1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
29 /* EXPERIMENTAL STUFF */
30 #define USE_NEW_AMOEBA_CODE FALSE
32 /* EXPERIMENTAL STUFF */
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
64 /* for MovePlayer() */
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
70 /* for ScrollPlayer() */
72 #define SCROLL_GO_ON 1
74 /* for Bang()/Explode() */
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 /* game panel display and control definitions */
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 /* values for delayed check of falling and moving elements and for collision */
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 /* values for initial player move delay (initial delay counter value) */
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 /* values for player movement speed (which is in fact a delay value) */
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 /* values for scroll positions */
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 /* values for other actions */
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
883 RND(element_info[e].ce_value_random_initial))
884 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
885 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
886 RND((c)->delay_random * (c)->delay_frames))
887 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
888 RND((c)->delay_random))
891 #define GET_VALID_RUNTIME_ELEMENT(e) \
892 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
894 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
895 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
896 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
897 (be) + (e) - EL_SELF)
899 #define GET_PLAYER_FROM_BITS(p) \
900 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
902 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
903 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
904 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
905 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
906 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
907 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
908 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
909 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
910 RESOLVED_REFERENCE_ELEMENT(be, e) : \
913 #define CAN_GROW_INTO(e) \
914 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
916 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
917 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
922 (CAN_MOVE_INTO_ACID(e) && \
923 Feld[x][y] == EL_ACID) || \
926 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
927 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
928 (CAN_MOVE_INTO_ACID(e) && \
929 Feld[x][y] == EL_ACID) || \
932 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
933 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
935 (CAN_MOVE_INTO_ACID(e) && \
936 Feld[x][y] == EL_ACID) || \
937 (DONT_COLLIDE_WITH(e) && \
939 !PLAYER_ENEMY_PROTECTED(x, y))))
941 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
942 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
944 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
945 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
947 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
948 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
950 #define ANDROID_CAN_CLONE_FIELD(x, y) \
951 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
952 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
954 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
955 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
957 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
958 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
960 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
961 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
963 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
964 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
966 #define PIG_CAN_ENTER_FIELD(e, x, y) \
967 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
969 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
970 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
971 Feld[x][y] == EL_EM_EXIT_OPEN || \
972 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
973 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
974 IS_FOOD_PENGUIN(Feld[x][y])))
975 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
976 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
978 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
979 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
981 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
982 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
984 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
985 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
986 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
988 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
990 #define CE_ENTER_FIELD_COND(e, x, y) \
991 (!IS_PLAYER(x, y) && \
992 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
994 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
995 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
997 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
998 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1000 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1001 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1002 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1003 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1005 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1007 /* game button identifiers */
1008 #define GAME_CTRL_ID_STOP 0
1009 #define GAME_CTRL_ID_PAUSE 1
1010 #define GAME_CTRL_ID_PLAY 2
1011 #define GAME_CTRL_ID_UNDO 3
1012 #define GAME_CTRL_ID_REDO 4
1013 #define GAME_CTRL_ID_SAVE 5
1014 #define GAME_CTRL_ID_PAUSE2 6
1015 #define GAME_CTRL_ID_LOAD 7
1016 #define SOUND_CTRL_ID_MUSIC 8
1017 #define SOUND_CTRL_ID_LOOPS 9
1018 #define SOUND_CTRL_ID_SIMPLE 10
1020 #define NUM_GAME_BUTTONS 11
1023 /* forward declaration for internal use */
1025 static void CreateField(int, int, int);
1027 static void ResetGfxAnimation(int, int);
1029 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1030 static void AdvanceFrameAndPlayerCounters(int);
1032 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1033 static boolean MovePlayer(struct PlayerInfo *, int, int);
1034 static void ScrollPlayer(struct PlayerInfo *, int);
1035 static void ScrollScreen(struct PlayerInfo *, int);
1037 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1038 static boolean DigFieldByCE(int, int, int);
1039 static boolean SnapField(struct PlayerInfo *, int, int);
1040 static boolean DropElement(struct PlayerInfo *);
1042 static void InitBeltMovement(void);
1043 static void CloseAllOpenTimegates(void);
1044 static void CheckGravityMovement(struct PlayerInfo *);
1045 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1046 static void KillPlayerUnlessEnemyProtected(int, int);
1047 static void KillPlayerUnlessExplosionProtected(int, int);
1049 static void TestIfPlayerTouchesCustomElement(int, int);
1050 static void TestIfElementTouchesCustomElement(int, int);
1051 static void TestIfElementHitsCustomElement(int, int, int);
1053 static void HandleElementChange(int, int, int);
1054 static void ExecuteCustomElementAction(int, int, int, int);
1055 static boolean ChangeElement(int, int, int, int);
1057 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1058 #define CheckTriggeredElementChange(x, y, e, ev) \
1059 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1060 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1061 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1062 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1063 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1064 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1065 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1067 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1068 #define CheckElementChange(x, y, e, te, ev) \
1069 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1070 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1071 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1072 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1073 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1075 static void PlayLevelSound(int, int, int);
1076 static void PlayLevelSoundNearest(int, int, int);
1077 static void PlayLevelSoundAction(int, int, int);
1078 static void PlayLevelSoundElementAction(int, int, int, int);
1079 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1080 static void PlayLevelSoundActionIfLoop(int, int, int);
1081 static void StopLevelSoundActionIfLoop(int, int, int);
1082 static void PlayLevelMusic();
1083 static void FadeLevelSoundsAndMusic();
1085 static void HandleGameButtons(struct GadgetInfo *);
1087 int AmoebeNachbarNr(int, int);
1088 void AmoebeUmwandeln(int, int);
1089 void ContinueMoving(int, int);
1090 void Bang(int, int);
1091 void InitMovDir(int, int);
1092 void InitAmoebaNr(int, int);
1093 int NewHiScore(void);
1095 void TestIfGoodThingHitsBadThing(int, int, int);
1096 void TestIfBadThingHitsGoodThing(int, int, int);
1097 void TestIfPlayerTouchesBadThing(int, int);
1098 void TestIfPlayerRunsIntoBadThing(int, int, int);
1099 void TestIfBadThingTouchesPlayer(int, int);
1100 void TestIfBadThingRunsIntoPlayer(int, int, int);
1101 void TestIfFriendTouchesBadThing(int, int);
1102 void TestIfBadThingTouchesFriend(int, int);
1103 void TestIfBadThingTouchesOtherBadThing(int, int);
1104 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1106 void KillPlayer(struct PlayerInfo *);
1107 void BuryPlayer(struct PlayerInfo *);
1108 void RemovePlayer(struct PlayerInfo *);
1110 static int getInvisibleActiveFromInvisibleElement(int);
1111 static int getInvisibleFromInvisibleActiveElement(int);
1113 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1115 /* for detection of endless loops, caused by custom element programming */
1116 /* (using maximal playfield width x 10 is just a rough approximation) */
1117 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1119 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1121 if (recursion_loop_detected) \
1124 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1126 recursion_loop_detected = TRUE; \
1127 recursion_loop_element = (e); \
1130 recursion_loop_depth++; \
1133 #define RECURSION_LOOP_DETECTION_END() \
1135 recursion_loop_depth--; \
1138 static int recursion_loop_depth;
1139 static boolean recursion_loop_detected;
1140 static boolean recursion_loop_element;
1142 static int map_player_action[MAX_PLAYERS];
1145 /* ------------------------------------------------------------------------- */
1146 /* definition of elements that automatically change to other elements after */
1147 /* a specified time, eventually calling a function when changing */
1148 /* ------------------------------------------------------------------------- */
1150 /* forward declaration for changer functions */
1151 static void InitBuggyBase(int, int);
1152 static void WarnBuggyBase(int, int);
1154 static void InitTrap(int, int);
1155 static void ActivateTrap(int, int);
1156 static void ChangeActiveTrap(int, int);
1158 static void InitRobotWheel(int, int);
1159 static void RunRobotWheel(int, int);
1160 static void StopRobotWheel(int, int);
1162 static void InitTimegateWheel(int, int);
1163 static void RunTimegateWheel(int, int);
1165 static void InitMagicBallDelay(int, int);
1166 static void ActivateMagicBall(int, int);
1168 struct ChangingElementInfo
1173 void (*pre_change_function)(int x, int y);
1174 void (*change_function)(int x, int y);
1175 void (*post_change_function)(int x, int y);
1178 static struct ChangingElementInfo change_delay_list[] =
1213 EL_STEEL_EXIT_OPENING,
1221 EL_STEEL_EXIT_CLOSING,
1222 EL_STEEL_EXIT_CLOSED,
1245 EL_EM_STEEL_EXIT_OPENING,
1246 EL_EM_STEEL_EXIT_OPEN,
1253 EL_EM_STEEL_EXIT_CLOSING,
1277 EL_SWITCHGATE_OPENING,
1285 EL_SWITCHGATE_CLOSING,
1286 EL_SWITCHGATE_CLOSED,
1293 EL_TIMEGATE_OPENING,
1301 EL_TIMEGATE_CLOSING,
1310 EL_ACID_SPLASH_LEFT,
1318 EL_ACID_SPLASH_RIGHT,
1327 EL_SP_BUGGY_BASE_ACTIVATING,
1334 EL_SP_BUGGY_BASE_ACTIVATING,
1335 EL_SP_BUGGY_BASE_ACTIVE,
1342 EL_SP_BUGGY_BASE_ACTIVE,
1366 EL_ROBOT_WHEEL_ACTIVE,
1374 EL_TIMEGATE_SWITCH_ACTIVE,
1382 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1383 EL_DC_TIMEGATE_SWITCH,
1390 EL_EMC_MAGIC_BALL_ACTIVE,
1391 EL_EMC_MAGIC_BALL_ACTIVE,
1398 EL_EMC_SPRING_BUMPER_ACTIVE,
1399 EL_EMC_SPRING_BUMPER,
1406 EL_DIAGONAL_SHRINKING,
1414 EL_DIAGONAL_GROWING,
1435 int push_delay_fixed, push_delay_random;
1439 { EL_SPRING, 0, 0 },
1440 { EL_BALLOON, 0, 0 },
1442 { EL_SOKOBAN_OBJECT, 2, 0 },
1443 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1444 { EL_SATELLITE, 2, 0 },
1445 { EL_SP_DISK_YELLOW, 2, 0 },
1447 { EL_UNDEFINED, 0, 0 },
1455 move_stepsize_list[] =
1457 { EL_AMOEBA_DROP, 2 },
1458 { EL_AMOEBA_DROPPING, 2 },
1459 { EL_QUICKSAND_FILLING, 1 },
1460 { EL_QUICKSAND_EMPTYING, 1 },
1461 { EL_QUICKSAND_FAST_FILLING, 2 },
1462 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1463 { EL_MAGIC_WALL_FILLING, 2 },
1464 { EL_MAGIC_WALL_EMPTYING, 2 },
1465 { EL_BD_MAGIC_WALL_FILLING, 2 },
1466 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1467 { EL_DC_MAGIC_WALL_FILLING, 2 },
1468 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1470 { EL_UNDEFINED, 0 },
1478 collect_count_list[] =
1481 { EL_BD_DIAMOND, 1 },
1482 { EL_EMERALD_YELLOW, 1 },
1483 { EL_EMERALD_RED, 1 },
1484 { EL_EMERALD_PURPLE, 1 },
1486 { EL_SP_INFOTRON, 1 },
1490 { EL_UNDEFINED, 0 },
1498 access_direction_list[] =
1500 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1501 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1502 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1503 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1504 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1505 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1506 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1507 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1508 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1509 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1510 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1512 { EL_SP_PORT_LEFT, MV_RIGHT },
1513 { EL_SP_PORT_RIGHT, MV_LEFT },
1514 { EL_SP_PORT_UP, MV_DOWN },
1515 { EL_SP_PORT_DOWN, MV_UP },
1516 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1517 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1518 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1519 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1520 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1521 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1522 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1523 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1524 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1525 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1526 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1527 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1528 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1529 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1530 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1532 { EL_UNDEFINED, MV_NONE }
1535 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1537 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1538 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1539 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1540 IS_JUST_CHANGING(x, y))
1542 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1544 /* static variables for playfield scan mode (scanning forward or backward) */
1545 static int playfield_scan_start_x = 0;
1546 static int playfield_scan_start_y = 0;
1547 static int playfield_scan_delta_x = 1;
1548 static int playfield_scan_delta_y = 1;
1550 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1551 (y) >= 0 && (y) <= lev_fieldy - 1; \
1552 (y) += playfield_scan_delta_y) \
1553 for ((x) = playfield_scan_start_x; \
1554 (x) >= 0 && (x) <= lev_fieldx - 1; \
1555 (x) += playfield_scan_delta_x)
1558 void DEBUG_SetMaximumDynamite()
1562 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1563 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1564 local_player->inventory_element[local_player->inventory_size++] =
1569 static void InitPlayfieldScanModeVars()
1571 if (game.use_reverse_scan_direction)
1573 playfield_scan_start_x = lev_fieldx - 1;
1574 playfield_scan_start_y = lev_fieldy - 1;
1576 playfield_scan_delta_x = -1;
1577 playfield_scan_delta_y = -1;
1581 playfield_scan_start_x = 0;
1582 playfield_scan_start_y = 0;
1584 playfield_scan_delta_x = 1;
1585 playfield_scan_delta_y = 1;
1589 static void InitPlayfieldScanMode(int mode)
1591 game.use_reverse_scan_direction =
1592 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1594 InitPlayfieldScanModeVars();
1597 static int get_move_delay_from_stepsize(int move_stepsize)
1600 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1602 /* make sure that stepsize value is always a power of 2 */
1603 move_stepsize = (1 << log_2(move_stepsize));
1605 return TILEX / move_stepsize;
1608 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1611 int player_nr = player->index_nr;
1612 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1613 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1615 /* do no immediately change move delay -- the player might just be moving */
1616 player->move_delay_value_next = move_delay;
1618 /* information if player can move must be set separately */
1619 player->cannot_move = cannot_move;
1623 player->move_delay = game.initial_move_delay[player_nr];
1624 player->move_delay_value = game.initial_move_delay_value[player_nr];
1626 player->move_delay_value_next = -1;
1628 player->move_delay_reset_counter = 0;
1632 void GetPlayerConfig()
1634 GameFrameDelay = setup.game_frame_delay;
1636 if (!audio.sound_available)
1637 setup.sound_simple = FALSE;
1639 if (!audio.loops_available)
1640 setup.sound_loops = FALSE;
1642 if (!audio.music_available)
1643 setup.sound_music = FALSE;
1645 if (!video.fullscreen_available)
1646 setup.fullscreen = FALSE;
1648 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1650 SetAudioMode(setup.sound);
1653 int GetElementFromGroupElement(int element)
1655 if (IS_GROUP_ELEMENT(element))
1657 struct ElementGroupInfo *group = element_info[element].group;
1658 int last_anim_random_frame = gfx.anim_random_frame;
1661 if (group->choice_mode == ANIM_RANDOM)
1662 gfx.anim_random_frame = RND(group->num_elements_resolved);
1664 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1665 group->choice_mode, 0,
1668 if (group->choice_mode == ANIM_RANDOM)
1669 gfx.anim_random_frame = last_anim_random_frame;
1671 group->choice_pos++;
1673 element = group->element_resolved[element_pos];
1679 static void InitPlayerField(int x, int y, int element, boolean init_game)
1681 if (element == EL_SP_MURPHY)
1685 if (stored_player[0].present)
1687 Feld[x][y] = EL_SP_MURPHY_CLONE;
1693 stored_player[0].initial_element = element;
1694 stored_player[0].use_murphy = TRUE;
1696 if (!level.use_artwork_element[0])
1697 stored_player[0].artwork_element = EL_SP_MURPHY;
1700 Feld[x][y] = EL_PLAYER_1;
1706 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1707 int jx = player->jx, jy = player->jy;
1709 player->present = TRUE;
1711 player->block_last_field = (element == EL_SP_MURPHY ?
1712 level.sp_block_last_field :
1713 level.block_last_field);
1715 /* ---------- initialize player's last field block delay --------------- */
1717 /* always start with reliable default value (no adjustment needed) */
1718 player->block_delay_adjustment = 0;
1720 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1721 if (player->block_last_field && element == EL_SP_MURPHY)
1722 player->block_delay_adjustment = 1;
1724 /* special case 2: in game engines before 3.1.1, blocking was different */
1725 if (game.use_block_last_field_bug)
1726 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1728 if (!options.network || player->connected)
1730 player->active = TRUE;
1732 /* remove potentially duplicate players */
1733 if (StorePlayer[jx][jy] == Feld[x][y])
1734 StorePlayer[jx][jy] = 0;
1736 StorePlayer[x][y] = Feld[x][y];
1738 #if DEBUG_INIT_PLAYER
1741 printf("- player element %d activated", player->element_nr);
1742 printf(" (local player is %d and currently %s)\n",
1743 local_player->element_nr,
1744 local_player->active ? "active" : "not active");
1749 Feld[x][y] = EL_EMPTY;
1751 player->jx = player->last_jx = x;
1752 player->jy = player->last_jy = y;
1757 int player_nr = GET_PLAYER_NR(element);
1758 struct PlayerInfo *player = &stored_player[player_nr];
1760 if (player->active && player->killed)
1761 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1765 static void InitField(int x, int y, boolean init_game)
1767 int element = Feld[x][y];
1776 InitPlayerField(x, y, element, init_game);
1779 case EL_SOKOBAN_FIELD_PLAYER:
1780 element = Feld[x][y] = EL_PLAYER_1;
1781 InitField(x, y, init_game);
1783 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1784 InitField(x, y, init_game);
1787 case EL_SOKOBAN_FIELD_EMPTY:
1788 local_player->sokobanfields_still_needed++;
1792 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1793 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1794 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1795 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1796 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1797 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1798 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1799 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1800 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1801 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1810 case EL_SPACESHIP_RIGHT:
1811 case EL_SPACESHIP_UP:
1812 case EL_SPACESHIP_LEFT:
1813 case EL_SPACESHIP_DOWN:
1814 case EL_BD_BUTTERFLY:
1815 case EL_BD_BUTTERFLY_RIGHT:
1816 case EL_BD_BUTTERFLY_UP:
1817 case EL_BD_BUTTERFLY_LEFT:
1818 case EL_BD_BUTTERFLY_DOWN:
1820 case EL_BD_FIREFLY_RIGHT:
1821 case EL_BD_FIREFLY_UP:
1822 case EL_BD_FIREFLY_LEFT:
1823 case EL_BD_FIREFLY_DOWN:
1824 case EL_PACMAN_RIGHT:
1826 case EL_PACMAN_LEFT:
1827 case EL_PACMAN_DOWN:
1829 case EL_YAMYAM_LEFT:
1830 case EL_YAMYAM_RIGHT:
1832 case EL_YAMYAM_DOWN:
1833 case EL_DARK_YAMYAM:
1836 case EL_SP_SNIKSNAK:
1837 case EL_SP_ELECTRON:
1846 case EL_AMOEBA_FULL:
1851 case EL_AMOEBA_DROP:
1852 if (y == lev_fieldy - 1)
1854 Feld[x][y] = EL_AMOEBA_GROWING;
1855 Store[x][y] = EL_AMOEBA_WET;
1859 case EL_DYNAMITE_ACTIVE:
1860 case EL_SP_DISK_RED_ACTIVE:
1861 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1862 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1863 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1864 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1865 MovDelay[x][y] = 96;
1868 case EL_EM_DYNAMITE_ACTIVE:
1869 MovDelay[x][y] = 32;
1873 local_player->lights_still_needed++;
1877 local_player->friends_still_needed++;
1882 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1885 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1886 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1887 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1888 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1889 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1890 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1891 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1892 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1893 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1894 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1895 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1896 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1899 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1900 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1901 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1903 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1905 game.belt_dir[belt_nr] = belt_dir;
1906 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1908 else /* more than one switch -- set it like the first switch */
1910 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1915 case EL_LIGHT_SWITCH_ACTIVE:
1917 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1920 case EL_INVISIBLE_STEELWALL:
1921 case EL_INVISIBLE_WALL:
1922 case EL_INVISIBLE_SAND:
1923 if (game.light_time_left > 0 ||
1924 game.lenses_time_left > 0)
1925 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1928 case EL_EMC_MAGIC_BALL:
1929 if (game.ball_state)
1930 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1933 case EL_EMC_MAGIC_BALL_SWITCH:
1934 if (game.ball_state)
1935 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1938 case EL_TRIGGER_PLAYER:
1939 case EL_TRIGGER_ELEMENT:
1940 case EL_TRIGGER_CE_VALUE:
1941 case EL_TRIGGER_CE_SCORE:
1943 case EL_ANY_ELEMENT:
1944 case EL_CURRENT_CE_VALUE:
1945 case EL_CURRENT_CE_SCORE:
1962 /* reference elements should not be used on the playfield */
1963 Feld[x][y] = EL_EMPTY;
1967 if (IS_CUSTOM_ELEMENT(element))
1969 if (CAN_MOVE(element))
1972 if (!element_info[element].use_last_ce_value || init_game)
1973 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1975 else if (IS_GROUP_ELEMENT(element))
1977 Feld[x][y] = GetElementFromGroupElement(element);
1979 InitField(x, y, init_game);
1986 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1989 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1991 InitField(x, y, init_game);
1993 /* not needed to call InitMovDir() -- already done by InitField()! */
1994 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1995 CAN_MOVE(Feld[x][y]))
1999 inline static void InitField_WithBug2(int x, int y, boolean init_game)
2001 int old_element = Feld[x][y];
2003 InitField(x, y, init_game);
2005 /* not needed to call InitMovDir() -- already done by InitField()! */
2006 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2007 CAN_MOVE(old_element) &&
2008 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2011 /* this case is in fact a combination of not less than three bugs:
2012 first, it calls InitMovDir() for elements that can move, although this is
2013 already done by InitField(); then, it checks the element that was at this
2014 field _before_ the call to InitField() (which can change it); lastly, it
2015 was not called for "mole with direction" elements, which were treated as
2016 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2020 static int get_key_element_from_nr(int key_nr)
2022 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2023 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2024 EL_EM_KEY_1 : EL_KEY_1);
2026 return key_base_element + key_nr;
2029 static int get_next_dropped_element(struct PlayerInfo *player)
2031 return (player->inventory_size > 0 ?
2032 player->inventory_element[player->inventory_size - 1] :
2033 player->inventory_infinite_element != EL_UNDEFINED ?
2034 player->inventory_infinite_element :
2035 player->dynabombs_left > 0 ?
2036 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2040 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2042 /* pos >= 0: get element from bottom of the stack;
2043 pos < 0: get element from top of the stack */
2047 int min_inventory_size = -pos;
2048 int inventory_pos = player->inventory_size - min_inventory_size;
2049 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2051 return (player->inventory_size >= min_inventory_size ?
2052 player->inventory_element[inventory_pos] :
2053 player->inventory_infinite_element != EL_UNDEFINED ?
2054 player->inventory_infinite_element :
2055 player->dynabombs_left >= min_dynabombs_left ?
2056 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2061 int min_dynabombs_left = pos + 1;
2062 int min_inventory_size = pos + 1 - player->dynabombs_left;
2063 int inventory_pos = pos - player->dynabombs_left;
2065 return (player->inventory_infinite_element != EL_UNDEFINED ?
2066 player->inventory_infinite_element :
2067 player->dynabombs_left >= min_dynabombs_left ?
2068 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2069 player->inventory_size >= min_inventory_size ?
2070 player->inventory_element[inventory_pos] :
2075 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2077 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2078 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2081 if (gpo1->sort_priority != gpo2->sort_priority)
2082 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2084 compare_result = gpo1->nr - gpo2->nr;
2086 return compare_result;
2089 int getPlayerInventorySize(int player_nr)
2091 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2092 return level.native_em_level->ply[player_nr]->dynamite;
2093 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2094 return level.native_sp_level->game_sp->red_disk_count;
2096 return stored_player[player_nr].inventory_size;
2099 void InitGameControlValues()
2103 for (i = 0; game_panel_controls[i].nr != -1; i++)
2105 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2106 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2107 struct TextPosInfo *pos = gpc->pos;
2109 int type = gpc->type;
2113 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2114 Error(ERR_EXIT, "this should not happen -- please debug");
2117 /* force update of game controls after initialization */
2118 gpc->value = gpc->last_value = -1;
2119 gpc->frame = gpc->last_frame = -1;
2120 gpc->gfx_frame = -1;
2122 /* determine panel value width for later calculation of alignment */
2123 if (type == TYPE_INTEGER || type == TYPE_STRING)
2125 pos->width = pos->size * getFontWidth(pos->font);
2126 pos->height = getFontHeight(pos->font);
2128 else if (type == TYPE_ELEMENT)
2130 pos->width = pos->size;
2131 pos->height = pos->size;
2134 /* fill structure for game panel draw order */
2136 gpo->sort_priority = pos->sort_priority;
2139 /* sort game panel controls according to sort_priority and control number */
2140 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2141 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2144 void UpdatePlayfieldElementCount()
2146 boolean use_element_count = FALSE;
2149 /* first check if it is needed at all to calculate playfield element count */
2150 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2151 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2152 use_element_count = TRUE;
2154 if (!use_element_count)
2157 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2158 element_info[i].element_count = 0;
2160 SCAN_PLAYFIELD(x, y)
2162 element_info[Feld[x][y]].element_count++;
2165 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2166 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2167 if (IS_IN_GROUP(j, i))
2168 element_info[EL_GROUP_START + i].element_count +=
2169 element_info[j].element_count;
2172 void UpdateGameControlValues()
2175 int time = (local_player->LevelSolved ?
2176 local_player->LevelSolved_CountingTime :
2177 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2178 level.native_em_level->lev->time :
2179 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2180 level.native_sp_level->game_sp->time_played :
2181 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2182 game_mm.energy_left :
2183 game.no_time_limit ? TimePlayed : TimeLeft);
2184 int score = (local_player->LevelSolved ?
2185 local_player->LevelSolved_CountingScore :
2186 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2187 level.native_em_level->lev->score :
2188 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2189 level.native_sp_level->game_sp->score :
2190 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2192 local_player->score);
2193 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2194 level.native_em_level->lev->required :
2195 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2196 level.native_sp_level->game_sp->infotrons_still_needed :
2197 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2198 game_mm.kettles_still_needed :
2199 local_player->gems_still_needed);
2200 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2201 level.native_em_level->lev->required > 0 :
2202 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2203 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2204 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2205 game_mm.kettles_still_needed > 0 ||
2206 game_mm.lights_still_needed > 0 :
2207 local_player->gems_still_needed > 0 ||
2208 local_player->sokobanfields_still_needed > 0 ||
2209 local_player->lights_still_needed > 0);
2210 int health = (local_player->LevelSolved ?
2211 local_player->LevelSolved_CountingHealth :
2212 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2213 MM_HEALTH(game_mm.laser_overload_value) :
2214 local_player->health);
2216 UpdatePlayfieldElementCount();
2218 /* update game panel control values */
2220 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2221 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2223 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2224 for (i = 0; i < MAX_NUM_KEYS; i++)
2225 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2226 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2227 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2229 if (game.centered_player_nr == -1)
2231 for (i = 0; i < MAX_PLAYERS; i++)
2233 /* only one player in Supaplex game engine */
2234 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2237 for (k = 0; k < MAX_NUM_KEYS; k++)
2239 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2241 if (level.native_em_level->ply[i]->keys & (1 << k))
2242 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2243 get_key_element_from_nr(k);
2245 else if (stored_player[i].key[k])
2246 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2247 get_key_element_from_nr(k);
2250 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2251 getPlayerInventorySize(i);
2253 if (stored_player[i].num_white_keys > 0)
2254 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2257 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2258 stored_player[i].num_white_keys;
2263 int player_nr = game.centered_player_nr;
2265 for (k = 0; k < MAX_NUM_KEYS; k++)
2267 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2269 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2270 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2271 get_key_element_from_nr(k);
2273 else if (stored_player[player_nr].key[k])
2274 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2275 get_key_element_from_nr(k);
2278 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2279 getPlayerInventorySize(player_nr);
2281 if (stored_player[player_nr].num_white_keys > 0)
2282 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2284 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2285 stored_player[player_nr].num_white_keys;
2288 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2290 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2291 get_inventory_element_from_pos(local_player, i);
2292 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2293 get_inventory_element_from_pos(local_player, -i - 1);
2296 game_panel_controls[GAME_PANEL_SCORE].value = score;
2297 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2299 game_panel_controls[GAME_PANEL_TIME].value = time;
2301 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2302 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2303 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2305 if (game.no_time_limit)
2306 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2308 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2310 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2311 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2313 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2315 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2316 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2318 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2319 local_player->shield_normal_time_left;
2320 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2321 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2323 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2324 local_player->shield_deadly_time_left;
2326 game_panel_controls[GAME_PANEL_EXIT].value =
2327 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2329 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2330 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2331 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2332 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2333 EL_EMC_MAGIC_BALL_SWITCH);
2335 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2336 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2337 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2338 game.light_time_left;
2340 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2341 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2342 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2343 game.timegate_time_left;
2345 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2346 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2348 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2349 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2350 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2351 game.lenses_time_left;
2353 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2354 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2355 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2356 game.magnify_time_left;
2358 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2359 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2360 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2361 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2362 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2363 EL_BALLOON_SWITCH_NONE);
2365 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2366 local_player->dynabomb_count;
2367 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2368 local_player->dynabomb_size;
2369 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2370 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2372 game_panel_controls[GAME_PANEL_PENGUINS].value =
2373 local_player->friends_still_needed;
2375 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2376 local_player->sokobanfields_still_needed;
2377 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2378 local_player->sokobanfields_still_needed;
2380 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2381 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2383 for (i = 0; i < NUM_BELTS; i++)
2385 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2386 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2387 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2388 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2389 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2392 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2393 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2394 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2395 game.magic_wall_time_left;
2397 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2398 local_player->gravity;
2400 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2401 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2403 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2404 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2405 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2406 game.panel.element[i].id : EL_UNDEFINED);
2408 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2409 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2410 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2411 element_info[game.panel.element_count[i].id].element_count : 0);
2413 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2414 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2415 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2416 element_info[game.panel.ce_score[i].id].collect_score : 0);
2418 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2419 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2420 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2421 element_info[game.panel.ce_score_element[i].id].collect_score :
2424 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2425 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2426 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2428 /* update game panel control frames */
2430 for (i = 0; game_panel_controls[i].nr != -1; i++)
2432 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2434 if (gpc->type == TYPE_ELEMENT)
2436 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2438 int last_anim_random_frame = gfx.anim_random_frame;
2439 int element = gpc->value;
2440 int graphic = el2panelimg(element);
2442 if (gpc->value != gpc->last_value)
2445 gpc->gfx_random = INIT_GFX_RANDOM();
2451 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2452 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2453 gpc->gfx_random = INIT_GFX_RANDOM();
2456 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2457 gfx.anim_random_frame = gpc->gfx_random;
2459 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2460 gpc->gfx_frame = element_info[element].collect_score;
2462 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2465 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2466 gfx.anim_random_frame = last_anim_random_frame;
2469 else if (gpc->type == TYPE_GRAPHIC)
2471 if (gpc->graphic != IMG_UNDEFINED)
2473 int last_anim_random_frame = gfx.anim_random_frame;
2474 int graphic = gpc->graphic;
2476 if (gpc->value != gpc->last_value)
2479 gpc->gfx_random = INIT_GFX_RANDOM();
2485 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2486 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2487 gpc->gfx_random = INIT_GFX_RANDOM();
2490 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2491 gfx.anim_random_frame = gpc->gfx_random;
2493 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2495 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2496 gfx.anim_random_frame = last_anim_random_frame;
2502 void DisplayGameControlValues()
2504 boolean redraw_panel = FALSE;
2507 for (i = 0; game_panel_controls[i].nr != -1; i++)
2509 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2511 if (PANEL_DEACTIVATED(gpc->pos))
2514 if (gpc->value == gpc->last_value &&
2515 gpc->frame == gpc->last_frame)
2518 redraw_panel = TRUE;
2524 /* copy default game door content to main double buffer */
2526 /* !!! CHECK AGAIN !!! */
2527 SetPanelBackground();
2528 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2529 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2531 /* redraw game control buttons */
2532 RedrawGameButtons();
2534 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2536 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2538 int nr = game_panel_order[i].nr;
2539 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2540 struct TextPosInfo *pos = gpc->pos;
2541 int type = gpc->type;
2542 int value = gpc->value;
2543 int frame = gpc->frame;
2544 int size = pos->size;
2545 int font = pos->font;
2546 boolean draw_masked = pos->draw_masked;
2547 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2549 if (PANEL_DEACTIVATED(pos))
2552 gpc->last_value = value;
2553 gpc->last_frame = frame;
2555 if (type == TYPE_INTEGER)
2557 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2558 nr == GAME_PANEL_TIME)
2560 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2562 if (use_dynamic_size) /* use dynamic number of digits */
2564 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2565 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2566 int size2 = size1 + 1;
2567 int font1 = pos->font;
2568 int font2 = pos->font_alt;
2570 size = (value < value_change ? size1 : size2);
2571 font = (value < value_change ? font1 : font2);
2575 /* correct text size if "digits" is zero or less */
2577 size = strlen(int2str(value, size));
2579 /* dynamically correct text alignment */
2580 pos->width = size * getFontWidth(font);
2582 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2583 int2str(value, size), font, mask_mode);
2585 else if (type == TYPE_ELEMENT)
2587 int element, graphic;
2591 int dst_x = PANEL_XPOS(pos);
2592 int dst_y = PANEL_YPOS(pos);
2594 if (value != EL_UNDEFINED && value != EL_EMPTY)
2597 graphic = el2panelimg(value);
2599 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2601 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2604 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2607 width = graphic_info[graphic].width * size / TILESIZE;
2608 height = graphic_info[graphic].height * size / TILESIZE;
2611 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2614 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2618 else if (type == TYPE_GRAPHIC)
2620 int graphic = gpc->graphic;
2621 int graphic_active = gpc->graphic_active;
2625 int dst_x = PANEL_XPOS(pos);
2626 int dst_y = PANEL_YPOS(pos);
2627 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2628 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2630 if (graphic != IMG_UNDEFINED && !skip)
2632 if (pos->style == STYLE_REVERSE)
2633 value = 100 - value;
2635 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2637 if (pos->direction & MV_HORIZONTAL)
2639 width = graphic_info[graphic_active].width * value / 100;
2640 height = graphic_info[graphic_active].height;
2642 if (pos->direction == MV_LEFT)
2644 src_x += graphic_info[graphic_active].width - width;
2645 dst_x += graphic_info[graphic_active].width - width;
2650 width = graphic_info[graphic_active].width;
2651 height = graphic_info[graphic_active].height * value / 100;
2653 if (pos->direction == MV_UP)
2655 src_y += graphic_info[graphic_active].height - height;
2656 dst_y += graphic_info[graphic_active].height - height;
2661 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2664 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2667 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2669 if (pos->direction & MV_HORIZONTAL)
2671 if (pos->direction == MV_RIGHT)
2678 dst_x = PANEL_XPOS(pos);
2681 width = graphic_info[graphic].width - width;
2685 if (pos->direction == MV_DOWN)
2692 dst_y = PANEL_YPOS(pos);
2695 height = graphic_info[graphic].height - height;
2699 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2702 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2706 else if (type == TYPE_STRING)
2708 boolean active = (value != 0);
2709 char *state_normal = "off";
2710 char *state_active = "on";
2711 char *state = (active ? state_active : state_normal);
2712 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2713 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2714 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2715 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2717 if (nr == GAME_PANEL_GRAVITY_STATE)
2719 int font1 = pos->font; /* (used for normal state) */
2720 int font2 = pos->font_alt; /* (used for active state) */
2722 font = (active ? font2 : font1);
2731 /* don't truncate output if "chars" is zero or less */
2734 /* dynamically correct text alignment */
2735 pos->width = size * getFontWidth(font);
2738 s_cut = getStringCopyN(s, size);
2740 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2741 s_cut, font, mask_mode);
2747 redraw_mask |= REDRAW_DOOR_1;
2750 SetGameStatus(GAME_MODE_PLAYING);
2753 void UpdateAndDisplayGameControlValues()
2755 if (tape.deactivate_display)
2758 UpdateGameControlValues();
2759 DisplayGameControlValues();
2762 void UpdateGameDoorValues()
2764 UpdateGameControlValues();
2767 void DrawGameDoorValues()
2769 DisplayGameControlValues();
2774 =============================================================================
2776 -----------------------------------------------------------------------------
2777 initialize game engine due to level / tape version number
2778 =============================================================================
2781 static void InitGameEngine()
2783 int i, j, k, l, x, y;
2785 /* set game engine from tape file when re-playing, else from level file */
2786 game.engine_version = (tape.playing ? tape.engine_version :
2787 level.game_version);
2789 /* set single or multi-player game mode (needed for re-playing tapes) */
2790 game.team_mode = setup.team_mode;
2794 int num_players = 0;
2796 for (i = 0; i < MAX_PLAYERS; i++)
2797 if (tape.player_participates[i])
2800 /* multi-player tapes contain input data for more than one player */
2801 game.team_mode = (num_players > 1);
2804 /* ---------------------------------------------------------------------- */
2805 /* set flags for bugs and changes according to active game engine version */
2806 /* ---------------------------------------------------------------------- */
2809 Summary of bugfix/change:
2810 Fixed handling for custom elements that change when pushed by the player.
2812 Fixed/changed in version:
2816 Before 3.1.0, custom elements that "change when pushing" changed directly
2817 after the player started pushing them (until then handled in "DigField()").
2818 Since 3.1.0, these custom elements are not changed until the "pushing"
2819 move of the element is finished (now handled in "ContinueMoving()").
2821 Affected levels/tapes:
2822 The first condition is generally needed for all levels/tapes before version
2823 3.1.0, which might use the old behaviour before it was changed; known tapes
2824 that are affected are some tapes from the level set "Walpurgis Gardens" by
2826 The second condition is an exception from the above case and is needed for
2827 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2828 above (including some development versions of 3.1.0), but before it was
2829 known that this change would break tapes like the above and was fixed in
2830 3.1.1, so that the changed behaviour was active although the engine version
2831 while recording maybe was before 3.1.0. There is at least one tape that is
2832 affected by this exception, which is the tape for the one-level set "Bug
2833 Machine" by Juergen Bonhagen.
2836 game.use_change_when_pushing_bug =
2837 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2839 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2840 tape.game_version < VERSION_IDENT(3,1,1,0)));
2843 Summary of bugfix/change:
2844 Fixed handling for blocking the field the player leaves when moving.
2846 Fixed/changed in version:
2850 Before 3.1.1, when "block last field when moving" was enabled, the field
2851 the player is leaving when moving was blocked for the time of the move,
2852 and was directly unblocked afterwards. This resulted in the last field
2853 being blocked for exactly one less than the number of frames of one player
2854 move. Additionally, even when blocking was disabled, the last field was
2855 blocked for exactly one frame.
