1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2006 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* EXPERIMENTAL STUFF */
25 #define USE_NEW_AMOEBA_CODE FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_STUFF ( 1)
30 #define USE_NEW_SP_SLIPPERY (USE_NEW_STUFF * 1)
31 #define USE_NEW_CUSTOM_VALUE (USE_NEW_STUFF * 1)
32 #define USE_NEW_PLAYER_ANIM (USE_NEW_STUFF * 1)
33 #define USE_NEW_ALL_SLIPPERY (USE_NEW_STUFF * 1)
34 #define USE_NEW_PLAYER_SPEED (USE_NEW_STUFF * 1)
35 #define USE_NEW_DELAYED_ACTION (USE_NEW_STUFF * 1)
36 #define USE_NEW_SNAP_DELAY (USE_NEW_STUFF * 1)
37 #define USE_ONLY_ONE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1)
38 #define USE_ONE_MORE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1)
39 #define USE_FIXED_DONT_RUN_INTO (USE_NEW_STUFF * 1)
40 #define USE_NEW_SPRING_BUMPER (USE_NEW_STUFF * 1)
41 #define USE_STOP_CHANGED_ELEMENTS (USE_NEW_STUFF * 1)
42 #define USE_ELEMENT_TOUCHING_BUGFIX (USE_NEW_STUFF * 1)
43 #define USE_NEW_CONTINUOUS_SNAPPING (USE_NEW_STUFF * 1)
44 #define USE_GFX_RESET_GFX_ANIMATION (USE_NEW_STUFF * 1)
45 #define USE_BOTH_SWITCHGATE_SWITCHES (USE_NEW_STUFF * 1)
46 #define USE_PLAYER_GRAVITY (USE_NEW_STUFF * 1)
47 #define USE_FIXED_BORDER_RUNNING_GFX (USE_NEW_STUFF * 1)
48 #define USE_QUICKSAND_BD_ROCK_BUGFIX (USE_NEW_STUFF * 0)
50 #define USE_QUICKSAND_IMPACT_BUGFIX (USE_NEW_STUFF * 0)
52 #define USE_CODE_THAT_BREAKS_SNAKE_BITE (USE_NEW_STUFF * 1)
54 #define USE_UFAST_PLAYER_EXIT_BUGFIX (USE_NEW_STUFF * 1)
56 #define USE_GFX_RESET_ONLY_WHEN_MOVING (USE_NEW_STUFF * 1)
57 #define USE_GFX_RESET_PLAYER_ARTWORK (USE_NEW_STUFF * 1)
59 #define USE_FIX_KILLED_BY_NON_WALKABLE (USE_NEW_STUFF * 1)
60 #define USE_FIX_IMPACT_COLLISION (USE_NEW_STUFF * 1)
61 #define USE_FIX_CE_ACTION_WITH_PLAYER (USE_NEW_STUFF * 1)
62 #define USE_FIX_NO_ACTION_AFTER_CHANGE (USE_NEW_STUFF * 1)
64 #define USE_PLAYER_REANIMATION (USE_NEW_STUFF * 1)
66 #define USE_GFX_RESET_WHEN_NOT_MOVING (USE_NEW_STUFF * 1)
68 #define USE_NEW_PLAYER_ASSIGNMENTS (USE_NEW_STUFF * 1)
70 #define USE_DELAYED_GFX_REDRAW (USE_NEW_STUFF * 0)
72 #if USE_DELAYED_GFX_REDRAW
73 #define TEST_DrawLevelField(x, y) \
74 GfxRedraw[x][y] |= GFX_REDRAW_TILE
75 #define TEST_DrawLevelFieldCrumbled(x, y) \
76 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
77 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
78 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
79 #define TEST_DrawTwinkleOnField(x, y) \
80 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
82 #define TEST_DrawLevelField(x, y) \
84 #define TEST_DrawLevelFieldCrumbled(x, y) \
85 DrawLevelFieldCrumbled(x, y)
86 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
87 DrawLevelFieldCrumbledNeighbours(x, y)
88 #define TEST_DrawTwinkleOnField(x, y) \
89 DrawTwinkleOnField(x, y)
98 /* for MovePlayer() */
99 #define MP_NO_ACTION 0
102 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
104 /* for ScrollPlayer() */
105 #define SCROLL_INIT 0
106 #define SCROLL_GO_ON 1
108 /* for Bang()/Explode() */
109 #define EX_PHASE_START 0
110 #define EX_TYPE_NONE 0
111 #define EX_TYPE_NORMAL (1 << 0)
112 #define EX_TYPE_CENTER (1 << 1)
113 #define EX_TYPE_BORDER (1 << 2)
114 #define EX_TYPE_CROSS (1 << 3)
115 #define EX_TYPE_DYNA (1 << 4)
116 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
118 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
119 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
120 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
121 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
123 /* special positions in the game control window (relative to control window) */
124 #define XX_LEVEL1 (PANEL_XPOS(game.panel.level))
125 #define XX_LEVEL2 (PANEL_XPOS(game.panel.level) - 1)
126 #define XX_LEVEL (PANEL_XPOS(game.panel.level))
127 #define YY_LEVEL (PANEL_YPOS(game.panel.level))
128 #define XX_EMERALDS (PANEL_XPOS(game.panel.gems))
129 #define YY_EMERALDS (PANEL_YPOS(game.panel.gems))
130 #define XX_DYNAMITE (PANEL_XPOS(game.panel.inventory))
131 #define YY_DYNAMITE (PANEL_YPOS(game.panel.inventory))
132 #define XX_KEYS (PANEL_XPOS(game.panel.keys))
133 #define YY_KEYS (PANEL_YPOS(game.panel.keys))
134 #define XX_SCORE (PANEL_XPOS(game.panel.score))
135 #define YY_SCORE (PANEL_YPOS(game.panel.score))
136 #define XX_TIME1 (PANEL_XPOS(game.panel.time))
137 #define XX_TIME2 (PANEL_XPOS(game.panel.time) + 1)
138 #define XX_TIME (PANEL_XPOS(game.panel.time))
139 #define YY_TIME (PANEL_YPOS(game.panel.time))
141 /* special positions in the game control window (relative to main window) */
142 #define DX_LEVEL1 (DX + XX_LEVEL1)
143 #define DX_LEVEL2 (DX + XX_LEVEL2)
144 #define DX_LEVEL (DX + XX_LEVEL)
145 #define DY_LEVEL (DY + YY_LEVEL)
146 #define DX_EMERALDS (DX + XX_EMERALDS)
147 #define DY_EMERALDS (DY + YY_EMERALDS)
148 #define DX_DYNAMITE (DX + XX_DYNAMITE)
149 #define DY_DYNAMITE (DY + YY_DYNAMITE)
150 #define DX_KEYS (DX + XX_KEYS)
151 #define DY_KEYS (DY + YY_KEYS)
152 #define DX_SCORE (DX + XX_SCORE)
153 #define DY_SCORE (DY + YY_SCORE)
154 #define DX_TIME1 (DX + XX_TIME1)
155 #define DX_TIME2 (DX + XX_TIME2)
156 #define DX_TIME (DX + XX_TIME)
157 #define DY_TIME (DY + YY_TIME)
160 /* game panel display and control definitions */
162 #define GAME_PANEL_LEVEL_NUMBER 0
163 #define GAME_PANEL_GEMS 1
164 #define GAME_PANEL_INVENTORY_COUNT 2
165 #define GAME_PANEL_INVENTORY_FIRST_1 3
166 #define GAME_PANEL_INVENTORY_FIRST_2 4
167 #define GAME_PANEL_INVENTORY_FIRST_3 5
168 #define GAME_PANEL_INVENTORY_FIRST_4 6
169 #define GAME_PANEL_INVENTORY_FIRST_5 7
170 #define GAME_PANEL_INVENTORY_FIRST_6 8
171 #define GAME_PANEL_INVENTORY_FIRST_7 9
172 #define GAME_PANEL_INVENTORY_FIRST_8 10
173 #define GAME_PANEL_INVENTORY_LAST_1 11
174 #define GAME_PANEL_INVENTORY_LAST_2 12
175 #define GAME_PANEL_INVENTORY_LAST_3 13
176 #define GAME_PANEL_INVENTORY_LAST_4 14
177 #define GAME_PANEL_INVENTORY_LAST_5 15
178 #define GAME_PANEL_INVENTORY_LAST_6 16
179 #define GAME_PANEL_INVENTORY_LAST_7 17
180 #define GAME_PANEL_INVENTORY_LAST_8 18
181 #define GAME_PANEL_KEY_1 19
182 #define GAME_PANEL_KEY_2 20
183 #define GAME_PANEL_KEY_3 21
184 #define GAME_PANEL_KEY_4 22
185 #define GAME_PANEL_KEY_5 23
186 #define GAME_PANEL_KEY_6 24
187 #define GAME_PANEL_KEY_7 25
188 #define GAME_PANEL_KEY_8 26
189 #define GAME_PANEL_KEY_WHITE 27
190 #define GAME_PANEL_KEY_WHITE_COUNT 28
191 #define GAME_PANEL_SCORE 29
192 #define GAME_PANEL_HIGHSCORE 30
193 #define GAME_PANEL_TIME 31
194 #define GAME_PANEL_TIME_HH 32
195 #define GAME_PANEL_TIME_MM 33
196 #define GAME_PANEL_TIME_SS 34
197 #define GAME_PANEL_FRAME 35
198 #define GAME_PANEL_SHIELD_NORMAL 36
199 #define GAME_PANEL_SHIELD_NORMAL_TIME 37
200 #define GAME_PANEL_SHIELD_DEADLY 38
201 #define GAME_PANEL_SHIELD_DEADLY_TIME 39
202 #define GAME_PANEL_EXIT 40
203 #define GAME_PANEL_EMC_MAGIC_BALL 41
204 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42
205 #define GAME_PANEL_LIGHT_SWITCH 43
206 #define GAME_PANEL_LIGHT_SWITCH_TIME 44
207 #define GAME_PANEL_TIMEGATE_SWITCH 45
208 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 46
209 #define GAME_PANEL_SWITCHGATE_SWITCH 47
210 #define GAME_PANEL_EMC_LENSES 48
211 #define GAME_PANEL_EMC_LENSES_TIME 49
212 #define GAME_PANEL_EMC_MAGNIFIER 50
213 #define GAME_PANEL_EMC_MAGNIFIER_TIME 51
214 #define GAME_PANEL_BALLOON_SWITCH 52
215 #define GAME_PANEL_DYNABOMB_NUMBER 53
216 #define GAME_PANEL_DYNABOMB_SIZE 54
217 #define GAME_PANEL_DYNABOMB_POWER 55
218 #define GAME_PANEL_PENGUINS 56
219 #define GAME_PANEL_SOKOBAN_OBJECTS 57
220 #define GAME_PANEL_SOKOBAN_FIELDS 58
221 #define GAME_PANEL_ROBOT_WHEEL 59
222 #define GAME_PANEL_CONVEYOR_BELT_1 60
223 #define GAME_PANEL_CONVEYOR_BELT_2 61
224 #define GAME_PANEL_CONVEYOR_BELT_3 62
225 #define GAME_PANEL_CONVEYOR_BELT_4 63
226 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64
227 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65
228 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66
229 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67
230 #define GAME_PANEL_MAGIC_WALL 68
231 #define GAME_PANEL_MAGIC_WALL_TIME 69
232 #define GAME_PANEL_GRAVITY_STATE 70
233 #define GAME_PANEL_GRAPHIC_1 71
234 #define GAME_PANEL_GRAPHIC_2 72
235 #define GAME_PANEL_GRAPHIC_3 73
236 #define GAME_PANEL_GRAPHIC_4 74
237 #define GAME_PANEL_GRAPHIC_5 75
238 #define GAME_PANEL_GRAPHIC_6 76
239 #define GAME_PANEL_GRAPHIC_7 77
240 #define GAME_PANEL_GRAPHIC_8 78
241 #define GAME_PANEL_ELEMENT_1 79
242 #define GAME_PANEL_ELEMENT_2 80
243 #define GAME_PANEL_ELEMENT_3 81
244 #define GAME_PANEL_ELEMENT_4 82
245 #define GAME_PANEL_ELEMENT_5 83
246 #define GAME_PANEL_ELEMENT_6 84
247 #define GAME_PANEL_ELEMENT_7 85
248 #define GAME_PANEL_ELEMENT_8 86
249 #define GAME_PANEL_ELEMENT_COUNT_1 87
250 #define GAME_PANEL_ELEMENT_COUNT_2 88
251 #define GAME_PANEL_ELEMENT_COUNT_3 89
252 #define GAME_PANEL_ELEMENT_COUNT_4 90
253 #define GAME_PANEL_ELEMENT_COUNT_5 91
254 #define GAME_PANEL_ELEMENT_COUNT_6 92
255 #define GAME_PANEL_ELEMENT_COUNT_7 93
256 #define GAME_PANEL_ELEMENT_COUNT_8 94
257 #define GAME_PANEL_CE_SCORE_1 95
258 #define GAME_PANEL_CE_SCORE_2 96
259 #define GAME_PANEL_CE_SCORE_3 97
260 #define GAME_PANEL_CE_SCORE_4 98
261 #define GAME_PANEL_CE_SCORE_5 99
262 #define GAME_PANEL_CE_SCORE_6 100
263 #define GAME_PANEL_CE_SCORE_7 101
264 #define GAME_PANEL_CE_SCORE_8 102
265 #define GAME_PANEL_CE_SCORE_1_ELEMENT 103
266 #define GAME_PANEL_CE_SCORE_2_ELEMENT 104
267 #define GAME_PANEL_CE_SCORE_3_ELEMENT 105
268 #define GAME_PANEL_CE_SCORE_4_ELEMENT 106
269 #define GAME_PANEL_CE_SCORE_5_ELEMENT 107
270 #define GAME_PANEL_CE_SCORE_6_ELEMENT 108
271 #define GAME_PANEL_CE_SCORE_7_ELEMENT 109
272 #define GAME_PANEL_CE_SCORE_8_ELEMENT 110
273 #define GAME_PANEL_PLAYER_NAME 111
274 #define GAME_PANEL_LEVEL_NAME 112
275 #define GAME_PANEL_LEVEL_AUTHOR 113
277 #define NUM_GAME_PANEL_CONTROLS 114
279 struct GamePanelOrderInfo
285 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
287 struct GamePanelControlInfo
291 struct TextPosInfo *pos;
294 int value, last_value;
295 int frame, last_frame;
300 static struct GamePanelControlInfo game_panel_controls[] =
303 GAME_PANEL_LEVEL_NUMBER,
304 &game.panel.level_number,
313 GAME_PANEL_INVENTORY_COUNT,
314 &game.panel.inventory_count,
318 GAME_PANEL_INVENTORY_FIRST_1,
319 &game.panel.inventory_first[0],
323 GAME_PANEL_INVENTORY_FIRST_2,
324 &game.panel.inventory_first[1],
328 GAME_PANEL_INVENTORY_FIRST_3,
329 &game.panel.inventory_first[2],
333 GAME_PANEL_INVENTORY_FIRST_4,
334 &game.panel.inventory_first[3],
338 GAME_PANEL_INVENTORY_FIRST_5,
339 &game.panel.inventory_first[4],
343 GAME_PANEL_INVENTORY_FIRST_6,
344 &game.panel.inventory_first[5],
348 GAME_PANEL_INVENTORY_FIRST_7,
349 &game.panel.inventory_first[6],
353 GAME_PANEL_INVENTORY_FIRST_8,
354 &game.panel.inventory_first[7],
358 GAME_PANEL_INVENTORY_LAST_1,
359 &game.panel.inventory_last[0],
363 GAME_PANEL_INVENTORY_LAST_2,
364 &game.panel.inventory_last[1],
368 GAME_PANEL_INVENTORY_LAST_3,
369 &game.panel.inventory_last[2],
373 GAME_PANEL_INVENTORY_LAST_4,
374 &game.panel.inventory_last[3],
378 GAME_PANEL_INVENTORY_LAST_5,
379 &game.panel.inventory_last[4],
383 GAME_PANEL_INVENTORY_LAST_6,
384 &game.panel.inventory_last[5],
388 GAME_PANEL_INVENTORY_LAST_7,
389 &game.panel.inventory_last[6],
393 GAME_PANEL_INVENTORY_LAST_8,
394 &game.panel.inventory_last[7],
438 GAME_PANEL_KEY_WHITE,
439 &game.panel.key_white,
443 GAME_PANEL_KEY_WHITE_COUNT,
444 &game.panel.key_white_count,
453 GAME_PANEL_HIGHSCORE,
454 &game.panel.highscore,
483 GAME_PANEL_SHIELD_NORMAL,
484 &game.panel.shield_normal,
488 GAME_PANEL_SHIELD_NORMAL_TIME,
489 &game.panel.shield_normal_time,
493 GAME_PANEL_SHIELD_DEADLY,
494 &game.panel.shield_deadly,
498 GAME_PANEL_SHIELD_DEADLY_TIME,
499 &game.panel.shield_deadly_time,
508 GAME_PANEL_EMC_MAGIC_BALL,
509 &game.panel.emc_magic_ball,
513 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
514 &game.panel.emc_magic_ball_switch,
518 GAME_PANEL_LIGHT_SWITCH,
519 &game.panel.light_switch,
523 GAME_PANEL_LIGHT_SWITCH_TIME,
524 &game.panel.light_switch_time,
528 GAME_PANEL_TIMEGATE_SWITCH,
529 &game.panel.timegate_switch,
533 GAME_PANEL_TIMEGATE_SWITCH_TIME,
534 &game.panel.timegate_switch_time,
538 GAME_PANEL_SWITCHGATE_SWITCH,
539 &game.panel.switchgate_switch,
543 GAME_PANEL_EMC_LENSES,
544 &game.panel.emc_lenses,
548 GAME_PANEL_EMC_LENSES_TIME,
549 &game.panel.emc_lenses_time,
553 GAME_PANEL_EMC_MAGNIFIER,
554 &game.panel.emc_magnifier,
558 GAME_PANEL_EMC_MAGNIFIER_TIME,
559 &game.panel.emc_magnifier_time,
563 GAME_PANEL_BALLOON_SWITCH,
564 &game.panel.balloon_switch,
568 GAME_PANEL_DYNABOMB_NUMBER,
569 &game.panel.dynabomb_number,
573 GAME_PANEL_DYNABOMB_SIZE,
574 &game.panel.dynabomb_size,
578 GAME_PANEL_DYNABOMB_POWER,
579 &game.panel.dynabomb_power,
584 &game.panel.penguins,
588 GAME_PANEL_SOKOBAN_OBJECTS,
589 &game.panel.sokoban_objects,
593 GAME_PANEL_SOKOBAN_FIELDS,
594 &game.panel.sokoban_fields,
598 GAME_PANEL_ROBOT_WHEEL,
599 &game.panel.robot_wheel,
603 GAME_PANEL_CONVEYOR_BELT_1,
604 &game.panel.conveyor_belt[0],
608 GAME_PANEL_CONVEYOR_BELT_2,
609 &game.panel.conveyor_belt[1],
613 GAME_PANEL_CONVEYOR_BELT_3,
614 &game.panel.conveyor_belt[2],
618 GAME_PANEL_CONVEYOR_BELT_4,
619 &game.panel.conveyor_belt[3],
623 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
624 &game.panel.conveyor_belt_switch[0],
628 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
629 &game.panel.conveyor_belt_switch[1],
633 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
634 &game.panel.conveyor_belt_switch[2],
638 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
639 &game.panel.conveyor_belt_switch[3],
643 GAME_PANEL_MAGIC_WALL,
644 &game.panel.magic_wall,
648 GAME_PANEL_MAGIC_WALL_TIME,
649 &game.panel.magic_wall_time,
653 GAME_PANEL_GRAVITY_STATE,
654 &game.panel.gravity_state,
658 GAME_PANEL_GRAPHIC_1,
659 &game.panel.graphic[0],
663 GAME_PANEL_GRAPHIC_2,
664 &game.panel.graphic[1],
668 GAME_PANEL_GRAPHIC_3,
669 &game.panel.graphic[2],
673 GAME_PANEL_GRAPHIC_4,
674 &game.panel.graphic[3],
678 GAME_PANEL_GRAPHIC_5,
679 &game.panel.graphic[4],
683 GAME_PANEL_GRAPHIC_6,
684 &game.panel.graphic[5],
688 GAME_PANEL_GRAPHIC_7,
689 &game.panel.graphic[6],
693 GAME_PANEL_GRAPHIC_8,
694 &game.panel.graphic[7],
698 GAME_PANEL_ELEMENT_1,
699 &game.panel.element[0],
703 GAME_PANEL_ELEMENT_2,
704 &game.panel.element[1],
708 GAME_PANEL_ELEMENT_3,
709 &game.panel.element[2],
713 GAME_PANEL_ELEMENT_4,
714 &game.panel.element[3],
718 GAME_PANEL_ELEMENT_5,
719 &game.panel.element[4],
723 GAME_PANEL_ELEMENT_6,
724 &game.panel.element[5],
728 GAME_PANEL_ELEMENT_7,
729 &game.panel.element[6],
733 GAME_PANEL_ELEMENT_8,
734 &game.panel.element[7],
738 GAME_PANEL_ELEMENT_COUNT_1,
739 &game.panel.element_count[0],
743 GAME_PANEL_ELEMENT_COUNT_2,
744 &game.panel.element_count[1],
748 GAME_PANEL_ELEMENT_COUNT_3,
749 &game.panel.element_count[2],
753 GAME_PANEL_ELEMENT_COUNT_4,
754 &game.panel.element_count[3],
758 GAME_PANEL_ELEMENT_COUNT_5,
759 &game.panel.element_count[4],
763 GAME_PANEL_ELEMENT_COUNT_6,
764 &game.panel.element_count[5],
768 GAME_PANEL_ELEMENT_COUNT_7,
769 &game.panel.element_count[6],
773 GAME_PANEL_ELEMENT_COUNT_8,
774 &game.panel.element_count[7],
778 GAME_PANEL_CE_SCORE_1,
779 &game.panel.ce_score[0],
783 GAME_PANEL_CE_SCORE_2,
784 &game.panel.ce_score[1],
788 GAME_PANEL_CE_SCORE_3,
789 &game.panel.ce_score[2],
793 GAME_PANEL_CE_SCORE_4,
794 &game.panel.ce_score[3],
798 GAME_PANEL_CE_SCORE_5,
799 &game.panel.ce_score[4],
803 GAME_PANEL_CE_SCORE_6,
804 &game.panel.ce_score[5],
808 GAME_PANEL_CE_SCORE_7,
809 &game.panel.ce_score[6],
813 GAME_PANEL_CE_SCORE_8,
814 &game.panel.ce_score[7],
818 GAME_PANEL_CE_SCORE_1_ELEMENT,
819 &game.panel.ce_score_element[0],
823 GAME_PANEL_CE_SCORE_2_ELEMENT,
824 &game.panel.ce_score_element[1],
828 GAME_PANEL_CE_SCORE_3_ELEMENT,
829 &game.panel.ce_score_element[2],
833 GAME_PANEL_CE_SCORE_4_ELEMENT,
834 &game.panel.ce_score_element[3],
838 GAME_PANEL_CE_SCORE_5_ELEMENT,
839 &game.panel.ce_score_element[4],
843 GAME_PANEL_CE_SCORE_6_ELEMENT,
844 &game.panel.ce_score_element[5],
848 GAME_PANEL_CE_SCORE_7_ELEMENT,
849 &game.panel.ce_score_element[6],
853 GAME_PANEL_CE_SCORE_8_ELEMENT,
854 &game.panel.ce_score_element[7],
858 GAME_PANEL_PLAYER_NAME,
859 &game.panel.player_name,
863 GAME_PANEL_LEVEL_NAME,
864 &game.panel.level_name,
868 GAME_PANEL_LEVEL_AUTHOR,
869 &game.panel.level_author,
882 /* values for delayed check of falling and moving elements and for collision */
883 #define CHECK_DELAY_MOVING 3
884 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
885 #define CHECK_DELAY_COLLISION 2
886 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
888 /* values for initial player move delay (initial delay counter value) */
889 #define INITIAL_MOVE_DELAY_OFF -1
890 #define INITIAL_MOVE_DELAY_ON 0
892 /* values for player movement speed (which is in fact a delay value) */
893 #define MOVE_DELAY_MIN_SPEED 32
894 #define MOVE_DELAY_NORMAL_SPEED 8
895 #define MOVE_DELAY_HIGH_SPEED 4
896 #define MOVE_DELAY_MAX_SPEED 1
898 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
899 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
901 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
902 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
904 /* values for other actions */
905 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
906 #define MOVE_STEPSIZE_MIN (1)
907 #define MOVE_STEPSIZE_MAX (TILEX)
909 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
910 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
912 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
914 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
915 RND(element_info[e].push_delay_random))
916 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
917 RND(element_info[e].drop_delay_random))
918 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
919 RND(element_info[e].move_delay_random))
920 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
921 (element_info[e].move_delay_random))
922 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
923 RND(element_info[e].ce_value_random_initial))
924 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
925 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
926 RND((c)->delay_random * (c)->delay_frames))
927 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
928 RND((c)->delay_random))
931 #define GET_VALID_RUNTIME_ELEMENT(e) \
932 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
934 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
935 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
936 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
937 (be) + (e) - EL_SELF)
939 #define GET_PLAYER_FROM_BITS(p) \
940 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
942 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
943 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
944 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
945 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
946 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
947 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
948 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
949 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
950 RESOLVED_REFERENCE_ELEMENT(be, e) : \
953 #define CAN_GROW_INTO(e) \
954 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
956 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
957 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
960 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
961 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
962 (CAN_MOVE_INTO_ACID(e) && \
963 Feld[x][y] == EL_ACID) || \
966 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
967 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
968 (CAN_MOVE_INTO_ACID(e) && \
969 Feld[x][y] == EL_ACID) || \
972 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
973 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
975 (CAN_MOVE_INTO_ACID(e) && \
976 Feld[x][y] == EL_ACID) || \
977 (DONT_COLLIDE_WITH(e) && \
979 !PLAYER_ENEMY_PROTECTED(x, y))))
981 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
982 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
984 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
985 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
987 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
988 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
990 #define ANDROID_CAN_CLONE_FIELD(x, y) \
991 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
992 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
994 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
995 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
997 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
998 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
1000 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
1001 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
1003 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
1004 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
1006 #define PIG_CAN_ENTER_FIELD(e, x, y) \
1007 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
1009 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
1010 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
1011 Feld[x][y] == EL_EM_EXIT_OPEN || \
1012 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
1013 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
1014 IS_FOOD_PENGUIN(Feld[x][y])))
1015 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
1016 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
1018 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
1019 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
1021 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
1022 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
1024 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
1025 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
1026 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
1028 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
1030 #define CE_ENTER_FIELD_COND(e, x, y) \
1031 (!IS_PLAYER(x, y) && \
1032 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
1034 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
1035 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
1037 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
1038 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1040 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1041 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1042 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1043 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1045 /* game button identifiers */
1046 #define GAME_CTRL_ID_STOP 0
1047 #define GAME_CTRL_ID_PAUSE 1
1048 #define GAME_CTRL_ID_PLAY 2
1049 #define SOUND_CTRL_ID_MUSIC 3
1050 #define SOUND_CTRL_ID_LOOPS 4
1051 #define SOUND_CTRL_ID_SIMPLE 5
1053 #define NUM_GAME_BUTTONS 6
1056 /* forward declaration for internal use */
1058 static void CreateField(int, int, int);
1060 static void ResetGfxAnimation(int, int);
1062 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1063 static void AdvanceFrameAndPlayerCounters(int);
1065 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1066 static boolean MovePlayer(struct PlayerInfo *, int, int);
1067 static void ScrollPlayer(struct PlayerInfo *, int);
1068 static void ScrollScreen(struct PlayerInfo *, int);
1070 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1071 static boolean DigFieldByCE(int, int, int);
1072 static boolean SnapField(struct PlayerInfo *, int, int);
1073 static boolean DropElement(struct PlayerInfo *);
1075 static void InitBeltMovement(void);
1076 static void CloseAllOpenTimegates(void);
1077 static void CheckGravityMovement(struct PlayerInfo *);
1078 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1079 static void KillPlayerUnlessEnemyProtected(int, int);
1080 static void KillPlayerUnlessExplosionProtected(int, int);
1082 static void TestIfPlayerTouchesCustomElement(int, int);
1083 static void TestIfElementTouchesCustomElement(int, int);
1084 static void TestIfElementHitsCustomElement(int, int, int);
1086 static void TestIfElementSmashesCustomElement(int, int, int);
1089 static void HandleElementChange(int, int, int);
1090 static void ExecuteCustomElementAction(int, int, int, int);
1091 static boolean ChangeElement(int, int, int, int);
1093 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1094 #define CheckTriggeredElementChange(x, y, e, ev) \
1095 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1096 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1097 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1098 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1099 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1100 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1101 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1103 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1104 #define CheckElementChange(x, y, e, te, ev) \
1105 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1106 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1107 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1108 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1109 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1111 static void PlayLevelSound(int, int, int);
1112 static void PlayLevelSoundNearest(int, int, int);
1113 static void PlayLevelSoundAction(int, int, int);
1114 static void PlayLevelSoundElementAction(int, int, int, int);
1115 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1116 static void PlayLevelSoundActionIfLoop(int, int, int);
1117 static void StopLevelSoundActionIfLoop(int, int, int);
1118 static void PlayLevelMusic();
1120 static void MapGameButtons();
1121 static void HandleGameButtons(struct GadgetInfo *);
1123 int AmoebeNachbarNr(int, int);
1124 void AmoebeUmwandeln(int, int);
1125 void ContinueMoving(int, int);
1126 void Bang(int, int);
1127 void InitMovDir(int, int);
1128 void InitAmoebaNr(int, int);
1129 int NewHiScore(void);
1131 void TestIfGoodThingHitsBadThing(int, int, int);
1132 void TestIfBadThingHitsGoodThing(int, int, int);
1133 void TestIfPlayerTouchesBadThing(int, int);
1134 void TestIfPlayerRunsIntoBadThing(int, int, int);
1135 void TestIfBadThingTouchesPlayer(int, int);
1136 void TestIfBadThingRunsIntoPlayer(int, int, int);
1137 void TestIfFriendTouchesBadThing(int, int);
1138 void TestIfBadThingTouchesFriend(int, int);
1139 void TestIfBadThingTouchesOtherBadThing(int, int);
1140 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1142 void KillPlayer(struct PlayerInfo *);
1143 void BuryPlayer(struct PlayerInfo *);
1144 void RemovePlayer(struct PlayerInfo *);
1146 static int getInvisibleActiveFromInvisibleElement(int);
1147 static int getInvisibleFromInvisibleActiveElement(int);
1149 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1151 /* for detection of endless loops, caused by custom element programming */
1152 /* (using maximal playfield width x 10 is just a rough approximation) */
1153 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1155 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1157 if (recursion_loop_detected) \
1160 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1162 recursion_loop_detected = TRUE; \
1163 recursion_loop_element = (e); \
1166 recursion_loop_depth++; \
1169 #define RECURSION_LOOP_DETECTION_END() \
1171 recursion_loop_depth--; \
1174 static int recursion_loop_depth;
1175 static boolean recursion_loop_detected;
1176 static boolean recursion_loop_element;
1178 static int map_player_action[MAX_PLAYERS];
1181 /* ------------------------------------------------------------------------- */
1182 /* definition of elements that automatically change to other elements after */
1183 /* a specified time, eventually calling a function when changing */
1184 /* ------------------------------------------------------------------------- */
1186 /* forward declaration for changer functions */
1187 static void InitBuggyBase(int, int);
1188 static void WarnBuggyBase(int, int);
1190 static void InitTrap(int, int);
1191 static void ActivateTrap(int, int);
1192 static void ChangeActiveTrap(int, int);
1194 static void InitRobotWheel(int, int);
1195 static void RunRobotWheel(int, int);
1196 static void StopRobotWheel(int, int);
1198 static void InitTimegateWheel(int, int);
1199 static void RunTimegateWheel(int, int);
1201 static void InitMagicBallDelay(int, int);
1202 static void ActivateMagicBall(int, int);
1204 struct ChangingElementInfo
1209 void (*pre_change_function)(int x, int y);
1210 void (*change_function)(int x, int y);
1211 void (*post_change_function)(int x, int y);
1214 static struct ChangingElementInfo change_delay_list[] =
1249 EL_STEEL_EXIT_OPENING,
1257 EL_STEEL_EXIT_CLOSING,
1258 EL_STEEL_EXIT_CLOSED,
1285 EL_EM_STEEL_EXIT_OPENING,
1286 EL_EM_STEEL_EXIT_OPEN,
1293 EL_EM_STEEL_EXIT_CLOSING,
1297 EL_EM_STEEL_EXIT_CLOSED,
1321 EL_SWITCHGATE_OPENING,
1329 EL_SWITCHGATE_CLOSING,
1330 EL_SWITCHGATE_CLOSED,
1337 EL_TIMEGATE_OPENING,
1345 EL_TIMEGATE_CLOSING,
1354 EL_ACID_SPLASH_LEFT,
1362 EL_ACID_SPLASH_RIGHT,
1371 EL_SP_BUGGY_BASE_ACTIVATING,
1378 EL_SP_BUGGY_BASE_ACTIVATING,
1379 EL_SP_BUGGY_BASE_ACTIVE,
1386 EL_SP_BUGGY_BASE_ACTIVE,
1410 EL_ROBOT_WHEEL_ACTIVE,
1418 EL_TIMEGATE_SWITCH_ACTIVE,
1426 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1427 EL_DC_TIMEGATE_SWITCH,
1434 EL_EMC_MAGIC_BALL_ACTIVE,
1435 EL_EMC_MAGIC_BALL_ACTIVE,
1442 EL_EMC_SPRING_BUMPER_ACTIVE,
1443 EL_EMC_SPRING_BUMPER,
1450 EL_DIAGONAL_SHRINKING,
1458 EL_DIAGONAL_GROWING,
1479 int push_delay_fixed, push_delay_random;
1483 { EL_SPRING, 0, 0 },
1484 { EL_BALLOON, 0, 0 },
1486 { EL_SOKOBAN_OBJECT, 2, 0 },
1487 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1488 { EL_SATELLITE, 2, 0 },
1489 { EL_SP_DISK_YELLOW, 2, 0 },
1491 { EL_UNDEFINED, 0, 0 },
1499 move_stepsize_list[] =
1501 { EL_AMOEBA_DROP, 2 },
1502 { EL_AMOEBA_DROPPING, 2 },
1503 { EL_QUICKSAND_FILLING, 1 },
1504 { EL_QUICKSAND_EMPTYING, 1 },
1505 { EL_QUICKSAND_FAST_FILLING, 2 },
1506 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1507 { EL_MAGIC_WALL_FILLING, 2 },
1508 { EL_MAGIC_WALL_EMPTYING, 2 },
1509 { EL_BD_MAGIC_WALL_FILLING, 2 },
1510 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1511 { EL_DC_MAGIC_WALL_FILLING, 2 },
1512 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1514 { EL_UNDEFINED, 0 },
1522 collect_count_list[] =
1525 { EL_BD_DIAMOND, 1 },
1526 { EL_EMERALD_YELLOW, 1 },
1527 { EL_EMERALD_RED, 1 },
1528 { EL_EMERALD_PURPLE, 1 },
1530 { EL_SP_INFOTRON, 1 },
1534 { EL_UNDEFINED, 0 },
1542 access_direction_list[] =
1544 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1545 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1546 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1547 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1548 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1549 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1550 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1551 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1552 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1553 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1554 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1556 { EL_SP_PORT_LEFT, MV_RIGHT },
1557 { EL_SP_PORT_RIGHT, MV_LEFT },
1558 { EL_SP_PORT_UP, MV_DOWN },
1559 { EL_SP_PORT_DOWN, MV_UP },
1560 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1561 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1562 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1563 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1564 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1565 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1566 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1567 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1568 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1569 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1570 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1571 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1572 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1573 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1574 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1576 { EL_UNDEFINED, MV_NONE }
1579 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1581 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1582 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1583 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1584 IS_JUST_CHANGING(x, y))
1586 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1588 /* static variables for playfield scan mode (scanning forward or backward) */
1589 static int playfield_scan_start_x = 0;
1590 static int playfield_scan_start_y = 0;
1591 static int playfield_scan_delta_x = 1;
1592 static int playfield_scan_delta_y = 1;
1594 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1595 (y) >= 0 && (y) <= lev_fieldy - 1; \
1596 (y) += playfield_scan_delta_y) \
1597 for ((x) = playfield_scan_start_x; \
1598 (x) >= 0 && (x) <= lev_fieldx - 1; \
1599 (x) += playfield_scan_delta_x)
1602 void DEBUG_SetMaximumDynamite()
1606 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1607 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1608 local_player->inventory_element[local_player->inventory_size++] =
1613 static void InitPlayfieldScanModeVars()
1615 if (game.use_reverse_scan_direction)
1617 playfield_scan_start_x = lev_fieldx - 1;
1618 playfield_scan_start_y = lev_fieldy - 1;
1620 playfield_scan_delta_x = -1;
1621 playfield_scan_delta_y = -1;
1625 playfield_scan_start_x = 0;
1626 playfield_scan_start_y = 0;
1628 playfield_scan_delta_x = 1;
1629 playfield_scan_delta_y = 1;
1633 static void InitPlayfieldScanMode(int mode)
1635 game.use_reverse_scan_direction =
1636 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1638 InitPlayfieldScanModeVars();
1641 static int get_move_delay_from_stepsize(int move_stepsize)
1644 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1646 /* make sure that stepsize value is always a power of 2 */
1647 move_stepsize = (1 << log_2(move_stepsize));
1649 return TILEX / move_stepsize;
1652 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1655 int player_nr = player->index_nr;
1656 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1657 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1659 /* do no immediately change move delay -- the player might just be moving */
1660 player->move_delay_value_next = move_delay;
1662 /* information if player can move must be set separately */
1663 player->cannot_move = cannot_move;
1667 player->move_delay = game.initial_move_delay[player_nr];
1668 player->move_delay_value = game.initial_move_delay_value[player_nr];
1670 player->move_delay_value_next = -1;
1672 player->move_delay_reset_counter = 0;
1676 void GetPlayerConfig()
1678 GameFrameDelay = setup.game_frame_delay;
1680 if (!audio.sound_available)
1681 setup.sound_simple = FALSE;
1683 if (!audio.loops_available)
1684 setup.sound_loops = FALSE;
1686 if (!audio.music_available)
1687 setup.sound_music = FALSE;
1689 if (!video.fullscreen_available)
1690 setup.fullscreen = FALSE;
1692 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1694 SetAudioMode(setup.sound);
1698 int GetElementFromGroupElement(int element)
1700 if (IS_GROUP_ELEMENT(element))
1702 struct ElementGroupInfo *group = element_info[element].group;
1703 int last_anim_random_frame = gfx.anim_random_frame;
1706 if (group->choice_mode == ANIM_RANDOM)
1707 gfx.anim_random_frame = RND(group->num_elements_resolved);
1709 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1710 group->choice_mode, 0,
1713 if (group->choice_mode == ANIM_RANDOM)
1714 gfx.anim_random_frame = last_anim_random_frame;
1716 group->choice_pos++;
1718 element = group->element_resolved[element_pos];
1724 static void InitPlayerField(int x, int y, int element, boolean init_game)
1726 if (element == EL_SP_MURPHY)
1730 if (stored_player[0].present)
1732 Feld[x][y] = EL_SP_MURPHY_CLONE;
1738 stored_player[0].initial_element = element;
1739 stored_player[0].use_murphy = TRUE;
1741 if (!level.use_artwork_element[0])
1742 stored_player[0].artwork_element = EL_SP_MURPHY;
1745 Feld[x][y] = EL_PLAYER_1;
1751 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1752 int jx = player->jx, jy = player->jy;
1754 player->present = TRUE;
1756 player->block_last_field = (element == EL_SP_MURPHY ?
1757 level.sp_block_last_field :
1758 level.block_last_field);
1760 /* ---------- initialize player's last field block delay --------------- */
1762 /* always start with reliable default value (no adjustment needed) */
1763 player->block_delay_adjustment = 0;
1765 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1766 if (player->block_last_field && element == EL_SP_MURPHY)
1767 player->block_delay_adjustment = 1;
1769 /* special case 2: in game engines before 3.1.1, blocking was different */
1770 if (game.use_block_last_field_bug)
1771 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1773 if (!options.network || player->connected)
1775 player->active = TRUE;
1777 /* remove potentially duplicate players */
1778 if (StorePlayer[jx][jy] == Feld[x][y])
1779 StorePlayer[jx][jy] = 0;
1781 StorePlayer[x][y] = Feld[x][y];
1785 printf("Player %d activated.\n", player->element_nr);
1786 printf("[Local player is %d and currently %s.]\n",
1787 local_player->element_nr,
1788 local_player->active ? "active" : "not active");
1792 Feld[x][y] = EL_EMPTY;
1794 player->jx = player->last_jx = x;
1795 player->jy = player->last_jy = y;
1798 #if USE_PLAYER_REANIMATION
1801 int player_nr = GET_PLAYER_NR(element);
1802 struct PlayerInfo *player = &stored_player[player_nr];
1804 if (player->active && player->killed)
1805 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1810 static void InitField(int x, int y, boolean init_game)
1812 int element = Feld[x][y];
1821 InitPlayerField(x, y, element, init_game);
1824 case EL_SOKOBAN_FIELD_PLAYER:
1825 element = Feld[x][y] = EL_PLAYER_1;
1826 InitField(x, y, init_game);
1828 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1829 InitField(x, y, init_game);
1832 case EL_SOKOBAN_FIELD_EMPTY:
1833 local_player->sokobanfields_still_needed++;
1837 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1838 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1839 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1840 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1841 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1842 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1843 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1844 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1845 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1846 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1855 case EL_SPACESHIP_RIGHT:
1856 case EL_SPACESHIP_UP:
1857 case EL_SPACESHIP_LEFT:
1858 case EL_SPACESHIP_DOWN:
1859 case EL_BD_BUTTERFLY:
1860 case EL_BD_BUTTERFLY_RIGHT:
1861 case EL_BD_BUTTERFLY_UP:
1862 case EL_BD_BUTTERFLY_LEFT:
1863 case EL_BD_BUTTERFLY_DOWN:
1865 case EL_BD_FIREFLY_RIGHT:
1866 case EL_BD_FIREFLY_UP:
1867 case EL_BD_FIREFLY_LEFT:
1868 case EL_BD_FIREFLY_DOWN:
1869 case EL_PACMAN_RIGHT:
1871 case EL_PACMAN_LEFT:
1872 case EL_PACMAN_DOWN:
1874 case EL_YAMYAM_LEFT:
1875 case EL_YAMYAM_RIGHT:
1877 case EL_YAMYAM_DOWN:
1878 case EL_DARK_YAMYAM:
1881 case EL_SP_SNIKSNAK:
1882 case EL_SP_ELECTRON:
1891 case EL_AMOEBA_FULL:
1896 case EL_AMOEBA_DROP:
1897 if (y == lev_fieldy - 1)
1899 Feld[x][y] = EL_AMOEBA_GROWING;
1900 Store[x][y] = EL_AMOEBA_WET;
1904 case EL_DYNAMITE_ACTIVE:
1905 case EL_SP_DISK_RED_ACTIVE:
1906 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1907 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1908 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1909 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1910 MovDelay[x][y] = 96;
1913 case EL_EM_DYNAMITE_ACTIVE:
1914 MovDelay[x][y] = 32;
1918 local_player->lights_still_needed++;
1922 local_player->friends_still_needed++;
1927 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1930 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1931 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1932 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1933 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1934 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1935 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1936 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1937 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1938 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1939 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1940 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1941 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1944 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1945 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1946 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1948 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1950 game.belt_dir[belt_nr] = belt_dir;
1951 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1953 else /* more than one switch -- set it like the first switch */
1955 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1960 #if !USE_BOTH_SWITCHGATE_SWITCHES
1961 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
1963 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
1966 case EL_DC_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
1968 Feld[x][y] = EL_DC_SWITCHGATE_SWITCH_UP;
1972 case EL_LIGHT_SWITCH_ACTIVE:
1974 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1977 case EL_INVISIBLE_STEELWALL:
1978 case EL_INVISIBLE_WALL:
1979 case EL_INVISIBLE_SAND:
1980 if (game.light_time_left > 0 ||
1981 game.lenses_time_left > 0)
1982 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1985 case EL_EMC_MAGIC_BALL:
1986 if (game.ball_state)
1987 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1990 case EL_EMC_MAGIC_BALL_SWITCH:
1991 if (game.ball_state)
1992 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1995 case EL_TRIGGER_PLAYER:
1996 case EL_TRIGGER_ELEMENT:
1997 case EL_TRIGGER_CE_VALUE:
1998 case EL_TRIGGER_CE_SCORE:
2000 case EL_ANY_ELEMENT:
2001 case EL_CURRENT_CE_VALUE:
2002 case EL_CURRENT_CE_SCORE:
2019 /* reference elements should not be used on the playfield */
2020 Feld[x][y] = EL_EMPTY;
2024 if (IS_CUSTOM_ELEMENT(element))
2026 if (CAN_MOVE(element))
2029 #if USE_NEW_CUSTOM_VALUE
2030 if (!element_info[element].use_last_ce_value || init_game)
2031 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
2034 else if (IS_GROUP_ELEMENT(element))
2036 Feld[x][y] = GetElementFromGroupElement(element);
2038 InitField(x, y, init_game);
2045 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2048 static inline void InitField_WithBug1(int x, int y, boolean init_game)
2050 InitField(x, y, init_game);
2052 /* not needed to call InitMovDir() -- already done by InitField()! */
2053 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2054 CAN_MOVE(Feld[x][y]))
2058 static inline void InitField_WithBug2(int x, int y, boolean init_game)
2060 int old_element = Feld[x][y];
2062 InitField(x, y, init_game);
2064 /* not needed to call InitMovDir() -- already done by InitField()! */
2065 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2066 CAN_MOVE(old_element) &&
2067 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2070 /* this case is in fact a combination of not less than three bugs:
2071 first, it calls InitMovDir() for elements that can move, although this is
2072 already done by InitField(); then, it checks the element that was at this
2073 field _before_ the call to InitField() (which can change it); lastly, it
2074 was not called for "mole with direction" elements, which were treated as
2075 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2081 static int get_key_element_from_nr(int key_nr)
2083 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2084 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2085 EL_EM_KEY_1 : EL_KEY_1);
2087 return key_base_element + key_nr;
2090 static int get_next_dropped_element(struct PlayerInfo *player)
2092 return (player->inventory_size > 0 ?
