1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
25 #define DEBUG_INIT_PLAYER 1
26 #define DEBUG_PLAYER_ACTIONS 0
28 /* EXPERIMENTAL STUFF */
29 #define USE_NEW_AMOEBA_CODE FALSE
31 /* EXPERIMENTAL STUFF */
32 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
33 #define USE_QUICKSAND_IMPACT_BUGFIX 0
34 #define USE_DELAYED_GFX_REDRAW 0
35 #define USE_NEW_PLAYER_ASSIGNMENTS 1
37 #if USE_DELAYED_GFX_REDRAW
38 #define TEST_DrawLevelField(x, y) \
39 GfxRedraw[x][y] |= GFX_REDRAW_TILE
40 #define TEST_DrawLevelFieldCrumbled(x, y) \
41 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
42 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
43 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
44 #define TEST_DrawTwinkleOnField(x, y) \
45 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
47 #define TEST_DrawLevelField(x, y) \
49 #define TEST_DrawLevelFieldCrumbled(x, y) \
50 DrawLevelFieldCrumbled(x, y)
51 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
52 DrawLevelFieldCrumbledNeighbours(x, y)
53 #define TEST_DrawTwinkleOnField(x, y) \
54 DrawTwinkleOnField(x, y)
63 /* for MovePlayer() */
64 #define MP_NO_ACTION 0
67 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
69 /* for ScrollPlayer() */
71 #define SCROLL_GO_ON 1
73 /* for Bang()/Explode() */
74 #define EX_PHASE_START 0
75 #define EX_TYPE_NONE 0
76 #define EX_TYPE_NORMAL (1 << 0)
77 #define EX_TYPE_CENTER (1 << 1)
78 #define EX_TYPE_BORDER (1 << 2)
79 #define EX_TYPE_CROSS (1 << 3)
80 #define EX_TYPE_DYNA (1 << 4)
81 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
83 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
84 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
85 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
86 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
88 /* game panel display and control definitions */
89 #define GAME_PANEL_LEVEL_NUMBER 0
90 #define GAME_PANEL_GEMS 1
91 #define GAME_PANEL_INVENTORY_COUNT 2
92 #define GAME_PANEL_INVENTORY_FIRST_1 3
93 #define GAME_PANEL_INVENTORY_FIRST_2 4
94 #define GAME_PANEL_INVENTORY_FIRST_3 5
95 #define GAME_PANEL_INVENTORY_FIRST_4 6
96 #define GAME_PANEL_INVENTORY_FIRST_5 7
97 #define GAME_PANEL_INVENTORY_FIRST_6 8
98 #define GAME_PANEL_INVENTORY_FIRST_7 9
99 #define GAME_PANEL_INVENTORY_FIRST_8 10
100 #define GAME_PANEL_INVENTORY_LAST_1 11
101 #define GAME_PANEL_INVENTORY_LAST_2 12
102 #define GAME_PANEL_INVENTORY_LAST_3 13
103 #define GAME_PANEL_INVENTORY_LAST_4 14
104 #define GAME_PANEL_INVENTORY_LAST_5 15
105 #define GAME_PANEL_INVENTORY_LAST_6 16
106 #define GAME_PANEL_INVENTORY_LAST_7 17
107 #define GAME_PANEL_INVENTORY_LAST_8 18
108 #define GAME_PANEL_KEY_1 19
109 #define GAME_PANEL_KEY_2 20
110 #define GAME_PANEL_KEY_3 21
111 #define GAME_PANEL_KEY_4 22
112 #define GAME_PANEL_KEY_5 23
113 #define GAME_PANEL_KEY_6 24
114 #define GAME_PANEL_KEY_7 25
115 #define GAME_PANEL_KEY_8 26
116 #define GAME_PANEL_KEY_WHITE 27
117 #define GAME_PANEL_KEY_WHITE_COUNT 28
118 #define GAME_PANEL_SCORE 29
119 #define GAME_PANEL_HIGHSCORE 30
120 #define GAME_PANEL_TIME 31
121 #define GAME_PANEL_TIME_HH 32
122 #define GAME_PANEL_TIME_MM 33
123 #define GAME_PANEL_TIME_SS 34
124 #define GAME_PANEL_FRAME 35
125 #define GAME_PANEL_SHIELD_NORMAL 36
126 #define GAME_PANEL_SHIELD_NORMAL_TIME 37
127 #define GAME_PANEL_SHIELD_DEADLY 38
128 #define GAME_PANEL_SHIELD_DEADLY_TIME 39
129 #define GAME_PANEL_EXIT 40
130 #define GAME_PANEL_EMC_MAGIC_BALL 41
131 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42
132 #define GAME_PANEL_LIGHT_SWITCH 43
133 #define GAME_PANEL_LIGHT_SWITCH_TIME 44
134 #define GAME_PANEL_TIMEGATE_SWITCH 45
135 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 46
136 #define GAME_PANEL_SWITCHGATE_SWITCH 47
137 #define GAME_PANEL_EMC_LENSES 48
138 #define GAME_PANEL_EMC_LENSES_TIME 49
139 #define GAME_PANEL_EMC_MAGNIFIER 50
140 #define GAME_PANEL_EMC_MAGNIFIER_TIME 51
141 #define GAME_PANEL_BALLOON_SWITCH 52
142 #define GAME_PANEL_DYNABOMB_NUMBER 53
143 #define GAME_PANEL_DYNABOMB_SIZE 54
144 #define GAME_PANEL_DYNABOMB_POWER 55
145 #define GAME_PANEL_PENGUINS 56
146 #define GAME_PANEL_SOKOBAN_OBJECTS 57
147 #define GAME_PANEL_SOKOBAN_FIELDS 58
148 #define GAME_PANEL_ROBOT_WHEEL 59
149 #define GAME_PANEL_CONVEYOR_BELT_1 60
150 #define GAME_PANEL_CONVEYOR_BELT_2 61
151 #define GAME_PANEL_CONVEYOR_BELT_3 62
152 #define GAME_PANEL_CONVEYOR_BELT_4 63
153 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64
154 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65
155 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66
156 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67
157 #define GAME_PANEL_MAGIC_WALL 68
158 #define GAME_PANEL_MAGIC_WALL_TIME 69
159 #define GAME_PANEL_GRAVITY_STATE 70
160 #define GAME_PANEL_GRAPHIC_1 71
161 #define GAME_PANEL_GRAPHIC_2 72
162 #define GAME_PANEL_GRAPHIC_3 73
163 #define GAME_PANEL_GRAPHIC_4 74
164 #define GAME_PANEL_GRAPHIC_5 75
165 #define GAME_PANEL_GRAPHIC_6 76
166 #define GAME_PANEL_GRAPHIC_7 77
167 #define GAME_PANEL_GRAPHIC_8 78
168 #define GAME_PANEL_ELEMENT_1 79
169 #define GAME_PANEL_ELEMENT_2 80
170 #define GAME_PANEL_ELEMENT_3 81
171 #define GAME_PANEL_ELEMENT_4 82
172 #define GAME_PANEL_ELEMENT_5 83
173 #define GAME_PANEL_ELEMENT_6 84
174 #define GAME_PANEL_ELEMENT_7 85
175 #define GAME_PANEL_ELEMENT_8 86
176 #define GAME_PANEL_ELEMENT_COUNT_1 87
177 #define GAME_PANEL_ELEMENT_COUNT_2 88
178 #define GAME_PANEL_ELEMENT_COUNT_3 89
179 #define GAME_PANEL_ELEMENT_COUNT_4 90
180 #define GAME_PANEL_ELEMENT_COUNT_5 91
181 #define GAME_PANEL_ELEMENT_COUNT_6 92
182 #define GAME_PANEL_ELEMENT_COUNT_7 93
183 #define GAME_PANEL_ELEMENT_COUNT_8 94
184 #define GAME_PANEL_CE_SCORE_1 95
185 #define GAME_PANEL_CE_SCORE_2 96
186 #define GAME_PANEL_CE_SCORE_3 97
187 #define GAME_PANEL_CE_SCORE_4 98
188 #define GAME_PANEL_CE_SCORE_5 99
189 #define GAME_PANEL_CE_SCORE_6 100
190 #define GAME_PANEL_CE_SCORE_7 101
191 #define GAME_PANEL_CE_SCORE_8 102
192 #define GAME_PANEL_CE_SCORE_1_ELEMENT 103
193 #define GAME_PANEL_CE_SCORE_2_ELEMENT 104
194 #define GAME_PANEL_CE_SCORE_3_ELEMENT 105
195 #define GAME_PANEL_CE_SCORE_4_ELEMENT 106
196 #define GAME_PANEL_CE_SCORE_5_ELEMENT 107
197 #define GAME_PANEL_CE_SCORE_6_ELEMENT 108
198 #define GAME_PANEL_CE_SCORE_7_ELEMENT 109
199 #define GAME_PANEL_CE_SCORE_8_ELEMENT 110
200 #define GAME_PANEL_PLAYER_NAME 111
201 #define GAME_PANEL_LEVEL_NAME 112
202 #define GAME_PANEL_LEVEL_AUTHOR 113
204 #define NUM_GAME_PANEL_CONTROLS 114
206 struct GamePanelOrderInfo
212 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
214 struct GamePanelControlInfo
218 struct TextPosInfo *pos;
221 int value, last_value;
222 int frame, last_frame;
227 static struct GamePanelControlInfo game_panel_controls[] =
230 GAME_PANEL_LEVEL_NUMBER,
231 &game.panel.level_number,
240 GAME_PANEL_INVENTORY_COUNT,
241 &game.panel.inventory_count,
245 GAME_PANEL_INVENTORY_FIRST_1,
246 &game.panel.inventory_first[0],
250 GAME_PANEL_INVENTORY_FIRST_2,
251 &game.panel.inventory_first[1],
255 GAME_PANEL_INVENTORY_FIRST_3,
256 &game.panel.inventory_first[2],
260 GAME_PANEL_INVENTORY_FIRST_4,
261 &game.panel.inventory_first[3],
265 GAME_PANEL_INVENTORY_FIRST_5,
266 &game.panel.inventory_first[4],
270 GAME_PANEL_INVENTORY_FIRST_6,
271 &game.panel.inventory_first[5],
275 GAME_PANEL_INVENTORY_FIRST_7,
276 &game.panel.inventory_first[6],
280 GAME_PANEL_INVENTORY_FIRST_8,
281 &game.panel.inventory_first[7],
285 GAME_PANEL_INVENTORY_LAST_1,
286 &game.panel.inventory_last[0],
290 GAME_PANEL_INVENTORY_LAST_2,
291 &game.panel.inventory_last[1],
295 GAME_PANEL_INVENTORY_LAST_3,
296 &game.panel.inventory_last[2],
300 GAME_PANEL_INVENTORY_LAST_4,
301 &game.panel.inventory_last[3],
305 GAME_PANEL_INVENTORY_LAST_5,
306 &game.panel.inventory_last[4],
310 GAME_PANEL_INVENTORY_LAST_6,
311 &game.panel.inventory_last[5],
315 GAME_PANEL_INVENTORY_LAST_7,
316 &game.panel.inventory_last[6],
320 GAME_PANEL_INVENTORY_LAST_8,
321 &game.panel.inventory_last[7],
365 GAME_PANEL_KEY_WHITE,
366 &game.panel.key_white,
370 GAME_PANEL_KEY_WHITE_COUNT,
371 &game.panel.key_white_count,
380 GAME_PANEL_HIGHSCORE,
381 &game.panel.highscore,
410 GAME_PANEL_SHIELD_NORMAL,
411 &game.panel.shield_normal,
415 GAME_PANEL_SHIELD_NORMAL_TIME,
416 &game.panel.shield_normal_time,
420 GAME_PANEL_SHIELD_DEADLY,
421 &game.panel.shield_deadly,
425 GAME_PANEL_SHIELD_DEADLY_TIME,
426 &game.panel.shield_deadly_time,
435 GAME_PANEL_EMC_MAGIC_BALL,
436 &game.panel.emc_magic_ball,
440 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
441 &game.panel.emc_magic_ball_switch,
445 GAME_PANEL_LIGHT_SWITCH,
446 &game.panel.light_switch,
450 GAME_PANEL_LIGHT_SWITCH_TIME,
451 &game.panel.light_switch_time,
455 GAME_PANEL_TIMEGATE_SWITCH,
456 &game.panel.timegate_switch,
460 GAME_PANEL_TIMEGATE_SWITCH_TIME,
461 &game.panel.timegate_switch_time,
465 GAME_PANEL_SWITCHGATE_SWITCH,
466 &game.panel.switchgate_switch,
470 GAME_PANEL_EMC_LENSES,
471 &game.panel.emc_lenses,
475 GAME_PANEL_EMC_LENSES_TIME,
476 &game.panel.emc_lenses_time,
480 GAME_PANEL_EMC_MAGNIFIER,
481 &game.panel.emc_magnifier,
485 GAME_PANEL_EMC_MAGNIFIER_TIME,
486 &game.panel.emc_magnifier_time,
490 GAME_PANEL_BALLOON_SWITCH,
491 &game.panel.balloon_switch,
495 GAME_PANEL_DYNABOMB_NUMBER,
496 &game.panel.dynabomb_number,
500 GAME_PANEL_DYNABOMB_SIZE,
501 &game.panel.dynabomb_size,
505 GAME_PANEL_DYNABOMB_POWER,
506 &game.panel.dynabomb_power,
511 &game.panel.penguins,
515 GAME_PANEL_SOKOBAN_OBJECTS,
516 &game.panel.sokoban_objects,
520 GAME_PANEL_SOKOBAN_FIELDS,
521 &game.panel.sokoban_fields,
525 GAME_PANEL_ROBOT_WHEEL,
526 &game.panel.robot_wheel,
530 GAME_PANEL_CONVEYOR_BELT_1,
531 &game.panel.conveyor_belt[0],
535 GAME_PANEL_CONVEYOR_BELT_2,
536 &game.panel.conveyor_belt[1],
540 GAME_PANEL_CONVEYOR_BELT_3,
541 &game.panel.conveyor_belt[2],
545 GAME_PANEL_CONVEYOR_BELT_4,
546 &game.panel.conveyor_belt[3],
550 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
551 &game.panel.conveyor_belt_switch[0],
555 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
556 &game.panel.conveyor_belt_switch[1],
560 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
561 &game.panel.conveyor_belt_switch[2],
565 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
566 &game.panel.conveyor_belt_switch[3],
570 GAME_PANEL_MAGIC_WALL,
571 &game.panel.magic_wall,
575 GAME_PANEL_MAGIC_WALL_TIME,
576 &game.panel.magic_wall_time,
580 GAME_PANEL_GRAVITY_STATE,
581 &game.panel.gravity_state,
585 GAME_PANEL_GRAPHIC_1,
586 &game.panel.graphic[0],
590 GAME_PANEL_GRAPHIC_2,
591 &game.panel.graphic[1],
595 GAME_PANEL_GRAPHIC_3,
596 &game.panel.graphic[2],
600 GAME_PANEL_GRAPHIC_4,
601 &game.panel.graphic[3],
605 GAME_PANEL_GRAPHIC_5,
606 &game.panel.graphic[4],
610 GAME_PANEL_GRAPHIC_6,
611 &game.panel.graphic[5],
615 GAME_PANEL_GRAPHIC_7,
616 &game.panel.graphic[6],
620 GAME_PANEL_GRAPHIC_8,
621 &game.panel.graphic[7],
625 GAME_PANEL_ELEMENT_1,
626 &game.panel.element[0],
630 GAME_PANEL_ELEMENT_2,
631 &game.panel.element[1],
635 GAME_PANEL_ELEMENT_3,
636 &game.panel.element[2],
640 GAME_PANEL_ELEMENT_4,
641 &game.panel.element[3],
645 GAME_PANEL_ELEMENT_5,
646 &game.panel.element[4],
650 GAME_PANEL_ELEMENT_6,
651 &game.panel.element[5],
655 GAME_PANEL_ELEMENT_7,
656 &game.panel.element[6],
660 GAME_PANEL_ELEMENT_8,
661 &game.panel.element[7],
665 GAME_PANEL_ELEMENT_COUNT_1,
666 &game.panel.element_count[0],
670 GAME_PANEL_ELEMENT_COUNT_2,
671 &game.panel.element_count[1],
675 GAME_PANEL_ELEMENT_COUNT_3,
676 &game.panel.element_count[2],
680 GAME_PANEL_ELEMENT_COUNT_4,
681 &game.panel.element_count[3],
685 GAME_PANEL_ELEMENT_COUNT_5,
686 &game.panel.element_count[4],
690 GAME_PANEL_ELEMENT_COUNT_6,
691 &game.panel.element_count[5],
695 GAME_PANEL_ELEMENT_COUNT_7,
696 &game.panel.element_count[6],
700 GAME_PANEL_ELEMENT_COUNT_8,
701 &game.panel.element_count[7],
705 GAME_PANEL_CE_SCORE_1,
706 &game.panel.ce_score[0],
710 GAME_PANEL_CE_SCORE_2,
711 &game.panel.ce_score[1],
715 GAME_PANEL_CE_SCORE_3,
716 &game.panel.ce_score[2],
720 GAME_PANEL_CE_SCORE_4,
721 &game.panel.ce_score[3],
725 GAME_PANEL_CE_SCORE_5,
726 &game.panel.ce_score[4],
730 GAME_PANEL_CE_SCORE_6,
731 &game.panel.ce_score[5],
735 GAME_PANEL_CE_SCORE_7,
736 &game.panel.ce_score[6],
740 GAME_PANEL_CE_SCORE_8,
741 &game.panel.ce_score[7],
745 GAME_PANEL_CE_SCORE_1_ELEMENT,
746 &game.panel.ce_score_element[0],
750 GAME_PANEL_CE_SCORE_2_ELEMENT,
751 &game.panel.ce_score_element[1],
755 GAME_PANEL_CE_SCORE_3_ELEMENT,
756 &game.panel.ce_score_element[2],
760 GAME_PANEL_CE_SCORE_4_ELEMENT,
761 &game.panel.ce_score_element[3],
765 GAME_PANEL_CE_SCORE_5_ELEMENT,
766 &game.panel.ce_score_element[4],
770 GAME_PANEL_CE_SCORE_6_ELEMENT,
771 &game.panel.ce_score_element[5],
775 GAME_PANEL_CE_SCORE_7_ELEMENT,
776 &game.panel.ce_score_element[6],
780 GAME_PANEL_CE_SCORE_8_ELEMENT,
781 &game.panel.ce_score_element[7],
785 GAME_PANEL_PLAYER_NAME,
786 &game.panel.player_name,
790 GAME_PANEL_LEVEL_NAME,
791 &game.panel.level_name,
795 GAME_PANEL_LEVEL_AUTHOR,
796 &game.panel.level_author,
807 /* values for delayed check of falling and moving elements and for collision */
808 #define CHECK_DELAY_MOVING 3
809 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
810 #define CHECK_DELAY_COLLISION 2
811 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
813 /* values for initial player move delay (initial delay counter value) */
814 #define INITIAL_MOVE_DELAY_OFF -1
815 #define INITIAL_MOVE_DELAY_ON 0
817 /* values for player movement speed (which is in fact a delay value) */
818 #define MOVE_DELAY_MIN_SPEED 32
819 #define MOVE_DELAY_NORMAL_SPEED 8
820 #define MOVE_DELAY_HIGH_SPEED 4
821 #define MOVE_DELAY_MAX_SPEED 1
823 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
824 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
826 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
827 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
829 /* values for other actions */
830 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
831 #define MOVE_STEPSIZE_MIN (1)
832 #define MOVE_STEPSIZE_MAX (TILEX)
834 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
835 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
837 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
839 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
840 RND(element_info[e].push_delay_random))
841 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
842 RND(element_info[e].drop_delay_random))
843 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
844 RND(element_info[e].move_delay_random))
845 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
846 (element_info[e].move_delay_random))
847 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
848 RND(element_info[e].ce_value_random_initial))
849 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
850 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
851 RND((c)->delay_random * (c)->delay_frames))
852 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
853 RND((c)->delay_random))
856 #define GET_VALID_RUNTIME_ELEMENT(e) \
857 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
859 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
860 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
861 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
862 (be) + (e) - EL_SELF)
864 #define GET_PLAYER_FROM_BITS(p) \
865 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
867 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
868 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
869 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
870 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
871 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
872 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
873 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
874 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
875 RESOLVED_REFERENCE_ELEMENT(be, e) : \
878 #define CAN_GROW_INTO(e) \
879 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
881 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
882 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
885 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
886 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
887 (CAN_MOVE_INTO_ACID(e) && \
888 Feld[x][y] == EL_ACID) || \
891 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
892 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
893 (CAN_MOVE_INTO_ACID(e) && \
894 Feld[x][y] == EL_ACID) || \
897 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
898 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
900 (CAN_MOVE_INTO_ACID(e) && \
901 Feld[x][y] == EL_ACID) || \
902 (DONT_COLLIDE_WITH(e) && \
904 !PLAYER_ENEMY_PROTECTED(x, y))))
906 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
907 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
909 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
910 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
912 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
913 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
915 #define ANDROID_CAN_CLONE_FIELD(x, y) \
916 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
917 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
919 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
920 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
922 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
923 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
925 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
926 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
928 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
929 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
931 #define PIG_CAN_ENTER_FIELD(e, x, y) \
932 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
934 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
935 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
936 Feld[x][y] == EL_EM_EXIT_OPEN || \
937 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
938 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
939 IS_FOOD_PENGUIN(Feld[x][y])))
940 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
941 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
943 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
944 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
946 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
947 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
949 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
950 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
951 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
953 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
955 #define CE_ENTER_FIELD_COND(e, x, y) \
956 (!IS_PLAYER(x, y) && \
957 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
959 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
960 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
962 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
963 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
965 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
966 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
967 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
968 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
970 /* game button identifiers */
971 #define GAME_CTRL_ID_STOP 0
972 #define GAME_CTRL_ID_PAUSE 1
973 #define GAME_CTRL_ID_PLAY 2
974 #define GAME_CTRL_ID_UNDO 3
975 #define GAME_CTRL_ID_REDO 4
976 #define GAME_CTRL_ID_SAVE 5
977 #define GAME_CTRL_ID_PAUSE2 6
978 #define GAME_CTRL_ID_LOAD 7
979 #define SOUND_CTRL_ID_MUSIC 8
980 #define SOUND_CTRL_ID_LOOPS 9
981 #define SOUND_CTRL_ID_SIMPLE 10
983 #define NUM_GAME_BUTTONS 11
986 /* forward declaration for internal use */
988 static void CreateField(int, int, int);
990 static void ResetGfxAnimation(int, int);
992 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
993 static void AdvanceFrameAndPlayerCounters(int);
995 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
996 static boolean MovePlayer(struct PlayerInfo *, int, int);
997 static void ScrollPlayer(struct PlayerInfo *, int);
998 static void ScrollScreen(struct PlayerInfo *, int);
1000 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1001 static boolean DigFieldByCE(int, int, int);
1002 static boolean SnapField(struct PlayerInfo *, int, int);
1003 static boolean DropElement(struct PlayerInfo *);
1005 static void InitBeltMovement(void);
1006 static void CloseAllOpenTimegates(void);
1007 static void CheckGravityMovement(struct PlayerInfo *);
1008 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1009 static void KillPlayerUnlessEnemyProtected(int, int);
1010 static void KillPlayerUnlessExplosionProtected(int, int);
1012 static void TestIfPlayerTouchesCustomElement(int, int);
1013 static void TestIfElementTouchesCustomElement(int, int);
1014 static void TestIfElementHitsCustomElement(int, int, int);
1016 static void HandleElementChange(int, int, int);
1017 static void ExecuteCustomElementAction(int, int, int, int);
1018 static boolean ChangeElement(int, int, int, int);
1020 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1021 #define CheckTriggeredElementChange(x, y, e, ev) \
1022 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1023 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1024 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1025 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1026 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1027 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1028 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1030 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1031 #define CheckElementChange(x, y, e, te, ev) \
1032 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1033 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1034 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1035 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1036 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1038 static void PlayLevelSound(int, int, int);
1039 static void PlayLevelSoundNearest(int, int, int);
1040 static void PlayLevelSoundAction(int, int, int);
1041 static void PlayLevelSoundElementAction(int, int, int, int);
1042 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1043 static void PlayLevelSoundActionIfLoop(int, int, int);
1044 static void StopLevelSoundActionIfLoop(int, int, int);
1045 static void PlayLevelMusic();
1047 static void HandleGameButtons(struct GadgetInfo *);
1049 int AmoebeNachbarNr(int, int);
1050 void AmoebeUmwandeln(int, int);
1051 void ContinueMoving(int, int);
1052 void Bang(int, int);
1053 void InitMovDir(int, int);
1054 void InitAmoebaNr(int, int);
1055 int NewHiScore(void);
1057 void TestIfGoodThingHitsBadThing(int, int, int);
1058 void TestIfBadThingHitsGoodThing(int, int, int);
1059 void TestIfPlayerTouchesBadThing(int, int);
1060 void TestIfPlayerRunsIntoBadThing(int, int, int);
1061 void TestIfBadThingTouchesPlayer(int, int);
1062 void TestIfBadThingRunsIntoPlayer(int, int, int);
1063 void TestIfFriendTouchesBadThing(int, int);
1064 void TestIfBadThingTouchesFriend(int, int);
1065 void TestIfBadThingTouchesOtherBadThing(int, int);
1066 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1068 void KillPlayer(struct PlayerInfo *);
1069 void BuryPlayer(struct PlayerInfo *);
1070 void RemovePlayer(struct PlayerInfo *);
1072 static int getInvisibleActiveFromInvisibleElement(int);
1073 static int getInvisibleFromInvisibleActiveElement(int);
1075 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1077 /* for detection of endless loops, caused by custom element programming */
1078 /* (using maximal playfield width x 10 is just a rough approximation) */
1079 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1081 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1083 if (recursion_loop_detected) \
1086 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1088 recursion_loop_detected = TRUE; \
1089 recursion_loop_element = (e); \
1092 recursion_loop_depth++; \
1095 #define RECURSION_LOOP_DETECTION_END() \
1097 recursion_loop_depth--; \
1100 static int recursion_loop_depth;
1101 static boolean recursion_loop_detected;
1102 static boolean recursion_loop_element;
1104 static int map_player_action[MAX_PLAYERS];
1107 /* ------------------------------------------------------------------------- */
1108 /* definition of elements that automatically change to other elements after */
1109 /* a specified time, eventually calling a function when changing */
1110 /* ------------------------------------------------------------------------- */
1112 /* forward declaration for changer functions */
1113 static void InitBuggyBase(int, int);
1114 static void WarnBuggyBase(int, int);
1116 static void InitTrap(int, int);
1117 static void ActivateTrap(int, int);
1118 static void ChangeActiveTrap(int, int);
1120 static void InitRobotWheel(int, int);
1121 static void RunRobotWheel(int, int);
1122 static void StopRobotWheel(int, int);
1124 static void InitTimegateWheel(int, int);
1125 static void RunTimegateWheel(int, int);
1127 static void InitMagicBallDelay(int, int);
1128 static void ActivateMagicBall(int, int);
1130 struct ChangingElementInfo
1135 void (*pre_change_function)(int x, int y);
1136 void (*change_function)(int x, int y);
1137 void (*post_change_function)(int x, int y);
1140 static struct ChangingElementInfo change_delay_list[] =
1175 EL_STEEL_EXIT_OPENING,
1183 EL_STEEL_EXIT_CLOSING,
1184 EL_STEEL_EXIT_CLOSED,
1207 EL_EM_STEEL_EXIT_OPENING,
1208 EL_EM_STEEL_EXIT_OPEN,
1215 EL_EM_STEEL_EXIT_CLOSING,
1239 EL_SWITCHGATE_OPENING,
1247 EL_SWITCHGATE_CLOSING,
1248 EL_SWITCHGATE_CLOSED,
1255 EL_TIMEGATE_OPENING,
1263 EL_TIMEGATE_CLOSING,
1272 EL_ACID_SPLASH_LEFT,
1280 EL_ACID_SPLASH_RIGHT,
1289 EL_SP_BUGGY_BASE_ACTIVATING,
1296 EL_SP_BUGGY_BASE_ACTIVATING,
1297 EL_SP_BUGGY_BASE_ACTIVE,
1304 EL_SP_BUGGY_BASE_ACTIVE,
1328 EL_ROBOT_WHEEL_ACTIVE,
1336 EL_TIMEGATE_SWITCH_ACTIVE,
1344 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1345 EL_DC_TIMEGATE_SWITCH,
1352 EL_EMC_MAGIC_BALL_ACTIVE,
1353 EL_EMC_MAGIC_BALL_ACTIVE,
1360 EL_EMC_SPRING_BUMPER_ACTIVE,
1361 EL_EMC_SPRING_BUMPER,
1368 EL_DIAGONAL_SHRINKING,
1376 EL_DIAGONAL_GROWING,
1397 int push_delay_fixed, push_delay_random;
1401 { EL_SPRING, 0, 0 },
1402 { EL_BALLOON, 0, 0 },
1404 { EL_SOKOBAN_OBJECT, 2, 0 },
1405 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1406 { EL_SATELLITE, 2, 0 },
1407 { EL_SP_DISK_YELLOW, 2, 0 },
1409 { EL_UNDEFINED, 0, 0 },
1417 move_stepsize_list[] =
1419 { EL_AMOEBA_DROP, 2 },
1420 { EL_AMOEBA_DROPPING, 2 },
1421 { EL_QUICKSAND_FILLING, 1 },
1422 { EL_QUICKSAND_EMPTYING, 1 },
1423 { EL_QUICKSAND_FAST_FILLING, 2 },
1424 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1425 { EL_MAGIC_WALL_FILLING, 2 },
1426 { EL_MAGIC_WALL_EMPTYING, 2 },
1427 { EL_BD_MAGIC_WALL_FILLING, 2 },
1428 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1429 { EL_DC_MAGIC_WALL_FILLING, 2 },
1430 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1432 { EL_UNDEFINED, 0 },
1440 collect_count_list[] =
1443 { EL_BD_DIAMOND, 1 },
1444 { EL_EMERALD_YELLOW, 1 },
1445 { EL_EMERALD_RED, 1 },
1446 { EL_EMERALD_PURPLE, 1 },
1448 { EL_SP_INFOTRON, 1 },
1452 { EL_UNDEFINED, 0 },
1460 access_direction_list[] =
1462 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1463 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1464 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1465 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1466 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1467 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1468 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1469 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1470 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1471 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1472 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1474 { EL_SP_PORT_LEFT, MV_RIGHT },
1475 { EL_SP_PORT_RIGHT, MV_LEFT },
1476 { EL_SP_PORT_UP, MV_DOWN },
1477 { EL_SP_PORT_DOWN, MV_UP },
1478 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1479 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1480 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1481 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1482 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1483 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1484 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1485 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1486 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1487 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1488 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1489 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1490 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1491 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1492 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1494 { EL_UNDEFINED, MV_NONE }
1497 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1499 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1500 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1501 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1502 IS_JUST_CHANGING(x, y))
1504 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1506 /* static variables for playfield scan mode (scanning forward or backward) */
1507 static int playfield_scan_start_x = 0;
1508 static int playfield_scan_start_y = 0;
1509 static int playfield_scan_delta_x = 1;
1510 static int playfield_scan_delta_y = 1;
1512 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1513 (y) >= 0 && (y) <= lev_fieldy - 1; \
1514 (y) += playfield_scan_delta_y) \
1515 for ((x) = playfield_scan_start_x; \
1516 (x) >= 0 && (x) <= lev_fieldx - 1; \
1517 (x) += playfield_scan_delta_x)
1520 void DEBUG_SetMaximumDynamite()
1524 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1525 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1526 local_player->inventory_element[local_player->inventory_size++] =
1531 static void InitPlayfieldScanModeVars()
1533 if (game.use_reverse_scan_direction)
1535 playfield_scan_start_x = lev_fieldx - 1;
1536 playfield_scan_start_y = lev_fieldy - 1;
1538 playfield_scan_delta_x = -1;
1539 playfield_scan_delta_y = -1;
1543 playfield_scan_start_x = 0;
1544 playfield_scan_start_y = 0;
1546 playfield_scan_delta_x = 1;
1547 playfield_scan_delta_y = 1;
1551 static void InitPlayfieldScanMode(int mode)
1553 game.use_reverse_scan_direction =
1554 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1556 InitPlayfieldScanModeVars();
1559 static int get_move_delay_from_stepsize(int move_stepsize)
1562 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1564 /* make sure that stepsize value is always a power of 2 */
1565 move_stepsize = (1 << log_2(move_stepsize));
1567 return TILEX / move_stepsize;
1570 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1573 int player_nr = player->index_nr;
1574 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1575 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1577 /* do no immediately change move delay -- the player might just be moving */
1578 player->move_delay_value_next = move_delay;
1580 /* information if player can move must be set separately */
1581 player->cannot_move = cannot_move;
1585 player->move_delay = game.initial_move_delay[player_nr];
1586 player->move_delay_value = game.initial_move_delay_value[player_nr];
1588 player->move_delay_value_next = -1;
1590 player->move_delay_reset_counter = 0;
1594 void GetPlayerConfig()
1596 GameFrameDelay = setup.game_frame_delay;
1598 if (!audio.sound_available)
1599 setup.sound_simple = FALSE;
1601 if (!audio.loops_available)
1602 setup.sound_loops = FALSE;
1604 if (!audio.music_available)
1605 setup.sound_music = FALSE;
1607 if (!video.fullscreen_available)
1608 setup.fullscreen = FALSE;
1610 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1612 SetAudioMode(setup.sound);
1616 int GetElementFromGroupElement(int element)
1618 if (IS_GROUP_ELEMENT(element))
1620 struct ElementGroupInfo *group = element_info[element].group;
1621 int last_anim_random_frame = gfx.anim_random_frame;
1624 if (group->choice_mode == ANIM_RANDOM)
1625 gfx.anim_random_frame = RND(group->num_elements_resolved);
1627 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1628 group->choice_mode, 0,
1631 if (group->choice_mode == ANIM_RANDOM)
1632 gfx.anim_random_frame = last_anim_random_frame;
1634 group->choice_pos++;
1636 element = group->element_resolved[element_pos];
1642 static void InitPlayerField(int x, int y, int element, boolean init_game)
1644 if (element == EL_SP_MURPHY)
1648 if (stored_player[0].present)
1650 Feld[x][y] = EL_SP_MURPHY_CLONE;
1656 stored_player[0].initial_element = element;
1657 stored_player[0].use_murphy = TRUE;
1659 if (!level.use_artwork_element[0])
1660 stored_player[0].artwork_element = EL_SP_MURPHY;
1663 Feld[x][y] = EL_PLAYER_1;
1669 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1670 int jx = player->jx, jy = player->jy;
1672 player->present = TRUE;
1674 player->block_last_field = (element == EL_SP_MURPHY ?
1675 level.sp_block_last_field :
1676 level.block_last_field);
1678 /* ---------- initialize player's last field block delay --------------- */
1680 /* always start with reliable default value (no adjustment needed) */
1681 player->block_delay_adjustment = 0;
1683 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1684 if (player->block_last_field && element == EL_SP_MURPHY)
1685 player->block_delay_adjustment = 1;
1687 /* special case 2: in game engines before 3.1.1, blocking was different */
1688 if (game.use_block_last_field_bug)
1689 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1691 if (!options.network || player->connected)
1693 player->active = TRUE;
1695 /* remove potentially duplicate players */
1696 if (StorePlayer[jx][jy] == Feld[x][y])
1697 StorePlayer[jx][jy] = 0;
1699 StorePlayer[x][y] = Feld[x][y];
1701 #if DEBUG_INIT_PLAYER
1704 printf("- player element %d activated", player->element_nr);
1705 printf(" (local player is %d and currently %s)\n",
1706 local_player->element_nr,
1707 local_player->active ? "active" : "not active");
1712 Feld[x][y] = EL_EMPTY;
1714 player->jx = player->last_jx = x;
1715 player->jy = player->last_jy = y;
1720 int player_nr = GET_PLAYER_NR(element);
1721 struct PlayerInfo *player = &stored_player[player_nr];
1723 if (player->active && player->killed)
1724 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1728 static void InitField(int x, int y, boolean init_game)
1730 int element = Feld[x][y];
1739 InitPlayerField(x, y, element, init_game);
1742 case EL_SOKOBAN_FIELD_PLAYER:
1743 element = Feld[x][y] = EL_PLAYER_1;
1744 InitField(x, y, init_game);
1746 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1747 InitField(x, y, init_game);
1750 case EL_SOKOBAN_FIELD_EMPTY:
1751 local_player->sokobanfields_still_needed++;
1755 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1756 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1757 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1758 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1759 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1760 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1761 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1762 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1763 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1764 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1773 case EL_SPACESHIP_RIGHT:
1774 case EL_SPACESHIP_UP:
1775 case EL_SPACESHIP_LEFT:
1776 case EL_SPACESHIP_DOWN:
1777 case EL_BD_BUTTERFLY:
1778 case EL_BD_BUTTERFLY_RIGHT:
1779 case EL_BD_BUTTERFLY_UP:
1780 case EL_BD_BUTTERFLY_LEFT:
1781 case EL_BD_BUTTERFLY_DOWN:
1783 case EL_BD_FIREFLY_RIGHT:
1784 case EL_BD_FIREFLY_UP:
1785 case EL_BD_FIREFLY_LEFT:
1786 case EL_BD_FIREFLY_DOWN:
1787 case EL_PACMAN_RIGHT:
1789 case EL_PACMAN_LEFT:
1790 case EL_PACMAN_DOWN:
1792 case EL_YAMYAM_LEFT:
1793 case EL_YAMYAM_RIGHT:
1795 case EL_YAMYAM_DOWN:
1796 case EL_DARK_YAMYAM:
1799 case EL_SP_SNIKSNAK:
1800 case EL_SP_ELECTRON:
1809 case EL_AMOEBA_FULL:
1814 case EL_AMOEBA_DROP:
1815 if (y == lev_fieldy - 1)
1817 Feld[x][y] = EL_AMOEBA_GROWING;
1818 Store[x][y] = EL_AMOEBA_WET;
1822 case EL_DYNAMITE_ACTIVE:
1823 case EL_SP_DISK_RED_ACTIVE:
1824 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1825 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1826 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1827 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1828 MovDelay[x][y] = 96;
1831 case EL_EM_DYNAMITE_ACTIVE:
1832 MovDelay[x][y] = 32;
1836 local_player->lights_still_needed++;
1840 local_player->friends_still_needed++;
1845 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1848 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1849 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1850 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1851 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1852 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1853 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1854 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1855 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1856 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1857 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1858 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1859 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1862 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1863 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1864 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1866 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1868 game.belt_dir[belt_nr] = belt_dir;
1869 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1871 else /* more than one switch -- set it like the first switch */
1873 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1878 case EL_LIGHT_SWITCH_ACTIVE:
1880 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1883 case EL_INVISIBLE_STEELWALL:
1884 case EL_INVISIBLE_WALL:
1885 case EL_INVISIBLE_SAND:
1886 if (game.light_time_left > 0 ||
1887 game.lenses_time_left > 0)
1888 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1891 case EL_EMC_MAGIC_BALL:
1892 if (game.ball_state)
1893 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1896 case EL_EMC_MAGIC_BALL_SWITCH:
1897 if (game.ball_state)
1898 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1901 case EL_TRIGGER_PLAYER:
1902 case EL_TRIGGER_ELEMENT:
1903 case EL_TRIGGER_CE_VALUE:
1904 case EL_TRIGGER_CE_SCORE:
1906 case EL_ANY_ELEMENT:
1907 case EL_CURRENT_CE_VALUE:
1908 case EL_CURRENT_CE_SCORE:
1925 /* reference elements should not be used on the playfield */
1926 Feld[x][y] = EL_EMPTY;
1930 if (IS_CUSTOM_ELEMENT(element))
1932 if (CAN_MOVE(element))
1935 if (!element_info[element].use_last_ce_value || init_game)
1936 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1938 else if (IS_GROUP_ELEMENT(element))
1940 Feld[x][y] = GetElementFromGroupElement(element);
1942 InitField(x, y, init_game);
1949 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1952 static inline void InitField_WithBug1(int x, int y, boolean init_game)
1954 InitField(x, y, init_game);
1956 /* not needed to call InitMovDir() -- already done by InitField()! */
1957 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1958 CAN_MOVE(Feld[x][y]))
1962 static inline void InitField_WithBug2(int x, int y, boolean init_game)
1964 int old_element = Feld[x][y];
1966 InitField(x, y, init_game);
1968 /* not needed to call InitMovDir() -- already done by InitField()! */
1969 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1970 CAN_MOVE(old_element) &&
1971 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1974 /* this case is in fact a combination of not less than three bugs:
1975 first, it calls InitMovDir() for elements that can move, although this is
1976 already done by InitField(); then, it checks the element that was at this
1977 field _before_ the call to InitField() (which can change it); lastly, it
1978 was not called for "mole with direction" elements, which were treated as
1979 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1983 static int get_key_element_from_nr(int key_nr)
1985 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
1986 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
1987 EL_EM_KEY_1 : EL_KEY_1);
1989 return key_base_element + key_nr;
1992 static int get_next_dropped_element(struct PlayerInfo *player)
1994 return (player->inventory_size > 0 ?