2856 Since 3.1.1, due to changes in player movement handling, the last field
2857 is not blocked at all when blocking is disabled. When blocking is enabled,
2858 the last field is blocked for exactly the number of frames of one player
2859 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2860 last field is blocked for exactly one more than the number of frames of
2863 Affected levels/tapes:
2864 (!!! yet to be determined -- probably many !!!)
2867 game.use_block_last_field_bug =
2868 (game.engine_version < VERSION_IDENT(3,1,1,0));
2870 game_em.use_single_button =
2871 (game.engine_version > VERSION_IDENT(4,0,0,2));
2873 game_em.use_snap_key_bug =
2874 (game.engine_version < VERSION_IDENT(4,0,1,0));
2876 /* ---------------------------------------------------------------------- */
2878 /* set maximal allowed number of custom element changes per game frame */
2879 game.max_num_changes_per_frame = 1;
2881 /* default scan direction: scan playfield from top/left to bottom/right */
2882 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2884 /* dynamically adjust element properties according to game engine version */
2885 InitElementPropertiesEngine(game.engine_version);
2888 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2889 printf(" tape version == %06d [%s] [file: %06d]\n",
2890 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2892 printf(" => game.engine_version == %06d\n", game.engine_version);
2895 /* ---------- initialize player's initial move delay --------------------- */
2897 /* dynamically adjust player properties according to level information */
2898 for (i = 0; i < MAX_PLAYERS; i++)
2899 game.initial_move_delay_value[i] =
2900 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2902 /* dynamically adjust player properties according to game engine version */
2903 for (i = 0; i < MAX_PLAYERS; i++)
2904 game.initial_move_delay[i] =
2905 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2906 game.initial_move_delay_value[i] : 0);
2908 /* ---------- initialize player's initial push delay --------------------- */
2910 /* dynamically adjust player properties according to game engine version */
2911 game.initial_push_delay_value =
2912 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2914 /* ---------- initialize changing elements ------------------------------- */
2916 /* initialize changing elements information */
2917 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2919 struct ElementInfo *ei = &element_info[i];
2921 /* this pointer might have been changed in the level editor */
2922 ei->change = &ei->change_page[0];
2924 if (!IS_CUSTOM_ELEMENT(i))
2926 ei->change->target_element = EL_EMPTY_SPACE;
2927 ei->change->delay_fixed = 0;
2928 ei->change->delay_random = 0;
2929 ei->change->delay_frames = 1;
2932 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2934 ei->has_change_event[j] = FALSE;
2936 ei->event_page_nr[j] = 0;
2937 ei->event_page[j] = &ei->change_page[0];
2941 /* add changing elements from pre-defined list */
2942 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2944 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2945 struct ElementInfo *ei = &element_info[ch_delay->element];
2947 ei->change->target_element = ch_delay->target_element;
2948 ei->change->delay_fixed = ch_delay->change_delay;
2950 ei->change->pre_change_function = ch_delay->pre_change_function;
2951 ei->change->change_function = ch_delay->change_function;
2952 ei->change->post_change_function = ch_delay->post_change_function;
2954 ei->change->can_change = TRUE;
2955 ei->change->can_change_or_has_action = TRUE;
2957 ei->has_change_event[CE_DELAY] = TRUE;
2959 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2960 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2963 /* ---------- initialize internal run-time variables --------------------- */
2965 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2967 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2969 for (j = 0; j < ei->num_change_pages; j++)
2971 ei->change_page[j].can_change_or_has_action =
2972 (ei->change_page[j].can_change |
2973 ei->change_page[j].has_action);
2977 /* add change events from custom element configuration */
2978 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2980 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2982 for (j = 0; j < ei->num_change_pages; j++)
2984 if (!ei->change_page[j].can_change_or_has_action)
2987 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2989 /* only add event page for the first page found with this event */
2990 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2992 ei->has_change_event[k] = TRUE;
2994 ei->event_page_nr[k] = j;
2995 ei->event_page[k] = &ei->change_page[j];
3001 /* ---------- initialize reference elements in change conditions --------- */
3003 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3005 int element = EL_CUSTOM_START + i;
3006 struct ElementInfo *ei = &element_info[element];
3008 for (j = 0; j < ei->num_change_pages; j++)
3010 int trigger_element = ei->change_page[j].initial_trigger_element;
3012 if (trigger_element >= EL_PREV_CE_8 &&
3013 trigger_element <= EL_NEXT_CE_8)
3014 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3016 ei->change_page[j].trigger_element = trigger_element;
3020 /* ---------- initialize run-time trigger player and element ------------- */
3022 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3024 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3026 for (j = 0; j < ei->num_change_pages; j++)
3028 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3029 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3030 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3031 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3032 ei->change_page[j].actual_trigger_ce_value = 0;
3033 ei->change_page[j].actual_trigger_ce_score = 0;
3037 /* ---------- initialize trigger events ---------------------------------- */
3039 /* initialize trigger events information */
3040 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3041 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3042 trigger_events[i][j] = FALSE;
3044 /* add trigger events from element change event properties */
3045 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3047 struct ElementInfo *ei = &element_info[i];
3049 for (j = 0; j < ei->num_change_pages; j++)
3051 if (!ei->change_page[j].can_change_or_has_action)
3054 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3056 int trigger_element = ei->change_page[j].trigger_element;
3058 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3060 if (ei->change_page[j].has_event[k])
3062 if (IS_GROUP_ELEMENT(trigger_element))
3064 struct ElementGroupInfo *group =
3065 element_info[trigger_element].group;
3067 for (l = 0; l < group->num_elements_resolved; l++)
3068 trigger_events[group->element_resolved[l]][k] = TRUE;
3070 else if (trigger_element == EL_ANY_ELEMENT)
3071 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3072 trigger_events[l][k] = TRUE;
3074 trigger_events[trigger_element][k] = TRUE;
3081 /* ---------- initialize push delay -------------------------------------- */
3083 /* initialize push delay values to default */
3084 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3086 if (!IS_CUSTOM_ELEMENT(i))
3088 /* set default push delay values (corrected since version 3.0.7-1) */
3089 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3091 element_info[i].push_delay_fixed = 2;
3092 element_info[i].push_delay_random = 8;
3096 element_info[i].push_delay_fixed = 8;
3097 element_info[i].push_delay_random = 8;
3102 /* set push delay value for certain elements from pre-defined list */
3103 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3105 int e = push_delay_list[i].element;
3107 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3108 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3111 /* set push delay value for Supaplex elements for newer engine versions */
3112 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3114 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3116 if (IS_SP_ELEMENT(i))
3118 /* set SP push delay to just enough to push under a falling zonk */
3119 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3121 element_info[i].push_delay_fixed = delay;
3122 element_info[i].push_delay_random = 0;
3127 /* ---------- initialize move stepsize ----------------------------------- */
3129 /* initialize move stepsize values to default */
3130 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3131 if (!IS_CUSTOM_ELEMENT(i))
3132 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3134 /* set move stepsize value for certain elements from pre-defined list */
3135 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3137 int e = move_stepsize_list[i].element;
3139 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3142 /* ---------- initialize collect score ----------------------------------- */
3144 /* initialize collect score values for custom elements from initial value */
3145 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3146 if (IS_CUSTOM_ELEMENT(i))
3147 element_info[i].collect_score = element_info[i].collect_score_initial;
3149 /* ---------- initialize collect count ----------------------------------- */
3151 /* initialize collect count values for non-custom elements */
3152 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3153 if (!IS_CUSTOM_ELEMENT(i))
3154 element_info[i].collect_count_initial = 0;
3156 /* add collect count values for all elements from pre-defined list */
3157 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3158 element_info[collect_count_list[i].element].collect_count_initial =
3159 collect_count_list[i].count;
3161 /* ---------- initialize access direction -------------------------------- */
3163 /* initialize access direction values to default (access from every side) */
3164 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3165 if (!IS_CUSTOM_ELEMENT(i))
3166 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3168 /* set access direction value for certain elements from pre-defined list */
3169 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3170 element_info[access_direction_list[i].element].access_direction =
3171 access_direction_list[i].direction;
3173 /* ---------- initialize explosion content ------------------------------- */
3174 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3176 if (IS_CUSTOM_ELEMENT(i))
3179 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3181 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3183 element_info[i].content.e[x][y] =
3184 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3185 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3186 i == EL_PLAYER_3 ? EL_EMERALD :
3187 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3188 i == EL_MOLE ? EL_EMERALD_RED :
3189 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3190 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3191 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3192 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3193 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3194 i == EL_WALL_EMERALD ? EL_EMERALD :
3195 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3196 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3197 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3198 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3199 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3200 i == EL_WALL_PEARL ? EL_PEARL :
3201 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3206 /* ---------- initialize recursion detection ------------------------------ */
3207 recursion_loop_depth = 0;
3208 recursion_loop_detected = FALSE;
3209 recursion_loop_element = EL_UNDEFINED;
3211 /* ---------- initialize graphics engine ---------------------------------- */
3212 game.scroll_delay_value =
3213 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3214 setup.scroll_delay ? setup.scroll_delay_value : 0);
3215 game.scroll_delay_value =
3216 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3218 /* ---------- initialize game engine snapshots ---------------------------- */
3219 for (i = 0; i < MAX_PLAYERS; i++)
3220 game.snapshot.last_action[i] = 0;
3221 game.snapshot.changed_action = FALSE;
3222 game.snapshot.collected_item = FALSE;
3223 game.snapshot.mode =
3224 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3225 SNAPSHOT_MODE_EVERY_STEP :
3226 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3227 SNAPSHOT_MODE_EVERY_MOVE :
3228 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3229 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3230 game.snapshot.save_snapshot = FALSE;
3232 /* ---------- initialize level time for Supaplex engine ------------------- */
3233 /* Supaplex levels with time limit currently unsupported -- should be added */
3234 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3238 int get_num_special_action(int element, int action_first, int action_last)
3240 int num_special_action = 0;
3243 for (i = action_first; i <= action_last; i++)
3245 boolean found = FALSE;
3247 for (j = 0; j < NUM_DIRECTIONS; j++)
3248 if (el_act_dir2img(element, i, j) !=
3249 el_act_dir2img(element, ACTION_DEFAULT, j))
3253 num_special_action++;
3258 return num_special_action;
3263 =============================================================================
3265 -----------------------------------------------------------------------------
3266 initialize and start new game
3267 =============================================================================
3272 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3273 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3274 int fade_mask = REDRAW_FIELD;
3276 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3277 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3278 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3279 int initial_move_dir = MV_DOWN;
3282 // required here to update video display before fading (FIX THIS)
3283 DrawMaskedBorder(REDRAW_DOOR_2);
3285 if (!game.restart_level)
3286 CloseDoor(DOOR_CLOSE_1);
3288 SetGameStatus(GAME_MODE_PLAYING);
3290 if (level_editor_test_game)
3291 FadeSkipNextFadeIn();
3293 FadeSetEnterScreen();
3295 if (CheckIfGlobalBorderHasChanged())
3296 fade_mask = REDRAW_ALL;
3298 FadeLevelSoundsAndMusic();
3300 ExpireSoundLoops(TRUE);
3304 /* needed if different viewport properties defined for playing */
3305 ChangeViewportPropertiesIfNeeded();
3309 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3311 DrawCompleteVideoDisplay();
3314 InitGameControlValues();
3316 /* don't play tapes over network */
3317 network_playing = (options.network && !tape.playing);
3319 for (i = 0; i < MAX_PLAYERS; i++)
3321 struct PlayerInfo *player = &stored_player[i];
3323 player->index_nr = i;
3324 player->index_bit = (1 << i);
3325 player->element_nr = EL_PLAYER_1 + i;
3327 player->present = FALSE;
3328 player->active = FALSE;
3329 player->mapped = FALSE;
3331 player->killed = FALSE;
3332 player->reanimated = FALSE;
3335 player->effective_action = 0;
3336 player->programmed_action = 0;
3338 player->mouse_action.lx = 0;
3339 player->mouse_action.ly = 0;
3340 player->mouse_action.button = 0;
3342 player->effective_mouse_action.lx = 0;
3343 player->effective_mouse_action.ly = 0;
3344 player->effective_mouse_action.button = 0;
3347 player->score_final = 0;
3349 player->health = MAX_HEALTH;
3350 player->health_final = MAX_HEALTH;
3352 player->gems_still_needed = level.gems_needed;
3353 player->sokobanfields_still_needed = 0;
3354 player->lights_still_needed = 0;
3355 player->friends_still_needed = 0;
3357 for (j = 0; j < MAX_NUM_KEYS; j++)
3358 player->key[j] = FALSE;
3360 player->num_white_keys = 0;
3362 player->dynabomb_count = 0;
3363 player->dynabomb_size = 1;
3364 player->dynabombs_left = 0;
3365 player->dynabomb_xl = FALSE;
3367 player->MovDir = initial_move_dir;
3370 player->GfxDir = initial_move_dir;
3371 player->GfxAction = ACTION_DEFAULT;
3373 player->StepFrame = 0;
3375 player->initial_element = player->element_nr;
3376 player->artwork_element =
3377 (level.use_artwork_element[i] ? level.artwork_element[i] :
3378 player->element_nr);
3379 player->use_murphy = FALSE;
3381 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3382 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3384 player->gravity = level.initial_player_gravity[i];
3386 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3388 player->actual_frame_counter = 0;
3390 player->step_counter = 0;
3392 player->last_move_dir = initial_move_dir;
3394 player->is_active = FALSE;
3396 player->is_waiting = FALSE;
3397 player->is_moving = FALSE;
3398 player->is_auto_moving = FALSE;
3399 player->is_digging = FALSE;
3400 player->is_snapping = FALSE;
3401 player->is_collecting = FALSE;
3402 player->is_pushing = FALSE;
3403 player->is_switching = FALSE;
3404 player->is_dropping = FALSE;
3405 player->is_dropping_pressed = FALSE;
3407 player->is_bored = FALSE;
3408 player->is_sleeping = FALSE;
3410 player->was_waiting = TRUE;
3411 player->was_moving = FALSE;
3412 player->was_snapping = FALSE;
3413 player->was_dropping = FALSE;
3415 player->force_dropping = FALSE;
3417 player->frame_counter_bored = -1;
3418 player->frame_counter_sleeping = -1;
3420 player->anim_delay_counter = 0;
3421 player->post_delay_counter = 0;
3423 player->dir_waiting = initial_move_dir;
3424 player->action_waiting = ACTION_DEFAULT;
3425 player->last_action_waiting = ACTION_DEFAULT;
3426 player->special_action_bored = ACTION_DEFAULT;
3427 player->special_action_sleeping = ACTION_DEFAULT;
3429 player->switch_x = -1;
3430 player->switch_y = -1;
3432 player->drop_x = -1;
3433 player->drop_y = -1;
3435 player->show_envelope = 0;
3437 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3439 player->push_delay = -1; /* initialized when pushing starts */
3440 player->push_delay_value = game.initial_push_delay_value;
3442 player->drop_delay = 0;
3443 player->drop_pressed_delay = 0;
3445 player->last_jx = -1;
3446 player->last_jy = -1;
3450 player->shield_normal_time_left = 0;
3451 player->shield_deadly_time_left = 0;
3453 player->inventory_infinite_element = EL_UNDEFINED;
3454 player->inventory_size = 0;
3456 if (level.use_initial_inventory[i])
3458 for (j = 0; j < level.initial_inventory_size[i]; j++)
3460 int element = level.initial_inventory_content[i][j];
3461 int collect_count = element_info[element].collect_count_initial;
3464 if (!IS_CUSTOM_ELEMENT(element))
3467 if (collect_count == 0)
3468 player->inventory_infinite_element = element;
3470 for (k = 0; k < collect_count; k++)
3471 if (player->inventory_size < MAX_INVENTORY_SIZE)
3472 player->inventory_element[player->inventory_size++] = element;
3476 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3477 SnapField(player, 0, 0);
3479 player->LevelSolved = FALSE;
3480 player->GameOver = FALSE;
3482 player->LevelSolved_GameWon = FALSE;
3483 player->LevelSolved_GameEnd = FALSE;
3484 player->LevelSolved_PanelOff = FALSE;
3485 player->LevelSolved_SaveTape = FALSE;
3486 player->LevelSolved_SaveScore = FALSE;
3488 player->LevelSolved_CountingTime = 0;
3489 player->LevelSolved_CountingScore = 0;
3490 player->LevelSolved_CountingHealth = 0;
3492 map_player_action[i] = i;
3495 network_player_action_received = FALSE;
3497 #if defined(NETWORK_AVALIABLE)
3498 /* initial null action */
3499 if (network_playing)
3500 SendToServer_MovePlayer(MV_NONE);
3509 TimeLeft = level.time;
3512 ScreenMovDir = MV_NONE;
3516 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3518 AllPlayersGone = FALSE;
3520 game.no_time_limit = (level.time == 0);
3522 game.yamyam_content_nr = 0;
3523 game.robot_wheel_active = FALSE;
3524 game.magic_wall_active = FALSE;
3525 game.magic_wall_time_left = 0;
3526 game.light_time_left = 0;
3527 game.timegate_time_left = 0;
3528 game.switchgate_pos = 0;
3529 game.wind_direction = level.wind_direction_initial;
3531 game.lenses_time_left = 0;
3532 game.magnify_time_left = 0;
3534 game.ball_state = level.ball_state_initial;
3535 game.ball_content_nr = 0;
3537 game.envelope_active = FALSE;
3539 /* set focus to local player for network games, else to all players */
3540 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3541 game.centered_player_nr_next = game.centered_player_nr;
3542 game.set_centered_player = FALSE;
3544 if (network_playing && tape.recording)
3546 /* store client dependent player focus when recording network games */
3547 tape.centered_player_nr_next = game.centered_player_nr_next;
3548 tape.set_centered_player = TRUE;
3551 for (i = 0; i < NUM_BELTS; i++)
3553 game.belt_dir[i] = MV_NONE;
3554 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3557 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3558 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3560 #if DEBUG_INIT_PLAYER
3563 printf("Player status at level initialization:\n");
3567 SCAN_PLAYFIELD(x, y)
3569 Feld[x][y] = level.field[x][y];
3570 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3571 ChangeDelay[x][y] = 0;
3572 ChangePage[x][y] = -1;
3573 CustomValue[x][y] = 0; /* initialized in InitField() */
3574 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3576 WasJustMoving[x][y] = 0;
3577 WasJustFalling[x][y] = 0;
3578 CheckCollision[x][y] = 0;
3579 CheckImpact[x][y] = 0;
3581 Pushed[x][y] = FALSE;
3583 ChangeCount[x][y] = 0;
3584 ChangeEvent[x][y] = -1;
3586 ExplodePhase[x][y] = 0;
3587 ExplodeDelay[x][y] = 0;
3588 ExplodeField[x][y] = EX_TYPE_NONE;
3590 RunnerVisit[x][y] = 0;
3591 PlayerVisit[x][y] = 0;
3594 GfxRandom[x][y] = INIT_GFX_RANDOM();
3595 GfxElement[x][y] = EL_UNDEFINED;
3596 GfxAction[x][y] = ACTION_DEFAULT;
3597 GfxDir[x][y] = MV_NONE;
3598 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3601 SCAN_PLAYFIELD(x, y)
3603 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3605 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3607 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3610 InitField(x, y, TRUE);
3612 ResetGfxAnimation(x, y);
3617 for (i = 0; i < MAX_PLAYERS; i++)
3619 struct PlayerInfo *player = &stored_player[i];
3621 /* set number of special actions for bored and sleeping animation */
3622 player->num_special_action_bored =
3623 get_num_special_action(player->artwork_element,
3624 ACTION_BORING_1, ACTION_BORING_LAST);
3625 player->num_special_action_sleeping =
3626 get_num_special_action(player->artwork_element,
3627 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3630 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3631 emulate_sb ? EMU_SOKOBAN :
3632 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3634 /* initialize type of slippery elements */
3635 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3637 if (!IS_CUSTOM_ELEMENT(i))
3639 /* default: elements slip down either to the left or right randomly */
3640 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3642 /* SP style elements prefer to slip down on the left side */
3643 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3644 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3646 /* BD style elements prefer to slip down on the left side */
3647 if (game.emulation == EMU_BOULDERDASH)
3648 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3652 /* initialize explosion and ignition delay */
3653 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3655 if (!IS_CUSTOM_ELEMENT(i))
3658 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3659 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3660 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3661 int last_phase = (num_phase + 1) * delay;
3662 int half_phase = (num_phase / 2) * delay;
3664 element_info[i].explosion_delay = last_phase - 1;
3665 element_info[i].ignition_delay = half_phase;
3667 if (i == EL_BLACK_ORB)
3668 element_info[i].ignition_delay = 1;
3672 /* correct non-moving belts to start moving left */
3673 for (i = 0; i < NUM_BELTS; i++)
3674 if (game.belt_dir[i] == MV_NONE)
3675 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3677 #if USE_NEW_PLAYER_ASSIGNMENTS
3678 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3679 /* choose default local player */
3680 local_player = &stored_player[0];
3682 for (i = 0; i < MAX_PLAYERS; i++)
3683 stored_player[i].connected = FALSE;
3685 local_player->connected = TRUE;
3686 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3690 for (i = 0; i < MAX_PLAYERS; i++)
3691 stored_player[i].connected = tape.player_participates[i];
3693 else if (game.team_mode && !options.network)
3695 /* try to guess locally connected team mode players (needed for correct
3696 assignment of player figures from level to locally playing players) */
3698 for (i = 0; i < MAX_PLAYERS; i++)
3699 if (setup.input[i].use_joystick ||
3700 setup.input[i].key.left != KSYM_UNDEFINED)
3701 stored_player[i].connected = TRUE;
3704 #if DEBUG_INIT_PLAYER
3707 printf("Player status after level initialization:\n");
3709 for (i = 0; i < MAX_PLAYERS; i++)
3711 struct PlayerInfo *player = &stored_player[i];
3713 printf("- player %d: present == %d, connected == %d, active == %d",
3719 if (local_player == player)
3720 printf(" (local player)");
3727 #if DEBUG_INIT_PLAYER
3729 printf("Reassigning players ...\n");
3732 /* check if any connected player was not found in playfield */
3733 for (i = 0; i < MAX_PLAYERS; i++)
3735 struct PlayerInfo *player = &stored_player[i];
3737 if (player->connected && !player->present)
3739 struct PlayerInfo *field_player = NULL;
3741 #if DEBUG_INIT_PLAYER
3743 printf("- looking for field player for player %d ...\n", i + 1);
3746 /* assign first free player found that is present in the playfield */
3748 /* first try: look for unmapped playfield player that is not connected */
3749 for (j = 0; j < MAX_PLAYERS; j++)
3750 if (field_player == NULL &&
3751 stored_player[j].present &&
3752 !stored_player[j].mapped &&
3753 !stored_player[j].connected)
3754 field_player = &stored_player[j];
3756 /* second try: look for *any* unmapped playfield player */
3757 for (j = 0; j < MAX_PLAYERS; j++)
3758 if (field_player == NULL &&
3759 stored_player[j].present &&
3760 !stored_player[j].mapped)
3761 field_player = &stored_player[j];
3763 if (field_player != NULL)
3765 int jx = field_player->jx, jy = field_player->jy;
3767 #if DEBUG_INIT_PLAYER
3769 printf("- found player %d\n", field_player->index_nr + 1);
3772 player->present = FALSE;
3773 player->active = FALSE;
3775 field_player->present = TRUE;
3776 field_player->active = TRUE;
3779 player->initial_element = field_player->initial_element;
3780 player->artwork_element = field_player->artwork_element;
3782 player->block_last_field = field_player->block_last_field;
3783 player->block_delay_adjustment = field_player->block_delay_adjustment;
3786 StorePlayer[jx][jy] = field_player->element_nr;
3788 field_player->jx = field_player->last_jx = jx;
3789 field_player->jy = field_player->last_jy = jy;
3791 if (local_player == player)
3792 local_player = field_player;
3794 map_player_action[field_player->index_nr] = i;
3796 field_player->mapped = TRUE;
3798 #if DEBUG_INIT_PLAYER
3800 printf("- map_player_action[%d] == %d\n",
3801 field_player->index_nr + 1, i + 1);
3806 if (player->connected && player->present)
3807 player->mapped = TRUE;
3810 #if DEBUG_INIT_PLAYER
3813 printf("Player status after player assignment (first stage):\n");
3815 for (i = 0; i < MAX_PLAYERS; i++)
3817 struct PlayerInfo *player = &stored_player[i];
3819 printf("- player %d: present == %d, connected == %d, active == %d",
3825 if (local_player == player)
3826 printf(" (local player)");
3835 /* check if any connected player was not found in playfield */
3836 for (i = 0; i < MAX_PLAYERS; i++)
3838 struct PlayerInfo *player = &stored_player[i];
3840 if (player->connected && !player->present)
3842 for (j = 0; j < MAX_PLAYERS; j++)
3844 struct PlayerInfo *field_player = &stored_player[j];
3845 int jx = field_player->jx, jy = field_player->jy;
3847 /* assign first free player found that is present in the playfield */
3848 if (field_player->present && !field_player->connected)
3850 player->present = TRUE;
3851 player->active = TRUE;
3853 field_player->present = FALSE;
3854 field_player->active = FALSE;
3856 player->initial_element = field_player->initial_element;
3857 player->artwork_element = field_player->artwork_element;
3859 player->block_last_field = field_player->block_last_field;
3860 player->block_delay_adjustment = field_player->block_delay_adjustment;
3862 StorePlayer[jx][jy] = player->element_nr;
3864 player->jx = player->last_jx = jx;
3865 player->jy = player->last_jy = jy;
3875 printf("::: local_player->present == %d\n", local_player->present);
3880 /* when playing a tape, eliminate all players who do not participate */
3882 #if USE_NEW_PLAYER_ASSIGNMENTS
3884 if (!game.team_mode)
3886 for (i = 0; i < MAX_PLAYERS; i++)
3888 if (stored_player[i].active &&
3889 !tape.player_participates[map_player_action[i]])
3891 struct PlayerInfo *player = &stored_player[i];
3892 int jx = player->jx, jy = player->jy;
3894 #if DEBUG_INIT_PLAYER
3896 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3899 player->active = FALSE;
3900 StorePlayer[jx][jy] = 0;
3901 Feld[jx][jy] = EL_EMPTY;
3908 for (i = 0; i < MAX_PLAYERS; i++)
3910 if (stored_player[i].active &&
3911 !tape.player_participates[i])
3913 struct PlayerInfo *player = &stored_player[i];
3914 int jx = player->jx, jy = player->jy;
3916 player->active = FALSE;
3917 StorePlayer[jx][jy] = 0;
3918 Feld[jx][jy] = EL_EMPTY;
3923 else if (!options.network && !game.team_mode) /* && !tape.playing */
3925 /* when in single player mode, eliminate all but the first active player */
3927 for (i = 0; i < MAX_PLAYERS; i++)
3929 if (stored_player[i].active)
3931 for (j = i + 1; j < MAX_PLAYERS; j++)
3933 if (stored_player[j].active)
3935 struct PlayerInfo *player = &stored_player[j];
3936 int jx = player->jx, jy = player->jy;
3938 player->active = FALSE;
3939 player->present = FALSE;
3941 StorePlayer[jx][jy] = 0;
3942 Feld[jx][jy] = EL_EMPTY;
3949 /* when recording the game, store which players take part in the game */
3952 #if USE_NEW_PLAYER_ASSIGNMENTS
3953 for (i = 0; i < MAX_PLAYERS; i++)
3954 if (stored_player[i].connected)
3955 tape.player_participates[i] = TRUE;
3957 for (i = 0; i < MAX_PLAYERS; i++)
3958 if (stored_player[i].active)
3959 tape.player_participates[i] = TRUE;
3963 #if DEBUG_INIT_PLAYER
3966 printf("Player status after player assignment (final stage):\n");
3968 for (i = 0; i < MAX_PLAYERS; i++)
3970 struct PlayerInfo *player = &stored_player[i];
3972 printf("- player %d: present == %d, connected == %d, active == %d",
3978 if (local_player == player)
3979 printf(" (local player)");
3986 if (BorderElement == EL_EMPTY)
3989 SBX_Right = lev_fieldx - SCR_FIELDX;
3991 SBY_Lower = lev_fieldy - SCR_FIELDY;
3996 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3998 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4001 if (full_lev_fieldx <= SCR_FIELDX)
4002 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4003 if (full_lev_fieldy <= SCR_FIELDY)
4004 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4006 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4008 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4011 /* if local player not found, look for custom element that might create
4012 the player (make some assumptions about the right custom element) */
4013 if (!local_player->present)
4015 int start_x = 0, start_y = 0;
4016 int found_rating = 0;
4017 int found_element = EL_UNDEFINED;
4018 int player_nr = local_player->index_nr;
4020 SCAN_PLAYFIELD(x, y)
4022 int element = Feld[x][y];
4027 if (level.use_start_element[player_nr] &&
4028 level.start_element[player_nr] == element &&
4035 found_element = element;
4038 if (!IS_CUSTOM_ELEMENT(element))
4041 if (CAN_CHANGE(element))
4043 for (i = 0; i < element_info[element].num_change_pages; i++)
4045 /* check for player created from custom element as single target */
4046 content = element_info[element].change_page[i].target_element;
4047 is_player = ELEM_IS_PLAYER(content);
4049 if (is_player && (found_rating < 3 ||
4050 (found_rating == 3 && element < found_element)))
4056 found_element = element;
4061 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4063 /* check for player created from custom element as explosion content */
4064 content = element_info[element].content.e[xx][yy];
4065 is_player = ELEM_IS_PLAYER(content);
4067 if (is_player && (found_rating < 2 ||
4068 (found_rating == 2 && element < found_element)))
4070 start_x = x + xx - 1;
4071 start_y = y + yy - 1;
4074 found_element = element;
4077 if (!CAN_CHANGE(element))
4080 for (i = 0; i < element_info[element].num_change_pages; i++)
4082 /* check for player created from custom element as extended target */
4084 element_info[element].change_page[i].target_content.e[xx][yy];
4086 is_player = ELEM_IS_PLAYER(content);
4088 if (is_player && (found_rating < 1 ||
4089 (found_rating == 1 && element < found_element)))
4091 start_x = x + xx - 1;
4092 start_y = y + yy - 1;
4095 found_element = element;
4101 scroll_x = SCROLL_POSITION_X(start_x);
4102 scroll_y = SCROLL_POSITION_Y(start_y);
4106 scroll_x = SCROLL_POSITION_X(local_player->jx);
4107 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4110 /* !!! FIX THIS (START) !!! */
4111 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4113 InitGameEngine_EM();
4115 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4117 InitGameEngine_SP();
4119 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4121 InitGameEngine_MM();
4125 DrawLevel(REDRAW_FIELD);
4128 /* after drawing the level, correct some elements */
4129 if (game.timegate_time_left == 0)
4130 CloseAllOpenTimegates();
4133 /* blit playfield from scroll buffer to normal back buffer for fading in */
4134 BlitScreenToBitmap(backbuffer);
4135 /* !!! FIX THIS (END) !!! */
4137 DrawMaskedBorder(fade_mask);
4142 // full screen redraw is required at this point in the following cases:
4143 // - special editor door undrawn when game was started from level editor
4144 // - drawing area (playfield) was changed and has to be removed completely
4145 redraw_mask = REDRAW_ALL;
4149 if (!game.restart_level)
4151 /* copy default game door content to main double buffer */
4153 /* !!! CHECK AGAIN !!! */
4154 SetPanelBackground();
4155 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4156 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4159 SetPanelBackground();
4160 SetDrawBackgroundMask(REDRAW_DOOR_1);
4162 UpdateAndDisplayGameControlValues();
4164 if (!game.restart_level)
4170 CreateGameButtons();
4172 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
4173 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
4174 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
4179 /* copy actual game door content to door double buffer for OpenDoor() */
4180 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4182 OpenDoor(DOOR_OPEN_ALL);
4184 PlaySound(SND_GAME_STARTING);
4186 if (setup.sound_music)
4189 KeyboardAutoRepeatOffUnlessAutoplay();
4191 #if DEBUG_INIT_PLAYER
4194 printf("Player status (final):\n");
4196 for (i = 0; i < MAX_PLAYERS; i++)
4198 struct PlayerInfo *player = &stored_player[i];
4200 printf("- player %d: present == %d, connected == %d, active == %d",
4206 if (local_player == player)
4207 printf(" (local player)");
4220 if (!game.restart_level && !tape.playing)
4222 LevelStats_incPlayed(level_nr);
4224 SaveLevelSetup_SeriesInfo();
4227 game.restart_level = FALSE;
4229 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4230 InitGameActions_MM();
4232 SaveEngineSnapshotToListInitial();
4235 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4236 int actual_player_x, int actual_player_y)
4238 /* this is used for non-R'n'D game engines to update certain engine values */
4240 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4242 actual_player_x = correctLevelPosX_EM(actual_player_x);
4243 actual_player_y = correctLevelPosY_EM(actual_player_y);
4246 /* needed to determine if sounds are played within the visible screen area */
4247 scroll_x = actual_scroll_x;
4248 scroll_y = actual_scroll_y;
4250 /* needed to get player position for "follow finger" playing input method */
4251 local_player->jx = actual_player_x;
4252 local_player->jy = actual_player_y;
4255 void InitMovDir(int x, int y)
4257 int i, element = Feld[x][y];
4258 static int xy[4][2] =
4265 static int direction[3][4] =
4267 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4268 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4269 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4278 Feld[x][y] = EL_BUG;
4279 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4282 case EL_SPACESHIP_RIGHT:
4283 case EL_SPACESHIP_UP:
4284 case EL_SPACESHIP_LEFT:
4285 case EL_SPACESHIP_DOWN:
4286 Feld[x][y] = EL_SPACESHIP;
4287 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4290 case EL_BD_BUTTERFLY_RIGHT:
4291 case EL_BD_BUTTERFLY_UP:
4292 case EL_BD_BUTTERFLY_LEFT:
4293 case EL_BD_BUTTERFLY_DOWN:
4294 Feld[x][y] = EL_BD_BUTTERFLY;
4295 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4298 case EL_BD_FIREFLY_RIGHT:
4299 case EL_BD_FIREFLY_UP:
4300 case EL_BD_FIREFLY_LEFT:
4301 case EL_BD_FIREFLY_DOWN:
4302 Feld[x][y] = EL_BD_FIREFLY;
4303 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4306 case EL_PACMAN_RIGHT:
4308 case EL_PACMAN_LEFT:
4309 case EL_PACMAN_DOWN:
4310 Feld[x][y] = EL_PACMAN;
4311 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4314 case EL_YAMYAM_LEFT:
4315 case EL_YAMYAM_RIGHT:
4317 case EL_YAMYAM_DOWN:
4318 Feld[x][y] = EL_YAMYAM;
4319 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4322 case EL_SP_SNIKSNAK:
4323 MovDir[x][y] = MV_UP;
4326 case EL_SP_ELECTRON:
4327 MovDir[x][y] = MV_LEFT;
4334 Feld[x][y] = EL_MOLE;
4335 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4339 if (IS_CUSTOM_ELEMENT(element))
4341 struct ElementInfo *ei = &element_info[element];
4342 int move_direction_initial = ei->move_direction_initial;
4343 int move_pattern = ei->move_pattern;
4345 if (move_direction_initial == MV_START_PREVIOUS)
4347 if (MovDir[x][y] != MV_NONE)
4350 move_direction_initial = MV_START_AUTOMATIC;
4353 if (move_direction_initial == MV_START_RANDOM)
4354 MovDir[x][y] = 1 << RND(4);
4355 else if (move_direction_initial & MV_ANY_DIRECTION)
4356 MovDir[x][y] = move_direction_initial;
4357 else if (move_pattern == MV_ALL_DIRECTIONS ||
4358 move_pattern == MV_TURNING_LEFT ||
4359 move_pattern == MV_TURNING_RIGHT ||
4360 move_pattern == MV_TURNING_LEFT_RIGHT ||
4361 move_pattern == MV_TURNING_RIGHT_LEFT ||
4362 move_pattern == MV_TURNING_RANDOM)
4363 MovDir[x][y] = 1 << RND(4);
4364 else if (move_pattern == MV_HORIZONTAL)
4365 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4366 else if (move_pattern == MV_VERTICAL)
4367 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4368 else if (move_pattern & MV_ANY_DIRECTION)
4369 MovDir[x][y] = element_info[element].move_pattern;
4370 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4371 move_pattern == MV_ALONG_RIGHT_SIDE)
4373 /* use random direction as default start direction */
4374 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4375 MovDir[x][y] = 1 << RND(4);
4377 for (i = 0; i < NUM_DIRECTIONS; i++)
4379 int x1 = x + xy[i][0];
4380 int y1 = y + xy[i][1];
4382 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4384 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4385 MovDir[x][y] = direction[0][i];
4387 MovDir[x][y] = direction[1][i];
4396 MovDir[x][y] = 1 << RND(4);
4398 if (element != EL_BUG &&
4399 element != EL_SPACESHIP &&
4400 element != EL_BD_BUTTERFLY &&
4401 element != EL_BD_FIREFLY)
4404 for (i = 0; i < NUM_DIRECTIONS; i++)
4406 int x1 = x + xy[i][0];
4407 int y1 = y + xy[i][1];
4409 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4411 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4413 MovDir[x][y] = direction[0][i];
4416 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4417 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4419 MovDir[x][y] = direction[1][i];
4428 GfxDir[x][y] = MovDir[x][y];
4431 void InitAmoebaNr(int x, int y)
4434 int group_nr = AmoebeNachbarNr(x, y);
4438 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4440 if (AmoebaCnt[i] == 0)
4448 AmoebaNr[x][y] = group_nr;
4449 AmoebaCnt[group_nr]++;
4450 AmoebaCnt2[group_nr]++;
4453 static void PlayerWins(struct PlayerInfo *player)
4455 player->LevelSolved = TRUE;
4456 player->GameOver = TRUE;
4458 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4459 level.native_em_level->lev->score :
4460 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4463 player->health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4464 MM_HEALTH(game_mm.laser_overload_value) :
4467 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4469 player->LevelSolved_CountingScore = player->score_final;
4470 player->LevelSolved_CountingHealth = player->health_final;
4475 static int time, time_final;
4476 static int score, score_final;
4477 static int health, health_final;
4478 static int game_over_delay_1 = 0;
4479 static int game_over_delay_2 = 0;
4480 static int game_over_delay_3 = 0;
4481 int game_over_delay_value_1 = 50;
4482 int game_over_delay_value_2 = 25;
4483 int game_over_delay_value_3 = 50;
4485 if (!local_player->LevelSolved_GameWon)
4489 /* do not start end game actions before the player stops moving (to exit) */
4490 if (local_player->MovPos)
4493 local_player->LevelSolved_GameWon = TRUE;
4494 local_player->LevelSolved_SaveTape = tape.recording;
4495 local_player->LevelSolved_SaveScore = !tape.playing;
4499 LevelStats_incSolved(level_nr);
4501 SaveLevelSetup_SeriesInfo();
4504 if (tape.auto_play) /* tape might already be stopped here */
4505 tape.auto_play_level_solved = TRUE;
4509 game_over_delay_1 = game_over_delay_value_1;
4510 game_over_delay_2 = 0;
4511 game_over_delay_3 = game_over_delay_value_3;
4513 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4514 score = score_final = local_player->score_final;
4515 health = health_final = local_player->health_final;
4520 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4522 else if (game.no_time_limit && TimePlayed < 999)
4525 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4528 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4531 score_final += health * level.score[SC_TIME_BONUS];
4533 game_over_delay_2 = game_over_delay_value_2;
4536 local_player->score_final = score_final;
4537 local_player->health_final = health_final;
4539 if (level_editor_test_game)
4542 score = score_final;
4544 local_player->LevelSolved_CountingTime = time;
4545 local_player->LevelSolved_CountingScore = score;
4547 game_panel_controls[GAME_PANEL_TIME].value = time;
4548 game_panel_controls[GAME_PANEL_SCORE].value = score;
4550 DisplayGameControlValues();
4553 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4555 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4557 /* close exit door after last player */
4558 if ((AllPlayersGone &&
4559 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4560 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4561 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4562 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4563 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4565 int element = Feld[ExitX][ExitY];
4567 Feld[ExitX][ExitY] =
4568 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4569 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4570 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4571 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4572 EL_EM_STEEL_EXIT_CLOSING);
4574 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4577 /* player disappears */
4578 DrawLevelField(ExitX, ExitY);
4581 for (i = 0; i < MAX_PLAYERS; i++)
4583 struct PlayerInfo *player = &stored_player[i];
4585 if (player->present)
4587 RemovePlayer(player);
4589 /* player disappears */
4590 DrawLevelField(player->jx, player->jy);
4595 PlaySound(SND_GAME_WINNING);
4598 if (game_over_delay_1 > 0)
4600 game_over_delay_1--;
4605 if (time != time_final)
4607 int time_to_go = ABS(time_final - time);
4608 int time_count_dir = (time < time_final ? +1 : -1);
4609 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4611 time += time_count_steps * time_count_dir;
4612 score += time_count_steps * level.score[SC_TIME_BONUS];
4614 local_player->LevelSolved_CountingTime = time;
4615 local_player->LevelSolved_CountingScore = score;
4617 game_panel_controls[GAME_PANEL_TIME].value = time;
4618 game_panel_controls[GAME_PANEL_SCORE].value = score;
4620 DisplayGameControlValues();
4622 if (time == time_final)
4623 StopSound(SND_GAME_LEVELTIME_BONUS);
4624 else if (setup.sound_loops)
4625 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4627 PlaySound(SND_GAME_LEVELTIME_BONUS);
4632 if (game_over_delay_2 > 0)
4634 game_over_delay_2--;
4639 if (health != health_final)
4641 int health_count_dir = (health < health_final ? +1 : -1);
4643 health += health_count_dir;
4644 score += level.score[SC_TIME_BONUS];
4646 local_player->LevelSolved_CountingHealth = health;
4647 local_player->LevelSolved_CountingScore = score;
4649 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4650 game_panel_controls[GAME_PANEL_SCORE].value = score;
4652 DisplayGameControlValues();
4654 if (health == health_final)
4655 StopSound(SND_GAME_LEVELTIME_BONUS);
4656 else if (setup.sound_loops)
4657 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4659 PlaySound(SND_GAME_LEVELTIME_BONUS);
4664 local_player->LevelSolved_PanelOff = TRUE;
4666 if (game_over_delay_3 > 0)
4668 game_over_delay_3--;
4679 boolean raise_level = FALSE;
4681 local_player->LevelSolved_GameEnd = TRUE;
4683 if (!global.use_envelope_request)
4684 CloseDoor(DOOR_CLOSE_1);
4686 if (local_player->LevelSolved_SaveTape)
4688 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4691 CloseDoor(DOOR_CLOSE_ALL);
4693 if (level_editor_test_game)
4695 SetGameStatus(GAME_MODE_MAIN);
4702 if (!local_player->LevelSolved_SaveScore)
4704 SetGameStatus(GAME_MODE_MAIN);
4711 if (level_nr == leveldir_current->handicap_level)
4713 leveldir_current->handicap_level++;
4715 SaveLevelSetup_SeriesInfo();
4718 if (setup.increment_levels &&
4719 level_nr < leveldir_current->last_level)
4720 raise_level = TRUE; /* advance to next level */
4722 if ((hi_pos = NewHiScore()) >= 0)
4724 SetGameStatus(GAME_MODE_SCORES);
4726 DrawHallOfFame(hi_pos);
4736 SetGameStatus(GAME_MODE_MAIN);
4752 boolean one_score_entry_per_name = !program.many_scores_per_name;
4754 LoadScore(level_nr);
4756 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4757 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4760 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4762 if (local_player->score_final > highscore[k].Score)
4764 /* player has made it to the hall of fame */
4766 if (k < MAX_SCORE_ENTRIES - 1)
4768 int m = MAX_SCORE_ENTRIES - 1;
4770 if (one_score_entry_per_name)
4772 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4773 if (strEqual(setup.player_name, highscore[l].Name))
4776 if (m == k) /* player's new highscore overwrites his old one */
4780 for (l = m; l > k; l--)
4782 strcpy(highscore[l].Name, highscore[l - 1].Name);
4783 highscore[l].Score = highscore[l - 1].Score;
4789 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4790 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4791 highscore[k].Score = local_player->score_final;
4796 else if (one_score_entry_per_name &&
4797 !strncmp(setup.player_name, highscore[k].Name,
4798 MAX_PLAYER_NAME_LEN))
4799 break; /* player already there with a higher score */
4803 SaveScore(level_nr);
4808 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4810 int element = Feld[x][y];
4811 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4812 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4813 int horiz_move = (dx != 0);
4814 int sign = (horiz_move ? dx : dy);
4815 int step = sign * element_info[element].move_stepsize;
4817 /* special values for move stepsize for spring and things on conveyor belt */
4820 if (CAN_FALL(element) &&
4821 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4822 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4823 else if (element == EL_SPRING)
4824 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4830 inline static int getElementMoveStepsize(int x, int y)
4832 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4835 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4837 if (player->GfxAction != action || player->GfxDir != dir)
4839 player->GfxAction = action;
4840 player->GfxDir = dir;
4842 player->StepFrame = 0;
4846 static void ResetGfxFrame(int x, int y)
4848 // profiling showed that "autotest" spends 10~20% of its time in this function
4849 if (DrawingDeactivatedField())
4852 int element = Feld[x][y];
4853 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4855 if (graphic_info[graphic].anim_global_sync)
4856 GfxFrame[x][y] = FrameCounter;
4857 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4858 GfxFrame[x][y] = CustomValue[x][y];
4859 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4860 GfxFrame[x][y] = element_info[element].collect_score;
4861 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4862 GfxFrame[x][y] = ChangeDelay[x][y];
4865 static void ResetGfxAnimation(int x, int y)
4867 GfxAction[x][y] = ACTION_DEFAULT;
4868 GfxDir[x][y] = MovDir[x][y];
4871 ResetGfxFrame(x, y);
4874 static void ResetRandomAnimationValue(int x, int y)
4876 GfxRandom[x][y] = INIT_GFX_RANDOM();
4879 void InitMovingField(int x, int y, int direction)
4881 int element = Feld[x][y];
4882 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4883 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4886 boolean is_moving_before, is_moving_after;
4888 /* check if element was/is moving or being moved before/after mode change */
4889 is_moving_before = (WasJustMoving[x][y] != 0);
4890 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4892 /* reset animation only for moving elements which change direction of moving
4893 or which just started or stopped moving
4894 (else CEs with property "can move" / "not moving" are reset each frame) */
4895 if (is_moving_before != is_moving_after ||
4896 direction != MovDir[x][y])
4897 ResetGfxAnimation(x, y);
4899 MovDir[x][y] = direction;
4900 GfxDir[x][y] = direction;
4902 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4903 direction == MV_DOWN && CAN_FALL(element) ?
