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);
4488 printf("::: %d, %d (initial)\n", scroll_x, scroll_y);
4491 /* do not use PLAYING mask for fading out from main screen */
4492 game_status = GAME_MODE_MAIN;
4497 if (!game.restart_level)
4498 CloseDoor(DOOR_CLOSE_1);
4501 if (level_editor_test_game)
4502 FadeSkipNextFadeIn();
4504 FadeSetEnterScreen();
4506 if (level_editor_test_game)
4507 fading = fading_none;
4509 fading = menu.destination;
4513 FadeOut(REDRAW_FIELD);
4516 FadeOut(REDRAW_FIELD);
4520 game_status = GAME_MODE_PLAYING;
4523 /* !!! FIX THIS (START) !!! */
4524 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4526 InitGameEngine_EM();
4528 /* blit playfield from scroll buffer to normal back buffer for fading in */
4529 BlitScreenToBitmap_EM(backbuffer);
4531 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4533 InitGameEngine_SP();
4535 /* blit playfield from scroll buffer to normal back buffer for fading in */
4536 BlitScreenToBitmap_SP(backbuffer);
4543 /* after drawing the level, correct some elements */
4544 if (game.timegate_time_left == 0)
4545 CloseAllOpenTimegates();
4548 BlitScreenToBitmap(backbuffer);
4550 /* blit playfield from scroll buffer to normal back buffer for fading in */
4551 if (setup.soft_scrolling)
4552 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
4555 redraw_mask |= REDRAW_FROM_BACKBUFFER;
4557 /* !!! FIX THIS (END) !!! */
4560 FadeIn(REDRAW_FIELD);
4563 FadeIn(REDRAW_FIELD);
4568 if (!game.restart_level)
4570 /* copy default game door content to main double buffer */
4573 /* !!! CHECK AGAIN !!! */
4574 SetPanelBackground();
4575 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4576 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4578 struct GraphicInfo *gfx = &graphic_info[IMG_BACKGROUND_PANEL];
4580 /* (ClearRectangle() only needed if panel bitmap is smaller than panel) */
4581 ClearRectangle(drawto, DX, DY, DXSIZE, DYSIZE);
4582 BlitBitmap(gfx->bitmap, drawto, gfx->src_x, gfx->src_y,
4583 MIN(gfx->width, DXSIZE), MIN(gfx->height, DYSIZE), DX, DY);
4586 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
4587 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
4591 SetPanelBackground();
4592 SetDrawBackgroundMask(REDRAW_DOOR_1);
4595 UpdateAndDisplayGameControlValues();
4597 UpdateGameDoorValues();
4598 DrawGameDoorValues();
4601 if (!game.restart_level)
4605 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
4606 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
4607 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
4611 /* copy actual game door content to door double buffer for OpenDoor() */
4612 BlitBitmap(drawto, bitmap_db_door,
4613 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
4615 OpenDoor(DOOR_OPEN_ALL);
4617 PlaySound(SND_GAME_STARTING);
4619 if (setup.sound_music)
4622 KeyboardAutoRepeatOffUnlessAutoplay();
4626 for (i = 0; i < MAX_PLAYERS; i++)
4627 printf("Player %d %sactive.\n",
4628 i + 1, (stored_player[i].active ? "" : "not "));
4639 game.restart_level = FALSE;
4642 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4644 /* this is used for non-R'n'D game engines to update certain engine values */
4646 /* needed to determine if sounds are played within the visible screen area */
4647 scroll_x = actual_scroll_x;
4648 scroll_y = actual_scroll_y;
4651 void InitMovDir(int x, int y)
4653 int i, element = Feld[x][y];
4654 static int xy[4][2] =
4661 static int direction[3][4] =
4663 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4664 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4665 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4674 Feld[x][y] = EL_BUG;
4675 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4678 case EL_SPACESHIP_RIGHT:
4679 case EL_SPACESHIP_UP:
4680 case EL_SPACESHIP_LEFT:
4681 case EL_SPACESHIP_DOWN:
4682 Feld[x][y] = EL_SPACESHIP;
4683 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4686 case EL_BD_BUTTERFLY_RIGHT:
4687 case EL_BD_BUTTERFLY_UP:
4688 case EL_BD_BUTTERFLY_LEFT:
4689 case EL_BD_BUTTERFLY_DOWN:
4690 Feld[x][y] = EL_BD_BUTTERFLY;
4691 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4694 case EL_BD_FIREFLY_RIGHT:
4695 case EL_BD_FIREFLY_UP:
4696 case EL_BD_FIREFLY_LEFT:
4697 case EL_BD_FIREFLY_DOWN:
4698 Feld[x][y] = EL_BD_FIREFLY;
4699 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4702 case EL_PACMAN_RIGHT:
4704 case EL_PACMAN_LEFT:
4705 case EL_PACMAN_DOWN:
4706 Feld[x][y] = EL_PACMAN;
4707 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4710 case EL_YAMYAM_LEFT:
4711 case EL_YAMYAM_RIGHT:
4713 case EL_YAMYAM_DOWN:
4714 Feld[x][y] = EL_YAMYAM;
4715 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4718 case EL_SP_SNIKSNAK:
4719 MovDir[x][y] = MV_UP;
4722 case EL_SP_ELECTRON:
4723 MovDir[x][y] = MV_LEFT;
4730 Feld[x][y] = EL_MOLE;
4731 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4735 if (IS_CUSTOM_ELEMENT(element))
4737 struct ElementInfo *ei = &element_info[element];
4738 int move_direction_initial = ei->move_direction_initial;
4739 int move_pattern = ei->move_pattern;
4741 if (move_direction_initial == MV_START_PREVIOUS)
4743 if (MovDir[x][y] != MV_NONE)
4746 move_direction_initial = MV_START_AUTOMATIC;
4749 if (move_direction_initial == MV_START_RANDOM)
4750 MovDir[x][y] = 1 << RND(4);
4751 else if (move_direction_initial & MV_ANY_DIRECTION)
4752 MovDir[x][y] = move_direction_initial;
4753 else if (move_pattern == MV_ALL_DIRECTIONS ||
4754 move_pattern == MV_TURNING_LEFT ||
4755 move_pattern == MV_TURNING_RIGHT ||
4756 move_pattern == MV_TURNING_LEFT_RIGHT ||
4757 move_pattern == MV_TURNING_RIGHT_LEFT ||
4758 move_pattern == MV_TURNING_RANDOM)
4759 MovDir[x][y] = 1 << RND(4);
4760 else if (move_pattern == MV_HORIZONTAL)
4761 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4762 else if (move_pattern == MV_VERTICAL)
4763 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4764 else if (move_pattern & MV_ANY_DIRECTION)
4765 MovDir[x][y] = element_info[element].move_pattern;
4766 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4767 move_pattern == MV_ALONG_RIGHT_SIDE)
4769 /* use random direction as default start direction */
4770 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4771 MovDir[x][y] = 1 << RND(4);
4773 for (i = 0; i < NUM_DIRECTIONS; i++)
4775 int x1 = x + xy[i][0];
4776 int y1 = y + xy[i][1];
4778 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4780 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4781 MovDir[x][y] = direction[0][i];
4783 MovDir[x][y] = direction[1][i];
4792 MovDir[x][y] = 1 << RND(4);
4794 if (element != EL_BUG &&
4795 element != EL_SPACESHIP &&
4796 element != EL_BD_BUTTERFLY &&
4797 element != EL_BD_FIREFLY)
4800 for (i = 0; i < NUM_DIRECTIONS; i++)
4802 int x1 = x + xy[i][0];
4803 int y1 = y + xy[i][1];
4805 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4807 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4809 MovDir[x][y] = direction[0][i];
4812 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4813 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4815 MovDir[x][y] = direction[1][i];
4824 GfxDir[x][y] = MovDir[x][y];
4827 void InitAmoebaNr(int x, int y)
4830 int group_nr = AmoebeNachbarNr(x, y);
4834 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4836 if (AmoebaCnt[i] == 0)
4844 AmoebaNr[x][y] = group_nr;
4845 AmoebaCnt[group_nr]++;
4846 AmoebaCnt2[group_nr]++;
4849 static void PlayerWins(struct PlayerInfo *player)
4851 player->LevelSolved = TRUE;
4852 player->GameOver = TRUE;
4854 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4855 level.native_em_level->lev->score : player->score);
4857 player->LevelSolved_CountingTime = (level.time == 0 ? TimePlayed : TimeLeft);
4858 player->LevelSolved_CountingScore = player->score_final;
4863 static int time, time_final;
4864 static int score, score_final;
4865 static int game_over_delay_1 = 0;
4866 static int game_over_delay_2 = 0;
4867 int game_over_delay_value_1 = 50;
4868 int game_over_delay_value_2 = 50;
4870 if (!local_player->LevelSolved_GameWon)
4874 /* do not start end game actions before the player stops moving (to exit) */
4875 if (local_player->MovPos)
4878 local_player->LevelSolved_GameWon = TRUE;
4879 local_player->LevelSolved_SaveTape = tape.recording;
4880 local_player->LevelSolved_SaveScore = !tape.playing;
4882 if (tape.auto_play) /* tape might already be stopped here */
4883 tape.auto_play_level_solved = TRUE;
4889 game_over_delay_1 = game_over_delay_value_1;
4890 game_over_delay_2 = game_over_delay_value_2;
4892 time = time_final = (level.time == 0 ? TimePlayed : TimeLeft);
4893 score = score_final = local_player->score_final;
4898 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4900 else if (level.time == 0 && TimePlayed < 999)
4903 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4906 local_player->score_final = score_final;
4908 if (level_editor_test_game)
4911 score = score_final;
4914 local_player->LevelSolved_CountingTime = time;
4915 local_player->LevelSolved_CountingScore = score;
4917 game_panel_controls[GAME_PANEL_TIME].value = time;
4918 game_panel_controls[GAME_PANEL_SCORE].value = score;
4920 DisplayGameControlValues();
4922 DrawGameValue_Time(time);
4923 DrawGameValue_Score(score);
4927 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4929 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4931 /* close exit door after last player */
4932 if ((AllPlayersGone &&
4933 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4934 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4935 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4936 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4937 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4939 int element = Feld[ExitX][ExitY];
4942 if (element == EL_EM_EXIT_OPEN ||
4943 element == EL_EM_STEEL_EXIT_OPEN)
4950 Feld[ExitX][ExitY] =
4951 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4952 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4953 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4954 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4955 EL_EM_STEEL_EXIT_CLOSING);
4957 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4961 /* player disappears */
4962 DrawLevelField(ExitX, ExitY);
4965 for (i = 0; i < MAX_PLAYERS; i++)
4967 struct PlayerInfo *player = &stored_player[i];
4969 if (player->present)
4971 RemovePlayer(player);
4973 /* player disappears */
4974 DrawLevelField(player->jx, player->jy);
4979 PlaySound(SND_GAME_WINNING);
4982 if (game_over_delay_1 > 0)
4984 game_over_delay_1--;
4989 if (time != time_final)
4991 int time_to_go = ABS(time_final - time);
4992 int time_count_dir = (time < time_final ? +1 : -1);
4993 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4995 time += time_count_steps * time_count_dir;
4996 score += time_count_steps * level.score[SC_TIME_BONUS];
4999 local_player->LevelSolved_CountingTime = time;
5000 local_player->LevelSolved_CountingScore = score;
5002 game_panel_controls[GAME_PANEL_TIME].value = time;
5003 game_panel_controls[GAME_PANEL_SCORE].value = score;
5005 DisplayGameControlValues();
5007 DrawGameValue_Time(time);
5008 DrawGameValue_Score(score);
5011 if (time == time_final)
5012 StopSound(SND_GAME_LEVELTIME_BONUS);
5013 else if (setup.sound_loops)
5014 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
5016 PlaySound(SND_GAME_LEVELTIME_BONUS);
5021 local_player->LevelSolved_PanelOff = TRUE;
5023 if (game_over_delay_2 > 0)
5025 game_over_delay_2--;
5038 boolean raise_level = FALSE;
5040 local_player->LevelSolved_GameEnd = TRUE;
5042 CloseDoor(DOOR_CLOSE_1);
5044 if (local_player->LevelSolved_SaveTape)
5051 SaveTapeChecked(tape.level_nr); /* ask to save tape */
5053 SaveTape(tape.level_nr); /* ask to save tape */
5057 if (level_editor_test_game)
5059 game_status = GAME_MODE_MAIN;
5062 DrawAndFadeInMainMenu(REDRAW_FIELD);
5070 if (!local_player->LevelSolved_SaveScore)
5073 FadeOut(REDRAW_FIELD);
5076 game_status = GAME_MODE_MAIN;
5078 DrawAndFadeInMainMenu(REDRAW_FIELD);
5083 if (level_nr == leveldir_current->handicap_level)
5085 leveldir_current->handicap_level++;
5086 SaveLevelSetup_SeriesInfo();
5089 if (level_nr < leveldir_current->last_level)
5090 raise_level = TRUE; /* advance to next level */
5092 if ((hi_pos = NewHiScore()) >= 0)
5094 game_status = GAME_MODE_SCORES;
5096 DrawHallOfFame(hi_pos);
5107 FadeOut(REDRAW_FIELD);
5110 game_status = GAME_MODE_MAIN;
5118 DrawAndFadeInMainMenu(REDRAW_FIELD);
5127 LoadScore(level_nr);
5129 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
5130 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
5133 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
5135 if (local_player->score_final > highscore[k].Score)
5137 /* player has made it to the hall of fame */
5139 if (k < MAX_SCORE_ENTRIES - 1)
5141 int m = MAX_SCORE_ENTRIES - 1;
5144 for (l = k; l < MAX_SCORE_ENTRIES; l++)
5145 if (strEqual(setup.player_name, highscore[l].Name))
5147 if (m == k) /* player's new highscore overwrites his old one */
5151 for (l = m; l > k; l--)
5153 strcpy(highscore[l].Name, highscore[l - 1].Name);
5154 highscore[l].Score = highscore[l - 1].Score;
5161 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
5162 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
5163 highscore[k].Score = local_player->score_final;
5169 else if (!strncmp(setup.player_name, highscore[k].Name,
5170 MAX_PLAYER_NAME_LEN))
5171 break; /* player already there with a higher score */
5177 SaveScore(level_nr);
5182 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
5184 int element = Feld[x][y];
5185 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5186 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5187 int horiz_move = (dx != 0);
5188 int sign = (horiz_move ? dx : dy);
5189 int step = sign * element_info[element].move_stepsize;
5191 /* special values for move stepsize for spring and things on conveyor belt */
5194 if (CAN_FALL(element) &&
5195 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
5196 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5197 else if (element == EL_SPRING)
5198 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5204 inline static int getElementMoveStepsize(int x, int y)
5206 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5209 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5211 if (player->GfxAction != action || player->GfxDir != dir)
5214 printf("Player frame reset! (%d => %d, %d => %d)\n",
5215 player->GfxAction, action, player->GfxDir, dir);
5218 player->GfxAction = action;
5219 player->GfxDir = dir;
5221 player->StepFrame = 0;
5225 #if USE_GFX_RESET_GFX_ANIMATION
5226 static void ResetGfxFrame(int x, int y, boolean redraw)
5228 int element = Feld[x][y];
5229 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5230 int last_gfx_frame = GfxFrame[x][y];
5232 if (graphic_info[graphic].anim_global_sync)
5233 GfxFrame[x][y] = FrameCounter;
5234 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5235 GfxFrame[x][y] = CustomValue[x][y];
5236 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5237 GfxFrame[x][y] = element_info[element].collect_score;
5238 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5239 GfxFrame[x][y] = ChangeDelay[x][y];
5241 if (redraw && GfxFrame[x][y] != last_gfx_frame)
5242 DrawLevelGraphicAnimation(x, y, graphic);
5246 static void ResetGfxAnimation(int x, int y)
5248 GfxAction[x][y] = ACTION_DEFAULT;
5249 GfxDir[x][y] = MovDir[x][y];
5252 #if USE_GFX_RESET_GFX_ANIMATION
5253 ResetGfxFrame(x, y, FALSE);
5257 static void ResetRandomAnimationValue(int x, int y)
5259 GfxRandom[x][y] = INIT_GFX_RANDOM();
5262 void InitMovingField(int x, int y, int direction)
5264 int element = Feld[x][y];
5265 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5266 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5269 boolean is_moving_before, is_moving_after;
5271 boolean continues_moving = (WasJustMoving[x][y] && direction == MovDir[x][y]);
5274 /* check if element was/is moving or being moved before/after mode change */
5277 is_moving_before = (WasJustMoving[x][y] != 0);
5279 /* (!!! this does not work -- WasJustMoving is NOT a boolean value !!!) */
5280 is_moving_before = WasJustMoving[x][y];
5283 is_moving_before = (getElementMoveStepsizeExt(x, y, MovDir[x][y]) != 0);
5285 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5287 /* reset animation only for moving elements which change direction of moving
5288 or which just started or stopped moving
5289 (else CEs with property "can move" / "not moving" are reset each frame) */
5290 #if USE_GFX_RESET_ONLY_WHEN_MOVING
5292 if (is_moving_before != is_moving_after ||
5293 direction != MovDir[x][y])
5294 ResetGfxAnimation(x, y);
5296 if ((is_moving_before || is_moving_after) && !continues_moving)
5297 ResetGfxAnimation(x, y);
5300 if (!continues_moving)
5301 ResetGfxAnimation(x, y);
5304 MovDir[x][y] = direction;
5305 GfxDir[x][y] = direction;
5307 #if USE_GFX_RESET_ONLY_WHEN_MOVING
5308 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5309 direction == MV_DOWN && CAN_FALL(element) ?
5310 ACTION_FALLING : ACTION_MOVING);
5312 GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
5313 ACTION_FALLING : ACTION_MOVING);
5316 /* this is needed for CEs with property "can move" / "not moving" */
5318 if (is_moving_after)
5320 if (Feld[newx][newy] == EL_EMPTY)
5321 Feld[newx][newy] = EL_BLOCKED;
5323 MovDir[newx][newy] = MovDir[x][y];
5325 #if USE_NEW_CUSTOM_VALUE
5326 CustomValue[newx][newy] = CustomValue[x][y];
5329 GfxFrame[newx][newy] = GfxFrame[x][y];
5330 GfxRandom[newx][newy] = GfxRandom[x][y];
5331 GfxAction[newx][newy] = GfxAction[x][y];
5332 GfxDir[newx][newy] = GfxDir[x][y];
5336 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5338 int direction = MovDir[x][y];
5339 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5340 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5346 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5348 int oldx = x, oldy = y;
5349 int direction = MovDir[x][y];
5351 if (direction == MV_LEFT)
5353 else if (direction == MV_RIGHT)
5355 else if (direction == MV_UP)
5357 else if (direction == MV_DOWN)
5360 *comes_from_x = oldx;
5361 *comes_from_y = oldy;
5364 int MovingOrBlocked2Element(int x, int y)
5366 int element = Feld[x][y];
5368 if (element == EL_BLOCKED)
5372 Blocked2Moving(x, y, &oldx, &oldy);
5373 return Feld[oldx][oldy];
5379 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5381 /* like MovingOrBlocked2Element(), but if element is moving
5382 and (x,y) is the field the moving element is just leaving,
5383 return EL_BLOCKED instead of the element value */
5384 int element = Feld[x][y];
5386 if (IS_MOVING(x, y))
5388 if (element == EL_BLOCKED)
5392 Blocked2Moving(x, y, &oldx, &oldy);
5393 return Feld[oldx][oldy];
5402 static void RemoveField(int x, int y)
5404 Feld[x][y] = EL_EMPTY;
5410 #if USE_NEW_CUSTOM_VALUE
5411 CustomValue[x][y] = 0;
5415 ChangeDelay[x][y] = 0;
5416 ChangePage[x][y] = -1;
5417 Pushed[x][y] = FALSE;
5420 ExplodeField[x][y] = EX_TYPE_NONE;
5423 GfxElement[x][y] = EL_UNDEFINED;
5424 GfxAction[x][y] = ACTION_DEFAULT;
5425 GfxDir[x][y] = MV_NONE;
5427 /* !!! this would prevent the removed tile from being redrawn !!! */
5428 GfxRedraw[x][y] = GFX_REDRAW_NONE;
5432 void RemoveMovingField(int x, int y)
5434 int oldx = x, oldy = y, newx = x, newy = y;
5435 int element = Feld[x][y];
5436 int next_element = EL_UNDEFINED;
5438 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5441 if (IS_MOVING(x, y))
5443 Moving2Blocked(x, y, &newx, &newy);
5445 if (Feld[newx][newy] != EL_BLOCKED)
5447 /* element is moving, but target field is not free (blocked), but
5448 already occupied by something different (example: acid pool);
5449 in this case, only remove the moving field, but not the target */
5451 RemoveField(oldx, oldy);
5453 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5455 TEST_DrawLevelField(oldx, oldy);
5460 else if (element == EL_BLOCKED)
5462 Blocked2Moving(x, y, &oldx, &oldy);
5463 if (!IS_MOVING(oldx, oldy))
5467 if (element == EL_BLOCKED &&
5468 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5469 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5470 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5471 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5472 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5473 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5474 next_element = get_next_element(Feld[oldx][oldy]);
5476 RemoveField(oldx, oldy);
5477 RemoveField(newx, newy);
5479 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5481 if (next_element != EL_UNDEFINED)
5482 Feld[oldx][oldy] = next_element;
5484 TEST_DrawLevelField(oldx, oldy);
5485 TEST_DrawLevelField(newx, newy);
5488 void DrawDynamite(int x, int y)
5490 int sx = SCREENX(x), sy = SCREENY(y);
5491 int graphic = el2img(Feld[x][y]);
5494 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5497 if (IS_WALKABLE_INSIDE(Back[x][y]))
5501 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5502 else if (Store[x][y])
5503 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5505 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5507 if (Back[x][y] || Store[x][y])
5508 DrawGraphicThruMask(sx, sy, graphic, frame);
5510 DrawGraphic(sx, sy, graphic, frame);
5513 void CheckDynamite(int x, int y)
5515 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
5519 if (MovDelay[x][y] != 0)
5522 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5528 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5533 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5535 boolean num_checked_players = 0;
5538 for (i = 0; i < MAX_PLAYERS; i++)
5540 if (stored_player[i].active)
5542 int sx = stored_player[i].jx;
5543 int sy = stored_player[i].jy;
5545 if (num_checked_players == 0)
5552 *sx1 = MIN(*sx1, sx);
5553 *sy1 = MIN(*sy1, sy);
5554 *sx2 = MAX(*sx2, sx);
5555 *sy2 = MAX(*sy2, sy);
5558 num_checked_players++;
5563 static boolean checkIfAllPlayersFitToScreen_RND()
5565 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5567 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5569 return (sx2 - sx1 < SCR_FIELDX &&
5570 sy2 - sy1 < SCR_FIELDY);
5573 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5575 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5577 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5579 *sx = (sx1 + sx2) / 2;
5580 *sy = (sy1 + sy2) / 2;
5583 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5584 boolean center_screen, boolean quick_relocation)
5586 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5587 boolean no_delay = (tape.warp_forward);
5588 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5589 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5591 if (quick_relocation)
5593 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
5595 if (!level.shifted_relocation || center_screen)
5597 /* quick relocation (without scrolling), with centering of screen */
5599 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
5600 x > SBX_Right + MIDPOSX ? SBX_Right :
5603 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5604 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5609 /* quick relocation (without scrolling), but do not center screen */
5611 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
5612 old_x > SBX_Right + MIDPOSX ? SBX_Right :
5615 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5616 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5619 int offset_x = x + (scroll_x - center_scroll_x);
5620 int offset_y = y + (scroll_y - center_scroll_y);
5622 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5623 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5624 offset_x - MIDPOSX);
5626 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5627 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5628 offset_y - MIDPOSY);
5634 if (!level.shifted_relocation || center_screen)
5636 /* quick relocation (without scrolling), with centering of screen */
5638 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
5639 x > SBX_Right + MIDPOSX ? SBX_Right :
5642 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5643 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5648 /* quick relocation (without scrolling), but do not center screen */
5650 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
5651 old_x > SBX_Right + MIDPOSX ? SBX_Right :
5654 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5655 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5658 int offset_x = x + (scroll_x - center_scroll_x);
5659 int offset_y = y + (scroll_y - center_scroll_y);
5661 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5662 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5663 offset_x - MIDPOSX);
5665 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5666 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5667 offset_y - MIDPOSY);
5670 /* quick relocation (without scrolling), inside visible screen area */
5672 int offset = game.scroll_delay_value;
5674 if ((move_dir == MV_LEFT && scroll_x > x - MIDPOSX + offset) ||
5675 (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset))
5676 scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset);
5678 if ((move_dir == MV_UP && scroll_y > y - MIDPOSY + offset) ||
5679 (move_dir == MV_DOWN && scroll_y < y - MIDPOSY - offset))
5680 scroll_y = y - MIDPOSY + (scroll_y < y - MIDPOSY ? -offset : +offset);
5682 /* don't scroll over playfield boundaries */
5683 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5684 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5686 /* don't scroll over playfield boundaries */
5687 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5688 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5692 RedrawPlayfield(TRUE, 0,0,0,0);
5697 int scroll_xx, scroll_yy;
5699 if (!level.shifted_relocation || center_screen)
5701 /* visible relocation (with scrolling), with centering of screen */
5703 scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
5704 x > SBX_Right + MIDPOSX ? SBX_Right :
5707 scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5708 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5713 /* visible relocation (with scrolling), but do not center screen */
5715 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
5716 old_x > SBX_Right + MIDPOSX ? SBX_Right :
5719 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5720 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5723 int offset_x = x + (scroll_x - center_scroll_x);
5724 int offset_y = y + (scroll_y - center_scroll_y);
5726 scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5727 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5728 offset_x - MIDPOSX);
5730 scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5731 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5732 offset_y - MIDPOSY);
5737 /* visible relocation (with scrolling), with centering of screen */
5739 int scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
5740 x > SBX_Right + MIDPOSX ? SBX_Right :
5743 int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5744 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5748 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5750 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
5753 int fx = FX, fy = FY;
5755 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
5756 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
5758 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5764 fx += dx * TILEX / 2;
5765 fy += dy * TILEY / 2;
5767 ScrollLevel(dx, dy);
5770 /* scroll in two steps of half tile size to make things smoother */
5771 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5773 Delay(wait_delay_value);
5775 /* scroll second step to align at full tile size */
5777 Delay(wait_delay_value);
5782 Delay(wait_delay_value);
5786 void RelocatePlayer(int jx, int jy, int el_player_raw)
5788 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5789 int player_nr = GET_PLAYER_NR(el_player);
5790 struct PlayerInfo *player = &stored_player[player_nr];
5791 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5792 boolean no_delay = (tape.warp_forward);
5793 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5794 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5795 int old_jx = player->jx;
5796 int old_jy = player->jy;
5797 int old_element = Feld[old_jx][old_jy];
5798 int element = Feld[jx][jy];
5799 boolean player_relocated = (old_jx != jx || old_jy != jy);
5801 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5802 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5803 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5804 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5805 int leave_side_horiz = move_dir_horiz;
5806 int leave_side_vert = move_dir_vert;
5807 int enter_side = enter_side_horiz | enter_side_vert;
5808 int leave_side = leave_side_horiz | leave_side_vert;
5810 if (player->GameOver) /* do not reanimate dead player */
5813 if (!player_relocated) /* no need to relocate the player */
5816 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5818 RemoveField(jx, jy); /* temporarily remove newly placed player */
5819 DrawLevelField(jx, jy);
5822 if (player->present)
5824 while (player->MovPos)
5826 ScrollPlayer(player, SCROLL_GO_ON);
5827 ScrollScreen(NULL, SCROLL_GO_ON);
5829 AdvanceFrameAndPlayerCounters(player->index_nr);
5834 Delay(wait_delay_value);
5837 DrawPlayer(player); /* needed here only to cleanup last field */
5838 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5840 player->is_moving = FALSE;
5843 if (IS_CUSTOM_ELEMENT(old_element))
5844 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5846 player->index_bit, leave_side);
5848 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5850 player->index_bit, leave_side);
5852 Feld[jx][jy] = el_player;
5853 InitPlayerField(jx, jy, el_player, TRUE);
5855 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5856 possible that the relocation target field did not contain a player element,
5857 but a walkable element, to which the new player was relocated -- in this
5858 case, restore that (already initialized!) element on the player field */
5859 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5861 Feld[jx][jy] = element; /* restore previously existing element */
5863 /* !!! do not initialize already initialized element a second time !!! */
5864 /* (this causes at least problems with "element creation" CE trigger for
5865 already existing elements, and existing Sokoban fields counted twice) */
5866 InitField(jx, jy, FALSE);
5870 /* only visually relocate centered player */
5871 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5872 FALSE, level.instant_relocation);
5874 TestIfPlayerTouchesBadThing(jx, jy);
5875 TestIfPlayerTouchesCustomElement(jx, jy);
5877 if (IS_CUSTOM_ELEMENT(element))
5878 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5879 player->index_bit, enter_side);
5881 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5882 player->index_bit, enter_side);
5885 if (player->is_switching)
5887 /* ensure that relocation while still switching an element does not cause
5888 a new element to be treated as also switched directly after relocation
5889 (this is important for teleporter switches that teleport the player to
5890 a place where another teleporter switch is in the same direction, which
5891 would then incorrectly be treated as immediately switched before the
5892 direction key that caused the switch was released) */
5894 player->switch_x += jx - old_jx;
5895 player->switch_y += jy - old_jy;
5900 void Explode(int ex, int ey, int phase, int mode)
5906 /* !!! eliminate this variable !!! */
5907 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5909 if (game.explosions_delayed)
5911 ExplodeField[ex][ey] = mode;
5915 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5917 int center_element = Feld[ex][ey];
5918 int artwork_element, explosion_element; /* set these values later */
5921 /* --- This is only really needed (and now handled) in "Impact()". --- */
5922 /* do not explode moving elements that left the explode field in time */
5923 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
5924 center_element == EL_EMPTY &&
5925 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
5930 /* !!! at this place, the center element may be EL_BLOCKED !!! */
5931 if (mode == EX_TYPE_NORMAL ||
5932 mode == EX_TYPE_CENTER ||
5933 mode == EX_TYPE_CROSS)
5934 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5937 /* remove things displayed in background while burning dynamite */
5938 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5941 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5943 /* put moving element to center field (and let it explode there) */
5944 center_element = MovingOrBlocked2Element(ex, ey);
5945 RemoveMovingField(ex, ey);
5946 Feld[ex][ey] = center_element;
5949 /* now "center_element" is finally determined -- set related values now */
5950 artwork_element = center_element; /* for custom player artwork */
5951 explosion_element = center_element; /* for custom player artwork */
5953 if (IS_PLAYER(ex, ey))
5955 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5957 artwork_element = stored_player[player_nr].artwork_element;
5959 if (level.use_explosion_element[player_nr])
5961 explosion_element = level.explosion_element[player_nr];
5962 artwork_element = explosion_element;
5967 if (mode == EX_TYPE_NORMAL ||
5968 mode == EX_TYPE_CENTER ||
5969 mode == EX_TYPE_CROSS)
5970 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5973 last_phase = element_info[explosion_element].explosion_delay + 1;
5975 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5977 int xx = x - ex + 1;
5978 int yy = y - ey + 1;
5981 if (!IN_LEV_FIELD(x, y) ||
5982 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5983 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5986 element = Feld[x][y];
5988 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5990 element = MovingOrBlocked2Element(x, y);
5992 if (!IS_EXPLOSION_PROOF(element))
5993 RemoveMovingField(x, y);
5996 /* indestructible elements can only explode in center (but not flames) */
5997 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5998 mode == EX_TYPE_BORDER)) ||
5999 element == EL_FLAMES)
6002 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
6003 behaviour, for example when touching a yamyam that explodes to rocks
6004 with active deadly shield, a rock is created under the player !!! */
6005 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
6007 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
6008 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
6009 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
6011 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
6014 if (IS_ACTIVE_BOMB(element))
6016 /* re-activate things under the bomb like gate or penguin */
6017 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
6024 /* save walkable background elements while explosion on same tile */
6025 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
6026 (x != ex || y != ey || mode == EX_TYPE_BORDER))
6027 Back[x][y] = element;
6029 /* ignite explodable elements reached by other explosion */
6030 if (element == EL_EXPLOSION)
6031 element = Store2[x][y];
6033 if (AmoebaNr[x][y] &&
6034 (element == EL_AMOEBA_FULL ||
6035 element == EL_BD_AMOEBA ||
6036 element == EL_AMOEBA_GROWING))
6038 AmoebaCnt[AmoebaNr[x][y]]--;
6039 AmoebaCnt2[AmoebaNr[x][y]]--;
6044 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
6046 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
6048 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
6050 if (PLAYERINFO(ex, ey)->use_murphy)
6051 Store[x][y] = EL_EMPTY;
6054 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
6055 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
6056 else if (ELEM_IS_PLAYER(center_element))
6057 Store[x][y] = EL_EMPTY;
6058 else if (center_element == EL_YAMYAM)
6059 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
6060 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
6061 Store[x][y] = element_info[center_element].content.e[xx][yy];
6063 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
6064 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
6065 otherwise) -- FIX THIS !!! */
6066 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
6067 Store[x][y] = element_info[element].content.e[1][1];
6069 else if (!CAN_EXPLODE(element))
6070 Store[x][y] = element_info[element].content.e[1][1];
6073 Store[x][y] = EL_EMPTY;
6075 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
6076 center_element == EL_AMOEBA_TO_DIAMOND)
6077 Store2[x][y] = element;
6079 Feld[x][y] = EL_EXPLOSION;
6080 GfxElement[x][y] = artwork_element;
6082 ExplodePhase[x][y] = 1;
6083 ExplodeDelay[x][y] = last_phase;
6088 if (center_element == EL_YAMYAM)
6089 game.yamyam_content_nr =
6090 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
6102 GfxFrame[x][y] = 0; /* restart explosion animation */
6104 last_phase = ExplodeDelay[x][y];
6106 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
6110 /* activate this even in non-DEBUG version until cause for crash in
6111 getGraphicAnimationFrame() (see below) is found and eliminated */
6117 /* this can happen if the player leaves an explosion just in time */
6118 if (GfxElement[x][y] == EL_UNDEFINED)
6119 GfxElement[x][y] = EL_EMPTY;
6121 if (GfxElement[x][y] == EL_UNDEFINED)
6124 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
6125 printf("Explode(): This should never happen!\n");
6128 GfxElement[x][y] = EL_EMPTY;
6134 border_element = Store2[x][y];
6135 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6136 border_element = StorePlayer[x][y];
6138 if (phase == element_info[border_element].ignition_delay ||
6139 phase == last_phase)
6141 boolean border_explosion = FALSE;
6143 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
6144 !PLAYER_EXPLOSION_PROTECTED(x, y))
6146 KillPlayerUnlessExplosionProtected(x, y);
6147 border_explosion = TRUE;
6149 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
6151 Feld[x][y] = Store2[x][y];
6154 border_explosion = TRUE;
6156 else if (border_element == EL_AMOEBA_TO_DIAMOND)
6158 AmoebeUmwandeln(x, y);
6160 border_explosion = TRUE;
6163 /* if an element just explodes due to another explosion (chain-reaction),
6164 do not immediately end the new explosion when it was the last frame of
6165 the explosion (as it would be done in the following "if"-statement!) */
