 #define MOVE_DELAY_MIN_SPEED 32
819 #define MOVE_DELAY_NORMAL_SPEED 8
820 #define MOVE_DELAY_HIGH_SPEED 4
821 #define MOVE_DELAY_MAX_SPEED 1
823 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
824 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
826 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
827 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
829 /* values for other actions */
830 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
831 #define MOVE_STEPSIZE_MIN (1)
832 #define MOVE_STEPSIZE_MAX (TILEX)
834 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
835 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
837 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
839 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
840 RND(element_info[e].push_delay_random))
841 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
842 RND(element_info[e].drop_delay_random))
843 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
844 RND(element_info[e].move_delay_random))
845 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
846 (element_info[e].move_delay_random))
847 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
848 RND(element_info[e].ce_value_random_initial))
849 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
850 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
851 RND((c)->delay_random * (c)->delay_frames))
852 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
853 RND((c)->delay_random))
856 #define GET_VALID_RUNTIME_ELEMENT(e) \
857 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
859 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
860 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
861 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
862 (be) + (e) - EL_SELF)
864 #define GET_PLAYER_FROM_BITS(p) \
865 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
867 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
868 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
869 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
870 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
871 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
872 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
873 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
874 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
875 RESOLVED_REFERENCE_ELEMENT(be, e) : \
878 #define CAN_GROW_INTO(e) \
879 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
881 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
882 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
885 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
886 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
887 (CAN_MOVE_INTO_ACID(e) && \
888 Feld[x][y] == EL_ACID) || \
891 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
892 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
893 (CAN_MOVE_INTO_ACID(e) && \
894 Feld[x][y] == EL_ACID) || \
897 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
898 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
900 (CAN_MOVE_INTO_ACID(e) && \
901 Feld[x][y] == EL_ACID) || \
902 (DONT_COLLIDE_WITH(e) && \
904 !PLAYER_ENEMY_PROTECTED(x, y))))
906 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
907 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
909 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
910 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
912 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
913 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
915 #define ANDROID_CAN_CLONE_FIELD(x, y) \
916 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
917 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
919 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
920 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
922 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
923 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
925 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
926 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
928 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
929 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
931 #define PIG_CAN_ENTER_FIELD(e, x, y) \
932 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
934 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
935 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
936 Feld[x][y] == EL_EM_EXIT_OPEN || \
937 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
938 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
939 IS_FOOD_PENGUIN(Feld[x][y])))
940 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
941 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
943 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
944 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
946 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
947 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
949 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
950 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
951 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
953 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
955 #define CE_ENTER_FIELD_COND(e, x, y) \
956 (!IS_PLAYER(x, y) && \
957 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
959 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
960 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
962 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
963 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
965 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
966 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
967 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
968 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
970 /* game button identifiers */
971 #define GAME_CTRL_ID_STOP 0
972 #define GAME_CTRL_ID_PAUSE 1
973 #define GAME_CTRL_ID_PLAY 2
974 #define GAME_CTRL_ID_UNDO 3
975 #define GAME_CTRL_ID_REDO 4
976 #define GAME_CTRL_ID_SAVE 5
977 #define GAME_CTRL_ID_PAUSE2 6
978 #define GAME_CTRL_ID_LOAD 7
979 #define SOUND_CTRL_ID_MUSIC 8
980 #define SOUND_CTRL_ID_LOOPS 9
981 #define SOUND_CTRL_ID_SIMPLE 10
983 #define NUM_GAME_BUTTONS 11
986 /* forward declaration for internal use */
988 static void CreateField(int, int, int);
990 static void ResetGfxAnimation(int, int);
992 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
993 static void AdvanceFrameAndPlayerCounters(int);
995 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
996 static boolean MovePlayer(struct PlayerInfo *, int, int);
997 static void ScrollPlayer(struct PlayerInfo *, int);
998 static void ScrollScreen(struct PlayerInfo *, int);
1000 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1001 static boolean DigFieldByCE(int, int, int);
1002 static boolean SnapField(struct PlayerInfo *, int, int);
1003 static boolean DropElement(struct PlayerInfo *);
1005 static void InitBeltMovement(void);
1006 static void CloseAllOpenTimegates(void);
1007 static void CheckGravityMovement(struct PlayerInfo *);
1008 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1009 static void KillPlayerUnlessEnemyProtected(int, int);
1010 static void KillPlayerUnlessExplosionProtected(int, int);
1012 static void TestIfPlayerTouchesCustomElement(int, int);
1013 static void TestIfElementTouchesCustomElement(int, int);
1014 static void TestIfElementHitsCustomElement(int, int, int);
1016 static void HandleElementChange(int, int, int);
1017 static void ExecuteCustomElementAction(int, int, int, int);
1018 static boolean ChangeElement(int, int, int, int);
1020 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1021 #define CheckTriggeredElementChange(x, y, e, ev) \
1022 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1023 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1024 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1025 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1026 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1027 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1028 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1030 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1031 #define CheckElementChange(x, y, e, te, ev) \
1032 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1033 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1034 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1035 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1036 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1038 static void PlayLevelSound(int, int, int);
1039 static void PlayLevelSoundNearest(int, int, int);
1040 static void PlayLevelSoundAction(int, int, int);
1041 static void PlayLevelSoundElementAction(int, int, int, int);
1042 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1043 static void PlayLevelSoundActionIfLoop(int, int, int);
1044 static void StopLevelSoundActionIfLoop(int, int, int);
1045 static void PlayLevelMusic();
1047 static void HandleGameButtons(struct GadgetInfo *);
1049 int AmoebeNachbarNr(int, int);
1050 void AmoebeUmwandeln(int, int);
1051 void ContinueMoving(int, int);
1052 void Bang(int, int);
1053 void InitMovDir(int, int);
1054 void InitAmoebaNr(int, int);
1055 int NewHiScore(void);
1057 void TestIfGoodThingHitsBadThing(int, int, int);
1058 void TestIfBadThingHitsGoodThing(int, int, int);
1059 void TestIfPlayerTouchesBadThing(int, int);
1060 void TestIfPlayerRunsIntoBadThing(int, int, int);
1061 void TestIfBadThingTouchesPlayer(int, int);
1062 void TestIfBadThingRunsIntoPlayer(int, int, int);
1063 void TestIfFriendTouchesBadThing(int, int);
1064 void TestIfBadThingTouchesFriend(int, int);
1065 void TestIfBadThingTouchesOtherBadThing(int, int);
1066 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1068 void KillPlayer(struct PlayerInfo *);
1069 void BuryPlayer(struct PlayerInfo *);
1070 void RemovePlayer(struct PlayerInfo *);
1072 static int getInvisibleActiveFromInvisibleElement(int);
1073 static int getInvisibleFromInvisibleActiveElement(int);
1075 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1077 /* for detection of endless loops, caused by custom element programming */
1078 /* (using maximal playfield width x 10 is just a rough approximation) */
1079 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1081 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1083 if (recursion_loop_detected) \
1086 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1088 recursion_loop_detected = TRUE; \
1089 recursion_loop_element = (e); \
1092 recursion_loop_depth++; \
1095 #define RECURSION_LOOP_DETECTION_END() \
1097 recursion_loop_depth--; \
1100 static int recursion_loop_depth;
1101 static boolean recursion_loop_detected;
1102 static boolean recursion_loop_element;
1104 static int map_player_action[MAX_PLAYERS];
1107 /* ------------------------------------------------------------------------- */
1108 /* definition of elements that automatically change to other elements after */
1109 /* a specified time, eventually calling a function when changing */
1110 /* ------------------------------------------------------------------------- */
1112 /* forward declaration for changer functions */
1113 static void InitBuggyBase(int, int);
1114 static void WarnBuggyBase(int, int);
1116 static void InitTrap(int, int);
1117 static void ActivateTrap(int, int);
1118 static void ChangeActiveTrap(int, int);
1120 static void InitRobotWheel(int, int);
1121 static void RunRobotWheel(int, int);
1122 static void StopRobotWheel(int, int);
1124 static void InitTimegateWheel(int, int);
1125 static void RunTimegateWheel(int, int);
1127 static void InitMagicBallDelay(int, int);
1128 static void ActivateMagicBall(int, int);
1130 struct ChangingElementInfo
1135 void (*pre_change_function)(int x, int y);
1136 void (*change_function)(int x, int y);
1137 void (*post_change_function)(int x, int y);
1140 static struct ChangingElementInfo change_delay_list[] =
1175 EL_STEEL_EXIT_OPENING,
1183 EL_STEEL_EXIT_CLOSING,
1184 EL_STEEL_EXIT_CLOSED,
1207 EL_EM_STEEL_EXIT_OPENING,
1208 EL_EM_STEEL_EXIT_OPEN,
1215 EL_EM_STEEL_EXIT_CLOSING,
1239 EL_SWITCHGATE_OPENING,
1247 EL_SWITCHGATE_CLOSING,
1248 EL_SWITCHGATE_CLOSED,
1255 EL_TIMEGATE_OPENING,
1263 EL_TIMEGATE_CLOSING,
1272 EL_ACID_SPLASH_LEFT,
1280 EL_ACID_SPLASH_RIGHT,
1289 EL_SP_BUGGY_BASE_ACTIVATING,
1296 EL_SP_BUGGY_BASE_ACTIVATING,
1297 EL_SP_BUGGY_BASE_ACTIVE,
1304 EL_SP_BUGGY_BASE_ACTIVE,
1328 EL_ROBOT_WHEEL_ACTIVE,
1336 EL_TIMEGATE_SWITCH_ACTIVE,
1344 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1345 EL_DC_TIMEGATE_SWITCH,
1352 EL_EMC_MAGIC_BALL_ACTIVE,
1353 EL_EMC_MAGIC_BALL_ACTIVE,
1360 EL_EMC_SPRING_BUMPER_ACTIVE,
1361 EL_EMC_SPRING_BUMPER,
1368 EL_DIAGONAL_SHRINKING,
1376 EL_DIAGONAL_GROWING,
1397 int push_delay_fixed, push_delay_random;
1401 { EL_SPRING, 0, 0 },
1402 { EL_BALLOON, 0, 0 },
1404 { EL_SOKOBAN_OBJECT, 2, 0 },
1405 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1406 { EL_SATELLITE, 2, 0 },
1407 { EL_SP_DISK_YELLOW, 2, 0 },
1409 { EL_UNDEFINED, 0, 0 },
1417 move_stepsize_list[] =
1419 { EL_AMOEBA_DROP, 2 },
1420 { EL_AMOEBA_DROPPING, 2 },
1421 { EL_QUICKSAND_FILLING, 1 },
1422 { EL_QUICKSAND_EMPTYING, 1 },
1423 { EL_QUICKSAND_FAST_FILLING, 2 },
1424 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1425 { EL_MAGIC_WALL_FILLING, 2 },
1426 { EL_MAGIC_WALL_EMPTYING, 2 },
1427 { EL_BD_MAGIC_WALL_FILLING, 2 },
1428 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1429 { EL_DC_MAGIC_WALL_FILLING, 2 },
1430 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1432 { EL_UNDEFINED, 0 },
1440 collect_count_list[] =
1443 { EL_BD_DIAMOND, 1 },
1444 { EL_EMERALD_YELLOW, 1 },
1445 { EL_EMERALD_RED, 1 },
1446 { EL_EMERALD_PURPLE, 1 },
1448 { EL_SP_INFOTRON, 1 },
1452 { EL_UNDEFINED, 0 },
1460 access_direction_list[] =
1462 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1463 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1464 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1465 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1466 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1467 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1468 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1469 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1470 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1471 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1472 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1474 { EL_SP_PORT_LEFT, MV_RIGHT },
1475 { EL_SP_PORT_RIGHT, MV_LEFT },
1476 { EL_SP_PORT_UP, MV_DOWN },
1477 { EL_SP_PORT_DOWN, MV_UP },
1478 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1479 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1480 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1481 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1482 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1483 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1484 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1485 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1486 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1487 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1488 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1489 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1490 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1491 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1492 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1494 { EL_UNDEFINED, MV_NONE }
1497 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1499 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1500 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1501 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1502 IS_JUST_CHANGING(x, y))
1504 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1506 /* static variables for playfield scan mode (scanning forward or backward) */
1507 static int playfield_scan_start_x = 0;
1508 static int playfield_scan_start_y = 0;
1509 static int playfield_scan_delta_x = 1;
1510 static int playfield_scan_delta_y = 1;
1512 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1513 (y) >= 0 && (y) <= lev_fieldy - 1; \
1514 (y) += playfield_scan_delta_y) \
1515 for ((x) = playfield_scan_start_x; \
1516 (x) >= 0 && (x) <= lev_fieldx - 1; \
1517 (x) += playfield_scan_delta_x)
1520 void DEBUG_SetMaximumDynamite()
1524 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1525 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1526 local_player->inventory_element[local_player->inventory_size++] =
1531 static void InitPlayfieldScanModeVars()
1533 if (game.use_reverse_scan_direction)
1535 playfield_scan_start_x = lev_fieldx - 1;
1536 playfield_scan_start_y = lev_fieldy - 1;
1538 playfield_scan_delta_x = -1;
1539 playfield_scan_delta_y = -1;
1543 playfield_scan_start_x = 0;
1544 playfield_scan_start_y = 0;
1546 playfield_scan_delta_x = 1;
1547 playfield_scan_delta_y = 1;
1551 static void InitPlayfieldScanMode(int mode)
1553 game.use_reverse_scan_direction =
1554 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1556 InitPlayfieldScanModeVars();
1559 static int get_move_delay_from_stepsize(int move_stepsize)
1562 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1564 /* make sure that stepsize value is always a power of 2 */
1565 move_stepsize = (1 << log_2(move_stepsize));
1567 return TILEX / move_stepsize;
1570 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1573 int player_nr = player->index_nr;
1574 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1575 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1577 /* do no immediately change move delay -- the player might just be moving */
1578 player->move_delay_value_next = move_delay;
1580 /* information if player can move must be set separately */
1581 player->cannot_move = cannot_move;
1585 player->move_delay = game.initial_move_delay[player_nr];
1586 player->move_delay_value = game.initial_move_delay_value[player_nr];
1588 player->move_delay_value_next = -1;
1590 player->move_delay_reset_counter = 0;
1594 void GetPlayerConfig()
1596 GameFrameDelay = setup.game_frame_delay;
1598 if (!audio.sound_available)
1599 setup.sound_simple = FALSE;
1601 if (!audio.loops_available)
1602 setup.sound_loops = FALSE;
1604 if (!audio.music_available)
1605 setup.sound_music = FALSE;
1607 if (!video.fullscreen_available)
1608 setup.fullscreen = FALSE;
1610 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1612 SetAudioMode(setup.sound);
1616 int GetElementFromGroupElement(int element)
1618 if (IS_GROUP_ELEMENT(element))
1620 struct ElementGroupInfo *group = element_info[element].group;
1621 int last_anim_random_frame = gfx.anim_random_frame;
1624 if (group->choice_mode == ANIM_RANDOM)
1625 gfx.anim_random_frame = RND(group->num_elements_resolved);
1627 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1628 group->choice_mode, 0,
1631 if (group->choice_mode == ANIM_RANDOM)
1632 gfx.anim_random_frame = last_anim_random_frame;
1634 group->choice_pos++;
1636 element = group->element_resolved[element_pos];
1642 static void InitPlayerField(int x, int y, int element, boolean init_game)
1644 if (element == EL_SP_MURPHY)
1648 if (stored_player[0].present)
1650 Feld[x][y] = EL_SP_MURPHY_CLONE;
1656 stored_player[0].initial_element = element;
1657 stored_player[0].use_murphy = TRUE;
1659 if (!level.use_artwork_element[0])
1660 stored_player[0].artwork_element = EL_SP_MURPHY;
1663 Feld[x][y] = EL_PLAYER_1;
1669 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1670 int jx = player->jx, jy = player->jy;
1672 player->present = TRUE;
1674 player->block_last_field = (element == EL_SP_MURPHY ?
1675 level.sp_block_last_field :
1676 level.block_last_field);
1678 /* ---------- initialize player's last field block delay --------------- */
1680 /* always start with reliable default value (no adjustment needed) */
1681 player->block_delay_adjustment = 0;
1683 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1684 if (player->block_last_field && element == EL_SP_MURPHY)
1685 player->block_delay_adjustment = 1;
1687 /* special case 2: in game engines before 3.1.1, blocking was different */
1688 if (game.use_block_last_field_bug)
1689 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1691 if (!options.network || player->connected)
1693 player->active = TRUE;
1695 /* remove potentially duplicate players */
1696 if (StorePlayer[jx][jy] == Feld[x][y])
1697 StorePlayer[jx][jy] = 0;
1699 StorePlayer[x][y] = Feld[x][y];
1701 #if DEBUG_INIT_PLAYER
1704 printf("- player element %d activated", player->element_nr);
1705 printf(" (local player is %d and currently %s)\n",
1706 local_player->element_nr,
1707 local_player->active ? "active" : "not active");
1712 Feld[x][y] = EL_EMPTY;
1714 player->jx = player->last_jx = x;
1715 player->jy = player->last_jy = y;
1720 int player_nr = GET_PLAYER_NR(element);
1721 struct PlayerInfo *player = &stored_player[player_nr];
1723 if (player->active && player->killed)
1724 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1728 static void InitField(int x, int y, boolean init_game)
1730 int element = Feld[x][y];
1739 InitPlayerField(x, y, element, init_game);
1742 case EL_SOKOBAN_FIELD_PLAYER:
1743 element = Feld[x][y] = EL_PLAYER_1;
1744 InitField(x, y, init_game);
1746 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1747 InitField(x, y, init_game);
1750 case EL_SOKOBAN_FIELD_EMPTY:
1751 local_player->sokobanfields_still_needed++;
1755 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1756 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1757 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1758 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1759 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1760 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1761 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1762 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1763 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1764 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1773 case EL_SPACESHIP_RIGHT:
1774 case EL_SPACESHIP_UP:
1775 case EL_SPACESHIP_LEFT:
1776 case EL_SPACESHIP_DOWN:
1777 case EL_BD_BUTTERFLY:
1778 case EL_BD_BUTTERFLY_RIGHT:
1779 case EL_BD_BUTTERFLY_UP:
1780 case EL_BD_BUTTERFLY_LEFT:
1781 case EL_BD_BUTTERFLY_DOWN:
1783 case EL_BD_FIREFLY_RIGHT:
1784 case EL_BD_FIREFLY_UP:
1785 case EL_BD_FIREFLY_LEFT:
1786 case EL_BD_FIREFLY_DOWN:
1787 case EL_PACMAN_RIGHT:
1789 case EL_PACMAN_LEFT:
1790 case EL_PACMAN_DOWN:
1792 case EL_YAMYAM_LEFT:
1793 case EL_YAMYAM_RIGHT:
1795 case EL_YAMYAM_DOWN:
1796 case EL_DARK_YAMYAM:
1799 case EL_SP_SNIKSNAK:
1800 case EL_SP_ELECTRON:
1809 case EL_AMOEBA_FULL:
1814 case EL_AMOEBA_DROP:
1815 if (y == lev_fieldy - 1)
1817 Feld[x][y] = EL_AMOEBA_GROWING;
1818 Store[x][y] = EL_AMOEBA_WET;
1822 case EL_DYNAMITE_ACTIVE:
1823 case EL_SP_DISK_RED_ACTIVE:
1824 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1825 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1826 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1827 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1828 MovDelay[x][y] = 96;
1831 case EL_EM_DYNAMITE_ACTIVE:
1832 MovDelay[x][y] = 32;
1836 local_player->lights_still_needed++;
1840 local_player->friends_still_needed++;
1845 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1848 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1849 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1850 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1851 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1852 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1853 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1854 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1855 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1856 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1857 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1858 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1859 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1862 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1863 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1864 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1866 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1868 game.belt_dir[belt_nr] = belt_dir;
1869 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1871 else /* more than one switch -- set it like the first switch */
1873 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1878 case EL_LIGHT_SWITCH_ACTIVE:
1880 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1883 case EL_INVISIBLE_STEELWALL:
1884 case EL_INVISIBLE_WALL:
1885 case EL_INVISIBLE_SAND:
1886 if (game.light_time_left > 0 ||
1887 game.lenses_time_left > 0)
1888 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1891 case EL_EMC_MAGIC_BALL:
1892 if (game.ball_state)
1893 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1896 case EL_EMC_MAGIC_BALL_SWITCH:
1897 if (game.ball_state)
1898 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1901 case EL_TRIGGER_PLAYER:
1902 case EL_TRIGGER_ELEMENT:
1903 case EL_TRIGGER_CE_VALUE:
1904 case EL_TRIGGER_CE_SCORE:
1906 case EL_ANY_ELEMENT:
1907 case EL_CURRENT_CE_VALUE:
1908 case EL_CURRENT_CE_SCORE:
1925 /* reference elements should not be used on the playfield */
1926 Feld[x][y] = EL_EMPTY;
1930 if (IS_CUSTOM_ELEMENT(element))
1932 if (CAN_MOVE(element))
1935 if (!element_info[element].use_last_ce_value || init_game)
1936 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1938 else if (IS_GROUP_ELEMENT(element))
1940 Feld[x][y] = GetElementFromGroupElement(element);
1942 InitField(x, y, init_game);
1949 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1952 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1954 InitField(x, y, init_game);
1956 /* not needed to call InitMovDir() -- already done by InitField()! */
1957 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1958 CAN_MOVE(Feld[x][y]))
1962 inline static void InitField_WithBug2(int x, int y, boolean init_game)
1964 int old_element = Feld[x][y];
1966 InitField(x, y, init_game);
1968 /* not needed to call InitMovDir() -- already done by InitField()! */
1969 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1970 CAN_MOVE(old_element) &&
1971 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1974 /* this case is in fact a combination of not less than three bugs:
1975 first, it calls InitMovDir() for elements that can move, although this is
1976 already done by InitField(); then, it checks the element that was at this
1977 field _before_ the call to InitField() (which can change it); lastly, it
1978 was not called for "mole with direction" elements, which were treated as
1979 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1983 static int get_key_element_from_nr(int key_nr)
1985 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
1986 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
1987 EL_EM_KEY_1 : EL_KEY_1);
1989 return key_base_element + key_nr;
1992 static int get_next_dropped_element(struct PlayerInfo *player)
1994 return (player->inventory_size > 0 ?
1995 player->inventory_element[player->inventory_size - 1] :
1996 player->inventory_infinite_element != EL_UNDEFINED ?
1997 player->inventory_infinite_element :
1998 player->dynabombs_left > 0 ?
1999 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2003 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2005 /* pos >= 0: get element from bottom of the stack;
2006 pos < 0: get element from top of the stack */
2010 int min_inventory_size = -pos;
2011 int inventory_pos = player->inventory_size - min_inventory_size;
2012 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2014 return (player->inventory_size >= min_inventory_size ?
2015 player->inventory_element[inventory_pos] :
2016 player->inventory_infinite_element != EL_UNDEFINED ?
2017 player->inventory_infinite_element :
2018 player->dynabombs_left >= min_dynabombs_left ?
2019 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2024 int min_dynabombs_left = pos + 1;
2025 int min_inventory_size = pos + 1 - player->dynabombs_left;
2026 int inventory_pos = pos - player->dynabombs_left;
2028 return (player->inventory_infinite_element != EL_UNDEFINED ?
2029 player->inventory_infinite_element :
2030 player->dynabombs_left >= min_dynabombs_left ?
2031 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2032 player->inventory_size >= min_inventory_size ?
2033 player->inventory_element[inventory_pos] :
2038 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2040 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2041 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2044 if (gpo1->sort_priority != gpo2->sort_priority)
2045 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2047 compare_result = gpo1->nr - gpo2->nr;
2049 return compare_result;
2052 void InitGameControlValues()
2056 for (i = 0; game_panel_controls[i].nr != -1; i++)
2058 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2059 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2060 struct TextPosInfo *pos = gpc->pos;
2062 int type = gpc->type;
2066 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2067 Error(ERR_EXIT, "this should not happen -- please debug");
2070 /* force update of game controls after initialization */
2071 gpc->value = gpc->last_value = -1;
2072 gpc->frame = gpc->last_frame = -1;
2073 gpc->gfx_frame = -1;
2075 /* determine panel value width for later calculation of alignment */
2076 if (type == TYPE_INTEGER || type == TYPE_STRING)
2078 pos->width = pos->size * getFontWidth(pos->font);
2079 pos->height = getFontHeight(pos->font);
2081 else if (type == TYPE_ELEMENT)
2083 pos->width = pos->size;
2084 pos->height = pos->size;
2087 /* fill structure for game panel draw order */
2089 gpo->sort_priority = pos->sort_priority;
2092 /* sort game panel controls according to sort_priority and control number */
2093 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2094 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2097 void UpdatePlayfieldElementCount()
2099 boolean use_element_count = FALSE;
2102 /* first check if it is needed at all to calculate playfield element count */
2103 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2104 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2105 use_element_count = TRUE;
2107 if (!use_element_count)
2110 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2111 element_info[i].element_count = 0;
2113 SCAN_PLAYFIELD(x, y)
2115 element_info[Feld[x][y]].element_count++;
2118 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2119 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2120 if (IS_IN_GROUP(j, i))
2121 element_info[EL_GROUP_START + i].element_count +=
2122 element_info[j].element_count;
2125 void UpdateGameControlValues()
2128 int time = (local_player->LevelSolved ?
2129 local_player->LevelSolved_CountingTime :
2130 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2131 level.native_em_level->lev->time :
2132 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2133 level.native_sp_level->game_sp->time_played :
2134 game.no_time_limit ? TimePlayed : TimeLeft);
2135 int score = (local_player->LevelSolved ?
2136 local_player->LevelSolved_CountingScore :
2137 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2138 level.native_em_level->lev->score :
2139 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2140 level.native_sp_level->game_sp->score :
2141 local_player->score);
2142 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2143 level.native_em_level->lev->required :
2144 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2145 level.native_sp_level->game_sp->infotrons_still_needed :
2146 local_player->gems_still_needed);
2147 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2148 level.native_em_level->lev->required > 0 :
2149 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2150 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2151 local_player->gems_still_needed > 0 ||
2152 local_player->sokobanfields_still_needed > 0 ||
2153 local_player->lights_still_needed > 0);
2155 UpdatePlayfieldElementCount();
2157 /* update game panel control values */
2159 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2160 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2162 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2163 for (i = 0; i < MAX_NUM_KEYS; i++)
2164 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2165 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2166 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2168 if (game.centered_player_nr == -1)
2170 for (i = 0; i < MAX_PLAYERS; i++)
2172 /* only one player in Supaplex game engine */
2173 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2176 for (k = 0; k < MAX_NUM_KEYS; k++)
2178 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2180 if (level.native_em_level->ply[i]->keys & (1 << k))
2181 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2182 get_key_element_from_nr(k);
2184 else if (stored_player[i].key[k])
2185 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2186 get_key_element_from_nr(k);
2189 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2190 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2191 level.native_em_level->ply[i]->dynamite;
2192 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2193 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2194 level.native_sp_level->game_sp->red_disk_count;
2196 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2197 stored_player[i].inventory_size;
2199 if (stored_player[i].num_white_keys > 0)
2200 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2203 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2204 stored_player[i].num_white_keys;
2209 int player_nr = game.centered_player_nr;
2211 for (k = 0; k < MAX_NUM_KEYS; k++)
2213 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2215 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2216 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2217 get_key_element_from_nr(k);
2219 else if (stored_player[player_nr].key[k])
2220 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2221 get_key_element_from_nr(k);
2224 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2225 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2226 level.native_em_level->ply[player_nr]->dynamite;
2227 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2228 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2229 level.native_sp_level->game_sp->red_disk_count;
2231 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2232 stored_player[player_nr].inventory_size;
2234 if (stored_player[player_nr].num_white_keys > 0)
2235 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2237 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2238 stored_player[player_nr].num_white_keys;
2241 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2243 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2244 get_inventory_element_from_pos(local_player, i);
2245 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2246 get_inventory_element_from_pos(local_player, -i - 1);
2249 game_panel_controls[GAME_PANEL_SCORE].value = score;
2250 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2252 game_panel_controls[GAME_PANEL_TIME].value = time;
2254 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2255 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2256 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2258 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2260 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2261 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2263 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2264 local_player->shield_normal_time_left;
2265 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2266 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2268 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2269 local_player->shield_deadly_time_left;
2271 game_panel_controls[GAME_PANEL_EXIT].value =
2272 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2274 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2275 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2276 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2277 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2278 EL_EMC_MAGIC_BALL_SWITCH);
2280 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2281 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2282 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2283 game.light_time_left;
2285 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2286 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2287 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2288 game.timegate_time_left;
2290 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2291 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2293 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2294 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2295 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2296 game.lenses_time_left;
2298 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2299 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2300 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2301 game.magnify_time_left;
2303 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2304 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2305 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2306 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2307 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2308 EL_BALLOON_SWITCH_NONE);
2310 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2311 local_player->dynabomb_count;
2312 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2313 local_player->dynabomb_size;
2314 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2315 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2317 game_panel_controls[GAME_PANEL_PENGUINS].value =
2318 local_player->friends_still_needed;
2320 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2321 local_player->sokobanfields_still_needed;
2322 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2323 local_player->sokobanfields_still_needed;
2325 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2326 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2328 for (i = 0; i < NUM_BELTS; i++)
2330 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2331 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2332 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2333 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2334 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2337 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2338 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2339 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2340 game.magic_wall_time_left;
2342 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2343 local_player->gravity;
2345 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2346 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2348 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2349 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2350 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2351 game.panel.element[i].id : EL_UNDEFINED);
2353 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2354 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2355 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2356 element_info[game.panel.element_count[i].id].element_count : 0);
2358 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2359 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2360 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2361 element_info[game.panel.ce_score[i].id].collect_score : 0);
2363 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2364 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2365 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2366 element_info[game.panel.ce_score_element[i].id].collect_score :
2369 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2370 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2371 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2373 /* update game panel control frames */
2375 for (i = 0; game_panel_controls[i].nr != -1; i++)
2377 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2379 if (gpc->type == TYPE_ELEMENT)
2381 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2383 int last_anim_random_frame = gfx.anim_random_frame;
2384 int element = gpc->value;
2385 int graphic = el2panelimg(element);
2387 if (gpc->value != gpc->last_value)
2390 gpc->gfx_random = INIT_GFX_RANDOM();
2396 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2397 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2398 gpc->gfx_random = INIT_GFX_RANDOM();
2401 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2402 gfx.anim_random_frame = gpc->gfx_random;
2404 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2405 gpc->gfx_frame = element_info[element].collect_score;
2407 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2410 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2411 gfx.anim_random_frame = last_anim_random_frame;
2417 void DisplayGameControlValues()
2419 boolean redraw_panel = FALSE;
2422 for (i = 0; game_panel_controls[i].nr != -1; i++)
2424 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2426 if (PANEL_DEACTIVATED(gpc->pos))
2429 if (gpc->value == gpc->last_value &&
2430 gpc->frame == gpc->last_frame)
2433 redraw_panel = TRUE;
2439 /* copy default game door content to main double buffer */
2441 /* !!! CHECK AGAIN !!! */
2442 SetPanelBackground();
2443 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2444 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2446 /* redraw game control buttons */
2447 RedrawGameButtons();
2449 game_status = GAME_MODE_PSEUDO_PANEL;
2451 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2453 int nr = game_panel_order[i].nr;
2454 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2455 struct TextPosInfo *pos = gpc->pos;
2456 int type = gpc->type;
2457 int value = gpc->value;
2458 int frame = gpc->frame;
2459 int size = pos->size;
2460 int font = pos->font;
2461 boolean draw_masked = pos->draw_masked;
2462 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2464 if (PANEL_DEACTIVATED(pos))
2467 gpc->last_value = value;
2468 gpc->last_frame = frame;
2470 if (type == TYPE_INTEGER)
2472 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2473 nr == GAME_PANEL_TIME)
2475 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2477 if (use_dynamic_size) /* use dynamic number of digits */
2479 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2480 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2481 int size2 = size1 + 1;
2482 int font1 = pos->font;
2483 int font2 = pos->font_alt;
2485 size = (value < value_change ? size1 : size2);
2486 font = (value < value_change ? font1 : font2);
2490 /* correct text size if "digits" is zero or less */
2492 size = strlen(int2str(value, size));
2494 /* dynamically correct text alignment */
2495 pos->width = size * getFontWidth(font);
2497 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2498 int2str(value, size), font, mask_mode);
2500 else if (type == TYPE_ELEMENT)
2502 int element, graphic;
2506 int dst_x = PANEL_XPOS(pos);
2507 int dst_y = PANEL_YPOS(pos);
2509 if (value != EL_UNDEFINED && value != EL_EMPTY)
2512 graphic = el2panelimg(value);
2514 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2516 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2519 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2522 width = graphic_info[graphic].width * size / TILESIZE;
2523 height = graphic_info[graphic].height * size / TILESIZE;
2526 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2529 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2533 else if (type == TYPE_STRING)
2535 boolean active = (value != 0);
2536 char *state_normal = "off";
2537 char *state_active = "on";
2538 char *state = (active ? state_active : state_normal);
2539 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2540 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2541 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2542 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2544 if (nr == GAME_PANEL_GRAVITY_STATE)
2546 int font1 = pos->font; /* (used for normal state) */
2547 int font2 = pos->font_alt; /* (used for active state) */
2549 font = (active ? font2 : font1);
2558 /* don't truncate output if "chars" is zero or less */
2561 /* dynamically correct text alignment */
2562 pos->width = size * getFontWidth(font);
2565 s_cut = getStringCopyN(s, size);
2567 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2568 s_cut, font, mask_mode);
2574 redraw_mask |= REDRAW_DOOR_1;
2577 game_status = GAME_MODE_PLAYING;
2580 void UpdateAndDisplayGameControlValues()
2582 if (tape.deactivate_display)
2585 UpdateGameControlValues();
2586 DisplayGameControlValues();
2589 void UpdateGameDoorValues()
2591 UpdateGameControlValues();
2594 void DrawGameDoorValues()
2596 DisplayGameControlValues();
2601 =============================================================================
2603 -----------------------------------------------------------------------------
2604 initialize game engine due to level / tape version number
2605 =============================================================================
2608 static void InitGameEngine()
2610 int i, j, k, l, x, y;
2612 /* set game engine from tape file when re-playing, else from level file */
2613 game.engine_version = (tape.playing ? tape.engine_version :
2614 level.game_version);
2616 /* set single or multi-player game mode (needed for re-playing tapes) */
2617 game.team_mode = setup.team_mode;
2621 int num_players = 0;
2623 for (i = 0; i < MAX_PLAYERS; i++)
2624 if (tape.player_participates[i])
2627 /* multi-player tapes contain input data for more than one player */
2628 game.team_mode = (num_players > 1);
2631 /* ---------------------------------------------------------------------- */
2632 /* set flags for bugs and changes according to active game engine version */
2633 /* ---------------------------------------------------------------------- */
2636 Summary of bugfix/change:
2637 Fixed handling for custom elements that change when pushed by the player.
2639 Fixed/changed in version:
2643 Before 3.1.0, custom elements that "change when pushing" changed directly
2644 after the player started pushing them (until then handled in "DigField()").
2645 Since 3.1.0, these custom elements are not changed until the "pushing"
2646 move of the element is finished (now handled in "ContinueMoving()").
2648 Affected levels/tapes:
2649 The first condition is generally needed for all levels/tapes before version
2650 3.1.0, which might use the old behaviour before it was changed; known tapes
2651 that are affected are some tapes from the level set "Walpurgis Gardens" by
2653 The second condition is an exception from the above case and is needed for
2654 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2655 above (including some development versions of 3.1.0), but before it was
2656 known that this change would break tapes like the above and was fixed in
2657 3.1.1, so that the changed behaviour was active although the engine version
2658 while recording maybe was before 3.1.0. There is at least one tape that is
2659 affected by this exception, which is the tape for the one-level set "Bug
2660 Machine" by Juergen Bonhagen.
2663 game.use_change_when_pushing_bug =
2664 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2666 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2667 tape.game_version < VERSION_IDENT(3,1,1,0)));
2670 Summary of bugfix/change:
2671 Fixed handling for blocking the field the player leaves when moving.
2673 Fixed/changed in version:
2677 Before 3.1.1, when "block last field when moving" was enabled, the field
2678 the player is leaving when moving was blocked for the time of the move,
2679 and was directly unblocked afterwards. This resulted in the last field
2680 being blocked for exactly one less than the number of frames of one player
2681 move. Additionally, even when blocking was disabled, the last field was
2682 blocked for exactly one frame.
2683 Since 3.1.1, due to changes in player movement handling, the last field
2684 is not blocked at all when blocking is disabled. When blocking is enabled,
2685 the last field is blocked for exactly the number of frames of one player
2686 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2687 last field is blocked for exactly one more than the number of frames of
2690 Affected levels/tapes:
2691 (!!! yet to be determined -- probably many !!!)
