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)
62 #define USE_GFX_RESET_WHEN_NOT_MOVING (USE_NEW_STUFF * 1)
70 /* for MovePlayer() */
71 #define MP_NO_ACTION 0
74 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
76 /* for ScrollPlayer() */
78 #define SCROLL_GO_ON 1
80 /* for Bang()/Explode() */
81 #define EX_PHASE_START 0
82 #define EX_TYPE_NONE 0
83 #define EX_TYPE_NORMAL (1 << 0)
84 #define EX_TYPE_CENTER (1 << 1)
85 #define EX_TYPE_BORDER (1 << 2)
86 #define EX_TYPE_CROSS (1 << 3)
87 #define EX_TYPE_DYNA (1 << 4)
88 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
90 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
91 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
92 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
93 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
95 /* special positions in the game control window (relative to control window) */
96 #define XX_LEVEL1 (PANEL_XPOS(game.panel.level))
97 #define XX_LEVEL2 (PANEL_XPOS(game.panel.level) - 1)
98 #define XX_LEVEL (PANEL_XPOS(game.panel.level))
99 #define YY_LEVEL (PANEL_YPOS(game.panel.level))
100 #define XX_EMERALDS (PANEL_XPOS(game.panel.gems))
101 #define YY_EMERALDS (PANEL_YPOS(game.panel.gems))
102 #define XX_DYNAMITE (PANEL_XPOS(game.panel.inventory))
103 #define YY_DYNAMITE (PANEL_YPOS(game.panel.inventory))
104 #define XX_KEYS (PANEL_XPOS(game.panel.keys))
105 #define YY_KEYS (PANEL_YPOS(game.panel.keys))
106 #define XX_SCORE (PANEL_XPOS(game.panel.score))
107 #define YY_SCORE (PANEL_YPOS(game.panel.score))
108 #define XX_TIME1 (PANEL_XPOS(game.panel.time))
109 #define XX_TIME2 (PANEL_XPOS(game.panel.time) + 1)
110 #define XX_TIME (PANEL_XPOS(game.panel.time))
111 #define YY_TIME (PANEL_YPOS(game.panel.time))
113 /* special positions in the game control window (relative to main window) */
114 #define DX_LEVEL1 (DX + XX_LEVEL1)
115 #define DX_LEVEL2 (DX + XX_LEVEL2)
116 #define DX_LEVEL (DX + XX_LEVEL)
117 #define DY_LEVEL (DY + YY_LEVEL)
118 #define DX_EMERALDS (DX + XX_EMERALDS)
119 #define DY_EMERALDS (DY + YY_EMERALDS)
120 #define DX_DYNAMITE (DX + XX_DYNAMITE)
121 #define DY_DYNAMITE (DY + YY_DYNAMITE)
122 #define DX_KEYS (DX + XX_KEYS)
123 #define DY_KEYS (DY + YY_KEYS)
124 #define DX_SCORE (DX + XX_SCORE)
125 #define DY_SCORE (DY + YY_SCORE)
126 #define DX_TIME1 (DX + XX_TIME1)
127 #define DX_TIME2 (DX + XX_TIME2)
128 #define DX_TIME (DX + XX_TIME)
129 #define DY_TIME (DY + YY_TIME)
132 /* game panel display and control definitions */
134 #define GAME_CONTROL_LEVEL 0
135 #define GAME_CONTROL_GEMS 1
136 #define GAME_CONTROL_INVENTORY 2
137 #define GAME_CONTROL_KEY_1 3
138 #define GAME_CONTROL_KEY_2 4
139 #define GAME_CONTROL_KEY_3 5
140 #define GAME_CONTROL_KEY_4 6
141 #define GAME_CONTROL_KEY_5 7
142 #define GAME_CONTROL_KEY_6 8
143 #define GAME_CONTROL_KEY_7 9
144 #define GAME_CONTROL_KEY_8 10
145 #define GAME_CONTROL_KEY_WHITE 11
146 #define GAME_CONTROL_KEY_WHITE_COUNT 12
147 #define GAME_CONTROL_SCORE 13
148 #define GAME_CONTROL_TIME 14
149 #define GAME_CONTROL_TIME_HH 15
150 #define GAME_CONTROL_TIME_MM 16
151 #define GAME_CONTROL_TIME_SS 17
152 #define GAME_CONTROL_DROP_NEXT_1 18
153 #define GAME_CONTROL_DROP_NEXT_2 19
154 #define GAME_CONTROL_DROP_NEXT_3 20
155 #define GAME_CONTROL_DROP_NEXT_4 21
156 #define GAME_CONTROL_DROP_NEXT_5 22
157 #define GAME_CONTROL_DROP_NEXT_6 23
158 #define GAME_CONTROL_DROP_NEXT_7 24
159 #define GAME_CONTROL_DROP_NEXT_8 25
160 #define GAME_CONTROL_SHIELD_NORMAL 26
161 #define GAME_CONTROL_SHIELD_NORMAL_TIME 27
162 #define GAME_CONTROL_SHIELD_DEADLY 28
163 #define GAME_CONTROL_SHIELD_DEADLY_TIME 29
164 #define GAME_CONTROL_EXIT 30
165 #define GAME_CONTROL_EM_EXIT 31
166 #define GAME_CONTROL_SP_EXIT 32
167 #define GAME_CONTROL_STEEL_EXIT 33
168 #define GAME_CONTROL_EM_STEEL_EXIT 34
169 #define GAME_CONTROL_EMC_MAGIC_BALL 35
170 #define GAME_CONTROL_EMC_MAGIC_BALL_TIME 36
171 #define GAME_CONTROL_LIGHT_SWITCH 37
172 #define GAME_CONTROL_LIGHT_SWITCH_TIME 38
173 #define GAME_CONTROL_TIMEGATE_SWITCH 39
174 #define GAME_CONTROL_TIMEGATE_SWITCH_TIME 40
175 #define GAME_CONTROL_SWITCHGATE_SWITCH 41
176 #define GAME_CONTROL_EMC_LENSES 42
177 #define GAME_CONTROL_EMC_LENSES_TIME 43
178 #define GAME_CONTROL_EMC_MAGNIFIER 44
179 #define GAME_CONTROL_EMC_MAGNIFIER_TIME 45
180 #define GAME_CONTROL_BALLOON_SWITCH 46
181 #define GAME_CONTROL_DYNABOMB_NUMBER 47
182 #define GAME_CONTROL_DYNABOMB_SIZE 48
183 #define GAME_CONTROL_DYNABOMB_POWER 49
184 #define GAME_CONTROL_PENGUINS 50
185 #define GAME_CONTROL_SOKOBAN_OBJECTS 51
186 #define GAME_CONTROL_SOKOBAN_FIELDS 52
187 #define GAME_CONTROL_ROBOT_WHEEL 53
188 #define GAME_CONTROL_CONVEYOR_BELT_1 54
189 #define GAME_CONTROL_CONVEYOR_BELT_1_SWITCH 55
190 #define GAME_CONTROL_CONVEYOR_BELT_2 56
191 #define GAME_CONTROL_CONVEYOR_BELT_2_SWITCH 57
192 #define GAME_CONTROL_CONVEYOR_BELT_3 58
193 #define GAME_CONTROL_CONVEYOR_BELT_3_SWITCH 59
194 #define GAME_CONTROL_CONVEYOR_BELT_4 60
195 #define GAME_CONTROL_CONVEYOR_BELT_4_SWITCH 61
196 #define GAME_CONTROL_MAGIC_WALL 62
197 #define GAME_CONTROL_MAGIC_WALL_TIME 63
198 #define GAME_CONTROL_BD_MAGIC_WALL 64
199 #define GAME_CONTROL_DC_MAGIC_WALL 65
200 #define GAME_CONTROL_PLAYER_NAME 66
201 #define GAME_CONTROL_LEVEL_NAME 67
202 #define GAME_CONTROL_LEVEL_AUTHOR 68
204 struct GameControlInfo
208 struct TextPosInfo *pos_text;
213 static struct GameControlInfo game_controls[] =
226 GAME_CONTROL_INVENTORY,
227 &game.panel.inventory,
246 GAME_CONTROL_TIME_HH,
251 GAME_CONTROL_TIME_MM,
256 GAME_CONTROL_TIME_SS,
261 GAME_CONTROL_DROP_NEXT_1,
262 &game.panel.drop_next_1,
266 GAME_CONTROL_DROP_NEXT_2,
267 &game.panel.drop_next_2,
271 GAME_CONTROL_DROP_NEXT_3,
272 &game.panel.drop_next_3,
276 GAME_CONTROL_DROP_NEXT_4,
277 &game.panel.drop_next_4,
281 GAME_CONTROL_DROP_NEXT_5,
282 &game.panel.drop_next_5,
286 GAME_CONTROL_DROP_NEXT_6,
287 &game.panel.drop_next_6,
291 GAME_CONTROL_DROP_NEXT_7,
292 &game.panel.drop_next_7,
296 GAME_CONTROL_DROP_NEXT_8,
297 &game.panel.drop_next_8,
301 GAME_CONTROL_EMC_KEYS,
302 &game.panel.emc_keys,
346 GAME_CONTROL_KEY_WHITE,
347 &game.panel.key_white,
351 GAME_CONTROL_KEY_WHITE_COUNT,
352 &game.panel.key_white_count,
356 GAME_CONTROL_SHIELD_NORMAL,
357 &game.panel.shield_normal,
361 GAME_CONTROL_SHIELD_NORMAL_TIME,
362 &game.panel.shield_normal_time,
366 GAME_CONTROL_SHIELD_DEADLY,
367 &game.panel.shield_deadly,
371 GAME_CONTROL_SHIELD_DEADLY_TIME,
372 &game.panel.shield_deadly_time,
381 GAME_CONTROL_EM_EXIT,
386 GAME_CONTROL_SP_EXIT,
391 GAME_CONTROL_STEEL_EXIT,
392 &game.panel.steel_exit,
396 GAME_CONTROL_EM_STEEL_EXIT,
397 &game.panel.em_steel_exit,
401 GAME_CONTROL_EMC_MAGIC_BALL,
402 &game.panel.emc_magic_ball,
406 GAME_CONTROL_EMC_MAGIC_BALL_TIME,
407 &game.panel.emc_magic_ball_time,
411 GAME_CONTROL_LIGHT_SWITCH,
412 &game.panel.light_switch,
416 GAME_CONTROL_LIGHT_SWITCH_TIME,
417 &game.panel.light_switch_time,
421 GAME_CONTROL_TIMEGATE_SWITCH,
422 &game.panel.timegate_switch,
426 GAME_CONTROL_TIMEGATE_SWITCH_TIME,
427 &game.panel.timegate_switch_time,
431 GAME_CONTROL_SWITCHGATE_SWITCH,
432 &game.panel.switchgate_switch,
436 GAME_CONTROL_EMC_LENSES,
437 &game.panel.emc_lenses,
441 GAME_CONTROL_EMC_LENSES_TIME,
442 &game.panel.emc_lenses_time,
446 GAME_CONTROL_EMC_MAGNIFIER,
447 &game.panel.emc_magnifier,
451 GAME_CONTROL_EMC_MAGNIFIER_TIME,
452 &game.panel.emc_magnifier_time,
456 GAME_CONTROL_BALLOON_SWITCH,
457 &game.panel.balloon_switch,
461 GAME_CONTROL_DYNABOMB_NUMBER,
462 &game.panel.dynabomb_number,
466 GAME_CONTROL_DYNABOMB_SIZE,
467 &game.panel.dynabomb_size,
471 GAME_CONTROL_DYNABOMB_POWER,
472 &game.panel.dynabomb_power,
476 GAME_CONTROL_PENGUINS,
477 &game.panel.penguins,
481 GAME_CONTROL_SOKOBAN_OBJECTS,
482 &game.panel.sokoban_objects,
486 GAME_CONTROL_SOKOBAN_FIELDS,
487 &game.panel.sokoban_fields,
491 GAME_CONTROL_ROBOT_WHEEL,
492 &game.panel.robot_wheel,
496 GAME_CONTROL_CONVEYOR_BELT_1,
497 &game.panel.conveyor_belt_1,
501 GAME_CONTROL_CONVEYOR_BELT_1_SWITCH,
502 &game.panel.conveyor_belt_1_switch,
506 GAME_CONTROL_CONVEYOR_BELT_2,
507 &game.panel.conveyor_belt_2,
511 GAME_CONTROL_CONVEYOR_BELT_2_SWITCH,
512 &game.panel.conveyor_belt_2_switch,
516 GAME_CONTROL_CONVEYOR_BELT_3,
517 &game.panel.conveyor_belt_3,
521 GAME_CONTROL_CONVEYOR_BELT_3_SWITCH,
522 &game.panel.conveyor_belt_3_switch,
526 GAME_CONTROL_CONVEYOR_BELT_4,
527 &game.panel.conveyor_belt_4,
531 GAME_CONTROL_CONVEYOR_BELT_4_SWITCH,
532 &game.panel.conveyor_belt_4_switch,
536 GAME_CONTROL_MAGIC_WALL,
537 &game.panel.magic_wall,
541 GAME_CONTROL_MAGIC_WALL_TIME,
542 &game.panel.magic_wall_time,
546 GAME_CONTROL_BD_MAGIC_WALL,
547 &game.panel.bd_magic_wall,
551 GAME_CONTROL_DC_MAGIC_WALL,
552 &game.panel.dc_magic_wall,
556 GAME_CONTROL_PLAYER_NAME,
557 &game.panel.player_name,
561 GAME_CONTROL_LEVEL_NAME,
562 &game.panel.level_name,
566 GAME_CONTROL_LEVEL_AUTHOR,
567 &game.panel.level_author,
581 /* values for delayed check of falling and moving elements and for collision */
582 #define CHECK_DELAY_MOVING 3
583 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
584 #define CHECK_DELAY_COLLISION 2
585 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
587 /* values for initial player move delay (initial delay counter value) */
588 #define INITIAL_MOVE_DELAY_OFF -1
589 #define INITIAL_MOVE_DELAY_ON 0
591 /* values for player movement speed (which is in fact a delay value) */
592 #define MOVE_DELAY_MIN_SPEED 32
593 #define MOVE_DELAY_NORMAL_SPEED 8
594 #define MOVE_DELAY_HIGH_SPEED 4
595 #define MOVE_DELAY_MAX_SPEED 1
597 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
598 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
600 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
601 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
603 /* values for other actions */
604 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
605 #define MOVE_STEPSIZE_MIN (1)
606 #define MOVE_STEPSIZE_MAX (TILEX)
608 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
609 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
611 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
613 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
614 RND(element_info[e].push_delay_random))
615 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
616 RND(element_info[e].drop_delay_random))
617 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
618 RND(element_info[e].move_delay_random))
619 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
620 (element_info[e].move_delay_random))
621 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
622 RND(element_info[e].ce_value_random_initial))
623 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
624 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
625 RND((c)->delay_random * (c)->delay_frames))
626 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
627 RND((c)->delay_random))
630 #define GET_VALID_RUNTIME_ELEMENT(e) \
631 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
633 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
634 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
635 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
636 (be) + (e) - EL_SELF)
638 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
639 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
640 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
641 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
642 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
643 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
644 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
645 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
646 RESOLVED_REFERENCE_ELEMENT(be, e) : \
649 #define CAN_GROW_INTO(e) \
650 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
652 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
653 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
656 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
657 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
658 (CAN_MOVE_INTO_ACID(e) && \
659 Feld[x][y] == EL_ACID) || \
662 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
663 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
664 (CAN_MOVE_INTO_ACID(e) && \
665 Feld[x][y] == EL_ACID) || \
668 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
669 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
671 (CAN_MOVE_INTO_ACID(e) && \
672 Feld[x][y] == EL_ACID) || \
673 (DONT_COLLIDE_WITH(e) && \
675 !PLAYER_ENEMY_PROTECTED(x, y))))
677 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
678 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
680 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
681 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
683 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
684 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
686 #define ANDROID_CAN_CLONE_FIELD(x, y) \
687 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
688 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
690 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
691 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
693 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
694 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
696 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
697 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
699 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
700 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
702 #define PIG_CAN_ENTER_FIELD(e, x, y) \
703 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
705 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
706 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
707 Feld[x][y] == EL_EM_EXIT_OPEN || \
708 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
709 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
710 IS_FOOD_PENGUIN(Feld[x][y])))
711 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
712 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
714 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
715 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
717 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
718 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