4904 ACTION_FALLING : ACTION_MOVING);
4906 /* this is needed for CEs with property "can move" / "not moving" */
4908 if (is_moving_after)
4910 if (Feld[newx][newy] == EL_EMPTY)
4911 Feld[newx][newy] = EL_BLOCKED;
4913 MovDir[newx][newy] = MovDir[x][y];
4915 CustomValue[newx][newy] = CustomValue[x][y];
4917 GfxFrame[newx][newy] = GfxFrame[x][y];
4918 GfxRandom[newx][newy] = GfxRandom[x][y];
4919 GfxAction[newx][newy] = GfxAction[x][y];
4920 GfxDir[newx][newy] = GfxDir[x][y];
4924 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4926 int direction = MovDir[x][y];
4927 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4928 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4934 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4936 int oldx = x, oldy = y;
4937 int direction = MovDir[x][y];
4939 if (direction == MV_LEFT)
4941 else if (direction == MV_RIGHT)
4943 else if (direction == MV_UP)
4945 else if (direction == MV_DOWN)
4948 *comes_from_x = oldx;
4949 *comes_from_y = oldy;
4952 int MovingOrBlocked2Element(int x, int y)
4954 int element = Feld[x][y];
4956 if (element == EL_BLOCKED)
4960 Blocked2Moving(x, y, &oldx, &oldy);
4961 return Feld[oldx][oldy];
4967 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4969 /* like MovingOrBlocked2Element(), but if element is moving
4970 and (x,y) is the field the moving element is just leaving,
4971 return EL_BLOCKED instead of the element value */
4972 int element = Feld[x][y];
4974 if (IS_MOVING(x, y))
4976 if (element == EL_BLOCKED)
4980 Blocked2Moving(x, y, &oldx, &oldy);
4981 return Feld[oldx][oldy];
4990 static void RemoveField(int x, int y)
4992 Feld[x][y] = EL_EMPTY;
4998 CustomValue[x][y] = 0;
5001 ChangeDelay[x][y] = 0;
5002 ChangePage[x][y] = -1;
5003 Pushed[x][y] = FALSE;
5005 GfxElement[x][y] = EL_UNDEFINED;
5006 GfxAction[x][y] = ACTION_DEFAULT;
5007 GfxDir[x][y] = MV_NONE;
5010 void RemoveMovingField(int x, int y)
5012 int oldx = x, oldy = y, newx = x, newy = y;
5013 int element = Feld[x][y];
5014 int next_element = EL_UNDEFINED;
5016 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5019 if (IS_MOVING(x, y))
5021 Moving2Blocked(x, y, &newx, &newy);
5023 if (Feld[newx][newy] != EL_BLOCKED)
5025 /* element is moving, but target field is not free (blocked), but
5026 already occupied by something different (example: acid pool);
5027 in this case, only remove the moving field, but not the target */
5029 RemoveField(oldx, oldy);
5031 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5033 TEST_DrawLevelField(oldx, oldy);
5038 else if (element == EL_BLOCKED)
5040 Blocked2Moving(x, y, &oldx, &oldy);
5041 if (!IS_MOVING(oldx, oldy))
5045 if (element == EL_BLOCKED &&
5046 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5047 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5048 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5049 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5050 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5051 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5052 next_element = get_next_element(Feld[oldx][oldy]);
5054 RemoveField(oldx, oldy);
5055 RemoveField(newx, newy);
5057 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5059 if (next_element != EL_UNDEFINED)
5060 Feld[oldx][oldy] = next_element;
5062 TEST_DrawLevelField(oldx, oldy);
5063 TEST_DrawLevelField(newx, newy);
5066 void DrawDynamite(int x, int y)
5068 int sx = SCREENX(x), sy = SCREENY(y);
5069 int graphic = el2img(Feld[x][y]);
5072 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5075 if (IS_WALKABLE_INSIDE(Back[x][y]))
5079 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5080 else if (Store[x][y])
5081 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5083 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5085 if (Back[x][y] || Store[x][y])
5086 DrawGraphicThruMask(sx, sy, graphic, frame);
5088 DrawGraphic(sx, sy, graphic, frame);
5091 void CheckDynamite(int x, int y)
5093 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
5097 if (MovDelay[x][y] != 0)
5100 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5106 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5111 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5113 boolean num_checked_players = 0;
5116 for (i = 0; i < MAX_PLAYERS; i++)
5118 if (stored_player[i].active)
5120 int sx = stored_player[i].jx;
5121 int sy = stored_player[i].jy;
5123 if (num_checked_players == 0)
5130 *sx1 = MIN(*sx1, sx);
5131 *sy1 = MIN(*sy1, sy);
5132 *sx2 = MAX(*sx2, sx);
5133 *sy2 = MAX(*sy2, sy);
5136 num_checked_players++;
5141 static boolean checkIfAllPlayersFitToScreen_RND()
5143 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5145 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5147 return (sx2 - sx1 < SCR_FIELDX &&
5148 sy2 - sy1 < SCR_FIELDY);
5151 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5153 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5155 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5157 *sx = (sx1 + sx2) / 2;
5158 *sy = (sy1 + sy2) / 2;
5161 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5162 boolean center_screen, boolean quick_relocation)
5164 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5165 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5166 boolean no_delay = (tape.warp_forward);
5167 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5168 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5169 int new_scroll_x, new_scroll_y;
5171 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5173 /* case 1: quick relocation inside visible screen (without scrolling) */
5180 if (!level.shifted_relocation || center_screen)
5182 /* relocation _with_ centering of screen */
5184 new_scroll_x = SCROLL_POSITION_X(x);
5185 new_scroll_y = SCROLL_POSITION_Y(y);
5189 /* relocation _without_ centering of screen */
5191 int center_scroll_x = SCROLL_POSITION_X(old_x);
5192 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5193 int offset_x = x + (scroll_x - center_scroll_x);
5194 int offset_y = y + (scroll_y - center_scroll_y);
5196 /* for new screen position, apply previous offset to center position */
5197 new_scroll_x = SCROLL_POSITION_X(offset_x);
5198 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5201 if (quick_relocation)
5203 /* case 2: quick relocation (redraw without visible scrolling) */
5205 scroll_x = new_scroll_x;
5206 scroll_y = new_scroll_y;
5213 /* case 3: visible relocation (with scrolling to new position) */
5215 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5217 SetVideoFrameDelay(wait_delay_value);
5219 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5222 int fx = FX, fy = FY;
5224 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5225 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5227 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5233 fx += dx * TILEX / 2;
5234 fy += dy * TILEY / 2;
5236 ScrollLevel(dx, dy);
5239 /* scroll in two steps of half tile size to make things smoother */
5240 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5242 /* scroll second step to align at full tile size */
5243 BlitScreenToBitmap(window);
5249 SetVideoFrameDelay(frame_delay_value_old);
5252 void RelocatePlayer(int jx, int jy, int el_player_raw)
5254 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5255 int player_nr = GET_PLAYER_NR(el_player);
5256 struct PlayerInfo *player = &stored_player[player_nr];
5257 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5258 boolean no_delay = (tape.warp_forward);
5259 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5260 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5261 int old_jx = player->jx;
5262 int old_jy = player->jy;
5263 int old_element = Feld[old_jx][old_jy];
5264 int element = Feld[jx][jy];
5265 boolean player_relocated = (old_jx != jx || old_jy != jy);
5267 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5268 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5269 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5270 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5271 int leave_side_horiz = move_dir_horiz;
5272 int leave_side_vert = move_dir_vert;
5273 int enter_side = enter_side_horiz | enter_side_vert;
5274 int leave_side = leave_side_horiz | leave_side_vert;
5276 if (player->GameOver) /* do not reanimate dead player */
5279 if (!player_relocated) /* no need to relocate the player */
5282 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5284 RemoveField(jx, jy); /* temporarily remove newly placed player */
5285 DrawLevelField(jx, jy);
5288 if (player->present)
5290 while (player->MovPos)
5292 ScrollPlayer(player, SCROLL_GO_ON);
5293 ScrollScreen(NULL, SCROLL_GO_ON);
5295 AdvanceFrameAndPlayerCounters(player->index_nr);
5299 BackToFront_WithFrameDelay(wait_delay_value);
5302 DrawPlayer(player); /* needed here only to cleanup last field */
5303 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5305 player->is_moving = FALSE;
5308 if (IS_CUSTOM_ELEMENT(old_element))
5309 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5311 player->index_bit, leave_side);
5313 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5315 player->index_bit, leave_side);
5317 Feld[jx][jy] = el_player;
5318 InitPlayerField(jx, jy, el_player, TRUE);
5320 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5321 possible that the relocation target field did not contain a player element,
5322 but a walkable element, to which the new player was relocated -- in this
5323 case, restore that (already initialized!) element on the player field */
5324 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5326 Feld[jx][jy] = element; /* restore previously existing element */
5329 /* only visually relocate centered player */
5330 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5331 FALSE, level.instant_relocation);
5333 TestIfPlayerTouchesBadThing(jx, jy);
5334 TestIfPlayerTouchesCustomElement(jx, jy);
5336 if (IS_CUSTOM_ELEMENT(element))
5337 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5338 player->index_bit, enter_side);
5340 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5341 player->index_bit, enter_side);
5343 if (player->is_switching)
5345 /* ensure that relocation while still switching an element does not cause
5346 a new element to be treated as also switched directly after relocation
5347 (this is important for teleporter switches that teleport the player to
5348 a place where another teleporter switch is in the same direction, which
5349 would then incorrectly be treated as immediately switched before the
5350 direction key that caused the switch was released) */
5352 player->switch_x += jx - old_jx;
5353 player->switch_y += jy - old_jy;
5357 void Explode(int ex, int ey, int phase, int mode)
5363 /* !!! eliminate this variable !!! */
5364 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5366 if (game.explosions_delayed)
5368 ExplodeField[ex][ey] = mode;
5372 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5374 int center_element = Feld[ex][ey];
5375 int artwork_element, explosion_element; /* set these values later */
5377 /* remove things displayed in background while burning dynamite */
5378 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5381 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5383 /* put moving element to center field (and let it explode there) */
5384 center_element = MovingOrBlocked2Element(ex, ey);
5385 RemoveMovingField(ex, ey);
5386 Feld[ex][ey] = center_element;
5389 /* now "center_element" is finally determined -- set related values now */
5390 artwork_element = center_element; /* for custom player artwork */
5391 explosion_element = center_element; /* for custom player artwork */
5393 if (IS_PLAYER(ex, ey))
5395 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5397 artwork_element = stored_player[player_nr].artwork_element;
5399 if (level.use_explosion_element[player_nr])
5401 explosion_element = level.explosion_element[player_nr];
5402 artwork_element = explosion_element;
5406 if (mode == EX_TYPE_NORMAL ||
5407 mode == EX_TYPE_CENTER ||
5408 mode == EX_TYPE_CROSS)
5409 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5411 last_phase = element_info[explosion_element].explosion_delay + 1;
5413 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5415 int xx = x - ex + 1;
5416 int yy = y - ey + 1;
5419 if (!IN_LEV_FIELD(x, y) ||
5420 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5421 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5424 element = Feld[x][y];
5426 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5428 element = MovingOrBlocked2Element(x, y);
5430 if (!IS_EXPLOSION_PROOF(element))
5431 RemoveMovingField(x, y);
5434 /* indestructible elements can only explode in center (but not flames) */
5435 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5436 mode == EX_TYPE_BORDER)) ||
5437 element == EL_FLAMES)
5440 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5441 behaviour, for example when touching a yamyam that explodes to rocks
5442 with active deadly shield, a rock is created under the player !!! */
5443 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5445 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5446 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5447 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5449 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5452 if (IS_ACTIVE_BOMB(element))
5454 /* re-activate things under the bomb like gate or penguin */
5455 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5462 /* save walkable background elements while explosion on same tile */
5463 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5464 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5465 Back[x][y] = element;
5467 /* ignite explodable elements reached by other explosion */
5468 if (element == EL_EXPLOSION)
5469 element = Store2[x][y];
5471 if (AmoebaNr[x][y] &&
5472 (element == EL_AMOEBA_FULL ||
5473 element == EL_BD_AMOEBA ||
5474 element == EL_AMOEBA_GROWING))
5476 AmoebaCnt[AmoebaNr[x][y]]--;
5477 AmoebaCnt2[AmoebaNr[x][y]]--;
5482 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5484 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5486 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5488 if (PLAYERINFO(ex, ey)->use_murphy)
5489 Store[x][y] = EL_EMPTY;
5492 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5493 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5494 else if (ELEM_IS_PLAYER(center_element))
5495 Store[x][y] = EL_EMPTY;
5496 else if (center_element == EL_YAMYAM)
5497 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5498 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5499 Store[x][y] = element_info[center_element].content.e[xx][yy];
5501 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5502 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5503 otherwise) -- FIX THIS !!! */
5504 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5505 Store[x][y] = element_info[element].content.e[1][1];
5507 else if (!CAN_EXPLODE(element))
5508 Store[x][y] = element_info[element].content.e[1][1];
5511 Store[x][y] = EL_EMPTY;
5513 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5514 center_element == EL_AMOEBA_TO_DIAMOND)
5515 Store2[x][y] = element;
5517 Feld[x][y] = EL_EXPLOSION;
5518 GfxElement[x][y] = artwork_element;
5520 ExplodePhase[x][y] = 1;
5521 ExplodeDelay[x][y] = last_phase;
5526 if (center_element == EL_YAMYAM)
5527 game.yamyam_content_nr =
5528 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5540 GfxFrame[x][y] = 0; /* restart explosion animation */
5542 last_phase = ExplodeDelay[x][y];
5544 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5546 /* this can happen if the player leaves an explosion just in time */
5547 if (GfxElement[x][y] == EL_UNDEFINED)
5548 GfxElement[x][y] = EL_EMPTY;
5550 border_element = Store2[x][y];
5551 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5552 border_element = StorePlayer[x][y];
5554 if (phase == element_info[border_element].ignition_delay ||
5555 phase == last_phase)
5557 boolean border_explosion = FALSE;
5559 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5560 !PLAYER_EXPLOSION_PROTECTED(x, y))
5562 KillPlayerUnlessExplosionProtected(x, y);
5563 border_explosion = TRUE;
5565 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5567 Feld[x][y] = Store2[x][y];
5570 border_explosion = TRUE;
5572 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5574 AmoebeUmwandeln(x, y);
5576 border_explosion = TRUE;
5579 /* if an element just explodes due to another explosion (chain-reaction),
5580 do not immediately end the new explosion when it was the last frame of
5581 the explosion (as it would be done in the following "if"-statement!) */
5582 if (border_explosion && phase == last_phase)
5586 if (phase == last_phase)
5590 element = Feld[x][y] = Store[x][y];
5591 Store[x][y] = Store2[x][y] = 0;
5592 GfxElement[x][y] = EL_UNDEFINED;
5594 /* player can escape from explosions and might therefore be still alive */
5595 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5596 element <= EL_PLAYER_IS_EXPLODING_4)
5598 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5599 int explosion_element = EL_PLAYER_1 + player_nr;
5600 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5601 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5603 if (level.use_explosion_element[player_nr])
5604 explosion_element = level.explosion_element[player_nr];
5606 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5607 element_info[explosion_element].content.e[xx][yy]);
5610 /* restore probably existing indestructible background element */
5611 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5612 element = Feld[x][y] = Back[x][y];
5615 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5616 GfxDir[x][y] = MV_NONE;
5617 ChangeDelay[x][y] = 0;
5618 ChangePage[x][y] = -1;
5620 CustomValue[x][y] = 0;
5622 InitField_WithBug2(x, y, FALSE);
5624 TEST_DrawLevelField(x, y);
5626 TestIfElementTouchesCustomElement(x, y);
5628 if (GFX_CRUMBLED(element))
5629 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5631 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5632 StorePlayer[x][y] = 0;
5634 if (ELEM_IS_PLAYER(element))
5635 RelocatePlayer(x, y, element);
5637 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5639 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5640 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5643 TEST_DrawLevelFieldCrumbled(x, y);
5645 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5647 DrawLevelElement(x, y, Back[x][y]);
5648 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5650 else if (IS_WALKABLE_UNDER(Back[x][y]))
5652 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5653 DrawLevelElementThruMask(x, y, Back[x][y]);
5655 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5656 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5660 void DynaExplode(int ex, int ey)
5663 int dynabomb_element = Feld[ex][ey];
5664 int dynabomb_size = 1;
5665 boolean dynabomb_xl = FALSE;
5666 struct PlayerInfo *player;
5667 static int xy[4][2] =
5675 if (IS_ACTIVE_BOMB(dynabomb_element))
5677 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5678 dynabomb_size = player->dynabomb_size;
5679 dynabomb_xl = player->dynabomb_xl;
5680 player->dynabombs_left++;
5683 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5685 for (i = 0; i < NUM_DIRECTIONS; i++)
5687 for (j = 1; j <= dynabomb_size; j++)
5689 int x = ex + j * xy[i][0];
5690 int y = ey + j * xy[i][1];
5693 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5696 element = Feld[x][y];
5698 /* do not restart explosions of fields with active bombs */
5699 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5702 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5704 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5705 !IS_DIGGABLE(element) && !dynabomb_xl)
5711 void Bang(int x, int y)
5713 int element = MovingOrBlocked2Element(x, y);
5714 int explosion_type = EX_TYPE_NORMAL;
5716 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5718 struct PlayerInfo *player = PLAYERINFO(x, y);
5720 element = Feld[x][y] = player->initial_element;
5722 if (level.use_explosion_element[player->index_nr])
5724 int explosion_element = level.explosion_element[player->index_nr];
5726 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5727 explosion_type = EX_TYPE_CROSS;
5728 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5729 explosion_type = EX_TYPE_CENTER;
5737 case EL_BD_BUTTERFLY:
5740 case EL_DARK_YAMYAM:
5744 RaiseScoreElement(element);
5747 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5748 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5749 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5750 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5751 case EL_DYNABOMB_INCREASE_NUMBER:
5752 case EL_DYNABOMB_INCREASE_SIZE:
5753 case EL_DYNABOMB_INCREASE_POWER:
5754 explosion_type = EX_TYPE_DYNA;
5757 case EL_DC_LANDMINE:
5758 explosion_type = EX_TYPE_CENTER;
5763 case EL_LAMP_ACTIVE:
5764 case EL_AMOEBA_TO_DIAMOND:
5765 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5766 explosion_type = EX_TYPE_CENTER;
5770 if (element_info[element].explosion_type == EXPLODES_CROSS)
5771 explosion_type = EX_TYPE_CROSS;
5772 else if (element_info[element].explosion_type == EXPLODES_1X1)
5773 explosion_type = EX_TYPE_CENTER;
5777 if (explosion_type == EX_TYPE_DYNA)
5780 Explode(x, y, EX_PHASE_START, explosion_type);
5782 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5785 void SplashAcid(int x, int y)
5787 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5788 (!IN_LEV_FIELD(x - 1, y - 2) ||
5789 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5790 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5792 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5793 (!IN_LEV_FIELD(x + 1, y - 2) ||
5794 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5795 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5797 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5800 static void InitBeltMovement()
5802 static int belt_base_element[4] =
5804 EL_CONVEYOR_BELT_1_LEFT,
5805 EL_CONVEYOR_BELT_2_LEFT,
5806 EL_CONVEYOR_BELT_3_LEFT,
5807 EL_CONVEYOR_BELT_4_LEFT
5809 static int belt_base_active_element[4] =
5811 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5812 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5813 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5814 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5819 /* set frame order for belt animation graphic according to belt direction */
5820 for (i = 0; i < NUM_BELTS; i++)
5824 for (j = 0; j < NUM_BELT_PARTS; j++)
5826 int element = belt_base_active_element[belt_nr] + j;
5827 int graphic_1 = el2img(element);
5828 int graphic_2 = el2panelimg(element);
5830 if (game.belt_dir[i] == MV_LEFT)
5832 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5833 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5837 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5838 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5843 SCAN_PLAYFIELD(x, y)
5845 int element = Feld[x][y];
5847 for (i = 0; i < NUM_BELTS; i++)
5849 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5851 int e_belt_nr = getBeltNrFromBeltElement(element);
5854 if (e_belt_nr == belt_nr)
5856 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5858 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5865 static void ToggleBeltSwitch(int x, int y)
5867 static int belt_base_element[4] =
5869 EL_CONVEYOR_BELT_1_LEFT,
5870 EL_CONVEYOR_BELT_2_LEFT,
5871 EL_CONVEYOR_BELT_3_LEFT,
5872 EL_CONVEYOR_BELT_4_LEFT
5874 static int belt_base_active_element[4] =
5876 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5877 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5878 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5879 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5881 static int belt_base_switch_element[4] =
5883 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5884 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5885 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5886 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5888 static int belt_move_dir[4] =
5896 int element = Feld[x][y];
5897 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5898 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5899 int belt_dir = belt_move_dir[belt_dir_nr];
5902 if (!IS_BELT_SWITCH(element))
5905 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5906 game.belt_dir[belt_nr] = belt_dir;
5908 if (belt_dir_nr == 3)
5911 /* set frame order for belt animation graphic according to belt direction */
5912 for (i = 0; i < NUM_BELT_PARTS; i++)
5914 int element = belt_base_active_element[belt_nr] + i;
5915 int graphic_1 = el2img(element);
5916 int graphic_2 = el2panelimg(element);
5918 if (belt_dir == MV_LEFT)
5920 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5921 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5925 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5926 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5930 SCAN_PLAYFIELD(xx, yy)
5932 int element = Feld[xx][yy];
5934 if (IS_BELT_SWITCH(element))
5936 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5938 if (e_belt_nr == belt_nr)
5940 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5941 TEST_DrawLevelField(xx, yy);
5944 else if (IS_BELT(element) && belt_dir != MV_NONE)
5946 int e_belt_nr = getBeltNrFromBeltElement(element);
5948 if (e_belt_nr == belt_nr)
5950 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5952 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5953 TEST_DrawLevelField(xx, yy);
5956 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5958 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5960 if (e_belt_nr == belt_nr)
5962 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5964 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5965 TEST_DrawLevelField(xx, yy);
5971 static void ToggleSwitchgateSwitch(int x, int y)
5975 game.switchgate_pos = !game.switchgate_pos;
5977 SCAN_PLAYFIELD(xx, yy)
5979 int element = Feld[xx][yy];
5981 if (element == EL_SWITCHGATE_SWITCH_UP)
5983 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5984 TEST_DrawLevelField(xx, yy);
5986 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5988 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5989 TEST_DrawLevelField(xx, yy);
5991 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5993 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5994 TEST_DrawLevelField(xx, yy);
5996 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5998 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5999 TEST_DrawLevelField(xx, yy);
6001 else if (element == EL_SWITCHGATE_OPEN ||
6002 element == EL_SWITCHGATE_OPENING)
6004 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6006 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6008 else if (element == EL_SWITCHGATE_CLOSED ||
6009 element == EL_SWITCHGATE_CLOSING)
6011 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6013 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6018 static int getInvisibleActiveFromInvisibleElement(int element)
6020 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6021 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6022 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6026 static int getInvisibleFromInvisibleActiveElement(int element)
6028 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6029 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6030 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6034 static void RedrawAllLightSwitchesAndInvisibleElements()
6038 SCAN_PLAYFIELD(x, y)
6040 int element = Feld[x][y];
6042 if (element == EL_LIGHT_SWITCH &&
6043 game.light_time_left > 0)
6045 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6046 TEST_DrawLevelField(x, y);
6048 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6049 game.light_time_left == 0)
6051 Feld[x][y] = EL_LIGHT_SWITCH;
6052 TEST_DrawLevelField(x, y);
6054 else if (element == EL_EMC_DRIPPER &&
6055 game.light_time_left > 0)
6057 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6058 TEST_DrawLevelField(x, y);
6060 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6061 game.light_time_left == 0)
6063 Feld[x][y] = EL_EMC_DRIPPER;
6064 TEST_DrawLevelField(x, y);
6066 else if (element == EL_INVISIBLE_STEELWALL ||
6067 element == EL_INVISIBLE_WALL ||
6068 element == EL_INVISIBLE_SAND)
6070 if (game.light_time_left > 0)
6071 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6073 TEST_DrawLevelField(x, y);
6075 /* uncrumble neighbour fields, if needed */
6076 if (element == EL_INVISIBLE_SAND)
6077 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6079 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6080 element == EL_INVISIBLE_WALL_ACTIVE ||
6081 element == EL_INVISIBLE_SAND_ACTIVE)
6083 if (game.light_time_left == 0)
6084 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6086 TEST_DrawLevelField(x, y);
6088 /* re-crumble neighbour fields, if needed */
6089 if (element == EL_INVISIBLE_SAND)
6090 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6095 static void RedrawAllInvisibleElementsForLenses()
6099 SCAN_PLAYFIELD(x, y)
6101 int element = Feld[x][y];
6103 if (element == EL_EMC_DRIPPER &&
6104 game.lenses_time_left > 0)
6106 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6107 TEST_DrawLevelField(x, y);
6109 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6110 game.lenses_time_left == 0)
6112 Feld[x][y] = EL_EMC_DRIPPER;
6113 TEST_DrawLevelField(x, y);
6115 else if (element == EL_INVISIBLE_STEELWALL ||
6116 element == EL_INVISIBLE_WALL ||
6117 element == EL_INVISIBLE_SAND)
6119 if (game.lenses_time_left > 0)
6120 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6122 TEST_DrawLevelField(x, y);
6124 /* uncrumble neighbour fields, if needed */
6125 if (element == EL_INVISIBLE_SAND)
6126 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6128 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6129 element == EL_INVISIBLE_WALL_ACTIVE ||
6130 element == EL_INVISIBLE_SAND_ACTIVE)
6132 if (game.lenses_time_left == 0)
6133 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6135 TEST_DrawLevelField(x, y);
6137 /* re-crumble neighbour fields, if needed */
6138 if (element == EL_INVISIBLE_SAND)
6139 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6144 static void RedrawAllInvisibleElementsForMagnifier()
6148 SCAN_PLAYFIELD(x, y)
6150 int element = Feld[x][y];
6152 if (element == EL_EMC_FAKE_GRASS &&
6153 game.magnify_time_left > 0)
6155 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6156 TEST_DrawLevelField(x, y);
6158 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6159 game.magnify_time_left == 0)
6161 Feld[x][y] = EL_EMC_FAKE_GRASS;
6162 TEST_DrawLevelField(x, y);
6164 else if (IS_GATE_GRAY(element) &&
6165 game.magnify_time_left > 0)
6167 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6168 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6169 IS_EM_GATE_GRAY(element) ?
6170 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6171 IS_EMC_GATE_GRAY(element) ?
6172 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6173 IS_DC_GATE_GRAY(element) ?
6174 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6176 TEST_DrawLevelField(x, y);
6178 else if (IS_GATE_GRAY_ACTIVE(element) &&
6179 game.magnify_time_left == 0)
6181 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6182 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6183 IS_EM_GATE_GRAY_ACTIVE(element) ?
6184 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6185 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6186 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6187 IS_DC_GATE_GRAY_ACTIVE(element) ?
6188 EL_DC_GATE_WHITE_GRAY :
6190 TEST_DrawLevelField(x, y);
6195 static void ToggleLightSwitch(int x, int y)
6197 int element = Feld[x][y];
6199 game.light_time_left =
6200 (element == EL_LIGHT_SWITCH ?
6201 level.time_light * FRAMES_PER_SECOND : 0);
6203 RedrawAllLightSwitchesAndInvisibleElements();
6206 static void ActivateTimegateSwitch(int x, int y)
6210 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6212 SCAN_PLAYFIELD(xx, yy)
6214 int element = Feld[xx][yy];
6216 if (element == EL_TIMEGATE_CLOSED ||
6217 element == EL_TIMEGATE_CLOSING)
6219 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6220 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6224 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6226 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6227 TEST_DrawLevelField(xx, yy);
6233 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6234 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6237 void Impact(int x, int y)
6239 boolean last_line = (y == lev_fieldy - 1);
6240 boolean object_hit = FALSE;
6241 boolean impact = (last_line || object_hit);
6242 int element = Feld[x][y];
6243 int smashed = EL_STEELWALL;
6245 if (!last_line) /* check if element below was hit */
6247 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6250 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6251 MovDir[x][y + 1] != MV_DOWN ||
6252 MovPos[x][y + 1] <= TILEY / 2));
6254 /* do not smash moving elements that left the smashed field in time */
6255 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6256 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6259 #if USE_QUICKSAND_IMPACT_BUGFIX
6260 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6262 RemoveMovingField(x, y + 1);
6263 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6264 Feld[x][y + 2] = EL_ROCK;
6265 TEST_DrawLevelField(x, y + 2);
6270 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6272 RemoveMovingField(x, y + 1);
6273 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6274 Feld[x][y + 2] = EL_ROCK;
6275 TEST_DrawLevelField(x, y + 2);
6282 smashed = MovingOrBlocked2Element(x, y + 1);
6284 impact = (last_line || object_hit);
6287 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6289 SplashAcid(x, y + 1);
6293 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6294 /* only reset graphic animation if graphic really changes after impact */
6296 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6298 ResetGfxAnimation(x, y);
6299 TEST_DrawLevelField(x, y);
6302 if (impact && CAN_EXPLODE_IMPACT(element))
6307 else if (impact && element == EL_PEARL &&
6308 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6310 ResetGfxAnimation(x, y);
6312 Feld[x][y] = EL_PEARL_BREAKING;
6313 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6316 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6318 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6323 if (impact && element == EL_AMOEBA_DROP)
6325 if (object_hit && IS_PLAYER(x, y + 1))
6326 KillPlayerUnlessEnemyProtected(x, y + 1);
6327 else if (object_hit && smashed == EL_PENGUIN)
6331 Feld[x][y] = EL_AMOEBA_GROWING;
6332 Store[x][y] = EL_AMOEBA_WET;
6334 ResetRandomAnimationValue(x, y);
6339 if (object_hit) /* check which object was hit */
6341 if ((CAN_PASS_MAGIC_WALL(element) &&
6342 (smashed == EL_MAGIC_WALL ||
6343 smashed == EL_BD_MAGIC_WALL)) ||
6344 (CAN_PASS_DC_MAGIC_WALL(element) &&
6345 smashed == EL_DC_MAGIC_WALL))
6348 int activated_magic_wall =
6349 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6350 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6351 EL_DC_MAGIC_WALL_ACTIVE);
6353 /* activate magic wall / mill */
6354 SCAN_PLAYFIELD(xx, yy)
6356 if (Feld[xx][yy] == smashed)
6357 Feld[xx][yy] = activated_magic_wall;
6360 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6361 game.magic_wall_active = TRUE;
6363 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6364 SND_MAGIC_WALL_ACTIVATING :
6365 smashed == EL_BD_MAGIC_WALL ?