2694 game.use_block_last_field_bug =
2695 (game.engine_version < VERSION_IDENT(3,1,1,0));
2697 /* ---------------------------------------------------------------------- */
2699 /* set maximal allowed number of custom element changes per game frame */
2700 game.max_num_changes_per_frame = 1;
2702 /* default scan direction: scan playfield from top/left to bottom/right */
2703 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2705 /* dynamically adjust element properties according to game engine version */
2706 InitElementPropertiesEngine(game.engine_version);
2709 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2710 printf(" tape version == %06d [%s] [file: %06d]\n",
2711 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2713 printf(" => game.engine_version == %06d\n", game.engine_version);
2716 /* ---------- initialize player's initial move delay --------------------- */
2718 /* dynamically adjust player properties according to level information */
2719 for (i = 0; i < MAX_PLAYERS; i++)
2720 game.initial_move_delay_value[i] =
2721 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2723 /* dynamically adjust player properties according to game engine version */
2724 for (i = 0; i < MAX_PLAYERS; i++)
2725 game.initial_move_delay[i] =
2726 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2727 game.initial_move_delay_value[i] : 0);
2729 /* ---------- initialize player's initial push delay --------------------- */
2731 /* dynamically adjust player properties according to game engine version */
2732 game.initial_push_delay_value =
2733 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2735 /* ---------- initialize changing elements ------------------------------- */
2737 /* initialize changing elements information */
2738 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2740 struct ElementInfo *ei = &element_info[i];
2742 /* this pointer might have been changed in the level editor */
2743 ei->change = &ei->change_page[0];
2745 if (!IS_CUSTOM_ELEMENT(i))
2747 ei->change->target_element = EL_EMPTY_SPACE;
2748 ei->change->delay_fixed = 0;
2749 ei->change->delay_random = 0;
2750 ei->change->delay_frames = 1;
2753 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2755 ei->has_change_event[j] = FALSE;
2757 ei->event_page_nr[j] = 0;
2758 ei->event_page[j] = &ei->change_page[0];
2762 /* add changing elements from pre-defined list */
2763 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2765 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2766 struct ElementInfo *ei = &element_info[ch_delay->element];
2768 ei->change->target_element = ch_delay->target_element;
2769 ei->change->delay_fixed = ch_delay->change_delay;
2771 ei->change->pre_change_function = ch_delay->pre_change_function;
2772 ei->change->change_function = ch_delay->change_function;
2773 ei->change->post_change_function = ch_delay->post_change_function;
2775 ei->change->can_change = TRUE;
2776 ei->change->can_change_or_has_action = TRUE;
2778 ei->has_change_event[CE_DELAY] = TRUE;
2780 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2781 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2784 /* ---------- initialize internal run-time variables --------------------- */
2786 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2788 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2790 for (j = 0; j < ei->num_change_pages; j++)
2792 ei->change_page[j].can_change_or_has_action =
2793 (ei->change_page[j].can_change |
2794 ei->change_page[j].has_action);
2798 /* add change events from custom element configuration */
2799 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2801 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2803 for (j = 0; j < ei->num_change_pages; j++)
2805 if (!ei->change_page[j].can_change_or_has_action)
2808 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2810 /* only add event page for the first page found with this event */
2811 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2813 ei->has_change_event[k] = TRUE;
2815 ei->event_page_nr[k] = j;
2816 ei->event_page[k] = &ei->change_page[j];
2822 /* ---------- initialize reference elements in change conditions --------- */
2824 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2826 int element = EL_CUSTOM_START + i;
2827 struct ElementInfo *ei = &element_info[element];
2829 for (j = 0; j < ei->num_change_pages; j++)
2831 int trigger_element = ei->change_page[j].initial_trigger_element;
2833 if (trigger_element >= EL_PREV_CE_8 &&
2834 trigger_element <= EL_NEXT_CE_8)
2835 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
2837 ei->change_page[j].trigger_element = trigger_element;
2841 /* ---------- initialize run-time trigger player and element ------------- */
2843 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2845 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2847 for (j = 0; j < ei->num_change_pages; j++)
2849 ei->change_page[j].actual_trigger_element = EL_EMPTY;
2850 ei->change_page[j].actual_trigger_player = EL_EMPTY;
2851 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
2852 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
2853 ei->change_page[j].actual_trigger_ce_value = 0;
2854 ei->change_page[j].actual_trigger_ce_score = 0;
2858 /* ---------- initialize trigger events ---------------------------------- */
2860 /* initialize trigger events information */
2861 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2862 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2863 trigger_events[i][j] = FALSE;
2865 /* add trigger events from element change event properties */
2866 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2868 struct ElementInfo *ei = &element_info[i];
2870 for (j = 0; j < ei->num_change_pages; j++)
2872 if (!ei->change_page[j].can_change_or_has_action)
2875 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
2877 int trigger_element = ei->change_page[j].trigger_element;
2879 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2881 if (ei->change_page[j].has_event[k])
2883 if (IS_GROUP_ELEMENT(trigger_element))
2885 struct ElementGroupInfo *group =
2886 element_info[trigger_element].group;
2888 for (l = 0; l < group->num_elements_resolved; l++)
2889 trigger_events[group->element_resolved[l]][k] = TRUE;
2891 else if (trigger_element == EL_ANY_ELEMENT)
2892 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
2893 trigger_events[l][k] = TRUE;
2895 trigger_events[trigger_element][k] = TRUE;
2902 /* ---------- initialize push delay -------------------------------------- */
2904 /* initialize push delay values to default */
2905 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2907 if (!IS_CUSTOM_ELEMENT(i))
2909 /* set default push delay values (corrected since version 3.0.7-1) */
2910 if (game.engine_version < VERSION_IDENT(3,0,7,1))
2912 element_info[i].push_delay_fixed = 2;
2913 element_info[i].push_delay_random = 8;
2917 element_info[i].push_delay_fixed = 8;
2918 element_info[i].push_delay_random = 8;
2923 /* set push delay value for certain elements from pre-defined list */
2924 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
2926 int e = push_delay_list[i].element;
2928 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
2929 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
2932 /* set push delay value for Supaplex elements for newer engine versions */
2933 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2935 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2937 if (IS_SP_ELEMENT(i))
2939 /* set SP push delay to just enough to push under a falling zonk */
2940 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
2942 element_info[i].push_delay_fixed = delay;
2943 element_info[i].push_delay_random = 0;
2948 /* ---------- initialize move stepsize ----------------------------------- */
2950 /* initialize move stepsize values to default */
2951 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2952 if (!IS_CUSTOM_ELEMENT(i))
2953 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
2955 /* set move stepsize value for certain elements from pre-defined list */
2956 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2958 int e = move_stepsize_list[i].element;
2960 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2963 /* ---------- initialize collect score ----------------------------------- */
2965 /* initialize collect score values for custom elements from initial value */
2966 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2967 if (IS_CUSTOM_ELEMENT(i))
2968 element_info[i].collect_score = element_info[i].collect_score_initial;
2970 /* ---------- initialize collect count ----------------------------------- */
2972 /* initialize collect count values for non-custom elements */
2973 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2974 if (!IS_CUSTOM_ELEMENT(i))
2975 element_info[i].collect_count_initial = 0;
2977 /* add collect count values for all elements from pre-defined list */
2978 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2979 element_info[collect_count_list[i].element].collect_count_initial =
2980 collect_count_list[i].count;
2982 /* ---------- initialize access direction -------------------------------- */
2984 /* initialize access direction values to default (access from every side) */
2985 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2986 if (!IS_CUSTOM_ELEMENT(i))
2987 element_info[i].access_direction = MV_ALL_DIRECTIONS;
2989 /* set access direction value for certain elements from pre-defined list */
2990 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
2991 element_info[access_direction_list[i].element].access_direction =
2992 access_direction_list[i].direction;
2994 /* ---------- initialize explosion content ------------------------------- */
2995 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2997 if (IS_CUSTOM_ELEMENT(i))
3000 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3002 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3004 element_info[i].content.e[x][y] =
3005 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3006 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3007 i == EL_PLAYER_3 ? EL_EMERALD :
3008 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3009 i == EL_MOLE ? EL_EMERALD_RED :
3010 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3011 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3012 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3013 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3014 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3015 i == EL_WALL_EMERALD ? EL_EMERALD :
3016 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3017 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3018 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3019 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3020 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3021 i == EL_WALL_PEARL ? EL_PEARL :
3022 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3027 /* ---------- initialize recursion detection ------------------------------ */
3028 recursion_loop_depth = 0;
3029 recursion_loop_detected = FALSE;
3030 recursion_loop_element = EL_UNDEFINED;
3032 /* ---------- initialize graphics engine ---------------------------------- */
3033 game.scroll_delay_value =
3034 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3035 setup.scroll_delay ? setup.scroll_delay_value : 0);
3036 game.scroll_delay_value =
3037 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3039 /* ---------- initialize game engine snapshots ---------------------------- */
3040 for (i = 0; i < MAX_PLAYERS; i++)
3041 game.snapshot.last_action[i] = 0;
3042 game.snapshot.changed_action = FALSE;
3043 game.snapshot.mode =
3044 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3045 SNAPSHOT_MODE_EVERY_STEP :
3046 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3047 SNAPSHOT_MODE_EVERY_MOVE : SNAPSHOT_MODE_OFF);
3050 int get_num_special_action(int element, int action_first, int action_last)
3052 int num_special_action = 0;
3055 for (i = action_first; i <= action_last; i++)
3057 boolean found = FALSE;
3059 for (j = 0; j < NUM_DIRECTIONS; j++)
3060 if (el_act_dir2img(element, i, j) !=
3061 el_act_dir2img(element, ACTION_DEFAULT, j))
3065 num_special_action++;
3070 return num_special_action;
3075 =============================================================================
3077 -----------------------------------------------------------------------------
3078 initialize and start new game
3079 =============================================================================
3084 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3085 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3086 int fade_mask = REDRAW_FIELD;
3088 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3089 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3090 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3091 int initial_move_dir = MV_DOWN;
3094 // required here to update video display before fading (FIX THIS)
3095 DrawMaskedBorder(REDRAW_DOOR_2);
3097 game_status = GAME_MODE_PLAYING;
3099 if (!game.restart_level)
3100 CloseDoor(DOOR_CLOSE_1);
3102 /* needed if different viewport properties defined for playing */
3103 ChangeViewportPropertiesIfNeeded();
3105 if (level_editor_test_game)
3106 FadeSkipNextFadeIn();
3108 FadeSetEnterScreen();
3110 if (CheckIfGlobalBorderHasChanged())
3111 fade_mask = REDRAW_ALL;
3115 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3119 DrawCompleteVideoDisplay();
3122 InitGameControlValues();
3124 /* don't play tapes over network */
3125 network_playing = (options.network && !tape.playing);
3127 for (i = 0; i < MAX_PLAYERS; i++)
3129 struct PlayerInfo *player = &stored_player[i];
3131 player->index_nr = i;
3132 player->index_bit = (1 << i);
3133 player->element_nr = EL_PLAYER_1 + i;
3135 player->present = FALSE;
3136 player->active = FALSE;
3137 player->mapped = FALSE;
3139 player->killed = FALSE;
3140 player->reanimated = FALSE;
3143 player->effective_action = 0;
3144 player->programmed_action = 0;
3147 player->score_final = 0;
3149 player->gems_still_needed = level.gems_needed;
3150 player->sokobanfields_still_needed = 0;
3151 player->lights_still_needed = 0;
3152 player->friends_still_needed = 0;
3154 for (j = 0; j < MAX_NUM_KEYS; j++)
3155 player->key[j] = FALSE;
3157 player->num_white_keys = 0;
3159 player->dynabomb_count = 0;
3160 player->dynabomb_size = 1;
3161 player->dynabombs_left = 0;
3162 player->dynabomb_xl = FALSE;
3164 player->MovDir = initial_move_dir;
3167 player->GfxDir = initial_move_dir;
3168 player->GfxAction = ACTION_DEFAULT;
3170 player->StepFrame = 0;
3172 player->initial_element = player->element_nr;
3173 player->artwork_element =
3174 (level.use_artwork_element[i] ? level.artwork_element[i] :
3175 player->element_nr);
3176 player->use_murphy = FALSE;
3178 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3179 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3181 player->gravity = level.initial_player_gravity[i];
3183 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3185 player->actual_frame_counter = 0;
3187 player->step_counter = 0;
3189 player->last_move_dir = initial_move_dir;
3191 player->is_active = FALSE;
3193 player->is_waiting = FALSE;
3194 player->is_moving = FALSE;
3195 player->is_auto_moving = FALSE;
3196 player->is_digging = FALSE;
3197 player->is_snapping = FALSE;
3198 player->is_collecting = FALSE;
3199 player->is_pushing = FALSE;
3200 player->is_switching = FALSE;
3201 player->is_dropping = FALSE;
3202 player->is_dropping_pressed = FALSE;
3204 player->is_bored = FALSE;
3205 player->is_sleeping = FALSE;
3207 player->frame_counter_bored = -1;
3208 player->frame_counter_sleeping = -1;
3210 player->anim_delay_counter = 0;
3211 player->post_delay_counter = 0;
3213 player->dir_waiting = initial_move_dir;
3214 player->action_waiting = ACTION_DEFAULT;
3215 player->last_action_waiting = ACTION_DEFAULT;
3216 player->special_action_bored = ACTION_DEFAULT;
3217 player->special_action_sleeping = ACTION_DEFAULT;
3219 player->switch_x = -1;
3220 player->switch_y = -1;
3222 player->drop_x = -1;
3223 player->drop_y = -1;
3225 player->show_envelope = 0;
3227 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3229 player->push_delay = -1; /* initialized when pushing starts */
3230 player->push_delay_value = game.initial_push_delay_value;
3232 player->drop_delay = 0;
3233 player->drop_pressed_delay = 0;
3235 player->last_jx = -1;
3236 player->last_jy = -1;
3240 player->shield_normal_time_left = 0;
3241 player->shield_deadly_time_left = 0;
3243 player->inventory_infinite_element = EL_UNDEFINED;
3244 player->inventory_size = 0;
3246 if (level.use_initial_inventory[i])
3248 for (j = 0; j < level.initial_inventory_size[i]; j++)
3250 int element = level.initial_inventory_content[i][j];
3251 int collect_count = element_info[element].collect_count_initial;
3254 if (!IS_CUSTOM_ELEMENT(element))
3257 if (collect_count == 0)
3258 player->inventory_infinite_element = element;
3260 for (k = 0; k < collect_count; k++)
3261 if (player->inventory_size < MAX_INVENTORY_SIZE)
3262 player->inventory_element[player->inventory_size++] = element;
3266 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3267 SnapField(player, 0, 0);
3269 player->LevelSolved = FALSE;
3270 player->GameOver = FALSE;
3272 player->LevelSolved_GameWon = FALSE;
3273 player->LevelSolved_GameEnd = FALSE;
3274 player->LevelSolved_PanelOff = FALSE;
3275 player->LevelSolved_SaveTape = FALSE;
3276 player->LevelSolved_SaveScore = FALSE;
3277 player->LevelSolved_CountingTime = 0;
3278 player->LevelSolved_CountingScore = 0;
3280 map_player_action[i] = i;
3283 network_player_action_received = FALSE;
3285 #if defined(NETWORK_AVALIABLE)
3286 /* initial null action */
3287 if (network_playing)
3288 SendToServer_MovePlayer(MV_NONE);
3297 TimeLeft = level.time;
3300 ScreenMovDir = MV_NONE;
3304 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3306 AllPlayersGone = FALSE;
3308 game.no_time_limit = (level.time == 0);
3310 game.yamyam_content_nr = 0;
3311 game.robot_wheel_active = FALSE;
3312 game.magic_wall_active = FALSE;
3313 game.magic_wall_time_left = 0;
3314 game.light_time_left = 0;
3315 game.timegate_time_left = 0;
3316 game.switchgate_pos = 0;
3317 game.wind_direction = level.wind_direction_initial;
3319 game.lenses_time_left = 0;
3320 game.magnify_time_left = 0;
3322 game.ball_state = level.ball_state_initial;
3323 game.ball_content_nr = 0;
3325 game.envelope_active = FALSE;
3327 /* set focus to local player for network games, else to all players */
3328 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3329 game.centered_player_nr_next = game.centered_player_nr;
3330 game.set_centered_player = FALSE;
3332 if (network_playing && tape.recording)
3334 /* store client dependent player focus when recording network games */
3335 tape.centered_player_nr_next = game.centered_player_nr_next;
3336 tape.set_centered_player = TRUE;
3339 for (i = 0; i < NUM_BELTS; i++)
3341 game.belt_dir[i] = MV_NONE;
3342 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3345 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3346 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3348 #if DEBUG_INIT_PLAYER
3351 printf("Player status at level initialization:\n");
3355 SCAN_PLAYFIELD(x, y)
3357 Feld[x][y] = level.field[x][y];
3358 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3359 ChangeDelay[x][y] = 0;
3360 ChangePage[x][y] = -1;
3361 CustomValue[x][y] = 0; /* initialized in InitField() */
3362 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3364 WasJustMoving[x][y] = 0;
3365 WasJustFalling[x][y] = 0;
3366 CheckCollision[x][y] = 0;
3367 CheckImpact[x][y] = 0;
3369 Pushed[x][y] = FALSE;
3371 ChangeCount[x][y] = 0;
3372 ChangeEvent[x][y] = -1;
3374 ExplodePhase[x][y] = 0;
3375 ExplodeDelay[x][y] = 0;
3376 ExplodeField[x][y] = EX_TYPE_NONE;
3378 RunnerVisit[x][y] = 0;
3379 PlayerVisit[x][y] = 0;
3382 GfxRandom[x][y] = INIT_GFX_RANDOM();
3383 GfxElement[x][y] = EL_UNDEFINED;
3384 GfxAction[x][y] = ACTION_DEFAULT;
3385 GfxDir[x][y] = MV_NONE;
3386 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3389 SCAN_PLAYFIELD(x, y)
3391 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3393 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3395 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3398 InitField(x, y, TRUE);
3400 ResetGfxAnimation(x, y);
3405 for (i = 0; i < MAX_PLAYERS; i++)
3407 struct PlayerInfo *player = &stored_player[i];
3409 /* set number of special actions for bored and sleeping animation */
3410 player->num_special_action_bored =
3411 get_num_special_action(player->artwork_element,
3412 ACTION_BORING_1, ACTION_BORING_LAST);
3413 player->num_special_action_sleeping =
3414 get_num_special_action(player->artwork_element,
3415 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3418 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3419 emulate_sb ? EMU_SOKOBAN :
3420 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3422 /* initialize type of slippery elements */
3423 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3425 if (!IS_CUSTOM_ELEMENT(i))
3427 /* default: elements slip down either to the left or right randomly */
3428 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3430 /* SP style elements prefer to slip down on the left side */
3431 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3432 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3434 /* BD style elements prefer to slip down on the left side */
3435 if (game.emulation == EMU_BOULDERDASH)
3436 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3440 /* initialize explosion and ignition delay */
3441 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3443 if (!IS_CUSTOM_ELEMENT(i))
3446 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3447 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3448 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3449 int last_phase = (num_phase + 1) * delay;
3450 int half_phase = (num_phase / 2) * delay;
3452 element_info[i].explosion_delay = last_phase - 1;
3453 element_info[i].ignition_delay = half_phase;
3455 if (i == EL_BLACK_ORB)
3456 element_info[i].ignition_delay = 1;
3460 /* correct non-moving belts to start moving left */
3461 for (i = 0; i < NUM_BELTS; i++)
3462 if (game.belt_dir[i] == MV_NONE)
3463 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3465 #if USE_NEW_PLAYER_ASSIGNMENTS
3466 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3467 /* choose default local player */
3468 local_player = &stored_player[0];
3470 for (i = 0; i < MAX_PLAYERS; i++)
3471 stored_player[i].connected = FALSE;
3473 local_player->connected = TRUE;
3474 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3478 for (i = 0; i < MAX_PLAYERS; i++)
3479 stored_player[i].connected = tape.player_participates[i];
3481 else if (game.team_mode && !options.network)
3483 /* try to guess locally connected team mode players (needed for correct
3484 assignment of player figures from level to locally playing players) */
3486 for (i = 0; i < MAX_PLAYERS; i++)
3487 if (setup.input[i].use_joystick ||
3488 setup.input[i].key.left != KSYM_UNDEFINED)
3489 stored_player[i].connected = TRUE;
3492 #if DEBUG_INIT_PLAYER
3495 printf("Player status after level initialization:\n");
3497 for (i = 0; i < MAX_PLAYERS; i++)
3499 struct PlayerInfo *player = &stored_player[i];
3501 printf("- player %d: present == %d, connected == %d, active == %d",
3507 if (local_player == player)
3508 printf(" (local player)");
3515 #if DEBUG_INIT_PLAYER
3517 printf("Reassigning players ...\n");
3520 /* check if any connected player was not found in playfield */
3521 for (i = 0; i < MAX_PLAYERS; i++)
3523 struct PlayerInfo *player = &stored_player[i];
3525 if (player->connected && !player->present)
3527 struct PlayerInfo *field_player = NULL;
3529 #if DEBUG_INIT_PLAYER
3531 printf("- looking for field player for player %d ...\n", i + 1);
3534 /* assign first free player found that is present in the playfield */
3536 /* first try: look for unmapped playfield player that is not connected */
3537 for (j = 0; j < MAX_PLAYERS; j++)
3538 if (field_player == NULL &&
3539 stored_player[j].present &&
3540 !stored_player[j].mapped &&
3541 !stored_player[j].connected)
3542 field_player = &stored_player[j];
3544 /* second try: look for *any* unmapped playfield player */
3545 for (j = 0; j < MAX_PLAYERS; j++)
3546 if (field_player == NULL &&
3547 stored_player[j].present &&
3548 !stored_player[j].mapped)
3549 field_player = &stored_player[j];
3551 if (field_player != NULL)
3553 int jx = field_player->jx, jy = field_player->jy;
3555 #if DEBUG_INIT_PLAYER
3557 printf("- found player %d\n", field_player->index_nr + 1);
3560 player->present = FALSE;
3561 player->active = FALSE;
3563 field_player->present = TRUE;
3564 field_player->active = TRUE;
3567 player->initial_element = field_player->initial_element;
3568 player->artwork_element = field_player->artwork_element;
3570 player->block_last_field = field_player->block_last_field;
3571 player->block_delay_adjustment = field_player->block_delay_adjustment;
3574 StorePlayer[jx][jy] = field_player->element_nr;
3576 field_player->jx = field_player->last_jx = jx;
3577 field_player->jy = field_player->last_jy = jy;
3579 if (local_player == player)
3580 local_player = field_player;
3582 map_player_action[field_player->index_nr] = i;
3584 field_player->mapped = TRUE;
3586 #if DEBUG_INIT_PLAYER
3588 printf("- map_player_action[%d] == %d\n",
3589 field_player->index_nr + 1, i + 1);
3594 if (player->connected && player->present)
3595 player->mapped = TRUE;
3598 #if DEBUG_INIT_PLAYER
3601 printf("Player status after player assignment (first stage):\n");
3603 for (i = 0; i < MAX_PLAYERS; i++)
3605 struct PlayerInfo *player = &stored_player[i];
3607 printf("- player %d: present == %d, connected == %d, active == %d",
3613 if (local_player == player)
3614 printf(" (local player)");
3623 /* check if any connected player was not found in playfield */
3624 for (i = 0; i < MAX_PLAYERS; i++)
3626 struct PlayerInfo *player = &stored_player[i];
3628 if (player->connected && !player->present)
3630 for (j = 0; j < MAX_PLAYERS; j++)
3632 struct PlayerInfo *field_player = &stored_player[j];
3633 int jx = field_player->jx, jy = field_player->jy;
3635 /* assign first free player found that is present in the playfield */
3636 if (field_player->present && !field_player->connected)
3638 player->present = TRUE;
3639 player->active = TRUE;
3641 field_player->present = FALSE;
3642 field_player->active = FALSE;
3644 player->initial_element = field_player->initial_element;
3645 player->artwork_element = field_player->artwork_element;
3647 player->block_last_field = field_player->block_last_field;
3648 player->block_delay_adjustment = field_player->block_delay_adjustment;
3650 StorePlayer[jx][jy] = player->element_nr;
3652 player->jx = player->last_jx = jx;
3653 player->jy = player->last_jy = jy;
3663 printf("::: local_player->present == %d\n", local_player->present);
3668 /* when playing a tape, eliminate all players who do not participate */
3670 #if USE_NEW_PLAYER_ASSIGNMENTS
3672 if (!game.team_mode)
3674 for (i = 0; i < MAX_PLAYERS; i++)
3676 if (stored_player[i].active &&
3677 !tape.player_participates[map_player_action[i]])
3679 struct PlayerInfo *player = &stored_player[i];
3680 int jx = player->jx, jy = player->jy;
3682 #if DEBUG_INIT_PLAYER
3684 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3687 player->active = FALSE;
3688 StorePlayer[jx][jy] = 0;
3689 Feld[jx][jy] = EL_EMPTY;
3696 for (i = 0; i < MAX_PLAYERS; i++)
3698 if (stored_player[i].active &&
3699 !tape.player_participates[i])
3701 struct PlayerInfo *player = &stored_player[i];
3702 int jx = player->jx, jy = player->jy;
3704 player->active = FALSE;
3705 StorePlayer[jx][jy] = 0;
3706 Feld[jx][jy] = EL_EMPTY;
3711 else if (!options.network && !game.team_mode) /* && !tape.playing */
3713 /* when in single player mode, eliminate all but the first active player */
3715 for (i = 0; i < MAX_PLAYERS; i++)
3717 if (stored_player[i].active)
3719 for (j = i + 1; j < MAX_PLAYERS; j++)
3721 if (stored_player[j].active)
3723 struct PlayerInfo *player = &stored_player[j];
3724 int jx = player->jx, jy = player->jy;
3726 player->active = FALSE;
3727 player->present = FALSE;
3729 StorePlayer[jx][jy] = 0;
3730 Feld[jx][jy] = EL_EMPTY;
3737 /* when recording the game, store which players take part in the game */
3740 #if USE_NEW_PLAYER_ASSIGNMENTS
3741 for (i = 0; i < MAX_PLAYERS; i++)
3742 if (stored_player[i].connected)
3743 tape.player_participates[i] = TRUE;
3745 for (i = 0; i < MAX_PLAYERS; i++)
3746 if (stored_player[i].active)
3747 tape.player_participates[i] = TRUE;
3751 #if DEBUG_INIT_PLAYER
3754 printf("Player status after player assignment (final stage):\n");
3756 for (i = 0; i < MAX_PLAYERS; i++)
3758 struct PlayerInfo *player = &stored_player[i];
3760 printf("- player %d: present == %d, connected == %d, active == %d",
3766 if (local_player == player)
3767 printf(" (local player)");
3774 if (BorderElement == EL_EMPTY)
3777 SBX_Right = lev_fieldx - SCR_FIELDX;
3779 SBY_Lower = lev_fieldy - SCR_FIELDY;
3784 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3786 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3789 if (full_lev_fieldx <= SCR_FIELDX)
3790 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3791 if (full_lev_fieldy <= SCR_FIELDY)
3792 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3794 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3796 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3799 /* if local player not found, look for custom element that might create
3800 the player (make some assumptions about the right custom element) */
3801 if (!local_player->present)
3803 int start_x = 0, start_y = 0;
3804 int found_rating = 0;
3805 int found_element = EL_UNDEFINED;
3806 int player_nr = local_player->index_nr;
3808 SCAN_PLAYFIELD(x, y)
3810 int element = Feld[x][y];
3815 if (level.use_start_element[player_nr] &&
3816 level.start_element[player_nr] == element &&
3823 found_element = element;
3826 if (!IS_CUSTOM_ELEMENT(element))
3829 if (CAN_CHANGE(element))
3831 for (i = 0; i < element_info[element].num_change_pages; i++)
3833 /* check for player created from custom element as single target */
3834 content = element_info[element].change_page[i].target_element;
3835 is_player = ELEM_IS_PLAYER(content);
3837 if (is_player && (found_rating < 3 ||
3838 (found_rating == 3 && element < found_element)))
3844 found_element = element;
3849 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3851 /* check for player created from custom element as explosion content */
3852 content = element_info[element].content.e[xx][yy];
3853 is_player = ELEM_IS_PLAYER(content);
3855 if (is_player && (found_rating < 2 ||
3856 (found_rating == 2 && element < found_element)))
3858 start_x = x + xx - 1;
3859 start_y = y + yy - 1;
3862 found_element = element;
3865 if (!CAN_CHANGE(element))
3868 for (i = 0; i < element_info[element].num_change_pages; i++)
3870 /* check for player created from custom element as extended target */
3872 element_info[element].change_page[i].target_content.e[xx][yy];
3874 is_player = ELEM_IS_PLAYER(content);
3876 if (is_player && (found_rating < 1 ||
3877 (found_rating == 1 && element < found_element)))
3879 start_x = x + xx - 1;
3880 start_y = y + yy - 1;
3883 found_element = element;
3889 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
3890 start_x > SBX_Right + MIDPOSX ? SBX_Right :
3893 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3894 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3899 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3900 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3901 local_player->jx - MIDPOSX);
3903 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3904 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3905 local_player->jy - MIDPOSY);
3908 /* !!! FIX THIS (START) !!! */
3909 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3911 InitGameEngine_EM();
3913 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3915 InitGameEngine_SP();
3919 DrawLevel(REDRAW_FIELD);
3922 /* after drawing the level, correct some elements */
3923 if (game.timegate_time_left == 0)
3924 CloseAllOpenTimegates();
3927 /* blit playfield from scroll buffer to normal back buffer for fading in */
3928 BlitScreenToBitmap(backbuffer);
3929 /* !!! FIX THIS (END) !!! */
3931 DrawMaskedBorder(fade_mask);
3936 // full screen redraw is required at this point in the following cases:
3937 // - special editor door undrawn when game was started from level editor
3938 // - drawing area (playfield) was changed and has to be removed completely
3939 redraw_mask = REDRAW_ALL;
3943 if (!game.restart_level)
3945 /* copy default game door content to main double buffer */
3947 /* !!! CHECK AGAIN !!! */
3948 SetPanelBackground();
3949 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
3950 DrawBackground(DX, DY, DXSIZE, DYSIZE);
3953 SetPanelBackground();
3954 SetDrawBackgroundMask(REDRAW_DOOR_1);
3956 UpdateAndDisplayGameControlValues();
3958 if (!game.restart_level)
3964 CreateGameButtons();
3966 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3967 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3968 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3973 /* copy actual game door content to door double buffer for OpenDoor() */
3974 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
3976 OpenDoor(DOOR_OPEN_ALL);
3978 PlaySound(SND_GAME_STARTING);
3980 if (setup.sound_music)
3983 KeyboardAutoRepeatOffUnlessAutoplay();
3985 #if DEBUG_INIT_PLAYER
3988 printf("Player status (final):\n");
3990 for (i = 0; i < MAX_PLAYERS; i++)
3992 struct PlayerInfo *player = &stored_player[i];
3994 printf("- player %d: present == %d, connected == %d, active == %d",
4000 if (local_player == player)
4001 printf(" (local player)");
4014 if (!game.restart_level && !tape.playing)
4016 LevelStats_incPlayed(level_nr);
4018 SaveLevelSetup_SeriesInfo();
4021 game.restart_level = FALSE;
4023 SaveEngineSnapshotToListInitial();
4026 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4028 /* this is used for non-R'n'D game engines to update certain engine values */
4030 /* needed to determine if sounds are played within the visible screen area */
4031 scroll_x = actual_scroll_x;
4032 scroll_y = actual_scroll_y;
4035 void InitMovDir(int x, int y)
4037 int i, element = Feld[x][y];
4038 static int xy[4][2] =
4045 static int direction[3][4] =
4047 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4048 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4049 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4058 Feld[x][y] = EL_BUG;
4059 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4062 case EL_SPACESHIP_RIGHT:
4063 case EL_SPACESHIP_UP:
4064 case EL_SPACESHIP_LEFT:
4065 case EL_SPACESHIP_DOWN:
4066 Feld[x][y] = EL_SPACESHIP;
4067 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4070 case EL_BD_BUTTERFLY_RIGHT:
4071 case EL_BD_BUTTERFLY_UP:
4072 case EL_BD_BUTTERFLY_LEFT:
4073 case EL_BD_BUTTERFLY_DOWN:
4074 Feld[x][y] = EL_BD_BUTTERFLY;
4075 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4078 case EL_BD_FIREFLY_RIGHT:
4079 case EL_BD_FIREFLY_UP:
4080 case EL_BD_FIREFLY_LEFT:
4081 case EL_BD_FIREFLY_DOWN:
4082 Feld[x][y] = EL_BD_FIREFLY;
4083 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4086 case EL_PACMAN_RIGHT:
4088 case EL_PACMAN_LEFT:
4089 case EL_PACMAN_DOWN:
4090 Feld[x][y] = EL_PACMAN;
4091 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4094 case EL_YAMYAM_LEFT:
4095 case EL_YAMYAM_RIGHT:
4097 case EL_YAMYAM_DOWN:
4098 Feld[x][y] = EL_YAMYAM;
4099 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4102 case EL_SP_SNIKSNAK:
4103 MovDir[x][y] = MV_UP;
4106 case EL_SP_ELECTRON:
4107 MovDir[x][y] = MV_LEFT;
4114 Feld[x][y] = EL_MOLE;
4115 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4119 if (IS_CUSTOM_ELEMENT(element))
4121 struct ElementInfo *ei = &element_info[element];
4122 int move_direction_initial = ei->move_direction_initial;
4123 int move_pattern = ei->move_pattern;
4125 if (move_direction_initial == MV_START_PREVIOUS)
4127 if (MovDir[x][y] != MV_NONE)
4130 move_direction_initial = MV_START_AUTOMATIC;
4133 if (move_direction_initial == MV_START_RANDOM)
4134 MovDir[x][y] = 1 << RND(4);
4135 else if (move_direction_initial & MV_ANY_DIRECTION)
4136 MovDir[x][y] = move_direction_initial;
4137 else if (move_pattern == MV_ALL_DIRECTIONS ||
4138 move_pattern == MV_TURNING_LEFT ||
4139 move_pattern == MV_TURNING_RIGHT ||
4140 move_pattern == MV_TURNING_LEFT_RIGHT ||
4141 move_pattern == MV_TURNING_RIGHT_LEFT ||
4142 move_pattern == MV_TURNING_RANDOM)
4143 MovDir[x][y] = 1 << RND(4);
4144 else if (move_pattern == MV_HORIZONTAL)
4145 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4146 else if (move_pattern == MV_VERTICAL)
4147 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4148 else if (move_pattern & MV_ANY_DIRECTION)
4149 MovDir[x][y] = element_info[element].move_pattern;
4150 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4151 move_pattern == MV_ALONG_RIGHT_SIDE)
4153 /* use random direction as default start direction */
4154 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4155 MovDir[x][y] = 1 << RND(4);
4157 for (i = 0; i < NUM_DIRECTIONS; i++)
4159 int x1 = x + xy[i][0];
4160 int y1 = y + xy[i][1];
4162 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4164 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4165 MovDir[x][y] = direction[0][i];
4167 MovDir[x][y] = direction[1][i];
4176 MovDir[x][y] = 1 << RND(4);
4178 if (element != EL_BUG &&
4179 element != EL_SPACESHIP &&
4180 element != EL_BD_BUTTERFLY &&
4181 element != EL_BD_FIREFLY)
4184 for (i = 0; i < NUM_DIRECTIONS; i++)
4186 int x1 = x + xy[i][0];
4187 int y1 = y + xy[i][1];
4189 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4191 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4193 MovDir[x][y] = direction[0][i];
4196 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4197 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4199 MovDir[x][y] = direction[1][i];
4208 GfxDir[x][y] = MovDir[x][y];
4211 void InitAmoebaNr(int x, int y)
4214 int group_nr = AmoebeNachbarNr(x, y);
4218 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4220 if (AmoebaCnt[i] == 0)
4228 AmoebaNr[x][y] = group_nr;
4229 AmoebaCnt[group_nr]++;
4230 AmoebaCnt2[group_nr]++;
4233 static void PlayerWins(struct PlayerInfo *player)
4235 player->LevelSolved = TRUE;
4236 player->GameOver = TRUE;
4238 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4239 level.native_em_level->lev->score : player->score);
4241 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4243 player->LevelSolved_CountingScore = player->score_final;
4248 static int time, time_final;
4249 static int score, score_final;
4250 static int game_over_delay_1 = 0;
4251 static int game_over_delay_2 = 0;
4252 int game_over_delay_value_1 = 50;
4253 int game_over_delay_value_2 = 50;
4255 if (!local_player->LevelSolved_GameWon)
4259 /* do not start end game actions before the player stops moving (to exit) */
4260 if (local_player->MovPos)
4263 local_player->LevelSolved_GameWon = TRUE;
4264 local_player->LevelSolved_SaveTape = tape.recording;
4265 local_player->LevelSolved_SaveScore = !tape.playing;
4269 LevelStats_incSolved(level_nr);
4271 SaveLevelSetup_SeriesInfo();
4274 if (tape.auto_play) /* tape might already be stopped here */
4275 tape.auto_play_level_solved = TRUE;
4279 game_over_delay_1 = game_over_delay_value_1;
4280 game_over_delay_2 = game_over_delay_value_2;
4282 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4283 score = score_final = local_player->score_final;
4288 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4290 else if (game.no_time_limit && TimePlayed < 999)
4293 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4296 local_player->score_final = score_final;
4298 if (level_editor_test_game)
4301 score = score_final;
4303 local_player->LevelSolved_CountingTime = time;
4304 local_player->LevelSolved_CountingScore = score;
4306 game_panel_controls[GAME_PANEL_TIME].value = time;
4307 game_panel_controls[GAME_PANEL_SCORE].value = score;
4309 DisplayGameControlValues();
4312 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4314 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4316 /* close exit door after last player */
4317 if ((AllPlayersGone &&
4318 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4319 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4320 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4321 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4322 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4324 int element = Feld[ExitX][ExitY];
4326 Feld[ExitX][ExitY] =
4327 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4328 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4329 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4330 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4331 EL_EM_STEEL_EXIT_CLOSING);
4333 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4336 /* player disappears */
4337 DrawLevelField(ExitX, ExitY);
4340 for (i = 0; i < MAX_PLAYERS; i++)
4342 struct PlayerInfo *player = &stored_player[i];
4344 if (player->present)
4346 RemovePlayer(player);
4348 /* player disappears */
4349 DrawLevelField(player->jx, player->jy);
4354 PlaySound(SND_GAME_WINNING);
4357 if (game_over_delay_1 > 0)
4359 game_over_delay_1--;
4364 if (time != time_final)
4366 int time_to_go = ABS(time_final - time);
4367 int time_count_dir = (time < time_final ? +1 : -1);
4368 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4370 time += time_count_steps * time_count_dir;
4371 score += time_count_steps * level.score[SC_TIME_BONUS];
4373 local_player->LevelSolved_CountingTime = time;
4374 local_player->LevelSolved_CountingScore = score;
4376 game_panel_controls[GAME_PANEL_TIME].value = time;
4377 game_panel_controls[GAME_PANEL_SCORE].value = score;
4379 DisplayGameControlValues();
4381 if (time == time_final)
4382 StopSound(SND_GAME_LEVELTIME_BONUS);
4383 else if (setup.sound_loops)
4384 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4386 PlaySound(SND_GAME_LEVELTIME_BONUS);
4391 local_player->LevelSolved_PanelOff = TRUE;
4393 if (game_over_delay_2 > 0)
4395 game_over_delay_2--;
4406 boolean raise_level = FALSE;
4408 local_player->LevelSolved_GameEnd = TRUE;
4410 if (!global.use_envelope_request)
4411 CloseDoor(DOOR_CLOSE_1);
4413 if (local_player->LevelSolved_SaveTape)
4415 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4418 CloseDoor(DOOR_CLOSE_ALL);
4420 if (level_editor_test_game)
4422 game_status = GAME_MODE_MAIN;
4429 if (!local_player->LevelSolved_SaveScore)
4431 game_status = GAME_MODE_MAIN;
4438 if (level_nr == leveldir_current->handicap_level)
4440 leveldir_current->handicap_level++;
4442 SaveLevelSetup_SeriesInfo();
4445 if (level_nr < leveldir_current->last_level)
4446 raise_level = TRUE; /* advance to next level */
4448 if ((hi_pos = NewHiScore()) >= 0)
4450 game_status = GAME_MODE_SCORES;
4452 DrawHallOfFame(hi_pos);
4462 game_status = GAME_MODE_MAIN;
4479 LoadScore(level_nr);
4481 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4482 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4485 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4487 if (local_player->score_final > highscore[k].Score)
4489 /* player has made it to the hall of fame */
4491 if (k < MAX_SCORE_ENTRIES - 1)
4493 int m = MAX_SCORE_ENTRIES - 1;
4496 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4497 if (strEqual(setup.player_name, highscore[l].Name))
4499 if (m == k) /* player's new highscore overwrites his old one */
4503 for (l = m; l > k; l--)
4505 strcpy(highscore[l].Name, highscore[l - 1].Name);
4506 highscore[l].Score = highscore[l - 1].Score;
4513 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4514 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4515 highscore[k].Score = local_player->score_final;
4521 else if (!strncmp(setup.player_name, highscore[k].Name,
4522 MAX_PLAYER_NAME_LEN))
4523 break; /* player already there with a higher score */
4529 SaveScore(level_nr);
4534 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4536 int element = Feld[x][y];
4537 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4538 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4539 int horiz_move = (dx != 0);
4540 int sign = (horiz_move ? dx : dy);
4541 int step = sign * element_info[element].move_stepsize;
4543 /* special values for move stepsize for spring and things on conveyor belt */
4546 if (CAN_FALL(element) &&
4547 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4548 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4549 else if (element == EL_SPRING)
4550 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4556 inline static int getElementMoveStepsize(int x, int y)
4558 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4561 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4563 if (player->GfxAction != action || player->GfxDir != dir)
4565 player->GfxAction = action;
4566 player->GfxDir = dir;
4568 player->StepFrame = 0;
4572 static void ResetGfxFrame(int x, int y, boolean redraw)
4574 int element = Feld[x][y];
4575 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4576 int last_gfx_frame = GfxFrame[x][y];
4578 if (graphic_info[graphic].anim_global_sync)
4579 GfxFrame[x][y] = FrameCounter;
4580 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4581 GfxFrame[x][y] = CustomValue[x][y];
4582 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4583 GfxFrame[x][y] = element_info[element].collect_score;
4584 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4585 GfxFrame[x][y] = ChangeDelay[x][y];
4587 if (redraw && GfxFrame[x][y] != last_gfx_frame)
4588 DrawLevelGraphicAnimation(x, y, graphic);
4591 static void ResetGfxAnimation(int x, int y)
4593 GfxAction[x][y] = ACTION_DEFAULT;
4594 GfxDir[x][y] = MovDir[x][y];
4597 ResetGfxFrame(x, y, FALSE);
4600 static void ResetRandomAnimationValue(int x, int y)
4602 GfxRandom[x][y] = INIT_GFX_RANDOM();
4605 void InitMovingField(int x, int y, int direction)
4607 int element = Feld[x][y];
4608 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4609 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4612 boolean is_moving_before, is_moving_after;
4614 /* check if element was/is moving or being moved before/after mode change */
4615 is_moving_before = (WasJustMoving[x][y] != 0);
4616 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4618 /* reset animation only for moving elements which change direction of moving
4619 or which just started or stopped moving
4620 (else CEs with property "can move" / "not moving" are reset each frame) */
4621 if (is_moving_before != is_moving_after ||
4622 direction != MovDir[x][y])
4623 ResetGfxAnimation(x, y);
4625 MovDir[x][y] = direction;
4626 GfxDir[x][y] = direction;
4628 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4629 direction == MV_DOWN && CAN_FALL(element) ?