6166 if (border_explosion && phase == last_phase)
6170 if (phase == last_phase)
6174 element = Feld[x][y] = Store[x][y];
6175 Store[x][y] = Store2[x][y] = 0;
6176 GfxElement[x][y] = EL_UNDEFINED;
6178 /* player can escape from explosions and might therefore be still alive */
6179 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
6180 element <= EL_PLAYER_IS_EXPLODING_4)
6182 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
6183 int explosion_element = EL_PLAYER_1 + player_nr;
6184 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
6185 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
6187 if (level.use_explosion_element[player_nr])
6188 explosion_element = level.explosion_element[player_nr];
6190 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
6191 element_info[explosion_element].content.e[xx][yy]);
6194 /* restore probably existing indestructible background element */
6195 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
6196 element = Feld[x][y] = Back[x][y];
6199 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
6200 GfxDir[x][y] = MV_NONE;
6201 ChangeDelay[x][y] = 0;
6202 ChangePage[x][y] = -1;
6204 #if USE_NEW_CUSTOM_VALUE
6205 CustomValue[x][y] = 0;
6208 InitField_WithBug2(x, y, FALSE);
6210 TEST_DrawLevelField(x, y);
6212 TestIfElementTouchesCustomElement(x, y);
6214 if (GFX_CRUMBLED(element))
6215 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6217 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
6218 StorePlayer[x][y] = 0;
6220 if (ELEM_IS_PLAYER(element))
6221 RelocatePlayer(x, y, element);
6223 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6225 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
6226 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
6229 TEST_DrawLevelFieldCrumbled(x, y);
6231 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
6233 DrawLevelElement(x, y, Back[x][y]);
6234 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
6236 else if (IS_WALKABLE_UNDER(Back[x][y]))
6238 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6239 DrawLevelElementThruMask(x, y, Back[x][y]);
6241 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
6242 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6246 void DynaExplode(int ex, int ey)
6249 int dynabomb_element = Feld[ex][ey];
6250 int dynabomb_size = 1;
6251 boolean dynabomb_xl = FALSE;
6252 struct PlayerInfo *player;
6253 static int xy[4][2] =
6261 if (IS_ACTIVE_BOMB(dynabomb_element))
6263 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
6264 dynabomb_size = player->dynabomb_size;
6265 dynabomb_xl = player->dynabomb_xl;
6266 player->dynabombs_left++;
6269 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
6271 for (i = 0; i < NUM_DIRECTIONS; i++)
6273 for (j = 1; j <= dynabomb_size; j++)
6275 int x = ex + j * xy[i][0];
6276 int y = ey + j * xy[i][1];
6279 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
6282 element = Feld[x][y];
6284 /* do not restart explosions of fields with active bombs */
6285 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
6288 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
6290 if (element != EL_EMPTY && element != EL_EXPLOSION &&
6291 !IS_DIGGABLE(element) && !dynabomb_xl)
6297 void Bang(int x, int y)
6299 int element = MovingOrBlocked2Element(x, y);
6300 int explosion_type = EX_TYPE_NORMAL;
6302 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6304 struct PlayerInfo *player = PLAYERINFO(x, y);
6306 #if USE_FIX_CE_ACTION_WITH_PLAYER
6307 element = Feld[x][y] = player->initial_element;
6309 element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
6310 player->element_nr);
6313 if (level.use_explosion_element[player->index_nr])
6315 int explosion_element = level.explosion_element[player->index_nr];
6317 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6318 explosion_type = EX_TYPE_CROSS;
6319 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6320 explosion_type = EX_TYPE_CENTER;
6328 case EL_BD_BUTTERFLY:
6331 case EL_DARK_YAMYAM:
6335 RaiseScoreElement(element);
6338 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6339 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6340 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6341 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6342 case EL_DYNABOMB_INCREASE_NUMBER:
6343 case EL_DYNABOMB_INCREASE_SIZE:
6344 case EL_DYNABOMB_INCREASE_POWER:
6345 explosion_type = EX_TYPE_DYNA;
6348 case EL_DC_LANDMINE:
6350 case EL_EM_EXIT_OPEN:
6351 case EL_EM_STEEL_EXIT_OPEN:
6353 explosion_type = EX_TYPE_CENTER;
6358 case EL_LAMP_ACTIVE:
6359 case EL_AMOEBA_TO_DIAMOND:
6360 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
6361 explosion_type = EX_TYPE_CENTER;
6365 if (element_info[element].explosion_type == EXPLODES_CROSS)
6366 explosion_type = EX_TYPE_CROSS;
6367 else if (element_info[element].explosion_type == EXPLODES_1X1)
6368 explosion_type = EX_TYPE_CENTER;
6372 if (explosion_type == EX_TYPE_DYNA)
6375 Explode(x, y, EX_PHASE_START, explosion_type);
6377 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6380 void SplashAcid(int x, int y)
6382 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6383 (!IN_LEV_FIELD(x - 1, y - 2) ||
6384 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6385 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6387 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6388 (!IN_LEV_FIELD(x + 1, y - 2) ||
6389 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6390 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6392 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6395 static void InitBeltMovement()
6397 static int belt_base_element[4] =
6399 EL_CONVEYOR_BELT_1_LEFT,
6400 EL_CONVEYOR_BELT_2_LEFT,
6401 EL_CONVEYOR_BELT_3_LEFT,
6402 EL_CONVEYOR_BELT_4_LEFT
6404 static int belt_base_active_element[4] =
6406 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6407 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6408 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6409 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6414 /* set frame order for belt animation graphic according to belt direction */
6415 for (i = 0; i < NUM_BELTS; i++)
6419 for (j = 0; j < NUM_BELT_PARTS; j++)
6421 int element = belt_base_active_element[belt_nr] + j;
6422 int graphic_1 = el2img(element);
6423 int graphic_2 = el2panelimg(element);
6425 if (game.belt_dir[i] == MV_LEFT)
6427 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6428 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6432 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6433 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6438 SCAN_PLAYFIELD(x, y)
6440 int element = Feld[x][y];
6442 for (i = 0; i < NUM_BELTS; i++)
6444 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6446 int e_belt_nr = getBeltNrFromBeltElement(element);
6449 if (e_belt_nr == belt_nr)
6451 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
6453 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
6460 static void ToggleBeltSwitch(int x, int y)
6462 static int belt_base_element[4] =
6464 EL_CONVEYOR_BELT_1_LEFT,
6465 EL_CONVEYOR_BELT_2_LEFT,
6466 EL_CONVEYOR_BELT_3_LEFT,
6467 EL_CONVEYOR_BELT_4_LEFT
6469 static int belt_base_active_element[4] =
6471 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6472 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6473 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6474 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6476 static int belt_base_switch_element[4] =
6478 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6479 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6480 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6481 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6483 static int belt_move_dir[4] =
6491 int element = Feld[x][y];
6492 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6493 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6494 int belt_dir = belt_move_dir[belt_dir_nr];
6497 if (!IS_BELT_SWITCH(element))
6500 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6501 game.belt_dir[belt_nr] = belt_dir;
6503 if (belt_dir_nr == 3)
6506 /* set frame order for belt animation graphic according to belt direction */
6507 for (i = 0; i < NUM_BELT_PARTS; i++)
6509 int element = belt_base_active_element[belt_nr] + i;
6510 int graphic_1 = el2img(element);
6511 int graphic_2 = el2panelimg(element);
6513 if (belt_dir == MV_LEFT)
6515 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6516 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6520 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6521 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6525 SCAN_PLAYFIELD(xx, yy)
6527 int element = Feld[xx][yy];
6529 if (IS_BELT_SWITCH(element))
6531 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6533 if (e_belt_nr == belt_nr)
6535 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6536 TEST_DrawLevelField(xx, yy);
6539 else if (IS_BELT(element) && belt_dir != MV_NONE)
6541 int e_belt_nr = getBeltNrFromBeltElement(element);
6543 if (e_belt_nr == belt_nr)
6545 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
6547 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6548 TEST_DrawLevelField(xx, yy);
6551 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6553 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6555 if (e_belt_nr == belt_nr)
6557 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
6559 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
6560 TEST_DrawLevelField(xx, yy);
6566 static void ToggleSwitchgateSwitch(int x, int y)
6570 game.switchgate_pos = !game.switchgate_pos;
6572 SCAN_PLAYFIELD(xx, yy)
6574 int element = Feld[xx][yy];
6576 #if !USE_BOTH_SWITCHGATE_SWITCHES
6577 if (element == EL_SWITCHGATE_SWITCH_UP ||
6578 element == EL_SWITCHGATE_SWITCH_DOWN)
6580 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
6581 TEST_DrawLevelField(xx, yy);
6583 else if (element == EL_DC_SWITCHGATE_SWITCH_UP ||
6584 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6586 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
6587 TEST_DrawLevelField(xx, yy);
6590 if (element == EL_SWITCHGATE_SWITCH_UP)
6592 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6593 TEST_DrawLevelField(xx, yy);
6595 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6597 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6598 TEST_DrawLevelField(xx, yy);
6600 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6602 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6603 TEST_DrawLevelField(xx, yy);
6605 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6607 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6608 TEST_DrawLevelField(xx, yy);
6611 else if (element == EL_SWITCHGATE_OPEN ||
6612 element == EL_SWITCHGATE_OPENING)
6614 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6616 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6618 else if (element == EL_SWITCHGATE_CLOSED ||
6619 element == EL_SWITCHGATE_CLOSING)
6621 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6623 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6628 static int getInvisibleActiveFromInvisibleElement(int element)
6630 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6631 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6632 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6636 static int getInvisibleFromInvisibleActiveElement(int element)
6638 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6639 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6640 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6644 static void RedrawAllLightSwitchesAndInvisibleElements()
6648 SCAN_PLAYFIELD(x, y)
6650 int element = Feld[x][y];
6652 if (element == EL_LIGHT_SWITCH &&
6653 game.light_time_left > 0)
6655 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6656 TEST_DrawLevelField(x, y);
6658 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6659 game.light_time_left == 0)
6661 Feld[x][y] = EL_LIGHT_SWITCH;
6662 TEST_DrawLevelField(x, y);
6664 else if (element == EL_EMC_DRIPPER &&
6665 game.light_time_left > 0)
6667 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6668 TEST_DrawLevelField(x, y);
6670 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6671 game.light_time_left == 0)
6673 Feld[x][y] = EL_EMC_DRIPPER;
6674 TEST_DrawLevelField(x, y);
6676 else if (element == EL_INVISIBLE_STEELWALL ||
6677 element == EL_INVISIBLE_WALL ||
6678 element == EL_INVISIBLE_SAND)
6680 if (game.light_time_left > 0)
6681 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6683 TEST_DrawLevelField(x, y);
6685 /* uncrumble neighbour fields, if needed */
6686 if (element == EL_INVISIBLE_SAND)
6687 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6689 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6690 element == EL_INVISIBLE_WALL_ACTIVE ||
6691 element == EL_INVISIBLE_SAND_ACTIVE)
6693 if (game.light_time_left == 0)
6694 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6696 TEST_DrawLevelField(x, y);
6698 /* re-crumble neighbour fields, if needed */
6699 if (element == EL_INVISIBLE_SAND)
6700 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6705 static void RedrawAllInvisibleElementsForLenses()
6709 SCAN_PLAYFIELD(x, y)
6711 int element = Feld[x][y];
6713 if (element == EL_EMC_DRIPPER &&
6714 game.lenses_time_left > 0)
6716 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6717 TEST_DrawLevelField(x, y);
6719 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6720 game.lenses_time_left == 0)
6722 Feld[x][y] = EL_EMC_DRIPPER;
6723 TEST_DrawLevelField(x, y);
6725 else if (element == EL_INVISIBLE_STEELWALL ||
6726 element == EL_INVISIBLE_WALL ||
6727 element == EL_INVISIBLE_SAND)
6729 if (game.lenses_time_left > 0)
6730 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6732 TEST_DrawLevelField(x, y);
6734 /* uncrumble neighbour fields, if needed */
6735 if (element == EL_INVISIBLE_SAND)
6736 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6738 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6739 element == EL_INVISIBLE_WALL_ACTIVE ||
6740 element == EL_INVISIBLE_SAND_ACTIVE)
6742 if (game.lenses_time_left == 0)
6743 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6745 TEST_DrawLevelField(x, y);
6747 /* re-crumble neighbour fields, if needed */
6748 if (element == EL_INVISIBLE_SAND)
6749 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6754 static void RedrawAllInvisibleElementsForMagnifier()
6758 SCAN_PLAYFIELD(x, y)
6760 int element = Feld[x][y];
6762 if (element == EL_EMC_FAKE_GRASS &&
6763 game.magnify_time_left > 0)
6765 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6766 TEST_DrawLevelField(x, y);
6768 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6769 game.magnify_time_left == 0)
6771 Feld[x][y] = EL_EMC_FAKE_GRASS;
6772 TEST_DrawLevelField(x, y);
6774 else if (IS_GATE_GRAY(element) &&
6775 game.magnify_time_left > 0)
6777 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6778 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6779 IS_EM_GATE_GRAY(element) ?
6780 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6781 IS_EMC_GATE_GRAY(element) ?
6782 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6783 IS_DC_GATE_GRAY(element) ?
6784 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6786 TEST_DrawLevelField(x, y);
6788 else if (IS_GATE_GRAY_ACTIVE(element) &&
6789 game.magnify_time_left == 0)
6791 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6792 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6793 IS_EM_GATE_GRAY_ACTIVE(element) ?
6794 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6795 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6796 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6797 IS_DC_GATE_GRAY_ACTIVE(element) ?
6798 EL_DC_GATE_WHITE_GRAY :
6800 TEST_DrawLevelField(x, y);
6805 static void ToggleLightSwitch(int x, int y)
6807 int element = Feld[x][y];
6809 game.light_time_left =
6810 (element == EL_LIGHT_SWITCH ?
6811 level.time_light * FRAMES_PER_SECOND : 0);
6813 RedrawAllLightSwitchesAndInvisibleElements();
6816 static void ActivateTimegateSwitch(int x, int y)
6820 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6822 SCAN_PLAYFIELD(xx, yy)
6824 int element = Feld[xx][yy];
6826 if (element == EL_TIMEGATE_CLOSED ||
6827 element == EL_TIMEGATE_CLOSING)
6829 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6830 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6834 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6836 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6837 TEST_DrawLevelField(xx, yy);
6844 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6845 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6847 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
6851 void Impact(int x, int y)
6853 boolean last_line = (y == lev_fieldy - 1);
6854 boolean object_hit = FALSE;
6855 boolean impact = (last_line || object_hit);
6856 int element = Feld[x][y];
6857 int smashed = EL_STEELWALL;
6859 if (!last_line) /* check if element below was hit */
6861 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6864 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6865 MovDir[x][y + 1] != MV_DOWN ||
6866 MovPos[x][y + 1] <= TILEY / 2));
6868 /* do not smash moving elements that left the smashed field in time */
6869 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6870 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6873 #if USE_QUICKSAND_IMPACT_BUGFIX
6874 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6876 RemoveMovingField(x, y + 1);
6877 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6878 Feld[x][y + 2] = EL_ROCK;
6879 TEST_DrawLevelField(x, y + 2);
6884 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6886 RemoveMovingField(x, y + 1);
6887 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6888 Feld[x][y + 2] = EL_ROCK;
6889 TEST_DrawLevelField(x, y + 2);
6896 smashed = MovingOrBlocked2Element(x, y + 1);
6898 impact = (last_line || object_hit);
6901 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6903 SplashAcid(x, y + 1);
6907 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6908 /* only reset graphic animation if graphic really changes after impact */
6910 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6912 ResetGfxAnimation(x, y);
6913 TEST_DrawLevelField(x, y);
6916 if (impact && CAN_EXPLODE_IMPACT(element))
6921 else if (impact && element == EL_PEARL &&
6922 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6924 ResetGfxAnimation(x, y);
6926 Feld[x][y] = EL_PEARL_BREAKING;
6927 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6930 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6932 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6937 if (impact && element == EL_AMOEBA_DROP)
6939 if (object_hit && IS_PLAYER(x, y + 1))
6940 KillPlayerUnlessEnemyProtected(x, y + 1);
6941 else if (object_hit && smashed == EL_PENGUIN)
6945 Feld[x][y] = EL_AMOEBA_GROWING;
6946 Store[x][y] = EL_AMOEBA_WET;
6948 ResetRandomAnimationValue(x, y);
6953 if (object_hit) /* check which object was hit */
6955 if ((CAN_PASS_MAGIC_WALL(element) &&
6956 (smashed == EL_MAGIC_WALL ||
6957 smashed == EL_BD_MAGIC_WALL)) ||
6958 (CAN_PASS_DC_MAGIC_WALL(element) &&
6959 smashed == EL_DC_MAGIC_WALL))
6962 int activated_magic_wall =
6963 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6964 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6965 EL_DC_MAGIC_WALL_ACTIVE);
6967 /* activate magic wall / mill */
6968 SCAN_PLAYFIELD(xx, yy)
6970 if (Feld[xx][yy] == smashed)
6971 Feld[xx][yy] = activated_magic_wall;
6974 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6975 game.magic_wall_active = TRUE;
6977 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6978 SND_MAGIC_WALL_ACTIVATING :
6979 smashed == EL_BD_MAGIC_WALL ?
6980 SND_BD_MAGIC_WALL_ACTIVATING :
6981 SND_DC_MAGIC_WALL_ACTIVATING));
6984 if (IS_PLAYER(x, y + 1))
6986 if (CAN_SMASH_PLAYER(element))
6988 KillPlayerUnlessEnemyProtected(x, y + 1);
6992 else if (smashed == EL_PENGUIN)
6994 if (CAN_SMASH_PLAYER(element))
7000 else if (element == EL_BD_DIAMOND)
7002 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
7008 else if (((element == EL_SP_INFOTRON ||
7009 element == EL_SP_ZONK) &&
7010 (smashed == EL_SP_SNIKSNAK ||
7011 smashed == EL_SP_ELECTRON ||
7012 smashed == EL_SP_DISK_ORANGE)) ||
7013 (element == EL_SP_INFOTRON &&
7014 smashed == EL_SP_DISK_YELLOW))
7019 else if (CAN_SMASH_EVERYTHING(element))
7021 if (IS_CLASSIC_ENEMY(smashed) ||
7022 CAN_EXPLODE_SMASHED(smashed))
7027 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
7029 if (smashed == EL_LAMP ||
7030 smashed == EL_LAMP_ACTIVE)
7035 else if (smashed == EL_NUT)
7037 Feld[x][y + 1] = EL_NUT_BREAKING;
7038 PlayLevelSound(x, y, SND_NUT_BREAKING);
7039 RaiseScoreElement(EL_NUT);
7042 else if (smashed == EL_PEARL)
7044 ResetGfxAnimation(x, y);
7046 Feld[x][y + 1] = EL_PEARL_BREAKING;
7047 PlayLevelSound(x, y, SND_PEARL_BREAKING);
7050 else if (smashed == EL_DIAMOND)
7052 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
7053 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
7056 else if (IS_BELT_SWITCH(smashed))
7058 ToggleBeltSwitch(x, y + 1);
7060 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
7061 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
7062 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
7063 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
7065 ToggleSwitchgateSwitch(x, y + 1);
7067 else if (smashed == EL_LIGHT_SWITCH ||
7068 smashed == EL_LIGHT_SWITCH_ACTIVE)
7070 ToggleLightSwitch(x, y + 1);
7075 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
7078 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
7080 CheckElementChangeBySide(x, y + 1, smashed, element,
7081 CE_SWITCHED, CH_SIDE_TOP);
7082 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
7088 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
7093 /* play sound of magic wall / mill */
7095 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7096 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
7097 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
7099 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7100 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
7101 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7102 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
7103 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7104 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
7109 /* play sound of object that hits the ground */
7110 if (last_line || object_hit)
7111 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
7114 inline static void TurnRoundExt(int x, int y)
7126 { 0, 0 }, { 0, 0 }, { 0, 0 },
7131 int left, right, back;
7135 { MV_DOWN, MV_UP, MV_RIGHT },
7136 { MV_UP, MV_DOWN, MV_LEFT },
7138 { MV_LEFT, MV_RIGHT, MV_DOWN },
7142 { MV_RIGHT, MV_LEFT, MV_UP }
7145 int element = Feld[x][y];
7146 int move_pattern = element_info[element].move_pattern;
7148 int old_move_dir = MovDir[x][y];
7149 int left_dir = turn[old_move_dir].left;
7150 int right_dir = turn[old_move_dir].right;
7151 int back_dir = turn[old_move_dir].back;
7153 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
7154 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
7155 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
7156 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
7158 int left_x = x + left_dx, left_y = y + left_dy;
7159 int right_x = x + right_dx, right_y = y + right_dy;
7160 int move_x = x + move_dx, move_y = y + move_dy;
7164 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
7166 TestIfBadThingTouchesOtherBadThing(x, y);
7168 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
7169 MovDir[x][y] = right_dir;
7170 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7171 MovDir[x][y] = left_dir;
7173 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
7175 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
7178 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
7180 TestIfBadThingTouchesOtherBadThing(x, y);
7182 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
7183 MovDir[x][y] = left_dir;
7184 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7185 MovDir[x][y] = right_dir;
7187 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
7189 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
7192 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
7194 TestIfBadThingTouchesOtherBadThing(x, y);
7196 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
7197 MovDir[x][y] = left_dir;
7198 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
7199 MovDir[x][y] = right_dir;
7201 if (MovDir[x][y] != old_move_dir)
7204 else if (element == EL_YAMYAM)
7206 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
7207 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
7209 if (can_turn_left && can_turn_right)
7210 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7211 else if (can_turn_left)
7212 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7213 else if (can_turn_right)
7214 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7216 MovDir[x][y] = back_dir;
7218 MovDelay[x][y] = 16 + 16 * RND(3);
7220 else if (element == EL_DARK_YAMYAM)
7222 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7224 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7227 if (can_turn_left && can_turn_right)
7228 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7229 else if (can_turn_left)
7230 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7231 else if (can_turn_right)
7232 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7234 MovDir[x][y] = back_dir;
7236 MovDelay[x][y] = 16 + 16 * RND(3);
7238 else if (element == EL_PACMAN)
7240 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
7241 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
7243 if (can_turn_left && can_turn_right)
7244 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7245 else if (can_turn_left)
7246 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7247 else if (can_turn_right)
7248 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7250 MovDir[x][y] = back_dir;
7252 MovDelay[x][y] = 6 + RND(40);
7254 else if (element == EL_PIG)
7256 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
7257 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
7258 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
7259 boolean should_turn_left, should_turn_right, should_move_on;
7261 int rnd = RND(rnd_value);
7263 should_turn_left = (can_turn_left &&
7265 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
7266 y + back_dy + left_dy)));
7267 should_turn_right = (can_turn_right &&
7269 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
7270 y + back_dy + right_dy)));
7271 should_move_on = (can_move_on &&
7274 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
7275 y + move_dy + left_dy) ||
7276 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
7277 y + move_dy + right_dy)));
7279 if (should_turn_left || should_turn_right || should_move_on)
7281 if (should_turn_left && should_turn_right && should_move_on)
7282 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
7283 rnd < 2 * rnd_value / 3 ? right_dir :
7285 else if (should_turn_left && should_turn_right)
7286 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7287 else if (should_turn_left && should_move_on)
7288 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
7289 else if (should_turn_right && should_move_on)
7290 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
7291 else if (should_turn_left)
7292 MovDir[x][y] = left_dir;
7293 else if (should_turn_right)
7294 MovDir[x][y] = right_dir;
7295 else if (should_move_on)
7296 MovDir[x][y] = old_move_dir;
7298 else if (can_move_on && rnd > rnd_value / 8)
7299 MovDir[x][y] = old_move_dir;
7300 else if (can_turn_left && can_turn_right)
7301 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7302 else if (can_turn_left && rnd > rnd_value / 8)
7303 MovDir[x][y] = left_dir;
7304 else if (can_turn_right && rnd > rnd_value/8)
7305 MovDir[x][y] = right_dir;
7307 MovDir[x][y] = back_dir;
7309 xx = x + move_xy[MovDir[x][y]].dx;
7310 yy = y + move_xy[MovDir[x][y]].dy;
7312 if (!IN_LEV_FIELD(xx, yy) ||
7313 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
7314 MovDir[x][y] = old_move_dir;
7318 else if (element == EL_DRAGON)
7320 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
7321 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
7322 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
7324 int rnd = RND(rnd_value);
7326 if (can_move_on && rnd > rnd_value / 8)
7327 MovDir[x][y] = old_move_dir;
7328 else if (can_turn_left && can_turn_right)
7329 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7330 else if (can_turn_left && rnd > rnd_value / 8)
7331 MovDir[x][y] = left_dir;
7332 else if (can_turn_right && rnd > rnd_value / 8)
7333 MovDir[x][y] = right_dir;
7335 MovDir[x][y] = back_dir;
7337 xx = x + move_xy[MovDir[x][y]].dx;
7338 yy = y + move_xy[MovDir[x][y]].dy;
7340 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
7341 MovDir[x][y] = old_move_dir;
7345 else if (element == EL_MOLE)
7347 boolean can_move_on =
7348 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7349 IS_AMOEBOID(Feld[move_x][move_y]) ||
7350 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
7353 boolean can_turn_left =
7354 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7355 IS_AMOEBOID(Feld[left_x][left_y])));
7357 boolean can_turn_right =
7358 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7359 IS_AMOEBOID(Feld[right_x][right_y])));
7361 if (can_turn_left && can_turn_right)
7362 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7363 else if (can_turn_left)
7364 MovDir[x][y] = left_dir;
7366 MovDir[x][y] = right_dir;
7369 if (MovDir[x][y] != old_move_dir)
7372 else if (element == EL_BALLOON)
7374 MovDir[x][y] = game.wind_direction;
7377 else if (element == EL_SPRING)
7379 #if USE_NEW_SPRING_BUMPER
7380 if (MovDir[x][y] & MV_HORIZONTAL)
7382 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7383 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7385 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7386 ResetGfxAnimation(move_x, move_y);
7387 TEST_DrawLevelField(move_x, move_y);
7389 MovDir[x][y] = back_dir;
7391 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7392 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7393 MovDir[x][y] = MV_NONE;
7396 if (MovDir[x][y] & MV_HORIZONTAL &&
7397 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7398 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
7399 MovDir[x][y] = MV_NONE;
7404 else if (element == EL_ROBOT ||
7405 element == EL_SATELLITE ||
7406 element == EL_PENGUIN ||
7407 element == EL_EMC_ANDROID)
7409 int attr_x = -1, attr_y = -1;
7420 for (i = 0; i < MAX_PLAYERS; i++)
7422 struct PlayerInfo *player = &stored_player[i];
7423 int jx = player->jx, jy = player->jy;
7425 if (!player->active)
7429 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7437 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
7438 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
7439 game.engine_version < VERSION_IDENT(3,1,0,0)))
7445 if (element == EL_PENGUIN)
7448 static int xy[4][2] =
7456 for (i = 0; i < NUM_DIRECTIONS; i++)
7458 int ex = x + xy[i][0];
7459 int ey = y + xy[i][1];
7461 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
7462 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
7463 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
7464 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7473 MovDir[x][y] = MV_NONE;
7475 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
7476 else if (attr_x > x)
7477 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
7479 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
7480 else if (attr_y > y)
7481 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
7483 if (element == EL_ROBOT)
7487 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7488 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7489 Moving2Blocked(x, y, &newx, &newy);
7491 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7492 MovDelay[x][y] = 8 + 8 * !RND(3);
7494 MovDelay[x][y] = 16;
7496 else if (element == EL_PENGUIN)
7502 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7504 boolean first_horiz = RND(2);
7505 int new_move_dir = MovDir[x][y];
7508 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7509 Moving2Blocked(x, y, &newx, &newy);
7511 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7515 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7516 Moving2Blocked(x, y, &newx, &newy);
7518 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7521 MovDir[x][y] = old_move_dir;
7525 else if (element == EL_SATELLITE)
7531 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7533 boolean first_horiz = RND(2);
7534 int new_move_dir = MovDir[x][y];
7537 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7538 Moving2Blocked(x, y, &newx, &newy);
7540 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7544 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7545 Moving2Blocked(x, y, &newx, &newy);
7547 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7550 MovDir[x][y] = old_move_dir;
7554 else if (element == EL_EMC_ANDROID)
7556 static int check_pos[16] =
7558 -1, /* 0 => (invalid) */
7559 7, /* 1 => MV_LEFT */
7560 3, /* 2 => MV_RIGHT */
7561 -1, /* 3 => (invalid) */
7563 0, /* 5 => MV_LEFT | MV_UP */
7564 2, /* 6 => MV_RIGHT | MV_UP */
7565 -1, /* 7 => (invalid) */
7566 5, /* 8 => MV_DOWN */
7567 6, /* 9 => MV_LEFT | MV_DOWN */
7568 4, /* 10 => MV_RIGHT | MV_DOWN */
7569 -1, /* 11 => (invalid) */
7570 -1, /* 12 => (invalid) */
7571 -1, /* 13 => (invalid) */
7572 -1, /* 14 => (invalid) */
7573 -1, /* 15 => (invalid) */
7581 { -1, -1, MV_LEFT | MV_UP },
7583 { +1, -1, MV_RIGHT | MV_UP },
7584 { +1, 0, MV_RIGHT },
7585 { +1, +1, MV_RIGHT | MV_DOWN },
7587 { -1, +1, MV_LEFT | MV_DOWN },
7590 int start_pos, check_order;
7591 boolean can_clone = FALSE;
7594 /* check if there is any free field around current position */
7595 for (i = 0; i < 8; i++)
7597 int newx = x + check_xy[i].dx;
7598 int newy = y + check_xy[i].dy;
7600 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7608 if (can_clone) /* randomly find an element to clone */
7612 start_pos = check_pos[RND(8)];
7613 check_order = (RND(2) ? -1 : +1);
7615 for (i = 0; i < 8; i++)
7617 int pos_raw = start_pos + i * check_order;
7618 int pos = (pos_raw + 8) % 8;
7619 int newx = x + check_xy[pos].dx;
7620 int newy = y + check_xy[pos].dy;
7622 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7624 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7625 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7627 Store[x][y] = Feld[newx][newy];
7636 if (can_clone) /* randomly find a direction to move */
7640 start_pos = check_pos[RND(8)];
7641 check_order = (RND(2) ? -1 : +1);
7643 for (i = 0; i < 8; i++)
7645 int pos_raw = start_pos + i * check_order;
7646 int pos = (pos_raw + 8) % 8;
7647 int newx = x + check_xy[pos].dx;
7648 int newy = y + check_xy[pos].dy;
7649 int new_move_dir = check_xy[pos].dir;
7651 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7653 MovDir[x][y] = new_move_dir;
7654 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7663 if (can_clone) /* cloning and moving successful */
7666 /* cannot clone -- try to move towards player */
7668 start_pos = check_pos[MovDir[x][y] & 0x0f];
7669 check_order = (RND(2) ? -1 : +1);
7671 for (i = 0; i < 3; i++)
7673 /* first check start_pos, then previous/next or (next/previous) pos */
7674 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7675 int pos = (pos_raw + 8) % 8;
7676 int newx = x + check_xy[pos].dx;
7677 int newy = y + check_xy[pos].dy;
7678 int new_move_dir = check_xy[pos].dir;
7680 if (IS_PLAYER(newx, newy))
7683 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7685 MovDir[x][y] = new_move_dir;
7686 MovDelay[x][y] = level.android_move_time * 8 + 1;
7693 else if (move_pattern == MV_TURNING_LEFT ||
7694 move_pattern == MV_TURNING_RIGHT ||
7695 move_pattern == MV_TURNING_LEFT_RIGHT ||
7696 move_pattern == MV_TURNING_RIGHT_LEFT ||
7697 move_pattern == MV_TURNING_RANDOM ||
7698 move_pattern == MV_ALL_DIRECTIONS)
7700 boolean can_turn_left =
7701 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7702 boolean can_turn_right =
7703 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7705 if (element_info[element].move_stepsize == 0) /* "not moving" */
7708 if (move_pattern == MV_TURNING_LEFT)
7709 MovDir[x][y] = left_dir;
7710 else if (move_pattern == MV_TURNING_RIGHT)
7711 MovDir[x][y] = right_dir;
7712 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7713 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7714 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7715 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7716 else if (move_pattern == MV_TURNING_RANDOM)
7717 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7718 can_turn_right && !can_turn_left ? right_dir :
7719 RND(2) ? left_dir : right_dir);
7720 else if (can_turn_left && can_turn_right)
7721 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7722 else if (can_turn_left)
7723 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7724 else if (can_turn_right)
7725 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7727 MovDir[x][y] = back_dir;
7729 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7731 else if (move_pattern == MV_HORIZONTAL ||
7732 move_pattern == MV_VERTICAL)
7734 if (move_pattern & old_move_dir)
7735 MovDir[x][y] = back_dir;
7736 else if (move_pattern == MV_HORIZONTAL)
7737 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7738 else if (move_pattern == MV_VERTICAL)
7739 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7741 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7743 else if (move_pattern & MV_ANY_DIRECTION)
7745 MovDir[x][y] = move_pattern;
7746 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7748 else if (move_pattern & MV_WIND_DIRECTION)
7750 MovDir[x][y] = game.wind_direction;
7751 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7753 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7755 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7756 MovDir[x][y] = left_dir;
7757 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7758 MovDir[x][y] = right_dir;
7760 if (MovDir[x][y] != old_move_dir)