6366 SND_BD_MAGIC_WALL_ACTIVATING :
6367 SND_DC_MAGIC_WALL_ACTIVATING));
6370 if (IS_PLAYER(x, y + 1))
6372 if (CAN_SMASH_PLAYER(element))
6374 KillPlayerUnlessEnemyProtected(x, y + 1);
6378 else if (smashed == EL_PENGUIN)
6380 if (CAN_SMASH_PLAYER(element))
6386 else if (element == EL_BD_DIAMOND)
6388 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6394 else if (((element == EL_SP_INFOTRON ||
6395 element == EL_SP_ZONK) &&
6396 (smashed == EL_SP_SNIKSNAK ||
6397 smashed == EL_SP_ELECTRON ||
6398 smashed == EL_SP_DISK_ORANGE)) ||
6399 (element == EL_SP_INFOTRON &&
6400 smashed == EL_SP_DISK_YELLOW))
6405 else if (CAN_SMASH_EVERYTHING(element))
6407 if (IS_CLASSIC_ENEMY(smashed) ||
6408 CAN_EXPLODE_SMASHED(smashed))
6413 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6415 if (smashed == EL_LAMP ||
6416 smashed == EL_LAMP_ACTIVE)
6421 else if (smashed == EL_NUT)
6423 Feld[x][y + 1] = EL_NUT_BREAKING;
6424 PlayLevelSound(x, y, SND_NUT_BREAKING);
6425 RaiseScoreElement(EL_NUT);
6428 else if (smashed == EL_PEARL)
6430 ResetGfxAnimation(x, y);
6432 Feld[x][y + 1] = EL_PEARL_BREAKING;
6433 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6436 else if (smashed == EL_DIAMOND)
6438 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6439 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6442 else if (IS_BELT_SWITCH(smashed))
6444 ToggleBeltSwitch(x, y + 1);
6446 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6447 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6448 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6449 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6451 ToggleSwitchgateSwitch(x, y + 1);
6453 else if (smashed == EL_LIGHT_SWITCH ||
6454 smashed == EL_LIGHT_SWITCH_ACTIVE)
6456 ToggleLightSwitch(x, y + 1);
6460 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6462 CheckElementChangeBySide(x, y + 1, smashed, element,
6463 CE_SWITCHED, CH_SIDE_TOP);
6464 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6470 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6475 /* play sound of magic wall / mill */
6477 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6478 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6479 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6481 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6482 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6483 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6484 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6485 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6486 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6491 /* play sound of object that hits the ground */
6492 if (last_line || object_hit)
6493 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6496 inline static void TurnRoundExt(int x, int y)
6508 { 0, 0 }, { 0, 0 }, { 0, 0 },
6513 int left, right, back;
6517 { MV_DOWN, MV_UP, MV_RIGHT },
6518 { MV_UP, MV_DOWN, MV_LEFT },
6520 { MV_LEFT, MV_RIGHT, MV_DOWN },
6524 { MV_RIGHT, MV_LEFT, MV_UP }
6527 int element = Feld[x][y];
6528 int move_pattern = element_info[element].move_pattern;
6530 int old_move_dir = MovDir[x][y];
6531 int left_dir = turn[old_move_dir].left;
6532 int right_dir = turn[old_move_dir].right;
6533 int back_dir = turn[old_move_dir].back;
6535 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6536 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6537 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6538 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6540 int left_x = x + left_dx, left_y = y + left_dy;
6541 int right_x = x + right_dx, right_y = y + right_dy;
6542 int move_x = x + move_dx, move_y = y + move_dy;
6546 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6548 TestIfBadThingTouchesOtherBadThing(x, y);
6550 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6551 MovDir[x][y] = right_dir;
6552 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6553 MovDir[x][y] = left_dir;
6555 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6557 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6560 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6562 TestIfBadThingTouchesOtherBadThing(x, y);
6564 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6565 MovDir[x][y] = left_dir;
6566 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6567 MovDir[x][y] = right_dir;
6569 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6571 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6574 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6576 TestIfBadThingTouchesOtherBadThing(x, y);
6578 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6579 MovDir[x][y] = left_dir;
6580 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6581 MovDir[x][y] = right_dir;
6583 if (MovDir[x][y] != old_move_dir)
6586 else if (element == EL_YAMYAM)
6588 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6589 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6591 if (can_turn_left && can_turn_right)
6592 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6593 else if (can_turn_left)
6594 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6595 else if (can_turn_right)
6596 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6598 MovDir[x][y] = back_dir;
6600 MovDelay[x][y] = 16 + 16 * RND(3);
6602 else if (element == EL_DARK_YAMYAM)
6604 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6606 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6609 if (can_turn_left && can_turn_right)
6610 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6611 else if (can_turn_left)
6612 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6613 else if (can_turn_right)
6614 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6616 MovDir[x][y] = back_dir;
6618 MovDelay[x][y] = 16 + 16 * RND(3);
6620 else if (element == EL_PACMAN)
6622 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6623 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6625 if (can_turn_left && can_turn_right)
6626 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6627 else if (can_turn_left)
6628 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6629 else if (can_turn_right)
6630 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6632 MovDir[x][y] = back_dir;
6634 MovDelay[x][y] = 6 + RND(40);
6636 else if (element == EL_PIG)
6638 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6639 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6640 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6641 boolean should_turn_left, should_turn_right, should_move_on;
6643 int rnd = RND(rnd_value);
6645 should_turn_left = (can_turn_left &&
6647 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6648 y + back_dy + left_dy)));
6649 should_turn_right = (can_turn_right &&
6651 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6652 y + back_dy + right_dy)));
6653 should_move_on = (can_move_on &&
6656 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6657 y + move_dy + left_dy) ||
6658 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6659 y + move_dy + right_dy)));
6661 if (should_turn_left || should_turn_right || should_move_on)
6663 if (should_turn_left && should_turn_right && should_move_on)
6664 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6665 rnd < 2 * rnd_value / 3 ? right_dir :
6667 else if (should_turn_left && should_turn_right)
6668 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6669 else if (should_turn_left && should_move_on)
6670 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6671 else if (should_turn_right && should_move_on)
6672 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6673 else if (should_turn_left)
6674 MovDir[x][y] = left_dir;
6675 else if (should_turn_right)
6676 MovDir[x][y] = right_dir;
6677 else if (should_move_on)
6678 MovDir[x][y] = old_move_dir;
6680 else if (can_move_on && rnd > rnd_value / 8)
6681 MovDir[x][y] = old_move_dir;
6682 else if (can_turn_left && can_turn_right)
6683 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6684 else if (can_turn_left && rnd > rnd_value / 8)
6685 MovDir[x][y] = left_dir;
6686 else if (can_turn_right && rnd > rnd_value/8)
6687 MovDir[x][y] = right_dir;
6689 MovDir[x][y] = back_dir;
6691 xx = x + move_xy[MovDir[x][y]].dx;
6692 yy = y + move_xy[MovDir[x][y]].dy;
6694 if (!IN_LEV_FIELD(xx, yy) ||
6695 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6696 MovDir[x][y] = old_move_dir;
6700 else if (element == EL_DRAGON)
6702 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6703 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6704 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6706 int rnd = RND(rnd_value);
6708 if (can_move_on && rnd > rnd_value / 8)
6709 MovDir[x][y] = old_move_dir;
6710 else if (can_turn_left && can_turn_right)
6711 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6712 else if (can_turn_left && rnd > rnd_value / 8)
6713 MovDir[x][y] = left_dir;
6714 else if (can_turn_right && rnd > rnd_value / 8)
6715 MovDir[x][y] = right_dir;
6717 MovDir[x][y] = back_dir;
6719 xx = x + move_xy[MovDir[x][y]].dx;
6720 yy = y + move_xy[MovDir[x][y]].dy;
6722 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6723 MovDir[x][y] = old_move_dir;
6727 else if (element == EL_MOLE)
6729 boolean can_move_on =
6730 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6731 IS_AMOEBOID(Feld[move_x][move_y]) ||
6732 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6735 boolean can_turn_left =
6736 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6737 IS_AMOEBOID(Feld[left_x][left_y])));
6739 boolean can_turn_right =
6740 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6741 IS_AMOEBOID(Feld[right_x][right_y])));
6743 if (can_turn_left && can_turn_right)
6744 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6745 else if (can_turn_left)
6746 MovDir[x][y] = left_dir;
6748 MovDir[x][y] = right_dir;
6751 if (MovDir[x][y] != old_move_dir)
6754 else if (element == EL_BALLOON)
6756 MovDir[x][y] = game.wind_direction;
6759 else if (element == EL_SPRING)
6761 if (MovDir[x][y] & MV_HORIZONTAL)
6763 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6764 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6766 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6767 ResetGfxAnimation(move_x, move_y);
6768 TEST_DrawLevelField(move_x, move_y);
6770 MovDir[x][y] = back_dir;
6772 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6773 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6774 MovDir[x][y] = MV_NONE;
6779 else if (element == EL_ROBOT ||
6780 element == EL_SATELLITE ||
6781 element == EL_PENGUIN ||
6782 element == EL_EMC_ANDROID)
6784 int attr_x = -1, attr_y = -1;
6795 for (i = 0; i < MAX_PLAYERS; i++)
6797 struct PlayerInfo *player = &stored_player[i];
6798 int jx = player->jx, jy = player->jy;
6800 if (!player->active)
6804 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6812 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6813 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6814 game.engine_version < VERSION_IDENT(3,1,0,0)))
6820 if (element == EL_PENGUIN)
6823 static int xy[4][2] =
6831 for (i = 0; i < NUM_DIRECTIONS; i++)
6833 int ex = x + xy[i][0];
6834 int ey = y + xy[i][1];
6836 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6837 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6838 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6839 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6848 MovDir[x][y] = MV_NONE;
6850 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6851 else if (attr_x > x)
6852 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6854 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6855 else if (attr_y > y)
6856 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6858 if (element == EL_ROBOT)
6862 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6863 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6864 Moving2Blocked(x, y, &newx, &newy);
6866 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6867 MovDelay[x][y] = 8 + 8 * !RND(3);
6869 MovDelay[x][y] = 16;
6871 else if (element == EL_PENGUIN)
6877 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6879 boolean first_horiz = RND(2);
6880 int new_move_dir = MovDir[x][y];
6883 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6884 Moving2Blocked(x, y, &newx, &newy);
6886 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6890 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6891 Moving2Blocked(x, y, &newx, &newy);
6893 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6896 MovDir[x][y] = old_move_dir;
6900 else if (element == EL_SATELLITE)
6906 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6908 boolean first_horiz = RND(2);
6909 int new_move_dir = MovDir[x][y];
6912 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6913 Moving2Blocked(x, y, &newx, &newy);
6915 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6919 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6920 Moving2Blocked(x, y, &newx, &newy);
6922 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6925 MovDir[x][y] = old_move_dir;
6929 else if (element == EL_EMC_ANDROID)
6931 static int check_pos[16] =
6933 -1, /* 0 => (invalid) */
6934 7, /* 1 => MV_LEFT */
6935 3, /* 2 => MV_RIGHT */
6936 -1, /* 3 => (invalid) */
6938 0, /* 5 => MV_LEFT | MV_UP */
6939 2, /* 6 => MV_RIGHT | MV_UP */
6940 -1, /* 7 => (invalid) */
6941 5, /* 8 => MV_DOWN */
6942 6, /* 9 => MV_LEFT | MV_DOWN */
6943 4, /* 10 => MV_RIGHT | MV_DOWN */
6944 -1, /* 11 => (invalid) */
6945 -1, /* 12 => (invalid) */
6946 -1, /* 13 => (invalid) */
6947 -1, /* 14 => (invalid) */
6948 -1, /* 15 => (invalid) */
6956 { -1, -1, MV_LEFT | MV_UP },
6958 { +1, -1, MV_RIGHT | MV_UP },
6959 { +1, 0, MV_RIGHT },
6960 { +1, +1, MV_RIGHT | MV_DOWN },
6962 { -1, +1, MV_LEFT | MV_DOWN },
6965 int start_pos, check_order;
6966 boolean can_clone = FALSE;
6969 /* check if there is any free field around current position */
6970 for (i = 0; i < 8; i++)
6972 int newx = x + check_xy[i].dx;
6973 int newy = y + check_xy[i].dy;
6975 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6983 if (can_clone) /* randomly find an element to clone */
6987 start_pos = check_pos[RND(8)];
6988 check_order = (RND(2) ? -1 : +1);
6990 for (i = 0; i < 8; i++)
6992 int pos_raw = start_pos + i * check_order;
6993 int pos = (pos_raw + 8) % 8;
6994 int newx = x + check_xy[pos].dx;
6995 int newy = y + check_xy[pos].dy;
6997 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6999 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7000 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7002 Store[x][y] = Feld[newx][newy];
7011 if (can_clone) /* randomly find a direction to move */
7015 start_pos = check_pos[RND(8)];
7016 check_order = (RND(2) ? -1 : +1);
7018 for (i = 0; i < 8; i++)
7020 int pos_raw = start_pos + i * check_order;
7021 int pos = (pos_raw + 8) % 8;
7022 int newx = x + check_xy[pos].dx;
7023 int newy = y + check_xy[pos].dy;
7024 int new_move_dir = check_xy[pos].dir;
7026 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7028 MovDir[x][y] = new_move_dir;
7029 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7038 if (can_clone) /* cloning and moving successful */
7041 /* cannot clone -- try to move towards player */
7043 start_pos = check_pos[MovDir[x][y] & 0x0f];
7044 check_order = (RND(2) ? -1 : +1);
7046 for (i = 0; i < 3; i++)
7048 /* first check start_pos, then previous/next or (next/previous) pos */
7049 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7050 int pos = (pos_raw + 8) % 8;
7051 int newx = x + check_xy[pos].dx;
7052 int newy = y + check_xy[pos].dy;
7053 int new_move_dir = check_xy[pos].dir;
7055 if (IS_PLAYER(newx, newy))
7058 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7060 MovDir[x][y] = new_move_dir;
7061 MovDelay[x][y] = level.android_move_time * 8 + 1;
7068 else if (move_pattern == MV_TURNING_LEFT ||
7069 move_pattern == MV_TURNING_RIGHT ||
7070 move_pattern == MV_TURNING_LEFT_RIGHT ||
7071 move_pattern == MV_TURNING_RIGHT_LEFT ||
7072 move_pattern == MV_TURNING_RANDOM ||
7073 move_pattern == MV_ALL_DIRECTIONS)
7075 boolean can_turn_left =
7076 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7077 boolean can_turn_right =
7078 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7080 if (element_info[element].move_stepsize == 0) /* "not moving" */
7083 if (move_pattern == MV_TURNING_LEFT)
7084 MovDir[x][y] = left_dir;
7085 else if (move_pattern == MV_TURNING_RIGHT)
7086 MovDir[x][y] = right_dir;
7087 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7088 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7089 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7090 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7091 else if (move_pattern == MV_TURNING_RANDOM)
7092 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7093 can_turn_right && !can_turn_left ? right_dir :
7094 RND(2) ? left_dir : right_dir);
7095 else if (can_turn_left && can_turn_right)
7096 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7097 else if (can_turn_left)
7098 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7099 else if (can_turn_right)
7100 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7102 MovDir[x][y] = back_dir;
7104 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7106 else if (move_pattern == MV_HORIZONTAL ||
7107 move_pattern == MV_VERTICAL)
7109 if (move_pattern & old_move_dir)
7110 MovDir[x][y] = back_dir;
7111 else if (move_pattern == MV_HORIZONTAL)
7112 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7113 else if (move_pattern == MV_VERTICAL)
7114 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7116 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7118 else if (move_pattern & MV_ANY_DIRECTION)
7120 MovDir[x][y] = move_pattern;
7121 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7123 else if (move_pattern & MV_WIND_DIRECTION)
7125 MovDir[x][y] = game.wind_direction;
7126 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7128 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7130 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7131 MovDir[x][y] = left_dir;
7132 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7133 MovDir[x][y] = right_dir;
7135 if (MovDir[x][y] != old_move_dir)
7136 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7138 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7140 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7141 MovDir[x][y] = right_dir;
7142 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7143 MovDir[x][y] = left_dir;
7145 if (MovDir[x][y] != old_move_dir)
7146 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7148 else if (move_pattern == MV_TOWARDS_PLAYER ||
7149 move_pattern == MV_AWAY_FROM_PLAYER)
7151 int attr_x = -1, attr_y = -1;
7153 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7164 for (i = 0; i < MAX_PLAYERS; i++)
7166 struct PlayerInfo *player = &stored_player[i];
7167 int jx = player->jx, jy = player->jy;
7169 if (!player->active)
7173 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7181 MovDir[x][y] = MV_NONE;
7183 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7184 else if (attr_x > x)
7185 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7187 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7188 else if (attr_y > y)
7189 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7191 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7193 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7195 boolean first_horiz = RND(2);
7196 int new_move_dir = MovDir[x][y];
7198 if (element_info[element].move_stepsize == 0) /* "not moving" */
7200 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7201 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7207 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7208 Moving2Blocked(x, y, &newx, &newy);
7210 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7214 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7215 Moving2Blocked(x, y, &newx, &newy);
7217 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7220 MovDir[x][y] = old_move_dir;
7223 else if (move_pattern == MV_WHEN_PUSHED ||
7224 move_pattern == MV_WHEN_DROPPED)
7226 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7227 MovDir[x][y] = MV_NONE;
7231 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7233 static int test_xy[7][2] =
7243 static int test_dir[7] =
7253 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7254 int move_preference = -1000000; /* start with very low preference */
7255 int new_move_dir = MV_NONE;
7256 int start_test = RND(4);
7259 for (i = 0; i < NUM_DIRECTIONS; i++)
7261 int move_dir = test_dir[start_test + i];
7262 int move_dir_preference;
7264 xx = x + test_xy[start_test + i][0];
7265 yy = y + test_xy[start_test + i][1];
7267 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7268 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7270 new_move_dir = move_dir;
7275 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7278 move_dir_preference = -1 * RunnerVisit[xx][yy];
7279 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7280 move_dir_preference = PlayerVisit[xx][yy];
7282 if (move_dir_preference > move_preference)
7284 /* prefer field that has not been visited for the longest time */
7285 move_preference = move_dir_preference;
7286 new_move_dir = move_dir;
7288 else if (move_dir_preference == move_preference &&
7289 move_dir == old_move_dir)
7291 /* prefer last direction when all directions are preferred equally */
7292 move_preference = move_dir_preference;
7293 new_move_dir = move_dir;
7297 MovDir[x][y] = new_move_dir;
7298 if (old_move_dir != new_move_dir)
7299 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7303 static void TurnRound(int x, int y)
7305 int direction = MovDir[x][y];
7309 GfxDir[x][y] = MovDir[x][y];
7311 if (direction != MovDir[x][y])
7315 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7317 ResetGfxFrame(x, y);
7320 static boolean JustBeingPushed(int x, int y)
7324 for (i = 0; i < MAX_PLAYERS; i++)
7326 struct PlayerInfo *player = &stored_player[i];
7328 if (player->active && player->is_pushing && player->MovPos)
7330 int next_jx = player->jx + (player->jx - player->last_jx);
7331 int next_jy = player->jy + (player->jy - player->last_jy);
7333 if (x == next_jx && y == next_jy)
7341 void StartMoving(int x, int y)
7343 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7344 int element = Feld[x][y];
7349 if (MovDelay[x][y] == 0)
7350 GfxAction[x][y] = ACTION_DEFAULT;
7352 if (CAN_FALL(element) && y < lev_fieldy - 1)
7354 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7355 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7356 if (JustBeingPushed(x, y))
7359 if (element == EL_QUICKSAND_FULL)
7361 if (IS_FREE(x, y + 1))
7363 InitMovingField(x, y, MV_DOWN);
7364 started_moving = TRUE;
7366 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7367 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7368 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7369 Store[x][y] = EL_ROCK;
7371 Store[x][y] = EL_ROCK;
7374 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7376 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7378 if (!MovDelay[x][y])
7380 MovDelay[x][y] = TILEY + 1;
7382 ResetGfxAnimation(x, y);
7383 ResetGfxAnimation(x, y + 1);
7388 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7389 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7396 Feld[x][y] = EL_QUICKSAND_EMPTY;
7397 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7398 Store[x][y + 1] = Store[x][y];
7401 PlayLevelSoundAction(x, y, ACTION_FILLING);
7403 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7405 if (!MovDelay[x][y])
7407 MovDelay[x][y] = TILEY + 1;
7409 ResetGfxAnimation(x, y);
7410 ResetGfxAnimation(x, y + 1);
7415 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7416 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7423 Feld[x][y] = EL_QUICKSAND_EMPTY;
7424 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7425 Store[x][y + 1] = Store[x][y];
7428 PlayLevelSoundAction(x, y, ACTION_FILLING);
7431 else if (element == EL_QUICKSAND_FAST_FULL)
7433 if (IS_FREE(x, y + 1))
7435 InitMovingField(x, y, MV_DOWN);
7436 started_moving = TRUE;
7438 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7439 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7440 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7441 Store[x][y] = EL_ROCK;
7443 Store[x][y] = EL_ROCK;
7446 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7448 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7450 if (!MovDelay[x][y])
7452 MovDelay[x][y] = TILEY + 1;
7454 ResetGfxAnimation(x, y);
7455 ResetGfxAnimation(x, y + 1);
7460 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7461 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7468 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7469 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7470 Store[x][y + 1] = Store[x][y];
7473 PlayLevelSoundAction(x, y, ACTION_FILLING);
7475 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7477 if (!MovDelay[x][y])
7479 MovDelay[x][y] = TILEY + 1;
7481 ResetGfxAnimation(x, y);
7482 ResetGfxAnimation(x, y + 1);
7487 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7488 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7495 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7496 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7497 Store[x][y + 1] = Store[x][y];
7500 PlayLevelSoundAction(x, y, ACTION_FILLING);
7503 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7504 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7506 InitMovingField(x, y, MV_DOWN);
7507 started_moving = TRUE;
7509 Feld[x][y] = EL_QUICKSAND_FILLING;
7510 Store[x][y] = element;
7512 PlayLevelSoundAction(x, y, ACTION_FILLING);
7514 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7515 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7517 InitMovingField(x, y, MV_DOWN);
7518 started_moving = TRUE;
7520 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7521 Store[x][y] = element;
7523 PlayLevelSoundAction(x, y, ACTION_FILLING);
7525 else if (element == EL_MAGIC_WALL_FULL)
7527 if (IS_FREE(x, y + 1))
7529 InitMovingField(x, y, MV_DOWN);
7530 started_moving = TRUE;
7532 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7533 Store[x][y] = EL_CHANGED(Store[x][y]);
7535 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7537 if (!MovDelay[x][y])
7538 MovDelay[x][y] = TILEY / 4 + 1;
7547 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7548 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7549 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7553 else if (element == EL_BD_MAGIC_WALL_FULL)
7555 if (IS_FREE(x, y + 1))
7557 InitMovingField(x, y, MV_DOWN);
7558 started_moving = TRUE;
7560 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7561 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7563 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7565 if (!MovDelay[x][y])
7566 MovDelay[x][y] = TILEY / 4 + 1;
7575 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7576 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7577 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7581 else if (element == EL_DC_MAGIC_WALL_FULL)
7583 if (IS_FREE(x, y + 1))
7585 InitMovingField(x, y, MV_DOWN);
7586 started_moving = TRUE;
7588 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7589 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7591 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7593 if (!MovDelay[x][y])
7594 MovDelay[x][y] = TILEY / 4 + 1;
7603 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7604 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7605 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7609 else if ((CAN_PASS_MAGIC_WALL(element) &&
7610 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7611 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7612 (CAN_PASS_DC_MAGIC_WALL(element) &&
7613 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7616 InitMovingField(x, y, MV_DOWN);
7617 started_moving = TRUE;
7620 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7621 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7622 EL_DC_MAGIC_WALL_FILLING);
7623 Store[x][y] = element;
7625 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7627 SplashAcid(x, y + 1);
7629 InitMovingField(x, y, MV_DOWN);
7630 started_moving = TRUE;
7632 Store[x][y] = EL_ACID;
7635 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7636 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7637 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7638 CAN_FALL(element) && WasJustFalling[x][y] &&
7639 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7641 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7642 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7643 (Feld[x][y + 1] == EL_BLOCKED)))
7645 /* this is needed for a special case not covered by calling "Impact()"
7646 from "ContinueMoving()": if an element moves to a tile directly below
7647 another element which was just falling on that tile (which was empty
7648 in the previous frame), the falling element above would just stop
7649 instead of smashing the element below (in previous version, the above
7650 element was just checked for "moving" instead of "falling", resulting
7651 in incorrect smashes caused by horizontal movement of the above
7652 element; also, the case of the player being the element to smash was
7653 simply not covered here... :-/ ) */
7655 CheckCollision[x][y] = 0;
7656 CheckImpact[x][y] = 0;
7660 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7662 if (MovDir[x][y] == MV_NONE)
7664 InitMovingField(x, y, MV_DOWN);
7665 started_moving = TRUE;
7668 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7670 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7671 MovDir[x][y] = MV_DOWN;
7673 InitMovingField(x, y, MV_DOWN);
7674 started_moving = TRUE;
7676 else if (element == EL_AMOEBA_DROP)
7678 Feld[x][y] = EL_AMOEBA_GROWING;
7679 Store[x][y] = EL_AMOEBA_WET;
7681 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7682 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7683 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7684 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7686 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7687 (IS_FREE(x - 1, y + 1) ||
7688 Feld[x - 1][y + 1] == EL_ACID));
7689 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7690 (IS_FREE(x + 1, y + 1) ||
7691 Feld[x + 1][y + 1] == EL_ACID));
7692 boolean can_fall_any = (can_fall_left || can_fall_right);
7693 boolean can_fall_both = (can_fall_left && can_fall_right);
7694 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7696 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7698 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7699 can_fall_right = FALSE;
7700 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7701 can_fall_left = FALSE;
7702 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7703 can_fall_right = FALSE;
7704 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7705 can_fall_left = FALSE;
7707 can_fall_any = (can_fall_left || can_fall_right);
7708 can_fall_both = FALSE;
7713 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7714 can_fall_right = FALSE; /* slip down on left side */
7716 can_fall_left = !(can_fall_right = RND(2));
7718 can_fall_both = FALSE;
7723 /* if not determined otherwise, prefer left side for slipping down */
7724 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7725 started_moving = TRUE;
7728 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7730 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7731 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7732 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7733 int belt_dir = game.belt_dir[belt_nr];
7735 if ((belt_dir == MV_LEFT && left_is_free) ||
7736 (belt_dir == MV_RIGHT && right_is_free))
7738 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7740 InitMovingField(x, y, belt_dir);
7741 started_moving = TRUE;
7743 Pushed[x][y] = TRUE;
7744 Pushed[nextx][y] = TRUE;
7746 GfxAction[x][y] = ACTION_DEFAULT;
7750 MovDir[x][y] = 0; /* if element was moving, stop it */
7755 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7756 if (CAN_MOVE(element) && !started_moving)
7758 int move_pattern = element_info[element].move_pattern;
7761 Moving2Blocked(x, y, &newx, &newy);
7763 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7766 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7767 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7769 WasJustMoving[x][y] = 0;
7770 CheckCollision[x][y] = 0;
7772 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7774 if (Feld[x][y] != element) /* element has changed */
7778 if (!MovDelay[x][y]) /* start new movement phase */
7780 /* all objects that can change their move direction after each step
7781 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7783 if (element != EL_YAMYAM &&
7784 element != EL_DARK_YAMYAM &&
7785 element != EL_PACMAN &&
7786 !(move_pattern & MV_ANY_DIRECTION) &&
7787 move_pattern != MV_TURNING_LEFT &&
7788 move_pattern != MV_TURNING_RIGHT &&
7789 move_pattern != MV_TURNING_LEFT_RIGHT &&
7790 move_pattern != MV_TURNING_RIGHT_LEFT &&
7791 move_pattern != MV_TURNING_RANDOM)
7795 if (MovDelay[x][y] && (element == EL_BUG ||
7796 element == EL_SPACESHIP ||
7797 element == EL_SP_SNIKSNAK ||
7798 element == EL_SP_ELECTRON ||
7799 element == EL_MOLE))
7800 TEST_DrawLevelField(x, y);
7804 if (MovDelay[x][y]) /* wait some time before next movement */
7808 if (element == EL_ROBOT ||
7809 element == EL_YAMYAM ||
7810 element == EL_DARK_YAMYAM)
7812 DrawLevelElementAnimationIfNeeded(x, y, element);
7813 PlayLevelSoundAction(x, y, ACTION_WAITING);
7815 else if (element == EL_SP_ELECTRON)
7816 DrawLevelElementAnimationIfNeeded(x, y, element);
7817 else if (element == EL_DRAGON)
7820 int dir = MovDir[x][y];
7821 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7822 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7823 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7824 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7825 dir == MV_UP ? IMG_FLAMES_1_UP :
7826 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7827 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7829 GfxAction[x][y] = ACTION_ATTACKING;
7831 if (IS_PLAYER(x, y))
7832 DrawPlayerField(x, y);
7834 TEST_DrawLevelField(x, y);
7836 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7838 for (i = 1; i <= 3; i++)
7840 int xx = x + i * dx;
7841 int yy = y + i * dy;
7842 int sx = SCREENX(xx);
7843 int sy = SCREENY(yy);
7844 int flame_graphic = graphic + (i - 1);
7846 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7851 int flamed = MovingOrBlocked2Element(xx, yy);
7853 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7856 RemoveMovingField(xx, yy);
7858 ChangeDelay[xx][yy] = 0;
7860 Feld[xx][yy] = EL_FLAMES;
7862 if (IN_SCR_FIELD(sx, sy))
7864 TEST_DrawLevelFieldCrumbled(xx, yy);
7865 DrawGraphic(sx, sy, flame_graphic, frame);
7870 if (Feld[xx][yy] == EL_FLAMES)
7871 Feld[xx][yy] = EL_EMPTY;
7872 TEST_DrawLevelField(xx, yy);
7877 if (MovDelay[x][y]) /* element still has to wait some time */
7879 PlayLevelSoundAction(x, y, ACTION_WAITING);
7885 /* now make next step */
7887 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7889 if (DONT_COLLIDE_WITH(element) &&
7890 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7891 !PLAYER_ENEMY_PROTECTED(newx, newy))
7893 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7898 else if (CAN_MOVE_INTO_ACID(element) &&
7899 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7900 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7901 (MovDir[x][y] == MV_DOWN ||
7902 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7904 SplashAcid(newx, newy);
7905 Store[x][y] = EL_ACID;
7907 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7909 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7910 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7911 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7912 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7915 TEST_DrawLevelField(x, y);
7917 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7918 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7919 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7921 local_player->friends_still_needed--;
7922 if (!local_player->friends_still_needed &&
7923 !local_player->GameOver && AllPlayersGone)
7924 PlayerWins(local_player);
7928 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7930 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7931 TEST_DrawLevelField(newx, newy);
7933 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7935 else if (!IS_FREE(newx, newy))
7937 GfxAction[x][y] = ACTION_WAITING;
7939 if (IS_PLAYER(x, y))
7940 DrawPlayerField(x, y);
7942 TEST_DrawLevelField(x, y);
7947 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7949 if (IS_FOOD_PIG(Feld[newx][newy]))
7951 if (IS_MOVING(newx, newy))
7952 RemoveMovingField(newx, newy);
7955 Feld[newx][newy] = EL_EMPTY;
7956 TEST_DrawLevelField(newx, newy);
7959 PlayLevelSound(x, y, SND_PIG_DIGGING);
7961 else if (!IS_FREE(newx, newy))
7963 if (IS_PLAYER(x, y))
7964 DrawPlayerField(x, y);
7966 TEST_DrawLevelField(x, y);
7971 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7973 if (Store[x][y] != EL_EMPTY)
7975 boolean can_clone = FALSE;
7978 /* check if element to clone is still there */
7979 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7981 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7989 /* cannot clone or target field not free anymore -- do not clone */
7990 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7991 Store[x][y] = EL_EMPTY;
7994 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7996 if (IS_MV_DIAGONAL(MovDir[x][y]))
7998 int diagonal_move_dir = MovDir[x][y];
7999 int stored = Store[x][y];
8000 int change_delay = 8;
8003 /* android is moving diagonally */
8005 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8007 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8008 GfxElement[x][y] = EL_EMC_ANDROID;
8009 GfxAction[x][y] = ACTION_SHRINKING;
8010 GfxDir[x][y] = diagonal_move_dir;
8011 ChangeDelay[x][y] = change_delay;
8013 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8016 DrawLevelGraphicAnimation(x, y, graphic);
8017 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8019 if (Feld[newx][newy] == EL_ACID)
8021 SplashAcid(newx, newy);
8026 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8028 Store[newx][newy] = EL_EMC_ANDROID;
8029 GfxElement[newx][newy] = EL_EMC_ANDROID;
8030 GfxAction[newx][newy] = ACTION_GROWING;
8031 GfxDir[newx][newy] = diagonal_move_dir;
8032 ChangeDelay[newx][newy] = change_delay;
8034 graphic = el_act_dir2img(GfxElement[newx][newy],
8035 GfxAction[newx][newy], GfxDir[newx][newy]);
8037 DrawLevelGraphicAnimation(newx, newy, graphic);
8038 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8044 Feld[newx][newy] = EL_EMPTY;
8045 TEST_DrawLevelField(newx, newy);
8047 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8050 else if (!IS_FREE(newx, newy))
8055 else if (IS_CUSTOM_ELEMENT(element) &&
8056 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8058 if (!DigFieldByCE(newx, newy, element))
8061 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8063 RunnerVisit[x][y] = FrameCounter;
8064 PlayerVisit[x][y] /= 8; /* expire player visit path */
8067 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8069 if (!IS_FREE(newx, newy))
8071 if (IS_PLAYER(x, y))
8072 DrawPlayerField(x, y);
8074 TEST_DrawLevelField(x, y);
8080 boolean wanna_flame = !RND(10);
8081 int dx = newx - x, dy = newy - y;
8082 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8083 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8084 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8085 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8086 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8087 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8090 IS_CLASSIC_ENEMY(element1) ||
8091 IS_CLASSIC_ENEMY(element2)) &&
8092 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8093 element1 != EL_FLAMES && element2 != EL_FLAMES)
8095 ResetGfxAnimation(x, y);
8096 GfxAction[x][y] = ACTION_ATTACKING;
8098 if (IS_PLAYER(x, y))
8099 DrawPlayerField(x, y);
8101 TEST_DrawLevelField(x, y);
8103 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8105 MovDelay[x][y] = 50;
8107 Feld[newx][newy] = EL_FLAMES;
8108 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8109 Feld[newx1][newy1] = EL_FLAMES;
8110 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8111 Feld[newx2][newy2] = EL_FLAMES;
8117 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8118 Feld[newx][newy] == EL_DIAMOND)
8120 if (IS_MOVING(newx, newy))
8121 RemoveMovingField(newx, newy);
8124 Feld[newx][newy] = EL_EMPTY;
8125 TEST_DrawLevelField(newx, newy);
8128 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8130 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8131 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8133 if (AmoebaNr[newx][newy])
8135 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8136 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8137 Feld[newx][newy] == EL_BD_AMOEBA)
8138 AmoebaCnt[AmoebaNr[newx][newy]]--;
8141 if (IS_MOVING(newx, newy))
8143 RemoveMovingField(newx, newy);
8147 Feld[newx][newy] = EL_EMPTY;
8148 TEST_DrawLevelField(newx, newy);
8151 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8153 else if ((element == EL_PACMAN || element == EL_MOLE)
8154 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8156 if (AmoebaNr[newx][newy])
8158 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8159 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8160 Feld[newx][newy] == EL_BD_AMOEBA)
8161 AmoebaCnt[AmoebaNr[newx][newy]]--;
8164 if (element == EL_MOLE)
8166 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8167 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8169 ResetGfxAnimation(x, y);
8170 GfxAction[x][y] = ACTION_DIGGING;
8171 TEST_DrawLevelField(x, y);
8173 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
8175 return; /* wait for shrinking amoeba */
8177 else /* element == EL_PACMAN */
8179 Feld[newx][newy] = EL_EMPTY;
8180 TEST_DrawLevelField(newx, newy);
8181 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8184 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8185 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8186 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8188 /* wait for shrinking amoeba to completely disappear */
8191 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8193 /* object was running against a wall */
8197 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
8198 DrawLevelElementAnimation(x, y, element);
8200 if (DONT_TOUCH(element))
8201 TestIfBadThingTouchesPlayer(x, y);
8206 InitMovingField(x, y, MovDir[x][y]);
8208 PlayLevelSoundAction(x, y, ACTION_MOVING);
8212 ContinueMoving(x, y);
8215 void ContinueMoving(int x, int y)
8217 int element = Feld[x][y];
8218 struct ElementInfo *ei = &element_info[element];
8219 int direction = MovDir[x][y];
8220 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8221 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8222 int newx = x + dx, newy = y + dy;
8223 int stored = Store[x][y];
8224 int stored_new = Store[newx][newy];
8225 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8226 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8227 boolean last_line = (newy == lev_fieldy - 1);
8229 MovPos[x][y] += getElementMoveStepsize(x, y);
8231 if (pushed_by_player) /* special case: moving object pushed by player */
8232 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8234 if (ABS(MovPos[x][y]) < TILEX)
8236 TEST_DrawLevelField(x, y);
8238 return; /* element is still moving */
8241 /* element reached destination field */