1995 player->inventory_element[player->inventory_size - 1] :
1996 player->inventory_infinite_element != EL_UNDEFINED ?
1997 player->inventory_infinite_element :
1998 player->dynabombs_left > 0 ?
1999 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2003 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2005 /* pos >= 0: get element from bottom of the stack;
2006 pos < 0: get element from top of the stack */
2010 int min_inventory_size = -pos;
2011 int inventory_pos = player->inventory_size - min_inventory_size;
2012 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2014 return (player->inventory_size >= min_inventory_size ?
2015 player->inventory_element[inventory_pos] :
2016 player->inventory_infinite_element != EL_UNDEFINED ?
2017 player->inventory_infinite_element :
2018 player->dynabombs_left >= min_dynabombs_left ?
2019 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2024 int min_dynabombs_left = pos + 1;
2025 int min_inventory_size = pos + 1 - player->dynabombs_left;
2026 int inventory_pos = pos - player->dynabombs_left;
2028 return (player->inventory_infinite_element != EL_UNDEFINED ?
2029 player->inventory_infinite_element :
2030 player->dynabombs_left >= min_dynabombs_left ?
2031 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2032 player->inventory_size >= min_inventory_size ?
2033 player->inventory_element[inventory_pos] :
2038 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2040 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2041 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2044 if (gpo1->sort_priority != gpo2->sort_priority)
2045 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2047 compare_result = gpo1->nr - gpo2->nr;
2049 return compare_result;
2052 void InitGameControlValues()
2056 for (i = 0; game_panel_controls[i].nr != -1; i++)
2058 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2059 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2060 struct TextPosInfo *pos = gpc->pos;
2062 int type = gpc->type;
2066 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2067 Error(ERR_EXIT, "this should not happen -- please debug");
2070 /* force update of game controls after initialization */
2071 gpc->value = gpc->last_value = -1;
2072 gpc->frame = gpc->last_frame = -1;
2073 gpc->gfx_frame = -1;
2075 /* determine panel value width for later calculation of alignment */
2076 if (type == TYPE_INTEGER || type == TYPE_STRING)
2078 pos->width = pos->size * getFontWidth(pos->font);
2079 pos->height = getFontHeight(pos->font);
2081 else if (type == TYPE_ELEMENT)
2083 pos->width = pos->size;
2084 pos->height = pos->size;
2087 /* fill structure for game panel draw order */
2089 gpo->sort_priority = pos->sort_priority;
2092 /* sort game panel controls according to sort_priority and control number */
2093 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2094 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2097 void UpdatePlayfieldElementCount()
2099 boolean use_element_count = FALSE;
2102 /* first check if it is needed at all to calculate playfield element count */
2103 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2104 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2105 use_element_count = TRUE;
2107 if (!use_element_count)
2110 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2111 element_info[i].element_count = 0;
2113 SCAN_PLAYFIELD(x, y)
2115 element_info[Feld[x][y]].element_count++;
2118 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2119 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2120 if (IS_IN_GROUP(j, i))
2121 element_info[EL_GROUP_START + i].element_count +=
2122 element_info[j].element_count;
2125 void UpdateGameControlValues()
2128 int time = (local_player->LevelSolved ?
2129 local_player->LevelSolved_CountingTime :
2130 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2131 level.native_em_level->lev->time :
2132 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2133 level.native_sp_level->game_sp->time_played :
2134 game.no_time_limit ? TimePlayed : TimeLeft);
2135 int score = (local_player->LevelSolved ?
2136 local_player->LevelSolved_CountingScore :
2137 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2138 level.native_em_level->lev->score :
2139 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2140 level.native_sp_level->game_sp->score :
2141 local_player->score);
2142 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2143 level.native_em_level->lev->required :
2144 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2145 level.native_sp_level->game_sp->infotrons_still_needed :
2146 local_player->gems_still_needed);
2147 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2148 level.native_em_level->lev->required > 0 :
2149 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2150 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2151 local_player->gems_still_needed > 0 ||
2152 local_player->sokobanfields_still_needed > 0 ||
2153 local_player->lights_still_needed > 0);
2155 UpdatePlayfieldElementCount();
2157 /* update game panel control values */
2159 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2160 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2162 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2163 for (i = 0; i < MAX_NUM_KEYS; i++)
2164 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2165 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2166 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2168 if (game.centered_player_nr == -1)
2170 for (i = 0; i < MAX_PLAYERS; i++)
2172 /* only one player in Supaplex game engine */
2173 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2176 for (k = 0; k < MAX_NUM_KEYS; k++)
2178 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2180 if (level.native_em_level->ply[i]->keys & (1 << k))
2181 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2182 get_key_element_from_nr(k);
2184 else if (stored_player[i].key[k])
2185 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2186 get_key_element_from_nr(k);
2189 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2190 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2191 level.native_em_level->ply[i]->dynamite;
2192 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2193 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2194 level.native_sp_level->game_sp->red_disk_count;
2196 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2197 stored_player[i].inventory_size;
2199 if (stored_player[i].num_white_keys > 0)
2200 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2203 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2204 stored_player[i].num_white_keys;
2209 int player_nr = game.centered_player_nr;
2211 for (k = 0; k < MAX_NUM_KEYS; k++)
2213 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2215 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2216 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2217 get_key_element_from_nr(k);
2219 else if (stored_player[player_nr].key[k])
2220 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2221 get_key_element_from_nr(k);
2224 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2225 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2226 level.native_em_level->ply[player_nr]->dynamite;
2227 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2228 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2229 level.native_sp_level->game_sp->red_disk_count;
2231 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2232 stored_player[player_nr].inventory_size;
2234 if (stored_player[player_nr].num_white_keys > 0)
2235 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2237 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2238 stored_player[player_nr].num_white_keys;
2241 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2243 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2244 get_inventory_element_from_pos(local_player, i);
2245 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2246 get_inventory_element_from_pos(local_player, -i - 1);
2249 game_panel_controls[GAME_PANEL_SCORE].value = score;
2250 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2252 game_panel_controls[GAME_PANEL_TIME].value = time;
2254 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2255 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2256 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2258 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2260 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2261 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2263 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2264 local_player->shield_normal_time_left;
2265 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2266 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2268 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2269 local_player->shield_deadly_time_left;
2271 game_panel_controls[GAME_PANEL_EXIT].value =
2272 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2274 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2275 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2276 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2277 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2278 EL_EMC_MAGIC_BALL_SWITCH);
2280 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2281 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2282 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2283 game.light_time_left;
2285 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2286 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2287 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2288 game.timegate_time_left;
2290 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2291 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2293 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2294 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2295 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2296 game.lenses_time_left;
2298 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2299 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2300 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2301 game.magnify_time_left;
2303 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2304 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2305 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2306 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2307 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2308 EL_BALLOON_SWITCH_NONE);
2310 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2311 local_player->dynabomb_count;
2312 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2313 local_player->dynabomb_size;
2314 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2315 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2317 game_panel_controls[GAME_PANEL_PENGUINS].value =
2318 local_player->friends_still_needed;
2320 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2321 local_player->sokobanfields_still_needed;
2322 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2323 local_player->sokobanfields_still_needed;
2325 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2326 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2328 for (i = 0; i < NUM_BELTS; i++)
2330 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2331 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2332 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2333 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2334 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2337 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2338 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2339 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2340 game.magic_wall_time_left;
2342 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2343 local_player->gravity;
2345 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2346 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2348 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2349 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2350 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2351 game.panel.element[i].id : EL_UNDEFINED);
2353 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2354 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2355 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2356 element_info[game.panel.element_count[i].id].element_count : 0);
2358 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2359 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2360 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2361 element_info[game.panel.ce_score[i].id].collect_score : 0);
2363 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2364 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2365 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2366 element_info[game.panel.ce_score_element[i].id].collect_score :
2369 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2370 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2371 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2373 /* update game panel control frames */
2375 for (i = 0; game_panel_controls[i].nr != -1; i++)
2377 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2379 if (gpc->type == TYPE_ELEMENT)
2381 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2383 int last_anim_random_frame = gfx.anim_random_frame;
2384 int element = gpc->value;
2385 int graphic = el2panelimg(element);
2387 if (gpc->value != gpc->last_value)
2390 gpc->gfx_random = INIT_GFX_RANDOM();
2396 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2397 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2398 gpc->gfx_random = INIT_GFX_RANDOM();
2401 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2402 gfx.anim_random_frame = gpc->gfx_random;
2404 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2405 gpc->gfx_frame = element_info[element].collect_score;
2407 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2410 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2411 gfx.anim_random_frame = last_anim_random_frame;
2417 void DisplayGameControlValues()
2419 boolean redraw_panel = FALSE;
2422 for (i = 0; game_panel_controls[i].nr != -1; i++)
2424 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2426 if (PANEL_DEACTIVATED(gpc->pos))
2429 if (gpc->value == gpc->last_value &&
2430 gpc->frame == gpc->last_frame)
2433 redraw_panel = TRUE;
2439 /* copy default game door content to main double buffer */
2441 /* !!! CHECK AGAIN !!! */
2442 SetPanelBackground();
2443 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2444 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2446 /* redraw game control buttons */
2447 RedrawGameButtons();
2449 game_status = GAME_MODE_PSEUDO_PANEL;
2451 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2453 int nr = game_panel_order[i].nr;
2454 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2455 struct TextPosInfo *pos = gpc->pos;
2456 int type = gpc->type;
2457 int value = gpc->value;
2458 int frame = gpc->frame;
2459 int size = pos->size;
2460 int font = pos->font;
2461 boolean draw_masked = pos->draw_masked;
2462 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2464 if (PANEL_DEACTIVATED(pos))
2467 gpc->last_value = value;
2468 gpc->last_frame = frame;
2470 if (type == TYPE_INTEGER)
2472 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2473 nr == GAME_PANEL_TIME)
2475 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2477 if (use_dynamic_size) /* use dynamic number of digits */
2479 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2480 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2481 int size2 = size1 + 1;
2482 int font1 = pos->font;
2483 int font2 = pos->font_alt;
2485 size = (value < value_change ? size1 : size2);
2486 font = (value < value_change ? font1 : font2);
2490 /* correct text size if "digits" is zero or less */
2492 size = strlen(int2str(value, size));
2494 /* dynamically correct text alignment */
2495 pos->width = size * getFontWidth(font);
2497 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2498 int2str(value, size), font, mask_mode);
2500 else if (type == TYPE_ELEMENT)
2502 int element, graphic;
2506 int dst_x = PANEL_XPOS(pos);
2507 int dst_y = PANEL_YPOS(pos);
2509 if (value != EL_UNDEFINED && value != EL_EMPTY)
2512 graphic = el2panelimg(value);
2514 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2516 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2519 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2522 width = graphic_info[graphic].width * size / TILESIZE;
2523 height = graphic_info[graphic].height * size / TILESIZE;
2526 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2529 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2533 else if (type == TYPE_STRING)
2535 boolean active = (value != 0);
2536 char *state_normal = "off";
2537 char *state_active = "on";
2538 char *state = (active ? state_active : state_normal);
2539 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2540 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2541 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2542 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2544 if (nr == GAME_PANEL_GRAVITY_STATE)
2546 int font1 = pos->font; /* (used for normal state) */
2547 int font2 = pos->font_alt; /* (used for active state) */
2549 font = (active ? font2 : font1);
2558 /* don't truncate output if "chars" is zero or less */
2561 /* dynamically correct text alignment */
2562 pos->width = size * getFontWidth(font);
2565 s_cut = getStringCopyN(s, size);
2567 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2568 s_cut, font, mask_mode);
2574 redraw_mask |= REDRAW_DOOR_1;
2577 game_status = GAME_MODE_PLAYING;
2580 void UpdateAndDisplayGameControlValues()
2582 if (tape.deactivate_display)
2585 UpdateGameControlValues();
2586 DisplayGameControlValues();
2589 void UpdateGameDoorValues()
2591 UpdateGameControlValues();
2594 void DrawGameDoorValues()
2596 DisplayGameControlValues();
2601 =============================================================================
2603 -----------------------------------------------------------------------------
2604 initialize game engine due to level / tape version number
2605 =============================================================================
2608 static void InitGameEngine()
2610 int i, j, k, l, x, y;
2612 /* set game engine from tape file when re-playing, else from level file */
2613 game.engine_version = (tape.playing ? tape.engine_version :
2614 level.game_version);
2616 /* set single or multi-player game mode (needed for re-playing tapes) */
2617 game.team_mode = setup.team_mode;
2621 int num_players = 0;
2623 for (i = 0; i < MAX_PLAYERS; i++)
2624 if (tape.player_participates[i])
2627 /* multi-player tapes contain input data for more than one player */
2628 game.team_mode = (num_players > 1);
2631 /* ---------------------------------------------------------------------- */
2632 /* set flags for bugs and changes according to active game engine version */
2633 /* ---------------------------------------------------------------------- */
2636 Summary of bugfix/change:
2637 Fixed handling for custom elements that change when pushed by the player.
2639 Fixed/changed in version:
2643 Before 3.1.0, custom elements that "change when pushing" changed directly
2644 after the player started pushing them (until then handled in "DigField()").
2645 Since 3.1.0, these custom elements are not changed until the "pushing"
2646 move of the element is finished (now handled in "ContinueMoving()").
2648 Affected levels/tapes:
2649 The first condition is generally needed for all levels/tapes before version
2650 3.1.0, which might use the old behaviour before it was changed; known tapes
2651 that are affected are some tapes from the level set "Walpurgis Gardens" by
2653 The second condition is an exception from the above case and is needed for
2654 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2655 above (including some development versions of 3.1.0), but before it was
2656 known that this change would break tapes like the above and was fixed in
2657 3.1.1, so that the changed behaviour was active although the engine version
2658 while recording maybe was before 3.1.0. There is at least one tape that is
2659 affected by this exception, which is the tape for the one-level set "Bug
2660 Machine" by Juergen Bonhagen.
2663 game.use_change_when_pushing_bug =
2664 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2666 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2667 tape.game_version < VERSION_IDENT(3,1,1,0)));
2670 Summary of bugfix/change:
2671 Fixed handling for blocking the field the player leaves when moving.
2673 Fixed/changed in version:
2677 Before 3.1.1, when "block last field when moving" was enabled, the field
2678 the player is leaving when moving was blocked for the time of the move,
2679 and was directly unblocked afterwards. This resulted in the last field
2680 being blocked for exactly one less than the number of frames of one player
2681 move. Additionally, even when blocking was disabled, the last field was
2682 blocked for exactly one frame.
2683 Since 3.1.1, due to changes in player movement handling, the last field
2684 is not blocked at all when blocking is disabled. When blocking is enabled,
2685 the last field is blocked for exactly the number of frames of one player
2686 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2687 last field is blocked for exactly one more than the number of frames of
2690 Affected levels/tapes:
2691 (!!! yet to be determined -- probably many !!!)
2694 game.use_block_last_field_bug =
2695 (game.engine_version < VERSION_IDENT(3,1,1,0));
2697 /* ---------------------------------------------------------------------- */
2699 /* set maximal allowed number of custom element changes per game frame */
2700 game.max_num_changes_per_frame = 1;
2702 /* default scan direction: scan playfield from top/left to bottom/right */
2703 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2705 /* dynamically adjust element properties according to game engine version */
2706 InitElementPropertiesEngine(game.engine_version);
2709 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2710 printf(" tape version == %06d [%s] [file: %06d]\n",
2711 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2713 printf(" => game.engine_version == %06d\n", game.engine_version);
2716 /* ---------- initialize player's initial move delay --------------------- */
2718 /* dynamically adjust player properties according to level information */
2719 for (i = 0; i < MAX_PLAYERS; i++)
2720 game.initial_move_delay_value[i] =
2721 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2723 /* dynamically adjust player properties according to game engine version */
2724 for (i = 0; i < MAX_PLAYERS; i++)
2725 game.initial_move_delay[i] =
2726 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2727 game.initial_move_delay_value[i] : 0);
2729 /* ---------- initialize player's initial push delay --------------------- */
2731 /* dynamically adjust player properties according to game engine version */
2732 game.initial_push_delay_value =
2733 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2735 /* ---------- initialize changing elements ------------------------------- */
2737 /* initialize changing elements information */
2738 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2740 struct ElementInfo *ei = &element_info[i];
2742 /* this pointer might have been changed in the level editor */
2743 ei->change = &ei->change_page[0];
2745 if (!IS_CUSTOM_ELEMENT(i))
2747 ei->change->target_element = EL_EMPTY_SPACE;
2748 ei->change->delay_fixed = 0;
2749 ei->change->delay_random = 0;
2750 ei->change->delay_frames = 1;
2753 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2755 ei->has_change_event[j] = FALSE;
2757 ei->event_page_nr[j] = 0;
2758 ei->event_page[j] = &ei->change_page[0];
2762 /* add changing elements from pre-defined list */
2763 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2765 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2766 struct ElementInfo *ei = &element_info[ch_delay->element];
2768 ei->change->target_element = ch_delay->target_element;
2769 ei->change->delay_fixed = ch_delay->change_delay;
2771 ei->change->pre_change_function = ch_delay->pre_change_function;
2772 ei->change->change_function = ch_delay->change_function;
2773 ei->change->post_change_function = ch_delay->post_change_function;
2775 ei->change->can_change = TRUE;
2776 ei->change->can_change_or_has_action = TRUE;
2778 ei->has_change_event[CE_DELAY] = TRUE;
2780 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2781 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2784 /* ---------- initialize internal run-time variables --------------------- */
2786 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2788 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2790 for (j = 0; j < ei->num_change_pages; j++)
2792 ei->change_page[j].can_change_or_has_action =
2793 (ei->change_page[j].can_change |
2794 ei->change_page[j].has_action);
2798 /* add change events from custom element configuration */
2799 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2801 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2803 for (j = 0; j < ei->num_change_pages; j++)
2805 if (!ei->change_page[j].can_change_or_has_action)
2808 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2810 /* only add event page for the first page found with this event */
2811 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2813 ei->has_change_event[k] = TRUE;
2815 ei->event_page_nr[k] = j;
2816 ei->event_page[k] = &ei->change_page[j];
2822 /* ---------- initialize reference elements in change conditions --------- */
2824 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2826 int element = EL_CUSTOM_START + i;
2827 struct ElementInfo *ei = &element_info[element];
2829 for (j = 0; j < ei->num_change_pages; j++)
2831 int trigger_element = ei->change_page[j].initial_trigger_element;
2833 if (trigger_element >= EL_PREV_CE_8 &&
2834 trigger_element <= EL_NEXT_CE_8)
2835 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
2837 ei->change_page[j].trigger_element = trigger_element;
2841 /* ---------- initialize run-time trigger player and element ------------- */
2843 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2845 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2847 for (j = 0; j < ei->num_change_pages; j++)
2849 ei->change_page[j].actual_trigger_element = EL_EMPTY;
2850 ei->change_page[j].actual_trigger_player = EL_EMPTY;
2851 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
2852 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
2853 ei->change_page[j].actual_trigger_ce_value = 0;
2854 ei->change_page[j].actual_trigger_ce_score = 0;
2858 /* ---------- initialize trigger events ---------------------------------- */
2860 /* initialize trigger events information */
2861 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2862 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2863 trigger_events[i][j] = FALSE;
2865 /* add trigger events from element change event properties */
2866 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2868 struct ElementInfo *ei = &element_info[i];
2870 for (j = 0; j < ei->num_change_pages; j++)
2872 if (!ei->change_page[j].can_change_or_has_action)
2875 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
2877 int trigger_element = ei->change_page[j].trigger_element;
2879 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2881 if (ei->change_page[j].has_event[k])
2883 if (IS_GROUP_ELEMENT(trigger_element))
2885 struct ElementGroupInfo *group =
2886 element_info[trigger_element].group;
2888 for (l = 0; l < group->num_elements_resolved; l++)
2889 trigger_events[group->element_resolved[l]][k] = TRUE;
2891 else if (trigger_element == EL_ANY_ELEMENT)
2892 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
2893 trigger_events[l][k] = TRUE;
2895 trigger_events[trigger_element][k] = TRUE;
2902 /* ---------- initialize push delay -------------------------------------- */
2904 /* initialize push delay values to default */
2905 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2907 if (!IS_CUSTOM_ELEMENT(i))
2909 /* set default push delay values (corrected since version 3.0.7-1) */
2910 if (game.engine_version < VERSION_IDENT(3,0,7,1))
2912 element_info[i].push_delay_fixed = 2;
2913 element_info[i].push_delay_random = 8;
2917 element_info[i].push_delay_fixed = 8;
2918 element_info[i].push_delay_random = 8;
2923 /* set push delay value for certain elements from pre-defined list */
2924 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
2926 int e = push_delay_list[i].element;
2928 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
2929 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
2932 /* set push delay value for Supaplex elements for newer engine versions */
2933 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2935 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2937 if (IS_SP_ELEMENT(i))
2939 /* set SP push delay to just enough to push under a falling zonk */
2940 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
2942 element_info[i].push_delay_fixed = delay;
2943 element_info[i].push_delay_random = 0;
2948 /* ---------- initialize move stepsize ----------------------------------- */
2950 /* initialize move stepsize values to default */
2951 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2952 if (!IS_CUSTOM_ELEMENT(i))
2953 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
2955 /* set move stepsize value for certain elements from pre-defined list */
2956 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2958 int e = move_stepsize_list[i].element;
2960 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2963 /* ---------- initialize collect score ----------------------------------- */
2965 /* initialize collect score values for custom elements from initial value */
2966 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2967 if (IS_CUSTOM_ELEMENT(i))
2968 element_info[i].collect_score = element_info[i].collect_score_initial;
2970 /* ---------- initialize collect count ----------------------------------- */
2972 /* initialize collect count values for non-custom elements */
2973 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2974 if (!IS_CUSTOM_ELEMENT(i))
2975 element_info[i].collect_count_initial = 0;
2977 /* add collect count values for all elements from pre-defined list */
2978 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2979 element_info[collect_count_list[i].element].collect_count_initial =
2980 collect_count_list[i].count;
2982 /* ---------- initialize access direction -------------------------------- */
2984 /* initialize access direction values to default (access from every side) */
2985 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2986 if (!IS_CUSTOM_ELEMENT(i))
2987 element_info[i].access_direction = MV_ALL_DIRECTIONS;
2989 /* set access direction value for certain elements from pre-defined list */
2990 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
2991 element_info[access_direction_list[i].element].access_direction =
2992 access_direction_list[i].direction;
2994 /* ---------- initialize explosion content ------------------------------- */
2995 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2997 if (IS_CUSTOM_ELEMENT(i))
3000 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3002 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3004 element_info[i].content.e[x][y] =
3005 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3006 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3007 i == EL_PLAYER_3 ? EL_EMERALD :
3008 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3009 i == EL_MOLE ? EL_EMERALD_RED :
3010 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3011 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3012 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3013 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3014 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3015 i == EL_WALL_EMERALD ? EL_EMERALD :
3016 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3017 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3018 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3019 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3020 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3021 i == EL_WALL_PEARL ? EL_PEARL :
3022 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3027 /* ---------- initialize recursion detection ------------------------------ */
3028 recursion_loop_depth = 0;
3029 recursion_loop_detected = FALSE;
3030 recursion_loop_element = EL_UNDEFINED;
3032 /* ---------- initialize graphics engine ---------------------------------- */
3033 game.scroll_delay_value =
3034 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3035 setup.scroll_delay ? setup.scroll_delay_value : 0);
3036 game.scroll_delay_value =
3037 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3039 /* ---------- initialize game engine snapshots ---------------------------- */
3040 for (i = 0; i < MAX_PLAYERS; i++)
3041 game.snapshot.last_action[i] = 0;
3042 game.snapshot.changed_action = FALSE;
3043 game.snapshot.mode =
3044 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3045 SNAPSHOT_MODE_EVERY_STEP :
3046 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3047 SNAPSHOT_MODE_EVERY_MOVE : SNAPSHOT_MODE_OFF);
3050 int get_num_special_action(int element, int action_first, int action_last)
3052 int num_special_action = 0;
3055 for (i = action_first; i <= action_last; i++)
3057 boolean found = FALSE;
3059 for (j = 0; j < NUM_DIRECTIONS; j++)
3060 if (el_act_dir2img(element, i, j) !=
3061 el_act_dir2img(element, ACTION_DEFAULT, j))
3065 num_special_action++;
3070 return num_special_action;
3075 =============================================================================
3077 -----------------------------------------------------------------------------
3078 initialize and start new game
3079 =============================================================================
3084 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3085 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3086 int fade_mask = REDRAW_FIELD;
3088 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3089 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3090 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3091 int initial_move_dir = MV_DOWN;
3094 game_status = GAME_MODE_PLAYING;
3098 if (!game.restart_level)
3099 CloseDoor(DOOR_CLOSE_1);
3102 /* needed if different viewport properties defined for playing */
3103 ChangeViewportPropertiesIfNeeded();
3106 if (level_editor_test_game)
3107 FadeSkipNextFadeIn();
3109 FadeSetEnterScreen();
3111 if (CheckIfRedrawGlobalBorderIsNeeded())
3112 fade_mask = REDRAW_ALL;
3115 printf("::: %d\n", (fade_mask == REDRAW_ALL ? 1 : 0));
3121 /* needed if different viewport properties defined for playing */
3122 ChangeViewportPropertiesIfNeeded();
3129 DrawCompleteVideoDisplay();
3132 InitGameControlValues();
3134 /* don't play tapes over network */
3135 network_playing = (options.network && !tape.playing);
3137 for (i = 0; i < MAX_PLAYERS; i++)
3139 struct PlayerInfo *player = &stored_player[i];
3141 player->index_nr = i;
3142 player->index_bit = (1 << i);
3143 player->element_nr = EL_PLAYER_1 + i;
3145 player->present = FALSE;
3146 player->active = FALSE;
3147 player->mapped = FALSE;
3149 player->killed = FALSE;
3150 player->reanimated = FALSE;
3153 player->effective_action = 0;
3154 player->programmed_action = 0;
3157 player->score_final = 0;
3159 player->gems_still_needed = level.gems_needed;
3160 player->sokobanfields_still_needed = 0;
3161 player->lights_still_needed = 0;
3162 player->friends_still_needed = 0;
3164 for (j = 0; j < MAX_NUM_KEYS; j++)
3165 player->key[j] = FALSE;
3167 player->num_white_keys = 0;
3169 player->dynabomb_count = 0;
3170 player->dynabomb_size = 1;
3171 player->dynabombs_left = 0;
3172 player->dynabomb_xl = FALSE;
3174 player->MovDir = initial_move_dir;
3177 player->GfxDir = initial_move_dir;
3178 player->GfxAction = ACTION_DEFAULT;
3180 player->StepFrame = 0;
3182 player->initial_element = player->element_nr;
3183 player->artwork_element =
3184 (level.use_artwork_element[i] ? level.artwork_element[i] :
3185 player->element_nr);
3186 player->use_murphy = FALSE;
3188 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3189 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3191 player->gravity = level.initial_player_gravity[i];
3193 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3195 player->actual_frame_counter = 0;
3197 player->step_counter = 0;
3199 player->last_move_dir = initial_move_dir;
3201 player->is_active = FALSE;
3203 player->is_waiting = FALSE;
3204 player->is_moving = FALSE;
3205 player->is_auto_moving = FALSE;
3206 player->is_digging = FALSE;
3207 player->is_snapping = FALSE;
3208 player->is_collecting = FALSE;
3209 player->is_pushing = FALSE;
3210 player->is_switching = FALSE;
3211 player->is_dropping = FALSE;
3212 player->is_dropping_pressed = FALSE;
3214 player->is_bored = FALSE;
3215 player->is_sleeping = FALSE;
3217 player->frame_counter_bored = -1;
3218 player->frame_counter_sleeping = -1;
3220 player->anim_delay_counter = 0;
3221 player->post_delay_counter = 0;
3223 player->dir_waiting = initial_move_dir;
3224 player->action_waiting = ACTION_DEFAULT;
3225 player->last_action_waiting = ACTION_DEFAULT;
3226 player->special_action_bored = ACTION_DEFAULT;
3227 player->special_action_sleeping = ACTION_DEFAULT;
3229 player->switch_x = -1;
3230 player->switch_y = -1;
3232 player->drop_x = -1;
3233 player->drop_y = -1;
3235 player->show_envelope = 0;
3237 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3239 player->push_delay = -1; /* initialized when pushing starts */
3240 player->push_delay_value = game.initial_push_delay_value;
3242 player->drop_delay = 0;
3243 player->drop_pressed_delay = 0;
3245 player->last_jx = -1;
3246 player->last_jy = -1;
3250 player->shield_normal_time_left = 0;
3251 player->shield_deadly_time_left = 0;
3253 player->inventory_infinite_element = EL_UNDEFINED;
3254 player->inventory_size = 0;
3256 if (level.use_initial_inventory[i])
3258 for (j = 0; j < level.initial_inventory_size[i]; j++)
3260 int element = level.initial_inventory_content[i][j];
3261 int collect_count = element_info[element].collect_count_initial;
3264 if (!IS_CUSTOM_ELEMENT(element))
3267 if (collect_count == 0)
3268 player->inventory_infinite_element = element;
3270 for (k = 0; k < collect_count; k++)
3271 if (player->inventory_size < MAX_INVENTORY_SIZE)
3272 player->inventory_element[player->inventory_size++] = element;
3276 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3277 SnapField(player, 0, 0);
3279 player->LevelSolved = FALSE;
3280 player->GameOver = FALSE;
3282 player->LevelSolved_GameWon = FALSE;
3283 player->LevelSolved_GameEnd = FALSE;
3284 player->LevelSolved_PanelOff = FALSE;
3285 player->LevelSolved_SaveTape = FALSE;
3286 player->LevelSolved_SaveScore = FALSE;
3287 player->LevelSolved_CountingTime = 0;
3288 player->LevelSolved_CountingScore = 0;
3290 map_player_action[i] = i;
3293 network_player_action_received = FALSE;
3295 #if defined(NETWORK_AVALIABLE)
3296 /* initial null action */
3297 if (network_playing)
3298 SendToServer_MovePlayer(MV_NONE);
3307 TimeLeft = level.time;
3310 ScreenMovDir = MV_NONE;
3314 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3316 AllPlayersGone = FALSE;
3318 game.no_time_limit = (level.time == 0);
3320 game.yamyam_content_nr = 0;
3321 game.robot_wheel_active = FALSE;
3322 game.magic_wall_active = FALSE;
3323 game.magic_wall_time_left = 0;
3324 game.light_time_left = 0;
3325 game.timegate_time_left = 0;
3326 game.switchgate_pos = 0;
3327 game.wind_direction = level.wind_direction_initial;
3329 game.lenses_time_left = 0;
3330 game.magnify_time_left = 0;
3332 game.ball_state = level.ball_state_initial;
3333 game.ball_content_nr = 0;
3335 game.envelope_active = FALSE;
3337 /* set focus to local player for network games, else to all players */
3338 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3339 game.centered_player_nr_next = game.centered_player_nr;
3340 game.set_centered_player = FALSE;
3342 if (network_playing && tape.recording)
3344 /* store client dependent player focus when recording network games */
3345 tape.centered_player_nr_next = game.centered_player_nr_next;
3346 tape.set_centered_player = TRUE;
3349 for (i = 0; i < NUM_BELTS; i++)
3351 game.belt_dir[i] = MV_NONE;
3352 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3355 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3356 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3358 #if DEBUG_INIT_PLAYER
3361 printf("Player status at level initialization:\n");
3365 SCAN_PLAYFIELD(x, y)
3367 Feld[x][y] = level.field[x][y];
3368 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3369 ChangeDelay[x][y] = 0;
3370 ChangePage[x][y] = -1;
3371 CustomValue[x][y] = 0; /* initialized in InitField() */
3372 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3374 WasJustMoving[x][y] = 0;
3375 WasJustFalling[x][y] = 0;
3376 CheckCollision[x][y] = 0;
3377 CheckImpact[x][y] = 0;
3379 Pushed[x][y] = FALSE;
3381 ChangeCount[x][y] = 0;
3382 ChangeEvent[x][y] = -1;
3384 ExplodePhase[x][y] = 0;
3385 ExplodeDelay[x][y] = 0;
3386 ExplodeField[x][y] = EX_TYPE_NONE;
3388 RunnerVisit[x][y] = 0;
3389 PlayerVisit[x][y] = 0;
3392 GfxRandom[x][y] = INIT_GFX_RANDOM();
3393 GfxElement[x][y] = EL_UNDEFINED;
3394 GfxAction[x][y] = ACTION_DEFAULT;
3395 GfxDir[x][y] = MV_NONE;
3396 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3399 SCAN_PLAYFIELD(x, y)
3401 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3403 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3405 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3408 InitField(x, y, TRUE);
3410 ResetGfxAnimation(x, y);
3415 for (i = 0; i < MAX_PLAYERS; i++)
3417 struct PlayerInfo *player = &stored_player[i];
3419 /* set number of special actions for bored and sleeping animation */
3420 player->num_special_action_bored =
3421 get_num_special_action(player->artwork_element,
3422 ACTION_BORING_1, ACTION_BORING_LAST);
3423 player->num_special_action_sleeping =
3424 get_num_special_action(player->artwork_element,
3425 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3428 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3429 emulate_sb ? EMU_SOKOBAN :
3430 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3432 /* initialize type of slippery elements */
3433 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3435 if (!IS_CUSTOM_ELEMENT(i))
3437 /* default: elements slip down either to the left or right randomly */
3438 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3440 /* SP style elements prefer to slip down on the left side */
3441 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3442 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3444 /* BD style elements prefer to slip down on the left side */
3445 if (game.emulation == EMU_BOULDERDASH)
3446 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3450 /* initialize explosion and ignition delay */
3451 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3453 if (!IS_CUSTOM_ELEMENT(i))
3456 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3457 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3458 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3459 int last_phase = (num_phase + 1) * delay;
3460 int half_phase = (num_phase / 2) * delay;
3462 element_info[i].explosion_delay = last_phase - 1;
3463 element_info[i].ignition_delay = half_phase;
3465 if (i == EL_BLACK_ORB)
3466 element_info[i].ignition_delay = 1;
3470 /* correct non-moving belts to start moving left */
3471 for (i = 0; i < NUM_BELTS; i++)
3472 if (game.belt_dir[i] == MV_NONE)
3473 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3475 #if USE_NEW_PLAYER_ASSIGNMENTS
3476 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3477 /* choose default local player */
3478 local_player = &stored_player[0];
3480 for (i = 0; i < MAX_PLAYERS; i++)
3481 stored_player[i].connected = FALSE;
3483 local_player->connected = TRUE;
3484 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3488 for (i = 0; i < MAX_PLAYERS; i++)
3489 stored_player[i].connected = tape.player_participates[i];
3491 else if (game.team_mode && !options.network)
3493 /* try to guess locally connected team mode players (needed for correct
3494 assignment of player figures from level to locally playing players) */
3496 for (i = 0; i < MAX_PLAYERS; i++)
3497 if (setup.input[i].use_joystick ||
3498 setup.input[i].key.left != KSYM_UNDEFINED)
3499 stored_player[i].connected = TRUE;
3502 #if DEBUG_INIT_PLAYER
3505 printf("Player status after level initialization:\n");
3507 for (i = 0; i < MAX_PLAYERS; i++)
3509 struct PlayerInfo *player = &stored_player[i];
3511 printf("- player %d: present == %d, connected == %d, active == %d",
3517 if (local_player == player)
3518 printf(" (local player)");
3525 #if DEBUG_INIT_PLAYER
3527 printf("Reassigning players ...\n");
3530 /* check if any connected player was not found in playfield */
3531 for (i = 0; i < MAX_PLAYERS; i++)
3533 struct PlayerInfo *player = &stored_player[i];
3535 if (player->connected && !player->present)
3537 struct PlayerInfo *field_player = NULL;
3539 #if DEBUG_INIT_PLAYER
3541 printf("- looking for field player for player %d ...\n", i + 1);
3544 /* assign first free player found that is present in the playfield */
3546 /* first try: look for unmapped playfield player that is not connected */
3547 for (j = 0; j < MAX_PLAYERS; j++)
3548 if (field_player == NULL &&
3549 stored_player[j].present &&
3550 !stored_player[j].mapped &&
3551 !stored_player[j].connected)
3552 field_player = &stored_player[j];
3554 /* second try: look for *any* unmapped playfield player */
3555 for (j = 0; j < MAX_PLAYERS; j++)
3556 if (field_player == NULL &&
3557 stored_player[j].present &&
3558 !stored_player[j].mapped)
3559 field_player = &stored_player[j];
3561 if (field_player != NULL)
3563 int jx = field_player->jx, jy = field_player->jy;
3565 #if DEBUG_INIT_PLAYER
3567 printf("- found player %d\n", field_player->index_nr + 1);
3570 player->present = FALSE;
3571 player->active = FALSE;
3573 field_player->present = TRUE;
3574 field_player->active = TRUE;
3577 player->initial_element = field_player->initial_element;
3578 player->artwork_element = field_player->artwork_element;
3580 player->block_last_field = field_player->block_last_field;
3581 player->block_delay_adjustment = field_player->block_delay_adjustment;
3584 StorePlayer[jx][jy] = field_player->element_nr;
3586 field_player->jx = field_player->last_jx = jx;
3587 field_player->jy = field_player->last_jy = jy;
3589 if (local_player == player)
3590 local_player = field_player;
3592 map_player_action[field_player->index_nr] = i;
3594 field_player->mapped = TRUE;
3596 #if DEBUG_INIT_PLAYER
3598 printf("- map_player_action[%d] == %d\n",
3599 field_player->index_nr + 1, i + 1);
3604 if (player->connected && player->present)
3605 player->mapped = TRUE;
3608 #if DEBUG_INIT_PLAYER
3611 printf("Player status after player assignment (first stage):\n");
3613 for (i = 0; i < MAX_PLAYERS; i++)
3615 struct PlayerInfo *player = &stored_player[i];
3617 printf("- player %d: present == %d, connected == %d, active == %d",
3623 if (local_player == player)
3624 printf(" (local player)");
3633 /* check if any connected player was not found in playfield */
3634 for (i = 0; i < MAX_PLAYERS; i++)
3636 struct PlayerInfo *player = &stored_player[i];
3638 if (player->connected && !player->present)
3640 for (j = 0; j < MAX_PLAYERS; j++)
3642 struct PlayerInfo *field_player = &stored_player[j];
3643 int jx = field_player->jx, jy = field_player->jy;
3645 /* assign first free player found that is present in the playfield */
3646 if (field_player->present && !field_player->connected)
3648 player->present = TRUE;
3649 player->active = TRUE;
3651 field_player->present = FALSE;
3652 field_player->active = FALSE;
3654 player->initial_element = field_player->initial_element;
3655 player->artwork_element = field_player->artwork_element;
3657 player->block_last_field = field_player->block_last_field;
3658 player->block_delay_adjustment = field_player->block_delay_adjustment;
3660 StorePlayer[jx][jy] = player->element_nr;
3662 player->jx = player->last_jx = jx;
3663 player->jy = player->last_jy = jy;
3673 printf("::: local_player->present == %d\n", local_player->present);
3678 /* when playing a tape, eliminate all players who do not participate */
3680 #if USE_NEW_PLAYER_ASSIGNMENTS
3682 if (!game.team_mode)
3684 for (i = 0; i < MAX_PLAYERS; i++)
3686 if (stored_player[i].active &&
3687 !tape.player_participates[map_player_action[i]])
3689 struct PlayerInfo *player = &stored_player[i];
3690 int jx = player->jx, jy = player->jy;
3692 #if DEBUG_INIT_PLAYER
3694 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3697 player->active = FALSE;
3698 StorePlayer[jx][jy] = 0;
3699 Feld[jx][jy] = EL_EMPTY;
3706 for (i = 0; i < MAX_PLAYERS; i++)
3708 if (stored_player[i].active &&
3709 !tape.player_participates[i])
3711 struct PlayerInfo *player = &stored_player[i];
3712 int jx = player->jx, jy = player->jy;
3714 player->active = FALSE;
3715 StorePlayer[jx][jy] = 0;
3716 Feld[jx][jy] = EL_EMPTY;
3721 else if (!options.network && !game.team_mode) /* && !tape.playing */
3723 /* when in single player mode, eliminate all but the first active player */
3725 for (i = 0; i < MAX_PLAYERS; i++)
3727 if (stored_player[i].active)
3729 for (j = i + 1; j < MAX_PLAYERS; j++)
3731 if (stored_player[j].active)
3733 struct PlayerInfo *player = &stored_player[j];
3734 int jx = player->jx, jy = player->jy;
3736 player->active = FALSE;
3737 player->present = FALSE;
3739 StorePlayer[jx][jy] = 0;
3740 Feld[jx][jy] = EL_EMPTY;
3747 /* when recording the game, store which players take part in the game */
3750 #if USE_NEW_PLAYER_ASSIGNMENTS
3751 for (i = 0; i < MAX_PLAYERS; i++)
3752 if (stored_player[i].connected)
3753 tape.player_participates[i] = TRUE;
3755 for (i = 0; i < MAX_PLAYERS; i++)
3756 if (stored_player[i].active)
3757 tape.player_participates[i] = TRUE;
3761 #if DEBUG_INIT_PLAYER
3764 printf("Player status after player assignment (final stage):\n");
3766 for (i = 0; i < MAX_PLAYERS; i++)
3768 struct PlayerInfo *player = &stored_player[i];
3770 printf("- player %d: present == %d, connected == %d, active == %d",
3776 if (local_player == player)
3777 printf(" (local player)");
3784 if (BorderElement == EL_EMPTY)
3787 SBX_Right = lev_fieldx - SCR_FIELDX;
3789 SBY_Lower = lev_fieldy - SCR_FIELDY;
3794 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3796 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3799 if (full_lev_fieldx <= SCR_FIELDX)