4630 ACTION_FALLING : ACTION_MOVING);
4632 /* this is needed for CEs with property "can move" / "not moving" */
4634 if (is_moving_after)
4636 if (Feld[newx][newy] == EL_EMPTY)
4637 Feld[newx][newy] = EL_BLOCKED;
4639 MovDir[newx][newy] = MovDir[x][y];
4641 CustomValue[newx][newy] = CustomValue[x][y];
4643 GfxFrame[newx][newy] = GfxFrame[x][y];
4644 GfxRandom[newx][newy] = GfxRandom[x][y];
4645 GfxAction[newx][newy] = GfxAction[x][y];
4646 GfxDir[newx][newy] = GfxDir[x][y];
4650 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4652 int direction = MovDir[x][y];
4653 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4654 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4660 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4662 int oldx = x, oldy = y;
4663 int direction = MovDir[x][y];
4665 if (direction == MV_LEFT)
4667 else if (direction == MV_RIGHT)
4669 else if (direction == MV_UP)
4671 else if (direction == MV_DOWN)
4674 *comes_from_x = oldx;
4675 *comes_from_y = oldy;
4678 int MovingOrBlocked2Element(int x, int y)
4680 int element = Feld[x][y];
4682 if (element == EL_BLOCKED)
4686 Blocked2Moving(x, y, &oldx, &oldy);
4687 return Feld[oldx][oldy];
4693 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4695 /* like MovingOrBlocked2Element(), but if element is moving
4696 and (x,y) is the field the moving element is just leaving,
4697 return EL_BLOCKED instead of the element value */
4698 int element = Feld[x][y];
4700 if (IS_MOVING(x, y))
4702 if (element == EL_BLOCKED)
4706 Blocked2Moving(x, y, &oldx, &oldy);
4707 return Feld[oldx][oldy];
4716 static void RemoveField(int x, int y)
4718 Feld[x][y] = EL_EMPTY;
4724 CustomValue[x][y] = 0;
4727 ChangeDelay[x][y] = 0;
4728 ChangePage[x][y] = -1;
4729 Pushed[x][y] = FALSE;
4731 GfxElement[x][y] = EL_UNDEFINED;
4732 GfxAction[x][y] = ACTION_DEFAULT;
4733 GfxDir[x][y] = MV_NONE;
4736 void RemoveMovingField(int x, int y)
4738 int oldx = x, oldy = y, newx = x, newy = y;
4739 int element = Feld[x][y];
4740 int next_element = EL_UNDEFINED;
4742 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4745 if (IS_MOVING(x, y))
4747 Moving2Blocked(x, y, &newx, &newy);
4749 if (Feld[newx][newy] != EL_BLOCKED)
4751 /* element is moving, but target field is not free (blocked), but
4752 already occupied by something different (example: acid pool);
4753 in this case, only remove the moving field, but not the target */
4755 RemoveField(oldx, oldy);
4757 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4759 TEST_DrawLevelField(oldx, oldy);
4764 else if (element == EL_BLOCKED)
4766 Blocked2Moving(x, y, &oldx, &oldy);
4767 if (!IS_MOVING(oldx, oldy))
4771 if (element == EL_BLOCKED &&
4772 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4773 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4774 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4775 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4776 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4777 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4778 next_element = get_next_element(Feld[oldx][oldy]);
4780 RemoveField(oldx, oldy);
4781 RemoveField(newx, newy);
4783 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4785 if (next_element != EL_UNDEFINED)
4786 Feld[oldx][oldy] = next_element;
4788 TEST_DrawLevelField(oldx, oldy);
4789 TEST_DrawLevelField(newx, newy);
4792 void DrawDynamite(int x, int y)
4794 int sx = SCREENX(x), sy = SCREENY(y);
4795 int graphic = el2img(Feld[x][y]);
4798 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4801 if (IS_WALKABLE_INSIDE(Back[x][y]))
4805 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4806 else if (Store[x][y])
4807 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4809 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4811 if (Back[x][y] || Store[x][y])
4812 DrawGraphicThruMask(sx, sy, graphic, frame);
4814 DrawGraphic(sx, sy, graphic, frame);
4817 void CheckDynamite(int x, int y)
4819 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4823 if (MovDelay[x][y] != 0)
4826 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4832 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4837 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4839 boolean num_checked_players = 0;
4842 for (i = 0; i < MAX_PLAYERS; i++)
4844 if (stored_player[i].active)
4846 int sx = stored_player[i].jx;
4847 int sy = stored_player[i].jy;
4849 if (num_checked_players == 0)
4856 *sx1 = MIN(*sx1, sx);
4857 *sy1 = MIN(*sy1, sy);
4858 *sx2 = MAX(*sx2, sx);
4859 *sy2 = MAX(*sy2, sy);
4862 num_checked_players++;
4867 static boolean checkIfAllPlayersFitToScreen_RND()
4869 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4871 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4873 return (sx2 - sx1 < SCR_FIELDX &&
4874 sy2 - sy1 < SCR_FIELDY);
4877 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4879 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4881 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4883 *sx = (sx1 + sx2) / 2;
4884 *sy = (sy1 + sy2) / 2;
4887 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4888 boolean center_screen, boolean quick_relocation)
4890 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4891 boolean no_delay = (tape.warp_forward);
4892 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4893 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4895 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
4899 else if (quick_relocation)
4901 if (!level.shifted_relocation || center_screen)
4903 /* quick relocation (without scrolling), with centering of screen */
4905 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4906 x > SBX_Right + MIDPOSX ? SBX_Right :
4909 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4910 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4915 /* quick relocation (without scrolling), but do not center screen */
4917 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4918 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4921 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4922 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4925 int offset_x = x + (scroll_x - center_scroll_x);
4926 int offset_y = y + (scroll_y - center_scroll_y);
4928 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4929 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4930 offset_x - MIDPOSX);
4932 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4933 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4934 offset_y - MIDPOSY);
4941 int scroll_xx, scroll_yy;
4943 if (!level.shifted_relocation || center_screen)
4945 /* visible relocation (with scrolling), with centering of screen */
4947 scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
4948 x > SBX_Right + MIDPOSX ? SBX_Right :
4951 scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4952 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4957 /* visible relocation (with scrolling), but do not center screen */
4959 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4960 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4963 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4964 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4967 int offset_x = x + (scroll_x - center_scroll_x);
4968 int offset_y = y + (scroll_y - center_scroll_y);
4970 scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4971 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4972 offset_x - MIDPOSX);
4974 scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4975 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4976 offset_y - MIDPOSY);
4979 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
4981 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
4984 int fx = FX, fy = FY;
4986 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
4987 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
4989 if (dx == 0 && dy == 0) /* no scrolling needed at all */
4995 fx += dx * TILEX / 2;
4996 fy += dy * TILEY / 2;
4998 ScrollLevel(dx, dy);
5001 /* scroll in two steps of half tile size to make things smoother */
5002 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5003 Delay(wait_delay_value);
5005 /* scroll second step to align at full tile size */
5007 Delay(wait_delay_value);
5012 Delay(wait_delay_value);
5016 void RelocatePlayer(int jx, int jy, int el_player_raw)
5018 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5019 int player_nr = GET_PLAYER_NR(el_player);
5020 struct PlayerInfo *player = &stored_player[player_nr];
5021 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5022 boolean no_delay = (tape.warp_forward);
5023 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5024 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5025 int old_jx = player->jx;
5026 int old_jy = player->jy;
5027 int old_element = Feld[old_jx][old_jy];
5028 int element = Feld[jx][jy];
5029 boolean player_relocated = (old_jx != jx || old_jy != jy);
5031 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5032 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5033 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5034 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5035 int leave_side_horiz = move_dir_horiz;
5036 int leave_side_vert = move_dir_vert;
5037 int enter_side = enter_side_horiz | enter_side_vert;
5038 int leave_side = leave_side_horiz | leave_side_vert;
5040 if (player->GameOver) /* do not reanimate dead player */
5043 if (!player_relocated) /* no need to relocate the player */
5046 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5048 RemoveField(jx, jy); /* temporarily remove newly placed player */
5049 DrawLevelField(jx, jy);
5052 if (player->present)
5054 while (player->MovPos)
5056 ScrollPlayer(player, SCROLL_GO_ON);
5057 ScrollScreen(NULL, SCROLL_GO_ON);
5059 AdvanceFrameAndPlayerCounters(player->index_nr);
5064 Delay(wait_delay_value);
5067 DrawPlayer(player); /* needed here only to cleanup last field */
5068 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5070 player->is_moving = FALSE;
5073 if (IS_CUSTOM_ELEMENT(old_element))
5074 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5076 player->index_bit, leave_side);
5078 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5080 player->index_bit, leave_side);
5082 Feld[jx][jy] = el_player;
5083 InitPlayerField(jx, jy, el_player, TRUE);
5085 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5086 possible that the relocation target field did not contain a player element,
5087 but a walkable element, to which the new player was relocated -- in this
5088 case, restore that (already initialized!) element on the player field */
5089 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5091 Feld[jx][jy] = element; /* restore previously existing element */
5094 /* only visually relocate centered player */
5095 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5096 FALSE, level.instant_relocation);
5098 TestIfPlayerTouchesBadThing(jx, jy);
5099 TestIfPlayerTouchesCustomElement(jx, jy);
5101 if (IS_CUSTOM_ELEMENT(element))
5102 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5103 player->index_bit, enter_side);
5105 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5106 player->index_bit, enter_side);
5108 if (player->is_switching)
5110 /* ensure that relocation while still switching an element does not cause
5111 a new element to be treated as also switched directly after relocation
5112 (this is important for teleporter switches that teleport the player to
5113 a place where another teleporter switch is in the same direction, which
5114 would then incorrectly be treated as immediately switched before the
5115 direction key that caused the switch was released) */
5117 player->switch_x += jx - old_jx;
5118 player->switch_y += jy - old_jy;
5122 void Explode(int ex, int ey, int phase, int mode)
5128 /* !!! eliminate this variable !!! */
5129 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5131 if (game.explosions_delayed)
5133 ExplodeField[ex][ey] = mode;
5137 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5139 int center_element = Feld[ex][ey];
5140 int artwork_element, explosion_element; /* set these values later */
5142 /* remove things displayed in background while burning dynamite */
5143 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5146 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5148 /* put moving element to center field (and let it explode there) */
5149 center_element = MovingOrBlocked2Element(ex, ey);
5150 RemoveMovingField(ex, ey);
5151 Feld[ex][ey] = center_element;
5154 /* now "center_element" is finally determined -- set related values now */
5155 artwork_element = center_element; /* for custom player artwork */
5156 explosion_element = center_element; /* for custom player artwork */
5158 if (IS_PLAYER(ex, ey))
5160 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5162 artwork_element = stored_player[player_nr].artwork_element;
5164 if (level.use_explosion_element[player_nr])
5166 explosion_element = level.explosion_element[player_nr];
5167 artwork_element = explosion_element;
5171 if (mode == EX_TYPE_NORMAL ||
5172 mode == EX_TYPE_CENTER ||
5173 mode == EX_TYPE_CROSS)
5174 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5176 last_phase = element_info[explosion_element].explosion_delay + 1;
5178 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5180 int xx = x - ex + 1;
5181 int yy = y - ey + 1;
5184 if (!IN_LEV_FIELD(x, y) ||
5185 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5186 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5189 element = Feld[x][y];
5191 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5193 element = MovingOrBlocked2Element(x, y);
5195 if (!IS_EXPLOSION_PROOF(element))
5196 RemoveMovingField(x, y);
5199 /* indestructible elements can only explode in center (but not flames) */
5200 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5201 mode == EX_TYPE_BORDER)) ||
5202 element == EL_FLAMES)
5205 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5206 behaviour, for example when touching a yamyam that explodes to rocks
5207 with active deadly shield, a rock is created under the player !!! */
5208 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5210 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5211 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5212 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5214 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5217 if (IS_ACTIVE_BOMB(element))
5219 /* re-activate things under the bomb like gate or penguin */
5220 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5227 /* save walkable background elements while explosion on same tile */
5228 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5229 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5230 Back[x][y] = element;
5232 /* ignite explodable elements reached by other explosion */
5233 if (element == EL_EXPLOSION)
5234 element = Store2[x][y];
5236 if (AmoebaNr[x][y] &&
5237 (element == EL_AMOEBA_FULL ||
5238 element == EL_BD_AMOEBA ||
5239 element == EL_AMOEBA_GROWING))
5241 AmoebaCnt[AmoebaNr[x][y]]--;
5242 AmoebaCnt2[AmoebaNr[x][y]]--;
5247 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5249 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5251 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5253 if (PLAYERINFO(ex, ey)->use_murphy)
5254 Store[x][y] = EL_EMPTY;
5257 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5258 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5259 else if (ELEM_IS_PLAYER(center_element))
5260 Store[x][y] = EL_EMPTY;
5261 else if (center_element == EL_YAMYAM)
5262 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5263 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5264 Store[x][y] = element_info[center_element].content.e[xx][yy];
5266 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5267 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5268 otherwise) -- FIX THIS !!! */
5269 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5270 Store[x][y] = element_info[element].content.e[1][1];
5272 else if (!CAN_EXPLODE(element))
5273 Store[x][y] = element_info[element].content.e[1][1];
5276 Store[x][y] = EL_EMPTY;
5278 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5279 center_element == EL_AMOEBA_TO_DIAMOND)
5280 Store2[x][y] = element;
5282 Feld[x][y] = EL_EXPLOSION;
5283 GfxElement[x][y] = artwork_element;
5285 ExplodePhase[x][y] = 1;
5286 ExplodeDelay[x][y] = last_phase;
5291 if (center_element == EL_YAMYAM)
5292 game.yamyam_content_nr =
5293 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5305 GfxFrame[x][y] = 0; /* restart explosion animation */
5307 last_phase = ExplodeDelay[x][y];
5309 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5311 /* this can happen if the player leaves an explosion just in time */
5312 if (GfxElement[x][y] == EL_UNDEFINED)
5313 GfxElement[x][y] = EL_EMPTY;
5315 border_element = Store2[x][y];
5316 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5317 border_element = StorePlayer[x][y];
5319 if (phase == element_info[border_element].ignition_delay ||
5320 phase == last_phase)
5322 boolean border_explosion = FALSE;
5324 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5325 !PLAYER_EXPLOSION_PROTECTED(x, y))
5327 KillPlayerUnlessExplosionProtected(x, y);
5328 border_explosion = TRUE;
5330 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5332 Feld[x][y] = Store2[x][y];
5335 border_explosion = TRUE;
5337 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5339 AmoebeUmwandeln(x, y);
5341 border_explosion = TRUE;
5344 /* if an element just explodes due to another explosion (chain-reaction),
5345 do not immediately end the new explosion when it was the last frame of
5346 the explosion (as it would be done in the following "if"-statement!) */
5347 if (border_explosion && phase == last_phase)
5351 if (phase == last_phase)
5355 element = Feld[x][y] = Store[x][y];
5356 Store[x][y] = Store2[x][y] = 0;
5357 GfxElement[x][y] = EL_UNDEFINED;
5359 /* player can escape from explosions and might therefore be still alive */
5360 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5361 element <= EL_PLAYER_IS_EXPLODING_4)
5363 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5364 int explosion_element = EL_PLAYER_1 + player_nr;
5365 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5366 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5368 if (level.use_explosion_element[player_nr])
5369 explosion_element = level.explosion_element[player_nr];
5371 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5372 element_info[explosion_element].content.e[xx][yy]);
5375 /* restore probably existing indestructible background element */
5376 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5377 element = Feld[x][y] = Back[x][y];
5380 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5381 GfxDir[x][y] = MV_NONE;
5382 ChangeDelay[x][y] = 0;
5383 ChangePage[x][y] = -1;
5385 CustomValue[x][y] = 0;
5387 InitField_WithBug2(x, y, FALSE);
5389 TEST_DrawLevelField(x, y);
5391 TestIfElementTouchesCustomElement(x, y);
5393 if (GFX_CRUMBLED(element))
5394 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5396 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5397 StorePlayer[x][y] = 0;
5399 if (ELEM_IS_PLAYER(element))
5400 RelocatePlayer(x, y, element);
5402 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5404 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5405 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5408 TEST_DrawLevelFieldCrumbled(x, y);
5410 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5412 DrawLevelElement(x, y, Back[x][y]);
5413 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5415 else if (IS_WALKABLE_UNDER(Back[x][y]))
5417 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5418 DrawLevelElementThruMask(x, y, Back[x][y]);
5420 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5421 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5425 void DynaExplode(int ex, int ey)
5428 int dynabomb_element = Feld[ex][ey];
5429 int dynabomb_size = 1;
5430 boolean dynabomb_xl = FALSE;
5431 struct PlayerInfo *player;
5432 static int xy[4][2] =
5440 if (IS_ACTIVE_BOMB(dynabomb_element))
5442 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5443 dynabomb_size = player->dynabomb_size;
5444 dynabomb_xl = player->dynabomb_xl;
5445 player->dynabombs_left++;
5448 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5450 for (i = 0; i < NUM_DIRECTIONS; i++)
5452 for (j = 1; j <= dynabomb_size; j++)
5454 int x = ex + j * xy[i][0];
5455 int y = ey + j * xy[i][1];
5458 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5461 element = Feld[x][y];
5463 /* do not restart explosions of fields with active bombs */
5464 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5467 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5469 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5470 !IS_DIGGABLE(element) && !dynabomb_xl)
5476 void Bang(int x, int y)
5478 int element = MovingOrBlocked2Element(x, y);
5479 int explosion_type = EX_TYPE_NORMAL;
5481 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5483 struct PlayerInfo *player = PLAYERINFO(x, y);
5485 element = Feld[x][y] = player->initial_element;
5487 if (level.use_explosion_element[player->index_nr])
5489 int explosion_element = level.explosion_element[player->index_nr];
5491 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5492 explosion_type = EX_TYPE_CROSS;
5493 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5494 explosion_type = EX_TYPE_CENTER;
5502 case EL_BD_BUTTERFLY:
5505 case EL_DARK_YAMYAM:
5509 RaiseScoreElement(element);
5512 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5513 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5514 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5515 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5516 case EL_DYNABOMB_INCREASE_NUMBER:
5517 case EL_DYNABOMB_INCREASE_SIZE:
5518 case EL_DYNABOMB_INCREASE_POWER:
5519 explosion_type = EX_TYPE_DYNA;
5522 case EL_DC_LANDMINE:
5523 explosion_type = EX_TYPE_CENTER;
5528 case EL_LAMP_ACTIVE:
5529 case EL_AMOEBA_TO_DIAMOND:
5530 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5531 explosion_type = EX_TYPE_CENTER;
5535 if (element_info[element].explosion_type == EXPLODES_CROSS)
5536 explosion_type = EX_TYPE_CROSS;
5537 else if (element_info[element].explosion_type == EXPLODES_1X1)
5538 explosion_type = EX_TYPE_CENTER;
5542 if (explosion_type == EX_TYPE_DYNA)
5545 Explode(x, y, EX_PHASE_START, explosion_type);
5547 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5550 void SplashAcid(int x, int y)
5552 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5553 (!IN_LEV_FIELD(x - 1, y - 2) ||
5554 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5555 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5557 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5558 (!IN_LEV_FIELD(x + 1, y - 2) ||
5559 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5560 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5562 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5565 static void InitBeltMovement()
5567 static int belt_base_element[4] =
5569 EL_CONVEYOR_BELT_1_LEFT,
5570 EL_CONVEYOR_BELT_2_LEFT,
5571 EL_CONVEYOR_BELT_3_LEFT,
5572 EL_CONVEYOR_BELT_4_LEFT
5574 static int belt_base_active_element[4] =
5576 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5577 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5578 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5579 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5584 /* set frame order for belt animation graphic according to belt direction */
5585 for (i = 0; i < NUM_BELTS; i++)
5589 for (j = 0; j < NUM_BELT_PARTS; j++)
5591 int element = belt_base_active_element[belt_nr] + j;
5592 int graphic_1 = el2img(element);
5593 int graphic_2 = el2panelimg(element);
5595 if (game.belt_dir[i] == MV_LEFT)
5597 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5598 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5602 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5603 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5608 SCAN_PLAYFIELD(x, y)
5610 int element = Feld[x][y];
5612 for (i = 0; i < NUM_BELTS; i++)
5614 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5616 int e_belt_nr = getBeltNrFromBeltElement(element);
5619 if (e_belt_nr == belt_nr)
5621 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5623 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5630 static void ToggleBeltSwitch(int x, int y)
5632 static int belt_base_element[4] =
5634 EL_CONVEYOR_BELT_1_LEFT,
5635 EL_CONVEYOR_BELT_2_LEFT,
5636 EL_CONVEYOR_BELT_3_LEFT,
5637 EL_CONVEYOR_BELT_4_LEFT
5639 static int belt_base_active_element[4] =
5641 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5642 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5643 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5644 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5646 static int belt_base_switch_element[4] =
5648 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5649 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5650 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5651 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5653 static int belt_move_dir[4] =
5661 int element = Feld[x][y];
5662 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5663 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5664 int belt_dir = belt_move_dir[belt_dir_nr];
5667 if (!IS_BELT_SWITCH(element))
5670 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5671 game.belt_dir[belt_nr] = belt_dir;
5673 if (belt_dir_nr == 3)
5676 /* set frame order for belt animation graphic according to belt direction */
5677 for (i = 0; i < NUM_BELT_PARTS; i++)
5679 int element = belt_base_active_element[belt_nr] + i;
5680 int graphic_1 = el2img(element);
5681 int graphic_2 = el2panelimg(element);
5683 if (belt_dir == MV_LEFT)
5685 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5686 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5690 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5691 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5695 SCAN_PLAYFIELD(xx, yy)
5697 int element = Feld[xx][yy];
5699 if (IS_BELT_SWITCH(element))
5701 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5703 if (e_belt_nr == belt_nr)
5705 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5706 TEST_DrawLevelField(xx, yy);
5709 else if (IS_BELT(element) && belt_dir != MV_NONE)
5711 int e_belt_nr = getBeltNrFromBeltElement(element);
5713 if (e_belt_nr == belt_nr)
5715 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5717 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5718 TEST_DrawLevelField(xx, yy);
5721 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5723 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5725 if (e_belt_nr == belt_nr)
5727 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5729 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5730 TEST_DrawLevelField(xx, yy);
5736 static void ToggleSwitchgateSwitch(int x, int y)
5740 game.switchgate_pos = !game.switchgate_pos;
5742 SCAN_PLAYFIELD(xx, yy)
5744 int element = Feld[xx][yy];
5746 if (element == EL_SWITCHGATE_SWITCH_UP)
5748 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5749 TEST_DrawLevelField(xx, yy);
5751 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5753 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5754 TEST_DrawLevelField(xx, yy);
5756 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5758 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5759 TEST_DrawLevelField(xx, yy);
5761 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5763 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5764 TEST_DrawLevelField(xx, yy);
5766 else if (element == EL_SWITCHGATE_OPEN ||
5767 element == EL_SWITCHGATE_OPENING)
5769 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5771 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5773 else if (element == EL_SWITCHGATE_CLOSED ||
5774 element == EL_SWITCHGATE_CLOSING)
5776 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5778 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5783 static int getInvisibleActiveFromInvisibleElement(int element)
5785 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5786 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5787 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5791 static int getInvisibleFromInvisibleActiveElement(int element)
5793 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5794 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5795 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5799 static void RedrawAllLightSwitchesAndInvisibleElements()
5803 SCAN_PLAYFIELD(x, y)
5805 int element = Feld[x][y];
5807 if (element == EL_LIGHT_SWITCH &&
5808 game.light_time_left > 0)
5810 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5811 TEST_DrawLevelField(x, y);
5813 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5814 game.light_time_left == 0)
5816 Feld[x][y] = EL_LIGHT_SWITCH;
5817 TEST_DrawLevelField(x, y);
5819 else if (element == EL_EMC_DRIPPER &&
5820 game.light_time_left > 0)
5822 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5823 TEST_DrawLevelField(x, y);
5825 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5826 game.light_time_left == 0)
5828 Feld[x][y] = EL_EMC_DRIPPER;
5829 TEST_DrawLevelField(x, y);
5831 else if (element == EL_INVISIBLE_STEELWALL ||
5832 element == EL_INVISIBLE_WALL ||
5833 element == EL_INVISIBLE_SAND)
5835 if (game.light_time_left > 0)
5836 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5838 TEST_DrawLevelField(x, y);
5840 /* uncrumble neighbour fields, if needed */
5841 if (element == EL_INVISIBLE_SAND)
5842 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5844 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5845 element == EL_INVISIBLE_WALL_ACTIVE ||
5846 element == EL_INVISIBLE_SAND_ACTIVE)
5848 if (game.light_time_left == 0)
5849 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5851 TEST_DrawLevelField(x, y);
5853 /* re-crumble neighbour fields, if needed */
5854 if (element == EL_INVISIBLE_SAND)
5855 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5860 static void RedrawAllInvisibleElementsForLenses()
5864 SCAN_PLAYFIELD(x, y)
5866 int element = Feld[x][y];
5868 if (element == EL_EMC_DRIPPER &&
5869 game.lenses_time_left > 0)
5871 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5872 TEST_DrawLevelField(x, y);
5874 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5875 game.lenses_time_left == 0)
5877 Feld[x][y] = EL_EMC_DRIPPER;
5878 TEST_DrawLevelField(x, y);
5880 else if (element == EL_INVISIBLE_STEELWALL ||
5881 element == EL_INVISIBLE_WALL ||
5882 element == EL_INVISIBLE_SAND)
5884 if (game.lenses_time_left > 0)
5885 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5887 TEST_DrawLevelField(x, y);
5889 /* uncrumble neighbour fields, if needed */
5890 if (element == EL_INVISIBLE_SAND)
5891 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5893 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5894 element == EL_INVISIBLE_WALL_ACTIVE ||
5895 element == EL_INVISIBLE_SAND_ACTIVE)
5897 if (game.lenses_time_left == 0)
5898 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5900 TEST_DrawLevelField(x, y);
5902 /* re-crumble neighbour fields, if needed */
5903 if (element == EL_INVISIBLE_SAND)
5904 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5909 static void RedrawAllInvisibleElementsForMagnifier()
5913 SCAN_PLAYFIELD(x, y)
5915 int element = Feld[x][y];
5917 if (element == EL_EMC_FAKE_GRASS &&
5918 game.magnify_time_left > 0)
5920 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5921 TEST_DrawLevelField(x, y);
5923 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5924 game.magnify_time_left == 0)
5926 Feld[x][y] = EL_EMC_FAKE_GRASS;
5927 TEST_DrawLevelField(x, y);
5929 else if (IS_GATE_GRAY(element) &&
5930 game.magnify_time_left > 0)
5932 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5933 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5934 IS_EM_GATE_GRAY(element) ?
5935 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5936 IS_EMC_GATE_GRAY(element) ?
5937 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5938 IS_DC_GATE_GRAY(element) ?
5939 EL_DC_GATE_WHITE_GRAY_ACTIVE :
5941 TEST_DrawLevelField(x, y);
5943 else if (IS_GATE_GRAY_ACTIVE(element) &&
5944 game.magnify_time_left == 0)
5946 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5947 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5948 IS_EM_GATE_GRAY_ACTIVE(element) ?
5949 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5950 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5951 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5952 IS_DC_GATE_GRAY_ACTIVE(element) ?
5953 EL_DC_GATE_WHITE_GRAY :
5955 TEST_DrawLevelField(x, y);
5960 static void ToggleLightSwitch(int x, int y)
5962 int element = Feld[x][y];
5964 game.light_time_left =
5965 (element == EL_LIGHT_SWITCH ?
5966 level.time_light * FRAMES_PER_SECOND : 0);
5968 RedrawAllLightSwitchesAndInvisibleElements();
5971 static void ActivateTimegateSwitch(int x, int y)
5975 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
5977 SCAN_PLAYFIELD(xx, yy)
5979 int element = Feld[xx][yy];
5981 if (element == EL_TIMEGATE_CLOSED ||
5982 element == EL_TIMEGATE_CLOSING)
5984 Feld[xx][yy] = EL_TIMEGATE_OPENING;
5985 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
5989 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
5991 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
5992 TEST_DrawLevelField(xx, yy);
5998 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
5999 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6002 void Impact(int x, int y)
6004 boolean last_line = (y == lev_fieldy - 1);
6005 boolean object_hit = FALSE;
6006 boolean impact = (last_line || object_hit);
6007 int element = Feld[x][y];
6008 int smashed = EL_STEELWALL;
6010 if (!last_line) /* check if element below was hit */
6012 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6015 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6016 MovDir[x][y + 1] != MV_DOWN ||
6017 MovPos[x][y + 1] <= TILEY / 2));
6019 /* do not smash moving elements that left the smashed field in time */
6020 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6021 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6024 #if USE_QUICKSAND_IMPACT_BUGFIX
6025 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6027 RemoveMovingField(x, y + 1);
6028 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6029 Feld[x][y + 2] = EL_ROCK;
6030 TEST_DrawLevelField(x, y + 2);
6035 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6037 RemoveMovingField(x, y + 1);
6038 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6039 Feld[x][y + 2] = EL_ROCK;
6040 TEST_DrawLevelField(x, y + 2);
6047 smashed = MovingOrBlocked2Element(x, y + 1);
6049 impact = (last_line || object_hit);
6052 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6054 SplashAcid(x, y + 1);
6058 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6059 /* only reset graphic animation if graphic really changes after impact */
6061 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6063 ResetGfxAnimation(x, y);
6064 TEST_DrawLevelField(x, y);
6067 if (impact && CAN_EXPLODE_IMPACT(element))
6072 else if (impact && element == EL_PEARL &&
6073 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6075 ResetGfxAnimation(x, y);
6077 Feld[x][y] = EL_PEARL_BREAKING;
6078 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6081 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6083 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6088 if (impact && element == EL_AMOEBA_DROP)
6090 if (object_hit && IS_PLAYER(x, y + 1))
6091 KillPlayerUnlessEnemyProtected(x, y + 1);
6092 else if (object_hit && smashed == EL_PENGUIN)
6096 Feld[x][y] = EL_AMOEBA_GROWING;
6097 Store[x][y] = EL_AMOEBA_WET;
6099 ResetRandomAnimationValue(x, y);
6104 if (object_hit) /* check which object was hit */
6106 if ((CAN_PASS_MAGIC_WALL(element) &&
6107 (smashed == EL_MAGIC_WALL ||
6108 smashed == EL_BD_MAGIC_WALL)) ||
6109 (CAN_PASS_DC_MAGIC_WALL(element) &&
6110 smashed == EL_DC_MAGIC_WALL))
6113 int activated_magic_wall =
6114 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6115 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6116 EL_DC_MAGIC_WALL_ACTIVE);
6118 /* activate magic wall / mill */
6119 SCAN_PLAYFIELD(xx, yy)
6121 if (Feld[xx][yy] == smashed)
6122 Feld[xx][yy] = activated_magic_wall;
6125 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6126 game.magic_wall_active = TRUE;
6128 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6129 SND_MAGIC_WALL_ACTIVATING :
6130 smashed == EL_BD_MAGIC_WALL ?