8243 Feld[x][y] = EL_EMPTY;
8244 Feld[newx][newy] = element;
8245 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8247 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8249 element = Feld[newx][newy] = EL_ACID;
8251 else if (element == EL_MOLE)
8253 Feld[x][y] = EL_SAND;
8255 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8257 else if (element == EL_QUICKSAND_FILLING)
8259 element = Feld[newx][newy] = get_next_element(element);
8260 Store[newx][newy] = Store[x][y];
8262 else if (element == EL_QUICKSAND_EMPTYING)
8264 Feld[x][y] = get_next_element(element);
8265 element = Feld[newx][newy] = Store[x][y];
8267 else if (element == EL_QUICKSAND_FAST_FILLING)
8269 element = Feld[newx][newy] = get_next_element(element);
8270 Store[newx][newy] = Store[x][y];
8272 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8274 Feld[x][y] = get_next_element(element);
8275 element = Feld[newx][newy] = Store[x][y];
8277 else if (element == EL_MAGIC_WALL_FILLING)
8279 element = Feld[newx][newy] = get_next_element(element);
8280 if (!game.magic_wall_active)
8281 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8282 Store[newx][newy] = Store[x][y];
8284 else if (element == EL_MAGIC_WALL_EMPTYING)
8286 Feld[x][y] = get_next_element(element);
8287 if (!game.magic_wall_active)
8288 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8289 element = Feld[newx][newy] = Store[x][y];
8291 InitField(newx, newy, FALSE);
8293 else if (element == EL_BD_MAGIC_WALL_FILLING)
8295 element = Feld[newx][newy] = get_next_element(element);
8296 if (!game.magic_wall_active)
8297 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8298 Store[newx][newy] = Store[x][y];
8300 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8302 Feld[x][y] = get_next_element(element);
8303 if (!game.magic_wall_active)
8304 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8305 element = Feld[newx][newy] = Store[x][y];
8307 InitField(newx, newy, FALSE);
8309 else if (element == EL_DC_MAGIC_WALL_FILLING)
8311 element = Feld[newx][newy] = get_next_element(element);
8312 if (!game.magic_wall_active)
8313 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8314 Store[newx][newy] = Store[x][y];
8316 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8318 Feld[x][y] = get_next_element(element);
8319 if (!game.magic_wall_active)
8320 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8321 element = Feld[newx][newy] = Store[x][y];
8323 InitField(newx, newy, FALSE);
8325 else if (element == EL_AMOEBA_DROPPING)
8327 Feld[x][y] = get_next_element(element);
8328 element = Feld[newx][newy] = Store[x][y];
8330 else if (element == EL_SOKOBAN_OBJECT)
8333 Feld[x][y] = Back[x][y];
8335 if (Back[newx][newy])
8336 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8338 Back[x][y] = Back[newx][newy] = 0;
8341 Store[x][y] = EL_EMPTY;
8346 MovDelay[newx][newy] = 0;
8348 if (CAN_CHANGE_OR_HAS_ACTION(element))
8350 /* copy element change control values to new field */
8351 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8352 ChangePage[newx][newy] = ChangePage[x][y];
8353 ChangeCount[newx][newy] = ChangeCount[x][y];
8354 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8357 CustomValue[newx][newy] = CustomValue[x][y];
8359 ChangeDelay[x][y] = 0;
8360 ChangePage[x][y] = -1;
8361 ChangeCount[x][y] = 0;
8362 ChangeEvent[x][y] = -1;
8364 CustomValue[x][y] = 0;
8366 /* copy animation control values to new field */
8367 GfxFrame[newx][newy] = GfxFrame[x][y];
8368 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8369 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8370 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8372 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8374 /* some elements can leave other elements behind after moving */
8375 if (ei->move_leave_element != EL_EMPTY &&
8376 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8377 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8379 int move_leave_element = ei->move_leave_element;
8381 /* this makes it possible to leave the removed element again */
8382 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8383 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8385 Feld[x][y] = move_leave_element;
8387 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8388 MovDir[x][y] = direction;
8390 InitField(x, y, FALSE);
8392 if (GFX_CRUMBLED(Feld[x][y]))
8393 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8395 if (ELEM_IS_PLAYER(move_leave_element))
8396 RelocatePlayer(x, y, move_leave_element);
8399 /* do this after checking for left-behind element */
8400 ResetGfxAnimation(x, y); /* reset animation values for old field */
8402 if (!CAN_MOVE(element) ||
8403 (CAN_FALL(element) && direction == MV_DOWN &&
8404 (element == EL_SPRING ||
8405 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8406 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8407 GfxDir[x][y] = MovDir[newx][newy] = 0;
8409 TEST_DrawLevelField(x, y);
8410 TEST_DrawLevelField(newx, newy);
8412 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8414 /* prevent pushed element from moving on in pushed direction */
8415 if (pushed_by_player && CAN_MOVE(element) &&
8416 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8417 !(element_info[element].move_pattern & direction))
8418 TurnRound(newx, newy);
8420 /* prevent elements on conveyor belt from moving on in last direction */
8421 if (pushed_by_conveyor && CAN_FALL(element) &&
8422 direction & MV_HORIZONTAL)
8423 MovDir[newx][newy] = 0;
8425 if (!pushed_by_player)
8427 int nextx = newx + dx, nexty = newy + dy;
8428 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8430 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8432 if (CAN_FALL(element) && direction == MV_DOWN)
8433 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8435 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8436 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8438 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8439 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8442 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8444 TestIfBadThingTouchesPlayer(newx, newy);
8445 TestIfBadThingTouchesFriend(newx, newy);
8447 if (!IS_CUSTOM_ELEMENT(element))
8448 TestIfBadThingTouchesOtherBadThing(newx, newy);
8450 else if (element == EL_PENGUIN)
8451 TestIfFriendTouchesBadThing(newx, newy);
8453 if (DONT_GET_HIT_BY(element))
8455 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8458 /* give the player one last chance (one more frame) to move away */
8459 if (CAN_FALL(element) && direction == MV_DOWN &&
8460 (last_line || (!IS_FREE(x, newy + 1) &&
8461 (!IS_PLAYER(x, newy + 1) ||
8462 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8465 if (pushed_by_player && !game.use_change_when_pushing_bug)
8467 int push_side = MV_DIR_OPPOSITE(direction);
8468 struct PlayerInfo *player = PLAYERINFO(x, y);
8470 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8471 player->index_bit, push_side);
8472 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8473 player->index_bit, push_side);
8476 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8477 MovDelay[newx][newy] = 1;
8479 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8481 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8482 TestIfElementHitsCustomElement(newx, newy, direction);
8483 TestIfPlayerTouchesCustomElement(newx, newy);
8484 TestIfElementTouchesCustomElement(newx, newy);
8486 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8487 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8488 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8489 MV_DIR_OPPOSITE(direction));
8492 int AmoebeNachbarNr(int ax, int ay)
8495 int element = Feld[ax][ay];
8497 static int xy[4][2] =
8505 for (i = 0; i < NUM_DIRECTIONS; i++)
8507 int x = ax + xy[i][0];
8508 int y = ay + xy[i][1];
8510 if (!IN_LEV_FIELD(x, y))
8513 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8514 group_nr = AmoebaNr[x][y];
8520 void AmoebenVereinigen(int ax, int ay)
8522 int i, x, y, xx, yy;
8523 int new_group_nr = AmoebaNr[ax][ay];
8524 static int xy[4][2] =
8532 if (new_group_nr == 0)
8535 for (i = 0; i < NUM_DIRECTIONS; i++)
8540 if (!IN_LEV_FIELD(x, y))
8543 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8544 Feld[x][y] == EL_BD_AMOEBA ||
8545 Feld[x][y] == EL_AMOEBA_DEAD) &&
8546 AmoebaNr[x][y] != new_group_nr)
8548 int old_group_nr = AmoebaNr[x][y];
8550 if (old_group_nr == 0)
8553 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8554 AmoebaCnt[old_group_nr] = 0;
8555 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8556 AmoebaCnt2[old_group_nr] = 0;
8558 SCAN_PLAYFIELD(xx, yy)
8560 if (AmoebaNr[xx][yy] == old_group_nr)
8561 AmoebaNr[xx][yy] = new_group_nr;
8567 void AmoebeUmwandeln(int ax, int ay)
8571 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8573 int group_nr = AmoebaNr[ax][ay];
8578 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8579 printf("AmoebeUmwandeln(): This should never happen!\n");
8584 SCAN_PLAYFIELD(x, y)
8586 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8589 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8593 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8594 SND_AMOEBA_TURNING_TO_GEM :
8595 SND_AMOEBA_TURNING_TO_ROCK));
8600 static int xy[4][2] =
8608 for (i = 0; i < NUM_DIRECTIONS; i++)
8613 if (!IN_LEV_FIELD(x, y))
8616 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8618 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8619 SND_AMOEBA_TURNING_TO_GEM :
8620 SND_AMOEBA_TURNING_TO_ROCK));
8627 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8630 int group_nr = AmoebaNr[ax][ay];
8631 boolean done = FALSE;
8636 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8637 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8642 SCAN_PLAYFIELD(x, y)
8644 if (AmoebaNr[x][y] == group_nr &&
8645 (Feld[x][y] == EL_AMOEBA_DEAD ||
8646 Feld[x][y] == EL_BD_AMOEBA ||
8647 Feld[x][y] == EL_AMOEBA_GROWING))
8650 Feld[x][y] = new_element;
8651 InitField(x, y, FALSE);
8652 TEST_DrawLevelField(x, y);
8658 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8659 SND_BD_AMOEBA_TURNING_TO_ROCK :
8660 SND_BD_AMOEBA_TURNING_TO_GEM));
8663 void AmoebeWaechst(int x, int y)
8665 static unsigned int sound_delay = 0;
8666 static unsigned int sound_delay_value = 0;
8668 if (!MovDelay[x][y]) /* start new growing cycle */
8672 if (DelayReached(&sound_delay, sound_delay_value))
8674 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8675 sound_delay_value = 30;
8679 if (MovDelay[x][y]) /* wait some time before growing bigger */
8682 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8684 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8685 6 - MovDelay[x][y]);
8687 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8690 if (!MovDelay[x][y])
8692 Feld[x][y] = Store[x][y];
8694 TEST_DrawLevelField(x, y);
8699 void AmoebaDisappearing(int x, int y)
8701 static unsigned int sound_delay = 0;
8702 static unsigned int sound_delay_value = 0;
8704 if (!MovDelay[x][y]) /* start new shrinking cycle */
8708 if (DelayReached(&sound_delay, sound_delay_value))
8709 sound_delay_value = 30;
8712 if (MovDelay[x][y]) /* wait some time before shrinking */
8715 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8717 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8718 6 - MovDelay[x][y]);
8720 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8723 if (!MovDelay[x][y])
8725 Feld[x][y] = EL_EMPTY;
8726 TEST_DrawLevelField(x, y);
8728 /* don't let mole enter this field in this cycle;
8729 (give priority to objects falling to this field from above) */
8735 void AmoebeAbleger(int ax, int ay)
8738 int element = Feld[ax][ay];
8739 int graphic = el2img(element);
8740 int newax = ax, neway = ay;
8741 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8742 static int xy[4][2] =
8750 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8752 Feld[ax][ay] = EL_AMOEBA_DEAD;
8753 TEST_DrawLevelField(ax, ay);
8757 if (IS_ANIMATED(graphic))
8758 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8760 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8761 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8763 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8766 if (MovDelay[ax][ay])
8770 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8773 int x = ax + xy[start][0];
8774 int y = ay + xy[start][1];
8776 if (!IN_LEV_FIELD(x, y))
8779 if (IS_FREE(x, y) ||
8780 CAN_GROW_INTO(Feld[x][y]) ||
8781 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8782 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8788 if (newax == ax && neway == ay)
8791 else /* normal or "filled" (BD style) amoeba */
8794 boolean waiting_for_player = FALSE;
8796 for (i = 0; i < NUM_DIRECTIONS; i++)
8798 int j = (start + i) % 4;
8799 int x = ax + xy[j][0];
8800 int y = ay + xy[j][1];
8802 if (!IN_LEV_FIELD(x, y))
8805 if (IS_FREE(x, y) ||
8806 CAN_GROW_INTO(Feld[x][y]) ||
8807 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8808 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8814 else if (IS_PLAYER(x, y))
8815 waiting_for_player = TRUE;
8818 if (newax == ax && neway == ay) /* amoeba cannot grow */
8820 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8822 Feld[ax][ay] = EL_AMOEBA_DEAD;
8823 TEST_DrawLevelField(ax, ay);
8824 AmoebaCnt[AmoebaNr[ax][ay]]--;
8826 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8828 if (element == EL_AMOEBA_FULL)
8829 AmoebeUmwandeln(ax, ay);
8830 else if (element == EL_BD_AMOEBA)
8831 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8836 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8838 /* amoeba gets larger by growing in some direction */
8840 int new_group_nr = AmoebaNr[ax][ay];
8843 if (new_group_nr == 0)
8845 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8846 printf("AmoebeAbleger(): This should never happen!\n");
8851 AmoebaNr[newax][neway] = new_group_nr;
8852 AmoebaCnt[new_group_nr]++;
8853 AmoebaCnt2[new_group_nr]++;
8855 /* if amoeba touches other amoeba(s) after growing, unify them */
8856 AmoebenVereinigen(newax, neway);
8858 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8860 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8866 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8867 (neway == lev_fieldy - 1 && newax != ax))
8869 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8870 Store[newax][neway] = element;
8872 else if (neway == ay || element == EL_EMC_DRIPPER)
8874 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8876 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8880 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8881 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8882 Store[ax][ay] = EL_AMOEBA_DROP;
8883 ContinueMoving(ax, ay);
8887 TEST_DrawLevelField(newax, neway);
8890 void Life(int ax, int ay)
8894 int element = Feld[ax][ay];
8895 int graphic = el2img(element);
8896 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8898 boolean changed = FALSE;
8900 if (IS_ANIMATED(graphic))
8901 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8906 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8907 MovDelay[ax][ay] = life_time;
8909 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8912 if (MovDelay[ax][ay])
8916 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8918 int xx = ax+x1, yy = ay+y1;
8921 if (!IN_LEV_FIELD(xx, yy))
8924 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8926 int x = xx+x2, y = yy+y2;
8928 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8931 if (((Feld[x][y] == element ||
8932 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8934 (IS_FREE(x, y) && Stop[x][y]))
8938 if (xx == ax && yy == ay) /* field in the middle */
8940 if (nachbarn < life_parameter[0] ||
8941 nachbarn > life_parameter[1])
8943 Feld[xx][yy] = EL_EMPTY;
8945 TEST_DrawLevelField(xx, yy);
8946 Stop[xx][yy] = TRUE;
8950 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8951 { /* free border field */
8952 if (nachbarn >= life_parameter[2] &&
8953 nachbarn <= life_parameter[3])
8955 Feld[xx][yy] = element;
8956 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8958 TEST_DrawLevelField(xx, yy);
8959 Stop[xx][yy] = TRUE;
8966 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8967 SND_GAME_OF_LIFE_GROWING);
8970 static void InitRobotWheel(int x, int y)
8972 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8975 static void RunRobotWheel(int x, int y)
8977 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8980 static void StopRobotWheel(int x, int y)
8982 if (ZX == x && ZY == y)
8986 game.robot_wheel_active = FALSE;
8990 static void InitTimegateWheel(int x, int y)
8992 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8995 static void RunTimegateWheel(int x, int y)
8997 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9000 static void InitMagicBallDelay(int x, int y)
9002 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9005 static void ActivateMagicBall(int bx, int by)
9009 if (level.ball_random)
9011 int pos_border = RND(8); /* select one of the eight border elements */
9012 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9013 int xx = pos_content % 3;
9014 int yy = pos_content / 3;
9019 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9020 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9024 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9026 int xx = x - bx + 1;
9027 int yy = y - by + 1;
9029 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9030 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9034 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9037 void CheckExit(int x, int y)
9039 if (local_player->gems_still_needed > 0 ||
9040 local_player->sokobanfields_still_needed > 0 ||
9041 local_player->lights_still_needed > 0)
9043 int element = Feld[x][y];
9044 int graphic = el2img(element);
9046 if (IS_ANIMATED(graphic))
9047 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9052 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9055 Feld[x][y] = EL_EXIT_OPENING;
9057 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9060 void CheckExitEM(int x, int y)
9062 if (local_player->gems_still_needed > 0 ||
9063 local_player->sokobanfields_still_needed > 0 ||
9064 local_player->lights_still_needed > 0)
9066 int element = Feld[x][y];
9067 int graphic = el2img(element);
9069 if (IS_ANIMATED(graphic))
9070 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9075 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9078 Feld[x][y] = EL_EM_EXIT_OPENING;
9080 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9083 void CheckExitSteel(int x, int y)
9085 if (local_player->gems_still_needed > 0 ||
9086 local_player->sokobanfields_still_needed > 0 ||
9087 local_player->lights_still_needed > 0)
9089 int element = Feld[x][y];
9090 int graphic = el2img(element);
9092 if (IS_ANIMATED(graphic))
9093 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9098 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9101 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9103 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9106 void CheckExitSteelEM(int x, int y)
9108 if (local_player->gems_still_needed > 0 ||
9109 local_player->sokobanfields_still_needed > 0 ||
9110 local_player->lights_still_needed > 0)
9112 int element = Feld[x][y];
9113 int graphic = el2img(element);
9115 if (IS_ANIMATED(graphic))
9116 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9121 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9124 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9126 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9129 void CheckExitSP(int x, int y)
9131 if (local_player->gems_still_needed > 0)
9133 int element = Feld[x][y];
9134 int graphic = el2img(element);
9136 if (IS_ANIMATED(graphic))
9137 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9142 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9145 Feld[x][y] = EL_SP_EXIT_OPENING;
9147 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9150 static void CloseAllOpenTimegates()
9154 SCAN_PLAYFIELD(x, y)
9156 int element = Feld[x][y];
9158 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9160 Feld[x][y] = EL_TIMEGATE_CLOSING;
9162 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9167 void DrawTwinkleOnField(int x, int y)
9169 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9172 if (Feld[x][y] == EL_BD_DIAMOND)
9175 if (MovDelay[x][y] == 0) /* next animation frame */
9176 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9178 if (MovDelay[x][y] != 0) /* wait some time before next frame */
9182 DrawLevelElementAnimation(x, y, Feld[x][y]);
9184 if (MovDelay[x][y] != 0)
9186 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9187 10 - MovDelay[x][y]);
9189 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9194 void MauerWaechst(int x, int y)
9198 if (!MovDelay[x][y]) /* next animation frame */
9199 MovDelay[x][y] = 3 * delay;
9201 if (MovDelay[x][y]) /* wait some time before next frame */
9205 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9207 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9208 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9210 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9213 if (!MovDelay[x][y])
9215 if (MovDir[x][y] == MV_LEFT)
9217 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9218 TEST_DrawLevelField(x - 1, y);
9220 else if (MovDir[x][y] == MV_RIGHT)
9222 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9223 TEST_DrawLevelField(x + 1, y);
9225 else if (MovDir[x][y] == MV_UP)
9227 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9228 TEST_DrawLevelField(x, y - 1);
9232 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9233 TEST_DrawLevelField(x, y + 1);
9236 Feld[x][y] = Store[x][y];
9238 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9239 TEST_DrawLevelField(x, y);
9244 void MauerAbleger(int ax, int ay)
9246 int element = Feld[ax][ay];
9247 int graphic = el2img(element);
9248 boolean oben_frei = FALSE, unten_frei = FALSE;
9249 boolean links_frei = FALSE, rechts_frei = FALSE;
9250 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9251 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9252 boolean new_wall = FALSE;
9254 if (IS_ANIMATED(graphic))
9255 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9257 if (!MovDelay[ax][ay]) /* start building new wall */
9258 MovDelay[ax][ay] = 6;
9260 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9263 if (MovDelay[ax][ay])
9267 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9269 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9271 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9273 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9276 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9277 element == EL_EXPANDABLE_WALL_ANY)
9281 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9282 Store[ax][ay-1] = element;
9283 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9284 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9285 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9286 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9291 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9292 Store[ax][ay+1] = element;
9293 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9294 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9295 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9296 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9301 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9302 element == EL_EXPANDABLE_WALL_ANY ||
9303 element == EL_EXPANDABLE_WALL ||
9304 element == EL_BD_EXPANDABLE_WALL)
9308 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9309 Store[ax-1][ay] = element;
9310 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9311 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9312 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9313 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9319 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9320 Store[ax+1][ay] = element;
9321 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9322 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9323 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9324 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9329 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9330 TEST_DrawLevelField(ax, ay);
9332 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9334 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9335 unten_massiv = TRUE;
9336 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9337 links_massiv = TRUE;
9338 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9339 rechts_massiv = TRUE;
9341 if (((oben_massiv && unten_massiv) ||
9342 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9343 element == EL_EXPANDABLE_WALL) &&
9344 ((links_massiv && rechts_massiv) ||
9345 element == EL_EXPANDABLE_WALL_VERTICAL))
9346 Feld[ax][ay] = EL_WALL;
9349 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9352 void MauerAblegerStahl(int ax, int ay)
9354 int element = Feld[ax][ay];
9355 int graphic = el2img(element);
9356 boolean oben_frei = FALSE, unten_frei = FALSE;
9357 boolean links_frei = FALSE, rechts_frei = FALSE;
9358 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9359 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9360 boolean new_wall = FALSE;
9362 if (IS_ANIMATED(graphic))
9363 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9365 if (!MovDelay[ax][ay]) /* start building new wall */
9366 MovDelay[ax][ay] = 6;
9368 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9371 if (MovDelay[ax][ay])
9375 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9377 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9379 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9381 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9384 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9385 element == EL_EXPANDABLE_STEELWALL_ANY)
9389 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9390 Store[ax][ay-1] = element;
9391 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9392 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9393 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9394 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9399 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9400 Store[ax][ay+1] = element;
9401 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9402 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9403 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9404 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9409 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9410 element == EL_EXPANDABLE_STEELWALL_ANY)
9414 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9415 Store[ax-1][ay] = element;
9416 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9417 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9418 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9419 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9425 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9426 Store[ax+1][ay] = element;
9427 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9428 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9429 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9430 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9435 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9437 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9438 unten_massiv = TRUE;
9439 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9440 links_massiv = TRUE;
9441 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9442 rechts_massiv = TRUE;
9444 if (((oben_massiv && unten_massiv) ||
9445 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9446 ((links_massiv && rechts_massiv) ||
9447 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9448 Feld[ax][ay] = EL_STEELWALL;
9451 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9454 void CheckForDragon(int x, int y)
9457 boolean dragon_found = FALSE;
9458 static int xy[4][2] =
9466 for (i = 0; i < NUM_DIRECTIONS; i++)
9468 for (j = 0; j < 4; j++)
9470 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9472 if (IN_LEV_FIELD(xx, yy) &&
9473 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9475 if (Feld[xx][yy] == EL_DRAGON)
9476 dragon_found = TRUE;
9485 for (i = 0; i < NUM_DIRECTIONS; i++)
9487 for (j = 0; j < 3; j++)
9489 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9491 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9493 Feld[xx][yy] = EL_EMPTY;
9494 TEST_DrawLevelField(xx, yy);
9503 static void InitBuggyBase(int x, int y)
9505 int element = Feld[x][y];
9506 int activating_delay = FRAMES_PER_SECOND / 4;
9509 (element == EL_SP_BUGGY_BASE ?
9510 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9511 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9513 element == EL_SP_BUGGY_BASE_ACTIVE ?
9514 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9517 static void WarnBuggyBase(int x, int y)
9520 static int xy[4][2] =
9528 for (i = 0; i < NUM_DIRECTIONS; i++)
9530 int xx = x + xy[i][0];
9531 int yy = y + xy[i][1];
9533 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9535 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9542 static void InitTrap(int x, int y)
9544 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9547 static void ActivateTrap(int x, int y)
9549 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9552 static void ChangeActiveTrap(int x, int y)
9554 int graphic = IMG_TRAP_ACTIVE;
9556 /* if new animation frame was drawn, correct crumbled sand border */
9557 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9558 TEST_DrawLevelFieldCrumbled(x, y);
9561 static int getSpecialActionElement(int element, int number, int base_element)
9563 return (element != EL_EMPTY ? element :
9564 number != -1 ? base_element + number - 1 :
9568 static int getModifiedActionNumber(int value_old, int operator, int operand,
9569 int value_min, int value_max)
9571 int value_new = (operator == CA_MODE_SET ? operand :
9572 operator == CA_MODE_ADD ? value_old + operand :
9573 operator == CA_MODE_SUBTRACT ? value_old - operand :
9574 operator == CA_MODE_MULTIPLY ? value_old * operand :
9575 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9576 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9579 return (value_new < value_min ? value_min :
9580 value_new > value_max ? value_max :
9584 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9586 struct ElementInfo *ei = &element_info[element];
9587 struct ElementChangeInfo *change = &ei->change_page[page];
9588 int target_element = change->target_element;
9589 int action_type = change->action_type;
9590 int action_mode = change->action_mode;
9591 int action_arg = change->action_arg;
9592 int action_element = change->action_element;
9595 if (!change->has_action)
9598 /* ---------- determine action paramater values -------------------------- */
9600 int level_time_value =
9601 (level.time > 0 ? TimeLeft :
9604 int action_arg_element_raw =
9605 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9606 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9607 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9608 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9609 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9610 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9611 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9613 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9615 int action_arg_direction =
9616 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9617 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9618 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9619 change->actual_trigger_side :
9620 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9621 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9624 int action_arg_number_min =
9625 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9628 int action_arg_number_max =
9629 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9630 action_type == CA_SET_LEVEL_GEMS ? 999 :
9631 action_type == CA_SET_LEVEL_TIME ? 9999 :
9632 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9633 action_type == CA_SET_CE_VALUE ? 9999 :
9634 action_type == CA_SET_CE_SCORE ? 9999 :
9637 int action_arg_number_reset =
9638 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9639 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9640 action_type == CA_SET_LEVEL_TIME ? level.time :
9641 action_type == CA_SET_LEVEL_SCORE ? 0 :
9642 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9643 action_type == CA_SET_CE_SCORE ? 0 :
9646 int action_arg_number =
9647 (action_arg <= CA_ARG_MAX ? action_arg :
9648 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9649 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9650 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9651 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9652 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9653 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9654 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9655 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9656 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9657 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9658 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9659 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9660 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9661 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9662 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9663 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9664 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9665 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9666 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9667 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9668 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9671 int action_arg_number_old =
9672 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9673 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9674 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9675 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9676 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9679 int action_arg_number_new =
9680 getModifiedActionNumber(action_arg_number_old,
9681 action_mode, action_arg_number,
9682 action_arg_number_min, action_arg_number_max);
9684 int trigger_player_bits =
9685 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9686 change->actual_trigger_player_bits : change->trigger_player);
9688 int action_arg_player_bits =
9689 (action_arg >= CA_ARG_PLAYER_1 &&
9690 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9691 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9692 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9695 /* ---------- execute action -------------------------------------------- */
9697 switch (action_type)
9704 /* ---------- level actions ------------------------------------------- */
9706 case CA_RESTART_LEVEL:
9708 game.restart_level = TRUE;
9713 case CA_SHOW_ENVELOPE:
9715 int element = getSpecialActionElement(action_arg_element,
9716 action_arg_number, EL_ENVELOPE_1);
9718 if (IS_ENVELOPE(element))
9719 local_player->show_envelope = element;
9724 case CA_SET_LEVEL_TIME:
9726 if (level.time > 0) /* only modify limited time value */
9728 TimeLeft = action_arg_number_new;
9730 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9732 DisplayGameControlValues();
9734 if (!TimeLeft && setup.time_limit)
9735 for (i = 0; i < MAX_PLAYERS; i++)
9736 KillPlayer(&stored_player[i]);
9742 case CA_SET_LEVEL_SCORE:
9744 local_player->score = action_arg_number_new;
9746 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9748 DisplayGameControlValues();
9753 case CA_SET_LEVEL_GEMS:
9755 local_player->gems_still_needed = action_arg_number_new;
9757 game.snapshot.collected_item = TRUE;
9759 game_panel_controls[GAME_PANEL_GEMS].value =
9760 local_player->gems_still_needed;
9762 DisplayGameControlValues();
9767 case CA_SET_LEVEL_WIND:
9769 game.wind_direction = action_arg_direction;
9774 case CA_SET_LEVEL_RANDOM_SEED:
9776 /* ensure that setting a new random seed while playing is predictable */
9777 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9782 /* ---------- player actions ------------------------------------------ */
9784 case CA_MOVE_PLAYER:
9786 /* automatically move to the next field in specified direction */
9787 for (i = 0; i < MAX_PLAYERS; i++)
9788 if (trigger_player_bits & (1 << i))
9789 stored_player[i].programmed_action = action_arg_direction;
9794 case CA_EXIT_PLAYER:
9796 for (i = 0; i < MAX_PLAYERS; i++)
9797 if (action_arg_player_bits & (1 << i))
9798 PlayerWins(&stored_player[i]);
9803 case CA_KILL_PLAYER:
9805 for (i = 0; i < MAX_PLAYERS; i++)
9806 if (action_arg_player_bits & (1 << i))
9807 KillPlayer(&stored_player[i]);
9812 case CA_SET_PLAYER_KEYS:
9814 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9815 int element = getSpecialActionElement(action_arg_element,
9816 action_arg_number, EL_KEY_1);
9818 if (IS_KEY(element))
9820 for (i = 0; i < MAX_PLAYERS; i++)
9822 if (trigger_player_bits & (1 << i))
9824 stored_player[i].key[KEY_NR(element)] = key_state;
9826 DrawGameDoorValues();
9834 case CA_SET_PLAYER_SPEED:
9836 for (i = 0; i < MAX_PLAYERS; i++)
9838 if (trigger_player_bits & (1 << i))
9840 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9842 if (action_arg == CA_ARG_SPEED_FASTER &&
9843 stored_player[i].cannot_move)
9845 action_arg_number = STEPSIZE_VERY_SLOW;
9847 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9848 action_arg == CA_ARG_SPEED_FASTER)
9850 action_arg_number = 2;
9851 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9854 else if (action_arg == CA_ARG_NUMBER_RESET)
9856 action_arg_number = level.initial_player_stepsize[i];
9860 getModifiedActionNumber(move_stepsize,
9863 action_arg_number_min,
9864 action_arg_number_max);
9866 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9873 case CA_SET_PLAYER_SHIELD:
9875 for (i = 0; i < MAX_PLAYERS; i++)
9877 if (trigger_player_bits & (1 << i))
9879 if (action_arg == CA_ARG_SHIELD_OFF)
9881 stored_player[i].shield_normal_time_left = 0;
9882 stored_player[i].shield_deadly_time_left = 0;
9884 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9886 stored_player[i].shield_normal_time_left = 999999;
9888 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9890 stored_player[i].shield_normal_time_left = 999999;
9891 stored_player[i].shield_deadly_time_left = 999999;
9899 case CA_SET_PLAYER_GRAVITY:
9901 for (i = 0; i < MAX_PLAYERS; i++)
9903 if (trigger_player_bits & (1 << i))
9905 stored_player[i].gravity =
9906 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9907 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9908 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9909 stored_player[i].gravity);
9916 case CA_SET_PLAYER_ARTWORK:
9918 for (i = 0; i < MAX_PLAYERS; i++)
9920 if (trigger_player_bits & (1 << i))
9922 int artwork_element = action_arg_element;
9924 if (action_arg == CA_ARG_ELEMENT_RESET)
9926 (level.use_artwork_element[i] ? level.artwork_element[i] :
9927 stored_player[i].element_nr);
9929 if (stored_player[i].artwork_element != artwork_element)
9930 stored_player[i].Frame = 0;
9932 stored_player[i].artwork_element = artwork_element;
9934 SetPlayerWaiting(&stored_player[i], FALSE);
9936 /* set number of special actions for bored and sleeping animation */
9937 stored_player[i].num_special_action_bored =
9938 get_num_special_action(artwork_element,
9939 ACTION_BORING_1, ACTION_BORING_LAST);
9940 stored_player[i].num_special_action_sleeping =
9941 get_num_special_action(artwork_element,
9942 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9949 case CA_SET_PLAYER_INVENTORY:
9951 for (i = 0; i < MAX_PLAYERS; i++)
9953 struct PlayerInfo *player = &stored_player[i];
9956 if (trigger_player_bits & (1 << i))
9958 int inventory_element = action_arg_element;
9960 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9961 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9962 action_arg == CA_ARG_ELEMENT_ACTION)
9964 int element = inventory_element;
9965 int collect_count = element_info[element].collect_count_initial;
9967 if (!IS_CUSTOM_ELEMENT(element))
9970 if (collect_count == 0)
9971 player->inventory_infinite_element = element;
9973 for (k = 0; k < collect_count; k++)
9974 if (player->inventory_size < MAX_INVENTORY_SIZE)
9975 player->inventory_element[player->inventory_size++] =
9978 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9979 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9980 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9982 if (player->inventory_infinite_element != EL_UNDEFINED &&
9983 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9984 action_arg_element_raw))
9985 player->inventory_infinite_element = EL_UNDEFINED;
9987 for (k = 0, j = 0; j < player->inventory_size; j++)
9989 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9990 action_arg_element_raw))
9991 player->inventory_element[k++] = player->inventory_element[j];
9994 player->inventory_size = k;
9996 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9998 if (player->inventory_size > 0)
10000 for (j = 0; j < player->inventory_size - 1; j++)
10001 player->inventory_element[j] = player->inventory_element[j + 1];
10003 player->inventory_size--;
10006 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10008 if (player->inventory_size > 0)
10009 player->inventory_size--;
10011 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10013 player->inventory_infinite_element = EL_UNDEFINED;
10014 player->inventory_size = 0;
10016 else if (action_arg == CA_ARG_INVENTORY_RESET)
10018 player->inventory_infinite_element = EL_UNDEFINED;
10019 player->inventory_size = 0;
10021 if (level.use_initial_inventory[i])
10023 for (j = 0; j < level.initial_inventory_size[i]; j++)
10025 int element = level.initial_inventory_content[i][j];
10026 int collect_count = element_info[element].collect_count_initial;
10028 if (!IS_CUSTOM_ELEMENT(element))
10031 if (collect_count == 0)
10032 player->inventory_infinite_element = element;
10034 for (k = 0; k < collect_count; k++)
10035 if (player->inventory_size < MAX_INVENTORY_SIZE)
10036 player->inventory_element[player->inventory_size++] =
10047 /* ---------- CE actions ---------------------------------------------- */
10049 case CA_SET_CE_VALUE:
10051 int last_ce_value = CustomValue[x][y];
10053 CustomValue[x][y] = action_arg_number_new;
10055 if (CustomValue[x][y] != last_ce_value)
10057 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10058 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10060 if (CustomValue[x][y] == 0)
10062 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10063 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10070 case CA_SET_CE_SCORE:
10072 int last_ce_score = ei->collect_score;
10074 ei->collect_score = action_arg_number_new;
10076 if (ei->collect_score != last_ce_score)
10078 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10079 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10081 if (ei->collect_score == 0)
10085 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10086 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10089 This is a very special case that seems to be a mixture between
10090 CheckElementChange() and CheckTriggeredElementChange(): while
10091 the first one only affects single elements that are triggered
10092 directly, the second one affects multiple elements in the playfield
10093 that are triggered indirectly by another element. This is a third
10094 case: Changing the CE score always affects multiple identical CEs,
10095 so every affected CE must be checked, not only the single CE for
10096 which the CE score was changed in the first place (as every instance
10097 of that CE shares the same CE score, and therefore also can change)!