3800 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3801 if (full_lev_fieldy <= SCR_FIELDY)
3802 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3804 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3806 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
3809 /* if local player not found, look for custom element that might create
3810 the player (make some assumptions about the right custom element) */
3811 if (!local_player->present)
3813 int start_x = 0, start_y = 0;
3814 int found_rating = 0;
3815 int found_element = EL_UNDEFINED;
3816 int player_nr = local_player->index_nr;
3818 SCAN_PLAYFIELD(x, y)
3820 int element = Feld[x][y];
3825 if (level.use_start_element[player_nr] &&
3826 level.start_element[player_nr] == element &&
3833 found_element = element;
3836 if (!IS_CUSTOM_ELEMENT(element))
3839 if (CAN_CHANGE(element))
3841 for (i = 0; i < element_info[element].num_change_pages; i++)
3843 /* check for player created from custom element as single target */
3844 content = element_info[element].change_page[i].target_element;
3845 is_player = ELEM_IS_PLAYER(content);
3847 if (is_player && (found_rating < 3 ||
3848 (found_rating == 3 && element < found_element)))
3854 found_element = element;
3859 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3861 /* check for player created from custom element as explosion content */
3862 content = element_info[element].content.e[xx][yy];
3863 is_player = ELEM_IS_PLAYER(content);
3865 if (is_player && (found_rating < 2 ||
3866 (found_rating == 2 && element < found_element)))
3868 start_x = x + xx - 1;
3869 start_y = y + yy - 1;
3872 found_element = element;
3875 if (!CAN_CHANGE(element))
3878 for (i = 0; i < element_info[element].num_change_pages; i++)
3880 /* check for player created from custom element as extended target */
3882 element_info[element].change_page[i].target_content.e[xx][yy];
3884 is_player = ELEM_IS_PLAYER(content);
3886 if (is_player && (found_rating < 1 ||
3887 (found_rating == 1 && element < found_element)))
3889 start_x = x + xx - 1;
3890 start_y = y + yy - 1;
3893 found_element = element;
3899 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
3900 start_x > SBX_Right + MIDPOSX ? SBX_Right :
3903 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3904 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3909 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3910 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3911 local_player->jx - MIDPOSX);
3913 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3914 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3915 local_player->jy - MIDPOSY);
3918 /* !!! FIX THIS (START) !!! */
3919 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3921 InitGameEngine_EM();
3923 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3925 InitGameEngine_SP();
3929 DrawLevel(REDRAW_FIELD);
3932 /* after drawing the level, correct some elements */
3933 if (game.timegate_time_left == 0)
3934 CloseAllOpenTimegates();
3937 /* blit playfield from scroll buffer to normal back buffer for fading in */
3938 BlitScreenToBitmap(backbuffer);
3939 /* !!! FIX THIS (END) !!! */
3944 // full screen redraw is required at this point in the following cases:
3945 // - special editor door undrawn when game was started from level editor
3946 // - drawing area (playfield) was changed and has to be removed completely
3947 redraw_mask = REDRAW_ALL;
3951 if (!game.restart_level)
3953 /* copy default game door content to main double buffer */
3955 /* !!! CHECK AGAIN !!! */
3956 SetPanelBackground();
3957 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
3958 DrawBackground(DX, DY, DXSIZE, DYSIZE);
3961 SetPanelBackground();
3962 SetDrawBackgroundMask(REDRAW_DOOR_1);
3964 UpdateAndDisplayGameControlValues();
3966 if (!game.restart_level)
3970 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3971 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3972 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3976 /* copy actual game door content to door double buffer for OpenDoor() */
3977 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
3979 OpenDoor(DOOR_OPEN_ALL);
3981 PlaySound(SND_GAME_STARTING);
3983 if (setup.sound_music)
3986 KeyboardAutoRepeatOffUnlessAutoplay();
3988 #if DEBUG_INIT_PLAYER
3991 printf("Player status (final):\n");
3993 for (i = 0; i < MAX_PLAYERS; i++)
3995 struct PlayerInfo *player = &stored_player[i];
3997 printf("- player %d: present == %d, connected == %d, active == %d",
4003 if (local_player == player)
4004 printf(" (local player)");
4017 if (!game.restart_level && !tape.playing)
4019 LevelStats_incPlayed(level_nr);
4021 SaveLevelSetup_SeriesInfo();
4024 game.restart_level = FALSE;
4026 SaveEngineSnapshotToListInitial();
4029 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4031 /* this is used for non-R'n'D game engines to update certain engine values */
4033 /* needed to determine if sounds are played within the visible screen area */
4034 scroll_x = actual_scroll_x;
4035 scroll_y = actual_scroll_y;
4038 void InitMovDir(int x, int y)
4040 int i, element = Feld[x][y];
4041 static int xy[4][2] =
4048 static int direction[3][4] =
4050 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4051 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4052 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4061 Feld[x][y] = EL_BUG;
4062 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4065 case EL_SPACESHIP_RIGHT:
4066 case EL_SPACESHIP_UP:
4067 case EL_SPACESHIP_LEFT:
4068 case EL_SPACESHIP_DOWN:
4069 Feld[x][y] = EL_SPACESHIP;
4070 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4073 case EL_BD_BUTTERFLY_RIGHT:
4074 case EL_BD_BUTTERFLY_UP:
4075 case EL_BD_BUTTERFLY_LEFT:
4076 case EL_BD_BUTTERFLY_DOWN:
4077 Feld[x][y] = EL_BD_BUTTERFLY;
4078 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4081 case EL_BD_FIREFLY_RIGHT:
4082 case EL_BD_FIREFLY_UP:
4083 case EL_BD_FIREFLY_LEFT:
4084 case EL_BD_FIREFLY_DOWN:
4085 Feld[x][y] = EL_BD_FIREFLY;
4086 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4089 case EL_PACMAN_RIGHT:
4091 case EL_PACMAN_LEFT:
4092 case EL_PACMAN_DOWN:
4093 Feld[x][y] = EL_PACMAN;
4094 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4097 case EL_YAMYAM_LEFT:
4098 case EL_YAMYAM_RIGHT:
4100 case EL_YAMYAM_DOWN:
4101 Feld[x][y] = EL_YAMYAM;
4102 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4105 case EL_SP_SNIKSNAK:
4106 MovDir[x][y] = MV_UP;
4109 case EL_SP_ELECTRON:
4110 MovDir[x][y] = MV_LEFT;
4117 Feld[x][y] = EL_MOLE;
4118 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4122 if (IS_CUSTOM_ELEMENT(element))
4124 struct ElementInfo *ei = &element_info[element];
4125 int move_direction_initial = ei->move_direction_initial;
4126 int move_pattern = ei->move_pattern;
4128 if (move_direction_initial == MV_START_PREVIOUS)
4130 if (MovDir[x][y] != MV_NONE)
4133 move_direction_initial = MV_START_AUTOMATIC;
4136 if (move_direction_initial == MV_START_RANDOM)
4137 MovDir[x][y] = 1 << RND(4);
4138 else if (move_direction_initial & MV_ANY_DIRECTION)
4139 MovDir[x][y] = move_direction_initial;
4140 else if (move_pattern == MV_ALL_DIRECTIONS ||
4141 move_pattern == MV_TURNING_LEFT ||
4142 move_pattern == MV_TURNING_RIGHT ||
4143 move_pattern == MV_TURNING_LEFT_RIGHT ||
4144 move_pattern == MV_TURNING_RIGHT_LEFT ||
4145 move_pattern == MV_TURNING_RANDOM)
4146 MovDir[x][y] = 1 << RND(4);
4147 else if (move_pattern == MV_HORIZONTAL)
4148 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4149 else if (move_pattern == MV_VERTICAL)
4150 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4151 else if (move_pattern & MV_ANY_DIRECTION)
4152 MovDir[x][y] = element_info[element].move_pattern;
4153 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4154 move_pattern == MV_ALONG_RIGHT_SIDE)
4156 /* use random direction as default start direction */
4157 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4158 MovDir[x][y] = 1 << RND(4);
4160 for (i = 0; i < NUM_DIRECTIONS; i++)
4162 int x1 = x + xy[i][0];
4163 int y1 = y + xy[i][1];
4165 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4167 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4168 MovDir[x][y] = direction[0][i];
4170 MovDir[x][y] = direction[1][i];
4179 MovDir[x][y] = 1 << RND(4);
4181 if (element != EL_BUG &&
4182 element != EL_SPACESHIP &&
4183 element != EL_BD_BUTTERFLY &&
4184 element != EL_BD_FIREFLY)
4187 for (i = 0; i < NUM_DIRECTIONS; i++)
4189 int x1 = x + xy[i][0];
4190 int y1 = y + xy[i][1];
4192 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4194 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4196 MovDir[x][y] = direction[0][i];
4199 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4200 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4202 MovDir[x][y] = direction[1][i];
4211 GfxDir[x][y] = MovDir[x][y];
4214 void InitAmoebaNr(int x, int y)
4217 int group_nr = AmoebeNachbarNr(x, y);
4221 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4223 if (AmoebaCnt[i] == 0)
4231 AmoebaNr[x][y] = group_nr;
4232 AmoebaCnt[group_nr]++;
4233 AmoebaCnt2[group_nr]++;
4236 static void PlayerWins(struct PlayerInfo *player)
4238 player->LevelSolved = TRUE;
4239 player->GameOver = TRUE;
4241 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4242 level.native_em_level->lev->score : player->score);
4244 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4246 player->LevelSolved_CountingScore = player->score_final;
4251 static int time, time_final;
4252 static int score, score_final;
4253 static int game_over_delay_1 = 0;
4254 static int game_over_delay_2 = 0;
4255 int game_over_delay_value_1 = 50;
4256 int game_over_delay_value_2 = 50;
4258 if (!local_player->LevelSolved_GameWon)
4262 /* do not start end game actions before the player stops moving (to exit) */
4263 if (local_player->MovPos)
4266 local_player->LevelSolved_GameWon = TRUE;
4267 local_player->LevelSolved_SaveTape = tape.recording;
4268 local_player->LevelSolved_SaveScore = !tape.playing;
4272 LevelStats_incSolved(level_nr);
4274 SaveLevelSetup_SeriesInfo();
4277 if (tape.auto_play) /* tape might already be stopped here */
4278 tape.auto_play_level_solved = TRUE;
4282 game_over_delay_1 = game_over_delay_value_1;
4283 game_over_delay_2 = game_over_delay_value_2;
4285 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4286 score = score_final = local_player->score_final;
4291 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4293 else if (game.no_time_limit && TimePlayed < 999)
4296 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4299 local_player->score_final = score_final;
4301 if (level_editor_test_game)
4304 score = score_final;
4306 local_player->LevelSolved_CountingTime = time;
4307 local_player->LevelSolved_CountingScore = score;
4309 game_panel_controls[GAME_PANEL_TIME].value = time;
4310 game_panel_controls[GAME_PANEL_SCORE].value = score;
4312 DisplayGameControlValues();
4315 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4317 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4319 /* close exit door after last player */
4320 if ((AllPlayersGone &&
4321 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4322 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4323 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4324 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4325 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4327 int element = Feld[ExitX][ExitY];
4329 Feld[ExitX][ExitY] =
4330 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4331 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4332 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4333 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4334 EL_EM_STEEL_EXIT_CLOSING);
4336 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4339 /* player disappears */
4340 DrawLevelField(ExitX, ExitY);
4343 for (i = 0; i < MAX_PLAYERS; i++)
4345 struct PlayerInfo *player = &stored_player[i];
4347 if (player->present)
4349 RemovePlayer(player);
4351 /* player disappears */
4352 DrawLevelField(player->jx, player->jy);
4357 PlaySound(SND_GAME_WINNING);
4360 if (game_over_delay_1 > 0)
4362 game_over_delay_1--;
4367 if (time != time_final)
4369 int time_to_go = ABS(time_final - time);
4370 int time_count_dir = (time < time_final ? +1 : -1);
4371 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4373 time += time_count_steps * time_count_dir;
4374 score += time_count_steps * level.score[SC_TIME_BONUS];
4376 local_player->LevelSolved_CountingTime = time;
4377 local_player->LevelSolved_CountingScore = score;
4379 game_panel_controls[GAME_PANEL_TIME].value = time;
4380 game_panel_controls[GAME_PANEL_SCORE].value = score;
4382 DisplayGameControlValues();
4384 if (time == time_final)
4385 StopSound(SND_GAME_LEVELTIME_BONUS);
4386 else if (setup.sound_loops)
4387 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4389 PlaySound(SND_GAME_LEVELTIME_BONUS);
4394 local_player->LevelSolved_PanelOff = TRUE;
4396 if (game_over_delay_2 > 0)
4398 game_over_delay_2--;
4409 boolean raise_level = FALSE;
4411 local_player->LevelSolved_GameEnd = TRUE;
4413 if (!global.use_envelope_request)
4414 CloseDoor(DOOR_CLOSE_1);
4416 if (local_player->LevelSolved_SaveTape)
4418 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4421 CloseDoor(DOOR_CLOSE_ALL);
4423 if (level_editor_test_game)
4425 game_status = GAME_MODE_MAIN;
4432 if (!local_player->LevelSolved_SaveScore)
4434 FadeOut(REDRAW_FIELD);
4436 game_status = GAME_MODE_MAIN;
4443 if (level_nr == leveldir_current->handicap_level)
4445 leveldir_current->handicap_level++;
4447 SaveLevelSetup_SeriesInfo();
4450 if (level_nr < leveldir_current->last_level)
4451 raise_level = TRUE; /* advance to next level */
4453 if ((hi_pos = NewHiScore()) >= 0)
4455 game_status = GAME_MODE_SCORES;
4457 DrawHallOfFame(hi_pos);
4467 FadeOut(REDRAW_FIELD);
4469 game_status = GAME_MODE_MAIN;
4486 LoadScore(level_nr);
4488 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4489 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4492 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4494 if (local_player->score_final > highscore[k].Score)
4496 /* player has made it to the hall of fame */
4498 if (k < MAX_SCORE_ENTRIES - 1)
4500 int m = MAX_SCORE_ENTRIES - 1;
4503 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4504 if (strEqual(setup.player_name, highscore[l].Name))
4506 if (m == k) /* player's new highscore overwrites his old one */
4510 for (l = m; l > k; l--)
4512 strcpy(highscore[l].Name, highscore[l - 1].Name);
4513 highscore[l].Score = highscore[l - 1].Score;
4520 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4521 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4522 highscore[k].Score = local_player->score_final;
4528 else if (!strncmp(setup.player_name, highscore[k].Name,
4529 MAX_PLAYER_NAME_LEN))
4530 break; /* player already there with a higher score */
4536 SaveScore(level_nr);
4541 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4543 int element = Feld[x][y];
4544 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4545 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4546 int horiz_move = (dx != 0);
4547 int sign = (horiz_move ? dx : dy);
4548 int step = sign * element_info[element].move_stepsize;
4550 /* special values for move stepsize for spring and things on conveyor belt */
4553 if (CAN_FALL(element) &&
4554 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4555 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4556 else if (element == EL_SPRING)
4557 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4563 inline static int getElementMoveStepsize(int x, int y)
4565 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4568 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4570 if (player->GfxAction != action || player->GfxDir != dir)
4572 player->GfxAction = action;
4573 player->GfxDir = dir;
4575 player->StepFrame = 0;
4579 static void ResetGfxFrame(int x, int y, boolean redraw)
4581 int element = Feld[x][y];
4582 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4583 int last_gfx_frame = GfxFrame[x][y];
4585 if (graphic_info[graphic].anim_global_sync)
4586 GfxFrame[x][y] = FrameCounter;
4587 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4588 GfxFrame[x][y] = CustomValue[x][y];
4589 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4590 GfxFrame[x][y] = element_info[element].collect_score;
4591 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4592 GfxFrame[x][y] = ChangeDelay[x][y];
4594 if (redraw && GfxFrame[x][y] != last_gfx_frame)
4595 DrawLevelGraphicAnimation(x, y, graphic);
4598 static void ResetGfxAnimation(int x, int y)
4600 GfxAction[x][y] = ACTION_DEFAULT;
4601 GfxDir[x][y] = MovDir[x][y];
4604 ResetGfxFrame(x, y, FALSE);
4607 static void ResetRandomAnimationValue(int x, int y)
4609 GfxRandom[x][y] = INIT_GFX_RANDOM();
4612 void InitMovingField(int x, int y, int direction)
4614 int element = Feld[x][y];
4615 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4616 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4619 boolean is_moving_before, is_moving_after;
4621 /* check if element was/is moving or being moved before/after mode change */
4622 is_moving_before = (WasJustMoving[x][y] != 0);
4623 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4625 /* reset animation only for moving elements which change direction of moving
4626 or which just started or stopped moving
4627 (else CEs with property "can move" / "not moving" are reset each frame) */
4628 if (is_moving_before != is_moving_after ||
4629 direction != MovDir[x][y])
4630 ResetGfxAnimation(x, y);
4632 MovDir[x][y] = direction;
4633 GfxDir[x][y] = direction;
4635 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4636 direction == MV_DOWN && CAN_FALL(element) ?
4637 ACTION_FALLING : ACTION_MOVING);
4639 /* this is needed for CEs with property "can move" / "not moving" */
4641 if (is_moving_after)
4643 if (Feld[newx][newy] == EL_EMPTY)
4644 Feld[newx][newy] = EL_BLOCKED;
4646 MovDir[newx][newy] = MovDir[x][y];
4648 CustomValue[newx][newy] = CustomValue[x][y];
4650 GfxFrame[newx][newy] = GfxFrame[x][y];
4651 GfxRandom[newx][newy] = GfxRandom[x][y];
4652 GfxAction[newx][newy] = GfxAction[x][y];
4653 GfxDir[newx][newy] = GfxDir[x][y];
4657 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4659 int direction = MovDir[x][y];
4660 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4661 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4667 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4669 int oldx = x, oldy = y;
4670 int direction = MovDir[x][y];
4672 if (direction == MV_LEFT)
4674 else if (direction == MV_RIGHT)
4676 else if (direction == MV_UP)
4678 else if (direction == MV_DOWN)
4681 *comes_from_x = oldx;
4682 *comes_from_y = oldy;
4685 int MovingOrBlocked2Element(int x, int y)
4687 int element = Feld[x][y];
4689 if (element == EL_BLOCKED)
4693 Blocked2Moving(x, y, &oldx, &oldy);
4694 return Feld[oldx][oldy];
4700 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4702 /* like MovingOrBlocked2Element(), but if element is moving
4703 and (x,y) is the field the moving element is just leaving,
4704 return EL_BLOCKED instead of the element value */
4705 int element = Feld[x][y];
4707 if (IS_MOVING(x, y))
4709 if (element == EL_BLOCKED)
4713 Blocked2Moving(x, y, &oldx, &oldy);
4714 return Feld[oldx][oldy];
4723 static void RemoveField(int x, int y)
4725 Feld[x][y] = EL_EMPTY;
4731 CustomValue[x][y] = 0;
4734 ChangeDelay[x][y] = 0;
4735 ChangePage[x][y] = -1;
4736 Pushed[x][y] = FALSE;
4738 GfxElement[x][y] = EL_UNDEFINED;
4739 GfxAction[x][y] = ACTION_DEFAULT;
4740 GfxDir[x][y] = MV_NONE;
4743 void RemoveMovingField(int x, int y)
4745 int oldx = x, oldy = y, newx = x, newy = y;
4746 int element = Feld[x][y];
4747 int next_element = EL_UNDEFINED;
4749 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4752 if (IS_MOVING(x, y))
4754 Moving2Blocked(x, y, &newx, &newy);
4756 if (Feld[newx][newy] != EL_BLOCKED)
4758 /* element is moving, but target field is not free (blocked), but
4759 already occupied by something different (example: acid pool);
4760 in this case, only remove the moving field, but not the target */
4762 RemoveField(oldx, oldy);
4764 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4766 TEST_DrawLevelField(oldx, oldy);
4771 else if (element == EL_BLOCKED)
4773 Blocked2Moving(x, y, &oldx, &oldy);
4774 if (!IS_MOVING(oldx, oldy))
4778 if (element == EL_BLOCKED &&
4779 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4780 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4781 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4782 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4783 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4784 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4785 next_element = get_next_element(Feld[oldx][oldy]);
4787 RemoveField(oldx, oldy);
4788 RemoveField(newx, newy);
4790 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4792 if (next_element != EL_UNDEFINED)
4793 Feld[oldx][oldy] = next_element;
4795 TEST_DrawLevelField(oldx, oldy);
4796 TEST_DrawLevelField(newx, newy);
4799 void DrawDynamite(int x, int y)
4801 int sx = SCREENX(x), sy = SCREENY(y);
4802 int graphic = el2img(Feld[x][y]);
4805 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4808 if (IS_WALKABLE_INSIDE(Back[x][y]))
4812 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4813 else if (Store[x][y])
4814 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4816 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4818 if (Back[x][y] || Store[x][y])
4819 DrawGraphicThruMask(sx, sy, graphic, frame);
4821 DrawGraphic(sx, sy, graphic, frame);
4824 void CheckDynamite(int x, int y)
4826 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4830 if (MovDelay[x][y] != 0)
4833 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4839 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4844 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4846 boolean num_checked_players = 0;
4849 for (i = 0; i < MAX_PLAYERS; i++)
4851 if (stored_player[i].active)
4853 int sx = stored_player[i].jx;
4854 int sy = stored_player[i].jy;
4856 if (num_checked_players == 0)
4863 *sx1 = MIN(*sx1, sx);
4864 *sy1 = MIN(*sy1, sy);
4865 *sx2 = MAX(*sx2, sx);
4866 *sy2 = MAX(*sy2, sy);
4869 num_checked_players++;
4874 static boolean checkIfAllPlayersFitToScreen_RND()
4876 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4878 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4880 return (sx2 - sx1 < SCR_FIELDX &&
4881 sy2 - sy1 < SCR_FIELDY);
4884 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4886 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4888 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4890 *sx = (sx1 + sx2) / 2;
4891 *sy = (sy1 + sy2) / 2;
4894 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4895 boolean center_screen, boolean quick_relocation)
4897 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4898 boolean no_delay = (tape.warp_forward);
4899 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4900 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4902 if (quick_relocation)
4904 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
4906 if (!level.shifted_relocation || center_screen)
4908 /* quick relocation (without scrolling), with centering of screen */
4910 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4911 x > SBX_Right + MIDPOSX ? SBX_Right :
4914 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4915 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4920 /* quick relocation (without scrolling), but do not center screen */
4922 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4923 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4926 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4927 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4930 int offset_x = x + (scroll_x - center_scroll_x);
4931 int offset_y = y + (scroll_y - center_scroll_y);
4933 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4934 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4935 offset_x - MIDPOSX);
4937 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4938 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4939 offset_y - MIDPOSY);
4944 if (!level.shifted_relocation || center_screen)
4946 /* quick relocation (without scrolling), with centering of screen */
4948 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4949 x > SBX_Right + MIDPOSX ? SBX_Right :
4952 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4953 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4958 /* quick relocation (without scrolling), but do not center screen */
4960 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4961 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4964 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4965 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4968 int offset_x = x + (scroll_x - center_scroll_x);
4969 int offset_y = y + (scroll_y - center_scroll_y);
4971 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4972 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4973 offset_x - MIDPOSX);
4975 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4976 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4977 offset_y - MIDPOSY);
4981 RedrawPlayfield(TRUE, 0,0,0,0);
4985 int scroll_xx, scroll_yy;
4987 if (!level.shifted_relocation || center_screen)
4989 /* visible relocation (with scrolling), with centering of screen */
4991 scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
4992 x > SBX_Right + MIDPOSX ? SBX_Right :
4995 scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4996 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5001 /* visible relocation (with scrolling), but do not center screen */
5003 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
5004 old_x > SBX_Right + MIDPOSX ? SBX_Right :
5007 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5008 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5011 int offset_x = x + (scroll_x - center_scroll_x);
5012 int offset_y = y + (scroll_y - center_scroll_y);
5014 scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5015 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5016 offset_x - MIDPOSX);
5018 scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5019 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5020 offset_y - MIDPOSY);
5024 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5026 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
5029 int fx = FX, fy = FY;
5031 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
5032 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
5034 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5040 fx += dx * TILEX / 2;
5041 fy += dy * TILEY / 2;
5043 ScrollLevel(dx, dy);
5046 /* scroll in two steps of half tile size to make things smoother */
5047 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5048 Delay(wait_delay_value);
5050 /* scroll second step to align at full tile size */
5052 Delay(wait_delay_value);
5057 Delay(wait_delay_value);
5061 void RelocatePlayer(int jx, int jy, int el_player_raw)
5063 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5064 int player_nr = GET_PLAYER_NR(el_player);
5065 struct PlayerInfo *player = &stored_player[player_nr];
5066 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5067 boolean no_delay = (tape.warp_forward);
5068 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5069 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5070 int old_jx = player->jx;
5071 int old_jy = player->jy;
5072 int old_element = Feld[old_jx][old_jy];
5073 int element = Feld[jx][jy];
5074 boolean player_relocated = (old_jx != jx || old_jy != jy);
5076 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5077 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5078 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5079 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5080 int leave_side_horiz = move_dir_horiz;
5081 int leave_side_vert = move_dir_vert;
5082 int enter_side = enter_side_horiz | enter_side_vert;
5083 int leave_side = leave_side_horiz | leave_side_vert;
5085 if (player->GameOver) /* do not reanimate dead player */
5088 if (!player_relocated) /* no need to relocate the player */
5091 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5093 RemoveField(jx, jy); /* temporarily remove newly placed player */
5094 DrawLevelField(jx, jy);
5097 if (player->present)
5099 while (player->MovPos)
5101 ScrollPlayer(player, SCROLL_GO_ON);
5102 ScrollScreen(NULL, SCROLL_GO_ON);
5104 AdvanceFrameAndPlayerCounters(player->index_nr);
5109 Delay(wait_delay_value);
5112 DrawPlayer(player); /* needed here only to cleanup last field */
5113 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5115 player->is_moving = FALSE;
5118 if (IS_CUSTOM_ELEMENT(old_element))
5119 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5121 player->index_bit, leave_side);
5123 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5125 player->index_bit, leave_side);
5127 Feld[jx][jy] = el_player;
5128 InitPlayerField(jx, jy, el_player, TRUE);
5130 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5131 possible that the relocation target field did not contain a player element,
5132 but a walkable element, to which the new player was relocated -- in this
5133 case, restore that (already initialized!) element on the player field */
5134 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5136 Feld[jx][jy] = element; /* restore previously existing element */
5139 /* only visually relocate centered player */
5140 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5141 FALSE, level.instant_relocation);
5143 TestIfPlayerTouchesBadThing(jx, jy);
5144 TestIfPlayerTouchesCustomElement(jx, jy);
5146 if (IS_CUSTOM_ELEMENT(element))
5147 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5148 player->index_bit, enter_side);
5150 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5151 player->index_bit, enter_side);
5153 if (player->is_switching)
5155 /* ensure that relocation while still switching an element does not cause
5156 a new element to be treated as also switched directly after relocation
5157 (this is important for teleporter switches that teleport the player to
5158 a place where another teleporter switch is in the same direction, which
5159 would then incorrectly be treated as immediately switched before the
5160 direction key that caused the switch was released) */
5162 player->switch_x += jx - old_jx;
5163 player->switch_y += jy - old_jy;
5167 void Explode(int ex, int ey, int phase, int mode)
5173 /* !!! eliminate this variable !!! */
5174 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5176 if (game.explosions_delayed)
5178 ExplodeField[ex][ey] = mode;
5182 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5184 int center_element = Feld[ex][ey];
5185 int artwork_element, explosion_element; /* set these values later */
5187 /* remove things displayed in background while burning dynamite */
5188 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5191 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5193 /* put moving element to center field (and let it explode there) */
5194 center_element = MovingOrBlocked2Element(ex, ey);
5195 RemoveMovingField(ex, ey);
5196 Feld[ex][ey] = center_element;
5199 /* now "center_element" is finally determined -- set related values now */
5200 artwork_element = center_element; /* for custom player artwork */
5201 explosion_element = center_element; /* for custom player artwork */
5203 if (IS_PLAYER(ex, ey))
5205 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5207 artwork_element = stored_player[player_nr].artwork_element;
5209 if (level.use_explosion_element[player_nr])
5211 explosion_element = level.explosion_element[player_nr];
5212 artwork_element = explosion_element;
5216 if (mode == EX_TYPE_NORMAL ||
5217 mode == EX_TYPE_CENTER ||
5218 mode == EX_TYPE_CROSS)
5219 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5221 last_phase = element_info[explosion_element].explosion_delay + 1;
5223 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5225 int xx = x - ex + 1;
5226 int yy = y - ey + 1;
5229 if (!IN_LEV_FIELD(x, y) ||
5230 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5231 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5234 element = Feld[x][y];
5236 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5238 element = MovingOrBlocked2Element(x, y);
5240 if (!IS_EXPLOSION_PROOF(element))
5241 RemoveMovingField(x, y);
5244 /* indestructible elements can only explode in center (but not flames) */
5245 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5246 mode == EX_TYPE_BORDER)) ||
5247 element == EL_FLAMES)
5250 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5251 behaviour, for example when touching a yamyam that explodes to rocks
5252 with active deadly shield, a rock is created under the player !!! */
5253 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5255 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5256 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5257 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5259 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5262 if (IS_ACTIVE_BOMB(element))
5264 /* re-activate things under the bomb like gate or penguin */
5265 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5272 /* save walkable background elements while explosion on same tile */
5273 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5274 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5275 Back[x][y] = element;
5277 /* ignite explodable elements reached by other explosion */
5278 if (element == EL_EXPLOSION)
5279 element = Store2[x][y];
5281 if (AmoebaNr[x][y] &&
5282 (element == EL_AMOEBA_FULL ||
5283 element == EL_BD_AMOEBA ||
5284 element == EL_AMOEBA_GROWING))
5286 AmoebaCnt[AmoebaNr[x][y]]--;
5287 AmoebaCnt2[AmoebaNr[x][y]]--;
5292 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5294 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5296 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5298 if (PLAYERINFO(ex, ey)->use_murphy)
5299 Store[x][y] = EL_EMPTY;
5302 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5303 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5304 else if (ELEM_IS_PLAYER(center_element))
5305 Store[x][y] = EL_EMPTY;
5306 else if (center_element == EL_YAMYAM)
5307 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5308 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5309 Store[x][y] = element_info[center_element].content.e[xx][yy];
5311 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5312 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5313 otherwise) -- FIX THIS !!! */
5314 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5315 Store[x][y] = element_info[element].content.e[1][1];
5317 else if (!CAN_EXPLODE(element))
5318 Store[x][y] = element_info[element].content.e[1][1];
5321 Store[x][y] = EL_EMPTY;
5323 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5324 center_element == EL_AMOEBA_TO_DIAMOND)
5325 Store2[x][y] = element;
5327 Feld[x][y] = EL_EXPLOSION;
5328 GfxElement[x][y] = artwork_element;
5330 ExplodePhase[x][y] = 1;
5331 ExplodeDelay[x][y] = last_phase;
5336 if (center_element == EL_YAMYAM)
5337 game.yamyam_content_nr =
5338 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5350 GfxFrame[x][y] = 0; /* restart explosion animation */
5352 last_phase = ExplodeDelay[x][y];
5354 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5356 /* this can happen if the player leaves an explosion just in time */
5357 if (GfxElement[x][y] == EL_UNDEFINED)
5358 GfxElement[x][y] = EL_EMPTY;
5360 border_element = Store2[x][y];
5361 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5362 border_element = StorePlayer[x][y];
5364 if (phase == element_info[border_element].ignition_delay ||
5365 phase == last_phase)
5367 boolean border_explosion = FALSE;
5369 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5370 !PLAYER_EXPLOSION_PROTECTED(x, y))
5372 KillPlayerUnlessExplosionProtected(x, y);
5373 border_explosion = TRUE;
5375 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5377 Feld[x][y] = Store2[x][y];
5380 border_explosion = TRUE;
5382 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5384 AmoebeUmwandeln(x, y);
5386 border_explosion = TRUE;
5389 /* if an element just explodes due to another explosion (chain-reaction),
5390 do not immediately end the new explosion when it was the last frame of
5391 the explosion (as it would be done in the following "if"-statement!) */
5392 if (border_explosion && phase == last_phase)
5396 if (phase == last_phase)
5400 element = Feld[x][y] = Store[x][y];
5401 Store[x][y] = Store2[x][y] = 0;
5402 GfxElement[x][y] = EL_UNDEFINED;
5404 /* player can escape from explosions and might therefore be still alive */
5405 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5406 element <= EL_PLAYER_IS_EXPLODING_4)
5408 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5409 int explosion_element = EL_PLAYER_1 + player_nr;
5410 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5411 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5413 if (level.use_explosion_element[player_nr])
5414 explosion_element = level.explosion_element[player_nr];
5416 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5417 element_info[explosion_element].content.e[xx][yy]);
5420 /* restore probably existing indestructible background element */
5421 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5422 element = Feld[x][y] = Back[x][y];
5425 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5426 GfxDir[x][y] = MV_NONE;
5427 ChangeDelay[x][y] = 0;
5428 ChangePage[x][y] = -1;
5430 CustomValue[x][y] = 0;
5432 InitField_WithBug2(x, y, FALSE);
5434 TEST_DrawLevelField(x, y);
5436 TestIfElementTouchesCustomElement(x, y);
5438 if (GFX_CRUMBLED(element))
5439 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5441 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5442 StorePlayer[x][y] = 0;
5444 if (ELEM_IS_PLAYER(element))
5445 RelocatePlayer(x, y, element);
5447 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5449 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5450 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5453 TEST_DrawLevelFieldCrumbled(x, y);
5455 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5457 DrawLevelElement(x, y, Back[x][y]);
5458 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5460 else if (IS_WALKABLE_UNDER(Back[x][y]))
5462 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5463 DrawLevelElementThruMask(x, y, Back[x][y]);
5465 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5466 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5470 void DynaExplode(int ex, int ey)
5473 int dynabomb_element = Feld[ex][ey];
5474 int dynabomb_size = 1;
5475 boolean dynabomb_xl = FALSE;
5476 struct PlayerInfo *player;
5477 static int xy[4][2] =
5485 if (IS_ACTIVE_BOMB(dynabomb_element))
5487 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5488 dynabomb_size = player->dynabomb_size;
5489 dynabomb_xl = player->dynabomb_xl;
5490 player->dynabombs_left++;
5493 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5495 for (i = 0; i < NUM_DIRECTIONS; i++)
5497 for (j = 1; j <= dynabomb_size; j++)
5499 int x = ex + j * xy[i][0];
5500 int y = ey + j * xy[i][1];
5503 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5506 element = Feld[x][y];
5508 /* do not restart explosions of fields with active bombs */
5509 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5512 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5514 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5515 !IS_DIGGABLE(element) && !dynabomb_xl)
5521 void Bang(int x, int y)
5523 int element = MovingOrBlocked2Element(x, y);
5524 int explosion_type = EX_TYPE_NORMAL;
5526 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5528 struct PlayerInfo *player = PLAYERINFO(x, y);
5530 element = Feld[x][y] = player->initial_element;
5532 if (level.use_explosion_element[player->index_nr])
5534 int explosion_element = level.explosion_element[player->index_nr];
5536 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5537 explosion_type = EX_TYPE_CROSS;
5538 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5539 explosion_type = EX_TYPE_CENTER;
5547 case EL_BD_BUTTERFLY:
5550 case EL_DARK_YAMYAM:
5554 RaiseScoreElement(element);
5557 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5558 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5559 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5560 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5561 case EL_DYNABOMB_INCREASE_NUMBER:
5562 case EL_DYNABOMB_INCREASE_SIZE:
5563 case EL_DYNABOMB_INCREASE_POWER:
5564 explosion_type = EX_TYPE_DYNA;
5567 case EL_DC_LANDMINE:
5568 explosion_type = EX_TYPE_CENTER;
5573 case EL_LAMP_ACTIVE:
5574 case EL_AMOEBA_TO_DIAMOND:
5575 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5576 explosion_type = EX_TYPE_CENTER;
5580 if (element_info[element].explosion_type == EXPLODES_CROSS)
5581 explosion_type = EX_TYPE_CROSS;
5582 else if (element_info[element].explosion_type == EXPLODES_1X1)
5583 explosion_type = EX_TYPE_CENTER;
5587 if (explosion_type == EX_TYPE_DYNA)
5590 Explode(x, y, EX_PHASE_START, explosion_type);
5592 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5595 void SplashAcid(int x, int y)
5597 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5598 (!IN_LEV_FIELD(x - 1, y - 2) ||
5599 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5600 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5602 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5603 (!IN_LEV_FIELD(x + 1, y - 2) ||
5604 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5605 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5607 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5610 static void InitBeltMovement()
5612 static int belt_base_element[4] =
5614 EL_CONVEYOR_BELT_1_LEFT,
5615 EL_CONVEYOR_BELT_2_LEFT,
5616 EL_CONVEYOR_BELT_3_LEFT,
5617 EL_CONVEYOR_BELT_4_LEFT
5619 static int belt_base_active_element[4] =
5621 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5622 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5623 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5624 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5629 /* set frame order for belt animation graphic according to belt direction */
5630 for (i = 0; i < NUM_BELTS; i++)
5634 for (j = 0; j < NUM_BELT_PARTS; j++)
5636 int element = belt_base_active_element[belt_nr] + j;
5637 int graphic_1 = el2img(element);
5638 int graphic_2 = el2panelimg(element);
5640 if (game.belt_dir[i] == MV_LEFT)
5642 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5643 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5647 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5648 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5653 SCAN_PLAYFIELD(x, y)
5655 int element = Feld[x][y];
5657 for (i = 0; i < NUM_BELTS; i++)
5659 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5661 int e_belt_nr = getBeltNrFromBeltElement(element);
5664 if (e_belt_nr == belt_nr)
5666 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5668 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5675 static void ToggleBeltSwitch(int x, int y)
5677 static int belt_base_element[4] =
5679 EL_CONVEYOR_BELT_1_LEFT,
5680 EL_CONVEYOR_BELT_2_LEFT,
5681 EL_CONVEYOR_BELT_3_LEFT,
5682 EL_CONVEYOR_BELT_4_LEFT
5684 static int belt_base_active_element[4] =
5686 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5687 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5688 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5689 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5691 static int belt_base_switch_element[4] =
5693 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5694 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5695 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5696 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5698 static int belt_move_dir[4] =
5706 int element = Feld[x][y];
5707 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5708 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5709 int belt_dir = belt_move_dir[belt_dir_nr];
5712 if (!IS_BELT_SWITCH(element))
5715 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5716 game.belt_dir[belt_nr] = belt_dir;
5718 if (belt_dir_nr == 3)
5721 /* set frame order for belt animation graphic according to belt direction */
5722 for (i = 0; i < NUM_BELT_PARTS; i++)
5724 int element = belt_base_active_element[belt_nr] + i;
5725 int graphic_1 = el2img(element);
5726 int graphic_2 = el2panelimg(element);
5728 if (belt_dir == MV_LEFT)
5730 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5731 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5735 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5736 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5740 SCAN_PLAYFIELD(xx, yy)
5742 int element = Feld[xx][yy];
5744 if (IS_BELT_SWITCH(element))
5746 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5748 if (e_belt_nr == belt_nr)
5750 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5751 TEST_DrawLevelField(xx, yy);
5754 else if (IS_BELT(element) && belt_dir != MV_NONE)
5756 int e_belt_nr = getBeltNrFromBeltElement(element);
5758 if (e_belt_nr == belt_nr)
5760 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5762 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5763 TEST_DrawLevelField(xx, yy);
5766 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5768 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5770 if (e_belt_nr == belt_nr)
5772 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5774 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5775 TEST_DrawLevelField(xx, yy);
5781 static void ToggleSwitchgateSwitch(int x, int y)
5785 game.switchgate_pos = !game.switchgate_pos;
5787 SCAN_PLAYFIELD(xx, yy)
5789 int element = Feld[xx][yy];
5791 if (element == EL_SWITCHGATE_SWITCH_UP)
5793 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5794 TEST_DrawLevelField(xx, yy);
5796 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5798 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5799 TEST_DrawLevelField(xx, yy);
5801 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5803 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5804 TEST_DrawLevelField(xx, yy);
5806 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5808 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5809 TEST_DrawLevelField(xx, yy);
5811 else if (element == EL_SWITCHGATE_OPEN ||
5812 element == EL_SWITCHGATE_OPENING)
5814 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5816 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5818 else if (element == EL_SWITCHGATE_CLOSED ||
5819 element == EL_SWITCHGATE_CLOSING)
5821 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5823 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5828 static int getInvisibleActiveFromInvisibleElement(int element)
5830 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5831 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5832 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5836 static int getInvisibleFromInvisibleActiveElement(int element)
5838 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5839 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5840 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5844 static void RedrawAllLightSwitchesAndInvisibleElements()
5848 SCAN_PLAYFIELD(x, y)
5850 int element = Feld[x][y];
5852 if (element == EL_LIGHT_SWITCH &&
5853 game.light_time_left > 0)
5855 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5856 TEST_DrawLevelField(x, y);
5858 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5859 game.light_time_left == 0)
5861 Feld[x][y] = EL_LIGHT_SWITCH;
5862 TEST_DrawLevelField(x, y);
5864 else if (element == EL_EMC_DRIPPER &&
5865 game.light_time_left > 0)
5867 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5868 TEST_DrawLevelField(x, y);
5870 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5871 game.light_time_left == 0)
5873 Feld[x][y] = EL_EMC_DRIPPER;
5874 TEST_DrawLevelField(x, y);
5876 else if (element == EL_INVISIBLE_STEELWALL ||
5877 element == EL_INVISIBLE_WALL ||
5878 element == EL_INVISIBLE_SAND)
5880 if (game.light_time_left > 0)
5881 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5883 TEST_DrawLevelField(x, y);
5885 /* uncrumble neighbour fields, if needed */
5886 if (element == EL_INVISIBLE_SAND)
5887 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5889 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5890 element == EL_INVISIBLE_WALL_ACTIVE ||
5891 element == EL_INVISIBLE_SAND_ACTIVE)
5893 if (game.light_time_left == 0)
5894 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5896 TEST_DrawLevelField(x, y);
5898 /* re-crumble neighbour fields, if needed */
5899 if (element == EL_INVISIBLE_SAND)
5900 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5905 static void RedrawAllInvisibleElementsForLenses()
5909 SCAN_PLAYFIELD(x, y)
5911 int element = Feld[x][y];
5913 if (element == EL_EMC_DRIPPER &&
5914 game.lenses_time_left > 0)
5916 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5917 TEST_DrawLevelField(x, y);
5919 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5920 game.lenses_time_left == 0)
5922 Feld[x][y] = EL_EMC_DRIPPER;
5923 TEST_DrawLevelField(x, y);
5925 else if (element == EL_INVISIBLE_STEELWALL ||
5926 element == EL_INVISIBLE_WALL ||
5927 element == EL_INVISIBLE_SAND)
5929 if (game.lenses_time_left > 0)
5930 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5932 TEST_DrawLevelField(x, y);
5934 /* uncrumble neighbour fields, if needed */
5935 if (element == EL_INVISIBLE_SAND)
5936 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5938 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5939 element == EL_INVISIBLE_WALL_ACTIVE ||
5940 element == EL_INVISIBLE_SAND_ACTIVE)
5942 if (game.lenses_time_left == 0)
5943 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5945 TEST_DrawLevelField(x, y);
5947 /* re-crumble neighbour fields, if needed */
5948 if (element == EL_INVISIBLE_SAND)
5949 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5954 static void RedrawAllInvisibleElementsForMagnifier()
5958 SCAN_PLAYFIELD(x, y)
5960 int element = Feld[x][y];
5962 if (element == EL_EMC_FAKE_GRASS &&
5963 game.magnify_time_left > 0)
5965 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5966 TEST_DrawLevelField(x, y);
5968 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5969 game.magnify_time_left == 0)
5971 Feld[x][y] = EL_EMC_FAKE_GRASS;
5972 TEST_DrawLevelField(x, y);
5974 else if (IS_GATE_GRAY(element) &&
5975 game.magnify_time_left > 0)
5977 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5978 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5979 IS_EM_GATE_GRAY(element) ?