2093 player->inventory_element[player->inventory_size - 1] :
2094 player->inventory_infinite_element != EL_UNDEFINED ?
2095 player->inventory_infinite_element :
2096 player->dynabombs_left > 0 ?
2097 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2101 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2103 /* pos >= 0: get element from bottom of the stack;
2104 pos < 0: get element from top of the stack */
2108 int min_inventory_size = -pos;
2109 int inventory_pos = player->inventory_size - min_inventory_size;
2110 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2112 return (player->inventory_size >= min_inventory_size ?
2113 player->inventory_element[inventory_pos] :
2114 player->inventory_infinite_element != EL_UNDEFINED ?
2115 player->inventory_infinite_element :
2116 player->dynabombs_left >= min_dynabombs_left ?
2117 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2122 int min_dynabombs_left = pos + 1;
2123 int min_inventory_size = pos + 1 - player->dynabombs_left;
2124 int inventory_pos = pos - player->dynabombs_left;
2126 return (player->inventory_infinite_element != EL_UNDEFINED ?
2127 player->inventory_infinite_element :
2128 player->dynabombs_left >= min_dynabombs_left ?
2129 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2130 player->inventory_size >= min_inventory_size ?
2131 player->inventory_element[inventory_pos] :
2136 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2138 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2139 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2142 if (gpo1->sort_priority != gpo2->sort_priority)
2143 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2145 compare_result = gpo1->nr - gpo2->nr;
2147 return compare_result;
2150 void InitGameControlValues()
2154 for (i = 0; game_panel_controls[i].nr != -1; i++)
2156 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2157 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2158 struct TextPosInfo *pos = gpc->pos;
2160 int type = gpc->type;
2164 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2165 Error(ERR_EXIT, "this should not happen -- please debug");
2168 /* force update of game controls after initialization */
2169 gpc->value = gpc->last_value = -1;
2170 gpc->frame = gpc->last_frame = -1;
2171 gpc->gfx_frame = -1;
2173 /* determine panel value width for later calculation of alignment */
2174 if (type == TYPE_INTEGER || type == TYPE_STRING)
2176 pos->width = pos->size * getFontWidth(pos->font);
2177 pos->height = getFontHeight(pos->font);
2179 else if (type == TYPE_ELEMENT)
2181 pos->width = pos->size;
2182 pos->height = pos->size;
2185 /* fill structure for game panel draw order */
2187 gpo->sort_priority = pos->sort_priority;
2190 /* sort game panel controls according to sort_priority and control number */
2191 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2192 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2195 void UpdatePlayfieldElementCount()
2197 boolean use_element_count = FALSE;
2200 /* first check if it is needed at all to calculate playfield element count */
2201 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2202 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2203 use_element_count = TRUE;
2205 if (!use_element_count)
2208 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2209 element_info[i].element_count = 0;
2211 SCAN_PLAYFIELD(x, y)
2213 element_info[Feld[x][y]].element_count++;
2216 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2217 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2218 if (IS_IN_GROUP(j, i))
2219 element_info[EL_GROUP_START + i].element_count +=
2220 element_info[j].element_count;
2223 void UpdateGameControlValues()
2226 int time = (local_player->LevelSolved ?
2227 local_player->LevelSolved_CountingTime :
2228 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2229 level.native_em_level->lev->time :
2230 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2231 level.native_sp_level->game_sp->time_played :
2232 level.time == 0 ? TimePlayed : TimeLeft);
2233 int score = (local_player->LevelSolved ?
2234 local_player->LevelSolved_CountingScore :
2235 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2236 level.native_em_level->lev->score :
2237 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2238 level.native_sp_level->game_sp->score :
2239 local_player->score);
2240 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2241 level.native_em_level->lev->required :
2242 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2243 level.native_sp_level->game_sp->infotrons_still_needed :
2244 local_player->gems_still_needed);
2245 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2246 level.native_em_level->lev->required > 0 :
2247 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2248 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2249 local_player->gems_still_needed > 0 ||
2250 local_player->sokobanfields_still_needed > 0 ||
2251 local_player->lights_still_needed > 0);
2253 UpdatePlayfieldElementCount();
2255 /* update game panel control values */
2257 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2258 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2260 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2261 for (i = 0; i < MAX_NUM_KEYS; i++)
2262 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2263 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2264 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2266 if (game.centered_player_nr == -1)
2268 for (i = 0; i < MAX_PLAYERS; i++)
2270 /* only one player in Supaplex game engine */
2271 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2274 for (k = 0; k < MAX_NUM_KEYS; k++)
2276 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2278 if (level.native_em_level->ply[i]->keys & (1 << k))
2279 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2280 get_key_element_from_nr(k);
2282 else if (stored_player[i].key[k])
2283 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2284 get_key_element_from_nr(k);
2287 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2288 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2289 level.native_em_level->ply[i]->dynamite;
2290 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2291 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2292 level.native_sp_level->game_sp->red_disk_count;
2294 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2295 stored_player[i].inventory_size;
2297 if (stored_player[i].num_white_keys > 0)
2298 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2301 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2302 stored_player[i].num_white_keys;
2307 int player_nr = game.centered_player_nr;
2309 for (k = 0; k < MAX_NUM_KEYS; k++)
2311 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2313 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2314 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2315 get_key_element_from_nr(k);
2317 else if (stored_player[player_nr].key[k])
2318 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2319 get_key_element_from_nr(k);
2322 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2323 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2324 level.native_em_level->ply[player_nr]->dynamite;
2325 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2326 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2327 level.native_sp_level->game_sp->red_disk_count;
2329 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2330 stored_player[player_nr].inventory_size;
2332 if (stored_player[player_nr].num_white_keys > 0)
2333 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2335 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2336 stored_player[player_nr].num_white_keys;
2339 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2341 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2342 get_inventory_element_from_pos(local_player, i);
2343 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2344 get_inventory_element_from_pos(local_player, -i - 1);
2347 game_panel_controls[GAME_PANEL_SCORE].value = score;
2348 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2350 game_panel_controls[GAME_PANEL_TIME].value = time;
2352 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2353 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2354 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2356 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2358 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2359 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2361 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2362 local_player->shield_normal_time_left;
2363 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2364 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2366 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2367 local_player->shield_deadly_time_left;
2369 game_panel_controls[GAME_PANEL_EXIT].value =
2370 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2372 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2373 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2374 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2375 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2376 EL_EMC_MAGIC_BALL_SWITCH);
2378 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2379 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2380 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2381 game.light_time_left;
2383 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2384 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2385 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2386 game.timegate_time_left;
2388 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2389 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2391 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2392 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2393 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2394 game.lenses_time_left;
2396 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2397 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2398 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2399 game.magnify_time_left;
2401 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2402 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2403 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2404 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2405 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2406 EL_BALLOON_SWITCH_NONE);
2408 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2409 local_player->dynabomb_count;
2410 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2411 local_player->dynabomb_size;
2412 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2413 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2415 game_panel_controls[GAME_PANEL_PENGUINS].value =
2416 local_player->friends_still_needed;
2418 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2419 local_player->sokobanfields_still_needed;
2420 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2421 local_player->sokobanfields_still_needed;
2423 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2424 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2426 for (i = 0; i < NUM_BELTS; i++)
2428 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2429 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2430 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2431 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2432 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2435 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2436 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2437 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2438 game.magic_wall_time_left;
2440 #if USE_PLAYER_GRAVITY
2441 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2442 local_player->gravity;
2444 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value = game.gravity;
2447 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2448 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2450 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2451 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2452 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2453 game.panel.element[i].id : EL_UNDEFINED);
2455 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2456 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2457 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2458 element_info[game.panel.element_count[i].id].element_count : 0);
2460 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2461 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2462 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2463 element_info[game.panel.ce_score[i].id].collect_score : 0);
2465 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2466 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2467 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2468 element_info[game.panel.ce_score_element[i].id].collect_score :
2471 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2472 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2473 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2475 /* update game panel control frames */
2477 for (i = 0; game_panel_controls[i].nr != -1; i++)
2479 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2481 if (gpc->type == TYPE_ELEMENT)
2483 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2485 int last_anim_random_frame = gfx.anim_random_frame;
2486 int element = gpc->value;
2487 int graphic = el2panelimg(element);
2489 if (gpc->value != gpc->last_value)
2492 gpc->gfx_random = INIT_GFX_RANDOM();
2498 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2499 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2500 gpc->gfx_random = INIT_GFX_RANDOM();
2503 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2504 gfx.anim_random_frame = gpc->gfx_random;
2506 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2507 gpc->gfx_frame = element_info[element].collect_score;
2509 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2512 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2513 gfx.anim_random_frame = last_anim_random_frame;
2519 void DisplayGameControlValues()
2521 boolean redraw_panel = FALSE;
2524 for (i = 0; game_panel_controls[i].nr != -1; i++)
2526 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2528 if (PANEL_DEACTIVATED(gpc->pos))
2531 if (gpc->value == gpc->last_value &&
2532 gpc->frame == gpc->last_frame)
2535 redraw_panel = TRUE;
2541 /* copy default game door content to main double buffer */
2543 /* !!! CHECK AGAIN !!! */
2544 SetPanelBackground();
2545 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2546 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2548 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
2549 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
2552 /* redraw game control buttons */
2554 RedrawGameButtons();
2560 game_status = GAME_MODE_PSEUDO_PANEL;
2563 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2565 for (i = 0; game_panel_controls[i].nr != -1; i++)
2569 int nr = game_panel_order[i].nr;
2570 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2572 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2575 struct TextPosInfo *pos = gpc->pos;
2576 int type = gpc->type;
2577 int value = gpc->value;
2578 int frame = gpc->frame;
2580 int last_value = gpc->last_value;
2581 int last_frame = gpc->last_frame;
2583 int size = pos->size;
2584 int font = pos->font;
2585 boolean draw_masked = pos->draw_masked;
2586 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2588 if (PANEL_DEACTIVATED(pos))
2592 if (value == last_value && frame == last_frame)
2596 gpc->last_value = value;
2597 gpc->last_frame = frame;
2600 printf("::: value %d changed from %d to %d\n", nr, last_value, value);
2603 if (type == TYPE_INTEGER)
2605 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2606 nr == GAME_PANEL_TIME)
2608 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2610 if (use_dynamic_size) /* use dynamic number of digits */
2612 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2613 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2614 int size2 = size1 + 1;
2615 int font1 = pos->font;
2616 int font2 = pos->font_alt;
2618 size = (value < value_change ? size1 : size2);
2619 font = (value < value_change ? font1 : font2);
2622 /* clear background if value just changed its size (dynamic digits) */
2623 if ((last_value < value_change) != (value < value_change))
2625 int width1 = size1 * getFontWidth(font1);
2626 int width2 = size2 * getFontWidth(font2);
2627 int max_width = MAX(width1, width2);
2628 int max_height = MAX(getFontHeight(font1), getFontHeight(font2));
2630 pos->width = max_width;
2632 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2633 max_width, max_height);
2640 /* correct text size if "digits" is zero or less */
2642 size = strlen(int2str(value, size));
2644 /* dynamically correct text alignment */
2645 pos->width = size * getFontWidth(font);
2648 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2649 int2str(value, size), font, mask_mode);
2651 else if (type == TYPE_ELEMENT)
2653 int element, graphic;
2657 int dst_x = PANEL_XPOS(pos);
2658 int dst_y = PANEL_YPOS(pos);
2661 if (value != EL_UNDEFINED && value != EL_EMPTY)
2664 graphic = el2panelimg(value);
2666 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2669 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2673 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2676 width = graphic_info[graphic].width * size / TILESIZE;
2677 height = graphic_info[graphic].height * size / TILESIZE;
2681 SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
2682 dst_x - src_x, dst_y - src_y);
2683 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2688 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2693 if (value == EL_UNDEFINED || value == EL_EMPTY)
2695 element = (last_value == EL_UNDEFINED ? EL_EMPTY : last_value);
2696 graphic = el2panelimg(element);
2698 src_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
2699 src_x = DOOR_GFX_PAGEX5 + ALIGNED_TEXT_XPOS(pos);
2700 src_y = DOOR_GFX_PAGEY1 + ALIGNED_TEXT_YPOS(pos);
2705 graphic = el2panelimg(value);
2707 getSizedGraphicSource(graphic, frame, size, &src_bitmap, &src_x,&src_y);
2710 width = graphic_info[graphic].width * size / TILESIZE;
2711 height = graphic_info[graphic].height * size / TILESIZE;
2713 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height, dst_x, dst_y);
2716 else if (type == TYPE_STRING)
2718 boolean active = (value != 0);
2719 char *state_normal = "off";
2720 char *state_active = "on";
2721 char *state = (active ? state_active : state_normal);
2722 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2723 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2724 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2725 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2727 if (nr == GAME_PANEL_GRAVITY_STATE)
2729 int font1 = pos->font; /* (used for normal state) */
2730 int font2 = pos->font_alt; /* (used for active state) */
2732 int size1 = strlen(state_normal);
2733 int size2 = strlen(state_active);
2734 int width1 = size1 * getFontWidth(font1);
2735 int width2 = size2 * getFontWidth(font2);
2736 int max_width = MAX(width1, width2);
2737 int max_height = MAX(getFontHeight(font1), getFontHeight(font2));
2739 pos->width = max_width;
2741 /* clear background for values that may have changed its size */
2742 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2743 max_width, max_height);
2746 font = (active ? font2 : font1);
2756 /* don't truncate output if "chars" is zero or less */
2759 /* dynamically correct text alignment */
2760 pos->width = size * getFontWidth(font);
2764 s_cut = getStringCopyN(s, size);
2766 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2767 s_cut, font, mask_mode);
2773 redraw_mask |= REDRAW_DOOR_1;
2776 game_status = GAME_MODE_PLAYING;
2779 void UpdateAndDisplayGameControlValues()
2781 if (tape.warp_forward)
2784 UpdateGameControlValues();
2785 DisplayGameControlValues();
2788 void DrawGameValue_Emeralds(int value)
2790 struct TextPosInfo *pos = &game.panel.gems;
2792 int font_nr = pos->font;
2794 int font_nr = FONT_TEXT_2;
2796 int font_width = getFontWidth(font_nr);
2797 int chars = pos->size;
2800 return; /* !!! USE NEW STUFF !!! */
2803 if (PANEL_DEACTIVATED(pos))
2806 pos->width = chars * font_width;
2808 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2811 void DrawGameValue_Dynamite(int value)
2813 struct TextPosInfo *pos = &game.panel.inventory_count;
2815 int font_nr = pos->font;
2817 int font_nr = FONT_TEXT_2;
2819 int font_width = getFontWidth(font_nr);
2820 int chars = pos->size;
2823 return; /* !!! USE NEW STUFF !!! */
2826 if (PANEL_DEACTIVATED(pos))
2829 pos->width = chars * font_width;
2831 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2834 void DrawGameValue_Score(int value)
2836 struct TextPosInfo *pos = &game.panel.score;
2838 int font_nr = pos->font;
2840 int font_nr = FONT_TEXT_2;
2842 int font_width = getFontWidth(font_nr);
2843 int chars = pos->size;
2846 return; /* !!! USE NEW STUFF !!! */
2849 if (PANEL_DEACTIVATED(pos))
2852 pos->width = chars * font_width;
2854 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2857 void DrawGameValue_Time(int value)
2859 struct TextPosInfo *pos = &game.panel.time;
2860 static int last_value = -1;
2863 int chars = pos->size;
2865 int font1_nr = pos->font;
2866 int font2_nr = pos->font_alt;
2868 int font1_nr = FONT_TEXT_2;
2869 int font2_nr = FONT_TEXT_1;
2871 int font_nr = font1_nr;
2872 boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
2875 return; /* !!! USE NEW STUFF !!! */
2878 if (PANEL_DEACTIVATED(pos))
2881 if (use_dynamic_chars) /* use dynamic number of chars */
2883 chars = (value < 1000 ? chars1 : chars2);
2884 font_nr = (value < 1000 ? font1_nr : font2_nr);
2887 /* clear background if value just changed its size (dynamic chars only) */
2888 if (use_dynamic_chars && (last_value < 1000) != (value < 1000))
2890 int width1 = chars1 * getFontWidth(font1_nr);
2891 int width2 = chars2 * getFontWidth(font2_nr);
2892 int max_width = MAX(width1, width2);
2893 int max_height = MAX(getFontHeight(font1_nr), getFontHeight(font2_nr));
2895 pos->width = max_width;
2897 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2898 max_width, max_height);
2901 pos->width = chars * getFontWidth(font_nr);
2903 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2908 void DrawGameValue_Level(int value)
2910 struct TextPosInfo *pos = &game.panel.level_number;
2913 int chars = pos->size;
2915 int font1_nr = pos->font;
2916 int font2_nr = pos->font_alt;
2918 int font1_nr = FONT_TEXT_2;
2919 int font2_nr = FONT_TEXT_1;
2921 int font_nr = font1_nr;
2922 boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
2925 return; /* !!! USE NEW STUFF !!! */
2928 if (PANEL_DEACTIVATED(pos))
2931 if (use_dynamic_chars) /* use dynamic number of chars */
2933 chars = (level_nr < 100 ? chars1 : chars2);
2934 font_nr = (level_nr < 100 ? font1_nr : font2_nr);
2937 pos->width = chars * getFontWidth(font_nr);
2939 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2942 void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
2945 struct TextPosInfo *pos = &game.panel.keys;
2948 int base_key_graphic = EL_KEY_1;
2953 return; /* !!! USE NEW STUFF !!! */
2957 if (PANEL_DEACTIVATED(pos))
2962 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2963 base_key_graphic = EL_EM_KEY_1;
2967 pos->width = 4 * MINI_TILEX;
2971 for (i = 0; i < MAX_NUM_KEYS; i++)
2973 /* currently only 4 of 8 possible keys are displayed */
2974 for (i = 0; i < STD_NUM_KEYS; i++)
2978 struct TextPosInfo *pos = &game.panel.key[i];
2980 int src_x = DOOR_GFX_PAGEX5 + 18 + (i % 4) * MINI_TILEX;
2981 int src_y = DOOR_GFX_PAGEY1 + 123;
2983 int dst_x = PANEL_XPOS(pos);
2984 int dst_y = PANEL_YPOS(pos);
2986 int dst_x = PANEL_XPOS(pos) + i * MINI_TILEX;
2987 int dst_y = PANEL_YPOS(pos);
2991 int element = (i >= STD_NUM_KEYS ? EL_EMC_KEY_5 - 4 :
2992 level.game_engine_type == GAME_ENGINE_TYPE_EM ? EL_EM_KEY_1 :
2994 int graphic = el2edimg(element);
2998 if (PANEL_DEACTIVATED(pos))
3003 /* masked blit with tiles from half-size scaled bitmap does not work yet
3004 (no mask bitmap created for these sizes after loading and scaling) --
3005 solution: load without creating mask, scale, then create final mask */
3007 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
3008 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
3013 int graphic = el2edimg(base_key_graphic + i);
3018 getMiniGraphicSource(graphic, &src_bitmap, &src_x, &src_y);
3020 SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
3021 dst_x - src_x, dst_y - src_y);
3022 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, MINI_TILEX, MINI_TILEY,
3028 DrawMiniGraphicExt(drawto, dst_x, dst_y, graphic);
3030 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
3031 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
3034 DrawMiniGraphicExt(drawto, dst_x, dst_y, el2edimg(base_key_graphic + i));
3036 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
3037 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
3045 void DrawGameValue_Emeralds(int value)
3047 int font_nr = FONT_TEXT_2;
3048 int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
3050 if (PANEL_DEACTIVATED(game.panel.gems))
3053 DrawText(DX_EMERALDS + xpos, DY_EMERALDS, int2str(value, 3), font_nr);
3056 void DrawGameValue_Dynamite(int value)
3058 int font_nr = FONT_TEXT_2;
3059 int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
3061 if (PANEL_DEACTIVATED(game.panel.inventory_count))
3064 DrawText(DX_DYNAMITE + xpos, DY_DYNAMITE, int2str(value, 3), font_nr);
3067 void DrawGameValue_Score(int value)
3069 int font_nr = FONT_TEXT_2;
3070 int xpos = (5 * 14 - 5 * getFontWidth(font_nr)) / 2;
3072 if (PANEL_DEACTIVATED(game.panel.score))
3075 DrawText(DX_SCORE + xpos, DY_SCORE, int2str(value, 5), font_nr);
3078 void DrawGameValue_Time(int value)
3080 int font1_nr = FONT_TEXT_2;
3082 int font2_nr = FONT_TEXT_1;
3084 int font2_nr = FONT_LEVEL_NUMBER;
3086 int xpos3 = (3 * 14 - 3 * getFontWidth(font1_nr)) / 2;
3087 int xpos4 = (4 * 10 - 4 * getFontWidth(font2_nr)) / 2;
3089 if (PANEL_DEACTIVATED(game.panel.time))
3092 /* clear background if value just changed its size */
3093 if (value == 999 || value == 1000)
3094 ClearRectangleOnBackground(drawto, DX_TIME1, DY_TIME, 14 * 3, 14);
3097 DrawText(DX_TIME1 + xpos3, DY_TIME, int2str(value, 3), font1_nr);
3099 DrawText(DX_TIME2 + xpos4, DY_TIME, int2str(value, 4), font2_nr);
3102 void DrawGameValue_Level(int value)
3104 int font1_nr = FONT_TEXT_2;
3106 int font2_nr = FONT_TEXT_1;
3108 int font2_nr = FONT_LEVEL_NUMBER;
3111 if (PANEL_DEACTIVATED(game.panel.level))
3115 DrawText(DX_LEVEL1, DY_LEVEL, int2str(value, 2), font1_nr);
3117 DrawText(DX_LEVEL2, DY_LEVEL, int2str(value, 3), font2_nr);
3120 void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
3122 int base_key_graphic = EL_KEY_1;
3125 if (PANEL_DEACTIVATED(game.panel.keys))
3128 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3129 base_key_graphic = EL_EM_KEY_1;
3131 /* currently only 4 of 8 possible keys are displayed */
3132 for (i = 0; i < STD_NUM_KEYS; i++)
3134 int x = XX_KEYS + i * MINI_TILEX;
3138 DrawMiniGraphicExt(drawto, DX + x,DY + y, el2edimg(base_key_graphic + i));
3140 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
3141 DOOR_GFX_PAGEX5 + x, y, MINI_TILEX, MINI_TILEY, DX + x,DY + y);
3147 void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
3150 int key[MAX_NUM_KEYS];
3153 /* prevent EM engine from updating time/score values parallel to GameWon() */
3154 if (level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3155 local_player->LevelSolved)
3158 for (i = 0; i < MAX_NUM_KEYS; i++)
3159 key[i] = key_bits & (1 << i);
3161 DrawGameValue_Level(level_nr);
3163 DrawGameValue_Emeralds(emeralds);
3164 DrawGameValue_Dynamite(dynamite);
3165 DrawGameValue_Score(score);
3166 DrawGameValue_Time(time);
3168 DrawGameValue_Keys(key);
3171 void UpdateGameDoorValues()
3173 UpdateGameControlValues();
3176 void DrawGameDoorValues()
3178 DisplayGameControlValues();
3181 void DrawGameDoorValues_OLD()
3183 int time_value = (level.time == 0 ? TimePlayed : TimeLeft);
3184 int dynamite_value = 0;
3185 int score_value = (local_player->LevelSolved ? local_player->score_final :
3186 local_player->score);
3187 int gems_value = local_player->gems_still_needed;
3191 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3193 DrawGameDoorValues_EM();
3198 if (game.centered_player_nr == -1)
3200 for (i = 0; i < MAX_PLAYERS; i++)
3202 for (j = 0; j < MAX_NUM_KEYS; j++)
3203 if (stored_player[i].key[j])
3204 key_bits |= (1 << j);
3206 dynamite_value += stored_player[i].inventory_size;
3211 int player_nr = game.centered_player_nr;
3213 for (i = 0; i < MAX_NUM_KEYS; i++)
3214 if (stored_player[player_nr].key[i])
3215 key_bits |= (1 << i);
3217 dynamite_value = stored_player[player_nr].inventory_size;
3220 DrawAllGameValues(gems_value, dynamite_value, score_value, time_value,
3226 =============================================================================
3228 -----------------------------------------------------------------------------
3229 initialize game engine due to level / tape version number
3230 =============================================================================
3233 static void InitGameEngine()
3235 int i, j, k, l, x, y;
3237 /* set game engine from tape file when re-playing, else from level file */
3238 game.engine_version = (tape.playing ? tape.engine_version :
3239 level.game_version);
3241 /* ---------------------------------------------------------------------- */
3242 /* set flags for bugs and changes according to active game engine version */
3243 /* ---------------------------------------------------------------------- */
3246 Summary of bugfix/change:
3247 Fixed handling for custom elements that change when pushed by the player.
3249 Fixed/changed in version:
3253 Before 3.1.0, custom elements that "change when pushing" changed directly
3254 after the player started pushing them (until then handled in "DigField()").
3255 Since 3.1.0, these custom elements are not changed until the "pushing"
3256 move of the element is finished (now handled in "ContinueMoving()").
3258 Affected levels/tapes:
3259 The first condition is generally needed for all levels/tapes before version
3260 3.1.0, which might use the old behaviour before it was changed; known tapes
3261 that are affected are some tapes from the level set "Walpurgis Gardens" by
3263 The second condition is an exception from the above case and is needed for
3264 the special case of tapes recorded with game (not engine!) version 3.1.0 or
3265 above (including some development versions of 3.1.0), but before it was
3266 known that this change would break tapes like the above and was fixed in
3267 3.1.1, so that the changed behaviour was active although the engine version
3268 while recording maybe was before 3.1.0. There is at least one tape that is
3269 affected by this exception, which is the tape for the one-level set "Bug
3270 Machine" by Juergen Bonhagen.
3273 game.use_change_when_pushing_bug =
3274 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3276 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3277 tape.game_version < VERSION_IDENT(3,1,1,0)));
3280 Summary of bugfix/change:
3281 Fixed handling for blocking the field the player leaves when moving.
3283 Fixed/changed in version:
3287 Before 3.1.1, when "block last field when moving" was enabled, the field
3288 the player is leaving when moving was blocked for the time of the move,
3289 and was directly unblocked afterwards. This resulted in the last field
3290 being blocked for exactly one less than the number of frames of one player
3291 move. Additionally, even when blocking was disabled, the last field was
3292 blocked for exactly one frame.
3293 Since 3.1.1, due to changes in player movement handling, the last field
3294 is not blocked at all when blocking is disabled. When blocking is enabled,
3295 the last field is blocked for exactly the number of frames of one player
3296 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3297 last field is blocked for exactly one more than the number of frames of
3300 Affected levels/tapes:
3301 (!!! yet to be determined -- probably many !!!)
3304 game.use_block_last_field_bug =
3305 (game.engine_version < VERSION_IDENT(3,1,1,0));
3308 Summary of bugfix/change:
3309 Changed behaviour of CE changes with multiple changes per single frame.
3311 Fixed/changed in version:
3315 Before 3.2.0-6, only one single CE change was allowed in each engine frame.
3316 This resulted in race conditions where CEs seem to behave strange in some
3317 situations (where triggered CE changes were just skipped because there was
3318 already a CE change on that tile in the playfield in that engine frame).
3319 Since 3.2.0-6, this was changed to allow up to MAX_NUM_CHANGES_PER_FRAME.
3320 (The number of changes per frame must be limited in any case, because else
3321 it is easily possible to define CE changes that would result in an infinite
3322 loop, causing the whole game to freeze. The MAX_NUM_CHANGES_PER_FRAME value
3323 should be set large enough so that it would only be reached in cases where
3324 the corresponding CE change conditions run into a loop. Therefore, it seems
3325 to be reasonable to set MAX_NUM_CHANGES_PER_FRAME to the same value as the
3326 maximal number of change pages for custom elements.)
3328 Affected levels/tapes:
3332 #if USE_ONLY_ONE_CHANGE_PER_FRAME
3333 game.max_num_changes_per_frame = 1;
3335 game.max_num_changes_per_frame =
3336 (game.engine_version < VERSION_IDENT(3,2,0,6) ? 1 : 32);
3339 /* ---------------------------------------------------------------------- */
3341 /* default scan direction: scan playfield from top/left to bottom/right */
3342 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3344 /* dynamically adjust element properties according to game engine version */
3345 InitElementPropertiesEngine(game.engine_version);
3348 printf("level %d: level version == %06d\n", level_nr, level.game_version);
3349 printf(" tape version == %06d [%s] [file: %06d]\n",
3350 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
3352 printf(" => game.engine_version == %06d\n", game.engine_version);
3355 /* ---------- initialize player's initial move delay --------------------- */
3357 /* dynamically adjust player properties according to level information */
3358 for (i = 0; i < MAX_PLAYERS; i++)
3359 game.initial_move_delay_value[i] =
3360 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3362 /* dynamically adjust player properties according to game engine version */
3363 for (i = 0; i < MAX_PLAYERS; i++)
3364 game.initial_move_delay[i] =
3365 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3366 game.initial_move_delay_value[i] : 0);
3368 /* ---------- initialize player's initial push delay --------------------- */
3370 /* dynamically adjust player properties according to game engine version */
3371 game.initial_push_delay_value =
3372 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3374 /* ---------- initialize changing elements ------------------------------- */
3376 /* initialize changing elements information */
3377 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3379 struct ElementInfo *ei = &element_info[i];
3381 /* this pointer might have been changed in the level editor */
3382 ei->change = &ei->change_page[0];
3384 if (!IS_CUSTOM_ELEMENT(i))
3386 ei->change->target_element = EL_EMPTY_SPACE;
3387 ei->change->delay_fixed = 0;
3388 ei->change->delay_random = 0;
3389 ei->change->delay_frames = 1;
3392 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3394 ei->has_change_event[j] = FALSE;
3396 ei->event_page_nr[j] = 0;
3397 ei->event_page[j] = &ei->change_page[0];
3401 /* add changing elements from pre-defined list */
3402 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3404 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3405 struct ElementInfo *ei = &element_info[ch_delay->element];
3407 ei->change->target_element = ch_delay->target_element;
3408 ei->change->delay_fixed = ch_delay->change_delay;
3410 ei->change->pre_change_function = ch_delay->pre_change_function;
3411 ei->change->change_function = ch_delay->change_function;
3412 ei->change->post_change_function = ch_delay->post_change_function;
3414 ei->change->can_change = TRUE;
3415 ei->change->can_change_or_has_action = TRUE;
3417 ei->has_change_event[CE_DELAY] = TRUE;
3419 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3420 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3423 /* ---------- initialize internal run-time variables --------------------- */
3425 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3427 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3429 for (j = 0; j < ei->num_change_pages; j++)
3431 ei->change_page[j].can_change_or_has_action =
3432 (ei->change_page[j].can_change |
3433 ei->change_page[j].has_action);
3437 /* add change events from custom element configuration */
3438 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3440 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3442 for (j = 0; j < ei->num_change_pages; j++)
3444 if (!ei->change_page[j].can_change_or_has_action)
3447 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3449 /* only add event page for the first page found with this event */
3450 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3452 ei->has_change_event[k] = TRUE;
3454 ei->event_page_nr[k] = j;
3455 ei->event_page[k] = &ei->change_page[j];
3462 /* ---------- initialize reference elements in change conditions --------- */
3464 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3466 int element = EL_CUSTOM_START + i;
3467 struct ElementInfo *ei = &element_info[element];
3469 for (j = 0; j < ei->num_change_pages; j++)
3471 int trigger_element = ei->change_page[j].initial_trigger_element;
3473 if (trigger_element >= EL_PREV_CE_8 &&
3474 trigger_element <= EL_NEXT_CE_8)
3475 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3477 ei->change_page[j].trigger_element = trigger_element;
3482 /* ---------- initialize run-time trigger player and element ------------- */
3484 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3486 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3488 for (j = 0; j < ei->num_change_pages; j++)
3490 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3491 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3492 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3493 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3494 ei->change_page[j].actual_trigger_ce_value = 0;
3495 ei->change_page[j].actual_trigger_ce_score = 0;
3499 /* ---------- initialize trigger events ---------------------------------- */
3501 /* initialize trigger events information */
3502 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3503 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3504 trigger_events[i][j] = FALSE;
3506 /* add trigger events from element change event properties */
3507 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3509 struct ElementInfo *ei = &element_info[i];
3511 for (j = 0; j < ei->num_change_pages; j++)
3513 if (!ei->change_page[j].can_change_or_has_action)
3516 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3518 int trigger_element = ei->change_page[j].trigger_element;
3520 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3522 if (ei->change_page[j].has_event[k])
3524 if (IS_GROUP_ELEMENT(trigger_element))
3526 struct ElementGroupInfo *group =
3527 element_info[trigger_element].group;
3529 for (l = 0; l < group->num_elements_resolved; l++)
3530 trigger_events[group->element_resolved[l]][k] = TRUE;
3532 else if (trigger_element == EL_ANY_ELEMENT)
3533 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3534 trigger_events[l][k] = TRUE;
3536 trigger_events[trigger_element][k] = TRUE;
3543 /* ---------- initialize push delay -------------------------------------- */
3545 /* initialize push delay values to default */
3546 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3548 if (!IS_CUSTOM_ELEMENT(i))
3550 /* set default push delay values (corrected since version 3.0.7-1) */
3551 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3553 element_info[i].push_delay_fixed = 2;
3554 element_info[i].push_delay_random = 8;
3558 element_info[i].push_delay_fixed = 8;
3559 element_info[i].push_delay_random = 8;
3564 /* set push delay value for certain elements from pre-defined list */
3565 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3567 int e = push_delay_list[i].element;
3569 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3570 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3573 /* set push delay value for Supaplex elements for newer engine versions */
3574 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3576 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3578 if (IS_SP_ELEMENT(i))
3580 /* set SP push delay to just enough to push under a falling zonk */
3581 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3583 element_info[i].push_delay_fixed = delay;
3584 element_info[i].push_delay_random = 0;
3589 /* ---------- initialize move stepsize ----------------------------------- */
3591 /* initialize move stepsize values to default */
3592 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3593 if (!IS_CUSTOM_ELEMENT(i))
3594 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3596 /* set move stepsize value for certain elements from pre-defined list */
3597 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3599 int e = move_stepsize_list[i].element;
3601 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3604 /* ---------- initialize collect score ----------------------------------- */
3606 /* initialize collect score values for custom elements from initial value */
3607 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3608 if (IS_CUSTOM_ELEMENT(i))
3609 element_info[i].collect_score = element_info[i].collect_score_initial;
3611 /* ---------- initialize collect count ----------------------------------- */
3613 /* initialize collect count values for non-custom elements */
3614 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3615 if (!IS_CUSTOM_ELEMENT(i))
3616 element_info[i].collect_count_initial = 0;
3618 /* add collect count values for all elements from pre-defined list */
3619 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3620 element_info[collect_count_list[i].element].collect_count_initial =
3621 collect_count_list[i].count;
3623 /* ---------- initialize access direction -------------------------------- */
3625 /* initialize access direction values to default (access from every side) */
3626 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3627 if (!IS_CUSTOM_ELEMENT(i))
3628 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3630 /* set access direction value for certain elements from pre-defined list */
3631 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3632 element_info[access_direction_list[i].element].access_direction =
3633 access_direction_list[i].direction;
3635 /* ---------- initialize explosion content ------------------------------- */
3636 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3638 if (IS_CUSTOM_ELEMENT(i))
3641 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3643 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3645 element_info[i].content.e[x][y] =
3646 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3647 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3648 i == EL_PLAYER_3 ? EL_EMERALD :
3649 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3650 i == EL_MOLE ? EL_EMERALD_RED :
3651 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3652 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3653 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3654 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3655 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3656 i == EL_WALL_EMERALD ? EL_EMERALD :
3657 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3658 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3659 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3660 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3661 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3662 i == EL_WALL_PEARL ? EL_PEARL :
3663 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3668 /* ---------- initialize recursion detection ------------------------------ */
3669 recursion_loop_depth = 0;
3670 recursion_loop_detected = FALSE;
3671 recursion_loop_element = EL_UNDEFINED;
3673 /* ---------- initialize graphics engine ---------------------------------- */
3674 game.scroll_delay_value =
3675 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3676 setup.scroll_delay ? setup.scroll_delay_value : 0);
3677 game.scroll_delay_value =
3678 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3681 int get_num_special_action(int element, int action_first, int action_last)
3683 int num_special_action = 0;
3686 for (i = action_first; i <= action_last; i++)
3688 boolean found = FALSE;
3690 for (j = 0; j < NUM_DIRECTIONS; j++)
3691 if (el_act_dir2img(element, i, j) !=
3692 el_act_dir2img(element, ACTION_DEFAULT, j))
3696 num_special_action++;
3701 return num_special_action;
3706 =============================================================================
3708 -----------------------------------------------------------------------------
3709 initialize and start new game
3710 =============================================================================
3715 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3716 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3717 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3719 boolean do_fading = (game_status == GAME_MODE_MAIN);
3722 int initial_move_dir = MV_DOWN;
3724 int initial_move_dir = MV_NONE;
3728 game_status = GAME_MODE_PLAYING;
3731 /* needed if different viewport properties defined for playing */
3732 ChangeViewportPropertiesIfNeeded();
3736 DrawCompleteVideoDisplay();
3740 InitGameControlValues();
3742 /* don't play tapes over network */
3743 network_playing = (options.network && !tape.playing);
3745 for (i = 0; i < MAX_PLAYERS; i++)
3747 struct PlayerInfo *player = &stored_player[i];
3749 player->index_nr = i;
3750 player->index_bit = (1 << i);
3751 player->element_nr = EL_PLAYER_1 + i;
3753 player->present = FALSE;
3754 player->active = FALSE;
3755 player->mapped = FALSE;
3757 player->killed = FALSE;
3758 player->reanimated = FALSE;
3761 player->effective_action = 0;
3762 player->programmed_action = 0;
3765 player->score_final = 0;
3767 player->gems_still_needed = level.gems_needed;
3768 player->sokobanfields_still_needed = 0;
3769 player->lights_still_needed = 0;
3770 player->friends_still_needed = 0;
3772 for (j = 0; j < MAX_NUM_KEYS; j++)
3773 player->key[j] = FALSE;
3775 player->num_white_keys = 0;
3777 player->dynabomb_count = 0;
3778 player->dynabomb_size = 1;
3779 player->dynabombs_left = 0;
3780 player->dynabomb_xl = FALSE;
3782 player->MovDir = initial_move_dir;
3785 player->GfxDir = initial_move_dir;
3786 player->GfxAction = ACTION_DEFAULT;
3788 player->StepFrame = 0;
3790 player->initial_element = player->element_nr;
3791 player->artwork_element =
3792 (level.use_artwork_element[i] ? level.artwork_element[i] :
3793 player->element_nr);
3794 player->use_murphy = FALSE;
3796 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3797 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3799 player->gravity = level.initial_player_gravity[i];
3801 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3803 player->actual_frame_counter = 0;
3805 player->step_counter = 0;
3807 player->last_move_dir = initial_move_dir;
3809 player->is_active = FALSE;
3811 player->is_waiting = FALSE;
3812 player->is_moving = FALSE;
3813 player->is_auto_moving = FALSE;
3814 player->is_digging = FALSE;
3815 player->is_snapping = FALSE;
3816 player->is_collecting = FALSE;
3817 player->is_pushing = FALSE;
3818 player->is_switching = FALSE;
3819 player->is_dropping = FALSE;
3820 player->is_dropping_pressed = FALSE;
3822 player->is_bored = FALSE;
3823 player->is_sleeping = FALSE;
3825 player->frame_counter_bored = -1;
3826 player->frame_counter_sleeping = -1;
3828 player->anim_delay_counter = 0;
3829 player->post_delay_counter = 0;
3831 player->dir_waiting = initial_move_dir;
3832 player->action_waiting = ACTION_DEFAULT;
3833 player->last_action_waiting = ACTION_DEFAULT;
3834 player->special_action_bored = ACTION_DEFAULT;
3835 player->special_action_sleeping = ACTION_DEFAULT;
3837 player->switch_x = -1;
3838 player->switch_y = -1;
3840 player->drop_x = -1;
3841 player->drop_y = -1;
3843 player->show_envelope = 0;
3845 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3847 player->push_delay = -1; /* initialized when pushing starts */
3848 player->push_delay_value = game.initial_push_delay_value;
3850 player->drop_delay = 0;
3851 player->drop_pressed_delay = 0;
3853 player->last_jx = -1;
3854 player->last_jy = -1;
3858 player->shield_normal_time_left = 0;
3859 player->shield_deadly_time_left = 0;
3861 player->inventory_infinite_element = EL_UNDEFINED;
3862 player->inventory_size = 0;
3864 if (level.use_initial_inventory[i])
3866 for (j = 0; j < level.initial_inventory_size[i]; j++)
3868 int element = level.initial_inventory_content[i][j];
3869 int collect_count = element_info[element].collect_count_initial;
3872 if (!IS_CUSTOM_ELEMENT(element))
3875 if (collect_count == 0)
3876 player->inventory_infinite_element = element;
3878 for (k = 0; k < collect_count; k++)
3879 if (player->inventory_size < MAX_INVENTORY_SIZE)
3880 player->inventory_element[player->inventory_size++] = element;
3884 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3885 SnapField(player, 0, 0);
3887 player->LevelSolved = FALSE;
3888 player->GameOver = FALSE;
3890 player->LevelSolved_GameWon = FALSE;
3891 player->LevelSolved_GameEnd = FALSE;
3892 player->LevelSolved_PanelOff = FALSE;
3893 player->LevelSolved_SaveTape = FALSE;
3894 player->LevelSolved_SaveScore = FALSE;
3895 player->LevelSolved_CountingTime = 0;
3896 player->LevelSolved_CountingScore = 0;
3898 map_player_action[i] = i;
3901 network_player_action_received = FALSE;
3903 #if defined(NETWORK_AVALIABLE)
3904 /* initial null action */
3905 if (network_playing)
3906 SendToServer_MovePlayer(MV_NONE);
3915 TimeLeft = level.time;
3918 ScreenMovDir = MV_NONE;
3922 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3924 AllPlayersGone = FALSE;
3926 game.yamyam_content_nr = 0;
3927 game.robot_wheel_active = FALSE;
3928 game.magic_wall_active = FALSE;
3929 game.magic_wall_time_left = 0;
3930 game.light_time_left = 0;
3931 game.timegate_time_left = 0;
3932 game.switchgate_pos = 0;
3933 game.wind_direction = level.wind_direction_initial;
3935 #if !USE_PLAYER_GRAVITY
3936 game.gravity = FALSE;
3937 game.explosions_delayed = TRUE;
3940 game.lenses_time_left = 0;
3941 game.magnify_time_left = 0;
3943 game.ball_state = level.ball_state_initial;
3944 game.ball_content_nr = 0;
3946 game.envelope_active = FALSE;
3948 /* set focus to local player for network games, else to all players */
3949 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3950 game.centered_player_nr_next = game.centered_player_nr;
3951 game.set_centered_player = FALSE;
3953 if (network_playing && tape.recording)
3955 /* store client dependent player focus when recording network games */
3956 tape.centered_player_nr_next = game.centered_player_nr_next;
3957 tape.set_centered_player = TRUE;
3960 for (i = 0; i < NUM_BELTS; i++)
3962 game.belt_dir[i] = MV_NONE;
3963 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3966 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3967 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3969 SCAN_PLAYFIELD(x, y)
3971 Feld[x][y] = level.field[x][y];
3972 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3973 ChangeDelay[x][y] = 0;
3974 ChangePage[x][y] = -1;
3975 #if USE_NEW_CUSTOM_VALUE
3976 CustomValue[x][y] = 0; /* initialized in InitField() */
3978 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3980 WasJustMoving[x][y] = 0;
3981 WasJustFalling[x][y] = 0;
3982 CheckCollision[x][y] = 0;
3983 CheckImpact[x][y] = 0;
3985 Pushed[x][y] = FALSE;
3987 ChangeCount[x][y] = 0;
3988 ChangeEvent[x][y] = -1;
3990 ExplodePhase[x][y] = 0;
3991 ExplodeDelay[x][y] = 0;
3992 ExplodeField[x][y] = EX_TYPE_NONE;
3994 RunnerVisit[x][y] = 0;
3995 PlayerVisit[x][y] = 0;
3998 GfxRandom[x][y] = INIT_GFX_RANDOM();
3999 GfxElement[x][y] = EL_UNDEFINED;
4000 GfxAction[x][y] = ACTION_DEFAULT;
4001 GfxDir[x][y] = MV_NONE;
4002 GfxRedraw[x][y] = GFX_REDRAW_NONE;
4005 SCAN_PLAYFIELD(x, y)
4007 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
4009 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
4011 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
4014 InitField(x, y, TRUE);
4016 ResetGfxAnimation(x, y);
4021 for (i = 0; i < MAX_PLAYERS; i++)
4023 struct PlayerInfo *player = &stored_player[i];
4025 /* set number of special actions for bored and sleeping animation */
4026 player->num_special_action_bored =
4027 get_num_special_action(player->artwork_element,
4028 ACTION_BORING_1, ACTION_BORING_LAST);
4029 player->num_special_action_sleeping =
4030 get_num_special_action(player->artwork_element,
4031 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
4034 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
4035 emulate_sb ? EMU_SOKOBAN :
4036 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
4038 #if USE_NEW_ALL_SLIPPERY
4039 /* initialize type of slippery elements */
4040 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
4042 if (!IS_CUSTOM_ELEMENT(i))
4044 /* default: elements slip down either to the left or right randomly */
4045 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
4047 /* SP style elements prefer to slip down on the left side */
4048 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
4049 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
4051 /* BD style elements prefer to slip down on the left side */
4052 if (game.emulation == EMU_BOULDERDASH)
4053 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
4058 /* initialize explosion and ignition delay */
4059 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
4061 if (!IS_CUSTOM_ELEMENT(i))
4064 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
4065 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
4066 game.emulation == EMU_SUPAPLEX ? 3 : 2);
4067 int last_phase = (num_phase + 1) * delay;
4068 int half_phase = (num_phase / 2) * delay;
4070 element_info[i].explosion_delay = last_phase - 1;
4071 element_info[i].ignition_delay = half_phase;
4073 if (i == EL_BLACK_ORB)
4074 element_info[i].ignition_delay = 1;
4078 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
4079 element_info[i].explosion_delay = 1;
4081 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
4082 element_info[i].ignition_delay = 1;
4086 /* correct non-moving belts to start moving left */
4087 for (i = 0; i < NUM_BELTS; i++)
4088 if (game.belt_dir[i] == MV_NONE)
4089 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
4091 #if USE_NEW_PLAYER_ASSIGNMENTS
4092 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
4093 /* choose default local player */
4094 local_player = &stored_player[0];
4096 for (i = 0; i < MAX_PLAYERS; i++)
4097 stored_player[i].connected = FALSE;
4099 local_player->connected = TRUE;
4100 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
4104 /* try to guess locally connected team mode players (needed for correct
4105 assignment of player figures from level to locally playing players) */
4107 for (i = 0; i < MAX_PLAYERS; i++)
4108 if (tape.player_participates[i])
4109 stored_player[i].connected = TRUE;
4111 else if (setup.team_mode && !options.network)
4113 /* try to guess locally connected team mode players (needed for correct
4114 assignment of player figures from level to locally playing players) */
4116 for (i = 0; i < MAX_PLAYERS; i++)
4117 if (setup.input[i].use_joystick ||
4118 setup.input[i].key.left != KSYM_UNDEFINED)
4119 stored_player[i].connected = TRUE;
4123 for (i = 0; i < MAX_PLAYERS; i++)
4124 printf("::: player %d: %s\n", i,
4125 (stored_player[i].connected ? "connected" : "not connected"));
4127 for (i = 0; i < MAX_PLAYERS; i++)
4128 printf("::: player %d: %s\n", i,
4129 (stored_player[i].present ? "present" : "not present"));
4132 /* check if any connected player was not found in playfield */
4133 for (i = 0; i < MAX_PLAYERS; i++)
4135 struct PlayerInfo *player = &stored_player[i];
4137 if (player->connected && !player->present)
4139 struct PlayerInfo *field_player = NULL;
4142 printf("::: looking for field player for player %d ...\n", i);
4145 /* assign first free player found that is present in the playfield */
4147 /* first try: look for unmapped playfield player that is not connected */
4148 if (field_player == NULL)
4149 for (j = 0; j < MAX_PLAYERS; j++)
4150 if (stored_player[j].present &&
4151 !stored_player[j].mapped &&
4152 !stored_player[j].connected)
4153 field_player = &stored_player[j];
4155 /* second try: look for *any* unmapped playfield player */
4156 if (field_player == NULL)
4157 for (j = 0; j < MAX_PLAYERS; j++)
4158 if (stored_player[j].present &&
4159 !stored_player[j].mapped)
4160 field_player = &stored_player[j];
4162 if (field_player != NULL)
4164 int jx = field_player->jx, jy = field_player->jy;
4167 printf("::: found player figure %d\n", field_player->index_nr);
4170 player->present = FALSE;
4171 player->active = FALSE;
4173 field_player->present = TRUE;
4174 field_player->active = TRUE;
4177 player->initial_element = field_player->initial_element;
4178 player->artwork_element = field_player->artwork_element;
4180 player->block_last_field = field_player->block_last_field;
4181 player->block_delay_adjustment = field_player->block_delay_adjustment;
4184 StorePlayer[jx][jy] = field_player->element_nr;
4186 field_player->jx = field_player->last_jx = jx;
4187 field_player->jy = field_player->last_jy = jy;
4189 if (local_player == player)
4190 local_player = field_player;
4192 map_player_action[field_player->index_nr] = i;
4194 field_player->mapped = TRUE;
4197 printf("::: map_player_action[%d] == %d\n",
4198 field_player->index_nr, i);
4203 if (player->connected && player->present)
4204 player->mapped = TRUE;
4209 /* check if any connected player was not found in playfield */
4210 for (i = 0; i < MAX_PLAYERS; i++)
4212 struct PlayerInfo *player = &stored_player[i];
4214 if (player->connected && !player->present)
4216 for (j = 0; j < MAX_PLAYERS; j++)
4218 struct PlayerInfo *field_player = &stored_player[j];
4219 int jx = field_player->jx, jy = field_player->jy;
4221 /* assign first free player found that is present in the playfield */
4222 if (field_player->present && !field_player->connected)
4224 player->present = TRUE;
4225 player->active = TRUE;
4227 field_player->present = FALSE;
4228 field_player->active = FALSE;
4230 player->initial_element = field_player->initial_element;