10099 SCAN_PLAYFIELD(xx, yy)
10101 if (Feld[xx][yy] == element)
10102 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10103 CE_SCORE_GETS_ZERO);
10111 case CA_SET_CE_ARTWORK:
10113 int artwork_element = action_arg_element;
10114 boolean reset_frame = FALSE;
10117 if (action_arg == CA_ARG_ELEMENT_RESET)
10118 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10121 if (ei->gfx_element != artwork_element)
10122 reset_frame = TRUE;
10124 ei->gfx_element = artwork_element;
10126 SCAN_PLAYFIELD(xx, yy)
10128 if (Feld[xx][yy] == element)
10132 ResetGfxAnimation(xx, yy);
10133 ResetRandomAnimationValue(xx, yy);
10136 TEST_DrawLevelField(xx, yy);
10143 /* ---------- engine actions ------------------------------------------ */
10145 case CA_SET_ENGINE_SCAN_MODE:
10147 InitPlayfieldScanMode(action_arg);
10157 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10159 int old_element = Feld[x][y];
10160 int new_element = GetElementFromGroupElement(element);
10161 int previous_move_direction = MovDir[x][y];
10162 int last_ce_value = CustomValue[x][y];
10163 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10164 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10165 boolean add_player_onto_element = (new_element_is_player &&
10166 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10167 IS_WALKABLE(old_element));
10169 if (!add_player_onto_element)
10171 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10172 RemoveMovingField(x, y);
10176 Feld[x][y] = new_element;
10178 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10179 MovDir[x][y] = previous_move_direction;
10181 if (element_info[new_element].use_last_ce_value)
10182 CustomValue[x][y] = last_ce_value;
10184 InitField_WithBug1(x, y, FALSE);
10186 new_element = Feld[x][y]; /* element may have changed */
10188 ResetGfxAnimation(x, y);
10189 ResetRandomAnimationValue(x, y);
10191 TEST_DrawLevelField(x, y);
10193 if (GFX_CRUMBLED(new_element))
10194 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10197 /* check if element under the player changes from accessible to unaccessible
10198 (needed for special case of dropping element which then changes) */
10199 /* (must be checked after creating new element for walkable group elements) */
10200 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10201 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10208 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10209 if (new_element_is_player)
10210 RelocatePlayer(x, y, new_element);
10213 ChangeCount[x][y]++; /* count number of changes in the same frame */
10215 TestIfBadThingTouchesPlayer(x, y);
10216 TestIfPlayerTouchesCustomElement(x, y);
10217 TestIfElementTouchesCustomElement(x, y);
10220 static void CreateField(int x, int y, int element)
10222 CreateFieldExt(x, y, element, FALSE);
10225 static void CreateElementFromChange(int x, int y, int element)
10227 element = GET_VALID_RUNTIME_ELEMENT(element);
10229 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10231 int old_element = Feld[x][y];
10233 /* prevent changed element from moving in same engine frame
10234 unless both old and new element can either fall or move */
10235 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10236 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10240 CreateFieldExt(x, y, element, TRUE);
10243 static boolean ChangeElement(int x, int y, int element, int page)
10245 struct ElementInfo *ei = &element_info[element];
10246 struct ElementChangeInfo *change = &ei->change_page[page];
10247 int ce_value = CustomValue[x][y];
10248 int ce_score = ei->collect_score;
10249 int target_element;
10250 int old_element = Feld[x][y];
10252 /* always use default change event to prevent running into a loop */
10253 if (ChangeEvent[x][y] == -1)
10254 ChangeEvent[x][y] = CE_DELAY;
10256 if (ChangeEvent[x][y] == CE_DELAY)
10258 /* reset actual trigger element, trigger player and action element */
10259 change->actual_trigger_element = EL_EMPTY;
10260 change->actual_trigger_player = EL_EMPTY;
10261 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10262 change->actual_trigger_side = CH_SIDE_NONE;
10263 change->actual_trigger_ce_value = 0;
10264 change->actual_trigger_ce_score = 0;
10267 /* do not change elements more than a specified maximum number of changes */
10268 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10271 ChangeCount[x][y]++; /* count number of changes in the same frame */
10273 if (change->explode)
10280 if (change->use_target_content)
10282 boolean complete_replace = TRUE;
10283 boolean can_replace[3][3];
10286 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10289 boolean is_walkable;
10290 boolean is_diggable;
10291 boolean is_collectible;
10292 boolean is_removable;
10293 boolean is_destructible;
10294 int ex = x + xx - 1;
10295 int ey = y + yy - 1;
10296 int content_element = change->target_content.e[xx][yy];
10299 can_replace[xx][yy] = TRUE;
10301 if (ex == x && ey == y) /* do not check changing element itself */
10304 if (content_element == EL_EMPTY_SPACE)
10306 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10311 if (!IN_LEV_FIELD(ex, ey))
10313 can_replace[xx][yy] = FALSE;
10314 complete_replace = FALSE;
10321 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10322 e = MovingOrBlocked2Element(ex, ey);
10324 is_empty = (IS_FREE(ex, ey) ||
10325 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10327 is_walkable = (is_empty || IS_WALKABLE(e));
10328 is_diggable = (is_empty || IS_DIGGABLE(e));
10329 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10330 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10331 is_removable = (is_diggable || is_collectible);
10333 can_replace[xx][yy] =
10334 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10335 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10336 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10337 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10338 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10339 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10340 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10342 if (!can_replace[xx][yy])
10343 complete_replace = FALSE;
10346 if (!change->only_if_complete || complete_replace)
10348 boolean something_has_changed = FALSE;
10350 if (change->only_if_complete && change->use_random_replace &&
10351 RND(100) < change->random_percentage)
10354 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10356 int ex = x + xx - 1;
10357 int ey = y + yy - 1;
10358 int content_element;
10360 if (can_replace[xx][yy] && (!change->use_random_replace ||
10361 RND(100) < change->random_percentage))
10363 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10364 RemoveMovingField(ex, ey);
10366 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10368 content_element = change->target_content.e[xx][yy];
10369 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10370 ce_value, ce_score);
10372 CreateElementFromChange(ex, ey, target_element);
10374 something_has_changed = TRUE;
10376 /* for symmetry reasons, freeze newly created border elements */
10377 if (ex != x || ey != y)
10378 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10382 if (something_has_changed)
10384 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10385 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10391 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10392 ce_value, ce_score);
10394 if (element == EL_DIAGONAL_GROWING ||
10395 element == EL_DIAGONAL_SHRINKING)
10397 target_element = Store[x][y];
10399 Store[x][y] = EL_EMPTY;
10402 CreateElementFromChange(x, y, target_element);
10404 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10405 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10408 /* this uses direct change before indirect change */
10409 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10414 static void HandleElementChange(int x, int y, int page)
10416 int element = MovingOrBlocked2Element(x, y);
10417 struct ElementInfo *ei = &element_info[element];
10418 struct ElementChangeInfo *change = &ei->change_page[page];
10419 boolean handle_action_before_change = FALSE;
10422 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10423 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10426 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10427 x, y, element, element_info[element].token_name);
10428 printf("HandleElementChange(): This should never happen!\n");
10433 /* this can happen with classic bombs on walkable, changing elements */
10434 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10439 if (ChangeDelay[x][y] == 0) /* initialize element change */
10441 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10443 if (change->can_change)
10445 /* !!! not clear why graphic animation should be reset at all here !!! */
10446 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10447 /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
10450 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10452 When using an animation frame delay of 1 (this only happens with
10453 "sp_zonk.moving.left/right" in the classic graphics), the default
10454 (non-moving) animation shows wrong animation frames (while the
10455 moving animation, like "sp_zonk.moving.left/right", is correct,
10456 so this graphical bug never shows up with the classic graphics).
10457 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10458 be drawn instead of the correct frames 0,1,2,3. This is caused by
10459 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10460 an element change: First when the change delay ("ChangeDelay[][]")
10461 counter has reached zero after decrementing, then a second time in
10462 the next frame (after "GfxFrame[][]" was already incremented) when
10463 "ChangeDelay[][]" is reset to the initial delay value again.
10465 This causes frame 0 to be drawn twice, while the last frame won't
10466 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10468 As some animations may already be cleverly designed around this bug
10469 (at least the "Snake Bite" snake tail animation does this), it cannot
10470 simply be fixed here without breaking such existing animations.
10471 Unfortunately, it cannot easily be detected if a graphics set was
10472 designed "before" or "after" the bug was fixed. As a workaround,
10473 a new graphics set option "game.graphics_engine_version" was added
10474 to be able to specify the game's major release version for which the
10475 graphics set was designed, which can then be used to decide if the
10476 bugfix should be used (version 4 and above) or not (version 3 or
10477 below, or if no version was specified at all, as with old sets).
10479 (The wrong/fixed animation frames can be tested with the test level set
10480 "test_gfxframe" and level "000", which contains a specially prepared
10481 custom element at level position (x/y) == (11/9) which uses the zonk
10482 animation mentioned above. Using "game.graphics_engine_version: 4"
10483 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10484 This can also be seen from the debug output for this test element.)
10487 /* when a custom element is about to change (for example by change delay),
10488 do not reset graphic animation when the custom element is moving */
10489 if (game.graphics_engine_version < 4 &&
10492 ResetGfxAnimation(x, y);
10493 ResetRandomAnimationValue(x, y);
10496 if (change->pre_change_function)
10497 change->pre_change_function(x, y);
10501 ChangeDelay[x][y]--;
10503 if (ChangeDelay[x][y] != 0) /* continue element change */
10505 if (change->can_change)
10507 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10509 if (IS_ANIMATED(graphic))
10510 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10512 if (change->change_function)
10513 change->change_function(x, y);
10516 else /* finish element change */
10518 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10520 page = ChangePage[x][y];
10521 ChangePage[x][y] = -1;
10523 change = &ei->change_page[page];
10526 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10528 ChangeDelay[x][y] = 1; /* try change after next move step */
10529 ChangePage[x][y] = page; /* remember page to use for change */
10534 /* special case: set new level random seed before changing element */
10535 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10536 handle_action_before_change = TRUE;
10538 if (change->has_action && handle_action_before_change)
10539 ExecuteCustomElementAction(x, y, element, page);
10541 if (change->can_change)
10543 if (ChangeElement(x, y, element, page))
10545 if (change->post_change_function)
10546 change->post_change_function(x, y);
10550 if (change->has_action && !handle_action_before_change)
10551 ExecuteCustomElementAction(x, y, element, page);
10555 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10556 int trigger_element,
10558 int trigger_player,
10562 boolean change_done_any = FALSE;
10563 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10566 if (!(trigger_events[trigger_element][trigger_event]))
10569 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10571 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10573 int element = EL_CUSTOM_START + i;
10574 boolean change_done = FALSE;
10577 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10578 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10581 for (p = 0; p < element_info[element].num_change_pages; p++)
10583 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10585 if (change->can_change_or_has_action &&
10586 change->has_event[trigger_event] &&
10587 change->trigger_side & trigger_side &&
10588 change->trigger_player & trigger_player &&
10589 change->trigger_page & trigger_page_bits &&
10590 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10592 change->actual_trigger_element = trigger_element;
10593 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10594 change->actual_trigger_player_bits = trigger_player;
10595 change->actual_trigger_side = trigger_side;
10596 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10597 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10599 if ((change->can_change && !change_done) || change->has_action)
10603 SCAN_PLAYFIELD(x, y)
10605 if (Feld[x][y] == element)
10607 if (change->can_change && !change_done)
10609 /* if element already changed in this frame, not only prevent
10610 another element change (checked in ChangeElement()), but
10611 also prevent additional element actions for this element */
10613 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10614 !level.use_action_after_change_bug)
10617 ChangeDelay[x][y] = 1;
10618 ChangeEvent[x][y] = trigger_event;
10620 HandleElementChange(x, y, p);
10622 else if (change->has_action)
10624 /* if element already changed in this frame, not only prevent
10625 another element change (checked in ChangeElement()), but
10626 also prevent additional element actions for this element */
10628 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10629 !level.use_action_after_change_bug)
10632 ExecuteCustomElementAction(x, y, element, p);
10633 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10638 if (change->can_change)
10640 change_done = TRUE;
10641 change_done_any = TRUE;
10648 RECURSION_LOOP_DETECTION_END();
10650 return change_done_any;
10653 static boolean CheckElementChangeExt(int x, int y,
10655 int trigger_element,
10657 int trigger_player,
10660 boolean change_done = FALSE;
10663 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10664 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10667 if (Feld[x][y] == EL_BLOCKED)
10669 Blocked2Moving(x, y, &x, &y);
10670 element = Feld[x][y];
10673 /* check if element has already changed or is about to change after moving */
10674 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10675 Feld[x][y] != element) ||
10677 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10678 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10679 ChangePage[x][y] != -1)))
10682 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10684 for (p = 0; p < element_info[element].num_change_pages; p++)
10686 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10688 /* check trigger element for all events where the element that is checked
10689 for changing interacts with a directly adjacent element -- this is
10690 different to element changes that affect other elements to change on the
10691 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10692 boolean check_trigger_element =
10693 (trigger_event == CE_TOUCHING_X ||
10694 trigger_event == CE_HITTING_X ||
10695 trigger_event == CE_HIT_BY_X ||
10696 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10698 if (change->can_change_or_has_action &&
10699 change->has_event[trigger_event] &&
10700 change->trigger_side & trigger_side &&
10701 change->trigger_player & trigger_player &&
10702 (!check_trigger_element ||
10703 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10705 change->actual_trigger_element = trigger_element;
10706 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10707 change->actual_trigger_player_bits = trigger_player;
10708 change->actual_trigger_side = trigger_side;
10709 change->actual_trigger_ce_value = CustomValue[x][y];
10710 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10712 /* special case: trigger element not at (x,y) position for some events */
10713 if (check_trigger_element)
10725 { 0, 0 }, { 0, 0 }, { 0, 0 },
10729 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10730 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10732 change->actual_trigger_ce_value = CustomValue[xx][yy];
10733 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10736 if (change->can_change && !change_done)
10738 ChangeDelay[x][y] = 1;
10739 ChangeEvent[x][y] = trigger_event;
10741 HandleElementChange(x, y, p);
10743 change_done = TRUE;
10745 else if (change->has_action)
10747 ExecuteCustomElementAction(x, y, element, p);
10748 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10753 RECURSION_LOOP_DETECTION_END();
10755 return change_done;
10758 static void PlayPlayerSound(struct PlayerInfo *player)
10760 int jx = player->jx, jy = player->jy;
10761 int sound_element = player->artwork_element;
10762 int last_action = player->last_action_waiting;
10763 int action = player->action_waiting;
10765 if (player->is_waiting)
10767 if (action != last_action)
10768 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10770 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10774 if (action != last_action)
10775 StopSound(element_info[sound_element].sound[last_action]);
10777 if (last_action == ACTION_SLEEPING)
10778 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10782 static void PlayAllPlayersSound()
10786 for (i = 0; i < MAX_PLAYERS; i++)
10787 if (stored_player[i].active)
10788 PlayPlayerSound(&stored_player[i]);
10791 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10793 boolean last_waiting = player->is_waiting;
10794 int move_dir = player->MovDir;
10796 player->dir_waiting = move_dir;
10797 player->last_action_waiting = player->action_waiting;
10801 if (!last_waiting) /* not waiting -> waiting */
10803 player->is_waiting = TRUE;
10805 player->frame_counter_bored =
10807 game.player_boring_delay_fixed +
10808 GetSimpleRandom(game.player_boring_delay_random);
10809 player->frame_counter_sleeping =
10811 game.player_sleeping_delay_fixed +
10812 GetSimpleRandom(game.player_sleeping_delay_random);
10814 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10817 if (game.player_sleeping_delay_fixed +
10818 game.player_sleeping_delay_random > 0 &&
10819 player->anim_delay_counter == 0 &&
10820 player->post_delay_counter == 0 &&
10821 FrameCounter >= player->frame_counter_sleeping)
10822 player->is_sleeping = TRUE;
10823 else if (game.player_boring_delay_fixed +
10824 game.player_boring_delay_random > 0 &&
10825 FrameCounter >= player->frame_counter_bored)
10826 player->is_bored = TRUE;
10828 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10829 player->is_bored ? ACTION_BORING :
10832 if (player->is_sleeping && player->use_murphy)
10834 /* special case for sleeping Murphy when leaning against non-free tile */
10836 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10837 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10838 !IS_MOVING(player->jx - 1, player->jy)))
10839 move_dir = MV_LEFT;
10840 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10841 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10842 !IS_MOVING(player->jx + 1, player->jy)))
10843 move_dir = MV_RIGHT;
10845 player->is_sleeping = FALSE;
10847 player->dir_waiting = move_dir;
10850 if (player->is_sleeping)
10852 if (player->num_special_action_sleeping > 0)
10854 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10856 int last_special_action = player->special_action_sleeping;
10857 int num_special_action = player->num_special_action_sleeping;
10858 int special_action =
10859 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10860 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10861 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10862 last_special_action + 1 : ACTION_SLEEPING);
10863 int special_graphic =
10864 el_act_dir2img(player->artwork_element, special_action, move_dir);
10866 player->anim_delay_counter =
10867 graphic_info[special_graphic].anim_delay_fixed +
10868 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10869 player->post_delay_counter =
10870 graphic_info[special_graphic].post_delay_fixed +
10871 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10873 player->special_action_sleeping = special_action;
10876 if (player->anim_delay_counter > 0)
10878 player->action_waiting = player->special_action_sleeping;
10879 player->anim_delay_counter--;
10881 else if (player->post_delay_counter > 0)
10883 player->post_delay_counter--;
10887 else if (player->is_bored)
10889 if (player->num_special_action_bored > 0)
10891 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10893 int special_action =
10894 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10895 int special_graphic =
10896 el_act_dir2img(player->artwork_element, special_action, move_dir);
10898 player->anim_delay_counter =
10899 graphic_info[special_graphic].anim_delay_fixed +
10900 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10901 player->post_delay_counter =
10902 graphic_info[special_graphic].post_delay_fixed +
10903 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10905 player->special_action_bored = special_action;
10908 if (player->anim_delay_counter > 0)
10910 player->action_waiting = player->special_action_bored;
10911 player->anim_delay_counter--;
10913 else if (player->post_delay_counter > 0)
10915 player->post_delay_counter--;
10920 else if (last_waiting) /* waiting -> not waiting */
10922 player->is_waiting = FALSE;
10923 player->is_bored = FALSE;
10924 player->is_sleeping = FALSE;
10926 player->frame_counter_bored = -1;
10927 player->frame_counter_sleeping = -1;
10929 player->anim_delay_counter = 0;
10930 player->post_delay_counter = 0;
10932 player->dir_waiting = player->MovDir;
10933 player->action_waiting = ACTION_DEFAULT;
10935 player->special_action_bored = ACTION_DEFAULT;
10936 player->special_action_sleeping = ACTION_DEFAULT;
10940 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10942 if ((!player->is_moving && player->was_moving) ||
10943 (player->MovPos == 0 && player->was_moving) ||
10944 (player->is_snapping && !player->was_snapping) ||
10945 (player->is_dropping && !player->was_dropping))
10947 if (!CheckSaveEngineSnapshotToList())
10950 player->was_moving = FALSE;
10951 player->was_snapping = TRUE;
10952 player->was_dropping = TRUE;
10956 if (player->is_moving)
10957 player->was_moving = TRUE;
10959 if (!player->is_snapping)
10960 player->was_snapping = FALSE;
10962 if (!player->is_dropping)
10963 player->was_dropping = FALSE;
10967 static void CheckSingleStepMode(struct PlayerInfo *player)
10969 if (tape.single_step && tape.recording && !tape.pausing)
10971 /* as it is called "single step mode", just return to pause mode when the
10972 player stopped moving after one tile (or never starts moving at all) */
10973 if (!player->is_moving &&
10974 !player->is_pushing &&
10975 !player->is_dropping_pressed)
10977 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10978 SnapField(player, 0, 0); /* stop snapping */
10982 CheckSaveEngineSnapshot(player);
10985 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10987 int left = player_action & JOY_LEFT;
10988 int right = player_action & JOY_RIGHT;
10989 int up = player_action & JOY_UP;
10990 int down = player_action & JOY_DOWN;
10991 int button1 = player_action & JOY_BUTTON_1;
10992 int button2 = player_action & JOY_BUTTON_2;
10993 int dx = (left ? -1 : right ? 1 : 0);
10994 int dy = (up ? -1 : down ? 1 : 0);
10996 if (!player->active || tape.pausing)
11002 SnapField(player, dx, dy);
11006 DropElement(player);
11008 MovePlayer(player, dx, dy);
11011 CheckSingleStepMode(player);
11013 SetPlayerWaiting(player, FALSE);
11015 return player_action;
11019 /* no actions for this player (no input at player's configured device) */
11021 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11022 SnapField(player, 0, 0);
11023 CheckGravityMovementWhenNotMoving(player);
11025 if (player->MovPos == 0)
11026 SetPlayerWaiting(player, TRUE);
11028 if (player->MovPos == 0) /* needed for tape.playing */
11029 player->is_moving = FALSE;
11031 player->is_dropping = FALSE;
11032 player->is_dropping_pressed = FALSE;
11033 player->drop_pressed_delay = 0;
11035 CheckSingleStepMode(player);
11041 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11044 if (!tape.use_mouse)
11047 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11048 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11049 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11052 static void SetTapeActionFromMouseAction(byte *tape_action,
11053 struct MouseActionInfo *mouse_action)
11055 if (!tape.use_mouse)
11058 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11059 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11060 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11063 static void CheckLevelTime()
11067 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
11068 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11070 if (level.native_em_level->lev->home == 0) /* all players at home */
11072 PlayerWins(local_player);
11074 AllPlayersGone = TRUE;
11076 level.native_em_level->lev->home = -1;
11079 if (level.native_em_level->ply[0]->alive == 0 &&
11080 level.native_em_level->ply[1]->alive == 0 &&
11081 level.native_em_level->ply[2]->alive == 0 &&
11082 level.native_em_level->ply[3]->alive == 0) /* all dead */
11083 AllPlayersGone = TRUE;
11085 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11087 if (game_sp.LevelSolved &&
11088 !game_sp.GameOver) /* game won */
11090 PlayerWins(local_player);
11092 game_sp.GameOver = TRUE;
11094 AllPlayersGone = TRUE;
11097 if (game_sp.GameOver) /* game lost */
11098 AllPlayersGone = TRUE;
11100 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11102 if (game_mm.level_solved &&
11103 !game_mm.game_over) /* game won */
11105 PlayerWins(local_player);
11107 game_mm.game_over = TRUE;
11109 AllPlayersGone = TRUE;
11112 if (game_mm.game_over) /* game lost */
11113 AllPlayersGone = TRUE;
11116 if (TimeFrames >= FRAMES_PER_SECOND)
11121 for (i = 0; i < MAX_PLAYERS; i++)
11123 struct PlayerInfo *player = &stored_player[i];
11125 if (SHIELD_ON(player))
11127 player->shield_normal_time_left--;
11129 if (player->shield_deadly_time_left > 0)
11130 player->shield_deadly_time_left--;
11134 if (!local_player->LevelSolved && !level.use_step_counter)
11142 if (TimeLeft <= 10 && setup.time_limit)
11143 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11145 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11146 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11148 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11150 if (!TimeLeft && setup.time_limit)
11152 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11153 level.native_em_level->lev->killed_out_of_time = TRUE;
11155 for (i = 0; i < MAX_PLAYERS; i++)
11156 KillPlayer(&stored_player[i]);
11159 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
11161 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11164 level.native_em_level->lev->time =
11165 (game.no_time_limit ? TimePlayed : TimeLeft);
11168 if (tape.recording || tape.playing)
11169 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11172 if (tape.recording || tape.playing)
11173 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11175 UpdateAndDisplayGameControlValues();
11178 void AdvanceFrameAndPlayerCounters(int player_nr)
11182 /* advance frame counters (global frame counter and time frame counter) */
11186 /* advance player counters (counters for move delay, move animation etc.) */
11187 for (i = 0; i < MAX_PLAYERS; i++)
11189 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11190 int move_delay_value = stored_player[i].move_delay_value;
11191 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11193 if (!advance_player_counters) /* not all players may be affected */
11196 if (move_frames == 0) /* less than one move per game frame */
11198 int stepsize = TILEX / move_delay_value;
11199 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11200 int count = (stored_player[i].is_moving ?
11201 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11203 if (count % delay == 0)
11207 stored_player[i].Frame += move_frames;
11209 if (stored_player[i].MovPos != 0)
11210 stored_player[i].StepFrame += move_frames;
11212 if (stored_player[i].move_delay > 0)
11213 stored_player[i].move_delay--;
11215 /* due to bugs in previous versions, counter must count up, not down */
11216 if (stored_player[i].push_delay != -1)
11217 stored_player[i].push_delay++;
11219 if (stored_player[i].drop_delay > 0)
11220 stored_player[i].drop_delay--;
11222 if (stored_player[i].is_dropping_pressed)
11223 stored_player[i].drop_pressed_delay++;
11227 void StartGameActions(boolean init_network_game, boolean record_tape,
11230 unsigned int new_random_seed = InitRND(random_seed);
11233 TapeStartRecording(new_random_seed);
11235 #if defined(NETWORK_AVALIABLE)
11236 if (init_network_game)
11238 SendToServer_StartPlaying();
11247 void GameActionsExt()
11250 static unsigned int game_frame_delay = 0;
11252 unsigned int game_frame_delay_value;
11253 byte *recorded_player_action;
11254 byte summarized_player_action = 0;
11255 byte tape_action[MAX_PLAYERS];
11258 /* detect endless loops, caused by custom element programming */
11259 if (recursion_loop_detected && recursion_loop_depth == 0)
11261 char *message = getStringCat3("Internal Error! Element ",
11262 EL_NAME(recursion_loop_element),
11263 " caused endless loop! Quit the game?");
11265 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11266 EL_NAME(recursion_loop_element));
11268 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11270 recursion_loop_detected = FALSE; /* if game should be continued */
11277 if (game.restart_level)
11278 StartGameActions(options.network, setup.autorecord, level.random_seed);
11280 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11281 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11283 if (level.native_em_level->lev->home == 0) /* all players at home */
11285 PlayerWins(local_player);
11287 AllPlayersGone = TRUE;
11289 level.native_em_level->lev->home = -1;
11292 if (level.native_em_level->ply[0]->alive == 0 &&
11293 level.native_em_level->ply[1]->alive == 0 &&
11294 level.native_em_level->ply[2]->alive == 0 &&
11295 level.native_em_level->ply[3]->alive == 0) /* all dead */
11296 AllPlayersGone = TRUE;
11298 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11300 if (game_sp.LevelSolved &&
11301 !game_sp.GameOver) /* game won */
11303 PlayerWins(local_player);
11305 game_sp.GameOver = TRUE;
11307 AllPlayersGone = TRUE;
11310 if (game_sp.GameOver) /* game lost */
11311 AllPlayersGone = TRUE;
11313 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11315 if (game_mm.level_solved &&
11316 !game_mm.game_over) /* game won */
11318 PlayerWins(local_player);
11320 game_mm.game_over = TRUE;
11322 AllPlayersGone = TRUE;
11325 if (game_mm.game_over) /* game lost */
11326 AllPlayersGone = TRUE;
11329 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11332 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11335 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11338 game_frame_delay_value =
11339 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11341 if (tape.playing && tape.warp_forward && !tape.pausing)
11342 game_frame_delay_value = 0;
11344 SetVideoFrameDelay(game_frame_delay_value);
11348 /* ---------- main game synchronization point ---------- */
11350 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11352 printf("::: skip == %d\n", skip);
11355 /* ---------- main game synchronization point ---------- */
11357 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11361 if (network_playing && !network_player_action_received)
11363 /* try to get network player actions in time */
11365 #if defined(NETWORK_AVALIABLE)
11366 /* last chance to get network player actions without main loop delay */
11367 HandleNetworking();
11370 /* game was quit by network peer */
11371 if (game_status != GAME_MODE_PLAYING)
11374 if (!network_player_action_received)
11375 return; /* failed to get network player actions in time */
11377 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11383 /* at this point we know that we really continue executing the game */
11385 network_player_action_received = FALSE;
11387 /* when playing tape, read previously recorded player input from tape data */
11388 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11390 local_player->effective_mouse_action = local_player->mouse_action;
11392 if (recorded_player_action != NULL)
11393 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11394 recorded_player_action);
11396 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11400 if (tape.set_centered_player)
11402 game.centered_player_nr_next = tape.centered_player_nr_next;
11403 game.set_centered_player = TRUE;
11406 for (i = 0; i < MAX_PLAYERS; i++)
11408 summarized_player_action |= stored_player[i].action;
11410 if (!network_playing && (game.team_mode || tape.playing))
11411 stored_player[i].effective_action = stored_player[i].action;
11414 #if defined(NETWORK_AVALIABLE)
11415 if (network_playing)
11416 SendToServer_MovePlayer(summarized_player_action);
11419 // summarize all actions at local players mapped input device position
11420 // (this allows using different input devices in single player mode)
11421 if (!options.network && !game.team_mode)
11422 stored_player[map_player_action[local_player->index_nr]].effective_action =
11423 summarized_player_action;
11425 if (tape.recording &&
11427 setup.input_on_focus &&
11428 game.centered_player_nr != -1)
11430 for (i = 0; i < MAX_PLAYERS; i++)
11431 stored_player[i].effective_action =
11432 (i == game.centered_player_nr ? summarized_player_action : 0);
11435 if (recorded_player_action != NULL)
11436 for (i = 0; i < MAX_PLAYERS; i++)
11437 stored_player[i].effective_action = recorded_player_action[i];
11439 for (i = 0; i < MAX_PLAYERS; i++)
11441 tape_action[i] = stored_player[i].effective_action;
11443 /* (this may happen in the RND game engine if a player was not present on
11444 the playfield on level start, but appeared later from a custom element */
11445 if (setup.team_mode &&
11448 !tape.player_participates[i])
11449 tape.player_participates[i] = TRUE;
11452 SetTapeActionFromMouseAction(tape_action,
11453 &local_player->effective_mouse_action);
11455 /* only record actions from input devices, but not programmed actions */
11456 if (tape.recording)
11457 TapeRecordAction(tape_action);
11459 #if USE_NEW_PLAYER_ASSIGNMENTS
11460 // !!! also map player actions in single player mode !!!