5980 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5981 IS_EMC_GATE_GRAY(element) ?
5982 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5983 IS_DC_GATE_GRAY(element) ?
5984 EL_DC_GATE_WHITE_GRAY_ACTIVE :
5986 TEST_DrawLevelField(x, y);
5988 else if (IS_GATE_GRAY_ACTIVE(element) &&
5989 game.magnify_time_left == 0)
5991 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5992 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5993 IS_EM_GATE_GRAY_ACTIVE(element) ?
5994 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5995 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5996 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5997 IS_DC_GATE_GRAY_ACTIVE(element) ?
5998 EL_DC_GATE_WHITE_GRAY :
6000 TEST_DrawLevelField(x, y);
6005 static void ToggleLightSwitch(int x, int y)
6007 int element = Feld[x][y];
6009 game.light_time_left =
6010 (element == EL_LIGHT_SWITCH ?
6011 level.time_light * FRAMES_PER_SECOND : 0);
6013 RedrawAllLightSwitchesAndInvisibleElements();
6016 static void ActivateTimegateSwitch(int x, int y)
6020 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6022 SCAN_PLAYFIELD(xx, yy)
6024 int element = Feld[xx][yy];
6026 if (element == EL_TIMEGATE_CLOSED ||
6027 element == EL_TIMEGATE_CLOSING)
6029 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6030 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6034 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6036 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6037 TEST_DrawLevelField(xx, yy);
6043 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6044 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6047 void Impact(int x, int y)
6049 boolean last_line = (y == lev_fieldy - 1);
6050 boolean object_hit = FALSE;
6051 boolean impact = (last_line || object_hit);
6052 int element = Feld[x][y];
6053 int smashed = EL_STEELWALL;
6055 if (!last_line) /* check if element below was hit */
6057 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6060 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6061 MovDir[x][y + 1] != MV_DOWN ||
6062 MovPos[x][y + 1] <= TILEY / 2));
6064 /* do not smash moving elements that left the smashed field in time */
6065 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6066 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6069 #if USE_QUICKSAND_IMPACT_BUGFIX
6070 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6072 RemoveMovingField(x, y + 1);
6073 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6074 Feld[x][y + 2] = EL_ROCK;
6075 TEST_DrawLevelField(x, y + 2);
6080 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6082 RemoveMovingField(x, y + 1);
6083 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6084 Feld[x][y + 2] = EL_ROCK;
6085 TEST_DrawLevelField(x, y + 2);
6092 smashed = MovingOrBlocked2Element(x, y + 1);
6094 impact = (last_line || object_hit);
6097 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6099 SplashAcid(x, y + 1);
6103 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6104 /* only reset graphic animation if graphic really changes after impact */
6106 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6108 ResetGfxAnimation(x, y);
6109 TEST_DrawLevelField(x, y);
6112 if (impact && CAN_EXPLODE_IMPACT(element))
6117 else if (impact && element == EL_PEARL &&
6118 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6120 ResetGfxAnimation(x, y);
6122 Feld[x][y] = EL_PEARL_BREAKING;
6123 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6126 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6128 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6133 if (impact && element == EL_AMOEBA_DROP)
6135 if (object_hit && IS_PLAYER(x, y + 1))
6136 KillPlayerUnlessEnemyProtected(x, y + 1);
6137 else if (object_hit && smashed == EL_PENGUIN)
6141 Feld[x][y] = EL_AMOEBA_GROWING;
6142 Store[x][y] = EL_AMOEBA_WET;
6144 ResetRandomAnimationValue(x, y);
6149 if (object_hit) /* check which object was hit */
6151 if ((CAN_PASS_MAGIC_WALL(element) &&
6152 (smashed == EL_MAGIC_WALL ||
6153 smashed == EL_BD_MAGIC_WALL)) ||
6154 (CAN_PASS_DC_MAGIC_WALL(element) &&
6155 smashed == EL_DC_MAGIC_WALL))
6158 int activated_magic_wall =
6159 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6160 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6161 EL_DC_MAGIC_WALL_ACTIVE);
6163 /* activate magic wall / mill */
6164 SCAN_PLAYFIELD(xx, yy)
6166 if (Feld[xx][yy] == smashed)
6167 Feld[xx][yy] = activated_magic_wall;
6170 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6171 game.magic_wall_active = TRUE;
6173 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6174 SND_MAGIC_WALL_ACTIVATING :
6175 smashed == EL_BD_MAGIC_WALL ?
6176 SND_BD_MAGIC_WALL_ACTIVATING :
6177 SND_DC_MAGIC_WALL_ACTIVATING));
6180 if (IS_PLAYER(x, y + 1))
6182 if (CAN_SMASH_PLAYER(element))
6184 KillPlayerUnlessEnemyProtected(x, y + 1);
6188 else if (smashed == EL_PENGUIN)
6190 if (CAN_SMASH_PLAYER(element))
6196 else if (element == EL_BD_DIAMOND)
6198 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6204 else if (((element == EL_SP_INFOTRON ||
6205 element == EL_SP_ZONK) &&
6206 (smashed == EL_SP_SNIKSNAK ||
6207 smashed == EL_SP_ELECTRON ||
6208 smashed == EL_SP_DISK_ORANGE)) ||
6209 (element == EL_SP_INFOTRON &&
6210 smashed == EL_SP_DISK_YELLOW))
6215 else if (CAN_SMASH_EVERYTHING(element))
6217 if (IS_CLASSIC_ENEMY(smashed) ||
6218 CAN_EXPLODE_SMASHED(smashed))
6223 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6225 if (smashed == EL_LAMP ||
6226 smashed == EL_LAMP_ACTIVE)
6231 else if (smashed == EL_NUT)
6233 Feld[x][y + 1] = EL_NUT_BREAKING;
6234 PlayLevelSound(x, y, SND_NUT_BREAKING);
6235 RaiseScoreElement(EL_NUT);
6238 else if (smashed == EL_PEARL)
6240 ResetGfxAnimation(x, y);
6242 Feld[x][y + 1] = EL_PEARL_BREAKING;
6243 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6246 else if (smashed == EL_DIAMOND)
6248 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6249 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6252 else if (IS_BELT_SWITCH(smashed))
6254 ToggleBeltSwitch(x, y + 1);
6256 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6257 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6258 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6259 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6261 ToggleSwitchgateSwitch(x, y + 1);
6263 else if (smashed == EL_LIGHT_SWITCH ||
6264 smashed == EL_LIGHT_SWITCH_ACTIVE)
6266 ToggleLightSwitch(x, y + 1);
6270 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6272 CheckElementChangeBySide(x, y + 1, smashed, element,
6273 CE_SWITCHED, CH_SIDE_TOP);
6274 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6280 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6285 /* play sound of magic wall / mill */
6287 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6288 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6289 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6291 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6292 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6293 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6294 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6295 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6296 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6301 /* play sound of object that hits the ground */
6302 if (last_line || object_hit)
6303 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6306 inline static void TurnRoundExt(int x, int y)
6318 { 0, 0 }, { 0, 0 }, { 0, 0 },
6323 int left, right, back;
6327 { MV_DOWN, MV_UP, MV_RIGHT },
6328 { MV_UP, MV_DOWN, MV_LEFT },
6330 { MV_LEFT, MV_RIGHT, MV_DOWN },
6334 { MV_RIGHT, MV_LEFT, MV_UP }
6337 int element = Feld[x][y];
6338 int move_pattern = element_info[element].move_pattern;
6340 int old_move_dir = MovDir[x][y];
6341 int left_dir = turn[old_move_dir].left;
6342 int right_dir = turn[old_move_dir].right;
6343 int back_dir = turn[old_move_dir].back;
6345 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6346 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6347 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6348 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6350 int left_x = x + left_dx, left_y = y + left_dy;
6351 int right_x = x + right_dx, right_y = y + right_dy;
6352 int move_x = x + move_dx, move_y = y + move_dy;
6356 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6358 TestIfBadThingTouchesOtherBadThing(x, y);
6360 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6361 MovDir[x][y] = right_dir;
6362 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6363 MovDir[x][y] = left_dir;
6365 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6367 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6370 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6372 TestIfBadThingTouchesOtherBadThing(x, y);
6374 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6375 MovDir[x][y] = left_dir;
6376 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6377 MovDir[x][y] = right_dir;
6379 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6381 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6384 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6386 TestIfBadThingTouchesOtherBadThing(x, y);
6388 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6389 MovDir[x][y] = left_dir;
6390 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6391 MovDir[x][y] = right_dir;
6393 if (MovDir[x][y] != old_move_dir)
6396 else if (element == EL_YAMYAM)
6398 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6399 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6401 if (can_turn_left && can_turn_right)
6402 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6403 else if (can_turn_left)
6404 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6405 else if (can_turn_right)
6406 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6408 MovDir[x][y] = back_dir;
6410 MovDelay[x][y] = 16 + 16 * RND(3);
6412 else if (element == EL_DARK_YAMYAM)
6414 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6416 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6419 if (can_turn_left && can_turn_right)
6420 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6421 else if (can_turn_left)
6422 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6423 else if (can_turn_right)
6424 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6426 MovDir[x][y] = back_dir;
6428 MovDelay[x][y] = 16 + 16 * RND(3);
6430 else if (element == EL_PACMAN)
6432 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6433 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6435 if (can_turn_left && can_turn_right)
6436 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6437 else if (can_turn_left)
6438 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6439 else if (can_turn_right)
6440 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6442 MovDir[x][y] = back_dir;
6444 MovDelay[x][y] = 6 + RND(40);
6446 else if (element == EL_PIG)
6448 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6449 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6450 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6451 boolean should_turn_left, should_turn_right, should_move_on;
6453 int rnd = RND(rnd_value);
6455 should_turn_left = (can_turn_left &&
6457 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6458 y + back_dy + left_dy)));
6459 should_turn_right = (can_turn_right &&
6461 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6462 y + back_dy + right_dy)));
6463 should_move_on = (can_move_on &&
6466 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6467 y + move_dy + left_dy) ||
6468 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6469 y + move_dy + right_dy)));
6471 if (should_turn_left || should_turn_right || should_move_on)
6473 if (should_turn_left && should_turn_right && should_move_on)
6474 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6475 rnd < 2 * rnd_value / 3 ? right_dir :
6477 else if (should_turn_left && should_turn_right)
6478 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6479 else if (should_turn_left && should_move_on)
6480 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6481 else if (should_turn_right && should_move_on)
6482 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6483 else if (should_turn_left)
6484 MovDir[x][y] = left_dir;
6485 else if (should_turn_right)
6486 MovDir[x][y] = right_dir;
6487 else if (should_move_on)
6488 MovDir[x][y] = old_move_dir;
6490 else if (can_move_on && rnd > rnd_value / 8)
6491 MovDir[x][y] = old_move_dir;
6492 else if (can_turn_left && can_turn_right)
6493 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6494 else if (can_turn_left && rnd > rnd_value / 8)
6495 MovDir[x][y] = left_dir;
6496 else if (can_turn_right && rnd > rnd_value/8)
6497 MovDir[x][y] = right_dir;
6499 MovDir[x][y] = back_dir;
6501 xx = x + move_xy[MovDir[x][y]].dx;
6502 yy = y + move_xy[MovDir[x][y]].dy;
6504 if (!IN_LEV_FIELD(xx, yy) ||
6505 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6506 MovDir[x][y] = old_move_dir;
6510 else if (element == EL_DRAGON)
6512 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6513 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6514 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6516 int rnd = RND(rnd_value);
6518 if (can_move_on && rnd > rnd_value / 8)
6519 MovDir[x][y] = old_move_dir;
6520 else if (can_turn_left && can_turn_right)
6521 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6522 else if (can_turn_left && rnd > rnd_value / 8)
6523 MovDir[x][y] = left_dir;
6524 else if (can_turn_right && rnd > rnd_value / 8)
6525 MovDir[x][y] = right_dir;
6527 MovDir[x][y] = back_dir;
6529 xx = x + move_xy[MovDir[x][y]].dx;
6530 yy = y + move_xy[MovDir[x][y]].dy;
6532 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6533 MovDir[x][y] = old_move_dir;
6537 else if (element == EL_MOLE)
6539 boolean can_move_on =
6540 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6541 IS_AMOEBOID(Feld[move_x][move_y]) ||
6542 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6545 boolean can_turn_left =
6546 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6547 IS_AMOEBOID(Feld[left_x][left_y])));
6549 boolean can_turn_right =
6550 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6551 IS_AMOEBOID(Feld[right_x][right_y])));
6553 if (can_turn_left && can_turn_right)
6554 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6555 else if (can_turn_left)
6556 MovDir[x][y] = left_dir;
6558 MovDir[x][y] = right_dir;
6561 if (MovDir[x][y] != old_move_dir)
6564 else if (element == EL_BALLOON)
6566 MovDir[x][y] = game.wind_direction;
6569 else if (element == EL_SPRING)
6571 if (MovDir[x][y] & MV_HORIZONTAL)
6573 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6574 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6576 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6577 ResetGfxAnimation(move_x, move_y);
6578 TEST_DrawLevelField(move_x, move_y);
6580 MovDir[x][y] = back_dir;
6582 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6583 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6584 MovDir[x][y] = MV_NONE;
6589 else if (element == EL_ROBOT ||
6590 element == EL_SATELLITE ||
6591 element == EL_PENGUIN ||
6592 element == EL_EMC_ANDROID)
6594 int attr_x = -1, attr_y = -1;
6605 for (i = 0; i < MAX_PLAYERS; i++)
6607 struct PlayerInfo *player = &stored_player[i];
6608 int jx = player->jx, jy = player->jy;
6610 if (!player->active)
6614 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6622 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6623 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6624 game.engine_version < VERSION_IDENT(3,1,0,0)))
6630 if (element == EL_PENGUIN)
6633 static int xy[4][2] =
6641 for (i = 0; i < NUM_DIRECTIONS; i++)
6643 int ex = x + xy[i][0];
6644 int ey = y + xy[i][1];
6646 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6647 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6648 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6649 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6658 MovDir[x][y] = MV_NONE;
6660 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6661 else if (attr_x > x)
6662 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6664 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6665 else if (attr_y > y)
6666 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6668 if (element == EL_ROBOT)
6672 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6673 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6674 Moving2Blocked(x, y, &newx, &newy);
6676 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6677 MovDelay[x][y] = 8 + 8 * !RND(3);
6679 MovDelay[x][y] = 16;
6681 else if (element == EL_PENGUIN)
6687 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6689 boolean first_horiz = RND(2);
6690 int new_move_dir = MovDir[x][y];
6693 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6694 Moving2Blocked(x, y, &newx, &newy);
6696 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6700 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6701 Moving2Blocked(x, y, &newx, &newy);
6703 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6706 MovDir[x][y] = old_move_dir;
6710 else if (element == EL_SATELLITE)
6716 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6718 boolean first_horiz = RND(2);
6719 int new_move_dir = MovDir[x][y];
6722 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6723 Moving2Blocked(x, y, &newx, &newy);
6725 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6729 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6730 Moving2Blocked(x, y, &newx, &newy);
6732 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6735 MovDir[x][y] = old_move_dir;
6739 else if (element == EL_EMC_ANDROID)
6741 static int check_pos[16] =
6743 -1, /* 0 => (invalid) */
6744 7, /* 1 => MV_LEFT */
6745 3, /* 2 => MV_RIGHT */
6746 -1, /* 3 => (invalid) */
6748 0, /* 5 => MV_LEFT | MV_UP */
6749 2, /* 6 => MV_RIGHT | MV_UP */
6750 -1, /* 7 => (invalid) */
6751 5, /* 8 => MV_DOWN */
6752 6, /* 9 => MV_LEFT | MV_DOWN */
6753 4, /* 10 => MV_RIGHT | MV_DOWN */
6754 -1, /* 11 => (invalid) */
6755 -1, /* 12 => (invalid) */
6756 -1, /* 13 => (invalid) */
6757 -1, /* 14 => (invalid) */
6758 -1, /* 15 => (invalid) */
6766 { -1, -1, MV_LEFT | MV_UP },
6768 { +1, -1, MV_RIGHT | MV_UP },
6769 { +1, 0, MV_RIGHT },
6770 { +1, +1, MV_RIGHT | MV_DOWN },
6772 { -1, +1, MV_LEFT | MV_DOWN },
6775 int start_pos, check_order;
6776 boolean can_clone = FALSE;
6779 /* check if there is any free field around current position */
6780 for (i = 0; i < 8; i++)
6782 int newx = x + check_xy[i].dx;
6783 int newy = y + check_xy[i].dy;
6785 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6793 if (can_clone) /* randomly find an element to clone */
6797 start_pos = check_pos[RND(8)];
6798 check_order = (RND(2) ? -1 : +1);
6800 for (i = 0; i < 8; i++)
6802 int pos_raw = start_pos + i * check_order;
6803 int pos = (pos_raw + 8) % 8;
6804 int newx = x + check_xy[pos].dx;
6805 int newy = y + check_xy[pos].dy;
6807 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6809 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6810 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6812 Store[x][y] = Feld[newx][newy];
6821 if (can_clone) /* randomly find a direction to move */
6825 start_pos = check_pos[RND(8)];
6826 check_order = (RND(2) ? -1 : +1);
6828 for (i = 0; i < 8; i++)
6830 int pos_raw = start_pos + i * check_order;
6831 int pos = (pos_raw + 8) % 8;
6832 int newx = x + check_xy[pos].dx;
6833 int newy = y + check_xy[pos].dy;
6834 int new_move_dir = check_xy[pos].dir;
6836 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6838 MovDir[x][y] = new_move_dir;
6839 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6848 if (can_clone) /* cloning and moving successful */
6851 /* cannot clone -- try to move towards player */
6853 start_pos = check_pos[MovDir[x][y] & 0x0f];
6854 check_order = (RND(2) ? -1 : +1);
6856 for (i = 0; i < 3; i++)
6858 /* first check start_pos, then previous/next or (next/previous) pos */
6859 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6860 int pos = (pos_raw + 8) % 8;
6861 int newx = x + check_xy[pos].dx;
6862 int newy = y + check_xy[pos].dy;
6863 int new_move_dir = check_xy[pos].dir;
6865 if (IS_PLAYER(newx, newy))
6868 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6870 MovDir[x][y] = new_move_dir;
6871 MovDelay[x][y] = level.android_move_time * 8 + 1;
6878 else if (move_pattern == MV_TURNING_LEFT ||
6879 move_pattern == MV_TURNING_RIGHT ||
6880 move_pattern == MV_TURNING_LEFT_RIGHT ||
6881 move_pattern == MV_TURNING_RIGHT_LEFT ||
6882 move_pattern == MV_TURNING_RANDOM ||
6883 move_pattern == MV_ALL_DIRECTIONS)
6885 boolean can_turn_left =
6886 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6887 boolean can_turn_right =
6888 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6890 if (element_info[element].move_stepsize == 0) /* "not moving" */
6893 if (move_pattern == MV_TURNING_LEFT)
6894 MovDir[x][y] = left_dir;
6895 else if (move_pattern == MV_TURNING_RIGHT)
6896 MovDir[x][y] = right_dir;
6897 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6898 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6899 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6900 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6901 else if (move_pattern == MV_TURNING_RANDOM)
6902 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6903 can_turn_right && !can_turn_left ? right_dir :
6904 RND(2) ? left_dir : right_dir);
6905 else if (can_turn_left && can_turn_right)
6906 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6907 else if (can_turn_left)
6908 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6909 else if (can_turn_right)
6910 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6912 MovDir[x][y] = back_dir;
6914 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6916 else if (move_pattern == MV_HORIZONTAL ||
6917 move_pattern == MV_VERTICAL)
6919 if (move_pattern & old_move_dir)
6920 MovDir[x][y] = back_dir;
6921 else if (move_pattern == MV_HORIZONTAL)
6922 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6923 else if (move_pattern == MV_VERTICAL)
6924 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6926 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6928 else if (move_pattern & MV_ANY_DIRECTION)
6930 MovDir[x][y] = move_pattern;
6931 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6933 else if (move_pattern & MV_WIND_DIRECTION)
6935 MovDir[x][y] = game.wind_direction;
6936 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6938 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6940 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6941 MovDir[x][y] = left_dir;
6942 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6943 MovDir[x][y] = right_dir;
6945 if (MovDir[x][y] != old_move_dir)
6946 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6948 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6950 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6951 MovDir[x][y] = right_dir;
6952 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6953 MovDir[x][y] = left_dir;
6955 if (MovDir[x][y] != old_move_dir)
6956 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6958 else if (move_pattern == MV_TOWARDS_PLAYER ||
6959 move_pattern == MV_AWAY_FROM_PLAYER)
6961 int attr_x = -1, attr_y = -1;
6963 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6974 for (i = 0; i < MAX_PLAYERS; i++)
6976 struct PlayerInfo *player = &stored_player[i];
6977 int jx = player->jx, jy = player->jy;
6979 if (!player->active)
6983 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6991 MovDir[x][y] = MV_NONE;
6993 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6994 else if (attr_x > x)
6995 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6997 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6998 else if (attr_y > y)
6999 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7001 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7003 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7005 boolean first_horiz = RND(2);
7006 int new_move_dir = MovDir[x][y];
7008 if (element_info[element].move_stepsize == 0) /* "not moving" */
7010 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7011 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7017 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7018 Moving2Blocked(x, y, &newx, &newy);
7020 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7024 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7025 Moving2Blocked(x, y, &newx, &newy);
7027 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7030 MovDir[x][y] = old_move_dir;
7033 else if (move_pattern == MV_WHEN_PUSHED ||
7034 move_pattern == MV_WHEN_DROPPED)
7036 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7037 MovDir[x][y] = MV_NONE;
7041 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7043 static int test_xy[7][2] =
7053 static int test_dir[7] =
7063 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7064 int move_preference = -1000000; /* start with very low preference */
7065 int new_move_dir = MV_NONE;
7066 int start_test = RND(4);
7069 for (i = 0; i < NUM_DIRECTIONS; i++)
7071 int move_dir = test_dir[start_test + i];
7072 int move_dir_preference;
7074 xx = x + test_xy[start_test + i][0];
7075 yy = y + test_xy[start_test + i][1];
7077 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7078 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7080 new_move_dir = move_dir;
7085 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7088 move_dir_preference = -1 * RunnerVisit[xx][yy];
7089 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7090 move_dir_preference = PlayerVisit[xx][yy];
7092 if (move_dir_preference > move_preference)
7094 /* prefer field that has not been visited for the longest time */
7095 move_preference = move_dir_preference;
7096 new_move_dir = move_dir;
7098 else if (move_dir_preference == move_preference &&
7099 move_dir == old_move_dir)
7101 /* prefer last direction when all directions are preferred equally */
7102 move_preference = move_dir_preference;
7103 new_move_dir = move_dir;
7107 MovDir[x][y] = new_move_dir;
7108 if (old_move_dir != new_move_dir)
7109 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7113 static void TurnRound(int x, int y)
7115 int direction = MovDir[x][y];
7119 GfxDir[x][y] = MovDir[x][y];
7121 if (direction != MovDir[x][y])
7125 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7127 ResetGfxFrame(x, y, FALSE);
7130 static boolean JustBeingPushed(int x, int y)
7134 for (i = 0; i < MAX_PLAYERS; i++)
7136 struct PlayerInfo *player = &stored_player[i];
7138 if (player->active && player->is_pushing && player->MovPos)
7140 int next_jx = player->jx + (player->jx - player->last_jx);
7141 int next_jy = player->jy + (player->jy - player->last_jy);
7143 if (x == next_jx && y == next_jy)
7151 void StartMoving(int x, int y)
7153 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7154 int element = Feld[x][y];
7159 if (MovDelay[x][y] == 0)
7160 GfxAction[x][y] = ACTION_DEFAULT;
7162 if (CAN_FALL(element) && y < lev_fieldy - 1)
7164 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7165 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7166 if (JustBeingPushed(x, y))
7169 if (element == EL_QUICKSAND_FULL)
7171 if (IS_FREE(x, y + 1))
7173 InitMovingField(x, y, MV_DOWN);
7174 started_moving = TRUE;
7176 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7177 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7178 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7179 Store[x][y] = EL_ROCK;
7181 Store[x][y] = EL_ROCK;
7184 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7186 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7188 if (!MovDelay[x][y])
7190 MovDelay[x][y] = TILEY + 1;
7192 ResetGfxAnimation(x, y);
7193 ResetGfxAnimation(x, y + 1);
7198 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7199 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7206 Feld[x][y] = EL_QUICKSAND_EMPTY;
7207 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7208 Store[x][y + 1] = Store[x][y];
7211 PlayLevelSoundAction(x, y, ACTION_FILLING);
7213 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7215 if (!MovDelay[x][y])
7217 MovDelay[x][y] = TILEY + 1;
7219 ResetGfxAnimation(x, y);
7220 ResetGfxAnimation(x, y + 1);
7225 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7226 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7233 Feld[x][y] = EL_QUICKSAND_EMPTY;
7234 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7235 Store[x][y + 1] = Store[x][y];
7238 PlayLevelSoundAction(x, y, ACTION_FILLING);
7241 else if (element == EL_QUICKSAND_FAST_FULL)
7243 if (IS_FREE(x, y + 1))
7245 InitMovingField(x, y, MV_DOWN);
7246 started_moving = TRUE;
7248 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7249 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7250 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7251 Store[x][y] = EL_ROCK;
7253 Store[x][y] = EL_ROCK;
7256 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7258 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7260 if (!MovDelay[x][y])
7262 MovDelay[x][y] = TILEY + 1;
7264 ResetGfxAnimation(x, y);
7265 ResetGfxAnimation(x, y + 1);
7270 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7271 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7278 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7279 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7280 Store[x][y + 1] = Store[x][y];
7283 PlayLevelSoundAction(x, y, ACTION_FILLING);
7285 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7287 if (!MovDelay[x][y])
7289 MovDelay[x][y] = TILEY + 1;
7291 ResetGfxAnimation(x, y);
7292 ResetGfxAnimation(x, y + 1);
7297 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7298 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7305 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7306 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7307 Store[x][y + 1] = Store[x][y];
7310 PlayLevelSoundAction(x, y, ACTION_FILLING);
7313 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7314 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7316 InitMovingField(x, y, MV_DOWN);
7317 started_moving = TRUE;
7319 Feld[x][y] = EL_QUICKSAND_FILLING;
7320 Store[x][y] = element;
7322 PlayLevelSoundAction(x, y, ACTION_FILLING);
7324 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7325 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7327 InitMovingField(x, y, MV_DOWN);
7328 started_moving = TRUE;
7330 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7331 Store[x][y] = element;
7333 PlayLevelSoundAction(x, y, ACTION_FILLING);
7335 else if (element == EL_MAGIC_WALL_FULL)
7337 if (IS_FREE(x, y + 1))
7339 InitMovingField(x, y, MV_DOWN);
7340 started_moving = TRUE;
7342 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7343 Store[x][y] = EL_CHANGED(Store[x][y]);
7345 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7347 if (!MovDelay[x][y])
7348 MovDelay[x][y] = TILEY / 4 + 1;
7357 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7358 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7359 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7363 else if (element == EL_BD_MAGIC_WALL_FULL)
7365 if (IS_FREE(x, y + 1))
7367 InitMovingField(x, y, MV_DOWN);
7368 started_moving = TRUE;
7370 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7371 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7373 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7375 if (!MovDelay[x][y])
7376 MovDelay[x][y] = TILEY / 4 + 1;
7385 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7386 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7387 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7391 else if (element == EL_DC_MAGIC_WALL_FULL)
7393 if (IS_FREE(x, y + 1))
7395 InitMovingField(x, y, MV_DOWN);
7396 started_moving = TRUE;
7398 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7399 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7401 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7403 if (!MovDelay[x][y])
7404 MovDelay[x][y] = TILEY / 4 + 1;
7413 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7414 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7415 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7419 else if ((CAN_PASS_MAGIC_WALL(element) &&
7420 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7421 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7422 (CAN_PASS_DC_MAGIC_WALL(element) &&
7423 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7426 InitMovingField(x, y, MV_DOWN);
7427 started_moving = TRUE;
7430 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7431 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7432 EL_DC_MAGIC_WALL_FILLING);
7433 Store[x][y] = element;
7435 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7437 SplashAcid(x, y + 1);
7439 InitMovingField(x, y, MV_DOWN);
7440 started_moving = TRUE;
7442 Store[x][y] = EL_ACID;
7445 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7446 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7447 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7448 CAN_FALL(element) && WasJustFalling[x][y] &&
7449 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7451 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7452 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7453 (Feld[x][y + 1] == EL_BLOCKED)))
7455 /* this is needed for a special case not covered by calling "Impact()"
7456 from "ContinueMoving()": if an element moves to a tile directly below
7457 another element which was just falling on that tile (which was empty
7458 in the previous frame), the falling element above would just stop
7459 instead of smashing the element below (in previous version, the above
7460 element was just checked for "moving" instead of "falling", resulting
7461 in incorrect smashes caused by horizontal movement of the above
7462 element; also, the case of the player being the element to smash was
7463 simply not covered here... :-/ ) */
7465 CheckCollision[x][y] = 0;
7466 CheckImpact[x][y] = 0;
7470 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7472 if (MovDir[x][y] == MV_NONE)
7474 InitMovingField(x, y, MV_DOWN);
7475 started_moving = TRUE;
7478 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7480 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7481 MovDir[x][y] = MV_DOWN;
7483 InitMovingField(x, y, MV_DOWN);
7484 started_moving = TRUE;
7486 else if (element == EL_AMOEBA_DROP)
7488 Feld[x][y] = EL_AMOEBA_GROWING;
7489 Store[x][y] = EL_AMOEBA_WET;
7491 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7492 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7493 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7494 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7496 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7497 (IS_FREE(x - 1, y + 1) ||
7498 Feld[x - 1][y + 1] == EL_ACID));
7499 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7500 (IS_FREE(x + 1, y + 1) ||
7501 Feld[x + 1][y + 1] == EL_ACID));
7502 boolean can_fall_any = (can_fall_left || can_fall_right);
7503 boolean can_fall_both = (can_fall_left && can_fall_right);
7504 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7506 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7508 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7509 can_fall_right = FALSE;
7510 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7511 can_fall_left = FALSE;
7512 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7513 can_fall_right = FALSE;
7514 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7515 can_fall_left = FALSE;
7517 can_fall_any = (can_fall_left || can_fall_right);
7518 can_fall_both = FALSE;
7523 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7524 can_fall_right = FALSE; /* slip down on left side */
7526 can_fall_left = !(can_fall_right = RND(2));
7528 can_fall_both = FALSE;
7533 /* if not determined otherwise, prefer left side for slipping down */
7534 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7535 started_moving = TRUE;
7538 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7540 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7541 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7542 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7543 int belt_dir = game.belt_dir[belt_nr];
7545 if ((belt_dir == MV_LEFT && left_is_free) ||
7546 (belt_dir == MV_RIGHT && right_is_free))
7548 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7550 InitMovingField(x, y, belt_dir);
7551 started_moving = TRUE;
7553 Pushed[x][y] = TRUE;
7554 Pushed[nextx][y] = TRUE;
7556 GfxAction[x][y] = ACTION_DEFAULT;
7560 MovDir[x][y] = 0; /* if element was moving, stop it */
7565 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7566 if (CAN_MOVE(element) && !started_moving)
7568 int move_pattern = element_info[element].move_pattern;
7571 Moving2Blocked(x, y, &newx, &newy);
7573 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7576 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7577 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7579 WasJustMoving[x][y] = 0;
7580 CheckCollision[x][y] = 0;
7582 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7584 if (Feld[x][y] != element) /* element has changed */
7588 if (!MovDelay[x][y]) /* start new movement phase */
7590 /* all objects that can change their move direction after each step
7591 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7593 if (element != EL_YAMYAM &&
7594 element != EL_DARK_YAMYAM &&
7595 element != EL_PACMAN &&
7596 !(move_pattern & MV_ANY_DIRECTION) &&
7597 move_pattern != MV_TURNING_LEFT &&
7598 move_pattern != MV_TURNING_RIGHT &&
7599 move_pattern != MV_TURNING_LEFT_RIGHT &&
7600 move_pattern != MV_TURNING_RIGHT_LEFT &&
7601 move_pattern != MV_TURNING_RANDOM)
7605 if (MovDelay[x][y] && (element == EL_BUG ||
7606 element == EL_SPACESHIP ||
7607 element == EL_SP_SNIKSNAK ||
7608 element == EL_SP_ELECTRON ||
7609 element == EL_MOLE))
7610 TEST_DrawLevelField(x, y);
7614 if (MovDelay[x][y]) /* wait some time before next movement */
7618 if (element == EL_ROBOT ||
7619 element == EL_YAMYAM ||
7620 element == EL_DARK_YAMYAM)
7622 DrawLevelElementAnimationIfNeeded(x, y, element);
7623 PlayLevelSoundAction(x, y, ACTION_WAITING);
7625 else if (element == EL_SP_ELECTRON)
7626 DrawLevelElementAnimationIfNeeded(x, y, element);
7627 else if (element == EL_DRAGON)
7630 int dir = MovDir[x][y];