6131 SND_BD_MAGIC_WALL_ACTIVATING :
6132 SND_DC_MAGIC_WALL_ACTIVATING));
6135 if (IS_PLAYER(x, y + 1))
6137 if (CAN_SMASH_PLAYER(element))
6139 KillPlayerUnlessEnemyProtected(x, y + 1);
6143 else if (smashed == EL_PENGUIN)
6145 if (CAN_SMASH_PLAYER(element))
6151 else if (element == EL_BD_DIAMOND)
6153 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6159 else if (((element == EL_SP_INFOTRON ||
6160 element == EL_SP_ZONK) &&
6161 (smashed == EL_SP_SNIKSNAK ||
6162 smashed == EL_SP_ELECTRON ||
6163 smashed == EL_SP_DISK_ORANGE)) ||
6164 (element == EL_SP_INFOTRON &&
6165 smashed == EL_SP_DISK_YELLOW))
6170 else if (CAN_SMASH_EVERYTHING(element))
6172 if (IS_CLASSIC_ENEMY(smashed) ||
6173 CAN_EXPLODE_SMASHED(smashed))
6178 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6180 if (smashed == EL_LAMP ||
6181 smashed == EL_LAMP_ACTIVE)
6186 else if (smashed == EL_NUT)
6188 Feld[x][y + 1] = EL_NUT_BREAKING;
6189 PlayLevelSound(x, y, SND_NUT_BREAKING);
6190 RaiseScoreElement(EL_NUT);
6193 else if (smashed == EL_PEARL)
6195 ResetGfxAnimation(x, y);
6197 Feld[x][y + 1] = EL_PEARL_BREAKING;
6198 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6201 else if (smashed == EL_DIAMOND)
6203 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6204 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6207 else if (IS_BELT_SWITCH(smashed))
6209 ToggleBeltSwitch(x, y + 1);
6211 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6212 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6213 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6214 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6216 ToggleSwitchgateSwitch(x, y + 1);
6218 else if (smashed == EL_LIGHT_SWITCH ||
6219 smashed == EL_LIGHT_SWITCH_ACTIVE)
6221 ToggleLightSwitch(x, y + 1);
6225 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6227 CheckElementChangeBySide(x, y + 1, smashed, element,
6228 CE_SWITCHED, CH_SIDE_TOP);
6229 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6235 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6240 /* play sound of magic wall / mill */
6242 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6243 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6244 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6246 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6247 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6248 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6249 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6250 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6251 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6256 /* play sound of object that hits the ground */
6257 if (last_line || object_hit)
6258 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6261 inline static void TurnRoundExt(int x, int y)
6273 { 0, 0 }, { 0, 0 }, { 0, 0 },
6278 int left, right, back;
6282 { MV_DOWN, MV_UP, MV_RIGHT },
6283 { MV_UP, MV_DOWN, MV_LEFT },
6285 { MV_LEFT, MV_RIGHT, MV_DOWN },
6289 { MV_RIGHT, MV_LEFT, MV_UP }
6292 int element = Feld[x][y];
6293 int move_pattern = element_info[element].move_pattern;
6295 int old_move_dir = MovDir[x][y];
6296 int left_dir = turn[old_move_dir].left;
6297 int right_dir = turn[old_move_dir].right;
6298 int back_dir = turn[old_move_dir].back;
6300 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6301 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6302 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6303 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6305 int left_x = x + left_dx, left_y = y + left_dy;
6306 int right_x = x + right_dx, right_y = y + right_dy;
6307 int move_x = x + move_dx, move_y = y + move_dy;
6311 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6313 TestIfBadThingTouchesOtherBadThing(x, y);
6315 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6316 MovDir[x][y] = right_dir;
6317 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6318 MovDir[x][y] = left_dir;
6320 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6322 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6325 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6327 TestIfBadThingTouchesOtherBadThing(x, y);
6329 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6330 MovDir[x][y] = left_dir;
6331 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6332 MovDir[x][y] = right_dir;
6334 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6336 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6339 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6341 TestIfBadThingTouchesOtherBadThing(x, y);
6343 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6344 MovDir[x][y] = left_dir;
6345 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6346 MovDir[x][y] = right_dir;
6348 if (MovDir[x][y] != old_move_dir)
6351 else if (element == EL_YAMYAM)
6353 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6354 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6356 if (can_turn_left && can_turn_right)
6357 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6358 else if (can_turn_left)
6359 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6360 else if (can_turn_right)
6361 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6363 MovDir[x][y] = back_dir;
6365 MovDelay[x][y] = 16 + 16 * RND(3);
6367 else if (element == EL_DARK_YAMYAM)
6369 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6371 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6374 if (can_turn_left && can_turn_right)
6375 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6376 else if (can_turn_left)
6377 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6378 else if (can_turn_right)
6379 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6381 MovDir[x][y] = back_dir;
6383 MovDelay[x][y] = 16 + 16 * RND(3);
6385 else if (element == EL_PACMAN)
6387 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6388 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6390 if (can_turn_left && can_turn_right)
6391 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6392 else if (can_turn_left)
6393 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6394 else if (can_turn_right)
6395 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6397 MovDir[x][y] = back_dir;
6399 MovDelay[x][y] = 6 + RND(40);
6401 else if (element == EL_PIG)
6403 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6404 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6405 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6406 boolean should_turn_left, should_turn_right, should_move_on;
6408 int rnd = RND(rnd_value);
6410 should_turn_left = (can_turn_left &&
6412 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6413 y + back_dy + left_dy)));
6414 should_turn_right = (can_turn_right &&
6416 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6417 y + back_dy + right_dy)));
6418 should_move_on = (can_move_on &&
6421 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6422 y + move_dy + left_dy) ||
6423 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6424 y + move_dy + right_dy)));
6426 if (should_turn_left || should_turn_right || should_move_on)
6428 if (should_turn_left && should_turn_right && should_move_on)
6429 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6430 rnd < 2 * rnd_value / 3 ? right_dir :
6432 else if (should_turn_left && should_turn_right)
6433 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6434 else if (should_turn_left && should_move_on)
6435 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6436 else if (should_turn_right && should_move_on)
6437 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6438 else if (should_turn_left)
6439 MovDir[x][y] = left_dir;
6440 else if (should_turn_right)
6441 MovDir[x][y] = right_dir;
6442 else if (should_move_on)
6443 MovDir[x][y] = old_move_dir;
6445 else if (can_move_on && rnd > rnd_value / 8)
6446 MovDir[x][y] = old_move_dir;
6447 else if (can_turn_left && can_turn_right)
6448 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6449 else if (can_turn_left && rnd > rnd_value / 8)
6450 MovDir[x][y] = left_dir;
6451 else if (can_turn_right && rnd > rnd_value/8)
6452 MovDir[x][y] = right_dir;
6454 MovDir[x][y] = back_dir;
6456 xx = x + move_xy[MovDir[x][y]].dx;
6457 yy = y + move_xy[MovDir[x][y]].dy;
6459 if (!IN_LEV_FIELD(xx, yy) ||
6460 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6461 MovDir[x][y] = old_move_dir;
6465 else if (element == EL_DRAGON)
6467 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6468 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6469 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6471 int rnd = RND(rnd_value);
6473 if (can_move_on && rnd > rnd_value / 8)
6474 MovDir[x][y] = old_move_dir;
6475 else if (can_turn_left && can_turn_right)
6476 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6477 else if (can_turn_left && rnd > rnd_value / 8)
6478 MovDir[x][y] = left_dir;
6479 else if (can_turn_right && rnd > rnd_value / 8)
6480 MovDir[x][y] = right_dir;
6482 MovDir[x][y] = back_dir;
6484 xx = x + move_xy[MovDir[x][y]].dx;
6485 yy = y + move_xy[MovDir[x][y]].dy;
6487 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6488 MovDir[x][y] = old_move_dir;
6492 else if (element == EL_MOLE)
6494 boolean can_move_on =
6495 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6496 IS_AMOEBOID(Feld[move_x][move_y]) ||
6497 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6500 boolean can_turn_left =
6501 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6502 IS_AMOEBOID(Feld[left_x][left_y])));
6504 boolean can_turn_right =
6505 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6506 IS_AMOEBOID(Feld[right_x][right_y])));
6508 if (can_turn_left && can_turn_right)
6509 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6510 else if (can_turn_left)
6511 MovDir[x][y] = left_dir;
6513 MovDir[x][y] = right_dir;
6516 if (MovDir[x][y] != old_move_dir)
6519 else if (element == EL_BALLOON)
6521 MovDir[x][y] = game.wind_direction;
6524 else if (element == EL_SPRING)
6526 if (MovDir[x][y] & MV_HORIZONTAL)
6528 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6529 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6531 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6532 ResetGfxAnimation(move_x, move_y);
6533 TEST_DrawLevelField(move_x, move_y);
6535 MovDir[x][y] = back_dir;
6537 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6538 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6539 MovDir[x][y] = MV_NONE;
6544 else if (element == EL_ROBOT ||
6545 element == EL_SATELLITE ||
6546 element == EL_PENGUIN ||
6547 element == EL_EMC_ANDROID)
6549 int attr_x = -1, attr_y = -1;
6560 for (i = 0; i < MAX_PLAYERS; i++)
6562 struct PlayerInfo *player = &stored_player[i];
6563 int jx = player->jx, jy = player->jy;
6565 if (!player->active)
6569 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6577 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6578 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6579 game.engine_version < VERSION_IDENT(3,1,0,0)))
6585 if (element == EL_PENGUIN)
6588 static int xy[4][2] =
6596 for (i = 0; i < NUM_DIRECTIONS; i++)
6598 int ex = x + xy[i][0];
6599 int ey = y + xy[i][1];
6601 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6602 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6603 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6604 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6613 MovDir[x][y] = MV_NONE;
6615 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6616 else if (attr_x > x)
6617 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6619 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6620 else if (attr_y > y)
6621 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6623 if (element == EL_ROBOT)
6627 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6628 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6629 Moving2Blocked(x, y, &newx, &newy);
6631 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6632 MovDelay[x][y] = 8 + 8 * !RND(3);
6634 MovDelay[x][y] = 16;
6636 else if (element == EL_PENGUIN)
6642 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6644 boolean first_horiz = RND(2);
6645 int new_move_dir = MovDir[x][y];
6648 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6649 Moving2Blocked(x, y, &newx, &newy);
6651 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6655 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6656 Moving2Blocked(x, y, &newx, &newy);
6658 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6661 MovDir[x][y] = old_move_dir;
6665 else if (element == EL_SATELLITE)
6671 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6673 boolean first_horiz = RND(2);
6674 int new_move_dir = MovDir[x][y];
6677 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6678 Moving2Blocked(x, y, &newx, &newy);
6680 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6684 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6685 Moving2Blocked(x, y, &newx, &newy);
6687 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6690 MovDir[x][y] = old_move_dir;
6694 else if (element == EL_EMC_ANDROID)
6696 static int check_pos[16] =
6698 -1, /* 0 => (invalid) */
6699 7, /* 1 => MV_LEFT */
6700 3, /* 2 => MV_RIGHT */
6701 -1, /* 3 => (invalid) */
6703 0, /* 5 => MV_LEFT | MV_UP */
6704 2, /* 6 => MV_RIGHT | MV_UP */
6705 -1, /* 7 => (invalid) */
6706 5, /* 8 => MV_DOWN */
6707 6, /* 9 => MV_LEFT | MV_DOWN */
6708 4, /* 10 => MV_RIGHT | MV_DOWN */
6709 -1, /* 11 => (invalid) */
6710 -1, /* 12 => (invalid) */
6711 -1, /* 13 => (invalid) */
6712 -1, /* 14 => (invalid) */
6713 -1, /* 15 => (invalid) */
6721 { -1, -1, MV_LEFT | MV_UP },
6723 { +1, -1, MV_RIGHT | MV_UP },
6724 { +1, 0, MV_RIGHT },
6725 { +1, +1, MV_RIGHT | MV_DOWN },
6727 { -1, +1, MV_LEFT | MV_DOWN },
6730 int start_pos, check_order;
6731 boolean can_clone = FALSE;
6734 /* check if there is any free field around current position */
6735 for (i = 0; i < 8; i++)
6737 int newx = x + check_xy[i].dx;
6738 int newy = y + check_xy[i].dy;
6740 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6748 if (can_clone) /* randomly find an element to clone */
6752 start_pos = check_pos[RND(8)];
6753 check_order = (RND(2) ? -1 : +1);
6755 for (i = 0; i < 8; i++)
6757 int pos_raw = start_pos + i * check_order;
6758 int pos = (pos_raw + 8) % 8;
6759 int newx = x + check_xy[pos].dx;
6760 int newy = y + check_xy[pos].dy;
6762 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6764 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6765 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6767 Store[x][y] = Feld[newx][newy];
6776 if (can_clone) /* randomly find a direction to move */
6780 start_pos = check_pos[RND(8)];
6781 check_order = (RND(2) ? -1 : +1);
6783 for (i = 0; i < 8; i++)
6785 int pos_raw = start_pos + i * check_order;
6786 int pos = (pos_raw + 8) % 8;
6787 int newx = x + check_xy[pos].dx;
6788 int newy = y + check_xy[pos].dy;
6789 int new_move_dir = check_xy[pos].dir;
6791 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6793 MovDir[x][y] = new_move_dir;
6794 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6803 if (can_clone) /* cloning and moving successful */
6806 /* cannot clone -- try to move towards player */
6808 start_pos = check_pos[MovDir[x][y] & 0x0f];
6809 check_order = (RND(2) ? -1 : +1);
6811 for (i = 0; i < 3; i++)
6813 /* first check start_pos, then previous/next or (next/previous) pos */
6814 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6815 int pos = (pos_raw + 8) % 8;
6816 int newx = x + check_xy[pos].dx;
6817 int newy = y + check_xy[pos].dy;
6818 int new_move_dir = check_xy[pos].dir;
6820 if (IS_PLAYER(newx, newy))
6823 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6825 MovDir[x][y] = new_move_dir;
6826 MovDelay[x][y] = level.android_move_time * 8 + 1;
6833 else if (move_pattern == MV_TURNING_LEFT ||
6834 move_pattern == MV_TURNING_RIGHT ||
6835 move_pattern == MV_TURNING_LEFT_RIGHT ||
6836 move_pattern == MV_TURNING_RIGHT_LEFT ||
6837 move_pattern == MV_TURNING_RANDOM ||
6838 move_pattern == MV_ALL_DIRECTIONS)
6840 boolean can_turn_left =
6841 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6842 boolean can_turn_right =
6843 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6845 if (element_info[element].move_stepsize == 0) /* "not moving" */
6848 if (move_pattern == MV_TURNING_LEFT)
6849 MovDir[x][y] = left_dir;
6850 else if (move_pattern == MV_TURNING_RIGHT)
6851 MovDir[x][y] = right_dir;
6852 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6853 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6854 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6855 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6856 else if (move_pattern == MV_TURNING_RANDOM)
6857 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6858 can_turn_right && !can_turn_left ? right_dir :
6859 RND(2) ? left_dir : right_dir);
6860 else if (can_turn_left && can_turn_right)
6861 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6862 else if (can_turn_left)
6863 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6864 else if (can_turn_right)
6865 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6867 MovDir[x][y] = back_dir;
6869 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6871 else if (move_pattern == MV_HORIZONTAL ||
6872 move_pattern == MV_VERTICAL)
6874 if (move_pattern & old_move_dir)
6875 MovDir[x][y] = back_dir;
6876 else if (move_pattern == MV_HORIZONTAL)
6877 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6878 else if (move_pattern == MV_VERTICAL)
6879 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6881 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6883 else if (move_pattern & MV_ANY_DIRECTION)
6885 MovDir[x][y] = move_pattern;
6886 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6888 else if (move_pattern & MV_WIND_DIRECTION)
6890 MovDir[x][y] = game.wind_direction;
6891 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6893 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6895 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6896 MovDir[x][y] = left_dir;
6897 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6898 MovDir[x][y] = right_dir;
6900 if (MovDir[x][y] != old_move_dir)
6901 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6903 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6905 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6906 MovDir[x][y] = right_dir;
6907 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6908 MovDir[x][y] = left_dir;
6910 if (MovDir[x][y] != old_move_dir)
6911 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6913 else if (move_pattern == MV_TOWARDS_PLAYER ||
6914 move_pattern == MV_AWAY_FROM_PLAYER)
6916 int attr_x = -1, attr_y = -1;
6918 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6929 for (i = 0; i < MAX_PLAYERS; i++)
6931 struct PlayerInfo *player = &stored_player[i];
6932 int jx = player->jx, jy = player->jy;
6934 if (!player->active)
6938 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6946 MovDir[x][y] = MV_NONE;
6948 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6949 else if (attr_x > x)
6950 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6952 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6953 else if (attr_y > y)
6954 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
6956 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6958 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6960 boolean first_horiz = RND(2);
6961 int new_move_dir = MovDir[x][y];
6963 if (element_info[element].move_stepsize == 0) /* "not moving" */
6965 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
6966 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6972 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6973 Moving2Blocked(x, y, &newx, &newy);
6975 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6979 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6980 Moving2Blocked(x, y, &newx, &newy);
6982 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6985 MovDir[x][y] = old_move_dir;
6988 else if (move_pattern == MV_WHEN_PUSHED ||
6989 move_pattern == MV_WHEN_DROPPED)
6991 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6992 MovDir[x][y] = MV_NONE;
6996 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
6998 static int test_xy[7][2] =
7008 static int test_dir[7] =
7018 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7019 int move_preference = -1000000; /* start with very low preference */
7020 int new_move_dir = MV_NONE;
7021 int start_test = RND(4);
7024 for (i = 0; i < NUM_DIRECTIONS; i++)
7026 int move_dir = test_dir[start_test + i];
7027 int move_dir_preference;
7029 xx = x + test_xy[start_test + i][0];
7030 yy = y + test_xy[start_test + i][1];
7032 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7033 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7035 new_move_dir = move_dir;
7040 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7043 move_dir_preference = -1 * RunnerVisit[xx][yy];
7044 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7045 move_dir_preference = PlayerVisit[xx][yy];
7047 if (move_dir_preference > move_preference)
7049 /* prefer field that has not been visited for the longest time */
7050 move_preference = move_dir_preference;
7051 new_move_dir = move_dir;
7053 else if (move_dir_preference == move_preference &&
7054 move_dir == old_move_dir)
7056 /* prefer last direction when all directions are preferred equally */
7057 move_preference = move_dir_preference;
7058 new_move_dir = move_dir;
7062 MovDir[x][y] = new_move_dir;
7063 if (old_move_dir != new_move_dir)
7064 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7068 static void TurnRound(int x, int y)
7070 int direction = MovDir[x][y];
7074 GfxDir[x][y] = MovDir[x][y];
7076 if (direction != MovDir[x][y])
7080 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7082 ResetGfxFrame(x, y, FALSE);
7085 static boolean JustBeingPushed(int x, int y)
7089 for (i = 0; i < MAX_PLAYERS; i++)
7091 struct PlayerInfo *player = &stored_player[i];
7093 if (player->active && player->is_pushing && player->MovPos)
7095 int next_jx = player->jx + (player->jx - player->last_jx);
7096 int next_jy = player->jy + (player->jy - player->last_jy);
7098 if (x == next_jx && y == next_jy)
7106 void StartMoving(int x, int y)
7108 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7109 int element = Feld[x][y];
7114 if (MovDelay[x][y] == 0)
7115 GfxAction[x][y] = ACTION_DEFAULT;
7117 if (CAN_FALL(element) && y < lev_fieldy - 1)
7119 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7120 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7121 if (JustBeingPushed(x, y))
7124 if (element == EL_QUICKSAND_FULL)
7126 if (IS_FREE(x, y + 1))
7128 InitMovingField(x, y, MV_DOWN);
7129 started_moving = TRUE;
7131 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7132 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7133 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7134 Store[x][y] = EL_ROCK;
7136 Store[x][y] = EL_ROCK;
7139 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7141 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7143 if (!MovDelay[x][y])
7145 MovDelay[x][y] = TILEY + 1;
7147 ResetGfxAnimation(x, y);
7148 ResetGfxAnimation(x, y + 1);
7153 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7154 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7161 Feld[x][y] = EL_QUICKSAND_EMPTY;
7162 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7163 Store[x][y + 1] = Store[x][y];
7166 PlayLevelSoundAction(x, y, ACTION_FILLING);
7168 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7170 if (!MovDelay[x][y])
7172 MovDelay[x][y] = TILEY + 1;
7174 ResetGfxAnimation(x, y);
7175 ResetGfxAnimation(x, y + 1);
7180 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7181 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7188 Feld[x][y] = EL_QUICKSAND_EMPTY;
7189 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7190 Store[x][y + 1] = Store[x][y];
7193 PlayLevelSoundAction(x, y, ACTION_FILLING);
7196 else if (element == EL_QUICKSAND_FAST_FULL)
7198 if (IS_FREE(x, y + 1))
7200 InitMovingField(x, y, MV_DOWN);
7201 started_moving = TRUE;
7203 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7204 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7205 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7206 Store[x][y] = EL_ROCK;
7208 Store[x][y] = EL_ROCK;
7211 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7213 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7215 if (!MovDelay[x][y])
7217 MovDelay[x][y] = TILEY + 1;
7219 ResetGfxAnimation(x, y);
7220 ResetGfxAnimation(x, y + 1);
7225 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7226 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7233 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7234 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7235 Store[x][y + 1] = Store[x][y];
7238 PlayLevelSoundAction(x, y, ACTION_FILLING);
7240 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7242 if (!MovDelay[x][y])
7244 MovDelay[x][y] = TILEY + 1;
7246 ResetGfxAnimation(x, y);
7247 ResetGfxAnimation(x, y + 1);
7252 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7253 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7260 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7261 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7262 Store[x][y + 1] = Store[x][y];
7265 PlayLevelSoundAction(x, y, ACTION_FILLING);
7268 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7269 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7271 InitMovingField(x, y, MV_DOWN);
7272 started_moving = TRUE;
7274 Feld[x][y] = EL_QUICKSAND_FILLING;
7275 Store[x][y] = element;
7277 PlayLevelSoundAction(x, y, ACTION_FILLING);
7279 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7280 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7282 InitMovingField(x, y, MV_DOWN);
7283 started_moving = TRUE;
7285 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7286 Store[x][y] = element;
7288 PlayLevelSoundAction(x, y, ACTION_FILLING);
7290 else if (element == EL_MAGIC_WALL_FULL)
7292 if (IS_FREE(x, y + 1))
7294 InitMovingField(x, y, MV_DOWN);
7295 started_moving = TRUE;
7297 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7298 Store[x][y] = EL_CHANGED(Store[x][y]);
7300 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7302 if (!MovDelay[x][y])
7303 MovDelay[x][y] = TILEY / 4 + 1;
7312 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7313 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7314 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7318 else if (element == EL_BD_MAGIC_WALL_FULL)
7320 if (IS_FREE(x, y + 1))
7322 InitMovingField(x, y, MV_DOWN);
7323 started_moving = TRUE;
7325 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7326 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7328 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7330 if (!MovDelay[x][y])
7331 MovDelay[x][y] = TILEY / 4 + 1;
7340 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7341 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7342 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7346 else if (element == EL_DC_MAGIC_WALL_FULL)
7348 if (IS_FREE(x, y + 1))
7350 InitMovingField(x, y, MV_DOWN);
7351 started_moving = TRUE;
7353 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7354 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7356 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7358 if (!MovDelay[x][y])
7359 MovDelay[x][y] = TILEY / 4 + 1;
7368 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7369 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7370 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7374 else if ((CAN_PASS_MAGIC_WALL(element) &&
7375 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7376 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7377 (CAN_PASS_DC_MAGIC_WALL(element) &&
7378 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7381 InitMovingField(x, y, MV_DOWN);
7382 started_moving = TRUE;
7385 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7386 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7387 EL_DC_MAGIC_WALL_FILLING);
7388 Store[x][y] = element;
7390 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7392 SplashAcid(x, y + 1);
7394 InitMovingField(x, y, MV_DOWN);
7395 started_moving = TRUE;
7397 Store[x][y] = EL_ACID;
7400 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7401 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7402 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7403 CAN_FALL(element) && WasJustFalling[x][y] &&
7404 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7406 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7407 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7408 (Feld[x][y + 1] == EL_BLOCKED)))
7410 /* this is needed for a special case not covered by calling "Impact()"
7411 from "ContinueMoving()": if an element moves to a tile directly below
7412 another element which was just falling on that tile (which was empty
7413 in the previous frame), the falling element above would just stop
7414 instead of smashing the element below (in previous version, the above
7415 element was just checked for "moving" instead of "falling", resulting
7416 in incorrect smashes caused by horizontal movement of the above
7417 element; also, the case of the player being the element to smash was
7418 simply not covered here... :-/ ) */
7420 CheckCollision[x][y] = 0;
7421 CheckImpact[x][y] = 0;
7425 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7427 if (MovDir[x][y] == MV_NONE)
7429 InitMovingField(x, y, MV_DOWN);
7430 started_moving = TRUE;
7433 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7435 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7436 MovDir[x][y] = MV_DOWN;
7438 InitMovingField(x, y, MV_DOWN);
7439 started_moving = TRUE;
7441 else if (element == EL_AMOEBA_DROP)
7443 Feld[x][y] = EL_AMOEBA_GROWING;
7444 Store[x][y] = EL_AMOEBA_WET;
7446 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7447 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7448 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7449 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7451 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7452 (IS_FREE(x - 1, y + 1) ||
7453 Feld[x - 1][y + 1] == EL_ACID));
7454 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7455 (IS_FREE(x + 1, y + 1) ||
7456 Feld[x + 1][y + 1] == EL_ACID));
7457 boolean can_fall_any = (can_fall_left || can_fall_right);
7458 boolean can_fall_both = (can_fall_left && can_fall_right);
7459 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7461 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7463 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7464 can_fall_right = FALSE;
7465 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7466 can_fall_left = FALSE;
7467 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7468 can_fall_right = FALSE;
7469 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7470 can_fall_left = FALSE;
7472 can_fall_any = (can_fall_left || can_fall_right);
7473 can_fall_both = FALSE;
7478 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7479 can_fall_right = FALSE; /* slip down on left side */
7481 can_fall_left = !(can_fall_right = RND(2));
7483 can_fall_both = FALSE;
7488 /* if not determined otherwise, prefer left side for slipping down */
7489 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7490 started_moving = TRUE;
7493 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7495 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7496 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7497 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7498 int belt_dir = game.belt_dir[belt_nr];
7500 if ((belt_dir == MV_LEFT && left_is_free) ||
7501 (belt_dir == MV_RIGHT && right_is_free))
7503 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7505 InitMovingField(x, y, belt_dir);
7506 started_moving = TRUE;
7508 Pushed[x][y] = TRUE;
7509 Pushed[nextx][y] = TRUE;
7511 GfxAction[x][y] = ACTION_DEFAULT;
7515 MovDir[x][y] = 0; /* if element was moving, stop it */
7520 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7521 if (CAN_MOVE(element) && !started_moving)
7523 int move_pattern = element_info[element].move_pattern;
7526 Moving2Blocked(x, y, &newx, &newy);
7528 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7531 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7532 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7534 WasJustMoving[x][y] = 0;
7535 CheckCollision[x][y] = 0;
7537 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7539 if (Feld[x][y] != element) /* element has changed */
7543 if (!MovDelay[x][y]) /* start new movement phase */
7545 /* all objects that can change their move direction after each step
7546 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7548 if (element != EL_YAMYAM &&
7549 element != EL_DARK_YAMYAM &&
7550 element != EL_PACMAN &&
7551 !(move_pattern & MV_ANY_DIRECTION) &&
7552 move_pattern != MV_TURNING_LEFT &&
7553 move_pattern != MV_TURNING_RIGHT &&
7554 move_pattern != MV_TURNING_LEFT_RIGHT &&
7555 move_pattern != MV_TURNING_RIGHT_LEFT &&
7556 move_pattern != MV_TURNING_RANDOM)
7560 if (MovDelay[x][y] && (element == EL_BUG ||
7561 element == EL_SPACESHIP ||
7562 element == EL_SP_SNIKSNAK ||
7563 element == EL_SP_ELECTRON ||
7564 element == EL_MOLE))
7565 TEST_DrawLevelField(x, y);
7569 if (MovDelay[x][y]) /* wait some time before next movement */
7573 if (element == EL_ROBOT ||
7574 element == EL_YAMYAM ||
7575 element == EL_DARK_YAMYAM)
7577 DrawLevelElementAnimationIfNeeded(x, y, element);
7578 PlayLevelSoundAction(x, y, ACTION_WAITING);
7580 else if (element == EL_SP_ELECTRON)
7581 DrawLevelElementAnimationIfNeeded(x, y, element);
7582 else if (element == EL_DRAGON)
7585 int dir = MovDir[x][y];
7586 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7587 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7588 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7589 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7590 dir == MV_UP ? IMG_FLAMES_1_UP :
7591 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7592 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7594 GfxAction[x][y] = ACTION_ATTACKING;
7596 if (IS_PLAYER(x, y))
7597 DrawPlayerField(x, y);
7599 TEST_DrawLevelField(x, y);
7601 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7603 for (i = 1; i <= 3; i++)
7605 int xx = x + i * dx;
7606 int yy = y + i * dy;
7607 int sx = SCREENX(xx);
7608 int sy = SCREENY(yy);
7609 int flame_graphic = graphic + (i - 1);
7611 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7616 int flamed = MovingOrBlocked2Element(xx, yy);
7618 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7621 RemoveMovingField(xx, yy);
7623 ChangeDelay[xx][yy] = 0;
7625 Feld[xx][yy] = EL_FLAMES;
7627 if (IN_SCR_FIELD(sx, sy))
7629 TEST_DrawLevelFieldCrumbled(xx, yy);
7630 DrawGraphic(sx, sy, flame_graphic, frame);
7635 if (Feld[xx][yy] == EL_FLAMES)
7636 Feld[xx][yy] = EL_EMPTY;
7637 TEST_DrawLevelField(xx, yy);
7642 if (MovDelay[x][y]) /* element still has to wait some time */
7644 PlayLevelSoundAction(x, y, ACTION_WAITING);
7650 /* now make next step */
7652 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7654 if (DONT_COLLIDE_WITH(element) &&
7655 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7656 !PLAYER_ENEMY_PROTECTED(newx, newy))
7658 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7663 else if (CAN_MOVE_INTO_ACID(element) &&
7664 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7665 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7666 (MovDir[x][y] == MV_DOWN ||
7667 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7669 SplashAcid(newx, newy);
7670 Store[x][y] = EL_ACID;
7672 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7674 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7675 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7676 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7677 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7680 TEST_DrawLevelField(x, y);
7682 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7683 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7684 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7686 local_player->friends_still_needed--;
7687 if (!local_player->friends_still_needed &&
7688 !local_player->GameOver && AllPlayersGone)
7689 PlayerWins(local_player);
7693 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7695 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7696 TEST_DrawLevelField(newx, newy);
7698 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7700 else if (!IS_FREE(newx, newy))
7702 GfxAction[x][y] = ACTION_WAITING;
7704 if (IS_PLAYER(x, y))
7705 DrawPlayerField(x, y);
7707 TEST_DrawLevelField(x, y);
7712 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7714 if (IS_FOOD_PIG(Feld[newx][newy]))
7716 if (IS_MOVING(newx, newy))
7717 RemoveMovingField(newx, newy);
7720 Feld[newx][newy] = EL_EMPTY;
7721 TEST_DrawLevelField(newx, newy);
7724 PlayLevelSound(x, y, SND_PIG_DIGGING);
7726 else if (!IS_FREE(newx, newy))
7728 if (IS_PLAYER(x, y))
7729 DrawPlayerField(x, y);
7731 TEST_DrawLevelField(x, y);
7736 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7738 if (Store[x][y] != EL_EMPTY)
7740 boolean can_clone = FALSE;
7743 /* check if element to clone is still there */
7744 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7746 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7754 /* cannot clone or target field not free anymore -- do not clone */
7755 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7756 Store[x][y] = EL_EMPTY;
7759 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7761 if (IS_MV_DIAGONAL(MovDir[x][y]))
7763 int diagonal_move_dir = MovDir[x][y];
7764 int stored = Store[x][y];
7765 int change_delay = 8;
7768 /* android is moving diagonally */
7770 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7772 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7773 GfxElement[x][y] = EL_EMC_ANDROID;
7774 GfxAction[x][y] = ACTION_SHRINKING;
7775 GfxDir[x][y] = diagonal_move_dir;
7776 ChangeDelay[x][y] = change_delay;
7778 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7781 DrawLevelGraphicAnimation(x, y, graphic);
7782 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7784 if (Feld[newx][newy] == EL_ACID)
7786 SplashAcid(newx, newy);
7791 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7793 Store[newx][newy] = EL_EMC_ANDROID;
7794 GfxElement[newx][newy] = EL_EMC_ANDROID;
7795 GfxAction[newx][newy] = ACTION_GROWING;
7796 GfxDir[newx][newy] = diagonal_move_dir;
7797 ChangeDelay[newx][newy] = change_delay;
7799 graphic = el_act_dir2img(GfxElement[newx][newy],
7800 GfxAction[newx][newy], GfxDir[newx][newy]);
7802 DrawLevelGraphicAnimation(newx, newy, graphic);
7803 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7809 Feld[newx][newy] = EL_EMPTY;
7810 TEST_DrawLevelField(newx, newy);
7812 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7815 else if (!IS_FREE(newx, newy))
7820 else if (IS_CUSTOM_ELEMENT(element) &&
7821 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7823 if (!DigFieldByCE(newx, newy, element))
7826 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7828 RunnerVisit[x][y] = FrameCounter;
7829 PlayerVisit[x][y] /= 8; /* expire player visit path */
7832 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7834 if (!IS_FREE(newx, newy))
7836 if (IS_PLAYER(x, y))
7837 DrawPlayerField(x, y);
7839 TEST_DrawLevelField(x, y);
7845 boolean wanna_flame = !RND(10);
7846 int dx = newx - x, dy = newy - y;
7847 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7848 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7849 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7850 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7851 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7852 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7855 IS_CLASSIC_ENEMY(element1) ||
7856 IS_CLASSIC_ENEMY(element2)) &&
7857 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7858 element1 != EL_FLAMES && element2 != EL_FLAMES)
7860 ResetGfxAnimation(x, y);
7861 GfxAction[x][y] = ACTION_ATTACKING;
7863 if (IS_PLAYER(x, y))
7864 DrawPlayerField(x, y);
7866 TEST_DrawLevelField(x, y);
7868 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7870 MovDelay[x][y] = 50;
7872 Feld[newx][newy] = EL_FLAMES;
7873 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7874 Feld[newx1][newy1] = EL_FLAMES;
7875 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7876 Feld[newx2][newy2] = EL_FLAMES;
7882 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7883 Feld[newx][newy] == EL_DIAMOND)
7885 if (IS_MOVING(newx, newy))
7886 RemoveMovingField(newx, newy);
7889 Feld[newx][newy] = EL_EMPTY;
7890 TEST_DrawLevelField(newx, newy);
7893 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7895 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7896 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7898 if (AmoebaNr[newx][newy])
7900 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7901 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7902 Feld[newx][newy] == EL_BD_AMOEBA)
7903 AmoebaCnt[AmoebaNr[newx][newy]]--;
7906 if (IS_MOVING(newx, newy))
7908 RemoveMovingField(newx, newy);
7912 Feld[newx][newy] = EL_EMPTY;
7913 TEST_DrawLevelField(newx, newy);
7916 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7918 else if ((element == EL_PACMAN || element == EL_MOLE)
7919 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7921 if (AmoebaNr[newx][newy])
7923 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7924 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7925 Feld[newx][newy] == EL_BD_AMOEBA)
7926 AmoebaCnt[AmoebaNr[newx][newy]]--;
7929 if (element == EL_MOLE)
7931 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7932 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7934 ResetGfxAnimation(x, y);
7935 GfxAction[x][y] = ACTION_DIGGING;
7936 TEST_DrawLevelField(x, y);
7938 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7940 return; /* wait for shrinking amoeba */
7942 else /* element == EL_PACMAN */
7944 Feld[newx][newy] = EL_EMPTY;
7945 TEST_DrawLevelField(newx, newy);
7946 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7949 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7950 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7951 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7953 /* wait for shrinking amoeba to completely disappear */
7956 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
7958 /* object was running against a wall */
7962 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
7963 DrawLevelElementAnimation(x, y, element);
7965 if (DONT_TOUCH(element))
7966 TestIfBadThingTouchesPlayer(x, y);
7971 InitMovingField(x, y, MovDir[x][y]);
7973 PlayLevelSoundAction(x, y, ACTION_MOVING);
7977 ContinueMoving(x, y);
7980 void ContinueMoving(int x, int y)
7982 int element = Feld[x][y];
7983 struct ElementInfo *ei = &element_info[element];
7984 int direction = MovDir[x][y];
7985 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
7986 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
7987 int newx = x + dx, newy = y + dy;
7988 int stored = Store[x][y];
7989 int stored_new = Store[newx][newy];
7990 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
7991 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
7992 boolean last_line = (newy == lev_fieldy - 1);
7994 MovPos[x][y] += getElementMoveStepsize(x, y);
7996 if (pushed_by_player) /* special case: moving object pushed by player */
7997 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
7999 if (ABS(MovPos[x][y]) < TILEX)
8001 TEST_DrawLevelField(x, y);
8003 return; /* element is still moving */