11461 // if (game.team_mode)
11464 byte mapped_action[MAX_PLAYERS];
11466 #if DEBUG_PLAYER_ACTIONS
11468 for (i = 0; i < MAX_PLAYERS; i++)
11469 printf(" %d, ", stored_player[i].effective_action);
11472 for (i = 0; i < MAX_PLAYERS; i++)
11473 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11475 for (i = 0; i < MAX_PLAYERS; i++)
11476 stored_player[i].effective_action = mapped_action[i];
11478 #if DEBUG_PLAYER_ACTIONS
11480 for (i = 0; i < MAX_PLAYERS; i++)
11481 printf(" %d, ", stored_player[i].effective_action);
11485 #if DEBUG_PLAYER_ACTIONS
11489 for (i = 0; i < MAX_PLAYERS; i++)
11490 printf(" %d, ", stored_player[i].effective_action);
11496 for (i = 0; i < MAX_PLAYERS; i++)
11498 // allow engine snapshot in case of changed movement attempt
11499 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11500 (stored_player[i].effective_action & KEY_MOTION))
11501 game.snapshot.changed_action = TRUE;
11503 // allow engine snapshot in case of snapping/dropping attempt
11504 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11505 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11506 game.snapshot.changed_action = TRUE;
11508 game.snapshot.last_action[i] = stored_player[i].effective_action;
11511 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11513 GameActions_EM_Main();
11515 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11517 GameActions_SP_Main();
11519 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11521 GameActions_MM_Main();
11525 GameActions_RND_Main();
11528 BlitScreenToBitmap(backbuffer);
11532 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11534 if (global.show_frames_per_second)
11536 static unsigned int fps_counter = 0;
11537 static int fps_frames = 0;
11538 unsigned int fps_delay_ms = Counter() - fps_counter;
11542 if (fps_delay_ms >= 500) /* calculate FPS every 0.5 seconds */
11544 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11547 fps_counter = Counter();
11549 /* always draw FPS to screen after FPS value was updated */
11550 redraw_mask |= REDRAW_FPS;
11553 /* only draw FPS if no screen areas are deactivated (invisible warp mode) */
11554 if (GetDrawDeactivationMask() == REDRAW_NONE)
11555 redraw_mask |= REDRAW_FPS;
11559 static void GameActions_CheckSaveEngineSnapshot()
11561 if (!game.snapshot.save_snapshot)
11564 // clear flag for saving snapshot _before_ saving snapshot
11565 game.snapshot.save_snapshot = FALSE;
11567 SaveEngineSnapshotToList();
11574 GameActions_CheckSaveEngineSnapshot();
11577 void GameActions_EM_Main()
11579 byte effective_action[MAX_PLAYERS];
11580 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11583 for (i = 0; i < MAX_PLAYERS; i++)
11584 effective_action[i] = stored_player[i].effective_action;
11586 GameActions_EM(effective_action, warp_mode);
11589 void GameActions_SP_Main()
11591 byte effective_action[MAX_PLAYERS];
11592 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11595 for (i = 0; i < MAX_PLAYERS; i++)
11596 effective_action[i] = stored_player[i].effective_action;
11598 GameActions_SP(effective_action, warp_mode);
11600 for (i = 0; i < MAX_PLAYERS; i++)
11602 if (stored_player[i].force_dropping)
11603 stored_player[i].action |= KEY_BUTTON_DROP;
11605 stored_player[i].force_dropping = FALSE;
11609 void GameActions_MM_Main()
11611 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11613 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11616 void GameActions_RND_Main()
11621 void GameActions_RND()
11623 int magic_wall_x = 0, magic_wall_y = 0;
11624 int i, x, y, element, graphic, last_gfx_frame;
11626 InitPlayfieldScanModeVars();
11628 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11630 SCAN_PLAYFIELD(x, y)
11632 ChangeCount[x][y] = 0;
11633 ChangeEvent[x][y] = -1;
11637 if (game.set_centered_player)
11639 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11641 /* switching to "all players" only possible if all players fit to screen */
11642 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11644 game.centered_player_nr_next = game.centered_player_nr;
11645 game.set_centered_player = FALSE;
11648 /* do not switch focus to non-existing (or non-active) player */
11649 if (game.centered_player_nr_next >= 0 &&
11650 !stored_player[game.centered_player_nr_next].active)
11652 game.centered_player_nr_next = game.centered_player_nr;
11653 game.set_centered_player = FALSE;
11657 if (game.set_centered_player &&
11658 ScreenMovPos == 0) /* screen currently aligned at tile position */
11662 if (game.centered_player_nr_next == -1)
11664 setScreenCenteredToAllPlayers(&sx, &sy);
11668 sx = stored_player[game.centered_player_nr_next].jx;
11669 sy = stored_player[game.centered_player_nr_next].jy;
11672 game.centered_player_nr = game.centered_player_nr_next;
11673 game.set_centered_player = FALSE;
11675 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11676 DrawGameDoorValues();
11679 for (i = 0; i < MAX_PLAYERS; i++)
11681 int actual_player_action = stored_player[i].effective_action;
11684 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11685 - rnd_equinox_tetrachloride 048
11686 - rnd_equinox_tetrachloride_ii 096
11687 - rnd_emanuel_schmieg 002
11688 - doctor_sloan_ww 001, 020
11690 if (stored_player[i].MovPos == 0)
11691 CheckGravityMovement(&stored_player[i]);
11694 /* overwrite programmed action with tape action */
11695 if (stored_player[i].programmed_action)
11696 actual_player_action = stored_player[i].programmed_action;
11698 PlayerActions(&stored_player[i], actual_player_action);
11700 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11703 ScrollScreen(NULL, SCROLL_GO_ON);
11705 /* for backwards compatibility, the following code emulates a fixed bug that
11706 occured when pushing elements (causing elements that just made their last
11707 pushing step to already (if possible) make their first falling step in the
11708 same game frame, which is bad); this code is also needed to use the famous
11709 "spring push bug" which is used in older levels and might be wanted to be
11710 used also in newer levels, but in this case the buggy pushing code is only
11711 affecting the "spring" element and no other elements */
11713 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11715 for (i = 0; i < MAX_PLAYERS; i++)
11717 struct PlayerInfo *player = &stored_player[i];
11718 int x = player->jx;
11719 int y = player->jy;
11721 if (player->active && player->is_pushing && player->is_moving &&
11723 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11724 Feld[x][y] == EL_SPRING))
11726 ContinueMoving(x, y);
11728 /* continue moving after pushing (this is actually a bug) */
11729 if (!IS_MOVING(x, y))
11730 Stop[x][y] = FALSE;
11735 SCAN_PLAYFIELD(x, y)
11737 ChangeCount[x][y] = 0;
11738 ChangeEvent[x][y] = -1;
11740 /* this must be handled before main playfield loop */
11741 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11744 if (MovDelay[x][y] <= 0)
11748 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11751 if (MovDelay[x][y] <= 0)
11754 TEST_DrawLevelField(x, y);
11756 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11761 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11763 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11764 printf("GameActions(): This should never happen!\n");
11766 ChangePage[x][y] = -1;
11770 Stop[x][y] = FALSE;
11771 if (WasJustMoving[x][y] > 0)
11772 WasJustMoving[x][y]--;
11773 if (WasJustFalling[x][y] > 0)
11774 WasJustFalling[x][y]--;
11775 if (CheckCollision[x][y] > 0)
11776 CheckCollision[x][y]--;
11777 if (CheckImpact[x][y] > 0)
11778 CheckImpact[x][y]--;
11782 /* reset finished pushing action (not done in ContinueMoving() to allow
11783 continuous pushing animation for elements with zero push delay) */
11784 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11786 ResetGfxAnimation(x, y);
11787 TEST_DrawLevelField(x, y);
11791 if (IS_BLOCKED(x, y))
11795 Blocked2Moving(x, y, &oldx, &oldy);
11796 if (!IS_MOVING(oldx, oldy))
11798 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11799 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11800 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11801 printf("GameActions(): This should never happen!\n");
11807 SCAN_PLAYFIELD(x, y)
11809 element = Feld[x][y];
11810 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11811 last_gfx_frame = GfxFrame[x][y];
11813 ResetGfxFrame(x, y);
11815 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11816 DrawLevelGraphicAnimation(x, y, graphic);
11818 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11819 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11820 ResetRandomAnimationValue(x, y);
11822 SetRandomAnimationValue(x, y);
11824 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11826 if (IS_INACTIVE(element))
11828 if (IS_ANIMATED(graphic))
11829 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11834 /* this may take place after moving, so 'element' may have changed */
11835 if (IS_CHANGING(x, y) &&
11836 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11838 int page = element_info[element].event_page_nr[CE_DELAY];
11840 HandleElementChange(x, y, page);
11842 element = Feld[x][y];
11843 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11846 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11850 element = Feld[x][y];
11851 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11853 if (IS_ANIMATED(graphic) &&
11854 !IS_MOVING(x, y) &&
11856 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11858 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11859 TEST_DrawTwinkleOnField(x, y);
11861 else if (element == EL_ACID)
11864 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11866 else if ((element == EL_EXIT_OPEN ||
11867 element == EL_EM_EXIT_OPEN ||
11868 element == EL_SP_EXIT_OPEN ||
11869 element == EL_STEEL_EXIT_OPEN ||
11870 element == EL_EM_STEEL_EXIT_OPEN ||
11871 element == EL_SP_TERMINAL ||
11872 element == EL_SP_TERMINAL_ACTIVE ||
11873 element == EL_EXTRA_TIME ||
11874 element == EL_SHIELD_NORMAL ||
11875 element == EL_SHIELD_DEADLY) &&
11876 IS_ANIMATED(graphic))
11877 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11878 else if (IS_MOVING(x, y))
11879 ContinueMoving(x, y);
11880 else if (IS_ACTIVE_BOMB(element))
11881 CheckDynamite(x, y);
11882 else if (element == EL_AMOEBA_GROWING)
11883 AmoebeWaechst(x, y);
11884 else if (element == EL_AMOEBA_SHRINKING)
11885 AmoebaDisappearing(x, y);
11887 #if !USE_NEW_AMOEBA_CODE
11888 else if (IS_AMOEBALIVE(element))
11889 AmoebeAbleger(x, y);
11892 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11894 else if (element == EL_EXIT_CLOSED)
11896 else if (element == EL_EM_EXIT_CLOSED)
11898 else if (element == EL_STEEL_EXIT_CLOSED)
11899 CheckExitSteel(x, y);
11900 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11901 CheckExitSteelEM(x, y);
11902 else if (element == EL_SP_EXIT_CLOSED)
11904 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11905 element == EL_EXPANDABLE_STEELWALL_GROWING)
11906 MauerWaechst(x, y);
11907 else if (element == EL_EXPANDABLE_WALL ||
11908 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11909 element == EL_EXPANDABLE_WALL_VERTICAL ||
11910 element == EL_EXPANDABLE_WALL_ANY ||
11911 element == EL_BD_EXPANDABLE_WALL)
11912 MauerAbleger(x, y);
11913 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11914 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11915 element == EL_EXPANDABLE_STEELWALL_ANY)
11916 MauerAblegerStahl(x, y);
11917 else if (element == EL_FLAMES)
11918 CheckForDragon(x, y);
11919 else if (element == EL_EXPLOSION)
11920 ; /* drawing of correct explosion animation is handled separately */
11921 else if (element == EL_ELEMENT_SNAPPING ||
11922 element == EL_DIAGONAL_SHRINKING ||
11923 element == EL_DIAGONAL_GROWING)
11925 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11927 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11929 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11930 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11932 if (IS_BELT_ACTIVE(element))
11933 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11935 if (game.magic_wall_active)
11937 int jx = local_player->jx, jy = local_player->jy;
11939 /* play the element sound at the position nearest to the player */
11940 if ((element == EL_MAGIC_WALL_FULL ||
11941 element == EL_MAGIC_WALL_ACTIVE ||
11942 element == EL_MAGIC_WALL_EMPTYING ||
11943 element == EL_BD_MAGIC_WALL_FULL ||
11944 element == EL_BD_MAGIC_WALL_ACTIVE ||
11945 element == EL_BD_MAGIC_WALL_EMPTYING ||
11946 element == EL_DC_MAGIC_WALL_FULL ||
11947 element == EL_DC_MAGIC_WALL_ACTIVE ||
11948 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11949 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11957 #if USE_NEW_AMOEBA_CODE
11958 /* new experimental amoeba growth stuff */
11959 if (!(FrameCounter % 8))
11961 static unsigned int random = 1684108901;
11963 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11965 x = RND(lev_fieldx);
11966 y = RND(lev_fieldy);
11967 element = Feld[x][y];
11969 if (!IS_PLAYER(x,y) &&
11970 (element == EL_EMPTY ||
11971 CAN_GROW_INTO(element) ||
11972 element == EL_QUICKSAND_EMPTY ||
11973 element == EL_QUICKSAND_FAST_EMPTY ||
11974 element == EL_ACID_SPLASH_LEFT ||
11975 element == EL_ACID_SPLASH_RIGHT))
11977 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11978 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11979 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11980 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11981 Feld[x][y] = EL_AMOEBA_DROP;
11984 random = random * 129 + 1;
11989 game.explosions_delayed = FALSE;
11991 SCAN_PLAYFIELD(x, y)
11993 element = Feld[x][y];
11995 if (ExplodeField[x][y])
11996 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11997 else if (element == EL_EXPLOSION)
11998 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12000 ExplodeField[x][y] = EX_TYPE_NONE;
12003 game.explosions_delayed = TRUE;
12005 if (game.magic_wall_active)
12007 if (!(game.magic_wall_time_left % 4))
12009 int element = Feld[magic_wall_x][magic_wall_y];
12011 if (element == EL_BD_MAGIC_WALL_FULL ||
12012 element == EL_BD_MAGIC_WALL_ACTIVE ||
12013 element == EL_BD_MAGIC_WALL_EMPTYING)
12014 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12015 else if (element == EL_DC_MAGIC_WALL_FULL ||
12016 element == EL_DC_MAGIC_WALL_ACTIVE ||
12017 element == EL_DC_MAGIC_WALL_EMPTYING)
12018 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12020 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12023 if (game.magic_wall_time_left > 0)
12025 game.magic_wall_time_left--;
12027 if (!game.magic_wall_time_left)
12029 SCAN_PLAYFIELD(x, y)
12031 element = Feld[x][y];
12033 if (element == EL_MAGIC_WALL_ACTIVE ||
12034 element == EL_MAGIC_WALL_FULL)
12036 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12037 TEST_DrawLevelField(x, y);
12039 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12040 element == EL_BD_MAGIC_WALL_FULL)
12042 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12043 TEST_DrawLevelField(x, y);
12045 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12046 element == EL_DC_MAGIC_WALL_FULL)
12048 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12049 TEST_DrawLevelField(x, y);
12053 game.magic_wall_active = FALSE;
12058 if (game.light_time_left > 0)
12060 game.light_time_left--;
12062 if (game.light_time_left == 0)
12063 RedrawAllLightSwitchesAndInvisibleElements();
12066 if (game.timegate_time_left > 0)
12068 game.timegate_time_left--;
12070 if (game.timegate_time_left == 0)
12071 CloseAllOpenTimegates();
12074 if (game.lenses_time_left > 0)
12076 game.lenses_time_left--;
12078 if (game.lenses_time_left == 0)
12079 RedrawAllInvisibleElementsForLenses();
12082 if (game.magnify_time_left > 0)
12084 game.magnify_time_left--;
12086 if (game.magnify_time_left == 0)
12087 RedrawAllInvisibleElementsForMagnifier();
12090 for (i = 0; i < MAX_PLAYERS; i++)
12092 struct PlayerInfo *player = &stored_player[i];
12094 if (SHIELD_ON(player))
12096 if (player->shield_deadly_time_left)
12097 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12098 else if (player->shield_normal_time_left)
12099 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12103 #if USE_DELAYED_GFX_REDRAW
12104 SCAN_PLAYFIELD(x, y)
12106 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12108 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12109 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12111 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12112 DrawLevelField(x, y);
12114 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12115 DrawLevelFieldCrumbled(x, y);
12117 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12118 DrawLevelFieldCrumbledNeighbours(x, y);
12120 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12121 DrawTwinkleOnField(x, y);
12124 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12129 PlayAllPlayersSound();
12131 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
12133 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12135 local_player->show_envelope = 0;
12138 /* use random number generator in every frame to make it less predictable */
12139 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12143 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12145 int min_x = x, min_y = y, max_x = x, max_y = y;
12148 for (i = 0; i < MAX_PLAYERS; i++)
12150 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12152 if (!stored_player[i].active || &stored_player[i] == player)
12155 min_x = MIN(min_x, jx);
12156 min_y = MIN(min_y, jy);
12157 max_x = MAX(max_x, jx);
12158 max_y = MAX(max_y, jy);
12161 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12164 static boolean AllPlayersInVisibleScreen()
12168 for (i = 0; i < MAX_PLAYERS; i++)
12170 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12172 if (!stored_player[i].active)
12175 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12182 void ScrollLevel(int dx, int dy)
12184 int scroll_offset = 2 * TILEX_VAR;
12187 BlitBitmap(drawto_field, drawto_field,
12188 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12189 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12190 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12191 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12192 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12193 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12197 x = (dx == 1 ? BX1 : BX2);
12198 for (y = BY1; y <= BY2; y++)
12199 DrawScreenField(x, y);
12204 y = (dy == 1 ? BY1 : BY2);
12205 for (x = BX1; x <= BX2; x++)
12206 DrawScreenField(x, y);
12209 redraw_mask |= REDRAW_FIELD;
12212 static boolean canFallDown(struct PlayerInfo *player)
12214 int jx = player->jx, jy = player->jy;
12216 return (IN_LEV_FIELD(jx, jy + 1) &&
12217 (IS_FREE(jx, jy + 1) ||
12218 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12219 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12220 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12223 static boolean canPassField(int x, int y, int move_dir)
12225 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12226 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12227 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12228 int nextx = x + dx;
12229 int nexty = y + dy;
12230 int element = Feld[x][y];
12232 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12233 !CAN_MOVE(element) &&
12234 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12235 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12236 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12239 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12241 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12242 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12243 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12247 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12248 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12249 (IS_DIGGABLE(Feld[newx][newy]) ||
12250 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12251 canPassField(newx, newy, move_dir)));
12254 static void CheckGravityMovement(struct PlayerInfo *player)
12256 if (player->gravity && !player->programmed_action)
12258 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12259 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12260 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12261 int jx = player->jx, jy = player->jy;
12262 boolean player_is_moving_to_valid_field =
12263 (!player_is_snapping &&
12264 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12265 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12266 boolean player_can_fall_down = canFallDown(player);
12268 if (player_can_fall_down &&
12269 !player_is_moving_to_valid_field)
12270 player->programmed_action = MV_DOWN;
12274 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12276 return CheckGravityMovement(player);
12278 if (player->gravity && !player->programmed_action)
12280 int jx = player->jx, jy = player->jy;
12281 boolean field_under_player_is_free =
12282 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12283 boolean player_is_standing_on_valid_field =
12284 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12285 (IS_WALKABLE(Feld[jx][jy]) &&
12286 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12288 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12289 player->programmed_action = MV_DOWN;
12294 MovePlayerOneStep()
12295 -----------------------------------------------------------------------------
12296 dx, dy: direction (non-diagonal) to try to move the player to
12297 real_dx, real_dy: direction as read from input device (can be diagonal)
12300 boolean MovePlayerOneStep(struct PlayerInfo *player,
12301 int dx, int dy, int real_dx, int real_dy)
12303 int jx = player->jx, jy = player->jy;
12304 int new_jx = jx + dx, new_jy = jy + dy;
12306 boolean player_can_move = !player->cannot_move;
12308 if (!player->active || (!dx && !dy))
12309 return MP_NO_ACTION;
12311 player->MovDir = (dx < 0 ? MV_LEFT :
12312 dx > 0 ? MV_RIGHT :
12314 dy > 0 ? MV_DOWN : MV_NONE);
12316 if (!IN_LEV_FIELD(new_jx, new_jy))
12317 return MP_NO_ACTION;
12319 if (!player_can_move)
12321 if (player->MovPos == 0)
12323 player->is_moving = FALSE;
12324 player->is_digging = FALSE;
12325 player->is_collecting = FALSE;
12326 player->is_snapping = FALSE;
12327 player->is_pushing = FALSE;
12331 if (!options.network && game.centered_player_nr == -1 &&
12332 !AllPlayersInSight(player, new_jx, new_jy))
12333 return MP_NO_ACTION;
12335 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12336 if (can_move != MP_MOVING)
12339 /* check if DigField() has caused relocation of the player */
12340 if (player->jx != jx || player->jy != jy)
12341 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
12343 StorePlayer[jx][jy] = 0;
12344 player->last_jx = jx;
12345 player->last_jy = jy;
12346 player->jx = new_jx;
12347 player->jy = new_jy;
12348 StorePlayer[new_jx][new_jy] = player->element_nr;
12350 if (player->move_delay_value_next != -1)
12352 player->move_delay_value = player->move_delay_value_next;
12353 player->move_delay_value_next = -1;
12357 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12359 player->step_counter++;
12361 PlayerVisit[jx][jy] = FrameCounter;
12363 player->is_moving = TRUE;
12366 /* should better be called in MovePlayer(), but this breaks some tapes */
12367 ScrollPlayer(player, SCROLL_INIT);
12373 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12375 int jx = player->jx, jy = player->jy;
12376 int old_jx = jx, old_jy = jy;
12377 int moved = MP_NO_ACTION;
12379 if (!player->active)
12384 if (player->MovPos == 0)
12386 player->is_moving = FALSE;
12387 player->is_digging = FALSE;
12388 player->is_collecting = FALSE;
12389 player->is_snapping = FALSE;
12390 player->is_pushing = FALSE;
12396 if (player->move_delay > 0)
12399 player->move_delay = -1; /* set to "uninitialized" value */
12401 /* store if player is automatically moved to next field */
12402 player->is_auto_moving = (player->programmed_action != MV_NONE);
12404 /* remove the last programmed player action */
12405 player->programmed_action = 0;
12407 if (player->MovPos)
12409 /* should only happen if pre-1.2 tape recordings are played */
12410 /* this is only for backward compatibility */
12412 int original_move_delay_value = player->move_delay_value;
12415 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12419 /* scroll remaining steps with finest movement resolution */
12420 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12422 while (player->MovPos)
12424 ScrollPlayer(player, SCROLL_GO_ON);
12425 ScrollScreen(NULL, SCROLL_GO_ON);
12427 AdvanceFrameAndPlayerCounters(player->index_nr);
12430 BackToFront_WithFrameDelay(0);
12433 player->move_delay_value = original_move_delay_value;
12436 player->is_active = FALSE;
12438 if (player->last_move_dir & MV_HORIZONTAL)
12440 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12441 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12445 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12446 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12449 if (!moved && !player->is_active)
12451 player->is_moving = FALSE;
12452 player->is_digging = FALSE;
12453 player->is_collecting = FALSE;
12454 player->is_snapping = FALSE;
12455 player->is_pushing = FALSE;
12461 if (moved & MP_MOVING && !ScreenMovPos &&
12462 (player->index_nr == game.centered_player_nr ||
12463 game.centered_player_nr == -1))
12465 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12466 int offset = game.scroll_delay_value;
12468 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12470 /* actual player has left the screen -- scroll in that direction */
12471 if (jx != old_jx) /* player has moved horizontally */
12472 scroll_x += (jx - old_jx);
12473 else /* player has moved vertically */
12474 scroll_y += (jy - old_jy);
12478 if (jx != old_jx) /* player has moved horizontally */
12480 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12481 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12482 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12484 /* don't scroll over playfield boundaries */
12485 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12486 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12488 /* don't scroll more than one field at a time */
12489 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12491 /* don't scroll against the player's moving direction */
12492 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12493 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12494 scroll_x = old_scroll_x;
12496 else /* player has moved vertically */
12498 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12499 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12500 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12502 /* don't scroll over playfield boundaries */
12503 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12504 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12506 /* don't scroll more than one field at a time */
12507 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12509 /* don't scroll against the player's moving direction */
12510 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12511 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12512 scroll_y = old_scroll_y;
12516 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12518 if (!options.network && game.centered_player_nr == -1 &&
12519 !AllPlayersInVisibleScreen())
12521 scroll_x = old_scroll_x;
12522 scroll_y = old_scroll_y;
12526 ScrollScreen(player, SCROLL_INIT);
12527 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12532 player->StepFrame = 0;
12534 if (moved & MP_MOVING)
12536 if (old_jx != jx && old_jy == jy)
12537 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12538 else if (old_jx == jx && old_jy != jy)
12539 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12541 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12543 player->last_move_dir = player->MovDir;
12544 player->is_moving = TRUE;
12545 player->is_snapping = FALSE;
12546 player->is_switching = FALSE;
12547 player->is_dropping = FALSE;
12548 player->is_dropping_pressed = FALSE;
12549 player->drop_pressed_delay = 0;
12552 /* should better be called here than above, but this breaks some tapes */
12553 ScrollPlayer(player, SCROLL_INIT);
12558 CheckGravityMovementWhenNotMoving(player);
12560 player->is_moving = FALSE;
12562 /* at this point, the player is allowed to move, but cannot move right now
12563 (e.g. because of something blocking the way) -- ensure that the player
12564 is also allowed to move in the next frame (in old versions before 3.1.1,
12565 the player was forced to wait again for eight frames before next try) */
12567 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12568 player->move_delay = 0; /* allow direct movement in the next frame */
12571 if (player->move_delay == -1) /* not yet initialized by DigField() */
12572 player->move_delay = player->move_delay_value;
12574 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12576 TestIfPlayerTouchesBadThing(jx, jy);
12577 TestIfPlayerTouchesCustomElement(jx, jy);
12580 if (!player->active)
12581 RemovePlayer(player);
12586 void ScrollPlayer(struct PlayerInfo *player, int mode)
12588 int jx = player->jx, jy = player->jy;
12589 int last_jx = player->last_jx, last_jy = player->last_jy;
12590 int move_stepsize = TILEX / player->move_delay_value;
12592 if (!player->active)
12595 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12598 if (mode == SCROLL_INIT)
12600 player->actual_frame_counter = FrameCounter;
12601 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12603 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12604 Feld[last_jx][last_jy] == EL_EMPTY)
12606 int last_field_block_delay = 0; /* start with no blocking at all */
12607 int block_delay_adjustment = player->block_delay_adjustment;
12609 /* if player blocks last field, add delay for exactly one move */
12610 if (player->block_last_field)
12612 last_field_block_delay += player->move_delay_value;
12614 /* when blocking enabled, prevent moving up despite gravity */
12615 if (player->gravity && player->MovDir == MV_UP)
12616 block_delay_adjustment = -1;
12619 /* add block delay adjustment (also possible when not blocking) */
12620 last_field_block_delay += block_delay_adjustment;
12622 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12623 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12626 if (player->MovPos != 0) /* player has not yet reached destination */
12629 else if (!FrameReached(&player->actual_frame_counter, 1))
12632 if (player->MovPos != 0)
12634 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12635 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12637 /* before DrawPlayer() to draw correct player graphic for this case */
12638 if (player->MovPos == 0)
12639 CheckGravityMovement(player);
12642 if (player->MovPos == 0) /* player reached destination field */
12644 if (player->move_delay_reset_counter > 0)
12646 player->move_delay_reset_counter--;
12648 if (player->move_delay_reset_counter == 0)
12650 /* continue with normal speed after quickly moving through gate */
12651 HALVE_PLAYER_SPEED(player);
12653 /* be able to make the next move without delay */
12654 player->move_delay = 0;
12658 player->last_jx = jx;
12659 player->last_jy = jy;
12661 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12662 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12663 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12664 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12665 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12666 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12667 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12668 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12670 DrawPlayer(player); /* needed here only to cleanup last field */
12671 RemovePlayer(player);
12673 if (local_player->friends_still_needed == 0 ||
12674 IS_SP_ELEMENT(Feld[jx][jy]))
12675 PlayerWins(player);
12678 /* this breaks one level: "machine", level 000 */
12680 int move_direction = player->MovDir;
12681 int enter_side = MV_DIR_OPPOSITE(move_direction);
12682 int leave_side = move_direction;
12683 int old_jx = last_jx;
12684 int old_jy = last_jy;
12685 int old_element = Feld[old_jx][old_jy];
12686 int new_element = Feld[jx][jy];
12688 if (IS_CUSTOM_ELEMENT(old_element))
12689 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12691 player->index_bit, leave_side);
12693 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12694 CE_PLAYER_LEAVES_X,
12695 player->index_bit, leave_side);
12697 if (IS_CUSTOM_ELEMENT(new_element))
12698 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12699 player->index_bit, enter_side);
12701 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12702 CE_PLAYER_ENTERS_X,
12703 player->index_bit, enter_side);
12705 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12706 CE_MOVE_OF_X, move_direction);
12709 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12711 TestIfPlayerTouchesBadThing(jx, jy);
12712 TestIfPlayerTouchesCustomElement(jx, jy);
12714 /* needed because pushed element has not yet reached its destination,
12715 so it would trigger a change event at its previous field location */
12716 if (!player->is_pushing)
12717 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12719 if (!player->active)
12720 RemovePlayer(player);
12723 if (!local_player->LevelSolved && level.use_step_counter)
12733 if (TimeLeft <= 10 && setup.time_limit)
12734 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12736 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12738 DisplayGameControlValues();
12740 if (!TimeLeft && setup.time_limit)
12741 for (i = 0; i < MAX_PLAYERS; i++)
12742 KillPlayer(&stored_player[i]);
12744 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12746 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12748 DisplayGameControlValues();
12752 if (tape.single_step && tape.recording && !tape.pausing &&
12753 !player->programmed_action)
12754 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12756 if (!player->programmed_action)
12757 CheckSaveEngineSnapshot(player);
12761 void ScrollScreen(struct PlayerInfo *player, int mode)
12763 static unsigned int screen_frame_counter = 0;
12765 if (mode == SCROLL_INIT)
12767 /* set scrolling step size according to actual player's moving speed */
12768 ScrollStepSize = TILEX / player->move_delay_value;
12770 screen_frame_counter = FrameCounter;
12771 ScreenMovDir = player->MovDir;
12772 ScreenMovPos = player->MovPos;
12773 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12776 else if (!FrameReached(&screen_frame_counter, 1))
12781 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12782 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12783 redraw_mask |= REDRAW_FIELD;
12786 ScreenMovDir = MV_NONE;
12789 void TestIfPlayerTouchesCustomElement(int x, int y)
12791 static int xy[4][2] =
12798 static int trigger_sides[4][2] =
12800 /* center side border side */
12801 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12802 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12803 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12804 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12806 static int touch_dir[4] =
12808 MV_LEFT | MV_RIGHT,
12813 int center_element = Feld[x][y]; /* should always be non-moving! */
12816 for (i = 0; i < NUM_DIRECTIONS; i++)
12818 int xx = x + xy[i][0];
12819 int yy = y + xy[i][1];
12820 int center_side = trigger_sides[i][0];
12821 int border_side = trigger_sides[i][1];
12822 int border_element;
12824 if (!IN_LEV_FIELD(xx, yy))
12827 if (IS_PLAYER(x, y)) /* player found at center element */
12829 struct PlayerInfo *player = PLAYERINFO(x, y);
12831 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12832 border_element = Feld[xx][yy]; /* may be moving! */
12833 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12834 border_element = Feld[xx][yy];
12835 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12836 border_element = MovingOrBlocked2Element(xx, yy);
12838 continue; /* center and border element do not touch */
12840 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12841 player->index_bit, border_side);
12842 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12843 CE_PLAYER_TOUCHES_X,
12844 player->index_bit, border_side);
12847 /* use player element that is initially defined in the level playfield,
12848 not the player element that corresponds to the runtime player number
12849 (example: a level that contains EL_PLAYER_3 as the only player would
12850 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12851 int player_element = PLAYERINFO(x, y)->initial_element;
12853 CheckElementChangeBySide(xx, yy, border_element, player_element,
12854 CE_TOUCHING_X, border_side);
12857 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12859 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12861 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12863 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12864 continue; /* center and border element do not touch */
12867 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12868 player->index_bit, center_side);
12869 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12870 CE_PLAYER_TOUCHES_X,
12871 player->index_bit, center_side);
12874 /* use player element that is initially defined in the level playfield,
12875 not the player element that corresponds to the runtime player number
12876 (example: a level that contains EL_PLAYER_3 as the only player would
12877 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12878 int player_element = PLAYERINFO(xx, yy)->initial_element;
12880 CheckElementChangeBySide(x, y, center_element, player_element,
12881 CE_TOUCHING_X, center_side);
12889 void TestIfElementTouchesCustomElement(int x, int y)
12891 static int xy[4][2] =
12898 static int trigger_sides[4][2] =
12900 /* center side border side */
12901 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12902 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12903 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12904 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12906 static int touch_dir[4] =
12908 MV_LEFT | MV_RIGHT,
12913 boolean change_center_element = FALSE;
12914 int center_element = Feld[x][y]; /* should always be non-moving! */
12915 int border_element_old[NUM_DIRECTIONS];
12918 for (i = 0; i < NUM_DIRECTIONS; i++)
12920 int xx = x + xy[i][0];
12921 int yy = y + xy[i][1];
12922 int border_element;
12924 border_element_old[i] = -1;
12926 if (!IN_LEV_FIELD(xx, yy))
12929 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12930 border_element = Feld[xx][yy]; /* may be moving! */
12931 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12932 border_element = Feld[xx][yy];
12933 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12934 border_element = MovingOrBlocked2Element(xx, yy);
12936 continue; /* center and border element do not touch */
12938 border_element_old[i] = border_element;
12941 for (i = 0; i < NUM_DIRECTIONS; i++)
12943 int xx = x + xy[i][0];
12944 int yy = y + xy[i][1];
12945 int center_side = trigger_sides[i][0];
12946 int border_element = border_element_old[i];
12948 if (border_element == -1)
12951 /* check for change of border element */
12952 CheckElementChangeBySide(xx, yy, border_element, center_element,
12953 CE_TOUCHING_X, center_side);
12955 /* (center element cannot be player, so we dont have to check this here) */
12958 for (i = 0; i < NUM_DIRECTIONS; i++)
12960 int xx = x + xy[i][0];
12961 int yy = y + xy[i][1];
12962 int border_side = trigger_sides[i][1];
12963 int border_element = border_element_old[i];
12965 if (border_element == -1)
12968 /* check for change of center element (but change it only once) */
12969 if (!change_center_element)
12970 change_center_element =
12971 CheckElementChangeBySide(x, y, center_element, border_element,
12972 CE_TOUCHING_X, border_side);
12974 if (IS_PLAYER(xx, yy))
12976 /* use player element that is initially defined in the level playfield,
12977 not the player element that corresponds to the runtime player number
12978 (example: a level that contains EL_PLAYER_3 as the only player would
12979 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12980 int player_element = PLAYERINFO(xx, yy)->initial_element;
12982 CheckElementChangeBySide(x, y, center_element, player_element,
12983 CE_TOUCHING_X, border_side);
12988 void TestIfElementHitsCustomElement(int x, int y, int direction)
12990 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12991 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12992 int hitx = x + dx, hity = y + dy;
12993 int hitting_element = Feld[x][y];
12994 int touched_element;
12996 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12999 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13000 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13002 if (IN_LEV_FIELD(hitx, hity))
13004 int opposite_direction = MV_DIR_OPPOSITE(direction);
13005 int hitting_side = direction;
13006 int touched_side = opposite_direction;
13007 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13008 MovDir[hitx][hity] != direction ||
13009 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13015 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13016 CE_HITTING_X, touched_side);
13018 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13019 CE_HIT_BY_X, hitting_side);
13021 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13022 CE_HIT_BY_SOMETHING, opposite_direction);
13024 if (IS_PLAYER(hitx, hity))
13026 /* use player element that is initially defined in the level playfield,
13027 not the player element that corresponds to the runtime player number
13028 (example: a level that contains EL_PLAYER_3 as the only player would
13029 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13030 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13032 CheckElementChangeBySide(x, y, hitting_element, player_element,
13033 CE_HITTING_X, touched_side);
13038 /* "hitting something" is also true when hitting the playfield border */
13039 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13040 CE_HITTING_SOMETHING, direction);
13043 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13045 int i, kill_x = -1, kill_y = -1;
13047 int bad_element = -1;
13048 static int test_xy[4][2] =
13055 static int test_dir[4] =
13063 for (i = 0; i < NUM_DIRECTIONS; i++)
13065 int test_x, test_y, test_move_dir, test_element;
13067 test_x = good_x + test_xy[i][0];
13068 test_y = good_y + test_xy[i][1];
13070 if (!IN_LEV_FIELD(test_x, test_y))
13074 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13076 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13078 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13079 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13081 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13082 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13086 bad_element = test_element;
13092 if (kill_x != -1 || kill_y != -1)
13094 if (IS_PLAYER(good_x, good_y))
13096 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13098 if (player->shield_deadly_time_left > 0 &&
13099 !IS_INDESTRUCTIBLE(bad_element))
13100 Bang(kill_x, kill_y);
13101 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13102 KillPlayer(player);
13105 Bang(good_x, good_y);
13109 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13111 int i, kill_x = -1, kill_y = -1;
13112 int bad_element = Feld[bad_x][bad_y];
13113 static int test_xy[4][2] =
13120 static int touch_dir[4] =
13122 MV_LEFT | MV_RIGHT,
13127 static int test_dir[4] =
13135 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
13138 for (i = 0; i < NUM_DIRECTIONS; i++)
13140 int test_x, test_y, test_move_dir, test_element;
13142 test_x = bad_x + test_xy[i][0];
13143 test_y = bad_y + test_xy[i][1];
13145 if (!IN_LEV_FIELD(test_x, test_y))
13149 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13151 test_element = Feld[test_x][test_y];
13153 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13154 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13156 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13157 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13159 /* good thing is player or penguin that does not move away */
13160 if (IS_PLAYER(test_x, test_y))
13162 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13164 if (bad_element == EL_ROBOT && player->is_moving)
13165 continue; /* robot does not kill player if he is moving */
13167 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13169 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13170 continue; /* center and border element do not touch */
13178 else if (test_element == EL_PENGUIN)
13188 if (kill_x != -1 || kill_y != -1)
13190 if (IS_PLAYER(kill_x, kill_y))
13192 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13194 if (player->shield_deadly_time_left > 0 &&
13195 !IS_INDESTRUCTIBLE(bad_element))
13196 Bang(bad_x, bad_y);
13197 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13198 KillPlayer(player);
13201 Bang(kill_x, kill_y);
13205 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13207 int bad_element = Feld[bad_x][bad_y];
13208 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13209 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13210 int test_x = bad_x + dx, test_y = bad_y + dy;
13211 int test_move_dir, test_element;
13212 int kill_x = -1, kill_y = -1;
13214 if (!IN_LEV_FIELD(test_x, test_y))
13218 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13220 test_element = Feld[test_x][test_y];
13222 if (test_move_dir != bad_move_dir)
13224 /* good thing can be player or penguin that does not move away */
13225 if (IS_PLAYER(test_x, test_y))
13227 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13229 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13230 player as being hit when he is moving towards the bad thing, because
13231 the "get hit by" condition would be lost after the player stops) */
13232 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13233 return; /* player moves away from bad thing */
13238 else if (test_element == EL_PENGUIN)
13245 if (kill_x != -1 || kill_y != -1)
13247 if (IS_PLAYER(kill_x, kill_y))
13249 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13251 if (player->shield_deadly_time_left > 0 &&
13252 !IS_INDESTRUCTIBLE(bad_element))
13253 Bang(bad_x, bad_y);
13254 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13255 KillPlayer(player);
13258 Bang(kill_x, kill_y);
13262 void TestIfPlayerTouchesBadThing(int x, int y)
13264 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13267 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13269 TestIfGoodThingHitsBadThing(x, y, move_dir);
13272 void TestIfBadThingTouchesPlayer(int x, int y)
13274 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13277 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13279 TestIfBadThingHitsGoodThing(x, y, move_dir);
13282 void TestIfFriendTouchesBadThing(int x, int y)
13284 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13287 void TestIfBadThingTouchesFriend(int x, int y)
13289 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13292 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13294 int i, kill_x = bad_x, kill_y = bad_y;
13295 static int xy[4][2] =
13303 for (i = 0; i < NUM_DIRECTIONS; i++)
13307 x = bad_x + xy[i][0];
13308 y = bad_y + xy[i][1];
13309 if (!IN_LEV_FIELD(x, y))
13312 element = Feld[x][y];
13313 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13314 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13322 if (kill_x != bad_x || kill_y != bad_y)
13323 Bang(bad_x, bad_y);
13326 void KillPlayer(struct PlayerInfo *player)
13328 int jx = player->jx, jy = player->jy;
13330 if (!player->active)
13334 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13335 player->killed, player->active, player->reanimated);
13338 /* the following code was introduced to prevent an infinite loop when calling
13340 -> CheckTriggeredElementChangeExt()
13341 -> ExecuteCustomElementAction()
13343 -> (infinitely repeating the above sequence of function calls)
13344 which occurs when killing the player while having a CE with the setting
13345 "kill player X when explosion of <player X>"; the solution using a new
13346 field "player->killed" was chosen for backwards compatibility, although
13347 clever use of the fields "player->active" etc. would probably also work */
13349 if (player->killed)
13353 player->killed = TRUE;
13355 /* remove accessible field at the player's position */
13356 Feld[jx][jy] = EL_EMPTY;
13358 /* deactivate shield (else Bang()/Explode() would not work right) */
13359 player->shield_normal_time_left = 0;
13360 player->shield_deadly_time_left = 0;
13363 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13364 player->killed, player->active, player->reanimated);
13370 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13371 player->killed, player->active, player->reanimated);
13374 if (player->reanimated) /* killed player may have been reanimated */
13375 player->killed = player->reanimated = FALSE;
13377 BuryPlayer(player);
13380 static void KillPlayerUnlessEnemyProtected(int x, int y)
13382 if (!PLAYER_ENEMY_PROTECTED(x, y))
13383 KillPlayer(PLAYERINFO(x, y));
13386 static void KillPlayerUnlessExplosionProtected(int x, int y)
13388 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13389 KillPlayer(PLAYERINFO(x, y));
13392 void BuryPlayer(struct PlayerInfo *player)
13394 int jx = player->jx, jy = player->jy;
13396 if (!player->active)
13399 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13400 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13402 player->GameOver = TRUE;
13403 RemovePlayer(player);
13406 void RemovePlayer(struct PlayerInfo *player)
13408 int jx = player->jx, jy = player->jy;
13409 int i, found = FALSE;
13411 player->present = FALSE;
13412 player->active = FALSE;
13414 if (!ExplodeField[jx][jy])
13415 StorePlayer[jx][jy] = 0;
13417 if (player->is_moving)
13418 TEST_DrawLevelField(player->last_jx, player->last_jy);
13420 for (i = 0; i < MAX_PLAYERS; i++)
13421 if (stored_player[i].active)
13425 AllPlayersGone = TRUE;
13431 static void setFieldForSnapping(int x, int y, int element, int direction)
13433 struct ElementInfo *ei = &element_info[element];
13434 int direction_bit = MV_DIR_TO_BIT(direction);
13435 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13436 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13437 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13439 Feld[x][y] = EL_ELEMENT_SNAPPING;
13440 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13442 ResetGfxAnimation(x, y);
13444 GfxElement[x][y] = element;
13445 GfxAction[x][y] = action;
13446 GfxDir[x][y] = direction;
13447 GfxFrame[x][y] = -1;
13451 =============================================================================
13452 checkDiagonalPushing()
13453 -----------------------------------------------------------------------------
13454 check if diagonal input device direction results in pushing of object
13455 (by checking if the alternative direction is walkable, diggable, ...)