720 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
721 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
722 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
724 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
726 #define CE_ENTER_FIELD_COND(e, x, y) \
727 (!IS_PLAYER(x, y) && \
728 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
730 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
731 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
733 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
734 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
736 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
737 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
738 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
739 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
741 /* game button identifiers */
742 #define GAME_CTRL_ID_STOP 0
743 #define GAME_CTRL_ID_PAUSE 1
744 #define GAME_CTRL_ID_PLAY 2
745 #define SOUND_CTRL_ID_MUSIC 3
746 #define SOUND_CTRL_ID_LOOPS 4
747 #define SOUND_CTRL_ID_SIMPLE 5
749 #define NUM_GAME_BUTTONS 6
752 /* forward declaration for internal use */
754 static void CreateField(int, int, int);
756 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
757 static void AdvanceFrameAndPlayerCounters(int);
759 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
760 static boolean MovePlayer(struct PlayerInfo *, int, int);
761 static void ScrollPlayer(struct PlayerInfo *, int);
762 static void ScrollScreen(struct PlayerInfo *, int);
764 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
766 static void InitBeltMovement(void);
767 static void CloseAllOpenTimegates(void);
768 static void CheckGravityMovement(struct PlayerInfo *);
769 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
770 static void KillPlayerUnlessEnemyProtected(int, int);
771 static void KillPlayerUnlessExplosionProtected(int, int);
773 static void TestIfPlayerTouchesCustomElement(int, int);
774 static void TestIfElementTouchesCustomElement(int, int);
775 static void TestIfElementHitsCustomElement(int, int, int);
777 static void TestIfElementSmashesCustomElement(int, int, int);
780 static void HandleElementChange(int, int, int);
781 static void ExecuteCustomElementAction(int, int, int, int);
782 static boolean ChangeElement(int, int, int, int);
784 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
785 #define CheckTriggeredElementChange(x, y, e, ev) \
786 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
787 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
788 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
789 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
790 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
791 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
792 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
794 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
795 #define CheckElementChange(x, y, e, te, ev) \
796 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
797 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
798 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
799 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
800 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
802 static void PlayLevelSound(int, int, int);
803 static void PlayLevelSoundNearest(int, int, int);
804 static void PlayLevelSoundAction(int, int, int);
805 static void PlayLevelSoundElementAction(int, int, int, int);
806 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
807 static void PlayLevelSoundActionIfLoop(int, int, int);
808 static void StopLevelSoundActionIfLoop(int, int, int);
809 static void PlayLevelMusic();
811 static void MapGameButtons();
812 static void HandleGameButtons(struct GadgetInfo *);
814 int AmoebeNachbarNr(int, int);
815 void AmoebeUmwandeln(int, int);
816 void ContinueMoving(int, int);
818 void InitMovDir(int, int);
819 void InitAmoebaNr(int, int);
820 int NewHiScore(void);
822 void TestIfGoodThingHitsBadThing(int, int, int);
823 void TestIfBadThingHitsGoodThing(int, int, int);
824 void TestIfPlayerTouchesBadThing(int, int);
825 void TestIfPlayerRunsIntoBadThing(int, int, int);
826 void TestIfBadThingTouchesPlayer(int, int);
827 void TestIfBadThingRunsIntoPlayer(int, int, int);
828 void TestIfFriendTouchesBadThing(int, int);
829 void TestIfBadThingTouchesFriend(int, int);
830 void TestIfBadThingTouchesOtherBadThing(int, int);
832 void KillPlayer(struct PlayerInfo *);
833 void BuryPlayer(struct PlayerInfo *);
834 void RemovePlayer(struct PlayerInfo *);
836 boolean SnapField(struct PlayerInfo *, int, int);
837 boolean DropElement(struct PlayerInfo *);
839 static int getInvisibleActiveFromInvisibleElement(int);
840 static int getInvisibleFromInvisibleActiveElement(int);
842 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
844 /* for detection of endless loops, caused by custom element programming */
845 /* (using maximal playfield width x 10 is just a rough approximation) */
846 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
848 #define RECURSION_LOOP_DETECTION_START(e, rc) \
850 if (recursion_loop_detected) \
853 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
855 recursion_loop_detected = TRUE; \
856 recursion_loop_element = (e); \
859 recursion_loop_depth++; \
862 #define RECURSION_LOOP_DETECTION_END() \
864 recursion_loop_depth--; \
867 static int recursion_loop_depth;
868 static boolean recursion_loop_detected;
869 static boolean recursion_loop_element;
872 /* ------------------------------------------------------------------------- */
873 /* definition of elements that automatically change to other elements after */
874 /* a specified time, eventually calling a function when changing */
875 /* ------------------------------------------------------------------------- */
877 /* forward declaration for changer functions */
878 static void InitBuggyBase(int, int);
879 static void WarnBuggyBase(int, int);
881 static void InitTrap(int, int);
882 static void ActivateTrap(int, int);
883 static void ChangeActiveTrap(int, int);
885 static void InitRobotWheel(int, int);
886 static void RunRobotWheel(int, int);
887 static void StopRobotWheel(int, int);
889 static void InitTimegateWheel(int, int);
890 static void RunTimegateWheel(int, int);
892 static void InitMagicBallDelay(int, int);
893 static void ActivateMagicBall(int, int);
895 struct ChangingElementInfo
900 void (*pre_change_function)(int x, int y);
901 void (*change_function)(int x, int y);
902 void (*post_change_function)(int x, int y);
905 static struct ChangingElementInfo change_delay_list[] =
940 EL_STEEL_EXIT_OPENING,
948 EL_STEEL_EXIT_CLOSING,
949 EL_STEEL_EXIT_CLOSED,
976 EL_EM_STEEL_EXIT_OPENING,
977 EL_EM_STEEL_EXIT_OPEN,
984 EL_EM_STEEL_EXIT_CLOSING,
988 EL_EM_STEEL_EXIT_CLOSED,
1012 EL_SWITCHGATE_OPENING,
1020 EL_SWITCHGATE_CLOSING,
1021 EL_SWITCHGATE_CLOSED,
1028 EL_TIMEGATE_OPENING,
1036 EL_TIMEGATE_CLOSING,
1045 EL_ACID_SPLASH_LEFT,
1053 EL_ACID_SPLASH_RIGHT,
1062 EL_SP_BUGGY_BASE_ACTIVATING,
1069 EL_SP_BUGGY_BASE_ACTIVATING,
1070 EL_SP_BUGGY_BASE_ACTIVE,
1077 EL_SP_BUGGY_BASE_ACTIVE,
1101 EL_ROBOT_WHEEL_ACTIVE,
1109 EL_TIMEGATE_SWITCH_ACTIVE,
1117 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1118 EL_DC_TIMEGATE_SWITCH,
1125 EL_EMC_MAGIC_BALL_ACTIVE,
1126 EL_EMC_MAGIC_BALL_ACTIVE,
1133 EL_EMC_SPRING_BUMPER_ACTIVE,
1134 EL_EMC_SPRING_BUMPER,
1141 EL_DIAGONAL_SHRINKING,
1149 EL_DIAGONAL_GROWING,
1170 int push_delay_fixed, push_delay_random;
1174 { EL_SPRING, 0, 0 },
1175 { EL_BALLOON, 0, 0 },
1177 { EL_SOKOBAN_OBJECT, 2, 0 },
1178 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1179 { EL_SATELLITE, 2, 0 },
1180 { EL_SP_DISK_YELLOW, 2, 0 },
1182 { EL_UNDEFINED, 0, 0 },
1190 move_stepsize_list[] =
1192 { EL_AMOEBA_DROP, 2 },
1193 { EL_AMOEBA_DROPPING, 2 },
1194 { EL_QUICKSAND_FILLING, 1 },
1195 { EL_QUICKSAND_EMPTYING, 1 },
1196 { EL_QUICKSAND_FAST_FILLING, 2 },
1197 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1198 { EL_MAGIC_WALL_FILLING, 2 },
1199 { EL_MAGIC_WALL_EMPTYING, 2 },
1200 { EL_BD_MAGIC_WALL_FILLING, 2 },
1201 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1202 { EL_DC_MAGIC_WALL_FILLING, 2 },
1203 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1205 { EL_UNDEFINED, 0 },
1213 collect_count_list[] =
1216 { EL_BD_DIAMOND, 1 },
1217 { EL_EMERALD_YELLOW, 1 },
1218 { EL_EMERALD_RED, 1 },
1219 { EL_EMERALD_PURPLE, 1 },
1221 { EL_SP_INFOTRON, 1 },
1225 { EL_UNDEFINED, 0 },
1233 access_direction_list[] =
1235 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1236 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1237 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1238 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1239 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1240 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1241 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1242 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1243 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1244 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1245 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1247 { EL_SP_PORT_LEFT, MV_RIGHT },
1248 { EL_SP_PORT_RIGHT, MV_LEFT },
1249 { EL_SP_PORT_UP, MV_DOWN },
1250 { EL_SP_PORT_DOWN, MV_UP },
1251 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1252 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1253 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1254 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1255 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1256 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1257 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1258 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1259 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1260 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1261 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1262 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1263 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1264 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1265 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1267 { EL_UNDEFINED, MV_NONE }
1270 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1272 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1273 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1274 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1275 IS_JUST_CHANGING(x, y))
1277 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1279 /* static variables for playfield scan mode (scanning forward or backward) */
1280 static int playfield_scan_start_x = 0;
1281 static int playfield_scan_start_y = 0;
1282 static int playfield_scan_delta_x = 1;
1283 static int playfield_scan_delta_y = 1;
1285 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1286 (y) >= 0 && (y) <= lev_fieldy - 1; \
1287 (y) += playfield_scan_delta_y) \
1288 for ((x) = playfield_scan_start_x; \
1289 (x) >= 0 && (x) <= lev_fieldx - 1; \
1290 (x) += playfield_scan_delta_x)
1293 void DEBUG_SetMaximumDynamite()
1297 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1298 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1299 local_player->inventory_element[local_player->inventory_size++] =
1304 static void InitPlayfieldScanModeVars()
1306 if (game.use_reverse_scan_direction)
1308 playfield_scan_start_x = lev_fieldx - 1;
1309 playfield_scan_start_y = lev_fieldy - 1;
1311 playfield_scan_delta_x = -1;
1312 playfield_scan_delta_y = -1;
1316 playfield_scan_start_x = 0;
1317 playfield_scan_start_y = 0;
1319 playfield_scan_delta_x = 1;
1320 playfield_scan_delta_y = 1;
1324 static void InitPlayfieldScanMode(int mode)
1326 game.use_reverse_scan_direction =
1327 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1329 InitPlayfieldScanModeVars();
1332 static int get_move_delay_from_stepsize(int move_stepsize)
1335 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1337 /* make sure that stepsize value is always a power of 2 */
1338 move_stepsize = (1 << log_2(move_stepsize));
1340 return TILEX / move_stepsize;
1343 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1346 int player_nr = player->index_nr;
1347 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1348 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1350 /* do no immediately change move delay -- the player might just be moving */
1351 player->move_delay_value_next = move_delay;
1353 /* information if player can move must be set separately */
1354 player->cannot_move = cannot_move;
1358 player->move_delay = game.initial_move_delay[player_nr];
1359 player->move_delay_value = game.initial_move_delay_value[player_nr];
1361 player->move_delay_value_next = -1;
1363 player->move_delay_reset_counter = 0;
1367 void GetPlayerConfig()
1369 GameFrameDelay = setup.game_frame_delay;
1371 if (!audio.sound_available)
1372 setup.sound_simple = FALSE;
1374 if (!audio.loops_available)
1375 setup.sound_loops = FALSE;
1377 if (!audio.music_available)
1378 setup.sound_music = FALSE;
1380 if (!video.fullscreen_available)
1381 setup.fullscreen = FALSE;
1383 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1385 SetAudioMode(setup.sound);
1389 int GetElementFromGroupElement(int element)
1391 if (IS_GROUP_ELEMENT(element))
1393 struct ElementGroupInfo *group = element_info[element].group;
1394 int last_anim_random_frame = gfx.anim_random_frame;
1397 if (group->choice_mode == ANIM_RANDOM)
1398 gfx.anim_random_frame = RND(group->num_elements_resolved);
1400 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1401 group->choice_mode, 0,
1404 if (group->choice_mode == ANIM_RANDOM)
1405 gfx.anim_random_frame = last_anim_random_frame;
1407 group->choice_pos++;
1409 element = group->element_resolved[element_pos];
1415 static void InitPlayerField(int x, int y, int element, boolean init_game)
1417 if (element == EL_SP_MURPHY)
1421 if (stored_player[0].present)
1423 Feld[x][y] = EL_SP_MURPHY_CLONE;
1429 stored_player[0].use_murphy = TRUE;
1431 if (!level.use_artwork_element[0])
1432 stored_player[0].artwork_element = EL_SP_MURPHY;
1435 Feld[x][y] = EL_PLAYER_1;
1441 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1442 int jx = player->jx, jy = player->jy;
1444 player->present = TRUE;
1446 player->block_last_field = (element == EL_SP_MURPHY ?