4231 player->artwork_element = field_player->artwork_element;
4233 player->block_last_field = field_player->block_last_field;
4234 player->block_delay_adjustment = field_player->block_delay_adjustment;
4236 StorePlayer[jx][jy] = player->element_nr;
4238 player->jx = player->last_jx = jx;
4239 player->jy = player->last_jy = jy;
4249 printf("::: local_player->present == %d\n", local_player->present);
4254 /* when playing a tape, eliminate all players who do not participate */
4256 #if USE_NEW_PLAYER_ASSIGNMENTS
4257 for (i = 0; i < MAX_PLAYERS; i++)
4259 if (stored_player[i].active &&
4260 !tape.player_participates[map_player_action[i]])
4262 struct PlayerInfo *player = &stored_player[i];
4263 int jx = player->jx, jy = player->jy;
4265 player->active = FALSE;
4266 StorePlayer[jx][jy] = 0;
4267 Feld[jx][jy] = EL_EMPTY;
4271 for (i = 0; i < MAX_PLAYERS; i++)
4273 if (stored_player[i].active &&
4274 !tape.player_participates[i])
4276 struct PlayerInfo *player = &stored_player[i];
4277 int jx = player->jx, jy = player->jy;
4279 player->active = FALSE;
4280 StorePlayer[jx][jy] = 0;
4281 Feld[jx][jy] = EL_EMPTY;
4286 else if (!options.network && !setup.team_mode) /* && !tape.playing */
4288 /* when in single player mode, eliminate all but the first active player */
4290 for (i = 0; i < MAX_PLAYERS; i++)
4292 if (stored_player[i].active)
4294 for (j = i + 1; j < MAX_PLAYERS; j++)
4296 if (stored_player[j].active)
4298 struct PlayerInfo *player = &stored_player[j];
4299 int jx = player->jx, jy = player->jy;
4301 player->active = FALSE;
4302 player->present = FALSE;
4304 StorePlayer[jx][jy] = 0;
4305 Feld[jx][jy] = EL_EMPTY;
4312 /* when recording the game, store which players take part in the game */
4315 #if USE_NEW_PLAYER_ASSIGNMENTS
4316 for (i = 0; i < MAX_PLAYERS; i++)
4317 if (stored_player[i].connected)
4318 tape.player_participates[i] = TRUE;
4320 for (i = 0; i < MAX_PLAYERS; i++)
4321 if (stored_player[i].active)
4322 tape.player_participates[i] = TRUE;
4328 for (i = 0; i < MAX_PLAYERS; i++)
4330 struct PlayerInfo *player = &stored_player[i];
4332 printf("Player %d: present == %d, connected == %d, active == %d.\n",
4337 if (local_player == player)
4338 printf("Player %d is local player.\n", i+1);
4342 if (BorderElement == EL_EMPTY)
4345 SBX_Right = lev_fieldx - SCR_FIELDX;
4347 SBY_Lower = lev_fieldy - SCR_FIELDY;
4352 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4354 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4359 if (lev_fieldx + (SBX_Left < 0 ? 2 : 0) <= SCR_FIELDX)
4360 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4362 if (lev_fieldy + (SBY_Upper < 0 ? 2 : 0) <= SCR_FIELDY)
4363 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4365 if (EVEN(SCR_FIELDX))
4367 if (EVEN(SCR_FIELDY))
4372 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
4373 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4375 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
4376 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4379 /* if local player not found, look for custom element that might create
4380 the player (make some assumptions about the right custom element) */
4381 if (!local_player->present)
4383 int start_x = 0, start_y = 0;
4384 int found_rating = 0;
4385 int found_element = EL_UNDEFINED;
4386 int player_nr = local_player->index_nr;
4388 SCAN_PLAYFIELD(x, y)
4390 int element = Feld[x][y];
4395 if (level.use_start_element[player_nr] &&
4396 level.start_element[player_nr] == element &&
4403 found_element = element;
4406 if (!IS_CUSTOM_ELEMENT(element))
4409 if (CAN_CHANGE(element))
4411 for (i = 0; i < element_info[element].num_change_pages; i++)
4413 /* check for player created from custom element as single target */
4414 content = element_info[element].change_page[i].target_element;
4415 is_player = ELEM_IS_PLAYER(content);
4417 if (is_player && (found_rating < 3 ||
4418 (found_rating == 3 && element < found_element)))
4424 found_element = element;
4429 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4431 /* check for player created from custom element as explosion content */
4432 content = element_info[element].content.e[xx][yy];
4433 is_player = ELEM_IS_PLAYER(content);
4435 if (is_player && (found_rating < 2 ||
4436 (found_rating == 2 && element < found_element)))
4438 start_x = x + xx - 1;
4439 start_y = y + yy - 1;
4442 found_element = element;
4445 if (!CAN_CHANGE(element))
4448 for (i = 0; i < element_info[element].num_change_pages; i++)
4450 /* check for player created from custom element as extended target */
4452 element_info[element].change_page[i].target_content.e[xx][yy];
4454 is_player = ELEM_IS_PLAYER(content);
4456 if (is_player && (found_rating < 1 ||
4457 (found_rating == 1 && element < found_element)))
4459 start_x = x + xx - 1;
4460 start_y = y + yy - 1;
4463 found_element = element;
4469 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
4470 start_x > SBX_Right + MIDPOSX ? SBX_Right :
4473 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4474 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4479 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
4480 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
4481 local_player->jx - MIDPOSX);
4483 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
4484 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
4485 local_player->jy - MIDPOSY);
4489 printf("::: %d, %d (initial)\n", scroll_x, scroll_y);
4493 /* do not use PLAYING mask for fading out from main screen */
4494 game_status = GAME_MODE_MAIN;
4499 if (!game.restart_level)
4500 CloseDoor(DOOR_CLOSE_1);
4503 if (level_editor_test_game)
4504 FadeSkipNextFadeIn();
4506 FadeSetEnterScreen();
4508 if (level_editor_test_game)
4509 fading = fading_none;
4511 fading = menu.destination;
4515 FadeOut(REDRAW_FIELD);
4518 FadeOut(REDRAW_FIELD);
4522 game_status = GAME_MODE_PLAYING;
4525 /* !!! FIX THIS (START) !!! */
4526 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4528 InitGameEngine_EM();
4530 /* blit playfield from scroll buffer to normal back buffer for fading in */
4531 BlitScreenToBitmap_EM(backbuffer);
4533 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4535 InitGameEngine_SP();
4537 /* blit playfield from scroll buffer to normal back buffer for fading in */
4538 BlitScreenToBitmap_SP(backbuffer);
4545 /* after drawing the level, correct some elements */
4546 if (game.timegate_time_left == 0)
4547 CloseAllOpenTimegates();
4550 BlitScreenToBitmap(backbuffer);
4552 /* blit playfield from scroll buffer to normal back buffer for fading in */
4553 if (setup.soft_scrolling)
4554 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
4557 redraw_mask |= REDRAW_FROM_BACKBUFFER;
4559 /* !!! FIX THIS (END) !!! */
4562 FadeIn(REDRAW_FIELD);
4565 FadeIn(REDRAW_FIELD);
4570 if (!game.restart_level)
4572 /* copy default game door content to main double buffer */
4575 /* !!! CHECK AGAIN !!! */
4576 SetPanelBackground();
4577 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4578 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4580 struct GraphicInfo *gfx = &graphic_info[IMG_BACKGROUND_PANEL];
4582 /* (ClearRectangle() only needed if panel bitmap is smaller than panel) */
4583 ClearRectangle(drawto, DX, DY, DXSIZE, DYSIZE);
4584 BlitBitmap(gfx->bitmap, drawto, gfx->src_x, gfx->src_y,
4585 MIN(gfx->width, DXSIZE), MIN(gfx->height, DYSIZE), DX, DY);
4588 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
4589 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
4593 SetPanelBackground();
4594 SetDrawBackgroundMask(REDRAW_DOOR_1);
4597 UpdateAndDisplayGameControlValues();
4599 UpdateGameDoorValues();
4600 DrawGameDoorValues();
4603 if (!game.restart_level)
4607 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
4608 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
4609 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
4613 /* copy actual game door content to door double buffer for OpenDoor() */
4614 BlitBitmap(drawto, bitmap_db_door,
4615 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
4617 OpenDoor(DOOR_OPEN_ALL);
4619 PlaySound(SND_GAME_STARTING);
4621 if (setup.sound_music)
4624 KeyboardAutoRepeatOffUnlessAutoplay();
4628 for (i = 0; i < MAX_PLAYERS; i++)
4629 printf("Player %d %sactive.\n",
4630 i + 1, (stored_player[i].active ? "" : "not "));
4641 if (!game.restart_level && !tape.playing)
4643 LevelStats_incPlayed(level_nr);
4645 SaveLevelSetup_SeriesInfo();
4648 printf("::: PLAYING LEVEL (%d)\n", LevelStats_getPlayed(level_nr));
4652 game.restart_level = FALSE;
4655 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4657 /* this is used for non-R'n'D game engines to update certain engine values */
4659 /* needed to determine if sounds are played within the visible screen area */
4660 scroll_x = actual_scroll_x;
4661 scroll_y = actual_scroll_y;
4664 void InitMovDir(int x, int y)
4666 int i, element = Feld[x][y];
4667 static int xy[4][2] =
4674 static int direction[3][4] =
4676 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4677 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4678 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4687 Feld[x][y] = EL_BUG;
4688 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4691 case EL_SPACESHIP_RIGHT:
4692 case EL_SPACESHIP_UP:
4693 case EL_SPACESHIP_LEFT:
4694 case EL_SPACESHIP_DOWN:
4695 Feld[x][y] = EL_SPACESHIP;
4696 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4699 case EL_BD_BUTTERFLY_RIGHT:
4700 case EL_BD_BUTTERFLY_UP:
4701 case EL_BD_BUTTERFLY_LEFT:
4702 case EL_BD_BUTTERFLY_DOWN:
4703 Feld[x][y] = EL_BD_BUTTERFLY;
4704 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4707 case EL_BD_FIREFLY_RIGHT:
4708 case EL_BD_FIREFLY_UP:
4709 case EL_BD_FIREFLY_LEFT:
4710 case EL_BD_FIREFLY_DOWN:
4711 Feld[x][y] = EL_BD_FIREFLY;
4712 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4715 case EL_PACMAN_RIGHT:
4717 case EL_PACMAN_LEFT:
4718 case EL_PACMAN_DOWN:
4719 Feld[x][y] = EL_PACMAN;
4720 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4723 case EL_YAMYAM_LEFT:
4724 case EL_YAMYAM_RIGHT:
4726 case EL_YAMYAM_DOWN:
4727 Feld[x][y] = EL_YAMYAM;
4728 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4731 case EL_SP_SNIKSNAK:
4732 MovDir[x][y] = MV_UP;
4735 case EL_SP_ELECTRON:
4736 MovDir[x][y] = MV_LEFT;
4743 Feld[x][y] = EL_MOLE;
4744 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4748 if (IS_CUSTOM_ELEMENT(element))
4750 struct ElementInfo *ei = &element_info[element];
4751 int move_direction_initial = ei->move_direction_initial;
4752 int move_pattern = ei->move_pattern;
4754 if (move_direction_initial == MV_START_PREVIOUS)
4756 if (MovDir[x][y] != MV_NONE)
4759 move_direction_initial = MV_START_AUTOMATIC;
4762 if (move_direction_initial == MV_START_RANDOM)
4763 MovDir[x][y] = 1 << RND(4);
4764 else if (move_direction_initial & MV_ANY_DIRECTION)
4765 MovDir[x][y] = move_direction_initial;
4766 else if (move_pattern == MV_ALL_DIRECTIONS ||
4767 move_pattern == MV_TURNING_LEFT ||
4768 move_pattern == MV_TURNING_RIGHT ||
4769 move_pattern == MV_TURNING_LEFT_RIGHT ||
4770 move_pattern == MV_TURNING_RIGHT_LEFT ||
4771 move_pattern == MV_TURNING_RANDOM)
4772 MovDir[x][y] = 1 << RND(4);
4773 else if (move_pattern == MV_HORIZONTAL)
4774 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4775 else if (move_pattern == MV_VERTICAL)
4776 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4777 else if (move_pattern & MV_ANY_DIRECTION)
4778 MovDir[x][y] = element_info[element].move_pattern;
4779 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4780 move_pattern == MV_ALONG_RIGHT_SIDE)
4782 /* use random direction as default start direction */
4783 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4784 MovDir[x][y] = 1 << RND(4);
4786 for (i = 0; i < NUM_DIRECTIONS; i++)
4788 int x1 = x + xy[i][0];
4789 int y1 = y + xy[i][1];
4791 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4793 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4794 MovDir[x][y] = direction[0][i];
4796 MovDir[x][y] = direction[1][i];
4805 MovDir[x][y] = 1 << RND(4);
4807 if (element != EL_BUG &&
4808 element != EL_SPACESHIP &&
4809 element != EL_BD_BUTTERFLY &&
4810 element != EL_BD_FIREFLY)
4813 for (i = 0; i < NUM_DIRECTIONS; i++)
4815 int x1 = x + xy[i][0];
4816 int y1 = y + xy[i][1];
4818 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4820 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4822 MovDir[x][y] = direction[0][i];
4825 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4826 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4828 MovDir[x][y] = direction[1][i];
4837 GfxDir[x][y] = MovDir[x][y];
4840 void InitAmoebaNr(int x, int y)
4843 int group_nr = AmoebeNachbarNr(x, y);
4847 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4849 if (AmoebaCnt[i] == 0)
4857 AmoebaNr[x][y] = group_nr;
4858 AmoebaCnt[group_nr]++;
4859 AmoebaCnt2[group_nr]++;
4862 static void PlayerWins(struct PlayerInfo *player)
4864 player->LevelSolved = TRUE;
4865 player->GameOver = TRUE;
4867 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4868 level.native_em_level->lev->score : player->score);
4870 player->LevelSolved_CountingTime = (level.time == 0 ? TimePlayed : TimeLeft);
4871 player->LevelSolved_CountingScore = player->score_final;
4876 static int time, time_final;
4877 static int score, score_final;
4878 static int game_over_delay_1 = 0;
4879 static int game_over_delay_2 = 0;
4880 int game_over_delay_value_1 = 50;
4881 int game_over_delay_value_2 = 50;
4883 if (!local_player->LevelSolved_GameWon)
4887 /* do not start end game actions before the player stops moving (to exit) */
4888 if (local_player->MovPos)
4891 local_player->LevelSolved_GameWon = TRUE;
4892 local_player->LevelSolved_SaveTape = tape.recording;
4893 local_player->LevelSolved_SaveScore = !tape.playing;
4897 LevelStats_incSolved(level_nr);
4899 SaveLevelSetup_SeriesInfo();
4902 printf("::: LEVEL SOLVED (%d)\n", LevelStats_getSolved(level_nr));
4906 if (tape.auto_play) /* tape might already be stopped here */
4907 tape.auto_play_level_solved = TRUE;
4913 game_over_delay_1 = game_over_delay_value_1;
4914 game_over_delay_2 = game_over_delay_value_2;
4916 time = time_final = (level.time == 0 ? TimePlayed : TimeLeft);
4917 score = score_final = local_player->score_final;
4922 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4924 else if (level.time == 0 && TimePlayed < 999)
4927 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4930 local_player->score_final = score_final;
4932 if (level_editor_test_game)
4935 score = score_final;
4938 local_player->LevelSolved_CountingTime = time;
4939 local_player->LevelSolved_CountingScore = score;
4941 game_panel_controls[GAME_PANEL_TIME].value = time;
4942 game_panel_controls[GAME_PANEL_SCORE].value = score;
4944 DisplayGameControlValues();
4946 DrawGameValue_Time(time);
4947 DrawGameValue_Score(score);
4951 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4953 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4955 /* close exit door after last player */
4956 if ((AllPlayersGone &&
4957 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4958 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4959 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4960 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4961 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4963 int element = Feld[ExitX][ExitY];
4966 if (element == EL_EM_EXIT_OPEN ||
4967 element == EL_EM_STEEL_EXIT_OPEN)
4974 Feld[ExitX][ExitY] =
4975 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4976 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4977 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4978 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4979 EL_EM_STEEL_EXIT_CLOSING);
4981 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4985 /* player disappears */
4986 DrawLevelField(ExitX, ExitY);
4989 for (i = 0; i < MAX_PLAYERS; i++)
4991 struct PlayerInfo *player = &stored_player[i];
4993 if (player->present)
4995 RemovePlayer(player);
4997 /* player disappears */
4998 DrawLevelField(player->jx, player->jy);
5003 PlaySound(SND_GAME_WINNING);
5006 if (game_over_delay_1 > 0)
5008 game_over_delay_1--;
5013 if (time != time_final)
5015 int time_to_go = ABS(time_final - time);
5016 int time_count_dir = (time < time_final ? +1 : -1);
5017 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
5019 time += time_count_steps * time_count_dir;
5020 score += time_count_steps * level.score[SC_TIME_BONUS];
5023 local_player->LevelSolved_CountingTime = time;
5024 local_player->LevelSolved_CountingScore = score;
5026 game_panel_controls[GAME_PANEL_TIME].value = time;
5027 game_panel_controls[GAME_PANEL_SCORE].value = score;
5029 DisplayGameControlValues();
5031 DrawGameValue_Time(time);
5032 DrawGameValue_Score(score);
5035 if (time == time_final)
5036 StopSound(SND_GAME_LEVELTIME_BONUS);
5037 else if (setup.sound_loops)
5038 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
5040 PlaySound(SND_GAME_LEVELTIME_BONUS);
5045 local_player->LevelSolved_PanelOff = TRUE;
5047 if (game_over_delay_2 > 0)
5049 game_over_delay_2--;
5062 boolean raise_level = FALSE;
5064 local_player->LevelSolved_GameEnd = TRUE;
5066 CloseDoor(DOOR_CLOSE_1);
5068 if (local_player->LevelSolved_SaveTape)
5075 SaveTapeChecked(tape.level_nr); /* ask to save tape */
5077 SaveTape(tape.level_nr); /* ask to save tape */
5081 if (level_editor_test_game)
5083 game_status = GAME_MODE_MAIN;
5086 DrawAndFadeInMainMenu(REDRAW_FIELD);
5094 if (!local_player->LevelSolved_SaveScore)
5097 FadeOut(REDRAW_FIELD);
5100 game_status = GAME_MODE_MAIN;
5102 DrawAndFadeInMainMenu(REDRAW_FIELD);
5107 if (level_nr == leveldir_current->handicap_level)
5109 leveldir_current->handicap_level++;
5111 SaveLevelSetup_SeriesInfo();
5114 if (level_nr < leveldir_current->last_level)
5115 raise_level = TRUE; /* advance to next level */
5117 if ((hi_pos = NewHiScore()) >= 0)
5119 game_status = GAME_MODE_SCORES;
5121 DrawHallOfFame(hi_pos);
5132 FadeOut(REDRAW_FIELD);
5135 game_status = GAME_MODE_MAIN;
5143 DrawAndFadeInMainMenu(REDRAW_FIELD);
5152 LoadScore(level_nr);
5154 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
5155 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
5158 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
5160 if (local_player->score_final > highscore[k].Score)
5162 /* player has made it to the hall of fame */
5164 if (k < MAX_SCORE_ENTRIES - 1)
5166 int m = MAX_SCORE_ENTRIES - 1;
5169 for (l = k; l < MAX_SCORE_ENTRIES; l++)
5170 if (strEqual(setup.player_name, highscore[l].Name))
5172 if (m == k) /* player's new highscore overwrites his old one */
5176 for (l = m; l > k; l--)
5178 strcpy(highscore[l].Name, highscore[l - 1].Name);
5179 highscore[l].Score = highscore[l - 1].Score;
5186 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
5187 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
5188 highscore[k].Score = local_player->score_final;
5194 else if (!strncmp(setup.player_name, highscore[k].Name,
5195 MAX_PLAYER_NAME_LEN))
5196 break; /* player already there with a higher score */
5202 SaveScore(level_nr);
5207 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
5209 int element = Feld[x][y];
5210 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5211 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5212 int horiz_move = (dx != 0);
5213 int sign = (horiz_move ? dx : dy);
5214 int step = sign * element_info[element].move_stepsize;
5216 /* special values for move stepsize for spring and things on conveyor belt */
5219 if (CAN_FALL(element) &&
5220 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
5221 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5222 else if (element == EL_SPRING)
5223 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5229 inline static int getElementMoveStepsize(int x, int y)
5231 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5234 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5236 if (player->GfxAction != action || player->GfxDir != dir)
5239 printf("Player frame reset! (%d => %d, %d => %d)\n",
5240 player->GfxAction, action, player->GfxDir, dir);
5243 player->GfxAction = action;
5244 player->GfxDir = dir;
5246 player->StepFrame = 0;
5250 #if USE_GFX_RESET_GFX_ANIMATION
5251 static void ResetGfxFrame(int x, int y, boolean redraw)
5253 int element = Feld[x][y];
5254 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5255 int last_gfx_frame = GfxFrame[x][y];
5257 if (graphic_info[graphic].anim_global_sync)
5258 GfxFrame[x][y] = FrameCounter;
5259 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5260 GfxFrame[x][y] = CustomValue[x][y];
5261 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5262 GfxFrame[x][y] = element_info[element].collect_score;
5263 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5264 GfxFrame[x][y] = ChangeDelay[x][y];
5266 if (redraw && GfxFrame[x][y] != last_gfx_frame)
5267 DrawLevelGraphicAnimation(x, y, graphic);
5271 static void ResetGfxAnimation(int x, int y)
5273 GfxAction[x][y] = ACTION_DEFAULT;
5274 GfxDir[x][y] = MovDir[x][y];
5277 #if USE_GFX_RESET_GFX_ANIMATION
5278 ResetGfxFrame(x, y, FALSE);
5282 static void ResetRandomAnimationValue(int x, int y)
5284 GfxRandom[x][y] = INIT_GFX_RANDOM();
5287 void InitMovingField(int x, int y, int direction)
5289 int element = Feld[x][y];
5290 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5291 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5294 boolean is_moving_before, is_moving_after;
5296 boolean continues_moving = (WasJustMoving[x][y] && direction == MovDir[x][y]);
5299 /* check if element was/is moving or being moved before/after mode change */
5302 is_moving_before = (WasJustMoving[x][y] != 0);
5304 /* (!!! this does not work -- WasJustMoving is NOT a boolean value !!!) */
5305 is_moving_before = WasJustMoving[x][y];
5308 is_moving_before = (getElementMoveStepsizeExt(x, y, MovDir[x][y]) != 0);
5310 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5312 /* reset animation only for moving elements which change direction of moving
5313 or which just started or stopped moving
5314 (else CEs with property "can move" / "not moving" are reset each frame) */
5315 #if USE_GFX_RESET_ONLY_WHEN_MOVING
5317 if (is_moving_before != is_moving_after ||
5318 direction != MovDir[x][y])
5319 ResetGfxAnimation(x, y);
5321 if ((is_moving_before || is_moving_after) && !continues_moving)
5322 ResetGfxAnimation(x, y);
5325 if (!continues_moving)
5326 ResetGfxAnimation(x, y);
5329 MovDir[x][y] = direction;
5330 GfxDir[x][y] = direction;
5332 #if USE_GFX_RESET_ONLY_WHEN_MOVING
5333 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5334 direction == MV_DOWN && CAN_FALL(element) ?
5335 ACTION_FALLING : ACTION_MOVING);
5337 GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
5338 ACTION_FALLING : ACTION_MOVING);
5341 /* this is needed for CEs with property "can move" / "not moving" */
5343 if (is_moving_after)
5345 if (Feld[newx][newy] == EL_EMPTY)
5346 Feld[newx][newy] = EL_BLOCKED;
5348 MovDir[newx][newy] = MovDir[x][y];
5350 #if USE_NEW_CUSTOM_VALUE
5351 CustomValue[newx][newy] = CustomValue[x][y];
5354 GfxFrame[newx][newy] = GfxFrame[x][y];
5355 GfxRandom[newx][newy] = GfxRandom[x][y];
5356 GfxAction[newx][newy] = GfxAction[x][y];
5357 GfxDir[newx][newy] = GfxDir[x][y];
5361 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5363 int direction = MovDir[x][y];
5364 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5365 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5371 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5373 int oldx = x, oldy = y;
5374 int direction = MovDir[x][y];
5376 if (direction == MV_LEFT)
5378 else if (direction == MV_RIGHT)
5380 else if (direction == MV_UP)
5382 else if (direction == MV_DOWN)
5385 *comes_from_x = oldx;
5386 *comes_from_y = oldy;
5389 int MovingOrBlocked2Element(int x, int y)
5391 int element = Feld[x][y];
5393 if (element == EL_BLOCKED)
5397 Blocked2Moving(x, y, &oldx, &oldy);
5398 return Feld[oldx][oldy];
5404 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5406 /* like MovingOrBlocked2Element(), but if element is moving
5407 and (x,y) is the field the moving element is just leaving,
5408 return EL_BLOCKED instead of the element value */
5409 int element = Feld[x][y];
5411 if (IS_MOVING(x, y))
5413 if (element == EL_BLOCKED)
5417 Blocked2Moving(x, y, &oldx, &oldy);
5418 return Feld[oldx][oldy];
5427 static void RemoveField(int x, int y)
5429 Feld[x][y] = EL_EMPTY;
5435 #if USE_NEW_CUSTOM_VALUE
5436 CustomValue[x][y] = 0;
5440 ChangeDelay[x][y] = 0;
5441 ChangePage[x][y] = -1;
5442 Pushed[x][y] = FALSE;
5445 ExplodeField[x][y] = EX_TYPE_NONE;
5448 GfxElement[x][y] = EL_UNDEFINED;
5449 GfxAction[x][y] = ACTION_DEFAULT;
5450 GfxDir[x][y] = MV_NONE;
5452 /* !!! this would prevent the removed tile from being redrawn !!! */
5453 GfxRedraw[x][y] = GFX_REDRAW_NONE;
5457 void RemoveMovingField(int x, int y)
5459 int oldx = x, oldy = y, newx = x, newy = y;
5460 int element = Feld[x][y];
5461 int next_element = EL_UNDEFINED;
5463 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5466 if (IS_MOVING(x, y))
5468 Moving2Blocked(x, y, &newx, &newy);
5470 if (Feld[newx][newy] != EL_BLOCKED)
5472 /* element is moving, but target field is not free (blocked), but
5473 already occupied by something different (example: acid pool);
5474 in this case, only remove the moving field, but not the target */
5476 RemoveField(oldx, oldy);
5478 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5480 TEST_DrawLevelField(oldx, oldy);
5485 else if (element == EL_BLOCKED)
5487 Blocked2Moving(x, y, &oldx, &oldy);
5488 if (!IS_MOVING(oldx, oldy))
5492 if (element == EL_BLOCKED &&
5493 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5494 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5495 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5496 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5497 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5498 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5499 next_element = get_next_element(Feld[oldx][oldy]);
5501 RemoveField(oldx, oldy);
5502 RemoveField(newx, newy);
5504 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5506 if (next_element != EL_UNDEFINED)
5507 Feld[oldx][oldy] = next_element;
5509 TEST_DrawLevelField(oldx, oldy);
5510 TEST_DrawLevelField(newx, newy);
5513 void DrawDynamite(int x, int y)
5515 int sx = SCREENX(x), sy = SCREENY(y);
5516 int graphic = el2img(Feld[x][y]);
5519 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5522 if (IS_WALKABLE_INSIDE(Back[x][y]))
5526 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5527 else if (Store[x][y])
5528 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5530 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5532 if (Back[x][y] || Store[x][y])
5533 DrawGraphicThruMask(sx, sy, graphic, frame);
5535 DrawGraphic(sx, sy, graphic, frame);
5538 void CheckDynamite(int x, int y)
5540 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
5544 if (MovDelay[x][y] != 0)
5547 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5553 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5558 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5560 boolean num_checked_players = 0;
5563 for (i = 0; i < MAX_PLAYERS; i++)
5565 if (stored_player[i].active)
5567 int sx = stored_player[i].jx;
5568 int sy = stored_player[i].jy;
5570 if (num_checked_players == 0)
5577 *sx1 = MIN(*sx1, sx);
5578 *sy1 = MIN(*sy1, sy);
5579 *sx2 = MAX(*sx2, sx);
5580 *sy2 = MAX(*sy2, sy);
5583 num_checked_players++;
5588 static boolean checkIfAllPlayersFitToScreen_RND()
5590 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5592 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5594 return (sx2 - sx1 < SCR_FIELDX &&
5595 sy2 - sy1 < SCR_FIELDY);
5598 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5600 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5602 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5604 *sx = (sx1 + sx2) / 2;
5605 *sy = (sy1 + sy2) / 2;
5608 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5609 boolean center_screen, boolean quick_relocation)
5611 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5612 boolean no_delay = (tape.warp_forward);
5613 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5614 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5616 if (quick_relocation)
5618 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
5620 if (!level.shifted_relocation || center_screen)
5622 /* quick relocation (without scrolling), with centering of screen */
5624 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
5625 x > SBX_Right + MIDPOSX ? SBX_Right :
5628 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5629 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5634 /* quick relocation (without scrolling), but do not center screen */
5636 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
5637 old_x > SBX_Right + MIDPOSX ? SBX_Right :
5640 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5641 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5644 int offset_x = x + (scroll_x - center_scroll_x);
5645 int offset_y = y + (scroll_y - center_scroll_y);
5647 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5648 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5649 offset_x - MIDPOSX);
5651 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5652 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5653 offset_y - MIDPOSY);
5659 if (!level.shifted_relocation || center_screen)
5661 /* quick relocation (without scrolling), with centering of screen */
5663 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
5664 x > SBX_Right + MIDPOSX ? SBX_Right :
5667 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5668 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5673 /* quick relocation (without scrolling), but do not center screen */
5675 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
5676 old_x > SBX_Right + MIDPOSX ? SBX_Right :
5679 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5680 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5683 int offset_x = x + (scroll_x - center_scroll_x);
5684 int offset_y = y + (scroll_y - center_scroll_y);
5686 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5687 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5688 offset_x - MIDPOSX);
5690 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5691 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5692 offset_y - MIDPOSY);
5695 /* quick relocation (without scrolling), inside visible screen area */
5697 int offset = game.scroll_delay_value;
5699 if ((move_dir == MV_LEFT && scroll_x > x - MIDPOSX + offset) ||
5700 (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset))
5701 scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset);
5703 if ((move_dir == MV_UP && scroll_y > y - MIDPOSY + offset) ||
5704 (move_dir == MV_DOWN && scroll_y < y - MIDPOSY - offset))
5705 scroll_y = y - MIDPOSY + (scroll_y < y - MIDPOSY ? -offset : +offset);
5707 /* don't scroll over playfield boundaries */
5708 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5709 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5711 /* don't scroll over playfield boundaries */
5712 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5713 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5717 RedrawPlayfield(TRUE, 0,0,0,0);
5722 int scroll_xx, scroll_yy;
5724 if (!level.shifted_relocation || center_screen)
5726 /* visible relocation (with scrolling), with centering of screen */
5728 scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
5729 x > SBX_Right + MIDPOSX ? SBX_Right :
5732 scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5733 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5738 /* visible relocation (with scrolling), but do not center screen */
5740 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
5741 old_x > SBX_Right + MIDPOSX ? SBX_Right :
5744 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5745 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5748 int offset_x = x + (scroll_x - center_scroll_x);
5749 int offset_y = y + (scroll_y - center_scroll_y);
5751 scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5752 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5753 offset_x - MIDPOSX);
5755 scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5756 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5757 offset_y - MIDPOSY);
5762 /* visible relocation (with scrolling), with centering of screen */
5764 int scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
5765 x > SBX_Right + MIDPOSX ? SBX_Right :
5768 int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5769 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5773 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5775 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
5778 int fx = FX, fy = FY;
5780 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
5781 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
5783 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5789 fx += dx * TILEX / 2;
5790 fy += dy * TILEY / 2;
5792 ScrollLevel(dx, dy);
5795 /* scroll in two steps of half tile size to make things smoother */
5796 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5798 Delay(wait_delay_value);
5800 /* scroll second step to align at full tile size */
5802 Delay(wait_delay_value);
5807 Delay(wait_delay_value);
5811 void RelocatePlayer(int jx, int jy, int el_player_raw)
5813 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5814 int player_nr = GET_PLAYER_NR(el_player);
5815 struct PlayerInfo *player = &stored_player[player_nr];
5816 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5817 boolean no_delay = (tape.warp_forward);
5818 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5819 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5820 int old_jx = player->jx;
5821 int old_jy = player->jy;
5822 int old_element = Feld[old_jx][old_jy];
5823 int element = Feld[jx][jy];
5824 boolean player_relocated = (old_jx != jx || old_jy != jy);
5826 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5827 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5828 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5829 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5830 int leave_side_horiz = move_dir_horiz;
5831 int leave_side_vert = move_dir_vert;
5832 int enter_side = enter_side_horiz | enter_side_vert;
5833 int leave_side = leave_side_horiz | leave_side_vert;
5835 if (player->GameOver) /* do not reanimate dead player */
5838 if (!player_relocated) /* no need to relocate the player */
5841 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5843 RemoveField(jx, jy); /* temporarily remove newly placed player */
5844 DrawLevelField(jx, jy);
5847 if (player->present)
5849 while (player->MovPos)
5851 ScrollPlayer(player, SCROLL_GO_ON);
5852 ScrollScreen(NULL, SCROLL_GO_ON);
5854 AdvanceFrameAndPlayerCounters(player->index_nr);
5859 Delay(wait_delay_value);
5862 DrawPlayer(player); /* needed here only to cleanup last field */
5863 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5865 player->is_moving = FALSE;
5868 if (IS_CUSTOM_ELEMENT(old_element))
5869 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5871 player->index_bit, leave_side);
5873 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5875 player->index_bit, leave_side);
5877 Feld[jx][jy] = el_player;
5878 InitPlayerField(jx, jy, el_player, TRUE);
5880 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5881 possible that the relocation target field did not contain a player element,
5882 but a walkable element, to which the new player was relocated -- in this
5883 case, restore that (already initialized!) element on the player field */
5884 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5886 Feld[jx][jy] = element; /* restore previously existing element */
5888 /* !!! do not initialize already initialized element a second time !!! */
5889 /* (this causes at least problems with "element creation" CE trigger for
5890 already existing elements, and existing Sokoban fields counted twice) */
5891 InitField(jx, jy, FALSE);
5895 /* only visually relocate centered player */
5896 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5897 FALSE, level.instant_relocation);
5899 TestIfPlayerTouchesBadThing(jx, jy);
5900 TestIfPlayerTouchesCustomElement(jx, jy);
5902 if (IS_CUSTOM_ELEMENT(element))
5903 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5904 player->index_bit, enter_side);
5906 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5907 player->index_bit, enter_side);
5910 if (player->is_switching)
5912 /* ensure that relocation while still switching an element does not cause
5913 a new element to be treated as also switched directly after relocation
5914 (this is important for teleporter switches that teleport the player to
5915 a place where another teleporter switch is in the same direction, which
5916 would then incorrectly be treated as immediately switched before the
5917 direction key that caused the switch was released) */
5919 player->switch_x += jx - old_jx;
5920 player->switch_y += jy - old_jy;
5925 void Explode(int ex, int ey, int phase, int mode)
5931 /* !!! eliminate this variable !!! */
5932 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5934 if (game.explosions_delayed)
5936 ExplodeField[ex][ey] = mode;
5940 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5942 int center_element = Feld[ex][ey];
5943 int artwork_element, explosion_element; /* set these values later */
5946 /* --- This is only really needed (and now handled) in "Impact()". --- */
5947 /* do not explode moving elements that left the explode field in time */
5948 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
5949 center_element == EL_EMPTY &&
5950 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
5955 /* !!! at this place, the center element may be EL_BLOCKED !!! */
5956 if (mode == EX_TYPE_NORMAL ||
5957 mode == EX_TYPE_CENTER ||
5958 mode == EX_TYPE_CROSS)
5959 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5962 /* remove things displayed in background while burning dynamite */
5963 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5966 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5968 /* put moving element to center field (and let it explode there) */
5969 center_element = MovingOrBlocked2Element(ex, ey);
5970 RemoveMovingField(ex, ey);
5971 Feld[ex][ey] = center_element;
5974 /* now "center_element" is finally determined -- set related values now */
5975 artwork_element = center_element; /* for custom player artwork */
5976 explosion_element = center_element; /* for custom player artwork */
5978 if (IS_PLAYER(ex, ey))
5980 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5982 artwork_element = stored_player[player_nr].artwork_element;
5984 if (level.use_explosion_element[player_nr])
5986 explosion_element = level.explosion_element[player_nr];
5987 artwork_element = explosion_element;
5992 if (mode == EX_TYPE_NORMAL ||
5993 mode == EX_TYPE_CENTER ||
5994 mode == EX_TYPE_CROSS)
5995 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5998 last_phase = element_info[explosion_element].explosion_delay + 1;
6000 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
6002 int xx = x - ex + 1;
6003 int yy = y - ey + 1;
6006 if (!IN_LEV_FIELD(x, y) ||
6007 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
6008 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
6011 element = Feld[x][y];
6013 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
6015 element = MovingOrBlocked2Element(x, y);
6017 if (!IS_EXPLOSION_PROOF(element))
6018 RemoveMovingField(x, y);
6021 /* indestructible elements can only explode in center (but not flames) */
6022 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
6023 mode == EX_TYPE_BORDER)) ||
6024 element == EL_FLAMES)
6027 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
6028 behaviour, for example when touching a yamyam that explodes to rocks
6029 with active deadly shield, a rock is created under the player !!! */
6030 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
6032 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
6033 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
6034 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
6036 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
6039 if (IS_ACTIVE_BOMB(element))
6041 /* re-activate things under the bomb like gate or penguin */
6042 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
6049 /* save walkable background elements while explosion on same tile */
6050 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
6051 (x != ex || y != ey || mode == EX_TYPE_BORDER))
6052 Back[x][y] = element;
6054 /* ignite explodable elements reached by other explosion */
6055 if (element == EL_EXPLOSION)
6056 element = Store2[x][y];
6058 if (AmoebaNr[x][y] &&
6059 (element == EL_AMOEBA_FULL ||
6060 element == EL_BD_AMOEBA ||
6061 element == EL_AMOEBA_GROWING))
6063 AmoebaCnt[AmoebaNr[x][y]]--;
6064 AmoebaCnt2[AmoebaNr[x][y]]--;
6069 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
6071 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
6073 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
6075 if (PLAYERINFO(ex, ey)->use_murphy)
6076 Store[x][y] = EL_EMPTY;
6079 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
6080 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
6081 else if (ELEM_IS_PLAYER(center_element))
6082 Store[x][y] = EL_EMPTY;
6083 else if (center_element == EL_YAMYAM)
6084 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
6085 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
6086 Store[x][y] = element_info[center_element].content.e[xx][yy];
6088 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
6089 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
6090 otherwise) -- FIX THIS !!! */
6091 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
6092 Store[x][y] = element_info[element].content.e[1][1];
6094 else if (!CAN_EXPLODE(element))
6095 Store[x][y] = element_info[element].content.e[1][1];
6098 Store[x][y] = EL_EMPTY;
6100 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
6101 center_element == EL_AMOEBA_TO_DIAMOND)
6102 Store2[x][y] = element;
6104 Feld[x][y] = EL_EXPLOSION;
6105 GfxElement[x][y] = artwork_element;
6107 ExplodePhase[x][y] = 1;
6108 ExplodeDelay[x][y] = last_phase;
6113 if (center_element == EL_YAMYAM)
6114 game.yamyam_content_nr =
6115 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
6127 GfxFrame[x][y] = 0; /* restart explosion animation */
6129 last_phase = ExplodeDelay[x][y];
6131 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
6135 /* activate this even in non-DEBUG version until cause for crash in
6136 getGraphicAnimationFrame() (see below) is found and eliminated */
6142 /* this can happen if the player leaves an explosion just in time */
6143 if (GfxElement[x][y] == EL_UNDEFINED)
6144 GfxElement[x][y] = EL_EMPTY;
6146 if (GfxElement[x][y] == EL_UNDEFINED)
6149 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
6150 printf("Explode(): This should never happen!\n");
6153 GfxElement[x][y] = EL_EMPTY;
6159 border_element = Store2[x][y];
6160 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6161 border_element = StorePlayer[x][y];
6163 if (phase == element_info[border_element].ignition_delay ||
6164 phase == last_phase)
6166 boolean border_explosion = FALSE;
6168 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
6169 !PLAYER_EXPLOSION_PROTECTED(x, y))
6171 KillPlayerUnlessExplosionProtected(x, y);
6172 border_explosion = TRUE;
6174 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
6176 Feld[x][y] = Store2[x][y];
6179 border_explosion = TRUE;
6181 else if (border_element == EL_AMOEBA_TO_DIAMOND)
6183 AmoebeUmwandeln(x, y);
6185 border_explosion = TRUE;
6188 /* if an element just explodes due to another explosion (chain-reaction),
6189 do not immediately end the new explosion when it was the last frame of
6190 the explosion (as it would be done in the following "if"-statement!) */
6191 if (border_explosion && phase == last_phase)
6195 if (phase == last_phase)
6199 element = Feld[x][y] = Store[x][y];
6200 Store[x][y] = Store2[x][y] = 0;
6201 GfxElement[x][y] = EL_UNDEFINED;
6203 /* player can escape from explosions and might therefore be still alive */
6204 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
6205 element <= EL_PLAYER_IS_EXPLODING_4)
6207 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
6208 int explosion_element = EL_PLAYER_1 + player_nr;
6209 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
6210 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
6212 if (level.use_explosion_element[player_nr])
6213 explosion_element = level.explosion_element[player_nr];
6215 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
6216 element_info[explosion_element].content.e[xx][yy]);
6219 /* restore probably existing indestructible background element */
6220 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
6221 element = Feld[x][y] = Back[x][y];
6224 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
6225 GfxDir[x][y] = MV_NONE;
6226 ChangeDelay[x][y] = 0;
6227 ChangePage[x][y] = -1;
6229 #if USE_NEW_CUSTOM_VALUE
6230 CustomValue[x][y] = 0;
6233 InitField_WithBug2(x, y, FALSE);
6235 TEST_DrawLevelField(x, y);
6237 TestIfElementTouchesCustomElement(x, y);
6239 if (GFX_CRUMBLED(element))
6240 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6242 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
6243 StorePlayer[x][y] = 0;
6245 if (ELEM_IS_PLAYER(element))
6246 RelocatePlayer(x, y, element);
6248 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6250 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
6251 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
6254 TEST_DrawLevelFieldCrumbled(x, y);
6256 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
6258 DrawLevelElement(x, y, Back[x][y]);
6259 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
6261 else if (IS_WALKABLE_UNDER(Back[x][y]))
6263 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6264 DrawLevelElementThruMask(x, y, Back[x][y]);
6266 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
6267 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6271 void DynaExplode(int ex, int ey)
6274 int dynabomb_element = Feld[ex][ey];
6275 int dynabomb_size = 1;
6276 boolean dynabomb_xl = FALSE;
6277 struct PlayerInfo *player;
6278 static int xy[4][2] =
6286 if (IS_ACTIVE_BOMB(dynabomb_element))
6288 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
6289 dynabomb_size = player->dynabomb_size;
6290 dynabomb_xl = player->dynabomb_xl;
6291 player->dynabombs_left++;
6294 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
6296 for (i = 0; i < NUM_DIRECTIONS; i++)
6298 for (j = 1; j <= dynabomb_size; j++)
6300 int x = ex + j * xy[i][0];
6301 int y = ey + j * xy[i][1];
6304 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
6307 element = Feld[x][y];
6309 /* do not restart explosions of fields with active bombs */
6310 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
6313 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
6315 if (element != EL_EMPTY && element != EL_EXPLOSION &&
6316 !IS_DIGGABLE(element) && !dynabomb_xl)
6322 void Bang(int x, int y)
6324 int element = MovingOrBlocked2Element(x, y);
6325 int explosion_type = EX_TYPE_NORMAL;
6327 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6329 struct PlayerInfo *player = PLAYERINFO(x, y);
6331 #if USE_FIX_CE_ACTION_WITH_PLAYER
6332 element = Feld[x][y] = player->initial_element;
6334 element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
6335 player->element_nr);
6338 if (level.use_explosion_element[player->index_nr])
6340 int explosion_element = level.explosion_element[player->index_nr];
6342 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6343 explosion_type = EX_TYPE_CROSS;
6344 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6345 explosion_type = EX_TYPE_CENTER;
6353 case EL_BD_BUTTERFLY:
6356 case EL_DARK_YAMYAM:
6360 RaiseScoreElement(element);
6363 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6364 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6365 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6366 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6367 case EL_DYNABOMB_INCREASE_NUMBER:
6368 case EL_DYNABOMB_INCREASE_SIZE:
6369 case EL_DYNABOMB_INCREASE_POWER:
6370 explosion_type = EX_TYPE_DYNA;
6373 case EL_DC_LANDMINE:
6375 case EL_EM_EXIT_OPEN:
6376 case EL_EM_STEEL_EXIT_OPEN:
6378 explosion_type = EX_TYPE_CENTER;
6383 case EL_LAMP_ACTIVE:
6384 case EL_AMOEBA_TO_DIAMOND:
6385 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
6386 explosion_type = EX_TYPE_CENTER;
6390 if (element_info[element].explosion_type == EXPLODES_CROSS)
6391 explosion_type = EX_TYPE_CROSS;
6392 else if (element_info[element].explosion_type == EXPLODES_1X1)
6393 explosion_type = EX_TYPE_CENTER;
6397 if (explosion_type == EX_TYPE_DYNA)
6400 Explode(x, y, EX_PHASE_START, explosion_type);
6402 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6405 void SplashAcid(int x, int y)
6407 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6408 (!IN_LEV_FIELD(x - 1, y - 2) ||
6409 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6410 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6412 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6413 (!IN_LEV_FIELD(x + 1, y - 2) ||
6414 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6415 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6417 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6420 static void InitBeltMovement()
6422 static int belt_base_element[4] =
6424 EL_CONVEYOR_BELT_1_LEFT,
6425 EL_CONVEYOR_BELT_2_LEFT,
6426 EL_CONVEYOR_BELT_3_LEFT,
6427 EL_CONVEYOR_BELT_4_LEFT
6429 static int belt_base_active_element[4] =
6431 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6432 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6433 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6434 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6439 /* set frame order for belt animation graphic according to belt direction */
6440 for (i = 0; i < NUM_BELTS; i++)
6444 for (j = 0; j < NUM_BELT_PARTS; j++)
6446 int element = belt_base_active_element[belt_nr] + j;
6447 int graphic_1 = el2img(element);
6448 int graphic_2 = el2panelimg(element);
6450 if (game.belt_dir[i] == MV_LEFT)
6452 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6453 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6457 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6458 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6463 SCAN_PLAYFIELD(x, y)
6465 int element = Feld[x][y];
6467 for (i = 0; i < NUM_BELTS; i++)
6469 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6471 int e_belt_nr = getBeltNrFromBeltElement(element);
6474 if (e_belt_nr == belt_nr)
6476 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
6478 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
6485 static void ToggleBeltSwitch(int x, int y)
6487 static int belt_base_element[4] =
6489 EL_CONVEYOR_BELT_1_LEFT,
6490 EL_CONVEYOR_BELT_2_LEFT,
6491 EL_CONVEYOR_BELT_3_LEFT,
6492 EL_CONVEYOR_BELT_4_LEFT
6494 static int belt_base_active_element[4] =
6496 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6497 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6498 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6499 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6501 static int belt_base_switch_element[4] =
6503 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6504 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6505 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6506 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6508 static int belt_move_dir[4] =
6516 int element = Feld[x][y];
6517 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6518 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6519 int belt_dir = belt_move_dir[belt_dir_nr];
6522 if (!IS_BELT_SWITCH(element))
6525 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6526 game.belt_dir[belt_nr] = belt_dir;
6528 if (belt_dir_nr == 3)
6531 /* set frame order for belt animation graphic according to belt direction */
6532 for (i = 0; i < NUM_BELT_PARTS; i++)
6534 int element = belt_base_active_element[belt_nr] + i;
6535 int graphic_1 = el2img(element);
6536 int graphic_2 = el2panelimg(element);
6538 if (belt_dir == MV_LEFT)
6540 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6541 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6545 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6546 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6550 SCAN_PLAYFIELD(xx, yy)
6552 int element = Feld[xx][yy];
6554 if (IS_BELT_SWITCH(element))
6556 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6558 if (e_belt_nr == belt_nr)
6560 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6561 TEST_DrawLevelField(xx, yy);
6564 else if (IS_BELT(element) && belt_dir != MV_NONE)
6566 int e_belt_nr = getBeltNrFromBeltElement(element);
6568 if (e_belt_nr == belt_nr)
6570 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
6572 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6573 TEST_DrawLevelField(xx, yy);
6576 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6578 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6580 if (e_belt_nr == belt_nr)
6582 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
6584 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
6585 TEST_DrawLevelField(xx, yy);
6591 static void ToggleSwitchgateSwitch(int x, int y)
6595 game.switchgate_pos = !game.switchgate_pos;
6597 SCAN_PLAYFIELD(xx, yy)
6599 int element = Feld[xx][yy];
6601 #if !USE_BOTH_SWITCHGATE_SWITCHES
6602 if (element == EL_SWITCHGATE_SWITCH_UP ||
6603 element == EL_SWITCHGATE_SWITCH_DOWN)
6605 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
6606 TEST_DrawLevelField(xx, yy);
6608 else if (element == EL_DC_SWITCHGATE_SWITCH_UP ||
6609 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6611 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
6612 TEST_DrawLevelField(xx, yy);
6615 if (element == EL_SWITCHGATE_SWITCH_UP)
6617 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6618 TEST_DrawLevelField(xx, yy);
6620 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6622 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6623 TEST_DrawLevelField(xx, yy);
6625 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6627 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6628 TEST_DrawLevelField(xx, yy);
6630 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6632 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6633 TEST_DrawLevelField(xx, yy);
6636 else if (element == EL_SWITCHGATE_OPEN ||
6637 element == EL_SWITCHGATE_OPENING)
6639 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6641 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6643 else if (element == EL_SWITCHGATE_CLOSED ||
6644 element == EL_SWITCHGATE_CLOSING)
6646 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6648 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6653 static int getInvisibleActiveFromInvisibleElement(int element)
6655 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6656 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6657 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6661 static int getInvisibleFromInvisibleActiveElement(int element)
6663 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6664 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6665 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6669 static void RedrawAllLightSwitchesAndInvisibleElements()
6673 SCAN_PLAYFIELD(x, y)
6675 int element = Feld[x][y];
6677 if (element == EL_LIGHT_SWITCH &&
6678 game.light_time_left > 0)
6680 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6681 TEST_DrawLevelField(x, y);
6683 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6684 game.light_time_left == 0)
6686 Feld[x][y] = EL_LIGHT_SWITCH;
6687 TEST_DrawLevelField(x, y);
6689 else if (element == EL_EMC_DRIPPER &&
6690 game.light_time_left > 0)
6692 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6693 TEST_DrawLevelField(x, y);
6695 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6696 game.light_time_left == 0)
6698 Feld[x][y] = EL_EMC_DRIPPER;
6699 TEST_DrawLevelField(x, y);
6701 else if (element == EL_INVISIBLE_STEELWALL ||
6702 element == EL_INVISIBLE_WALL ||
6703 element == EL_INVISIBLE_SAND)
6705 if (game.light_time_left > 0)
6706 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6708 TEST_DrawLevelField(x, y);
6710 /* uncrumble neighbour fields, if needed */
6711 if (element == EL_INVISIBLE_SAND)
6712 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6714 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6715 element == EL_INVISIBLE_WALL_ACTIVE ||
6716 element == EL_INVISIBLE_SAND_ACTIVE)
6718 if (game.light_time_left == 0)
6719 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6721 TEST_DrawLevelField(x, y);
6723 /* re-crumble neighbour fields, if needed */
6724 if (element == EL_INVISIBLE_SAND)
6725 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6730 static void RedrawAllInvisibleElementsForLenses()
6734 SCAN_PLAYFIELD(x, y)
6736 int element = Feld[x][y];
6738 if (element == EL_EMC_DRIPPER &&
6739 game.lenses_time_left > 0)
6741 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6742 TEST_DrawLevelField(x, y);
6744 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6745 game.lenses_time_left == 0)
6747 Feld[x][y] = EL_EMC_DRIPPER;
6748 TEST_DrawLevelField(x, y);
6750 else if (element == EL_INVISIBLE_STEELWALL ||
6751 element == EL_INVISIBLE_WALL ||
6752 element == EL_INVISIBLE_SAND)
6754 if (game.lenses_time_left > 0)
6755 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6757 TEST_DrawLevelField(x, y);
6759 /* uncrumble neighbour fields, if needed */
6760 if (element == EL_INVISIBLE_SAND)
6761 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6763 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6764 element == EL_INVISIBLE_WALL_ACTIVE ||
6765 element == EL_INVISIBLE_SAND_ACTIVE)
6767 if (game.lenses_time_left == 0)
6768 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6770 TEST_DrawLevelField(x, y);
6772 /* re-crumble neighbour fields, if needed */
6773 if (element == EL_INVISIBLE_SAND)
6774 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6779 static void RedrawAllInvisibleElementsForMagnifier()
6783 SCAN_PLAYFIELD(x, y)
6785 int element = Feld[x][y];
6787 if (element == EL_EMC_FAKE_GRASS &&
6788 game.magnify_time_left > 0)
6790 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6791 TEST_DrawLevelField(x, y);
6793 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6794 game.magnify_time_left == 0)
6796 Feld[x][y] = EL_EMC_FAKE_GRASS;
6797 TEST_DrawLevelField(x, y);
6799 else if (IS_GATE_GRAY(element) &&
6800 game.magnify_time_left > 0)
6802 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6803 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6804 IS_EM_GATE_GRAY(element) ?