7631 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7632 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7633 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7634 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7635 dir == MV_UP ? IMG_FLAMES_1_UP :
7636 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7637 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7639 GfxAction[x][y] = ACTION_ATTACKING;
7641 if (IS_PLAYER(x, y))
7642 DrawPlayerField(x, y);
7644 TEST_DrawLevelField(x, y);
7646 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7648 for (i = 1; i <= 3; i++)
7650 int xx = x + i * dx;
7651 int yy = y + i * dy;
7652 int sx = SCREENX(xx);
7653 int sy = SCREENY(yy);
7654 int flame_graphic = graphic + (i - 1);
7656 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7661 int flamed = MovingOrBlocked2Element(xx, yy);
7663 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7666 RemoveMovingField(xx, yy);
7668 ChangeDelay[xx][yy] = 0;
7670 Feld[xx][yy] = EL_FLAMES;
7672 if (IN_SCR_FIELD(sx, sy))
7674 TEST_DrawLevelFieldCrumbled(xx, yy);
7675 DrawGraphic(sx, sy, flame_graphic, frame);
7680 if (Feld[xx][yy] == EL_FLAMES)
7681 Feld[xx][yy] = EL_EMPTY;
7682 TEST_DrawLevelField(xx, yy);
7687 if (MovDelay[x][y]) /* element still has to wait some time */
7689 PlayLevelSoundAction(x, y, ACTION_WAITING);
7695 /* now make next step */
7697 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7699 if (DONT_COLLIDE_WITH(element) &&
7700 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7701 !PLAYER_ENEMY_PROTECTED(newx, newy))
7703 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7708 else if (CAN_MOVE_INTO_ACID(element) &&
7709 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7710 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7711 (MovDir[x][y] == MV_DOWN ||
7712 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7714 SplashAcid(newx, newy);
7715 Store[x][y] = EL_ACID;
7717 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7719 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7720 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7721 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7722 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7725 TEST_DrawLevelField(x, y);
7727 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7728 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7729 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7731 local_player->friends_still_needed--;
7732 if (!local_player->friends_still_needed &&
7733 !local_player->GameOver && AllPlayersGone)
7734 PlayerWins(local_player);
7738 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7740 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7741 TEST_DrawLevelField(newx, newy);
7743 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7745 else if (!IS_FREE(newx, newy))
7747 GfxAction[x][y] = ACTION_WAITING;
7749 if (IS_PLAYER(x, y))
7750 DrawPlayerField(x, y);
7752 TEST_DrawLevelField(x, y);
7757 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7759 if (IS_FOOD_PIG(Feld[newx][newy]))
7761 if (IS_MOVING(newx, newy))
7762 RemoveMovingField(newx, newy);
7765 Feld[newx][newy] = EL_EMPTY;
7766 TEST_DrawLevelField(newx, newy);
7769 PlayLevelSound(x, y, SND_PIG_DIGGING);
7771 else if (!IS_FREE(newx, newy))
7773 if (IS_PLAYER(x, y))
7774 DrawPlayerField(x, y);
7776 TEST_DrawLevelField(x, y);
7781 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7783 if (Store[x][y] != EL_EMPTY)
7785 boolean can_clone = FALSE;
7788 /* check if element to clone is still there */
7789 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7791 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7799 /* cannot clone or target field not free anymore -- do not clone */
7800 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7801 Store[x][y] = EL_EMPTY;
7804 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7806 if (IS_MV_DIAGONAL(MovDir[x][y]))
7808 int diagonal_move_dir = MovDir[x][y];
7809 int stored = Store[x][y];
7810 int change_delay = 8;
7813 /* android is moving diagonally */
7815 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7817 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7818 GfxElement[x][y] = EL_EMC_ANDROID;
7819 GfxAction[x][y] = ACTION_SHRINKING;
7820 GfxDir[x][y] = diagonal_move_dir;
7821 ChangeDelay[x][y] = change_delay;
7823 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7826 DrawLevelGraphicAnimation(x, y, graphic);
7827 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7829 if (Feld[newx][newy] == EL_ACID)
7831 SplashAcid(newx, newy);
7836 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7838 Store[newx][newy] = EL_EMC_ANDROID;
7839 GfxElement[newx][newy] = EL_EMC_ANDROID;
7840 GfxAction[newx][newy] = ACTION_GROWING;
7841 GfxDir[newx][newy] = diagonal_move_dir;
7842 ChangeDelay[newx][newy] = change_delay;
7844 graphic = el_act_dir2img(GfxElement[newx][newy],
7845 GfxAction[newx][newy], GfxDir[newx][newy]);
7847 DrawLevelGraphicAnimation(newx, newy, graphic);
7848 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7854 Feld[newx][newy] = EL_EMPTY;
7855 TEST_DrawLevelField(newx, newy);
7857 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7860 else if (!IS_FREE(newx, newy))
7865 else if (IS_CUSTOM_ELEMENT(element) &&
7866 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7868 if (!DigFieldByCE(newx, newy, element))
7871 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7873 RunnerVisit[x][y] = FrameCounter;
7874 PlayerVisit[x][y] /= 8; /* expire player visit path */
7877 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7879 if (!IS_FREE(newx, newy))
7881 if (IS_PLAYER(x, y))
7882 DrawPlayerField(x, y);
7884 TEST_DrawLevelField(x, y);
7890 boolean wanna_flame = !RND(10);
7891 int dx = newx - x, dy = newy - y;
7892 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7893 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7894 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7895 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7896 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7897 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7900 IS_CLASSIC_ENEMY(element1) ||
7901 IS_CLASSIC_ENEMY(element2)) &&
7902 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7903 element1 != EL_FLAMES && element2 != EL_FLAMES)
7905 ResetGfxAnimation(x, y);
7906 GfxAction[x][y] = ACTION_ATTACKING;
7908 if (IS_PLAYER(x, y))
7909 DrawPlayerField(x, y);
7911 TEST_DrawLevelField(x, y);
7913 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7915 MovDelay[x][y] = 50;
7917 Feld[newx][newy] = EL_FLAMES;
7918 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7919 Feld[newx1][newy1] = EL_FLAMES;
7920 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7921 Feld[newx2][newy2] = EL_FLAMES;
7927 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7928 Feld[newx][newy] == EL_DIAMOND)
7930 if (IS_MOVING(newx, newy))
7931 RemoveMovingField(newx, newy);
7934 Feld[newx][newy] = EL_EMPTY;
7935 TEST_DrawLevelField(newx, newy);
7938 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7940 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7941 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7943 if (AmoebaNr[newx][newy])
7945 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7946 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7947 Feld[newx][newy] == EL_BD_AMOEBA)
7948 AmoebaCnt[AmoebaNr[newx][newy]]--;
7951 if (IS_MOVING(newx, newy))
7953 RemoveMovingField(newx, newy);
7957 Feld[newx][newy] = EL_EMPTY;
7958 TEST_DrawLevelField(newx, newy);
7961 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7963 else if ((element == EL_PACMAN || element == EL_MOLE)
7964 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7966 if (AmoebaNr[newx][newy])
7968 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7969 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7970 Feld[newx][newy] == EL_BD_AMOEBA)
7971 AmoebaCnt[AmoebaNr[newx][newy]]--;
7974 if (element == EL_MOLE)
7976 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7977 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7979 ResetGfxAnimation(x, y);
7980 GfxAction[x][y] = ACTION_DIGGING;
7981 TEST_DrawLevelField(x, y);
7983 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7985 return; /* wait for shrinking amoeba */
7987 else /* element == EL_PACMAN */
7989 Feld[newx][newy] = EL_EMPTY;
7990 TEST_DrawLevelField(newx, newy);
7991 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7994 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7995 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7996 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7998 /* wait for shrinking amoeba to completely disappear */
8001 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8003 /* object was running against a wall */
8007 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
8008 DrawLevelElementAnimation(x, y, element);
8010 if (DONT_TOUCH(element))
8011 TestIfBadThingTouchesPlayer(x, y);
8016 InitMovingField(x, y, MovDir[x][y]);
8018 PlayLevelSoundAction(x, y, ACTION_MOVING);
8022 ContinueMoving(x, y);
8025 void ContinueMoving(int x, int y)
8027 int element = Feld[x][y];
8028 struct ElementInfo *ei = &element_info[element];
8029 int direction = MovDir[x][y];
8030 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8031 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8032 int newx = x + dx, newy = y + dy;
8033 int stored = Store[x][y];
8034 int stored_new = Store[newx][newy];
8035 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8036 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8037 boolean last_line = (newy == lev_fieldy - 1);
8039 MovPos[x][y] += getElementMoveStepsize(x, y);
8041 if (pushed_by_player) /* special case: moving object pushed by player */
8042 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8044 if (ABS(MovPos[x][y]) < TILEX)
8046 TEST_DrawLevelField(x, y);
8048 return; /* element is still moving */
8051 /* element reached destination field */
8053 Feld[x][y] = EL_EMPTY;
8054 Feld[newx][newy] = element;
8055 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8057 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8059 element = Feld[newx][newy] = EL_ACID;
8061 else if (element == EL_MOLE)
8063 Feld[x][y] = EL_SAND;
8065 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8067 else if (element == EL_QUICKSAND_FILLING)
8069 element = Feld[newx][newy] = get_next_element(element);
8070 Store[newx][newy] = Store[x][y];
8072 else if (element == EL_QUICKSAND_EMPTYING)
8074 Feld[x][y] = get_next_element(element);
8075 element = Feld[newx][newy] = Store[x][y];
8077 else if (element == EL_QUICKSAND_FAST_FILLING)
8079 element = Feld[newx][newy] = get_next_element(element);
8080 Store[newx][newy] = Store[x][y];
8082 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8084 Feld[x][y] = get_next_element(element);
8085 element = Feld[newx][newy] = Store[x][y];
8087 else if (element == EL_MAGIC_WALL_FILLING)
8089 element = Feld[newx][newy] = get_next_element(element);
8090 if (!game.magic_wall_active)
8091 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8092 Store[newx][newy] = Store[x][y];
8094 else if (element == EL_MAGIC_WALL_EMPTYING)
8096 Feld[x][y] = get_next_element(element);
8097 if (!game.magic_wall_active)
8098 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8099 element = Feld[newx][newy] = Store[x][y];
8101 InitField(newx, newy, FALSE);
8103 else if (element == EL_BD_MAGIC_WALL_FILLING)
8105 element = Feld[newx][newy] = get_next_element(element);
8106 if (!game.magic_wall_active)
8107 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8108 Store[newx][newy] = Store[x][y];
8110 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8112 Feld[x][y] = get_next_element(element);
8113 if (!game.magic_wall_active)
8114 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8115 element = Feld[newx][newy] = Store[x][y];
8117 InitField(newx, newy, FALSE);
8119 else if (element == EL_DC_MAGIC_WALL_FILLING)
8121 element = Feld[newx][newy] = get_next_element(element);
8122 if (!game.magic_wall_active)
8123 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8124 Store[newx][newy] = Store[x][y];
8126 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8128 Feld[x][y] = get_next_element(element);
8129 if (!game.magic_wall_active)
8130 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8131 element = Feld[newx][newy] = Store[x][y];
8133 InitField(newx, newy, FALSE);
8135 else if (element == EL_AMOEBA_DROPPING)
8137 Feld[x][y] = get_next_element(element);
8138 element = Feld[newx][newy] = Store[x][y];
8140 else if (element == EL_SOKOBAN_OBJECT)
8143 Feld[x][y] = Back[x][y];
8145 if (Back[newx][newy])
8146 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8148 Back[x][y] = Back[newx][newy] = 0;
8151 Store[x][y] = EL_EMPTY;
8156 MovDelay[newx][newy] = 0;
8158 if (CAN_CHANGE_OR_HAS_ACTION(element))
8160 /* copy element change control values to new field */
8161 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8162 ChangePage[newx][newy] = ChangePage[x][y];
8163 ChangeCount[newx][newy] = ChangeCount[x][y];
8164 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8167 CustomValue[newx][newy] = CustomValue[x][y];
8169 ChangeDelay[x][y] = 0;
8170 ChangePage[x][y] = -1;
8171 ChangeCount[x][y] = 0;
8172 ChangeEvent[x][y] = -1;
8174 CustomValue[x][y] = 0;
8176 /* copy animation control values to new field */
8177 GfxFrame[newx][newy] = GfxFrame[x][y];
8178 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8179 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8180 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8182 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8184 /* some elements can leave other elements behind after moving */
8185 if (ei->move_leave_element != EL_EMPTY &&
8186 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8187 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8189 int move_leave_element = ei->move_leave_element;
8191 /* this makes it possible to leave the removed element again */
8192 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8193 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8195 Feld[x][y] = move_leave_element;
8197 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8198 MovDir[x][y] = direction;
8200 InitField(x, y, FALSE);
8202 if (GFX_CRUMBLED(Feld[x][y]))
8203 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8205 if (ELEM_IS_PLAYER(move_leave_element))
8206 RelocatePlayer(x, y, move_leave_element);
8209 /* do this after checking for left-behind element */
8210 ResetGfxAnimation(x, y); /* reset animation values for old field */
8212 if (!CAN_MOVE(element) ||
8213 (CAN_FALL(element) && direction == MV_DOWN &&
8214 (element == EL_SPRING ||
8215 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8216 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8217 GfxDir[x][y] = MovDir[newx][newy] = 0;
8219 TEST_DrawLevelField(x, y);
8220 TEST_DrawLevelField(newx, newy);
8222 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8224 /* prevent pushed element from moving on in pushed direction */
8225 if (pushed_by_player && CAN_MOVE(element) &&
8226 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8227 !(element_info[element].move_pattern & direction))
8228 TurnRound(newx, newy);
8230 /* prevent elements on conveyor belt from moving on in last direction */
8231 if (pushed_by_conveyor && CAN_FALL(element) &&
8232 direction & MV_HORIZONTAL)
8233 MovDir[newx][newy] = 0;
8235 if (!pushed_by_player)
8237 int nextx = newx + dx, nexty = newy + dy;
8238 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8240 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8242 if (CAN_FALL(element) && direction == MV_DOWN)
8243 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8245 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8246 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8248 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8249 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8252 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8254 TestIfBadThingTouchesPlayer(newx, newy);
8255 TestIfBadThingTouchesFriend(newx, newy);
8257 if (!IS_CUSTOM_ELEMENT(element))
8258 TestIfBadThingTouchesOtherBadThing(newx, newy);
8260 else if (element == EL_PENGUIN)
8261 TestIfFriendTouchesBadThing(newx, newy);
8263 if (DONT_GET_HIT_BY(element))
8265 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8268 /* give the player one last chance (one more frame) to move away */
8269 if (CAN_FALL(element) && direction == MV_DOWN &&
8270 (last_line || (!IS_FREE(x, newy + 1) &&
8271 (!IS_PLAYER(x, newy + 1) ||
8272 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8275 if (pushed_by_player && !game.use_change_when_pushing_bug)
8277 int push_side = MV_DIR_OPPOSITE(direction);
8278 struct PlayerInfo *player = PLAYERINFO(x, y);
8280 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8281 player->index_bit, push_side);
8282 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8283 player->index_bit, push_side);
8286 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8287 MovDelay[newx][newy] = 1;
8289 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8291 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8292 TestIfElementHitsCustomElement(newx, newy, direction);
8293 TestIfPlayerTouchesCustomElement(newx, newy);
8294 TestIfElementTouchesCustomElement(newx, newy);
8296 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8297 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8298 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8299 MV_DIR_OPPOSITE(direction));
8302 int AmoebeNachbarNr(int ax, int ay)
8305 int element = Feld[ax][ay];
8307 static int xy[4][2] =
8315 for (i = 0; i < NUM_DIRECTIONS; i++)
8317 int x = ax + xy[i][0];
8318 int y = ay + xy[i][1];
8320 if (!IN_LEV_FIELD(x, y))
8323 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8324 group_nr = AmoebaNr[x][y];
8330 void AmoebenVereinigen(int ax, int ay)
8332 int i, x, y, xx, yy;
8333 int new_group_nr = AmoebaNr[ax][ay];
8334 static int xy[4][2] =
8342 if (new_group_nr == 0)
8345 for (i = 0; i < NUM_DIRECTIONS; i++)
8350 if (!IN_LEV_FIELD(x, y))
8353 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8354 Feld[x][y] == EL_BD_AMOEBA ||
8355 Feld[x][y] == EL_AMOEBA_DEAD) &&
8356 AmoebaNr[x][y] != new_group_nr)
8358 int old_group_nr = AmoebaNr[x][y];
8360 if (old_group_nr == 0)
8363 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8364 AmoebaCnt[old_group_nr] = 0;
8365 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8366 AmoebaCnt2[old_group_nr] = 0;
8368 SCAN_PLAYFIELD(xx, yy)
8370 if (AmoebaNr[xx][yy] == old_group_nr)
8371 AmoebaNr[xx][yy] = new_group_nr;
8377 void AmoebeUmwandeln(int ax, int ay)
8381 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8383 int group_nr = AmoebaNr[ax][ay];
8388 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8389 printf("AmoebeUmwandeln(): This should never happen!\n");
8394 SCAN_PLAYFIELD(x, y)
8396 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8399 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8403 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8404 SND_AMOEBA_TURNING_TO_GEM :
8405 SND_AMOEBA_TURNING_TO_ROCK));
8410 static int xy[4][2] =
8418 for (i = 0; i < NUM_DIRECTIONS; i++)
8423 if (!IN_LEV_FIELD(x, y))
8426 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8428 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8429 SND_AMOEBA_TURNING_TO_GEM :
8430 SND_AMOEBA_TURNING_TO_ROCK));
8437 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8440 int group_nr = AmoebaNr[ax][ay];
8441 boolean done = FALSE;
8446 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8447 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8452 SCAN_PLAYFIELD(x, y)
8454 if (AmoebaNr[x][y] == group_nr &&
8455 (Feld[x][y] == EL_AMOEBA_DEAD ||
8456 Feld[x][y] == EL_BD_AMOEBA ||
8457 Feld[x][y] == EL_AMOEBA_GROWING))
8460 Feld[x][y] = new_element;
8461 InitField(x, y, FALSE);
8462 TEST_DrawLevelField(x, y);
8468 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8469 SND_BD_AMOEBA_TURNING_TO_ROCK :
8470 SND_BD_AMOEBA_TURNING_TO_GEM));
8473 void AmoebeWaechst(int x, int y)
8475 static unsigned int sound_delay = 0;
8476 static unsigned int sound_delay_value = 0;
8478 if (!MovDelay[x][y]) /* start new growing cycle */
8482 if (DelayReached(&sound_delay, sound_delay_value))
8484 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8485 sound_delay_value = 30;
8489 if (MovDelay[x][y]) /* wait some time before growing bigger */
8492 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8494 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8495 6 - MovDelay[x][y]);
8497 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8500 if (!MovDelay[x][y])
8502 Feld[x][y] = Store[x][y];
8504 TEST_DrawLevelField(x, y);
8509 void AmoebaDisappearing(int x, int y)
8511 static unsigned int sound_delay = 0;
8512 static unsigned int sound_delay_value = 0;
8514 if (!MovDelay[x][y]) /* start new shrinking cycle */
8518 if (DelayReached(&sound_delay, sound_delay_value))
8519 sound_delay_value = 30;
8522 if (MovDelay[x][y]) /* wait some time before shrinking */
8525 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8527 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8528 6 - MovDelay[x][y]);
8530 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8533 if (!MovDelay[x][y])
8535 Feld[x][y] = EL_EMPTY;
8536 TEST_DrawLevelField(x, y);
8538 /* don't let mole enter this field in this cycle;
8539 (give priority to objects falling to this field from above) */
8545 void AmoebeAbleger(int ax, int ay)
8548 int element = Feld[ax][ay];
8549 int graphic = el2img(element);
8550 int newax = ax, neway = ay;
8551 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8552 static int xy[4][2] =
8560 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8562 Feld[ax][ay] = EL_AMOEBA_DEAD;
8563 TEST_DrawLevelField(ax, ay);
8567 if (IS_ANIMATED(graphic))
8568 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8570 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8571 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8573 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8576 if (MovDelay[ax][ay])
8580 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8583 int x = ax + xy[start][0];
8584 int y = ay + xy[start][1];
8586 if (!IN_LEV_FIELD(x, y))
8589 if (IS_FREE(x, y) ||
8590 CAN_GROW_INTO(Feld[x][y]) ||
8591 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8592 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8598 if (newax == ax && neway == ay)
8601 else /* normal or "filled" (BD style) amoeba */
8604 boolean waiting_for_player = FALSE;
8606 for (i = 0; i < NUM_DIRECTIONS; i++)
8608 int j = (start + i) % 4;
8609 int x = ax + xy[j][0];
8610 int y = ay + xy[j][1];
8612 if (!IN_LEV_FIELD(x, y))
8615 if (IS_FREE(x, y) ||
8616 CAN_GROW_INTO(Feld[x][y]) ||
8617 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8618 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8624 else if (IS_PLAYER(x, y))
8625 waiting_for_player = TRUE;
8628 if (newax == ax && neway == ay) /* amoeba cannot grow */
8630 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8632 Feld[ax][ay] = EL_AMOEBA_DEAD;
8633 TEST_DrawLevelField(ax, ay);
8634 AmoebaCnt[AmoebaNr[ax][ay]]--;
8636 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8638 if (element == EL_AMOEBA_FULL)
8639 AmoebeUmwandeln(ax, ay);
8640 else if (element == EL_BD_AMOEBA)
8641 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8646 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8648 /* amoeba gets larger by growing in some direction */
8650 int new_group_nr = AmoebaNr[ax][ay];
8653 if (new_group_nr == 0)
8655 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8656 printf("AmoebeAbleger(): This should never happen!\n");
8661 AmoebaNr[newax][neway] = new_group_nr;
8662 AmoebaCnt[new_group_nr]++;
8663 AmoebaCnt2[new_group_nr]++;
8665 /* if amoeba touches other amoeba(s) after growing, unify them */
8666 AmoebenVereinigen(newax, neway);
8668 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8670 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8676 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8677 (neway == lev_fieldy - 1 && newax != ax))
8679 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8680 Store[newax][neway] = element;
8682 else if (neway == ay || element == EL_EMC_DRIPPER)
8684 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8686 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8690 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8691 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8692 Store[ax][ay] = EL_AMOEBA_DROP;
8693 ContinueMoving(ax, ay);
8697 TEST_DrawLevelField(newax, neway);
8700 void Life(int ax, int ay)
8704 int element = Feld[ax][ay];
8705 int graphic = el2img(element);
8706 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8708 boolean changed = FALSE;
8710 if (IS_ANIMATED(graphic))
8711 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8716 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8717 MovDelay[ax][ay] = life_time;
8719 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8722 if (MovDelay[ax][ay])
8726 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8728 int xx = ax+x1, yy = ay+y1;
8731 if (!IN_LEV_FIELD(xx, yy))
8734 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8736 int x = xx+x2, y = yy+y2;
8738 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8741 if (((Feld[x][y] == element ||
8742 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8744 (IS_FREE(x, y) && Stop[x][y]))
8748 if (xx == ax && yy == ay) /* field in the middle */
8750 if (nachbarn < life_parameter[0] ||
8751 nachbarn > life_parameter[1])
8753 Feld[xx][yy] = EL_EMPTY;
8755 TEST_DrawLevelField(xx, yy);
8756 Stop[xx][yy] = TRUE;
8760 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8761 { /* free border field */
8762 if (nachbarn >= life_parameter[2] &&
8763 nachbarn <= life_parameter[3])
8765 Feld[xx][yy] = element;
8766 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8768 TEST_DrawLevelField(xx, yy);
8769 Stop[xx][yy] = TRUE;
8776 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8777 SND_GAME_OF_LIFE_GROWING);
8780 static void InitRobotWheel(int x, int y)
8782 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8785 static void RunRobotWheel(int x, int y)
8787 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8790 static void StopRobotWheel(int x, int y)
8792 if (ZX == x && ZY == y)
8796 game.robot_wheel_active = FALSE;
8800 static void InitTimegateWheel(int x, int y)
8802 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8805 static void RunTimegateWheel(int x, int y)
8807 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8810 static void InitMagicBallDelay(int x, int y)
8812 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8815 static void ActivateMagicBall(int bx, int by)
8819 if (level.ball_random)
8821 int pos_border = RND(8); /* select one of the eight border elements */
8822 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8823 int xx = pos_content % 3;
8824 int yy = pos_content / 3;
8829 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8830 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8834 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8836 int xx = x - bx + 1;
8837 int yy = y - by + 1;
8839 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8840 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8844 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8847 void CheckExit(int x, int y)
8849 if (local_player->gems_still_needed > 0 ||
8850 local_player->sokobanfields_still_needed > 0 ||
8851 local_player->lights_still_needed > 0)
8853 int element = Feld[x][y];
8854 int graphic = el2img(element);
8856 if (IS_ANIMATED(graphic))
8857 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8862 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8865 Feld[x][y] = EL_EXIT_OPENING;
8867 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8870 void CheckExitEM(int x, int y)
8872 if (local_player->gems_still_needed > 0 ||
8873 local_player->sokobanfields_still_needed > 0 ||
8874 local_player->lights_still_needed > 0)
8876 int element = Feld[x][y];
8877 int graphic = el2img(element);
8879 if (IS_ANIMATED(graphic))
8880 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8885 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8888 Feld[x][y] = EL_EM_EXIT_OPENING;
8890 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8893 void CheckExitSteel(int x, int y)
8895 if (local_player->gems_still_needed > 0 ||
8896 local_player->sokobanfields_still_needed > 0 ||
8897 local_player->lights_still_needed > 0)
8899 int element = Feld[x][y];
8900 int graphic = el2img(element);
8902 if (IS_ANIMATED(graphic))
8903 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8908 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8911 Feld[x][y] = EL_STEEL_EXIT_OPENING;
8913 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8916 void CheckExitSteelEM(int x, int y)
8918 if (local_player->gems_still_needed > 0 ||
8919 local_player->sokobanfields_still_needed > 0 ||
8920 local_player->lights_still_needed > 0)
8922 int element = Feld[x][y];
8923 int graphic = el2img(element);
8925 if (IS_ANIMATED(graphic))
8926 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8931 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8934 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8936 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8939 void CheckExitSP(int x, int y)
8941 if (local_player->gems_still_needed > 0)
8943 int element = Feld[x][y];
8944 int graphic = el2img(element);
8946 if (IS_ANIMATED(graphic))
8947 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8952 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8955 Feld[x][y] = EL_SP_EXIT_OPENING;
8957 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8960 static void CloseAllOpenTimegates()
8964 SCAN_PLAYFIELD(x, y)
8966 int element = Feld[x][y];
8968 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8970 Feld[x][y] = EL_TIMEGATE_CLOSING;
8972 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8977 void DrawTwinkleOnField(int x, int y)
8979 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8982 if (Feld[x][y] == EL_BD_DIAMOND)
8985 if (MovDelay[x][y] == 0) /* next animation frame */
8986 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8988 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8992 DrawLevelElementAnimation(x, y, Feld[x][y]);
8994 if (MovDelay[x][y] != 0)
8996 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8997 10 - MovDelay[x][y]);
8999 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9004 void MauerWaechst(int x, int y)
9008 if (!MovDelay[x][y]) /* next animation frame */
9009 MovDelay[x][y] = 3 * delay;
9011 if (MovDelay[x][y]) /* wait some time before next frame */
9015 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9017 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9018 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9020 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9023 if (!MovDelay[x][y])
9025 if (MovDir[x][y] == MV_LEFT)
9027 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9028 TEST_DrawLevelField(x - 1, y);
9030 else if (MovDir[x][y] == MV_RIGHT)
9032 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9033 TEST_DrawLevelField(x + 1, y);
9035 else if (MovDir[x][y] == MV_UP)
9037 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9038 TEST_DrawLevelField(x, y - 1);
9042 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9043 TEST_DrawLevelField(x, y + 1);
9046 Feld[x][y] = Store[x][y];
9048 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9049 TEST_DrawLevelField(x, y);
9054 void MauerAbleger(int ax, int ay)
9056 int element = Feld[ax][ay];
9057 int graphic = el2img(element);
9058 boolean oben_frei = FALSE, unten_frei = FALSE;
9059 boolean links_frei = FALSE, rechts_frei = FALSE;
9060 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9061 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9062 boolean new_wall = FALSE;
9064 if (IS_ANIMATED(graphic))
9065 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9067 if (!MovDelay[ax][ay]) /* start building new wall */
9068 MovDelay[ax][ay] = 6;
9070 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9073 if (MovDelay[ax][ay])
9077 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9079 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9081 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9083 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9086 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9087 element == EL_EXPANDABLE_WALL_ANY)
9091 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9092 Store[ax][ay-1] = element;
9093 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9094 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9095 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9096 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9101 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9102 Store[ax][ay+1] = element;
9103 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9104 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9105 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9106 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9111 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9112 element == EL_EXPANDABLE_WALL_ANY ||
9113 element == EL_EXPANDABLE_WALL ||
9114 element == EL_BD_EXPANDABLE_WALL)
9118 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9119 Store[ax-1][ay] = element;
9120 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9121 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9122 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9123 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9129 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9130 Store[ax+1][ay] = element;
9131 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9132 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9133 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9134 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9139 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9140 TEST_DrawLevelField(ax, ay);
9142 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9144 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9145 unten_massiv = TRUE;
9146 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9147 links_massiv = TRUE;
9148 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9149 rechts_massiv = TRUE;
9151 if (((oben_massiv && unten_massiv) ||
9152 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9153 element == EL_EXPANDABLE_WALL) &&
9154 ((links_massiv && rechts_massiv) ||
9155 element == EL_EXPANDABLE_WALL_VERTICAL))
9156 Feld[ax][ay] = EL_WALL;
9159 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9162 void MauerAblegerStahl(int ax, int ay)
9164 int element = Feld[ax][ay];
9165 int graphic = el2img(element);
9166 boolean oben_frei = FALSE, unten_frei = FALSE;
9167 boolean links_frei = FALSE, rechts_frei = FALSE;
9168 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9169 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9170 boolean new_wall = FALSE;
9172 if (IS_ANIMATED(graphic))
9173 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9175 if (!MovDelay[ax][ay]) /* start building new wall */
9176 MovDelay[ax][ay] = 6;
9178 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9181 if (MovDelay[ax][ay])
9185 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9187 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9189 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9191 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9194 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9195 element == EL_EXPANDABLE_STEELWALL_ANY)
9199 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9200 Store[ax][ay-1] = element;
9201 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9202 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9203 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9204 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9209 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9210 Store[ax][ay+1] = element;
9211 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9212 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9213 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9214 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9219 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9220 element == EL_EXPANDABLE_STEELWALL_ANY)
9224 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9225 Store[ax-1][ay] = element;
9226 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9227 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9228 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9229 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9235 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9236 Store[ax+1][ay] = element;
9237 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9238 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9239 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9240 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9245 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9247 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9248 unten_massiv = TRUE;
9249 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9250 links_massiv = TRUE;
9251 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9252 rechts_massiv = TRUE;
9254 if (((oben_massiv && unten_massiv) ||
9255 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9256 ((links_massiv && rechts_massiv) ||
9257 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9258 Feld[ax][ay] = EL_STEELWALL;
9261 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9264 void CheckForDragon(int x, int y)
9267 boolean dragon_found = FALSE;
9268 static int xy[4][2] =
9276 for (i = 0; i < NUM_DIRECTIONS; i++)
9278 for (j = 0; j < 4; j++)
9280 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9282 if (IN_LEV_FIELD(xx, yy) &&
9283 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9285 if (Feld[xx][yy] == EL_DRAGON)
9286 dragon_found = TRUE;
9295 for (i = 0; i < NUM_DIRECTIONS; i++)
9297 for (j = 0; j < 3; j++)
9299 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9301 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9303 Feld[xx][yy] = EL_EMPTY;
9304 TEST_DrawLevelField(xx, yy);
9313 static void InitBuggyBase(int x, int y)
9315 int element = Feld[x][y];
9316 int activating_delay = FRAMES_PER_SECOND / 4;
9319 (element == EL_SP_BUGGY_BASE ?
9320 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9321 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9323 element == EL_SP_BUGGY_BASE_ACTIVE ?