1447 level.sp_block_last_field :
1448 level.block_last_field);
1450 /* ---------- initialize player's last field block delay --------------- */
1452 /* always start with reliable default value (no adjustment needed) */
1453 player->block_delay_adjustment = 0;
1455 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1456 if (player->block_last_field && element == EL_SP_MURPHY)
1457 player->block_delay_adjustment = 1;
1459 /* special case 2: in game engines before 3.1.1, blocking was different */
1460 if (game.use_block_last_field_bug)
1461 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1463 if (!options.network || player->connected)
1465 player->active = TRUE;
1467 /* remove potentially duplicate players */
1468 if (StorePlayer[jx][jy] == Feld[x][y])
1469 StorePlayer[jx][jy] = 0;
1471 StorePlayer[x][y] = Feld[x][y];
1475 printf("Player %d activated.\n", player->element_nr);
1476 printf("[Local player is %d and currently %s.]\n",
1477 local_player->element_nr,
1478 local_player->active ? "active" : "not active");
1482 Feld[x][y] = EL_EMPTY;
1484 player->jx = player->last_jx = x;
1485 player->jy = player->last_jy = y;
1489 static void InitField(int x, int y, boolean init_game)
1491 int element = Feld[x][y];
1500 InitPlayerField(x, y, element, init_game);
1503 case EL_SOKOBAN_FIELD_PLAYER:
1504 element = Feld[x][y] = EL_PLAYER_1;
1505 InitField(x, y, init_game);
1507 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1508 InitField(x, y, init_game);
1511 case EL_SOKOBAN_FIELD_EMPTY:
1512 local_player->sokobanfields_still_needed++;
1516 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1517 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1518 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1519 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1520 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1521 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1522 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1523 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1524 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1525 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1534 case EL_SPACESHIP_RIGHT:
1535 case EL_SPACESHIP_UP:
1536 case EL_SPACESHIP_LEFT:
1537 case EL_SPACESHIP_DOWN:
1538 case EL_BD_BUTTERFLY:
1539 case EL_BD_BUTTERFLY_RIGHT:
1540 case EL_BD_BUTTERFLY_UP:
1541 case EL_BD_BUTTERFLY_LEFT:
1542 case EL_BD_BUTTERFLY_DOWN:
1544 case EL_BD_FIREFLY_RIGHT:
1545 case EL_BD_FIREFLY_UP:
1546 case EL_BD_FIREFLY_LEFT:
1547 case EL_BD_FIREFLY_DOWN:
1548 case EL_PACMAN_RIGHT:
1550 case EL_PACMAN_LEFT:
1551 case EL_PACMAN_DOWN:
1553 case EL_YAMYAM_LEFT:
1554 case EL_YAMYAM_RIGHT:
1556 case EL_YAMYAM_DOWN:
1557 case EL_DARK_YAMYAM:
1560 case EL_SP_SNIKSNAK:
1561 case EL_SP_ELECTRON:
1570 case EL_AMOEBA_FULL:
1575 case EL_AMOEBA_DROP:
1576 if (y == lev_fieldy - 1)
1578 Feld[x][y] = EL_AMOEBA_GROWING;
1579 Store[x][y] = EL_AMOEBA_WET;
1583 case EL_DYNAMITE_ACTIVE:
1584 case EL_SP_DISK_RED_ACTIVE:
1585 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1586 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1587 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1588 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1589 MovDelay[x][y] = 96;
1592 case EL_EM_DYNAMITE_ACTIVE:
1593 MovDelay[x][y] = 32;
1597 local_player->lights_still_needed++;
1601 local_player->friends_still_needed++;
1606 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1609 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1610 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1611 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1612 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1613 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1614 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1615 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1616 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1617 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1618 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1619 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1620 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1623 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1624 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1625 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1627 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1629 game.belt_dir[belt_nr] = belt_dir;
1630 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1632 else /* more than one switch -- set it like the first switch */
1634 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1639 #if !USE_BOTH_SWITCHGATE_SWITCHES
1640 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
1642 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
1645 case EL_DC_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
1647 Feld[x][y] = EL_DC_SWITCHGATE_SWITCH_UP;
1651 case EL_LIGHT_SWITCH_ACTIVE:
1653 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1656 case EL_INVISIBLE_STEELWALL:
1657 case EL_INVISIBLE_WALL:
1658 case EL_INVISIBLE_SAND:
1659 if (game.light_time_left > 0 ||
1660 game.lenses_time_left > 0)
1661 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1664 case EL_EMC_MAGIC_BALL:
1665 if (game.ball_state)
1666 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1669 case EL_EMC_MAGIC_BALL_SWITCH:
1670 if (game.ball_state)
1671 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1675 if (IS_CUSTOM_ELEMENT(element))
1677 if (CAN_MOVE(element))
1680 #if USE_NEW_CUSTOM_VALUE
1681 if (!element_info[element].use_last_ce_value || init_game)
1682 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1685 else if (IS_GROUP_ELEMENT(element))
1687 Feld[x][y] = GetElementFromGroupElement(element);
1689 InitField(x, y, init_game);
1696 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1699 static inline void InitField_WithBug1(int x, int y, boolean init_game)
1701 InitField(x, y, init_game);
1703 /* not needed to call InitMovDir() -- already done by InitField()! */
1704 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1705 CAN_MOVE(Feld[x][y]))
1709 static inline void InitField_WithBug2(int x, int y, boolean init_game)
1711 int old_element = Feld[x][y];
1713 InitField(x, y, init_game);
1715 /* not needed to call InitMovDir() -- already done by InitField()! */
1716 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1717 CAN_MOVE(old_element) &&
1718 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1721 /* this case is in fact a combination of not less than three bugs:
1722 first, it calls InitMovDir() for elements that can move, although this is
1723 already done by InitField(); then, it checks the element that was at this
1724 field _before_ the call to InitField() (which can change it); lastly, it
1725 was not called for "mole with direction" elements, which were treated as
1726 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1732 void DrawGameValue_Emeralds(int value)
1734 struct TextPosInfo *pos = &game.panel.gems;
1736 int font_nr = pos->font;
1738 int font_nr = FONT_TEXT_2;
1740 int font_width = getFontWidth(font_nr);
1741 int chars = pos->chars;
1743 if (PANEL_DEACTIVATED(pos))
1746 pos->width = chars * font_width;
1748 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
1751 void DrawGameValue_Dynamite(int value)
1753 struct TextPosInfo *pos = &game.panel.inventory;
1755 int font_nr = pos->font;
1757 int font_nr = FONT_TEXT_2;
1759 int font_width = getFontWidth(font_nr);
1760 int chars = pos->chars;
1762 if (PANEL_DEACTIVATED(pos))
1765 pos->width = chars * font_width;
1767 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
1770 void DrawGameValue_Score(int value)
1772 struct TextPosInfo *pos = &game.panel.score;
1774 int font_nr = pos->font;
1776 int font_nr = FONT_TEXT_2;
1778 int font_width = getFontWidth(font_nr);
1779 int chars = pos->chars;
1781 if (PANEL_DEACTIVATED(pos))
1784 pos->width = chars * font_width;
1786 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
1789 void DrawGameValue_Time(int value)
1791 struct TextPosInfo *pos = &game.panel.time;
1792 static int last_value = -1;
1795 int chars = pos->chars;
1797 int font1_nr = pos->font;
1798 int font2_nr = pos->font_alt;
1800 int font1_nr = FONT_TEXT_2;
1801 int font2_nr = FONT_TEXT_1;
1803 int font_nr = font1_nr;
1804 boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
1806 if (PANEL_DEACTIVATED(pos))
1809 if (use_dynamic_chars) /* use dynamic number of chars */
1811 chars = (value < 1000 ? chars1 : chars2);
1812 font_nr = (value < 1000 ? font1_nr : font2_nr);
1815 /* clear background if value just changed its size (dynamic chars only) */
1816 if (use_dynamic_chars && (last_value < 1000) != (value < 1000))
1818 int width1 = chars1 * getFontWidth(font1_nr);
1819 int width2 = chars2 * getFontWidth(font2_nr);
1820 int max_width = MAX(width1, width2);
1821 int max_height = MAX(getFontHeight(font1_nr), getFontHeight(font2_nr));
1823 pos->width = max_width;
1825 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
1826 max_width, max_height);
1829 pos->width = chars * getFontWidth(font_nr);
1831 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
1836 void DrawGameValue_Level(int value)
1838 struct TextPosInfo *pos = &game.panel.level_number;
1841 int chars = pos->chars;
1843 int font1_nr = pos->font;
1844 int font2_nr = pos->font_alt;
1846 int font1_nr = FONT_TEXT_2;
1847 int font2_nr = FONT_TEXT_1;
1849 int font_nr = font1_nr;
1850 boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
1852 if (PANEL_DEACTIVATED(pos))
1855 if (use_dynamic_chars) /* use dynamic number of chars */
1857 chars = (level_nr < 100 ? chars1 : chars2);
1858 font_nr = (level_nr < 100 ? font1_nr : font2_nr);
1861 pos->width = chars * getFontWidth(font_nr);
1863 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
1866 void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
1869 struct TextPosInfo *pos = &game.panel.keys;
1872 int base_key_graphic = EL_KEY_1;
1877 if (PANEL_DEACTIVATED(pos))
1882 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1883 base_key_graphic = EL_EM_KEY_1;
1887 pos->width = 4 * MINI_TILEX;
1891 for (i = 0; i < MAX_NUM_KEYS; i++)
1893 /* currently only 4 of 8 possible keys are displayed */
1894 for (i = 0; i < STD_NUM_KEYS; i++)
1898 struct TextPosInfo *pos = &game.panel.key[i];
1900 int src_x = DOOR_GFX_PAGEX5 + 18;
1901 int src_y = DOOR_GFX_PAGEY1 + 123;
1903 int dst_x = PANEL_XPOS(pos);
1904 int dst_y = PANEL_YPOS(pos);
1906 int dst_x = PANEL_XPOS(pos) + i * MINI_TILEX;
1907 int dst_y = PANEL_YPOS(pos);
1911 int element = (i >= STD_NUM_KEYS ? EL_EMC_KEY_5 - 4 :
1912 level.game_engine_type == GAME_ENGINE_TYPE_EM ? EL_EM_KEY_1 :
1914 int graphic = el2edimg(element);
1918 if (PANEL_DEACTIVATED(pos))
1923 /* masked blit with tiles from half-size scaled bitmap does not work yet
1924 (no mask bitmap created for these sizes after loading and scaling) --
1925 solution: load without creating mask, scale, then create final mask */
1927 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
1928 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
1933 int graphic = el2edimg(base_key_graphic + i);
1938 getMiniGraphicSource(graphic, &src_bitmap, &src_x, &src_y);
1940 SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
1941 dst_x - src_x, dst_y - src_y);
1942 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, MINI_TILEX, MINI_TILEY,
1948 DrawMiniGraphicExt(drawto, dst_x, dst_y, graphic);
1950 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
1951 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
1954 DrawMiniGraphicExt(drawto, dst_x, dst_y, el2edimg(base_key_graphic + i));
1956 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
1957 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
1965 void DrawGameValue_Emeralds(int value)
1967 int font_nr = FONT_TEXT_2;
1968 int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
1970 if (PANEL_DEACTIVATED(game.panel.gems))
1973 DrawText(DX_EMERALDS + xpos, DY_EMERALDS, int2str(value, 3), font_nr);
1976 void DrawGameValue_Dynamite(int value)
1978 int font_nr = FONT_TEXT_2;
1979 int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
1981 if (PANEL_DEACTIVATED(game.panel.inventory))
1984 DrawText(DX_DYNAMITE + xpos, DY_DYNAMITE, int2str(value, 3), font_nr);
1987 void DrawGameValue_Score(int value)
1989 int font_nr = FONT_TEXT_2;
1990 int xpos = (5 * 14 - 5 * getFontWidth(font_nr)) / 2;
1992 if (PANEL_DEACTIVATED(game.panel.score))
1995 DrawText(DX_SCORE + xpos, DY_SCORE, int2str(value, 5), font_nr);
1998 void DrawGameValue_Time(int value)
2000 int font1_nr = FONT_TEXT_2;
2002 int font2_nr = FONT_TEXT_1;
2004 int font2_nr = FONT_LEVEL_NUMBER;
2006 int xpos3 = (3 * 14 - 3 * getFontWidth(font1_nr)) / 2;
2007 int xpos4 = (4 * 10 - 4 * getFontWidth(font2_nr)) / 2;
2009 if (PANEL_DEACTIVATED(game.panel.time))
2012 /* clear background if value just changed its size */
2013 if (value == 999 || value == 1000)
2014 ClearRectangleOnBackground(drawto, DX_TIME1, DY_TIME, 14 * 3, 14);
2017 DrawText(DX_TIME1 + xpos3, DY_TIME, int2str(value, 3), font1_nr);
2019 DrawText(DX_TIME2 + xpos4, DY_TIME, int2str(value, 4), font2_nr);
2022 void DrawGameValue_Level(int value)
2024 int font1_nr = FONT_TEXT_2;
2026 int font2_nr = FONT_TEXT_1;
2028 int font2_nr = FONT_LEVEL_NUMBER;
2031 if (PANEL_DEACTIVATED(game.panel.level))
2035 DrawText(DX_LEVEL1, DY_LEVEL, int2str(value, 2), font1_nr);
2037 DrawText(DX_LEVEL2, DY_LEVEL, int2str(value, 3), font2_nr);
2040 void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
2042 int base_key_graphic = EL_KEY_1;
2045 if (PANEL_DEACTIVATED(game.panel.keys))
2048 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2049 base_key_graphic = EL_EM_KEY_1;
2051 /* currently only 4 of 8 possible keys are displayed */
2052 for (i = 0; i < STD_NUM_KEYS; i++)
2054 int x = XX_KEYS + i * MINI_TILEX;
2058 DrawMiniGraphicExt(drawto, DX + x,DY + y, el2edimg(base_key_graphic + i));
2060 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
2061 DOOR_GFX_PAGEX5 + x, y, MINI_TILEX, MINI_TILEY, DX + x,DY + y);
2067 void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
2070 int key[MAX_NUM_KEYS];
2073 /* prevent EM engine from updating time/score values parallel to GameWon() */
2074 if (level.game_engine_type == GAME_ENGINE_TYPE_EM &&
2075 local_player->LevelSolved)
2078 for (i = 0; i < MAX_NUM_KEYS; i++)
2079 key[i] = key_bits & (1 << i);
2081 DrawGameValue_Level(level_nr);
2083 DrawGameValue_Emeralds(emeralds);
2084 DrawGameValue_Dynamite(dynamite);
2085 DrawGameValue_Score(score);
2086 DrawGameValue_Time(time);
2088 DrawGameValue_Keys(key);
2091 void DrawGameDoorValues()
2093 int time_value = (level.time == 0 ? TimePlayed : TimeLeft);
2094 int dynamite_value = 0;
2095 int score_value = (local_player->LevelSolved ? local_player->score_final :
2096 local_player->score);
2097 int gems_value = local_player->gems_still_needed;
2101 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2103 DrawGameDoorValues_EM();
2108 if (game.centered_player_nr == -1)
2110 for (i = 0; i < MAX_PLAYERS; i++)
2112 for (j = 0; j < MAX_NUM_KEYS; j++)
2113 if (stored_player[i].key[j])
2114 key_bits |= (1 << j);
2116 dynamite_value += stored_player[i].inventory_size;
2121 int player_nr = game.centered_player_nr;
2123 for (i = 0; i < MAX_NUM_KEYS; i++)
2124 if (stored_player[player_nr].key[i])
2125 key_bits |= (1 << i);
2127 dynamite_value = stored_player[player_nr].inventory_size;
2130 DrawAllGameValues(gems_value, dynamite_value, score_value, time_value,
2136 =============================================================================
2138 -----------------------------------------------------------------------------
2139 initialize game engine due to level / tape version number
2140 =============================================================================
2143 static void InitGameEngine()
2145 int i, j, k, l, x, y;
2147 /* set game engine from tape file when re-playing, else from level file */
2148 game.engine_version = (tape.playing ? tape.engine_version :
2149 level.game_version);
2151 /* ---------------------------------------------------------------------- */
2152 /* set flags for bugs and changes according to active game engine version */
2153 /* ---------------------------------------------------------------------- */