6805 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6806 IS_EMC_GATE_GRAY(element) ?
6807 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6808 IS_DC_GATE_GRAY(element) ?
6809 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6811 TEST_DrawLevelField(x, y);
6813 else if (IS_GATE_GRAY_ACTIVE(element) &&
6814 game.magnify_time_left == 0)
6816 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6817 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6818 IS_EM_GATE_GRAY_ACTIVE(element) ?
6819 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6820 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6821 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6822 IS_DC_GATE_GRAY_ACTIVE(element) ?
6823 EL_DC_GATE_WHITE_GRAY :
6825 TEST_DrawLevelField(x, y);
6830 static void ToggleLightSwitch(int x, int y)
6832 int element = Feld[x][y];
6834 game.light_time_left =
6835 (element == EL_LIGHT_SWITCH ?
6836 level.time_light * FRAMES_PER_SECOND : 0);
6838 RedrawAllLightSwitchesAndInvisibleElements();
6841 static void ActivateTimegateSwitch(int x, int y)
6845 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6847 SCAN_PLAYFIELD(xx, yy)
6849 int element = Feld[xx][yy];
6851 if (element == EL_TIMEGATE_CLOSED ||
6852 element == EL_TIMEGATE_CLOSING)
6854 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6855 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6859 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6861 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6862 TEST_DrawLevelField(xx, yy);
6869 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6870 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6872 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
6876 void Impact(int x, int y)
6878 boolean last_line = (y == lev_fieldy - 1);
6879 boolean object_hit = FALSE;
6880 boolean impact = (last_line || object_hit);
6881 int element = Feld[x][y];
6882 int smashed = EL_STEELWALL;
6884 if (!last_line) /* check if element below was hit */
6886 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6889 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6890 MovDir[x][y + 1] != MV_DOWN ||
6891 MovPos[x][y + 1] <= TILEY / 2));
6893 /* do not smash moving elements that left the smashed field in time */
6894 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6895 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6898 #if USE_QUICKSAND_IMPACT_BUGFIX
6899 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6901 RemoveMovingField(x, y + 1);
6902 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6903 Feld[x][y + 2] = EL_ROCK;
6904 TEST_DrawLevelField(x, y + 2);
6909 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6911 RemoveMovingField(x, y + 1);
6912 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6913 Feld[x][y + 2] = EL_ROCK;
6914 TEST_DrawLevelField(x, y + 2);
6921 smashed = MovingOrBlocked2Element(x, y + 1);
6923 impact = (last_line || object_hit);
6926 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6928 SplashAcid(x, y + 1);
6932 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6933 /* only reset graphic animation if graphic really changes after impact */
6935 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6937 ResetGfxAnimation(x, y);
6938 TEST_DrawLevelField(x, y);
6941 if (impact && CAN_EXPLODE_IMPACT(element))
6946 else if (impact && element == EL_PEARL &&
6947 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6949 ResetGfxAnimation(x, y);
6951 Feld[x][y] = EL_PEARL_BREAKING;
6952 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6955 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6957 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6962 if (impact && element == EL_AMOEBA_DROP)
6964 if (object_hit && IS_PLAYER(x, y + 1))
6965 KillPlayerUnlessEnemyProtected(x, y + 1);
6966 else if (object_hit && smashed == EL_PENGUIN)
6970 Feld[x][y] = EL_AMOEBA_GROWING;
6971 Store[x][y] = EL_AMOEBA_WET;
6973 ResetRandomAnimationValue(x, y);
6978 if (object_hit) /* check which object was hit */
6980 if ((CAN_PASS_MAGIC_WALL(element) &&
6981 (smashed == EL_MAGIC_WALL ||
6982 smashed == EL_BD_MAGIC_WALL)) ||
6983 (CAN_PASS_DC_MAGIC_WALL(element) &&
6984 smashed == EL_DC_MAGIC_WALL))
6987 int activated_magic_wall =
6988 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6989 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6990 EL_DC_MAGIC_WALL_ACTIVE);
6992 /* activate magic wall / mill */
6993 SCAN_PLAYFIELD(xx, yy)
6995 if (Feld[xx][yy] == smashed)
6996 Feld[xx][yy] = activated_magic_wall;
6999 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
7000 game.magic_wall_active = TRUE;
7002 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
7003 SND_MAGIC_WALL_ACTIVATING :
7004 smashed == EL_BD_MAGIC_WALL ?
7005 SND_BD_MAGIC_WALL_ACTIVATING :
7006 SND_DC_MAGIC_WALL_ACTIVATING));
7009 if (IS_PLAYER(x, y + 1))
7011 if (CAN_SMASH_PLAYER(element))
7013 KillPlayerUnlessEnemyProtected(x, y + 1);
7017 else if (smashed == EL_PENGUIN)
7019 if (CAN_SMASH_PLAYER(element))
7025 else if (element == EL_BD_DIAMOND)
7027 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
7033 else if (((element == EL_SP_INFOTRON ||
7034 element == EL_SP_ZONK) &&
7035 (smashed == EL_SP_SNIKSNAK ||
7036 smashed == EL_SP_ELECTRON ||
7037 smashed == EL_SP_DISK_ORANGE)) ||
7038 (element == EL_SP_INFOTRON &&
7039 smashed == EL_SP_DISK_YELLOW))
7044 else if (CAN_SMASH_EVERYTHING(element))
7046 if (IS_CLASSIC_ENEMY(smashed) ||
7047 CAN_EXPLODE_SMASHED(smashed))
7052 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
7054 if (smashed == EL_LAMP ||
7055 smashed == EL_LAMP_ACTIVE)
7060 else if (smashed == EL_NUT)
7062 Feld[x][y + 1] = EL_NUT_BREAKING;
7063 PlayLevelSound(x, y, SND_NUT_BREAKING);
7064 RaiseScoreElement(EL_NUT);
7067 else if (smashed == EL_PEARL)
7069 ResetGfxAnimation(x, y);
7071 Feld[x][y + 1] = EL_PEARL_BREAKING;
7072 PlayLevelSound(x, y, SND_PEARL_BREAKING);
7075 else if (smashed == EL_DIAMOND)
7077 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
7078 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
7081 else if (IS_BELT_SWITCH(smashed))
7083 ToggleBeltSwitch(x, y + 1);
7085 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
7086 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
7087 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
7088 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
7090 ToggleSwitchgateSwitch(x, y + 1);
7092 else if (smashed == EL_LIGHT_SWITCH ||
7093 smashed == EL_LIGHT_SWITCH_ACTIVE)
7095 ToggleLightSwitch(x, y + 1);
7100 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
7103 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
7105 CheckElementChangeBySide(x, y + 1, smashed, element,
7106 CE_SWITCHED, CH_SIDE_TOP);
7107 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
7113 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
7118 /* play sound of magic wall / mill */
7120 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7121 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
7122 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
7124 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7125 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
7126 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7127 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
7128 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7129 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
7134 /* play sound of object that hits the ground */
7135 if (last_line || object_hit)
7136 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
7139 inline static void TurnRoundExt(int x, int y)
7151 { 0, 0 }, { 0, 0 }, { 0, 0 },
7156 int left, right, back;
7160 { MV_DOWN, MV_UP, MV_RIGHT },
7161 { MV_UP, MV_DOWN, MV_LEFT },
7163 { MV_LEFT, MV_RIGHT, MV_DOWN },
7167 { MV_RIGHT, MV_LEFT, MV_UP }
7170 int element = Feld[x][y];
7171 int move_pattern = element_info[element].move_pattern;
7173 int old_move_dir = MovDir[x][y];
7174 int left_dir = turn[old_move_dir].left;
7175 int right_dir = turn[old_move_dir].right;
7176 int back_dir = turn[old_move_dir].back;
7178 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
7179 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
7180 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
7181 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
7183 int left_x = x + left_dx, left_y = y + left_dy;
7184 int right_x = x + right_dx, right_y = y + right_dy;
7185 int move_x = x + move_dx, move_y = y + move_dy;
7189 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
7191 TestIfBadThingTouchesOtherBadThing(x, y);
7193 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
7194 MovDir[x][y] = right_dir;
7195 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7196 MovDir[x][y] = left_dir;
7198 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
7200 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
7203 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
7205 TestIfBadThingTouchesOtherBadThing(x, y);
7207 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
7208 MovDir[x][y] = left_dir;
7209 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7210 MovDir[x][y] = right_dir;
7212 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
7214 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
7217 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
7219 TestIfBadThingTouchesOtherBadThing(x, y);
7221 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
7222 MovDir[x][y] = left_dir;
7223 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
7224 MovDir[x][y] = right_dir;
7226 if (MovDir[x][y] != old_move_dir)
7229 else if (element == EL_YAMYAM)
7231 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
7232 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
7234 if (can_turn_left && can_turn_right)
7235 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7236 else if (can_turn_left)
7237 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7238 else if (can_turn_right)
7239 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7241 MovDir[x][y] = back_dir;
7243 MovDelay[x][y] = 16 + 16 * RND(3);
7245 else if (element == EL_DARK_YAMYAM)
7247 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7249 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7252 if (can_turn_left && can_turn_right)
7253 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7254 else if (can_turn_left)
7255 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7256 else if (can_turn_right)
7257 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7259 MovDir[x][y] = back_dir;
7261 MovDelay[x][y] = 16 + 16 * RND(3);
7263 else if (element == EL_PACMAN)
7265 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
7266 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
7268 if (can_turn_left && can_turn_right)
7269 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7270 else if (can_turn_left)
7271 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7272 else if (can_turn_right)
7273 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7275 MovDir[x][y] = back_dir;
7277 MovDelay[x][y] = 6 + RND(40);
7279 else if (element == EL_PIG)
7281 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
7282 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
7283 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
7284 boolean should_turn_left, should_turn_right, should_move_on;
7286 int rnd = RND(rnd_value);
7288 should_turn_left = (can_turn_left &&
7290 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
7291 y + back_dy + left_dy)));
7292 should_turn_right = (can_turn_right &&
7294 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
7295 y + back_dy + right_dy)));
7296 should_move_on = (can_move_on &&
7299 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
7300 y + move_dy + left_dy) ||
7301 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
7302 y + move_dy + right_dy)));
7304 if (should_turn_left || should_turn_right || should_move_on)
7306 if (should_turn_left && should_turn_right && should_move_on)
7307 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
7308 rnd < 2 * rnd_value / 3 ? right_dir :
7310 else if (should_turn_left && should_turn_right)
7311 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7312 else if (should_turn_left && should_move_on)
7313 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
7314 else if (should_turn_right && should_move_on)
7315 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
7316 else if (should_turn_left)
7317 MovDir[x][y] = left_dir;
7318 else if (should_turn_right)
7319 MovDir[x][y] = right_dir;
7320 else if (should_move_on)
7321 MovDir[x][y] = old_move_dir;
7323 else if (can_move_on && rnd > rnd_value / 8)
7324 MovDir[x][y] = old_move_dir;
7325 else if (can_turn_left && can_turn_right)
7326 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7327 else if (can_turn_left && rnd > rnd_value / 8)
7328 MovDir[x][y] = left_dir;
7329 else if (can_turn_right && rnd > rnd_value/8)
7330 MovDir[x][y] = right_dir;
7332 MovDir[x][y] = back_dir;
7334 xx = x + move_xy[MovDir[x][y]].dx;
7335 yy = y + move_xy[MovDir[x][y]].dy;
7337 if (!IN_LEV_FIELD(xx, yy) ||
7338 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
7339 MovDir[x][y] = old_move_dir;
7343 else if (element == EL_DRAGON)
7345 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
7346 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
7347 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
7349 int rnd = RND(rnd_value);
7351 if (can_move_on && rnd > rnd_value / 8)
7352 MovDir[x][y] = old_move_dir;
7353 else if (can_turn_left && can_turn_right)
7354 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7355 else if (can_turn_left && rnd > rnd_value / 8)
7356 MovDir[x][y] = left_dir;
7357 else if (can_turn_right && rnd > rnd_value / 8)
7358 MovDir[x][y] = right_dir;
7360 MovDir[x][y] = back_dir;
7362 xx = x + move_xy[MovDir[x][y]].dx;
7363 yy = y + move_xy[MovDir[x][y]].dy;
7365 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
7366 MovDir[x][y] = old_move_dir;
7370 else if (element == EL_MOLE)
7372 boolean can_move_on =
7373 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7374 IS_AMOEBOID(Feld[move_x][move_y]) ||
7375 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
7378 boolean can_turn_left =
7379 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7380 IS_AMOEBOID(Feld[left_x][left_y])));
7382 boolean can_turn_right =
7383 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7384 IS_AMOEBOID(Feld[right_x][right_y])));
7386 if (can_turn_left && can_turn_right)
7387 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7388 else if (can_turn_left)
7389 MovDir[x][y] = left_dir;
7391 MovDir[x][y] = right_dir;
7394 if (MovDir[x][y] != old_move_dir)
7397 else if (element == EL_BALLOON)
7399 MovDir[x][y] = game.wind_direction;
7402 else if (element == EL_SPRING)
7404 #if USE_NEW_SPRING_BUMPER
7405 if (MovDir[x][y] & MV_HORIZONTAL)
7407 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7408 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7410 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7411 ResetGfxAnimation(move_x, move_y);
7412 TEST_DrawLevelField(move_x, move_y);
7414 MovDir[x][y] = back_dir;
7416 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7417 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7418 MovDir[x][y] = MV_NONE;
7421 if (MovDir[x][y] & MV_HORIZONTAL &&
7422 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7423 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
7424 MovDir[x][y] = MV_NONE;
7429 else if (element == EL_ROBOT ||
7430 element == EL_SATELLITE ||
7431 element == EL_PENGUIN ||
7432 element == EL_EMC_ANDROID)
7434 int attr_x = -1, attr_y = -1;
7445 for (i = 0; i < MAX_PLAYERS; i++)
7447 struct PlayerInfo *player = &stored_player[i];
7448 int jx = player->jx, jy = player->jy;
7450 if (!player->active)
7454 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7462 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
7463 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
7464 game.engine_version < VERSION_IDENT(3,1,0,0)))
7470 if (element == EL_PENGUIN)
7473 static int xy[4][2] =
7481 for (i = 0; i < NUM_DIRECTIONS; i++)
7483 int ex = x + xy[i][0];
7484 int ey = y + xy[i][1];
7486 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
7487 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
7488 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
7489 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7498 MovDir[x][y] = MV_NONE;
7500 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
7501 else if (attr_x > x)
7502 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
7504 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
7505 else if (attr_y > y)
7506 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
7508 if (element == EL_ROBOT)
7512 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7513 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7514 Moving2Blocked(x, y, &newx, &newy);
7516 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7517 MovDelay[x][y] = 8 + 8 * !RND(3);
7519 MovDelay[x][y] = 16;
7521 else if (element == EL_PENGUIN)
7527 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7529 boolean first_horiz = RND(2);
7530 int new_move_dir = MovDir[x][y];
7533 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7534 Moving2Blocked(x, y, &newx, &newy);
7536 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7540 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7541 Moving2Blocked(x, y, &newx, &newy);
7543 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7546 MovDir[x][y] = old_move_dir;
7550 else if (element == EL_SATELLITE)
7556 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7558 boolean first_horiz = RND(2);
7559 int new_move_dir = MovDir[x][y];
7562 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7563 Moving2Blocked(x, y, &newx, &newy);
7565 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7569 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7570 Moving2Blocked(x, y, &newx, &newy);
7572 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7575 MovDir[x][y] = old_move_dir;
7579 else if (element == EL_EMC_ANDROID)
7581 static int check_pos[16] =
7583 -1, /* 0 => (invalid) */
7584 7, /* 1 => MV_LEFT */
7585 3, /* 2 => MV_RIGHT */
7586 -1, /* 3 => (invalid) */
7588 0, /* 5 => MV_LEFT | MV_UP */
7589 2, /* 6 => MV_RIGHT | MV_UP */
7590 -1, /* 7 => (invalid) */
7591 5, /* 8 => MV_DOWN */
7592 6, /* 9 => MV_LEFT | MV_DOWN */
7593 4, /* 10 => MV_RIGHT | MV_DOWN */
7594 -1, /* 11 => (invalid) */
7595 -1, /* 12 => (invalid) */
7596 -1, /* 13 => (invalid) */
7597 -1, /* 14 => (invalid) */
7598 -1, /* 15 => (invalid) */
7606 { -1, -1, MV_LEFT | MV_UP },
7608 { +1, -1, MV_RIGHT | MV_UP },
7609 { +1, 0, MV_RIGHT },
7610 { +1, +1, MV_RIGHT | MV_DOWN },
7612 { -1, +1, MV_LEFT | MV_DOWN },
7615 int start_pos, check_order;
7616 boolean can_clone = FALSE;
7619 /* check if there is any free field around current position */
7620 for (i = 0; i < 8; i++)
7622 int newx = x + check_xy[i].dx;
7623 int newy = y + check_xy[i].dy;
7625 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7633 if (can_clone) /* randomly find an element to clone */
7637 start_pos = check_pos[RND(8)];
7638 check_order = (RND(2) ? -1 : +1);
7640 for (i = 0; i < 8; i++)
7642 int pos_raw = start_pos + i * check_order;
7643 int pos = (pos_raw + 8) % 8;
7644 int newx = x + check_xy[pos].dx;
7645 int newy = y + check_xy[pos].dy;
7647 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7649 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7650 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7652 Store[x][y] = Feld[newx][newy];
7661 if (can_clone) /* randomly find a direction to move */
7665 start_pos = check_pos[RND(8)];
7666 check_order = (RND(2) ? -1 : +1);
7668 for (i = 0; i < 8; i++)
7670 int pos_raw = start_pos + i * check_order;
7671 int pos = (pos_raw + 8) % 8;
7672 int newx = x + check_xy[pos].dx;
7673 int newy = y + check_xy[pos].dy;
7674 int new_move_dir = check_xy[pos].dir;
7676 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7678 MovDir[x][y] = new_move_dir;
7679 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7688 if (can_clone) /* cloning and moving successful */
7691 /* cannot clone -- try to move towards player */
7693 start_pos = check_pos[MovDir[x][y] & 0x0f];
7694 check_order = (RND(2) ? -1 : +1);
7696 for (i = 0; i < 3; i++)
7698 /* first check start_pos, then previous/next or (next/previous) pos */
7699 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7700 int pos = (pos_raw + 8) % 8;
7701 int newx = x + check_xy[pos].dx;
7702 int newy = y + check_xy[pos].dy;
7703 int new_move_dir = check_xy[pos].dir;
7705 if (IS_PLAYER(newx, newy))
7708 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7710 MovDir[x][y] = new_move_dir;
7711 MovDelay[x][y] = level.android_move_time * 8 + 1;
7718 else if (move_pattern == MV_TURNING_LEFT ||
7719 move_pattern == MV_TURNING_RIGHT ||
7720 move_pattern == MV_TURNING_LEFT_RIGHT ||
7721 move_pattern == MV_TURNING_RIGHT_LEFT ||
7722 move_pattern == MV_TURNING_RANDOM ||
7723 move_pattern == MV_ALL_DIRECTIONS)
7725 boolean can_turn_left =
7726 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7727 boolean can_turn_right =
7728 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7730 if (element_info[element].move_stepsize == 0) /* "not moving" */
7733 if (move_pattern == MV_TURNING_LEFT)
7734 MovDir[x][y] = left_dir;
7735 else if (move_pattern == MV_TURNING_RIGHT)
7736 MovDir[x][y] = right_dir;
7737 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7738 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7739 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7740 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7741 else if (move_pattern == MV_TURNING_RANDOM)
7742 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7743 can_turn_right && !can_turn_left ? right_dir :
7744 RND(2) ? left_dir : right_dir);
7745 else if (can_turn_left && can_turn_right)
7746 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7747 else if (can_turn_left)
7748 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7749 else if (can_turn_right)
7750 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7752 MovDir[x][y] = back_dir;
7754 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7756 else if (move_pattern == MV_HORIZONTAL ||
7757 move_pattern == MV_VERTICAL)
7759 if (move_pattern & old_move_dir)
7760 MovDir[x][y] = back_dir;
7761 else if (move_pattern == MV_HORIZONTAL)
7762 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7763 else if (move_pattern == MV_VERTICAL)
7764 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7766 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7768 else if (move_pattern & MV_ANY_DIRECTION)
7770 MovDir[x][y] = move_pattern;
7771 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7773 else if (move_pattern & MV_WIND_DIRECTION)
7775 MovDir[x][y] = game.wind_direction;
7776 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7778 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7780 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7781 MovDir[x][y] = left_dir;
7782 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7783 MovDir[x][y] = right_dir;
7785 if (MovDir[x][y] != old_move_dir)
7786 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7788 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7790 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7791 MovDir[x][y] = right_dir;
7792 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7793 MovDir[x][y] = left_dir;
7795 if (MovDir[x][y] != old_move_dir)
7796 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7798 else if (move_pattern == MV_TOWARDS_PLAYER ||
7799 move_pattern == MV_AWAY_FROM_PLAYER)
7801 int attr_x = -1, attr_y = -1;
7803 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7814 for (i = 0; i < MAX_PLAYERS; i++)
7816 struct PlayerInfo *player = &stored_player[i];
7817 int jx = player->jx, jy = player->jy;
7819 if (!player->active)
7823 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7831 MovDir[x][y] = MV_NONE;
7833 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7834 else if (attr_x > x)
7835 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7837 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7838 else if (attr_y > y)
7839 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7841 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7843 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7845 boolean first_horiz = RND(2);
7846 int new_move_dir = MovDir[x][y];
7848 if (element_info[element].move_stepsize == 0) /* "not moving" */
7850 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7851 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7857 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7858 Moving2Blocked(x, y, &newx, &newy);
7860 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7864 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7865 Moving2Blocked(x, y, &newx, &newy);
7867 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7870 MovDir[x][y] = old_move_dir;
7873 else if (move_pattern == MV_WHEN_PUSHED ||
7874 move_pattern == MV_WHEN_DROPPED)
7876 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7877 MovDir[x][y] = MV_NONE;
7881 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7883 static int test_xy[7][2] =
7893 static int test_dir[7] =
7903 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7904 int move_preference = -1000000; /* start with very low preference */
7905 int new_move_dir = MV_NONE;
7906 int start_test = RND(4);
7909 for (i = 0; i < NUM_DIRECTIONS; i++)
7911 int move_dir = test_dir[start_test + i];
7912 int move_dir_preference;
7914 xx = x + test_xy[start_test + i][0];
7915 yy = y + test_xy[start_test + i][1];
7917 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7918 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7920 new_move_dir = move_dir;
7925 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7928 move_dir_preference = -1 * RunnerVisit[xx][yy];
7929 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7930 move_dir_preference = PlayerVisit[xx][yy];
7932 if (move_dir_preference > move_preference)
7934 /* prefer field that has not been visited for the longest time */
7935 move_preference = move_dir_preference;
7936 new_move_dir = move_dir;
7938 else if (move_dir_preference == move_preference &&
7939 move_dir == old_move_dir)
7941 /* prefer last direction when all directions are preferred equally */
7942 move_preference = move_dir_preference;
7943 new_move_dir = move_dir;
7947 MovDir[x][y] = new_move_dir;
7948 if (old_move_dir != new_move_dir)
7949 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7953 static void TurnRound(int x, int y)
7955 int direction = MovDir[x][y];
7959 GfxDir[x][y] = MovDir[x][y];
7961 if (direction != MovDir[x][y])
7965 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7967 ResetGfxFrame(x, y, FALSE);
7970 static boolean JustBeingPushed(int x, int y)
7974 for (i = 0; i < MAX_PLAYERS; i++)
7976 struct PlayerInfo *player = &stored_player[i];
7978 if (player->active && player->is_pushing && player->MovPos)
7980 int next_jx = player->jx + (player->jx - player->last_jx);
7981 int next_jy = player->jy + (player->jy - player->last_jy);
7983 if (x == next_jx && y == next_jy)
7991 void StartMoving(int x, int y)
7993 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7994 int element = Feld[x][y];
7999 if (MovDelay[x][y] == 0)
8000 GfxAction[x][y] = ACTION_DEFAULT;
8002 if (CAN_FALL(element) && y < lev_fieldy - 1)
8004 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
8005 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
8006 if (JustBeingPushed(x, y))
8009 if (element == EL_QUICKSAND_FULL)
8011 if (IS_FREE(x, y + 1))
8013 InitMovingField(x, y, MV_DOWN);
8014 started_moving = TRUE;
8016 Feld[x][y] = EL_QUICKSAND_EMPTYING;
8017 #if USE_QUICKSAND_BD_ROCK_BUGFIX
8018 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
8019 Store[x][y] = EL_ROCK;
8021 Store[x][y] = EL_ROCK;
8024 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
8026 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
8028 if (!MovDelay[x][y])
8030 MovDelay[x][y] = TILEY + 1;
8032 ResetGfxAnimation(x, y);
8033 ResetGfxAnimation(x, y + 1);
8038 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
8039 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
8046 Feld[x][y] = EL_QUICKSAND_EMPTY;
8047 Feld[x][y + 1] = EL_QUICKSAND_FULL;
8048 Store[x][y + 1] = Store[x][y];
8051 PlayLevelSoundAction(x, y, ACTION_FILLING);
8053 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
8055 if (!MovDelay[x][y])
8057 MovDelay[x][y] = TILEY + 1;
8059 ResetGfxAnimation(x, y);
8060 ResetGfxAnimation(x, y + 1);
8065 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
8066 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
8073 Feld[x][y] = EL_QUICKSAND_EMPTY;
8074 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
8075 Store[x][y + 1] = Store[x][y];
8078 PlayLevelSoundAction(x, y, ACTION_FILLING);
8081 else if (element == EL_QUICKSAND_FAST_FULL)
8083 if (IS_FREE(x, y + 1))
8085 InitMovingField(x, y, MV_DOWN);
8086 started_moving = TRUE;
8088 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
8089 #if USE_QUICKSAND_BD_ROCK_BUGFIX
8090 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
8091 Store[x][y] = EL_ROCK;
8093 Store[x][y] = EL_ROCK;
8096 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
8098 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
8100 if (!MovDelay[x][y])
8102 MovDelay[x][y] = TILEY + 1;
8104 ResetGfxAnimation(x, y);
8105 ResetGfxAnimation(x, y + 1);
8110 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
8111 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
8118 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
8119 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
8120 Store[x][y + 1] = Store[x][y];
8123 PlayLevelSoundAction(x, y, ACTION_FILLING);
8125 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
8127 if (!MovDelay[x][y])
8129 MovDelay[x][y] = TILEY + 1;
8131 ResetGfxAnimation(x, y);
8132 ResetGfxAnimation(x, y + 1);
8137 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
8138 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
8145 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
8146 Feld[x][y + 1] = EL_QUICKSAND_FULL;
8147 Store[x][y + 1] = Store[x][y];
8150 PlayLevelSoundAction(x, y, ACTION_FILLING);
8153 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
8154 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
8156 InitMovingField(x, y, MV_DOWN);
8157 started_moving = TRUE;
8159 Feld[x][y] = EL_QUICKSAND_FILLING;
8160 Store[x][y] = element;
8162 PlayLevelSoundAction(x, y, ACTION_FILLING);
8164 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
8165 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
8167 InitMovingField(x, y, MV_DOWN);
8168 started_moving = TRUE;
8170 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
8171 Store[x][y] = element;
8173 PlayLevelSoundAction(x, y, ACTION_FILLING);
8175 else if (element == EL_MAGIC_WALL_FULL)
8177 if (IS_FREE(x, y + 1))
8179 InitMovingField(x, y, MV_DOWN);
8180 started_moving = TRUE;
8182 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
8183 Store[x][y] = EL_CHANGED(Store[x][y]);
8185 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
8187 if (!MovDelay[x][y])
8188 MovDelay[x][y] = TILEY / 4 + 1;
8197 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
8198 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
8199 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
8203 else if (element == EL_BD_MAGIC_WALL_FULL)
8205 if (IS_FREE(x, y + 1))
8207 InitMovingField(x, y, MV_DOWN);
8208 started_moving = TRUE;
8210 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
8211 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
8213 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
8215 if (!MovDelay[x][y])
8216 MovDelay[x][y] = TILEY / 4 + 1;
8225 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
8226 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
8227 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
8231 else if (element == EL_DC_MAGIC_WALL_FULL)
8233 if (IS_FREE(x, y + 1))
8235 InitMovingField(x, y, MV_DOWN);
8236 started_moving = TRUE;
8238 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
8239 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
8241 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
8243 if (!MovDelay[x][y])
8244 MovDelay[x][y] = TILEY / 4 + 1;
8253 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
8254 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
8255 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
8259 else if ((CAN_PASS_MAGIC_WALL(element) &&
8260 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
8261 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
8262 (CAN_PASS_DC_MAGIC_WALL(element) &&
8263 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
8266 InitMovingField(x, y, MV_DOWN);
8267 started_moving = TRUE;
8270 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
8271 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
8272 EL_DC_MAGIC_WALL_FILLING);
8273 Store[x][y] = element;
8275 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
8277 SplashAcid(x, y + 1);
8279 InitMovingField(x, y, MV_DOWN);
8280 started_moving = TRUE;
8282 Store[x][y] = EL_ACID;
8285 #if USE_FIX_IMPACT_COLLISION
8286 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8287 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
8289 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8290 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
8292 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
8293 CAN_FALL(element) && WasJustFalling[x][y] &&
8294 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
8296 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
8297 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
8298 (Feld[x][y + 1] == EL_BLOCKED)))
8300 /* this is needed for a special case not covered by calling "Impact()"
8301 from "ContinueMoving()": if an element moves to a tile directly below
8302 another element which was just falling on that tile (which was empty
8303 in the previous frame), the falling element above would just stop
8304 instead of smashing the element below (in previous version, the above
8305 element was just checked for "moving" instead of "falling", resulting
8306 in incorrect smashes caused by horizontal movement of the above
8307 element; also, the case of the player being the element to smash was
8308 simply not covered here... :-/ ) */
8310 CheckCollision[x][y] = 0;
8311 CheckImpact[x][y] = 0;
8315 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
8317 if (MovDir[x][y] == MV_NONE)
8319 InitMovingField(x, y, MV_DOWN);
8320 started_moving = TRUE;
8323 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
8325 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
8326 MovDir[x][y] = MV_DOWN;
8328 InitMovingField(x, y, MV_DOWN);
8329 started_moving = TRUE;
8331 else if (element == EL_AMOEBA_DROP)
8333 Feld[x][y] = EL_AMOEBA_GROWING;
8334 Store[x][y] = EL_AMOEBA_WET;
8336 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
8337 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
8338 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
8339 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
8341 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
8342 (IS_FREE(x - 1, y + 1) ||
8343 Feld[x - 1][y + 1] == EL_ACID));
8344 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
8345 (IS_FREE(x + 1, y + 1) ||
8346 Feld[x + 1][y + 1] == EL_ACID));
8347 boolean can_fall_any = (can_fall_left || can_fall_right);
8348 boolean can_fall_both = (can_fall_left && can_fall_right);
8349 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
8351 #if USE_NEW_ALL_SLIPPERY
8352 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
8354 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8355 can_fall_right = FALSE;
8356 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8357 can_fall_left = FALSE;
8358 else if (slippery_type == SLIPPERY_ONLY_LEFT)
8359 can_fall_right = FALSE;
8360 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8361 can_fall_left = FALSE;
8363 can_fall_any = (can_fall_left || can_fall_right);
8364 can_fall_both = FALSE;
8367 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
8369 if (slippery_type == SLIPPERY_ONLY_LEFT)
8370 can_fall_right = FALSE;
8371 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8372 can_fall_left = FALSE;
8373 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8374 can_fall_right = FALSE;
8375 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8376 can_fall_left = FALSE;
8378 can_fall_any = (can_fall_left || can_fall_right);
8379 can_fall_both = (can_fall_left && can_fall_right);
8383 #if USE_NEW_ALL_SLIPPERY
8385 #if USE_NEW_SP_SLIPPERY
8386 /* !!! better use the same properties as for custom elements here !!! */
8387 else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
8388 can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
8390 can_fall_right = FALSE; /* slip down on left side */
8391 can_fall_both = FALSE;
8396 #if USE_NEW_ALL_SLIPPERY
8399 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8400 can_fall_right = FALSE; /* slip down on left side */
8402 can_fall_left = !(can_fall_right = RND(2));
8404 can_fall_both = FALSE;
8409 if (game.emulation == EMU_BOULDERDASH ||
8410 element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8411 can_fall_right = FALSE; /* slip down on left side */
8413 can_fall_left = !(can_fall_right = RND(2));
8415 can_fall_both = FALSE;
8421 /* if not determined otherwise, prefer left side for slipping down */
8422 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8423 started_moving = TRUE;
8427 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
8429 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
8432 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8433 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8434 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
8435 int belt_dir = game.belt_dir[belt_nr];
8437 if ((belt_dir == MV_LEFT && left_is_free) ||
8438 (belt_dir == MV_RIGHT && right_is_free))
8440 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8442 InitMovingField(x, y, belt_dir);
8443 started_moving = TRUE;
8445 Pushed[x][y] = TRUE;
8446 Pushed[nextx][y] = TRUE;
8448 GfxAction[x][y] = ACTION_DEFAULT;
8452 MovDir[x][y] = 0; /* if element was moving, stop it */
8457 /* not "else if" because of elements that can fall and move (EL_SPRING) */
8459 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE)
8461 if (CAN_MOVE(element) && !started_moving)
8464 int move_pattern = element_info[element].move_pattern;
8469 if (MovDir[x][y] == MV_NONE)
8471 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
8472 x, y, element, element_info[element].token_name);
8473 printf("StartMoving(): This should never happen!\n");
8478 Moving2Blocked(x, y, &newx, &newy);
8480 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8483 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8484 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8486 WasJustMoving[x][y] = 0;
8487 CheckCollision[x][y] = 0;
8489 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8491 if (Feld[x][y] != element) /* element has changed */
8495 if (!MovDelay[x][y]) /* start new movement phase */
8497 /* all objects that can change their move direction after each step
8498 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
8500 if (element != EL_YAMYAM &&
8501 element != EL_DARK_YAMYAM &&
8502 element != EL_PACMAN &&
8503 !(move_pattern & MV_ANY_DIRECTION) &&
8504 move_pattern != MV_TURNING_LEFT &&
8505 move_pattern != MV_TURNING_RIGHT &&
8506 move_pattern != MV_TURNING_LEFT_RIGHT &&
8507 move_pattern != MV_TURNING_RIGHT_LEFT &&
8508 move_pattern != MV_TURNING_RANDOM)
8512 if (MovDelay[x][y] && (element == EL_BUG ||
8513 element == EL_SPACESHIP ||
8514 element == EL_SP_SNIKSNAK ||
8515 element == EL_SP_ELECTRON ||
8516 element == EL_MOLE))
8517 TEST_DrawLevelField(x, y);
8521 if (MovDelay[x][y]) /* wait some time before next movement */
8525 if (element == EL_ROBOT ||
8526 element == EL_YAMYAM ||
8527 element == EL_DARK_YAMYAM)
8529 DrawLevelElementAnimationIfNeeded(x, y, element);
8530 PlayLevelSoundAction(x, y, ACTION_WAITING);
8532 else if (element == EL_SP_ELECTRON)
8533 DrawLevelElementAnimationIfNeeded(x, y, element);
8534 else if (element == EL_DRAGON)
8537 int dir = MovDir[x][y];
8538 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8539 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8540 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8541 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8542 dir == MV_UP ? IMG_FLAMES_1_UP :
8543 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8544 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
8546 GfxAction[x][y] = ACTION_ATTACKING;
8548 if (IS_PLAYER(x, y))
8549 DrawPlayerField(x, y);
8551 TEST_DrawLevelField(x, y);
8553 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8555 for (i = 1; i <= 3; i++)
8557 int xx = x + i * dx;
8558 int yy = y + i * dy;
8559 int sx = SCREENX(xx);
8560 int sy = SCREENY(yy);
8561 int flame_graphic = graphic + (i - 1);
8563 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
8568 int flamed = MovingOrBlocked2Element(xx, yy);
8572 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8574 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
8575 RemoveMovingField(xx, yy);
8577 RemoveField(xx, yy);
8579 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8582 RemoveMovingField(xx, yy);
8585 ChangeDelay[xx][yy] = 0;
8587 Feld[xx][yy] = EL_FLAMES;
8589 if (IN_SCR_FIELD(sx, sy))
8591 TEST_DrawLevelFieldCrumbled(xx, yy);
8592 DrawGraphic(sx, sy, flame_graphic, frame);
8597 if (Feld[xx][yy] == EL_FLAMES)
8598 Feld[xx][yy] = EL_EMPTY;
8599 TEST_DrawLevelField(xx, yy);
8604 if (MovDelay[x][y]) /* element still has to wait some time */
8606 PlayLevelSoundAction(x, y, ACTION_WAITING);
8612 /* now make next step */
8614 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
8616 if (DONT_COLLIDE_WITH(element) &&
8617 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8618 !PLAYER_ENEMY_PROTECTED(newx, newy))
8620 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8625 else if (CAN_MOVE_INTO_ACID(element) &&
8626 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
8627 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8628 (MovDir[x][y] == MV_DOWN ||
8629 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8631 SplashAcid(newx, newy);
8632 Store[x][y] = EL_ACID;
8634 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8636 if (Feld[newx][newy] == EL_EXIT_OPEN ||
8637 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
8638 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
8639 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8642 TEST_DrawLevelField(x, y);
8644 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8645 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8646 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
8648 local_player->friends_still_needed--;
8649 if (!local_player->friends_still_needed &&
8650 !local_player->GameOver && AllPlayersGone)
8651 PlayerWins(local_player);
8655 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
8657 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
8658 TEST_DrawLevelField(newx, newy);
8660 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8662 else if (!IS_FREE(newx, newy))
8664 GfxAction[x][y] = ACTION_WAITING;
8666 if (IS_PLAYER(x, y))
8667 DrawPlayerField(x, y);
8669 TEST_DrawLevelField(x, y);
8674 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8676 if (IS_FOOD_PIG(Feld[newx][newy]))
8678 if (IS_MOVING(newx, newy))
8679 RemoveMovingField(newx, newy);
8682 Feld[newx][newy] = EL_EMPTY;
8683 TEST_DrawLevelField(newx, newy);
8686 PlayLevelSound(x, y, SND_PIG_DIGGING);
8688 else if (!IS_FREE(newx, newy))
8690 if (IS_PLAYER(x, y))
8691 DrawPlayerField(x, y);
8693 TEST_DrawLevelField(x, y);
8698 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8700 if (Store[x][y] != EL_EMPTY)
8702 boolean can_clone = FALSE;
8705 /* check if element to clone is still there */
8706 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8708 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
8716 /* cannot clone or target field not free anymore -- do not clone */
8717 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8718 Store[x][y] = EL_EMPTY;
8721 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8723 if (IS_MV_DIAGONAL(MovDir[x][y]))
8725 int diagonal_move_dir = MovDir[x][y];
8726 int stored = Store[x][y];
8727 int change_delay = 8;
8730 /* android is moving diagonally */
8732 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8734 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8735 GfxElement[x][y] = EL_EMC_ANDROID;