9324 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9327 static void WarnBuggyBase(int x, int y)
9330 static int xy[4][2] =
9338 for (i = 0; i < NUM_DIRECTIONS; i++)
9340 int xx = x + xy[i][0];
9341 int yy = y + xy[i][1];
9343 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9345 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9352 static void InitTrap(int x, int y)
9354 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9357 static void ActivateTrap(int x, int y)
9359 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9362 static void ChangeActiveTrap(int x, int y)
9364 int graphic = IMG_TRAP_ACTIVE;
9366 /* if new animation frame was drawn, correct crumbled sand border */
9367 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9368 TEST_DrawLevelFieldCrumbled(x, y);
9371 static int getSpecialActionElement(int element, int number, int base_element)
9373 return (element != EL_EMPTY ? element :
9374 number != -1 ? base_element + number - 1 :
9378 static int getModifiedActionNumber(int value_old, int operator, int operand,
9379 int value_min, int value_max)
9381 int value_new = (operator == CA_MODE_SET ? operand :
9382 operator == CA_MODE_ADD ? value_old + operand :
9383 operator == CA_MODE_SUBTRACT ? value_old - operand :
9384 operator == CA_MODE_MULTIPLY ? value_old * operand :
9385 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9386 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9389 return (value_new < value_min ? value_min :
9390 value_new > value_max ? value_max :
9394 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9396 struct ElementInfo *ei = &element_info[element];
9397 struct ElementChangeInfo *change = &ei->change_page[page];
9398 int target_element = change->target_element;
9399 int action_type = change->action_type;
9400 int action_mode = change->action_mode;
9401 int action_arg = change->action_arg;
9402 int action_element = change->action_element;
9405 if (!change->has_action)
9408 /* ---------- determine action paramater values -------------------------- */
9410 int level_time_value =
9411 (level.time > 0 ? TimeLeft :
9414 int action_arg_element_raw =
9415 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9416 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9417 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9418 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9419 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9420 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9421 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9423 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9425 int action_arg_direction =
9426 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9427 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9428 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9429 change->actual_trigger_side :
9430 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9431 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9434 int action_arg_number_min =
9435 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9438 int action_arg_number_max =
9439 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9440 action_type == CA_SET_LEVEL_GEMS ? 999 :
9441 action_type == CA_SET_LEVEL_TIME ? 9999 :
9442 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9443 action_type == CA_SET_CE_VALUE ? 9999 :
9444 action_type == CA_SET_CE_SCORE ? 9999 :
9447 int action_arg_number_reset =
9448 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9449 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9450 action_type == CA_SET_LEVEL_TIME ? level.time :
9451 action_type == CA_SET_LEVEL_SCORE ? 0 :
9452 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9453 action_type == CA_SET_CE_SCORE ? 0 :
9456 int action_arg_number =
9457 (action_arg <= CA_ARG_MAX ? action_arg :
9458 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9459 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9460 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9461 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9462 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9463 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9464 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9465 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9466 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9467 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9468 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9469 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9470 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9471 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9472 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9473 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9474 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9475 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9476 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9477 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9478 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9481 int action_arg_number_old =
9482 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9483 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9484 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9485 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9486 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9489 int action_arg_number_new =
9490 getModifiedActionNumber(action_arg_number_old,
9491 action_mode, action_arg_number,
9492 action_arg_number_min, action_arg_number_max);
9494 int trigger_player_bits =
9495 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9496 change->actual_trigger_player_bits : change->trigger_player);
9498 int action_arg_player_bits =
9499 (action_arg >= CA_ARG_PLAYER_1 &&
9500 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9501 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9502 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9505 /* ---------- execute action -------------------------------------------- */
9507 switch (action_type)
9514 /* ---------- level actions ------------------------------------------- */
9516 case CA_RESTART_LEVEL:
9518 game.restart_level = TRUE;
9523 case CA_SHOW_ENVELOPE:
9525 int element = getSpecialActionElement(action_arg_element,
9526 action_arg_number, EL_ENVELOPE_1);
9528 if (IS_ENVELOPE(element))
9529 local_player->show_envelope = element;
9534 case CA_SET_LEVEL_TIME:
9536 if (level.time > 0) /* only modify limited time value */
9538 TimeLeft = action_arg_number_new;
9540 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9542 DisplayGameControlValues();
9544 if (!TimeLeft && setup.time_limit)
9545 for (i = 0; i < MAX_PLAYERS; i++)
9546 KillPlayer(&stored_player[i]);
9552 case CA_SET_LEVEL_SCORE:
9554 local_player->score = action_arg_number_new;
9556 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9558 DisplayGameControlValues();
9563 case CA_SET_LEVEL_GEMS:
9565 local_player->gems_still_needed = action_arg_number_new;
9567 game_panel_controls[GAME_PANEL_GEMS].value =
9568 local_player->gems_still_needed;
9570 DisplayGameControlValues();
9575 case CA_SET_LEVEL_WIND:
9577 game.wind_direction = action_arg_direction;
9582 case CA_SET_LEVEL_RANDOM_SEED:
9584 /* ensure that setting a new random seed while playing is predictable */
9585 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9590 /* ---------- player actions ------------------------------------------ */
9592 case CA_MOVE_PLAYER:
9594 /* automatically move to the next field in specified direction */
9595 for (i = 0; i < MAX_PLAYERS; i++)
9596 if (trigger_player_bits & (1 << i))
9597 stored_player[i].programmed_action = action_arg_direction;
9602 case CA_EXIT_PLAYER:
9604 for (i = 0; i < MAX_PLAYERS; i++)
9605 if (action_arg_player_bits & (1 << i))
9606 PlayerWins(&stored_player[i]);
9611 case CA_KILL_PLAYER:
9613 for (i = 0; i < MAX_PLAYERS; i++)
9614 if (action_arg_player_bits & (1 << i))
9615 KillPlayer(&stored_player[i]);
9620 case CA_SET_PLAYER_KEYS:
9622 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9623 int element = getSpecialActionElement(action_arg_element,
9624 action_arg_number, EL_KEY_1);
9626 if (IS_KEY(element))
9628 for (i = 0; i < MAX_PLAYERS; i++)
9630 if (trigger_player_bits & (1 << i))
9632 stored_player[i].key[KEY_NR(element)] = key_state;
9634 DrawGameDoorValues();
9642 case CA_SET_PLAYER_SPEED:
9644 for (i = 0; i < MAX_PLAYERS; i++)
9646 if (trigger_player_bits & (1 << i))
9648 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9650 if (action_arg == CA_ARG_SPEED_FASTER &&
9651 stored_player[i].cannot_move)
9653 action_arg_number = STEPSIZE_VERY_SLOW;
9655 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9656 action_arg == CA_ARG_SPEED_FASTER)
9658 action_arg_number = 2;
9659 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9662 else if (action_arg == CA_ARG_NUMBER_RESET)
9664 action_arg_number = level.initial_player_stepsize[i];
9668 getModifiedActionNumber(move_stepsize,
9671 action_arg_number_min,
9672 action_arg_number_max);
9674 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9681 case CA_SET_PLAYER_SHIELD:
9683 for (i = 0; i < MAX_PLAYERS; i++)
9685 if (trigger_player_bits & (1 << i))
9687 if (action_arg == CA_ARG_SHIELD_OFF)
9689 stored_player[i].shield_normal_time_left = 0;
9690 stored_player[i].shield_deadly_time_left = 0;
9692 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9694 stored_player[i].shield_normal_time_left = 999999;
9696 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9698 stored_player[i].shield_normal_time_left = 999999;
9699 stored_player[i].shield_deadly_time_left = 999999;
9707 case CA_SET_PLAYER_GRAVITY:
9709 for (i = 0; i < MAX_PLAYERS; i++)
9711 if (trigger_player_bits & (1 << i))
9713 stored_player[i].gravity =
9714 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9715 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9716 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9717 stored_player[i].gravity);
9724 case CA_SET_PLAYER_ARTWORK:
9726 for (i = 0; i < MAX_PLAYERS; i++)
9728 if (trigger_player_bits & (1 << i))
9730 int artwork_element = action_arg_element;
9732 if (action_arg == CA_ARG_ELEMENT_RESET)
9734 (level.use_artwork_element[i] ? level.artwork_element[i] :
9735 stored_player[i].element_nr);
9737 if (stored_player[i].artwork_element != artwork_element)
9738 stored_player[i].Frame = 0;
9740 stored_player[i].artwork_element = artwork_element;
9742 SetPlayerWaiting(&stored_player[i], FALSE);
9744 /* set number of special actions for bored and sleeping animation */
9745 stored_player[i].num_special_action_bored =
9746 get_num_special_action(artwork_element,
9747 ACTION_BORING_1, ACTION_BORING_LAST);
9748 stored_player[i].num_special_action_sleeping =
9749 get_num_special_action(artwork_element,
9750 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9757 case CA_SET_PLAYER_INVENTORY:
9759 for (i = 0; i < MAX_PLAYERS; i++)
9761 struct PlayerInfo *player = &stored_player[i];
9764 if (trigger_player_bits & (1 << i))
9766 int inventory_element = action_arg_element;
9768 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9769 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9770 action_arg == CA_ARG_ELEMENT_ACTION)
9772 int element = inventory_element;
9773 int collect_count = element_info[element].collect_count_initial;
9775 if (!IS_CUSTOM_ELEMENT(element))
9778 if (collect_count == 0)
9779 player->inventory_infinite_element = element;
9781 for (k = 0; k < collect_count; k++)
9782 if (player->inventory_size < MAX_INVENTORY_SIZE)
9783 player->inventory_element[player->inventory_size++] =
9786 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9787 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9788 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9790 if (player->inventory_infinite_element != EL_UNDEFINED &&
9791 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9792 action_arg_element_raw))
9793 player->inventory_infinite_element = EL_UNDEFINED;
9795 for (k = 0, j = 0; j < player->inventory_size; j++)
9797 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9798 action_arg_element_raw))
9799 player->inventory_element[k++] = player->inventory_element[j];
9802 player->inventory_size = k;
9804 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9806 if (player->inventory_size > 0)
9808 for (j = 0; j < player->inventory_size - 1; j++)
9809 player->inventory_element[j] = player->inventory_element[j + 1];
9811 player->inventory_size--;
9814 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
9816 if (player->inventory_size > 0)
9817 player->inventory_size--;
9819 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
9821 player->inventory_infinite_element = EL_UNDEFINED;
9822 player->inventory_size = 0;
9824 else if (action_arg == CA_ARG_INVENTORY_RESET)
9826 player->inventory_infinite_element = EL_UNDEFINED;
9827 player->inventory_size = 0;
9829 if (level.use_initial_inventory[i])
9831 for (j = 0; j < level.initial_inventory_size[i]; j++)
9833 int element = level.initial_inventory_content[i][j];
9834 int collect_count = element_info[element].collect_count_initial;
9836 if (!IS_CUSTOM_ELEMENT(element))
9839 if (collect_count == 0)
9840 player->inventory_infinite_element = element;
9842 for (k = 0; k < collect_count; k++)
9843 if (player->inventory_size < MAX_INVENTORY_SIZE)
9844 player->inventory_element[player->inventory_size++] =
9855 /* ---------- CE actions ---------------------------------------------- */
9857 case CA_SET_CE_VALUE:
9859 int last_ce_value = CustomValue[x][y];
9861 CustomValue[x][y] = action_arg_number_new;
9863 if (CustomValue[x][y] != last_ce_value)
9865 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9866 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9868 if (CustomValue[x][y] == 0)
9870 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9871 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9878 case CA_SET_CE_SCORE:
9880 int last_ce_score = ei->collect_score;
9882 ei->collect_score = action_arg_number_new;
9884 if (ei->collect_score != last_ce_score)
9886 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9887 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9889 if (ei->collect_score == 0)
9893 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9894 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9897 This is a very special case that seems to be a mixture between
9898 CheckElementChange() and CheckTriggeredElementChange(): while
9899 the first one only affects single elements that are triggered
9900 directly, the second one affects multiple elements in the playfield
9901 that are triggered indirectly by another element. This is a third
9902 case: Changing the CE score always affects multiple identical CEs,
9903 so every affected CE must be checked, not only the single CE for
9904 which the CE score was changed in the first place (as every instance
9905 of that CE shares the same CE score, and therefore also can change)!
9907 SCAN_PLAYFIELD(xx, yy)
9909 if (Feld[xx][yy] == element)
9910 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9911 CE_SCORE_GETS_ZERO);
9919 case CA_SET_CE_ARTWORK:
9921 int artwork_element = action_arg_element;
9922 boolean reset_frame = FALSE;
9925 if (action_arg == CA_ARG_ELEMENT_RESET)
9926 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
9929 if (ei->gfx_element != artwork_element)
9932 ei->gfx_element = artwork_element;
9934 SCAN_PLAYFIELD(xx, yy)
9936 if (Feld[xx][yy] == element)
9940 ResetGfxAnimation(xx, yy);
9941 ResetRandomAnimationValue(xx, yy);
9944 TEST_DrawLevelField(xx, yy);
9951 /* ---------- engine actions ------------------------------------------ */
9953 case CA_SET_ENGINE_SCAN_MODE:
9955 InitPlayfieldScanMode(action_arg);
9965 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9967 int old_element = Feld[x][y];
9968 int new_element = GetElementFromGroupElement(element);
9969 int previous_move_direction = MovDir[x][y];
9970 int last_ce_value = CustomValue[x][y];
9971 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9972 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9973 boolean add_player_onto_element = (new_element_is_player &&
9974 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9975 IS_WALKABLE(old_element));
9977 if (!add_player_onto_element)
9979 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9980 RemoveMovingField(x, y);
9984 Feld[x][y] = new_element;
9986 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9987 MovDir[x][y] = previous_move_direction;
9989 if (element_info[new_element].use_last_ce_value)
9990 CustomValue[x][y] = last_ce_value;
9992 InitField_WithBug1(x, y, FALSE);
9994 new_element = Feld[x][y]; /* element may have changed */
9996 ResetGfxAnimation(x, y);
9997 ResetRandomAnimationValue(x, y);
9999 TEST_DrawLevelField(x, y);
10001 if (GFX_CRUMBLED(new_element))
10002 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10005 /* check if element under the player changes from accessible to unaccessible
10006 (needed for special case of dropping element which then changes) */
10007 /* (must be checked after creating new element for walkable group elements) */
10008 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10009 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10016 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10017 if (new_element_is_player)
10018 RelocatePlayer(x, y, new_element);
10021 ChangeCount[x][y]++; /* count number of changes in the same frame */
10023 TestIfBadThingTouchesPlayer(x, y);
10024 TestIfPlayerTouchesCustomElement(x, y);
10025 TestIfElementTouchesCustomElement(x, y);
10028 static void CreateField(int x, int y, int element)
10030 CreateFieldExt(x, y, element, FALSE);
10033 static void CreateElementFromChange(int x, int y, int element)
10035 element = GET_VALID_RUNTIME_ELEMENT(element);
10037 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10039 int old_element = Feld[x][y];
10041 /* prevent changed element from moving in same engine frame
10042 unless both old and new element can either fall or move */
10043 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10044 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10048 CreateFieldExt(x, y, element, TRUE);
10051 static boolean ChangeElement(int x, int y, int element, int page)
10053 struct ElementInfo *ei = &element_info[element];
10054 struct ElementChangeInfo *change = &ei->change_page[page];
10055 int ce_value = CustomValue[x][y];
10056 int ce_score = ei->collect_score;
10057 int target_element;
10058 int old_element = Feld[x][y];
10060 /* always use default change event to prevent running into a loop */
10061 if (ChangeEvent[x][y] == -1)
10062 ChangeEvent[x][y] = CE_DELAY;
10064 if (ChangeEvent[x][y] == CE_DELAY)
10066 /* reset actual trigger element, trigger player and action element */
10067 change->actual_trigger_element = EL_EMPTY;
10068 change->actual_trigger_player = EL_EMPTY;
10069 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10070 change->actual_trigger_side = CH_SIDE_NONE;
10071 change->actual_trigger_ce_value = 0;
10072 change->actual_trigger_ce_score = 0;
10075 /* do not change elements more than a specified maximum number of changes */
10076 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10079 ChangeCount[x][y]++; /* count number of changes in the same frame */
10081 if (change->explode)
10088 if (change->use_target_content)
10090 boolean complete_replace = TRUE;
10091 boolean can_replace[3][3];
10094 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10097 boolean is_walkable;
10098 boolean is_diggable;
10099 boolean is_collectible;
10100 boolean is_removable;
10101 boolean is_destructible;
10102 int ex = x + xx - 1;
10103 int ey = y + yy - 1;
10104 int content_element = change->target_content.e[xx][yy];
10107 can_replace[xx][yy] = TRUE;
10109 if (ex == x && ey == y) /* do not check changing element itself */
10112 if (content_element == EL_EMPTY_SPACE)
10114 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10119 if (!IN_LEV_FIELD(ex, ey))
10121 can_replace[xx][yy] = FALSE;
10122 complete_replace = FALSE;
10129 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10130 e = MovingOrBlocked2Element(ex, ey);
10132 is_empty = (IS_FREE(ex, ey) ||
10133 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10135 is_walkable = (is_empty || IS_WALKABLE(e));
10136 is_diggable = (is_empty || IS_DIGGABLE(e));
10137 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10138 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10139 is_removable = (is_diggable || is_collectible);
10141 can_replace[xx][yy] =
10142 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10143 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10144 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10145 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10146 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10147 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10148 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10150 if (!can_replace[xx][yy])
10151 complete_replace = FALSE;
10154 if (!change->only_if_complete || complete_replace)
10156 boolean something_has_changed = FALSE;
10158 if (change->only_if_complete && change->use_random_replace &&
10159 RND(100) < change->random_percentage)
10162 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10164 int ex = x + xx - 1;
10165 int ey = y + yy - 1;
10166 int content_element;
10168 if (can_replace[xx][yy] && (!change->use_random_replace ||
10169 RND(100) < change->random_percentage))
10171 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10172 RemoveMovingField(ex, ey);
10174 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10176 content_element = change->target_content.e[xx][yy];
10177 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10178 ce_value, ce_score);
10180 CreateElementFromChange(ex, ey, target_element);
10182 something_has_changed = TRUE;
10184 /* for symmetry reasons, freeze newly created border elements */
10185 if (ex != x || ey != y)
10186 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10190 if (something_has_changed)
10192 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10193 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10199 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10200 ce_value, ce_score);
10202 if (element == EL_DIAGONAL_GROWING ||
10203 element == EL_DIAGONAL_SHRINKING)
10205 target_element = Store[x][y];
10207 Store[x][y] = EL_EMPTY;
10210 CreateElementFromChange(x, y, target_element);
10212 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10213 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10216 /* this uses direct change before indirect change */
10217 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10222 static void HandleElementChange(int x, int y, int page)
10224 int element = MovingOrBlocked2Element(x, y);
10225 struct ElementInfo *ei = &element_info[element];
10226 struct ElementChangeInfo *change = &ei->change_page[page];
10227 boolean handle_action_before_change = FALSE;
10230 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10231 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10234 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10235 x, y, element, element_info[element].token_name);
10236 printf("HandleElementChange(): This should never happen!\n");
10241 /* this can happen with classic bombs on walkable, changing elements */
10242 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10247 if (ChangeDelay[x][y] == 0) /* initialize element change */
10249 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10251 if (change->can_change)
10253 /* !!! not clear why graphic animation should be reset at all here !!! */
10254 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10255 /* when a custom element is about to change (for example by change delay),
10256 do not reset graphic animation when the custom element is moving */
10257 if (!IS_MOVING(x, y))
10259 ResetGfxAnimation(x, y);
10260 ResetRandomAnimationValue(x, y);
10263 if (change->pre_change_function)
10264 change->pre_change_function(x, y);
10268 ChangeDelay[x][y]--;
10270 if (ChangeDelay[x][y] != 0) /* continue element change */
10272 if (change->can_change)
10274 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10276 if (IS_ANIMATED(graphic))
10277 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10279 if (change->change_function)
10280 change->change_function(x, y);
10283 else /* finish element change */
10285 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10287 page = ChangePage[x][y];
10288 ChangePage[x][y] = -1;
10290 change = &ei->change_page[page];
10293 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10295 ChangeDelay[x][y] = 1; /* try change after next move step */
10296 ChangePage[x][y] = page; /* remember page to use for change */
10301 /* special case: set new level random seed before changing element */
10302 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10303 handle_action_before_change = TRUE;
10305 if (change->has_action && handle_action_before_change)
10306 ExecuteCustomElementAction(x, y, element, page);
10308 if (change->can_change)
10310 if (ChangeElement(x, y, element, page))
10312 if (change->post_change_function)
10313 change->post_change_function(x, y);
10317 if (change->has_action && !handle_action_before_change)
10318 ExecuteCustomElementAction(x, y, element, page);
10322 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10323 int trigger_element,
10325 int trigger_player,
10329 boolean change_done_any = FALSE;
10330 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10333 if (!(trigger_events[trigger_element][trigger_event]))
10336 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10338 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10340 int element = EL_CUSTOM_START + i;
10341 boolean change_done = FALSE;
10344 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10345 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10348 for (p = 0; p < element_info[element].num_change_pages; p++)
10350 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10352 if (change->can_change_or_has_action &&
10353 change->has_event[trigger_event] &&
10354 change->trigger_side & trigger_side &&
10355 change->trigger_player & trigger_player &&
10356 change->trigger_page & trigger_page_bits &&
10357 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10359 change->actual_trigger_element = trigger_element;
10360 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10361 change->actual_trigger_player_bits = trigger_player;
10362 change->actual_trigger_side = trigger_side;
10363 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10364 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10366 if ((change->can_change && !change_done) || change->has_action)
10370 SCAN_PLAYFIELD(x, y)
10372 if (Feld[x][y] == element)
10374 if (change->can_change && !change_done)
10376 /* if element already changed in this frame, not only prevent
10377 another element change (checked in ChangeElement()), but
10378 also prevent additional element actions for this element */
10380 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10381 !level.use_action_after_change_bug)
10384 ChangeDelay[x][y] = 1;
10385 ChangeEvent[x][y] = trigger_event;
10387 HandleElementChange(x, y, p);
10389 else if (change->has_action)
10391 /* if element already changed in this frame, not only prevent
10392 another element change (checked in ChangeElement()), but
10393 also prevent additional element actions for this element */
10395 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10396 !level.use_action_after_change_bug)
10399 ExecuteCustomElementAction(x, y, element, p);
10400 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10405 if (change->can_change)
10407 change_done = TRUE;
10408 change_done_any = TRUE;
10415 RECURSION_LOOP_DETECTION_END();
10417 return change_done_any;
10420 static boolean CheckElementChangeExt(int x, int y,
10422 int trigger_element,
10424 int trigger_player,
10427 boolean change_done = FALSE;
10430 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10431 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10434 if (Feld[x][y] == EL_BLOCKED)
10436 Blocked2Moving(x, y, &x, &y);
10437 element = Feld[x][y];
10440 /* check if element has already changed or is about to change after moving */
10441 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10442 Feld[x][y] != element) ||
10444 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10445 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10446 ChangePage[x][y] != -1)))
10449 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10451 for (p = 0; p < element_info[element].num_change_pages; p++)
10453 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10455 /* check trigger element for all events where the element that is checked
10456 for changing interacts with a directly adjacent element -- this is
10457 different to element changes that affect other elements to change on the
10458 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10459 boolean check_trigger_element =
10460 (trigger_event == CE_TOUCHING_X ||
10461 trigger_event == CE_HITTING_X ||
10462 trigger_event == CE_HIT_BY_X ||
10463 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10465 if (change->can_change_or_has_action &&
10466 change->has_event[trigger_event] &&
10467 change->trigger_side & trigger_side &&
10468 change->trigger_player & trigger_player &&
10469 (!check_trigger_element ||
10470 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10472 change->actual_trigger_element = trigger_element;
10473 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10474 change->actual_trigger_player_bits = trigger_player;
10475 change->actual_trigger_side = trigger_side;
10476 change->actual_trigger_ce_value = CustomValue[x][y];
10477 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10479 /* special case: trigger element not at (x,y) position for some events */
10480 if (check_trigger_element)
10492 { 0, 0 }, { 0, 0 }, { 0, 0 },
10496 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10497 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10499 change->actual_trigger_ce_value = CustomValue[xx][yy];
10500 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10503 if (change->can_change && !change_done)
10505 ChangeDelay[x][y] = 1;
10506 ChangeEvent[x][y] = trigger_event;
10508 HandleElementChange(x, y, p);
10510 change_done = TRUE;
10512 else if (change->has_action)
10514 ExecuteCustomElementAction(x, y, element, p);
10515 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10520 RECURSION_LOOP_DETECTION_END();
10522 return change_done;
10525 static void PlayPlayerSound(struct PlayerInfo *player)
10527 int jx = player->jx, jy = player->jy;
10528 int sound_element = player->artwork_element;
10529 int last_action = player->last_action_waiting;
10530 int action = player->action_waiting;
10532 if (player->is_waiting)
10534 if (action != last_action)
10535 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10537 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10541 if (action != last_action)
10542 StopSound(element_info[sound_element].sound[last_action]);
10544 if (last_action == ACTION_SLEEPING)
10545 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10549 static void PlayAllPlayersSound()
10553 for (i = 0; i < MAX_PLAYERS; i++)
10554 if (stored_player[i].active)
10555 PlayPlayerSound(&stored_player[i]);
10558 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10560 boolean last_waiting = player->is_waiting;
10561 int move_dir = player->MovDir;
10563 player->dir_waiting = move_dir;
10564 player->last_action_waiting = player->action_waiting;
10568 if (!last_waiting) /* not waiting -> waiting */
10570 player->is_waiting = TRUE;
10572 player->frame_counter_bored =
10574 game.player_boring_delay_fixed +
10575 GetSimpleRandom(game.player_boring_delay_random);
10576 player->frame_counter_sleeping =
10578 game.player_sleeping_delay_fixed +
10579 GetSimpleRandom(game.player_sleeping_delay_random);
10581 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10584 if (game.player_sleeping_delay_fixed +
10585 game.player_sleeping_delay_random > 0 &&
10586 player->anim_delay_counter == 0 &&
10587 player->post_delay_counter == 0 &&
10588 FrameCounter >= player->frame_counter_sleeping)
10589 player->is_sleeping = TRUE;
10590 else if (game.player_boring_delay_fixed +
10591 game.player_boring_delay_random > 0 &&
10592 FrameCounter >= player->frame_counter_bored)
10593 player->is_bored = TRUE;
10595 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10596 player->is_bored ? ACTION_BORING :
10599 if (player->is_sleeping && player->use_murphy)
10601 /* special case for sleeping Murphy when leaning against non-free tile */
10603 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10604 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10605 !IS_MOVING(player->jx - 1, player->jy)))
10606 move_dir = MV_LEFT;
10607 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10608 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10609 !IS_MOVING(player->jx + 1, player->jy)))
10610 move_dir = MV_RIGHT;
10612 player->is_sleeping = FALSE;
10614 player->dir_waiting = move_dir;
10617 if (player->is_sleeping)
10619 if (player->num_special_action_sleeping > 0)
10621 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10623 int last_special_action = player->special_action_sleeping;
10624 int num_special_action = player->num_special_action_sleeping;
10625 int special_action =
10626 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10627 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10628 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10629 last_special_action + 1 : ACTION_SLEEPING);
10630 int special_graphic =
10631 el_act_dir2img(player->artwork_element, special_action, move_dir);
10633 player->anim_delay_counter =
10634 graphic_info[special_graphic].anim_delay_fixed +
10635 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10636 player->post_delay_counter =
10637 graphic_info[special_graphic].post_delay_fixed +
10638 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10640 player->special_action_sleeping = special_action;
10643 if (player->anim_delay_counter > 0)
10645 player->action_waiting = player->special_action_sleeping;
10646 player->anim_delay_counter--;
10648 else if (player->post_delay_counter > 0)
10650 player->post_delay_counter--;
10654 else if (player->is_bored)
10656 if (player->num_special_action_bored > 0)
10658 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10660 int special_action =
10661 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10662 int special_graphic =
10663 el_act_dir2img(player->artwork_element, special_action, move_dir);
10665 player->anim_delay_counter =
10666 graphic_info[special_graphic].anim_delay_fixed +
10667 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10668 player->post_delay_counter =
10669 graphic_info[special_graphic].post_delay_fixed +
10670 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10672 player->special_action_bored = special_action;
10675 if (player->anim_delay_counter > 0)
10677 player->action_waiting = player->special_action_bored;
10678 player->anim_delay_counter--;
10680 else if (player->post_delay_counter > 0)
10682 player->post_delay_counter--;
10687 else if (last_waiting) /* waiting -> not waiting */
10689 player->is_waiting = FALSE;
10690 player->is_bored = FALSE;
10691 player->is_sleeping = FALSE;
10693 player->frame_counter_bored = -1;
10694 player->frame_counter_sleeping = -1;
10696 player->anim_delay_counter = 0;
10697 player->post_delay_counter = 0;
10699 player->dir_waiting = player->MovDir;
10700 player->action_waiting = ACTION_DEFAULT;
10702 player->special_action_bored = ACTION_DEFAULT;
10703 player->special_action_sleeping = ACTION_DEFAULT;
10707 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10709 static boolean player_was_moving = FALSE;
10710 static boolean player_was_snapping = FALSE;
10711 static boolean player_was_dropping = FALSE;
10713 if ((!player->is_moving && player_was_moving) ||
10714 (player->MovPos == 0 && player_was_moving) ||
10715 (player->is_snapping && !player_was_snapping) ||
10716 (player->is_dropping && !player_was_dropping))
10718 if (!SaveEngineSnapshotToList())
10721 player_was_moving = FALSE;
10722 player_was_snapping = TRUE;
10723 player_was_dropping = TRUE;
10727 if (player->is_moving)
10728 player_was_moving = TRUE;
10730 if (!player->is_snapping)
10731 player_was_snapping = FALSE;
10733 if (!player->is_dropping)
10734 player_was_dropping = FALSE;
10738 static void CheckSingleStepMode(struct PlayerInfo *player)
10740 if (tape.single_step && tape.recording && !tape.pausing)
10742 /* as it is called "single step mode", just return to pause mode when the
10743 player stopped moving after one tile (or never starts moving at all) */
10744 if (!player->is_moving && !player->is_pushing)
10746 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10747 SnapField(player, 0, 0); /* stop snapping */
10751 CheckSaveEngineSnapshot(player);
10754 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10756 int left = player_action & JOY_LEFT;
10757 int right = player_action & JOY_RIGHT;
10758 int up = player_action & JOY_UP;
10759 int down = player_action & JOY_DOWN;
10760 int button1 = player_action & JOY_BUTTON_1;
10761 int button2 = player_action & JOY_BUTTON_2;
10762 int dx = (left ? -1 : right ? 1 : 0);
10763 int dy = (up ? -1 : down ? 1 : 0);
10765 if (!player->active || tape.pausing)
10771 SnapField(player, dx, dy);
10775 DropElement(player);
10777 MovePlayer(player, dx, dy);
10780 CheckSingleStepMode(player);
10782 SetPlayerWaiting(player, FALSE);
10784 return player_action;
10788 /* no actions for this player (no input at player's configured device) */
10790 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10791 SnapField(player, 0, 0);
10792 CheckGravityMovementWhenNotMoving(player);
10794 if (player->MovPos == 0)
10795 SetPlayerWaiting(player, TRUE);
10797 if (player->MovPos == 0) /* needed for tape.playing */
10798 player->is_moving = FALSE;
10800 player->is_dropping = FALSE;
10801 player->is_dropping_pressed = FALSE;
10802 player->drop_pressed_delay = 0;
10804 CheckSingleStepMode(player);
10810 static void CheckLevelTime()
10814 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
10815 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10817 if (level.native_em_level->lev->home == 0) /* all players at home */
10819 PlayerWins(local_player);
10821 AllPlayersGone = TRUE;
10823 level.native_em_level->lev->home = -1;
10826 if (level.native_em_level->ply[0]->alive == 0 &&
10827 level.native_em_level->ply[1]->alive == 0 &&
10828 level.native_em_level->ply[2]->alive == 0 &&
10829 level.native_em_level->ply[3]->alive == 0) /* all dead */
10830 AllPlayersGone = TRUE;
10832 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
10834 if (game_sp.LevelSolved &&
10835 !game_sp.GameOver) /* game won */
10837 PlayerWins(local_player);
10839 game_sp.GameOver = TRUE;
10841 AllPlayersGone = TRUE;
10844 if (game_sp.GameOver) /* game lost */
10845 AllPlayersGone = TRUE;
10848 if (TimeFrames >= FRAMES_PER_SECOND)
10853 for (i = 0; i < MAX_PLAYERS; i++)
10855 struct PlayerInfo *player = &stored_player[i];
10857 if (SHIELD_ON(player))
10859 player->shield_normal_time_left--;
10861 if (player->shield_deadly_time_left > 0)
10862 player->shield_deadly_time_left--;
10866 if (!local_player->LevelSolved && !level.use_step_counter)
10874 if (TimeLeft <= 10 && setup.time_limit)
10875 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10877 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
10878 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
10880 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10882 if (!TimeLeft && setup.time_limit)
10884 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10885 level.native_em_level->lev->killed_out_of_time = TRUE;
10887 for (i = 0; i < MAX_PLAYERS; i++)
10888 KillPlayer(&stored_player[i]);
10891 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
10893 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
10896 level.native_em_level->lev->time =
10897 (game.no_time_limit ? TimePlayed : TimeLeft);
10900 if (tape.recording || tape.playing)
10901 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10904 if (tape.recording || tape.playing)
10905 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
10907 UpdateAndDisplayGameControlValues();
10910 void AdvanceFrameAndPlayerCounters(int player_nr)
10914 /* advance frame counters (global frame counter and time frame counter) */
10918 /* advance player counters (counters for move delay, move animation etc.) */
10919 for (i = 0; i < MAX_PLAYERS; i++)
10921 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10922 int move_delay_value = stored_player[i].move_delay_value;
10923 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10925 if (!advance_player_counters) /* not all players may be affected */
10928 if (move_frames == 0) /* less than one move per game frame */
10930 int stepsize = TILEX / move_delay_value;
10931 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10932 int count = (stored_player[i].is_moving ?
10933 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10935 if (count % delay == 0)
10939 stored_player[i].Frame += move_frames;
10941 if (stored_player[i].MovPos != 0)
10942 stored_player[i].StepFrame += move_frames;
10944 if (stored_player[i].move_delay > 0)
10945 stored_player[i].move_delay--;
10947 /* due to bugs in previous versions, counter must count up, not down */
10948 if (stored_player[i].push_delay != -1)
10949 stored_player[i].push_delay++;
10951 if (stored_player[i].drop_delay > 0)
10952 stored_player[i].drop_delay--;
10954 if (stored_player[i].is_dropping_pressed)
10955 stored_player[i].drop_pressed_delay++;
10959 void StartGameActions(boolean init_network_game, boolean record_tape,
10962 unsigned int new_random_seed = InitRND(random_seed);
10965 TapeStartRecording(new_random_seed);
10967 #if defined(NETWORK_AVALIABLE)
10968 if (init_network_game)
10970 SendToServer_StartPlaying();
10981 static unsigned int game_frame_delay = 0;
10982 unsigned int game_frame_delay_value;
10983 byte *recorded_player_action;
10984 byte summarized_player_action = 0;
10985 byte tape_action[MAX_PLAYERS];
10988 for (i = 0; i < MAX_PLAYERS; i++)
10990 struct PlayerInfo *player = &stored_player[i];
10992 // allow engine snapshot if movement attempt was stopped
10993 if ((game.snapshot.last_action[i] & KEY_MOTION) != 0 &&
10994 (player->action & KEY_MOTION) == 0)
10995 game.snapshot.changed_action = TRUE;
10997 // allow engine snapshot in case of snapping/dropping attempt
10998 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
10999 (player->action & KEY_BUTTON) != 0)
11000 game.snapshot.changed_action = TRUE;
11002 game.snapshot.last_action[i] = player->action;
11005 /* detect endless loops, caused by custom element programming */
11006 if (recursion_loop_detected && recursion_loop_depth == 0)
11008 char *message = getStringCat3("Internal Error! Element ",
11009 EL_NAME(recursion_loop_element),
11010 " caused endless loop! Quit the game?");
11012 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11013 EL_NAME(recursion_loop_element));
11015 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11017 recursion_loop_detected = FALSE; /* if game should be continued */
11024 if (game.restart_level)
11025 StartGameActions(options.network, setup.autorecord, level.random_seed);
11027 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11028 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11030 if (level.native_em_level->lev->home == 0) /* all players at home */
11032 PlayerWins(local_player);
11034 AllPlayersGone = TRUE;
11036 level.native_em_level->lev->home = -1;
11039 if (level.native_em_level->ply[0]->alive == 0 &&
11040 level.native_em_level->ply[1]->alive == 0 &&
11041 level.native_em_level->ply[2]->alive == 0 &&
11042 level.native_em_level->ply[3]->alive == 0) /* all dead */
11043 AllPlayersGone = TRUE;
11045 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11047 if (game_sp.LevelSolved &&
11048 !game_sp.GameOver) /* game won */
11050 PlayerWins(local_player);
11052 game_sp.GameOver = TRUE;
11054 AllPlayersGone = TRUE;
11057 if (game_sp.GameOver) /* game lost */
11058 AllPlayersGone = TRUE;
11061 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11064 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11067 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11070 game_frame_delay_value =
11071 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11073 if (tape.playing && tape.warp_forward && !tape.pausing)
11074 game_frame_delay_value = 0;
11077 /* ---------- main game synchronization point ---------- */
11079 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11081 printf("::: skip == %d\n", skip);
11084 /* ---------- main game synchronization point ---------- */
11086 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11089 if (network_playing && !network_player_action_received)
11091 /* try to get network player actions in time */
11093 #if defined(NETWORK_AVALIABLE)
11094 /* last chance to get network player actions without main loop delay */
11095 HandleNetworking();
11098 /* game was quit by network peer */
11099 if (game_status != GAME_MODE_PLAYING)
11102 if (!network_player_action_received)
11103 return; /* failed to get network player actions in time */
11105 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11111 /* at this point we know that we really continue executing the game */
11113 network_player_action_received = FALSE;
11115 /* when playing tape, read previously recorded player input from tape data */
11116 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11118 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11122 if (tape.set_centered_player)
11124 game.centered_player_nr_next = tape.centered_player_nr_next;
11125 game.set_centered_player = TRUE;
11128 for (i = 0; i < MAX_PLAYERS; i++)
11130 summarized_player_action |= stored_player[i].action;
11132 if (!network_playing && (game.team_mode || tape.playing))
11133 stored_player[i].effective_action = stored_player[i].action;
11136 #if defined(NETWORK_AVALIABLE)
11137 if (network_playing)
11138 SendToServer_MovePlayer(summarized_player_action);
11141 if (!options.network && !game.team_mode)
11142 local_player->effective_action = summarized_player_action;
11144 if (tape.recording &&
11146 setup.input_on_focus &&
11147 game.centered_player_nr != -1)
11149 for (i = 0; i < MAX_PLAYERS; i++)
11150 stored_player[i].effective_action =
11151 (i == game.centered_player_nr ? summarized_player_action : 0);
11154 if (recorded_player_action != NULL)
11155 for (i = 0; i < MAX_PLAYERS; i++)
11156 stored_player[i].effective_action = recorded_player_action[i];
11158 for (i = 0; i < MAX_PLAYERS; i++)
11160 tape_action[i] = stored_player[i].effective_action;
11162 /* (this may happen in the RND game engine if a player was not present on
11163 the playfield on level start, but appeared later from a custom element */
11164 if (setup.team_mode &&
11167 !tape.player_participates[i])
11168 tape.player_participates[i] = TRUE;
11171 /* only record actions from input devices, but not programmed actions */
11172 if (tape.recording)
11173 TapeRecordAction(tape_action);
11175 #if USE_NEW_PLAYER_ASSIGNMENTS
11176 // !!! also map player actions in single player mode !!!