2156 Summary of bugfix/change:
2157 Fixed handling for custom elements that change when pushed by the player.
2159 Fixed/changed in version:
2163 Before 3.1.0, custom elements that "change when pushing" changed directly
2164 after the player started pushing them (until then handled in "DigField()").
2165 Since 3.1.0, these custom elements are not changed until the "pushing"
2166 move of the element is finished (now handled in "ContinueMoving()").
2168 Affected levels/tapes:
2169 The first condition is generally needed for all levels/tapes before version
2170 3.1.0, which might use the old behaviour before it was changed; known tapes
2171 that are affected are some tapes from the level set "Walpurgis Gardens" by
2173 The second condition is an exception from the above case and is needed for
2174 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2175 above (including some development versions of 3.1.0), but before it was
2176 known that this change would break tapes like the above and was fixed in
2177 3.1.1, so that the changed behaviour was active although the engine version
2178 while recording maybe was before 3.1.0. There is at least one tape that is
2179 affected by this exception, which is the tape for the one-level set "Bug
2180 Machine" by Juergen Bonhagen.
2183 game.use_change_when_pushing_bug =
2184 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2186 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2187 tape.game_version < VERSION_IDENT(3,1,1,0)));
2190 Summary of bugfix/change:
2191 Fixed handling for blocking the field the player leaves when moving.
2193 Fixed/changed in version:
2197 Before 3.1.1, when "block last field when moving" was enabled, the field
2198 the player is leaving when moving was blocked for the time of the move,
2199 and was directly unblocked afterwards. This resulted in the last field
2200 being blocked for exactly one less than the number of frames of one player
2201 move. Additionally, even when blocking was disabled, the last field was
2202 blocked for exactly one frame.
2203 Since 3.1.1, due to changes in player movement handling, the last field
2204 is not blocked at all when blocking is disabled. When blocking is enabled,
2205 the last field is blocked for exactly the number of frames of one player
2206 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2207 last field is blocked for exactly one more than the number of frames of
2210 Affected levels/tapes:
2211 (!!! yet to be determined -- probably many !!!)
2214 game.use_block_last_field_bug =
2215 (game.engine_version < VERSION_IDENT(3,1,1,0));
2218 Summary of bugfix/change:
2219 Changed behaviour of CE changes with multiple changes per single frame.
2221 Fixed/changed in version:
2225 Before 3.2.0-6, only one single CE change was allowed in each engine frame.
2226 This resulted in race conditions where CEs seem to behave strange in some
2227 situations (where triggered CE changes were just skipped because there was
2228 already a CE change on that tile in the playfield in that engine frame).
2229 Since 3.2.0-6, this was changed to allow up to MAX_NUM_CHANGES_PER_FRAME.
2230 (The number of changes per frame must be limited in any case, because else
2231 it is easily possible to define CE changes that would result in an infinite
2232 loop, causing the whole game to freeze. The MAX_NUM_CHANGES_PER_FRAME value
2233 should be set large enough so that it would only be reached in cases where
2234 the corresponding CE change conditions run into a loop. Therefore, it seems
2235 to be reasonable to set MAX_NUM_CHANGES_PER_FRAME to the same value as the
2236 maximal number of change pages for custom elements.)
2238 Affected levels/tapes:
2242 #if USE_ONLY_ONE_CHANGE_PER_FRAME
2243 game.max_num_changes_per_frame = 1;
2245 game.max_num_changes_per_frame =
2246 (game.engine_version < VERSION_IDENT(3,2,0,6) ? 1 : 32);
2249 /* ---------------------------------------------------------------------- */
2251 /* default scan direction: scan playfield from top/left to bottom/right */
2252 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2254 /* dynamically adjust element properties according to game engine version */
2255 InitElementPropertiesEngine(game.engine_version);
2258 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2259 printf(" tape version == %06d [%s] [file: %06d]\n",
2260 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2262 printf(" => game.engine_version == %06d\n", game.engine_version);
2265 /* ---------- initialize player's initial move delay --------------------- */
2267 /* dynamically adjust player properties according to level information */
2268 for (i = 0; i < MAX_PLAYERS; i++)
2269 game.initial_move_delay_value[i] =
2270 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2272 /* dynamically adjust player properties according to game engine version */
2273 for (i = 0; i < MAX_PLAYERS; i++)
2274 game.initial_move_delay[i] =
2275 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2276 game.initial_move_delay_value[i] : 0);
2278 /* ---------- initialize player's initial push delay --------------------- */
2280 /* dynamically adjust player properties according to game engine version */
2281 game.initial_push_delay_value =
2282 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2284 /* ---------- initialize changing elements ------------------------------- */
2286 /* initialize changing elements information */
2287 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2289 struct ElementInfo *ei = &element_info[i];
2291 /* this pointer might have been changed in the level editor */
2292 ei->change = &ei->change_page[0];
2294 if (!IS_CUSTOM_ELEMENT(i))
2296 ei->change->target_element = EL_EMPTY_SPACE;
2297 ei->change->delay_fixed = 0;
2298 ei->change->delay_random = 0;
2299 ei->change->delay_frames = 1;
2302 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2304 ei->has_change_event[j] = FALSE;
2306 ei->event_page_nr[j] = 0;
2307 ei->event_page[j] = &ei->change_page[0];
2311 /* add changing elements from pre-defined list */
2312 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2314 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2315 struct ElementInfo *ei = &element_info[ch_delay->element];
2317 ei->change->target_element = ch_delay->target_element;
2318 ei->change->delay_fixed = ch_delay->change_delay;
2320 ei->change->pre_change_function = ch_delay->pre_change_function;
2321 ei->change->change_function = ch_delay->change_function;
2322 ei->change->post_change_function = ch_delay->post_change_function;
2324 ei->change->can_change = TRUE;
2325 ei->change->can_change_or_has_action = TRUE;
2327 ei->has_change_event[CE_DELAY] = TRUE;
2329 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2330 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2333 /* ---------- initialize internal run-time variables ------------- */
2335 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2337 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2339 for (j = 0; j < ei->num_change_pages; j++)
2341 ei->change_page[j].can_change_or_has_action =
2342 (ei->change_page[j].can_change |
2343 ei->change_page[j].has_action);
2347 /* add change events from custom element configuration */
2348 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2350 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2352 for (j = 0; j < ei->num_change_pages; j++)
2354 if (!ei->change_page[j].can_change_or_has_action)
2357 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2359 /* only add event page for the first page found with this event */
2360 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2362 ei->has_change_event[k] = TRUE;
2364 ei->event_page_nr[k] = j;
2365 ei->event_page[k] = &ei->change_page[j];
2371 /* ---------- initialize run-time trigger player and element ------------- */
2373 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2375 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2377 for (j = 0; j < ei->num_change_pages; j++)
2379 ei->change_page[j].actual_trigger_element = EL_EMPTY;
2380 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
2381 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
2382 ei->change_page[j].actual_trigger_ce_value = 0;
2383 ei->change_page[j].actual_trigger_ce_score = 0;
2387 /* ---------- initialize trigger events ---------------------------------- */
2389 /* initialize trigger events information */
2390 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2391 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2392 trigger_events[i][j] = FALSE;
2394 /* add trigger events from element change event properties */
2395 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2397 struct ElementInfo *ei = &element_info[i];
2399 for (j = 0; j < ei->num_change_pages; j++)
2401 if (!ei->change_page[j].can_change_or_has_action)
2404 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
2406 int trigger_element = ei->change_page[j].trigger_element;
2408 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2410 if (ei->change_page[j].has_event[k])
2412 if (IS_GROUP_ELEMENT(trigger_element))
2414 struct ElementGroupInfo *group =
2415 element_info[trigger_element].group;
2417 for (l = 0; l < group->num_elements_resolved; l++)
2418 trigger_events[group->element_resolved[l]][k] = TRUE;
2420 else if (trigger_element == EL_ANY_ELEMENT)
2421 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
2422 trigger_events[l][k] = TRUE;
2424 trigger_events[trigger_element][k] = TRUE;
2431 /* ---------- initialize push delay -------------------------------------- */
2433 /* initialize push delay values to default */
2434 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2436 if (!IS_CUSTOM_ELEMENT(i))
2438 /* set default push delay values (corrected since version 3.0.7-1) */
2439 if (game.engine_version < VERSION_IDENT(3,0,7,1))
2441 element_info[i].push_delay_fixed = 2;
2442 element_info[i].push_delay_random = 8;
2446 element_info[i].push_delay_fixed = 8;
2447 element_info[i].push_delay_random = 8;
2452 /* set push delay value for certain elements from pre-defined list */
2453 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
2455 int e = push_delay_list[i].element;
2457 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
2458 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
2461 /* set push delay value for Supaplex elements for newer engine versions */
2462 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2464 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2466 if (IS_SP_ELEMENT(i))
2468 /* set SP push delay to just enough to push under a falling zonk */
2469 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
2471 element_info[i].push_delay_fixed = delay;
2472 element_info[i].push_delay_random = 0;
2477 /* ---------- initialize move stepsize ----------------------------------- */
2479 /* initialize move stepsize values to default */
2480 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2481 if (!IS_CUSTOM_ELEMENT(i))
2482 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
2484 /* set move stepsize value for certain elements from pre-defined list */
2485 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2487 int e = move_stepsize_list[i].element;
2489 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2492 /* ---------- initialize collect score ----------------------------------- */
2494 /* initialize collect score values for custom elements from initial value */
2495 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2496 if (IS_CUSTOM_ELEMENT(i))
2497 element_info[i].collect_score = element_info[i].collect_score_initial;
2499 /* ---------- initialize collect count ----------------------------------- */
2501 /* initialize collect count values for non-custom elements */
2502 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2503 if (!IS_CUSTOM_ELEMENT(i))
2504 element_info[i].collect_count_initial = 0;
2506 /* add collect count values for all elements from pre-defined list */
2507 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2508 element_info[collect_count_list[i].element].collect_count_initial =
2509 collect_count_list[i].count;
2511 /* ---------- initialize access direction -------------------------------- */
2513 /* initialize access direction values to default (access from every side) */
2514 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2515 if (!IS_CUSTOM_ELEMENT(i))
2516 element_info[i].access_direction = MV_ALL_DIRECTIONS;
2518 /* set access direction value for certain elements from pre-defined list */
2519 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
2520 element_info[access_direction_list[i].element].access_direction =
2521 access_direction_list[i].direction;
2523 /* ---------- initialize explosion content ------------------------------- */
2524 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2526 if (IS_CUSTOM_ELEMENT(i))
2529 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
2531 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
2533 element_info[i].content.e[x][y] =
2534 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
2535 i == EL_PLAYER_2 ? EL_EMERALD_RED :
2536 i == EL_PLAYER_3 ? EL_EMERALD :
2537 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
2538 i == EL_MOLE ? EL_EMERALD_RED :
2539 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
2540 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
2541 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
2542 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
2543 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
2544 i == EL_WALL_EMERALD ? EL_EMERALD :
2545 i == EL_WALL_DIAMOND ? EL_DIAMOND :
2546 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
2547 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
2548 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
2549 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
2550 i == EL_WALL_PEARL ? EL_PEARL :
2551 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
2556 /* ---------- initialize recursion detection ------------------------------ */
2557 recursion_loop_depth = 0;
2558 recursion_loop_detected = FALSE;
2559 recursion_loop_element = EL_UNDEFINED;
2562 int get_num_special_action(int element, int action_first, int action_last)
2564 int num_special_action = 0;
2567 for (i = action_first; i <= action_last; i++)
2569 boolean found = FALSE;
2571 for (j = 0; j < NUM_DIRECTIONS; j++)
2572 if (el_act_dir2img(element, i, j) !=
2573 el_act_dir2img(element, ACTION_DEFAULT, j))
2577 num_special_action++;