8736 GfxAction[x][y] = ACTION_SHRINKING;
8737 GfxDir[x][y] = diagonal_move_dir;
8738 ChangeDelay[x][y] = change_delay;
8740 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8743 DrawLevelGraphicAnimation(x, y, graphic);
8744 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8746 if (Feld[newx][newy] == EL_ACID)
8748 SplashAcid(newx, newy);
8753 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8755 Store[newx][newy] = EL_EMC_ANDROID;
8756 GfxElement[newx][newy] = EL_EMC_ANDROID;
8757 GfxAction[newx][newy] = ACTION_GROWING;
8758 GfxDir[newx][newy] = diagonal_move_dir;
8759 ChangeDelay[newx][newy] = change_delay;
8761 graphic = el_act_dir2img(GfxElement[newx][newy],
8762 GfxAction[newx][newy], GfxDir[newx][newy]);
8764 DrawLevelGraphicAnimation(newx, newy, graphic);
8765 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8771 Feld[newx][newy] = EL_EMPTY;
8772 TEST_DrawLevelField(newx, newy);
8774 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8777 else if (!IS_FREE(newx, newy))
8780 if (IS_PLAYER(x, y))
8781 DrawPlayerField(x, y);
8783 TEST_DrawLevelField(x, y);
8789 else if (IS_CUSTOM_ELEMENT(element) &&
8790 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8793 if (!DigFieldByCE(newx, newy, element))
8796 int new_element = Feld[newx][newy];
8798 if (!IS_FREE(newx, newy))
8800 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
8801 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
8804 /* no element can dig solid indestructible elements */
8805 if (IS_INDESTRUCTIBLE(new_element) &&
8806 !IS_DIGGABLE(new_element) &&
8807 !IS_COLLECTIBLE(new_element))
8810 if (AmoebaNr[newx][newy] &&
8811 (new_element == EL_AMOEBA_FULL ||
8812 new_element == EL_BD_AMOEBA ||
8813 new_element == EL_AMOEBA_GROWING))
8815 AmoebaCnt[AmoebaNr[newx][newy]]--;
8816 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8819 if (IS_MOVING(newx, newy))
8820 RemoveMovingField(newx, newy);
8823 RemoveField(newx, newy);
8824 TEST_DrawLevelField(newx, newy);
8827 /* if digged element was about to explode, prevent the explosion */
8828 ExplodeField[newx][newy] = EX_TYPE_NONE;
8830 PlayLevelSoundAction(x, y, action);
8833 Store[newx][newy] = EL_EMPTY;
8836 /* this makes it possible to leave the removed element again */
8837 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
8838 Store[newx][newy] = new_element;
8840 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
8842 int move_leave_element = element_info[element].move_leave_element;
8844 /* this makes it possible to leave the removed element again */
8845 Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
8846 new_element : move_leave_element);
8852 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8854 RunnerVisit[x][y] = FrameCounter;
8855 PlayerVisit[x][y] /= 8; /* expire player visit path */
8858 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8860 if (!IS_FREE(newx, newy))
8862 if (IS_PLAYER(x, y))
8863 DrawPlayerField(x, y);
8865 TEST_DrawLevelField(x, y);
8871 boolean wanna_flame = !RND(10);
8872 int dx = newx - x, dy = newy - y;
8873 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8874 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8875 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8876 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8877 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8878 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8881 IS_CLASSIC_ENEMY(element1) ||
8882 IS_CLASSIC_ENEMY(element2)) &&
8883 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8884 element1 != EL_FLAMES && element2 != EL_FLAMES)
8886 ResetGfxAnimation(x, y);
8887 GfxAction[x][y] = ACTION_ATTACKING;
8889 if (IS_PLAYER(x, y))
8890 DrawPlayerField(x, y);
8892 TEST_DrawLevelField(x, y);
8894 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8896 MovDelay[x][y] = 50;
8900 RemoveField(newx, newy);
8902 Feld[newx][newy] = EL_FLAMES;
8903 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8906 RemoveField(newx1, newy1);
8908 Feld[newx1][newy1] = EL_FLAMES;
8910 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8913 RemoveField(newx2, newy2);
8915 Feld[newx2][newy2] = EL_FLAMES;
8922 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8923 Feld[newx][newy] == EL_DIAMOND)
8925 if (IS_MOVING(newx, newy))
8926 RemoveMovingField(newx, newy);
8929 Feld[newx][newy] = EL_EMPTY;
8930 TEST_DrawLevelField(newx, newy);
8933 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8935 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8936 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8938 if (AmoebaNr[newx][newy])
8940 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8941 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8942 Feld[newx][newy] == EL_BD_AMOEBA)
8943 AmoebaCnt[AmoebaNr[newx][newy]]--;
8948 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
8950 RemoveMovingField(newx, newy);
8953 if (IS_MOVING(newx, newy))
8955 RemoveMovingField(newx, newy);
8960 Feld[newx][newy] = EL_EMPTY;
8961 TEST_DrawLevelField(newx, newy);
8964 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8966 else if ((element == EL_PACMAN || element == EL_MOLE)
8967 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8969 if (AmoebaNr[newx][newy])
8971 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8972 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8973 Feld[newx][newy] == EL_BD_AMOEBA)
8974 AmoebaCnt[AmoebaNr[newx][newy]]--;
8977 if (element == EL_MOLE)
8979 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8980 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8982 ResetGfxAnimation(x, y);
8983 GfxAction[x][y] = ACTION_DIGGING;
8984 TEST_DrawLevelField(x, y);
8986 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
8988 return; /* wait for shrinking amoeba */
8990 else /* element == EL_PACMAN */
8992 Feld[newx][newy] = EL_EMPTY;
8993 TEST_DrawLevelField(newx, newy);
8994 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8997 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8998 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8999 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
9001 /* wait for shrinking amoeba to completely disappear */
9004 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
9006 /* object was running against a wall */
9011 /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
9012 if (move_pattern & MV_ANY_DIRECTION &&
9013 move_pattern == MovDir[x][y])
9015 int blocking_element =
9016 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
9018 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
9021 element = Feld[x][y]; /* element might have changed */
9025 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
9026 DrawLevelElementAnimation(x, y, element);
9028 if (DONT_TOUCH(element))
9029 TestIfBadThingTouchesPlayer(x, y);
9034 InitMovingField(x, y, MovDir[x][y]);
9036 PlayLevelSoundAction(x, y, ACTION_MOVING);
9040 ContinueMoving(x, y);
9043 void ContinueMoving(int x, int y)
9045 int element = Feld[x][y];
9046 struct ElementInfo *ei = &element_info[element];
9047 int direction = MovDir[x][y];
9048 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
9049 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
9050 int newx = x + dx, newy = y + dy;
9051 int stored = Store[x][y];
9052 int stored_new = Store[newx][newy];
9053 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
9054 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
9055 boolean last_line = (newy == lev_fieldy - 1);
9057 MovPos[x][y] += getElementMoveStepsize(x, y);
9059 if (pushed_by_player) /* special case: moving object pushed by player */
9060 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
9062 if (ABS(MovPos[x][y]) < TILEX)
9065 int ee = Feld[x][y];
9066 int gg = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
9067 int ff = getGraphicAnimationFrame(gg, GfxFrame[x][y]);
9069 printf("::: %d.%d: moving %d ... [%d, %d, %d] [%d, %d, %d]\n",
9070 x, y, ABS(MovPos[x][y]),
9072 GfxAction[x][y], GfxDir[x][y], GfxFrame[x][y]);
9075 TEST_DrawLevelField(x, y);
9077 return; /* element is still moving */
9080 /* element reached destination field */
9082 Feld[x][y] = EL_EMPTY;
9083 Feld[newx][newy] = element;
9084 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
9086 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
9088 element = Feld[newx][newy] = EL_ACID;
9090 else if (element == EL_MOLE)
9092 Feld[x][y] = EL_SAND;
9094 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9096 else if (element == EL_QUICKSAND_FILLING)
9098 element = Feld[newx][newy] = get_next_element(element);
9099 Store[newx][newy] = Store[x][y];
9101 else if (element == EL_QUICKSAND_EMPTYING)
9103 Feld[x][y] = get_next_element(element);
9104 element = Feld[newx][newy] = Store[x][y];
9106 else if (element == EL_QUICKSAND_FAST_FILLING)
9108 element = Feld[newx][newy] = get_next_element(element);
9109 Store[newx][newy] = Store[x][y];
9111 else if (element == EL_QUICKSAND_FAST_EMPTYING)
9113 Feld[x][y] = get_next_element(element);
9114 element = Feld[newx][newy] = Store[x][y];
9116 else if (element == EL_MAGIC_WALL_FILLING)
9118 element = Feld[newx][newy] = get_next_element(element);
9119 if (!game.magic_wall_active)
9120 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
9121 Store[newx][newy] = Store[x][y];
9123 else if (element == EL_MAGIC_WALL_EMPTYING)
9125 Feld[x][y] = get_next_element(element);
9126 if (!game.magic_wall_active)
9127 Feld[x][y] = EL_MAGIC_WALL_DEAD;
9128 element = Feld[newx][newy] = Store[x][y];
9130 #if USE_NEW_CUSTOM_VALUE
9131 InitField(newx, newy, FALSE);
9134 else if (element == EL_BD_MAGIC_WALL_FILLING)
9136 element = Feld[newx][newy] = get_next_element(element);
9137 if (!game.magic_wall_active)
9138 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
9139 Store[newx][newy] = Store[x][y];
9141 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
9143 Feld[x][y] = get_next_element(element);
9144 if (!game.magic_wall_active)
9145 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
9146 element = Feld[newx][newy] = Store[x][y];
9148 #if USE_NEW_CUSTOM_VALUE
9149 InitField(newx, newy, FALSE);
9152 else if (element == EL_DC_MAGIC_WALL_FILLING)
9154 element = Feld[newx][newy] = get_next_element(element);
9155 if (!game.magic_wall_active)
9156 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
9157 Store[newx][newy] = Store[x][y];
9159 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
9161 Feld[x][y] = get_next_element(element);
9162 if (!game.magic_wall_active)
9163 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
9164 element = Feld[newx][newy] = Store[x][y];
9166 #if USE_NEW_CUSTOM_VALUE
9167 InitField(newx, newy, FALSE);
9170 else if (element == EL_AMOEBA_DROPPING)
9172 Feld[x][y] = get_next_element(element);
9173 element = Feld[newx][newy] = Store[x][y];
9175 else if (element == EL_SOKOBAN_OBJECT)
9178 Feld[x][y] = Back[x][y];
9180 if (Back[newx][newy])
9181 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
9183 Back[x][y] = Back[newx][newy] = 0;
9186 Store[x][y] = EL_EMPTY;
9191 MovDelay[newx][newy] = 0;
9193 if (CAN_CHANGE_OR_HAS_ACTION(element))
9195 /* copy element change control values to new field */
9196 ChangeDelay[newx][newy] = ChangeDelay[x][y];
9197 ChangePage[newx][newy] = ChangePage[x][y];
9198 ChangeCount[newx][newy] = ChangeCount[x][y];
9199 ChangeEvent[newx][newy] = ChangeEvent[x][y];
9202 #if USE_NEW_CUSTOM_VALUE
9203 CustomValue[newx][newy] = CustomValue[x][y];
9206 ChangeDelay[x][y] = 0;
9207 ChangePage[x][y] = -1;
9208 ChangeCount[x][y] = 0;
9209 ChangeEvent[x][y] = -1;
9211 #if USE_NEW_CUSTOM_VALUE
9212 CustomValue[x][y] = 0;
9215 /* copy animation control values to new field */
9216 GfxFrame[newx][newy] = GfxFrame[x][y];
9217 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
9218 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
9219 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
9221 Pushed[x][y] = Pushed[newx][newy] = FALSE;
9223 /* some elements can leave other elements behind after moving */
9225 if (ei->move_leave_element != EL_EMPTY &&
9226 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
9227 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
9229 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
9230 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
9231 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
9234 int move_leave_element = ei->move_leave_element;
9238 /* this makes it possible to leave the removed element again */
9239 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
9240 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
9242 /* this makes it possible to leave the removed element again */
9243 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
9244 move_leave_element = stored;
9247 /* this makes it possible to leave the removed element again */
9248 if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
9249 ei->move_leave_element == EL_TRIGGER_ELEMENT)
9250 move_leave_element = stored;
9253 Feld[x][y] = move_leave_element;
9255 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
9256 MovDir[x][y] = direction;
9258 InitField(x, y, FALSE);
9260 if (GFX_CRUMBLED(Feld[x][y]))
9261 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9263 if (ELEM_IS_PLAYER(move_leave_element))
9264 RelocatePlayer(x, y, move_leave_element);
9267 /* do this after checking for left-behind element */
9268 ResetGfxAnimation(x, y); /* reset animation values for old field */
9270 if (!CAN_MOVE(element) ||
9271 (CAN_FALL(element) && direction == MV_DOWN &&
9272 (element == EL_SPRING ||
9273 element_info[element].move_pattern == MV_WHEN_PUSHED ||
9274 element_info[element].move_pattern == MV_WHEN_DROPPED)))
9275 GfxDir[x][y] = MovDir[newx][newy] = 0;
9277 TEST_DrawLevelField(x, y);
9278 TEST_DrawLevelField(newx, newy);
9280 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
9282 /* prevent pushed element from moving on in pushed direction */
9283 if (pushed_by_player && CAN_MOVE(element) &&
9284 element_info[element].move_pattern & MV_ANY_DIRECTION &&
9285 !(element_info[element].move_pattern & direction))
9286 TurnRound(newx, newy);
9288 /* prevent elements on conveyor belt from moving on in last direction */
9289 if (pushed_by_conveyor && CAN_FALL(element) &&
9290 direction & MV_HORIZONTAL)
9291 MovDir[newx][newy] = 0;
9293 if (!pushed_by_player)
9295 int nextx = newx + dx, nexty = newy + dy;
9296 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
9298 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
9300 if (CAN_FALL(element) && direction == MV_DOWN)
9301 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
9303 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
9304 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
9306 #if USE_FIX_IMPACT_COLLISION
9307 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
9308 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
9312 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
9314 TestIfBadThingTouchesPlayer(newx, newy);
9315 TestIfBadThingTouchesFriend(newx, newy);
9317 if (!IS_CUSTOM_ELEMENT(element))
9318 TestIfBadThingTouchesOtherBadThing(newx, newy);
9320 else if (element == EL_PENGUIN)
9321 TestIfFriendTouchesBadThing(newx, newy);
9323 if (DONT_GET_HIT_BY(element))
9325 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
9328 /* give the player one last chance (one more frame) to move away */
9329 if (CAN_FALL(element) && direction == MV_DOWN &&
9330 (last_line || (!IS_FREE(x, newy + 1) &&
9331 (!IS_PLAYER(x, newy + 1) ||
9332 game.engine_version < VERSION_IDENT(3,1,1,0)))))
9335 if (pushed_by_player && !game.use_change_when_pushing_bug)
9337 int push_side = MV_DIR_OPPOSITE(direction);
9338 struct PlayerInfo *player = PLAYERINFO(x, y);
9340 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
9341 player->index_bit, push_side);
9342 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
9343 player->index_bit, push_side);
9346 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
9347 MovDelay[newx][newy] = 1;
9349 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
9351 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
9354 if (ChangePage[newx][newy] != -1) /* delayed change */
9356 int page = ChangePage[newx][newy];
9357 struct ElementChangeInfo *change = &ei->change_page[page];
9359 ChangePage[newx][newy] = -1;
9361 if (change->can_change)
9363 if (ChangeElement(newx, newy, element, page))
9365 if (change->post_change_function)
9366 change->post_change_function(newx, newy);
9370 if (change->has_action)
9371 ExecuteCustomElementAction(newx, newy, element, page);
9375 TestIfElementHitsCustomElement(newx, newy, direction);
9376 TestIfPlayerTouchesCustomElement(newx, newy);
9377 TestIfElementTouchesCustomElement(newx, newy);
9379 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
9380 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
9381 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
9382 MV_DIR_OPPOSITE(direction));
9385 int AmoebeNachbarNr(int ax, int ay)
9388 int element = Feld[ax][ay];
9390 static int xy[4][2] =
9398 for (i = 0; i < NUM_DIRECTIONS; i++)
9400 int x = ax + xy[i][0];
9401 int y = ay + xy[i][1];
9403 if (!IN_LEV_FIELD(x, y))
9406 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
9407 group_nr = AmoebaNr[x][y];
9413 void AmoebenVereinigen(int ax, int ay)
9415 int i, x, y, xx, yy;
9416 int new_group_nr = AmoebaNr[ax][ay];
9417 static int xy[4][2] =
9425 if (new_group_nr == 0)
9428 for (i = 0; i < NUM_DIRECTIONS; i++)
9433 if (!IN_LEV_FIELD(x, y))
9436 if ((Feld[x][y] == EL_AMOEBA_FULL ||
9437 Feld[x][y] == EL_BD_AMOEBA ||
9438 Feld[x][y] == EL_AMOEBA_DEAD) &&
9439 AmoebaNr[x][y] != new_group_nr)
9441 int old_group_nr = AmoebaNr[x][y];
9443 if (old_group_nr == 0)
9446 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
9447 AmoebaCnt[old_group_nr] = 0;
9448 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
9449 AmoebaCnt2[old_group_nr] = 0;
9451 SCAN_PLAYFIELD(xx, yy)
9453 if (AmoebaNr[xx][yy] == old_group_nr)
9454 AmoebaNr[xx][yy] = new_group_nr;
9460 void AmoebeUmwandeln(int ax, int ay)
9464 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
9466 int group_nr = AmoebaNr[ax][ay];
9471 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
9472 printf("AmoebeUmwandeln(): This should never happen!\n");
9477 SCAN_PLAYFIELD(x, y)
9479 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9482 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
9486 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9487 SND_AMOEBA_TURNING_TO_GEM :
9488 SND_AMOEBA_TURNING_TO_ROCK));
9493 static int xy[4][2] =
9501 for (i = 0; i < NUM_DIRECTIONS; i++)
9506 if (!IN_LEV_FIELD(x, y))
9509 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
9511 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9512 SND_AMOEBA_TURNING_TO_GEM :
9513 SND_AMOEBA_TURNING_TO_ROCK));
9520 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
9523 int group_nr = AmoebaNr[ax][ay];
9524 boolean done = FALSE;
9529 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
9530 printf("AmoebeUmwandelnBD(): This should never happen!\n");
9535 SCAN_PLAYFIELD(x, y)
9537 if (AmoebaNr[x][y] == group_nr &&
9538 (Feld[x][y] == EL_AMOEBA_DEAD ||
9539 Feld[x][y] == EL_BD_AMOEBA ||
9540 Feld[x][y] == EL_AMOEBA_GROWING))
9543 Feld[x][y] = new_element;
9544 InitField(x, y, FALSE);
9545 TEST_DrawLevelField(x, y);
9551 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9552 SND_BD_AMOEBA_TURNING_TO_ROCK :
9553 SND_BD_AMOEBA_TURNING_TO_GEM));
9556 void AmoebeWaechst(int x, int y)
9558 static unsigned int sound_delay = 0;
9559 static unsigned int sound_delay_value = 0;
9561 if (!MovDelay[x][y]) /* start new growing cycle */
9565 if (DelayReached(&sound_delay, sound_delay_value))
9567 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9568 sound_delay_value = 30;
9572 if (MovDelay[x][y]) /* wait some time before growing bigger */
9575 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9577 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9578 6 - MovDelay[x][y]);
9580 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
9583 if (!MovDelay[x][y])
9585 Feld[x][y] = Store[x][y];
9587 TEST_DrawLevelField(x, y);
9592 void AmoebaDisappearing(int x, int y)
9594 static unsigned int sound_delay = 0;
9595 static unsigned int sound_delay_value = 0;
9597 if (!MovDelay[x][y]) /* start new shrinking cycle */
9601 if (DelayReached(&sound_delay, sound_delay_value))
9602 sound_delay_value = 30;
9605 if (MovDelay[x][y]) /* wait some time before shrinking */
9608 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9610 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9611 6 - MovDelay[x][y]);
9613 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
9616 if (!MovDelay[x][y])
9618 Feld[x][y] = EL_EMPTY;
9619 TEST_DrawLevelField(x, y);
9621 /* don't let mole enter this field in this cycle;
9622 (give priority to objects falling to this field from above) */
9628 void AmoebeAbleger(int ax, int ay)
9631 int element = Feld[ax][ay];
9632 int graphic = el2img(element);
9633 int newax = ax, neway = ay;
9634 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9635 static int xy[4][2] =
9643 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9645 Feld[ax][ay] = EL_AMOEBA_DEAD;
9646 TEST_DrawLevelField(ax, ay);
9650 if (IS_ANIMATED(graphic))
9651 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9653 if (!MovDelay[ax][ay]) /* start making new amoeba field */
9654 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9656 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
9659 if (MovDelay[ax][ay])
9663 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
9666 int x = ax + xy[start][0];
9667 int y = ay + xy[start][1];
9669 if (!IN_LEV_FIELD(x, y))
9672 if (IS_FREE(x, y) ||
9673 CAN_GROW_INTO(Feld[x][y]) ||
9674 Feld[x][y] == EL_QUICKSAND_EMPTY ||
9675 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
9681 if (newax == ax && neway == ay)
9684 else /* normal or "filled" (BD style) amoeba */
9687 boolean waiting_for_player = FALSE;
9689 for (i = 0; i < NUM_DIRECTIONS; i++)
9691 int j = (start + i) % 4;
9692 int x = ax + xy[j][0];
9693 int y = ay + xy[j][1];
9695 if (!IN_LEV_FIELD(x, y))
9698 if (IS_FREE(x, y) ||
9699 CAN_GROW_INTO(Feld[x][y]) ||
9700 Feld[x][y] == EL_QUICKSAND_EMPTY ||
9701 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
9707 else if (IS_PLAYER(x, y))
9708 waiting_for_player = TRUE;
9711 if (newax == ax && neway == ay) /* amoeba cannot grow */
9713 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9715 Feld[ax][ay] = EL_AMOEBA_DEAD;
9716 TEST_DrawLevelField(ax, ay);
9717 AmoebaCnt[AmoebaNr[ax][ay]]--;
9719 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
9721 if (element == EL_AMOEBA_FULL)
9722 AmoebeUmwandeln(ax, ay);
9723 else if (element == EL_BD_AMOEBA)
9724 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
9729 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9731 /* amoeba gets larger by growing in some direction */
9733 int new_group_nr = AmoebaNr[ax][ay];
9736 if (new_group_nr == 0)
9738 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
9739 printf("AmoebeAbleger(): This should never happen!\n");
9744 AmoebaNr[newax][neway] = new_group_nr;
9745 AmoebaCnt[new_group_nr]++;
9746 AmoebaCnt2[new_group_nr]++;
9748 /* if amoeba touches other amoeba(s) after growing, unify them */
9749 AmoebenVereinigen(newax, neway);
9751 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9753 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
9759 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9760 (neway == lev_fieldy - 1 && newax != ax))
9762 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
9763 Store[newax][neway] = element;
9765 else if (neway == ay || element == EL_EMC_DRIPPER)
9767 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
9769 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9773 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
9774 Feld[ax][ay] = EL_AMOEBA_DROPPING;
9775 Store[ax][ay] = EL_AMOEBA_DROP;
9776 ContinueMoving(ax, ay);
9780 TEST_DrawLevelField(newax, neway);
9783 void Life(int ax, int ay)
9787 int element = Feld[ax][ay];
9788 int graphic = el2img(element);
9789 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9791 boolean changed = FALSE;
9793 if (IS_ANIMATED(graphic))
9794 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9799 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
9800 MovDelay[ax][ay] = life_time;
9802 if (MovDelay[ax][ay]) /* wait some time before next cycle */
9805 if (MovDelay[ax][ay])
9809 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9811 int xx = ax+x1, yy = ay+y1;
9814 if (!IN_LEV_FIELD(xx, yy))
9817 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9819 int x = xx+x2, y = yy+y2;
9821 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9824 if (((Feld[x][y] == element ||
9825 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
9827 (IS_FREE(x, y) && Stop[x][y]))
9831 if (xx == ax && yy == ay) /* field in the middle */
9833 if (nachbarn < life_parameter[0] ||
9834 nachbarn > life_parameter[1])
9836 Feld[xx][yy] = EL_EMPTY;
9838 TEST_DrawLevelField(xx, yy);
9839 Stop[xx][yy] = TRUE;
9843 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
9844 { /* free border field */
9845 if (nachbarn >= life_parameter[2] &&
9846 nachbarn <= life_parameter[3])
9848 Feld[xx][yy] = element;
9849 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9851 TEST_DrawLevelField(xx, yy);
9852 Stop[xx][yy] = TRUE;
9859 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9860 SND_GAME_OF_LIFE_GROWING);
9863 static void InitRobotWheel(int x, int y)
9865 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9868 static void RunRobotWheel(int x, int y)
9870 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9873 static void StopRobotWheel(int x, int y)
9875 if (ZX == x && ZY == y)
9879 game.robot_wheel_active = FALSE;
9883 static void InitTimegateWheel(int x, int y)
9885 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9888 static void RunTimegateWheel(int x, int y)
9890 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9893 static void InitMagicBallDelay(int x, int y)
9896 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9898 ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1;
9902 static void ActivateMagicBall(int bx, int by)
9906 if (level.ball_random)
9908 int pos_border = RND(8); /* select one of the eight border elements */
9909 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9910 int xx = pos_content % 3;
9911 int yy = pos_content / 3;
9916 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9917 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9921 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9923 int xx = x - bx + 1;
9924 int yy = y - by + 1;
9926 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9927 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9931 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9934 void CheckExit(int x, int y)
9936 if (local_player->gems_still_needed > 0 ||
9937 local_player->sokobanfields_still_needed > 0 ||
9938 local_player->lights_still_needed > 0)
9940 int element = Feld[x][y];
9941 int graphic = el2img(element);
9943 if (IS_ANIMATED(graphic))
9944 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9949 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9952 Feld[x][y] = EL_EXIT_OPENING;
9954 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9957 void CheckExitEM(int x, int y)
9959 if (local_player->gems_still_needed > 0 ||
9960 local_player->sokobanfields_still_needed > 0 ||
9961 local_player->lights_still_needed > 0)
9963 int element = Feld[x][y];
9964 int graphic = el2img(element);
9966 if (IS_ANIMATED(graphic))
9967 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9972 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9975 Feld[x][y] = EL_EM_EXIT_OPENING;
9977 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9980 void CheckExitSteel(int x, int y)
9982 if (local_player->gems_still_needed > 0 ||
9983 local_player->sokobanfields_still_needed > 0 ||
9984 local_player->lights_still_needed > 0)
9986 int element = Feld[x][y];
9987 int graphic = el2img(element);
9989 if (IS_ANIMATED(graphic))
9990 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9995 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9998 Feld[x][y] = EL_STEEL_EXIT_OPENING;
10000 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
10003 void CheckExitSteelEM(int x, int y)
10005 if (local_player->gems_still_needed > 0 ||
10006 local_player->sokobanfields_still_needed > 0 ||
10007 local_player->lights_still_needed > 0)
10009 int element = Feld[x][y];
10010 int graphic = el2img(element);
10012 if (IS_ANIMATED(graphic))
10013 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10018 if (AllPlayersGone) /* do not re-open exit door closed after last player */
10021 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
10023 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
10026 void CheckExitSP(int x, int y)
10028 if (local_player->gems_still_needed > 0)
10030 int element = Feld[x][y];
10031 int graphic = el2img(element);
10033 if (IS_ANIMATED(graphic))
10034 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10039 if (AllPlayersGone) /* do not re-open exit door closed after last player */
10042 Feld[x][y] = EL_SP_EXIT_OPENING;
10044 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
10047 static void CloseAllOpenTimegates()
10051 SCAN_PLAYFIELD(x, y)
10053 int element = Feld[x][y];
10055 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
10057 Feld[x][y] = EL_TIMEGATE_CLOSING;
10059 PlayLevelSoundAction(x, y, ACTION_CLOSING);
10064 void DrawTwinkleOnField(int x, int y)
10066 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
10069 if (Feld[x][y] == EL_BD_DIAMOND)
10072 if (MovDelay[x][y] == 0) /* next animation frame */
10073 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
10075 if (MovDelay[x][y] != 0) /* wait some time before next frame */
10079 DrawLevelElementAnimation(x, y, Feld[x][y]);
10081 if (MovDelay[x][y] != 0)
10083 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
10084 10 - MovDelay[x][y]);
10086 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
10091 void MauerWaechst(int x, int y)
10095 if (!MovDelay[x][y]) /* next animation frame */
10096 MovDelay[x][y] = 3 * delay;
10098 if (MovDelay[x][y]) /* wait some time before next frame */
10102 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
10104 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
10105 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
10107 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
10110 if (!MovDelay[x][y])
10112 if (MovDir[x][y] == MV_LEFT)
10114 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
10115 TEST_DrawLevelField(x - 1, y);
10117 else if (MovDir[x][y] == MV_RIGHT)
10119 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
10120 TEST_DrawLevelField(x + 1, y);
10122 else if (MovDir[x][y] == MV_UP)
10124 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
10125 TEST_DrawLevelField(x, y - 1);
10129 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
10130 TEST_DrawLevelField(x, y + 1);
10133 Feld[x][y] = Store[x][y];
10135 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
10136 TEST_DrawLevelField(x, y);
10141 void MauerAbleger(int ax, int ay)
10143 int element = Feld[ax][ay];
10144 int graphic = el2img(element);
10145 boolean oben_frei = FALSE, unten_frei = FALSE;
10146 boolean links_frei = FALSE, rechts_frei = FALSE;
10147 boolean oben_massiv = FALSE, unten_massiv = FALSE;
10148 boolean links_massiv = FALSE, rechts_massiv = FALSE;
10149 boolean new_wall = FALSE;
10151 if (IS_ANIMATED(graphic))
10152 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
10154 if (!MovDelay[ax][ay]) /* start building new wall */
10155 MovDelay[ax][ay] = 6;
10157 if (MovDelay[ax][ay]) /* wait some time before building new wall */
10159 MovDelay[ax][ay]--;
10160 if (MovDelay[ax][ay])
10164 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
10166 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
10168 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
10170 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
10171 rechts_frei = TRUE;
10173 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
10174 element == EL_EXPANDABLE_WALL_ANY)
10178 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
10179 Store[ax][ay-1] = element;
10180 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
10181 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
10182 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
10183 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
10188 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
10189 Store[ax][ay+1] = element;
10190 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
10191 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
10192 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
10193 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
10198 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
10199 element == EL_EXPANDABLE_WALL_ANY ||
10200 element == EL_EXPANDABLE_WALL ||
10201 element == EL_BD_EXPANDABLE_WALL)
10205 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
10206 Store[ax-1][ay] = element;
10207 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
10208 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
10209 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
10210 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
10216 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
10217 Store[ax+1][ay] = element;
10218 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
10219 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
10220 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
10221 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
10226 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
10227 TEST_DrawLevelField(ax, ay);
10229 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
10230 oben_massiv = TRUE;
10231 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
10232 unten_massiv = TRUE;
10233 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
10234 links_massiv = TRUE;
10235 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
10236 rechts_massiv = TRUE;
10238 if (((oben_massiv && unten_massiv) ||
10239 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
10240 element == EL_EXPANDABLE_WALL) &&
10241 ((links_massiv && rechts_massiv) ||
10242 element == EL_EXPANDABLE_WALL_VERTICAL))
10243 Feld[ax][ay] = EL_WALL;
10246 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
10249 void MauerAblegerStahl(int ax, int ay)
10251 int element = Feld[ax][ay];
10252 int graphic = el2img(element);
10253 boolean oben_frei = FALSE, unten_frei = FALSE;
10254 boolean links_frei = FALSE, rechts_frei = FALSE;
10255 boolean oben_massiv = FALSE, unten_massiv = FALSE;
10256 boolean links_massiv = FALSE, rechts_massiv = FALSE;
10257 boolean new_wall = FALSE;
10259 if (IS_ANIMATED(graphic))
10260 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
10262 if (!MovDelay[ax][ay]) /* start building new wall */
10263 MovDelay[ax][ay] = 6;
10265 if (MovDelay[ax][ay]) /* wait some time before building new wall */
10267 MovDelay[ax][ay]--;
10268 if (MovDelay[ax][ay])
10272 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
10274 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
10276 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
10278 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
10279 rechts_frei = TRUE;
10281 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
10282 element == EL_EXPANDABLE_STEELWALL_ANY)
10286 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
10287 Store[ax][ay-1] = element;
10288 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
10289 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
10290 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
10291 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
10296 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
10297 Store[ax][ay+1] = element;
10298 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
10299 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
10300 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
10301 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
10306 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
10307 element == EL_EXPANDABLE_STEELWALL_ANY)
10311 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
10312 Store[ax-1][ay] = element;
10313 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
10314 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
10315 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
10316 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
10322 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
10323 Store[ax+1][ay] = element;
10324 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
10325 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
10326 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
10327 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
10332 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
10333 oben_massiv = TRUE;
10334 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
10335 unten_massiv = TRUE;
10336 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
10337 links_massiv = TRUE;
10338 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
10339 rechts_massiv = TRUE;
10341 if (((oben_massiv && unten_massiv) ||
10342 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
10343 ((links_massiv && rechts_massiv) ||
10344 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
10345 Feld[ax][ay] = EL_STEELWALL;
10348 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
10351 void CheckForDragon(int x, int y)
10354 boolean dragon_found = FALSE;
10355 static int xy[4][2] =
10363 for (i = 0; i < NUM_DIRECTIONS; i++)
10365 for (j = 0; j < 4; j++)
10367 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
10369 if (IN_LEV_FIELD(xx, yy) &&
10370 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
10372 if (Feld[xx][yy] == EL_DRAGON)
10373 dragon_found = TRUE;
10382 for (i = 0; i < NUM_DIRECTIONS; i++)
10384 for (j = 0; j < 3; j++)
10386 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
10388 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
10390 Feld[xx][yy] = EL_EMPTY;
10391 TEST_DrawLevelField(xx, yy);
10400 static void InitBuggyBase(int x, int y)
10402 int element = Feld[x][y];
10403 int activating_delay = FRAMES_PER_SECOND / 4;
10405 ChangeDelay[x][y] =
10406 (element == EL_SP_BUGGY_BASE ?
10407 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
10408 element == EL_SP_BUGGY_BASE_ACTIVATING ?
10410 element == EL_SP_BUGGY_BASE_ACTIVE ?
10411 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
10414 static void WarnBuggyBase(int x, int y)
10417 static int xy[4][2] =
10425 for (i = 0; i < NUM_DIRECTIONS; i++)
10427 int xx = x + xy[i][0];
10428 int yy = y + xy[i][1];
10430 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
10432 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
10439 static void InitTrap(int x, int y)
10441 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
10444 static void ActivateTrap(int x, int y)
10446 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
10449 static void ChangeActiveTrap(int x, int y)
10451 int graphic = IMG_TRAP_ACTIVE;
10453 /* if new animation frame was drawn, correct crumbled sand border */
10454 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
10455 TEST_DrawLevelFieldCrumbled(x, y);
10458 static int getSpecialActionElement(int element, int number, int base_element)
10460 return (element != EL_EMPTY ? element :
10461 number != -1 ? base_element + number - 1 :
10465 static int getModifiedActionNumber(int value_old, int operator, int operand,
10466 int value_min, int value_max)
10468 int value_new = (operator == CA_MODE_SET ? operand :
10469 operator == CA_MODE_ADD ? value_old + operand :
10470 operator == CA_MODE_SUBTRACT ? value_old - operand :
10471 operator == CA_MODE_MULTIPLY ? value_old * operand :
10472 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
10473 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
10476 return (value_new < value_min ? value_min :
10477 value_new > value_max ? value_max :
10481 static void ExecuteCustomElementAction(int x, int y, int element, int page)
10483 struct ElementInfo *ei = &element_info[element];
10484 struct ElementChangeInfo *change = &ei->change_page[page];
10485 int target_element = change->target_element;
10486 int action_type = change->action_type;
10487 int action_mode = change->action_mode;
10488 int action_arg = change->action_arg;
10489 int action_element = change->action_element;
10492 if (!change->has_action)
10495 /* ---------- determine action paramater values -------------------------- */
10497 int level_time_value =
10498 (level.time > 0 ? TimeLeft :
10501 int action_arg_element_raw =
10502 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
10503 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10504 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
10505 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
10506 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
10507 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
10508 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
10510 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
10513 if (action_arg_element_raw == EL_GROUP_START)
10514 printf("::: %d,%d: %d ('%s')\n", x, y, element, EL_NAME(element));
10517 int action_arg_direction =
10518 (action_arg >= CA_ARG_DIRECTION_LEFT &&
10519 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10520 action_arg == CA_ARG_DIRECTION_TRIGGER ?
10521 change->actual_trigger_side :
10522 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10523 MV_DIR_OPPOSITE(change->actual_trigger_side) :
10526 int action_arg_number_min =
10527 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10530 int action_arg_number_max =
10531 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10532 action_type == CA_SET_LEVEL_GEMS ? 999 :
10533 action_type == CA_SET_LEVEL_TIME ? 9999 :
10534 action_type == CA_SET_LEVEL_SCORE ? 99999 :
10535 action_type == CA_SET_CE_VALUE ? 9999 :
10536 action_type == CA_SET_CE_SCORE ? 9999 :
10539 int action_arg_number_reset =
10540 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10541 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10542 action_type == CA_SET_LEVEL_TIME ? level.time :
10543 action_type == CA_SET_LEVEL_SCORE ? 0 :
10544 #if USE_NEW_CUSTOM_VALUE
10545 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10547 action_type == CA_SET_CE_VALUE ? ei->custom_value_initial :
10549 action_type == CA_SET_CE_SCORE ? 0 :
10552 int action_arg_number =
10553 (action_arg <= CA_ARG_MAX ? action_arg :
10554 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10555 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10556 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10557 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10558 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10559 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10560 #if USE_NEW_CUSTOM_VALUE
10561 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10563 action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
10565 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10566 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10567 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10568 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
10569 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
10570 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10571 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10572 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
10573 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10574 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10575 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
10576 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10577 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10578 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
10581 int action_arg_number_old =
10582 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
10583 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10584 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
10585 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10586 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10589 int action_arg_number_new =
10590 getModifiedActionNumber(action_arg_number_old,
10591 action_mode, action_arg_number,
10592 action_arg_number_min, action_arg_number_max);
10595 int trigger_player_bits =
10596 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
10597 change->actual_trigger_player_bits : change->trigger_player);
10599 int trigger_player_bits =
10600 (change->actual_trigger_player >= EL_PLAYER_1 &&
10601 change->actual_trigger_player <= EL_PLAYER_4 ?