7761 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7763 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7765 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7766 MovDir[x][y] = right_dir;
7767 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7768 MovDir[x][y] = left_dir;
7770 if (MovDir[x][y] != old_move_dir)
7771 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7773 else if (move_pattern == MV_TOWARDS_PLAYER ||
7774 move_pattern == MV_AWAY_FROM_PLAYER)
7776 int attr_x = -1, attr_y = -1;
7778 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7789 for (i = 0; i < MAX_PLAYERS; i++)
7791 struct PlayerInfo *player = &stored_player[i];
7792 int jx = player->jx, jy = player->jy;
7794 if (!player->active)
7798 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7806 MovDir[x][y] = MV_NONE;
7808 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7809 else if (attr_x > x)
7810 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7812 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7813 else if (attr_y > y)
7814 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7816 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7818 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7820 boolean first_horiz = RND(2);
7821 int new_move_dir = MovDir[x][y];
7823 if (element_info[element].move_stepsize == 0) /* "not moving" */
7825 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7826 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7832 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7833 Moving2Blocked(x, y, &newx, &newy);
7835 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7839 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7840 Moving2Blocked(x, y, &newx, &newy);
7842 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7845 MovDir[x][y] = old_move_dir;
7848 else if (move_pattern == MV_WHEN_PUSHED ||
7849 move_pattern == MV_WHEN_DROPPED)
7851 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7852 MovDir[x][y] = MV_NONE;
7856 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7858 static int test_xy[7][2] =
7868 static int test_dir[7] =
7878 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7879 int move_preference = -1000000; /* start with very low preference */
7880 int new_move_dir = MV_NONE;
7881 int start_test = RND(4);
7884 for (i = 0; i < NUM_DIRECTIONS; i++)
7886 int move_dir = test_dir[start_test + i];
7887 int move_dir_preference;
7889 xx = x + test_xy[start_test + i][0];
7890 yy = y + test_xy[start_test + i][1];
7892 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7893 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7895 new_move_dir = move_dir;
7900 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7903 move_dir_preference = -1 * RunnerVisit[xx][yy];
7904 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7905 move_dir_preference = PlayerVisit[xx][yy];
7907 if (move_dir_preference > move_preference)
7909 /* prefer field that has not been visited for the longest time */
7910 move_preference = move_dir_preference;
7911 new_move_dir = move_dir;
7913 else if (move_dir_preference == move_preference &&
7914 move_dir == old_move_dir)
7916 /* prefer last direction when all directions are preferred equally */
7917 move_preference = move_dir_preference;
7918 new_move_dir = move_dir;
7922 MovDir[x][y] = new_move_dir;
7923 if (old_move_dir != new_move_dir)
7924 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7928 static void TurnRound(int x, int y)
7930 int direction = MovDir[x][y];
7934 GfxDir[x][y] = MovDir[x][y];
7936 if (direction != MovDir[x][y])
7940 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7942 ResetGfxFrame(x, y, FALSE);
7945 static boolean JustBeingPushed(int x, int y)
7949 for (i = 0; i < MAX_PLAYERS; i++)
7951 struct PlayerInfo *player = &stored_player[i];
7953 if (player->active && player->is_pushing && player->MovPos)
7955 int next_jx = player->jx + (player->jx - player->last_jx);
7956 int next_jy = player->jy + (player->jy - player->last_jy);
7958 if (x == next_jx && y == next_jy)
7966 void StartMoving(int x, int y)
7968 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7969 int element = Feld[x][y];
7974 if (MovDelay[x][y] == 0)
7975 GfxAction[x][y] = ACTION_DEFAULT;
7977 if (CAN_FALL(element) && y < lev_fieldy - 1)
7979 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7980 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7981 if (JustBeingPushed(x, y))
7984 if (element == EL_QUICKSAND_FULL)
7986 if (IS_FREE(x, y + 1))
7988 InitMovingField(x, y, MV_DOWN);
7989 started_moving = TRUE;
7991 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7992 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7993 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7994 Store[x][y] = EL_ROCK;
7996 Store[x][y] = EL_ROCK;
7999 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
8001 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
8003 if (!MovDelay[x][y])
8005 MovDelay[x][y] = TILEY + 1;
8007 ResetGfxAnimation(x, y);
8008 ResetGfxAnimation(x, y + 1);
8013 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
8014 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
8021 Feld[x][y] = EL_QUICKSAND_EMPTY;
8022 Feld[x][y + 1] = EL_QUICKSAND_FULL;
8023 Store[x][y + 1] = Store[x][y];
8026 PlayLevelSoundAction(x, y, ACTION_FILLING);
8028 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
8030 if (!MovDelay[x][y])
8032 MovDelay[x][y] = TILEY + 1;
8034 ResetGfxAnimation(x, y);
8035 ResetGfxAnimation(x, y + 1);
8040 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
8041 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
8048 Feld[x][y] = EL_QUICKSAND_EMPTY;
8049 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
8050 Store[x][y + 1] = Store[x][y];
8053 PlayLevelSoundAction(x, y, ACTION_FILLING);
8056 else if (element == EL_QUICKSAND_FAST_FULL)
8058 if (IS_FREE(x, y + 1))
8060 InitMovingField(x, y, MV_DOWN);
8061 started_moving = TRUE;
8063 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
8064 #if USE_QUICKSAND_BD_ROCK_BUGFIX
8065 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
8066 Store[x][y] = EL_ROCK;
8068 Store[x][y] = EL_ROCK;
8071 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
8073 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
8075 if (!MovDelay[x][y])
8077 MovDelay[x][y] = TILEY + 1;
8079 ResetGfxAnimation(x, y);
8080 ResetGfxAnimation(x, y + 1);
8085 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
8086 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
8093 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
8094 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
8095 Store[x][y + 1] = Store[x][y];
8098 PlayLevelSoundAction(x, y, ACTION_FILLING);
8100 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
8102 if (!MovDelay[x][y])
8104 MovDelay[x][y] = TILEY + 1;
8106 ResetGfxAnimation(x, y);
8107 ResetGfxAnimation(x, y + 1);
8112 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
8113 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
8120 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
8121 Feld[x][y + 1] = EL_QUICKSAND_FULL;
8122 Store[x][y + 1] = Store[x][y];
8125 PlayLevelSoundAction(x, y, ACTION_FILLING);
8128 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
8129 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
8131 InitMovingField(x, y, MV_DOWN);
8132 started_moving = TRUE;
8134 Feld[x][y] = EL_QUICKSAND_FILLING;
8135 Store[x][y] = element;
8137 PlayLevelSoundAction(x, y, ACTION_FILLING);
8139 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
8140 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
8142 InitMovingField(x, y, MV_DOWN);
8143 started_moving = TRUE;
8145 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
8146 Store[x][y] = element;
8148 PlayLevelSoundAction(x, y, ACTION_FILLING);
8150 else if (element == EL_MAGIC_WALL_FULL)
8152 if (IS_FREE(x, y + 1))
8154 InitMovingField(x, y, MV_DOWN);
8155 started_moving = TRUE;
8157 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
8158 Store[x][y] = EL_CHANGED(Store[x][y]);
8160 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
8162 if (!MovDelay[x][y])
8163 MovDelay[x][y] = TILEY / 4 + 1;
8172 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
8173 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
8174 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
8178 else if (element == EL_BD_MAGIC_WALL_FULL)
8180 if (IS_FREE(x, y + 1))
8182 InitMovingField(x, y, MV_DOWN);
8183 started_moving = TRUE;
8185 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
8186 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
8188 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
8190 if (!MovDelay[x][y])
8191 MovDelay[x][y] = TILEY / 4 + 1;
8200 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
8201 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
8202 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
8206 else if (element == EL_DC_MAGIC_WALL_FULL)
8208 if (IS_FREE(x, y + 1))
8210 InitMovingField(x, y, MV_DOWN);
8211 started_moving = TRUE;
8213 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
8214 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
8216 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
8218 if (!MovDelay[x][y])
8219 MovDelay[x][y] = TILEY / 4 + 1;
8228 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
8229 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
8230 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
8234 else if ((CAN_PASS_MAGIC_WALL(element) &&
8235 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
8236 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
8237 (CAN_PASS_DC_MAGIC_WALL(element) &&
8238 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
8241 InitMovingField(x, y, MV_DOWN);
8242 started_moving = TRUE;
8245 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
8246 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
8247 EL_DC_MAGIC_WALL_FILLING);
8248 Store[x][y] = element;
8250 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
8252 SplashAcid(x, y + 1);
8254 InitMovingField(x, y, MV_DOWN);
8255 started_moving = TRUE;
8257 Store[x][y] = EL_ACID;
8260 #if USE_FIX_IMPACT_COLLISION
8261 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8262 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
8264 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8265 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
8267 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
8268 CAN_FALL(element) && WasJustFalling[x][y] &&
8269 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
8271 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
8272 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
8273 (Feld[x][y + 1] == EL_BLOCKED)))
8275 /* this is needed for a special case not covered by calling "Impact()"
8276 from "ContinueMoving()": if an element moves to a tile directly below
8277 another element which was just falling on that tile (which was empty
8278 in the previous frame), the falling element above would just stop
8279 instead of smashing the element below (in previous version, the above
8280 element was just checked for "moving" instead of "falling", resulting
8281 in incorrect smashes caused by horizontal movement of the above
8282 element; also, the case of the player being the element to smash was
8283 simply not covered here... :-/ ) */
8285 CheckCollision[x][y] = 0;
8286 CheckImpact[x][y] = 0;
8290 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
8292 if (MovDir[x][y] == MV_NONE)
8294 InitMovingField(x, y, MV_DOWN);
8295 started_moving = TRUE;
8298 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
8300 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
8301 MovDir[x][y] = MV_DOWN;
8303 InitMovingField(x, y, MV_DOWN);
8304 started_moving = TRUE;
8306 else if (element == EL_AMOEBA_DROP)
8308 Feld[x][y] = EL_AMOEBA_GROWING;
8309 Store[x][y] = EL_AMOEBA_WET;
8311 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
8312 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
8313 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
8314 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
8316 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
8317 (IS_FREE(x - 1, y + 1) ||
8318 Feld[x - 1][y + 1] == EL_ACID));
8319 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
8320 (IS_FREE(x + 1, y + 1) ||
8321 Feld[x + 1][y + 1] == EL_ACID));
8322 boolean can_fall_any = (can_fall_left || can_fall_right);
8323 boolean can_fall_both = (can_fall_left && can_fall_right);
8324 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
8326 #if USE_NEW_ALL_SLIPPERY
8327 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
8329 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8330 can_fall_right = FALSE;
8331 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8332 can_fall_left = FALSE;
8333 else if (slippery_type == SLIPPERY_ONLY_LEFT)
8334 can_fall_right = FALSE;
8335 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8336 can_fall_left = FALSE;
8338 can_fall_any = (can_fall_left || can_fall_right);
8339 can_fall_both = FALSE;
8342 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
8344 if (slippery_type == SLIPPERY_ONLY_LEFT)
8345 can_fall_right = FALSE;
8346 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8347 can_fall_left = FALSE;
8348 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8349 can_fall_right = FALSE;
8350 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8351 can_fall_left = FALSE;
8353 can_fall_any = (can_fall_left || can_fall_right);
8354 can_fall_both = (can_fall_left && can_fall_right);
8358 #if USE_NEW_ALL_SLIPPERY
8360 #if USE_NEW_SP_SLIPPERY
8361 /* !!! better use the same properties as for custom elements here !!! */
8362 else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
8363 can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
8365 can_fall_right = FALSE; /* slip down on left side */
8366 can_fall_both = FALSE;
8371 #if USE_NEW_ALL_SLIPPERY
8374 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8375 can_fall_right = FALSE; /* slip down on left side */
8377 can_fall_left = !(can_fall_right = RND(2));
8379 can_fall_both = FALSE;
8384 if (game.emulation == EMU_BOULDERDASH ||
8385 element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8386 can_fall_right = FALSE; /* slip down on left side */
8388 can_fall_left = !(can_fall_right = RND(2));
8390 can_fall_both = FALSE;
8396 /* if not determined otherwise, prefer left side for slipping down */
8397 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8398 started_moving = TRUE;
8402 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
8404 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
8407 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8408 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8409 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
8410 int belt_dir = game.belt_dir[belt_nr];
8412 if ((belt_dir == MV_LEFT && left_is_free) ||
8413 (belt_dir == MV_RIGHT && right_is_free))
8415 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8417 InitMovingField(x, y, belt_dir);
8418 started_moving = TRUE;
8420 Pushed[x][y] = TRUE;
8421 Pushed[nextx][y] = TRUE;
8423 GfxAction[x][y] = ACTION_DEFAULT;
8427 MovDir[x][y] = 0; /* if element was moving, stop it */
8432 /* not "else if" because of elements that can fall and move (EL_SPRING) */
8434 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE)
8436 if (CAN_MOVE(element) && !started_moving)
8439 int move_pattern = element_info[element].move_pattern;
8444 if (MovDir[x][y] == MV_NONE)
8446 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
8447 x, y, element, element_info[element].token_name);
8448 printf("StartMoving(): This should never happen!\n");
8453 Moving2Blocked(x, y, &newx, &newy);
8455 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8458 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8459 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8461 WasJustMoving[x][y] = 0;
8462 CheckCollision[x][y] = 0;
8464 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8466 if (Feld[x][y] != element) /* element has changed */
8470 if (!MovDelay[x][y]) /* start new movement phase */
8472 /* all objects that can change their move direction after each step
8473 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
8475 if (element != EL_YAMYAM &&
8476 element != EL_DARK_YAMYAM &&
8477 element != EL_PACMAN &&
8478 !(move_pattern & MV_ANY_DIRECTION) &&
8479 move_pattern != MV_TURNING_LEFT &&
8480 move_pattern != MV_TURNING_RIGHT &&
8481 move_pattern != MV_TURNING_LEFT_RIGHT &&
8482 move_pattern != MV_TURNING_RIGHT_LEFT &&
8483 move_pattern != MV_TURNING_RANDOM)
8487 if (MovDelay[x][y] && (element == EL_BUG ||
8488 element == EL_SPACESHIP ||
8489 element == EL_SP_SNIKSNAK ||
8490 element == EL_SP_ELECTRON ||
8491 element == EL_MOLE))
8492 TEST_DrawLevelField(x, y);
8496 if (MovDelay[x][y]) /* wait some time before next movement */
8500 if (element == EL_ROBOT ||
8501 element == EL_YAMYAM ||
8502 element == EL_DARK_YAMYAM)
8504 DrawLevelElementAnimationIfNeeded(x, y, element);
8505 PlayLevelSoundAction(x, y, ACTION_WAITING);
8507 else if (element == EL_SP_ELECTRON)
8508 DrawLevelElementAnimationIfNeeded(x, y, element);
8509 else if (element == EL_DRAGON)
8512 int dir = MovDir[x][y];
8513 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8514 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8515 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8516 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8517 dir == MV_UP ? IMG_FLAMES_1_UP :
8518 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8519 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
8521 GfxAction[x][y] = ACTION_ATTACKING;
8523 if (IS_PLAYER(x, y))
8524 DrawPlayerField(x, y);
8526 TEST_DrawLevelField(x, y);
8528 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8530 for (i = 1; i <= 3; i++)
8532 int xx = x + i * dx;
8533 int yy = y + i * dy;
8534 int sx = SCREENX(xx);
8535 int sy = SCREENY(yy);
8536 int flame_graphic = graphic + (i - 1);
8538 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
8543 int flamed = MovingOrBlocked2Element(xx, yy);
8547 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8549 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
8550 RemoveMovingField(xx, yy);
8552 RemoveField(xx, yy);
8554 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8557 RemoveMovingField(xx, yy);
8560 ChangeDelay[xx][yy] = 0;
8562 Feld[xx][yy] = EL_FLAMES;
8564 if (IN_SCR_FIELD(sx, sy))
8566 TEST_DrawLevelFieldCrumbled(xx, yy);
8567 DrawGraphic(sx, sy, flame_graphic, frame);
8572 if (Feld[xx][yy] == EL_FLAMES)
8573 Feld[xx][yy] = EL_EMPTY;
8574 TEST_DrawLevelField(xx, yy);
8579 if (MovDelay[x][y]) /* element still has to wait some time */
8581 PlayLevelSoundAction(x, y, ACTION_WAITING);
8587 /* now make next step */
8589 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
8591 if (DONT_COLLIDE_WITH(element) &&
8592 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8593 !PLAYER_ENEMY_PROTECTED(newx, newy))
8595 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8600 else if (CAN_MOVE_INTO_ACID(element) &&
8601 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
8602 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8603 (MovDir[x][y] == MV_DOWN ||
8604 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8606 SplashAcid(newx, newy);
8607 Store[x][y] = EL_ACID;
8609 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8611 if (Feld[newx][newy] == EL_EXIT_OPEN ||
8612 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
8613 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
8614 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8617 TEST_DrawLevelField(x, y);
8619 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8620 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8621 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
8623 local_player->friends_still_needed--;
8624 if (!local_player->friends_still_needed &&
8625 !local_player->GameOver && AllPlayersGone)
8626 PlayerWins(local_player);
8630 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
8632 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
8633 TEST_DrawLevelField(newx, newy);
8635 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8637 else if (!IS_FREE(newx, newy))
8639 GfxAction[x][y] = ACTION_WAITING;
8641 if (IS_PLAYER(x, y))
8642 DrawPlayerField(x, y);
8644 TEST_DrawLevelField(x, y);
8649 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8651 if (IS_FOOD_PIG(Feld[newx][newy]))
8653 if (IS_MOVING(newx, newy))
8654 RemoveMovingField(newx, newy);
8657 Feld[newx][newy] = EL_EMPTY;
8658 TEST_DrawLevelField(newx, newy);
8661 PlayLevelSound(x, y, SND_PIG_DIGGING);
8663 else if (!IS_FREE(newx, newy))
8665 if (IS_PLAYER(x, y))
8666 DrawPlayerField(x, y);
8668 TEST_DrawLevelField(x, y);
8673 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8675 if (Store[x][y] != EL_EMPTY)
8677 boolean can_clone = FALSE;
8680 /* check if element to clone is still there */
8681 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8683 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
8691 /* cannot clone or target field not free anymore -- do not clone */
8692 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8693 Store[x][y] = EL_EMPTY;
8696 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8698 if (IS_MV_DIAGONAL(MovDir[x][y]))
8700 int diagonal_move_dir = MovDir[x][y];
8701 int stored = Store[x][y];
8702 int change_delay = 8;
8705 /* android is moving diagonally */
8707 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8709 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8710 GfxElement[x][y] = EL_EMC_ANDROID;
8711 GfxAction[x][y] = ACTION_SHRINKING;
8712 GfxDir[x][y] = diagonal_move_dir;
8713 ChangeDelay[x][y] = change_delay;
8715 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8718 DrawLevelGraphicAnimation(x, y, graphic);
8719 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8721 if (Feld[newx][newy] == EL_ACID)
8723 SplashAcid(newx, newy);
8728 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8730 Store[newx][newy] = EL_EMC_ANDROID;
8731 GfxElement[newx][newy] = EL_EMC_ANDROID;
8732 GfxAction[newx][newy] = ACTION_GROWING;
8733 GfxDir[newx][newy] = diagonal_move_dir;
8734 ChangeDelay[newx][newy] = change_delay;
8736 graphic = el_act_dir2img(GfxElement[newx][newy],
8737 GfxAction[newx][newy], GfxDir[newx][newy]);
8739 DrawLevelGraphicAnimation(newx, newy, graphic);
8740 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8746 Feld[newx][newy] = EL_EMPTY;
8747 TEST_DrawLevelField(newx, newy);
8749 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8752 else if (!IS_FREE(newx, newy))
8755 if (IS_PLAYER(x, y))
8756 DrawPlayerField(x, y);
8758 TEST_DrawLevelField(x, y);
8764 else if (IS_CUSTOM_ELEMENT(element) &&
8765 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8768 if (!DigFieldByCE(newx, newy, element))
8771 int new_element = Feld[newx][newy];
8773 if (!IS_FREE(newx, newy))
8775 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
8776 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
8779 /* no element can dig solid indestructible elements */
8780 if (IS_INDESTRUCTIBLE(new_element) &&
8781 !IS_DIGGABLE(new_element) &&
8782 !IS_COLLECTIBLE(new_element))
8785 if (AmoebaNr[newx][newy] &&
8786 (new_element == EL_AMOEBA_FULL ||
8787 new_element == EL_BD_AMOEBA ||
8788 new_element == EL_AMOEBA_GROWING))
8790 AmoebaCnt[AmoebaNr[newx][newy]]--;
8791 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8794 if (IS_MOVING(newx, newy))
8795 RemoveMovingField(newx, newy);
8798 RemoveField(newx, newy);
8799 TEST_DrawLevelField(newx, newy);
8802 /* if digged element was about to explode, prevent the explosion */
8803 ExplodeField[newx][newy] = EX_TYPE_NONE;
8805 PlayLevelSoundAction(x, y, action);
8808 Store[newx][newy] = EL_EMPTY;
8811 /* this makes it possible to leave the removed element again */
8812 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
8813 Store[newx][newy] = new_element;
8815 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
8817 int move_leave_element = element_info[element].move_leave_element;
8819 /* this makes it possible to leave the removed element again */
8820 Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
8821 new_element : move_leave_element);
8827 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8829 RunnerVisit[x][y] = FrameCounter;
8830 PlayerVisit[x][y] /= 8; /* expire player visit path */
8833 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8835 if (!IS_FREE(newx, newy))
8837 if (IS_PLAYER(x, y))
8838 DrawPlayerField(x, y);
8840 TEST_DrawLevelField(x, y);
8846 boolean wanna_flame = !RND(10);
8847 int dx = newx - x, dy = newy - y;
8848 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8849 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8850 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8851 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8852 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8853 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8856 IS_CLASSIC_ENEMY(element1) ||
8857 IS_CLASSIC_ENEMY(element2)) &&
8858 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8859 element1 != EL_FLAMES && element2 != EL_FLAMES)
8861 ResetGfxAnimation(x, y);
8862 GfxAction[x][y] = ACTION_ATTACKING;
8864 if (IS_PLAYER(x, y))
8865 DrawPlayerField(x, y);
8867 TEST_DrawLevelField(x, y);
8869 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8871 MovDelay[x][y] = 50;
8875 RemoveField(newx, newy);
8877 Feld[newx][newy] = EL_FLAMES;
8878 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8881 RemoveField(newx1, newy1);
8883 Feld[newx1][newy1] = EL_FLAMES;
8885 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8888 RemoveField(newx2, newy2);
8890 Feld[newx2][newy2] = EL_FLAMES;
8897 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8898 Feld[newx][newy] == EL_DIAMOND)
8900 if (IS_MOVING(newx, newy))
8901 RemoveMovingField(newx, newy);
8904 Feld[newx][newy] = EL_EMPTY;
8905 TEST_DrawLevelField(newx, newy);
8908 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8910 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8911 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8913 if (AmoebaNr[newx][newy])
8915 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8916 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8917 Feld[newx][newy] == EL_BD_AMOEBA)
8918 AmoebaCnt[AmoebaNr[newx][newy]]--;
8923 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
8925 RemoveMovingField(newx, newy);
8928 if (IS_MOVING(newx, newy))
8930 RemoveMovingField(newx, newy);
8935 Feld[newx][newy] = EL_EMPTY;
8936 TEST_DrawLevelField(newx, newy);
8939 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8941 else if ((element == EL_PACMAN || element == EL_MOLE)
8942 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8944 if (AmoebaNr[newx][newy])
8946 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8947 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8948 Feld[newx][newy] == EL_BD_AMOEBA)
8949 AmoebaCnt[AmoebaNr[newx][newy]]--;
8952 if (element == EL_MOLE)
8954 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8955 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8957 ResetGfxAnimation(x, y);
8958 GfxAction[x][y] = ACTION_DIGGING;
8959 TEST_DrawLevelField(x, y);
8961 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
8963 return; /* wait for shrinking amoeba */
8965 else /* element == EL_PACMAN */
8967 Feld[newx][newy] = EL_EMPTY;
8968 TEST_DrawLevelField(newx, newy);
8969 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8972 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8973 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8974 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8976 /* wait for shrinking amoeba to completely disappear */
8979 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8981 /* object was running against a wall */
8986 /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
8987 if (move_pattern & MV_ANY_DIRECTION &&
8988 move_pattern == MovDir[x][y])
8990 int blocking_element =
8991 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
8993 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
8996 element = Feld[x][y]; /* element might have changed */
9000 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
9001 DrawLevelElementAnimation(x, y, element);
9003 if (DONT_TOUCH(element))
9004 TestIfBadThingTouchesPlayer(x, y);
9009 InitMovingField(x, y, MovDir[x][y]);
9011 PlayLevelSoundAction(x, y, ACTION_MOVING);
9015 ContinueMoving(x, y);
9018 void ContinueMoving(int x, int y)
9020 int element = Feld[x][y];
9021 struct ElementInfo *ei = &element_info[element];
9022 int direction = MovDir[x][y];
9023 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
9024 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
9025 int newx = x + dx, newy = y + dy;
9026 int stored = Store[x][y];
9027 int stored_new = Store[newx][newy];
9028 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
9029 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
9030 boolean last_line = (newy == lev_fieldy - 1);
9032 MovPos[x][y] += getElementMoveStepsize(x, y);
9034 if (pushed_by_player) /* special case: moving object pushed by player */
9035 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
9037 if (ABS(MovPos[x][y]) < TILEX)
9040 int ee = Feld[x][y];
9041 int gg = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
9042 int ff = getGraphicAnimationFrame(gg, GfxFrame[x][y]);
9044 printf("::: %d.%d: moving %d ... [%d, %d, %d] [%d, %d, %d]\n",
9045 x, y, ABS(MovPos[x][y]),
9047 GfxAction[x][y], GfxDir[x][y], GfxFrame[x][y]);
9050 TEST_DrawLevelField(x, y);
9052 return; /* element is still moving */
9055 /* element reached destination field */
9057 Feld[x][y] = EL_EMPTY;
9058 Feld[newx][newy] = element;
9059 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
9061 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
9063 element = Feld[newx][newy] = EL_ACID;
9065 else if (element == EL_MOLE)
9067 Feld[x][y] = EL_SAND;
9069 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9071 else if (element == EL_QUICKSAND_FILLING)
9073 element = Feld[newx][newy] = get_next_element(element);
9074 Store[newx][newy] = Store[x][y];
9076 else if (element == EL_QUICKSAND_EMPTYING)
9078 Feld[x][y] = get_next_element(element);
9079 element = Feld[newx][newy] = Store[x][y];
9081 else if (element == EL_QUICKSAND_FAST_FILLING)
9083 element = Feld[newx][newy] = get_next_element(element);
9084 Store[newx][newy] = Store[x][y];
9086 else if (element == EL_QUICKSAND_FAST_EMPTYING)
9088 Feld[x][y] = get_next_element(element);
9089 element = Feld[newx][newy] = Store[x][y];
9091 else if (element == EL_MAGIC_WALL_FILLING)
9093 element = Feld[newx][newy] = get_next_element(element);
9094 if (!game.magic_wall_active)
9095 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
9096 Store[newx][newy] = Store[x][y];
9098 else if (element == EL_MAGIC_WALL_EMPTYING)
9100 Feld[x][y] = get_next_element(element);
9101 if (!game.magic_wall_active)
9102 Feld[x][y] = EL_MAGIC_WALL_DEAD;
9103 element = Feld[newx][newy] = Store[x][y];
9105 #if USE_NEW_CUSTOM_VALUE
9106 InitField(newx, newy, FALSE);
9109 else if (element == EL_BD_MAGIC_WALL_FILLING)
9111 element = Feld[newx][newy] = get_next_element(element);
9112 if (!game.magic_wall_active)
9113 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
9114 Store[newx][newy] = Store[x][y];
9116 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
9118 Feld[x][y] = get_next_element(element);
9119 if (!game.magic_wall_active)
9120 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
9121 element = Feld[newx][newy] = Store[x][y];
9123 #if USE_NEW_CUSTOM_VALUE
9124 InitField(newx, newy, FALSE);
9127 else if (element == EL_DC_MAGIC_WALL_FILLING)
9129 element = Feld[newx][newy] = get_next_element(element);
9130 if (!game.magic_wall_active)
9131 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
9132 Store[newx][newy] = Store[x][y];
9134 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
9136 Feld[x][y] = get_next_element(element);
9137 if (!game.magic_wall_active)
9138 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
9139 element = Feld[newx][newy] = Store[x][y];
9141 #if USE_NEW_CUSTOM_VALUE
9142 InitField(newx, newy, FALSE);
9145 else if (element == EL_AMOEBA_DROPPING)
9147 Feld[x][y] = get_next_element(element);
9148 element = Feld[newx][newy] = Store[x][y];
9150 else if (element == EL_SOKOBAN_OBJECT)
9153 Feld[x][y] = Back[x][y];
9155 if (Back[newx][newy])
9156 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
9158 Back[x][y] = Back[newx][newy] = 0;
9161 Store[x][y] = EL_EMPTY;
9166 MovDelay[newx][newy] = 0;
9168 if (CAN_CHANGE_OR_HAS_ACTION(element))
9170 /* copy element change control values to new field */
9171 ChangeDelay[newx][newy] = ChangeDelay[x][y];
9172 ChangePage[newx][newy] = ChangePage[x][y];
9173 ChangeCount[newx][newy] = ChangeCount[x][y];
9174 ChangeEvent[newx][newy] = ChangeEvent[x][y];
9177 #if USE_NEW_CUSTOM_VALUE
9178 CustomValue[newx][newy] = CustomValue[x][y];
9181 ChangeDelay[x][y] = 0;
9182 ChangePage[x][y] = -1;
9183 ChangeCount[x][y] = 0;
9184 ChangeEvent[x][y] = -1;
9186 #if USE_NEW_CUSTOM_VALUE
9187 CustomValue[x][y] = 0;
9190 /* copy animation control values to new field */
9191 GfxFrame[newx][newy] = GfxFrame[x][y];
9192 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
9193 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
9194 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
9196 Pushed[x][y] = Pushed[newx][newy] = FALSE;
9198 /* some elements can leave other elements behind after moving */
9200 if (ei->move_leave_element != EL_EMPTY &&
9201 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
9202 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
9204 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
9205 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
9206 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
9209 int move_leave_element = ei->move_leave_element;
9213 /* this makes it possible to leave the removed element again */
9214 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
9215 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
9217 /* this makes it possible to leave the removed element again */
9218 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
9219 move_leave_element = stored;
9222 /* this makes it possible to leave the removed element again */
9223 if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
9224 ei->move_leave_element == EL_TRIGGER_ELEMENT)
9225 move_leave_element = stored;
9228 Feld[x][y] = move_leave_element;
9230 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
9231 MovDir[x][y] = direction;
9233 InitField(x, y, FALSE);
9235 if (GFX_CRUMBLED(Feld[x][y]))
9236 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9238 if (ELEM_IS_PLAYER(move_leave_element))
9239 RelocatePlayer(x, y, move_leave_element);
9242 /* do this after checking for left-behind element */
9243 ResetGfxAnimation(x, y); /* reset animation values for old field */
9245 if (!CAN_MOVE(element) ||
9246 (CAN_FALL(element) && direction == MV_DOWN &&
9247 (element == EL_SPRING ||
9248 element_info[element].move_pattern == MV_WHEN_PUSHED ||
9249 element_info[element].move_pattern == MV_WHEN_DROPPED)))
9250 GfxDir[x][y] = MovDir[newx][newy] = 0;
9252 TEST_DrawLevelField(x, y);
9253 TEST_DrawLevelField(newx, newy);
9255 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
9257 /* prevent pushed element from moving on in pushed direction */
9258 if (pushed_by_player && CAN_MOVE(element) &&
9259 element_info[element].move_pattern & MV_ANY_DIRECTION &&
9260 !(element_info[element].move_pattern & direction))
9261 TurnRound(newx, newy);
9263 /* prevent elements on conveyor belt from moving on in last direction */
9264 if (pushed_by_conveyor && CAN_FALL(element) &&
9265 direction & MV_HORIZONTAL)
9266 MovDir[newx][newy] = 0;
9268 if (!pushed_by_player)
9270 int nextx = newx + dx, nexty = newy + dy;
9271 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
9273 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
9275 if (CAN_FALL(element) && direction == MV_DOWN)
9276 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
9278 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
9279 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
9281 #if USE_FIX_IMPACT_COLLISION
9282 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
9283 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
9287 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
9289 TestIfBadThingTouchesPlayer(newx, newy);
9290 TestIfBadThingTouchesFriend(newx, newy);
9292 if (!IS_CUSTOM_ELEMENT(element))
9293 TestIfBadThingTouchesOtherBadThing(newx, newy);
9295 else if (element == EL_PENGUIN)
9296 TestIfFriendTouchesBadThing(newx, newy);
9298 if (DONT_GET_HIT_BY(element))
9300 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
9303 /* give the player one last chance (one more frame) to move away */
9304 if (CAN_FALL(element) && direction == MV_DOWN &&
9305 (last_line || (!IS_FREE(x, newy + 1) &&
9306 (!IS_PLAYER(x, newy + 1) ||
9307 game.engine_version < VERSION_IDENT(3,1,1,0)))))
9310 if (pushed_by_player && !game.use_change_when_pushing_bug)
9312 int push_side = MV_DIR_OPPOSITE(direction);
9313 struct PlayerInfo *player = PLAYERINFO(x, y);
9315 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
9316 player->index_bit, push_side);
9317 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
9318 player->index_bit, push_side);
9321 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
9322 MovDelay[newx][newy] = 1;
9324 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
9326 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
9329 if (ChangePage[newx][newy] != -1) /* delayed change */
9331 int page = ChangePage[newx][newy];
9332 struct ElementChangeInfo *change = &ei->change_page[page];
9334 ChangePage[newx][newy] = -1;
9336 if (change->can_change)
9338 if (ChangeElement(newx, newy, element, page))
9340 if (change->post_change_function)
9341 change->post_change_function(newx, newy);
9345 if (change->has_action)
9346 ExecuteCustomElementAction(newx, newy, element, page);
9350 TestIfElementHitsCustomElement(newx, newy, direction);
9351 TestIfPlayerTouchesCustomElement(newx, newy);
9352 TestIfElementTouchesCustomElement(newx, newy);
9354 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