2582 return num_special_action;
2587 =============================================================================
2589 -----------------------------------------------------------------------------
2590 initialize and start new game
2591 =============================================================================
2596 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
2597 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
2598 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
2600 boolean do_fading = (game_status == GAME_MODE_MAIN);
2604 game_status = GAME_MODE_PLAYING;
2608 /* don't play tapes over network */
2609 network_playing = (options.network && !tape.playing);
2611 for (i = 0; i < MAX_PLAYERS; i++)
2613 struct PlayerInfo *player = &stored_player[i];
2615 player->index_nr = i;
2616 player->index_bit = (1 << i);
2617 player->element_nr = EL_PLAYER_1 + i;
2619 player->present = FALSE;
2620 player->active = FALSE;
2621 player->killed = FALSE;
2624 player->effective_action = 0;
2625 player->programmed_action = 0;
2628 player->score_final = 0;
2630 player->gems_still_needed = level.gems_needed;
2631 player->sokobanfields_still_needed = 0;
2632 player->lights_still_needed = 0;
2633 player->friends_still_needed = 0;
2635 for (j = 0; j < MAX_NUM_KEYS; j++)
2636 player->key[j] = FALSE;
2638 player->num_white_keys = 0;
2640 player->dynabomb_count = 0;
2641 player->dynabomb_size = 1;
2642 player->dynabombs_left = 0;
2643 player->dynabomb_xl = FALSE;
2645 player->MovDir = MV_NONE;
2648 player->GfxDir = MV_NONE;
2649 player->GfxAction = ACTION_DEFAULT;
2651 player->StepFrame = 0;
2653 player->use_murphy = FALSE;
2654 player->artwork_element =
2655 (level.use_artwork_element[i] ? level.artwork_element[i] :
2656 player->element_nr);
2658 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
2659 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
2661 player->gravity = level.initial_player_gravity[i];
2663 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
2665 player->actual_frame_counter = 0;
2667 player->step_counter = 0;
2669 player->last_move_dir = MV_NONE;
2671 player->is_active = FALSE;
2673 player->is_waiting = FALSE;
2674 player->is_moving = FALSE;
2675 player->is_auto_moving = FALSE;
2676 player->is_digging = FALSE;
2677 player->is_snapping = FALSE;
2678 player->is_collecting = FALSE;
2679 player->is_pushing = FALSE;
2680 player->is_switching = FALSE;
2681 player->is_dropping = FALSE;
2682 player->is_dropping_pressed = FALSE;
2684 player->is_bored = FALSE;
2685 player->is_sleeping = FALSE;
2687 player->frame_counter_bored = -1;
2688 player->frame_counter_sleeping = -1;
2690 player->anim_delay_counter = 0;
2691 player->post_delay_counter = 0;
2693 player->dir_waiting = MV_NONE;
2694 player->action_waiting = ACTION_DEFAULT;
2695 player->last_action_waiting = ACTION_DEFAULT;
2696 player->special_action_bored = ACTION_DEFAULT;
2697 player->special_action_sleeping = ACTION_DEFAULT;
2699 player->switch_x = -1;
2700 player->switch_y = -1;
2702 player->drop_x = -1;
2703 player->drop_y = -1;
2705 player->show_envelope = 0;
2707 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
2709 player->push_delay = -1; /* initialized when pushing starts */
2710 player->push_delay_value = game.initial_push_delay_value;
2712 player->drop_delay = 0;
2713 player->drop_pressed_delay = 0;
2715 player->last_jx = -1;
2716 player->last_jy = -1;
2720 player->shield_normal_time_left = 0;
2721 player->shield_deadly_time_left = 0;
2723 player->inventory_infinite_element = EL_UNDEFINED;
2724 player->inventory_size = 0;
2726 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
2727 SnapField(player, 0, 0);
2729 player->LevelSolved = FALSE;
2730 player->GameOver = FALSE;
2732 player->LevelSolved_GameWon = FALSE;
2733 player->LevelSolved_GameEnd = FALSE;
2734 player->LevelSolved_PanelOff = FALSE;
2735 player->LevelSolved_SaveTape = FALSE;
2736 player->LevelSolved_SaveScore = FALSE;
2739 network_player_action_received = FALSE;
2741 #if defined(NETWORK_AVALIABLE)
2742 /* initial null action */
2743 if (network_playing)
2744 SendToServer_MovePlayer(MV_NONE);
2753 TimeLeft = level.time;
2756 ScreenMovDir = MV_NONE;
2760 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
2762 AllPlayersGone = FALSE;
2764 game.yamyam_content_nr = 0;
2765 game.magic_wall_active = FALSE;
2766 game.magic_wall_time_left = 0;
2767 game.light_time_left = 0;
2768 game.timegate_time_left = 0;
2769 game.switchgate_pos = 0;
2770 game.wind_direction = level.wind_direction_initial;
2772 #if !USE_PLAYER_GRAVITY
2773 game.gravity = FALSE;
2774 game.explosions_delayed = TRUE;
2777 game.lenses_time_left = 0;
2778 game.magnify_time_left = 0;
2780 game.ball_state = level.ball_state_initial;
2781 game.ball_content_nr = 0;
2783 game.envelope_active = FALSE;
2785 /* set focus to local player for network games, else to all players */
2786 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
2787 game.centered_player_nr_next = game.centered_player_nr;
2788 game.set_centered_player = FALSE;
2790 if (network_playing && tape.recording)
2792 /* store client dependent player focus when recording network games */
2793 tape.centered_player_nr_next = game.centered_player_nr_next;
2794 tape.set_centered_player = TRUE;
2797 for (i = 0; i < NUM_BELTS; i++)
2799 game.belt_dir[i] = MV_NONE;
2800 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
2803 for (i = 0; i < MAX_NUM_AMOEBA; i++)
2804 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
2806 SCAN_PLAYFIELD(x, y)
2808 Feld[x][y] = level.field[x][y];
2809 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2810 ChangeDelay[x][y] = 0;
2811 ChangePage[x][y] = -1;
2812 #if USE_NEW_CUSTOM_VALUE
2813 CustomValue[x][y] = 0; /* initialized in InitField() */
2815 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
2817 WasJustMoving[x][y] = 0;
2818 WasJustFalling[x][y] = 0;
2819 CheckCollision[x][y] = 0;
2820 CheckImpact[x][y] = 0;
2822 Pushed[x][y] = FALSE;
2824 ChangeCount[x][y] = 0;
2825 ChangeEvent[x][y] = -1;
2827 ExplodePhase[x][y] = 0;
2828 ExplodeDelay[x][y] = 0;
2829 ExplodeField[x][y] = EX_TYPE_NONE;
2831 RunnerVisit[x][y] = 0;
2832 PlayerVisit[x][y] = 0;
2835 GfxRandom[x][y] = INIT_GFX_RANDOM();
2836 GfxElement[x][y] = EL_UNDEFINED;
2837 GfxAction[x][y] = ACTION_DEFAULT;
2838 GfxDir[x][y] = MV_NONE;
2841 SCAN_PLAYFIELD(x, y)
2843 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
2845 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
2847 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
2850 InitField(x, y, TRUE);
2855 for (i = 0; i < MAX_PLAYERS; i++)
2857 struct PlayerInfo *player = &stored_player[i];
2859 /* set number of special actions for bored and sleeping animation */
2860 player->num_special_action_bored =
2861 get_num_special_action(player->artwork_element,
2862 ACTION_BORING_1, ACTION_BORING_LAST);
2863 player->num_special_action_sleeping =
2864 get_num_special_action(player->artwork_element,
2865 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
2868 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
2869 emulate_sb ? EMU_SOKOBAN :
2870 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
2872 #if USE_NEW_ALL_SLIPPERY
2873 /* initialize type of slippery elements */
2874 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2876 if (!IS_CUSTOM_ELEMENT(i))
2878 /* default: elements slip down either to the left or right randomly */
2879 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
2881 /* SP style elements prefer to slip down on the left side */
2882 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
2883 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
2885 /* BD style elements prefer to slip down on the left side */
2886 if (game.emulation == EMU_BOULDERDASH)
2887 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
2892 /* initialize explosion and ignition delay */
2893 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2895 if (!IS_CUSTOM_ELEMENT(i))
2898 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
2899 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
2900 game.emulation == EMU_SUPAPLEX ? 3 : 2);
2901 int last_phase = (num_phase + 1) * delay;
2902 int half_phase = (num_phase / 2) * delay;
2904 element_info[i].explosion_delay = last_phase - 1;
2905 element_info[i].ignition_delay = half_phase;
2907 if (i == EL_BLACK_ORB)
2908 element_info[i].ignition_delay = 1;
2912 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
2913 element_info[i].explosion_delay = 1;
2915 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
2916 element_info[i].ignition_delay = 1;
2920 /* correct non-moving belts to start moving left */
2921 for (i = 0; i < NUM_BELTS; i++)
2922 if (game.belt_dir[i] == MV_NONE)
2923 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
2925 /* check if any connected player was not found in playfield */
2926 for (i = 0; i < MAX_PLAYERS; i++)
2928 struct PlayerInfo *player = &stored_player[i];
2930 if (player->connected && !player->present)
2932 for (j = 0; j < MAX_PLAYERS; j++)
2934 struct PlayerInfo *some_player = &stored_player[j];
2935 int jx = some_player->jx, jy = some_player->jy;
2937 /* assign first free player found that is present in the playfield */
2938 if (some_player->present && !some_player->connected)
2940 player->present = TRUE;
2941 player->active = TRUE;
2943 some_player->present = FALSE;
2944 some_player->active = FALSE;
2946 player->artwork_element = some_player->artwork_element;
2948 player->block_last_field = some_player->block_last_field;
2949 player->block_delay_adjustment = some_player->block_delay_adjustment;
2951 StorePlayer[jx][jy] = player->element_nr;
2952 player->jx = player->last_jx = jx;
2953 player->jy = player->last_jy = jy;
2963 /* when playing a tape, eliminate all players who do not participate */
2965 for (i = 0; i < MAX_PLAYERS; i++)
2967 if (stored_player[i].active && !tape.player_participates[i])
2969 struct PlayerInfo *player = &stored_player[i];
2970 int jx = player->jx, jy = player->jy;
2972 player->active = FALSE;
2973 StorePlayer[jx][jy] = 0;
2974 Feld[jx][jy] = EL_EMPTY;
2978 else if (!options.network && !setup.team_mode) /* && !tape.playing */
2980 /* when in single player mode, eliminate all but the first active player */
2982 for (i = 0; i < MAX_PLAYERS; i++)
2984 if (stored_player[i].active)
2986 for (j = i + 1; j < MAX_PLAYERS; j++)
2988 if (stored_player[j].active)
2990 struct PlayerInfo *player = &stored_player[j];
2991 int jx = player->jx, jy = player->jy;
2993 player->active = FALSE;
2994 player->present = FALSE;
2996 StorePlayer[jx][jy] = 0;
2997 Feld[jx][jy] = EL_EMPTY;
3004 /* when recording the game, store which players take part in the game */
3007 for (i = 0; i < MAX_PLAYERS; i++)
3008 if (stored_player[i].active)
3009 tape.player_participates[i] = TRUE;
3014 for (i = 0; i < MAX_PLAYERS; i++)
3016 struct PlayerInfo *player = &stored_player[i];
3018 printf("Player %d: present == %d, connected == %d, active == %d.\n",
3023 if (local_player == player)
3024 printf("Player %d is local player.\n", i+1);
3028 if (BorderElement == EL_EMPTY)
3031 SBX_Right = lev_fieldx - SCR_FIELDX;
3033 SBY_Lower = lev_fieldy - SCR_FIELDY;
3038 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3040 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3043 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
3044 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3046 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
3047 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3049 /* if local player not found, look for custom element that might create
3050 the player (make some assumptions about the right custom element) */
3051 if (!local_player->present)
3053 int start_x = 0, start_y = 0;
3054 int found_rating = 0;
3055 int found_element = EL_UNDEFINED;
3056 int player_nr = local_player->index_nr;
3058 SCAN_PLAYFIELD(x, y)
3060 int element = Feld[x][y];
3065 if (level.use_start_element[player_nr] &&
3066 level.start_element[player_nr] == element &&
3073 found_element = element;
3076 if (!IS_CUSTOM_ELEMENT(element))
3079 if (CAN_CHANGE(element))
3081 for (i = 0; i < element_info[element].num_change_pages; i++)
3083 /* check for player created from custom element as single target */
3084 content = element_info[element].change_page[i].target_element;
3085 is_player = ELEM_IS_PLAYER(content);
3087 if (is_player && (found_rating < 3 || element < found_element))
3093 found_element = element;
3098 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3100 /* check for player created from custom element as explosion content */
3101 content = element_info[element].content.e[xx][yy];
3102 is_player = ELEM_IS_PLAYER(content);
3104 if (is_player && (found_rating < 2 || element < found_element))
3106 start_x = x + xx - 1;
3107 start_y = y + yy - 1;
3110 found_element = element;
3113 if (!CAN_CHANGE(element))
3116 for (i = 0; i < element_info[element].num_change_pages; i++)
3118 /* check for player created from custom element as extended target */
3120 element_info[element].change_page[i].target_content.e[xx][yy];
3122 is_player = ELEM_IS_PLAYER(content);
3124 if (is_player && (found_rating < 1 || element < found_element))
3126 start_x = x + xx - 1;
3127 start_y = y + yy - 1;
3130 found_element = element;
3136 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
3137 start_x > SBX_Right + MIDPOSX ? SBX_Right :
3140 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3141 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3146 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3147 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3148 local_player->jx - MIDPOSX);
3150 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3151 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3152 local_player->jy - MIDPOSY);
3157 if (!game.restart_level)
3158 CloseDoor(DOOR_CLOSE_1);
3161 if (level_editor_test_game)
3162 FadeSkipNextFadeIn();
3166 if (level_editor_test_game)
3167 fading = fading_none;
3169 fading = menu.destination;
3173 FadeOut(REDRAW_FIELD);
3176 FadeOut(REDRAW_FIELD);
3179 /* !!! FIX THIS (START) !!! */
3180 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3182 InitGameEngine_EM();
3184 /* blit playfield from scroll buffer to normal back buffer for fading in */
3185 BlitScreenToBitmap_EM(backbuffer);
3192 /* after drawing the level, correct some elements */
3193 if (game.timegate_time_left == 0)
3194 CloseAllOpenTimegates();
3196 /* blit playfield from scroll buffer to normal back buffer for fading in */
3197 if (setup.soft_scrolling)