8006 /* element reached destination field */
8008 Feld[x][y] = EL_EMPTY;
8009 Feld[newx][newy] = element;
8010 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8012 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8014 element = Feld[newx][newy] = EL_ACID;
8016 else if (element == EL_MOLE)
8018 Feld[x][y] = EL_SAND;
8020 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8022 else if (element == EL_QUICKSAND_FILLING)
8024 element = Feld[newx][newy] = get_next_element(element);
8025 Store[newx][newy] = Store[x][y];
8027 else if (element == EL_QUICKSAND_EMPTYING)
8029 Feld[x][y] = get_next_element(element);
8030 element = Feld[newx][newy] = Store[x][y];
8032 else if (element == EL_QUICKSAND_FAST_FILLING)
8034 element = Feld[newx][newy] = get_next_element(element);
8035 Store[newx][newy] = Store[x][y];
8037 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8039 Feld[x][y] = get_next_element(element);
8040 element = Feld[newx][newy] = Store[x][y];
8042 else if (element == EL_MAGIC_WALL_FILLING)
8044 element = Feld[newx][newy] = get_next_element(element);
8045 if (!game.magic_wall_active)
8046 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8047 Store[newx][newy] = Store[x][y];
8049 else if (element == EL_MAGIC_WALL_EMPTYING)
8051 Feld[x][y] = get_next_element(element);
8052 if (!game.magic_wall_active)
8053 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8054 element = Feld[newx][newy] = Store[x][y];
8056 InitField(newx, newy, FALSE);
8058 else if (element == EL_BD_MAGIC_WALL_FILLING)
8060 element = Feld[newx][newy] = get_next_element(element);
8061 if (!game.magic_wall_active)
8062 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8063 Store[newx][newy] = Store[x][y];
8065 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8067 Feld[x][y] = get_next_element(element);
8068 if (!game.magic_wall_active)
8069 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8070 element = Feld[newx][newy] = Store[x][y];
8072 InitField(newx, newy, FALSE);
8074 else if (element == EL_DC_MAGIC_WALL_FILLING)
8076 element = Feld[newx][newy] = get_next_element(element);
8077 if (!game.magic_wall_active)
8078 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8079 Store[newx][newy] = Store[x][y];
8081 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8083 Feld[x][y] = get_next_element(element);
8084 if (!game.magic_wall_active)
8085 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8086 element = Feld[newx][newy] = Store[x][y];
8088 InitField(newx, newy, FALSE);
8090 else if (element == EL_AMOEBA_DROPPING)
8092 Feld[x][y] = get_next_element(element);
8093 element = Feld[newx][newy] = Store[x][y];
8095 else if (element == EL_SOKOBAN_OBJECT)
8098 Feld[x][y] = Back[x][y];
8100 if (Back[newx][newy])
8101 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8103 Back[x][y] = Back[newx][newy] = 0;
8106 Store[x][y] = EL_EMPTY;
8111 MovDelay[newx][newy] = 0;
8113 if (CAN_CHANGE_OR_HAS_ACTION(element))
8115 /* copy element change control values to new field */
8116 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8117 ChangePage[newx][newy] = ChangePage[x][y];
8118 ChangeCount[newx][newy] = ChangeCount[x][y];
8119 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8122 CustomValue[newx][newy] = CustomValue[x][y];
8124 ChangeDelay[x][y] = 0;
8125 ChangePage[x][y] = -1;
8126 ChangeCount[x][y] = 0;
8127 ChangeEvent[x][y] = -1;
8129 CustomValue[x][y] = 0;
8131 /* copy animation control values to new field */
8132 GfxFrame[newx][newy] = GfxFrame[x][y];
8133 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8134 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8135 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8137 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8139 /* some elements can leave other elements behind after moving */
8140 if (ei->move_leave_element != EL_EMPTY &&
8141 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8142 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8144 int move_leave_element = ei->move_leave_element;
8146 /* this makes it possible to leave the removed element again */
8147 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8148 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8150 Feld[x][y] = move_leave_element;
8152 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8153 MovDir[x][y] = direction;
8155 InitField(x, y, FALSE);
8157 if (GFX_CRUMBLED(Feld[x][y]))
8158 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8160 if (ELEM_IS_PLAYER(move_leave_element))
8161 RelocatePlayer(x, y, move_leave_element);
8164 /* do this after checking for left-behind element */
8165 ResetGfxAnimation(x, y); /* reset animation values for old field */
8167 if (!CAN_MOVE(element) ||
8168 (CAN_FALL(element) && direction == MV_DOWN &&
8169 (element == EL_SPRING ||
8170 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8171 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8172 GfxDir[x][y] = MovDir[newx][newy] = 0;
8174 TEST_DrawLevelField(x, y);
8175 TEST_DrawLevelField(newx, newy);
8177 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8179 /* prevent pushed element from moving on in pushed direction */
8180 if (pushed_by_player && CAN_MOVE(element) &&
8181 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8182 !(element_info[element].move_pattern & direction))
8183 TurnRound(newx, newy);
8185 /* prevent elements on conveyor belt from moving on in last direction */
8186 if (pushed_by_conveyor && CAN_FALL(element) &&
8187 direction & MV_HORIZONTAL)
8188 MovDir[newx][newy] = 0;
8190 if (!pushed_by_player)
8192 int nextx = newx + dx, nexty = newy + dy;
8193 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8195 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8197 if (CAN_FALL(element) && direction == MV_DOWN)
8198 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8200 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8201 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8203 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8204 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8207 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8209 TestIfBadThingTouchesPlayer(newx, newy);
8210 TestIfBadThingTouchesFriend(newx, newy);
8212 if (!IS_CUSTOM_ELEMENT(element))
8213 TestIfBadThingTouchesOtherBadThing(newx, newy);
8215 else if (element == EL_PENGUIN)
8216 TestIfFriendTouchesBadThing(newx, newy);
8218 if (DONT_GET_HIT_BY(element))
8220 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8223 /* give the player one last chance (one more frame) to move away */
8224 if (CAN_FALL(element) && direction == MV_DOWN &&
8225 (last_line || (!IS_FREE(x, newy + 1) &&
8226 (!IS_PLAYER(x, newy + 1) ||
8227 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8230 if (pushed_by_player && !game.use_change_when_pushing_bug)
8232 int push_side = MV_DIR_OPPOSITE(direction);
8233 struct PlayerInfo *player = PLAYERINFO(x, y);
8235 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8236 player->index_bit, push_side);
8237 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8238 player->index_bit, push_side);
8241 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8242 MovDelay[newx][newy] = 1;
8244 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8246 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8247 TestIfElementHitsCustomElement(newx, newy, direction);
8248 TestIfPlayerTouchesCustomElement(newx, newy);
8249 TestIfElementTouchesCustomElement(newx, newy);
8251 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8252 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8253 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8254 MV_DIR_OPPOSITE(direction));
8257 int AmoebeNachbarNr(int ax, int ay)
8260 int element = Feld[ax][ay];
8262 static int xy[4][2] =
8270 for (i = 0; i < NUM_DIRECTIONS; i++)
8272 int x = ax + xy[i][0];
8273 int y = ay + xy[i][1];
8275 if (!IN_LEV_FIELD(x, y))
8278 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8279 group_nr = AmoebaNr[x][y];
8285 void AmoebenVereinigen(int ax, int ay)
8287 int i, x, y, xx, yy;
8288 int new_group_nr = AmoebaNr[ax][ay];
8289 static int xy[4][2] =
8297 if (new_group_nr == 0)
8300 for (i = 0; i < NUM_DIRECTIONS; i++)
8305 if (!IN_LEV_FIELD(x, y))
8308 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8309 Feld[x][y] == EL_BD_AMOEBA ||
8310 Feld[x][y] == EL_AMOEBA_DEAD) &&
8311 AmoebaNr[x][y] != new_group_nr)
8313 int old_group_nr = AmoebaNr[x][y];
8315 if (old_group_nr == 0)
8318 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8319 AmoebaCnt[old_group_nr] = 0;
8320 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8321 AmoebaCnt2[old_group_nr] = 0;
8323 SCAN_PLAYFIELD(xx, yy)
8325 if (AmoebaNr[xx][yy] == old_group_nr)
8326 AmoebaNr[xx][yy] = new_group_nr;
8332 void AmoebeUmwandeln(int ax, int ay)
8336 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8338 int group_nr = AmoebaNr[ax][ay];
8343 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8344 printf("AmoebeUmwandeln(): This should never happen!\n");
8349 SCAN_PLAYFIELD(x, y)
8351 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8354 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8358 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8359 SND_AMOEBA_TURNING_TO_GEM :
8360 SND_AMOEBA_TURNING_TO_ROCK));
8365 static int xy[4][2] =
8373 for (i = 0; i < NUM_DIRECTIONS; i++)
8378 if (!IN_LEV_FIELD(x, y))
8381 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8383 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8384 SND_AMOEBA_TURNING_TO_GEM :
8385 SND_AMOEBA_TURNING_TO_ROCK));
8392 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8395 int group_nr = AmoebaNr[ax][ay];
8396 boolean done = FALSE;
8401 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8402 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8407 SCAN_PLAYFIELD(x, y)
8409 if (AmoebaNr[x][y] == group_nr &&
8410 (Feld[x][y] == EL_AMOEBA_DEAD ||
8411 Feld[x][y] == EL_BD_AMOEBA ||
8412 Feld[x][y] == EL_AMOEBA_GROWING))
8415 Feld[x][y] = new_element;
8416 InitField(x, y, FALSE);
8417 TEST_DrawLevelField(x, y);
8423 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8424 SND_BD_AMOEBA_TURNING_TO_ROCK :
8425 SND_BD_AMOEBA_TURNING_TO_GEM));
8428 void AmoebeWaechst(int x, int y)
8430 static unsigned int sound_delay = 0;
8431 static unsigned int sound_delay_value = 0;
8433 if (!MovDelay[x][y]) /* start new growing cycle */
8437 if (DelayReached(&sound_delay, sound_delay_value))
8439 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8440 sound_delay_value = 30;
8444 if (MovDelay[x][y]) /* wait some time before growing bigger */
8447 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8449 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8450 6 - MovDelay[x][y]);
8452 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8455 if (!MovDelay[x][y])
8457 Feld[x][y] = Store[x][y];
8459 TEST_DrawLevelField(x, y);
8464 void AmoebaDisappearing(int x, int y)
8466 static unsigned int sound_delay = 0;
8467 static unsigned int sound_delay_value = 0;
8469 if (!MovDelay[x][y]) /* start new shrinking cycle */
8473 if (DelayReached(&sound_delay, sound_delay_value))
8474 sound_delay_value = 30;
8477 if (MovDelay[x][y]) /* wait some time before shrinking */
8480 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8482 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8483 6 - MovDelay[x][y]);
8485 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8488 if (!MovDelay[x][y])
8490 Feld[x][y] = EL_EMPTY;
8491 TEST_DrawLevelField(x, y);
8493 /* don't let mole enter this field in this cycle;
8494 (give priority to objects falling to this field from above) */
8500 void AmoebeAbleger(int ax, int ay)
8503 int element = Feld[ax][ay];
8504 int graphic = el2img(element);
8505 int newax = ax, neway = ay;
8506 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8507 static int xy[4][2] =
8515 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8517 Feld[ax][ay] = EL_AMOEBA_DEAD;
8518 TEST_DrawLevelField(ax, ay);
8522 if (IS_ANIMATED(graphic))
8523 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8525 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8526 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8528 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8531 if (MovDelay[ax][ay])
8535 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8538 int x = ax + xy[start][0];
8539 int y = ay + xy[start][1];
8541 if (!IN_LEV_FIELD(x, y))
8544 if (IS_FREE(x, y) ||
8545 CAN_GROW_INTO(Feld[x][y]) ||
8546 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8547 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8553 if (newax == ax && neway == ay)
8556 else /* normal or "filled" (BD style) amoeba */
8559 boolean waiting_for_player = FALSE;
8561 for (i = 0; i < NUM_DIRECTIONS; i++)
8563 int j = (start + i) % 4;
8564 int x = ax + xy[j][0];
8565 int y = ay + xy[j][1];
8567 if (!IN_LEV_FIELD(x, y))
8570 if (IS_FREE(x, y) ||
8571 CAN_GROW_INTO(Feld[x][y]) ||
8572 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8573 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8579 else if (IS_PLAYER(x, y))
8580 waiting_for_player = TRUE;
8583 if (newax == ax && neway == ay) /* amoeba cannot grow */
8585 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8587 Feld[ax][ay] = EL_AMOEBA_DEAD;
8588 TEST_DrawLevelField(ax, ay);
8589 AmoebaCnt[AmoebaNr[ax][ay]]--;
8591 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8593 if (element == EL_AMOEBA_FULL)
8594 AmoebeUmwandeln(ax, ay);
8595 else if (element == EL_BD_AMOEBA)
8596 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8601 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8603 /* amoeba gets larger by growing in some direction */
8605 int new_group_nr = AmoebaNr[ax][ay];
8608 if (new_group_nr == 0)
8610 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8611 printf("AmoebeAbleger(): This should never happen!\n");
8616 AmoebaNr[newax][neway] = new_group_nr;
8617 AmoebaCnt[new_group_nr]++;
8618 AmoebaCnt2[new_group_nr]++;
8620 /* if amoeba touches other amoeba(s) after growing, unify them */
8621 AmoebenVereinigen(newax, neway);
8623 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8625 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8631 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8632 (neway == lev_fieldy - 1 && newax != ax))
8634 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8635 Store[newax][neway] = element;
8637 else if (neway == ay || element == EL_EMC_DRIPPER)
8639 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8641 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8645 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8646 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8647 Store[ax][ay] = EL_AMOEBA_DROP;
8648 ContinueMoving(ax, ay);
8652 TEST_DrawLevelField(newax, neway);
8655 void Life(int ax, int ay)
8659 int element = Feld[ax][ay];
8660 int graphic = el2img(element);
8661 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8663 boolean changed = FALSE;
8665 if (IS_ANIMATED(graphic))
8666 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8671 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8672 MovDelay[ax][ay] = life_time;
8674 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8677 if (MovDelay[ax][ay])
8681 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8683 int xx = ax+x1, yy = ay+y1;
8686 if (!IN_LEV_FIELD(xx, yy))
8689 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8691 int x = xx+x2, y = yy+y2;
8693 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8696 if (((Feld[x][y] == element ||
8697 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8699 (IS_FREE(x, y) && Stop[x][y]))
8703 if (xx == ax && yy == ay) /* field in the middle */
8705 if (nachbarn < life_parameter[0] ||
8706 nachbarn > life_parameter[1])
8708 Feld[xx][yy] = EL_EMPTY;
8710 TEST_DrawLevelField(xx, yy);
8711 Stop[xx][yy] = TRUE;
8715 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8716 { /* free border field */
8717 if (nachbarn >= life_parameter[2] &&
8718 nachbarn <= life_parameter[3])
8720 Feld[xx][yy] = element;
8721 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8723 TEST_DrawLevelField(xx, yy);
8724 Stop[xx][yy] = TRUE;
8731 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8732 SND_GAME_OF_LIFE_GROWING);
8735 static void InitRobotWheel(int x, int y)
8737 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8740 static void RunRobotWheel(int x, int y)
8742 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8745 static void StopRobotWheel(int x, int y)
8747 if (ZX == x && ZY == y)
8751 game.robot_wheel_active = FALSE;
8755 static void InitTimegateWheel(int x, int y)
8757 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8760 static void RunTimegateWheel(int x, int y)
8762 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8765 static void InitMagicBallDelay(int x, int y)
8767 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8770 static void ActivateMagicBall(int bx, int by)
8774 if (level.ball_random)
8776 int pos_border = RND(8); /* select one of the eight border elements */
8777 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8778 int xx = pos_content % 3;
8779 int yy = pos_content / 3;
8784 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8785 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8789 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8791 int xx = x - bx + 1;
8792 int yy = y - by + 1;
8794 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8795 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8799 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8802 void CheckExit(int x, int y)
8804 if (local_player->gems_still_needed > 0 ||
8805 local_player->sokobanfields_still_needed > 0 ||
8806 local_player->lights_still_needed > 0)
8808 int element = Feld[x][y];
8809 int graphic = el2img(element);
8811 if (IS_ANIMATED(graphic))
8812 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8817 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8820 Feld[x][y] = EL_EXIT_OPENING;
8822 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8825 void CheckExitEM(int x, int y)
8827 if (local_player->gems_still_needed > 0 ||
8828 local_player->sokobanfields_still_needed > 0 ||
8829 local_player->lights_still_needed > 0)
8831 int element = Feld[x][y];
8832 int graphic = el2img(element);
8834 if (IS_ANIMATED(graphic))
8835 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8840 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8843 Feld[x][y] = EL_EM_EXIT_OPENING;
8845 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8848 void CheckExitSteel(int x, int y)
8850 if (local_player->gems_still_needed > 0 ||
8851 local_player->sokobanfields_still_needed > 0 ||
8852 local_player->lights_still_needed > 0)
8854 int element = Feld[x][y];
8855 int graphic = el2img(element);
8857 if (IS_ANIMATED(graphic))
8858 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8863 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8866 Feld[x][y] = EL_STEEL_EXIT_OPENING;
8868 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8871 void CheckExitSteelEM(int x, int y)
8873 if (local_player->gems_still_needed > 0 ||
8874 local_player->sokobanfields_still_needed > 0 ||
8875 local_player->lights_still_needed > 0)
8877 int element = Feld[x][y];
8878 int graphic = el2img(element);
8880 if (IS_ANIMATED(graphic))
8881 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8886 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8889 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8891 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8894 void CheckExitSP(int x, int y)
8896 if (local_player->gems_still_needed > 0)
8898 int element = Feld[x][y];
8899 int graphic = el2img(element);
8901 if (IS_ANIMATED(graphic))
8902 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8907 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8910 Feld[x][y] = EL_SP_EXIT_OPENING;
8912 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8915 static void CloseAllOpenTimegates()
8919 SCAN_PLAYFIELD(x, y)
8921 int element = Feld[x][y];
8923 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8925 Feld[x][y] = EL_TIMEGATE_CLOSING;
8927 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8932 void DrawTwinkleOnField(int x, int y)
8934 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8937 if (Feld[x][y] == EL_BD_DIAMOND)
8940 if (MovDelay[x][y] == 0) /* next animation frame */
8941 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8943 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8947 DrawLevelElementAnimation(x, y, Feld[x][y]);
8949 if (MovDelay[x][y] != 0)
8951 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8952 10 - MovDelay[x][y]);
8954 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
8959 void MauerWaechst(int x, int y)
8963 if (!MovDelay[x][y]) /* next animation frame */
8964 MovDelay[x][y] = 3 * delay;
8966 if (MovDelay[x][y]) /* wait some time before next frame */
8970 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8972 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
8973 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
8975 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
8978 if (!MovDelay[x][y])
8980 if (MovDir[x][y] == MV_LEFT)
8982 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
8983 TEST_DrawLevelField(x - 1, y);
8985 else if (MovDir[x][y] == MV_RIGHT)
8987 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
8988 TEST_DrawLevelField(x + 1, y);
8990 else if (MovDir[x][y] == MV_UP)
8992 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
8993 TEST_DrawLevelField(x, y - 1);
8997 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
8998 TEST_DrawLevelField(x, y + 1);
9001 Feld[x][y] = Store[x][y];
9003 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9004 TEST_DrawLevelField(x, y);
9009 void MauerAbleger(int ax, int ay)
9011 int element = Feld[ax][ay];
9012 int graphic = el2img(element);
9013 boolean oben_frei = FALSE, unten_frei = FALSE;
9014 boolean links_frei = FALSE, rechts_frei = FALSE;
9015 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9016 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9017 boolean new_wall = FALSE;
9019 if (IS_ANIMATED(graphic))
9020 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9022 if (!MovDelay[ax][ay]) /* start building new wall */
9023 MovDelay[ax][ay] = 6;
9025 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9028 if (MovDelay[ax][ay])
9032 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9034 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9036 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9038 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9041 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9042 element == EL_EXPANDABLE_WALL_ANY)
9046 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9047 Store[ax][ay-1] = element;
9048 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9049 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9050 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9051 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9056 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9057 Store[ax][ay+1] = element;
9058 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9059 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9060 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9061 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9066 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9067 element == EL_EXPANDABLE_WALL_ANY ||
9068 element == EL_EXPANDABLE_WALL ||
9069 element == EL_BD_EXPANDABLE_WALL)
9073 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9074 Store[ax-1][ay] = element;
9075 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9076 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9077 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9078 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9084 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9085 Store[ax+1][ay] = element;
9086 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9087 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9088 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9089 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9094 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9095 TEST_DrawLevelField(ax, ay);
9097 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9099 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9100 unten_massiv = TRUE;
9101 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9102 links_massiv = TRUE;
9103 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9104 rechts_massiv = TRUE;
9106 if (((oben_massiv && unten_massiv) ||
9107 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9108 element == EL_EXPANDABLE_WALL) &&
9109 ((links_massiv && rechts_massiv) ||
9110 element == EL_EXPANDABLE_WALL_VERTICAL))
9111 Feld[ax][ay] = EL_WALL;
9114 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9117 void MauerAblegerStahl(int ax, int ay)
9119 int element = Feld[ax][ay];
9120 int graphic = el2img(element);
9121 boolean oben_frei = FALSE, unten_frei = FALSE;
9122 boolean links_frei = FALSE, rechts_frei = FALSE;
9123 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9124 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9125 boolean new_wall = FALSE;
9127 if (IS_ANIMATED(graphic))
9128 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9130 if (!MovDelay[ax][ay]) /* start building new wall */
9131 MovDelay[ax][ay] = 6;
9133 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9136 if (MovDelay[ax][ay])
9140 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9142 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9144 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9146 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9149 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9150 element == EL_EXPANDABLE_STEELWALL_ANY)
9154 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9155 Store[ax][ay-1] = element;
9156 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9157 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9158 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9159 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9164 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9165 Store[ax][ay+1] = element;
9166 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9167 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9168 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9169 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9174 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9175 element == EL_EXPANDABLE_STEELWALL_ANY)
9179 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9180 Store[ax-1][ay] = element;
9181 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9182 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9183 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9184 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9190 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9191 Store[ax+1][ay] = element;
9192 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9193 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9194 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9195 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9200 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9202 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9203 unten_massiv = TRUE;
9204 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9205 links_massiv = TRUE;
9206 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9207 rechts_massiv = TRUE;
9209 if (((oben_massiv && unten_massiv) ||
9210 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9211 ((links_massiv && rechts_massiv) ||
9212 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9213 Feld[ax][ay] = EL_STEELWALL;
9216 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9219 void CheckForDragon(int x, int y)
9222 boolean dragon_found = FALSE;
9223 static int xy[4][2] =
9231 for (i = 0; i < NUM_DIRECTIONS; i++)
9233 for (j = 0; j < 4; j++)
9235 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9237 if (IN_LEV_FIELD(xx, yy) &&
9238 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9240 if (Feld[xx][yy] == EL_DRAGON)
9241 dragon_found = TRUE;
9250 for (i = 0; i < NUM_DIRECTIONS; i++)
9252 for (j = 0; j < 3; j++)
9254 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9256 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9258 Feld[xx][yy] = EL_EMPTY;
9259 TEST_DrawLevelField(xx, yy);
9268 static void InitBuggyBase(int x, int y)
9270 int element = Feld[x][y];
9271 int activating_delay = FRAMES_PER_SECOND / 4;
9274 (element == EL_SP_BUGGY_BASE ?
9275 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9276 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9278 element == EL_SP_BUGGY_BASE_ACTIVE ?
9279 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9282 static void WarnBuggyBase(int x, int y)
9285 static int xy[4][2] =
9293 for (i = 0; i < NUM_DIRECTIONS; i++)
9295 int xx = x + xy[i][0];
9296 int yy = y + xy[i][1];
9298 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9300 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9307 static void InitTrap(int x, int y)
9309 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9312 static void ActivateTrap(int x, int y)
9314 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9317 static void ChangeActiveTrap(int x, int y)
9319 int graphic = IMG_TRAP_ACTIVE;
9321 /* if new animation frame was drawn, correct crumbled sand border */
9322 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9323 TEST_DrawLevelFieldCrumbled(x, y);
9326 static int getSpecialActionElement(int element, int number, int base_element)
9328 return (element != EL_EMPTY ? element :
9329 number != -1 ? base_element + number - 1 :
9333 static int getModifiedActionNumber(int value_old, int operator, int operand,
9334 int value_min, int value_max)
9336 int value_new = (operator == CA_MODE_SET ? operand :
9337 operator == CA_MODE_ADD ? value_old + operand :
9338 operator == CA_MODE_SUBTRACT ? value_old - operand :
9339 operator == CA_MODE_MULTIPLY ? value_old * operand :
9340 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9341 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9344 return (value_new < value_min ? value_min :
9345 value_new > value_max ? value_max :
9349 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9351 struct ElementInfo *ei = &element_info[element];
9352 struct ElementChangeInfo *change = &ei->change_page[page];
9353 int target_element = change->target_element;
9354 int action_type = change->action_type;
9355 int action_mode = change->action_mode;
9356 int action_arg = change->action_arg;
9357 int action_element = change->action_element;
9360 if (!change->has_action)
9363 /* ---------- determine action paramater values -------------------------- */
9365 int level_time_value =
9366 (level.time > 0 ? TimeLeft :
9369 int action_arg_element_raw =
9370 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9371 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9372 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9373 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9374 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9375 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9376 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9378 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9380 int action_arg_direction =
9381 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9382 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9383 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9384 change->actual_trigger_side :
9385 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9386 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9389 int action_arg_number_min =
9390 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9393 int action_arg_number_max =
9394 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9395 action_type == CA_SET_LEVEL_GEMS ? 999 :
9396 action_type == CA_SET_LEVEL_TIME ? 9999 :
9397 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9398 action_type == CA_SET_CE_VALUE ? 9999 :
9399 action_type == CA_SET_CE_SCORE ? 9999 :
9402 int action_arg_number_reset =
9403 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9404 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9405 action_type == CA_SET_LEVEL_TIME ? level.time :
9406 action_type == CA_SET_LEVEL_SCORE ? 0 :
9407 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9408 action_type == CA_SET_CE_SCORE ? 0 :
9411 int action_arg_number =
9412 (action_arg <= CA_ARG_MAX ? action_arg :
9413 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9414 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9415 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9416 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9417 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9418 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9419 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9420 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9421 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9422 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9423 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9424 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9425 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9426 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9427 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9428 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9429 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9430 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9431 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9432 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9433 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9436 int action_arg_number_old =
9437 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9438 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9439 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9440 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9441 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9444 int action_arg_number_new =
9445 getModifiedActionNumber(action_arg_number_old,
9446 action_mode, action_arg_number,
9447 action_arg_number_min, action_arg_number_max);
9449 int trigger_player_bits =
9450 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9451 change->actual_trigger_player_bits : change->trigger_player);
9453 int action_arg_player_bits =
9454 (action_arg >= CA_ARG_PLAYER_1 &&
9455 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9456 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9457 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9460 /* ---------- execute action -------------------------------------------- */
9462 switch (action_type)
9469 /* ---------- level actions ------------------------------------------- */
9471 case CA_RESTART_LEVEL:
9473 game.restart_level = TRUE;
9478 case CA_SHOW_ENVELOPE:
9480 int element = getSpecialActionElement(action_arg_element,
9481 action_arg_number, EL_ENVELOPE_1);
9483 if (IS_ENVELOPE(element))
9484 local_player->show_envelope = element;
9489 case CA_SET_LEVEL_TIME:
9491 if (level.time > 0) /* only modify limited time value */
9493 TimeLeft = action_arg_number_new;
9495 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9497 DisplayGameControlValues();
9499 if (!TimeLeft && setup.time_limit)
9500 for (i = 0; i < MAX_PLAYERS; i++)
9501 KillPlayer(&stored_player[i]);
9507 case CA_SET_LEVEL_SCORE:
9509 local_player->score = action_arg_number_new;
9511 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9513 DisplayGameControlValues();
9518 case CA_SET_LEVEL_GEMS:
9520 local_player->gems_still_needed = action_arg_number_new;
9522 game_panel_controls[GAME_PANEL_GEMS].value =
9523 local_player->gems_still_needed;
9525 DisplayGameControlValues();
9530 case CA_SET_LEVEL_WIND:
9532 game.wind_direction = action_arg_direction;
9537 case CA_SET_LEVEL_RANDOM_SEED:
9539 /* ensure that setting a new random seed while playing is predictable */
9540 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9545 /* ---------- player actions ------------------------------------------ */
9547 case CA_MOVE_PLAYER:
9549 /* automatically move to the next field in specified direction */
9550 for (i = 0; i < MAX_PLAYERS; i++)
9551 if (trigger_player_bits & (1 << i))
9552 stored_player[i].programmed_action = action_arg_direction;
9557 case CA_EXIT_PLAYER:
9559 for (i = 0; i < MAX_PLAYERS; i++)
9560 if (action_arg_player_bits & (1 << i))
9561 PlayerWins(&stored_player[i]);
9566 case CA_KILL_PLAYER:
9568 for (i = 0; i < MAX_PLAYERS; i++)
9569 if (action_arg_player_bits & (1 << i))
9570 KillPlayer(&stored_player[i]);
9575 case CA_SET_PLAYER_KEYS:
9577 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9578 int element = getSpecialActionElement(action_arg_element,
9579 action_arg_number, EL_KEY_1);
9581 if (IS_KEY(element))
9583 for (i = 0; i < MAX_PLAYERS; i++)
9585 if (trigger_player_bits & (1 << i))
9587 stored_player[i].key[KEY_NR(element)] = key_state;
9589 DrawGameDoorValues();
9597 case CA_SET_PLAYER_SPEED:
9599 for (i = 0; i < MAX_PLAYERS; i++)
9601 if (trigger_player_bits & (1 << i))
9603 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9605 if (action_arg == CA_ARG_SPEED_FASTER &&
9606 stored_player[i].cannot_move)
9608 action_arg_number = STEPSIZE_VERY_SLOW;
9610 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9611 action_arg == CA_ARG_SPEED_FASTER)
9613 action_arg_number = 2;
9614 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9617 else if (action_arg == CA_ARG_NUMBER_RESET)
9619 action_arg_number = level.initial_player_stepsize[i];
9623 getModifiedActionNumber(move_stepsize,
9626 action_arg_number_min,
9627 action_arg_number_max);
9629 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9636 case CA_SET_PLAYER_SHIELD:
9638 for (i = 0; i < MAX_PLAYERS; i++)
9640 if (trigger_player_bits & (1 << i))
9642 if (action_arg == CA_ARG_SHIELD_OFF)
9644 stored_player[i].shield_normal_time_left = 0;
9645 stored_player[i].shield_deadly_time_left = 0;
9647 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9649 stored_player[i].shield_normal_time_left = 999999;
9651 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9653 stored_player[i].shield_normal_time_left = 999999;
9654 stored_player[i].shield_deadly_time_left = 999999;
9662 case CA_SET_PLAYER_GRAVITY:
9664 for (i = 0; i < MAX_PLAYERS; i++)
9666 if (trigger_player_bits & (1 << i))
9668 stored_player[i].gravity =
9669 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9670 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9671 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9672 stored_player[i].gravity);
9679 case CA_SET_PLAYER_ARTWORK:
9681 for (i = 0; i < MAX_PLAYERS; i++)
9683 if (trigger_player_bits & (1 << i))
9685 int artwork_element = action_arg_element;
9687 if (action_arg == CA_ARG_ELEMENT_RESET)
9689 (level.use_artwork_element[i] ? level.artwork_element[i] :
9690 stored_player[i].element_nr);
9692 if (stored_player[i].artwork_element != artwork_element)
9693 stored_player[i].Frame = 0;
9695 stored_player[i].artwork_element = artwork_element;
9697 SetPlayerWaiting(&stored_player[i], FALSE);
9699 /* set number of special actions for bored and sleeping animation */
9700 stored_player[i].num_special_action_bored =
9701 get_num_special_action(artwork_element,
9702 ACTION_BORING_1, ACTION_BORING_LAST);
9703 stored_player[i].num_special_action_sleeping =
9704 get_num_special_action(artwork_element,
9705 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9712 case CA_SET_PLAYER_INVENTORY:
9714 for (i = 0; i < MAX_PLAYERS; i++)
9716 struct PlayerInfo *player = &stored_player[i];
9719 if (trigger_player_bits & (1 << i))
9721 int inventory_element = action_arg_element;
9723 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9724 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9725 action_arg == CA_ARG_ELEMENT_ACTION)
9727 int element = inventory_element;
9728 int collect_count = element_info[element].collect_count_initial;
9730 if (!IS_CUSTOM_ELEMENT(element))
9733 if (collect_count == 0)
9734 player->inventory_infinite_element = element;
9736 for (k = 0; k < collect_count; k++)
9737 if (player->inventory_size < MAX_INVENTORY_SIZE)
9738 player->inventory_element[player->inventory_size++] =
9741 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9742 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9743 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9745 if (player->inventory_infinite_element != EL_UNDEFINED &&
9746 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9747 action_arg_element_raw))
9748 player->inventory_infinite_element = EL_UNDEFINED;
9750 for (k = 0, j = 0; j < player->inventory_size; j++)
9752 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9753 action_arg_element_raw))
9754 player->inventory_element[k++] = player->inventory_element[j];
9757 player->inventory_size = k;
9759 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9761 if (player->inventory_size > 0)
9763 for (j = 0; j < player->inventory_size - 1; j++)
9764 player->inventory_element[j] = player->inventory_element[j + 1];
9766 player->inventory_size--;
9769 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9771 if (player->inventory_size > 0)
9772 player->inventory_size--;
9774 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9776 player->inventory_infinite_element = EL_UNDEFINED;
9777 player->inventory_size = 0;
9779 else if (action_arg == CA_ARG_INVENTORY_RESET)
9781 player->inventory_infinite_element = EL_UNDEFINED;
9782 player->inventory_size = 0;
9784 if (level.use_initial_inventory[i])
9786 for (j = 0; j < level.initial_inventory_size[i]; j++)
9788 int element = level.initial_inventory_content[i][j];
9789 int collect_count = element_info[element].collect_count_initial;
9791 if (!IS_CUSTOM_ELEMENT(element))
9794 if (collect_count == 0)
9795 player->inventory_infinite_element = element;
9797 for (k = 0; k < collect_count; k++)
9798 if (player->inventory_size < MAX_INVENTORY_SIZE)
9799 player->inventory_element[player->inventory_size++] =
9810 /* ---------- CE actions ---------------------------------------------- */
9812 case CA_SET_CE_VALUE:
9814 int last_ce_value = CustomValue[x][y];
9816 CustomValue[x][y] = action_arg_number_new;
9818 if (CustomValue[x][y] != last_ce_value)
9820 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9821 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9823 if (CustomValue[x][y] == 0)
9825 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9826 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9833 case CA_SET_CE_SCORE:
9835 int last_ce_score = ei->collect_score;
9837 ei->collect_score = action_arg_number_new;
9839 if (ei->collect_score != last_ce_score)
9841 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9842 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9844 if (ei->collect_score == 0)
9848 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9849 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9852 This is a very special case that seems to be a mixture between
9853 CheckElementChange() and CheckTriggeredElementChange(): while
9854 the first one only affects single elements that are triggered
9855 directly, the second one affects multiple elements in the playfield
9856 that are triggered indirectly by another element. This is a third
9857 case: Changing the CE score always affects multiple identical CEs,
9858 so every affected CE must be checked, not only the single CE for
9859 which the CE score was changed in the first place (as every instance
9860 of that CE shares the same CE score, and therefore also can change)!