9355 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
9356 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
9357 MV_DIR_OPPOSITE(direction));
9360 int AmoebeNachbarNr(int ax, int ay)
9363 int element = Feld[ax][ay];
9365 static int xy[4][2] =
9373 for (i = 0; i < NUM_DIRECTIONS; i++)
9375 int x = ax + xy[i][0];
9376 int y = ay + xy[i][1];
9378 if (!IN_LEV_FIELD(x, y))
9381 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
9382 group_nr = AmoebaNr[x][y];
9388 void AmoebenVereinigen(int ax, int ay)
9390 int i, x, y, xx, yy;
9391 int new_group_nr = AmoebaNr[ax][ay];
9392 static int xy[4][2] =
9400 if (new_group_nr == 0)
9403 for (i = 0; i < NUM_DIRECTIONS; i++)
9408 if (!IN_LEV_FIELD(x, y))
9411 if ((Feld[x][y] == EL_AMOEBA_FULL ||
9412 Feld[x][y] == EL_BD_AMOEBA ||
9413 Feld[x][y] == EL_AMOEBA_DEAD) &&
9414 AmoebaNr[x][y] != new_group_nr)
9416 int old_group_nr = AmoebaNr[x][y];
9418 if (old_group_nr == 0)
9421 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
9422 AmoebaCnt[old_group_nr] = 0;
9423 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
9424 AmoebaCnt2[old_group_nr] = 0;
9426 SCAN_PLAYFIELD(xx, yy)
9428 if (AmoebaNr[xx][yy] == old_group_nr)
9429 AmoebaNr[xx][yy] = new_group_nr;
9435 void AmoebeUmwandeln(int ax, int ay)
9439 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
9441 int group_nr = AmoebaNr[ax][ay];
9446 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
9447 printf("AmoebeUmwandeln(): This should never happen!\n");
9452 SCAN_PLAYFIELD(x, y)
9454 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9457 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
9461 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9462 SND_AMOEBA_TURNING_TO_GEM :
9463 SND_AMOEBA_TURNING_TO_ROCK));
9468 static int xy[4][2] =
9476 for (i = 0; i < NUM_DIRECTIONS; i++)
9481 if (!IN_LEV_FIELD(x, y))
9484 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
9486 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9487 SND_AMOEBA_TURNING_TO_GEM :
9488 SND_AMOEBA_TURNING_TO_ROCK));
9495 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
9498 int group_nr = AmoebaNr[ax][ay];
9499 boolean done = FALSE;
9504 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
9505 printf("AmoebeUmwandelnBD(): This should never happen!\n");
9510 SCAN_PLAYFIELD(x, y)
9512 if (AmoebaNr[x][y] == group_nr &&
9513 (Feld[x][y] == EL_AMOEBA_DEAD ||
9514 Feld[x][y] == EL_BD_AMOEBA ||
9515 Feld[x][y] == EL_AMOEBA_GROWING))
9518 Feld[x][y] = new_element;
9519 InitField(x, y, FALSE);
9520 TEST_DrawLevelField(x, y);
9526 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9527 SND_BD_AMOEBA_TURNING_TO_ROCK :
9528 SND_BD_AMOEBA_TURNING_TO_GEM));
9531 void AmoebeWaechst(int x, int y)
9533 static unsigned long sound_delay = 0;
9534 static unsigned long sound_delay_value = 0;
9536 if (!MovDelay[x][y]) /* start new growing cycle */
9540 if (DelayReached(&sound_delay, sound_delay_value))
9542 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9543 sound_delay_value = 30;
9547 if (MovDelay[x][y]) /* wait some time before growing bigger */
9550 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9552 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9553 6 - MovDelay[x][y]);
9555 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
9558 if (!MovDelay[x][y])
9560 Feld[x][y] = Store[x][y];
9562 TEST_DrawLevelField(x, y);
9567 void AmoebaDisappearing(int x, int y)
9569 static unsigned long sound_delay = 0;
9570 static unsigned long sound_delay_value = 0;
9572 if (!MovDelay[x][y]) /* start new shrinking cycle */
9576 if (DelayReached(&sound_delay, sound_delay_value))
9577 sound_delay_value = 30;
9580 if (MovDelay[x][y]) /* wait some time before shrinking */
9583 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9585 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9586 6 - MovDelay[x][y]);
9588 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
9591 if (!MovDelay[x][y])
9593 Feld[x][y] = EL_EMPTY;
9594 TEST_DrawLevelField(x, y);
9596 /* don't let mole enter this field in this cycle;
9597 (give priority to objects falling to this field from above) */
9603 void AmoebeAbleger(int ax, int ay)
9606 int element = Feld[ax][ay];
9607 int graphic = el2img(element);
9608 int newax = ax, neway = ay;
9609 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9610 static int xy[4][2] =
9618 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9620 Feld[ax][ay] = EL_AMOEBA_DEAD;
9621 TEST_DrawLevelField(ax, ay);
9625 if (IS_ANIMATED(graphic))
9626 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9628 if (!MovDelay[ax][ay]) /* start making new amoeba field */
9629 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9631 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
9634 if (MovDelay[ax][ay])
9638 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
9641 int x = ax + xy[start][0];
9642 int y = ay + xy[start][1];
9644 if (!IN_LEV_FIELD(x, y))
9647 if (IS_FREE(x, y) ||
9648 CAN_GROW_INTO(Feld[x][y]) ||
9649 Feld[x][y] == EL_QUICKSAND_EMPTY ||
9650 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
9656 if (newax == ax && neway == ay)
9659 else /* normal or "filled" (BD style) amoeba */
9662 boolean waiting_for_player = FALSE;
9664 for (i = 0; i < NUM_DIRECTIONS; i++)
9666 int j = (start + i) % 4;
9667 int x = ax + xy[j][0];
9668 int y = ay + xy[j][1];
9670 if (!IN_LEV_FIELD(x, y))
9673 if (IS_FREE(x, y) ||
9674 CAN_GROW_INTO(Feld[x][y]) ||
9675 Feld[x][y] == EL_QUICKSAND_EMPTY ||
9676 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
9682 else if (IS_PLAYER(x, y))
9683 waiting_for_player = TRUE;
9686 if (newax == ax && neway == ay) /* amoeba cannot grow */
9688 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9690 Feld[ax][ay] = EL_AMOEBA_DEAD;
9691 TEST_DrawLevelField(ax, ay);
9692 AmoebaCnt[AmoebaNr[ax][ay]]--;
9694 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
9696 if (element == EL_AMOEBA_FULL)
9697 AmoebeUmwandeln(ax, ay);
9698 else if (element == EL_BD_AMOEBA)
9699 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
9704 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9706 /* amoeba gets larger by growing in some direction */
9708 int new_group_nr = AmoebaNr[ax][ay];
9711 if (new_group_nr == 0)
9713 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
9714 printf("AmoebeAbleger(): This should never happen!\n");
9719 AmoebaNr[newax][neway] = new_group_nr;
9720 AmoebaCnt[new_group_nr]++;
9721 AmoebaCnt2[new_group_nr]++;
9723 /* if amoeba touches other amoeba(s) after growing, unify them */
9724 AmoebenVereinigen(newax, neway);
9726 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9728 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
9734 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9735 (neway == lev_fieldy - 1 && newax != ax))
9737 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
9738 Store[newax][neway] = element;
9740 else if (neway == ay || element == EL_EMC_DRIPPER)
9742 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
9744 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9748 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
9749 Feld[ax][ay] = EL_AMOEBA_DROPPING;
9750 Store[ax][ay] = EL_AMOEBA_DROP;
9751 ContinueMoving(ax, ay);
9755 TEST_DrawLevelField(newax, neway);
9758 void Life(int ax, int ay)
9762 int element = Feld[ax][ay];
9763 int graphic = el2img(element);
9764 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9766 boolean changed = FALSE;
9768 if (IS_ANIMATED(graphic))
9769 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9774 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
9775 MovDelay[ax][ay] = life_time;
9777 if (MovDelay[ax][ay]) /* wait some time before next cycle */
9780 if (MovDelay[ax][ay])
9784 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9786 int xx = ax+x1, yy = ay+y1;
9789 if (!IN_LEV_FIELD(xx, yy))
9792 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9794 int x = xx+x2, y = yy+y2;
9796 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9799 if (((Feld[x][y] == element ||
9800 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
9802 (IS_FREE(x, y) && Stop[x][y]))
9806 if (xx == ax && yy == ay) /* field in the middle */
9808 if (nachbarn < life_parameter[0] ||
9809 nachbarn > life_parameter[1])
9811 Feld[xx][yy] = EL_EMPTY;
9813 TEST_DrawLevelField(xx, yy);
9814 Stop[xx][yy] = TRUE;
9818 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
9819 { /* free border field */
9820 if (nachbarn >= life_parameter[2] &&
9821 nachbarn <= life_parameter[3])
9823 Feld[xx][yy] = element;
9824 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9826 TEST_DrawLevelField(xx, yy);
9827 Stop[xx][yy] = TRUE;
9834 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9835 SND_GAME_OF_LIFE_GROWING);
9838 static void InitRobotWheel(int x, int y)
9840 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9843 static void RunRobotWheel(int x, int y)
9845 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9848 static void StopRobotWheel(int x, int y)
9850 if (ZX == x && ZY == y)
9854 game.robot_wheel_active = FALSE;
9858 static void InitTimegateWheel(int x, int y)
9860 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9863 static void RunTimegateWheel(int x, int y)
9865 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9868 static void InitMagicBallDelay(int x, int y)
9871 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9873 ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1;
9877 static void ActivateMagicBall(int bx, int by)
9881 if (level.ball_random)
9883 int pos_border = RND(8); /* select one of the eight border elements */
9884 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9885 int xx = pos_content % 3;
9886 int yy = pos_content / 3;
9891 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9892 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9896 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9898 int xx = x - bx + 1;
9899 int yy = y - by + 1;
9901 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9902 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9906 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9909 void CheckExit(int x, int y)
9911 if (local_player->gems_still_needed > 0 ||
9912 local_player->sokobanfields_still_needed > 0 ||
9913 local_player->lights_still_needed > 0)
9915 int element = Feld[x][y];
9916 int graphic = el2img(element);
9918 if (IS_ANIMATED(graphic))
9919 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9924 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9927 Feld[x][y] = EL_EXIT_OPENING;
9929 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9932 void CheckExitEM(int x, int y)
9934 if (local_player->gems_still_needed > 0 ||
9935 local_player->sokobanfields_still_needed > 0 ||
9936 local_player->lights_still_needed > 0)
9938 int element = Feld[x][y];
9939 int graphic = el2img(element);
9941 if (IS_ANIMATED(graphic))
9942 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9947 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9950 Feld[x][y] = EL_EM_EXIT_OPENING;
9952 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9955 void CheckExitSteel(int x, int y)
9957 if (local_player->gems_still_needed > 0 ||
9958 local_player->sokobanfields_still_needed > 0 ||
9959 local_player->lights_still_needed > 0)
9961 int element = Feld[x][y];
9962 int graphic = el2img(element);
9964 if (IS_ANIMATED(graphic))
9965 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9970 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9973 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9975 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9978 void CheckExitSteelEM(int x, int y)
9980 if (local_player->gems_still_needed > 0 ||
9981 local_player->sokobanfields_still_needed > 0 ||
9982 local_player->lights_still_needed > 0)
9984 int element = Feld[x][y];
9985 int graphic = el2img(element);
9987 if (IS_ANIMATED(graphic))
9988 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9993 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9996 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9998 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
10001 void CheckExitSP(int x, int y)
10003 if (local_player->gems_still_needed > 0)
10005 int element = Feld[x][y];
10006 int graphic = el2img(element);
10008 if (IS_ANIMATED(graphic))
10009 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10014 if (AllPlayersGone) /* do not re-open exit door closed after last player */
10017 Feld[x][y] = EL_SP_EXIT_OPENING;
10019 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
10022 static void CloseAllOpenTimegates()
10026 SCAN_PLAYFIELD(x, y)
10028 int element = Feld[x][y];
10030 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
10032 Feld[x][y] = EL_TIMEGATE_CLOSING;
10034 PlayLevelSoundAction(x, y, ACTION_CLOSING);
10039 void DrawTwinkleOnField(int x, int y)
10041 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
10044 if (Feld[x][y] == EL_BD_DIAMOND)
10047 if (MovDelay[x][y] == 0) /* next animation frame */
10048 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
10050 if (MovDelay[x][y] != 0) /* wait some time before next frame */
10054 DrawLevelElementAnimation(x, y, Feld[x][y]);
10056 if (MovDelay[x][y] != 0)
10058 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
10059 10 - MovDelay[x][y]);
10061 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
10066 void MauerWaechst(int x, int y)
10070 if (!MovDelay[x][y]) /* next animation frame */
10071 MovDelay[x][y] = 3 * delay;
10073 if (MovDelay[x][y]) /* wait some time before next frame */
10077 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
10079 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
10080 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
10082 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
10085 if (!MovDelay[x][y])
10087 if (MovDir[x][y] == MV_LEFT)
10089 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
10090 TEST_DrawLevelField(x - 1, y);
10092 else if (MovDir[x][y] == MV_RIGHT)
10094 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
10095 TEST_DrawLevelField(x + 1, y);
10097 else if (MovDir[x][y] == MV_UP)
10099 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
10100 TEST_DrawLevelField(x, y - 1);
10104 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
10105 TEST_DrawLevelField(x, y + 1);
10108 Feld[x][y] = Store[x][y];
10110 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
10111 TEST_DrawLevelField(x, y);
10116 void MauerAbleger(int ax, int ay)
10118 int element = Feld[ax][ay];
10119 int graphic = el2img(element);
10120 boolean oben_frei = FALSE, unten_frei = FALSE;
10121 boolean links_frei = FALSE, rechts_frei = FALSE;
10122 boolean oben_massiv = FALSE, unten_massiv = FALSE;
10123 boolean links_massiv = FALSE, rechts_massiv = FALSE;
10124 boolean new_wall = FALSE;
10126 if (IS_ANIMATED(graphic))
10127 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
10129 if (!MovDelay[ax][ay]) /* start building new wall */
10130 MovDelay[ax][ay] = 6;
10132 if (MovDelay[ax][ay]) /* wait some time before building new wall */
10134 MovDelay[ax][ay]--;
10135 if (MovDelay[ax][ay])
10139 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
10141 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
10143 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
10145 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
10146 rechts_frei = TRUE;
10148 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
10149 element == EL_EXPANDABLE_WALL_ANY)
10153 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
10154 Store[ax][ay-1] = element;
10155 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
10156 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
10157 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
10158 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
10163 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
10164 Store[ax][ay+1] = element;
10165 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
10166 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
10167 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
10168 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
10173 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
10174 element == EL_EXPANDABLE_WALL_ANY ||
10175 element == EL_EXPANDABLE_WALL ||
10176 element == EL_BD_EXPANDABLE_WALL)
10180 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
10181 Store[ax-1][ay] = element;
10182 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
10183 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
10184 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
10185 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
10191 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
10192 Store[ax+1][ay] = element;
10193 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
10194 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
10195 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
10196 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
10201 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
10202 TEST_DrawLevelField(ax, ay);
10204 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
10205 oben_massiv = TRUE;
10206 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
10207 unten_massiv = TRUE;
10208 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
10209 links_massiv = TRUE;
10210 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
10211 rechts_massiv = TRUE;
10213 if (((oben_massiv && unten_massiv) ||
10214 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
10215 element == EL_EXPANDABLE_WALL) &&
10216 ((links_massiv && rechts_massiv) ||
10217 element == EL_EXPANDABLE_WALL_VERTICAL))
10218 Feld[ax][ay] = EL_WALL;
10221 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
10224 void MauerAblegerStahl(int ax, int ay)
10226 int element = Feld[ax][ay];
10227 int graphic = el2img(element);
10228 boolean oben_frei = FALSE, unten_frei = FALSE;
10229 boolean links_frei = FALSE, rechts_frei = FALSE;
10230 boolean oben_massiv = FALSE, unten_massiv = FALSE;
10231 boolean links_massiv = FALSE, rechts_massiv = FALSE;
10232 boolean new_wall = FALSE;
10234 if (IS_ANIMATED(graphic))
10235 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
10237 if (!MovDelay[ax][ay]) /* start building new wall */
10238 MovDelay[ax][ay] = 6;
10240 if (MovDelay[ax][ay]) /* wait some time before building new wall */
10242 MovDelay[ax][ay]--;
10243 if (MovDelay[ax][ay])
10247 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
10249 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
10251 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
10253 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
10254 rechts_frei = TRUE;
10256 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
10257 element == EL_EXPANDABLE_STEELWALL_ANY)
10261 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
10262 Store[ax][ay-1] = element;
10263 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
10264 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
10265 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
10266 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
10271 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
10272 Store[ax][ay+1] = element;
10273 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
10274 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
10275 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
10276 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
10281 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
10282 element == EL_EXPANDABLE_STEELWALL_ANY)
10286 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
10287 Store[ax-1][ay] = element;
10288 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
10289 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
10290 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
10291 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
10297 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
10298 Store[ax+1][ay] = element;
10299 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
10300 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
10301 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
10302 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
10307 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
10308 oben_massiv = TRUE;
10309 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
10310 unten_massiv = TRUE;
10311 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
10312 links_massiv = TRUE;
10313 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
10314 rechts_massiv = TRUE;
10316 if (((oben_massiv && unten_massiv) ||
10317 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
10318 ((links_massiv && rechts_massiv) ||
10319 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
10320 Feld[ax][ay] = EL_STEELWALL;
10323 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
10326 void CheckForDragon(int x, int y)
10329 boolean dragon_found = FALSE;
10330 static int xy[4][2] =
10338 for (i = 0; i < NUM_DIRECTIONS; i++)
10340 for (j = 0; j < 4; j++)
10342 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
10344 if (IN_LEV_FIELD(xx, yy) &&
10345 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
10347 if (Feld[xx][yy] == EL_DRAGON)
10348 dragon_found = TRUE;
10357 for (i = 0; i < NUM_DIRECTIONS; i++)
10359 for (j = 0; j < 3; j++)
10361 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
10363 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
10365 Feld[xx][yy] = EL_EMPTY;
10366 TEST_DrawLevelField(xx, yy);
10375 static void InitBuggyBase(int x, int y)
10377 int element = Feld[x][y];
10378 int activating_delay = FRAMES_PER_SECOND / 4;
10380 ChangeDelay[x][y] =
10381 (element == EL_SP_BUGGY_BASE ?
10382 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
10383 element == EL_SP_BUGGY_BASE_ACTIVATING ?
10385 element == EL_SP_BUGGY_BASE_ACTIVE ?
10386 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
10389 static void WarnBuggyBase(int x, int y)
10392 static int xy[4][2] =
10400 for (i = 0; i < NUM_DIRECTIONS; i++)
10402 int xx = x + xy[i][0];
10403 int yy = y + xy[i][1];
10405 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
10407 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
10414 static void InitTrap(int x, int y)
10416 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
10419 static void ActivateTrap(int x, int y)
10421 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
10424 static void ChangeActiveTrap(int x, int y)
10426 int graphic = IMG_TRAP_ACTIVE;
10428 /* if new animation frame was drawn, correct crumbled sand border */
10429 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
10430 TEST_DrawLevelFieldCrumbled(x, y);
10433 static int getSpecialActionElement(int element, int number, int base_element)
10435 return (element != EL_EMPTY ? element :
10436 number != -1 ? base_element + number - 1 :
10440 static int getModifiedActionNumber(int value_old, int operator, int operand,
10441 int value_min, int value_max)
10443 int value_new = (operator == CA_MODE_SET ? operand :
10444 operator == CA_MODE_ADD ? value_old + operand :
10445 operator == CA_MODE_SUBTRACT ? value_old - operand :
10446 operator == CA_MODE_MULTIPLY ? value_old * operand :
10447 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
10448 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
10451 return (value_new < value_min ? value_min :
10452 value_new > value_max ? value_max :
10456 static void ExecuteCustomElementAction(int x, int y, int element, int page)
10458 struct ElementInfo *ei = &element_info[element];
10459 struct ElementChangeInfo *change = &ei->change_page[page];
10460 int target_element = change->target_element;
10461 int action_type = change->action_type;
10462 int action_mode = change->action_mode;
10463 int action_arg = change->action_arg;
10464 int action_element = change->action_element;
10467 if (!change->has_action)
10470 /* ---------- determine action paramater values -------------------------- */
10472 int level_time_value =
10473 (level.time > 0 ? TimeLeft :
10476 int action_arg_element_raw =
10477 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
10478 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10479 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
10480 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
10481 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
10482 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
10483 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
10485 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
10488 if (action_arg_element_raw == EL_GROUP_START)
10489 printf("::: %d,%d: %d ('%s')\n", x, y, element, EL_NAME(element));
10492 int action_arg_direction =
10493 (action_arg >= CA_ARG_DIRECTION_LEFT &&
10494 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10495 action_arg == CA_ARG_DIRECTION_TRIGGER ?
10496 change->actual_trigger_side :
10497 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10498 MV_DIR_OPPOSITE(change->actual_trigger_side) :
10501 int action_arg_number_min =
10502 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10505 int action_arg_number_max =
10506 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10507 action_type == CA_SET_LEVEL_GEMS ? 999 :
10508 action_type == CA_SET_LEVEL_TIME ? 9999 :
10509 action_type == CA_SET_LEVEL_SCORE ? 99999 :
10510 action_type == CA_SET_CE_VALUE ? 9999 :
10511 action_type == CA_SET_CE_SCORE ? 9999 :
10514 int action_arg_number_reset =
10515 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10516 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10517 action_type == CA_SET_LEVEL_TIME ? level.time :
10518 action_type == CA_SET_LEVEL_SCORE ? 0 :
10519 #if USE_NEW_CUSTOM_VALUE
10520 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10522 action_type == CA_SET_CE_VALUE ? ei->custom_value_initial :
10524 action_type == CA_SET_CE_SCORE ? 0 :
10527 int action_arg_number =
10528 (action_arg <= CA_ARG_MAX ? action_arg :
10529 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10530 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10531 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10532 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10533 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10534 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10535 #if USE_NEW_CUSTOM_VALUE
10536 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10538 action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
10540 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10541 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10542 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10543 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
10544 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
10545 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10546 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10547 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
10548 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10549 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10550 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
10551 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10552 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10553 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
10556 int action_arg_number_old =
10557 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
10558 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10559 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
10560 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10561 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10564 int action_arg_number_new =
10565 getModifiedActionNumber(action_arg_number_old,
10566 action_mode, action_arg_number,
10567 action_arg_number_min, action_arg_number_max);
10570 int trigger_player_bits =
10571 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
10572 change->actual_trigger_player_bits : change->trigger_player);
10574 int trigger_player_bits =
10575 (change->actual_trigger_player >= EL_PLAYER_1 &&
10576 change->actual_trigger_player <= EL_PLAYER_4 ?
10577 (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
10581 int action_arg_player_bits =
10582 (action_arg >= CA_ARG_PLAYER_1 &&
10583 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10584 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10585 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10588 /* ---------- execute action -------------------------------------------- */
10590 switch (action_type)
10597 /* ---------- level actions ------------------------------------------- */
10599 case CA_RESTART_LEVEL:
10601 game.restart_level = TRUE;
10606 case CA_SHOW_ENVELOPE:
10608 int element = getSpecialActionElement(action_arg_element,
10609 action_arg_number, EL_ENVELOPE_1);
10611 if (IS_ENVELOPE(element))
10612 local_player->show_envelope = element;
10617 case CA_SET_LEVEL_TIME:
10619 if (level.time > 0) /* only modify limited time value */
10621 TimeLeft = action_arg_number_new;
10624 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10626 DisplayGameControlValues();
10628 DrawGameValue_Time(TimeLeft);
10631 if (!TimeLeft && setup.time_limit)
10632 for (i = 0; i < MAX_PLAYERS; i++)
10633 KillPlayer(&stored_player[i]);
10639 case CA_SET_LEVEL_SCORE:
10641 local_player->score = action_arg_number_new;
10644 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
10646 DisplayGameControlValues();
10648 DrawGameValue_Score(local_player->score);
10654 case CA_SET_LEVEL_GEMS:
10656 local_player->gems_still_needed = action_arg_number_new;
10659 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
10661 DisplayGameControlValues();
10663 DrawGameValue_Emeralds(local_player->gems_still_needed);
10669 #if !USE_PLAYER_GRAVITY
10670 case CA_SET_LEVEL_GRAVITY:
10672 game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10673 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10674 action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity :
10680 case CA_SET_LEVEL_WIND:
10682 game.wind_direction = action_arg_direction;
10687 case CA_SET_LEVEL_RANDOM_SEED:
10690 /* ensure that setting a new random seed while playing is predictable */
10691 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10693 InitRND(action_arg_number_new);
10697 printf("::: %d -> %d\n", action_arg_number_new, RND(10));
10705 for (i = 0; i < 9; i++)
10706 printf("%d, ", RND(2));
10714 /* ---------- player actions ------------------------------------------ */
10716 case CA_MOVE_PLAYER:
10718 /* automatically move to the next field in specified direction */
10719 for (i = 0; i < MAX_PLAYERS; i++)
10720 if (trigger_player_bits & (1 << i))
10721 stored_player[i].programmed_action = action_arg_direction;
10726 case CA_EXIT_PLAYER:
10728 for (i = 0; i < MAX_PLAYERS; i++)
10729 if (action_arg_player_bits & (1 << i))
10730 PlayerWins(&stored_player[i]);
10735 case CA_KILL_PLAYER:
10737 for (i = 0; i < MAX_PLAYERS; i++)
10738 if (action_arg_player_bits & (1 << i))
10739 KillPlayer(&stored_player[i]);
10744 case CA_SET_PLAYER_KEYS:
10746 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10747 int element = getSpecialActionElement(action_arg_element,
10748 action_arg_number, EL_KEY_1);
10750 if (IS_KEY(element))
10752 for (i = 0; i < MAX_PLAYERS; i++)
10754 if (trigger_player_bits & (1 << i))
10756 stored_player[i].key[KEY_NR(element)] = key_state;
10758 DrawGameDoorValues();
10766 case CA_SET_PLAYER_SPEED:
10769 printf("::: trigger_player_bits == %d\n", trigger_player_bits);
10772 for (i = 0; i < MAX_PLAYERS; i++)
10774 if (trigger_player_bits & (1 << i))
10776 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10778 if (action_arg == CA_ARG_SPEED_FASTER &&
10779 stored_player[i].cannot_move)
10781 action_arg_number = STEPSIZE_VERY_SLOW;
10783 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10784 action_arg == CA_ARG_SPEED_FASTER)
10786 action_arg_number = 2;
10787 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10790 else if (action_arg == CA_ARG_NUMBER_RESET)
10792 action_arg_number = level.initial_player_stepsize[i];
10796 getModifiedActionNumber(move_stepsize,
10799 action_arg_number_min,
10800 action_arg_number_max);
10802 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10809 case CA_SET_PLAYER_SHIELD:
10811 for (i = 0; i < MAX_PLAYERS; i++)
10813 if (trigger_player_bits & (1 << i))
10815 if (action_arg == CA_ARG_SHIELD_OFF)
10817 stored_player[i].shield_normal_time_left = 0;
10818 stored_player[i].shield_deadly_time_left = 0;
10820 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10822 stored_player[i].shield_normal_time_left = 999999;
10824 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10826 stored_player[i].shield_normal_time_left = 999999;
10827 stored_player[i].shield_deadly_time_left = 999999;
10835 #if USE_PLAYER_GRAVITY
10836 case CA_SET_PLAYER_GRAVITY:
10838 for (i = 0; i < MAX_PLAYERS; i++)
10840 if (trigger_player_bits & (1 << i))
10842 stored_player[i].gravity =
10843 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10844 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10845 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10846 stored_player[i].gravity);
10854 case CA_SET_PLAYER_ARTWORK:
10856 for (i = 0; i < MAX_PLAYERS; i++)
10858 if (trigger_player_bits & (1 << i))
10860 int artwork_element = action_arg_element;
10862 if (action_arg == CA_ARG_ELEMENT_RESET)
10864 (level.use_artwork_element[i] ? level.artwork_element[i] :
10865 stored_player[i].element_nr);
10867 #if USE_GFX_RESET_PLAYER_ARTWORK
10868 if (stored_player[i].artwork_element != artwork_element)
10869 stored_player[i].Frame = 0;
10872 stored_player[i].artwork_element = artwork_element;
10874 SetPlayerWaiting(&stored_player[i], FALSE);
10876 /* set number of special actions for bored and sleeping animation */
10877 stored_player[i].num_special_action_bored =
10878 get_num_special_action(artwork_element,
10879 ACTION_BORING_1, ACTION_BORING_LAST);
10880 stored_player[i].num_special_action_sleeping =
10881 get_num_special_action(artwork_element,
10882 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10889 case CA_SET_PLAYER_INVENTORY:
10891 for (i = 0; i < MAX_PLAYERS; i++)
10893 struct PlayerInfo *player = &stored_player[i];
10896 if (trigger_player_bits & (1 << i))
10898 int inventory_element = action_arg_element;
10900 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10901 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10902 action_arg == CA_ARG_ELEMENT_ACTION)
10904 int element = inventory_element;
10905 int collect_count = element_info[element].collect_count_initial;
10907 if (!IS_CUSTOM_ELEMENT(element))
10910 if (collect_count == 0)
10911 player->inventory_infinite_element = element;
10913 for (k = 0; k < collect_count; k++)
10914 if (player->inventory_size < MAX_INVENTORY_SIZE)
10915 player->inventory_element[player->inventory_size++] =
10918 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10919 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10920 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10922 if (player->inventory_infinite_element != EL_UNDEFINED &&
10923 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10924 action_arg_element_raw))
10925 player->inventory_infinite_element = EL_UNDEFINED;
10927 for (k = 0, j = 0; j < player->inventory_size; j++)
10929 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10930 action_arg_element_raw))
10931 player->inventory_element[k++] = player->inventory_element[j];
10934 player->inventory_size = k;
10936 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10938 if (player->inventory_size > 0)
10940 for (j = 0; j < player->inventory_size - 1; j++)
10941 player->inventory_element[j] = player->inventory_element[j + 1];
10943 player->inventory_size--;
10946 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10948 if (player->inventory_size > 0)
10949 player->inventory_size--;
10951 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10953 player->inventory_infinite_element = EL_UNDEFINED;
10954 player->inventory_size = 0;
10956 else if (action_arg == CA_ARG_INVENTORY_RESET)
10958 player->inventory_infinite_element = EL_UNDEFINED;
10959 player->inventory_size = 0;
10961 if (level.use_initial_inventory[i])
10963 for (j = 0; j < level.initial_inventory_size[i]; j++)
10965 int element = level.initial_inventory_content[i][j];
10966 int collect_count = element_info[element].collect_count_initial;
10968 if (!IS_CUSTOM_ELEMENT(element))
10971 if (collect_count == 0)
10972 player->inventory_infinite_element = element;
10974 for (k = 0; k < collect_count; k++)
10975 if (player->inventory_size < MAX_INVENTORY_SIZE)
10976 player->inventory_element[player->inventory_size++] =
10987 /* ---------- CE actions ---------------------------------------------- */
10989 case CA_SET_CE_VALUE:
10991 #if USE_NEW_CUSTOM_VALUE
10992 int last_ce_value = CustomValue[x][y];
10994 CustomValue[x][y] = action_arg_number_new;
10996 if (CustomValue[x][y] != last_ce_value)
10998 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10999 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
11001 if (CustomValue[x][y] == 0)
11003 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
11004 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
11012 case CA_SET_CE_SCORE:
11014 #if USE_NEW_CUSTOM_VALUE
11015 int last_ce_score = ei->collect_score;
11017 ei->collect_score = action_arg_number_new;
11019 if (ei->collect_score != last_ce_score)
11021 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
11022 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
11024 if (ei->collect_score == 0)
11028 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
11029 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
11032 This is a very special case that seems to be a mixture between
11033 CheckElementChange() and CheckTriggeredElementChange(): while
11034 the first one only affects single elements that are triggered
11035 directly, the second one affects multiple elements in the playfield
11036 that are triggered indirectly by another element. This is a third
11037 case: Changing the CE score always affects multiple identical CEs,
11038 so every affected CE must be checked, not only the single CE for
11039 which the CE score was changed in the first place (as every instance
11040 of that CE shares the same CE score, and therefore also can change)!