3198 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
3200 redraw_mask |= REDRAW_FROM_BACKBUFFER;
3202 /* !!! FIX THIS (END) !!! */
3205 FadeIn(REDRAW_FIELD);
3208 FadeIn(REDRAW_FIELD);
3213 if (!game.restart_level)
3215 /* copy default game door content to main double buffer */
3216 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
3217 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
3220 SetPanelBackground();
3221 SetDrawBackgroundMask(REDRAW_DOOR_1);
3223 DrawGameDoorValues();
3225 if (!game.restart_level)
3229 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3230 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3231 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3235 /* copy actual game door content to door double buffer for OpenDoor() */
3236 BlitBitmap(drawto, bitmap_db_door,
3237 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
3239 OpenDoor(DOOR_OPEN_ALL);
3241 PlaySound(SND_GAME_STARTING);
3243 if (setup.sound_music)
3246 KeyboardAutoRepeatOffUnlessAutoplay();
3250 for (i = 0; i < MAX_PLAYERS; i++)
3251 printf("Player %d %sactive.\n",
3252 i + 1, (stored_player[i].active ? "" : "not "));
3263 game.restart_level = FALSE;
3266 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
3268 /* this is used for non-R'n'D game engines to update certain engine values */
3270 /* needed to determine if sounds are played within the visible screen area */
3271 scroll_x = actual_scroll_x;
3272 scroll_y = actual_scroll_y;
3275 void InitMovDir(int x, int y)
3277 int i, element = Feld[x][y];
3278 static int xy[4][2] =
3285 static int direction[3][4] =
3287 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
3288 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
3289 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
3298 Feld[x][y] = EL_BUG;
3299 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
3302 case EL_SPACESHIP_RIGHT:
3303 case EL_SPACESHIP_UP:
3304 case EL_SPACESHIP_LEFT:
3305 case EL_SPACESHIP_DOWN:
3306 Feld[x][y] = EL_SPACESHIP;
3307 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
3310 case EL_BD_BUTTERFLY_RIGHT:
3311 case EL_BD_BUTTERFLY_UP:
3312 case EL_BD_BUTTERFLY_LEFT:
3313 case EL_BD_BUTTERFLY_DOWN:
3314 Feld[x][y] = EL_BD_BUTTERFLY;
3315 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
3318 case EL_BD_FIREFLY_RIGHT:
3319 case EL_BD_FIREFLY_UP:
3320 case EL_BD_FIREFLY_LEFT:
3321 case EL_BD_FIREFLY_DOWN:
3322 Feld[x][y] = EL_BD_FIREFLY;
3323 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
3326 case EL_PACMAN_RIGHT:
3328 case EL_PACMAN_LEFT:
3329 case EL_PACMAN_DOWN:
3330 Feld[x][y] = EL_PACMAN;
3331 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
3334 case EL_YAMYAM_LEFT:
3335 case EL_YAMYAM_RIGHT:
3337 case EL_YAMYAM_DOWN:
3338 Feld[x][y] = EL_YAMYAM;
3339 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
3342 case EL_SP_SNIKSNAK:
3343 MovDir[x][y] = MV_UP;
3346 case EL_SP_ELECTRON:
3347 MovDir[x][y] = MV_LEFT;
3354 Feld[x][y] = EL_MOLE;
3355 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
3359 if (IS_CUSTOM_ELEMENT(element))
3361 struct ElementInfo *ei = &element_info[element];
3362 int move_direction_initial = ei->move_direction_initial;
3363 int move_pattern = ei->move_pattern;
3365 if (move_direction_initial == MV_START_PREVIOUS)
3367 if (MovDir[x][y] != MV_NONE)
3370 move_direction_initial = MV_START_AUTOMATIC;
3373 if (move_direction_initial == MV_START_RANDOM)
3374 MovDir[x][y] = 1 << RND(4);
3375 else if (move_direction_initial & MV_ANY_DIRECTION)
3376 MovDir[x][y] = move_direction_initial;
3377 else if (move_pattern == MV_ALL_DIRECTIONS ||
3378 move_pattern == MV_TURNING_LEFT ||
3379 move_pattern == MV_TURNING_RIGHT ||
3380 move_pattern == MV_TURNING_LEFT_RIGHT ||
3381 move_pattern == MV_TURNING_RIGHT_LEFT ||
3382 move_pattern == MV_TURNING_RANDOM)
3383 MovDir[x][y] = 1 << RND(4);
3384 else if (move_pattern == MV_HORIZONTAL)
3385 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3386 else if (move_pattern == MV_VERTICAL)
3387 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3388 else if (move_pattern & MV_ANY_DIRECTION)
3389 MovDir[x][y] = element_info[element].move_pattern;
3390 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
3391 move_pattern == MV_ALONG_RIGHT_SIDE)
3393 /* use random direction as default start direction */
3394 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3395 MovDir[x][y] = 1 << RND(4);
3397 for (i = 0; i < NUM_DIRECTIONS; i++)
3399 int x1 = x + xy[i][0];
3400 int y1 = y + xy[i][1];
3402 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
3404 if (move_pattern == MV_ALONG_RIGHT_SIDE)
3405 MovDir[x][y] = direction[0][i];
3407 MovDir[x][y] = direction[1][i];
3416 MovDir[x][y] = 1 << RND(4);
3418 if (element != EL_BUG &&
3419 element != EL_SPACESHIP &&
3420 element != EL_BD_BUTTERFLY &&
3421 element != EL_BD_FIREFLY)
3424 for (i = 0; i < NUM_DIRECTIONS; i++)
3426 int x1 = x + xy[i][0];
3427 int y1 = y + xy[i][1];
3429 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
3431 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3433 MovDir[x][y] = direction[0][i];
3436 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3437 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3439 MovDir[x][y] = direction[1][i];
3448 GfxDir[x][y] = MovDir[x][y];
3451 void InitAmoebaNr(int x, int y)
3454 int group_nr = AmoebeNachbarNr(x, y);
3458 for (i = 1; i < MAX_NUM_AMOEBA; i++)
3460 if (AmoebaCnt[i] == 0)
3468 AmoebaNr[x][y] = group_nr;
3469 AmoebaCnt[group_nr]++;
3470 AmoebaCnt2[group_nr]++;
3473 static void PlayerWins(struct PlayerInfo *player)
3475 player->LevelSolved = TRUE;
3476 player->GameOver = TRUE;
3478 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
3479 level.native_em_level->lev->score : player->score);
3484 static int time, time_final;
3485 static int score, score_final;
3486 static int game_over_delay_1 = 0;
3487 static int game_over_delay_2 = 0;
3488 int game_over_delay_value_1 = 50;
3489 int game_over_delay_value_2 = 50;
3491 if (!local_player->LevelSolved_GameWon)
3495 /* do not start end game actions before the player stops moving (to exit) */
3496 if (local_player->MovPos)
3499 local_player->LevelSolved_GameWon = TRUE;
3500 local_player->LevelSolved_SaveTape = tape.recording;
3501 local_player->LevelSolved_SaveScore = !tape.playing;
3503 if (tape.auto_play) /* tape might already be stopped here */
3504 tape.auto_play_level_solved = TRUE;
3510 game_over_delay_1 = game_over_delay_value_1;
3511 game_over_delay_2 = game_over_delay_value_2;
3513 time = time_final = (level.time == 0 ? TimePlayed : TimeLeft);
3514 score = score_final = local_player->score_final;
3519 score_final += TimeLeft * level.score[SC_TIME_BONUS];
3521 else if (level.time == 0 && TimePlayed < 999)
3524 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
3527 local_player->score_final = score_final;
3529 if (level_editor_test_game)
3532 score = score_final;
3534 DrawGameValue_Time(time);
3535 DrawGameValue_Score(score);
3538 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3540 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
3542 /* close exit door after last player */
3543 if ((AllPlayersGone &&
3544 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
3545 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
3546 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
3547 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
3548 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
3550 int element = Feld[ExitX][ExitY];
3553 if (element == EL_EM_EXIT_OPEN ||
3554 element == EL_EM_STEEL_EXIT_OPEN)
3561 Feld[ExitX][ExitY] =
3562 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
3563 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
3564 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
3565 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
3566 EL_EM_STEEL_EXIT_CLOSING);
3568 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
3572 /* player disappears */
3573 DrawLevelField(ExitX, ExitY);
3576 for (i = 0; i < MAX_PLAYERS; i++)
3578 struct PlayerInfo *player = &stored_player[i];
3580 if (player->present)
3582 RemovePlayer(player);
3584 /* player disappears */
3585 DrawLevelField(player->jx, player->jy);
3590 PlaySound(SND_GAME_WINNING);
3593 if (game_over_delay_1 > 0)
3595 game_over_delay_1--;
3600 if (time != time_final)
3602 int time_to_go = ABS(time_final - time);
3603 int time_count_dir = (time < time_final ? +1 : -1);
3604 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
3606 time += time_count_steps * time_count_dir;
3607 score += time_count_steps * level.score[SC_TIME_BONUS];
3609 DrawGameValue_Time(time);
3610 DrawGameValue_Score(score);
3612 if (time == time_final)
3613 StopSound(SND_GAME_LEVELTIME_BONUS);
3614 else if (setup.sound_loops)
3615 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
3617 PlaySound(SND_GAME_LEVELTIME_BONUS);
3622 local_player->LevelSolved_PanelOff = TRUE;
3624 if (game_over_delay_2 > 0)
3626 game_over_delay_2--;
3639 boolean raise_level = FALSE;
3641 local_player->LevelSolved_GameEnd = TRUE;
3643 CloseDoor(DOOR_CLOSE_1);
3645 if (local_player->LevelSolved_SaveTape)
3652 SaveTapeChecked(tape.level_nr); /* ask to save tape */
3654 SaveTape(tape.level_nr); /* ask to save tape */
3658 if (level_editor_test_game)
3660 game_status = GAME_MODE_MAIN;
3663 DrawAndFadeInMainMenu(REDRAW_FIELD);
3671 if (!local_player->LevelSolved_SaveScore)
3674 FadeOut(REDRAW_FIELD);
3677 game_status = GAME_MODE_MAIN;
3679 DrawAndFadeInMainMenu(REDRAW_FIELD);
3684 if (level_nr == leveldir_current->handicap_level)
3686 leveldir_current->handicap_level++;
3687 SaveLevelSetup_SeriesInfo();
3690 if (level_nr < leveldir_current->last_level)
3691 raise_level = TRUE; /* advance to next level */
3693 if ((hi_pos = NewHiScore()) >= 0)
3695 game_status = GAME_MODE_SCORES;
3697 DrawHallOfFame(hi_pos);
3708 FadeOut(REDRAW_FIELD);
3711 game_status = GAME_MODE_MAIN;
3719 DrawAndFadeInMainMenu(REDRAW_FIELD);
3728 LoadScore(level_nr);
3730 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
3731 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
3734 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
3736 if (local_player->score_final > highscore[k].Score)
3738 /* player has made it to the hall of fame */
3740 if (k < MAX_SCORE_ENTRIES - 1)
3742 int m = MAX_SCORE_ENTRIES - 1;
3745 for (l = k; l < MAX_SCORE_ENTRIES; l++)
3746 if (strEqual(setup.player_name, highscore[l].Name))
3748 if (m == k) /* player's new highscore overwrites his old one */
3752 for (l = m; l > k; l--)
3754 strcpy(highscore[l].Name, highscore[l - 1].Name);
3755 highscore[l].Score = highscore[l - 1].Score;
3762 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
3763 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
3764 highscore[k].Score = local_player->score_final;
3770 else if (!strncmp(setup.player_name, highscore[k].Name,
3771 MAX_PLAYER_NAME_LEN))
3772 break; /* player already there with a higher score */
3778 SaveScore(level_nr);
3783 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
3785 int element = Feld[x][y];
3786 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3787 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3788 int horiz_move = (dx != 0);
3789 int sign = (horiz_move ? dx : dy);
3790 int step = sign * element_info[element].move_stepsize;
3792 /* special values for move stepsize for spring and things on conveyor belt */
3795 if (CAN_FALL(element) &&
3796 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
3797 step = sign * MOVE_STEPSIZE_NORMAL / 2;
3798 else if (element == EL_SPRING)
3799 step = sign * MOVE_STEPSIZE_NORMAL * 2;
3805 inline static int getElementMoveStepsize(int x, int y)
3807 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
3810 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
3812 if (player->GfxAction != action || player->GfxDir != dir)
3815 printf("Player frame reset! (%d => %d, %d => %d)\n",
3816 player->GfxAction, action, player->GfxDir, dir);
3819 player->GfxAction = action;
3820 player->GfxDir = dir;
3822 player->StepFrame = 0;
3826 #if USE_GFX_RESET_GFX_ANIMATION
3827 static void ResetGfxFrame(int x, int y, boolean redraw)
3829 int element = Feld[x][y];
3830 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
3831 int last_gfx_frame = GfxFrame[x][y];
3833 if (graphic_info[graphic].anim_global_sync)
3834 GfxFrame[x][y] = FrameCounter;
3835 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
3836 GfxFrame[x][y] = CustomValue[x][y];
3837 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
3838 GfxFrame[x][y] = element_info[element].collect_score;
3839 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
3840 GfxFrame[x][y] = ChangeDelay[x][y];
3842 if (redraw && GfxFrame[x][y] != last_gfx_frame)
3843 DrawLevelGraphicAnimation(x, y, graphic);
3847 static void ResetGfxAnimation(int x, int y)
3849 GfxAction[x][y] = ACTION_DEFAULT;
3850 GfxDir[x][y] = MovDir[x][y];
3853 #if USE_GFX_RESET_GFX_ANIMATION
3854 ResetGfxFrame(x, y, FALSE);
3858 static void ResetRandomAnimationValue(int x, int y)
3860 GfxRandom[x][y] = INIT_GFX_RANDOM();
3863 void InitMovingField(int x, int y, int direction)
3865 int element = Feld[x][y];
3866 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3867 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3870 boolean is_moving_before, is_moving_after;
3872 boolean continues_moving = (WasJustMoving[x][y] && direction == MovDir[x][y]);
3875 /* check if element was/is moving or being moved before/after mode change */
3878 is_moving_before = (WasJustMoving[x][y] != 0);
3880 /* (!!! this does not work -- WasJustMoving is NOT a boolean value !!!) */
3881 is_moving_before = WasJustMoving[x][y];
3884 is_moving_before = (getElementMoveStepsizeExt(x, y, MovDir[x][y]) != 0);
3886 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
3888 /* reset animation only for moving elements which change direction of moving
3889 or which just started or stopped moving
3890 (else CEs with property "can move" / "not moving" are reset each frame) */
3891 #if USE_GFX_RESET_ONLY_WHEN_MOVING
3893 if (is_moving_before != is_moving_after ||
3894 direction != MovDir[x][y])
3895 ResetGfxAnimation(x, y);
3897 if ((is_moving_before || is_moving_after) && !continues_moving)
3898 ResetGfxAnimation(x, y);
3901 if (!continues_moving)
3902 ResetGfxAnimation(x, y);
3905 MovDir[x][y] = direction;
3906 GfxDir[x][y] = direction;
3908 #if USE_GFX_RESET_ONLY_WHEN_MOVING
3909 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
3910 direction == MV_DOWN && CAN_FALL(element) ?