10602 (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
10606 int action_arg_player_bits =
10607 (action_arg >= CA_ARG_PLAYER_1 &&
10608 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10609 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10610 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10613 /* ---------- execute action -------------------------------------------- */
10615 switch (action_type)
10622 /* ---------- level actions ------------------------------------------- */
10624 case CA_RESTART_LEVEL:
10626 game.restart_level = TRUE;
10631 case CA_SHOW_ENVELOPE:
10633 int element = getSpecialActionElement(action_arg_element,
10634 action_arg_number, EL_ENVELOPE_1);
10636 if (IS_ENVELOPE(element))
10637 local_player->show_envelope = element;
10642 case CA_SET_LEVEL_TIME:
10644 if (level.time > 0) /* only modify limited time value */
10646 TimeLeft = action_arg_number_new;
10649 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10651 DisplayGameControlValues();
10653 DrawGameValue_Time(TimeLeft);
10656 if (!TimeLeft && setup.time_limit)
10657 for (i = 0; i < MAX_PLAYERS; i++)
10658 KillPlayer(&stored_player[i]);
10664 case CA_SET_LEVEL_SCORE:
10666 local_player->score = action_arg_number_new;
10669 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
10671 DisplayGameControlValues();
10673 DrawGameValue_Score(local_player->score);
10679 case CA_SET_LEVEL_GEMS:
10681 local_player->gems_still_needed = action_arg_number_new;
10684 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
10686 DisplayGameControlValues();
10688 DrawGameValue_Emeralds(local_player->gems_still_needed);
10694 #if !USE_PLAYER_GRAVITY
10695 case CA_SET_LEVEL_GRAVITY:
10697 game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10698 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10699 action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity :
10705 case CA_SET_LEVEL_WIND:
10707 game.wind_direction = action_arg_direction;
10712 case CA_SET_LEVEL_RANDOM_SEED:
10715 /* ensure that setting a new random seed while playing is predictable */
10716 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10718 InitRND(action_arg_number_new);
10722 printf("::: %d -> %d\n", action_arg_number_new, RND(10));
10730 for (i = 0; i < 9; i++)
10731 printf("%d, ", RND(2));
10739 /* ---------- player actions ------------------------------------------ */
10741 case CA_MOVE_PLAYER:
10743 /* automatically move to the next field in specified direction */
10744 for (i = 0; i < MAX_PLAYERS; i++)
10745 if (trigger_player_bits & (1 << i))
10746 stored_player[i].programmed_action = action_arg_direction;
10751 case CA_EXIT_PLAYER:
10753 for (i = 0; i < MAX_PLAYERS; i++)
10754 if (action_arg_player_bits & (1 << i))
10755 PlayerWins(&stored_player[i]);
10760 case CA_KILL_PLAYER:
10762 for (i = 0; i < MAX_PLAYERS; i++)
10763 if (action_arg_player_bits & (1 << i))
10764 KillPlayer(&stored_player[i]);
10769 case CA_SET_PLAYER_KEYS:
10771 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10772 int element = getSpecialActionElement(action_arg_element,
10773 action_arg_number, EL_KEY_1);
10775 if (IS_KEY(element))
10777 for (i = 0; i < MAX_PLAYERS; i++)
10779 if (trigger_player_bits & (1 << i))
10781 stored_player[i].key[KEY_NR(element)] = key_state;
10783 DrawGameDoorValues();
10791 case CA_SET_PLAYER_SPEED:
10794 printf("::: trigger_player_bits == %d\n", trigger_player_bits);
10797 for (i = 0; i < MAX_PLAYERS; i++)
10799 if (trigger_player_bits & (1 << i))
10801 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10803 if (action_arg == CA_ARG_SPEED_FASTER &&
10804 stored_player[i].cannot_move)
10806 action_arg_number = STEPSIZE_VERY_SLOW;
10808 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10809 action_arg == CA_ARG_SPEED_FASTER)
10811 action_arg_number = 2;
10812 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10815 else if (action_arg == CA_ARG_NUMBER_RESET)
10817 action_arg_number = level.initial_player_stepsize[i];
10821 getModifiedActionNumber(move_stepsize,
10824 action_arg_number_min,
10825 action_arg_number_max);
10827 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10834 case CA_SET_PLAYER_SHIELD:
10836 for (i = 0; i < MAX_PLAYERS; i++)
10838 if (trigger_player_bits & (1 << i))
10840 if (action_arg == CA_ARG_SHIELD_OFF)
10842 stored_player[i].shield_normal_time_left = 0;
10843 stored_player[i].shield_deadly_time_left = 0;
10845 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10847 stored_player[i].shield_normal_time_left = 999999;
10849 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10851 stored_player[i].shield_normal_time_left = 999999;
10852 stored_player[i].shield_deadly_time_left = 999999;
10860 #if USE_PLAYER_GRAVITY
10861 case CA_SET_PLAYER_GRAVITY:
10863 for (i = 0; i < MAX_PLAYERS; i++)
10865 if (trigger_player_bits & (1 << i))
10867 stored_player[i].gravity =
10868 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10869 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10870 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10871 stored_player[i].gravity);
10879 case CA_SET_PLAYER_ARTWORK:
10881 for (i = 0; i < MAX_PLAYERS; i++)
10883 if (trigger_player_bits & (1 << i))
10885 int artwork_element = action_arg_element;
10887 if (action_arg == CA_ARG_ELEMENT_RESET)
10889 (level.use_artwork_element[i] ? level.artwork_element[i] :
10890 stored_player[i].element_nr);
10892 #if USE_GFX_RESET_PLAYER_ARTWORK
10893 if (stored_player[i].artwork_element != artwork_element)
10894 stored_player[i].Frame = 0;
10897 stored_player[i].artwork_element = artwork_element;
10899 SetPlayerWaiting(&stored_player[i], FALSE);
10901 /* set number of special actions for bored and sleeping animation */
10902 stored_player[i].num_special_action_bored =
10903 get_num_special_action(artwork_element,
10904 ACTION_BORING_1, ACTION_BORING_LAST);
10905 stored_player[i].num_special_action_sleeping =
10906 get_num_special_action(artwork_element,
10907 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10914 case CA_SET_PLAYER_INVENTORY:
10916 for (i = 0; i < MAX_PLAYERS; i++)
10918 struct PlayerInfo *player = &stored_player[i];
10921 if (trigger_player_bits & (1 << i))
10923 int inventory_element = action_arg_element;
10925 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10926 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10927 action_arg == CA_ARG_ELEMENT_ACTION)
10929 int element = inventory_element;
10930 int collect_count = element_info[element].collect_count_initial;
10932 if (!IS_CUSTOM_ELEMENT(element))
10935 if (collect_count == 0)
10936 player->inventory_infinite_element = element;
10938 for (k = 0; k < collect_count; k++)
10939 if (player->inventory_size < MAX_INVENTORY_SIZE)
10940 player->inventory_element[player->inventory_size++] =
10943 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10944 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10945 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10947 if (player->inventory_infinite_element != EL_UNDEFINED &&
10948 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10949 action_arg_element_raw))
10950 player->inventory_infinite_element = EL_UNDEFINED;
10952 for (k = 0, j = 0; j < player->inventory_size; j++)
10954 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10955 action_arg_element_raw))
10956 player->inventory_element[k++] = player->inventory_element[j];
10959 player->inventory_size = k;
10961 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10963 if (player->inventory_size > 0)
10965 for (j = 0; j < player->inventory_size - 1; j++)
10966 player->inventory_element[j] = player->inventory_element[j + 1];
10968 player->inventory_size--;
10971 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10973 if (player->inventory_size > 0)
10974 player->inventory_size--;
10976 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10978 player->inventory_infinite_element = EL_UNDEFINED;
10979 player->inventory_size = 0;
10981 else if (action_arg == CA_ARG_INVENTORY_RESET)
10983 player->inventory_infinite_element = EL_UNDEFINED;
10984 player->inventory_size = 0;
10986 if (level.use_initial_inventory[i])
10988 for (j = 0; j < level.initial_inventory_size[i]; j++)
10990 int element = level.initial_inventory_content[i][j];
10991 int collect_count = element_info[element].collect_count_initial;
10993 if (!IS_CUSTOM_ELEMENT(element))
10996 if (collect_count == 0)
10997 player->inventory_infinite_element = element;
10999 for (k = 0; k < collect_count; k++)
11000 if (player->inventory_size < MAX_INVENTORY_SIZE)
11001 player->inventory_element[player->inventory_size++] =
11012 /* ---------- CE actions ---------------------------------------------- */
11014 case CA_SET_CE_VALUE:
11016 #if USE_NEW_CUSTOM_VALUE
11017 int last_ce_value = CustomValue[x][y];
11019 CustomValue[x][y] = action_arg_number_new;
11021 if (CustomValue[x][y] != last_ce_value)
11023 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
11024 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
11026 if (CustomValue[x][y] == 0)
11028 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
11029 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
11037 case CA_SET_CE_SCORE:
11039 #if USE_NEW_CUSTOM_VALUE
11040 int last_ce_score = ei->collect_score;
11042 ei->collect_score = action_arg_number_new;
11044 if (ei->collect_score != last_ce_score)
11046 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
11047 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
11049 if (ei->collect_score == 0)
11053 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
11054 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
11057 This is a very special case that seems to be a mixture between
11058 CheckElementChange() and CheckTriggeredElementChange(): while
11059 the first one only affects single elements that are triggered
11060 directly, the second one affects multiple elements in the playfield
11061 that are triggered indirectly by another element. This is a third
11062 case: Changing the CE score always affects multiple identical CEs,
11063 so every affected CE must be checked, not only the single CE for
11064 which the CE score was changed in the first place (as every instance
11065 of that CE shares the same CE score, and therefore also can change)!
11067 SCAN_PLAYFIELD(xx, yy)
11069 if (Feld[xx][yy] == element)
11070 CheckElementChange(xx, yy, element, EL_UNDEFINED,
11071 CE_SCORE_GETS_ZERO);
11080 case CA_SET_CE_ARTWORK:
11082 int artwork_element = action_arg_element;
11083 boolean reset_frame = FALSE;
11086 if (action_arg == CA_ARG_ELEMENT_RESET)
11087 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
11090 if (ei->gfx_element != artwork_element)
11091 reset_frame = TRUE;
11093 ei->gfx_element = artwork_element;
11095 SCAN_PLAYFIELD(xx, yy)
11097 if (Feld[xx][yy] == element)
11101 ResetGfxAnimation(xx, yy);
11102 ResetRandomAnimationValue(xx, yy);
11105 TEST_DrawLevelField(xx, yy);
11112 /* ---------- engine actions ------------------------------------------ */
11114 case CA_SET_ENGINE_SCAN_MODE:
11116 InitPlayfieldScanMode(action_arg);
11126 static void CreateFieldExt(int x, int y, int element, boolean is_change)
11128 int old_element = Feld[x][y];
11129 int new_element = GetElementFromGroupElement(element);
11130 int previous_move_direction = MovDir[x][y];
11131 #if USE_NEW_CUSTOM_VALUE
11132 int last_ce_value = CustomValue[x][y];
11134 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
11135 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
11136 boolean add_player_onto_element = (new_element_is_player &&
11137 #if USE_CODE_THAT_BREAKS_SNAKE_BITE
11138 /* this breaks SnakeBite when a snake is
11139 halfway through a door that closes */
11140 /* NOW FIXED AT LEVEL INIT IN files.c */
11141 new_element != EL_SOKOBAN_FIELD_PLAYER &&
11143 IS_WALKABLE(old_element));
11146 /* check if element under the player changes from accessible to unaccessible
11147 (needed for special case of dropping element which then changes) */
11148 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
11149 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
11157 if (!add_player_onto_element)
11159 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
11160 RemoveMovingField(x, y);
11164 Feld[x][y] = new_element;
11166 #if !USE_GFX_RESET_GFX_ANIMATION
11167 ResetGfxAnimation(x, y);
11168 ResetRandomAnimationValue(x, y);
11171 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
11172 MovDir[x][y] = previous_move_direction;
11174 #if USE_NEW_CUSTOM_VALUE
11175 if (element_info[new_element].use_last_ce_value)
11176 CustomValue[x][y] = last_ce_value;
11179 InitField_WithBug1(x, y, FALSE);
11181 new_element = Feld[x][y]; /* element may have changed */
11183 #if USE_GFX_RESET_GFX_ANIMATION
11184 ResetGfxAnimation(x, y);
11185 ResetRandomAnimationValue(x, y);
11188 TEST_DrawLevelField(x, y);
11190 if (GFX_CRUMBLED(new_element))
11191 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
11195 /* check if element under the player changes from accessible to unaccessible
11196 (needed for special case of dropping element which then changes) */
11197 /* (must be checked after creating new element for walkable group elements) */
11198 #if USE_FIX_KILLED_BY_NON_WALKABLE
11199 if (IS_PLAYER(x, y) && !player_explosion_protected &&
11200 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
11207 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
11208 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
11217 /* "ChangeCount" not set yet to allow "entered by player" change one time */
11218 if (new_element_is_player)
11219 RelocatePlayer(x, y, new_element);
11222 ChangeCount[x][y]++; /* count number of changes in the same frame */
11224 TestIfBadThingTouchesPlayer(x, y);
11225 TestIfPlayerTouchesCustomElement(x, y);
11226 TestIfElementTouchesCustomElement(x, y);
11229 static void CreateField(int x, int y, int element)
11231 CreateFieldExt(x, y, element, FALSE);
11234 static void CreateElementFromChange(int x, int y, int element)
11236 element = GET_VALID_RUNTIME_ELEMENT(element);
11238 #if USE_STOP_CHANGED_ELEMENTS
11239 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11241 int old_element = Feld[x][y];
11243 /* prevent changed element from moving in same engine frame
11244 unless both old and new element can either fall or move */
11245 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
11246 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
11251 CreateFieldExt(x, y, element, TRUE);
11254 static boolean ChangeElement(int x, int y, int element, int page)
11256 struct ElementInfo *ei = &element_info[element];
11257 struct ElementChangeInfo *change = &ei->change_page[page];
11258 int ce_value = CustomValue[x][y];
11259 int ce_score = ei->collect_score;
11260 int target_element;
11261 int old_element = Feld[x][y];
11263 /* always use default change event to prevent running into a loop */
11264 if (ChangeEvent[x][y] == -1)
11265 ChangeEvent[x][y] = CE_DELAY;
11267 if (ChangeEvent[x][y] == CE_DELAY)
11269 /* reset actual trigger element, trigger player and action element */
11270 change->actual_trigger_element = EL_EMPTY;
11271 change->actual_trigger_player = EL_EMPTY;
11272 change->actual_trigger_player_bits = CH_PLAYER_NONE;
11273 change->actual_trigger_side = CH_SIDE_NONE;
11274 change->actual_trigger_ce_value = 0;
11275 change->actual_trigger_ce_score = 0;
11278 /* do not change elements more than a specified maximum number of changes */
11279 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
11282 ChangeCount[x][y]++; /* count number of changes in the same frame */
11284 if (change->explode)
11291 if (change->use_target_content)
11293 boolean complete_replace = TRUE;
11294 boolean can_replace[3][3];
11297 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
11300 boolean is_walkable;
11301 boolean is_diggable;
11302 boolean is_collectible;
11303 boolean is_removable;
11304 boolean is_destructible;
11305 int ex = x + xx - 1;
11306 int ey = y + yy - 1;
11307 int content_element = change->target_content.e[xx][yy];
11310 can_replace[xx][yy] = TRUE;
11312 if (ex == x && ey == y) /* do not check changing element itself */
11315 if (content_element == EL_EMPTY_SPACE)
11317 can_replace[xx][yy] = FALSE; /* do not replace border with space */
11322 if (!IN_LEV_FIELD(ex, ey))
11324 can_replace[xx][yy] = FALSE;
11325 complete_replace = FALSE;
11332 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
11333 e = MovingOrBlocked2Element(ex, ey);
11335 is_empty = (IS_FREE(ex, ey) ||
11336 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
11338 is_walkable = (is_empty || IS_WALKABLE(e));
11339 is_diggable = (is_empty || IS_DIGGABLE(e));
11340 is_collectible = (is_empty || IS_COLLECTIBLE(e));
11341 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
11342 is_removable = (is_diggable || is_collectible);
11344 can_replace[xx][yy] =
11345 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
11346 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
11347 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
11348 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
11349 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
11350 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
11351 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
11353 if (!can_replace[xx][yy])
11354 complete_replace = FALSE;
11357 if (!change->only_if_complete || complete_replace)
11359 boolean something_has_changed = FALSE;
11361 if (change->only_if_complete && change->use_random_replace &&
11362 RND(100) < change->random_percentage)
11365 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
11367 int ex = x + xx - 1;
11368 int ey = y + yy - 1;
11369 int content_element;
11371 if (can_replace[xx][yy] && (!change->use_random_replace ||
11372 RND(100) < change->random_percentage))
11374 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
11375 RemoveMovingField(ex, ey);
11377 ChangeEvent[ex][ey] = ChangeEvent[x][y];
11379 content_element = change->target_content.e[xx][yy];
11380 target_element = GET_TARGET_ELEMENT(element, content_element, change,
11381 ce_value, ce_score);
11383 CreateElementFromChange(ex, ey, target_element);
11385 something_has_changed = TRUE;
11387 /* for symmetry reasons, freeze newly created border elements */
11388 if (ex != x || ey != y)
11389 Stop[ex][ey] = TRUE; /* no more moving in this frame */
11393 if (something_has_changed)
11395 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
11396 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
11402 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
11403 ce_value, ce_score);
11405 if (element == EL_DIAGONAL_GROWING ||
11406 element == EL_DIAGONAL_SHRINKING)
11408 target_element = Store[x][y];
11410 Store[x][y] = EL_EMPTY;
11413 CreateElementFromChange(x, y, target_element);
11415 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
11416 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
11419 /* this uses direct change before indirect change */
11420 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
11425 #if USE_NEW_DELAYED_ACTION
11427 static void HandleElementChange(int x, int y, int page)
11429 int element = MovingOrBlocked2Element(x, y);
11430 struct ElementInfo *ei = &element_info[element];
11431 struct ElementChangeInfo *change = &ei->change_page[page];
11432 boolean handle_action_before_change = FALSE;
11435 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
11436 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
11439 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
11440 x, y, element, element_info[element].token_name);
11441 printf("HandleElementChange(): This should never happen!\n");
11446 /* this can happen with classic bombs on walkable, changing elements */
11447 if (!CAN_CHANGE_OR_HAS_ACTION(element))
11450 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
11451 ChangeDelay[x][y] = 0;
11457 if (ChangeDelay[x][y] == 0) /* initialize element change */
11459 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
11461 if (change->can_change)
11464 /* !!! not clear why graphic animation should be reset at all here !!! */
11465 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
11466 #if USE_GFX_RESET_WHEN_NOT_MOVING
11467 /* when a custom element is about to change (for example by change delay),
11468 do not reset graphic animation when the custom element is moving */
11469 if (!IS_MOVING(x, y))
11472 ResetGfxAnimation(x, y);
11473 ResetRandomAnimationValue(x, y);
11477 if (change->pre_change_function)
11478 change->pre_change_function(x, y);
11482 ChangeDelay[x][y]--;
11484 if (ChangeDelay[x][y] != 0) /* continue element change */
11486 if (change->can_change)
11488 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11490 if (IS_ANIMATED(graphic))
11491 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11493 if (change->change_function)
11494 change->change_function(x, y);
11497 else /* finish element change */
11499 if (ChangePage[x][y] != -1) /* remember page from delayed change */
11501 page = ChangePage[x][y];
11502 ChangePage[x][y] = -1;
11504 change = &ei->change_page[page];
11507 if (IS_MOVING(x, y)) /* never change a running system ;-) */
11509 ChangeDelay[x][y] = 1; /* try change after next move step */
11510 ChangePage[x][y] = page; /* remember page to use for change */
11516 /* special case: set new level random seed before changing element */
11517 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
11518 handle_action_before_change = TRUE;
11520 if (change->has_action && handle_action_before_change)
11521 ExecuteCustomElementAction(x, y, element, page);
11524 if (change->can_change)
11526 if (ChangeElement(x, y, element, page))
11528 if (change->post_change_function)
11529 change->post_change_function(x, y);
11533 if (change->has_action && !handle_action_before_change)
11534 ExecuteCustomElementAction(x, y, element, page);
11540 static void HandleElementChange(int x, int y, int page)
11542 int element = MovingOrBlocked2Element(x, y);
11543 struct ElementInfo *ei = &element_info[element];
11544 struct ElementChangeInfo *change = &ei->change_page[page];
11547 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
11550 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
11551 x, y, element, element_info[element].token_name);
11552 printf("HandleElementChange(): This should never happen!\n");
11557 /* this can happen with classic bombs on walkable, changing elements */
11558 if (!CAN_CHANGE(element))
11561 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
11562 ChangeDelay[x][y] = 0;
11568 if (ChangeDelay[x][y] == 0) /* initialize element change */
11570 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
11572 ResetGfxAnimation(x, y);
11573 ResetRandomAnimationValue(x, y);
11575 if (change->pre_change_function)
11576 change->pre_change_function(x, y);
11579 ChangeDelay[x][y]--;
11581 if (ChangeDelay[x][y] != 0) /* continue element change */
11583 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11585 if (IS_ANIMATED(graphic))
11586 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11588 if (change->change_function)
11589 change->change_function(x, y);
11591 else /* finish element change */
11593 if (ChangePage[x][y] != -1) /* remember page from delayed change */
11595 page = ChangePage[x][y];
11596 ChangePage[x][y] = -1;
11598 change = &ei->change_page[page];
11601 if (IS_MOVING(x, y)) /* never change a running system ;-) */
11603 ChangeDelay[x][y] = 1; /* try change after next move step */
11604 ChangePage[x][y] = page; /* remember page to use for change */
11609 if (ChangeElement(x, y, element, page))
11611 if (change->post_change_function)
11612 change->post_change_function(x, y);
11619 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
11620 int trigger_element,
11622 int trigger_player,
11626 boolean change_done_any = FALSE;
11627 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
11630 if (!(trigger_events[trigger_element][trigger_event]))
11634 printf("::: CheckTriggeredElementChangeExt %d ... [%d, %d, %d, '%s']\n",
11635 trigger_event, recursion_loop_depth, recursion_loop_detected,
11636 recursion_loop_element, EL_NAME(recursion_loop_element));
11639 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11641 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
11643 int element = EL_CUSTOM_START + i;
11644 boolean change_done = FALSE;
11647 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11648 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11651 for (p = 0; p < element_info[element].num_change_pages; p++)
11653 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11655 if (change->can_change_or_has_action &&
11656 change->has_event[trigger_event] &&
11657 change->trigger_side & trigger_side &&
11658 change->trigger_player & trigger_player &&
11659 change->trigger_page & trigger_page_bits &&
11660 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11662 change->actual_trigger_element = trigger_element;
11663 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11664 change->actual_trigger_player_bits = trigger_player;
11665 change->actual_trigger_side = trigger_side;
11666 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11667 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11670 printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d\n",
11671 element, EL_NAME(element), p);
11674 if ((change->can_change && !change_done) || change->has_action)
11678 SCAN_PLAYFIELD(x, y)
11680 if (Feld[x][y] == element)
11682 if (change->can_change && !change_done)
11684 #if USE_FIX_NO_ACTION_AFTER_CHANGE
11685 /* if element already changed in this frame, not only prevent
11686 another element change (checked in ChangeElement()), but
11687 also prevent additional element actions for this element */
11689 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11690 !level.use_action_after_change_bug)
11695 printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- CHANGE\n",
11696 element, EL_NAME(element), p);
11699 ChangeDelay[x][y] = 1;
11700 ChangeEvent[x][y] = trigger_event;
11702 HandleElementChange(x, y, p);
11704 #if USE_NEW_DELAYED_ACTION
11705 else if (change->has_action)
11707 #if USE_FIX_NO_ACTION_AFTER_CHANGE
11708 /* if element already changed in this frame, not only prevent
11709 another element change (checked in ChangeElement()), but
11710 also prevent additional element actions for this element */
11712 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11713 !level.use_action_after_change_bug)
11719 printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- ACTION\n",
11720 element, EL_NAME(element), p);
11723 ExecuteCustomElementAction(x, y, element, p);
11724 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11727 if (change->has_action)
11729 ExecuteCustomElementAction(x, y, element, p);
11730 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11736 if (change->can_change)
11738 change_done = TRUE;
11739 change_done_any = TRUE;
11742 printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- DONE\n",
11743 element, EL_NAME(element), p);
11752 RECURSION_LOOP_DETECTION_END();
11754 return change_done_any;
11757 static boolean CheckElementChangeExt(int x, int y,
11759 int trigger_element,
11761 int trigger_player,
11764 boolean change_done = FALSE;
11767 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11768 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11771 if (Feld[x][y] == EL_BLOCKED)
11773 Blocked2Moving(x, y, &x, &y);
11774 element = Feld[x][y];
11778 /* check if element has already changed */
11779 if (Feld[x][y] != element)
11782 /* check if element has already changed or is about to change after moving */
11783 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11784 Feld[x][y] != element) ||
11786 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11787 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11788 ChangePage[x][y] != -1)))
11793 printf("::: CheckElementChangeExt %d ... [%d, %d, %d, '%s']\n",
11794 trigger_event, recursion_loop_depth, recursion_loop_detected,
11795 recursion_loop_element, EL_NAME(recursion_loop_element));
11798 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11801 printf("::: X: trigger_player_bits == %d\n", trigger_player);
11804 for (p = 0; p < element_info[element].num_change_pages; p++)
11806 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11808 /* check trigger element for all events where the element that is checked
11809 for changing interacts with a directly adjacent element -- this is
11810 different to element changes that affect other elements to change on the
11811 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11812 boolean check_trigger_element =
11813 (trigger_event == CE_TOUCHING_X ||
11814 trigger_event == CE_HITTING_X ||
11815 trigger_event == CE_HIT_BY_X ||
11817 /* this one was forgotten until 3.2.3 */
11818 trigger_event == CE_DIGGING_X);
11821 if (change->can_change_or_has_action &&
11822 change->has_event[trigger_event] &&
11823 change->trigger_side & trigger_side &&
11824 change->trigger_player & trigger_player &&
11825 (!check_trigger_element ||
11826 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11828 change->actual_trigger_element = trigger_element;
11829 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11830 change->actual_trigger_player_bits = trigger_player;
11831 change->actual_trigger_side = trigger_side;
11832 change->actual_trigger_ce_value = CustomValue[x][y];
11833 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11835 /* special case: trigger element not at (x,y) position for some events */
11836 if (check_trigger_element)
11848 { 0, 0 }, { 0, 0 }, { 0, 0 },
11852 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11853 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11855 change->actual_trigger_ce_value = CustomValue[xx][yy];
11856 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11859 if (change->can_change && !change_done)
11861 ChangeDelay[x][y] = 1;
11862 ChangeEvent[x][y] = trigger_event;
11864 HandleElementChange(x, y, p);
11866 change_done = TRUE;
11868 #if USE_NEW_DELAYED_ACTION
11869 else if (change->has_action)
11871 ExecuteCustomElementAction(x, y, element, p);
11872 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11875 if (change->has_action)
11877 ExecuteCustomElementAction(x, y, element, p);
11878 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11884 RECURSION_LOOP_DETECTION_END();
11886 return change_done;
11889 static void PlayPlayerSound(struct PlayerInfo *player)
11891 int jx = player->jx, jy = player->jy;
11892 int sound_element = player->artwork_element;
11893 int last_action = player->last_action_waiting;
11894 int action = player->action_waiting;
11896 if (player->is_waiting)
11898 if (action != last_action)
11899 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11901 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11905 if (action != last_action)
11906 StopSound(element_info[sound_element].sound[last_action]);
11908 if (last_action == ACTION_SLEEPING)
11909 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11913 static void PlayAllPlayersSound()
11917 for (i = 0; i < MAX_PLAYERS; i++)
11918 if (stored_player[i].active)
11919 PlayPlayerSound(&stored_player[i]);
11922 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11924 boolean last_waiting = player->is_waiting;
11925 int move_dir = player->MovDir;
11927 player->dir_waiting = move_dir;
11928 player->last_action_waiting = player->action_waiting;
11932 if (!last_waiting) /* not waiting -> waiting */
11934 player->is_waiting = TRUE;
11936 player->frame_counter_bored =
11938 game.player_boring_delay_fixed +
11939 GetSimpleRandom(game.player_boring_delay_random);
11940 player->frame_counter_sleeping =
11942 game.player_sleeping_delay_fixed +
11943 GetSimpleRandom(game.player_sleeping_delay_random);
11945 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11948 if (game.player_sleeping_delay_fixed +
11949 game.player_sleeping_delay_random > 0 &&
11950 player->anim_delay_counter == 0 &&
11951 player->post_delay_counter == 0 &&
11952 FrameCounter >= player->frame_counter_sleeping)
11953 player->is_sleeping = TRUE;
11954 else if (game.player_boring_delay_fixed +
11955 game.player_boring_delay_random > 0 &&
11956 FrameCounter >= player->frame_counter_bored)
11957 player->is_bored = TRUE;
11959 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11960 player->is_bored ? ACTION_BORING :
11963 if (player->is_sleeping && player->use_murphy)
11965 /* special case for sleeping Murphy when leaning against non-free tile */
11967 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11968 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
11969 !IS_MOVING(player->jx - 1, player->jy)))
11970 move_dir = MV_LEFT;
11971 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11972 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
11973 !IS_MOVING(player->jx + 1, player->jy)))
11974 move_dir = MV_RIGHT;
11976 player->is_sleeping = FALSE;
11978 player->dir_waiting = move_dir;
11981 if (player->is_sleeping)
11983 if (player->num_special_action_sleeping > 0)
11985 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11987 int last_special_action = player->special_action_sleeping;
11988 int num_special_action = player->num_special_action_sleeping;
11989 int special_action =
11990 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11991 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11992 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11993 last_special_action + 1 : ACTION_SLEEPING);
11994 int special_graphic =
11995 el_act_dir2img(player->artwork_element, special_action, move_dir);
11997 player->anim_delay_counter =
11998 graphic_info[special_graphic].anim_delay_fixed +
11999 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
12000 player->post_delay_counter =
12001 graphic_info[special_graphic].post_delay_fixed +
12002 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
12004 player->special_action_sleeping = special_action;
12007 if (player->anim_delay_counter > 0)
12009 player->action_waiting = player->special_action_sleeping;
12010 player->anim_delay_counter--;
12012 else if (player->post_delay_counter > 0)
12014 player->post_delay_counter--;
12018 else if (player->is_bored)
12020 if (player->num_special_action_bored > 0)
12022 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
12024 int special_action =
12025 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
12026 int special_graphic =
12027 el_act_dir2img(player->artwork_element, special_action, move_dir);
12029 player->anim_delay_counter =
12030 graphic_info[special_graphic].anim_delay_fixed +
12031 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
12032 player->post_delay_counter =
12033 graphic_info[special_graphic].post_delay_fixed +
12034 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
12036 player->special_action_bored = special_action;
12039 if (player->anim_delay_counter > 0)
12041 player->action_waiting = player->special_action_bored;
12042 player->anim_delay_counter--;
12044 else if (player->post_delay_counter > 0)
12046 player->post_delay_counter--;
12051 else if (last_waiting) /* waiting -> not waiting */
12053 player->is_waiting = FALSE;
12054 player->is_bored = FALSE;
12055 player->is_sleeping = FALSE;
12057 player->frame_counter_bored = -1;
12058 player->frame_counter_sleeping = -1;
12060 player->anim_delay_counter = 0;
12061 player->post_delay_counter = 0;
12063 player->dir_waiting = player->MovDir;
12064 player->action_waiting = ACTION_DEFAULT;
12066 player->special_action_bored = ACTION_DEFAULT;
12067 player->special_action_sleeping = ACTION_DEFAULT;
12071 static void CheckSingleStepMode(struct PlayerInfo *player)
12073 if (tape.single_step && tape.recording && !tape.pausing)
12075 /* as it is called "single step mode", just return to pause mode when the
12076 player stopped moving after one tile (or never starts moving at all) */
12077 if (!player->is_moving && !player->is_pushing)
12079 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12080 SnapField(player, 0, 0); /* stop snapping */
12085 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
12087 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
12088 int left = player_action & JOY_LEFT;
12089 int right = player_action & JOY_RIGHT;
12090 int up = player_action & JOY_UP;
12091 int down = player_action & JOY_DOWN;
12092 int button1 = player_action & JOY_BUTTON_1;
12093 int button2 = player_action & JOY_BUTTON_2;
12094 int dx = (left ? -1 : right ? 1 : 0);
12095 int dy = (up ? -1 : down ? 1 : 0);
12097 if (!player->active || tape.pausing)
12103 snapped = SnapField(player, dx, dy);
12107 dropped = DropElement(player);
12109 moved = MovePlayer(player, dx, dy);
12112 CheckSingleStepMode(player);
12114 SetPlayerWaiting(player, FALSE);
12116 return player_action;
12120 /* no actions for this player (no input at player's configured device) */
12122 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
12123 SnapField(player, 0, 0);
12124 CheckGravityMovementWhenNotMoving(player);
12126 if (player->MovPos == 0)
12127 SetPlayerWaiting(player, TRUE);
12129 if (player->MovPos == 0) /* needed for tape.playing */
12130 player->is_moving = FALSE;
12132 player->is_dropping = FALSE;
12133 player->is_dropping_pressed = FALSE;
12134 player->drop_pressed_delay = 0;
12136 CheckSingleStepMode(player);
12142 static void CheckLevelTime()
12146 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
12147 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12149 if (level.native_em_level->lev->home == 0) /* all players at home */
12151 PlayerWins(local_player);
12153 AllPlayersGone = TRUE;
12155 level.native_em_level->lev->home = -1;
12158 if (level.native_em_level->ply[0]->alive == 0 &&
12159 level.native_em_level->ply[1]->alive == 0 &&
12160 level.native_em_level->ply[2]->alive == 0 &&
12161 level.native_em_level->ply[3]->alive == 0) /* all dead */
12162 AllPlayersGone = TRUE;
12164 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
12166 if (game_sp.LevelSolved &&
12167 !game_sp.GameOver) /* game won */
12169 PlayerWins(local_player);
12171 game_sp.GameOver = TRUE;
12173 AllPlayersGone = TRUE;
12176 if (game_sp.GameOver) /* game lost */
12177 AllPlayersGone = TRUE;
12180 if (TimeFrames >= FRAMES_PER_SECOND)
12185 for (i = 0; i < MAX_PLAYERS; i++)
12187 struct PlayerInfo *player = &stored_player[i];
12189 if (SHIELD_ON(player))
12191 player->shield_normal_time_left--;
12193 if (player->shield_deadly_time_left > 0)
12194 player->shield_deadly_time_left--;
12198 if (!local_player->LevelSolved && !level.use_step_counter)
12206 if (TimeLeft <= 10 && setup.time_limit)
12207 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12210 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12212 DisplayGameControlValues();
12214 DrawGameValue_Time(TimeLeft);
12217 if (!TimeLeft && setup.time_limit)
12219 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12220 level.native_em_level->lev->killed_out_of_time = TRUE;
12222 for (i = 0; i < MAX_PLAYERS; i++)
12223 KillPlayer(&stored_player[i]);
12227 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
12229 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12231 DisplayGameControlValues();
12234 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
12235 DrawGameValue_Time(TimePlayed);
12238 level.native_em_level->lev->time =
12239 (level.time == 0 ? TimePlayed : TimeLeft);
12242 if (tape.recording || tape.playing)
12243 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
12247 UpdateAndDisplayGameControlValues();
12249 UpdateGameDoorValues();
12250 DrawGameDoorValues();
12254 void AdvanceFrameAndPlayerCounters(int player_nr)
12258 /* advance frame counters (global frame counter and time frame counter) */
12262 /* advance player counters (counters for move delay, move animation etc.) */
12263 for (i = 0; i < MAX_PLAYERS; i++)
12265 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
12266 int move_delay_value = stored_player[i].move_delay_value;
12267 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
12269 if (!advance_player_counters) /* not all players may be affected */
12272 #if USE_NEW_PLAYER_ANIM
12273 if (move_frames == 0) /* less than one move per game frame */
12275 int stepsize = TILEX / move_delay_value;
12276 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
12277 int count = (stored_player[i].is_moving ?
12278 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
12280 if (count % delay == 0)
12285 stored_player[i].Frame += move_frames;
12287 if (stored_player[i].MovPos != 0)
12288 stored_player[i].StepFrame += move_frames;
12290 if (stored_player[i].move_delay > 0)
12291 stored_player[i].move_delay--;
12293 /* due to bugs in previous versions, counter must count up, not down */
12294 if (stored_player[i].push_delay != -1)
12295 stored_player[i].push_delay++;
12297 if (stored_player[i].drop_delay > 0)
12298 stored_player[i].drop_delay--;
12300 if (stored_player[i].is_dropping_pressed)
12301 stored_player[i].drop_pressed_delay++;
12305 void StartGameActions(boolean init_network_game, boolean record_tape,
12308 unsigned int new_random_seed = InitRND(random_seed);
12311 TapeStartRecording(new_random_seed);
12313 #if defined(NETWORK_AVALIABLE)
12314 if (init_network_game)
12316 SendToServer_StartPlaying();
12327 static unsigned int game_frame_delay = 0;
12328 unsigned int game_frame_delay_value;
12329 byte *recorded_player_action;
12330 byte summarized_player_action = 0;
12331 byte tape_action[MAX_PLAYERS];
12334 /* detect endless loops, caused by custom element programming */
12335 if (recursion_loop_detected && recursion_loop_depth == 0)
12337 char *message = getStringCat3("Internal Error ! Element ",
12338 EL_NAME(recursion_loop_element),
12339 " caused endless loop ! Quit the game ?");
12341 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
12342 EL_NAME(recursion_loop_element));
12344 RequestQuitGameExt(FALSE, level_editor_test_game, message);
12346 recursion_loop_detected = FALSE; /* if game should be continued */
12353 if (game.restart_level)
12354 StartGameActions(options.network, setup.autorecord, level.random_seed);
12356 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
12357 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12359 if (level.native_em_level->lev->home == 0) /* all players at home */
12361 PlayerWins(local_player);
12363 AllPlayersGone = TRUE;
12365 level.native_em_level->lev->home = -1;
12368 if (level.native_em_level->ply[0]->alive == 0 &&
12369 level.native_em_level->ply[1]->alive == 0 &&
12370 level.native_em_level->ply[2]->alive == 0 &&
12371 level.native_em_level->ply[3]->alive == 0) /* all dead */
12372 AllPlayersGone = TRUE;
12374 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
12376 if (game_sp.LevelSolved &&
12377 !game_sp.GameOver) /* game won */
12379 PlayerWins(local_player);
12381 game_sp.GameOver = TRUE;
12383 AllPlayersGone = TRUE;
12386 if (game_sp.GameOver) /* game lost */
12387 AllPlayersGone = TRUE;
12390 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
12393 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
12396 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
12399 game_frame_delay_value =
12400 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
12402 if (tape.playing && tape.warp_forward && !tape.pausing)
12403 game_frame_delay_value = 0;
12405 /* ---------- main game synchronization point ---------- */
12407 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
12409 if (network_playing && !network_player_action_received)
12411 /* try to get network player actions in time */
12413 #if defined(NETWORK_AVALIABLE)
12414 /* last chance to get network player actions without main loop delay */
12415 HandleNetworking();
12418 /* game was quit by network peer */
12419 if (game_status != GAME_MODE_PLAYING)
12422 if (!network_player_action_received)
12423 return; /* failed to get network player actions in time */
12425 /* do not yet reset "network_player_action_received" (for tape.pausing) */
12431 /* at this point we know that we really continue executing the game */
12433 network_player_action_received = FALSE;
12435 /* when playing tape, read previously recorded player input from tape data */
12436 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
12439 /* TapePlayAction() may return NULL when toggling to "pause before death" */
12444 if (tape.set_centered_player)
12446 game.centered_player_nr_next = tape.centered_player_nr_next;
12447 game.set_centered_player = TRUE;
12450 for (i = 0; i < MAX_PLAYERS; i++)
12452 summarized_player_action |= stored_player[i].action;
12454 if (!network_playing)
12455 stored_player[i].effective_action = stored_player[i].action;
12458 #if defined(NETWORK_AVALIABLE)
12459 if (network_playing)
12460 SendToServer_MovePlayer(summarized_player_action);
12463 if (!options.network && !setup.team_mode)
12464 local_player->effective_action = summarized_player_action;
12466 if (setup.team_mode && setup.input_on_focus && game.centered_player_nr != -1)
12468 for (i = 0; i < MAX_PLAYERS; i++)
12469 stored_player[i].effective_action =
12470 (i == game.centered_player_nr ? summarized_player_action : 0);
12473 if (recorded_player_action != NULL)
12474 for (i = 0; i < MAX_PLAYERS; i++)
12475 stored_player[i].effective_action = recorded_player_action[i];
12477 for (i = 0; i < MAX_PLAYERS; i++)
12479 tape_action[i] = stored_player[i].effective_action;
12481 /* (this can only happen in the R'n'D game engine) */
12482 if (tape.recording && tape_action[i] && !tape.player_participates[i])
12483 tape.player_participates[i] = TRUE; /* player just appeared from CE */
12486 /* only record actions from input devices, but not programmed actions */
12487 if (tape.recording)
12488 TapeRecordAction(tape_action);
12490 #if USE_NEW_PLAYER_ASSIGNMENTS
12492 byte mapped_action[MAX_PLAYERS];
12494 for (i = 0; i < MAX_PLAYERS; i++)
12495 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
12497 for (i = 0; i < MAX_PLAYERS; i++)
12498 stored_player[i].effective_action = mapped_action[i];
12502 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12504 GameActions_EM_Main();
12506 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
12508 GameActions_SP_Main();
12516 void GameActions_EM_Main()
12518 byte effective_action[MAX_PLAYERS];
12519 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
12522 for (i = 0; i < MAX_PLAYERS; i++)
12523 effective_action[i] = stored_player[i].effective_action;
12525 GameActions_EM(effective_action, warp_mode);
12529 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
12532 void GameActions_SP_Main()
12534 byte effective_action[MAX_PLAYERS];
12535 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
12538 for (i = 0; i < MAX_PLAYERS; i++)
12539 effective_action[i] = stored_player[i].effective_action;
12541 GameActions_SP(effective_action, warp_mode);
12545 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
12548 void GameActions_RND()
12550 int magic_wall_x = 0, magic_wall_y = 0;
12551 int i, x, y, element, graphic;
12553 InitPlayfieldScanModeVars();
12555 #if USE_ONE_MORE_CHANGE_PER_FRAME
12556 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
12558 SCAN_PLAYFIELD(x, y)
12560 ChangeCount[x][y] = 0;
12561 ChangeEvent[x][y] = -1;
12566 if (game.set_centered_player)
12568 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
12570 /* switching to "all players" only possible if all players fit to screen */
12571 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
12573 game.centered_player_nr_next = game.centered_player_nr;
12574 game.set_centered_player = FALSE;
12577 /* do not switch focus to non-existing (or non-active) player */
12578 if (game.centered_player_nr_next >= 0 &&
12579 !stored_player[game.centered_player_nr_next].active)
12581 game.centered_player_nr_next = game.centered_player_nr;
12582 game.set_centered_player = FALSE;
12586 if (game.set_centered_player &&
12587 ScreenMovPos == 0) /* screen currently aligned at tile position */
12591 if (game.centered_player_nr_next == -1)
12593 setScreenCenteredToAllPlayers(&sx, &sy);
12597 sx = stored_player[game.centered_player_nr_next].jx;
12598 sy = stored_player[game.centered_player_nr_next].jy;
12601 game.centered_player_nr = game.centered_player_nr_next;
12602 game.set_centered_player = FALSE;
12604 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
12605 DrawGameDoorValues();
12608 for (i = 0; i < MAX_PLAYERS; i++)
12610 int actual_player_action = stored_player[i].effective_action;
12613 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
12614 - rnd_equinox_tetrachloride 048
12615 - rnd_equinox_tetrachloride_ii 096
12616 - rnd_emanuel_schmieg 002
12617 - doctor_sloan_ww 001, 020
12619 if (stored_player[i].MovPos == 0)
12620 CheckGravityMovement(&stored_player[i]);
12623 /* overwrite programmed action with tape action */
12624 if (stored_player[i].programmed_action)
12625 actual_player_action = stored_player[i].programmed_action;
12627 PlayerActions(&stored_player[i], actual_player_action);
12629 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
12632 ScrollScreen(NULL, SCROLL_GO_ON);
12634 /* for backwards compatibility, the following code emulates a fixed bug that
12635 occured when pushing elements (causing elements that just made their last
12636 pushing step to already (if possible) make their first falling step in the
12637 same game frame, which is bad); this code is also needed to use the famous
12638 "spring push bug" which is used in older levels and might be wanted to be
12639 used also in newer levels, but in this case the buggy pushing code is only
12640 affecting the "spring" element and no other elements */
12642 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12644 for (i = 0; i < MAX_PLAYERS; i++)
12646 struct PlayerInfo *player = &stored_player[i];
12647 int x = player->jx;
12648 int y = player->jy;
12650 if (player->active && player->is_pushing && player->is_moving &&
12652 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12653 Feld[x][y] == EL_SPRING))
12655 ContinueMoving(x, y);
12657 /* continue moving after pushing (this is actually a bug) */
12658 if (!IS_MOVING(x, y))
12659 Stop[x][y] = FALSE;
12665 debug_print_timestamp(0, "start main loop profiling");
12668 SCAN_PLAYFIELD(x, y)
12670 ChangeCount[x][y] = 0;
12671 ChangeEvent[x][y] = -1;
12673 /* this must be handled before main playfield loop */
12674 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
12677 if (MovDelay[x][y] <= 0)
12681 #if USE_NEW_SNAP_DELAY
12682 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
12685 if (MovDelay[x][y] <= 0)
12688 TEST_DrawLevelField(x, y);
12690 TestIfElementTouchesCustomElement(x, y); /* for empty space */
12696 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12698 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
12699 printf("GameActions(): This should never happen!\n");
12701 ChangePage[x][y] = -1;
12705 Stop[x][y] = FALSE;
12706 if (WasJustMoving[x][y] > 0)
12707 WasJustMoving[x][y]--;
12708 if (WasJustFalling[x][y] > 0)
12709 WasJustFalling[x][y]--;
12710 if (CheckCollision[x][y] > 0)
12711 CheckCollision[x][y]--;
12712 if (CheckImpact[x][y] > 0)
12713 CheckImpact[x][y]--;
12717 /* reset finished pushing action (not done in ContinueMoving() to allow
12718 continuous pushing animation for elements with zero push delay) */
12719 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12721 ResetGfxAnimation(x, y);
12722 TEST_DrawLevelField(x, y);
12726 if (IS_BLOCKED(x, y))
12730 Blocked2Moving(x, y, &oldx, &oldy);
12731 if (!IS_MOVING(oldx, oldy))
12733 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
12734 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
12735 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
12736 printf("GameActions(): This should never happen!\n");
12743 debug_print_timestamp(0, "- time for pre-main loop:");
12746 #if 0 // -------------------- !!! TEST ONLY !!! --------------------
12747 SCAN_PLAYFIELD(x, y)
12749 element = Feld[x][y];
12750 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12755 int element2 = element;
12756 int graphic2 = graphic;
12758 int element2 = Feld[x][y];
12759 int graphic2 = el_act_dir2img(element2, GfxAction[x][y], GfxDir[x][y]);
12761 int last_gfx_frame = GfxFrame[x][y];
12763 if (graphic_info[graphic2].anim_global_sync)
12764 GfxFrame[x][y] = FrameCounter;
12765 else if (ANIM_MODE(graphic2) == ANIM_CE_VALUE)
12766 GfxFrame[x][y] = CustomValue[x][y];
12767 else if (ANIM_MODE(graphic2) == ANIM_CE_SCORE)
12768 GfxFrame[x][y] = element_info[element2].collect_score;
12769 else if (ANIM_MODE(graphic2) == ANIM_CE_DELAY)
12770 GfxFrame[x][y] = ChangeDelay[x][y];
12772 if (redraw && GfxFrame[x][y] != last_gfx_frame)
12773 DrawLevelGraphicAnimation(x, y, graphic2);
12776 ResetGfxFrame(x, y, TRUE);
12780 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12781 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12782 ResetRandomAnimationValue(x, y);
12786 SetRandomAnimationValue(x, y);
12790 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12793 #endif // -------------------- !!! TEST ONLY !!! --------------------
12796 debug_print_timestamp(0, "- time for TEST loop: -->");
12799 SCAN_PLAYFIELD(x, y)
12801 element = Feld[x][y];
12802 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12804 ResetGfxFrame(x, y, TRUE);
12806 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12807 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12808 ResetRandomAnimationValue(x, y);
12810 SetRandomAnimationValue(x, y);
12812 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12814 if (IS_INACTIVE(element))
12816 if (IS_ANIMATED(graphic))
12817 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12822 /* this may take place after moving, so 'element' may have changed */
12823 if (IS_CHANGING(x, y) &&
12824 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12826 int page = element_info[element].event_page_nr[CE_DELAY];