11042 SCAN_PLAYFIELD(xx, yy)
11044 if (Feld[xx][yy] == element)
11045 CheckElementChange(xx, yy, element, EL_UNDEFINED,
11046 CE_SCORE_GETS_ZERO);
11055 case CA_SET_CE_ARTWORK:
11057 int artwork_element = action_arg_element;
11058 boolean reset_frame = FALSE;
11061 if (action_arg == CA_ARG_ELEMENT_RESET)
11062 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
11065 if (ei->gfx_element != artwork_element)
11066 reset_frame = TRUE;
11068 ei->gfx_element = artwork_element;
11070 SCAN_PLAYFIELD(xx, yy)
11072 if (Feld[xx][yy] == element)
11076 ResetGfxAnimation(xx, yy);
11077 ResetRandomAnimationValue(xx, yy);
11080 TEST_DrawLevelField(xx, yy);
11087 /* ---------- engine actions ------------------------------------------ */
11089 case CA_SET_ENGINE_SCAN_MODE:
11091 InitPlayfieldScanMode(action_arg);
11101 static void CreateFieldExt(int x, int y, int element, boolean is_change)
11103 int old_element = Feld[x][y];
11104 int new_element = GetElementFromGroupElement(element);
11105 int previous_move_direction = MovDir[x][y];
11106 #if USE_NEW_CUSTOM_VALUE
11107 int last_ce_value = CustomValue[x][y];
11109 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
11110 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
11111 boolean add_player_onto_element = (new_element_is_player &&
11112 #if USE_CODE_THAT_BREAKS_SNAKE_BITE
11113 /* this breaks SnakeBite when a snake is
11114 halfway through a door that closes */
11115 /* NOW FIXED AT LEVEL INIT IN files.c */
11116 new_element != EL_SOKOBAN_FIELD_PLAYER &&
11118 IS_WALKABLE(old_element));
11121 /* check if element under the player changes from accessible to unaccessible
11122 (needed for special case of dropping element which then changes) */
11123 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
11124 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
11132 if (!add_player_onto_element)
11134 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
11135 RemoveMovingField(x, y);
11139 Feld[x][y] = new_element;
11141 #if !USE_GFX_RESET_GFX_ANIMATION
11142 ResetGfxAnimation(x, y);
11143 ResetRandomAnimationValue(x, y);
11146 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
11147 MovDir[x][y] = previous_move_direction;
11149 #if USE_NEW_CUSTOM_VALUE
11150 if (element_info[new_element].use_last_ce_value)
11151 CustomValue[x][y] = last_ce_value;
11154 InitField_WithBug1(x, y, FALSE);
11156 new_element = Feld[x][y]; /* element may have changed */
11158 #if USE_GFX_RESET_GFX_ANIMATION
11159 ResetGfxAnimation(x, y);
11160 ResetRandomAnimationValue(x, y);
11163 TEST_DrawLevelField(x, y);
11165 if (GFX_CRUMBLED(new_element))
11166 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
11170 /* check if element under the player changes from accessible to unaccessible
11171 (needed for special case of dropping element which then changes) */
11172 /* (must be checked after creating new element for walkable group elements) */
11173 #if USE_FIX_KILLED_BY_NON_WALKABLE
11174 if (IS_PLAYER(x, y) && !player_explosion_protected &&
11175 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
11182 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
11183 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
11192 /* "ChangeCount" not set yet to allow "entered by player" change one time */
11193 if (new_element_is_player)
11194 RelocatePlayer(x, y, new_element);
11197 ChangeCount[x][y]++; /* count number of changes in the same frame */
11199 TestIfBadThingTouchesPlayer(x, y);
11200 TestIfPlayerTouchesCustomElement(x, y);
11201 TestIfElementTouchesCustomElement(x, y);
11204 static void CreateField(int x, int y, int element)
11206 CreateFieldExt(x, y, element, FALSE);
11209 static void CreateElementFromChange(int x, int y, int element)
11211 element = GET_VALID_RUNTIME_ELEMENT(element);
11213 #if USE_STOP_CHANGED_ELEMENTS
11214 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11216 int old_element = Feld[x][y];
11218 /* prevent changed element from moving in same engine frame
11219 unless both old and new element can either fall or move */
11220 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
11221 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
11226 CreateFieldExt(x, y, element, TRUE);
11229 static boolean ChangeElement(int x, int y, int element, int page)
11231 struct ElementInfo *ei = &element_info[element];
11232 struct ElementChangeInfo *change = &ei->change_page[page];
11233 int ce_value = CustomValue[x][y];
11234 int ce_score = ei->collect_score;
11235 int target_element;
11236 int old_element = Feld[x][y];
11238 /* always use default change event to prevent running into a loop */
11239 if (ChangeEvent[x][y] == -1)
11240 ChangeEvent[x][y] = CE_DELAY;
11242 if (ChangeEvent[x][y] == CE_DELAY)
11244 /* reset actual trigger element, trigger player and action element */
11245 change->actual_trigger_element = EL_EMPTY;
11246 change->actual_trigger_player = EL_EMPTY;
11247 change->actual_trigger_player_bits = CH_PLAYER_NONE;
11248 change->actual_trigger_side = CH_SIDE_NONE;
11249 change->actual_trigger_ce_value = 0;
11250 change->actual_trigger_ce_score = 0;
11253 /* do not change elements more than a specified maximum number of changes */
11254 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
11257 ChangeCount[x][y]++; /* count number of changes in the same frame */
11259 if (change->explode)
11266 if (change->use_target_content)
11268 boolean complete_replace = TRUE;
11269 boolean can_replace[3][3];
11272 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
11275 boolean is_walkable;
11276 boolean is_diggable;
11277 boolean is_collectible;
11278 boolean is_removable;
11279 boolean is_destructible;
11280 int ex = x + xx - 1;
11281 int ey = y + yy - 1;
11282 int content_element = change->target_content.e[xx][yy];
11285 can_replace[xx][yy] = TRUE;
11287 if (ex == x && ey == y) /* do not check changing element itself */
11290 if (content_element == EL_EMPTY_SPACE)
11292 can_replace[xx][yy] = FALSE; /* do not replace border with space */
11297 if (!IN_LEV_FIELD(ex, ey))
11299 can_replace[xx][yy] = FALSE;
11300 complete_replace = FALSE;
11307 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
11308 e = MovingOrBlocked2Element(ex, ey);
11310 is_empty = (IS_FREE(ex, ey) ||
11311 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
11313 is_walkable = (is_empty || IS_WALKABLE(e));
11314 is_diggable = (is_empty || IS_DIGGABLE(e));
11315 is_collectible = (is_empty || IS_COLLECTIBLE(e));
11316 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
11317 is_removable = (is_diggable || is_collectible);
11319 can_replace[xx][yy] =
11320 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
11321 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
11322 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
11323 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
11324 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
11325 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
11326 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
11328 if (!can_replace[xx][yy])
11329 complete_replace = FALSE;
11332 if (!change->only_if_complete || complete_replace)
11334 boolean something_has_changed = FALSE;
11336 if (change->only_if_complete && change->use_random_replace &&
11337 RND(100) < change->random_percentage)
11340 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
11342 int ex = x + xx - 1;
11343 int ey = y + yy - 1;
11344 int content_element;
11346 if (can_replace[xx][yy] && (!change->use_random_replace ||
11347 RND(100) < change->random_percentage))
11349 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
11350 RemoveMovingField(ex, ey);
11352 ChangeEvent[ex][ey] = ChangeEvent[x][y];
11354 content_element = change->target_content.e[xx][yy];
11355 target_element = GET_TARGET_ELEMENT(element, content_element, change,
11356 ce_value, ce_score);
11358 CreateElementFromChange(ex, ey, target_element);
11360 something_has_changed = TRUE;
11362 /* for symmetry reasons, freeze newly created border elements */
11363 if (ex != x || ey != y)
11364 Stop[ex][ey] = TRUE; /* no more moving in this frame */
11368 if (something_has_changed)
11370 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
11371 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
11377 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
11378 ce_value, ce_score);
11380 if (element == EL_DIAGONAL_GROWING ||
11381 element == EL_DIAGONAL_SHRINKING)
11383 target_element = Store[x][y];
11385 Store[x][y] = EL_EMPTY;
11388 CreateElementFromChange(x, y, target_element);
11390 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
11391 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
11394 /* this uses direct change before indirect change */
11395 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
11400 #if USE_NEW_DELAYED_ACTION
11402 static void HandleElementChange(int x, int y, int page)
11404 int element = MovingOrBlocked2Element(x, y);
11405 struct ElementInfo *ei = &element_info[element];
11406 struct ElementChangeInfo *change = &ei->change_page[page];
11407 boolean handle_action_before_change = FALSE;
11410 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
11411 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
11414 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
11415 x, y, element, element_info[element].token_name);
11416 printf("HandleElementChange(): This should never happen!\n");
11421 /* this can happen with classic bombs on walkable, changing elements */
11422 if (!CAN_CHANGE_OR_HAS_ACTION(element))
11425 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
11426 ChangeDelay[x][y] = 0;
11432 if (ChangeDelay[x][y] == 0) /* initialize element change */
11434 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
11436 if (change->can_change)
11439 /* !!! not clear why graphic animation should be reset at all here !!! */
11440 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
11441 #if USE_GFX_RESET_WHEN_NOT_MOVING
11442 /* when a custom element is about to change (for example by change delay),
11443 do not reset graphic animation when the custom element is moving */
11444 if (!IS_MOVING(x, y))
11447 ResetGfxAnimation(x, y);
11448 ResetRandomAnimationValue(x, y);
11452 if (change->pre_change_function)
11453 change->pre_change_function(x, y);
11457 ChangeDelay[x][y]--;
11459 if (ChangeDelay[x][y] != 0) /* continue element change */
11461 if (change->can_change)
11463 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11465 if (IS_ANIMATED(graphic))
11466 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11468 if (change->change_function)
11469 change->change_function(x, y);
11472 else /* finish element change */
11474 if (ChangePage[x][y] != -1) /* remember page from delayed change */
11476 page = ChangePage[x][y];
11477 ChangePage[x][y] = -1;
11479 change = &ei->change_page[page];
11482 if (IS_MOVING(x, y)) /* never change a running system ;-) */
11484 ChangeDelay[x][y] = 1; /* try change after next move step */
11485 ChangePage[x][y] = page; /* remember page to use for change */
11491 /* special case: set new level random seed before changing element */
11492 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
11493 handle_action_before_change = TRUE;
11495 if (change->has_action && handle_action_before_change)
11496 ExecuteCustomElementAction(x, y, element, page);
11499 if (change->can_change)
11501 if (ChangeElement(x, y, element, page))
11503 if (change->post_change_function)
11504 change->post_change_function(x, y);
11508 if (change->has_action && !handle_action_before_change)
11509 ExecuteCustomElementAction(x, y, element, page);
11515 static void HandleElementChange(int x, int y, int page)
11517 int element = MovingOrBlocked2Element(x, y);
11518 struct ElementInfo *ei = &element_info[element];
11519 struct ElementChangeInfo *change = &ei->change_page[page];
11522 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
11525 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
11526 x, y, element, element_info[element].token_name);
11527 printf("HandleElementChange(): This should never happen!\n");
11532 /* this can happen with classic bombs on walkable, changing elements */
11533 if (!CAN_CHANGE(element))
11536 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
11537 ChangeDelay[x][y] = 0;
11543 if (ChangeDelay[x][y] == 0) /* initialize element change */
11545 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
11547 ResetGfxAnimation(x, y);
11548 ResetRandomAnimationValue(x, y);
11550 if (change->pre_change_function)
11551 change->pre_change_function(x, y);
11554 ChangeDelay[x][y]--;
11556 if (ChangeDelay[x][y] != 0) /* continue element change */
11558 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11560 if (IS_ANIMATED(graphic))
11561 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11563 if (change->change_function)
11564 change->change_function(x, y);
11566 else /* finish element change */
11568 if (ChangePage[x][y] != -1) /* remember page from delayed change */
11570 page = ChangePage[x][y];
11571 ChangePage[x][y] = -1;
11573 change = &ei->change_page[page];
11576 if (IS_MOVING(x, y)) /* never change a running system ;-) */
11578 ChangeDelay[x][y] = 1; /* try change after next move step */
11579 ChangePage[x][y] = page; /* remember page to use for change */
11584 if (ChangeElement(x, y, element, page))
11586 if (change->post_change_function)
11587 change->post_change_function(x, y);
11594 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
11595 int trigger_element,
11597 int trigger_player,
11601 boolean change_done_any = FALSE;
11602 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
11605 if (!(trigger_events[trigger_element][trigger_event]))
11609 printf("::: CheckTriggeredElementChangeExt %d ... [%d, %d, %d, '%s']\n",
11610 trigger_event, recursion_loop_depth, recursion_loop_detected,
11611 recursion_loop_element, EL_NAME(recursion_loop_element));
11614 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11616 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
11618 int element = EL_CUSTOM_START + i;
11619 boolean change_done = FALSE;
11622 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11623 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11626 for (p = 0; p < element_info[element].num_change_pages; p++)
11628 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11630 if (change->can_change_or_has_action &&
11631 change->has_event[trigger_event] &&
11632 change->trigger_side & trigger_side &&
11633 change->trigger_player & trigger_player &&
11634 change->trigger_page & trigger_page_bits &&
11635 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11637 change->actual_trigger_element = trigger_element;
11638 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11639 change->actual_trigger_player_bits = trigger_player;
11640 change->actual_trigger_side = trigger_side;
11641 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11642 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11645 printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d\n",
11646 element, EL_NAME(element), p);
11649 if ((change->can_change && !change_done) || change->has_action)
11653 SCAN_PLAYFIELD(x, y)
11655 if (Feld[x][y] == element)
11657 if (change->can_change && !change_done)
11659 #if USE_FIX_NO_ACTION_AFTER_CHANGE
11660 /* if element already changed in this frame, not only prevent
11661 another element change (checked in ChangeElement()), but
11662 also prevent additional element actions for this element */
11664 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11665 !level.use_action_after_change_bug)
11670 printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- CHANGE\n",
11671 element, EL_NAME(element), p);
11674 ChangeDelay[x][y] = 1;
11675 ChangeEvent[x][y] = trigger_event;
11677 HandleElementChange(x, y, p);
11679 #if USE_NEW_DELAYED_ACTION
11680 else if (change->has_action)
11682 #if USE_FIX_NO_ACTION_AFTER_CHANGE
11683 /* if element already changed in this frame, not only prevent
11684 another element change (checked in ChangeElement()), but
11685 also prevent additional element actions for this element */
11687 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11688 !level.use_action_after_change_bug)
11694 printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- ACTION\n",
11695 element, EL_NAME(element), p);
11698 ExecuteCustomElementAction(x, y, element, p);
11699 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11702 if (change->has_action)
11704 ExecuteCustomElementAction(x, y, element, p);
11705 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11711 if (change->can_change)
11713 change_done = TRUE;
11714 change_done_any = TRUE;
11717 printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- DONE\n",
11718 element, EL_NAME(element), p);
11727 RECURSION_LOOP_DETECTION_END();
11729 return change_done_any;
11732 static boolean CheckElementChangeExt(int x, int y,
11734 int trigger_element,
11736 int trigger_player,
11739 boolean change_done = FALSE;
11742 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11743 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11746 if (Feld[x][y] == EL_BLOCKED)
11748 Blocked2Moving(x, y, &x, &y);
11749 element = Feld[x][y];
11753 /* check if element has already changed */
11754 if (Feld[x][y] != element)
11757 /* check if element has already changed or is about to change after moving */
11758 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11759 Feld[x][y] != element) ||
11761 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11762 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11763 ChangePage[x][y] != -1)))
11768 printf("::: CheckElementChangeExt %d ... [%d, %d, %d, '%s']\n",
11769 trigger_event, recursion_loop_depth, recursion_loop_detected,
11770 recursion_loop_element, EL_NAME(recursion_loop_element));
11773 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11776 printf("::: X: trigger_player_bits == %d\n", trigger_player);
11779 for (p = 0; p < element_info[element].num_change_pages; p++)
11781 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11783 /* check trigger element for all events where the element that is checked
11784 for changing interacts with a directly adjacent element -- this is
11785 different to element changes that affect other elements to change on the
11786 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11787 boolean check_trigger_element =
11788 (trigger_event == CE_TOUCHING_X ||
11789 trigger_event == CE_HITTING_X ||
11790 trigger_event == CE_HIT_BY_X ||
11792 /* this one was forgotten until 3.2.3 */
11793 trigger_event == CE_DIGGING_X);
11796 if (change->can_change_or_has_action &&
11797 change->has_event[trigger_event] &&
11798 change->trigger_side & trigger_side &&
11799 change->trigger_player & trigger_player &&
11800 (!check_trigger_element ||
11801 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11803 change->actual_trigger_element = trigger_element;
11804 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11805 change->actual_trigger_player_bits = trigger_player;
11806 change->actual_trigger_side = trigger_side;
11807 change->actual_trigger_ce_value = CustomValue[x][y];
11808 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11810 /* special case: trigger element not at (x,y) position for some events */
11811 if (check_trigger_element)
11823 { 0, 0 }, { 0, 0 }, { 0, 0 },
11827 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11828 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11830 change->actual_trigger_ce_value = CustomValue[xx][yy];
11831 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11834 if (change->can_change && !change_done)
11836 ChangeDelay[x][y] = 1;
11837 ChangeEvent[x][y] = trigger_event;
11839 HandleElementChange(x, y, p);
11841 change_done = TRUE;
11843 #if USE_NEW_DELAYED_ACTION
11844 else if (change->has_action)
11846 ExecuteCustomElementAction(x, y, element, p);
11847 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11850 if (change->has_action)
11852 ExecuteCustomElementAction(x, y, element, p);
11853 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11859 RECURSION_LOOP_DETECTION_END();
11861 return change_done;
11864 static void PlayPlayerSound(struct PlayerInfo *player)
11866 int jx = player->jx, jy = player->jy;
11867 int sound_element = player->artwork_element;
11868 int last_action = player->last_action_waiting;
11869 int action = player->action_waiting;
11871 if (player->is_waiting)
11873 if (action != last_action)
11874 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11876 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11880 if (action != last_action)
11881 StopSound(element_info[sound_element].sound[last_action]);
11883 if (last_action == ACTION_SLEEPING)
11884 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11888 static void PlayAllPlayersSound()
11892 for (i = 0; i < MAX_PLAYERS; i++)
11893 if (stored_player[i].active)
11894 PlayPlayerSound(&stored_player[i]);
11897 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11899 boolean last_waiting = player->is_waiting;
11900 int move_dir = player->MovDir;
11902 player->dir_waiting = move_dir;
11903 player->last_action_waiting = player->action_waiting;
11907 if (!last_waiting) /* not waiting -> waiting */
11909 player->is_waiting = TRUE;
11911 player->frame_counter_bored =
11913 game.player_boring_delay_fixed +
11914 GetSimpleRandom(game.player_boring_delay_random);
11915 player->frame_counter_sleeping =
11917 game.player_sleeping_delay_fixed +
11918 GetSimpleRandom(game.player_sleeping_delay_random);
11920 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11923 if (game.player_sleeping_delay_fixed +
11924 game.player_sleeping_delay_random > 0 &&
11925 player->anim_delay_counter == 0 &&
11926 player->post_delay_counter == 0 &&
11927 FrameCounter >= player->frame_counter_sleeping)
11928 player->is_sleeping = TRUE;
11929 else if (game.player_boring_delay_fixed +
11930 game.player_boring_delay_random > 0 &&
11931 FrameCounter >= player->frame_counter_bored)
11932 player->is_bored = TRUE;
11934 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11935 player->is_bored ? ACTION_BORING :
11938 if (player->is_sleeping && player->use_murphy)
11940 /* special case for sleeping Murphy when leaning against non-free tile */
11942 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11943 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
11944 !IS_MOVING(player->jx - 1, player->jy)))
11945 move_dir = MV_LEFT;
11946 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11947 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
11948 !IS_MOVING(player->jx + 1, player->jy)))
11949 move_dir = MV_RIGHT;
11951 player->is_sleeping = FALSE;
11953 player->dir_waiting = move_dir;
11956 if (player->is_sleeping)
11958 if (player->num_special_action_sleeping > 0)
11960 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11962 int last_special_action = player->special_action_sleeping;
11963 int num_special_action = player->num_special_action_sleeping;
11964 int special_action =
11965 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11966 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11967 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11968 last_special_action + 1 : ACTION_SLEEPING);
11969 int special_graphic =
11970 el_act_dir2img(player->artwork_element, special_action, move_dir);
11972 player->anim_delay_counter =
11973 graphic_info[special_graphic].anim_delay_fixed +
11974 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11975 player->post_delay_counter =
11976 graphic_info[special_graphic].post_delay_fixed +
11977 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11979 player->special_action_sleeping = special_action;
11982 if (player->anim_delay_counter > 0)
11984 player->action_waiting = player->special_action_sleeping;
11985 player->anim_delay_counter--;
11987 else if (player->post_delay_counter > 0)
11989 player->post_delay_counter--;
11993 else if (player->is_bored)
11995 if (player->num_special_action_bored > 0)
11997 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11999 int special_action =
12000 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
12001 int special_graphic =
12002 el_act_dir2img(player->artwork_element, special_action, move_dir);
12004 player->anim_delay_counter =
12005 graphic_info[special_graphic].anim_delay_fixed +
12006 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
12007 player->post_delay_counter =
12008 graphic_info[special_graphic].post_delay_fixed +
12009 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
12011 player->special_action_bored = special_action;
12014 if (player->anim_delay_counter > 0)
12016 player->action_waiting = player->special_action_bored;
12017 player->anim_delay_counter--;
12019 else if (player->post_delay_counter > 0)
12021 player->post_delay_counter--;
12026 else if (last_waiting) /* waiting -> not waiting */
12028 player->is_waiting = FALSE;
12029 player->is_bored = FALSE;
12030 player->is_sleeping = FALSE;
12032 player->frame_counter_bored = -1;
12033 player->frame_counter_sleeping = -1;
12035 player->anim_delay_counter = 0;
12036 player->post_delay_counter = 0;
12038 player->dir_waiting = player->MovDir;
12039 player->action_waiting = ACTION_DEFAULT;
12041 player->special_action_bored = ACTION_DEFAULT;
12042 player->special_action_sleeping = ACTION_DEFAULT;
12046 static void CheckSingleStepMode(struct PlayerInfo *player)
12048 if (tape.single_step && tape.recording && !tape.pausing)
12050 /* as it is called "single step mode", just return to pause mode when the
12051 player stopped moving after one tile (or never starts moving at all) */
12052 if (!player->is_moving && !player->is_pushing)
12054 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12055 SnapField(player, 0, 0); /* stop snapping */
12060 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
12062 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
12063 int left = player_action & JOY_LEFT;
12064 int right = player_action & JOY_RIGHT;
12065 int up = player_action & JOY_UP;
12066 int down = player_action & JOY_DOWN;
12067 int button1 = player_action & JOY_BUTTON_1;
12068 int button2 = player_action & JOY_BUTTON_2;
12069 int dx = (left ? -1 : right ? 1 : 0);
12070 int dy = (up ? -1 : down ? 1 : 0);
12072 if (!player->active || tape.pausing)
12078 snapped = SnapField(player, dx, dy);
12082 dropped = DropElement(player);
12084 moved = MovePlayer(player, dx, dy);
12087 CheckSingleStepMode(player);
12089 SetPlayerWaiting(player, FALSE);
12091 return player_action;
12095 /* no actions for this player (no input at player's configured device) */
12097 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
12098 SnapField(player, 0, 0);
12099 CheckGravityMovementWhenNotMoving(player);
12101 if (player->MovPos == 0)
12102 SetPlayerWaiting(player, TRUE);
12104 if (player->MovPos == 0) /* needed for tape.playing */
12105 player->is_moving = FALSE;
12107 player->is_dropping = FALSE;
12108 player->is_dropping_pressed = FALSE;
12109 player->drop_pressed_delay = 0;
12111 CheckSingleStepMode(player);
12117 static void CheckLevelTime()
12121 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
12122 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12124 if (level.native_em_level->lev->home == 0) /* all players at home */
12126 PlayerWins(local_player);
12128 AllPlayersGone = TRUE;
12130 level.native_em_level->lev->home = -1;
12133 if (level.native_em_level->ply[0]->alive == 0 &&
12134 level.native_em_level->ply[1]->alive == 0 &&
12135 level.native_em_level->ply[2]->alive == 0 &&
12136 level.native_em_level->ply[3]->alive == 0) /* all dead */
12137 AllPlayersGone = TRUE;
12139 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
12141 if (game_sp.LevelSolved &&
12142 !game_sp.GameOver) /* game won */
12144 PlayerWins(local_player);
12146 game_sp.GameOver = TRUE;
12148 AllPlayersGone = TRUE;
12151 if (game_sp.GameOver) /* game lost */
12152 AllPlayersGone = TRUE;
12155 if (TimeFrames >= FRAMES_PER_SECOND)
12160 for (i = 0; i < MAX_PLAYERS; i++)
12162 struct PlayerInfo *player = &stored_player[i];
12164 if (SHIELD_ON(player))
12166 player->shield_normal_time_left--;
12168 if (player->shield_deadly_time_left > 0)
12169 player->shield_deadly_time_left--;
12173 if (!local_player->LevelSolved && !level.use_step_counter)
12181 if (TimeLeft <= 10 && setup.time_limit)
12182 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12185 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12187 DisplayGameControlValues();
12189 DrawGameValue_Time(TimeLeft);
12192 if (!TimeLeft && setup.time_limit)
12194 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12195 level.native_em_level->lev->killed_out_of_time = TRUE;
12197 for (i = 0; i < MAX_PLAYERS; i++)
12198 KillPlayer(&stored_player[i]);
12202 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
12204 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12206 DisplayGameControlValues();
12209 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
12210 DrawGameValue_Time(TimePlayed);
12213 level.native_em_level->lev->time =
12214 (level.time == 0 ? TimePlayed : TimeLeft);
12217 if (tape.recording || tape.playing)
12218 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
12222 UpdateAndDisplayGameControlValues();
12224 UpdateGameDoorValues();
12225 DrawGameDoorValues();
12229 void AdvanceFrameAndPlayerCounters(int player_nr)
12233 /* advance frame counters (global frame counter and time frame counter) */
12237 /* advance player counters (counters for move delay, move animation etc.) */
12238 for (i = 0; i < MAX_PLAYERS; i++)
12240 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
12241 int move_delay_value = stored_player[i].move_delay_value;
12242 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
12244 if (!advance_player_counters) /* not all players may be affected */
12247 #if USE_NEW_PLAYER_ANIM
12248 if (move_frames == 0) /* less than one move per game frame */
12250 int stepsize = TILEX / move_delay_value;
12251 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
12252 int count = (stored_player[i].is_moving ?