9862 SCAN_PLAYFIELD(xx, yy)
9864 if (Feld[xx][yy] == element)
9865 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9866 CE_SCORE_GETS_ZERO);
9874 case CA_SET_CE_ARTWORK:
9876 int artwork_element = action_arg_element;
9877 boolean reset_frame = FALSE;
9880 if (action_arg == CA_ARG_ELEMENT_RESET)
9881 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
9884 if (ei->gfx_element != artwork_element)
9887 ei->gfx_element = artwork_element;
9889 SCAN_PLAYFIELD(xx, yy)
9891 if (Feld[xx][yy] == element)
9895 ResetGfxAnimation(xx, yy);
9896 ResetRandomAnimationValue(xx, yy);
9899 TEST_DrawLevelField(xx, yy);
9906 /* ---------- engine actions ------------------------------------------ */
9908 case CA_SET_ENGINE_SCAN_MODE:
9910 InitPlayfieldScanMode(action_arg);
9920 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9922 int old_element = Feld[x][y];
9923 int new_element = GetElementFromGroupElement(element);
9924 int previous_move_direction = MovDir[x][y];
9925 int last_ce_value = CustomValue[x][y];
9926 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9927 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9928 boolean add_player_onto_element = (new_element_is_player &&
9929 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9930 IS_WALKABLE(old_element));
9932 if (!add_player_onto_element)
9934 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9935 RemoveMovingField(x, y);
9939 Feld[x][y] = new_element;
9941 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9942 MovDir[x][y] = previous_move_direction;
9944 if (element_info[new_element].use_last_ce_value)
9945 CustomValue[x][y] = last_ce_value;
9947 InitField_WithBug1(x, y, FALSE);
9949 new_element = Feld[x][y]; /* element may have changed */
9951 ResetGfxAnimation(x, y);
9952 ResetRandomAnimationValue(x, y);
9954 TEST_DrawLevelField(x, y);
9956 if (GFX_CRUMBLED(new_element))
9957 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9960 /* check if element under the player changes from accessible to unaccessible
9961 (needed for special case of dropping element which then changes) */
9962 /* (must be checked after creating new element for walkable group elements) */
9963 if (IS_PLAYER(x, y) && !player_explosion_protected &&
9964 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
9971 /* "ChangeCount" not set yet to allow "entered by player" change one time */
9972 if (new_element_is_player)
9973 RelocatePlayer(x, y, new_element);
9976 ChangeCount[x][y]++; /* count number of changes in the same frame */
9978 TestIfBadThingTouchesPlayer(x, y);
9979 TestIfPlayerTouchesCustomElement(x, y);
9980 TestIfElementTouchesCustomElement(x, y);
9983 static void CreateField(int x, int y, int element)
9985 CreateFieldExt(x, y, element, FALSE);
9988 static void CreateElementFromChange(int x, int y, int element)
9990 element = GET_VALID_RUNTIME_ELEMENT(element);
9992 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
9994 int old_element = Feld[x][y];
9996 /* prevent changed element from moving in same engine frame
9997 unless both old and new element can either fall or move */
9998 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
9999 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10003 CreateFieldExt(x, y, element, TRUE);
10006 static boolean ChangeElement(int x, int y, int element, int page)
10008 struct ElementInfo *ei = &element_info[element];
10009 struct ElementChangeInfo *change = &ei->change_page[page];
10010 int ce_value = CustomValue[x][y];
10011 int ce_score = ei->collect_score;
10012 int target_element;
10013 int old_element = Feld[x][y];
10015 /* always use default change event to prevent running into a loop */
10016 if (ChangeEvent[x][y] == -1)
10017 ChangeEvent[x][y] = CE_DELAY;
10019 if (ChangeEvent[x][y] == CE_DELAY)
10021 /* reset actual trigger element, trigger player and action element */
10022 change->actual_trigger_element = EL_EMPTY;
10023 change->actual_trigger_player = EL_EMPTY;
10024 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10025 change->actual_trigger_side = CH_SIDE_NONE;
10026 change->actual_trigger_ce_value = 0;
10027 change->actual_trigger_ce_score = 0;
10030 /* do not change elements more than a specified maximum number of changes */
10031 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10034 ChangeCount[x][y]++; /* count number of changes in the same frame */
10036 if (change->explode)
10043 if (change->use_target_content)
10045 boolean complete_replace = TRUE;
10046 boolean can_replace[3][3];
10049 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10052 boolean is_walkable;
10053 boolean is_diggable;
10054 boolean is_collectible;
10055 boolean is_removable;
10056 boolean is_destructible;
10057 int ex = x + xx - 1;
10058 int ey = y + yy - 1;
10059 int content_element = change->target_content.e[xx][yy];
10062 can_replace[xx][yy] = TRUE;
10064 if (ex == x && ey == y) /* do not check changing element itself */
10067 if (content_element == EL_EMPTY_SPACE)
10069 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10074 if (!IN_LEV_FIELD(ex, ey))
10076 can_replace[xx][yy] = FALSE;
10077 complete_replace = FALSE;
10084 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10085 e = MovingOrBlocked2Element(ex, ey);
10087 is_empty = (IS_FREE(ex, ey) ||
10088 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10090 is_walkable = (is_empty || IS_WALKABLE(e));
10091 is_diggable = (is_empty || IS_DIGGABLE(e));
10092 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10093 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10094 is_removable = (is_diggable || is_collectible);
10096 can_replace[xx][yy] =
10097 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10098 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10099 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10100 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10101 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10102 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10103 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10105 if (!can_replace[xx][yy])
10106 complete_replace = FALSE;
10109 if (!change->only_if_complete || complete_replace)
10111 boolean something_has_changed = FALSE;
10113 if (change->only_if_complete && change->use_random_replace &&
10114 RND(100) < change->random_percentage)
10117 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10119 int ex = x + xx - 1;
10120 int ey = y + yy - 1;
10121 int content_element;
10123 if (can_replace[xx][yy] && (!change->use_random_replace ||
10124 RND(100) < change->random_percentage))
10126 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10127 RemoveMovingField(ex, ey);
10129 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10131 content_element = change->target_content.e[xx][yy];
10132 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10133 ce_value, ce_score);
10135 CreateElementFromChange(ex, ey, target_element);
10137 something_has_changed = TRUE;
10139 /* for symmetry reasons, freeze newly created border elements */
10140 if (ex != x || ey != y)
10141 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10145 if (something_has_changed)
10147 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10148 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10154 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10155 ce_value, ce_score);
10157 if (element == EL_DIAGONAL_GROWING ||
10158 element == EL_DIAGONAL_SHRINKING)
10160 target_element = Store[x][y];
10162 Store[x][y] = EL_EMPTY;
10165 CreateElementFromChange(x, y, target_element);
10167 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10168 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10171 /* this uses direct change before indirect change */
10172 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10177 static void HandleElementChange(int x, int y, int page)
10179 int element = MovingOrBlocked2Element(x, y);
10180 struct ElementInfo *ei = &element_info[element];
10181 struct ElementChangeInfo *change = &ei->change_page[page];
10182 boolean handle_action_before_change = FALSE;
10185 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10186 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10189 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10190 x, y, element, element_info[element].token_name);
10191 printf("HandleElementChange(): This should never happen!\n");
10196 /* this can happen with classic bombs on walkable, changing elements */
10197 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10202 if (ChangeDelay[x][y] == 0) /* initialize element change */
10204 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10206 if (change->can_change)
10208 /* !!! not clear why graphic animation should be reset at all here !!! */
10209 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10210 /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
10213 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10215 When using an animation frame delay of 1 (this only happens with
10216 "sp_zonk.moving.left/right" in the classic graphics), the default
10217 (non-moving) animation shows wrong animation frames (while the
10218 moving animation, like "sp_zonk.moving.left/right", is correct,
10219 so this graphical bug never shows up with the classic graphics).
10220 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10221 be drawn instead of the correct frames 0,1,2,3. This is caused by
10222 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10223 an element change: First when the change delay ("ChangeDelay[][]")
10224 counter has reached zero after decrementing, then a second time in
10225 the next frame (after "GfxFrame[][]" was already incremented) when
10226 "ChangeDelay[][]" is reset to the initial delay value again.
10228 This causes frame 0 to be drawn twice, while the last frame won't
10229 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10231 As some animations may already be cleverly designed around this bug
10232 (at least the "Snake Bite" snake tail animation does this), it cannot
10233 simply be fixed here without breaking such existing animations.
10234 Unfortunately, it cannot easily be detected if a graphics set was
10235 designed "before" or "after" the bug was fixed. As a workaround,
10236 a new graphics set option "game.graphics_engine_version" was added
10237 to be able to specify the game's major release version for which the
10238 graphics set was designed, which can then be used to decide if the
10239 bugfix should be used (version 4 and above) or not (version 3 or
10240 below, or if no version was specified at all, as with old sets).
10242 (The wrong/fixed animation frames can be tested with the test level set
10243 "test_gfxframe" and level "000", which contains a specially prepared
10244 custom element at level position (x/y) == (11/9) which uses the zonk
10245 animation mentioned above. Using "game.graphics_engine_version: 4"
10246 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10247 This can also be seen from the debug output for this test element.)
10250 /* when a custom element is about to change (for example by change delay),
10251 do not reset graphic animation when the custom element is moving */
10252 if (game.graphics_engine_version < 4 &&
10255 ResetGfxAnimation(x, y);
10256 ResetRandomAnimationValue(x, y);
10259 if (change->pre_change_function)
10260 change->pre_change_function(x, y);
10264 ChangeDelay[x][y]--;
10266 if (ChangeDelay[x][y] != 0) /* continue element change */
10268 if (change->can_change)
10270 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10272 if (IS_ANIMATED(graphic))
10273 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10275 if (change->change_function)
10276 change->change_function(x, y);
10279 else /* finish element change */
10281 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10283 page = ChangePage[x][y];
10284 ChangePage[x][y] = -1;
10286 change = &ei->change_page[page];
10289 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10291 ChangeDelay[x][y] = 1; /* try change after next move step */
10292 ChangePage[x][y] = page; /* remember page to use for change */
10297 /* special case: set new level random seed before changing element */
10298 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10299 handle_action_before_change = TRUE;
10301 if (change->has_action && handle_action_before_change)
10302 ExecuteCustomElementAction(x, y, element, page);
10304 if (change->can_change)
10306 if (ChangeElement(x, y, element, page))
10308 if (change->post_change_function)
10309 change->post_change_function(x, y);
10313 if (change->has_action && !handle_action_before_change)
10314 ExecuteCustomElementAction(x, y, element, page);
10318 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10319 int trigger_element,
10321 int trigger_player,
10325 boolean change_done_any = FALSE;
10326 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10329 if (!(trigger_events[trigger_element][trigger_event]))
10332 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10334 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10336 int element = EL_CUSTOM_START + i;
10337 boolean change_done = FALSE;
10340 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10341 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10344 for (p = 0; p < element_info[element].num_change_pages; p++)
10346 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10348 if (change->can_change_or_has_action &&
10349 change->has_event[trigger_event] &&
10350 change->trigger_side & trigger_side &&
10351 change->trigger_player & trigger_player &&
10352 change->trigger_page & trigger_page_bits &&
10353 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10355 change->actual_trigger_element = trigger_element;
10356 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10357 change->actual_trigger_player_bits = trigger_player;
10358 change->actual_trigger_side = trigger_side;
10359 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10360 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10362 if ((change->can_change && !change_done) || change->has_action)
10366 SCAN_PLAYFIELD(x, y)
10368 if (Feld[x][y] == element)
10370 if (change->can_change && !change_done)
10372 /* if element already changed in this frame, not only prevent
10373 another element change (checked in ChangeElement()), but
10374 also prevent additional element actions for this element */
10376 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10377 !level.use_action_after_change_bug)
10380 ChangeDelay[x][y] = 1;
10381 ChangeEvent[x][y] = trigger_event;
10383 HandleElementChange(x, y, p);
10385 else if (change->has_action)
10387 /* if element already changed in this frame, not only prevent
10388 another element change (checked in ChangeElement()), but
10389 also prevent additional element actions for this element */
10391 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10392 !level.use_action_after_change_bug)
10395 ExecuteCustomElementAction(x, y, element, p);
10396 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10401 if (change->can_change)
10403 change_done = TRUE;
10404 change_done_any = TRUE;
10411 RECURSION_LOOP_DETECTION_END();
10413 return change_done_any;
10416 static boolean CheckElementChangeExt(int x, int y,
10418 int trigger_element,
10420 int trigger_player,
10423 boolean change_done = FALSE;
10426 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10427 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10430 if (Feld[x][y] == EL_BLOCKED)
10432 Blocked2Moving(x, y, &x, &y);
10433 element = Feld[x][y];
10436 /* check if element has already changed or is about to change after moving */
10437 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10438 Feld[x][y] != element) ||
10440 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10441 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10442 ChangePage[x][y] != -1)))
10445 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10447 for (p = 0; p < element_info[element].num_change_pages; p++)
10449 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10451 /* check trigger element for all events where the element that is checked
10452 for changing interacts with a directly adjacent element -- this is
10453 different to element changes that affect other elements to change on the
10454 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10455 boolean check_trigger_element =
10456 (trigger_event == CE_TOUCHING_X ||
10457 trigger_event == CE_HITTING_X ||
10458 trigger_event == CE_HIT_BY_X ||
10459 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10461 if (change->can_change_or_has_action &&
10462 change->has_event[trigger_event] &&
10463 change->trigger_side & trigger_side &&
10464 change->trigger_player & trigger_player &&
10465 (!check_trigger_element ||
10466 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10468 change->actual_trigger_element = trigger_element;
10469 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10470 change->actual_trigger_player_bits = trigger_player;
10471 change->actual_trigger_side = trigger_side;
10472 change->actual_trigger_ce_value = CustomValue[x][y];
10473 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10475 /* special case: trigger element not at (x,y) position for some events */
10476 if (check_trigger_element)
10488 { 0, 0 }, { 0, 0 }, { 0, 0 },
10492 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10493 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10495 change->actual_trigger_ce_value = CustomValue[xx][yy];
10496 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10499 if (change->can_change && !change_done)
10501 ChangeDelay[x][y] = 1;
10502 ChangeEvent[x][y] = trigger_event;
10504 HandleElementChange(x, y, p);
10506 change_done = TRUE;
10508 else if (change->has_action)
10510 ExecuteCustomElementAction(x, y, element, p);
10511 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10516 RECURSION_LOOP_DETECTION_END();
10518 return change_done;
10521 static void PlayPlayerSound(struct PlayerInfo *player)
10523 int jx = player->jx, jy = player->jy;
10524 int sound_element = player->artwork_element;
10525 int last_action = player->last_action_waiting;
10526 int action = player->action_waiting;
10528 if (player->is_waiting)
10530 if (action != last_action)
10531 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10533 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10537 if (action != last_action)
10538 StopSound(element_info[sound_element].sound[last_action]);
10540 if (last_action == ACTION_SLEEPING)
10541 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10545 static void PlayAllPlayersSound()
10549 for (i = 0; i < MAX_PLAYERS; i++)
10550 if (stored_player[i].active)
10551 PlayPlayerSound(&stored_player[i]);
10554 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10556 boolean last_waiting = player->is_waiting;
10557 int move_dir = player->MovDir;
10559 player->dir_waiting = move_dir;
10560 player->last_action_waiting = player->action_waiting;
10564 if (!last_waiting) /* not waiting -> waiting */
10566 player->is_waiting = TRUE;
10568 player->frame_counter_bored =
10570 game.player_boring_delay_fixed +
10571 GetSimpleRandom(game.player_boring_delay_random);
10572 player->frame_counter_sleeping =
10574 game.player_sleeping_delay_fixed +
10575 GetSimpleRandom(game.player_sleeping_delay_random);
10577 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10580 if (game.player_sleeping_delay_fixed +
10581 game.player_sleeping_delay_random > 0 &&
10582 player->anim_delay_counter == 0 &&
10583 player->post_delay_counter == 0 &&
10584 FrameCounter >= player->frame_counter_sleeping)
10585 player->is_sleeping = TRUE;
10586 else if (game.player_boring_delay_fixed +
10587 game.player_boring_delay_random > 0 &&
10588 FrameCounter >= player->frame_counter_bored)
10589 player->is_bored = TRUE;
10591 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10592 player->is_bored ? ACTION_BORING :
10595 if (player->is_sleeping && player->use_murphy)
10597 /* special case for sleeping Murphy when leaning against non-free tile */
10599 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10600 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10601 !IS_MOVING(player->jx - 1, player->jy)))
10602 move_dir = MV_LEFT;
10603 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10604 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10605 !IS_MOVING(player->jx + 1, player->jy)))
10606 move_dir = MV_RIGHT;
10608 player->is_sleeping = FALSE;
10610 player->dir_waiting = move_dir;
10613 if (player->is_sleeping)
10615 if (player->num_special_action_sleeping > 0)
10617 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10619 int last_special_action = player->special_action_sleeping;
10620 int num_special_action = player->num_special_action_sleeping;
10621 int special_action =
10622 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10623 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10624 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10625 last_special_action + 1 : ACTION_SLEEPING);
10626 int special_graphic =
10627 el_act_dir2img(player->artwork_element, special_action, move_dir);
10629 player->anim_delay_counter =
10630 graphic_info[special_graphic].anim_delay_fixed +
10631 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10632 player->post_delay_counter =
10633 graphic_info[special_graphic].post_delay_fixed +
10634 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10636 player->special_action_sleeping = special_action;
10639 if (player->anim_delay_counter > 0)
10641 player->action_waiting = player->special_action_sleeping;
10642 player->anim_delay_counter--;
10644 else if (player->post_delay_counter > 0)
10646 player->post_delay_counter--;
10650 else if (player->is_bored)
10652 if (player->num_special_action_bored > 0)
10654 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10656 int special_action =
10657 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10658 int special_graphic =
10659 el_act_dir2img(player->artwork_element, special_action, move_dir);
10661 player->anim_delay_counter =
10662 graphic_info[special_graphic].anim_delay_fixed +
10663 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10664 player->post_delay_counter =
10665 graphic_info[special_graphic].post_delay_fixed +
10666 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10668 player->special_action_bored = special_action;
10671 if (player->anim_delay_counter > 0)
10673 player->action_waiting = player->special_action_bored;
10674 player->anim_delay_counter--;
10676 else if (player->post_delay_counter > 0)
10678 player->post_delay_counter--;
10683 else if (last_waiting) /* waiting -> not waiting */
10685 player->is_waiting = FALSE;
10686 player->is_bored = FALSE;
10687 player->is_sleeping = FALSE;
10689 player->frame_counter_bored = -1;
10690 player->frame_counter_sleeping = -1;
10692 player->anim_delay_counter = 0;
10693 player->post_delay_counter = 0;
10695 player->dir_waiting = player->MovDir;
10696 player->action_waiting = ACTION_DEFAULT;
10698 player->special_action_bored = ACTION_DEFAULT;
10699 player->special_action_sleeping = ACTION_DEFAULT;
10703 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10705 static boolean player_was_moving = FALSE;
10706 static boolean player_was_snapping = FALSE;
10707 static boolean player_was_dropping = FALSE;
10709 if ((!player->is_moving && player_was_moving) ||
10710 (player->MovPos == 0 && player_was_moving) ||
10711 (player->is_snapping && !player_was_snapping) ||
10712 (player->is_dropping && !player_was_dropping))
10714 if (!SaveEngineSnapshotToList())
10717 player_was_moving = FALSE;
10718 player_was_snapping = TRUE;
10719 player_was_dropping = TRUE;
10723 if (player->is_moving)
10724 player_was_moving = TRUE;
10726 if (!player->is_snapping)
10727 player_was_snapping = FALSE;
10729 if (!player->is_dropping)
10730 player_was_dropping = FALSE;
10734 static void CheckSingleStepMode(struct PlayerInfo *player)
10736 if (tape.single_step && tape.recording && !tape.pausing)
10738 /* as it is called "single step mode", just return to pause mode when the
10739 player stopped moving after one tile (or never starts moving at all) */
10740 if (!player->is_moving && !player->is_pushing)
10742 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10743 SnapField(player, 0, 0); /* stop snapping */
10747 CheckSaveEngineSnapshot(player);
10750 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10752 int left = player_action & JOY_LEFT;
10753 int right = player_action & JOY_RIGHT;
10754 int up = player_action & JOY_UP;
10755 int down = player_action & JOY_DOWN;
10756 int button1 = player_action & JOY_BUTTON_1;
10757 int button2 = player_action & JOY_BUTTON_2;
10758 int dx = (left ? -1 : right ? 1 : 0);
10759 int dy = (up ? -1 : down ? 1 : 0);
10761 if (!player->active || tape.pausing)
10767 SnapField(player, dx, dy);
10771 DropElement(player);
10773 MovePlayer(player, dx, dy);
10776 CheckSingleStepMode(player);
10778 SetPlayerWaiting(player, FALSE);
10780 return player_action;
10784 /* no actions for this player (no input at player's configured device) */
10786 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10787 SnapField(player, 0, 0);
10788 CheckGravityMovementWhenNotMoving(player);
10790 if (player->MovPos == 0)
10791 SetPlayerWaiting(player, TRUE);
10793 if (player->MovPos == 0) /* needed for tape.playing */
10794 player->is_moving = FALSE;
10796 player->is_dropping = FALSE;
10797 player->is_dropping_pressed = FALSE;
10798 player->drop_pressed_delay = 0;
10800 CheckSingleStepMode(player);
10806 static void CheckLevelTime()
10810 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10811 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10813 if (level.native_em_level->lev->home == 0) /* all players at home */
10815 PlayerWins(local_player);
10817 AllPlayersGone = TRUE;
10819 level.native_em_level->lev->home = -1;
10822 if (level.native_em_level->ply[0]->alive == 0 &&
10823 level.native_em_level->ply[1]->alive == 0 &&
10824 level.native_em_level->ply[2]->alive == 0 &&
10825 level.native_em_level->ply[3]->alive == 0) /* all dead */
10826 AllPlayersGone = TRUE;
10828 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10830 if (game_sp.LevelSolved &&
10831 !game_sp.GameOver) /* game won */
10833 PlayerWins(local_player);
10835 game_sp.GameOver = TRUE;
10837 AllPlayersGone = TRUE;
10840 if (game_sp.GameOver) /* game lost */
10841 AllPlayersGone = TRUE;
10844 if (TimeFrames >= FRAMES_PER_SECOND)
10849 for (i = 0; i < MAX_PLAYERS; i++)
10851 struct PlayerInfo *player = &stored_player[i];
10853 if (SHIELD_ON(player))
10855 player->shield_normal_time_left--;
10857 if (player->shield_deadly_time_left > 0)
10858 player->shield_deadly_time_left--;
10862 if (!local_player->LevelSolved && !level.use_step_counter)
10870 if (TimeLeft <= 10 && setup.time_limit)
10871 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10873 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
10874 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
10876 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10878 if (!TimeLeft && setup.time_limit)
10880 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10881 level.native_em_level->lev->killed_out_of_time = TRUE;
10883 for (i = 0; i < MAX_PLAYERS; i++)
10884 KillPlayer(&stored_player[i]);
10887 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
10889 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
10892 level.native_em_level->lev->time =
10893 (game.no_time_limit ? TimePlayed : TimeLeft);
10896 if (tape.recording || tape.playing)
10897 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10900 if (tape.recording || tape.playing)
10901 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
10903 UpdateAndDisplayGameControlValues();
10906 void AdvanceFrameAndPlayerCounters(int player_nr)
10910 /* advance frame counters (global frame counter and time frame counter) */
10914 /* advance player counters (counters for move delay, move animation etc.) */
10915 for (i = 0; i < MAX_PLAYERS; i++)
10917 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10918 int move_delay_value = stored_player[i].move_delay_value;
10919 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10921 if (!advance_player_counters) /* not all players may be affected */
10924 if (move_frames == 0) /* less than one move per game frame */
10926 int stepsize = TILEX / move_delay_value;
10927 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10928 int count = (stored_player[i].is_moving ?
10929 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10931 if (count % delay == 0)
10935 stored_player[i].Frame += move_frames;
10937 if (stored_player[i].MovPos != 0)
10938 stored_player[i].StepFrame += move_frames;
10940 if (stored_player[i].move_delay > 0)
10941 stored_player[i].move_delay--;
10943 /* due to bugs in previous versions, counter must count up, not down */
10944 if (stored_player[i].push_delay != -1)
10945 stored_player[i].push_delay++;
10947 if (stored_player[i].drop_delay > 0)
10948 stored_player[i].drop_delay--;
10950 if (stored_player[i].is_dropping_pressed)
10951 stored_player[i].drop_pressed_delay++;
10955 void StartGameActions(boolean init_network_game, boolean record_tape,
10958 unsigned int new_random_seed = InitRND(random_seed);
10961 TapeStartRecording(new_random_seed);
10963 #if defined(NETWORK_AVALIABLE)
10964 if (init_network_game)
10966 SendToServer_StartPlaying();
10977 static unsigned int game_frame_delay = 0;
10978 unsigned int game_frame_delay_value;
10979 byte *recorded_player_action;
10980 byte summarized_player_action = 0;
10981 byte tape_action[MAX_PLAYERS];
10984 /* detect endless loops, caused by custom element programming */
10985 if (recursion_loop_detected && recursion_loop_depth == 0)
10987 char *message = getStringCat3("Internal Error! Element ",
10988 EL_NAME(recursion_loop_element),
10989 " caused endless loop! Quit the game?");
10991 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
10992 EL_NAME(recursion_loop_element));
10994 RequestQuitGameExt(FALSE, level_editor_test_game, message);
10996 recursion_loop_detected = FALSE; /* if game should be continued */
11003 if (game.restart_level)
11004 StartGameActions(options.network, setup.autorecord, level.random_seed);
11006 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11007 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11009 if (level.native_em_level->lev->home == 0) /* all players at home */
11011 PlayerWins(local_player);
11013 AllPlayersGone = TRUE;
11015 level.native_em_level->lev->home = -1;
11018 if (level.native_em_level->ply[0]->alive == 0 &&
11019 level.native_em_level->ply[1]->alive == 0 &&
11020 level.native_em_level->ply[2]->alive == 0 &&
11021 level.native_em_level->ply[3]->alive == 0) /* all dead */
11022 AllPlayersGone = TRUE;
11024 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11026 if (game_sp.LevelSolved &&
11027 !game_sp.GameOver) /* game won */
11029 PlayerWins(local_player);
11031 game_sp.GameOver = TRUE;
11033 AllPlayersGone = TRUE;
11036 if (game_sp.GameOver) /* game lost */
11037 AllPlayersGone = TRUE;
11040 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11043 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11046 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11049 game_frame_delay_value =
11050 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11052 if (tape.playing && tape.warp_forward && !tape.pausing)
11053 game_frame_delay_value = 0;
11056 /* ---------- main game synchronization point ---------- */
11058 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11060 printf("::: skip == %d\n", skip);
11063 /* ---------- main game synchronization point ---------- */
11065 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11068 if (network_playing && !network_player_action_received)
11070 /* try to get network player actions in time */
11072 #if defined(NETWORK_AVALIABLE)
11073 /* last chance to get network player actions without main loop delay */
11074 HandleNetworking();
11077 /* game was quit by network peer */
11078 if (game_status != GAME_MODE_PLAYING)
11081 if (!network_player_action_received)
11082 return; /* failed to get network player actions in time */
11084 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11090 /* at this point we know that we really continue executing the game */
11092 network_player_action_received = FALSE;
11094 /* when playing tape, read previously recorded player input from tape data */
11095 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11097 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11101 if (tape.set_centered_player)
11103 game.centered_player_nr_next = tape.centered_player_nr_next;
11104 game.set_centered_player = TRUE;
11107 for (i = 0; i < MAX_PLAYERS; i++)
11109 summarized_player_action |= stored_player[i].action;
11111 if (!network_playing && (game.team_mode || tape.playing))
11112 stored_player[i].effective_action = stored_player[i].action;
11115 #if defined(NETWORK_AVALIABLE)
11116 if (network_playing)
11117 SendToServer_MovePlayer(summarized_player_action);
11120 if (!options.network && !game.team_mode)
11121 local_player->effective_action = summarized_player_action;
11123 if (tape.recording &&
11125 setup.input_on_focus &&
11126 game.centered_player_nr != -1)
11128 for (i = 0; i < MAX_PLAYERS; i++)
11129 stored_player[i].effective_action =
11130 (i == game.centered_player_nr ? summarized_player_action : 0);
11133 if (recorded_player_action != NULL)
11134 for (i = 0; i < MAX_PLAYERS; i++)
11135 stored_player[i].effective_action = recorded_player_action[i];
11137 for (i = 0; i < MAX_PLAYERS; i++)
11139 tape_action[i] = stored_player[i].effective_action;
11141 /* (this may happen in the RND game engine if a player was not present on
11142 the playfield on level start, but appeared later from a custom element */
11143 if (setup.team_mode &&
11146 !tape.player_participates[i])
11147 tape.player_participates[i] = TRUE;
11150 /* only record actions from input devices, but not programmed actions */
11151 if (tape.recording)
11152 TapeRecordAction(tape_action);
11154 #if USE_NEW_PLAYER_ASSIGNMENTS
11155 // !!! also map player actions in single player mode !!!