12829 HandleElementChange(x, y, page);
12831 if (CAN_CHANGE(element))
12832 HandleElementChange(x, y, page);
12834 if (HAS_ACTION(element))
12835 ExecuteCustomElementAction(x, y, element, page);
12838 element = Feld[x][y];
12839 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12842 #if 0 // ---------------------------------------------------------------------
12844 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12848 element = Feld[x][y];
12849 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12851 if (IS_ANIMATED(graphic) &&
12852 !IS_MOVING(x, y) &&
12854 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12856 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12857 TEST_DrawTwinkleOnField(x, y);
12859 else if (IS_MOVING(x, y))
12860 ContinueMoving(x, y);
12867 case EL_EM_EXIT_OPEN:
12868 case EL_SP_EXIT_OPEN:
12869 case EL_STEEL_EXIT_OPEN:
12870 case EL_EM_STEEL_EXIT_OPEN:
12871 case EL_SP_TERMINAL:
12872 case EL_SP_TERMINAL_ACTIVE:
12873 case EL_EXTRA_TIME:
12874 case EL_SHIELD_NORMAL:
12875 case EL_SHIELD_DEADLY:
12876 if (IS_ANIMATED(graphic))
12877 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12880 case EL_DYNAMITE_ACTIVE:
12881 case EL_EM_DYNAMITE_ACTIVE:
12882 case EL_DYNABOMB_PLAYER_1_ACTIVE:
12883 case EL_DYNABOMB_PLAYER_2_ACTIVE:
12884 case EL_DYNABOMB_PLAYER_3_ACTIVE:
12885 case EL_DYNABOMB_PLAYER_4_ACTIVE:
12886 case EL_SP_DISK_RED_ACTIVE:
12887 CheckDynamite(x, y);
12890 case EL_AMOEBA_GROWING:
12891 AmoebeWaechst(x, y);
12894 case EL_AMOEBA_SHRINKING:
12895 AmoebaDisappearing(x, y);
12898 #if !USE_NEW_AMOEBA_CODE
12899 case EL_AMOEBA_WET:
12900 case EL_AMOEBA_DRY:
12901 case EL_AMOEBA_FULL:
12903 case EL_EMC_DRIPPER:
12904 AmoebeAbleger(x, y);
12908 case EL_GAME_OF_LIFE:
12913 case EL_EXIT_CLOSED:
12917 case EL_EM_EXIT_CLOSED:
12921 case EL_STEEL_EXIT_CLOSED:
12922 CheckExitSteel(x, y);
12925 case EL_EM_STEEL_EXIT_CLOSED:
12926 CheckExitSteelEM(x, y);
12929 case EL_SP_EXIT_CLOSED:
12933 case EL_EXPANDABLE_WALL_GROWING:
12934 case EL_EXPANDABLE_STEELWALL_GROWING:
12935 MauerWaechst(x, y);
12938 case EL_EXPANDABLE_WALL:
12939 case EL_EXPANDABLE_WALL_HORIZONTAL:
12940 case EL_EXPANDABLE_WALL_VERTICAL:
12941 case EL_EXPANDABLE_WALL_ANY:
12942 case EL_BD_EXPANDABLE_WALL:
12943 MauerAbleger(x, y);
12946 case EL_EXPANDABLE_STEELWALL_HORIZONTAL:
12947 case EL_EXPANDABLE_STEELWALL_VERTICAL:
12948 case EL_EXPANDABLE_STEELWALL_ANY:
12949 MauerAblegerStahl(x, y);
12953 CheckForDragon(x, y);
12959 case EL_ELEMENT_SNAPPING:
12960 case EL_DIAGONAL_SHRINKING:
12961 case EL_DIAGONAL_GROWING:
12964 el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12966 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12971 if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12972 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12977 #else // ---------------------------------------------------------------------
12979 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12983 element = Feld[x][y];
12984 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12986 if (IS_ANIMATED(graphic) &&
12987 !IS_MOVING(x, y) &&
12989 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12991 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12992 TEST_DrawTwinkleOnField(x, y);
12994 else if ((element == EL_ACID ||
12995 element == EL_EXIT_OPEN ||
12996 element == EL_EM_EXIT_OPEN ||
12997 element == EL_SP_EXIT_OPEN ||
12998 element == EL_STEEL_EXIT_OPEN ||
12999 element == EL_EM_STEEL_EXIT_OPEN ||
13000 element == EL_SP_TERMINAL ||
13001 element == EL_SP_TERMINAL_ACTIVE ||
13002 element == EL_EXTRA_TIME ||
13003 element == EL_SHIELD_NORMAL ||
13004 element == EL_SHIELD_DEADLY) &&
13005 IS_ANIMATED(graphic))
13006 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
13007 else if (IS_MOVING(x, y))
13008 ContinueMoving(x, y);
13009 else if (IS_ACTIVE_BOMB(element))
13010 CheckDynamite(x, y);
13011 else if (element == EL_AMOEBA_GROWING)
13012 AmoebeWaechst(x, y);
13013 else if (element == EL_AMOEBA_SHRINKING)
13014 AmoebaDisappearing(x, y);
13016 #if !USE_NEW_AMOEBA_CODE
13017 else if (IS_AMOEBALIVE(element))
13018 AmoebeAbleger(x, y);
13021 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
13023 else if (element == EL_EXIT_CLOSED)
13025 else if (element == EL_EM_EXIT_CLOSED)
13027 else if (element == EL_STEEL_EXIT_CLOSED)
13028 CheckExitSteel(x, y);
13029 else if (element == EL_EM_STEEL_EXIT_CLOSED)
13030 CheckExitSteelEM(x, y);
13031 else if (element == EL_SP_EXIT_CLOSED)
13033 else if (element == EL_EXPANDABLE_WALL_GROWING ||
13034 element == EL_EXPANDABLE_STEELWALL_GROWING)
13035 MauerWaechst(x, y);
13036 else if (element == EL_EXPANDABLE_WALL ||
13037 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
13038 element == EL_EXPANDABLE_WALL_VERTICAL ||
13039 element == EL_EXPANDABLE_WALL_ANY ||
13040 element == EL_BD_EXPANDABLE_WALL)
13041 MauerAbleger(x, y);
13042 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
13043 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
13044 element == EL_EXPANDABLE_STEELWALL_ANY)
13045 MauerAblegerStahl(x, y);
13046 else if (element == EL_FLAMES)
13047 CheckForDragon(x, y);
13048 else if (element == EL_EXPLOSION)
13049 ; /* drawing of correct explosion animation is handled separately */
13050 else if (element == EL_ELEMENT_SNAPPING ||
13051 element == EL_DIAGONAL_SHRINKING ||
13052 element == EL_DIAGONAL_GROWING)
13054 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
13056 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
13058 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
13059 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
13061 #endif // ---------------------------------------------------------------------
13063 if (IS_BELT_ACTIVE(element))
13064 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
13066 if (game.magic_wall_active)
13068 int jx = local_player->jx, jy = local_player->jy;
13070 /* play the element sound at the position nearest to the player */
13071 if ((element == EL_MAGIC_WALL_FULL ||
13072 element == EL_MAGIC_WALL_ACTIVE ||
13073 element == EL_MAGIC_WALL_EMPTYING ||
13074 element == EL_BD_MAGIC_WALL_FULL ||
13075 element == EL_BD_MAGIC_WALL_ACTIVE ||
13076 element == EL_BD_MAGIC_WALL_EMPTYING ||
13077 element == EL_DC_MAGIC_WALL_FULL ||
13078 element == EL_DC_MAGIC_WALL_ACTIVE ||
13079 element == EL_DC_MAGIC_WALL_EMPTYING) &&
13080 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
13089 debug_print_timestamp(0, "- time for MAIN loop: -->");
13092 #if USE_NEW_AMOEBA_CODE
13093 /* new experimental amoeba growth stuff */
13094 if (!(FrameCounter % 8))
13096 static unsigned int random = 1684108901;
13098 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
13100 x = RND(lev_fieldx);
13101 y = RND(lev_fieldy);
13102 element = Feld[x][y];
13104 if (!IS_PLAYER(x,y) &&
13105 (element == EL_EMPTY ||
13106 CAN_GROW_INTO(element) ||
13107 element == EL_QUICKSAND_EMPTY ||
13108 element == EL_QUICKSAND_FAST_EMPTY ||
13109 element == EL_ACID_SPLASH_LEFT ||
13110 element == EL_ACID_SPLASH_RIGHT))
13112 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
13113 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
13114 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
13115 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
13116 Feld[x][y] = EL_AMOEBA_DROP;
13119 random = random * 129 + 1;
13125 if (game.explosions_delayed)
13128 game.explosions_delayed = FALSE;
13130 SCAN_PLAYFIELD(x, y)
13132 element = Feld[x][y];
13134 if (ExplodeField[x][y])
13135 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
13136 else if (element == EL_EXPLOSION)
13137 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
13139 ExplodeField[x][y] = EX_TYPE_NONE;
13142 game.explosions_delayed = TRUE;
13145 if (game.magic_wall_active)
13147 if (!(game.magic_wall_time_left % 4))
13149 int element = Feld[magic_wall_x][magic_wall_y];
13151 if (element == EL_BD_MAGIC_WALL_FULL ||
13152 element == EL_BD_MAGIC_WALL_ACTIVE ||
13153 element == EL_BD_MAGIC_WALL_EMPTYING)
13154 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
13155 else if (element == EL_DC_MAGIC_WALL_FULL ||
13156 element == EL_DC_MAGIC_WALL_ACTIVE ||
13157 element == EL_DC_MAGIC_WALL_EMPTYING)
13158 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
13160 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
13163 if (game.magic_wall_time_left > 0)
13165 game.magic_wall_time_left--;
13167 if (!game.magic_wall_time_left)
13169 SCAN_PLAYFIELD(x, y)
13171 element = Feld[x][y];
13173 if (element == EL_MAGIC_WALL_ACTIVE ||
13174 element == EL_MAGIC_WALL_FULL)
13176 Feld[x][y] = EL_MAGIC_WALL_DEAD;
13177 TEST_DrawLevelField(x, y);
13179 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
13180 element == EL_BD_MAGIC_WALL_FULL)
13182 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
13183 TEST_DrawLevelField(x, y);
13185 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
13186 element == EL_DC_MAGIC_WALL_FULL)
13188 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
13189 TEST_DrawLevelField(x, y);
13193 game.magic_wall_active = FALSE;
13198 if (game.light_time_left > 0)
13200 game.light_time_left--;
13202 if (game.light_time_left == 0)
13203 RedrawAllLightSwitchesAndInvisibleElements();
13206 if (game.timegate_time_left > 0)
13208 game.timegate_time_left--;
13210 if (game.timegate_time_left == 0)
13211 CloseAllOpenTimegates();
13214 if (game.lenses_time_left > 0)
13216 game.lenses_time_left--;
13218 if (game.lenses_time_left == 0)
13219 RedrawAllInvisibleElementsForLenses();
13222 if (game.magnify_time_left > 0)
13224 game.magnify_time_left--;
13226 if (game.magnify_time_left == 0)
13227 RedrawAllInvisibleElementsForMagnifier();
13230 for (i = 0; i < MAX_PLAYERS; i++)
13232 struct PlayerInfo *player = &stored_player[i];
13234 if (SHIELD_ON(player))
13236 if (player->shield_deadly_time_left)
13237 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
13238 else if (player->shield_normal_time_left)
13239 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
13243 #if USE_DELAYED_GFX_REDRAW
13244 SCAN_PLAYFIELD(x, y)
13247 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
13249 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)) &&
13250 GfxRedraw[x][y] != GFX_REDRAW_NONE)
13253 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
13254 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
13256 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
13257 DrawLevelField(x, y);
13259 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
13260 DrawLevelFieldCrumbled(x, y);
13262 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
13263 DrawLevelFieldCrumbledNeighbours(x, y);
13265 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
13266 DrawTwinkleOnField(x, y);
13269 GfxRedraw[x][y] = GFX_REDRAW_NONE;
13276 PlayAllPlayersSound();
13278 if (options.debug) /* calculate frames per second */
13280 static unsigned int fps_counter = 0;
13281 static int fps_frames = 0;
13282 unsigned int fps_delay_ms = Counter() - fps_counter;
13286 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
13288 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
13291 fps_counter = Counter();
13294 redraw_mask |= REDRAW_FPS;
13297 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
13299 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
13301 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
13303 local_player->show_envelope = 0;
13307 debug_print_timestamp(0, "stop main loop profiling ");
13308 printf("----------------------------------------------------------\n");
13311 /* use random number generator in every frame to make it less predictable */
13312 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13316 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
13318 int min_x = x, min_y = y, max_x = x, max_y = y;
13321 for (i = 0; i < MAX_PLAYERS; i++)
13323 int jx = stored_player[i].jx, jy = stored_player[i].jy;
13325 if (!stored_player[i].active || &stored_player[i] == player)
13328 min_x = MIN(min_x, jx);
13329 min_y = MIN(min_y, jy);
13330 max_x = MAX(max_x, jx);
13331 max_y = MAX(max_y, jy);
13334 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
13337 static boolean AllPlayersInVisibleScreen()
13341 for (i = 0; i < MAX_PLAYERS; i++)
13343 int jx = stored_player[i].jx, jy = stored_player[i].jy;
13345 if (!stored_player[i].active)
13348 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
13355 void ScrollLevel(int dx, int dy)
13358 /* (directly solved in BlitBitmap() now) */
13359 static Bitmap *bitmap_db_field2 = NULL;
13360 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
13367 /* !!! THIS IS APPARENTLY WRONG FOR PLAYER RELOCATION !!! */
13368 /* only horizontal XOR vertical scroll direction allowed */
13369 if ((dx == 0 && dy == 0) || (dx != 0 && dy != 0))
13374 /* (directly solved in BlitBitmap() now) */
13375 if (bitmap_db_field2 == NULL)
13376 bitmap_db_field2 = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH);
13378 /* needed when blitting directly to same bitmap -- should not be needed with
13379 recent SDL libraries, but apparently does not work in 1.2.11 directly */
13380 BlitBitmap(drawto_field, bitmap_db_field2,
13381 FX + TILEX * (dx == -1) - softscroll_offset,
13382 FY + TILEY * (dy == -1) - softscroll_offset,
13383 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
13384 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
13385 FX + TILEX * (dx == 1) - softscroll_offset,
13386 FY + TILEY * (dy == 1) - softscroll_offset);
13387 BlitBitmap(bitmap_db_field2, drawto_field,
13388 FX + TILEX * (dx == 1) - softscroll_offset,
13389 FY + TILEY * (dy == 1) - softscroll_offset,
13390 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
13391 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
13392 FX + TILEX * (dx == 1) - softscroll_offset,
13393 FY + TILEY * (dy == 1) - softscroll_offset);
13398 /* !!! DOES NOT WORK FOR DIAGONAL PLAYER RELOCATION !!! */
13399 int xsize = (BX2 - BX1 + 1);
13400 int ysize = (BY2 - BY1 + 1);
13401 int start = (dx != 0 ? (dx == -1 ? BX1 : BX2) : (dy == -1 ? BY1 : BY2));
13402 int end = (dx != 0 ? (dx == -1 ? BX2 : BX1) : (dy == -1 ? BY2 : BY1));
13403 int step = (start < end ? +1 : -1);
13405 for (i = start; i != end; i += step)
13407 BlitBitmap(drawto_field, drawto_field,
13408 FX + TILEX * (dx != 0 ? i + step : 0),
13409 FY + TILEY * (dy != 0 ? i + step : 0),
13410 TILEX * (dx != 0 ? 1 : xsize),
13411 TILEY * (dy != 0 ? 1 : ysize),
13412 FX + TILEX * (dx != 0 ? i : 0),
13413 FY + TILEY * (dy != 0 ? i : 0));
13420 int softscroll_offset = (setup.soft_scrolling ? 2 * TILEX_VAR : 0);
13422 int softscroll_offset = (setup.soft_scrolling ? TILEX_VAR : 0);
13426 int softscroll_offset = (setup.soft_scrolling ? 2 * TILEX : 0);
13428 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
13433 BlitBitmap(drawto_field, drawto_field,
13434 FX + TILEX_VAR * (dx == -1) - softscroll_offset,
13435 FY + TILEY_VAR * (dy == -1) - softscroll_offset,
13436 SXSIZE - TILEX_VAR * (dx != 0) + 2 * softscroll_offset,
13437 SYSIZE - TILEY_VAR * (dy != 0) + 2 * softscroll_offset,
13438 FX + TILEX_VAR * (dx == 1) - softscroll_offset,
13439 FY + TILEY_VAR * (dy == 1) - softscroll_offset);
13441 BlitBitmap(drawto_field, drawto_field,
13442 FX + TILEX * (dx == -1) - softscroll_offset,
13443 FY + TILEY * (dy == -1) - softscroll_offset,
13444 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
13445 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
13446 FX + TILEX * (dx == 1) - softscroll_offset,
13447 FY + TILEY * (dy == 1) - softscroll_offset);
13455 x = (dx == 1 ? BX1 : BX2);
13456 for (y = BY1; y <= BY2; y++)
13457 DrawScreenField(x, y);
13462 y = (dy == 1 ? BY1 : BY2);
13463 for (x = BX1; x <= BX2; x++)
13464 DrawScreenField(x, y);
13467 redraw_mask |= REDRAW_FIELD;
13470 static boolean canFallDown(struct PlayerInfo *player)
13472 int jx = player->jx, jy = player->jy;
13474 return (IN_LEV_FIELD(jx, jy + 1) &&
13475 (IS_FREE(jx, jy + 1) ||
13476 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
13477 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
13478 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
13481 static boolean canPassField(int x, int y, int move_dir)
13483 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
13484 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
13485 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
13486 int nextx = x + dx;
13487 int nexty = y + dy;
13488 int element = Feld[x][y];
13490 return (IS_PASSABLE_FROM(element, opposite_dir) &&
13491 !CAN_MOVE(element) &&
13492 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
13493 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
13494 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
13497 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
13499 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
13500 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
13501 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
13505 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
13506 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
13507 (IS_DIGGABLE(Feld[newx][newy]) ||
13508 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
13509 canPassField(newx, newy, move_dir)));
13512 static void CheckGravityMovement(struct PlayerInfo *player)
13514 #if USE_PLAYER_GRAVITY
13515 if (player->gravity && !player->programmed_action)
13517 if (game.gravity && !player->programmed_action)
13520 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
13521 int move_dir_vertical = player->effective_action & MV_VERTICAL;
13522 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
13523 int jx = player->jx, jy = player->jy;
13524 boolean player_is_moving_to_valid_field =
13525 (!player_is_snapping &&
13526 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
13527 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
13528 boolean player_can_fall_down = canFallDown(player);
13530 if (player_can_fall_down &&
13531 !player_is_moving_to_valid_field)
13532 player->programmed_action = MV_DOWN;
13536 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
13538 return CheckGravityMovement(player);
13540 #if USE_PLAYER_GRAVITY
13541 if (player->gravity && !player->programmed_action)
13543 if (game.gravity && !player->programmed_action)
13546 int jx = player->jx, jy = player->jy;
13547 boolean field_under_player_is_free =
13548 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
13549 boolean player_is_standing_on_valid_field =
13550 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
13551 (IS_WALKABLE(Feld[jx][jy]) &&
13552 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
13554 if (field_under_player_is_free && !player_is_standing_on_valid_field)
13555 player->programmed_action = MV_DOWN;
13560 MovePlayerOneStep()
13561 -----------------------------------------------------------------------------
13562 dx, dy: direction (non-diagonal) to try to move the player to
13563 real_dx, real_dy: direction as read from input device (can be diagonal)
13566 boolean MovePlayerOneStep(struct PlayerInfo *player,
13567 int dx, int dy, int real_dx, int real_dy)
13569 int jx = player->jx, jy = player->jy;
13570 int new_jx = jx + dx, new_jy = jy + dy;
13571 #if !USE_FIXED_DONT_RUN_INTO
13575 boolean player_can_move = !player->cannot_move;
13577 if (!player->active || (!dx && !dy))
13578 return MP_NO_ACTION;
13580 player->MovDir = (dx < 0 ? MV_LEFT :
13581 dx > 0 ? MV_RIGHT :
13583 dy > 0 ? MV_DOWN : MV_NONE);
13585 if (!IN_LEV_FIELD(new_jx, new_jy))
13586 return MP_NO_ACTION;
13588 if (!player_can_move)
13590 if (player->MovPos == 0)
13592 player->is_moving = FALSE;
13593 player->is_digging = FALSE;
13594 player->is_collecting = FALSE;
13595 player->is_snapping = FALSE;
13596 player->is_pushing = FALSE;
13601 if (!options.network && game.centered_player_nr == -1 &&
13602 !AllPlayersInSight(player, new_jx, new_jy))
13603 return MP_NO_ACTION;
13605 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
13606 return MP_NO_ACTION;
13609 #if !USE_FIXED_DONT_RUN_INTO
13610 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
13612 /* (moved to DigField()) */
13613 if (player_can_move && DONT_RUN_INTO(element))
13615 if (element == EL_ACID && dx == 0 && dy == 1)
13617 SplashAcid(new_jx, new_jy);
13618 Feld[jx][jy] = EL_PLAYER_1;
13619 InitMovingField(jx, jy, MV_DOWN);
13620 Store[jx][jy] = EL_ACID;
13621 ContinueMoving(jx, jy);
13622 BuryPlayer(player);
13625 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13631 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
13632 if (can_move != MP_MOVING)
13635 /* check if DigField() has caused relocation of the player */
13636 if (player->jx != jx || player->jy != jy)
13637 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
13639 StorePlayer[jx][jy] = 0;
13640 player->last_jx = jx;
13641 player->last_jy = jy;
13642 player->jx = new_jx;
13643 player->jy = new_jy;
13644 StorePlayer[new_jx][new_jy] = player->element_nr;
13646 if (player->move_delay_value_next != -1)
13648 player->move_delay_value = player->move_delay_value_next;
13649 player->move_delay_value_next = -1;
13653 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
13655 player->step_counter++;
13657 PlayerVisit[jx][jy] = FrameCounter;
13659 #if USE_UFAST_PLAYER_EXIT_BUGFIX
13660 player->is_moving = TRUE;
13664 /* should better be called in MovePlayer(), but this breaks some tapes */
13665 ScrollPlayer(player, SCROLL_INIT);
13671 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
13673 int jx = player->jx, jy = player->jy;
13674 int old_jx = jx, old_jy = jy;
13675 int moved = MP_NO_ACTION;
13677 if (!player->active)
13682 if (player->MovPos == 0)
13684 player->is_moving = FALSE;
13685 player->is_digging = FALSE;
13686 player->is_collecting = FALSE;
13687 player->is_snapping = FALSE;
13688 player->is_pushing = FALSE;
13694 if (player->move_delay > 0)
13697 player->move_delay = -1; /* set to "uninitialized" value */
13699 /* store if player is automatically moved to next field */
13700 player->is_auto_moving = (player->programmed_action != MV_NONE);
13702 /* remove the last programmed player action */
13703 player->programmed_action = 0;
13705 if (player->MovPos)
13707 /* should only happen if pre-1.2 tape recordings are played */
13708 /* this is only for backward compatibility */
13710 int original_move_delay_value = player->move_delay_value;
13713 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
13717 /* scroll remaining steps with finest movement resolution */
13718 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
13720 while (player->MovPos)
13722 ScrollPlayer(player, SCROLL_GO_ON);
13723 ScrollScreen(NULL, SCROLL_GO_ON);
13725 AdvanceFrameAndPlayerCounters(player->index_nr);
13731 player->move_delay_value = original_move_delay_value;
13734 player->is_active = FALSE;
13736 if (player->last_move_dir & MV_HORIZONTAL)
13738 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
13739 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
13743 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
13744 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
13747 #if USE_FIXED_BORDER_RUNNING_GFX
13748 if (!moved && !player->is_active)
13750 player->is_moving = FALSE;
13751 player->is_digging = FALSE;
13752 player->is_collecting = FALSE;
13753 player->is_snapping = FALSE;
13754 player->is_pushing = FALSE;
13762 if (moved & MP_MOVING && !ScreenMovPos &&
13763 (player->index_nr == game.centered_player_nr ||
13764 game.centered_player_nr == -1))
13766 if (moved & MP_MOVING && !ScreenMovPos &&
13767 (player == local_player || !options.network))
13770 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
13771 int offset = game.scroll_delay_value;
13773 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
13775 /* actual player has left the screen -- scroll in that direction */
13776 if (jx != old_jx) /* player has moved horizontally */
13777 scroll_x += (jx - old_jx);
13778 else /* player has moved vertically */
13779 scroll_y += (jy - old_jy);
13783 if (jx != old_jx) /* player has moved horizontally */
13785 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
13786 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
13787 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
13789 /* don't scroll over playfield boundaries */
13790 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
13791 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
13793 /* don't scroll more than one field at a time */
13794 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
13796 /* don't scroll against the player's moving direction */
13797 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
13798 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
13799 scroll_x = old_scroll_x;
13801 else /* player has moved vertically */
13803 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
13804 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
13805 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
13807 /* don't scroll over playfield boundaries */
13808 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
13809 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
13811 /* don't scroll more than one field at a time */
13812 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
13814 /* don't scroll against the player's moving direction */
13815 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
13816 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
13817 scroll_y = old_scroll_y;
13821 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
13824 if (!options.network && game.centered_player_nr == -1 &&
13825 !AllPlayersInVisibleScreen())
13827 scroll_x = old_scroll_x;
13828 scroll_y = old_scroll_y;
13832 if (!options.network && !AllPlayersInVisibleScreen())
13834 scroll_x = old_scroll_x;
13835 scroll_y = old_scroll_y;
13840 ScrollScreen(player, SCROLL_INIT);
13841 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13846 player->StepFrame = 0;
13848 if (moved & MP_MOVING)
13850 if (old_jx != jx && old_jy == jy)
13851 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13852 else if (old_jx == jx && old_jy != jy)
13853 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13855 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
13857 player->last_move_dir = player->MovDir;
13858 player->is_moving = TRUE;
13859 player->is_snapping = FALSE;
13860 player->is_switching = FALSE;
13861 player->is_dropping = FALSE;
13862 player->is_dropping_pressed = FALSE;
13863 player->drop_pressed_delay = 0;
13866 /* should better be called here than above, but this breaks some tapes */
13867 ScrollPlayer(player, SCROLL_INIT);
13872 CheckGravityMovementWhenNotMoving(player);
13874 player->is_moving = FALSE;
13876 /* at this point, the player is allowed to move, but cannot move right now
13877 (e.g. because of something blocking the way) -- ensure that the player
13878 is also allowed to move in the next frame (in old versions before 3.1.1,
13879 the player was forced to wait again for eight frames before next try) */
13881 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13882 player->move_delay = 0; /* allow direct movement in the next frame */
13885 if (player->move_delay == -1) /* not yet initialized by DigField() */
13886 player->move_delay = player->move_delay_value;
13888 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13890 TestIfPlayerTouchesBadThing(jx, jy);
13891 TestIfPlayerTouchesCustomElement(jx, jy);
13894 if (!player->active)
13895 RemovePlayer(player);
13900 void ScrollPlayer(struct PlayerInfo *player, int mode)
13902 int jx = player->jx, jy = player->jy;
13903 int last_jx = player->last_jx, last_jy = player->last_jy;
13904 int move_stepsize = TILEX / player->move_delay_value;
13906 #if USE_NEW_PLAYER_SPEED
13907 if (!player->active)
13910 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
13913 if (!player->active || player->MovPos == 0)
13917 if (mode == SCROLL_INIT)
13919 player->actual_frame_counter = FrameCounter;
13920 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13922 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13923 Feld[last_jx][last_jy] == EL_EMPTY)
13925 int last_field_block_delay = 0; /* start with no blocking at all */
13926 int block_delay_adjustment = player->block_delay_adjustment;
13928 /* if player blocks last field, add delay for exactly one move */
13929 if (player->block_last_field)
13931 last_field_block_delay += player->move_delay_value;
13933 /* when blocking enabled, prevent moving up despite gravity */
13934 #if USE_PLAYER_GRAVITY
13935 if (player->gravity && player->MovDir == MV_UP)
13936 block_delay_adjustment = -1;
13938 if (game.gravity && player->MovDir == MV_UP)
13939 block_delay_adjustment = -1;
13943 /* add block delay adjustment (also possible when not blocking) */
13944 last_field_block_delay += block_delay_adjustment;
13946 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13947 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13950 #if USE_NEW_PLAYER_SPEED
13951 if (player->MovPos != 0) /* player has not yet reached destination */
13957 else if (!FrameReached(&player->actual_frame_counter, 1))
13960 #if USE_NEW_PLAYER_SPEED
13961 if (player->MovPos != 0)
13963 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13964 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13966 /* before DrawPlayer() to draw correct player graphic for this case */
13967 if (player->MovPos == 0)
13968 CheckGravityMovement(player);
13971 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13972 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13974 /* before DrawPlayer() to draw correct player graphic for this case */
13975 if (player->MovPos == 0)
13976 CheckGravityMovement(player);
13979 if (player->MovPos == 0) /* player reached destination field */
13981 if (player->move_delay_reset_counter > 0)
13983 player->move_delay_reset_counter--;
13985 if (player->move_delay_reset_counter == 0)
13987 /* continue with normal speed after quickly moving through gate */
13988 HALVE_PLAYER_SPEED(player);
13990 /* be able to make the next move without delay */
13991 player->move_delay = 0;
13995 player->last_jx = jx;
13996 player->last_jy = jy;
13998 if (Feld[jx][jy] == EL_EXIT_OPEN ||
13999 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
14001 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
14003 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
14004 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
14006 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
14008 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
14009 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
14011 DrawPlayer(player); /* needed here only to cleanup last field */
14012 RemovePlayer(player);
14014 if (local_player->friends_still_needed == 0 ||
14015 IS_SP_ELEMENT(Feld[jx][jy]))
14016 PlayerWins(player);
14019 /* this breaks one level: "machine", level 000 */
14021 int move_direction = player->MovDir;
14022 int enter_side = MV_DIR_OPPOSITE(move_direction);
14023 int leave_side = move_direction;
14024 int old_jx = last_jx;
14025 int old_jy = last_jy;
14026 int old_element = Feld[old_jx][old_jy];
14027 int new_element = Feld[jx][jy];
14029 if (IS_CUSTOM_ELEMENT(old_element))
14030 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
14032 player->index_bit, leave_side);
14034 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
14035 CE_PLAYER_LEAVES_X,
14036 player->index_bit, leave_side);
14038 if (IS_CUSTOM_ELEMENT(new_element))
14039 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
14040 player->index_bit, enter_side);
14042 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
14043 CE_PLAYER_ENTERS_X,
14044 player->index_bit, enter_side);
14046 #if USE_FIX_CE_ACTION_WITH_PLAYER
14047 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
14048 CE_MOVE_OF_X, move_direction);
14050 CheckTriggeredElementChangeBySide(jx, jy, player->element_nr,
14051 CE_MOVE_OF_X, move_direction);
14055 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
14057 TestIfPlayerTouchesBadThing(jx, jy);
14058 TestIfPlayerTouchesCustomElement(jx, jy);
14060 /* needed because pushed element has not yet reached its destination,
14061 so it would trigger a change event at its previous field location */
14062 if (!player->is_pushing)
14063 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
14065 if (!player->active)
14066 RemovePlayer(player);
14069 if (!local_player->LevelSolved && level.use_step_counter)
14079 if (TimeLeft <= 10 && setup.time_limit)
14080 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14083 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14085 DisplayGameControlValues();
14087 DrawGameValue_Time(TimeLeft);
14090 if (!TimeLeft && setup.time_limit)
14091 for (i = 0; i < MAX_PLAYERS; i++)
14092 KillPlayer(&stored_player[i]);
14095 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
14097 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
14099 DisplayGameControlValues();
14102 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
14103 DrawGameValue_Time(TimePlayed);
14107 if (tape.single_step && tape.recording && !tape.pausing &&
14108 !player->programmed_action)
14109 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
14113 void ScrollScreen(struct PlayerInfo *player, int mode)
14115 static unsigned int screen_frame_counter = 0;
14117 if (mode == SCROLL_INIT)
14119 /* set scrolling step size according to actual player's moving speed */
14120 ScrollStepSize = TILEX / player->move_delay_value;
14122 screen_frame_counter = FrameCounter;
14123 ScreenMovDir = player->MovDir;
14124 ScreenMovPos = player->MovPos;
14125 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
14128 else if (!FrameReached(&screen_frame_counter, 1))
14133 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
14134 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
14135 redraw_mask |= REDRAW_FIELD;
14138 ScreenMovDir = MV_NONE;
14141 void TestIfPlayerTouchesCustomElement(int x, int y)
14143 static int xy[4][2] =
14150 static int trigger_sides[4][2] =
14152 /* center side border side */
14153 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
14154 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
14155 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
14156 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
14158 static int touch_dir[4] =
14160 MV_LEFT | MV_RIGHT,
14165 int center_element = Feld[x][y]; /* should always be non-moving! */
14168 for (i = 0; i < NUM_DIRECTIONS; i++)
14170 int xx = x + xy[i][0];
14171 int yy = y + xy[i][1];
14172 int center_side = trigger_sides[i][0];
14173 int border_side = trigger_sides[i][1];
14174 int border_element;
14176 if (!IN_LEV_FIELD(xx, yy))
14179 if (IS_PLAYER(x, y)) /* player found at center element */
14181 struct PlayerInfo *player = PLAYERINFO(x, y);
14183 if (game.engine_version < VERSION_IDENT(3,0,7,0))
14184 border_element = Feld[xx][yy]; /* may be moving! */
14185 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
14186 border_element = Feld[xx][yy];
14187 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
14188 border_element = MovingOrBlocked2Element(xx, yy);
14190 continue; /* center and border element do not touch */
14192 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
14193 player->index_bit, border_side);
14194 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
14195 CE_PLAYER_TOUCHES_X,
14196 player->index_bit, border_side);
14198 #if USE_FIX_CE_ACTION_WITH_PLAYER
14200 /* use player element that is initially defined in the level playfield,
14201 not the player element that corresponds to the runtime player number
14202 (example: a level that contains EL_PLAYER_3 as the only player would
14203 incorrectly give EL_PLAYER_1 for "player->element_nr") */
14204 int player_element = PLAYERINFO(x, y)->initial_element;
14206 CheckElementChangeBySide(xx, yy, border_element, player_element,
14207 CE_TOUCHING_X, border_side);
14211 else if (IS_PLAYER(xx, yy)) /* player found at border element */
14213 struct PlayerInfo *player = PLAYERINFO(xx, yy);
14215 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
14217 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
14218 continue; /* center and border element do not touch */
14221 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
14222 player->index_bit, center_side);
14223 CheckTriggeredElementChangeByPlayer(x, y, center_element,
14224 CE_PLAYER_TOUCHES_X,
14225 player->index_bit, center_side);
14227 #if USE_FIX_CE_ACTION_WITH_PLAYER
14229 /* use player element that is initially defined in the level playfield,
14230 not the player element that corresponds to the runtime player number
14231 (example: a level that contains EL_PLAYER_3 as the only player would
14232 incorrectly give EL_PLAYER_1 for "player->element_nr") */
14233 int player_element = PLAYERINFO(xx, yy)->initial_element;
14235 CheckElementChangeBySide(x, y, center_element, player_element,
14236 CE_TOUCHING_X, center_side);
14245 #if USE_ELEMENT_TOUCHING_BUGFIX
14247 void TestIfElementTouchesCustomElement(int x, int y)
14249 static int xy[4][2] =
14256 static int trigger_sides[4][2] =
14258 /* center side border side */
14259 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
14260 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
14261 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
14262 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
14264 static int touch_dir[4] =
14266 MV_LEFT | MV_RIGHT,
14271 boolean change_center_element = FALSE;
14272 int center_element = Feld[x][y]; /* should always be non-moving! */
14273 int border_element_old[NUM_DIRECTIONS];
14276 for (i = 0; i < NUM_DIRECTIONS; i++)
14278 int xx = x + xy[i][0];
14279 int yy = y + xy[i][1];
14280 int border_element;
14282 border_element_old[i] = -1;
14284 if (!IN_LEV_FIELD(xx, yy))
14287 if (game.engine_version < VERSION_IDENT(3,0,7,0))
14288 border_element = Feld[xx][yy]; /* may be moving! */
14289 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
14290 border_element = Feld[xx][yy];
14291 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
14292 border_element = MovingOrBlocked2Element(xx, yy);
14294 continue; /* center and border element do not touch */
14296 border_element_old[i] = border_element;
14299 for (i = 0; i < NUM_DIRECTIONS; i++)
14301 int xx = x + xy[i][0];
14302 int yy = y + xy[i][1];
14303 int center_side = trigger_sides[i][0];
14304 int border_element = border_element_old[i];
14306 if (border_element == -1)
14309 /* check for change of border element */
14310 CheckElementChangeBySide(xx, yy, border_element, center_element,
14311 CE_TOUCHING_X, center_side);
14313 /* (center element cannot be player, so we dont have to check this here) */
14316 for (i = 0; i < NUM_DIRECTIONS; i++)
14318 int xx = x + xy[i][0];
14319 int yy = y + xy[i][1];
14320 int border_side = trigger_sides[i][1];
14321 int border_element = border_element_old[i];
14323 if (border_element == -1)
14326 /* check for change of center element (but change it only once) */
14327 if (!change_center_element)
14328 change_center_element =
14329 CheckElementChangeBySide(x, y, center_element, border_element,
14330 CE_TOUCHING_X, border_side);
14332 #if USE_FIX_CE_ACTION_WITH_PLAYER
14333 if (IS_PLAYER(xx, yy))
14335 /* use player element that is initially defined in the level playfield,
14336 not the player element that corresponds to the runtime player number
14337 (example: a level that contains EL_PLAYER_3 as the only player would
14338 incorrectly give EL_PLAYER_1 for "player->element_nr") */
14339 int player_element = PLAYERINFO(xx, yy)->initial_element;
14341 CheckElementChangeBySide(x, y, center_element, player_element,
14342 CE_TOUCHING_X, border_side);
14350 void TestIfElementTouchesCustomElement_OLD(int x, int y)
14352 static int xy[4][2] =
14359 static int trigger_sides[4][2] =
14361 /* center side border side */
14362 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
14363 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
14364 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
14365 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
14367 static int touch_dir[4] =
14369 MV_LEFT | MV_RIGHT,
14374 boolean change_center_element = FALSE;
14375 int center_element = Feld[x][y]; /* should always be non-moving! */
14378 for (i = 0; i < NUM_DIRECTIONS; i++)
14380 int xx = x + xy[i][0];
14381 int yy = y + xy[i][1];
14382 int center_side = trigger_sides[i][0];
14383 int border_side = trigger_sides[i][1];
14384 int border_element;
14386 if (!IN_LEV_FIELD(xx, yy))
14389 if (game.engine_version < VERSION_IDENT(3,0,7,0))
14390 border_element = Feld[xx][yy]; /* may be moving! */
14391 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
14392 border_element = Feld[xx][yy];
14393 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
14394 border_element = MovingOrBlocked2Element(xx, yy);
14396 continue; /* center and border element do not touch */
14398 /* check for change of center element (but change it only once) */
14399 if (!change_center_element)
14400 change_center_element =
14401 CheckElementChangeBySide(x, y, center_element, border_element,
14402 CE_TOUCHING_X, border_side);
14404 /* check for change of border element */
14405 CheckElementChangeBySide(xx, yy, border_element, center_element,
14406 CE_TOUCHING_X, center_side);
14412 void TestIfElementHitsCustomElement(int x, int y, int direction)
14414 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
14415 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
14416 int hitx = x + dx, hity = y + dy;
14417 int hitting_element = Feld[x][y];
14418 int touched_element;
14420 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
14423 touched_element = (IN_LEV_FIELD(hitx, hity) ?
14424 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
14426 if (IN_LEV_FIELD(hitx, hity))
14428 int opposite_direction = MV_DIR_OPPOSITE(direction);
14429 int hitting_side = direction;
14430 int touched_side = opposite_direction;
14431 boolean object_hit = (!IS_MOVING(hitx, hity) ||
14432 MovDir[hitx][hity] != direction ||
14433 ABS(MovPos[hitx][hity]) <= TILEY / 2);
14439 CheckElementChangeBySide(x, y, hitting_element, touched_element,
14440 CE_HITTING_X, touched_side);
14442 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
14443 CE_HIT_BY_X, hitting_side);
14445 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
14446 CE_HIT_BY_SOMETHING, opposite_direction);
14448 #if USE_FIX_CE_ACTION_WITH_PLAYER
14449 if (IS_PLAYER(hitx, hity))
14451 /* use player element that is initially defined in the level playfield,
14452 not the player element that corresponds to the runtime player number
14453 (example: a level that contains EL_PLAYER_3 as the only player would
14454 incorrectly give EL_PLAYER_1 for "player->element_nr") */
14455 int player_element = PLAYERINFO(hitx, hity)->initial_element;
14457 CheckElementChangeBySide(x, y, hitting_element, player_element,
14458 CE_HITTING_X, touched_side);
14464 /* "hitting something" is also true when hitting the playfield border */
14465 CheckElementChangeBySide(x, y, hitting_element, touched_element,
14466 CE_HITTING_SOMETHING, direction);
14470 void TestIfElementSmashesCustomElement(int x, int y, int direction)
14472 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
14473 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
14474 int hitx = x + dx, hity = y + dy;
14475 int hitting_element = Feld[x][y];
14476 int touched_element;
14478 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
14479 !IS_FREE(hitx, hity) &&
14480 (!IS_MOVING(hitx, hity) ||
14481 MovDir[hitx][hity] != direction ||
14482 ABS(MovPos[hitx][hity]) <= TILEY / 2));
14485 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
14489 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
14493 touched_element = (IN_LEV_FIELD(hitx, hity) ?
14494 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
14496 CheckElementChangeBySide(x, y, hitting_element, touched_element,
14497 EP_CAN_SMASH_EVERYTHING, direction);
14499 if (IN_LEV_FIELD(hitx, hity))
14501 int opposite_direction = MV_DIR_OPPOSITE(direction);
14502 int hitting_side = direction;
14503 int touched_side = opposite_direction;
14505 int touched_element = MovingOrBlocked2Element(hitx, hity);
14508 boolean object_hit = (!IS_MOVING(hitx, hity) ||
14509 MovDir[hitx][hity] != direction ||
14510 ABS(MovPos[hitx][hity]) <= TILEY / 2);
14519 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
14520 CE_SMASHED_BY_SOMETHING, opposite_direction);
14522 CheckElementChangeBySide(x, y, hitting_element, touched_element,
14523 CE_OTHER_IS_SMASHING, touched_side);
14525 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
14526 CE_OTHER_GETS_SMASHED, hitting_side);
14532 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
14534 int i, kill_x = -1, kill_y = -1;
14536 int bad_element = -1;
14537 static int test_xy[4][2] =
14544 static int test_dir[4] =
14552 for (i = 0; i < NUM_DIRECTIONS; i++)
14554 int test_x, test_y, test_move_dir, test_element;
14556 test_x = good_x + test_xy[i][0];
14557 test_y = good_y + test_xy[i][1];
14559 if (!IN_LEV_FIELD(test_x, test_y))
14563 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
14565 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
14567 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
14568 2nd case: DONT_TOUCH style bad thing does not move away from good thing
14570 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
14571 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
14575 bad_element = test_element;
14581 if (kill_x != -1 || kill_y != -1)
14583 if (IS_PLAYER(good_x, good_y))
14585 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
14587 if (player->shield_deadly_time_left > 0 &&
14588 !IS_INDESTRUCTIBLE(bad_element))
14589 Bang(kill_x, kill_y);
14590 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
14591 KillPlayer(player);
14594 Bang(good_x, good_y);
14598 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
14600 int i, kill_x = -1, kill_y = -1;
14601 int bad_element = Feld[bad_x][bad_y];
14602 static int test_xy[4][2] =
14609 static int touch_dir[4] =
14611 MV_LEFT | MV_RIGHT,
14616 static int test_dir[4] =
14624 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
14627 for (i = 0; i < NUM_DIRECTIONS; i++)
14629 int test_x, test_y, test_move_dir, test_element;
14631 test_x = bad_x + test_xy[i][0];
14632 test_y = bad_y + test_xy[i][1];
14634 if (!IN_LEV_FIELD(test_x, test_y))
14638 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
14640 test_element = Feld[test_x][test_y];
14642 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
14643 2nd case: DONT_TOUCH style bad thing does not move away from good thing
14645 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
14646 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
14648 /* good thing is player or penguin that does not move away */
14649 if (IS_PLAYER(test_x, test_y))
14651 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
14653 if (bad_element == EL_ROBOT && player->is_moving)
14654 continue; /* robot does not kill player if he is moving */
14656 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
14658 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
14659 continue; /* center and border element do not touch */
14667 else if (test_element == EL_PENGUIN)
14677 if (kill_x != -1 || kill_y != -1)
14679 if (IS_PLAYER(kill_x, kill_y))
14681 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
14683 if (player->shield_deadly_time_left > 0 &&
14684 !IS_INDESTRUCTIBLE(bad_element))
14685 Bang(bad_x, bad_y);
14686 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
14687 KillPlayer(player);
14690 Bang(kill_x, kill_y);
14694 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
14696 int bad_element = Feld[bad_x][bad_y];
14697 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
14698 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
14699 int test_x = bad_x + dx, test_y = bad_y + dy;
14700 int test_move_dir, test_element;
14701 int kill_x = -1, kill_y = -1;
14703 if (!IN_LEV_FIELD(test_x, test_y))
14707 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
14709 test_element = Feld[test_x][test_y];
14711 if (test_move_dir != bad_move_dir)
14713 /* good thing can be player or penguin that does not move away */
14714 if (IS_PLAYER(test_x, test_y))
14716 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
14718 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
14719 player as being hit when he is moving towards the bad thing, because
14720 the "get hit by" condition would be lost after the player stops) */
14721 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
14722 return; /* player moves away from bad thing */
14727 else if (test_element == EL_PENGUIN)
14734 if (kill_x != -1 || kill_y != -1)
14736 if (IS_PLAYER(kill_x, kill_y))
14738 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
14740 if (player->shield_deadly_time_left > 0 &&
14741 !IS_INDESTRUCTIBLE(bad_element))
14742 Bang(bad_x, bad_y);
14743 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
14744 KillPlayer(player);
14747 Bang(kill_x, kill_y);
14751 void TestIfPlayerTouchesBadThing(int x, int y)
14753 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
14756 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
14758 TestIfGoodThingHitsBadThing(x, y, move_dir);
14761 void TestIfBadThingTouchesPlayer(int x, int y)
14763 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
14766 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
14768 TestIfBadThingHitsGoodThing(x, y, move_dir);
14771 void TestIfFriendTouchesBadThing(int x, int y)
14773 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
14776 void TestIfBadThingTouchesFriend(int x, int y)
14778 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
14781 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
14783 int i, kill_x = bad_x, kill_y = bad_y;
14784 static int xy[4][2] =
14792 for (i = 0; i < NUM_DIRECTIONS; i++)
14796 x = bad_x + xy[i][0];
14797 y = bad_y + xy[i][1];
14798 if (!IN_LEV_FIELD(x, y))
14801 element = Feld[x][y];
14802 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
14803 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
14811 if (kill_x != bad_x || kill_y != bad_y)
14812 Bang(bad_x, bad_y);
14815 void KillPlayer(struct PlayerInfo *player)
14817 int jx = player->jx, jy = player->jy;
14819 if (!player->active)
14823 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
14824 player->killed, player->active, player->reanimated);
14827 /* the following code was introduced to prevent an infinite loop when calling
14829 -> CheckTriggeredElementChangeExt()
14830 -> ExecuteCustomElementAction()
14832 -> (infinitely repeating the above sequence of function calls)
14833 which occurs when killing the player while having a CE with the setting
14834 "kill player X when explosion of <player X>"; the solution using a new
14835 field "player->killed" was chosen for backwards compatibility, although
14836 clever use of the fields "player->active" etc. would probably also work */
14838 if (player->killed)
14842 player->killed = TRUE;
14844 /* remove accessible field at the player's position */
14845 Feld[jx][jy] = EL_EMPTY;
14847 /* deactivate shield (else Bang()/Explode() would not work right) */
14848 player->shield_normal_time_left = 0;
14849 player->shield_deadly_time_left = 0;
14852 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
14853 player->killed, player->active, player->reanimated);
14859 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
14860 player->killed, player->active, player->reanimated);
14863 #if USE_PLAYER_REANIMATION
14865 if (player->reanimated) /* killed player may have been reanimated */
14866 player->killed = player->reanimated = FALSE;
14868 BuryPlayer(player);
14870 if (player->killed) /* player may have been reanimated */
14871 BuryPlayer(player);
14874 BuryPlayer(player);
14878 static void KillPlayerUnlessEnemyProtected(int x, int y)
14880 if (!PLAYER_ENEMY_PROTECTED(x, y))
14881 KillPlayer(PLAYERINFO(x, y));
14884 static void KillPlayerUnlessExplosionProtected(int x, int y)
14886 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
14887 KillPlayer(PLAYERINFO(x, y));
14890 void BuryPlayer(struct PlayerInfo *player)
14892 int jx = player->jx, jy = player->jy;
14894 if (!player->active)
14897 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
14898 PlayLevelSound(jx, jy, SND_GAME_LOSING);
14900 player->GameOver = TRUE;
14901 RemovePlayer(player);
14904 void RemovePlayer(struct PlayerInfo *player)
14906 int jx = player->jx, jy = player->jy;
14907 int i, found = FALSE;
14909 player->present = FALSE;
14910 player->active = FALSE;
14912 if (!ExplodeField[jx][jy])
14913 StorePlayer[jx][jy] = 0;
14915 if (player->is_moving)
14916 TEST_DrawLevelField(player->last_jx, player->last_jy);
14918 for (i = 0; i < MAX_PLAYERS; i++)
14919 if (stored_player[i].active)
14923 AllPlayersGone = TRUE;
14929 #if USE_NEW_SNAP_DELAY
14930 static void setFieldForSnapping(int x, int y, int element, int direction)
14932 struct ElementInfo *ei = &element_info[element];
14933 int direction_bit = MV_DIR_TO_BIT(direction);
14934 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
14935 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
14936 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
14938 Feld[x][y] = EL_ELEMENT_SNAPPING;
14939 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
14941 ResetGfxAnimation(x, y);
14943 GfxElement[x][y] = element;
14944 GfxAction[x][y] = action;
14945 GfxDir[x][y] = direction;
14946 GfxFrame[x][y] = -1;
14951 =============================================================================
14952 checkDiagonalPushing()
14953 -----------------------------------------------------------------------------
14954 check if diagonal input device direction results in pushing of object
14955 (by checking if the alternative direction is walkable, diggable, ...)