11177 // if (game.team_mode)
11179 byte mapped_action[MAX_PLAYERS];
11181 #if DEBUG_PLAYER_ACTIONS
11183 for (i = 0; i < MAX_PLAYERS; i++)
11184 printf(" %d, ", stored_player[i].effective_action);
11187 for (i = 0; i < MAX_PLAYERS; i++)
11188 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11190 for (i = 0; i < MAX_PLAYERS; i++)
11191 stored_player[i].effective_action = mapped_action[i];
11193 #if DEBUG_PLAYER_ACTIONS
11195 for (i = 0; i < MAX_PLAYERS; i++)
11196 printf(" %d, ", stored_player[i].effective_action);
11200 #if DEBUG_PLAYER_ACTIONS
11204 for (i = 0; i < MAX_PLAYERS; i++)
11205 printf(" %d, ", stored_player[i].effective_action);
11211 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11213 GameActions_EM_Main();
11215 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11217 GameActions_SP_Main();
11221 GameActions_RND_Main();
11224 BlitScreenToBitmap(backbuffer);
11228 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11230 if (options.debug) /* calculate frames per second */
11232 static unsigned int fps_counter = 0;
11233 static int fps_frames = 0;
11234 unsigned int fps_delay_ms = Counter() - fps_counter;
11238 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
11240 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11243 fps_counter = Counter();
11246 redraw_mask |= REDRAW_FPS;
11250 void GameActions_EM_Main()
11252 byte effective_action[MAX_PLAYERS];
11253 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11256 for (i = 0; i < MAX_PLAYERS; i++)
11257 effective_action[i] = stored_player[i].effective_action;
11259 GameActions_EM(effective_action, warp_mode);
11262 void GameActions_SP_Main()
11264 byte effective_action[MAX_PLAYERS];
11265 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11268 for (i = 0; i < MAX_PLAYERS; i++)
11269 effective_action[i] = stored_player[i].effective_action;
11271 GameActions_SP(effective_action, warp_mode);
11274 void GameActions_RND_Main()
11279 void GameActions_RND()
11281 int magic_wall_x = 0, magic_wall_y = 0;
11282 int i, x, y, element, graphic;
11284 InitPlayfieldScanModeVars();
11286 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11288 SCAN_PLAYFIELD(x, y)
11290 ChangeCount[x][y] = 0;
11291 ChangeEvent[x][y] = -1;
11295 if (game.set_centered_player)
11297 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11299 /* switching to "all players" only possible if all players fit to screen */
11300 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11302 game.centered_player_nr_next = game.centered_player_nr;
11303 game.set_centered_player = FALSE;
11306 /* do not switch focus to non-existing (or non-active) player */
11307 if (game.centered_player_nr_next >= 0 &&
11308 !stored_player[game.centered_player_nr_next].active)
11310 game.centered_player_nr_next = game.centered_player_nr;
11311 game.set_centered_player = FALSE;
11315 if (game.set_centered_player &&
11316 ScreenMovPos == 0) /* screen currently aligned at tile position */
11320 if (game.centered_player_nr_next == -1)
11322 setScreenCenteredToAllPlayers(&sx, &sy);
11326 sx = stored_player[game.centered_player_nr_next].jx;
11327 sy = stored_player[game.centered_player_nr_next].jy;
11330 game.centered_player_nr = game.centered_player_nr_next;
11331 game.set_centered_player = FALSE;
11333 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11334 DrawGameDoorValues();
11337 for (i = 0; i < MAX_PLAYERS; i++)
11339 int actual_player_action = stored_player[i].effective_action;
11342 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11343 - rnd_equinox_tetrachloride 048
11344 - rnd_equinox_tetrachloride_ii 096
11345 - rnd_emanuel_schmieg 002
11346 - doctor_sloan_ww 001, 020
11348 if (stored_player[i].MovPos == 0)
11349 CheckGravityMovement(&stored_player[i]);
11352 /* overwrite programmed action with tape action */
11353 if (stored_player[i].programmed_action)
11354 actual_player_action = stored_player[i].programmed_action;
11356 PlayerActions(&stored_player[i], actual_player_action);
11358 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11361 ScrollScreen(NULL, SCROLL_GO_ON);
11363 /* for backwards compatibility, the following code emulates a fixed bug that
11364 occured when pushing elements (causing elements that just made their last
11365 pushing step to already (if possible) make their first falling step in the
11366 same game frame, which is bad); this code is also needed to use the famous
11367 "spring push bug" which is used in older levels and might be wanted to be
11368 used also in newer levels, but in this case the buggy pushing code is only
11369 affecting the "spring" element and no other elements */
11371 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11373 for (i = 0; i < MAX_PLAYERS; i++)
11375 struct PlayerInfo *player = &stored_player[i];
11376 int x = player->jx;
11377 int y = player->jy;
11379 if (player->active && player->is_pushing && player->is_moving &&
11381 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11382 Feld[x][y] == EL_SPRING))
11384 ContinueMoving(x, y);
11386 /* continue moving after pushing (this is actually a bug) */
11387 if (!IS_MOVING(x, y))
11388 Stop[x][y] = FALSE;
11393 SCAN_PLAYFIELD(x, y)
11395 ChangeCount[x][y] = 0;
11396 ChangeEvent[x][y] = -1;
11398 /* this must be handled before main playfield loop */
11399 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11402 if (MovDelay[x][y] <= 0)
11406 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11409 if (MovDelay[x][y] <= 0)
11412 TEST_DrawLevelField(x, y);
11414 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11419 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11421 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11422 printf("GameActions(): This should never happen!\n");
11424 ChangePage[x][y] = -1;
11428 Stop[x][y] = FALSE;
11429 if (WasJustMoving[x][y] > 0)
11430 WasJustMoving[x][y]--;
11431 if (WasJustFalling[x][y] > 0)
11432 WasJustFalling[x][y]--;
11433 if (CheckCollision[x][y] > 0)
11434 CheckCollision[x][y]--;
11435 if (CheckImpact[x][y] > 0)
11436 CheckImpact[x][y]--;
11440 /* reset finished pushing action (not done in ContinueMoving() to allow
11441 continuous pushing animation for elements with zero push delay) */
11442 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11444 ResetGfxAnimation(x, y);
11445 TEST_DrawLevelField(x, y);
11449 if (IS_BLOCKED(x, y))
11453 Blocked2Moving(x, y, &oldx, &oldy);
11454 if (!IS_MOVING(oldx, oldy))
11456 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11457 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11458 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11459 printf("GameActions(): This should never happen!\n");
11465 SCAN_PLAYFIELD(x, y)
11467 element = Feld[x][y];
11468 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11470 ResetGfxFrame(x, y, TRUE);
11472 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11473 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11474 ResetRandomAnimationValue(x, y);
11476 SetRandomAnimationValue(x, y);
11478 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11480 if (IS_INACTIVE(element))
11482 if (IS_ANIMATED(graphic))
11483 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11488 /* this may take place after moving, so 'element' may have changed */
11489 if (IS_CHANGING(x, y) &&
11490 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11492 int page = element_info[element].event_page_nr[CE_DELAY];
11494 HandleElementChange(x, y, page);
11496 element = Feld[x][y];
11497 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11500 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11504 element = Feld[x][y];
11505 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11507 if (IS_ANIMATED(graphic) &&
11508 !IS_MOVING(x, y) &&
11510 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11512 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11513 TEST_DrawTwinkleOnField(x, y);
11515 else if ((element == EL_ACID ||
11516 element == EL_EXIT_OPEN ||
11517 element == EL_EM_EXIT_OPEN ||
11518 element == EL_SP_EXIT_OPEN ||
11519 element == EL_STEEL_EXIT_OPEN ||
11520 element == EL_EM_STEEL_EXIT_OPEN ||
11521 element == EL_SP_TERMINAL ||
11522 element == EL_SP_TERMINAL_ACTIVE ||
11523 element == EL_EXTRA_TIME ||
11524 element == EL_SHIELD_NORMAL ||
11525 element == EL_SHIELD_DEADLY) &&
11526 IS_ANIMATED(graphic))
11527 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11528 else if (IS_MOVING(x, y))
11529 ContinueMoving(x, y);
11530 else if (IS_ACTIVE_BOMB(element))
11531 CheckDynamite(x, y);
11532 else if (element == EL_AMOEBA_GROWING)
11533 AmoebeWaechst(x, y);
11534 else if (element == EL_AMOEBA_SHRINKING)
11535 AmoebaDisappearing(x, y);
11537 #if !USE_NEW_AMOEBA_CODE
11538 else if (IS_AMOEBALIVE(element))
11539 AmoebeAbleger(x, y);
11542 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11544 else if (element == EL_EXIT_CLOSED)
11546 else if (element == EL_EM_EXIT_CLOSED)
11548 else if (element == EL_STEEL_EXIT_CLOSED)
11549 CheckExitSteel(x, y);
11550 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11551 CheckExitSteelEM(x, y);
11552 else if (element == EL_SP_EXIT_CLOSED)
11554 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11555 element == EL_EXPANDABLE_STEELWALL_GROWING)
11556 MauerWaechst(x, y);
11557 else if (element == EL_EXPANDABLE_WALL ||
11558 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11559 element == EL_EXPANDABLE_WALL_VERTICAL ||
11560 element == EL_EXPANDABLE_WALL_ANY ||
11561 element == EL_BD_EXPANDABLE_WALL)
11562 MauerAbleger(x, y);
11563 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11564 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11565 element == EL_EXPANDABLE_STEELWALL_ANY)
11566 MauerAblegerStahl(x, y);
11567 else if (element == EL_FLAMES)
11568 CheckForDragon(x, y);
11569 else if (element == EL_EXPLOSION)
11570 ; /* drawing of correct explosion animation is handled separately */
11571 else if (element == EL_ELEMENT_SNAPPING ||
11572 element == EL_DIAGONAL_SHRINKING ||
11573 element == EL_DIAGONAL_GROWING)
11575 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11577 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11579 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11580 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11582 if (IS_BELT_ACTIVE(element))
11583 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11585 if (game.magic_wall_active)
11587 int jx = local_player->jx, jy = local_player->jy;
11589 /* play the element sound at the position nearest to the player */
11590 if ((element == EL_MAGIC_WALL_FULL ||
11591 element == EL_MAGIC_WALL_ACTIVE ||
11592 element == EL_MAGIC_WALL_EMPTYING ||
11593 element == EL_BD_MAGIC_WALL_FULL ||
11594 element == EL_BD_MAGIC_WALL_ACTIVE ||
11595 element == EL_BD_MAGIC_WALL_EMPTYING ||
11596 element == EL_DC_MAGIC_WALL_FULL ||
11597 element == EL_DC_MAGIC_WALL_ACTIVE ||
11598 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11599 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11607 #if USE_NEW_AMOEBA_CODE
11608 /* new experimental amoeba growth stuff */
11609 if (!(FrameCounter % 8))
11611 static unsigned int random = 1684108901;
11613 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11615 x = RND(lev_fieldx);
11616 y = RND(lev_fieldy);
11617 element = Feld[x][y];
11619 if (!IS_PLAYER(x,y) &&
11620 (element == EL_EMPTY ||
11621 CAN_GROW_INTO(element) ||
11622 element == EL_QUICKSAND_EMPTY ||
11623 element == EL_QUICKSAND_FAST_EMPTY ||
11624 element == EL_ACID_SPLASH_LEFT ||
11625 element == EL_ACID_SPLASH_RIGHT))
11627 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11628 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11629 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11630 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11631 Feld[x][y] = EL_AMOEBA_DROP;
11634 random = random * 129 + 1;
11639 game.explosions_delayed = FALSE;
11641 SCAN_PLAYFIELD(x, y)
11643 element = Feld[x][y];
11645 if (ExplodeField[x][y])
11646 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11647 else if (element == EL_EXPLOSION)
11648 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11650 ExplodeField[x][y] = EX_TYPE_NONE;
11653 game.explosions_delayed = TRUE;
11655 if (game.magic_wall_active)
11657 if (!(game.magic_wall_time_left % 4))
11659 int element = Feld[magic_wall_x][magic_wall_y];
11661 if (element == EL_BD_MAGIC_WALL_FULL ||
11662 element == EL_BD_MAGIC_WALL_ACTIVE ||
11663 element == EL_BD_MAGIC_WALL_EMPTYING)
11664 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11665 else if (element == EL_DC_MAGIC_WALL_FULL ||
11666 element == EL_DC_MAGIC_WALL_ACTIVE ||
11667 element == EL_DC_MAGIC_WALL_EMPTYING)
11668 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11670 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11673 if (game.magic_wall_time_left > 0)
11675 game.magic_wall_time_left--;
11677 if (!game.magic_wall_time_left)
11679 SCAN_PLAYFIELD(x, y)
11681 element = Feld[x][y];
11683 if (element == EL_MAGIC_WALL_ACTIVE ||
11684 element == EL_MAGIC_WALL_FULL)
11686 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11687 TEST_DrawLevelField(x, y);
11689 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11690 element == EL_BD_MAGIC_WALL_FULL)
11692 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11693 TEST_DrawLevelField(x, y);
11695 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11696 element == EL_DC_MAGIC_WALL_FULL)
11698 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11699 TEST_DrawLevelField(x, y);
11703 game.magic_wall_active = FALSE;
11708 if (game.light_time_left > 0)
11710 game.light_time_left--;
11712 if (game.light_time_left == 0)
11713 RedrawAllLightSwitchesAndInvisibleElements();
11716 if (game.timegate_time_left > 0)
11718 game.timegate_time_left--;
11720 if (game.timegate_time_left == 0)
11721 CloseAllOpenTimegates();
11724 if (game.lenses_time_left > 0)
11726 game.lenses_time_left--;
11728 if (game.lenses_time_left == 0)
11729 RedrawAllInvisibleElementsForLenses();
11732 if (game.magnify_time_left > 0)
11734 game.magnify_time_left--;
11736 if (game.magnify_time_left == 0)
11737 RedrawAllInvisibleElementsForMagnifier();
11740 for (i = 0; i < MAX_PLAYERS; i++)
11742 struct PlayerInfo *player = &stored_player[i];
11744 if (SHIELD_ON(player))
11746 if (player->shield_deadly_time_left)
11747 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11748 else if (player->shield_normal_time_left)
11749 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11753 #if USE_DELAYED_GFX_REDRAW
11754 SCAN_PLAYFIELD(x, y)
11756 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
11758 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
11759 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
11761 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
11762 DrawLevelField(x, y);
11764 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
11765 DrawLevelFieldCrumbled(x, y);
11767 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
11768 DrawLevelFieldCrumbledNeighbours(x, y);
11770 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
11771 DrawTwinkleOnField(x, y);
11774 GfxRedraw[x][y] = GFX_REDRAW_NONE;
11779 PlayAllPlayersSound();
11781 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11783 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11785 local_player->show_envelope = 0;
11788 /* use random number generator in every frame to make it less predictable */
11789 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11793 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11795 int min_x = x, min_y = y, max_x = x, max_y = y;
11798 for (i = 0; i < MAX_PLAYERS; i++)
11800 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11802 if (!stored_player[i].active || &stored_player[i] == player)
11805 min_x = MIN(min_x, jx);
11806 min_y = MIN(min_y, jy);
11807 max_x = MAX(max_x, jx);
11808 max_y = MAX(max_y, jy);
11811 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11814 static boolean AllPlayersInVisibleScreen()
11818 for (i = 0; i < MAX_PLAYERS; i++)
11820 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11822 if (!stored_player[i].active)
11825 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11832 void ScrollLevel(int dx, int dy)
11834 int scroll_offset = 2 * TILEX_VAR;
11837 BlitBitmap(drawto_field, drawto_field,
11838 FX + TILEX_VAR * (dx == -1) - scroll_offset,
11839 FY + TILEY_VAR * (dy == -1) - scroll_offset,
11840 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
11841 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
11842 FX + TILEX_VAR * (dx == 1) - scroll_offset,
11843 FY + TILEY_VAR * (dy == 1) - scroll_offset);
11847 x = (dx == 1 ? BX1 : BX2);
11848 for (y = BY1; y <= BY2; y++)
11849 DrawScreenField(x, y);
11854 y = (dy == 1 ? BY1 : BY2);
11855 for (x = BX1; x <= BX2; x++)
11856 DrawScreenField(x, y);
11859 redraw_mask |= REDRAW_FIELD;
11862 static boolean canFallDown(struct PlayerInfo *player)
11864 int jx = player->jx, jy = player->jy;
11866 return (IN_LEV_FIELD(jx, jy + 1) &&
11867 (IS_FREE(jx, jy + 1) ||
11868 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11869 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11870 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11873 static boolean canPassField(int x, int y, int move_dir)
11875 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11876 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11877 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11878 int nextx = x + dx;
11879 int nexty = y + dy;
11880 int element = Feld[x][y];
11882 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11883 !CAN_MOVE(element) &&
11884 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11885 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11886 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11889 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11891 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11892 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11893 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11897 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11898 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11899 (IS_DIGGABLE(Feld[newx][newy]) ||
11900 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11901 canPassField(newx, newy, move_dir)));
11904 static void CheckGravityMovement(struct PlayerInfo *player)
11906 if (player->gravity && !player->programmed_action)
11908 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11909 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11910 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11911 int jx = player->jx, jy = player->jy;
11912 boolean player_is_moving_to_valid_field =
11913 (!player_is_snapping &&
11914 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11915 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11916 boolean player_can_fall_down = canFallDown(player);
11918 if (player_can_fall_down &&
11919 !player_is_moving_to_valid_field)
11920 player->programmed_action = MV_DOWN;
11924 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11926 return CheckGravityMovement(player);
11928 if (player->gravity && !player->programmed_action)
11930 int jx = player->jx, jy = player->jy;
11931 boolean field_under_player_is_free =
11932 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11933 boolean player_is_standing_on_valid_field =
11934 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11935 (IS_WALKABLE(Feld[jx][jy]) &&
11936 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11938 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11939 player->programmed_action = MV_DOWN;
11944 MovePlayerOneStep()
11945 -----------------------------------------------------------------------------
11946 dx, dy: direction (non-diagonal) to try to move the player to
11947 real_dx, real_dy: direction as read from input device (can be diagonal)
11950 boolean MovePlayerOneStep(struct PlayerInfo *player,
11951 int dx, int dy, int real_dx, int real_dy)
11953 int jx = player->jx, jy = player->jy;
11954 int new_jx = jx + dx, new_jy = jy + dy;
11956 boolean player_can_move = !player->cannot_move;
11958 if (!player->active || (!dx && !dy))
11959 return MP_NO_ACTION;
11961 player->MovDir = (dx < 0 ? MV_LEFT :
11962 dx > 0 ? MV_RIGHT :
11964 dy > 0 ? MV_DOWN : MV_NONE);
11966 if (!IN_LEV_FIELD(new_jx, new_jy))
11967 return MP_NO_ACTION;
11969 if (!player_can_move)
11971 if (player->MovPos == 0)
11973 player->is_moving = FALSE;
11974 player->is_digging = FALSE;
11975 player->is_collecting = FALSE;
11976 player->is_snapping = FALSE;
11977 player->is_pushing = FALSE;
11981 if (!options.network && game.centered_player_nr == -1 &&
11982 !AllPlayersInSight(player, new_jx, new_jy))
11983 return MP_NO_ACTION;
11985 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
11986 if (can_move != MP_MOVING)
11989 /* check if DigField() has caused relocation of the player */
11990 if (player->jx != jx || player->jy != jy)
11991 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
11993 StorePlayer[jx][jy] = 0;
11994 player->last_jx = jx;
11995 player->last_jy = jy;
11996 player->jx = new_jx;
11997 player->jy = new_jy;
11998 StorePlayer[new_jx][new_jy] = player->element_nr;
12000 if (player->move_delay_value_next != -1)
12002 player->move_delay_value = player->move_delay_value_next;
12003 player->move_delay_value_next = -1;
12007 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12009 player->step_counter++;
12011 PlayerVisit[jx][jy] = FrameCounter;
12013 player->is_moving = TRUE;
12016 /* should better be called in MovePlayer(), but this breaks some tapes */
12017 ScrollPlayer(player, SCROLL_INIT);
12023 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12025 int jx = player->jx, jy = player->jy;
12026 int old_jx = jx, old_jy = jy;
12027 int moved = MP_NO_ACTION;
12029 if (!player->active)
12034 if (player->MovPos == 0)
12036 player->is_moving = FALSE;
12037 player->is_digging = FALSE;
12038 player->is_collecting = FALSE;
12039 player->is_snapping = FALSE;
12040 player->is_pushing = FALSE;
12046 if (player->move_delay > 0)
12049 player->move_delay = -1; /* set to "uninitialized" value */
12051 /* store if player is automatically moved to next field */
12052 player->is_auto_moving = (player->programmed_action != MV_NONE);
12054 /* remove the last programmed player action */
12055 player->programmed_action = 0;
12057 if (player->MovPos)
12059 /* should only happen if pre-1.2 tape recordings are played */
12060 /* this is only for backward compatibility */
12062 int original_move_delay_value = player->move_delay_value;
12065 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12069 /* scroll remaining steps with finest movement resolution */
12070 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12072 while (player->MovPos)
12074 ScrollPlayer(player, SCROLL_GO_ON);
12075 ScrollScreen(NULL, SCROLL_GO_ON);
12077 AdvanceFrameAndPlayerCounters(player->index_nr);
12083 player->move_delay_value = original_move_delay_value;
12086 player->is_active = FALSE;
12088 if (player->last_move_dir & MV_HORIZONTAL)
12090 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12091 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12095 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12096 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12099 if (!moved && !player->is_active)
12101 player->is_moving = FALSE;
12102 player->is_digging = FALSE;
12103 player->is_collecting = FALSE;
12104 player->is_snapping = FALSE;
12105 player->is_pushing = FALSE;
12111 if (moved & MP_MOVING && !ScreenMovPos &&
12112 (player->index_nr == game.centered_player_nr ||
12113 game.centered_player_nr == -1))
12115 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12116 int offset = game.scroll_delay_value;
12118 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12120 /* actual player has left the screen -- scroll in that direction */
12121 if (jx != old_jx) /* player has moved horizontally */
12122 scroll_x += (jx - old_jx);
12123 else /* player has moved vertically */
12124 scroll_y += (jy - old_jy);
12128 if (jx != old_jx) /* player has moved horizontally */
12130 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12131 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12132 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12134 /* don't scroll over playfield boundaries */
12135 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12136 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12138 /* don't scroll more than one field at a time */
12139 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12141 /* don't scroll against the player's moving direction */
12142 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12143 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12144 scroll_x = old_scroll_x;
12146 else /* player has moved vertically */
12148 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12149 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12150 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12152 /* don't scroll over playfield boundaries */
12153 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12154 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12156 /* don't scroll more than one field at a time */
12157 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12159 /* don't scroll against the player's moving direction */
12160 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12161 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12162 scroll_y = old_scroll_y;
12166 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12168 if (!options.network && game.centered_player_nr == -1 &&
12169 !AllPlayersInVisibleScreen())
12171 scroll_x = old_scroll_x;
12172 scroll_y = old_scroll_y;
12176 ScrollScreen(player, SCROLL_INIT);
12177 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12182 player->StepFrame = 0;
12184 if (moved & MP_MOVING)
12186 if (old_jx != jx && old_jy == jy)
12187 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12188 else if (old_jx == jx && old_jy != jy)
12189 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12191 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12193 player->last_move_dir = player->MovDir;
12194 player->is_moving = TRUE;
12195 player->is_snapping = FALSE;
12196 player->is_switching = FALSE;
12197 player->is_dropping = FALSE;
12198 player->is_dropping_pressed = FALSE;
12199 player->drop_pressed_delay = 0;
12202 /* should better be called here than above, but this breaks some tapes */
12203 ScrollPlayer(player, SCROLL_INIT);
12208 CheckGravityMovementWhenNotMoving(player);
12210 player->is_moving = FALSE;
12212 /* at this point, the player is allowed to move, but cannot move right now
12213 (e.g. because of something blocking the way) -- ensure that the player
12214 is also allowed to move in the next frame (in old versions before 3.1.1,
12215 the player was forced to wait again for eight frames before next try) */
12217 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12218 player->move_delay = 0; /* allow direct movement in the next frame */
12221 if (player->move_delay == -1) /* not yet initialized by DigField() */
12222 player->move_delay = player->move_delay_value;
12224 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12226 TestIfPlayerTouchesBadThing(jx, jy);
12227 TestIfPlayerTouchesCustomElement(jx, jy);
12230 if (!player->active)
12231 RemovePlayer(player);
12236 void ScrollPlayer(struct PlayerInfo *player, int mode)
12238 int jx = player->jx, jy = player->jy;
12239 int last_jx = player->last_jx, last_jy = player->last_jy;
12240 int move_stepsize = TILEX / player->move_delay_value;
12242 if (!player->active)
12245 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12248 if (mode == SCROLL_INIT)
12250 player->actual_frame_counter = FrameCounter;
12251 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12253 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12254 Feld[last_jx][last_jy] == EL_EMPTY)
12256 int last_field_block_delay = 0; /* start with no blocking at all */
12257 int block_delay_adjustment = player->block_delay_adjustment;
12259 /* if player blocks last field, add delay for exactly one move */
12260 if (player->block_last_field)
12262 last_field_block_delay += player->move_delay_value;
12264 /* when blocking enabled, prevent moving up despite gravity */
12265 if (player->gravity && player->MovDir == MV_UP)
12266 block_delay_adjustment = -1;
12269 /* add block delay adjustment (also possible when not blocking) */
12270 last_field_block_delay += block_delay_adjustment;
12272 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12273 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12276 if (player->MovPos != 0) /* player has not yet reached destination */
12279 else if (!FrameReached(&player->actual_frame_counter, 1))
12282 if (player->MovPos != 0)
12284 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12285 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12287 /* before DrawPlayer() to draw correct player graphic for this case */
12288 if (player->MovPos == 0)
12289 CheckGravityMovement(player);
12292 if (player->MovPos == 0) /* player reached destination field */
12294 if (player->move_delay_reset_counter > 0)
12296 player->move_delay_reset_counter--;
12298 if (player->move_delay_reset_counter == 0)
12300 /* continue with normal speed after quickly moving through gate */
12301 HALVE_PLAYER_SPEED(player);
12303 /* be able to make the next move without delay */
12304 player->move_delay = 0;
12308 player->last_jx = jx;
12309 player->last_jy = jy;
12311 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12312 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12313 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12314 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12315 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12316 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12317 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12318 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12320 DrawPlayer(player); /* needed here only to cleanup last field */
12321 RemovePlayer(player);
12323 if (local_player->friends_still_needed == 0 ||
12324 IS_SP_ELEMENT(Feld[jx][jy]))
12325 PlayerWins(player);
12328 /* this breaks one level: "machine", level 000 */
12330 int move_direction = player->MovDir;
12331 int enter_side = MV_DIR_OPPOSITE(move_direction);
12332 int leave_side = move_direction;
12333 int old_jx = last_jx;
12334 int old_jy = last_jy;
12335 int old_element = Feld[old_jx][old_jy];
12336 int new_element = Feld[jx][jy];
12338 if (IS_CUSTOM_ELEMENT(old_element))
12339 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12341 player->index_bit, leave_side);
12343 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12344 CE_PLAYER_LEAVES_X,
12345 player->index_bit, leave_side);
12347 if (IS_CUSTOM_ELEMENT(new_element))
12348 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12349 player->index_bit, enter_side);
12351 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12352 CE_PLAYER_ENTERS_X,
12353 player->index_bit, enter_side);
12355 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12356 CE_MOVE_OF_X, move_direction);
12359 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12361 TestIfPlayerTouchesBadThing(jx, jy);
12362 TestIfPlayerTouchesCustomElement(jx, jy);
12364 /* needed because pushed element has not yet reached its destination,
12365 so it would trigger a change event at its previous field location */
12366 if (!player->is_pushing)
12367 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12369 if (!player->active)
12370 RemovePlayer(player);
12373 if (!local_player->LevelSolved && level.use_step_counter)
12383 if (TimeLeft <= 10 && setup.time_limit)
12384 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12386 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12388 DisplayGameControlValues();
12390 if (!TimeLeft && setup.time_limit)
12391 for (i = 0; i < MAX_PLAYERS; i++)
12392 KillPlayer(&stored_player[i]);
12394 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12396 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12398 DisplayGameControlValues();
12402 if (tape.single_step && tape.recording && !tape.pausing &&
12403 !player->programmed_action)
12404 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12406 if (!player->programmed_action)
12407 CheckSaveEngineSnapshot(player);
12411 void ScrollScreen(struct PlayerInfo *player, int mode)
12413 static unsigned int screen_frame_counter = 0;
12415 if (mode == SCROLL_INIT)
12417 /* set scrolling step size according to actual player's moving speed */
12418 ScrollStepSize = TILEX / player->move_delay_value;
12420 screen_frame_counter = FrameCounter;
12421 ScreenMovDir = player->MovDir;
12422 ScreenMovPos = player->MovPos;
12423 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12426 else if (!FrameReached(&screen_frame_counter, 1))
12431 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12432 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12433 redraw_mask |= REDRAW_FIELD;
12436 ScreenMovDir = MV_NONE;
12439 void TestIfPlayerTouchesCustomElement(int x, int y)
12441 static int xy[4][2] =
12448 static int trigger_sides[4][2] =
12450 /* center side border side */
12451 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12452 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12453 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12454 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12456 static int touch_dir[4] =
12458 MV_LEFT | MV_RIGHT,
12463 int center_element = Feld[x][y]; /* should always be non-moving! */
12466 for (i = 0; i < NUM_DIRECTIONS; i++)
12468 int xx = x + xy[i][0];
12469 int yy = y + xy[i][1];
12470 int center_side = trigger_sides[i][0];
12471 int border_side = trigger_sides[i][1];
12472 int border_element;
12474 if (!IN_LEV_FIELD(xx, yy))
12477 if (IS_PLAYER(x, y)) /* player found at center element */
12479 struct PlayerInfo *player = PLAYERINFO(x, y);
12481 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12482 border_element = Feld[xx][yy]; /* may be moving! */
12483 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12484 border_element = Feld[xx][yy];
12485 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12486 border_element = MovingOrBlocked2Element(xx, yy);
12488 continue; /* center and border element do not touch */
12490 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12491 player->index_bit, border_side);
12492 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12493 CE_PLAYER_TOUCHES_X,
12494 player->index_bit, border_side);
12497 /* use player element that is initially defined in the level playfield,
12498 not the player element that corresponds to the runtime player number
12499 (example: a level that contains EL_PLAYER_3 as the only player would
12500 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12501 int player_element = PLAYERINFO(x, y)->initial_element;
12503 CheckElementChangeBySide(xx, yy, border_element, player_element,
12504 CE_TOUCHING_X, border_side);
12507 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12509 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12511 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12513 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12514 continue; /* center and border element do not touch */
12517 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12518 player->index_bit, center_side);
12519 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12520 CE_PLAYER_TOUCHES_X,
12521 player->index_bit, center_side);
12524 /* use player element that is initially defined in the level playfield,
12525 not the player element that corresponds to the runtime player number
12526 (example: a level that contains EL_PLAYER_3 as the only player would
12527 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12528 int player_element = PLAYERINFO(xx, yy)->initial_element;
12530 CheckElementChangeBySide(x, y, center_element, player_element,
12531 CE_TOUCHING_X, center_side);
12539 void TestIfElementTouchesCustomElement(int x, int y)
12541 static int xy[4][2] =
12548 static int trigger_sides[4][2] =
12550 /* center side border side */
12551 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12552 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12553 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12554 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12556 static int touch_dir[4] =
12558 MV_LEFT | MV_RIGHT,
12563 boolean change_center_element = FALSE;
12564 int center_element = Feld[x][y]; /* should always be non-moving! */
12565 int border_element_old[NUM_DIRECTIONS];
12568 for (i = 0; i < NUM_DIRECTIONS; i++)
12570 int xx = x + xy[i][0];
12571 int yy = y + xy[i][1];
12572 int border_element;
12574 border_element_old[i] = -1;
12576 if (!IN_LEV_FIELD(xx, yy))
12579 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12580 border_element = Feld[xx][yy]; /* may be moving! */
12581 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12582 border_element = Feld[xx][yy];
12583 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12584 border_element = MovingOrBlocked2Element(xx, yy);
12586 continue; /* center and border element do not touch */
12588 border_element_old[i] = border_element;
12591 for (i = 0; i < NUM_DIRECTIONS; i++)
12593 int xx = x + xy[i][0];
12594 int yy = y + xy[i][1];
12595 int center_side = trigger_sides[i][0];
12596 int border_element = border_element_old[i];
12598 if (border_element == -1)
12601 /* check for change of border element */
12602 CheckElementChangeBySide(xx, yy, border_element, center_element,
12603 CE_TOUCHING_X, center_side);
12605 /* (center element cannot be player, so we dont have to check this here) */
12608 for (i = 0; i < NUM_DIRECTIONS; i++)
12610 int xx = x + xy[i][0];
12611 int yy = y + xy[i][1];
12612 int border_side = trigger_sides[i][1];
12613 int border_element = border_element_old[i];
12615 if (border_element == -1)
12618 /* check for change of center element (but change it only once) */
12619 if (!change_center_element)
12620 change_center_element =
12621 CheckElementChangeBySide(x, y, center_element, border_element,
12622 CE_TOUCHING_X, border_side);
12624 if (IS_PLAYER(xx, yy))
12626 /* use player element that is initially defined in the level playfield,
12627 not the player element that corresponds to the runtime player number
12628 (example: a level that contains EL_PLAYER_3 as the only player would
12629 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12630 int player_element = PLAYERINFO(xx, yy)->initial_element;
12632 CheckElementChangeBySide(x, y, center_element, player_element,
12633 CE_TOUCHING_X, border_side);
12638 void TestIfElementHitsCustomElement(int x, int y, int direction)
12640 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12641 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12642 int hitx = x + dx, hity = y + dy;
12643 int hitting_element = Feld[x][y];
12644 int touched_element;
12646 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12649 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12650 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12652 if (IN_LEV_FIELD(hitx, hity))
12654 int opposite_direction = MV_DIR_OPPOSITE(direction);
12655 int hitting_side = direction;
12656 int touched_side = opposite_direction;
12657 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12658 MovDir[hitx][hity] != direction ||
12659 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12665 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12666 CE_HITTING_X, touched_side);
12668 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12669 CE_HIT_BY_X, hitting_side);
12671 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12672 CE_HIT_BY_SOMETHING, opposite_direction);
12674 if (IS_PLAYER(hitx, hity))
12676 /* use player element that is initially defined in the level playfield,
12677 not the player element that corresponds to the runtime player number
12678 (example: a level that contains EL_PLAYER_3 as the only player would
12679 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12680 int player_element = PLAYERINFO(hitx, hity)->initial_element;
12682 CheckElementChangeBySide(x, y, hitting_element, player_element,
12683 CE_HITTING_X, touched_side);
12688 /* "hitting something" is also true when hitting the playfield border */
12689 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12690 CE_HITTING_SOMETHING, direction);
12693 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12695 int i, kill_x = -1, kill_y = -1;
12697 int bad_element = -1;
12698 static int test_xy[4][2] =
12705 static int test_dir[4] =
12713 for (i = 0; i < NUM_DIRECTIONS; i++)
12715 int test_x, test_y, test_move_dir, test_element;
12717 test_x = good_x + test_xy[i][0];
12718 test_y = good_y + test_xy[i][1];
12720 if (!IN_LEV_FIELD(test_x, test_y))
12724 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12726 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12728 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12729 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12731 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12732 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12736 bad_element = test_element;
12742 if (kill_x != -1 || kill_y != -1)
12744 if (IS_PLAYER(good_x, good_y))
12746 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12748 if (player->shield_deadly_time_left > 0 &&
12749 !IS_INDESTRUCTIBLE(bad_element))
12750 Bang(kill_x, kill_y);
12751 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12752 KillPlayer(player);
12755 Bang(good_x, good_y);
12759 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12761 int i, kill_x = -1, kill_y = -1;
12762 int bad_element = Feld[bad_x][bad_y];
12763 static int test_xy[4][2] =
12770 static int touch_dir[4] =
12772 MV_LEFT | MV_RIGHT,
12777 static int test_dir[4] =
12785 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12788 for (i = 0; i < NUM_DIRECTIONS; i++)
12790 int test_x, test_y, test_move_dir, test_element;
12792 test_x = bad_x + test_xy[i][0];
12793 test_y = bad_y + test_xy[i][1];
12795 if (!IN_LEV_FIELD(test_x, test_y))
12799 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12801 test_element = Feld[test_x][test_y];
12803 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12804 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12806 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12807 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12809 /* good thing is player or penguin that does not move away */
12810 if (IS_PLAYER(test_x, test_y))
12812 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12814 if (bad_element == EL_ROBOT && player->is_moving)
12815 continue; /* robot does not kill player if he is moving */
12817 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12819 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12820 continue; /* center and border element do not touch */
12828 else if (test_element == EL_PENGUIN)
12838 if (kill_x != -1 || kill_y != -1)
12840 if (IS_PLAYER(kill_x, kill_y))
12842 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12844 if (player->shield_deadly_time_left > 0 &&
12845 !IS_INDESTRUCTIBLE(bad_element))
12846 Bang(bad_x, bad_y);
12847 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12848 KillPlayer(player);
12851 Bang(kill_x, kill_y);
12855 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
12857 int bad_element = Feld[bad_x][bad_y];
12858 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
12859 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
12860 int test_x = bad_x + dx, test_y = bad_y + dy;
12861 int test_move_dir, test_element;
12862 int kill_x = -1, kill_y = -1;
12864 if (!IN_LEV_FIELD(test_x, test_y))
12868 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12870 test_element = Feld[test_x][test_y];
12872 if (test_move_dir != bad_move_dir)
12874 /* good thing can be player or penguin that does not move away */
12875 if (IS_PLAYER(test_x, test_y))
12877 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12879 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
12880 player as being hit when he is moving towards the bad thing, because
12881 the "get hit by" condition would be lost after the player stops) */
12882 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
12883 return; /* player moves away from bad thing */
12888 else if (test_element == EL_PENGUIN)
12895 if (kill_x != -1 || kill_y != -1)
12897 if (IS_PLAYER(kill_x, kill_y))
12899 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12901 if (player->shield_deadly_time_left > 0 &&
12902 !IS_INDESTRUCTIBLE(bad_element))
12903 Bang(bad_x, bad_y);
12904 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12905 KillPlayer(player);
12908 Bang(kill_x, kill_y);
12912 void TestIfPlayerTouchesBadThing(int x, int y)
12914 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12917 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12919 TestIfGoodThingHitsBadThing(x, y, move_dir);
12922 void TestIfBadThingTouchesPlayer(int x, int y)
12924 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12927 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12929 TestIfBadThingHitsGoodThing(x, y, move_dir);
12932 void TestIfFriendTouchesBadThing(int x, int y)
12934 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12937 void TestIfBadThingTouchesFriend(int x, int y)
12939 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12942 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12944 int i, kill_x = bad_x, kill_y = bad_y;
12945 static int xy[4][2] =
12953 for (i = 0; i < NUM_DIRECTIONS; i++)
12957 x = bad_x + xy[i][0];
12958 y = bad_y + xy[i][1];
12959 if (!IN_LEV_FIELD(x, y))
12962 element = Feld[x][y];
12963 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12964 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
12972 if (kill_x != bad_x || kill_y != bad_y)
12973 Bang(bad_x, bad_y);
12976 void KillPlayer(struct PlayerInfo *player)
12978 int jx = player->jx, jy = player->jy;
12980 if (!player->active)
12984 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
12985 player->killed, player->active, player->reanimated);
12988 /* the following code was introduced to prevent an infinite loop when calling
12990 -> CheckTriggeredElementChangeExt()
12991 -> ExecuteCustomElementAction()
12993 -> (infinitely repeating the above sequence of function calls)
12994 which occurs when killing the player while having a CE with the setting
12995 "kill player X when explosion of <player X>"; the solution using a new
12996 field "player->killed" was chosen for backwards compatibility, although
12997 clever use of the fields "player->active" etc. would probably also work */
12999 if (player->killed)
13003 player->killed = TRUE;
13005 /* remove accessible field at the player's position */
13006 Feld[jx][jy] = EL_EMPTY;
13008 /* deactivate shield (else Bang()/Explode() would not work right) */
13009 player->shield_normal_time_left = 0;
13010 player->shield_deadly_time_left = 0;
13013 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13014 player->killed, player->active, player->reanimated);
13020 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13021 player->killed, player->active, player->reanimated);
13024 if (player->reanimated) /* killed player may have been reanimated */
13025 player->killed = player->reanimated = FALSE;
13027 BuryPlayer(player);
13030 static void KillPlayerUnlessEnemyProtected(int x, int y)
13032 if (!PLAYER_ENEMY_PROTECTED(x, y))
13033 KillPlayer(PLAYERINFO(x, y));
13036 static void KillPlayerUnlessExplosionProtected(int x, int y)
13038 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13039 KillPlayer(PLAYERINFO(x, y));
13042 void BuryPlayer(struct PlayerInfo *player)
13044 int jx = player->jx, jy = player->jy;
13046 if (!player->active)
13049 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13050 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13052 player->GameOver = TRUE;
13053 RemovePlayer(player);
13056 void RemovePlayer(struct PlayerInfo *player)
13058 int jx = player->jx, jy = player->jy;
13059 int i, found = FALSE;
13061 player->present = FALSE;
13062 player->active = FALSE;
13064 if (!ExplodeField[jx][jy])
13065 StorePlayer[jx][jy] = 0;
13067 if (player->is_moving)
13068 TEST_DrawLevelField(player->last_jx, player->last_jy);
13070 for (i = 0; i < MAX_PLAYERS; i++)
13071 if (stored_player[i].active)
13075 AllPlayersGone = TRUE;
13081 static void setFieldForSnapping(int x, int y, int element, int direction)
13083 struct ElementInfo *ei = &element_info[element];
13084 int direction_bit = MV_DIR_TO_BIT(direction);
13085 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13086 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13087 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13089 Feld[x][y] = EL_ELEMENT_SNAPPING;
13090 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13092 ResetGfxAnimation(x, y);
13094 GfxElement[x][y] = element;
13095 GfxAction[x][y] = action;
13096 GfxDir[x][y] = direction;
13097 GfxFrame[x][y] = -1;
13101 =============================================================================
13102 checkDiagonalPushing()
13103 -----------------------------------------------------------------------------
13104 check if diagonal input device direction results in pushing of object
13105 (by checking if the alternative direction is walkable, diggable, ...)