11156 // if (game.team_mode)
11158 byte mapped_action[MAX_PLAYERS];
11160 #if DEBUG_PLAYER_ACTIONS
11162 for (i = 0; i < MAX_PLAYERS; i++)
11163 printf(" %d, ", stored_player[i].effective_action);
11166 for (i = 0; i < MAX_PLAYERS; i++)
11167 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11169 for (i = 0; i < MAX_PLAYERS; i++)
11170 stored_player[i].effective_action = mapped_action[i];
11172 #if DEBUG_PLAYER_ACTIONS
11174 for (i = 0; i < MAX_PLAYERS; i++)
11175 printf(" %d, ", stored_player[i].effective_action);
11179 #if DEBUG_PLAYER_ACTIONS
11183 for (i = 0; i < MAX_PLAYERS; i++)
11184 printf(" %d, ", stored_player[i].effective_action);
11190 for (i = 0; i < MAX_PLAYERS; i++)
11192 // allow engine snapshot in case of changed movement attempt
11193 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11194 (stored_player[i].effective_action & KEY_MOTION))
11195 game.snapshot.changed_action = TRUE;
11197 // allow engine snapshot in case of snapping/dropping attempt
11198 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11199 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11200 game.snapshot.changed_action = TRUE;
11202 game.snapshot.last_action[i] = stored_player[i].effective_action;
11205 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11207 GameActions_EM_Main();
11209 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11211 GameActions_SP_Main();
11215 GameActions_RND_Main();
11218 BlitScreenToBitmap(backbuffer);
11222 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11224 if (options.debug) /* calculate frames per second */
11226 static unsigned int fps_counter = 0;
11227 static int fps_frames = 0;
11228 unsigned int fps_delay_ms = Counter() - fps_counter;
11232 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
11234 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11237 fps_counter = Counter();
11240 redraw_mask |= REDRAW_FPS;
11244 void GameActions_EM_Main()
11246 byte effective_action[MAX_PLAYERS];
11247 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11250 for (i = 0; i < MAX_PLAYERS; i++)
11251 effective_action[i] = stored_player[i].effective_action;
11253 GameActions_EM(effective_action, warp_mode);
11256 void GameActions_SP_Main()
11258 byte effective_action[MAX_PLAYERS];
11259 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11262 for (i = 0; i < MAX_PLAYERS; i++)
11263 effective_action[i] = stored_player[i].effective_action;
11265 GameActions_SP(effective_action, warp_mode);
11268 void GameActions_RND_Main()
11273 void GameActions_RND()
11275 int magic_wall_x = 0, magic_wall_y = 0;
11276 int i, x, y, element, graphic;
11278 InitPlayfieldScanModeVars();
11280 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11282 SCAN_PLAYFIELD(x, y)
11284 ChangeCount[x][y] = 0;
11285 ChangeEvent[x][y] = -1;
11289 if (game.set_centered_player)
11291 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11293 /* switching to "all players" only possible if all players fit to screen */
11294 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11296 game.centered_player_nr_next = game.centered_player_nr;
11297 game.set_centered_player = FALSE;
11300 /* do not switch focus to non-existing (or non-active) player */
11301 if (game.centered_player_nr_next >= 0 &&
11302 !stored_player[game.centered_player_nr_next].active)
11304 game.centered_player_nr_next = game.centered_player_nr;
11305 game.set_centered_player = FALSE;
11309 if (game.set_centered_player &&
11310 ScreenMovPos == 0) /* screen currently aligned at tile position */
11314 if (game.centered_player_nr_next == -1)
11316 setScreenCenteredToAllPlayers(&sx, &sy);
11320 sx = stored_player[game.centered_player_nr_next].jx;
11321 sy = stored_player[game.centered_player_nr_next].jy;
11324 game.centered_player_nr = game.centered_player_nr_next;
11325 game.set_centered_player = FALSE;
11327 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11328 DrawGameDoorValues();
11331 for (i = 0; i < MAX_PLAYERS; i++)
11333 int actual_player_action = stored_player[i].effective_action;
11336 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11337 - rnd_equinox_tetrachloride 048
11338 - rnd_equinox_tetrachloride_ii 096
11339 - rnd_emanuel_schmieg 002
11340 - doctor_sloan_ww 001, 020
11342 if (stored_player[i].MovPos == 0)
11343 CheckGravityMovement(&stored_player[i]);
11346 /* overwrite programmed action with tape action */
11347 if (stored_player[i].programmed_action)
11348 actual_player_action = stored_player[i].programmed_action;
11350 PlayerActions(&stored_player[i], actual_player_action);
11352 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11355 ScrollScreen(NULL, SCROLL_GO_ON);
11357 /* for backwards compatibility, the following code emulates a fixed bug that
11358 occured when pushing elements (causing elements that just made their last
11359 pushing step to already (if possible) make their first falling step in the
11360 same game frame, which is bad); this code is also needed to use the famous
11361 "spring push bug" which is used in older levels and might be wanted to be
11362 used also in newer levels, but in this case the buggy pushing code is only
11363 affecting the "spring" element and no other elements */
11365 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11367 for (i = 0; i < MAX_PLAYERS; i++)
11369 struct PlayerInfo *player = &stored_player[i];
11370 int x = player->jx;
11371 int y = player->jy;
11373 if (player->active && player->is_pushing && player->is_moving &&
11375 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11376 Feld[x][y] == EL_SPRING))
11378 ContinueMoving(x, y);
11380 /* continue moving after pushing (this is actually a bug) */
11381 if (!IS_MOVING(x, y))
11382 Stop[x][y] = FALSE;
11387 SCAN_PLAYFIELD(x, y)
11389 ChangeCount[x][y] = 0;
11390 ChangeEvent[x][y] = -1;
11392 /* this must be handled before main playfield loop */
11393 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11396 if (MovDelay[x][y] <= 0)
11400 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11403 if (MovDelay[x][y] <= 0)
11406 TEST_DrawLevelField(x, y);
11408 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11413 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11415 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11416 printf("GameActions(): This should never happen!\n");
11418 ChangePage[x][y] = -1;
11422 Stop[x][y] = FALSE;
11423 if (WasJustMoving[x][y] > 0)
11424 WasJustMoving[x][y]--;
11425 if (WasJustFalling[x][y] > 0)
11426 WasJustFalling[x][y]--;
11427 if (CheckCollision[x][y] > 0)
11428 CheckCollision[x][y]--;
11429 if (CheckImpact[x][y] > 0)
11430 CheckImpact[x][y]--;
11434 /* reset finished pushing action (not done in ContinueMoving() to allow
11435 continuous pushing animation for elements with zero push delay) */
11436 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11438 ResetGfxAnimation(x, y);
11439 TEST_DrawLevelField(x, y);
11443 if (IS_BLOCKED(x, y))
11447 Blocked2Moving(x, y, &oldx, &oldy);
11448 if (!IS_MOVING(oldx, oldy))
11450 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11451 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11452 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11453 printf("GameActions(): This should never happen!\n");
11459 SCAN_PLAYFIELD(x, y)
11461 element = Feld[x][y];
11462 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11464 ResetGfxFrame(x, y, TRUE);
11466 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11467 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11468 ResetRandomAnimationValue(x, y);
11470 SetRandomAnimationValue(x, y);
11472 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11474 if (IS_INACTIVE(element))
11476 if (IS_ANIMATED(graphic))
11477 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11482 /* this may take place after moving, so 'element' may have changed */
11483 if (IS_CHANGING(x, y) &&
11484 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11486 int page = element_info[element].event_page_nr[CE_DELAY];
11488 HandleElementChange(x, y, page);
11490 element = Feld[x][y];
11491 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11494 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11498 element = Feld[x][y];
11499 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11501 if (IS_ANIMATED(graphic) &&
11502 !IS_MOVING(x, y) &&
11504 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11506 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11507 TEST_DrawTwinkleOnField(x, y);
11509 else if ((element == EL_ACID ||
11510 element == EL_EXIT_OPEN ||
11511 element == EL_EM_EXIT_OPEN ||
11512 element == EL_SP_EXIT_OPEN ||
11513 element == EL_STEEL_EXIT_OPEN ||
11514 element == EL_EM_STEEL_EXIT_OPEN ||
11515 element == EL_SP_TERMINAL ||
11516 element == EL_SP_TERMINAL_ACTIVE ||
11517 element == EL_EXTRA_TIME ||
11518 element == EL_SHIELD_NORMAL ||
11519 element == EL_SHIELD_DEADLY) &&
11520 IS_ANIMATED(graphic))
11521 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11522 else if (IS_MOVING(x, y))
11523 ContinueMoving(x, y);
11524 else if (IS_ACTIVE_BOMB(element))
11525 CheckDynamite(x, y);
11526 else if (element == EL_AMOEBA_GROWING)
11527 AmoebeWaechst(x, y);
11528 else if (element == EL_AMOEBA_SHRINKING)
11529 AmoebaDisappearing(x, y);
11531 #if !USE_NEW_AMOEBA_CODE
11532 else if (IS_AMOEBALIVE(element))
11533 AmoebeAbleger(x, y);
11536 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11538 else if (element == EL_EXIT_CLOSED)
11540 else if (element == EL_EM_EXIT_CLOSED)
11542 else if (element == EL_STEEL_EXIT_CLOSED)
11543 CheckExitSteel(x, y);
11544 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11545 CheckExitSteelEM(x, y);
11546 else if (element == EL_SP_EXIT_CLOSED)
11548 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11549 element == EL_EXPANDABLE_STEELWALL_GROWING)
11550 MauerWaechst(x, y);
11551 else if (element == EL_EXPANDABLE_WALL ||
11552 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11553 element == EL_EXPANDABLE_WALL_VERTICAL ||
11554 element == EL_EXPANDABLE_WALL_ANY ||
11555 element == EL_BD_EXPANDABLE_WALL)
11556 MauerAbleger(x, y);
11557 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11558 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11559 element == EL_EXPANDABLE_STEELWALL_ANY)
11560 MauerAblegerStahl(x, y);
11561 else if (element == EL_FLAMES)
11562 CheckForDragon(x, y);
11563 else if (element == EL_EXPLOSION)
11564 ; /* drawing of correct explosion animation is handled separately */
11565 else if (element == EL_ELEMENT_SNAPPING ||
11566 element == EL_DIAGONAL_SHRINKING ||
11567 element == EL_DIAGONAL_GROWING)
11569 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11571 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11573 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11574 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11576 if (IS_BELT_ACTIVE(element))
11577 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11579 if (game.magic_wall_active)
11581 int jx = local_player->jx, jy = local_player->jy;
11583 /* play the element sound at the position nearest to the player */
11584 if ((element == EL_MAGIC_WALL_FULL ||
11585 element == EL_MAGIC_WALL_ACTIVE ||
11586 element == EL_MAGIC_WALL_EMPTYING ||
11587 element == EL_BD_MAGIC_WALL_FULL ||
11588 element == EL_BD_MAGIC_WALL_ACTIVE ||
11589 element == EL_BD_MAGIC_WALL_EMPTYING ||
11590 element == EL_DC_MAGIC_WALL_FULL ||
11591 element == EL_DC_MAGIC_WALL_ACTIVE ||
11592 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11593 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11601 #if USE_NEW_AMOEBA_CODE
11602 /* new experimental amoeba growth stuff */
11603 if (!(FrameCounter % 8))
11605 static unsigned int random = 1684108901;
11607 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11609 x = RND(lev_fieldx);
11610 y = RND(lev_fieldy);
11611 element = Feld[x][y];
11613 if (!IS_PLAYER(x,y) &&
11614 (element == EL_EMPTY ||
11615 CAN_GROW_INTO(element) ||
11616 element == EL_QUICKSAND_EMPTY ||
11617 element == EL_QUICKSAND_FAST_EMPTY ||
11618 element == EL_ACID_SPLASH_LEFT ||
11619 element == EL_ACID_SPLASH_RIGHT))
11621 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11622 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11623 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11624 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11625 Feld[x][y] = EL_AMOEBA_DROP;
11628 random = random * 129 + 1;
11633 game.explosions_delayed = FALSE;
11635 SCAN_PLAYFIELD(x, y)
11637 element = Feld[x][y];
11639 if (ExplodeField[x][y])
11640 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11641 else if (element == EL_EXPLOSION)
11642 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11644 ExplodeField[x][y] = EX_TYPE_NONE;
11647 game.explosions_delayed = TRUE;
11649 if (game.magic_wall_active)
11651 if (!(game.magic_wall_time_left % 4))
11653 int element = Feld[magic_wall_x][magic_wall_y];
11655 if (element == EL_BD_MAGIC_WALL_FULL ||
11656 element == EL_BD_MAGIC_WALL_ACTIVE ||
11657 element == EL_BD_MAGIC_WALL_EMPTYING)
11658 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11659 else if (element == EL_DC_MAGIC_WALL_FULL ||
11660 element == EL_DC_MAGIC_WALL_ACTIVE ||
11661 element == EL_DC_MAGIC_WALL_EMPTYING)
11662 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11664 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11667 if (game.magic_wall_time_left > 0)
11669 game.magic_wall_time_left--;
11671 if (!game.magic_wall_time_left)
11673 SCAN_PLAYFIELD(x, y)
11675 element = Feld[x][y];
11677 if (element == EL_MAGIC_WALL_ACTIVE ||
11678 element == EL_MAGIC_WALL_FULL)
11680 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11681 TEST_DrawLevelField(x, y);
11683 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11684 element == EL_BD_MAGIC_WALL_FULL)
11686 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11687 TEST_DrawLevelField(x, y);
11689 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11690 element == EL_DC_MAGIC_WALL_FULL)
11692 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11693 TEST_DrawLevelField(x, y);
11697 game.magic_wall_active = FALSE;
11702 if (game.light_time_left > 0)
11704 game.light_time_left--;
11706 if (game.light_time_left == 0)
11707 RedrawAllLightSwitchesAndInvisibleElements();
11710 if (game.timegate_time_left > 0)
11712 game.timegate_time_left--;
11714 if (game.timegate_time_left == 0)
11715 CloseAllOpenTimegates();
11718 if (game.lenses_time_left > 0)
11720 game.lenses_time_left--;
11722 if (game.lenses_time_left == 0)
11723 RedrawAllInvisibleElementsForLenses();
11726 if (game.magnify_time_left > 0)
11728 game.magnify_time_left--;
11730 if (game.magnify_time_left == 0)
11731 RedrawAllInvisibleElementsForMagnifier();
11734 for (i = 0; i < MAX_PLAYERS; i++)
11736 struct PlayerInfo *player = &stored_player[i];
11738 if (SHIELD_ON(player))
11740 if (player->shield_deadly_time_left)
11741 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11742 else if (player->shield_normal_time_left)
11743 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11747 #if USE_DELAYED_GFX_REDRAW
11748 SCAN_PLAYFIELD(x, y)
11750 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11752 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11753 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11755 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11756 DrawLevelField(x, y);
11758 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11759 DrawLevelFieldCrumbled(x, y);
11761 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11762 DrawLevelFieldCrumbledNeighbours(x, y);
11764 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11765 DrawTwinkleOnField(x, y);
11768 GfxRedraw[x][y] = GFX_REDRAW_NONE;
11773 PlayAllPlayersSound();
11775 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11777 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11779 local_player->show_envelope = 0;
11782 /* use random number generator in every frame to make it less predictable */
11783 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11787 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11789 int min_x = x, min_y = y, max_x = x, max_y = y;
11792 for (i = 0; i < MAX_PLAYERS; i++)
11794 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11796 if (!stored_player[i].active || &stored_player[i] == player)
11799 min_x = MIN(min_x, jx);
11800 min_y = MIN(min_y, jy);
11801 max_x = MAX(max_x, jx);
11802 max_y = MAX(max_y, jy);
11805 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11808 static boolean AllPlayersInVisibleScreen()
11812 for (i = 0; i < MAX_PLAYERS; i++)
11814 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11816 if (!stored_player[i].active)
11819 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11826 void ScrollLevel(int dx, int dy)
11828 int scroll_offset = 2 * TILEX_VAR;
11831 BlitBitmap(drawto_field, drawto_field,
11832 FX + TILEX_VAR * (dx == -1) - scroll_offset,
11833 FY + TILEY_VAR * (dy == -1) - scroll_offset,
11834 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
11835 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
11836 FX + TILEX_VAR * (dx == 1) - scroll_offset,
11837 FY + TILEY_VAR * (dy == 1) - scroll_offset);
11841 x = (dx == 1 ? BX1 : BX2);
11842 for (y = BY1; y <= BY2; y++)
11843 DrawScreenField(x, y);
11848 y = (dy == 1 ? BY1 : BY2);
11849 for (x = BX1; x <= BX2; x++)
11850 DrawScreenField(x, y);
11853 redraw_mask |= REDRAW_FIELD;
11856 static boolean canFallDown(struct PlayerInfo *player)
11858 int jx = player->jx, jy = player->jy;
11860 return (IN_LEV_FIELD(jx, jy + 1) &&
11861 (IS_FREE(jx, jy + 1) ||
11862 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11863 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11864 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11867 static boolean canPassField(int x, int y, int move_dir)
11869 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11870 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11871 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11872 int nextx = x + dx;
11873 int nexty = y + dy;
11874 int element = Feld[x][y];
11876 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11877 !CAN_MOVE(element) &&
11878 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11879 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11880 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11883 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11885 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11886 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11887 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11891 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11892 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11893 (IS_DIGGABLE(Feld[newx][newy]) ||
11894 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11895 canPassField(newx, newy, move_dir)));
11898 static void CheckGravityMovement(struct PlayerInfo *player)
11900 if (player->gravity && !player->programmed_action)
11902 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11903 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11904 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11905 int jx = player->jx, jy = player->jy;
11906 boolean player_is_moving_to_valid_field =
11907 (!player_is_snapping &&
11908 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11909 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11910 boolean player_can_fall_down = canFallDown(player);
11912 if (player_can_fall_down &&
11913 !player_is_moving_to_valid_field)
11914 player->programmed_action = MV_DOWN;
11918 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11920 return CheckGravityMovement(player);
11922 if (player->gravity && !player->programmed_action)
11924 int jx = player->jx, jy = player->jy;
11925 boolean field_under_player_is_free =
11926 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11927 boolean player_is_standing_on_valid_field =
11928 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11929 (IS_WALKABLE(Feld[jx][jy]) &&
11930 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11932 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11933 player->programmed_action = MV_DOWN;
11938 MovePlayerOneStep()
11939 -----------------------------------------------------------------------------
11940 dx, dy: direction (non-diagonal) to try to move the player to
11941 real_dx, real_dy: direction as read from input device (can be diagonal)
11944 boolean MovePlayerOneStep(struct PlayerInfo *player,
11945 int dx, int dy, int real_dx, int real_dy)
11947 int jx = player->jx, jy = player->jy;
11948 int new_jx = jx + dx, new_jy = jy + dy;
11950 boolean player_can_move = !player->cannot_move;
11952 if (!player->active || (!dx && !dy))
11953 return MP_NO_ACTION;
11955 player->MovDir = (dx < 0 ? MV_LEFT :
11956 dx > 0 ? MV_RIGHT :
11958 dy > 0 ? MV_DOWN : MV_NONE);
11960 if (!IN_LEV_FIELD(new_jx, new_jy))
11961 return MP_NO_ACTION;
11963 if (!player_can_move)
11965 if (player->MovPos == 0)
11967 player->is_moving = FALSE;
11968 player->is_digging = FALSE;
11969 player->is_collecting = FALSE;
11970 player->is_snapping = FALSE;
11971 player->is_pushing = FALSE;
11975 if (!options.network && game.centered_player_nr == -1 &&
11976 !AllPlayersInSight(player, new_jx, new_jy))
11977 return MP_NO_ACTION;
11979 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
11980 if (can_move != MP_MOVING)
11983 /* check if DigField() has caused relocation of the player */
11984 if (player->jx != jx || player->jy != jy)
11985 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
11987 StorePlayer[jx][jy] = 0;
11988 player->last_jx = jx;
11989 player->last_jy = jy;
11990 player->jx = new_jx;
11991 player->jy = new_jy;
11992 StorePlayer[new_jx][new_jy] = player->element_nr;
11994 if (player->move_delay_value_next != -1)
11996 player->move_delay_value = player->move_delay_value_next;
11997 player->move_delay_value_next = -1;
12001 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12003 player->step_counter++;
12005 PlayerVisit[jx][jy] = FrameCounter;
12007 player->is_moving = TRUE;
12010 /* should better be called in MovePlayer(), but this breaks some tapes */
12011 ScrollPlayer(player, SCROLL_INIT);
12017 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12019 int jx = player->jx, jy = player->jy;
12020 int old_jx = jx, old_jy = jy;
12021 int moved = MP_NO_ACTION;
12023 if (!player->active)
12028 if (player->MovPos == 0)
12030 player->is_moving = FALSE;
12031 player->is_digging = FALSE;
12032 player->is_collecting = FALSE;
12033 player->is_snapping = FALSE;
12034 player->is_pushing = FALSE;
12040 if (player->move_delay > 0)
12043 player->move_delay = -1; /* set to "uninitialized" value */
12045 /* store if player is automatically moved to next field */
12046 player->is_auto_moving = (player->programmed_action != MV_NONE);
12048 /* remove the last programmed player action */
12049 player->programmed_action = 0;
12051 if (player->MovPos)
12053 /* should only happen if pre-1.2 tape recordings are played */
12054 /* this is only for backward compatibility */
12056 int original_move_delay_value = player->move_delay_value;
12059 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12063 /* scroll remaining steps with finest movement resolution */
12064 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12066 while (player->MovPos)
12068 ScrollPlayer(player, SCROLL_GO_ON);
12069 ScrollScreen(NULL, SCROLL_GO_ON);
12071 AdvanceFrameAndPlayerCounters(player->index_nr);
12077 player->move_delay_value = original_move_delay_value;
12080 player->is_active = FALSE;
12082 if (player->last_move_dir & MV_HORIZONTAL)
12084 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12085 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12089 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12090 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12093 if (!moved && !player->is_active)
12095 player->is_moving = FALSE;
12096 player->is_digging = FALSE;
12097 player->is_collecting = FALSE;
12098 player->is_snapping = FALSE;
12099 player->is_pushing = FALSE;
12105 if (moved & MP_MOVING && !ScreenMovPos &&
12106 (player->index_nr == game.centered_player_nr ||
12107 game.centered_player_nr == -1))
12109 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12110 int offset = game.scroll_delay_value;
12112 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12114 /* actual player has left the screen -- scroll in that direction */
12115 if (jx != old_jx) /* player has moved horizontally */
12116 scroll_x += (jx - old_jx);
12117 else /* player has moved vertically */
12118 scroll_y += (jy - old_jy);
12122 if (jx != old_jx) /* player has moved horizontally */
12124 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12125 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12126 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12128 /* don't scroll over playfield boundaries */
12129 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12130 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12132 /* don't scroll more than one field at a time */
12133 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12135 /* don't scroll against the player's moving direction */
12136 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12137 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12138 scroll_x = old_scroll_x;
12140 else /* player has moved vertically */
12142 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12143 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12144 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12146 /* don't scroll over playfield boundaries */
12147 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12148 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12150 /* don't scroll more than one field at a time */
12151 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12153 /* don't scroll against the player's moving direction */
12154 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12155 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12156 scroll_y = old_scroll_y;
12160 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12162 if (!options.network && game.centered_player_nr == -1 &&
12163 !AllPlayersInVisibleScreen())
12165 scroll_x = old_scroll_x;
12166 scroll_y = old_scroll_y;
12170 ScrollScreen(player, SCROLL_INIT);
12171 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12176 player->StepFrame = 0;
12178 if (moved & MP_MOVING)
12180 if (old_jx != jx && old_jy == jy)
12181 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12182 else if (old_jx == jx && old_jy != jy)
12183 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12185 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12187 player->last_move_dir = player->MovDir;
12188 player->is_moving = TRUE;
12189 player->is_snapping = FALSE;
12190 player->is_switching = FALSE;
12191 player->is_dropping = FALSE;
12192 player->is_dropping_pressed = FALSE;
12193 player->drop_pressed_delay = 0;
12196 /* should better be called here than above, but this breaks some tapes */
12197 ScrollPlayer(player, SCROLL_INIT);
12202 CheckGravityMovementWhenNotMoving(player);
12204 player->is_moving = FALSE;
12206 /* at this point, the player is allowed to move, but cannot move right now
12207 (e.g. because of something blocking the way) -- ensure that the player
12208 is also allowed to move in the next frame (in old versions before 3.1.1,
12209 the player was forced to wait again for eight frames before next try) */
12211 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12212 player->move_delay = 0; /* allow direct movement in the next frame */
12215 if (player->move_delay == -1) /* not yet initialized by DigField() */
12216 player->move_delay = player->move_delay_value;
12218 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12220 TestIfPlayerTouchesBadThing(jx, jy);
12221 TestIfPlayerTouchesCustomElement(jx, jy);
12224 if (!player->active)
12225 RemovePlayer(player);
12230 void ScrollPlayer(struct PlayerInfo *player, int mode)
12232 int jx = player->jx, jy = player->jy;
12233 int last_jx = player->last_jx, last_jy = player->last_jy;
12234 int move_stepsize = TILEX / player->move_delay_value;
12236 if (!player->active)
12239 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12242 if (mode == SCROLL_INIT)
12244 player->actual_frame_counter = FrameCounter;
12245 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12247 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12248 Feld[last_jx][last_jy] == EL_EMPTY)
12250 int last_field_block_delay = 0; /* start with no blocking at all */
12251 int block_delay_adjustment = player->block_delay_adjustment;
12253 /* if player blocks last field, add delay for exactly one move */
12254 if (player->block_last_field)
12256 last_field_block_delay += player->move_delay_value;
12258 /* when blocking enabled, prevent moving up despite gravity */
12259 if (player->gravity && player->MovDir == MV_UP)
12260 block_delay_adjustment = -1;
12263 /* add block delay adjustment (also possible when not blocking) */
12264 last_field_block_delay += block_delay_adjustment;
12266 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12267 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12270 if (player->MovPos != 0) /* player has not yet reached destination */
12273 else if (!FrameReached(&player->actual_frame_counter, 1))
12276 if (player->MovPos != 0)
12278 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12279 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12281 /* before DrawPlayer() to draw correct player graphic for this case */
12282 if (player->MovPos == 0)
12283 CheckGravityMovement(player);
12286 if (player->MovPos == 0) /* player reached destination field */
12288 if (player->move_delay_reset_counter > 0)
12290 player->move_delay_reset_counter--;
12292 if (player->move_delay_reset_counter == 0)
12294 /* continue with normal speed after quickly moving through gate */
12295 HALVE_PLAYER_SPEED(player);
12297 /* be able to make the next move without delay */
12298 player->move_delay = 0;
12302 player->last_jx = jx;
12303 player->last_jy = jy;
12305 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12306 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12307 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12308 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12309 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12310 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12311 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12312 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12314 DrawPlayer(player); /* needed here only to cleanup last field */
12315 RemovePlayer(player);
12317 if (local_player->friends_still_needed == 0 ||
12318 IS_SP_ELEMENT(Feld[jx][jy]))
12319 PlayerWins(player);
12322 /* this breaks one level: "machine", level 000 */
12324 int move_direction = player->MovDir;
12325 int enter_side = MV_DIR_OPPOSITE(move_direction);
12326 int leave_side = move_direction;
12327 int old_jx = last_jx;
12328 int old_jy = last_jy;
12329 int old_element = Feld[old_jx][old_jy];
12330 int new_element = Feld[jx][jy];
12332 if (IS_CUSTOM_ELEMENT(old_element))
12333 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12335 player->index_bit, leave_side);
12337 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12338 CE_PLAYER_LEAVES_X,
12339 player->index_bit, leave_side);
12341 if (IS_CUSTOM_ELEMENT(new_element))
12342 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12343 player->index_bit, enter_side);
12345 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12346 CE_PLAYER_ENTERS_X,
12347 player->index_bit, enter_side);
12349 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12350 CE_MOVE_OF_X, move_direction);
12353 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12355 TestIfPlayerTouchesBadThing(jx, jy);
12356 TestIfPlayerTouchesCustomElement(jx, jy);
12358 /* needed because pushed element has not yet reached its destination,
12359 so it would trigger a change event at its previous field location */
12360 if (!player->is_pushing)
12361 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12363 if (!player->active)
12364 RemovePlayer(player);
12367 if (!local_player->LevelSolved && level.use_step_counter)
12377 if (TimeLeft <= 10 && setup.time_limit)
12378 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12380 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12382 DisplayGameControlValues();
12384 if (!TimeLeft && setup.time_limit)
12385 for (i = 0; i < MAX_PLAYERS; i++)
12386 KillPlayer(&stored_player[i]);
12388 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12390 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12392 DisplayGameControlValues();
12396 if (tape.single_step && tape.recording && !tape.pausing &&
12397 !player->programmed_action)
12398 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12400 if (!player->programmed_action)
12401 CheckSaveEngineSnapshot(player);
12405 void ScrollScreen(struct PlayerInfo *player, int mode)
12407 static unsigned int screen_frame_counter = 0;
12409 if (mode == SCROLL_INIT)
12411 /* set scrolling step size according to actual player's moving speed */
12412 ScrollStepSize = TILEX / player->move_delay_value;
12414 screen_frame_counter = FrameCounter;
12415 ScreenMovDir = player->MovDir;
12416 ScreenMovPos = player->MovPos;
12417 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12420 else if (!FrameReached(&screen_frame_counter, 1))
12425 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12426 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12427 redraw_mask |= REDRAW_FIELD;
12430 ScreenMovDir = MV_NONE;
12433 void TestIfPlayerTouchesCustomElement(int x, int y)
12435 static int xy[4][2] =
12442 static int trigger_sides[4][2] =
12444 /* center side border side */
12445 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12446 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12447 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12448 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12450 static int touch_dir[4] =
12452 MV_LEFT | MV_RIGHT,
12457 int center_element = Feld[x][y]; /* should always be non-moving! */
12460 for (i = 0; i < NUM_DIRECTIONS; i++)
12462 int xx = x + xy[i][0];
12463 int yy = y + xy[i][1];
12464 int center_side = trigger_sides[i][0];
12465 int border_side = trigger_sides[i][1];
12466 int border_element;
12468 if (!IN_LEV_FIELD(xx, yy))
12471 if (IS_PLAYER(x, y)) /* player found at center element */
12473 struct PlayerInfo *player = PLAYERINFO(x, y);
12475 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12476 border_element = Feld[xx][yy]; /* may be moving! */
12477 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12478 border_element = Feld[xx][yy];
12479 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12480 border_element = MovingOrBlocked2Element(xx, yy);
12482 continue; /* center and border element do not touch */
12484 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12485 player->index_bit, border_side);
12486 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12487 CE_PLAYER_TOUCHES_X,
12488 player->index_bit, border_side);
12491 /* use player element that is initially defined in the level playfield,
12492 not the player element that corresponds to the runtime player number
12493 (example: a level that contains EL_PLAYER_3 as the only player would
12494 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12495 int player_element = PLAYERINFO(x, y)->initial_element;
12497 CheckElementChangeBySide(xx, yy, border_element, player_element,
12498 CE_TOUCHING_X, border_side);
12501 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12503 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12505 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12507 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12508 continue; /* center and border element do not touch */
12511 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12512 player->index_bit, center_side);
12513 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12514 CE_PLAYER_TOUCHES_X,
12515 player->index_bit, center_side);
12518 /* use player element that is initially defined in the level playfield,
12519 not the player element that corresponds to the runtime player number
12520 (example: a level that contains EL_PLAYER_3 as the only player would
12521 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12522 int player_element = PLAYERINFO(xx, yy)->initial_element;
12524 CheckElementChangeBySide(x, y, center_element, player_element,
12525 CE_TOUCHING_X, center_side);
12533 void TestIfElementTouchesCustomElement(int x, int y)
12535 static int xy[4][2] =
12542 static int trigger_sides[4][2] =
12544 /* center side border side */
12545 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12546 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12547 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12548 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12550 static int touch_dir[4] =
12552 MV_LEFT | MV_RIGHT,
12557 boolean change_center_element = FALSE;
12558 int center_element = Feld[x][y]; /* should always be non-moving! */
12559 int border_element_old[NUM_DIRECTIONS];
12562 for (i = 0; i < NUM_DIRECTIONS; i++)
12564 int xx = x + xy[i][0];
12565 int yy = y + xy[i][1];
12566 int border_element;
12568 border_element_old[i] = -1;
12570 if (!IN_LEV_FIELD(xx, yy))
12573 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12574 border_element = Feld[xx][yy]; /* may be moving! */
12575 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12576 border_element = Feld[xx][yy];
12577 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12578 border_element = MovingOrBlocked2Element(xx, yy);
12580 continue; /* center and border element do not touch */
12582 border_element_old[i] = border_element;
12585 for (i = 0; i < NUM_DIRECTIONS; i++)
12587 int xx = x + xy[i][0];
12588 int yy = y + xy[i][1];
12589 int center_side = trigger_sides[i][0];
12590 int border_element = border_element_old[i];
12592 if (border_element == -1)
12595 /* check for change of border element */
12596 CheckElementChangeBySide(xx, yy, border_element, center_element,
12597 CE_TOUCHING_X, center_side);
12599 /* (center element cannot be player, so we dont have to check this here) */
12602 for (i = 0; i < NUM_DIRECTIONS; i++)
12604 int xx = x + xy[i][0];
12605 int yy = y + xy[i][1];
12606 int border_side = trigger_sides[i][1];
12607 int border_element = border_element_old[i];
12609 if (border_element == -1)
12612 /* check for change of center element (but change it only once) */
12613 if (!change_center_element)
12614 change_center_element =
12615 CheckElementChangeBySide(x, y, center_element, border_element,
12616 CE_TOUCHING_X, border_side);
12618 if (IS_PLAYER(xx, yy))
12620 /* use player element that is initially defined in the level playfield,
12621 not the player element that corresponds to the runtime player number
12622 (example: a level that contains EL_PLAYER_3 as the only player would
12623 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12624 int player_element = PLAYERINFO(xx, yy)->initial_element;
12626 CheckElementChangeBySide(x, y, center_element, player_element,
12627 CE_TOUCHING_X, border_side);
12632 void TestIfElementHitsCustomElement(int x, int y, int direction)
12634 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12635 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12636 int hitx = x + dx, hity = y + dy;
12637 int hitting_element = Feld[x][y];
12638 int touched_element;
12640 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12643 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12644 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12646 if (IN_LEV_FIELD(hitx, hity))
12648 int opposite_direction = MV_DIR_OPPOSITE(direction);
12649 int hitting_side = direction;
12650 int touched_side = opposite_direction;
12651 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12652 MovDir[hitx][hity] != direction ||
12653 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12659 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12660 CE_HITTING_X, touched_side);
12662 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12663 CE_HIT_BY_X, hitting_side);
12665 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12666 CE_HIT_BY_SOMETHING, opposite_direction);
12668 if (IS_PLAYER(hitx, hity))
12670 /* use player element that is initially defined in the level playfield,
12671 not the player element that corresponds to the runtime player number
12672 (example: a level that contains EL_PLAYER_3 as the only player would
12673 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12674 int player_element = PLAYERINFO(hitx, hity)->initial_element;
12676 CheckElementChangeBySide(x, y, hitting_element, player_element,
12677 CE_HITTING_X, touched_side);
12682 /* "hitting something" is also true when hitting the playfield border */
12683 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12684 CE_HITTING_SOMETHING, direction);
12687 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12689 int i, kill_x = -1, kill_y = -1;
12691 int bad_element = -1;
12692 static int test_xy[4][2] =
12699 static int test_dir[4] =
12707 for (i = 0; i < NUM_DIRECTIONS; i++)
12709 int test_x, test_y, test_move_dir, test_element;
12711 test_x = good_x + test_xy[i][0];
12712 test_y = good_y + test_xy[i][1];
12714 if (!IN_LEV_FIELD(test_x, test_y))
12718 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12720 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12722 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12723 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12725 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12726 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12730 bad_element = test_element;
12736 if (kill_x != -1 || kill_y != -1)
12738 if (IS_PLAYER(good_x, good_y))
12740 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12742 if (player->shield_deadly_time_left > 0 &&
12743 !IS_INDESTRUCTIBLE(bad_element))
12744 Bang(kill_x, kill_y);
12745 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12746 KillPlayer(player);
12749 Bang(good_x, good_y);
12753 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12755 int i, kill_x = -1, kill_y = -1;
12756 int bad_element = Feld[bad_x][bad_y];
12757 static int test_xy[4][2] =
12764 static int touch_dir[4] =
12766 MV_LEFT | MV_RIGHT,
12771 static int test_dir[4] =
12779 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12782 for (i = 0; i < NUM_DIRECTIONS; i++)
12784 int test_x, test_y, test_move_dir, test_element;
12786 test_x = bad_x + test_xy[i][0];
12787 test_y = bad_y + test_xy[i][1];
12789 if (!IN_LEV_FIELD(test_x, test_y))
12793 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12795 test_element = Feld[test_x][test_y];
12797 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12798 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12800 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12801 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12803 /* good thing is player or penguin that does not move away */
12804 if (IS_PLAYER(test_x, test_y))
12806 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12808 if (bad_element == EL_ROBOT && player->is_moving)
12809 continue; /* robot does not kill player if he is moving */
12811 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12813 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12814 continue; /* center and border element do not touch */
12822 else if (test_element == EL_PENGUIN)
12832 if (kill_x != -1 || kill_y != -1)
12834 if (IS_PLAYER(kill_x, kill_y))
12836 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12838 if (player->shield_deadly_time_left > 0 &&
12839 !IS_INDESTRUCTIBLE(bad_element))
12840 Bang(bad_x, bad_y);
12841 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12842 KillPlayer(player);
12845 Bang(kill_x, kill_y);
12849 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12851 int bad_element = Feld[bad_x][bad_y];
12852 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12853 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
12854 int test_x = bad_x + dx, test_y = bad_y + dy;
12855 int test_move_dir, test_element;
12856 int kill_x = -1, kill_y = -1;
12858 if (!IN_LEV_FIELD(test_x, test_y))
12862 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12864 test_element = Feld[test_x][test_y];
12866 if (test_move_dir != bad_move_dir)
12868 /* good thing can be player or penguin that does not move away */
12869 if (IS_PLAYER(test_x, test_y))
12871 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12873 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12874 player as being hit when he is moving towards the bad thing, because
12875 the "get hit by" condition would be lost after the player stops) */
12876 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12877 return; /* player moves away from bad thing */
12882 else if (test_element == EL_PENGUIN)
12889 if (kill_x != -1 || kill_y != -1)
12891 if (IS_PLAYER(kill_x, kill_y))
12893 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12895 if (player->shield_deadly_time_left > 0 &&
12896 !IS_INDESTRUCTIBLE(bad_element))
12897 Bang(bad_x, bad_y);
12898 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12899 KillPlayer(player);
12902 Bang(kill_x, kill_y);
12906 void TestIfPlayerTouchesBadThing(int x, int y)
12908 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12911 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12913 TestIfGoodThingHitsBadThing(x, y, move_dir);
12916 void TestIfBadThingTouchesPlayer(int x, int y)
12918 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12921 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12923 TestIfBadThingHitsGoodThing(x, y, move_dir);
12926 void TestIfFriendTouchesBadThing(int x, int y)
12928 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12931 void TestIfBadThingTouchesFriend(int x, int y)
12933 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12936 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12938 int i, kill_x = bad_x, kill_y = bad_y;
12939 static int xy[4][2] =
12947 for (i = 0; i < NUM_DIRECTIONS; i++)
12951 x = bad_x + xy[i][0];
12952 y = bad_y + xy[i][1];
12953 if (!IN_LEV_FIELD(x, y))
12956 element = Feld[x][y];
12957 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12958 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
12966 if (kill_x != bad_x || kill_y != bad_y)
12967 Bang(bad_x, bad_y);
12970 void KillPlayer(struct PlayerInfo *player)
12972 int jx = player->jx, jy = player->jy;
12974 if (!player->active)
12978 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
12979 player->killed, player->active, player->reanimated);
12982 /* the following code was introduced to prevent an infinite loop when calling
12984 -> CheckTriggeredElementChangeExt()
12985 -> ExecuteCustomElementAction()
12987 -> (infinitely repeating the above sequence of function calls)
12988 which occurs when killing the player while having a CE with the setting
12989 "kill player X when explosion of <player X>"; the solution using a new
12990 field "player->killed" was chosen for backwards compatibility, although
12991 clever use of the fields "player->active" etc. would probably also work */
12993 if (player->killed)
12997 player->killed = TRUE;
12999 /* remove accessible field at the player's position */
13000 Feld[jx][jy] = EL_EMPTY;
13002 /* deactivate shield (else Bang()/Explode() would not work right) */
13003 player->shield_normal_time_left = 0;
13004 player->shield_deadly_time_left = 0;
13007 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13008 player->killed, player->active, player->reanimated);
13014 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13015 player->killed, player->active, player->reanimated);
13018 if (player->reanimated) /* killed player may have been reanimated */
13019 player->killed = player->reanimated = FALSE;
13021 BuryPlayer(player);
13024 static void KillPlayerUnlessEnemyProtected(int x, int y)
13026 if (!PLAYER_ENEMY_PROTECTED(x, y))
13027 KillPlayer(PLAYERINFO(x, y));
13030 static void KillPlayerUnlessExplosionProtected(int x, int y)
13032 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13033 KillPlayer(PLAYERINFO(x, y));
13036 void BuryPlayer(struct PlayerInfo *player)
13038 int jx = player->jx, jy = player->jy;
13040 if (!player->active)
13043 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13044 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13046 player->GameOver = TRUE;
13047 RemovePlayer(player);
13050 void RemovePlayer(struct PlayerInfo *player)
13052 int jx = player->jx, jy = player->jy;
13053 int i, found = FALSE;
13055 player->present = FALSE;
13056 player->active = FALSE;
13058 if (!ExplodeField[jx][jy])
13059 StorePlayer[jx][jy] = 0;
13061 if (player->is_moving)
13062 TEST_DrawLevelField(player->last_jx, player->last_jy);
13064 for (i = 0; i < MAX_PLAYERS; i++)
13065 if (stored_player[i].active)
13069 AllPlayersGone = TRUE;
13075 static void setFieldForSnapping(int x, int y, int element, int direction)
13077 struct ElementInfo *ei = &element_info[element];
13078 int direction_bit = MV_DIR_TO_BIT(direction);
13079 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13080 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13081 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13083 Feld[x][y] = EL_ELEMENT_SNAPPING;
13084 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13086 ResetGfxAnimation(x, y);
13088 GfxElement[x][y] = element;
13089 GfxAction[x][y] = action;
13090 GfxDir[x][y] = direction;
13091 GfxFrame[x][y] = -1;
13095 =============================================================================
13096 checkDiagonalPushing()
13097 -----------------------------------------------------------------------------
13098 check if diagonal input device direction results in pushing of object
13099 (by checking if the alternative direction is walkable, diggable, ...)