3911 ACTION_FALLING : ACTION_MOVING);
3913 GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
3914 ACTION_FALLING : ACTION_MOVING);
3917 /* this is needed for CEs with property "can move" / "not moving" */
3919 if (is_moving_after)
3921 if (Feld[newx][newy] == EL_EMPTY)
3922 Feld[newx][newy] = EL_BLOCKED;
3924 MovDir[newx][newy] = MovDir[x][y];
3926 #if USE_NEW_CUSTOM_VALUE
3927 CustomValue[newx][newy] = CustomValue[x][y];
3930 GfxFrame[newx][newy] = GfxFrame[x][y];
3931 GfxRandom[newx][newy] = GfxRandom[x][y];
3932 GfxAction[newx][newy] = GfxAction[x][y];
3933 GfxDir[newx][newy] = GfxDir[x][y];
3937 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
3939 int direction = MovDir[x][y];
3940 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
3941 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
3947 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
3949 int oldx = x, oldy = y;
3950 int direction = MovDir[x][y];
3952 if (direction == MV_LEFT)
3954 else if (direction == MV_RIGHT)
3956 else if (direction == MV_UP)
3958 else if (direction == MV_DOWN)
3961 *comes_from_x = oldx;
3962 *comes_from_y = oldy;
3965 int MovingOrBlocked2Element(int x, int y)
3967 int element = Feld[x][y];
3969 if (element == EL_BLOCKED)
3973 Blocked2Moving(x, y, &oldx, &oldy);
3974 return Feld[oldx][oldy];
3980 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
3982 /* like MovingOrBlocked2Element(), but if element is moving
3983 and (x,y) is the field the moving element is just leaving,
3984 return EL_BLOCKED instead of the element value */
3985 int element = Feld[x][y];
3987 if (IS_MOVING(x, y))
3989 if (element == EL_BLOCKED)
3993 Blocked2Moving(x, y, &oldx, &oldy);
3994 return Feld[oldx][oldy];
4003 static void RemoveField(int x, int y)
4005 Feld[x][y] = EL_EMPTY;
4011 #if USE_NEW_CUSTOM_VALUE
4012 CustomValue[x][y] = 0;
4016 ChangeDelay[x][y] = 0;
4017 ChangePage[x][y] = -1;
4018 Pushed[x][y] = FALSE;
4021 ExplodeField[x][y] = EX_TYPE_NONE;
4024 GfxElement[x][y] = EL_UNDEFINED;
4025 GfxAction[x][y] = ACTION_DEFAULT;
4026 GfxDir[x][y] = MV_NONE;
4029 void RemoveMovingField(int x, int y)
4031 int oldx = x, oldy = y, newx = x, newy = y;
4032 int element = Feld[x][y];
4033 int next_element = EL_UNDEFINED;
4035 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4038 if (IS_MOVING(x, y))
4040 Moving2Blocked(x, y, &newx, &newy);
4042 if (Feld[newx][newy] != EL_BLOCKED)
4044 /* element is moving, but target field is not free (blocked), but
4045 already occupied by something different (example: acid pool);
4046 in this case, only remove the moving field, but not the target */
4048 RemoveField(oldx, oldy);
4050 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4052 DrawLevelField(oldx, oldy);
4057 else if (element == EL_BLOCKED)
4059 Blocked2Moving(x, y, &oldx, &oldy);
4060 if (!IS_MOVING(oldx, oldy))
4064 if (element == EL_BLOCKED &&
4065 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4066 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4067 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4068 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4069 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4070 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4071 next_element = get_next_element(Feld[oldx][oldy]);
4073 RemoveField(oldx, oldy);
4074 RemoveField(newx, newy);
4076 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4078 if (next_element != EL_UNDEFINED)
4079 Feld[oldx][oldy] = next_element;
4081 DrawLevelField(oldx, oldy);
4082 DrawLevelField(newx, newy);
4085 void DrawDynamite(int x, int y)
4087 int sx = SCREENX(x), sy = SCREENY(y);
4088 int graphic = el2img(Feld[x][y]);
4091 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4094 if (IS_WALKABLE_INSIDE(Back[x][y]))
4098 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4099 else if (Store[x][y])
4100 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4102 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4104 if (Back[x][y] || Store[x][y])
4105 DrawGraphicThruMask(sx, sy, graphic, frame);
4107 DrawGraphic(sx, sy, graphic, frame);
4110 void CheckDynamite(int x, int y)
4112 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4116 if (MovDelay[x][y] != 0)
4119 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4125 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4130 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4132 boolean num_checked_players = 0;
4135 for (i = 0; i < MAX_PLAYERS; i++)
4137 if (stored_player[i].active)
4139 int sx = stored_player[i].jx;
4140 int sy = stored_player[i].jy;
4142 if (num_checked_players == 0)
4149 *sx1 = MIN(*sx1, sx);
4150 *sy1 = MIN(*sy1, sy);
4151 *sx2 = MAX(*sx2, sx);
4152 *sy2 = MAX(*sy2, sy);
4155 num_checked_players++;
4160 static boolean checkIfAllPlayersFitToScreen_RND()
4162 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4164 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4166 return (sx2 - sx1 < SCR_FIELDX &&
4167 sy2 - sy1 < SCR_FIELDY);
4170 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4172 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4174 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4176 *sx = (sx1 + sx2) / 2;
4177 *sy = (sy1 + sy2) / 2;
4180 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4181 boolean center_screen, boolean quick_relocation)
4183 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4184 boolean no_delay = (tape.warp_forward);
4185 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4186 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4188 if (quick_relocation)
4190 int offset = (setup.scroll_delay ? 3 : 0);
4192 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
4196 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4197 x > SBX_Right + MIDPOSX ? SBX_Right :
4200 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4201 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4206 /* quick relocation (without scrolling), but do not center screen */
4208 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4209 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4212 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4213 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4216 int offset_x = x + (scroll_x - center_scroll_x);
4217 int offset_y = y + (scroll_y - center_scroll_y);
4219 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4220 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4221 offset_x - MIDPOSX);
4223 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4224 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4225 offset_y - MIDPOSY);
4230 if ((move_dir == MV_LEFT && scroll_x > x - MIDPOSX + offset) ||
4231 (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset))
4232 scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset);
4234 if ((move_dir == MV_UP && scroll_y > y - MIDPOSY + offset) ||
4235 (move_dir == MV_DOWN && scroll_y < y - MIDPOSY - offset))
4236 scroll_y = y - MIDPOSY + (scroll_y < y - MIDPOSY ? -offset : +offset);
4238 /* don't scroll over playfield boundaries */
4239 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
4240 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
4242 /* don't scroll over playfield boundaries */
4243 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
4244 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
4247 RedrawPlayfield(TRUE, 0,0,0,0);
4251 int scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
4252 x > SBX_Right + MIDPOSX ? SBX_Right :
4255 int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4256 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4259 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
4261 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
4264 int fx = FX, fy = FY;
4266 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
4267 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
4269 if (dx == 0 && dy == 0) /* no scrolling needed at all */
4275 fx += dx * TILEX / 2;
4276 fy += dy * TILEY / 2;
4278 ScrollLevel(dx, dy);
4281 /* scroll in two steps of half tile size to make things smoother */
4282 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
4284 Delay(wait_delay_value);
4286 /* scroll second step to align at full tile size */
4288 Delay(wait_delay_value);
4293 Delay(wait_delay_value);
4297 void RelocatePlayer(int jx, int jy, int el_player_raw)
4299 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
4300 int player_nr = GET_PLAYER_NR(el_player);
4301 struct PlayerInfo *player = &stored_player[player_nr];
4302 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4303 boolean no_delay = (tape.warp_forward);
4304 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4305 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4306 int old_jx = player->jx;
4307 int old_jy = player->jy;
4308 int old_element = Feld[old_jx][old_jy];
4309 int element = Feld[jx][jy];
4310 boolean player_relocated = (old_jx != jx || old_jy != jy);
4312 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
4313 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
4314 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
4315 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
4316 int leave_side_horiz = move_dir_horiz;
4317 int leave_side_vert = move_dir_vert;
4318 int enter_side = enter_side_horiz | enter_side_vert;
4319 int leave_side = leave_side_horiz | leave_side_vert;
4321 if (player->GameOver) /* do not reanimate dead player */
4324 if (!player_relocated) /* no need to relocate the player */
4327 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
4329 RemoveField(jx, jy); /* temporarily remove newly placed player */
4330 DrawLevelField(jx, jy);
4333 if (player->present)
4335 while (player->MovPos)
4337 ScrollPlayer(player, SCROLL_GO_ON);
4338 ScrollScreen(NULL, SCROLL_GO_ON);
4340 AdvanceFrameAndPlayerCounters(player->index_nr);
4345 Delay(wait_delay_value);
4348 DrawPlayer(player); /* needed here only to cleanup last field */
4349 DrawLevelField(player->jx, player->jy); /* remove player graphic */
4351 player->is_moving = FALSE;
4354 if (IS_CUSTOM_ELEMENT(old_element))
4355 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
4357 player->index_bit, leave_side);
4359 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
4361 player->index_bit, leave_side);
4363 Feld[jx][jy] = el_player;
4364 InitPlayerField(jx, jy, el_player, TRUE);
4366 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
4368 Feld[jx][jy] = element;
4369 InitField(jx, jy, FALSE);
4372 /* only visually relocate centered player */
4373 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
4374 FALSE, level.instant_relocation);
4376 TestIfPlayerTouchesBadThing(jx, jy);
4377 TestIfPlayerTouchesCustomElement(jx, jy);
4379 if (IS_CUSTOM_ELEMENT(element))
4380 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
4381 player->index_bit, enter_side);
4383 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
4384 player->index_bit, enter_side);
4387 void Explode(int ex, int ey, int phase, int mode)
4393 /* !!! eliminate this variable !!! */
4394 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
4396 if (game.explosions_delayed)
4398 ExplodeField[ex][ey] = mode;
4402 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
4404 int center_element = Feld[ex][ey];
4405 int artwork_element, explosion_element; /* set these values later */
4408 /* --- This is only really needed (and now handled) in "Impact()". --- */
4409 /* do not explode moving elements that left the explode field in time */
4410 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
4411 center_element == EL_EMPTY &&
4412 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
4417 /* !!! at this place, the center element may be EL_BLOCKED !!! */
4418 if (mode == EX_TYPE_NORMAL ||
4419 mode == EX_TYPE_CENTER ||
4420 mode == EX_TYPE_CROSS)
4421 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
4424 /* remove things displayed in background while burning dynamite */
4425 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
4428 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
4430 /* put moving element to center field (and let it explode there) */
4431 center_element = MovingOrBlocked2Element(ex, ey);
4432 RemoveMovingField(ex, ey);
4433 Feld[ex][ey] = center_element;
4436 /* now "center_element" is finally determined -- set related values now */
4437 artwork_element = center_element; /* for custom player artwork */
4438 explosion_element = center_element; /* for custom player artwork */
4440 if (IS_PLAYER(ex, ey))
4442 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
4444 artwork_element = stored_player[player_nr].artwork_element;
4446 if (level.use_explosion_element[player_nr])
4448 explosion_element = level.explosion_element[player_nr];
4449 artwork_element = explosion_element;
4454 if (mode == EX_TYPE_NORMAL ||
4455 mode == EX_TYPE_CENTER ||
4456 mode == EX_TYPE_CROSS)
4457 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
4460 last_phase = element_info[explosion_element].explosion_delay + 1;
4462 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
4464 int xx = x - ex + 1;
4465 int yy = y - ey + 1;
4468 if (!IN_LEV_FIELD(x, y) ||
4469 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
4470 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
4473 element = Feld[x][y];
4475 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
4477 element = MovingOrBlocked2Element(x, y);
4479 if (!IS_EXPLOSION_PROOF(element))
4480 RemoveMovingField(x, y);
4483 /* indestructible elements can only explode in center (but not flames) */
4484 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
4485 mode == EX_TYPE_BORDER)) ||
4486 element == EL_FLAMES)
4489 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
4490 behaviour, for example when touching a yamyam that explodes to rocks
4491 with active deadly shield, a rock is created under the player !!! */
4492 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
4494 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
4495 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
4496 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
4498 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
4501 if (IS_ACTIVE_BOMB(element))
4503 /* re-activate things under the bomb like gate or penguin */
4504 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
4511 /* save walkable background elements while explosion on same tile */
4512 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
4513 (x != ex || y != ey || mode == EX_TYPE_BORDER))
4514 Back[x][y] = element;
4516 /* ignite explodable elements reached by other explosion */
4517 if (element == EL_EXPLOSION)
4518 element = Store2[x][y];
4520 if (AmoebaNr[x][y] &&
4521 (element == EL_AMOEBA_FULL ||
4522 element == EL_BD_AMOEBA ||
4523 element == EL_AMOEBA_GROWING))
4525 AmoebaCnt[AmoebaNr[x][y]]--;
4526 AmoebaCnt2[AmoebaNr[x][y]]--;