12253 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
12255 if (count % delay == 0)
12260 stored_player[i].Frame += move_frames;
12262 if (stored_player[i].MovPos != 0)
12263 stored_player[i].StepFrame += move_frames;
12265 if (stored_player[i].move_delay > 0)
12266 stored_player[i].move_delay--;
12268 /* due to bugs in previous versions, counter must count up, not down */
12269 if (stored_player[i].push_delay != -1)
12270 stored_player[i].push_delay++;
12272 if (stored_player[i].drop_delay > 0)
12273 stored_player[i].drop_delay--;
12275 if (stored_player[i].is_dropping_pressed)
12276 stored_player[i].drop_pressed_delay++;
12280 void StartGameActions(boolean init_network_game, boolean record_tape,
12283 unsigned long new_random_seed = InitRND(random_seed);
12286 TapeStartRecording(new_random_seed);
12288 #if defined(NETWORK_AVALIABLE)
12289 if (init_network_game)
12291 SendToServer_StartPlaying();
12302 static unsigned long game_frame_delay = 0;
12303 unsigned long game_frame_delay_value;
12304 byte *recorded_player_action;
12305 byte summarized_player_action = 0;
12306 byte tape_action[MAX_PLAYERS];
12309 /* detect endless loops, caused by custom element programming */
12310 if (recursion_loop_detected && recursion_loop_depth == 0)
12312 char *message = getStringCat3("Internal Error ! Element ",
12313 EL_NAME(recursion_loop_element),
12314 " caused endless loop ! Quit the game ?");
12316 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
12317 EL_NAME(recursion_loop_element));
12319 RequestQuitGameExt(FALSE, level_editor_test_game, message);
12321 recursion_loop_detected = FALSE; /* if game should be continued */
12328 if (game.restart_level)
12329 StartGameActions(options.network, setup.autorecord, level.random_seed);
12331 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
12332 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12334 if (level.native_em_level->lev->home == 0) /* all players at home */
12336 PlayerWins(local_player);
12338 AllPlayersGone = TRUE;
12340 level.native_em_level->lev->home = -1;
12343 if (level.native_em_level->ply[0]->alive == 0 &&
12344 level.native_em_level->ply[1]->alive == 0 &&
12345 level.native_em_level->ply[2]->alive == 0 &&
12346 level.native_em_level->ply[3]->alive == 0) /* all dead */
12347 AllPlayersGone = TRUE;
12349 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
12351 if (game_sp.LevelSolved &&
12352 !game_sp.GameOver) /* game won */
12354 PlayerWins(local_player);
12356 game_sp.GameOver = TRUE;
12358 AllPlayersGone = TRUE;
12361 if (game_sp.GameOver) /* game lost */
12362 AllPlayersGone = TRUE;
12365 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
12368 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
12371 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
12374 game_frame_delay_value =
12375 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
12377 if (tape.playing && tape.warp_forward && !tape.pausing)
12378 game_frame_delay_value = 0;
12380 /* ---------- main game synchronization point ---------- */
12382 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
12384 if (network_playing && !network_player_action_received)
12386 /* try to get network player actions in time */
12388 #if defined(NETWORK_AVALIABLE)
12389 /* last chance to get network player actions without main loop delay */
12390 HandleNetworking();
12393 /* game was quit by network peer */
12394 if (game_status != GAME_MODE_PLAYING)
12397 if (!network_player_action_received)
12398 return; /* failed to get network player actions in time */
12400 /* do not yet reset "network_player_action_received" (for tape.pausing) */
12406 /* at this point we know that we really continue executing the game */
12408 network_player_action_received = FALSE;
12410 /* when playing tape, read previously recorded player input from tape data */
12411 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
12414 /* TapePlayAction() may return NULL when toggling to "pause before death" */
12419 if (tape.set_centered_player)
12421 game.centered_player_nr_next = tape.centered_player_nr_next;
12422 game.set_centered_player = TRUE;
12425 for (i = 0; i < MAX_PLAYERS; i++)
12427 summarized_player_action |= stored_player[i].action;
12429 if (!network_playing)
12430 stored_player[i].effective_action = stored_player[i].action;
12433 #if defined(NETWORK_AVALIABLE)
12434 if (network_playing)
12435 SendToServer_MovePlayer(summarized_player_action);
12438 if (!options.network && !setup.team_mode)
12439 local_player->effective_action = summarized_player_action;
12441 if (setup.team_mode && setup.input_on_focus && game.centered_player_nr != -1)
12443 for (i = 0; i < MAX_PLAYERS; i++)
12444 stored_player[i].effective_action =
12445 (i == game.centered_player_nr ? summarized_player_action : 0);
12448 if (recorded_player_action != NULL)
12449 for (i = 0; i < MAX_PLAYERS; i++)
12450 stored_player[i].effective_action = recorded_player_action[i];
12452 for (i = 0; i < MAX_PLAYERS; i++)
12454 tape_action[i] = stored_player[i].effective_action;
12456 /* (this can only happen in the R'n'D game engine) */
12457 if (tape.recording && tape_action[i] && !tape.player_participates[i])
12458 tape.player_participates[i] = TRUE; /* player just appeared from CE */
12461 /* only record actions from input devices, but not programmed actions */
12462 if (tape.recording)
12463 TapeRecordAction(tape_action);
12465 #if USE_NEW_PLAYER_ASSIGNMENTS
12467 byte mapped_action[MAX_PLAYERS];
12469 for (i = 0; i < MAX_PLAYERS; i++)
12470 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
12472 for (i = 0; i < MAX_PLAYERS; i++)
12473 stored_player[i].effective_action = mapped_action[i];
12477 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12479 GameActions_EM_Main();
12481 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
12483 GameActions_SP_Main();
12491 void GameActions_EM_Main()
12493 byte effective_action[MAX_PLAYERS];
12494 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
12497 for (i = 0; i < MAX_PLAYERS; i++)
12498 effective_action[i] = stored_player[i].effective_action;
12500 GameActions_EM(effective_action, warp_mode);
12504 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
12507 void GameActions_SP_Main()
12509 byte effective_action[MAX_PLAYERS];
12510 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
12513 for (i = 0; i < MAX_PLAYERS; i++)
12514 effective_action[i] = stored_player[i].effective_action;
12516 GameActions_SP(effective_action, warp_mode);
12520 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
12523 void GameActions_RND()
12525 int magic_wall_x = 0, magic_wall_y = 0;
12526 int i, x, y, element, graphic;
12528 InitPlayfieldScanModeVars();
12530 #if USE_ONE_MORE_CHANGE_PER_FRAME
12531 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
12533 SCAN_PLAYFIELD(x, y)
12535 ChangeCount[x][y] = 0;
12536 ChangeEvent[x][y] = -1;
12541 if (game.set_centered_player)
12543 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
12545 /* switching to "all players" only possible if all players fit to screen */
12546 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
12548 game.centered_player_nr_next = game.centered_player_nr;
12549 game.set_centered_player = FALSE;
12552 /* do not switch focus to non-existing (or non-active) player */
12553 if (game.centered_player_nr_next >= 0 &&
12554 !stored_player[game.centered_player_nr_next].active)
12556 game.centered_player_nr_next = game.centered_player_nr;
12557 game.set_centered_player = FALSE;
12561 if (game.set_centered_player &&
12562 ScreenMovPos == 0) /* screen currently aligned at tile position */
12566 if (game.centered_player_nr_next == -1)
12568 setScreenCenteredToAllPlayers(&sx, &sy);
12572 sx = stored_player[game.centered_player_nr_next].jx;
12573 sy = stored_player[game.centered_player_nr_next].jy;
12576 game.centered_player_nr = game.centered_player_nr_next;
12577 game.set_centered_player = FALSE;
12579 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
12580 DrawGameDoorValues();
12583 for (i = 0; i < MAX_PLAYERS; i++)
12585 int actual_player_action = stored_player[i].effective_action;
12588 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
12589 - rnd_equinox_tetrachloride 048
12590 - rnd_equinox_tetrachloride_ii 096
12591 - rnd_emanuel_schmieg 002
12592 - doctor_sloan_ww 001, 020
12594 if (stored_player[i].MovPos == 0)
12595 CheckGravityMovement(&stored_player[i]);
12598 /* overwrite programmed action with tape action */
12599 if (stored_player[i].programmed_action)
12600 actual_player_action = stored_player[i].programmed_action;
12602 PlayerActions(&stored_player[i], actual_player_action);
12604 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
12607 ScrollScreen(NULL, SCROLL_GO_ON);
12609 /* for backwards compatibility, the following code emulates a fixed bug that
12610 occured when pushing elements (causing elements that just made their last
12611 pushing step to already (if possible) make their first falling step in the
12612 same game frame, which is bad); this code is also needed to use the famous
12613 "spring push bug" which is used in older levels and might be wanted to be
12614 used also in newer levels, but in this case the buggy pushing code is only
12615 affecting the "spring" element and no other elements */
12617 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12619 for (i = 0; i < MAX_PLAYERS; i++)
12621 struct PlayerInfo *player = &stored_player[i];
12622 int x = player->jx;
12623 int y = player->jy;
12625 if (player->active && player->is_pushing && player->is_moving &&
12627 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12628 Feld[x][y] == EL_SPRING))
12630 ContinueMoving(x, y);
12632 /* continue moving after pushing (this is actually a bug) */
12633 if (!IS_MOVING(x, y))
12634 Stop[x][y] = FALSE;
12640 debug_print_timestamp(0, "start main loop profiling");
12643 SCAN_PLAYFIELD(x, y)
12645 ChangeCount[x][y] = 0;
12646 ChangeEvent[x][y] = -1;
12648 /* this must be handled before main playfield loop */
12649 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
12652 if (MovDelay[x][y] <= 0)
12656 #if USE_NEW_SNAP_DELAY
12657 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
12660 if (MovDelay[x][y] <= 0)
12663 TEST_DrawLevelField(x, y);
12665 TestIfElementTouchesCustomElement(x, y); /* for empty space */
12671 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12673 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
12674 printf("GameActions(): This should never happen!\n");
12676 ChangePage[x][y] = -1;
12680 Stop[x][y] = FALSE;
12681 if (WasJustMoving[x][y] > 0)
12682 WasJustMoving[x][y]--;
12683 if (WasJustFalling[x][y] > 0)
12684 WasJustFalling[x][y]--;
12685 if (CheckCollision[x][y] > 0)
12686 CheckCollision[x][y]--;
12687 if (CheckImpact[x][y] > 0)
12688 CheckImpact[x][y]--;
12692 /* reset finished pushing action (not done in ContinueMoving() to allow
12693 continuous pushing animation for elements with zero push delay) */
12694 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12696 ResetGfxAnimation(x, y);
12697 TEST_DrawLevelField(x, y);
12701 if (IS_BLOCKED(x, y))
12705 Blocked2Moving(x, y, &oldx, &oldy);
12706 if (!IS_MOVING(oldx, oldy))
12708 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
12709 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
12710 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
12711 printf("GameActions(): This should never happen!\n");
12718 debug_print_timestamp(0, "- time for pre-main loop:");
12721 #if 0 // -------------------- !!! TEST ONLY !!! --------------------
12722 SCAN_PLAYFIELD(x, y)
12724 element = Feld[x][y];
12725 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12730 int element2 = element;
12731 int graphic2 = graphic;
12733 int element2 = Feld[x][y];
12734 int graphic2 = el_act_dir2img(element2, GfxAction[x][y], GfxDir[x][y]);
12736 int last_gfx_frame = GfxFrame[x][y];
12738 if (graphic_info[graphic2].anim_global_sync)
12739 GfxFrame[x][y] = FrameCounter;
12740 else if (ANIM_MODE(graphic2) == ANIM_CE_VALUE)
12741 GfxFrame[x][y] = CustomValue[x][y];
12742 else if (ANIM_MODE(graphic2) == ANIM_CE_SCORE)
12743 GfxFrame[x][y] = element_info[element2].collect_score;
12744 else if (ANIM_MODE(graphic2) == ANIM_CE_DELAY)
12745 GfxFrame[x][y] = ChangeDelay[x][y];
12747 if (redraw && GfxFrame[x][y] != last_gfx_frame)
12748 DrawLevelGraphicAnimation(x, y, graphic2);
12751 ResetGfxFrame(x, y, TRUE);
12755 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12756 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12757 ResetRandomAnimationValue(x, y);
12761 SetRandomAnimationValue(x, y);
12765 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12768 #endif // -------------------- !!! TEST ONLY !!! --------------------
12771 debug_print_timestamp(0, "- time for TEST loop: -->");
12774 SCAN_PLAYFIELD(x, y)
12776 element = Feld[x][y];
12777 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12779 ResetGfxFrame(x, y, TRUE);
12781 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12782 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12783 ResetRandomAnimationValue(x, y);
12785 SetRandomAnimationValue(x, y);
12787 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12789 if (IS_INACTIVE(element))
12791 if (IS_ANIMATED(graphic))
12792 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12797 /* this may take place after moving, so 'element' may have changed */
12798 if (IS_CHANGING(x, y) &&
12799 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12801 int page = element_info[element].event_page_nr[CE_DELAY];
12804 HandleElementChange(x, y, page);
12806 if (CAN_CHANGE(element))
12807 HandleElementChange(x, y, page);
12809 if (HAS_ACTION(element))
12810 ExecuteCustomElementAction(x, y, element, page);
12813 element = Feld[x][y];
12814 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12817 #if 0 // ---------------------------------------------------------------------
12819 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12823 element = Feld[x][y];
12824 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12826 if (IS_ANIMATED(graphic) &&
12827 !IS_MOVING(x, y) &&
12829 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12831 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12832 TEST_DrawTwinkleOnField(x, y);
12834 else if (IS_MOVING(x, y))
12835 ContinueMoving(x, y);
12842 case EL_EM_EXIT_OPEN:
12843 case EL_SP_EXIT_OPEN:
12844 case EL_STEEL_EXIT_OPEN:
12845 case EL_EM_STEEL_EXIT_OPEN:
12846 case EL_SP_TERMINAL:
12847 case EL_SP_TERMINAL_ACTIVE:
12848 case EL_EXTRA_TIME:
12849 case EL_SHIELD_NORMAL:
12850 case EL_SHIELD_DEADLY:
12851 if (IS_ANIMATED(graphic))
12852 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12855 case EL_DYNAMITE_ACTIVE:
12856 case EL_EM_DYNAMITE_ACTIVE:
12857 case EL_DYNABOMB_PLAYER_1_ACTIVE:
12858 case EL_DYNABOMB_PLAYER_2_ACTIVE:
12859 case EL_DYNABOMB_PLAYER_3_ACTIVE:
12860 case EL_DYNABOMB_PLAYER_4_ACTIVE:
12861 case EL_SP_DISK_RED_ACTIVE:
12862 CheckDynamite(x, y);
12865 case EL_AMOEBA_GROWING:
12866 AmoebeWaechst(x, y);
12869 case EL_AMOEBA_SHRINKING:
12870 AmoebaDisappearing(x, y);
12873 #if !USE_NEW_AMOEBA_CODE
12874 case EL_AMOEBA_WET:
12875 case EL_AMOEBA_DRY:
12876 case EL_AMOEBA_FULL:
12878 case EL_EMC_DRIPPER:
12879 AmoebeAbleger(x, y);
12883 case EL_GAME_OF_LIFE:
12888 case EL_EXIT_CLOSED:
12892 case EL_EM_EXIT_CLOSED:
12896 case EL_STEEL_EXIT_CLOSED:
12897 CheckExitSteel(x, y);
12900 case EL_EM_STEEL_EXIT_CLOSED:
12901 CheckExitSteelEM(x, y);
12904 case EL_SP_EXIT_CLOSED:
12908 case EL_EXPANDABLE_WALL_GROWING:
12909 case EL_EXPANDABLE_STEELWALL_GROWING:
12910 MauerWaechst(x, y);
12913 case EL_EXPANDABLE_WALL:
12914 case EL_EXPANDABLE_WALL_HORIZONTAL:
12915 case EL_EXPANDABLE_WALL_VERTICAL:
12916 case EL_EXPANDABLE_WALL_ANY:
12917 case EL_BD_EXPANDABLE_WALL:
12918 MauerAbleger(x, y);
12921 case EL_EXPANDABLE_STEELWALL_HORIZONTAL:
12922 case EL_EXPANDABLE_STEELWALL_VERTICAL:
12923 case EL_EXPANDABLE_STEELWALL_ANY:
12924 MauerAblegerStahl(x, y);
12928 CheckForDragon(x, y);
12934 case EL_ELEMENT_SNAPPING:
12935 case EL_DIAGONAL_SHRINKING:
12936 case EL_DIAGONAL_GROWING:
12939 el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12941 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12946 if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12947 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12952 #else // ---------------------------------------------------------------------
12954 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12958 element = Feld[x][y];
12959 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12961 if (IS_ANIMATED(graphic) &&
12962 !IS_MOVING(x, y) &&
12964 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12966 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12967 TEST_DrawTwinkleOnField(x, y);
12969 else if ((element == EL_ACID ||
12970 element == EL_EXIT_OPEN ||
12971 element == EL_EM_EXIT_OPEN ||
12972 element == EL_SP_EXIT_OPEN ||
12973 element == EL_STEEL_EXIT_OPEN ||
12974 element == EL_EM_STEEL_EXIT_OPEN ||
12975 element == EL_SP_TERMINAL ||
12976 element == EL_SP_TERMINAL_ACTIVE ||
12977 element == EL_EXTRA_TIME ||
12978 element == EL_SHIELD_NORMAL ||
12979 element == EL_SHIELD_DEADLY) &&
12980 IS_ANIMATED(graphic))
12981 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12982 else if (IS_MOVING(x, y))
12983 ContinueMoving(x, y);
12984 else if (IS_ACTIVE_BOMB(element))
12985 CheckDynamite(x, y);
12986 else if (element == EL_AMOEBA_GROWING)
12987 AmoebeWaechst(x, y);
12988 else if (element == EL_AMOEBA_SHRINKING)
12989 AmoebaDisappearing(x, y);
12991 #if !USE_NEW_AMOEBA_CODE
12992 else if (IS_AMOEBALIVE(element))
12993 AmoebeAbleger(x, y);
12996 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12998 else if (element == EL_EXIT_CLOSED)
13000 else if (element == EL_EM_EXIT_CLOSED)
13002 else if (element == EL_STEEL_EXIT_CLOSED)
13003 CheckExitSteel(x, y);
13004 else if (element == EL_EM_STEEL_EXIT_CLOSED)
13005 CheckExitSteelEM(x, y);
13006 else if (element == EL_SP_EXIT_CLOSED)
13008 else if (element == EL_EXPANDABLE_WALL_GROWING ||
13009 element == EL_EXPANDABLE_STEELWALL_GROWING)
13010 MauerWaechst(x, y);
13011 else if (element == EL_EXPANDABLE_WALL ||
13012 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
13013 element == EL_EXPANDABLE_WALL_VERTICAL ||
13014 element == EL_EXPANDABLE_WALL_ANY ||
13015 element == EL_BD_EXPANDABLE_WALL)
13016 MauerAbleger(x, y);
13017 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
13018 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
13019 element == EL_EXPANDABLE_STEELWALL_ANY)
13020 MauerAblegerStahl(x, y);
13021 else if (element == EL_FLAMES)
13022 CheckForDragon(x, y);
13023 else if (element == EL_EXPLOSION)
13024 ; /* drawing of correct explosion animation is handled separately */
13025 else if (element == EL_ELEMENT_SNAPPING ||
13026 element == EL_DIAGONAL_SHRINKING ||
13027 element == EL_DIAGONAL_GROWING)
13029 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
13031 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
13033 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
13034 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
13036 #endif // ---------------------------------------------------------------------
13038 if (IS_BELT_ACTIVE(element))
13039 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
13041 if (game.magic_wall_active)
13043 int jx = local_player->jx, jy = local_player->jy;
13045 /* play the element sound at the position nearest to the player */
13046 if ((element == EL_MAGIC_WALL_FULL ||
13047 element == EL_MAGIC_WALL_ACTIVE ||
13048 element == EL_MAGIC_WALL_EMPTYING ||
13049 element == EL_BD_MAGIC_WALL_FULL ||
13050 element == EL_BD_MAGIC_WALL_ACTIVE ||
13051 element == EL_BD_MAGIC_WALL_EMPTYING ||
13052 element == EL_DC_MAGIC_WALL_FULL ||
13053 element == EL_DC_MAGIC_WALL_ACTIVE ||
13054 element == EL_DC_MAGIC_WALL_EMPTYING) &&
13055 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
13064 debug_print_timestamp(0, "- time for MAIN loop: -->");
13067 #if USE_NEW_AMOEBA_CODE
13068 /* new experimental amoeba growth stuff */
13069 if (!(FrameCounter % 8))
13071 static unsigned long random = 1684108901;
13073 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
13075 x = RND(lev_fieldx);
13076 y = RND(lev_fieldy);
13077 element = Feld[x][y];
13079 if (!IS_PLAYER(x,y) &&
13080 (element == EL_EMPTY ||
13081 CAN_GROW_INTO(element) ||
13082 element == EL_QUICKSAND_EMPTY ||
13083 element == EL_QUICKSAND_FAST_EMPTY ||
13084 element == EL_ACID_SPLASH_LEFT ||
13085 element == EL_ACID_SPLASH_RIGHT))
13087 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
13088 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
13089 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
13090 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
13091 Feld[x][y] = EL_AMOEBA_DROP;
13094 random = random * 129 + 1;
13100 if (game.explosions_delayed)
13103 game.explosions_delayed = FALSE;
13105 SCAN_PLAYFIELD(x, y)
13107 element = Feld[x][y];
13109 if (ExplodeField[x][y])
13110 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
13111 else if (element == EL_EXPLOSION)
13112 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
13114 ExplodeField[x][y] = EX_TYPE_NONE;
13117 game.explosions_delayed = TRUE;
13120 if (game.magic_wall_active)
13122 if (!(game.magic_wall_time_left % 4))
13124 int element = Feld[magic_wall_x][magic_wall_y];
13126 if (element == EL_BD_MAGIC_WALL_FULL ||
13127 element == EL_BD_MAGIC_WALL_ACTIVE ||
13128 element == EL_BD_MAGIC_WALL_EMPTYING)
13129 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
13130 else if (element == EL_DC_MAGIC_WALL_FULL ||
13131 element == EL_DC_MAGIC_WALL_ACTIVE ||
13132 element == EL_DC_MAGIC_WALL_EMPTYING)
13133 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
13135 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
13138 if (game.magic_wall_time_left > 0)
13140 game.magic_wall_time_left--;
13142 if (!game.magic_wall_time_left)
13144 SCAN_PLAYFIELD(x, y)
13146 element = Feld[x][y];
13148 if (element == EL_MAGIC_WALL_ACTIVE ||
13149 element == EL_MAGIC_WALL_FULL)
13151 Feld[x][y] = EL_MAGIC_WALL_DEAD;
13152 TEST_DrawLevelField(x, y);
13154 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
13155 element == EL_BD_MAGIC_WALL_FULL)
13157 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
13158 TEST_DrawLevelField(x, y);
13160 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
13161 element == EL_DC_MAGIC_WALL_FULL)
13163 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
13164 TEST_DrawLevelField(x, y);
13168 game.magic_wall_active = FALSE;
13173 if (game.light_time_left > 0)
13175 game.light_time_left--;
13177 if (game.light_time_left == 0)
13178 RedrawAllLightSwitchesAndInvisibleElements();
13181 if (game.timegate_time_left > 0)
13183 game.timegate_time_left--;
13185 if (game.timegate_time_left == 0)
13186 CloseAllOpenTimegates();
13189 if (game.lenses_time_left > 0)
13191 game.lenses_time_left--;
13193 if (game.lenses_time_left == 0)
13194 RedrawAllInvisibleElementsForLenses();
13197 if (game.magnify_time_left > 0)
13199 game.magnify_time_left--;
13201 if (game.magnify_time_left == 0)
13202 RedrawAllInvisibleElementsForMagnifier();
13205 for (i = 0; i < MAX_PLAYERS; i++)
13207 struct PlayerInfo *player = &stored_player[i];
13209 if (SHIELD_ON(player))
13211 if (player->shield_deadly_time_left)
13212 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
13213 else if (player->shield_normal_time_left)
13214 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
13218 #if USE_DELAYED_GFX_REDRAW
13219 SCAN_PLAYFIELD(x, y)
13222 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
13224 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)) &&
13225 GfxRedraw[x][y] != GFX_REDRAW_NONE)
13228 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
13229 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
13231 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
13232 DrawLevelField(x, y);
13234 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
13235 DrawLevelFieldCrumbled(x, y);
13237 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
13238 DrawLevelFieldCrumbledNeighbours(x, y);
13240 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
13241 DrawTwinkleOnField(x, y);
13244 GfxRedraw[x][y] = GFX_REDRAW_NONE;
13251 PlayAllPlayersSound();
13253 if (options.debug) /* calculate frames per second */
13255 static unsigned long fps_counter = 0;
13256 static int fps_frames = 0;
13257 unsigned long fps_delay_ms = Counter() - fps_counter;
13261 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
13263 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
13266 fps_counter = Counter();
13269 redraw_mask |= REDRAW_FPS;
13272 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
13274 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
13276 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
13278 local_player->show_envelope = 0;
13282 debug_print_timestamp(0, "stop main loop profiling ");
13283 printf("----------------------------------------------------------\n");
13286 /* use random number generator in every frame to make it less predictable */
13287 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13291 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
13293 int min_x = x, min_y = y, max_x = x, max_y = y;
13296 for (i = 0; i < MAX_PLAYERS; i++)
13298 int jx = stored_player[i].jx, jy = stored_player[i].jy;
13300 if (!stored_player[i].active || &stored_player[i] == player)
13303 min_x = MIN(min_x, jx);
13304 min_y = MIN(min_y, jy);
13305 max_x = MAX(max_x, jx);
13306 max_y = MAX(max_y, jy);
13309 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
13312 static boolean AllPlayersInVisibleScreen()
13316 for (i = 0; i < MAX_PLAYERS; i++)
13318 int jx = stored_player[i].jx, jy = stored_player[i].jy;
13320 if (!stored_player[i].active)
13323 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
13330 void ScrollLevel(int dx, int dy)
13333 /* (directly solved in BlitBitmap() now) */
13334 static Bitmap *bitmap_db_field2 = NULL;
13335 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
13342 /* !!! THIS IS APPARENTLY WRONG FOR PLAYER RELOCATION !!! */
13343 /* only horizontal XOR vertical scroll direction allowed */
13344 if ((dx == 0 && dy == 0) || (dx != 0 && dy != 0))
13349 /* (directly solved in BlitBitmap() now) */
13350 if (bitmap_db_field2 == NULL)
13351 bitmap_db_field2 = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH);
13353 /* needed when blitting directly to same bitmap -- should not be needed with
13354 recent SDL libraries, but apparently does not work in 1.2.11 directly */
13355 BlitBitmap(drawto_field, bitmap_db_field2,
13356 FX + TILEX * (dx == -1) - softscroll_offset,
13357 FY + TILEY * (dy == -1) - softscroll_offset,
13358 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
13359 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
13360 FX + TILEX * (dx == 1) - softscroll_offset,
13361 FY + TILEY * (dy == 1) - softscroll_offset);
13362 BlitBitmap(bitmap_db_field2, drawto_field,
13363 FX + TILEX * (dx == 1) - softscroll_offset,
13364 FY + TILEY * (dy == 1) - softscroll_offset,
13365 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
13366 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
13367 FX + TILEX * (dx == 1) - softscroll_offset,
13368 FY + TILEY * (dy == 1) - softscroll_offset);
13373 /* !!! DOES NOT WORK FOR DIAGONAL PLAYER RELOCATION !!! */
13374 int xsize = (BX2 - BX1 + 1);
13375 int ysize = (BY2 - BY1 + 1);
13376 int start = (dx != 0 ? (dx == -1 ? BX1 : BX2) : (dy == -1 ? BY1 : BY2));
13377 int end = (dx != 0 ? (dx == -1 ? BX2 : BX1) : (dy == -1 ? BY2 : BY1));
13378 int step = (start < end ? +1 : -1);
13380 for (i = start; i != end; i += step)
13382 BlitBitmap(drawto_field, drawto_field,
13383 FX + TILEX * (dx != 0 ? i + step : 0),
13384 FY + TILEY * (dy != 0 ? i + step : 0),
13385 TILEX * (dx != 0 ? 1 : xsize),
13386 TILEY * (dy != 0 ? 1 : ysize),
13387 FX + TILEX * (dx != 0 ? i : 0),
13388 FY + TILEY * (dy != 0 ? i : 0));
13395 int softscroll_offset = (setup.soft_scrolling ? 2 * TILEX_VAR : 0);
13397 int softscroll_offset = (setup.soft_scrolling ? TILEX_VAR : 0);
13401 int softscroll_offset = (setup.soft_scrolling ? 2 * TILEX : 0);
13403 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
13408 BlitBitmap(drawto_field, drawto_field,
13409 FX + TILEX_VAR * (dx == -1) - softscroll_offset,
13410 FY + TILEY_VAR * (dy == -1) - softscroll_offset,
13411 SXSIZE - TILEX_VAR * (dx != 0) + 2 * softscroll_offset,
13412 SYSIZE - TILEY_VAR * (dy != 0) + 2 * softscroll_offset,
13413 FX + TILEX_VAR * (dx == 1) - softscroll_offset,
13414 FY + TILEY_VAR * (dy == 1) - softscroll_offset);
13416 BlitBitmap(drawto_field, drawto_field,
13417 FX + TILEX * (dx == -1) - softscroll_offset,
13418 FY + TILEY * (dy == -1) - softscroll_offset,
13419 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
13420 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
13421 FX + TILEX * (dx == 1) - softscroll_offset,
13422 FY + TILEY * (dy == 1) - softscroll_offset);
13430 x = (dx == 1 ? BX1 : BX2);
13431 for (y = BY1; y <= BY2; y++)
13432 DrawScreenField(x, y);
13437 y = (dy == 1 ? BY1 : BY2);
13438 for (x = BX1; x <= BX2; x++)
13439 DrawScreenField(x, y);
13442 redraw_mask |= REDRAW_FIELD;
13445 static boolean canFallDown(struct PlayerInfo *player)
13447 int jx = player->jx, jy = player->jy;
13449 return (IN_LEV_FIELD(jx, jy + 1) &&
13450 (IS_FREE(jx, jy + 1) ||
13451 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
13452 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
13453 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
13456 static boolean canPassField(int x, int y, int move_dir)
13458 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
13459 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
13460 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
13461 int nextx = x + dx;
13462 int nexty = y + dy;
13463 int element = Feld[x][y];
13465 return (IS_PASSABLE_FROM(element, opposite_dir) &&
13466 !CAN_MOVE(element) &&
13467 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
13468 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
13469 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
13472 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
13474 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
13475 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
13476 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
13480 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
13481 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
13482 (IS_DIGGABLE(Feld[newx][newy]) ||
13483 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
13484 canPassField(newx, newy, move_dir)));
13487 static void CheckGravityMovement(struct PlayerInfo *player)
13489 #if USE_PLAYER_GRAVITY
13490 if (player->gravity && !player->programmed_action)
13492 if (game.gravity && !player->programmed_action)
13495 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
13496 int move_dir_vertical = player->effective_action & MV_VERTICAL;
13497 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
13498 int jx = player->jx, jy = player->jy;
13499 boolean player_is_moving_to_valid_field =
13500 (!player_is_snapping &&
13501 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
13502 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
13503 boolean player_can_fall_down = canFallDown(player);
13505 if (player_can_fall_down &&
13506 !player_is_moving_to_valid_field)
13507 player->programmed_action = MV_DOWN;
13511 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
13513 return CheckGravityMovement(player);
13515 #if USE_PLAYER_GRAVITY
13516 if (player->gravity && !player->programmed_action)
13518 if (game.gravity && !player->programmed_action)
13521 int jx = player->jx, jy = player->jy;
13522 boolean field_under_player_is_free =
13523 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
13524 boolean player_is_standing_on_valid_field =
13525 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
13526 (IS_WALKABLE(Feld[jx][jy]) &&
13527 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
13529 if (field_under_player_is_free && !player_is_standing_on_valid_field)
13530 player->programmed_action = MV_DOWN;
13535 MovePlayerOneStep()
13536 -----------------------------------------------------------------------------
13537 dx, dy: direction (non-diagonal) to try to move the player to
13538 real_dx, real_dy: direction as read from input device (can be diagonal)
13541 boolean MovePlayerOneStep(struct PlayerInfo *player,
13542 int dx, int dy, int real_dx, int real_dy)
13544 int jx = player->jx, jy = player->jy;
13545 int new_jx = jx + dx, new_jy = jy + dy;
13546 #if !USE_FIXED_DONT_RUN_INTO
13550 boolean player_can_move = !player->cannot_move;
13552 if (!player->active || (!dx && !dy))
13553 return MP_NO_ACTION;
13555 player->MovDir = (dx < 0 ? MV_LEFT :
13556 dx > 0 ? MV_RIGHT :
13558 dy > 0 ? MV_DOWN : MV_NONE);
13560 if (!IN_LEV_FIELD(new_jx, new_jy))
13561 return MP_NO_ACTION;
13563 if (!player_can_move)
13565 if (player->MovPos == 0)
13567 player->is_moving = FALSE;
13568 player->is_digging = FALSE;
13569 player->is_collecting = FALSE;
13570 player->is_snapping = FALSE;
13571 player->is_pushing = FALSE;
13576 if (!options.network && game.centered_player_nr == -1 &&
13577 !AllPlayersInSight(player, new_jx, new_jy))
13578 return MP_NO_ACTION;
13580 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
13581 return MP_NO_ACTION;
13584 #if !USE_FIXED_DONT_RUN_INTO
13585 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
13587 /* (moved to DigField()) */
13588 if (player_can_move && DONT_RUN_INTO(element))
13590 if (element == EL_ACID && dx == 0 && dy == 1)
13592 SplashAcid(new_jx, new_jy);
13593 Feld[jx][jy] = EL_PLAYER_1;
13594 InitMovingField(jx, jy, MV_DOWN);
13595 Store[jx][jy] = EL_ACID;
13596 ContinueMoving(jx, jy);
13597 BuryPlayer(player);
13600 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13606 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
13607 if (can_move != MP_MOVING)
13610 /* check if DigField() has caused relocation of the player */
13611 if (player->jx != jx || player->jy != jy)
13612 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
13614 StorePlayer[jx][jy] = 0;
13615 player->last_jx = jx;
13616 player->last_jy = jy;
13617 player->jx = new_jx;
13618 player->jy = new_jy;
13619 StorePlayer[new_jx][new_jy] = player->element_nr;
13621 if (player->move_delay_value_next != -1)
13623 player->move_delay_value = player->move_delay_value_next;
13624 player->move_delay_value_next = -1;
13628 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
13630 player->step_counter++;
13632 PlayerVisit[jx][jy] = FrameCounter;
13634 #if USE_UFAST_PLAYER_EXIT_BUGFIX
13635 player->is_moving = TRUE;
13639 /* should better be called in MovePlayer(), but this breaks some tapes */
13640 ScrollPlayer(player, SCROLL_INIT);
13646 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
13648 int jx = player->jx, jy = player->jy;
13649 int old_jx = jx, old_jy = jy;
13650 int moved = MP_NO_ACTION;
13652 if (!player->active)
13657 if (player->MovPos == 0)
13659 player->is_moving = FALSE;
13660 player->is_digging = FALSE;
13661 player->is_collecting = FALSE;
13662 player->is_snapping = FALSE;
13663 player->is_pushing = FALSE;
13669 if (player->move_delay > 0)
13672 player->move_delay = -1; /* set to "uninitialized" value */
13674 /* store if player is automatically moved to next field */
13675 player->is_auto_moving = (player->programmed_action != MV_NONE);
13677 /* remove the last programmed player action */
13678 player->programmed_action = 0;
13680 if (player->MovPos)
13682 /* should only happen if pre-1.2 tape recordings are played */
13683 /* this is only for backward compatibility */
13685 int original_move_delay_value = player->move_delay_value;
13688 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
13692 /* scroll remaining steps with finest movement resolution */
13693 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
13695 while (player->MovPos)
13697 ScrollPlayer(player, SCROLL_GO_ON);
13698 ScrollScreen(NULL, SCROLL_GO_ON);
13700 AdvanceFrameAndPlayerCounters(player->index_nr);
13706 player->move_delay_value = original_move_delay_value;
13709 player->is_active = FALSE;
13711 if (player->last_move_dir & MV_HORIZONTAL)
13713 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
13714 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
13718 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
13719 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
13722 #if USE_FIXED_BORDER_RUNNING_GFX
13723 if (!moved && !player->is_active)
13725 player->is_moving = FALSE;
13726 player->is_digging = FALSE;
13727 player->is_collecting = FALSE;
13728 player->is_snapping = FALSE;
13729 player->is_pushing = FALSE;
13737 if (moved & MP_MOVING && !ScreenMovPos &&
13738 (player->index_nr == game.centered_player_nr ||
13739 game.centered_player_nr == -1))
13741 if (moved & MP_MOVING && !ScreenMovPos &&
13742 (player == local_player || !options.network))
13745 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
13746 int offset = game.scroll_delay_value;
13748 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
13750 /* actual player has left the screen -- scroll in that direction */
13751 if (jx != old_jx) /* player has moved horizontally */
13752 scroll_x += (jx - old_jx);
13753 else /* player has moved vertically */
13754 scroll_y += (jy - old_jy);
13758 if (jx != old_jx) /* player has moved horizontally */
13760 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
13761 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
13762 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
13764 /* don't scroll over playfield boundaries */
13765 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
13766 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
13768 /* don't scroll more than one field at a time */
13769 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
13771 /* don't scroll against the player's moving direction */
13772 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
13773 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
13774 scroll_x = old_scroll_x;
13776 else /* player has moved vertically */
13778 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
13779 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
13780 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
13782 /* don't scroll over playfield boundaries */
13783 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
13784 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
13786 /* don't scroll more than one field at a time */
13787 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
13789 /* don't scroll against the player's moving direction */
13790 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
13791 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
13792 scroll_y = old_scroll_y;
13796 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
13799 if (!options.network && game.centered_player_nr == -1 &&
13800 !AllPlayersInVisibleScreen())
13802 scroll_x = old_scroll_x;
13803 scroll_y = old_scroll_y;
13807 if (!options.network && !AllPlayersInVisibleScreen())
13809 scroll_x = old_scroll_x;
13810 scroll_y = old_scroll_y;
13815 ScrollScreen(player, SCROLL_INIT);
13816 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13821 player->StepFrame = 0;
13823 if (moved & MP_MOVING)
13825 if (old_jx != jx && old_jy == jy)
13826 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13827 else if (old_jx == jx && old_jy != jy)
13828 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13830 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