13100 =============================================================================
13103 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13104 int x, int y, int real_dx, int real_dy)
13106 int jx, jy, dx, dy, xx, yy;
13108 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13111 /* diagonal direction: check alternative direction */
13116 xx = jx + (dx == 0 ? real_dx : 0);
13117 yy = jy + (dy == 0 ? real_dy : 0);
13119 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13123 =============================================================================
13125 -----------------------------------------------------------------------------
13126 x, y: field next to player (non-diagonal) to try to dig to
13127 real_dx, real_dy: direction as read from input device (can be diagonal)
13128 =============================================================================
13131 static int DigField(struct PlayerInfo *player,
13132 int oldx, int oldy, int x, int y,
13133 int real_dx, int real_dy, int mode)
13135 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13136 boolean player_was_pushing = player->is_pushing;
13137 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13138 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13139 int jx = oldx, jy = oldy;
13140 int dx = x - jx, dy = y - jy;
13141 int nextx = x + dx, nexty = y + dy;
13142 int move_direction = (dx == -1 ? MV_LEFT :
13143 dx == +1 ? MV_RIGHT :
13145 dy == +1 ? MV_DOWN : MV_NONE);
13146 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13147 int dig_side = MV_DIR_OPPOSITE(move_direction);
13148 int old_element = Feld[jx][jy];
13149 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13152 if (is_player) /* function can also be called by EL_PENGUIN */
13154 if (player->MovPos == 0)
13156 player->is_digging = FALSE;
13157 player->is_collecting = FALSE;
13160 if (player->MovPos == 0) /* last pushing move finished */
13161 player->is_pushing = FALSE;
13163 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13165 player->is_switching = FALSE;
13166 player->push_delay = -1;
13168 return MP_NO_ACTION;
13172 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13173 old_element = Back[jx][jy];
13175 /* in case of element dropped at player position, check background */
13176 else if (Back[jx][jy] != EL_EMPTY &&
13177 game.engine_version >= VERSION_IDENT(2,2,0,0))
13178 old_element = Back[jx][jy];
13180 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13181 return MP_NO_ACTION; /* field has no opening in this direction */
13183 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13184 return MP_NO_ACTION; /* field has no opening in this direction */
13186 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13190 Feld[jx][jy] = player->artwork_element;
13191 InitMovingField(jx, jy, MV_DOWN);
13192 Store[jx][jy] = EL_ACID;
13193 ContinueMoving(jx, jy);
13194 BuryPlayer(player);
13196 return MP_DONT_RUN_INTO;
13199 if (player_can_move && DONT_RUN_INTO(element))
13201 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13203 return MP_DONT_RUN_INTO;
13206 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13207 return MP_NO_ACTION;
13209 collect_count = element_info[element].collect_count_initial;
13211 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13212 return MP_NO_ACTION;
13214 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13215 player_can_move = player_can_move_or_snap;
13217 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13218 game.engine_version >= VERSION_IDENT(2,2,0,0))
13220 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13221 player->index_bit, dig_side);
13222 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13223 player->index_bit, dig_side);
13225 if (element == EL_DC_LANDMINE)
13228 if (Feld[x][y] != element) /* field changed by snapping */
13231 return MP_NO_ACTION;
13234 if (player->gravity && is_player && !player->is_auto_moving &&
13235 canFallDown(player) && move_direction != MV_DOWN &&
13236 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13237 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13239 if (player_can_move &&
13240 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13242 int sound_element = SND_ELEMENT(element);
13243 int sound_action = ACTION_WALKING;
13245 if (IS_RND_GATE(element))
13247 if (!player->key[RND_GATE_NR(element)])
13248 return MP_NO_ACTION;
13250 else if (IS_RND_GATE_GRAY(element))
13252 if (!player->key[RND_GATE_GRAY_NR(element)])
13253 return MP_NO_ACTION;
13255 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13257 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13258 return MP_NO_ACTION;
13260 else if (element == EL_EXIT_OPEN ||
13261 element == EL_EM_EXIT_OPEN ||
13262 element == EL_EM_EXIT_OPENING ||
13263 element == EL_STEEL_EXIT_OPEN ||
13264 element == EL_EM_STEEL_EXIT_OPEN ||
13265 element == EL_EM_STEEL_EXIT_OPENING ||
13266 element == EL_SP_EXIT_OPEN ||
13267 element == EL_SP_EXIT_OPENING)
13269 sound_action = ACTION_PASSING; /* player is passing exit */
13271 else if (element == EL_EMPTY)
13273 sound_action = ACTION_MOVING; /* nothing to walk on */
13276 /* play sound from background or player, whatever is available */
13277 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13278 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13280 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13282 else if (player_can_move &&
13283 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13285 if (!ACCESS_FROM(element, opposite_direction))
13286 return MP_NO_ACTION; /* field not accessible from this direction */
13288 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13289 return MP_NO_ACTION;
13291 if (IS_EM_GATE(element))
13293 if (!player->key[EM_GATE_NR(element)])
13294 return MP_NO_ACTION;
13296 else if (IS_EM_GATE_GRAY(element))
13298 if (!player->key[EM_GATE_GRAY_NR(element)])
13299 return MP_NO_ACTION;
13301 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13303 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13304 return MP_NO_ACTION;
13306 else if (IS_EMC_GATE(element))
13308 if (!player->key[EMC_GATE_NR(element)])
13309 return MP_NO_ACTION;
13311 else if (IS_EMC_GATE_GRAY(element))
13313 if (!player->key[EMC_GATE_GRAY_NR(element)])
13314 return MP_NO_ACTION;
13316 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13318 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13319 return MP_NO_ACTION;
13321 else if (element == EL_DC_GATE_WHITE ||
13322 element == EL_DC_GATE_WHITE_GRAY ||
13323 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13325 if (player->num_white_keys == 0)
13326 return MP_NO_ACTION;
13328 player->num_white_keys--;
13330 else if (IS_SP_PORT(element))
13332 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13333 element == EL_SP_GRAVITY_PORT_RIGHT ||
13334 element == EL_SP_GRAVITY_PORT_UP ||
13335 element == EL_SP_GRAVITY_PORT_DOWN)
13336 player->gravity = !player->gravity;
13337 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13338 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13339 element == EL_SP_GRAVITY_ON_PORT_UP ||
13340 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13341 player->gravity = TRUE;
13342 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13343 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13344 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13345 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13346 player->gravity = FALSE;
13349 /* automatically move to the next field with double speed */
13350 player->programmed_action = move_direction;
13352 if (player->move_delay_reset_counter == 0)
13354 player->move_delay_reset_counter = 2; /* two double speed steps */
13356 DOUBLE_PLAYER_SPEED(player);
13359 PlayLevelSoundAction(x, y, ACTION_PASSING);
13361 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13365 if (mode != DF_SNAP)
13367 GfxElement[x][y] = GFX_ELEMENT(element);
13368 player->is_digging = TRUE;
13371 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13373 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13374 player->index_bit, dig_side);
13376 if (mode == DF_SNAP)
13378 if (level.block_snap_field)
13379 setFieldForSnapping(x, y, element, move_direction);
13381 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13383 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13384 player->index_bit, dig_side);
13387 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13391 if (is_player && mode != DF_SNAP)
13393 GfxElement[x][y] = element;
13394 player->is_collecting = TRUE;
13397 if (element == EL_SPEED_PILL)
13399 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13401 else if (element == EL_EXTRA_TIME && level.time > 0)
13403 TimeLeft += level.extra_time;
13405 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13407 DisplayGameControlValues();
13409 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13411 player->shield_normal_time_left += level.shield_normal_time;
13412 if (element == EL_SHIELD_DEADLY)
13413 player->shield_deadly_time_left += level.shield_deadly_time;
13415 else if (element == EL_DYNAMITE ||
13416 element == EL_EM_DYNAMITE ||
13417 element == EL_SP_DISK_RED)
13419 if (player->inventory_size < MAX_INVENTORY_SIZE)
13420 player->inventory_element[player->inventory_size++] = element;
13422 DrawGameDoorValues();
13424 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13426 player->dynabomb_count++;
13427 player->dynabombs_left++;
13429 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13431 player->dynabomb_size++;
13433 else if (element == EL_DYNABOMB_INCREASE_POWER)
13435 player->dynabomb_xl = TRUE;
13437 else if (IS_KEY(element))
13439 player->key[KEY_NR(element)] = TRUE;
13441 DrawGameDoorValues();
13443 else if (element == EL_DC_KEY_WHITE)
13445 player->num_white_keys++;
13447 /* display white keys? */
13448 /* DrawGameDoorValues(); */
13450 else if (IS_ENVELOPE(element))
13452 player->show_envelope = element;
13454 else if (element == EL_EMC_LENSES)
13456 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13458 RedrawAllInvisibleElementsForLenses();
13460 else if (element == EL_EMC_MAGNIFIER)
13462 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13464 RedrawAllInvisibleElementsForMagnifier();
13466 else if (IS_DROPPABLE(element) ||
13467 IS_THROWABLE(element)) /* can be collected and dropped */
13471 if (collect_count == 0)
13472 player->inventory_infinite_element = element;
13474 for (i = 0; i < collect_count; i++)
13475 if (player->inventory_size < MAX_INVENTORY_SIZE)
13476 player->inventory_element[player->inventory_size++] = element;
13478 DrawGameDoorValues();
13480 else if (collect_count > 0)
13482 local_player->gems_still_needed -= collect_count;
13483 if (local_player->gems_still_needed < 0)
13484 local_player->gems_still_needed = 0;
13486 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13488 DisplayGameControlValues();
13491 RaiseScoreElement(element);
13492 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13495 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13496 player->index_bit, dig_side);
13498 if (mode == DF_SNAP)
13500 if (level.block_snap_field)
13501 setFieldForSnapping(x, y, element, move_direction);
13503 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13505 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13506 player->index_bit, dig_side);
13509 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13511 if (mode == DF_SNAP && element != EL_BD_ROCK)
13512 return MP_NO_ACTION;
13514 if (CAN_FALL(element) && dy)
13515 return MP_NO_ACTION;
13517 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13518 !(element == EL_SPRING && level.use_spring_bug))
13519 return MP_NO_ACTION;
13521 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13522 ((move_direction & MV_VERTICAL &&
13523 ((element_info[element].move_pattern & MV_LEFT &&
13524 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13525 (element_info[element].move_pattern & MV_RIGHT &&
13526 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13527 (move_direction & MV_HORIZONTAL &&
13528 ((element_info[element].move_pattern & MV_UP &&
13529 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13530 (element_info[element].move_pattern & MV_DOWN &&
13531 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13532 return MP_NO_ACTION;
13534 /* do not push elements already moving away faster than player */
13535 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13536 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13537 return MP_NO_ACTION;
13539 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13541 if (player->push_delay_value == -1 || !player_was_pushing)
13542 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13544 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13546 if (player->push_delay_value == -1)
13547 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13549 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13551 if (!player->is_pushing)
13552 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13555 player->is_pushing = TRUE;
13556 player->is_active = TRUE;
13558 if (!(IN_LEV_FIELD(nextx, nexty) &&
13559 (IS_FREE(nextx, nexty) ||
13560 (IS_SB_ELEMENT(element) &&
13561 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13562 (IS_CUSTOM_ELEMENT(element) &&
13563 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13564 return MP_NO_ACTION;
13566 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13567 return MP_NO_ACTION;
13569 if (player->push_delay == -1) /* new pushing; restart delay */
13570 player->push_delay = 0;
13572 if (player->push_delay < player->push_delay_value &&
13573 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13574 element != EL_SPRING && element != EL_BALLOON)
13576 /* make sure that there is no move delay before next try to push */
13577 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13578 player->move_delay = 0;
13580 return MP_NO_ACTION;
13583 if (IS_CUSTOM_ELEMENT(element) &&
13584 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13586 if (!DigFieldByCE(nextx, nexty, element))
13587 return MP_NO_ACTION;
13590 if (IS_SB_ELEMENT(element))
13592 if (element == EL_SOKOBAN_FIELD_FULL)
13594 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13595 local_player->sokobanfields_still_needed++;
13598 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13600 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13601 local_player->sokobanfields_still_needed--;
13604 Feld[x][y] = EL_SOKOBAN_OBJECT;
13606 if (Back[x][y] == Back[nextx][nexty])
13607 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13608 else if (Back[x][y] != 0)
13609 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13612 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13615 if (local_player->sokobanfields_still_needed == 0 &&
13616 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13618 PlayerWins(player);
13620 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13624 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13626 InitMovingField(x, y, move_direction);
13627 GfxAction[x][y] = ACTION_PUSHING;
13629 if (mode == DF_SNAP)
13630 ContinueMoving(x, y);
13632 MovPos[x][y] = (dx != 0 ? dx : dy);
13634 Pushed[x][y] = TRUE;
13635 Pushed[nextx][nexty] = TRUE;
13637 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13638 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13640 player->push_delay_value = -1; /* get new value later */
13642 /* check for element change _after_ element has been pushed */
13643 if (game.use_change_when_pushing_bug)
13645 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13646 player->index_bit, dig_side);
13647 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13648 player->index_bit, dig_side);
13651 else if (IS_SWITCHABLE(element))
13653 if (PLAYER_SWITCHING(player, x, y))
13655 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13656 player->index_bit, dig_side);
13661 player->is_switching = TRUE;
13662 player->switch_x = x;
13663 player->switch_y = y;
13665 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13667 if (element == EL_ROBOT_WHEEL)
13669 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13673 game.robot_wheel_active = TRUE;
13675 TEST_DrawLevelField(x, y);
13677 else if (element == EL_SP_TERMINAL)
13681 SCAN_PLAYFIELD(xx, yy)
13683 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13685 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13686 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13689 else if (IS_BELT_SWITCH(element))
13691 ToggleBeltSwitch(x, y);
13693 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13694 element == EL_SWITCHGATE_SWITCH_DOWN ||
13695 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13696 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13698 ToggleSwitchgateSwitch(x, y);
13700 else if (element == EL_LIGHT_SWITCH ||
13701 element == EL_LIGHT_SWITCH_ACTIVE)
13703 ToggleLightSwitch(x, y);
13705 else if (element == EL_TIMEGATE_SWITCH ||
13706 element == EL_DC_TIMEGATE_SWITCH)
13708 ActivateTimegateSwitch(x, y);
13710 else if (element == EL_BALLOON_SWITCH_LEFT ||
13711 element == EL_BALLOON_SWITCH_RIGHT ||
13712 element == EL_BALLOON_SWITCH_UP ||
13713 element == EL_BALLOON_SWITCH_DOWN ||
13714 element == EL_BALLOON_SWITCH_NONE ||
13715 element == EL_BALLOON_SWITCH_ANY)
13717 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13718 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13719 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13720 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13721 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13724 else if (element == EL_LAMP)
13726 Feld[x][y] = EL_LAMP_ACTIVE;
13727 local_player->lights_still_needed--;
13729 ResetGfxAnimation(x, y);
13730 TEST_DrawLevelField(x, y);
13732 else if (element == EL_TIME_ORB_FULL)
13734 Feld[x][y] = EL_TIME_ORB_EMPTY;
13736 if (level.time > 0 || level.use_time_orb_bug)
13738 TimeLeft += level.time_orb_time;
13739 game.no_time_limit = FALSE;
13741 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13743 DisplayGameControlValues();
13746 ResetGfxAnimation(x, y);
13747 TEST_DrawLevelField(x, y);
13749 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13750 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13754 game.ball_state = !game.ball_state;
13756 SCAN_PLAYFIELD(xx, yy)
13758 int e = Feld[xx][yy];
13760 if (game.ball_state)
13762 if (e == EL_EMC_MAGIC_BALL)
13763 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13764 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13765 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13769 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13770 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13771 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13772 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13777 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13778 player->index_bit, dig_side);
13780 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13781 player->index_bit, dig_side);
13783 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13784 player->index_bit, dig_side);
13790 if (!PLAYER_SWITCHING(player, x, y))
13792 player->is_switching = TRUE;
13793 player->switch_x = x;
13794 player->switch_y = y;
13796 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13797 player->index_bit, dig_side);
13798 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13799 player->index_bit, dig_side);
13801 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13802 player->index_bit, dig_side);
13803 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13804 player->index_bit, dig_side);
13807 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13808 player->index_bit, dig_side);
13809 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13810 player->index_bit, dig_side);
13812 return MP_NO_ACTION;
13815 player->push_delay = -1;
13817 if (is_player) /* function can also be called by EL_PENGUIN */
13819 if (Feld[x][y] != element) /* really digged/collected something */
13821 player->is_collecting = !player->is_digging;
13822 player->is_active = TRUE;
13829 static boolean DigFieldByCE(int x, int y, int digging_element)
13831 int element = Feld[x][y];
13833 if (!IS_FREE(x, y))
13835 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13836 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13839 /* no element can dig solid indestructible elements */
13840 if (IS_INDESTRUCTIBLE(element) &&
13841 !IS_DIGGABLE(element) &&
13842 !IS_COLLECTIBLE(element))
13845 if (AmoebaNr[x][y] &&
13846 (element == EL_AMOEBA_FULL ||
13847 element == EL_BD_AMOEBA ||
13848 element == EL_AMOEBA_GROWING))
13850 AmoebaCnt[AmoebaNr[x][y]]--;
13851 AmoebaCnt2[AmoebaNr[x][y]]--;
13854 if (IS_MOVING(x, y))
13855 RemoveMovingField(x, y);
13859 TEST_DrawLevelField(x, y);
13862 /* if digged element was about to explode, prevent the explosion */
13863 ExplodeField[x][y] = EX_TYPE_NONE;
13865 PlayLevelSoundAction(x, y, action);
13868 Store[x][y] = EL_EMPTY;
13870 /* this makes it possible to leave the removed element again */
13871 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13872 Store[x][y] = element;
13877 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13879 int jx = player->jx, jy = player->jy;
13880 int x = jx + dx, y = jy + dy;
13881 int snap_direction = (dx == -1 ? MV_LEFT :
13882 dx == +1 ? MV_RIGHT :
13884 dy == +1 ? MV_DOWN : MV_NONE);
13885 boolean can_continue_snapping = (level.continuous_snapping &&
13886 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13888 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13891 if (!player->active || !IN_LEV_FIELD(x, y))
13899 if (player->MovPos == 0)
13900 player->is_pushing = FALSE;
13902 player->is_snapping = FALSE;
13904 if (player->MovPos == 0)
13906 player->is_moving = FALSE;
13907 player->is_digging = FALSE;
13908 player->is_collecting = FALSE;
13914 /* prevent snapping with already pressed snap key when not allowed */
13915 if (player->is_snapping && !can_continue_snapping)
13918 player->MovDir = snap_direction;
13920 if (player->MovPos == 0)
13922 player->is_moving = FALSE;
13923 player->is_digging = FALSE;
13924 player->is_collecting = FALSE;
13927 player->is_dropping = FALSE;
13928 player->is_dropping_pressed = FALSE;
13929 player->drop_pressed_delay = 0;
13931 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13934 player->is_snapping = TRUE;
13935 player->is_active = TRUE;
13937 if (player->MovPos == 0)
13939 player->is_moving = FALSE;
13940 player->is_digging = FALSE;
13941 player->is_collecting = FALSE;
13944 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
13945 TEST_DrawLevelField(player->last_jx, player->last_jy);
13947 TEST_DrawLevelField(x, y);
13952 static boolean DropElement(struct PlayerInfo *player)
13954 int old_element, new_element;
13955 int dropx = player->jx, dropy = player->jy;
13956 int drop_direction = player->MovDir;
13957 int drop_side = drop_direction;
13958 int drop_element = get_next_dropped_element(player);
13960 player->is_dropping_pressed = TRUE;
13962 /* do not drop an element on top of another element; when holding drop key
13963 pressed without moving, dropped element must move away before the next
13964 element can be dropped (this is especially important if the next element
13965 is dynamite, which can be placed on background for historical reasons) */
13966 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
13969 if (IS_THROWABLE(drop_element))
13971 dropx += GET_DX_FROM_DIR(drop_direction);
13972 dropy += GET_DY_FROM_DIR(drop_direction);
13974 if (!IN_LEV_FIELD(dropx, dropy))
13978 old_element = Feld[dropx][dropy]; /* old element at dropping position */
13979 new_element = drop_element; /* default: no change when dropping */
13981 /* check if player is active, not moving and ready to drop */
13982 if (!player->active || player->MovPos || player->drop_delay > 0)
13985 /* check if player has anything that can be dropped */
13986 if (new_element == EL_UNDEFINED)
13989 /* check if drop key was pressed long enough for EM style dynamite */
13990 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
13993 /* check if anything can be dropped at the current position */
13994 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
13997 /* collected custom elements can only be dropped on empty fields */
13998 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14001 if (old_element != EL_EMPTY)
14002 Back[dropx][dropy] = old_element; /* store old element on this field */
14004 ResetGfxAnimation(dropx, dropy);
14005 ResetRandomAnimationValue(dropx, dropy);
14007 if (player->inventory_size > 0 ||
14008 player->inventory_infinite_element != EL_UNDEFINED)
14010 if (player->inventory_size > 0)
14012 player->inventory_size--;
14014 DrawGameDoorValues();
14016 if (new_element == EL_DYNAMITE)
14017 new_element = EL_DYNAMITE_ACTIVE;
14018 else if (new_element == EL_EM_DYNAMITE)
14019 new_element = EL_EM_DYNAMITE_ACTIVE;
14020 else if (new_element == EL_SP_DISK_RED)
14021 new_element = EL_SP_DISK_RED_ACTIVE;
14024 Feld[dropx][dropy] = new_element;
14026 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14027 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14028 el2img(Feld[dropx][dropy]), 0);
14030 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14032 /* needed if previous element just changed to "empty" in the last frame */
14033 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14035 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14036 player->index_bit, drop_side);
14037 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14039 player->index_bit, drop_side);
14041 TestIfElementTouchesCustomElement(dropx, dropy);
14043 else /* player is dropping a dyna bomb */
14045 player->dynabombs_left--;
14047 Feld[dropx][dropy] = new_element;
14049 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14050 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14051 el2img(Feld[dropx][dropy]), 0);
14053 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14056 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14057 InitField_WithBug1(dropx, dropy, FALSE);
14059 new_element = Feld[dropx][dropy]; /* element might have changed */
14061 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14062 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14064 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14065 MovDir[dropx][dropy] = drop_direction;
14067 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14069 /* do not cause impact style collision by dropping elements that can fall */
14070 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14073 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14074 player->is_dropping = TRUE;
14076 player->drop_pressed_delay = 0;
14077 player->is_dropping_pressed = FALSE;
14079 player->drop_x = dropx;
14080 player->drop_y = dropy;
14085 /* ------------------------------------------------------------------------- */
14086 /* game sound playing functions */
14087 /* ------------------------------------------------------------------------- */
14089 static int *loop_sound_frame = NULL;
14090 static int *loop_sound_volume = NULL;
14092 void InitPlayLevelSound()
14094 int num_sounds = getSoundListSize();
14096 checked_free(loop_sound_frame);
14097 checked_free(loop_sound_volume);
14099 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14100 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14103 static void PlayLevelSound(int x, int y, int nr)
14105 int sx = SCREENX(x), sy = SCREENY(y);
14106 int volume, stereo_position;
14107 int max_distance = 8;
14108 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14110 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14111 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14114 if (!IN_LEV_FIELD(x, y) ||
14115 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14116 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14119 volume = SOUND_MAX_VOLUME;
14121 if (!IN_SCR_FIELD(sx, sy))
14123 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14124 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14126 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14129 stereo_position = (SOUND_MAX_LEFT +
14130 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14131 (SCR_FIELDX + 2 * max_distance));
14133 if (IS_LOOP_SOUND(nr))
14135 /* This assures that quieter loop sounds do not overwrite louder ones,
14136 while restarting sound volume comparison with each new game frame. */
14138 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14141 loop_sound_volume[nr] = volume;
14142 loop_sound_frame[nr] = FrameCounter;
14145 PlaySoundExt(nr, volume, stereo_position, type);
14148 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14150 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14151 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14152 y < LEVELY(BY1) ? LEVELY(BY1) :
14153 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14157 static void PlayLevelSoundAction(int x, int y, int action)
14159 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14162 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14164 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14166 if (sound_effect != SND_UNDEFINED)
14167 PlayLevelSound(x, y, sound_effect);
14170 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14173 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14175 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14176 PlayLevelSound(x, y, sound_effect);
14179 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14181 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14183 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14184 PlayLevelSound(x, y, sound_effect);
14187 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14189 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14191 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14192 StopSound(sound_effect);
14195 static void PlayLevelMusic()
14197 if (levelset.music[level_nr] != MUS_UNDEFINED)
14198 PlayMusic(levelset.music[level_nr]); /* from config file */
14200 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
14203 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14205 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14206 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14207 int x = xx - 1 - offset;
14208 int y = yy - 1 - offset;
14213 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14217 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14221 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14225 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14229 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14233 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14237 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14240 case SAMPLE_android_clone:
14241 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14244 case SAMPLE_android_move:
14245 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14248 case SAMPLE_spring:
14249 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14253 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14257 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14260 case SAMPLE_eater_eat:
14261 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14265 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14268 case SAMPLE_collect:
14269 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14272 case SAMPLE_diamond:
14273 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14276 case SAMPLE_squash:
14277 /* !!! CHECK THIS !!! */
14279 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14281 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14285 case SAMPLE_wonderfall:
14286 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14290 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14294 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14298 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14302 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14306 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14310 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14313 case SAMPLE_wonder:
14314 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14318 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14321 case SAMPLE_exit_open:
14322 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14325 case SAMPLE_exit_leave:
14326 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14329 case SAMPLE_dynamite:
14330 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14334 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14338 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14342 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14346 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14350 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14354 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14358 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14363 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14365 int element = map_element_SP_to_RND(element_sp);
14366 int action = map_action_SP_to_RND(action_sp);
14367 int offset = (setup.sp_show_border_elements ? 0 : 1);
14368 int x = xx - offset;
14369 int y = yy - offset;
14371 PlayLevelSoundElementAction(x, y, element, action);
14374 void RaiseScore(int value)
14376 local_player->score += value;
14378 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14380 DisplayGameControlValues();
14383 void RaiseScoreElement(int element)
14388 case EL_BD_DIAMOND:
14389 case EL_EMERALD_YELLOW:
14390 case EL_EMERALD_RED:
14391 case EL_EMERALD_PURPLE:
14392 case EL_SP_INFOTRON:
14393 RaiseScore(level.score[SC_EMERALD]);
14396 RaiseScore(level.score[SC_DIAMOND]);
14399 RaiseScore(level.score[SC_CRYSTAL]);
14402 RaiseScore(level.score[SC_PEARL]);
14405 case EL_BD_BUTTERFLY:
14406 case EL_SP_ELECTRON:
14407 RaiseScore(level.score[SC_BUG]);
14410 case EL_BD_FIREFLY:
14411 case EL_SP_SNIKSNAK:
14412 RaiseScore(level.score[SC_SPACESHIP]);
14415 case EL_DARK_YAMYAM:
14416 RaiseScore(level.score[SC_YAMYAM]);
14419 RaiseScore(level.score[SC_ROBOT]);
14422 RaiseScore(level.score[SC_PACMAN]);
14425 RaiseScore(level.score[SC_NUT]);
14428 case EL_EM_DYNAMITE:
14429 case EL_SP_DISK_RED:
14430 case EL_DYNABOMB_INCREASE_NUMBER:
14431 case EL_DYNABOMB_INCREASE_SIZE:
14432 case EL_DYNABOMB_INCREASE_POWER:
14433 RaiseScore(level.score[SC_DYNAMITE]);
14435 case EL_SHIELD_NORMAL:
14436 case EL_SHIELD_DEADLY:
14437 RaiseScore(level.score[SC_SHIELD]);
14439 case EL_EXTRA_TIME:
14440 RaiseScore(level.extra_time_score);
14454 case EL_DC_KEY_WHITE:
14455 RaiseScore(level.score[SC_KEY]);
14458 RaiseScore(element_info[element].collect_score);
14463 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14465 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14467 /* closing door required in case of envelope style request dialogs */
14469 CloseDoor(DOOR_CLOSE_1);
14471 #if defined(NETWORK_AVALIABLE)
14472 if (options.network)
14473 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14479 FadeSkipNextFadeIn();
14481 game_status = GAME_MODE_MAIN;
14487 game_status = GAME_MODE_MAIN;
14493 else /* continue playing the game */
14495 if (tape.playing && tape.deactivate_display)
14496 TapeDeactivateDisplayOff(TRUE);
14498 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14500 if (tape.playing && tape.deactivate_display)
14501 TapeDeactivateDisplayOn();
14505 void RequestQuitGame(boolean ask_if_really_quit)
14507 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14508 boolean skip_request = AllPlayersGone || quick_quit;
14510 RequestQuitGameExt(skip_request, quick_quit,
14511 "Do you really want to quit the game?");
14515 /* ------------------------------------------------------------------------- */
14516 /* random generator functions */
14517 /* ------------------------------------------------------------------------- */
14519 unsigned int InitEngineRandom_RND(int seed)
14521 game.num_random_calls = 0;
14523 return InitEngineRandom(seed);
14526 unsigned int RND(int max)
14530 game.num_random_calls++;
14532 return GetEngineRandom(max);
14539 /* ------------------------------------------------------------------------- */
14540 /* game engine snapshot handling functions */
14541 /* ------------------------------------------------------------------------- */
14543 struct EngineSnapshotInfo
14545 /* runtime values for custom element collect score */
14546 int collect_score[NUM_CUSTOM_ELEMENTS];
14548 /* runtime values for group element choice position */
14549 int choice_pos[NUM_GROUP_ELEMENTS];
14551 /* runtime values for belt position animations */
14552 int belt_graphic[4][NUM_BELT_PARTS];
14553 int belt_anim_mode[4][NUM_BELT_PARTS];
14556 static struct EngineSnapshotInfo engine_snapshot_rnd;
14557 static char *snapshot_level_identifier = NULL;
14558 static int snapshot_level_nr = -1;
14560 static void SaveEngineSnapshotValues_RND()
14562 static int belt_base_active_element[4] =
14564 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14565 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14566 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14567 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14571 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14573 int element = EL_CUSTOM_START + i;
14575 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14578 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14580 int element = EL_GROUP_START + i;
14582 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14585 for (i = 0; i < 4; i++)
14587 for (j = 0; j < NUM_BELT_PARTS; j++)
14589 int element = belt_base_active_element[i] + j;
14590 int graphic = el2img(element);
14591 int anim_mode = graphic_info[graphic].anim_mode;
14593 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14594 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14599 static void LoadEngineSnapshotValues_RND()
14601 unsigned int num_random_calls = game.num_random_calls;
14604 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14606 int element = EL_CUSTOM_START + i;
14608 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14611 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14613 int element = EL_GROUP_START + i;
14615 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14618 for (i = 0; i < 4; i++)
14620 for (j = 0; j < NUM_BELT_PARTS; j++)
14622 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14623 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14625 graphic_info[graphic].anim_mode = anim_mode;
14629 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14631 InitRND(tape.random_seed);
14632 for (i = 0; i < num_random_calls; i++)
14636 if (game.num_random_calls != num_random_calls)
14638 Error(ERR_INFO, "number of random calls out of sync");
14639 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14640 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14641 Error(ERR_EXIT, "this should not happen -- please debug");
14645 void FreeEngineSnapshotSingle()
14647 FreeSnapshotSingle();
14649 setString(&snapshot_level_identifier, NULL);
14650 snapshot_level_nr = -1;
14653 void FreeEngineSnapshotList()
14655 FreeSnapshotList();
14658 ListNode *SaveEngineSnapshotBuffers()
14660 ListNode *buffers = NULL;
14662 /* copy some special values to a structure better suited for the snapshot */
14664 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14665 SaveEngineSnapshotValues_RND();
14666 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14667 SaveEngineSnapshotValues_EM();
14668 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14669 SaveEngineSnapshotValues_SP(&buffers);
14671 /* save values stored in special snapshot structure */
14673 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14674 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14675 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14676 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14677 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14678 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14680 /* save further RND engine values */
14682 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14683 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14684 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14686 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14687 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14688 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14689 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14691 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14692 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14693 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14694 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14695 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14697 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14698 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14699 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14701 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14703 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14705 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14706 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14708 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
14709 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
14710 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
14711 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14712 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14713 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14714 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14715 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
14716 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
14717 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14718 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
14719 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14720 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14721 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14722 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14723 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14724 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
14725 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
14727 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14728 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14730 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14731 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14732 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14734 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14735 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14737 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14738 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14739 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14740 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14741 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14743 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14744 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14747 ListNode *node = engine_snapshot_list_rnd;
14750 while (node != NULL)
14752 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14757 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14763 void SaveEngineSnapshotSingle()
14765 ListNode *buffers = SaveEngineSnapshotBuffers();
14767 /* finally save all snapshot buffers to single snapshot */
14768 SaveSnapshotSingle(buffers);
14770 /* save level identification information */
14771 setString(&snapshot_level_identifier, leveldir_current->identifier);
14772 snapshot_level_nr = level_nr;
14775 static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
14777 boolean save_snapshot =
14778 (initial_snapshot ||
14779 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
14780 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
14781 game.snapshot.changed_action));
14783 game.snapshot.changed_action = FALSE;
14785 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
14786 tape.quick_resume ||
14790 ListNode *buffers = SaveEngineSnapshotBuffers();
14792 /* finally save all snapshot buffers to snapshot list */
14793 SaveSnapshotToList(buffers);
14798 boolean SaveEngineSnapshotToList()
14800 return SaveEngineSnapshotToListExt(FALSE);
14803 void SaveEngineSnapshotToListInitial()
14805 FreeEngineSnapshotList();
14807 SaveEngineSnapshotToListExt(TRUE);
14810 void LoadEngineSnapshotValues()
14812 /* restore special values from snapshot structure */
14814 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14815 LoadEngineSnapshotValues_RND();
14816 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14817 LoadEngineSnapshotValues_EM();
14818 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14819 LoadEngineSnapshotValues_SP();
14822 void LoadEngineSnapshotSingle()
14824 LoadSnapshotSingle();
14826 LoadEngineSnapshotValues();
14829 void LoadEngineSnapshot_Undo(int steps)
14831 LoadSnapshotFromList_Older(steps);
14833 LoadEngineSnapshotValues();
14836 void LoadEngineSnapshot_Redo(int steps)
14838 LoadSnapshotFromList_Newer(steps);
14840 LoadEngineSnapshotValues();
14843 boolean CheckEngineSnapshotSingle()
14845 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14846 snapshot_level_nr == level_nr);
14849 boolean CheckEngineSnapshotList()
14851 return CheckSnapshotList();
14855 /* ---------- new game button stuff ---------------------------------------- */
14863 } gamebutton_info[NUM_GAME_BUTTONS] =
14866 IMG_GAME_BUTTON_GFX_STOP, &game.button.stop,
14867 GAME_CTRL_ID_STOP, "stop game"
14870 IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause,
14871 GAME_CTRL_ID_PAUSE, "pause game"
14874 IMG_GAME_BUTTON_GFX_PLAY, &game.button.play,
14875 GAME_CTRL_ID_PLAY, "play game"
14878 IMG_GAME_BUTTON_GFX_UNDO, &game.button.undo,
14879 GAME_CTRL_ID_UNDO, "undo step"
14882 IMG_GAME_BUTTON_GFX_REDO, &game.button.redo,
14883 GAME_CTRL_ID_REDO, "redo step"
14886 IMG_GAME_BUTTON_GFX_SAVE, &game.button.save,
14887 GAME_CTRL_ID_SAVE, "save game"
14890 IMG_GAME_BUTTON_GFX_PAUSE2, &game.button.pause2,
14891 GAME_CTRL_ID_PAUSE2, "pause game"
14894 IMG_GAME_BUTTON_GFX_LOAD, &game.button.load,
14895 GAME_CTRL_ID_LOAD, "load game"
14898 IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
14899 SOUND_CTRL_ID_MUSIC, "background music on/off"
14902 IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
14903 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
14906 IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
14907 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
14911 void CreateGameButtons()
14915 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14917 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
14918 struct XY *pos = gamebutton_info[i].pos;
14919 struct GadgetInfo *gi;
14922 unsigned int event_mask;
14923 int base_x = (tape.show_game_buttons ? VX : DX);
14924 int base_y = (tape.show_game_buttons ? VY : DY);
14925 int gd_x = gfx->src_x;
14926 int gd_y = gfx->src_y;
14927 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
14928 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
14929 int gd_xa = gfx->src_x + gfx->active_xoffset;
14930 int gd_ya = gfx->src_y + gfx->active_yoffset;
14931 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
14932 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
14935 if (gfx->bitmap == NULL)
14937 game_gadget[id] = NULL;
14942 if (id == GAME_CTRL_ID_STOP ||
14943 id == GAME_CTRL_ID_PLAY ||
14944 id == GAME_CTRL_ID_SAVE ||
14945 id == GAME_CTRL_ID_LOAD)
14947 button_type = GD_TYPE_NORMAL_BUTTON;
14949 event_mask = GD_EVENT_RELEASED;
14951 else if (id == GAME_CTRL_ID_UNDO ||
14952 id == GAME_CTRL_ID_REDO)
14954 button_type = GD_TYPE_NORMAL_BUTTON;
14956 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
14960 button_type = GD_TYPE_CHECK_BUTTON;
14962 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
14963 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
14964 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
14965 event_mask = GD_EVENT_PRESSED;
14968 gi = CreateGadget(GDI_CUSTOM_ID, id,
14969 GDI_INFO_TEXT, gamebutton_info[i].infotext,
14970 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
14971 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
14972 GDI_WIDTH, gfx->width,
14973 GDI_HEIGHT, gfx->height,
14974 GDI_TYPE, button_type,
14975 GDI_STATE, GD_BUTTON_UNPRESSED,
14976 GDI_CHECKED, checked,
14977 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
14978 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
14979 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
14980 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
14981 GDI_DIRECT_DRAW, FALSE,
14982 GDI_EVENT_MASK, event_mask,
14983 GDI_CALLBACK_ACTION, HandleGameButtons,
14987 Error(ERR_EXIT, "cannot create gadget");
14989 game_gadget[id] = gi;
14993 void FreeGameButtons()
14997 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14998 FreeGadget(game_gadget[i]);
15001 static void MapGameButtonsAtSamePosition(int id)
15005 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15007 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15008 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15009 MapGadget(game_gadget[i]);
15012 static void UnmapGameButtonsAtSamePosition(int id)
15016 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15018 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15019 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15020 UnmapGadget(game_gadget[i]);
15023 void MapUndoRedoButtons()
15025 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15026 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15028 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15029 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15032 void UnmapUndoRedoButtons()
15034 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15035 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15037 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15038 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15041 void MapGameButtons()
15045 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15046 if (i != GAME_CTRL_ID_UNDO &&
15047 i != GAME_CTRL_ID_REDO)
15048 MapGadget(game_gadget[i]);
15050 if (setup.show_snapshot_buttons)
15052 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15053 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15054 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15058 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15059 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15060 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15063 RedrawGameButtons();
15066 void UnmapGameButtons()
15070 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15071 UnmapGadget(game_gadget[i]);
15074 void RedrawGameButtons()
15078 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15079 RedrawGadget(game_gadget[i]);
15081 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15082 redraw_mask &= ~REDRAW_ALL;
15085 void GameUndoRedoExt()
15087 ClearPlayerAction();
15089 tape.pausing = TRUE;
15092 UpdateAndDisplayGameControlValues();
15094 DrawCompleteVideoDisplay();
15095 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15096 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15097 DrawVideoDisplay((tape.single_step ? VIDEO_STATE_1STEP_ON :
15098 VIDEO_STATE_1STEP_OFF), 0);
15103 void GameUndo(int steps)
15105 if (!CheckEngineSnapshotList())
15108 LoadEngineSnapshot_Undo(steps);
15113 void GameRedo(int steps)
15115 if (!CheckEngineSnapshotList())
15118 LoadEngineSnapshot_Redo(steps);
15123 static void HandleGameButtonsExt(int id, int button)
15125 int steps = BUTTON_STEPSIZE(button);
15126 boolean handle_game_buttons =
15127 (game_status == GAME_MODE_PLAYING ||
15128 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15130 if (!handle_game_buttons)
15135 case GAME_CTRL_ID_STOP:
15136 if (game_status == GAME_MODE_MAIN)
15142 RequestQuitGame(TRUE);
15146 case GAME_CTRL_ID_PAUSE:
15147 case GAME_CTRL_ID_PAUSE2:
15148 if (options.network && game_status == GAME_MODE_PLAYING)
15150 #if defined(NETWORK_AVALIABLE)
15152 SendToServer_ContinuePlaying();
15154 SendToServer_PausePlaying();
15158 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15161 case GAME_CTRL_ID_PLAY:
15162 if (game_status == GAME_MODE_MAIN)
15164 StartGameActions(options.network, setup.autorecord, level.random_seed);
15166 else if (tape.pausing)
15168 #if defined(NETWORK_AVALIABLE)
15169 if (options.network)
15170 SendToServer_ContinuePlaying();
15173 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15177 case GAME_CTRL_ID_UNDO:
15181 case GAME_CTRL_ID_REDO:
15185 case GAME_CTRL_ID_SAVE:
15189 case GAME_CTRL_ID_LOAD:
15193 case SOUND_CTRL_ID_MUSIC:
15194 if (setup.sound_music)
15196 setup.sound_music = FALSE;
15200 else if (audio.music_available)
15202 setup.sound = setup.sound_music = TRUE;
15204 SetAudioMode(setup.sound);
15210 case SOUND_CTRL_ID_LOOPS:
15211 if (setup.sound_loops)
15212 setup.sound_loops = FALSE;
15213 else if (audio.loops_available)
15215 setup.sound = setup.sound_loops = TRUE;
15217 SetAudioMode(setup.sound);
15221 case SOUND_CTRL_ID_SIMPLE:
15222 if (setup.sound_simple)
15223 setup.sound_simple = FALSE;
15224 else if (audio.sound_available)
15226 setup.sound = setup.sound_simple = TRUE;
15228 SetAudioMode(setup.sound);
15237 static void HandleGameButtons(struct GadgetInfo *gi)
15239 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15242 void HandleSoundButtonKeys(Key key)
15245 if (key == setup.shortcut.sound_simple)
15246 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15247 else if (key == setup.shortcut.sound_loops)
15248 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15249 else if (key == setup.shortcut.sound_music)
15250 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);