13456 =============================================================================
13459 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13460 int x, int y, int real_dx, int real_dy)
13462 int jx, jy, dx, dy, xx, yy;
13464 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13467 /* diagonal direction: check alternative direction */
13472 xx = jx + (dx == 0 ? real_dx : 0);
13473 yy = jy + (dy == 0 ? real_dy : 0);
13475 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13479 =============================================================================
13481 -----------------------------------------------------------------------------
13482 x, y: field next to player (non-diagonal) to try to dig to
13483 real_dx, real_dy: direction as read from input device (can be diagonal)
13484 =============================================================================
13487 static int DigField(struct PlayerInfo *player,
13488 int oldx, int oldy, int x, int y,
13489 int real_dx, int real_dy, int mode)
13491 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13492 boolean player_was_pushing = player->is_pushing;
13493 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13494 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13495 int jx = oldx, jy = oldy;
13496 int dx = x - jx, dy = y - jy;
13497 int nextx = x + dx, nexty = y + dy;
13498 int move_direction = (dx == -1 ? MV_LEFT :
13499 dx == +1 ? MV_RIGHT :
13501 dy == +1 ? MV_DOWN : MV_NONE);
13502 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13503 int dig_side = MV_DIR_OPPOSITE(move_direction);
13504 int old_element = Feld[jx][jy];
13505 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13508 if (is_player) /* function can also be called by EL_PENGUIN */
13510 if (player->MovPos == 0)
13512 player->is_digging = FALSE;
13513 player->is_collecting = FALSE;
13516 if (player->MovPos == 0) /* last pushing move finished */
13517 player->is_pushing = FALSE;
13519 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13521 player->is_switching = FALSE;
13522 player->push_delay = -1;
13524 return MP_NO_ACTION;
13528 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13529 old_element = Back[jx][jy];
13531 /* in case of element dropped at player position, check background */
13532 else if (Back[jx][jy] != EL_EMPTY &&
13533 game.engine_version >= VERSION_IDENT(2,2,0,0))
13534 old_element = Back[jx][jy];
13536 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13537 return MP_NO_ACTION; /* field has no opening in this direction */
13539 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13540 return MP_NO_ACTION; /* field has no opening in this direction */
13542 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13546 Feld[jx][jy] = player->artwork_element;
13547 InitMovingField(jx, jy, MV_DOWN);
13548 Store[jx][jy] = EL_ACID;
13549 ContinueMoving(jx, jy);
13550 BuryPlayer(player);
13552 return MP_DONT_RUN_INTO;
13555 if (player_can_move && DONT_RUN_INTO(element))
13557 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13559 return MP_DONT_RUN_INTO;
13562 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13563 return MP_NO_ACTION;
13565 collect_count = element_info[element].collect_count_initial;
13567 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13568 return MP_NO_ACTION;
13570 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13571 player_can_move = player_can_move_or_snap;
13573 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13574 game.engine_version >= VERSION_IDENT(2,2,0,0))
13576 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13577 player->index_bit, dig_side);
13578 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13579 player->index_bit, dig_side);
13581 if (element == EL_DC_LANDMINE)
13584 if (Feld[x][y] != element) /* field changed by snapping */
13587 return MP_NO_ACTION;
13590 if (player->gravity && is_player && !player->is_auto_moving &&
13591 canFallDown(player) && move_direction != MV_DOWN &&
13592 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13593 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13595 if (player_can_move &&
13596 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13598 int sound_element = SND_ELEMENT(element);
13599 int sound_action = ACTION_WALKING;
13601 if (IS_RND_GATE(element))
13603 if (!player->key[RND_GATE_NR(element)])
13604 return MP_NO_ACTION;
13606 else if (IS_RND_GATE_GRAY(element))
13608 if (!player->key[RND_GATE_GRAY_NR(element)])
13609 return MP_NO_ACTION;
13611 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13613 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13614 return MP_NO_ACTION;
13616 else if (element == EL_EXIT_OPEN ||
13617 element == EL_EM_EXIT_OPEN ||
13618 element == EL_EM_EXIT_OPENING ||
13619 element == EL_STEEL_EXIT_OPEN ||
13620 element == EL_EM_STEEL_EXIT_OPEN ||
13621 element == EL_EM_STEEL_EXIT_OPENING ||
13622 element == EL_SP_EXIT_OPEN ||
13623 element == EL_SP_EXIT_OPENING)
13625 sound_action = ACTION_PASSING; /* player is passing exit */
13627 else if (element == EL_EMPTY)
13629 sound_action = ACTION_MOVING; /* nothing to walk on */
13632 /* play sound from background or player, whatever is available */
13633 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13634 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13636 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13638 else if (player_can_move &&
13639 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13641 if (!ACCESS_FROM(element, opposite_direction))
13642 return MP_NO_ACTION; /* field not accessible from this direction */
13644 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13645 return MP_NO_ACTION;
13647 if (IS_EM_GATE(element))
13649 if (!player->key[EM_GATE_NR(element)])
13650 return MP_NO_ACTION;
13652 else if (IS_EM_GATE_GRAY(element))
13654 if (!player->key[EM_GATE_GRAY_NR(element)])
13655 return MP_NO_ACTION;
13657 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13659 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13660 return MP_NO_ACTION;
13662 else if (IS_EMC_GATE(element))
13664 if (!player->key[EMC_GATE_NR(element)])
13665 return MP_NO_ACTION;
13667 else if (IS_EMC_GATE_GRAY(element))
13669 if (!player->key[EMC_GATE_GRAY_NR(element)])
13670 return MP_NO_ACTION;
13672 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13674 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13675 return MP_NO_ACTION;
13677 else if (element == EL_DC_GATE_WHITE ||
13678 element == EL_DC_GATE_WHITE_GRAY ||
13679 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13681 if (player->num_white_keys == 0)
13682 return MP_NO_ACTION;
13684 player->num_white_keys--;
13686 else if (IS_SP_PORT(element))
13688 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13689 element == EL_SP_GRAVITY_PORT_RIGHT ||
13690 element == EL_SP_GRAVITY_PORT_UP ||
13691 element == EL_SP_GRAVITY_PORT_DOWN)
13692 player->gravity = !player->gravity;
13693 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13694 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13695 element == EL_SP_GRAVITY_ON_PORT_UP ||
13696 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13697 player->gravity = TRUE;
13698 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13699 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13700 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13701 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13702 player->gravity = FALSE;
13705 /* automatically move to the next field with double speed */
13706 player->programmed_action = move_direction;
13708 if (player->move_delay_reset_counter == 0)
13710 player->move_delay_reset_counter = 2; /* two double speed steps */
13712 DOUBLE_PLAYER_SPEED(player);
13715 PlayLevelSoundAction(x, y, ACTION_PASSING);
13717 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13721 if (mode != DF_SNAP)
13723 GfxElement[x][y] = GFX_ELEMENT(element);
13724 player->is_digging = TRUE;
13727 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13729 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13730 player->index_bit, dig_side);
13732 if (mode == DF_SNAP)
13734 if (level.block_snap_field)
13735 setFieldForSnapping(x, y, element, move_direction);
13737 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13739 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13740 player->index_bit, dig_side);
13743 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13747 if (is_player && mode != DF_SNAP)
13749 GfxElement[x][y] = element;
13750 player->is_collecting = TRUE;
13753 if (element == EL_SPEED_PILL)
13755 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13757 else if (element == EL_EXTRA_TIME && level.time > 0)
13759 TimeLeft += level.extra_time;
13761 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13763 DisplayGameControlValues();
13765 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13767 player->shield_normal_time_left += level.shield_normal_time;
13768 if (element == EL_SHIELD_DEADLY)
13769 player->shield_deadly_time_left += level.shield_deadly_time;
13771 else if (element == EL_DYNAMITE ||
13772 element == EL_EM_DYNAMITE ||
13773 element == EL_SP_DISK_RED)
13775 if (player->inventory_size < MAX_INVENTORY_SIZE)
13776 player->inventory_element[player->inventory_size++] = element;
13778 DrawGameDoorValues();
13780 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13782 player->dynabomb_count++;
13783 player->dynabombs_left++;
13785 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13787 player->dynabomb_size++;
13789 else if (element == EL_DYNABOMB_INCREASE_POWER)
13791 player->dynabomb_xl = TRUE;
13793 else if (IS_KEY(element))
13795 player->key[KEY_NR(element)] = TRUE;
13797 DrawGameDoorValues();
13799 else if (element == EL_DC_KEY_WHITE)
13801 player->num_white_keys++;
13803 /* display white keys? */
13804 /* DrawGameDoorValues(); */
13806 else if (IS_ENVELOPE(element))
13808 player->show_envelope = element;
13810 else if (element == EL_EMC_LENSES)
13812 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13814 RedrawAllInvisibleElementsForLenses();
13816 else if (element == EL_EMC_MAGNIFIER)
13818 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13820 RedrawAllInvisibleElementsForMagnifier();
13822 else if (IS_DROPPABLE(element) ||
13823 IS_THROWABLE(element)) /* can be collected and dropped */
13827 if (collect_count == 0)
13828 player->inventory_infinite_element = element;
13830 for (i = 0; i < collect_count; i++)
13831 if (player->inventory_size < MAX_INVENTORY_SIZE)
13832 player->inventory_element[player->inventory_size++] = element;
13834 DrawGameDoorValues();
13836 else if (collect_count > 0)
13838 local_player->gems_still_needed -= collect_count;
13839 if (local_player->gems_still_needed < 0)
13840 local_player->gems_still_needed = 0;
13842 game.snapshot.collected_item = TRUE;
13844 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13846 DisplayGameControlValues();
13849 RaiseScoreElement(element);
13850 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13853 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13854 player->index_bit, dig_side);
13856 if (mode == DF_SNAP)
13858 if (level.block_snap_field)
13859 setFieldForSnapping(x, y, element, move_direction);
13861 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13863 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13864 player->index_bit, dig_side);
13867 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13869 if (mode == DF_SNAP && element != EL_BD_ROCK)
13870 return MP_NO_ACTION;
13872 if (CAN_FALL(element) && dy)
13873 return MP_NO_ACTION;
13875 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13876 !(element == EL_SPRING && level.use_spring_bug))
13877 return MP_NO_ACTION;
13879 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13880 ((move_direction & MV_VERTICAL &&
13881 ((element_info[element].move_pattern & MV_LEFT &&
13882 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13883 (element_info[element].move_pattern & MV_RIGHT &&
13884 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13885 (move_direction & MV_HORIZONTAL &&
13886 ((element_info[element].move_pattern & MV_UP &&
13887 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13888 (element_info[element].move_pattern & MV_DOWN &&
13889 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13890 return MP_NO_ACTION;
13892 /* do not push elements already moving away faster than player */
13893 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13894 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13895 return MP_NO_ACTION;
13897 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13899 if (player->push_delay_value == -1 || !player_was_pushing)
13900 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13902 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13904 if (player->push_delay_value == -1)
13905 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13907 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13909 if (!player->is_pushing)
13910 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13913 player->is_pushing = TRUE;
13914 player->is_active = TRUE;
13916 if (!(IN_LEV_FIELD(nextx, nexty) &&
13917 (IS_FREE(nextx, nexty) ||
13918 (IS_SB_ELEMENT(element) &&
13919 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13920 (IS_CUSTOM_ELEMENT(element) &&
13921 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13922 return MP_NO_ACTION;
13924 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13925 return MP_NO_ACTION;
13927 if (player->push_delay == -1) /* new pushing; restart delay */
13928 player->push_delay = 0;
13930 if (player->push_delay < player->push_delay_value &&
13931 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13932 element != EL_SPRING && element != EL_BALLOON)
13934 /* make sure that there is no move delay before next try to push */
13935 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13936 player->move_delay = 0;
13938 return MP_NO_ACTION;
13941 if (IS_CUSTOM_ELEMENT(element) &&
13942 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13944 if (!DigFieldByCE(nextx, nexty, element))
13945 return MP_NO_ACTION;
13948 if (IS_SB_ELEMENT(element))
13950 if (element == EL_SOKOBAN_FIELD_FULL)
13952 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13953 local_player->sokobanfields_still_needed++;
13956 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13958 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13959 local_player->sokobanfields_still_needed--;
13962 Feld[x][y] = EL_SOKOBAN_OBJECT;
13964 if (Back[x][y] == Back[nextx][nexty])
13965 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13966 else if (Back[x][y] != 0)
13967 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13970 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13973 if (local_player->sokobanfields_still_needed == 0 &&
13974 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13976 PlayerWins(player);
13978 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13982 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13984 InitMovingField(x, y, move_direction);
13985 GfxAction[x][y] = ACTION_PUSHING;
13987 if (mode == DF_SNAP)
13988 ContinueMoving(x, y);
13990 MovPos[x][y] = (dx != 0 ? dx : dy);
13992 Pushed[x][y] = TRUE;
13993 Pushed[nextx][nexty] = TRUE;
13995 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13996 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13998 player->push_delay_value = -1; /* get new value later */
14000 /* check for element change _after_ element has been pushed */
14001 if (game.use_change_when_pushing_bug)
14003 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14004 player->index_bit, dig_side);
14005 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14006 player->index_bit, dig_side);
14009 else if (IS_SWITCHABLE(element))
14011 if (PLAYER_SWITCHING(player, x, y))
14013 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14014 player->index_bit, dig_side);
14019 player->is_switching = TRUE;
14020 player->switch_x = x;
14021 player->switch_y = y;
14023 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14025 if (element == EL_ROBOT_WHEEL)
14027 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14031 game.robot_wheel_active = TRUE;
14033 TEST_DrawLevelField(x, y);
14035 else if (element == EL_SP_TERMINAL)
14039 SCAN_PLAYFIELD(xx, yy)
14041 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14045 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14047 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14049 ResetGfxAnimation(xx, yy);
14050 TEST_DrawLevelField(xx, yy);
14054 else if (IS_BELT_SWITCH(element))
14056 ToggleBeltSwitch(x, y);
14058 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14059 element == EL_SWITCHGATE_SWITCH_DOWN ||
14060 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14061 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14063 ToggleSwitchgateSwitch(x, y);
14065 else if (element == EL_LIGHT_SWITCH ||
14066 element == EL_LIGHT_SWITCH_ACTIVE)
14068 ToggleLightSwitch(x, y);
14070 else if (element == EL_TIMEGATE_SWITCH ||
14071 element == EL_DC_TIMEGATE_SWITCH)
14073 ActivateTimegateSwitch(x, y);
14075 else if (element == EL_BALLOON_SWITCH_LEFT ||
14076 element == EL_BALLOON_SWITCH_RIGHT ||
14077 element == EL_BALLOON_SWITCH_UP ||
14078 element == EL_BALLOON_SWITCH_DOWN ||
14079 element == EL_BALLOON_SWITCH_NONE ||
14080 element == EL_BALLOON_SWITCH_ANY)
14082 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14083 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14084 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14085 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14086 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14089 else if (element == EL_LAMP)
14091 Feld[x][y] = EL_LAMP_ACTIVE;
14092 local_player->lights_still_needed--;
14094 ResetGfxAnimation(x, y);
14095 TEST_DrawLevelField(x, y);
14097 else if (element == EL_TIME_ORB_FULL)
14099 Feld[x][y] = EL_TIME_ORB_EMPTY;
14101 if (level.time > 0 || level.use_time_orb_bug)
14103 TimeLeft += level.time_orb_time;
14104 game.no_time_limit = FALSE;
14106 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14108 DisplayGameControlValues();
14111 ResetGfxAnimation(x, y);
14112 TEST_DrawLevelField(x, y);
14114 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14115 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14119 game.ball_state = !game.ball_state;
14121 SCAN_PLAYFIELD(xx, yy)
14123 int e = Feld[xx][yy];
14125 if (game.ball_state)
14127 if (e == EL_EMC_MAGIC_BALL)
14128 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14129 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14130 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14134 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14135 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14136 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14137 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14142 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14143 player->index_bit, dig_side);
14145 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14146 player->index_bit, dig_side);
14148 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14149 player->index_bit, dig_side);
14155 if (!PLAYER_SWITCHING(player, x, y))
14157 player->is_switching = TRUE;
14158 player->switch_x = x;
14159 player->switch_y = y;
14161 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14162 player->index_bit, dig_side);
14163 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14164 player->index_bit, dig_side);
14166 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14167 player->index_bit, dig_side);
14168 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14169 player->index_bit, dig_side);
14172 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14173 player->index_bit, dig_side);
14174 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14175 player->index_bit, dig_side);
14177 return MP_NO_ACTION;
14180 player->push_delay = -1;
14182 if (is_player) /* function can also be called by EL_PENGUIN */
14184 if (Feld[x][y] != element) /* really digged/collected something */
14186 player->is_collecting = !player->is_digging;
14187 player->is_active = TRUE;
14194 static boolean DigFieldByCE(int x, int y, int digging_element)
14196 int element = Feld[x][y];
14198 if (!IS_FREE(x, y))
14200 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14201 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14204 /* no element can dig solid indestructible elements */
14205 if (IS_INDESTRUCTIBLE(element) &&
14206 !IS_DIGGABLE(element) &&
14207 !IS_COLLECTIBLE(element))
14210 if (AmoebaNr[x][y] &&
14211 (element == EL_AMOEBA_FULL ||
14212 element == EL_BD_AMOEBA ||
14213 element == EL_AMOEBA_GROWING))
14215 AmoebaCnt[AmoebaNr[x][y]]--;
14216 AmoebaCnt2[AmoebaNr[x][y]]--;
14219 if (IS_MOVING(x, y))
14220 RemoveMovingField(x, y);
14224 TEST_DrawLevelField(x, y);
14227 /* if digged element was about to explode, prevent the explosion */
14228 ExplodeField[x][y] = EX_TYPE_NONE;
14230 PlayLevelSoundAction(x, y, action);
14233 Store[x][y] = EL_EMPTY;
14235 /* this makes it possible to leave the removed element again */
14236 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14237 Store[x][y] = element;
14242 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14244 int jx = player->jx, jy = player->jy;
14245 int x = jx + dx, y = jy + dy;
14246 int snap_direction = (dx == -1 ? MV_LEFT :
14247 dx == +1 ? MV_RIGHT :
14249 dy == +1 ? MV_DOWN : MV_NONE);
14250 boolean can_continue_snapping = (level.continuous_snapping &&
14251 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14253 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14256 if (!player->active || !IN_LEV_FIELD(x, y))
14264 if (player->MovPos == 0)
14265 player->is_pushing = FALSE;
14267 player->is_snapping = FALSE;
14269 if (player->MovPos == 0)
14271 player->is_moving = FALSE;
14272 player->is_digging = FALSE;
14273 player->is_collecting = FALSE;
14279 /* prevent snapping with already pressed snap key when not allowed */
14280 if (player->is_snapping && !can_continue_snapping)
14283 player->MovDir = snap_direction;
14285 if (player->MovPos == 0)
14287 player->is_moving = FALSE;
14288 player->is_digging = FALSE;
14289 player->is_collecting = FALSE;
14292 player->is_dropping = FALSE;
14293 player->is_dropping_pressed = FALSE;
14294 player->drop_pressed_delay = 0;
14296 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14299 player->is_snapping = TRUE;
14300 player->is_active = TRUE;
14302 if (player->MovPos == 0)
14304 player->is_moving = FALSE;
14305 player->is_digging = FALSE;
14306 player->is_collecting = FALSE;
14309 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
14310 TEST_DrawLevelField(player->last_jx, player->last_jy);
14312 TEST_DrawLevelField(x, y);
14317 static boolean DropElement(struct PlayerInfo *player)
14319 int old_element, new_element;
14320 int dropx = player->jx, dropy = player->jy;
14321 int drop_direction = player->MovDir;
14322 int drop_side = drop_direction;
14323 int drop_element = get_next_dropped_element(player);
14325 /* do not drop an element on top of another element; when holding drop key
14326 pressed without moving, dropped element must move away before the next
14327 element can be dropped (this is especially important if the next element
14328 is dynamite, which can be placed on background for historical reasons) */
14329 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14332 if (IS_THROWABLE(drop_element))
14334 dropx += GET_DX_FROM_DIR(drop_direction);
14335 dropy += GET_DY_FROM_DIR(drop_direction);
14337 if (!IN_LEV_FIELD(dropx, dropy))
14341 old_element = Feld[dropx][dropy]; /* old element at dropping position */
14342 new_element = drop_element; /* default: no change when dropping */
14344 /* check if player is active, not moving and ready to drop */
14345 if (!player->active || player->MovPos || player->drop_delay > 0)
14348 /* check if player has anything that can be dropped */
14349 if (new_element == EL_UNDEFINED)
14352 /* only set if player has anything that can be dropped */
14353 player->is_dropping_pressed = TRUE;
14355 /* check if drop key was pressed long enough for EM style dynamite */
14356 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14359 /* check if anything can be dropped at the current position */
14360 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14363 /* collected custom elements can only be dropped on empty fields */
14364 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14367 if (old_element != EL_EMPTY)
14368 Back[dropx][dropy] = old_element; /* store old element on this field */
14370 ResetGfxAnimation(dropx, dropy);
14371 ResetRandomAnimationValue(dropx, dropy);
14373 if (player->inventory_size > 0 ||
14374 player->inventory_infinite_element != EL_UNDEFINED)
14376 if (player->inventory_size > 0)
14378 player->inventory_size--;
14380 DrawGameDoorValues();
14382 if (new_element == EL_DYNAMITE)
14383 new_element = EL_DYNAMITE_ACTIVE;
14384 else if (new_element == EL_EM_DYNAMITE)
14385 new_element = EL_EM_DYNAMITE_ACTIVE;
14386 else if (new_element == EL_SP_DISK_RED)
14387 new_element = EL_SP_DISK_RED_ACTIVE;
14390 Feld[dropx][dropy] = new_element;
14392 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14393 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14394 el2img(Feld[dropx][dropy]), 0);
14396 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14398 /* needed if previous element just changed to "empty" in the last frame */
14399 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14401 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14402 player->index_bit, drop_side);
14403 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14405 player->index_bit, drop_side);
14407 TestIfElementTouchesCustomElement(dropx, dropy);
14409 else /* player is dropping a dyna bomb */
14411 player->dynabombs_left--;
14413 Feld[dropx][dropy] = new_element;
14415 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14416 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14417 el2img(Feld[dropx][dropy]), 0);
14419 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14422 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14423 InitField_WithBug1(dropx, dropy, FALSE);
14425 new_element = Feld[dropx][dropy]; /* element might have changed */
14427 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14428 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14430 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14431 MovDir[dropx][dropy] = drop_direction;
14433 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14435 /* do not cause impact style collision by dropping elements that can fall */
14436 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14439 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14440 player->is_dropping = TRUE;
14442 player->drop_pressed_delay = 0;
14443 player->is_dropping_pressed = FALSE;
14445 player->drop_x = dropx;
14446 player->drop_y = dropy;
14451 /* ------------------------------------------------------------------------- */
14452 /* game sound playing functions */
14453 /* ------------------------------------------------------------------------- */
14455 static int *loop_sound_frame = NULL;
14456 static int *loop_sound_volume = NULL;
14458 void InitPlayLevelSound()
14460 int num_sounds = getSoundListSize();
14462 checked_free(loop_sound_frame);
14463 checked_free(loop_sound_volume);
14465 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14466 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14469 static void PlayLevelSound(int x, int y, int nr)
14471 int sx = SCREENX(x), sy = SCREENY(y);
14472 int volume, stereo_position;
14473 int max_distance = 8;
14474 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14476 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14477 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14480 if (!IN_LEV_FIELD(x, y) ||
14481 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14482 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14485 volume = SOUND_MAX_VOLUME;
14487 if (!IN_SCR_FIELD(sx, sy))
14489 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14490 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14492 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14495 stereo_position = (SOUND_MAX_LEFT +
14496 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14497 (SCR_FIELDX + 2 * max_distance));
14499 if (IS_LOOP_SOUND(nr))
14501 /* This assures that quieter loop sounds do not overwrite louder ones,
14502 while restarting sound volume comparison with each new game frame. */
14504 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14507 loop_sound_volume[nr] = volume;
14508 loop_sound_frame[nr] = FrameCounter;
14511 PlaySoundExt(nr, volume, stereo_position, type);
14514 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14516 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14517 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14518 y < LEVELY(BY1) ? LEVELY(BY1) :
14519 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14523 static void PlayLevelSoundAction(int x, int y, int action)
14525 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14528 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14530 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14532 if (sound_effect != SND_UNDEFINED)
14533 PlayLevelSound(x, y, sound_effect);
14536 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14539 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14541 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14542 PlayLevelSound(x, y, sound_effect);
14545 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14547 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14549 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14550 PlayLevelSound(x, y, sound_effect);
14553 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14555 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14557 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14558 StopSound(sound_effect);
14561 static int getLevelMusicNr()
14563 if (levelset.music[level_nr] != MUS_UNDEFINED)
14564 return levelset.music[level_nr]; /* from config file */
14566 return MAP_NOCONF_MUSIC(level_nr); /* from music dir */
14569 static void FadeLevelSounds()
14574 static void FadeLevelMusic()
14576 int music_nr = getLevelMusicNr();
14577 char *curr_music = getCurrentlyPlayingMusicFilename();
14578 char *next_music = getMusicInfoEntryFilename(music_nr);
14580 if (!strEqual(curr_music, next_music))
14584 void FadeLevelSoundsAndMusic()
14590 static void PlayLevelMusic()
14592 int music_nr = getLevelMusicNr();
14593 char *curr_music = getCurrentlyPlayingMusicFilename();
14594 char *next_music = getMusicInfoEntryFilename(music_nr);
14596 if (!strEqual(curr_music, next_music))
14597 PlayMusic(music_nr);
14600 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14602 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14603 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14604 int x = xx - 1 - offset;
14605 int y = yy - 1 - offset;
14610 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14614 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14618 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14622 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14626 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14630 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14634 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14637 case SAMPLE_android_clone:
14638 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14641 case SAMPLE_android_move:
14642 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14645 case SAMPLE_spring:
14646 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14650 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14654 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14657 case SAMPLE_eater_eat:
14658 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14662 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14665 case SAMPLE_collect:
14666 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14669 case SAMPLE_diamond:
14670 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14673 case SAMPLE_squash:
14674 /* !!! CHECK THIS !!! */
14676 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14678 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14682 case SAMPLE_wonderfall:
14683 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14687 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14691 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14695 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14699 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14703 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14707 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14710 case SAMPLE_wonder:
14711 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14715 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14718 case SAMPLE_exit_open:
14719 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14722 case SAMPLE_exit_leave:
14723 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14726 case SAMPLE_dynamite:
14727 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14731 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14735 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14739 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14743 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14747 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14751 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14755 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14760 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14762 int element = map_element_SP_to_RND(element_sp);
14763 int action = map_action_SP_to_RND(action_sp);
14764 int offset = (setup.sp_show_border_elements ? 0 : 1);
14765 int x = xx - offset;
14766 int y = yy - offset;
14768 PlayLevelSoundElementAction(x, y, element, action);
14771 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
14773 int element = map_element_MM_to_RND(element_mm);
14774 int action = map_action_MM_to_RND(action_mm);
14776 int x = xx - offset;
14777 int y = yy - offset;
14779 if (!IS_MM_ELEMENT(element))
14780 element = EL_MM_DEFAULT;
14782 PlayLevelSoundElementAction(x, y, element, action);
14785 void PlaySound_MM(int sound_mm)
14787 int sound = map_sound_MM_to_RND(sound_mm);
14789 if (sound == SND_UNDEFINED)
14795 void PlaySoundLoop_MM(int sound_mm)
14797 int sound = map_sound_MM_to_RND(sound_mm);
14799 if (sound == SND_UNDEFINED)
14802 PlaySoundLoop(sound);
14805 void StopSound_MM(int sound_mm)
14807 int sound = map_sound_MM_to_RND(sound_mm);
14809 if (sound == SND_UNDEFINED)
14815 void RaiseScore(int value)
14817 local_player->score += value;
14819 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14821 DisplayGameControlValues();
14824 void RaiseScoreElement(int element)
14829 case EL_BD_DIAMOND:
14830 case EL_EMERALD_YELLOW:
14831 case EL_EMERALD_RED:
14832 case EL_EMERALD_PURPLE:
14833 case EL_SP_INFOTRON:
14834 RaiseScore(level.score[SC_EMERALD]);
14837 RaiseScore(level.score[SC_DIAMOND]);
14840 RaiseScore(level.score[SC_CRYSTAL]);
14843 RaiseScore(level.score[SC_PEARL]);
14846 case EL_BD_BUTTERFLY:
14847 case EL_SP_ELECTRON:
14848 RaiseScore(level.score[SC_BUG]);
14851 case EL_BD_FIREFLY:
14852 case EL_SP_SNIKSNAK:
14853 RaiseScore(level.score[SC_SPACESHIP]);
14856 case EL_DARK_YAMYAM:
14857 RaiseScore(level.score[SC_YAMYAM]);
14860 RaiseScore(level.score[SC_ROBOT]);
14863 RaiseScore(level.score[SC_PACMAN]);
14866 RaiseScore(level.score[SC_NUT]);
14869 case EL_EM_DYNAMITE:
14870 case EL_SP_DISK_RED:
14871 case EL_DYNABOMB_INCREASE_NUMBER:
14872 case EL_DYNABOMB_INCREASE_SIZE:
14873 case EL_DYNABOMB_INCREASE_POWER:
14874 RaiseScore(level.score[SC_DYNAMITE]);
14876 case EL_SHIELD_NORMAL:
14877 case EL_SHIELD_DEADLY:
14878 RaiseScore(level.score[SC_SHIELD]);
14880 case EL_EXTRA_TIME:
14881 RaiseScore(level.extra_time_score);
14895 case EL_DC_KEY_WHITE:
14896 RaiseScore(level.score[SC_KEY]);
14899 RaiseScore(element_info[element].collect_score);
14904 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14906 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14908 /* closing door required in case of envelope style request dialogs */
14910 CloseDoor(DOOR_CLOSE_1);
14912 #if defined(NETWORK_AVALIABLE)
14913 if (options.network)
14914 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14919 FadeSkipNextFadeIn();
14921 SetGameStatus(GAME_MODE_MAIN);
14926 else /* continue playing the game */
14928 if (tape.playing && tape.deactivate_display)
14929 TapeDeactivateDisplayOff(TRUE);
14931 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14933 if (tape.playing && tape.deactivate_display)
14934 TapeDeactivateDisplayOn();
14938 void RequestQuitGame(boolean ask_if_really_quit)
14940 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14941 boolean skip_request = AllPlayersGone || quick_quit;
14943 RequestQuitGameExt(skip_request, quick_quit,
14944 "Do you really want to quit the game?");
14948 /* ------------------------------------------------------------------------- */
14949 /* random generator functions */
14950 /* ------------------------------------------------------------------------- */
14952 unsigned int InitEngineRandom_RND(int seed)
14954 game.num_random_calls = 0;
14956 return InitEngineRandom(seed);
14959 unsigned int RND(int max)
14963 game.num_random_calls++;
14965 return GetEngineRandom(max);
14972 /* ------------------------------------------------------------------------- */
14973 /* game engine snapshot handling functions */
14974 /* ------------------------------------------------------------------------- */
14976 struct EngineSnapshotInfo
14978 /* runtime values for custom element collect score */
14979 int collect_score[NUM_CUSTOM_ELEMENTS];
14981 /* runtime values for group element choice position */
14982 int choice_pos[NUM_GROUP_ELEMENTS];
14984 /* runtime values for belt position animations */
14985 int belt_graphic[4][NUM_BELT_PARTS];
14986 int belt_anim_mode[4][NUM_BELT_PARTS];
14989 static struct EngineSnapshotInfo engine_snapshot_rnd;
14990 static char *snapshot_level_identifier = NULL;
14991 static int snapshot_level_nr = -1;
14993 static void SaveEngineSnapshotValues_RND()
14995 static int belt_base_active_element[4] =
14997 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14998 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14999 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15000 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15004 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15006 int element = EL_CUSTOM_START + i;
15008 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15011 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15013 int element = EL_GROUP_START + i;
15015 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15018 for (i = 0; i < 4; i++)
15020 for (j = 0; j < NUM_BELT_PARTS; j++)
15022 int element = belt_base_active_element[i] + j;
15023 int graphic = el2img(element);
15024 int anim_mode = graphic_info[graphic].anim_mode;
15026 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15027 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15032 static void LoadEngineSnapshotValues_RND()
15034 unsigned int num_random_calls = game.num_random_calls;
15037 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15039 int element = EL_CUSTOM_START + i;
15041 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15044 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15046 int element = EL_GROUP_START + i;
15048 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15051 for (i = 0; i < 4; i++)
15053 for (j = 0; j < NUM_BELT_PARTS; j++)
15055 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15056 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15058 graphic_info[graphic].anim_mode = anim_mode;
15062 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15064 InitRND(tape.random_seed);
15065 for (i = 0; i < num_random_calls; i++)
15069 if (game.num_random_calls != num_random_calls)
15071 Error(ERR_INFO, "number of random calls out of sync");
15072 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15073 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15074 Error(ERR_EXIT, "this should not happen -- please debug");
15078 void FreeEngineSnapshotSingle()
15080 FreeSnapshotSingle();
15082 setString(&snapshot_level_identifier, NULL);
15083 snapshot_level_nr = -1;
15086 void FreeEngineSnapshotList()
15088 FreeSnapshotList();
15091 ListNode *SaveEngineSnapshotBuffers()
15093 ListNode *buffers = NULL;
15095 /* copy some special values to a structure better suited for the snapshot */
15097 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15098 SaveEngineSnapshotValues_RND();
15099 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15100 SaveEngineSnapshotValues_EM();
15101 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15102 SaveEngineSnapshotValues_SP(&buffers);
15103 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15104 SaveEngineSnapshotValues_MM(&buffers);
15106 /* save values stored in special snapshot structure */
15108 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15109 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15110 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15111 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15112 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15113 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15114 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15115 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15117 /* save further RND engine values */
15119 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15120 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15121 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15123 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
15124 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
15125 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
15126 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
15128 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15129 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15130 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15131 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15132 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15134 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15135 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15136 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15138 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15140 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
15142 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15143 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15145 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15146 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15147 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15148 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15149 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15150 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15151 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15152 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15153 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15154 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15155 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15156 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15157 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15158 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15159 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15160 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15161 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15162 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15164 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15165 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15167 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15168 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15169 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15171 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15172 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15174 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15175 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15176 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15177 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15178 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15180 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15181 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15184 ListNode *node = engine_snapshot_list_rnd;
15187 while (node != NULL)
15189 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15194 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15200 void SaveEngineSnapshotSingle()
15202 ListNode *buffers = SaveEngineSnapshotBuffers();
15204 /* finally save all snapshot buffers to single snapshot */
15205 SaveSnapshotSingle(buffers);
15207 /* save level identification information */
15208 setString(&snapshot_level_identifier, leveldir_current->identifier);
15209 snapshot_level_nr = level_nr;
15212 boolean CheckSaveEngineSnapshotToList()
15214 boolean save_snapshot =
15215 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15216 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15217 game.snapshot.changed_action) ||
15218 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15219 game.snapshot.collected_item));
15221 game.snapshot.changed_action = FALSE;
15222 game.snapshot.collected_item = FALSE;
15223 game.snapshot.save_snapshot = save_snapshot;
15225 return save_snapshot;
15228 void SaveEngineSnapshotToList()
15230 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15234 ListNode *buffers = SaveEngineSnapshotBuffers();
15236 /* finally save all snapshot buffers to snapshot list */
15237 SaveSnapshotToList(buffers);
15240 void SaveEngineSnapshotToListInitial()
15242 FreeEngineSnapshotList();
15244 SaveEngineSnapshotToList();
15247 void LoadEngineSnapshotValues()
15249 /* restore special values from snapshot structure */
15251 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15252 LoadEngineSnapshotValues_RND();
15253 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15254 LoadEngineSnapshotValues_EM();
15255 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15256 LoadEngineSnapshotValues_SP();
15257 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15258 LoadEngineSnapshotValues_MM();
15261 void LoadEngineSnapshotSingle()
15263 LoadSnapshotSingle();
15265 LoadEngineSnapshotValues();
15268 void LoadEngineSnapshot_Undo(int steps)
15270 LoadSnapshotFromList_Older(steps);
15272 LoadEngineSnapshotValues();
15275 void LoadEngineSnapshot_Redo(int steps)
15277 LoadSnapshotFromList_Newer(steps);
15279 LoadEngineSnapshotValues();
15282 boolean CheckEngineSnapshotSingle()
15284 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15285 snapshot_level_nr == level_nr);
15288 boolean CheckEngineSnapshotList()
15290 return CheckSnapshotList();
15294 /* ---------- new game button stuff ---------------------------------------- */
15302 } gamebutton_info[NUM_GAME_BUTTONS] =
15305 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15306 GAME_CTRL_ID_STOP, "stop game"
15309 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15310 GAME_CTRL_ID_PAUSE, "pause game"
15313 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15314 GAME_CTRL_ID_PLAY, "play game"
15317 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15318 GAME_CTRL_ID_UNDO, "undo step"
15321 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15322 GAME_CTRL_ID_REDO, "redo step"
15325 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15326 GAME_CTRL_ID_SAVE, "save game"
15329 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15330 GAME_CTRL_ID_PAUSE2, "pause game"
15333 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15334 GAME_CTRL_ID_LOAD, "load game"
15337 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15338 SOUND_CTRL_ID_MUSIC, "background music on/off"
15341 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15342 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
15345 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15346 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
15350 void CreateGameButtons()
15354 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15356 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
15357 struct XY *pos = gamebutton_info[i].pos;
15358 struct GadgetInfo *gi;
15361 unsigned int event_mask;
15362 int base_x = (tape.show_game_buttons ? VX : DX);
15363 int base_y = (tape.show_game_buttons ? VY : DY);
15364 int gd_x = gfx->src_x;
15365 int gd_y = gfx->src_y;
15366 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15367 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15368 int gd_xa = gfx->src_x + gfx->active_xoffset;
15369 int gd_ya = gfx->src_y + gfx->active_yoffset;
15370 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15371 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15374 if (gfx->bitmap == NULL)
15376 game_gadget[id] = NULL;
15381 if (id == GAME_CTRL_ID_STOP ||
15382 id == GAME_CTRL_ID_PLAY ||
15383 id == GAME_CTRL_ID_SAVE ||
15384 id == GAME_CTRL_ID_LOAD)
15386 button_type = GD_TYPE_NORMAL_BUTTON;
15388 event_mask = GD_EVENT_RELEASED;
15390 else if (id == GAME_CTRL_ID_UNDO ||
15391 id == GAME_CTRL_ID_REDO)
15393 button_type = GD_TYPE_NORMAL_BUTTON;
15395 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15399 button_type = GD_TYPE_CHECK_BUTTON;
15401 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
15402 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
15403 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
15404 event_mask = GD_EVENT_PRESSED;
15407 gi = CreateGadget(GDI_CUSTOM_ID, id,
15408 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15409 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15410 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15411 GDI_WIDTH, gfx->width,
15412 GDI_HEIGHT, gfx->height,
15413 GDI_TYPE, button_type,
15414 GDI_STATE, GD_BUTTON_UNPRESSED,
15415 GDI_CHECKED, checked,
15416 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15417 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15418 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15419 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15420 GDI_DIRECT_DRAW, FALSE,
15421 GDI_EVENT_MASK, event_mask,
15422 GDI_CALLBACK_ACTION, HandleGameButtons,
15426 Error(ERR_EXIT, "cannot create gadget");
15428 game_gadget[id] = gi;
15432 void FreeGameButtons()
15436 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15437 FreeGadget(game_gadget[i]);
15440 static void UnmapGameButtonsAtSamePosition(int id)
15444 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15446 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15447 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15448 UnmapGadget(game_gadget[i]);
15451 static void UnmapGameButtonsAtSamePosition_All()
15453 if (setup.show_snapshot_buttons)
15455 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15456 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15457 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15461 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15462 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15463 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15467 static void MapGameButtonsAtSamePosition(int id)
15471 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15473 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15474 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15475 MapGadget(game_gadget[i]);
15477 UnmapGameButtonsAtSamePosition_All();
15480 void MapUndoRedoButtons()
15482 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15483 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15485 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15486 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15488 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15491 void UnmapUndoRedoButtons()
15493 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15494 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15496 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15497 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15499 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15502 void MapGameButtons()
15506 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15507 if (i != GAME_CTRL_ID_UNDO &&
15508 i != GAME_CTRL_ID_REDO)
15509 MapGadget(game_gadget[i]);
15511 UnmapGameButtonsAtSamePosition_All();
15513 RedrawGameButtons();
15516 void UnmapGameButtons()
15520 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15521 UnmapGadget(game_gadget[i]);
15524 void RedrawGameButtons()
15528 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15529 RedrawGadget(game_gadget[i]);
15531 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15532 redraw_mask &= ~REDRAW_ALL;
15535 void GameUndoRedoExt()
15537 ClearPlayerAction();
15539 tape.pausing = TRUE;
15542 UpdateAndDisplayGameControlValues();
15544 DrawCompleteVideoDisplay();
15545 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15546 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15547 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15552 void GameUndo(int steps)
15554 if (!CheckEngineSnapshotList())
15557 LoadEngineSnapshot_Undo(steps);
15562 void GameRedo(int steps)
15564 if (!CheckEngineSnapshotList())
15567 LoadEngineSnapshot_Redo(steps);
15572 static void HandleGameButtonsExt(int id, int button)
15574 static boolean game_undo_executed = FALSE;
15575 int steps = BUTTON_STEPSIZE(button);
15576 boolean handle_game_buttons =
15577 (game_status == GAME_MODE_PLAYING ||
15578 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15580 if (!handle_game_buttons)
15585 case GAME_CTRL_ID_STOP:
15586 if (game_status == GAME_MODE_MAIN)
15592 RequestQuitGame(TRUE);
15596 case GAME_CTRL_ID_PAUSE:
15597 case GAME_CTRL_ID_PAUSE2:
15598 if (options.network && game_status == GAME_MODE_PLAYING)
15600 #if defined(NETWORK_AVALIABLE)
15602 SendToServer_ContinuePlaying();
15604 SendToServer_PausePlaying();
15608 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15610 game_undo_executed = FALSE;
15614 case GAME_CTRL_ID_PLAY:
15615 if (game_status == GAME_MODE_MAIN)
15617 StartGameActions(options.network, setup.autorecord, level.random_seed);
15619 else if (tape.pausing)
15621 #if defined(NETWORK_AVALIABLE)
15622 if (options.network)
15623 SendToServer_ContinuePlaying();
15626 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15630 case GAME_CTRL_ID_UNDO:
15631 // Important: When using "save snapshot when collecting an item" mode,
15632 // load last (current) snapshot for first "undo" after pressing "pause"
15633 // (else the last-but-one snapshot would be loaded, because the snapshot
15634 // pointer already points to the last snapshot when pressing "pause",
15635 // which is fine for "every step/move" mode, but not for "every collect")
15636 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15637 !game_undo_executed)
15640 game_undo_executed = TRUE;
15645 case GAME_CTRL_ID_REDO:
15649 case GAME_CTRL_ID_SAVE:
15653 case GAME_CTRL_ID_LOAD:
15657 case SOUND_CTRL_ID_MUSIC:
15658 if (setup.sound_music)
15660 setup.sound_music = FALSE;
15664 else if (audio.music_available)
15666 setup.sound = setup.sound_music = TRUE;
15668 SetAudioMode(setup.sound);
15674 case SOUND_CTRL_ID_LOOPS:
15675 if (setup.sound_loops)
15676 setup.sound_loops = FALSE;
15677 else if (audio.loops_available)
15679 setup.sound = setup.sound_loops = TRUE;
15681 SetAudioMode(setup.sound);
15685 case SOUND_CTRL_ID_SIMPLE:
15686 if (setup.sound_simple)
15687 setup.sound_simple = FALSE;
15688 else if (audio.sound_available)
15690 setup.sound = setup.sound_simple = TRUE;
15692 SetAudioMode(setup.sound);
15701 static void HandleGameButtons(struct GadgetInfo *gi)
15703 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15706 void HandleSoundButtonKeys(Key key)
15709 if (key == setup.shortcut.sound_simple)
15710 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15711 else if (key == setup.shortcut.sound_loops)
15712 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15713 else if (key == setup.shortcut.sound_music)
15714 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);