14956 =============================================================================
14959 static boolean checkDiagonalPushing(struct PlayerInfo *player,
14960 int x, int y, int real_dx, int real_dy)
14962 int jx, jy, dx, dy, xx, yy;
14964 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
14967 /* diagonal direction: check alternative direction */
14972 xx = jx + (dx == 0 ? real_dx : 0);
14973 yy = jy + (dy == 0 ? real_dy : 0);
14975 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
14979 =============================================================================
14981 -----------------------------------------------------------------------------
14982 x, y: field next to player (non-diagonal) to try to dig to
14983 real_dx, real_dy: direction as read from input device (can be diagonal)
14984 =============================================================================
14987 static int DigField(struct PlayerInfo *player,
14988 int oldx, int oldy, int x, int y,
14989 int real_dx, int real_dy, int mode)
14991 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
14992 boolean player_was_pushing = player->is_pushing;
14993 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14994 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14995 int jx = oldx, jy = oldy;
14996 int dx = x - jx, dy = y - jy;
14997 int nextx = x + dx, nexty = y + dy;
14998 int move_direction = (dx == -1 ? MV_LEFT :
14999 dx == +1 ? MV_RIGHT :
15001 dy == +1 ? MV_DOWN : MV_NONE);
15002 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
15003 int dig_side = MV_DIR_OPPOSITE(move_direction);
15004 int old_element = Feld[jx][jy];
15005 #if USE_FIXED_DONT_RUN_INTO
15006 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
15012 if (is_player) /* function can also be called by EL_PENGUIN */
15014 if (player->MovPos == 0)
15016 player->is_digging = FALSE;
15017 player->is_collecting = FALSE;
15020 if (player->MovPos == 0) /* last pushing move finished */
15021 player->is_pushing = FALSE;
15023 if (mode == DF_NO_PUSH) /* player just stopped pushing */
15025 player->is_switching = FALSE;
15026 player->push_delay = -1;
15028 return MP_NO_ACTION;
15032 #if !USE_FIXED_DONT_RUN_INTO
15033 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
15034 return MP_NO_ACTION;
15037 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
15038 old_element = Back[jx][jy];
15040 /* in case of element dropped at player position, check background */
15041 else if (Back[jx][jy] != EL_EMPTY &&
15042 game.engine_version >= VERSION_IDENT(2,2,0,0))
15043 old_element = Back[jx][jy];
15045 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
15046 return MP_NO_ACTION; /* field has no opening in this direction */
15048 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
15049 return MP_NO_ACTION; /* field has no opening in this direction */
15051 #if USE_FIXED_DONT_RUN_INTO
15052 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
15056 Feld[jx][jy] = player->artwork_element;
15057 InitMovingField(jx, jy, MV_DOWN);
15058 Store[jx][jy] = EL_ACID;
15059 ContinueMoving(jx, jy);
15060 BuryPlayer(player);
15062 return MP_DONT_RUN_INTO;
15066 #if USE_FIXED_DONT_RUN_INTO
15067 if (player_can_move && DONT_RUN_INTO(element))
15069 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
15071 return MP_DONT_RUN_INTO;
15075 #if USE_FIXED_DONT_RUN_INTO
15076 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
15077 return MP_NO_ACTION;
15080 #if !USE_FIXED_DONT_RUN_INTO
15081 element = Feld[x][y];
15084 collect_count = element_info[element].collect_count_initial;
15086 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
15087 return MP_NO_ACTION;
15089 if (game.engine_version < VERSION_IDENT(2,2,0,0))
15090 player_can_move = player_can_move_or_snap;
15092 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
15093 game.engine_version >= VERSION_IDENT(2,2,0,0))
15095 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
15096 player->index_bit, dig_side);
15097 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
15098 player->index_bit, dig_side);
15100 if (element == EL_DC_LANDMINE)
15103 if (Feld[x][y] != element) /* field changed by snapping */
15106 return MP_NO_ACTION;
15109 #if USE_PLAYER_GRAVITY
15110 if (player->gravity && is_player && !player->is_auto_moving &&
15111 canFallDown(player) && move_direction != MV_DOWN &&
15112 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
15113 return MP_NO_ACTION; /* player cannot walk here due to gravity */
15115 if (game.gravity && is_player && !player->is_auto_moving &&
15116 canFallDown(player) && move_direction != MV_DOWN &&
15117 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
15118 return MP_NO_ACTION; /* player cannot walk here due to gravity */
15121 if (player_can_move &&
15122 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
15124 int sound_element = SND_ELEMENT(element);
15125 int sound_action = ACTION_WALKING;
15127 if (IS_RND_GATE(element))
15129 if (!player->key[RND_GATE_NR(element)])
15130 return MP_NO_ACTION;
15132 else if (IS_RND_GATE_GRAY(element))
15134 if (!player->key[RND_GATE_GRAY_NR(element)])
15135 return MP_NO_ACTION;
15137 else if (IS_RND_GATE_GRAY_ACTIVE(element))
15139 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
15140 return MP_NO_ACTION;
15142 else if (element == EL_EXIT_OPEN ||
15143 element == EL_EM_EXIT_OPEN ||
15145 element == EL_EM_EXIT_OPENING ||
15147 element == EL_STEEL_EXIT_OPEN ||
15148 element == EL_EM_STEEL_EXIT_OPEN ||
15150 element == EL_EM_STEEL_EXIT_OPENING ||
15152 element == EL_SP_EXIT_OPEN ||
15153 element == EL_SP_EXIT_OPENING)
15155 sound_action = ACTION_PASSING; /* player is passing exit */
15157 else if (element == EL_EMPTY)
15159 sound_action = ACTION_MOVING; /* nothing to walk on */
15162 /* play sound from background or player, whatever is available */
15163 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
15164 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
15166 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
15168 else if (player_can_move &&
15169 IS_PASSABLE(element) && canPassField(x, y, move_direction))
15171 if (!ACCESS_FROM(element, opposite_direction))
15172 return MP_NO_ACTION; /* field not accessible from this direction */
15174 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
15175 return MP_NO_ACTION;
15177 if (IS_EM_GATE(element))
15179 if (!player->key[EM_GATE_NR(element)])
15180 return MP_NO_ACTION;
15182 else if (IS_EM_GATE_GRAY(element))
15184 if (!player->key[EM_GATE_GRAY_NR(element)])
15185 return MP_NO_ACTION;
15187 else if (IS_EM_GATE_GRAY_ACTIVE(element))
15189 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
15190 return MP_NO_ACTION;
15192 else if (IS_EMC_GATE(element))
15194 if (!player->key[EMC_GATE_NR(element)])
15195 return MP_NO_ACTION;
15197 else if (IS_EMC_GATE_GRAY(element))
15199 if (!player->key[EMC_GATE_GRAY_NR(element)])
15200 return MP_NO_ACTION;
15202 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
15204 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
15205 return MP_NO_ACTION;
15207 else if (element == EL_DC_GATE_WHITE ||
15208 element == EL_DC_GATE_WHITE_GRAY ||
15209 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
15211 if (player->num_white_keys == 0)
15212 return MP_NO_ACTION;
15214 player->num_white_keys--;
15216 else if (IS_SP_PORT(element))
15218 if (element == EL_SP_GRAVITY_PORT_LEFT ||
15219 element == EL_SP_GRAVITY_PORT_RIGHT ||
15220 element == EL_SP_GRAVITY_PORT_UP ||
15221 element == EL_SP_GRAVITY_PORT_DOWN)
15222 #if USE_PLAYER_GRAVITY
15223 player->gravity = !player->gravity;
15225 game.gravity = !game.gravity;
15227 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
15228 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
15229 element == EL_SP_GRAVITY_ON_PORT_UP ||
15230 element == EL_SP_GRAVITY_ON_PORT_DOWN)
15231 #if USE_PLAYER_GRAVITY
15232 player->gravity = TRUE;
15234 game.gravity = TRUE;
15236 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
15237 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
15238 element == EL_SP_GRAVITY_OFF_PORT_UP ||
15239 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
15240 #if USE_PLAYER_GRAVITY
15241 player->gravity = FALSE;
15243 game.gravity = FALSE;
15247 /* automatically move to the next field with double speed */
15248 player->programmed_action = move_direction;
15250 if (player->move_delay_reset_counter == 0)
15252 player->move_delay_reset_counter = 2; /* two double speed steps */
15254 DOUBLE_PLAYER_SPEED(player);
15257 PlayLevelSoundAction(x, y, ACTION_PASSING);
15259 else if (player_can_move_or_snap && IS_DIGGABLE(element))
15263 if (mode != DF_SNAP)
15265 GfxElement[x][y] = GFX_ELEMENT(element);
15266 player->is_digging = TRUE;
15269 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15271 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
15272 player->index_bit, dig_side);
15274 if (mode == DF_SNAP)
15276 #if USE_NEW_SNAP_DELAY
15277 if (level.block_snap_field)
15278 setFieldForSnapping(x, y, element, move_direction);
15280 TestIfElementTouchesCustomElement(x, y); /* for empty space */
15282 TestIfElementTouchesCustomElement(x, y); /* for empty space */
15285 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
15286 player->index_bit, dig_side);
15289 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
15293 if (is_player && mode != DF_SNAP)
15295 GfxElement[x][y] = element;
15296 player->is_collecting = TRUE;
15299 if (element == EL_SPEED_PILL)
15301 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
15303 else if (element == EL_EXTRA_TIME && level.time > 0)
15305 TimeLeft += level.extra_time;
15308 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
15310 DisplayGameControlValues();
15312 DrawGameValue_Time(TimeLeft);
15315 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
15317 player->shield_normal_time_left += level.shield_normal_time;
15318 if (element == EL_SHIELD_DEADLY)
15319 player->shield_deadly_time_left += level.shield_deadly_time;
15321 else if (element == EL_DYNAMITE ||
15322 element == EL_EM_DYNAMITE ||
15323 element == EL_SP_DISK_RED)
15325 if (player->inventory_size < MAX_INVENTORY_SIZE)
15326 player->inventory_element[player->inventory_size++] = element;
15328 DrawGameDoorValues();
15330 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
15332 player->dynabomb_count++;
15333 player->dynabombs_left++;
15335 else if (element == EL_DYNABOMB_INCREASE_SIZE)
15337 player->dynabomb_size++;
15339 else if (element == EL_DYNABOMB_INCREASE_POWER)
15341 player->dynabomb_xl = TRUE;
15343 else if (IS_KEY(element))
15345 player->key[KEY_NR(element)] = TRUE;
15347 DrawGameDoorValues();
15349 else if (element == EL_DC_KEY_WHITE)
15351 player->num_white_keys++;
15353 /* display white keys? */
15354 /* DrawGameDoorValues(); */
15356 else if (IS_ENVELOPE(element))
15358 player->show_envelope = element;
15360 else if (element == EL_EMC_LENSES)
15362 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
15364 RedrawAllInvisibleElementsForLenses();
15366 else if (element == EL_EMC_MAGNIFIER)
15368 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
15370 RedrawAllInvisibleElementsForMagnifier();
15372 else if (IS_DROPPABLE(element) ||
15373 IS_THROWABLE(element)) /* can be collected and dropped */
15377 if (collect_count == 0)
15378 player->inventory_infinite_element = element;
15380 for (i = 0; i < collect_count; i++)
15381 if (player->inventory_size < MAX_INVENTORY_SIZE)
15382 player->inventory_element[player->inventory_size++] = element;
15384 DrawGameDoorValues();
15386 else if (collect_count > 0)
15388 local_player->gems_still_needed -= collect_count;
15389 if (local_player->gems_still_needed < 0)
15390 local_player->gems_still_needed = 0;
15393 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
15395 DisplayGameControlValues();
15397 DrawGameValue_Emeralds(local_player->gems_still_needed);
15401 RaiseScoreElement(element);
15402 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15405 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
15406 player->index_bit, dig_side);
15408 if (mode == DF_SNAP)
15410 #if USE_NEW_SNAP_DELAY
15411 if (level.block_snap_field)
15412 setFieldForSnapping(x, y, element, move_direction);
15414 TestIfElementTouchesCustomElement(x, y); /* for empty space */
15416 TestIfElementTouchesCustomElement(x, y); /* for empty space */
15419 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
15420 player->index_bit, dig_side);
15423 else if (player_can_move_or_snap && IS_PUSHABLE(element))
15425 if (mode == DF_SNAP && element != EL_BD_ROCK)
15426 return MP_NO_ACTION;
15428 if (CAN_FALL(element) && dy)
15429 return MP_NO_ACTION;
15431 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
15432 !(element == EL_SPRING && level.use_spring_bug))
15433 return MP_NO_ACTION;
15435 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
15436 ((move_direction & MV_VERTICAL &&
15437 ((element_info[element].move_pattern & MV_LEFT &&
15438 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
15439 (element_info[element].move_pattern & MV_RIGHT &&
15440 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
15441 (move_direction & MV_HORIZONTAL &&
15442 ((element_info[element].move_pattern & MV_UP &&
15443 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
15444 (element_info[element].move_pattern & MV_DOWN &&
15445 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
15446 return MP_NO_ACTION;
15448 /* do not push elements already moving away faster than player */
15449 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
15450 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
15451 return MP_NO_ACTION;
15453 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
15455 if (player->push_delay_value == -1 || !player_was_pushing)
15456 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
15458 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
15460 if (player->push_delay_value == -1)
15461 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
15463 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
15465 if (!player->is_pushing)
15466 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
15469 player->is_pushing = TRUE;
15470 player->is_active = TRUE;
15472 if (!(IN_LEV_FIELD(nextx, nexty) &&
15473 (IS_FREE(nextx, nexty) ||
15474 (IS_SB_ELEMENT(element) &&
15475 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
15476 (IS_CUSTOM_ELEMENT(element) &&
15477 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
15478 return MP_NO_ACTION;
15480 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
15481 return MP_NO_ACTION;
15483 if (player->push_delay == -1) /* new pushing; restart delay */
15484 player->push_delay = 0;
15486 if (player->push_delay < player->push_delay_value &&
15487 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
15488 element != EL_SPRING && element != EL_BALLOON)
15490 /* make sure that there is no move delay before next try to push */
15491 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
15492 player->move_delay = 0;
15494 return MP_NO_ACTION;
15497 if (IS_CUSTOM_ELEMENT(element) &&
15498 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
15500 if (!DigFieldByCE(nextx, nexty, element))
15501 return MP_NO_ACTION;
15504 if (IS_SB_ELEMENT(element))
15506 if (element == EL_SOKOBAN_FIELD_FULL)
15508 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
15509 local_player->sokobanfields_still_needed++;
15512 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
15514 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
15515 local_player->sokobanfields_still_needed--;
15518 Feld[x][y] = EL_SOKOBAN_OBJECT;
15520 if (Back[x][y] == Back[nextx][nexty])
15521 PlayLevelSoundAction(x, y, ACTION_PUSHING);
15522 else if (Back[x][y] != 0)
15523 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
15526 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
15530 if (local_player->sokobanfields_still_needed == 0 &&
15531 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
15533 if (local_player->sokobanfields_still_needed == 0 &&
15534 game.emulation == EMU_SOKOBAN)
15537 PlayerWins(player);
15539 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
15543 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15545 InitMovingField(x, y, move_direction);
15546 GfxAction[x][y] = ACTION_PUSHING;
15548 if (mode == DF_SNAP)
15549 ContinueMoving(x, y);
15551 MovPos[x][y] = (dx != 0 ? dx : dy);
15553 Pushed[x][y] = TRUE;
15554 Pushed[nextx][nexty] = TRUE;
15556 if (game.engine_version < VERSION_IDENT(2,2,0,7))
15557 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
15559 player->push_delay_value = -1; /* get new value later */
15561 /* check for element change _after_ element has been pushed */
15562 if (game.use_change_when_pushing_bug)
15564 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
15565 player->index_bit, dig_side);
15566 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
15567 player->index_bit, dig_side);
15570 else if (IS_SWITCHABLE(element))
15572 if (PLAYER_SWITCHING(player, x, y))
15574 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
15575 player->index_bit, dig_side);
15580 player->is_switching = TRUE;
15581 player->switch_x = x;
15582 player->switch_y = y;
15584 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15586 if (element == EL_ROBOT_WHEEL)
15588 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
15592 game.robot_wheel_active = TRUE;
15594 TEST_DrawLevelField(x, y);
15596 else if (element == EL_SP_TERMINAL)
15600 SCAN_PLAYFIELD(xx, yy)
15602 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
15604 else if (Feld[xx][yy] == EL_SP_TERMINAL)
15605 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
15608 else if (IS_BELT_SWITCH(element))
15610 ToggleBeltSwitch(x, y);
15612 else if (element == EL_SWITCHGATE_SWITCH_UP ||
15613 element == EL_SWITCHGATE_SWITCH_DOWN ||
15614 element == EL_DC_SWITCHGATE_SWITCH_UP ||
15615 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
15617 ToggleSwitchgateSwitch(x, y);
15619 else if (element == EL_LIGHT_SWITCH ||
15620 element == EL_LIGHT_SWITCH_ACTIVE)
15622 ToggleLightSwitch(x, y);
15624 else if (element == EL_TIMEGATE_SWITCH ||
15625 element == EL_DC_TIMEGATE_SWITCH)
15627 ActivateTimegateSwitch(x, y);
15629 else if (element == EL_BALLOON_SWITCH_LEFT ||
15630 element == EL_BALLOON_SWITCH_RIGHT ||
15631 element == EL_BALLOON_SWITCH_UP ||
15632 element == EL_BALLOON_SWITCH_DOWN ||
15633 element == EL_BALLOON_SWITCH_NONE ||
15634 element == EL_BALLOON_SWITCH_ANY)
15636 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
15637 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
15638 element == EL_BALLOON_SWITCH_UP ? MV_UP :
15639 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
15640 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
15643 else if (element == EL_LAMP)
15645 Feld[x][y] = EL_LAMP_ACTIVE;
15646 local_player->lights_still_needed--;
15648 ResetGfxAnimation(x, y);
15649 TEST_DrawLevelField(x, y);
15651 else if (element == EL_TIME_ORB_FULL)
15653 Feld[x][y] = EL_TIME_ORB_EMPTY;
15655 if (level.time > 0 || level.use_time_orb_bug)
15657 TimeLeft += level.time_orb_time;
15660 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
15662 DisplayGameControlValues();
15664 DrawGameValue_Time(TimeLeft);
15668 ResetGfxAnimation(x, y);
15669 TEST_DrawLevelField(x, y);
15671 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
15672 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
15676 game.ball_state = !game.ball_state;
15678 SCAN_PLAYFIELD(xx, yy)
15680 int e = Feld[xx][yy];
15682 if (game.ball_state)
15684 if (e == EL_EMC_MAGIC_BALL)
15685 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
15686 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
15687 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
15691 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
15692 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
15693 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
15694 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
15699 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
15700 player->index_bit, dig_side);
15702 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
15703 player->index_bit, dig_side);
15705 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
15706 player->index_bit, dig_side);
15712 if (!PLAYER_SWITCHING(player, x, y))
15714 player->is_switching = TRUE;
15715 player->switch_x = x;
15716 player->switch_y = y;
15718 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
15719 player->index_bit, dig_side);
15720 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
15721 player->index_bit, dig_side);
15723 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
15724 player->index_bit, dig_side);
15725 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
15726 player->index_bit, dig_side);
15729 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
15730 player->index_bit, dig_side);
15731 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
15732 player->index_bit, dig_side);
15734 return MP_NO_ACTION;
15737 player->push_delay = -1;
15739 if (is_player) /* function can also be called by EL_PENGUIN */
15741 if (Feld[x][y] != element) /* really digged/collected something */
15743 player->is_collecting = !player->is_digging;
15744 player->is_active = TRUE;
15751 static boolean DigFieldByCE(int x, int y, int digging_element)
15753 int element = Feld[x][y];
15755 if (!IS_FREE(x, y))
15757 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
15758 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
15761 /* no element can dig solid indestructible elements */
15762 if (IS_INDESTRUCTIBLE(element) &&
15763 !IS_DIGGABLE(element) &&
15764 !IS_COLLECTIBLE(element))
15767 if (AmoebaNr[x][y] &&
15768 (element == EL_AMOEBA_FULL ||
15769 element == EL_BD_AMOEBA ||
15770 element == EL_AMOEBA_GROWING))
15772 AmoebaCnt[AmoebaNr[x][y]]--;
15773 AmoebaCnt2[AmoebaNr[x][y]]--;
15776 if (IS_MOVING(x, y))
15777 RemoveMovingField(x, y);
15781 TEST_DrawLevelField(x, y);
15784 /* if digged element was about to explode, prevent the explosion */
15785 ExplodeField[x][y] = EX_TYPE_NONE;
15787 PlayLevelSoundAction(x, y, action);
15790 Store[x][y] = EL_EMPTY;
15793 /* this makes it possible to leave the removed element again */
15794 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
15795 Store[x][y] = element;
15797 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
15799 int move_leave_element = element_info[digging_element].move_leave_element;
15801 /* this makes it possible to leave the removed element again */
15802 Store[x][y] = (move_leave_element == EL_TRIGGER_ELEMENT ?
15803 element : move_leave_element);
15810 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
15812 int jx = player->jx, jy = player->jy;
15813 int x = jx + dx, y = jy + dy;
15814 int snap_direction = (dx == -1 ? MV_LEFT :
15815 dx == +1 ? MV_RIGHT :
15817 dy == +1 ? MV_DOWN : MV_NONE);
15818 boolean can_continue_snapping = (level.continuous_snapping &&
15819 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
15821 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
15824 if (!player->active || !IN_LEV_FIELD(x, y))
15832 if (player->MovPos == 0)
15833 player->is_pushing = FALSE;
15835 player->is_snapping = FALSE;
15837 if (player->MovPos == 0)
15839 player->is_moving = FALSE;
15840 player->is_digging = FALSE;
15841 player->is_collecting = FALSE;
15847 #if USE_NEW_CONTINUOUS_SNAPPING
15848 /* prevent snapping with already pressed snap key when not allowed */
15849 if (player->is_snapping && !can_continue_snapping)
15852 if (player->is_snapping)
15856 player->MovDir = snap_direction;
15858 if (player->MovPos == 0)
15860 player->is_moving = FALSE;
15861 player->is_digging = FALSE;
15862 player->is_collecting = FALSE;
15865 player->is_dropping = FALSE;
15866 player->is_dropping_pressed = FALSE;
15867 player->drop_pressed_delay = 0;
15869 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
15872 player->is_snapping = TRUE;
15873 player->is_active = TRUE;
15875 if (player->MovPos == 0)
15877 player->is_moving = FALSE;
15878 player->is_digging = FALSE;
15879 player->is_collecting = FALSE;
15882 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
15883 TEST_DrawLevelField(player->last_jx, player->last_jy);
15885 TEST_DrawLevelField(x, y);
15890 static boolean DropElement(struct PlayerInfo *player)
15892 int old_element, new_element;
15893 int dropx = player->jx, dropy = player->jy;
15894 int drop_direction = player->MovDir;
15895 int drop_side = drop_direction;
15897 int drop_element = get_next_dropped_element(player);
15899 int drop_element = (player->inventory_size > 0 ?
15900 player->inventory_element[player->inventory_size - 1] :
15901 player->inventory_infinite_element != EL_UNDEFINED ?
15902 player->inventory_infinite_element :
15903 player->dynabombs_left > 0 ?
15904 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
15908 player->is_dropping_pressed = TRUE;
15910 /* do not drop an element on top of another element; when holding drop key
15911 pressed without moving, dropped element must move away before the next
15912 element can be dropped (this is especially important if the next element
15913 is dynamite, which can be placed on background for historical reasons) */
15914 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
15917 if (IS_THROWABLE(drop_element))
15919 dropx += GET_DX_FROM_DIR(drop_direction);
15920 dropy += GET_DY_FROM_DIR(drop_direction);
15922 if (!IN_LEV_FIELD(dropx, dropy))
15926 old_element = Feld[dropx][dropy]; /* old element at dropping position */
15927 new_element = drop_element; /* default: no change when dropping */
15929 /* check if player is active, not moving and ready to drop */
15930 if (!player->active || player->MovPos || player->drop_delay > 0)
15933 /* check if player has anything that can be dropped */
15934 if (new_element == EL_UNDEFINED)
15937 /* check if drop key was pressed long enough for EM style dynamite */
15938 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
15941 /* check if anything can be dropped at the current position */
15942 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
15945 /* collected custom elements can only be dropped on empty fields */
15946 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
15949 if (old_element != EL_EMPTY)
15950 Back[dropx][dropy] = old_element; /* store old element on this field */
15952 ResetGfxAnimation(dropx, dropy);
15953 ResetRandomAnimationValue(dropx, dropy);
15955 if (player->inventory_size > 0 ||
15956 player->inventory_infinite_element != EL_UNDEFINED)
15958 if (player->inventory_size > 0)
15960 player->inventory_size--;
15962 DrawGameDoorValues();
15964 if (new_element == EL_DYNAMITE)
15965 new_element = EL_DYNAMITE_ACTIVE;
15966 else if (new_element == EL_EM_DYNAMITE)
15967 new_element = EL_EM_DYNAMITE_ACTIVE;
15968 else if (new_element == EL_SP_DISK_RED)
15969 new_element = EL_SP_DISK_RED_ACTIVE;
15972 Feld[dropx][dropy] = new_element;
15974 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15975 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15976 el2img(Feld[dropx][dropy]), 0);
15978 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15980 /* needed if previous element just changed to "empty" in the last frame */
15981 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
15983 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
15984 player->index_bit, drop_side);
15985 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
15987 player->index_bit, drop_side);
15989 TestIfElementTouchesCustomElement(dropx, dropy);
15991 else /* player is dropping a dyna bomb */
15993 player->dynabombs_left--;
15995 Feld[dropx][dropy] = new_element;
15997 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15998 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15999 el2img(Feld[dropx][dropy]), 0);
16001 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
16004 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
16005 InitField_WithBug1(dropx, dropy, FALSE);
16007 new_element = Feld[dropx][dropy]; /* element might have changed */
16009 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
16010 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
16012 int move_direction, nextx, nexty;
16014 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
16015 MovDir[dropx][dropy] = drop_direction;
16017 move_direction = MovDir[dropx][dropy];
16018 nextx = dropx + GET_DX_FROM_DIR(move_direction);
16019 nexty = dropy + GET_DY_FROM_DIR(move_direction);
16021 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
16023 #if USE_FIX_IMPACT_COLLISION
16024 /* do not cause impact style collision by dropping elements that can fall */
16025 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
16027 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
16031 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
16032 player->is_dropping = TRUE;
16034 player->drop_pressed_delay = 0;
16035 player->is_dropping_pressed = FALSE;
16037 player->drop_x = dropx;
16038 player->drop_y = dropy;
16043 /* ------------------------------------------------------------------------- */
16044 /* game sound playing functions */
16045 /* ------------------------------------------------------------------------- */
16047 static int *loop_sound_frame = NULL;
16048 static int *loop_sound_volume = NULL;
16050 void InitPlayLevelSound()
16052 int num_sounds = getSoundListSize();
16054 checked_free(loop_sound_frame);
16055 checked_free(loop_sound_volume);
16057 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
16058 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
16061 static void PlayLevelSound(int x, int y, int nr)
16063 int sx = SCREENX(x), sy = SCREENY(y);
16064 int volume, stereo_position;
16065 int max_distance = 8;
16066 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
16068 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
16069 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
16072 if (!IN_LEV_FIELD(x, y) ||
16073 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
16074 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
16077 volume = SOUND_MAX_VOLUME;
16079 if (!IN_SCR_FIELD(sx, sy))
16081 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
16082 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
16084 volume -= volume * (dx > dy ? dx : dy) / max_distance;
16087 stereo_position = (SOUND_MAX_LEFT +
16088 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
16089 (SCR_FIELDX + 2 * max_distance));
16091 if (IS_LOOP_SOUND(nr))
16093 /* This assures that quieter loop sounds do not overwrite louder ones,
16094 while restarting sound volume comparison with each new game frame. */
16096 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
16099 loop_sound_volume[nr] = volume;
16100 loop_sound_frame[nr] = FrameCounter;
16103 PlaySoundExt(nr, volume, stereo_position, type);
16106 static void PlayLevelSoundNearest(int x, int y, int sound_action)
16108 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
16109 x > LEVELX(BX2) ? LEVELX(BX2) : x,
16110 y < LEVELY(BY1) ? LEVELY(BY1) :
16111 y > LEVELY(BY2) ? LEVELY(BY2) : y,
16115 static void PlayLevelSoundAction(int x, int y, int action)
16117 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
16120 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
16122 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
16124 if (sound_effect != SND_UNDEFINED)
16125 PlayLevelSound(x, y, sound_effect);
16128 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
16131 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
16133 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
16134 PlayLevelSound(x, y, sound_effect);
16137 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
16139 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
16141 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
16142 PlayLevelSound(x, y, sound_effect);
16145 static void StopLevelSoundActionIfLoop(int x, int y, int action)
16147 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
16149 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
16150 StopSound(sound_effect);
16153 static void PlayLevelMusic()
16155 if (levelset.music[level_nr] != MUS_UNDEFINED)
16156 PlayMusic(levelset.music[level_nr]); /* from config file */
16158 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
16161 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
16163 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
16164 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
16165 int x = xx - 1 - offset;
16166 int y = yy - 1 - offset;
16171 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
16175 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
16179 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
16183 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
16187 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
16191 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
16195 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
16198 case SAMPLE_android_clone:
16199 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
16202 case SAMPLE_android_move:
16203 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
16206 case SAMPLE_spring:
16207 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
16211 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
16215 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
16218 case SAMPLE_eater_eat:
16219 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
16223 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
16226 case SAMPLE_collect:
16227 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
16230 case SAMPLE_diamond:
16231 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
16234 case SAMPLE_squash:
16235 /* !!! CHECK THIS !!! */
16237 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
16239 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
16243 case SAMPLE_wonderfall:
16244 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
16248 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
16252 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
16256 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
16260 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
16264 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
16268 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
16271 case SAMPLE_wonder:
16272 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
16276 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
16279 case SAMPLE_exit_open:
16280 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
16283 case SAMPLE_exit_leave:
16284 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
16287 case SAMPLE_dynamite:
16288 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
16292 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
16296 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
16300 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
16304 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
16308 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
16312 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
16316 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
16321 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
16323 int element = map_element_SP_to_RND(element_sp);
16324 int action = map_action_SP_to_RND(action_sp);
16325 int offset = (setup.sp_show_border_elements ? 0 : 1);
16326 int x = xx - offset;
16327 int y = yy - offset;
16330 printf("::: %d -> %d\n", element_sp, action_sp);
16333 PlayLevelSoundElementAction(x, y, element, action);
16337 void ChangeTime(int value)
16339 int *time = (level.time == 0 ? &TimePlayed : &TimeLeft);
16343 /* EMC game engine uses value from time counter of RND game engine */
16344 level.native_em_level->lev->time = *time;
16346 DrawGameValue_Time(*time);
16349 void RaiseScore(int value)
16351 /* EMC game engine and RND game engine have separate score counters */
16352 int *score = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
16353 &level.native_em_level->lev->score : &local_player->score);
16357 DrawGameValue_Score(*score);
16361 void RaiseScore(int value)
16363 local_player->score += value;
16366 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
16368 DisplayGameControlValues();
16370 DrawGameValue_Score(local_player->score);
16374 void RaiseScoreElement(int element)
16379 case EL_BD_DIAMOND:
16380 case EL_EMERALD_YELLOW:
16381 case EL_EMERALD_RED:
16382 case EL_EMERALD_PURPLE:
16383 case EL_SP_INFOTRON:
16384 RaiseScore(level.score[SC_EMERALD]);
16387 RaiseScore(level.score[SC_DIAMOND]);
16390 RaiseScore(level.score[SC_CRYSTAL]);
16393 RaiseScore(level.score[SC_PEARL]);
16396 case EL_BD_BUTTERFLY:
16397 case EL_SP_ELECTRON:
16398 RaiseScore(level.score[SC_BUG]);
16401 case EL_BD_FIREFLY:
16402 case EL_SP_SNIKSNAK:
16403 RaiseScore(level.score[SC_SPACESHIP]);
16406 case EL_DARK_YAMYAM:
16407 RaiseScore(level.score[SC_YAMYAM]);
16410 RaiseScore(level.score[SC_ROBOT]);
16413 RaiseScore(level.score[SC_PACMAN]);
16416 RaiseScore(level.score[SC_NUT]);
16419 case EL_EM_DYNAMITE:
16420 case EL_SP_DISK_RED:
16421 case EL_DYNABOMB_INCREASE_NUMBER:
16422 case EL_DYNABOMB_INCREASE_SIZE:
16423 case EL_DYNABOMB_INCREASE_POWER:
16424 RaiseScore(level.score[SC_DYNAMITE]);
16426 case EL_SHIELD_NORMAL:
16427 case EL_SHIELD_DEADLY:
16428 RaiseScore(level.score[SC_SHIELD]);
16430 case EL_EXTRA_TIME:
16431 RaiseScore(level.extra_time_score);
16445 case EL_DC_KEY_WHITE:
16446 RaiseScore(level.score[SC_KEY]);
16449 RaiseScore(element_info[element].collect_score);
16454 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
16456 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
16458 #if defined(NETWORK_AVALIABLE)
16459 if (options.network)
16460 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
16469 FadeSkipNextFadeIn();
16471 fading = fading_none;
16475 OpenDoor(DOOR_CLOSE_1);
16478 game_status = GAME_MODE_MAIN;
16481 DrawAndFadeInMainMenu(REDRAW_FIELD);
16489 FadeOut(REDRAW_FIELD);
16492 game_status = GAME_MODE_MAIN;
16494 DrawAndFadeInMainMenu(REDRAW_FIELD);
16498 else /* continue playing the game */
16500 if (tape.playing && tape.deactivate_display)
16501 TapeDeactivateDisplayOff(TRUE);
16503 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
16505 if (tape.playing && tape.deactivate_display)
16506 TapeDeactivateDisplayOn();
16510 void RequestQuitGame(boolean ask_if_really_quit)
16512 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
16513 boolean skip_request = AllPlayersGone || quick_quit;
16515 RequestQuitGameExt(skip_request, quick_quit,
16516 "Do you really want to quit the game ?");
16520 /* ------------------------------------------------------------------------- */
16521 /* random generator functions */
16522 /* ------------------------------------------------------------------------- */
16524 unsigned int InitEngineRandom_RND(int seed)
16526 game.num_random_calls = 0;
16529 unsigned int rnd_seed = InitEngineRandom(seed);
16531 printf("::: START RND: %d\n", rnd_seed);
16536 return InitEngineRandom(seed);
16542 unsigned int RND(int max)
16546 game.num_random_calls++;
16548 return GetEngineRandom(max);
16555 /* ------------------------------------------------------------------------- */
16556 /* game engine snapshot handling functions */
16557 /* ------------------------------------------------------------------------- */
16559 struct EngineSnapshotInfo
16561 /* runtime values for custom element collect score */
16562 int collect_score[NUM_CUSTOM_ELEMENTS];
16564 /* runtime values for group element choice position */
16565 int choice_pos[NUM_GROUP_ELEMENTS];
16567 /* runtime values for belt position animations */
16568 int belt_graphic[4][NUM_BELT_PARTS];
16569 int belt_anim_mode[4][NUM_BELT_PARTS];
16572 static struct EngineSnapshotInfo engine_snapshot_rnd;
16573 static char *snapshot_level_identifier = NULL;
16574 static int snapshot_level_nr = -1;
16576 static void SaveEngineSnapshotValues_RND()
16578 static int belt_base_active_element[4] =
16580 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
16581 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
16582 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
16583 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
16587 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
16589 int element = EL_CUSTOM_START + i;
16591 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
16594 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
16596 int element = EL_GROUP_START + i;
16598 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
16601 for (i = 0; i < 4; i++)
16603 for (j = 0; j < NUM_BELT_PARTS; j++)
16605 int element = belt_base_active_element[i] + j;
16606 int graphic = el2img(element);
16607 int anim_mode = graphic_info[graphic].anim_mode;
16609 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
16610 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
16615 static void LoadEngineSnapshotValues_RND()
16617 unsigned int num_random_calls = game.num_random_calls;
16620 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
16622 int element = EL_CUSTOM_START + i;
16624 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
16627 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
16629 int element = EL_GROUP_START + i;
16631 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
16634 for (i = 0; i < 4; i++)
16636 for (j = 0; j < NUM_BELT_PARTS; j++)
16638 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
16639 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
16641 graphic_info[graphic].anim_mode = anim_mode;
16645 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16647 InitRND(tape.random_seed);
16648 for (i = 0; i < num_random_calls; i++)
16652 if (game.num_random_calls != num_random_calls)
16654 Error(ERR_INFO, "number of random calls out of sync");
16655 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
16656 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
16657 Error(ERR_EXIT, "this should not happen -- please debug");
16661 void SaveEngineSnapshot()
16663 /* do not save snapshots from editor */
16664 if (level_editor_test_game)
16667 /* free previous snapshot buffers, if needed */
16668 FreeEngineSnapshotBuffers();
16670 /* copy some special values to a structure better suited for the snapshot */
16672 SaveEngineSnapshotValues_RND();
16673 SaveEngineSnapshotValues_EM();
16674 SaveEngineSnapshotValues_SP();
16676 /* save values stored in special snapshot structure */
16678 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
16679 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
16680 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
16682 /* save further RND engine values */
16684 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(stored_player));
16685 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(game));
16686 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(tape));
16688 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZX));
16689 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZY));
16690 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitX));
16691 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitY));
16693 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
16694 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
16695 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
16696 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
16697 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TapeTime));
16699 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
16700 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
16701 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
16703 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
16705 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
16707 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
16708 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
16710 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Feld));
16711 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovPos));
16712 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDir));
16713 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDelay));
16714 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
16715 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangePage));
16716 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CustomValue));
16717 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store));
16718 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store2));
16719 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
16720 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Back));
16721 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
16722 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
16723 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
16724 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
16725 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
16726 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Stop));
16727 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Pushed));
16729 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
16730 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
16732 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
16733 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
16734 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
16736 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
16737 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
16739 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
16740 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
16741 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxElement));
16742 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxAction));
16743 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxDir));
16745 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_x));
16746 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_y));
16748 /* save level identification information */
16750 setString(&snapshot_level_identifier, leveldir_current->identifier);
16751 snapshot_level_nr = level_nr;
16754 ListNode *node = engine_snapshot_list_rnd;
16757 while (node != NULL)
16759 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
16764 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
16768 void LoadEngineSnapshot()
16770 /* restore generically stored snapshot buffers */
16772 LoadEngineSnapshotBuffers();
16774 /* restore special values from snapshot structure */
16776 LoadEngineSnapshotValues_RND();
16777 LoadEngineSnapshotValues_EM();
16778 LoadEngineSnapshotValues_SP();
16781 boolean CheckEngineSnapshot()
16783 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
16784 snapshot_level_nr == level_nr);
16788 /* ---------- new game button stuff ---------------------------------------- */
16796 } gamebutton_info[NUM_GAME_BUTTONS] =
16799 IMG_GAME_BUTTON_GFX_STOP, &game.button.stop,
16800 GAME_CTRL_ID_STOP, "stop game"
16803 IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause,
16804 GAME_CTRL_ID_PAUSE, "pause game"
16807 IMG_GAME_BUTTON_GFX_PLAY, &game.button.play,
16808 GAME_CTRL_ID_PLAY, "play game"
16811 IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
16812 SOUND_CTRL_ID_MUSIC, "background music on/off"
16815 IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
16816 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
16819 IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
16820 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
16824 void CreateGameButtons()
16828 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16830 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
16831 struct Rect *pos = gamebutton_info[i].pos;
16832 struct GadgetInfo *gi;
16835 unsigned int event_mask;
16836 int gd_x = gfx->src_x;
16837 int gd_y = gfx->src_y;
16838 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
16839 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
16840 int gd_xa = gfx->src_x + gfx->active_xoffset;
16841 int gd_ya = gfx->src_y + gfx->active_yoffset;
16842 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
16843 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
16846 if (id == GAME_CTRL_ID_STOP ||
16847 id == GAME_CTRL_ID_PAUSE ||
16848 id == GAME_CTRL_ID_PLAY)
16850 button_type = GD_TYPE_NORMAL_BUTTON;
16852 event_mask = GD_EVENT_RELEASED;
16856 button_type = GD_TYPE_CHECK_BUTTON;
16858 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
16859 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
16860 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
16861 event_mask = GD_EVENT_PRESSED;
16864 gi = CreateGadget(GDI_CUSTOM_ID, id,
16865 GDI_INFO_TEXT, gamebutton_info[i].infotext,
16866 GDI_X, DX + pos->x,
16867 GDI_Y, DY + pos->y,
16868 GDI_WIDTH, gfx->width,
16869 GDI_HEIGHT, gfx->height,
16870 GDI_TYPE, button_type,
16871 GDI_STATE, GD_BUTTON_UNPRESSED,
16872 GDI_CHECKED, checked,
16873 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
16874 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
16875 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
16876 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
16877 GDI_DIRECT_DRAW, FALSE,
16878 GDI_EVENT_MASK, event_mask,
16879 GDI_CALLBACK_ACTION, HandleGameButtons,
16883 Error(ERR_EXIT, "cannot create gadget");
16885 game_gadget[id] = gi;
16889 void FreeGameButtons()
16893 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16894 FreeGadget(game_gadget[i]);
16897 static void MapGameButtons()
16901 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16902 MapGadget(game_gadget[i]);
16905 void UnmapGameButtons()
16909 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16910 UnmapGadget(game_gadget[i]);
16913 void RedrawGameButtons()
16917 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16918 RedrawGadget(game_gadget[i]);
16921 static void HandleGameButtonsExt(int id)
16923 if (game_status != GAME_MODE_PLAYING)
16928 case GAME_CTRL_ID_STOP:
16932 RequestQuitGame(TRUE);
16935 case GAME_CTRL_ID_PAUSE:
16936 if (options.network)
16938 #if defined(NETWORK_AVALIABLE)
16940 SendToServer_ContinuePlaying();
16942 SendToServer_PausePlaying();
16946 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16949 case GAME_CTRL_ID_PLAY:
16952 #if defined(NETWORK_AVALIABLE)
16953 if (options.network)
16954 SendToServer_ContinuePlaying();
16958 tape.pausing = FALSE;
16959 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0);
16964 case SOUND_CTRL_ID_MUSIC:
16965 if (setup.sound_music)
16967 setup.sound_music = FALSE;
16971 else if (audio.music_available)
16973 setup.sound = setup.sound_music = TRUE;
16975 SetAudioMode(setup.sound);
16981 case SOUND_CTRL_ID_LOOPS:
16982 if (setup.sound_loops)
16983 setup.sound_loops = FALSE;
16984 else if (audio.loops_available)
16986 setup.sound = setup.sound_loops = TRUE;
16988 SetAudioMode(setup.sound);
16992 case SOUND_CTRL_ID_SIMPLE:
16993 if (setup.sound_simple)
16994 setup.sound_simple = FALSE;
16995 else if (audio.sound_available)
16997 setup.sound = setup.sound_simple = TRUE;
16999 SetAudioMode(setup.sound);
17008 static void HandleGameButtons(struct GadgetInfo *gi)
17010 HandleGameButtonsExt(gi->custom_id);
17013 void HandleSoundButtonKeys(Key key)
17016 if (key == setup.shortcut.sound_simple)
17017 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
17018 else if (key == setup.shortcut.sound_loops)
17019 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
17020 else if (key == setup.shortcut.sound_music)
17021 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);
17023 if (key == setup.shortcut.sound_simple)
17024 HandleGameButtonsExt(SOUND_CTRL_ID_SIMPLE);
17025 else if (key == setup.shortcut.sound_loops)
17026 HandleGameButtonsExt(SOUND_CTRL_ID_LOOPS);
17027 else if (key == setup.shortcut.sound_music)
17028 HandleGameButtonsExt(SOUND_CTRL_ID_MUSIC);