13832 player->last_move_dir = player->MovDir;
13833 player->is_moving = TRUE;
13834 player->is_snapping = FALSE;
13835 player->is_switching = FALSE;
13836 player->is_dropping = FALSE;
13837 player->is_dropping_pressed = FALSE;
13838 player->drop_pressed_delay = 0;
13841 /* should better be called here than above, but this breaks some tapes */
13842 ScrollPlayer(player, SCROLL_INIT);
13847 CheckGravityMovementWhenNotMoving(player);
13849 player->is_moving = FALSE;
13851 /* at this point, the player is allowed to move, but cannot move right now
13852 (e.g. because of something blocking the way) -- ensure that the player
13853 is also allowed to move in the next frame (in old versions before 3.1.1,
13854 the player was forced to wait again for eight frames before next try) */
13856 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13857 player->move_delay = 0; /* allow direct movement in the next frame */
13860 if (player->move_delay == -1) /* not yet initialized by DigField() */
13861 player->move_delay = player->move_delay_value;
13863 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13865 TestIfPlayerTouchesBadThing(jx, jy);
13866 TestIfPlayerTouchesCustomElement(jx, jy);
13869 if (!player->active)
13870 RemovePlayer(player);
13875 void ScrollPlayer(struct PlayerInfo *player, int mode)
13877 int jx = player->jx, jy = player->jy;
13878 int last_jx = player->last_jx, last_jy = player->last_jy;
13879 int move_stepsize = TILEX / player->move_delay_value;
13881 #if USE_NEW_PLAYER_SPEED
13882 if (!player->active)
13885 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
13888 if (!player->active || player->MovPos == 0)
13892 if (mode == SCROLL_INIT)
13894 player->actual_frame_counter = FrameCounter;
13895 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13897 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13898 Feld[last_jx][last_jy] == EL_EMPTY)
13900 int last_field_block_delay = 0; /* start with no blocking at all */
13901 int block_delay_adjustment = player->block_delay_adjustment;
13903 /* if player blocks last field, add delay for exactly one move */
13904 if (player->block_last_field)
13906 last_field_block_delay += player->move_delay_value;
13908 /* when blocking enabled, prevent moving up despite gravity */
13909 #if USE_PLAYER_GRAVITY
13910 if (player->gravity && player->MovDir == MV_UP)
13911 block_delay_adjustment = -1;
13913 if (game.gravity && player->MovDir == MV_UP)
13914 block_delay_adjustment = -1;
13918 /* add block delay adjustment (also possible when not blocking) */
13919 last_field_block_delay += block_delay_adjustment;
13921 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13922 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13925 #if USE_NEW_PLAYER_SPEED
13926 if (player->MovPos != 0) /* player has not yet reached destination */
13932 else if (!FrameReached(&player->actual_frame_counter, 1))
13935 #if USE_NEW_PLAYER_SPEED
13936 if (player->MovPos != 0)
13938 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13939 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13941 /* before DrawPlayer() to draw correct player graphic for this case */
13942 if (player->MovPos == 0)
13943 CheckGravityMovement(player);
13946 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13947 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13949 /* before DrawPlayer() to draw correct player graphic for this case */
13950 if (player->MovPos == 0)
13951 CheckGravityMovement(player);
13954 if (player->MovPos == 0) /* player reached destination field */
13956 if (player->move_delay_reset_counter > 0)
13958 player->move_delay_reset_counter--;
13960 if (player->move_delay_reset_counter == 0)
13962 /* continue with normal speed after quickly moving through gate */
13963 HALVE_PLAYER_SPEED(player);
13965 /* be able to make the next move without delay */
13966 player->move_delay = 0;
13970 player->last_jx = jx;
13971 player->last_jy = jy;
13973 if (Feld[jx][jy] == EL_EXIT_OPEN ||
13974 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
13976 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
13978 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
13979 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13981 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
13983 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
13984 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
13986 DrawPlayer(player); /* needed here only to cleanup last field */
13987 RemovePlayer(player);
13989 if (local_player->friends_still_needed == 0 ||
13990 IS_SP_ELEMENT(Feld[jx][jy]))
13991 PlayerWins(player);
13994 /* this breaks one level: "machine", level 000 */
13996 int move_direction = player->MovDir;
13997 int enter_side = MV_DIR_OPPOSITE(move_direction);
13998 int leave_side = move_direction;
13999 int old_jx = last_jx;
14000 int old_jy = last_jy;
14001 int old_element = Feld[old_jx][old_jy];
14002 int new_element = Feld[jx][jy];
14004 if (IS_CUSTOM_ELEMENT(old_element))
14005 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
14007 player->index_bit, leave_side);
14009 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
14010 CE_PLAYER_LEAVES_X,
14011 player->index_bit, leave_side);
14013 if (IS_CUSTOM_ELEMENT(new_element))
14014 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
14015 player->index_bit, enter_side);
14017 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
14018 CE_PLAYER_ENTERS_X,
14019 player->index_bit, enter_side);
14021 #if USE_FIX_CE_ACTION_WITH_PLAYER
14022 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
14023 CE_MOVE_OF_X, move_direction);
14025 CheckTriggeredElementChangeBySide(jx, jy, player->element_nr,
14026 CE_MOVE_OF_X, move_direction);
14030 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
14032 TestIfPlayerTouchesBadThing(jx, jy);
14033 TestIfPlayerTouchesCustomElement(jx, jy);
14035 /* needed because pushed element has not yet reached its destination,
14036 so it would trigger a change event at its previous field location */
14037 if (!player->is_pushing)
14038 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
14040 if (!player->active)
14041 RemovePlayer(player);
14044 if (!local_player->LevelSolved && level.use_step_counter)
14054 if (TimeLeft <= 10 && setup.time_limit)
14055 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14058 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14060 DisplayGameControlValues();
14062 DrawGameValue_Time(TimeLeft);
14065 if (!TimeLeft && setup.time_limit)
14066 for (i = 0; i < MAX_PLAYERS; i++)
14067 KillPlayer(&stored_player[i]);
14070 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
14072 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
14074 DisplayGameControlValues();
14077 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
14078 DrawGameValue_Time(TimePlayed);
14082 if (tape.single_step && tape.recording && !tape.pausing &&
14083 !player->programmed_action)
14084 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
14088 void ScrollScreen(struct PlayerInfo *player, int mode)
14090 static unsigned long screen_frame_counter = 0;
14092 if (mode == SCROLL_INIT)
14094 /* set scrolling step size according to actual player's moving speed */
14095 ScrollStepSize = TILEX / player->move_delay_value;
14097 screen_frame_counter = FrameCounter;
14098 ScreenMovDir = player->MovDir;
14099 ScreenMovPos = player->MovPos;
14100 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
14103 else if (!FrameReached(&screen_frame_counter, 1))
14108 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
14109 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
14110 redraw_mask |= REDRAW_FIELD;
14113 ScreenMovDir = MV_NONE;
14116 void TestIfPlayerTouchesCustomElement(int x, int y)
14118 static int xy[4][2] =
14125 static int trigger_sides[4][2] =
14127 /* center side border side */
14128 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
14129 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
14130 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
14131 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
14133 static int touch_dir[4] =
14135 MV_LEFT | MV_RIGHT,
14140 int center_element = Feld[x][y]; /* should always be non-moving! */
14143 for (i = 0; i < NUM_DIRECTIONS; i++)
14145 int xx = x + xy[i][0];
14146 int yy = y + xy[i][1];
14147 int center_side = trigger_sides[i][0];
14148 int border_side = trigger_sides[i][1];
14149 int border_element;
14151 if (!IN_LEV_FIELD(xx, yy))
14154 if (IS_PLAYER(x, y)) /* player found at center element */
14156 struct PlayerInfo *player = PLAYERINFO(x, y);
14158 if (game.engine_version < VERSION_IDENT(3,0,7,0))
14159 border_element = Feld[xx][yy]; /* may be moving! */
14160 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
14161 border_element = Feld[xx][yy];
14162 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
14163 border_element = MovingOrBlocked2Element(xx, yy);
14165 continue; /* center and border element do not touch */
14167 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
14168 player->index_bit, border_side);
14169 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
14170 CE_PLAYER_TOUCHES_X,
14171 player->index_bit, border_side);
14173 #if USE_FIX_CE_ACTION_WITH_PLAYER
14175 /* use player element that is initially defined in the level playfield,
14176 not the player element that corresponds to the runtime player number
14177 (example: a level that contains EL_PLAYER_3 as the only player would
14178 incorrectly give EL_PLAYER_1 for "player->element_nr") */
14179 int player_element = PLAYERINFO(x, y)->initial_element;
14181 CheckElementChangeBySide(xx, yy, border_element, player_element,
14182 CE_TOUCHING_X, border_side);
14186 else if (IS_PLAYER(xx, yy)) /* player found at border element */
14188 struct PlayerInfo *player = PLAYERINFO(xx, yy);
14190 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
14192 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
14193 continue; /* center and border element do not touch */
14196 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
14197 player->index_bit, center_side);
14198 CheckTriggeredElementChangeByPlayer(x, y, center_element,
14199 CE_PLAYER_TOUCHES_X,
14200 player->index_bit, center_side);
14202 #if USE_FIX_CE_ACTION_WITH_PLAYER
14204 /* use player element that is initially defined in the level playfield,
14205 not the player element that corresponds to the runtime player number
14206 (example: a level that contains EL_PLAYER_3 as the only player would
14207 incorrectly give EL_PLAYER_1 for "player->element_nr") */
14208 int player_element = PLAYERINFO(xx, yy)->initial_element;
14210 CheckElementChangeBySide(x, y, center_element, player_element,
14211 CE_TOUCHING_X, center_side);
14220 #if USE_ELEMENT_TOUCHING_BUGFIX
14222 void TestIfElementTouchesCustomElement(int x, int y)
14224 static int xy[4][2] =
14231 static int trigger_sides[4][2] =
14233 /* center side border side */
14234 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
14235 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
14236 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
14237 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
14239 static int touch_dir[4] =
14241 MV_LEFT | MV_RIGHT,
14246 boolean change_center_element = FALSE;
14247 int center_element = Feld[x][y]; /* should always be non-moving! */
14248 int border_element_old[NUM_DIRECTIONS];
14251 for (i = 0; i < NUM_DIRECTIONS; i++)
14253 int xx = x + xy[i][0];
14254 int yy = y + xy[i][1];
14255 int border_element;
14257 border_element_old[i] = -1;
14259 if (!IN_LEV_FIELD(xx, yy))
14262 if (game.engine_version < VERSION_IDENT(3,0,7,0))
14263 border_element = Feld[xx][yy]; /* may be moving! */
14264 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
14265 border_element = Feld[xx][yy];
14266 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
14267 border_element = MovingOrBlocked2Element(xx, yy);
14269 continue; /* center and border element do not touch */
14271 border_element_old[i] = border_element;
14274 for (i = 0; i < NUM_DIRECTIONS; i++)
14276 int xx = x + xy[i][0];
14277 int yy = y + xy[i][1];
14278 int center_side = trigger_sides[i][0];
14279 int border_element = border_element_old[i];
14281 if (border_element == -1)
14284 /* check for change of border element */
14285 CheckElementChangeBySide(xx, yy, border_element, center_element,
14286 CE_TOUCHING_X, center_side);
14288 /* (center element cannot be player, so we dont have to check this here) */
14291 for (i = 0; i < NUM_DIRECTIONS; i++)
14293 int xx = x + xy[i][0];
14294 int yy = y + xy[i][1];
14295 int border_side = trigger_sides[i][1];
14296 int border_element = border_element_old[i];
14298 if (border_element == -1)
14301 /* check for change of center element (but change it only once) */
14302 if (!change_center_element)
14303 change_center_element =
14304 CheckElementChangeBySide(x, y, center_element, border_element,
14305 CE_TOUCHING_X, border_side);
14307 #if USE_FIX_CE_ACTION_WITH_PLAYER
14308 if (IS_PLAYER(xx, yy))
14310 /* use player element that is initially defined in the level playfield,
14311 not the player element that corresponds to the runtime player number
14312 (example: a level that contains EL_PLAYER_3 as the only player would
14313 incorrectly give EL_PLAYER_1 for "player->element_nr") */
14314 int player_element = PLAYERINFO(xx, yy)->initial_element;
14316 CheckElementChangeBySide(x, y, center_element, player_element,
14317 CE_TOUCHING_X, border_side);
14325 void TestIfElementTouchesCustomElement_OLD(int x, int y)
14327 static int xy[4][2] =
14334 static int trigger_sides[4][2] =
14336 /* center side border side */
14337 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
14338 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
14339 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
14340 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
14342 static int touch_dir[4] =
14344 MV_LEFT | MV_RIGHT,
14349 boolean change_center_element = FALSE;
14350 int center_element = Feld[x][y]; /* should always be non-moving! */
14353 for (i = 0; i < NUM_DIRECTIONS; i++)
14355 int xx = x + xy[i][0];
14356 int yy = y + xy[i][1];
14357 int center_side = trigger_sides[i][0];
14358 int border_side = trigger_sides[i][1];
14359 int border_element;
14361 if (!IN_LEV_FIELD(xx, yy))
14364 if (game.engine_version < VERSION_IDENT(3,0,7,0))
14365 border_element = Feld[xx][yy]; /* may be moving! */
14366 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
14367 border_element = Feld[xx][yy];
14368 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
14369 border_element = MovingOrBlocked2Element(xx, yy);
14371 continue; /* center and border element do not touch */
14373 /* check for change of center element (but change it only once) */
14374 if (!change_center_element)
14375 change_center_element =
14376 CheckElementChangeBySide(x, y, center_element, border_element,
14377 CE_TOUCHING_X, border_side);
14379 /* check for change of border element */
14380 CheckElementChangeBySide(xx, yy, border_element, center_element,
14381 CE_TOUCHING_X, center_side);
14387 void TestIfElementHitsCustomElement(int x, int y, int direction)
14389 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
14390 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
14391 int hitx = x + dx, hity = y + dy;
14392 int hitting_element = Feld[x][y];
14393 int touched_element;
14395 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
14398 touched_element = (IN_LEV_FIELD(hitx, hity) ?
14399 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
14401 if (IN_LEV_FIELD(hitx, hity))
14403 int opposite_direction = MV_DIR_OPPOSITE(direction);
14404 int hitting_side = direction;
14405 int touched_side = opposite_direction;
14406 boolean object_hit = (!IS_MOVING(hitx, hity) ||
14407 MovDir[hitx][hity] != direction ||
14408 ABS(MovPos[hitx][hity]) <= TILEY / 2);
14414 CheckElementChangeBySide(x, y, hitting_element, touched_element,
14415 CE_HITTING_X, touched_side);
14417 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
14418 CE_HIT_BY_X, hitting_side);
14420 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
14421 CE_HIT_BY_SOMETHING, opposite_direction);
14423 #if USE_FIX_CE_ACTION_WITH_PLAYER
14424 if (IS_PLAYER(hitx, hity))
14426 /* use player element that is initially defined in the level playfield,
14427 not the player element that corresponds to the runtime player number
14428 (example: a level that contains EL_PLAYER_3 as the only player would
14429 incorrectly give EL_PLAYER_1 for "player->element_nr") */
14430 int player_element = PLAYERINFO(hitx, hity)->initial_element;
14432 CheckElementChangeBySide(x, y, hitting_element, player_element,
14433 CE_HITTING_X, touched_side);
14439 /* "hitting something" is also true when hitting the playfield border */
14440 CheckElementChangeBySide(x, y, hitting_element, touched_element,
14441 CE_HITTING_SOMETHING, direction);
14445 void TestIfElementSmashesCustomElement(int x, int y, int direction)
14447 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
14448 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
14449 int hitx = x + dx, hity = y + dy;
14450 int hitting_element = Feld[x][y];
14451 int touched_element;
14453 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
14454 !IS_FREE(hitx, hity) &&
14455 (!IS_MOVING(hitx, hity) ||
14456 MovDir[hitx][hity] != direction ||
14457 ABS(MovPos[hitx][hity]) <= TILEY / 2));
14460 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
14464 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
14468 touched_element = (IN_LEV_FIELD(hitx, hity) ?
14469 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
14471 CheckElementChangeBySide(x, y, hitting_element, touched_element,
14472 EP_CAN_SMASH_EVERYTHING, direction);
14474 if (IN_LEV_FIELD(hitx, hity))
14476 int opposite_direction = MV_DIR_OPPOSITE(direction);
14477 int hitting_side = direction;
14478 int touched_side = opposite_direction;
14480 int touched_element = MovingOrBlocked2Element(hitx, hity);
14483 boolean object_hit = (!IS_MOVING(hitx, hity) ||
14484 MovDir[hitx][hity] != direction ||
14485 ABS(MovPos[hitx][hity]) <= TILEY / 2);
14494 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
14495 CE_SMASHED_BY_SOMETHING, opposite_direction);
14497 CheckElementChangeBySide(x, y, hitting_element, touched_element,
14498 CE_OTHER_IS_SMASHING, touched_side);
14500 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
14501 CE_OTHER_GETS_SMASHED, hitting_side);
14507 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
14509 int i, kill_x = -1, kill_y = -1;
14511 int bad_element = -1;
14512 static int test_xy[4][2] =
14519 static int test_dir[4] =
14527 for (i = 0; i < NUM_DIRECTIONS; i++)
14529 int test_x, test_y, test_move_dir, test_element;
14531 test_x = good_x + test_xy[i][0];
14532 test_y = good_y + test_xy[i][1];
14534 if (!IN_LEV_FIELD(test_x, test_y))
14538 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
14540 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
14542 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
14543 2nd case: DONT_TOUCH style bad thing does not move away from good thing
14545 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
14546 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
14550 bad_element = test_element;
14556 if (kill_x != -1 || kill_y != -1)
14558 if (IS_PLAYER(good_x, good_y))
14560 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
14562 if (player->shield_deadly_time_left > 0 &&
14563 !IS_INDESTRUCTIBLE(bad_element))
14564 Bang(kill_x, kill_y);
14565 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
14566 KillPlayer(player);
14569 Bang(good_x, good_y);
14573 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
14575 int i, kill_x = -1, kill_y = -1;
14576 int bad_element = Feld[bad_x][bad_y];
14577 static int test_xy[4][2] =
14584 static int touch_dir[4] =
14586 MV_LEFT | MV_RIGHT,
14591 static int test_dir[4] =
14599 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
14602 for (i = 0; i < NUM_DIRECTIONS; i++)
14604 int test_x, test_y, test_move_dir, test_element;
14606 test_x = bad_x + test_xy[i][0];
14607 test_y = bad_y + test_xy[i][1];
14609 if (!IN_LEV_FIELD(test_x, test_y))
14613 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
14615 test_element = Feld[test_x][test_y];
14617 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
14618 2nd case: DONT_TOUCH style bad thing does not move away from good thing
14620 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
14621 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
14623 /* good thing is player or penguin that does not move away */
14624 if (IS_PLAYER(test_x, test_y))
14626 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
14628 if (bad_element == EL_ROBOT && player->is_moving)
14629 continue; /* robot does not kill player if he is moving */
14631 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
14633 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
14634 continue; /* center and border element do not touch */
14642 else if (test_element == EL_PENGUIN)
14652 if (kill_x != -1 || kill_y != -1)
14654 if (IS_PLAYER(kill_x, kill_y))
14656 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
14658 if (player->shield_deadly_time_left > 0 &&
14659 !IS_INDESTRUCTIBLE(bad_element))
14660 Bang(bad_x, bad_y);
14661 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
14662 KillPlayer(player);
14665 Bang(kill_x, kill_y);
14669 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
14671 int bad_element = Feld[bad_x][bad_y];
14672 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
14673 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
14674 int test_x = bad_x + dx, test_y = bad_y + dy;
14675 int test_move_dir, test_element;
14676 int kill_x = -1, kill_y = -1;
14678 if (!IN_LEV_FIELD(test_x, test_y))
14682 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
14684 test_element = Feld[test_x][test_y];
14686 if (test_move_dir != bad_move_dir)
14688 /* good thing can be player or penguin that does not move away */
14689 if (IS_PLAYER(test_x, test_y))
14691 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
14693 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
14694 player as being hit when he is moving towards the bad thing, because
14695 the "get hit by" condition would be lost after the player stops) */
14696 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
14697 return; /* player moves away from bad thing */
14702 else if (test_element == EL_PENGUIN)
14709 if (kill_x != -1 || kill_y != -1)
14711 if (IS_PLAYER(kill_x, kill_y))
14713 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
14715 if (player->shield_deadly_time_left > 0 &&
14716 !IS_INDESTRUCTIBLE(bad_element))
14717 Bang(bad_x, bad_y);
14718 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
14719 KillPlayer(player);
14722 Bang(kill_x, kill_y);
14726 void TestIfPlayerTouchesBadThing(int x, int y)
14728 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
14731 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
14733 TestIfGoodThingHitsBadThing(x, y, move_dir);
14736 void TestIfBadThingTouchesPlayer(int x, int y)
14738 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
14741 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
14743 TestIfBadThingHitsGoodThing(x, y, move_dir);
14746 void TestIfFriendTouchesBadThing(int x, int y)
14748 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
14751 void TestIfBadThingTouchesFriend(int x, int y)
14753 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
14756 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
14758 int i, kill_x = bad_x, kill_y = bad_y;
14759 static int xy[4][2] =
14767 for (i = 0; i < NUM_DIRECTIONS; i++)
14771 x = bad_x + xy[i][0];
14772 y = bad_y + xy[i][1];
14773 if (!IN_LEV_FIELD(x, y))
14776 element = Feld[x][y];
14777 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
14778 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
14786 if (kill_x != bad_x || kill_y != bad_y)
14787 Bang(bad_x, bad_y);
14790 void KillPlayer(struct PlayerInfo *player)
14792 int jx = player->jx, jy = player->jy;
14794 if (!player->active)
14798 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
14799 player->killed, player->active, player->reanimated);
14802 /* the following code was introduced to prevent an infinite loop when calling
14804 -> CheckTriggeredElementChangeExt()
14805 -> ExecuteCustomElementAction()
14807 -> (infinitely repeating the above sequence of function calls)
14808 which occurs when killing the player while having a CE with the setting
14809 "kill player X when explosion of <player X>"; the solution using a new
14810 field "player->killed" was chosen for backwards compatibility, although
14811 clever use of the fields "player->active" etc. would probably also work */
14813 if (player->killed)
14817 player->killed = TRUE;
14819 /* remove accessible field at the player's position */
14820 Feld[jx][jy] = EL_EMPTY;
14822 /* deactivate shield (else Bang()/Explode() would not work right) */
14823 player->shield_normal_time_left = 0;
14824 player->shield_deadly_time_left = 0;
14827 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
14828 player->killed, player->active, player->reanimated);
14834 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
14835 player->killed, player->active, player->reanimated);
14838 #if USE_PLAYER_REANIMATION
14840 if (player->reanimated) /* killed player may have been reanimated */
14841 player->killed = player->reanimated = FALSE;
14843 BuryPlayer(player);
14845 if (player->killed) /* player may have been reanimated */
14846 BuryPlayer(player);
14849 BuryPlayer(player);
14853 static void KillPlayerUnlessEnemyProtected(int x, int y)
14855 if (!PLAYER_ENEMY_PROTECTED(x, y))
14856 KillPlayer(PLAYERINFO(x, y));
14859 static void KillPlayerUnlessExplosionProtected(int x, int y)
14861 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
14862 KillPlayer(PLAYERINFO(x, y));
14865 void BuryPlayer(struct PlayerInfo *player)
14867 int jx = player->jx, jy = player->jy;
14869 if (!player->active)
14872 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
14873 PlayLevelSound(jx, jy, SND_GAME_LOSING);
14875 player->GameOver = TRUE;
14876 RemovePlayer(player);
14879 void RemovePlayer(struct PlayerInfo *player)
14881 int jx = player->jx, jy = player->jy;
14882 int i, found = FALSE;
14884 player->present = FALSE;
14885 player->active = FALSE;
14887 if (!ExplodeField[jx][jy])
14888 StorePlayer[jx][jy] = 0;
14890 if (player->is_moving)
14891 TEST_DrawLevelField(player->last_jx, player->last_jy);
14893 for (i = 0; i < MAX_PLAYERS; i++)
14894 if (stored_player[i].active)
14898 AllPlayersGone = TRUE;
14904 #if USE_NEW_SNAP_DELAY
14905 static void setFieldForSnapping(int x, int y, int element, int direction)
14907 struct ElementInfo *ei = &element_info[element];
14908 int direction_bit = MV_DIR_TO_BIT(direction);
14909 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
14910 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
14911 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
14913 Feld[x][y] = EL_ELEMENT_SNAPPING;
14914 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
14916 ResetGfxAnimation(x, y);
14918 GfxElement[x][y] = element;
14919 GfxAction[x][y] = action;
14920 GfxDir[x][y] = direction;
14921 GfxFrame[x][y] = -1;
14926 =============================================================================
14927 checkDiagonalPushing()
14928 -----------------------------------------------------------------------------
14929 check if diagonal input device direction results in pushing of object
14930 (by checking if the alternative direction is walkable, diggable, ...)
14931 =============================================================================
14934 static boolean checkDiagonalPushing(struct PlayerInfo *player,
14935 int x, int y, int real_dx, int real_dy)
14937 int jx, jy, dx, dy, xx, yy;
14939 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
14942 /* diagonal direction: check alternative direction */
14947 xx = jx + (dx == 0 ? real_dx : 0);
14948 yy = jy + (dy == 0 ? real_dy : 0);
14950 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
14954 =============================================================================
14956 -----------------------------------------------------------------------------
14957 x, y: field next to player (non-diagonal) to try to dig to
14958 real_dx, real_dy: direction as read from input device (can be diagonal)
14959 =============================================================================
14962 static int DigField(struct PlayerInfo *player,
14963 int oldx, int oldy, int x, int y,
14964 int real_dx, int real_dy, int mode)
14966 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
14967 boolean player_was_pushing = player->is_pushing;
14968 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14969 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14970 int jx = oldx, jy = oldy;
14971 int dx = x - jx, dy = y - jy;
14972 int nextx = x + dx, nexty = y + dy;
14973 int move_direction = (dx == -1 ? MV_LEFT :
14974 dx == +1 ? MV_RIGHT :
14976 dy == +1 ? MV_DOWN : MV_NONE);
14977 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
14978 int dig_side = MV_DIR_OPPOSITE(move_direction);
14979 int old_element = Feld[jx][jy];
14980 #if USE_FIXED_DONT_RUN_INTO
14981 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
14987 if (is_player) /* function can also be called by EL_PENGUIN */
14989 if (player->MovPos == 0)
14991 player->is_digging = FALSE;
14992 player->is_collecting = FALSE;
14995 if (player->MovPos == 0) /* last pushing move finished */
14996 player->is_pushing = FALSE;
14998 if (mode == DF_NO_PUSH) /* player just stopped pushing */
15000 player->is_switching = FALSE;
15001 player->push_delay = -1;
15003 return MP_NO_ACTION;
15007 #if !USE_FIXED_DONT_RUN_INTO
15008 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
15009 return MP_NO_ACTION;
15012 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
15013 old_element = Back[jx][jy];
15015 /* in case of element dropped at player position, check background */
15016 else if (Back[jx][jy] != EL_EMPTY &&
15017 game.engine_version >= VERSION_IDENT(2,2,0,0))
15018 old_element = Back[jx][jy];
15020 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
15021 return MP_NO_ACTION; /* field has no opening in this direction */
15023 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
15024 return MP_NO_ACTION; /* field has no opening in this direction */
15026 #if USE_FIXED_DONT_RUN_INTO
15027 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
15031 Feld[jx][jy] = player->artwork_element;
15032 InitMovingField(jx, jy, MV_DOWN);
15033 Store[jx][jy] = EL_ACID;
15034 ContinueMoving(jx, jy);
15035 BuryPlayer(player);
15037 return MP_DONT_RUN_INTO;
15041 #if USE_FIXED_DONT_RUN_INTO
15042 if (player_can_move && DONT_RUN_INTO(element))
15044 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
15046 return MP_DONT_RUN_INTO;
15050 #if USE_FIXED_DONT_RUN_INTO
15051 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
15052 return MP_NO_ACTION;
15055 #if !USE_FIXED_DONT_RUN_INTO
15056 element = Feld[x][y];
15059 collect_count = element_info[element].collect_count_initial;
15061 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
15062 return MP_NO_ACTION;
15064 if (game.engine_version < VERSION_IDENT(2,2,0,0))
15065 player_can_move = player_can_move_or_snap;
15067 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
15068 game.engine_version >= VERSION_IDENT(2,2,0,0))
15070 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
15071 player->index_bit, dig_side);
15072 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
15073 player->index_bit, dig_side);
15075 if (element == EL_DC_LANDMINE)
15078 if (Feld[x][y] != element) /* field changed by snapping */
15081 return MP_NO_ACTION;
15084 #if USE_PLAYER_GRAVITY
15085 if (player->gravity && is_player && !player->is_auto_moving &&
15086 canFallDown(player) && move_direction != MV_DOWN &&
15087 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
15088 return MP_NO_ACTION; /* player cannot walk here due to gravity */
15090 if (game.gravity && is_player && !player->is_auto_moving &&
15091 canFallDown(player) && move_direction != MV_DOWN &&
15092 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
15093 return MP_NO_ACTION; /* player cannot walk here due to gravity */
15096 if (player_can_move &&
15097 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
15099 int sound_element = SND_ELEMENT(element);
15100 int sound_action = ACTION_WALKING;
15102 if (IS_RND_GATE(element))
15104 if (!player->key[RND_GATE_NR(element)])
15105 return MP_NO_ACTION;
15107 else if (IS_RND_GATE_GRAY(element))
15109 if (!player->key[RND_GATE_GRAY_NR(element)])
15110 return MP_NO_ACTION;
15112 else if (IS_RND_GATE_GRAY_ACTIVE(element))
15114 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
15115 return MP_NO_ACTION;
15117 else if (element == EL_EXIT_OPEN ||
15118 element == EL_EM_EXIT_OPEN ||
15120 element == EL_EM_EXIT_OPENING ||
15122 element == EL_STEEL_EXIT_OPEN ||
15123 element == EL_EM_STEEL_EXIT_OPEN ||
15125 element == EL_EM_STEEL_EXIT_OPENING ||
15127 element == EL_SP_EXIT_OPEN ||
15128 element == EL_SP_EXIT_OPENING)
15130 sound_action = ACTION_PASSING; /* player is passing exit */
15132 else if (element == EL_EMPTY)
15134 sound_action = ACTION_MOVING; /* nothing to walk on */
15137 /* play sound from background or player, whatever is available */
15138 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
15139 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
15141 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
15143 else if (player_can_move &&
15144 IS_PASSABLE(element) && canPassField(x, y, move_direction))
15146 if (!ACCESS_FROM(element, opposite_direction))
15147 return MP_NO_ACTION; /* field not accessible from this direction */
15149 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
15150 return MP_NO_ACTION;
15152 if (IS_EM_GATE(element))
15154 if (!player->key[EM_GATE_NR(element)])
15155 return MP_NO_ACTION;
15157 else if (IS_EM_GATE_GRAY(element))
15159 if (!player->key[EM_GATE_GRAY_NR(element)])
15160 return MP_NO_ACTION;
15162 else if (IS_EM_GATE_GRAY_ACTIVE(element))
15164 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
15165 return MP_NO_ACTION;
15167 else if (IS_EMC_GATE(element))
15169 if (!player->key[EMC_GATE_NR(element)])
15170 return MP_NO_ACTION;
15172 else if (IS_EMC_GATE_GRAY(element))
15174 if (!player->key[EMC_GATE_GRAY_NR(element)])
15175 return MP_NO_ACTION;
15177 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
15179 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
15180 return MP_NO_ACTION;
15182 else if (element == EL_DC_GATE_WHITE ||
15183 element == EL_DC_GATE_WHITE_GRAY ||
15184 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
15186 if (player->num_white_keys == 0)
15187 return MP_NO_ACTION;
15189 player->num_white_keys--;
15191 else if (IS_SP_PORT(element))
15193 if (element == EL_SP_GRAVITY_PORT_LEFT ||
15194 element == EL_SP_GRAVITY_PORT_RIGHT ||
15195 element == EL_SP_GRAVITY_PORT_UP ||
15196 element == EL_SP_GRAVITY_PORT_DOWN)
15197 #if USE_PLAYER_GRAVITY
15198 player->gravity = !player->gravity;
15200 game.gravity = !game.gravity;
15202 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
15203 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
15204 element == EL_SP_GRAVITY_ON_PORT_UP ||
15205 element == EL_SP_GRAVITY_ON_PORT_DOWN)
15206 #if USE_PLAYER_GRAVITY
15207 player->gravity = TRUE;
15209 game.gravity = TRUE;
15211 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
15212 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
15213 element == EL_SP_GRAVITY_OFF_PORT_UP ||
15214 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
15215 #if USE_PLAYER_GRAVITY
15216 player->gravity = FALSE;
15218 game.gravity = FALSE;
15222 /* automatically move to the next field with double speed */
15223 player->programmed_action = move_direction;
15225 if (player->move_delay_reset_counter == 0)
15227 player->move_delay_reset_counter = 2; /* two double speed steps */
15229 DOUBLE_PLAYER_SPEED(player);
15232 PlayLevelSoundAction(x, y, ACTION_PASSING);
15234 else if (player_can_move_or_snap && IS_DIGGABLE(element))
15238 if (mode != DF_SNAP)
15240 GfxElement[x][y] = GFX_ELEMENT(element);
15241 player->is_digging = TRUE;
15244 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15246 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
15247 player->index_bit, dig_side);
15249 if (mode == DF_SNAP)
15251 #if USE_NEW_SNAP_DELAY
15252 if (level.block_snap_field)
15253 setFieldForSnapping(x, y, element, move_direction);
15255 TestIfElementTouchesCustomElement(x, y); /* for empty space */
15257 TestIfElementTouchesCustomElement(x, y); /* for empty space */
15260 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
15261 player->index_bit, dig_side);
15264 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
15268 if (is_player && mode != DF_SNAP)
15270 GfxElement[x][y] = element;
15271 player->is_collecting = TRUE;
15274 if (element == EL_SPEED_PILL)
15276 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
15278 else if (element == EL_EXTRA_TIME && level.time > 0)
15280 TimeLeft += level.extra_time;
15283 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
15285 DisplayGameControlValues();
15287 DrawGameValue_Time(TimeLeft);
15290 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
15292 player->shield_normal_time_left += level.shield_normal_time;
15293 if (element == EL_SHIELD_DEADLY)
15294 player->shield_deadly_time_left += level.shield_deadly_time;
15296 else if (element == EL_DYNAMITE ||
15297 element == EL_EM_DYNAMITE ||
15298 element == EL_SP_DISK_RED)
15300 if (player->inventory_size < MAX_INVENTORY_SIZE)
15301 player->inventory_element[player->inventory_size++] = element;
15303 DrawGameDoorValues();
15305 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
15307 player->dynabomb_count++;
15308 player->dynabombs_left++;
15310 else if (element == EL_DYNABOMB_INCREASE_SIZE)
15312 player->dynabomb_size++;
15314 else if (element == EL_DYNABOMB_INCREASE_POWER)
15316 player->dynabomb_xl = TRUE;
15318 else if (IS_KEY(element))
15320 player->key[KEY_NR(element)] = TRUE;
15322 DrawGameDoorValues();
15324 else if (element == EL_DC_KEY_WHITE)
15326 player->num_white_keys++;
15328 /* display white keys? */
15329 /* DrawGameDoorValues(); */
15331 else if (IS_ENVELOPE(element))
15333 player->show_envelope = element;
15335 else if (element == EL_EMC_LENSES)
15337 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
15339 RedrawAllInvisibleElementsForLenses();
15341 else if (element == EL_EMC_MAGNIFIER)
15343 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
15345 RedrawAllInvisibleElementsForMagnifier();
15347 else if (IS_DROPPABLE(element) ||
15348 IS_THROWABLE(element)) /* can be collected and dropped */
15352 if (collect_count == 0)
15353 player->inventory_infinite_element = element;
15355 for (i = 0; i < collect_count; i++)
15356 if (player->inventory_size < MAX_INVENTORY_SIZE)
15357 player->inventory_element[player->inventory_size++] = element;
15359 DrawGameDoorValues();
15361 else if (collect_count > 0)
15363 local_player->gems_still_needed -= collect_count;
15364 if (local_player->gems_still_needed < 0)
15365 local_player->gems_still_needed = 0;
15368 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
15370 DisplayGameControlValues();
15372 DrawGameValue_Emeralds(local_player->gems_still_needed);
15376 RaiseScoreElement(element);
15377 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15380 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
15381 player->index_bit, dig_side);