13106 =============================================================================
13109 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13110 int x, int y, int real_dx, int real_dy)
13112 int jx, jy, dx, dy, xx, yy;
13114 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13117 /* diagonal direction: check alternative direction */
13122 xx = jx + (dx == 0 ? real_dx : 0);
13123 yy = jy + (dy == 0 ? real_dy : 0);
13125 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13129 =============================================================================
13131 -----------------------------------------------------------------------------
13132 x, y: field next to player (non-diagonal) to try to dig to
13133 real_dx, real_dy: direction as read from input device (can be diagonal)
13134 =============================================================================
13137 static int DigField(struct PlayerInfo *player,
13138 int oldx, int oldy, int x, int y,
13139 int real_dx, int real_dy, int mode)
13141 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13142 boolean player_was_pushing = player->is_pushing;
13143 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13144 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13145 int jx = oldx, jy = oldy;
13146 int dx = x - jx, dy = y - jy;
13147 int nextx = x + dx, nexty = y + dy;
13148 int move_direction = (dx == -1 ? MV_LEFT :
13149 dx == +1 ? MV_RIGHT :
13151 dy == +1 ? MV_DOWN : MV_NONE);
13152 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13153 int dig_side = MV_DIR_OPPOSITE(move_direction);
13154 int old_element = Feld[jx][jy];
13155 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13158 if (is_player) /* function can also be called by EL_PENGUIN */
13160 if (player->MovPos == 0)
13162 player->is_digging = FALSE;
13163 player->is_collecting = FALSE;
13166 if (player->MovPos == 0) /* last pushing move finished */
13167 player->is_pushing = FALSE;
13169 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13171 player->is_switching = FALSE;
13172 player->push_delay = -1;
13174 return MP_NO_ACTION;
13178 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13179 old_element = Back[jx][jy];
13181 /* in case of element dropped at player position, check background */
13182 else if (Back[jx][jy] != EL_EMPTY &&
13183 game.engine_version >= VERSION_IDENT(2,2,0,0))
13184 old_element = Back[jx][jy];
13186 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13187 return MP_NO_ACTION; /* field has no opening in this direction */
13189 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13190 return MP_NO_ACTION; /* field has no opening in this direction */
13192 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13196 Feld[jx][jy] = player->artwork_element;
13197 InitMovingField(jx, jy, MV_DOWN);
13198 Store[jx][jy] = EL_ACID;
13199 ContinueMoving(jx, jy);
13200 BuryPlayer(player);
13202 return MP_DONT_RUN_INTO;
13205 if (player_can_move && DONT_RUN_INTO(element))
13207 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13209 return MP_DONT_RUN_INTO;
13212 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13213 return MP_NO_ACTION;
13215 collect_count = element_info[element].collect_count_initial;
13217 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13218 return MP_NO_ACTION;
13220 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13221 player_can_move = player_can_move_or_snap;
13223 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13224 game.engine_version >= VERSION_IDENT(2,2,0,0))
13226 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13227 player->index_bit, dig_side);
13228 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13229 player->index_bit, dig_side);
13231 if (element == EL_DC_LANDMINE)
13234 if (Feld[x][y] != element) /* field changed by snapping */
13237 return MP_NO_ACTION;
13240 if (player->gravity && is_player && !player->is_auto_moving &&
13241 canFallDown(player) && move_direction != MV_DOWN &&
13242 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13243 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13245 if (player_can_move &&
13246 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13248 int sound_element = SND_ELEMENT(element);
13249 int sound_action = ACTION_WALKING;
13251 if (IS_RND_GATE(element))
13253 if (!player->key[RND_GATE_NR(element)])
13254 return MP_NO_ACTION;
13256 else if (IS_RND_GATE_GRAY(element))
13258 if (!player->key[RND_GATE_GRAY_NR(element)])
13259 return MP_NO_ACTION;
13261 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13263 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13264 return MP_NO_ACTION;
13266 else if (element == EL_EXIT_OPEN ||
13267 element == EL_EM_EXIT_OPEN ||
13268 element == EL_EM_EXIT_OPENING ||
13269 element == EL_STEEL_EXIT_OPEN ||
13270 element == EL_EM_STEEL_EXIT_OPEN ||
13271 element == EL_EM_STEEL_EXIT_OPENING ||
13272 element == EL_SP_EXIT_OPEN ||
13273 element == EL_SP_EXIT_OPENING)
13275 sound_action = ACTION_PASSING; /* player is passing exit */
13277 else if (element == EL_EMPTY)
13279 sound_action = ACTION_MOVING; /* nothing to walk on */
13282 /* play sound from background or player, whatever is available */
13283 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13284 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13286 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13288 else if (player_can_move &&
13289 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13291 if (!ACCESS_FROM(element, opposite_direction))
13292 return MP_NO_ACTION; /* field not accessible from this direction */
13294 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13295 return MP_NO_ACTION;
13297 if (IS_EM_GATE(element))
13299 if (!player->key[EM_GATE_NR(element)])
13300 return MP_NO_ACTION;
13302 else if (IS_EM_GATE_GRAY(element))
13304 if (!player->key[EM_GATE_GRAY_NR(element)])
13305 return MP_NO_ACTION;
13307 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13309 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13310 return MP_NO_ACTION;
13312 else if (IS_EMC_GATE(element))
13314 if (!player->key[EMC_GATE_NR(element)])
13315 return MP_NO_ACTION;
13317 else if (IS_EMC_GATE_GRAY(element))
13319 if (!player->key[EMC_GATE_GRAY_NR(element)])
13320 return MP_NO_ACTION;
13322 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13324 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13325 return MP_NO_ACTION;
13327 else if (element == EL_DC_GATE_WHITE ||
13328 element == EL_DC_GATE_WHITE_GRAY ||
13329 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13331 if (player->num_white_keys == 0)
13332 return MP_NO_ACTION;
13334 player->num_white_keys--;
13336 else if (IS_SP_PORT(element))
13338 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13339 element == EL_SP_GRAVITY_PORT_RIGHT ||
13340 element == EL_SP_GRAVITY_PORT_UP ||
13341 element == EL_SP_GRAVITY_PORT_DOWN)
13342 player->gravity = !player->gravity;
13343 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13344 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13345 element == EL_SP_GRAVITY_ON_PORT_UP ||
13346 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13347 player->gravity = TRUE;
13348 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13349 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13350 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13351 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13352 player->gravity = FALSE;
13355 /* automatically move to the next field with double speed */
13356 player->programmed_action = move_direction;
13358 if (player->move_delay_reset_counter == 0)
13360 player->move_delay_reset_counter = 2; /* two double speed steps */
13362 DOUBLE_PLAYER_SPEED(player);
13365 PlayLevelSoundAction(x, y, ACTION_PASSING);
13367 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13371 if (mode != DF_SNAP)
13373 GfxElement[x][y] = GFX_ELEMENT(element);
13374 player->is_digging = TRUE;
13377 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13379 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13380 player->index_bit, dig_side);
13382 if (mode == DF_SNAP)
13384 if (level.block_snap_field)
13385 setFieldForSnapping(x, y, element, move_direction);
13387 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13389 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13390 player->index_bit, dig_side);
13393 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13397 if (is_player && mode != DF_SNAP)
13399 GfxElement[x][y] = element;
13400 player->is_collecting = TRUE;
13403 if (element == EL_SPEED_PILL)
13405 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13407 else if (element == EL_EXTRA_TIME && level.time > 0)
13409 TimeLeft += level.extra_time;
13411 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13413 DisplayGameControlValues();
13415 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13417 player->shield_normal_time_left += level.shield_normal_time;
13418 if (element == EL_SHIELD_DEADLY)
13419 player->shield_deadly_time_left += level.shield_deadly_time;
13421 else if (element == EL_DYNAMITE ||
13422 element == EL_EM_DYNAMITE ||
13423 element == EL_SP_DISK_RED)
13425 if (player->inventory_size < MAX_INVENTORY_SIZE)
13426 player->inventory_element[player->inventory_size++] = element;
13428 DrawGameDoorValues();
13430 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13432 player->dynabomb_count++;
13433 player->dynabombs_left++;
13435 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13437 player->dynabomb_size++;
13439 else if (element == EL_DYNABOMB_INCREASE_POWER)
13441 player->dynabomb_xl = TRUE;
13443 else if (IS_KEY(element))
13445 player->key[KEY_NR(element)] = TRUE;
13447 DrawGameDoorValues();
13449 else if (element == EL_DC_KEY_WHITE)
13451 player->num_white_keys++;
13453 /* display white keys? */
13454 /* DrawGameDoorValues(); */
13456 else if (IS_ENVELOPE(element))
13458 player->show_envelope = element;
13460 else if (element == EL_EMC_LENSES)
13462 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13464 RedrawAllInvisibleElementsForLenses();
13466 else if (element == EL_EMC_MAGNIFIER)
13468 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13470 RedrawAllInvisibleElementsForMagnifier();
13472 else if (IS_DROPPABLE(element) ||
13473 IS_THROWABLE(element)) /* can be collected and dropped */
13477 if (collect_count == 0)
13478 player->inventory_infinite_element = element;
13480 for (i = 0; i < collect_count; i++)
13481 if (player->inventory_size < MAX_INVENTORY_SIZE)
13482 player->inventory_element[player->inventory_size++] = element;
13484 DrawGameDoorValues();
13486 else if (collect_count > 0)
13488 local_player->gems_still_needed -= collect_count;
13489 if (local_player->gems_still_needed < 0)
13490 local_player->gems_still_needed = 0;
13492 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13494 DisplayGameControlValues();
13497 RaiseScoreElement(element);
13498 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13501 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13502 player->index_bit, dig_side);
13504 if (mode == DF_SNAP)
13506 if (level.block_snap_field)
13507 setFieldForSnapping(x, y, element, move_direction);
13509 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13511 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13512 player->index_bit, dig_side);
13515 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13517 if (mode == DF_SNAP && element != EL_BD_ROCK)
13518 return MP_NO_ACTION;
13520 if (CAN_FALL(element) && dy)
13521 return MP_NO_ACTION;
13523 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13524 !(element == EL_SPRING && level.use_spring_bug))
13525 return MP_NO_ACTION;
13527 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13528 ((move_direction & MV_VERTICAL &&
13529 ((element_info[element].move_pattern & MV_LEFT &&
13530 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13531 (element_info[element].move_pattern & MV_RIGHT &&
13532 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13533 (move_direction & MV_HORIZONTAL &&
13534 ((element_info[element].move_pattern & MV_UP &&
13535 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13536 (element_info[element].move_pattern & MV_DOWN &&
13537 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13538 return MP_NO_ACTION;
13540 /* do not push elements already moving away faster than player */
13541 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13542 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13543 return MP_NO_ACTION;
13545 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13547 if (player->push_delay_value == -1 || !player_was_pushing)
13548 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13550 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13552 if (player->push_delay_value == -1)
13553 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13555 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13557 if (!player->is_pushing)
13558 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13561 player->is_pushing = TRUE;
13562 player->is_active = TRUE;
13564 if (!(IN_LEV_FIELD(nextx, nexty) &&
13565 (IS_FREE(nextx, nexty) ||
13566 (IS_SB_ELEMENT(element) &&
13567 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13568 (IS_CUSTOM_ELEMENT(element) &&
13569 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13570 return MP_NO_ACTION;
13572 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13573 return MP_NO_ACTION;
13575 if (player->push_delay == -1) /* new pushing; restart delay */
13576 player->push_delay = 0;
13578 if (player->push_delay < player->push_delay_value &&
13579 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13580 element != EL_SPRING && element != EL_BALLOON)
13582 /* make sure that there is no move delay before next try to push */
13583 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13584 player->move_delay = 0;
13586 return MP_NO_ACTION;
13589 if (IS_CUSTOM_ELEMENT(element) &&
13590 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13592 if (!DigFieldByCE(nextx, nexty, element))
13593 return MP_NO_ACTION;
13596 if (IS_SB_ELEMENT(element))
13598 if (element == EL_SOKOBAN_FIELD_FULL)
13600 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13601 local_player->sokobanfields_still_needed++;
13604 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13606 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13607 local_player->sokobanfields_still_needed--;
13610 Feld[x][y] = EL_SOKOBAN_OBJECT;
13612 if (Back[x][y] == Back[nextx][nexty])
13613 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13614 else if (Back[x][y] != 0)
13615 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13618 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13621 if (local_player->sokobanfields_still_needed == 0 &&
13622 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13624 PlayerWins(player);
13626 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13630 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13632 InitMovingField(x, y, move_direction);
13633 GfxAction[x][y] = ACTION_PUSHING;
13635 if (mode == DF_SNAP)
13636 ContinueMoving(x, y);
13638 MovPos[x][y] = (dx != 0 ? dx : dy);
13640 Pushed[x][y] = TRUE;
13641 Pushed[nextx][nexty] = TRUE;
13643 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13644 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13646 player->push_delay_value = -1; /* get new value later */
13648 /* check for element change _after_ element has been pushed */
13649 if (game.use_change_when_pushing_bug)
13651 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13652 player->index_bit, dig_side);
13653 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13654 player->index_bit, dig_side);
13657 else if (IS_SWITCHABLE(element))
13659 if (PLAYER_SWITCHING(player, x, y))
13661 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13662 player->index_bit, dig_side);
13667 player->is_switching = TRUE;
13668 player->switch_x = x;
13669 player->switch_y = y;
13671 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13673 if (element == EL_ROBOT_WHEEL)
13675 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13679 game.robot_wheel_active = TRUE;
13681 TEST_DrawLevelField(x, y);
13683 else if (element == EL_SP_TERMINAL)
13687 SCAN_PLAYFIELD(xx, yy)
13689 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13691 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13692 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13695 else if (IS_BELT_SWITCH(element))
13697 ToggleBeltSwitch(x, y);
13699 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13700 element == EL_SWITCHGATE_SWITCH_DOWN ||
13701 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13702 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13704 ToggleSwitchgateSwitch(x, y);
13706 else if (element == EL_LIGHT_SWITCH ||
13707 element == EL_LIGHT_SWITCH_ACTIVE)
13709 ToggleLightSwitch(x, y);
13711 else if (element == EL_TIMEGATE_SWITCH ||
13712 element == EL_DC_TIMEGATE_SWITCH)
13714 ActivateTimegateSwitch(x, y);
13716 else if (element == EL_BALLOON_SWITCH_LEFT ||
13717 element == EL_BALLOON_SWITCH_RIGHT ||
13718 element == EL_BALLOON_SWITCH_UP ||
13719 element == EL_BALLOON_SWITCH_DOWN ||
13720 element == EL_BALLOON_SWITCH_NONE ||
13721 element == EL_BALLOON_SWITCH_ANY)
13723 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13724 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13725 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13726 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13727 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13730 else if (element == EL_LAMP)
13732 Feld[x][y] = EL_LAMP_ACTIVE;
13733 local_player->lights_still_needed--;
13735 ResetGfxAnimation(x, y);
13736 TEST_DrawLevelField(x, y);
13738 else if (element == EL_TIME_ORB_FULL)
13740 Feld[x][y] = EL_TIME_ORB_EMPTY;
13742 if (level.time > 0 || level.use_time_orb_bug)
13744 TimeLeft += level.time_orb_time;
13745 game.no_time_limit = FALSE;
13747 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13749 DisplayGameControlValues();
13752 ResetGfxAnimation(x, y);
13753 TEST_DrawLevelField(x, y);
13755 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13756 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13760 game.ball_state = !game.ball_state;
13762 SCAN_PLAYFIELD(xx, yy)
13764 int e = Feld[xx][yy];
13766 if (game.ball_state)
13768 if (e == EL_EMC_MAGIC_BALL)
13769 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13770 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13771 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13775 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13776 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13777 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13778 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13783 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13784 player->index_bit, dig_side);
13786 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13787 player->index_bit, dig_side);
13789 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13790 player->index_bit, dig_side);
13796 if (!PLAYER_SWITCHING(player, x, y))
13798 player->is_switching = TRUE;
13799 player->switch_x = x;
13800 player->switch_y = y;
13802 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13803 player->index_bit, dig_side);
13804 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13805 player->index_bit, dig_side);
13807 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13808 player->index_bit, dig_side);
13809 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13810 player->index_bit, dig_side);
13813 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13814 player->index_bit, dig_side);
13815 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13816 player->index_bit, dig_side);
13818 return MP_NO_ACTION;
13821 player->push_delay = -1;
13823 if (is_player) /* function can also be called by EL_PENGUIN */
13825 if (Feld[x][y] != element) /* really digged/collected something */
13827 player->is_collecting = !player->is_digging;
13828 player->is_active = TRUE;
13835 static boolean DigFieldByCE(int x, int y, int digging_element)
13837 int element = Feld[x][y];
13839 if (!IS_FREE(x, y))
13841 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
13842 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
13845 /* no element can dig solid indestructible elements */
13846 if (IS_INDESTRUCTIBLE(element) &&
13847 !IS_DIGGABLE(element) &&
13848 !IS_COLLECTIBLE(element))
13851 if (AmoebaNr[x][y] &&
13852 (element == EL_AMOEBA_FULL ||
13853 element == EL_BD_AMOEBA ||
13854 element == EL_AMOEBA_GROWING))
13856 AmoebaCnt[AmoebaNr[x][y]]--;
13857 AmoebaCnt2[AmoebaNr[x][y]]--;
13860 if (IS_MOVING(x, y))
13861 RemoveMovingField(x, y);
13865 TEST_DrawLevelField(x, y);
13868 /* if digged element was about to explode, prevent the explosion */
13869 ExplodeField[x][y] = EX_TYPE_NONE;
13871 PlayLevelSoundAction(x, y, action);
13874 Store[x][y] = EL_EMPTY;
13876 /* this makes it possible to leave the removed element again */
13877 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
13878 Store[x][y] = element;
13883 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13885 int jx = player->jx, jy = player->jy;
13886 int x = jx + dx, y = jy + dy;
13887 int snap_direction = (dx == -1 ? MV_LEFT :
13888 dx == +1 ? MV_RIGHT :
13890 dy == +1 ? MV_DOWN : MV_NONE);
13891 boolean can_continue_snapping = (level.continuous_snapping &&
13892 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13894 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13897 if (!player->active || !IN_LEV_FIELD(x, y))
13905 if (player->MovPos == 0)
13906 player->is_pushing = FALSE;
13908 player->is_snapping = FALSE;
13910 if (player->MovPos == 0)
13912 player->is_moving = FALSE;
13913 player->is_digging = FALSE;
13914 player->is_collecting = FALSE;
13920 /* prevent snapping with already pressed snap key when not allowed */
13921 if (player->is_snapping && !can_continue_snapping)
13924 player->MovDir = snap_direction;
13926 if (player->MovPos == 0)
13928 player->is_moving = FALSE;
13929 player->is_digging = FALSE;
13930 player->is_collecting = FALSE;
13933 player->is_dropping = FALSE;
13934 player->is_dropping_pressed = FALSE;
13935 player->drop_pressed_delay = 0;
13937 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13940 player->is_snapping = TRUE;
13941 player->is_active = TRUE;
13943 if (player->MovPos == 0)
13945 player->is_moving = FALSE;
13946 player->is_digging = FALSE;
13947 player->is_collecting = FALSE;
13950 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
13951 TEST_DrawLevelField(player->last_jx, player->last_jy);
13953 TEST_DrawLevelField(x, y);
13958 static boolean DropElement(struct PlayerInfo *player)
13960 int old_element, new_element;
13961 int dropx = player->jx, dropy = player->jy;
13962 int drop_direction = player->MovDir;
13963 int drop_side = drop_direction;
13964 int drop_element = get_next_dropped_element(player);
13966 player->is_dropping_pressed = TRUE;
13968 /* do not drop an element on top of another element; when holding drop key
13969 pressed without moving, dropped element must move away before the next
13970 element can be dropped (this is especially important if the next element
13971 is dynamite, which can be placed on background for historical reasons) */
13972 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
13975 if (IS_THROWABLE(drop_element))
13977 dropx += GET_DX_FROM_DIR(drop_direction);
13978 dropy += GET_DY_FROM_DIR(drop_direction);
13980 if (!IN_LEV_FIELD(dropx, dropy))
13984 old_element = Feld[dropx][dropy]; /* old element at dropping position */
13985 new_element = drop_element; /* default: no change when dropping */
13987 /* check if player is active, not moving and ready to drop */
13988 if (!player->active || player->MovPos || player->drop_delay > 0)
13991 /* check if player has anything that can be dropped */
13992 if (new_element == EL_UNDEFINED)
13995 /* check if drop key was pressed long enough for EM style dynamite */
13996 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
13999 /* check if anything can be dropped at the current position */
14000 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14003 /* collected custom elements can only be dropped on empty fields */
14004 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14007 if (old_element != EL_EMPTY)
14008 Back[dropx][dropy] = old_element; /* store old element on this field */
14010 ResetGfxAnimation(dropx, dropy);
14011 ResetRandomAnimationValue(dropx, dropy);
14013 if (player->inventory_size > 0 ||
14014 player->inventory_infinite_element != EL_UNDEFINED)
14016 if (player->inventory_size > 0)
14018 player->inventory_size--;
14020 DrawGameDoorValues();
14022 if (new_element == EL_DYNAMITE)
14023 new_element = EL_DYNAMITE_ACTIVE;
14024 else if (new_element == EL_EM_DYNAMITE)
14025 new_element = EL_EM_DYNAMITE_ACTIVE;
14026 else if (new_element == EL_SP_DISK_RED)
14027 new_element = EL_SP_DISK_RED_ACTIVE;
14030 Feld[dropx][dropy] = new_element;
14032 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14033 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14034 el2img(Feld[dropx][dropy]), 0);
14036 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14038 /* needed if previous element just changed to "empty" in the last frame */
14039 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14041 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14042 player->index_bit, drop_side);
14043 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14045 player->index_bit, drop_side);
14047 TestIfElementTouchesCustomElement(dropx, dropy);
14049 else /* player is dropping a dyna bomb */
14051 player->dynabombs_left--;
14053 Feld[dropx][dropy] = new_element;
14055 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14056 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14057 el2img(Feld[dropx][dropy]), 0);
14059 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14062 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14063 InitField_WithBug1(dropx, dropy, FALSE);
14065 new_element = Feld[dropx][dropy]; /* element might have changed */
14067 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14068 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14070 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14071 MovDir[dropx][dropy] = drop_direction;
14073 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14075 /* do not cause impact style collision by dropping elements that can fall */
14076 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14079 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14080 player->is_dropping = TRUE;
14082 player->drop_pressed_delay = 0;
14083 player->is_dropping_pressed = FALSE;
14085 player->drop_x = dropx;
14086 player->drop_y = dropy;
14091 /* ------------------------------------------------------------------------- */
14092 /* game sound playing functions */
14093 /* ------------------------------------------------------------------------- */
14095 static int *loop_sound_frame = NULL;
14096 static int *loop_sound_volume = NULL;
14098 void InitPlayLevelSound()
14100 int num_sounds = getSoundListSize();
14102 checked_free(loop_sound_frame);
14103 checked_free(loop_sound_volume);
14105 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14106 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14109 static void PlayLevelSound(int x, int y, int nr)
14111 int sx = SCREENX(x), sy = SCREENY(y);
14112 int volume, stereo_position;
14113 int max_distance = 8;
14114 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14116 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14117 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14120 if (!IN_LEV_FIELD(x, y) ||
14121 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14122 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14125 volume = SOUND_MAX_VOLUME;
14127 if (!IN_SCR_FIELD(sx, sy))
14129 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14130 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14132 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14135 stereo_position = (SOUND_MAX_LEFT +
14136 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14137 (SCR_FIELDX + 2 * max_distance));
14139 if (IS_LOOP_SOUND(nr))
14141 /* This assures that quieter loop sounds do not overwrite louder ones,
14142 while restarting sound volume comparison with each new game frame. */
14144 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14147 loop_sound_volume[nr] = volume;
14148 loop_sound_frame[nr] = FrameCounter;
14151 PlaySoundExt(nr, volume, stereo_position, type);
14154 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14156 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14157 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14158 y < LEVELY(BY1) ? LEVELY(BY1) :
14159 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14163 static void PlayLevelSoundAction(int x, int y, int action)
14165 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14168 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14170 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14172 if (sound_effect != SND_UNDEFINED)
14173 PlayLevelSound(x, y, sound_effect);
14176 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14179 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14181 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14182 PlayLevelSound(x, y, sound_effect);
14185 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14187 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14189 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14190 PlayLevelSound(x, y, sound_effect);
14193 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14195 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14197 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14198 StopSound(sound_effect);
14201 static void PlayLevelMusic()
14203 if (levelset.music[level_nr] != MUS_UNDEFINED)
14204 PlayMusic(levelset.music[level_nr]); /* from config file */
14206 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
14209 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14211 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14212 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14213 int x = xx - 1 - offset;
14214 int y = yy - 1 - offset;
14219 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14223 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14227 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14231 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14235 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14239 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14243 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14246 case SAMPLE_android_clone:
14247 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14250 case SAMPLE_android_move:
14251 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14254 case SAMPLE_spring:
14255 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14259 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14263 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14266 case SAMPLE_eater_eat:
14267 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14271 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14274 case SAMPLE_collect:
14275 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14278 case SAMPLE_diamond:
14279 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14282 case SAMPLE_squash:
14283 /* !!! CHECK THIS !!! */
14285 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14287 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14291 case SAMPLE_wonderfall:
14292 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14296 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14300 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14304 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14308 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14312 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14316 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14319 case SAMPLE_wonder:
14320 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14324 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14327 case SAMPLE_exit_open:
14328 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14331 case SAMPLE_exit_leave:
14332 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14335 case SAMPLE_dynamite:
14336 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14340 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14344 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14348 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14352 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14356 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14360 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14364 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14369 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14371 int element = map_element_SP_to_RND(element_sp);
14372 int action = map_action_SP_to_RND(action_sp);
14373 int offset = (setup.sp_show_border_elements ? 0 : 1);
14374 int x = xx - offset;
14375 int y = yy - offset;
14377 PlayLevelSoundElementAction(x, y, element, action);
14380 void RaiseScore(int value)
14382 local_player->score += value;
14384 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14386 DisplayGameControlValues();
14389 void RaiseScoreElement(int element)
14394 case EL_BD_DIAMOND:
14395 case EL_EMERALD_YELLOW:
14396 case EL_EMERALD_RED:
14397 case EL_EMERALD_PURPLE:
14398 case EL_SP_INFOTRON:
14399 RaiseScore(level.score[SC_EMERALD]);
14402 RaiseScore(level.score[SC_DIAMOND]);
14405 RaiseScore(level.score[SC_CRYSTAL]);
14408 RaiseScore(level.score[SC_PEARL]);
14411 case EL_BD_BUTTERFLY:
14412 case EL_SP_ELECTRON:
14413 RaiseScore(level.score[SC_BUG]);
14416 case EL_BD_FIREFLY:
14417 case EL_SP_SNIKSNAK:
14418 RaiseScore(level.score[SC_SPACESHIP]);
14421 case EL_DARK_YAMYAM:
14422 RaiseScore(level.score[SC_YAMYAM]);
14425 RaiseScore(level.score[SC_ROBOT]);
14428 RaiseScore(level.score[SC_PACMAN]);
14431 RaiseScore(level.score[SC_NUT]);
14434 case EL_EM_DYNAMITE:
14435 case EL_SP_DISK_RED:
14436 case EL_DYNABOMB_INCREASE_NUMBER:
14437 case EL_DYNABOMB_INCREASE_SIZE:
14438 case EL_DYNABOMB_INCREASE_POWER:
14439 RaiseScore(level.score[SC_DYNAMITE]);
14441 case EL_SHIELD_NORMAL:
14442 case EL_SHIELD_DEADLY:
14443 RaiseScore(level.score[SC_SHIELD]);
14445 case EL_EXTRA_TIME:
14446 RaiseScore(level.extra_time_score);
14460 case EL_DC_KEY_WHITE:
14461 RaiseScore(level.score[SC_KEY]);
14464 RaiseScore(element_info[element].collect_score);
14469 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14471 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14473 /* closing door required in case of envelope style request dialogs */
14475 CloseDoor(DOOR_CLOSE_1);
14477 #if defined(NETWORK_AVALIABLE)
14478 if (options.network)
14479 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14485 FadeSkipNextFadeIn();
14487 game_status = GAME_MODE_MAIN;
14493 game_status = GAME_MODE_MAIN;
14499 else /* continue playing the game */
14501 if (tape.playing && tape.deactivate_display)
14502 TapeDeactivateDisplayOff(TRUE);
14504 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14506 if (tape.playing && tape.deactivate_display)
14507 TapeDeactivateDisplayOn();
14511 void RequestQuitGame(boolean ask_if_really_quit)
14513 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14514 boolean skip_request = AllPlayersGone || quick_quit;
14516 RequestQuitGameExt(skip_request, quick_quit,
14517 "Do you really want to quit the game?");
14521 /* ------------------------------------------------------------------------- */
14522 /* random generator functions */
14523 /* ------------------------------------------------------------------------- */
14525 unsigned int InitEngineRandom_RND(int seed)
14527 game.num_random_calls = 0;
14529 return InitEngineRandom(seed);
14532 unsigned int RND(int max)
14536 game.num_random_calls++;
14538 return GetEngineRandom(max);
14545 /* ------------------------------------------------------------------------- */
14546 /* game engine snapshot handling functions */
14547 /* ------------------------------------------------------------------------- */
14549 struct EngineSnapshotInfo
14551 /* runtime values for custom element collect score */
14552 int collect_score[NUM_CUSTOM_ELEMENTS];
14554 /* runtime values for group element choice position */
14555 int choice_pos[NUM_GROUP_ELEMENTS];
14557 /* runtime values for belt position animations */
14558 int belt_graphic[4][NUM_BELT_PARTS];
14559 int belt_anim_mode[4][NUM_BELT_PARTS];
14562 static struct EngineSnapshotInfo engine_snapshot_rnd;
14563 static char *snapshot_level_identifier = NULL;
14564 static int snapshot_level_nr = -1;
14566 static void SaveEngineSnapshotValues_RND()
14568 static int belt_base_active_element[4] =
14570 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14571 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14572 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14573 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14577 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14579 int element = EL_CUSTOM_START + i;
14581 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14584 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14586 int element = EL_GROUP_START + i;
14588 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14591 for (i = 0; i < 4; i++)
14593 for (j = 0; j < NUM_BELT_PARTS; j++)
14595 int element = belt_base_active_element[i] + j;
14596 int graphic = el2img(element);
14597 int anim_mode = graphic_info[graphic].anim_mode;
14599 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
14600 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
14605 static void LoadEngineSnapshotValues_RND()
14607 unsigned int num_random_calls = game.num_random_calls;
14610 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14612 int element = EL_CUSTOM_START + i;
14614 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14617 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14619 int element = EL_GROUP_START + i;
14621 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14624 for (i = 0; i < 4; i++)
14626 for (j = 0; j < NUM_BELT_PARTS; j++)
14628 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
14629 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
14631 graphic_info[graphic].anim_mode = anim_mode;
14635 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14637 InitRND(tape.random_seed);
14638 for (i = 0; i < num_random_calls; i++)
14642 if (game.num_random_calls != num_random_calls)
14644 Error(ERR_INFO, "number of random calls out of sync");
14645 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14646 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14647 Error(ERR_EXIT, "this should not happen -- please debug");
14651 void FreeEngineSnapshotSingle()
14653 FreeSnapshotSingle();
14655 setString(&snapshot_level_identifier, NULL);
14656 snapshot_level_nr = -1;
14659 void FreeEngineSnapshotList()
14661 FreeSnapshotList();
14664 ListNode *SaveEngineSnapshotBuffers()
14666 ListNode *buffers = NULL;
14668 /* copy some special values to a structure better suited for the snapshot */
14670 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14671 SaveEngineSnapshotValues_RND();
14672 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14673 SaveEngineSnapshotValues_EM();
14674 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14675 SaveEngineSnapshotValues_SP(&buffers);
14677 /* save values stored in special snapshot structure */
14679 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14680 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14681 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14682 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14683 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14684 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
14686 /* save further RND engine values */
14688 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
14689 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
14690 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
14692 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
14693 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
14694 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
14695 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
14697 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14698 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14699 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14700 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14701 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14703 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14704 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14705 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14707 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14709 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14711 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14712 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14714 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
14715 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
14716 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
14717 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14718 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14719 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14720 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14721 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
14722 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
14723 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14724 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
14725 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14726 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14727 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14728 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14729 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14730 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
14731 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
14733 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14734 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14736 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14737 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14738 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14740 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14741 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14743 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14744 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14745 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14746 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14747 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14749 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14750 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14753 ListNode *node = engine_snapshot_list_rnd;
14756 while (node != NULL)
14758 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14763 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14769 void SaveEngineSnapshotSingle()
14771 ListNode *buffers = SaveEngineSnapshotBuffers();
14773 /* finally save all snapshot buffers to single snapshot */
14774 SaveSnapshotSingle(buffers);
14776 /* save level identification information */
14777 setString(&snapshot_level_identifier, leveldir_current->identifier);
14778 snapshot_level_nr = level_nr;
14781 static boolean SaveEngineSnapshotToListExt(boolean initial_snapshot)
14783 boolean save_snapshot =
14784 (initial_snapshot ||
14785 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
14786 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
14787 game.snapshot.changed_action));
14789 game.snapshot.changed_action = FALSE;
14791 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
14792 tape.quick_resume ||
14796 ListNode *buffers = SaveEngineSnapshotBuffers();
14798 /* finally save all snapshot buffers to snapshot list */
14799 SaveSnapshotToList(buffers);
14804 boolean SaveEngineSnapshotToList()
14806 return SaveEngineSnapshotToListExt(FALSE);
14809 void SaveEngineSnapshotToListInitial()
14811 FreeEngineSnapshotList();
14813 SaveEngineSnapshotToListExt(TRUE);
14816 void LoadEngineSnapshotValues()
14818 /* restore special values from snapshot structure */
14820 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14821 LoadEngineSnapshotValues_RND();
14822 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14823 LoadEngineSnapshotValues_EM();
14824 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14825 LoadEngineSnapshotValues_SP();
14828 void LoadEngineSnapshotSingle()
14830 LoadSnapshotSingle();
14832 LoadEngineSnapshotValues();
14835 void LoadEngineSnapshot_Undo(int steps)
14837 LoadSnapshotFromList_Older(steps);
14839 LoadEngineSnapshotValues();
14842 void LoadEngineSnapshot_Redo(int steps)
14844 LoadSnapshotFromList_Newer(steps);
14846 LoadEngineSnapshotValues();
14849 boolean CheckEngineSnapshotSingle()
14851 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14852 snapshot_level_nr == level_nr);
14855 boolean CheckEngineSnapshotList()
14857 return CheckSnapshotList();
14861 /* ---------- new game button stuff ---------------------------------------- */
14869 } gamebutton_info[NUM_GAME_BUTTONS] =
14872 IMG_GAME_BUTTON_GFX_STOP, &game.button.stop,
14873 GAME_CTRL_ID_STOP, "stop game"
14876 IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause,
14877 GAME_CTRL_ID_PAUSE, "pause game"
14880 IMG_GAME_BUTTON_GFX_PLAY, &game.button.play,
14881 GAME_CTRL_ID_PLAY, "play game"
14884 IMG_GAME_BUTTON_GFX_UNDO, &game.button.undo,
14885 GAME_CTRL_ID_UNDO, "undo step"
14888 IMG_GAME_BUTTON_GFX_REDO, &game.button.redo,
14889 GAME_CTRL_ID_REDO, "redo step"
14892 IMG_GAME_BUTTON_GFX_SAVE, &game.button.save,
14893 GAME_CTRL_ID_SAVE, "save game"
14896 IMG_GAME_BUTTON_GFX_PAUSE2, &game.button.pause2,
14897 GAME_CTRL_ID_PAUSE2, "pause game"
14900 IMG_GAME_BUTTON_GFX_LOAD, &game.button.load,
14901 GAME_CTRL_ID_LOAD, "load game"
14904 IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
14905 SOUND_CTRL_ID_MUSIC, "background music on/off"
14908 IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
14909 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
14912 IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
14913 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
14917 void CreateGameButtons()
14921 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14923 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
14924 struct XY *pos = gamebutton_info[i].pos;
14925 struct GadgetInfo *gi;
14928 unsigned int event_mask;
14929 int base_x = (tape.show_game_buttons ? VX : DX);
14930 int base_y = (tape.show_game_buttons ? VY : DY);
14931 int gd_x = gfx->src_x;
14932 int gd_y = gfx->src_y;
14933 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
14934 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
14935 int gd_xa = gfx->src_x + gfx->active_xoffset;
14936 int gd_ya = gfx->src_y + gfx->active_yoffset;
14937 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
14938 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
14941 if (gfx->bitmap == NULL)
14943 game_gadget[id] = NULL;
14948 if (id == GAME_CTRL_ID_STOP ||
14949 id == GAME_CTRL_ID_PLAY ||
14950 id == GAME_CTRL_ID_SAVE ||
14951 id == GAME_CTRL_ID_LOAD)
14953 button_type = GD_TYPE_NORMAL_BUTTON;
14955 event_mask = GD_EVENT_RELEASED;
14957 else if (id == GAME_CTRL_ID_UNDO ||
14958 id == GAME_CTRL_ID_REDO)
14960 button_type = GD_TYPE_NORMAL_BUTTON;
14962 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
14966 button_type = GD_TYPE_CHECK_BUTTON;
14968 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
14969 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
14970 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
14971 event_mask = GD_EVENT_PRESSED;
14974 gi = CreateGadget(GDI_CUSTOM_ID, id,
14975 GDI_INFO_TEXT, gamebutton_info[i].infotext,
14976 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
14977 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
14978 GDI_WIDTH, gfx->width,
14979 GDI_HEIGHT, gfx->height,
14980 GDI_TYPE, button_type,
14981 GDI_STATE, GD_BUTTON_UNPRESSED,
14982 GDI_CHECKED, checked,
14983 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
14984 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
14985 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
14986 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
14987 GDI_DIRECT_DRAW, FALSE,
14988 GDI_EVENT_MASK, event_mask,
14989 GDI_CALLBACK_ACTION, HandleGameButtons,
14993 Error(ERR_EXIT, "cannot create gadget");
14995 game_gadget[id] = gi;
14999 void FreeGameButtons()
15003 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15004 FreeGadget(game_gadget[i]);
15007 static void MapGameButtonsAtSamePosition(int id)
15011 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15013 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15014 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15015 MapGadget(game_gadget[i]);
15018 static void UnmapGameButtonsAtSamePosition(int id)
15022 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15024 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15025 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15026 UnmapGadget(game_gadget[i]);
15029 void MapUndoRedoButtons()
15031 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15032 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15034 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15035 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15038 void UnmapUndoRedoButtons()
15040 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15041 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15043 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15044 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15047 void MapGameButtons()
15051 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15052 if (i != GAME_CTRL_ID_UNDO &&
15053 i != GAME_CTRL_ID_REDO)
15054 MapGadget(game_gadget[i]);
15056 if (setup.show_snapshot_buttons)
15058 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15059 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15060 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15064 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15065 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15066 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15069 RedrawGameButtons();
15072 void UnmapGameButtons()
15076 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15077 UnmapGadget(game_gadget[i]);
15080 void RedrawGameButtons()
15084 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15085 RedrawGadget(game_gadget[i]);
15087 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15088 redraw_mask &= ~REDRAW_ALL;
15091 void GameUndoRedoExt()
15093 ClearPlayerAction();
15095 tape.pausing = TRUE;
15098 UpdateAndDisplayGameControlValues();
15100 DrawCompleteVideoDisplay();
15101 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15102 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15103 DrawVideoDisplay((tape.single_step ? VIDEO_STATE_1STEP_ON :
15104 VIDEO_STATE_1STEP_OFF), 0);
15109 void GameUndo(int steps)
15111 if (!CheckEngineSnapshotList())
15114 LoadEngineSnapshot_Undo(steps);
15119 void GameRedo(int steps)
15121 if (!CheckEngineSnapshotList())
15124 LoadEngineSnapshot_Redo(steps);
15129 static void HandleGameButtonsExt(int id, int button)
15131 int steps = BUTTON_STEPSIZE(button);
15132 boolean handle_game_buttons =
15133 (game_status == GAME_MODE_PLAYING ||
15134 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15136 if (!handle_game_buttons)
15141 case GAME_CTRL_ID_STOP:
15142 if (game_status == GAME_MODE_MAIN)
15148 RequestQuitGame(TRUE);
15152 case GAME_CTRL_ID_PAUSE:
15153 case GAME_CTRL_ID_PAUSE2:
15154 if (options.network && game_status == GAME_MODE_PLAYING)
15156 #if defined(NETWORK_AVALIABLE)
15158 SendToServer_ContinuePlaying();
15160 SendToServer_PausePlaying();
15164 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15167 case GAME_CTRL_ID_PLAY:
15168 if (game_status == GAME_MODE_MAIN)
15170 StartGameActions(options.network, setup.autorecord, level.random_seed);
15172 else if (tape.pausing)
15174 #if defined(NETWORK_AVALIABLE)
15175 if (options.network)
15176 SendToServer_ContinuePlaying();
15179 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15183 case GAME_CTRL_ID_UNDO:
15187 case GAME_CTRL_ID_REDO:
15191 case GAME_CTRL_ID_SAVE:
15195 case GAME_CTRL_ID_LOAD:
15199 case SOUND_CTRL_ID_MUSIC:
15200 if (setup.sound_music)
15202 setup.sound_music = FALSE;
15206 else if (audio.music_available)
15208 setup.sound = setup.sound_music = TRUE;
15210 SetAudioMode(setup.sound);
15216 case SOUND_CTRL_ID_LOOPS:
15217 if (setup.sound_loops)
15218 setup.sound_loops = FALSE;
15219 else if (audio.loops_available)
15221 setup.sound = setup.sound_loops = TRUE;
15223 SetAudioMode(setup.sound);
15227 case SOUND_CTRL_ID_SIMPLE:
15228 if (setup.sound_simple)
15229 setup.sound_simple = FALSE;
15230 else if (audio.sound_available)
15232 setup.sound = setup.sound_simple = TRUE;
15234 SetAudioMode(setup.sound);
15243 static void HandleGameButtons(struct GadgetInfo *gi)
15245 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15248 void HandleSoundButtonKeys(Key key)
15251 if (key == setup.shortcut.sound_simple)
15252 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15253 else if (key == setup.shortcut.sound_loops)
15254 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15255 else if (key == setup.shortcut.sound_music)
15256 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);