15383 if (mode == DF_SNAP)
15385 #if USE_NEW_SNAP_DELAY
15386 if (level.block_snap_field)
15387 setFieldForSnapping(x, y, element, move_direction);
15389 TestIfElementTouchesCustomElement(x, y); /* for empty space */
15391 TestIfElementTouchesCustomElement(x, y); /* for empty space */
15394 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
15395 player->index_bit, dig_side);
15398 else if (player_can_move_or_snap && IS_PUSHABLE(element))
15400 if (mode == DF_SNAP && element != EL_BD_ROCK)
15401 return MP_NO_ACTION;
15403 if (CAN_FALL(element) && dy)
15404 return MP_NO_ACTION;
15406 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
15407 !(element == EL_SPRING && level.use_spring_bug))
15408 return MP_NO_ACTION;
15410 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
15411 ((move_direction & MV_VERTICAL &&
15412 ((element_info[element].move_pattern & MV_LEFT &&
15413 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
15414 (element_info[element].move_pattern & MV_RIGHT &&
15415 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
15416 (move_direction & MV_HORIZONTAL &&
15417 ((element_info[element].move_pattern & MV_UP &&
15418 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
15419 (element_info[element].move_pattern & MV_DOWN &&
15420 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
15421 return MP_NO_ACTION;
15423 /* do not push elements already moving away faster than player */
15424 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
15425 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
15426 return MP_NO_ACTION;
15428 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
15430 if (player->push_delay_value == -1 || !player_was_pushing)
15431 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
15433 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
15435 if (player->push_delay_value == -1)
15436 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
15438 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
15440 if (!player->is_pushing)
15441 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
15444 player->is_pushing = TRUE;
15445 player->is_active = TRUE;
15447 if (!(IN_LEV_FIELD(nextx, nexty) &&
15448 (IS_FREE(nextx, nexty) ||
15449 (IS_SB_ELEMENT(element) &&
15450 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
15451 (IS_CUSTOM_ELEMENT(element) &&
15452 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
15453 return MP_NO_ACTION;
15455 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
15456 return MP_NO_ACTION;
15458 if (player->push_delay == -1) /* new pushing; restart delay */
15459 player->push_delay = 0;
15461 if (player->push_delay < player->push_delay_value &&
15462 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
15463 element != EL_SPRING && element != EL_BALLOON)
15465 /* make sure that there is no move delay before next try to push */
15466 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
15467 player->move_delay = 0;
15469 return MP_NO_ACTION;
15472 if (IS_CUSTOM_ELEMENT(element) &&
15473 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
15475 if (!DigFieldByCE(nextx, nexty, element))
15476 return MP_NO_ACTION;
15479 if (IS_SB_ELEMENT(element))
15481 if (element == EL_SOKOBAN_FIELD_FULL)
15483 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
15484 local_player->sokobanfields_still_needed++;
15487 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
15489 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
15490 local_player->sokobanfields_still_needed--;
15493 Feld[x][y] = EL_SOKOBAN_OBJECT;
15495 if (Back[x][y] == Back[nextx][nexty])
15496 PlayLevelSoundAction(x, y, ACTION_PUSHING);
15497 else if (Back[x][y] != 0)
15498 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
15501 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
15505 if (local_player->sokobanfields_still_needed == 0 &&
15506 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
15508 if (local_player->sokobanfields_still_needed == 0 &&
15509 game.emulation == EMU_SOKOBAN)
15512 PlayerWins(player);
15514 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
15518 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15520 InitMovingField(x, y, move_direction);
15521 GfxAction[x][y] = ACTION_PUSHING;
15523 if (mode == DF_SNAP)
15524 ContinueMoving(x, y);
15526 MovPos[x][y] = (dx != 0 ? dx : dy);
15528 Pushed[x][y] = TRUE;
15529 Pushed[nextx][nexty] = TRUE;
15531 if (game.engine_version < VERSION_IDENT(2,2,0,7))
15532 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
15534 player->push_delay_value = -1; /* get new value later */
15536 /* check for element change _after_ element has been pushed */
15537 if (game.use_change_when_pushing_bug)
15539 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
15540 player->index_bit, dig_side);
15541 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
15542 player->index_bit, dig_side);
15545 else if (IS_SWITCHABLE(element))
15547 if (PLAYER_SWITCHING(player, x, y))
15549 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
15550 player->index_bit, dig_side);
15555 player->is_switching = TRUE;
15556 player->switch_x = x;
15557 player->switch_y = y;
15559 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15561 if (element == EL_ROBOT_WHEEL)
15563 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
15567 game.robot_wheel_active = TRUE;
15569 TEST_DrawLevelField(x, y);
15571 else if (element == EL_SP_TERMINAL)
15575 SCAN_PLAYFIELD(xx, yy)
15577 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
15579 else if (Feld[xx][yy] == EL_SP_TERMINAL)
15580 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
15583 else if (IS_BELT_SWITCH(element))
15585 ToggleBeltSwitch(x, y);
15587 else if (element == EL_SWITCHGATE_SWITCH_UP ||
15588 element == EL_SWITCHGATE_SWITCH_DOWN ||
15589 element == EL_DC_SWITCHGATE_SWITCH_UP ||
15590 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
15592 ToggleSwitchgateSwitch(x, y);
15594 else if (element == EL_LIGHT_SWITCH ||
15595 element == EL_LIGHT_SWITCH_ACTIVE)
15597 ToggleLightSwitch(x, y);
15599 else if (element == EL_TIMEGATE_SWITCH ||
15600 element == EL_DC_TIMEGATE_SWITCH)
15602 ActivateTimegateSwitch(x, y);
15604 else if (element == EL_BALLOON_SWITCH_LEFT ||
15605 element == EL_BALLOON_SWITCH_RIGHT ||
15606 element == EL_BALLOON_SWITCH_UP ||
15607 element == EL_BALLOON_SWITCH_DOWN ||
15608 element == EL_BALLOON_SWITCH_NONE ||
15609 element == EL_BALLOON_SWITCH_ANY)
15611 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
15612 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
15613 element == EL_BALLOON_SWITCH_UP ? MV_UP :
15614 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
15615 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
15618 else if (element == EL_LAMP)
15620 Feld[x][y] = EL_LAMP_ACTIVE;
15621 local_player->lights_still_needed--;
15623 ResetGfxAnimation(x, y);
15624 TEST_DrawLevelField(x, y);
15626 else if (element == EL_TIME_ORB_FULL)
15628 Feld[x][y] = EL_TIME_ORB_EMPTY;
15630 if (level.time > 0 || level.use_time_orb_bug)
15632 TimeLeft += level.time_orb_time;
15635 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
15637 DisplayGameControlValues();
15639 DrawGameValue_Time(TimeLeft);
15643 ResetGfxAnimation(x, y);
15644 TEST_DrawLevelField(x, y);
15646 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
15647 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
15651 game.ball_state = !game.ball_state;
15653 SCAN_PLAYFIELD(xx, yy)
15655 int e = Feld[xx][yy];
15657 if (game.ball_state)
15659 if (e == EL_EMC_MAGIC_BALL)
15660 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
15661 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
15662 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
15666 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
15667 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
15668 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
15669 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
15674 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
15675 player->index_bit, dig_side);
15677 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
15678 player->index_bit, dig_side);
15680 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
15681 player->index_bit, dig_side);
15687 if (!PLAYER_SWITCHING(player, x, y))
15689 player->is_switching = TRUE;
15690 player->switch_x = x;
15691 player->switch_y = y;
15693 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
15694 player->index_bit, dig_side);
15695 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
15696 player->index_bit, dig_side);
15698 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
15699 player->index_bit, dig_side);
15700 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
15701 player->index_bit, dig_side);
15704 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
15705 player->index_bit, dig_side);
15706 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
15707 player->index_bit, dig_side);
15709 return MP_NO_ACTION;
15712 player->push_delay = -1;
15714 if (is_player) /* function can also be called by EL_PENGUIN */
15716 if (Feld[x][y] != element) /* really digged/collected something */
15718 player->is_collecting = !player->is_digging;
15719 player->is_active = TRUE;
15726 static boolean DigFieldByCE(int x, int y, int digging_element)
15728 int element = Feld[x][y];
15730 if (!IS_FREE(x, y))
15732 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
15733 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
15736 /* no element can dig solid indestructible elements */
15737 if (IS_INDESTRUCTIBLE(element) &&
15738 !IS_DIGGABLE(element) &&
15739 !IS_COLLECTIBLE(element))
15742 if (AmoebaNr[x][y] &&
15743 (element == EL_AMOEBA_FULL ||
15744 element == EL_BD_AMOEBA ||
15745 element == EL_AMOEBA_GROWING))
15747 AmoebaCnt[AmoebaNr[x][y]]--;
15748 AmoebaCnt2[AmoebaNr[x][y]]--;
15751 if (IS_MOVING(x, y))
15752 RemoveMovingField(x, y);
15756 TEST_DrawLevelField(x, y);
15759 /* if digged element was about to explode, prevent the explosion */
15760 ExplodeField[x][y] = EX_TYPE_NONE;
15762 PlayLevelSoundAction(x, y, action);
15765 Store[x][y] = EL_EMPTY;
15768 /* this makes it possible to leave the removed element again */
15769 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
15770 Store[x][y] = element;
15772 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
15774 int move_leave_element = element_info[digging_element].move_leave_element;
15776 /* this makes it possible to leave the removed element again */
15777 Store[x][y] = (move_leave_element == EL_TRIGGER_ELEMENT ?
15778 element : move_leave_element);
15785 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
15787 int jx = player->jx, jy = player->jy;
15788 int x = jx + dx, y = jy + dy;
15789 int snap_direction = (dx == -1 ? MV_LEFT :
15790 dx == +1 ? MV_RIGHT :
15792 dy == +1 ? MV_DOWN : MV_NONE);
15793 boolean can_continue_snapping = (level.continuous_snapping &&
15794 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
15796 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
15799 if (!player->active || !IN_LEV_FIELD(x, y))
15807 if (player->MovPos == 0)
15808 player->is_pushing = FALSE;
15810 player->is_snapping = FALSE;
15812 if (player->MovPos == 0)
15814 player->is_moving = FALSE;
15815 player->is_digging = FALSE;
15816 player->is_collecting = FALSE;
15822 #if USE_NEW_CONTINUOUS_SNAPPING
15823 /* prevent snapping with already pressed snap key when not allowed */
15824 if (player->is_snapping && !can_continue_snapping)
15827 if (player->is_snapping)
15831 player->MovDir = snap_direction;
15833 if (player->MovPos == 0)
15835 player->is_moving = FALSE;
15836 player->is_digging = FALSE;
15837 player->is_collecting = FALSE;
15840 player->is_dropping = FALSE;
15841 player->is_dropping_pressed = FALSE;
15842 player->drop_pressed_delay = 0;
15844 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
15847 player->is_snapping = TRUE;
15848 player->is_active = TRUE;
15850 if (player->MovPos == 0)
15852 player->is_moving = FALSE;
15853 player->is_digging = FALSE;
15854 player->is_collecting = FALSE;
15857 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
15858 TEST_DrawLevelField(player->last_jx, player->last_jy);
15860 TEST_DrawLevelField(x, y);
15865 static boolean DropElement(struct PlayerInfo *player)
15867 int old_element, new_element;
15868 int dropx = player->jx, dropy = player->jy;
15869 int drop_direction = player->MovDir;
15870 int drop_side = drop_direction;
15872 int drop_element = get_next_dropped_element(player);
15874 int drop_element = (player->inventory_size > 0 ?
15875 player->inventory_element[player->inventory_size - 1] :
15876 player->inventory_infinite_element != EL_UNDEFINED ?
15877 player->inventory_infinite_element :
15878 player->dynabombs_left > 0 ?
15879 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
15883 player->is_dropping_pressed = TRUE;
15885 /* do not drop an element on top of another element; when holding drop key
15886 pressed without moving, dropped element must move away before the next
15887 element can be dropped (this is especially important if the next element
15888 is dynamite, which can be placed on background for historical reasons) */
15889 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
15892 if (IS_THROWABLE(drop_element))
15894 dropx += GET_DX_FROM_DIR(drop_direction);
15895 dropy += GET_DY_FROM_DIR(drop_direction);
15897 if (!IN_LEV_FIELD(dropx, dropy))
15901 old_element = Feld[dropx][dropy]; /* old element at dropping position */
15902 new_element = drop_element; /* default: no change when dropping */
15904 /* check if player is active, not moving and ready to drop */
15905 if (!player->active || player->MovPos || player->drop_delay > 0)
15908 /* check if player has anything that can be dropped */
15909 if (new_element == EL_UNDEFINED)
15912 /* check if drop key was pressed long enough for EM style dynamite */
15913 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
15916 /* check if anything can be dropped at the current position */
15917 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
15920 /* collected custom elements can only be dropped on empty fields */
15921 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
15924 if (old_element != EL_EMPTY)
15925 Back[dropx][dropy] = old_element; /* store old element on this field */
15927 ResetGfxAnimation(dropx, dropy);
15928 ResetRandomAnimationValue(dropx, dropy);
15930 if (player->inventory_size > 0 ||
15931 player->inventory_infinite_element != EL_UNDEFINED)
15933 if (player->inventory_size > 0)
15935 player->inventory_size--;
15937 DrawGameDoorValues();
15939 if (new_element == EL_DYNAMITE)
15940 new_element = EL_DYNAMITE_ACTIVE;
15941 else if (new_element == EL_EM_DYNAMITE)
15942 new_element = EL_EM_DYNAMITE_ACTIVE;
15943 else if (new_element == EL_SP_DISK_RED)
15944 new_element = EL_SP_DISK_RED_ACTIVE;
15947 Feld[dropx][dropy] = new_element;
15949 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15950 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15951 el2img(Feld[dropx][dropy]), 0);
15953 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15955 /* needed if previous element just changed to "empty" in the last frame */
15956 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
15958 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
15959 player->index_bit, drop_side);
15960 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
15962 player->index_bit, drop_side);
15964 TestIfElementTouchesCustomElement(dropx, dropy);
15966 else /* player is dropping a dyna bomb */
15968 player->dynabombs_left--;
15970 Feld[dropx][dropy] = new_element;
15972 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15973 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15974 el2img(Feld[dropx][dropy]), 0);
15976 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15979 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
15980 InitField_WithBug1(dropx, dropy, FALSE);
15982 new_element = Feld[dropx][dropy]; /* element might have changed */
15984 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
15985 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
15987 int move_direction, nextx, nexty;
15989 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
15990 MovDir[dropx][dropy] = drop_direction;
15992 move_direction = MovDir[dropx][dropy];
15993 nextx = dropx + GET_DX_FROM_DIR(move_direction);
15994 nexty = dropy + GET_DY_FROM_DIR(move_direction);
15996 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
15998 #if USE_FIX_IMPACT_COLLISION
15999 /* do not cause impact style collision by dropping elements that can fall */
16000 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
16002 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
16006 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
16007 player->is_dropping = TRUE;
16009 player->drop_pressed_delay = 0;
16010 player->is_dropping_pressed = FALSE;
16012 player->drop_x = dropx;
16013 player->drop_y = dropy;
16018 /* ------------------------------------------------------------------------- */
16019 /* game sound playing functions */
16020 /* ------------------------------------------------------------------------- */
16022 static int *loop_sound_frame = NULL;
16023 static int *loop_sound_volume = NULL;
16025 void InitPlayLevelSound()
16027 int num_sounds = getSoundListSize();
16029 checked_free(loop_sound_frame);
16030 checked_free(loop_sound_volume);
16032 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
16033 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
16036 static void PlayLevelSound(int x, int y, int nr)
16038 int sx = SCREENX(x), sy = SCREENY(y);
16039 int volume, stereo_position;
16040 int max_distance = 8;
16041 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
16043 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
16044 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
16047 if (!IN_LEV_FIELD(x, y) ||
16048 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
16049 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
16052 volume = SOUND_MAX_VOLUME;
16054 if (!IN_SCR_FIELD(sx, sy))
16056 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
16057 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
16059 volume -= volume * (dx > dy ? dx : dy) / max_distance;
16062 stereo_position = (SOUND_MAX_LEFT +
16063 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
16064 (SCR_FIELDX + 2 * max_distance));
16066 if (IS_LOOP_SOUND(nr))
16068 /* This assures that quieter loop sounds do not overwrite louder ones,
16069 while restarting sound volume comparison with each new game frame. */
16071 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
16074 loop_sound_volume[nr] = volume;
16075 loop_sound_frame[nr] = FrameCounter;
16078 PlaySoundExt(nr, volume, stereo_position, type);
16081 static void PlayLevelSoundNearest(int x, int y, int sound_action)
16083 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
16084 x > LEVELX(BX2) ? LEVELX(BX2) : x,
16085 y < LEVELY(BY1) ? LEVELY(BY1) :
16086 y > LEVELY(BY2) ? LEVELY(BY2) : y,
16090 static void PlayLevelSoundAction(int x, int y, int action)
16092 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
16095 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
16097 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
16099 if (sound_effect != SND_UNDEFINED)
16100 PlayLevelSound(x, y, sound_effect);
16103 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
16106 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
16108 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
16109 PlayLevelSound(x, y, sound_effect);
16112 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
16114 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
16116 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
16117 PlayLevelSound(x, y, sound_effect);
16120 static void StopLevelSoundActionIfLoop(int x, int y, int action)
16122 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
16124 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
16125 StopSound(sound_effect);
16128 static void PlayLevelMusic()
16130 if (levelset.music[level_nr] != MUS_UNDEFINED)
16131 PlayMusic(levelset.music[level_nr]); /* from config file */
16133 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
16136 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
16138 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
16139 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
16140 int x = xx - 1 - offset;
16141 int y = yy - 1 - offset;
16146 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
16150 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
16154 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
16158 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
16162 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
16166 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
16170 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
16173 case SAMPLE_android_clone:
16174 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
16177 case SAMPLE_android_move:
16178 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
16181 case SAMPLE_spring:
16182 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
16186 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
16190 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
16193 case SAMPLE_eater_eat:
16194 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
16198 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
16201 case SAMPLE_collect:
16202 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
16205 case SAMPLE_diamond:
16206 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
16209 case SAMPLE_squash:
16210 /* !!! CHECK THIS !!! */
16212 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
16214 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
16218 case SAMPLE_wonderfall:
16219 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
16223 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
16227 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
16231 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
16235 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
16239 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
16243 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
16246 case SAMPLE_wonder:
16247 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
16251 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
16254 case SAMPLE_exit_open:
16255 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
16258 case SAMPLE_exit_leave:
16259 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
16262 case SAMPLE_dynamite:
16263 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
16267 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
16271 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
16275 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
16279 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
16283 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
16287 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
16291 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
16296 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
16298 int element = map_element_SP_to_RND(element_sp);
16299 int action = map_action_SP_to_RND(action_sp);
16300 int offset = (setup.sp_show_border_elements ? 0 : 1);
16301 int x = xx - offset;
16302 int y = yy - offset;
16305 printf("::: %d -> %d\n", element_sp, action_sp);
16308 PlayLevelSoundElementAction(x, y, element, action);
16312 void ChangeTime(int value)
16314 int *time = (level.time == 0 ? &TimePlayed : &TimeLeft);
16318 /* EMC game engine uses value from time counter of RND game engine */
16319 level.native_em_level->lev->time = *time;
16321 DrawGameValue_Time(*time);
16324 void RaiseScore(int value)
16326 /* EMC game engine and RND game engine have separate score counters */
16327 int *score = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
16328 &level.native_em_level->lev->score : &local_player->score);
16332 DrawGameValue_Score(*score);
16336 void RaiseScore(int value)
16338 local_player->score += value;
16341 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
16343 DisplayGameControlValues();
16345 DrawGameValue_Score(local_player->score);
16349 void RaiseScoreElement(int element)
16354 case EL_BD_DIAMOND:
16355 case EL_EMERALD_YELLOW:
16356 case EL_EMERALD_RED:
16357 case EL_EMERALD_PURPLE:
16358 case EL_SP_INFOTRON:
16359 RaiseScore(level.score[SC_EMERALD]);
16362 RaiseScore(level.score[SC_DIAMOND]);
16365 RaiseScore(level.score[SC_CRYSTAL]);
16368 RaiseScore(level.score[SC_PEARL]);
16371 case EL_BD_BUTTERFLY:
16372 case EL_SP_ELECTRON:
16373 RaiseScore(level.score[SC_BUG]);
16376 case EL_BD_FIREFLY:
16377 case EL_SP_SNIKSNAK:
16378 RaiseScore(level.score[SC_SPACESHIP]);
16381 case EL_DARK_YAMYAM:
16382 RaiseScore(level.score[SC_YAMYAM]);
16385 RaiseScore(level.score[SC_ROBOT]);
16388 RaiseScore(level.score[SC_PACMAN]);
16391 RaiseScore(level.score[SC_NUT]);
16394 case EL_EM_DYNAMITE:
16395 case EL_SP_DISK_RED:
16396 case EL_DYNABOMB_INCREASE_NUMBER:
16397 case EL_DYNABOMB_INCREASE_SIZE:
16398 case EL_DYNABOMB_INCREASE_POWER:
16399 RaiseScore(level.score[SC_DYNAMITE]);
16401 case EL_SHIELD_NORMAL:
16402 case EL_SHIELD_DEADLY:
16403 RaiseScore(level.score[SC_SHIELD]);
16405 case EL_EXTRA_TIME:
16406 RaiseScore(level.extra_time_score);
16420 case EL_DC_KEY_WHITE:
16421 RaiseScore(level.score[SC_KEY]);
16424 RaiseScore(element_info[element].collect_score);
16429 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
16431 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
16433 #if defined(NETWORK_AVALIABLE)
16434 if (options.network)
16435 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
16444 FadeSkipNextFadeIn();
16446 fading = fading_none;
16450 OpenDoor(DOOR_CLOSE_1);
16453 game_status = GAME_MODE_MAIN;
16456 DrawAndFadeInMainMenu(REDRAW_FIELD);
16464 FadeOut(REDRAW_FIELD);
16467 game_status = GAME_MODE_MAIN;
16469 DrawAndFadeInMainMenu(REDRAW_FIELD);
16473 else /* continue playing the game */
16475 if (tape.playing && tape.deactivate_display)
16476 TapeDeactivateDisplayOff(TRUE);
16478 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
16480 if (tape.playing && tape.deactivate_display)
16481 TapeDeactivateDisplayOn();
16485 void RequestQuitGame(boolean ask_if_really_quit)
16487 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
16488 boolean skip_request = AllPlayersGone || quick_quit;
16490 RequestQuitGameExt(skip_request, quick_quit,
16491 "Do you really want to quit the game ?");
16495 /* ------------------------------------------------------------------------- */
16496 /* random generator functions */
16497 /* ------------------------------------------------------------------------- */
16499 unsigned int InitEngineRandom_RND(long seed)
16501 game.num_random_calls = 0;
16504 unsigned int rnd_seed = InitEngineRandom(seed);
16506 printf("::: START RND: %d\n", rnd_seed);
16511 return InitEngineRandom(seed);
16517 unsigned int RND(int max)
16521 game.num_random_calls++;
16523 return GetEngineRandom(max);
16530 /* ------------------------------------------------------------------------- */
16531 /* game engine snapshot handling functions */
16532 /* ------------------------------------------------------------------------- */
16534 struct EngineSnapshotInfo
16536 /* runtime values for custom element collect score */
16537 int collect_score[NUM_CUSTOM_ELEMENTS];
16539 /* runtime values for group element choice position */
16540 int choice_pos[NUM_GROUP_ELEMENTS];
16542 /* runtime values for belt position animations */
16543 int belt_graphic[4][NUM_BELT_PARTS];
16544 int belt_anim_mode[4][NUM_BELT_PARTS];
16547 static struct EngineSnapshotInfo engine_snapshot_rnd;
16548 static char *snapshot_level_identifier = NULL;
16549 static int snapshot_level_nr = -1;
16551 static void SaveEngineSnapshotValues_RND()
16553 static int belt_base_active_element[4] =
16555 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
16556 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
16557 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
16558 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
16562 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
16564 int element = EL_CUSTOM_START + i;
16566 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
16569 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
16571 int element = EL_GROUP_START + i;
16573 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
16576 for (i = 0; i < 4; i++)
16578 for (j = 0; j < NUM_BELT_PARTS; j++)
16580 int element = belt_base_active_element[i] + j;
16581 int graphic = el2img(element);
16582 int anim_mode = graphic_info[graphic].anim_mode;
16584 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
16585 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
16590 static void LoadEngineSnapshotValues_RND()
16592 unsigned long num_random_calls = game.num_random_calls;
16595 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
16597 int element = EL_CUSTOM_START + i;
16599 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
16602 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
16604 int element = EL_GROUP_START + i;
16606 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
16609 for (i = 0; i < 4; i++)
16611 for (j = 0; j < NUM_BELT_PARTS; j++)
16613 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
16614 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
16616 graphic_info[graphic].anim_mode = anim_mode;
16620 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16622 InitRND(tape.random_seed);
16623 for (i = 0; i < num_random_calls; i++)
16627 if (game.num_random_calls != num_random_calls)
16629 Error(ERR_INFO, "number of random calls out of sync");
16630 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
16631 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
16632 Error(ERR_EXIT, "this should not happen -- please debug");
16636 void SaveEngineSnapshot()
16638 /* do not save snapshots from editor */
16639 if (level_editor_test_game)
16642 /* free previous snapshot buffers, if needed */
16643 FreeEngineSnapshotBuffers();
16645 /* copy some special values to a structure better suited for the snapshot */
16647 SaveEngineSnapshotValues_RND();
16648 SaveEngineSnapshotValues_EM();
16649 SaveEngineSnapshotValues_SP();
16651 /* save values stored in special snapshot structure */
16653 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
16654 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
16655 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
16657 /* save further RND engine values */
16659 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(stored_player));
16660 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(game));
16661 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(tape));
16663 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZX));
16664 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZY));
16665 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitX));
16666 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitY));
16668 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
16669 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
16670 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
16671 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
16672 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TapeTime));
16674 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
16675 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
16676 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
16678 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
16680 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
16682 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
16683 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
16685 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Feld));
16686 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovPos));
16687 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDir));
16688 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDelay));
16689 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
16690 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangePage));
16691 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CustomValue));
16692 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store));
16693 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store2));
16694 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
16695 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Back));
16696 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
16697 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
16698 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
16699 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
16700 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
16701 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Stop));
16702 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Pushed));
16704 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
16705 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
16707 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
16708 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
16709 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
16711 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
16712 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
16714 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
16715 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
16716 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxElement));
16717 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxAction));
16718 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxDir));
16720 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_x));
16721 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_y));
16723 /* save level identification information */
16725 setString(&snapshot_level_identifier, leveldir_current->identifier);
16726 snapshot_level_nr = level_nr;
16729 ListNode *node = engine_snapshot_list_rnd;
16732 while (node != NULL)
16734 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
16739 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
16743 void LoadEngineSnapshot()
16745 /* restore generically stored snapshot buffers */
16747 LoadEngineSnapshotBuffers();
16749 /* restore special values from snapshot structure */
16751 LoadEngineSnapshotValues_RND();
16752 LoadEngineSnapshotValues_EM();
16753 LoadEngineSnapshotValues_SP();
16756 boolean CheckEngineSnapshot()
16758 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
16759 snapshot_level_nr == level_nr);
16763 /* ---------- new game button stuff ---------------------------------------- */
16771 } gamebutton_info[NUM_GAME_BUTTONS] =
16774 IMG_GAME_BUTTON_GFX_STOP, &game.button.stop,
16775 GAME_CTRL_ID_STOP, "stop game"
16778 IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause,
16779 GAME_CTRL_ID_PAUSE, "pause game"
16782 IMG_GAME_BUTTON_GFX_PLAY, &game.button.play,
16783 GAME_CTRL_ID_PLAY, "play game"
16786 IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
16787 SOUND_CTRL_ID_MUSIC, "background music on/off"
16790 IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
16791 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
16794 IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
16795 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
16799 void CreateGameButtons()
16803 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16805 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
16806 struct Rect *pos = gamebutton_info[i].pos;
16807 struct GadgetInfo *gi;
16810 unsigned long event_mask;
16811 int gd_x = gfx->src_x;
16812 int gd_y = gfx->src_y;
16813 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
16814 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
16815 int gd_xa = gfx->src_x + gfx->active_xoffset;
16816 int gd_ya = gfx->src_y + gfx->active_yoffset;
16817 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
16818 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
16821 if (id == GAME_CTRL_ID_STOP ||
16822 id == GAME_CTRL_ID_PAUSE ||
16823 id == GAME_CTRL_ID_PLAY)
16825 button_type = GD_TYPE_NORMAL_BUTTON;
16827 event_mask = GD_EVENT_RELEASED;
16831 button_type = GD_TYPE_CHECK_BUTTON;
16833 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
16834 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
16835 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
16836 event_mask = GD_EVENT_PRESSED;
16839 gi = CreateGadget(GDI_CUSTOM_ID, id,
16840 GDI_INFO_TEXT, gamebutton_info[i].infotext,
16841 GDI_X, DX + pos->x,
16842 GDI_Y, DY + pos->y,
16843 GDI_WIDTH, gfx->width,
16844 GDI_HEIGHT, gfx->height,
16845 GDI_TYPE, button_type,
16846 GDI_STATE, GD_BUTTON_UNPRESSED,
16847 GDI_CHECKED, checked,
16848 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
16849 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
16850 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
16851 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
16852 GDI_DIRECT_DRAW, FALSE,
16853 GDI_EVENT_MASK, event_mask,
16854 GDI_CALLBACK_ACTION, HandleGameButtons,
16858 Error(ERR_EXIT, "cannot create gadget");
16860 game_gadget[id] = gi;
16864 void FreeGameButtons()
16868 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16869 FreeGadget(game_gadget[i]);
16872 static void MapGameButtons()
16876 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16877 MapGadget(game_gadget[i]);
16880 void UnmapGameButtons()
16884 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16885 UnmapGadget(game_gadget[i]);
16888 void RedrawGameButtons()
16892 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16893 RedrawGadget(game_gadget[i]);
16896 static void HandleGameButtonsExt(int id)
16898 if (game_status != GAME_MODE_PLAYING)
16903 case GAME_CTRL_ID_STOP:
16907 RequestQuitGame(TRUE);
16910 case GAME_CTRL_ID_PAUSE:
16911 if (options.network)
16913 #if defined(NETWORK_AVALIABLE)
16915 SendToServer_ContinuePlaying();
16917 SendToServer_PausePlaying();
16921 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16924 case GAME_CTRL_ID_PLAY:
16927 #if defined(NETWORK_AVALIABLE)
16928 if (options.network)
16929 SendToServer_ContinuePlaying();
16933 tape.pausing = FALSE;
16934 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0);
16939 case SOUND_CTRL_ID_MUSIC:
16940 if (setup.sound_music)
16942 setup.sound_music = FALSE;
16946 else if (audio.music_available)
16948 setup.sound = setup.sound_music = TRUE;
16950 SetAudioMode(setup.sound);
16956 case SOUND_CTRL_ID_LOOPS:
16957 if (setup.sound_loops)
16958 setup.sound_loops = FALSE;
16959 else if (audio.loops_available)
16961 setup.sound = setup.sound_loops = TRUE;
16963 SetAudioMode(setup.sound);
16967 case SOUND_CTRL_ID_SIMPLE:
16968 if (setup.sound_simple)
16969 setup.sound_simple = FALSE;
16970 else if (audio.sound_available)
16972 setup.sound = setup.sound_simple = TRUE;
16974 SetAudioMode(setup.sound);
16983 static void HandleGameButtons(struct GadgetInfo *gi)
16985 HandleGameButtonsExt(gi->custom_id);
16988 void HandleSoundButtonKeys(Key key)
16991 if (key == setup.shortcut.sound_simple)
16992 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16993 else if (key == setup.shortcut.sound_loops)
16994 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16995 else if (key == setup.shortcut.sound_music)
16996 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);
16998 if (key == setup.shortcut.sound_simple)
16999 HandleGameButtonsExt(SOUND_CTRL_ID_SIMPLE);
17000 else if (key == setup.shortcut.sound_loops)
17001 HandleGameButtonsExt(SOUND_CTRL_ID_LOOPS);
17002 else if (key == setup.shortcut.sound_music)
17003 HandleGameButtonsExt(SOUND_CTRL_ID_MUSIC);