4531 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
4533 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
4535 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
4537 if (PLAYERINFO(ex, ey)->use_murphy)
4538 Store[x][y] = EL_EMPTY;
4541 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
4542 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
4543 else if (ELEM_IS_PLAYER(center_element))
4544 Store[x][y] = EL_EMPTY;
4545 else if (center_element == EL_YAMYAM)
4546 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
4547 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
4548 Store[x][y] = element_info[center_element].content.e[xx][yy];
4550 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
4551 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
4552 otherwise) -- FIX THIS !!! */
4553 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
4554 Store[x][y] = element_info[element].content.e[1][1];
4556 else if (!CAN_EXPLODE(element))
4557 Store[x][y] = element_info[element].content.e[1][1];
4560 Store[x][y] = EL_EMPTY;
4562 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
4563 center_element == EL_AMOEBA_TO_DIAMOND)
4564 Store2[x][y] = element;
4566 Feld[x][y] = EL_EXPLOSION;
4567 GfxElement[x][y] = artwork_element;
4569 ExplodePhase[x][y] = 1;
4570 ExplodeDelay[x][y] = last_phase;
4575 if (center_element == EL_YAMYAM)
4576 game.yamyam_content_nr =
4577 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
4589 GfxFrame[x][y] = 0; /* restart explosion animation */
4591 last_phase = ExplodeDelay[x][y];
4593 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
4597 /* activate this even in non-DEBUG version until cause for crash in
4598 getGraphicAnimationFrame() (see below) is found and eliminated */
4604 /* this can happen if the player leaves an explosion just in time */
4605 if (GfxElement[x][y] == EL_UNDEFINED)
4606 GfxElement[x][y] = EL_EMPTY;
4608 if (GfxElement[x][y] == EL_UNDEFINED)
4611 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
4612 printf("Explode(): This should never happen!\n");
4615 GfxElement[x][y] = EL_EMPTY;
4621 border_element = Store2[x][y];
4622 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
4623 border_element = StorePlayer[x][y];
4625 if (phase == element_info[border_element].ignition_delay ||
4626 phase == last_phase)
4628 boolean border_explosion = FALSE;
4630 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
4631 !PLAYER_EXPLOSION_PROTECTED(x, y))
4633 KillPlayerUnlessExplosionProtected(x, y);
4634 border_explosion = TRUE;
4636 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
4638 Feld[x][y] = Store2[x][y];
4641 border_explosion = TRUE;
4643 else if (border_element == EL_AMOEBA_TO_DIAMOND)
4645 AmoebeUmwandeln(x, y);
4647 border_explosion = TRUE;
4650 /* if an element just explodes due to another explosion (chain-reaction),
4651 do not immediately end the new explosion when it was the last frame of
4652 the explosion (as it would be done in the following "if"-statement!) */
4653 if (border_explosion && phase == last_phase)
4657 if (phase == last_phase)
4661 element = Feld[x][y] = Store[x][y];
4662 Store[x][y] = Store2[x][y] = 0;
4663 GfxElement[x][y] = EL_UNDEFINED;
4665 /* player can escape from explosions and might therefore be still alive */
4666 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
4667 element <= EL_PLAYER_IS_EXPLODING_4)
4669 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
4670 int explosion_element = EL_PLAYER_1 + player_nr;
4671 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
4672 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
4674 if (level.use_explosion_element[player_nr])
4675 explosion_element = level.explosion_element[player_nr];
4677 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
4678 element_info[explosion_element].content.e[xx][yy]);
4681 /* restore probably existing indestructible background element */
4682 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
4683 element = Feld[x][y] = Back[x][y];
4686 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
4687 GfxDir[x][y] = MV_NONE;
4688 ChangeDelay[x][y] = 0;
4689 ChangePage[x][y] = -1;
4691 #if USE_NEW_CUSTOM_VALUE
4692 CustomValue[x][y] = 0;
4695 InitField_WithBug2(x, y, FALSE);
4697 DrawLevelField(x, y);
4699 TestIfElementTouchesCustomElement(x, y);
4701 if (GFX_CRUMBLED(element))
4702 DrawLevelFieldCrumbledSandNeighbours(x, y);
4704 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
4705 StorePlayer[x][y] = 0;
4707 if (ELEM_IS_PLAYER(element))
4708 RelocatePlayer(x, y, element);
4710 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4712 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
4713 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4716 DrawLevelFieldCrumbledSand(x, y);
4718 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
4720 DrawLevelElement(x, y, Back[x][y]);
4721 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
4723 else if (IS_WALKABLE_UNDER(Back[x][y]))
4725 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4726 DrawLevelElementThruMask(x, y, Back[x][y]);
4728 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
4729 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4733 void DynaExplode(int ex, int ey)
4736 int dynabomb_element = Feld[ex][ey];
4737 int dynabomb_size = 1;
4738 boolean dynabomb_xl = FALSE;
4739 struct PlayerInfo *player;
4740 static int xy[4][2] =
4748 if (IS_ACTIVE_BOMB(dynabomb_element))
4750 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
4751 dynabomb_size = player->dynabomb_size;
4752 dynabomb_xl = player->dynabomb_xl;
4753 player->dynabombs_left++;
4756 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
4758 for (i = 0; i < NUM_DIRECTIONS; i++)
4760 for (j = 1; j <= dynabomb_size; j++)
4762 int x = ex + j * xy[i][0];
4763 int y = ey + j * xy[i][1];
4766 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
4769 element = Feld[x][y];
4771 /* do not restart explosions of fields with active bombs */
4772 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
4775 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
4777 if (element != EL_EMPTY && element != EL_EXPLOSION &&
4778 !IS_DIGGABLE(element) && !dynabomb_xl)
4784 void Bang(int x, int y)
4786 int element = MovingOrBlocked2Element(x, y);
4787 int explosion_type = EX_TYPE_NORMAL;
4789 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
4791 struct PlayerInfo *player = PLAYERINFO(x, y);
4793 element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
4794 player->element_nr);
4796 if (level.use_explosion_element[player->index_nr])
4798 int explosion_element = level.explosion_element[player->index_nr];
4800 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
4801 explosion_type = EX_TYPE_CROSS;
4802 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
4803 explosion_type = EX_TYPE_CENTER;
4811 case EL_BD_BUTTERFLY:
4814 case EL_DARK_YAMYAM:
4818 RaiseScoreElement(element);
4821 case EL_DYNABOMB_PLAYER_1_ACTIVE:
4822 case EL_DYNABOMB_PLAYER_2_ACTIVE:
4823 case EL_DYNABOMB_PLAYER_3_ACTIVE:
4824 case EL_DYNABOMB_PLAYER_4_ACTIVE:
4825 case EL_DYNABOMB_INCREASE_NUMBER:
4826 case EL_DYNABOMB_INCREASE_SIZE:
4827 case EL_DYNABOMB_INCREASE_POWER:
4828 explosion_type = EX_TYPE_DYNA;
4831 case EL_DC_LANDMINE:
4833 case EL_EM_EXIT_OPEN:
4834 case EL_EM_STEEL_EXIT_OPEN:
4836 explosion_type = EX_TYPE_CENTER;
4841 case EL_LAMP_ACTIVE:
4842 case EL_AMOEBA_TO_DIAMOND:
4843 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
4844 explosion_type = EX_TYPE_CENTER;
4848 if (element_info[element].explosion_type == EXPLODES_CROSS)
4849 explosion_type = EX_TYPE_CROSS;
4850 else if (element_info[element].explosion_type == EXPLODES_1X1)
4851 explosion_type = EX_TYPE_CENTER;
4855 if (explosion_type == EX_TYPE_DYNA)
4858 Explode(x, y, EX_PHASE_START, explosion_type);
4860 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
4863 void SplashAcid(int x, int y)
4865 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
4866 (!IN_LEV_FIELD(x - 1, y - 2) ||
4867 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
4868 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
4870 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
4871 (!IN_LEV_FIELD(x + 1, y - 2) ||
4872 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
4873 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
4875 PlayLevelSound(x, y, SND_ACID_SPLASHING);
4878 static void InitBeltMovement()
4880 static int belt_base_element[4] =
4882 EL_CONVEYOR_BELT_1_LEFT,
4883 EL_CONVEYOR_BELT_2_LEFT,
4884 EL_CONVEYOR_BELT_3_LEFT,
4885 EL_CONVEYOR_BELT_4_LEFT
4887 static int belt_base_active_element[4] =
4889 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
4890 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
4891 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
4892 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
4897 /* set frame order for belt animation graphic according to belt direction */
4898 for (i = 0; i < NUM_BELTS; i++)
4902 for (j = 0; j < NUM_BELT_PARTS; j++)
4904 int element = belt_base_active_element[belt_nr] + j;
4905 int graphic = el2img(element);
4907 if (game.belt_dir[i] == MV_LEFT)
4908 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
4910 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
4914 SCAN_PLAYFIELD(x, y)
4916 int element = Feld[x][y];
4918 for (i = 0; i < NUM_BELTS; i++)
4920 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
4922 int e_belt_nr = getBeltNrFromBeltElement(element);
4925 if (e_belt_nr == belt_nr)
4927 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
4929 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
4936 static void ToggleBeltSwitch(int x, int y)
4938 static int belt_base_element[4] =
4940 EL_CONVEYOR_BELT_1_LEFT,
4941 EL_CONVEYOR_BELT_2_LEFT,
4942 EL_CONVEYOR_BELT_3_LEFT,
4943 EL_CONVEYOR_BELT_4_LEFT
4945 static int belt_base_active_element[4] =
4947 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
4948 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
4949 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
4950 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
4952 static int belt_base_switch_element[4] =
4954 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
4955 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
4956 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
4957 EL_CONVEYOR_BELT_4_SWITCH_LEFT
4959 static int belt_move_dir[4] =
4967 int element = Feld[x][y];
4968 int belt_nr = getBeltNrFromBeltSwitchElement(element);
4969 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
4970 int belt_dir = belt_move_dir[belt_dir_nr];
4973 if (!IS_BELT_SWITCH(element))
4976 game.belt_dir_nr[belt_nr] = belt_dir_nr;
4977 game.belt_dir[belt_nr] = belt_dir;
4979 if (belt_dir_nr == 3)
4982 /* set frame order for belt animation graphic according to belt direction */
4983 for (i = 0; i < NUM_BELT_PARTS; i++)
4985 int element = belt_base_active_element[belt_nr] + i;
4986 int graphic = el2img(element);
4988 if (belt_dir == MV_LEFT)
4989 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
4991 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
4994 SCAN_PLAYFIELD(xx, yy)
4996 int element = Feld[xx][yy];
4998 if (IS_BELT_SWITCH(element))
5000 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5002 if (e_belt_nr == belt_nr)
5004 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5005 DrawLevelField(xx, yy);
5008 else if (IS_BELT(element) && belt_dir != MV_NONE)
5010 int e_belt_nr = getBeltNrFromBeltElement(element);
5012 if (e_belt_nr == belt_nr)
5014 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5016 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5017 DrawLevelField(xx, yy);
5020 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5022 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5024 if (e_belt_nr == belt_nr)
5026 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5028 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5029 DrawLevelField(xx, yy);
5035 static void ToggleSwitchgateSwitch(int x, int y)
5039 game.switchgate_pos = !game.switchgate_pos;
5041 SCAN_PLAYFIELD(xx, yy)
5043 int element = Feld[xx][yy];
5045 #if !USE_BOTH_SWITCHGATE_SWITCHES
5046 if (element == EL_SWITCHGATE_SWITCH_UP ||
5047 element == EL_SWITCHGATE_SWITCH_DOWN)
5049 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
5050 DrawLevelField(xx, yy);
5052 else if (element == EL_DC_SWITCHGATE_SWITCH_UP ||
5053 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5055 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
5056 DrawLevelField(xx, yy);
5059 if (element == EL_SWITCHGATE_SWITCH_UP)
5061 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5062 DrawLevelField(xx, yy);
5064 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5066 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5067 DrawLevelField(xx, yy);
5069 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5071 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5072 DrawLevelField(xx, yy);
5074 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5076 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5077 DrawLevelField(xx, yy);
5080 else if (element == EL_SWITCHGATE_OPEN ||
5081 element == EL_SWITCHGATE_OPENING)
5083 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5085 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5087 else if (element == EL_SWITCHGATE_CLOSED ||
5088 element == EL_SWITCHGATE_CLOSING)
5090 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5092 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5097 static int getInvisibleActiveFromInvisibleElement(int element)
5099 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5100 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5101 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5105 static int getInvisibleFromInvisibleActiveElement(int element)
5107 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5108 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5109 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5113 static void RedrawAllLightSwitchesAndInvisibleElements()
5117 SCAN_PLAYFIELD(x, y)
5119 int element = Feld[x][y];
5121 if (element == EL_LIGHT_SWITCH &&
5122 game.light_time_left > 0)
5124 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5125 DrawLevelField(x, y);
5127 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5128 game.light_time_left == 0)
5130 Feld[x][y] = EL_LIGHT_SWITCH;
5131 DrawLevelField(x, y);
5133 else if (element == EL_EMC_DRIPPER &&
5134 game.light_time_left > 0)
5136 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5137 DrawLevelField(x, y);
5139 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5140 game.light_time_left == 0)
5142 Feld[x][y] = EL_EMC_DRIPPER;
5143 DrawLevelField(x, y);
5145 else if (element == EL_INVISIBLE_STEELWALL ||
5146 element == EL_INVISIBLE_WALL ||
5147 element == EL_INVISIBLE_SAND)
5149 if (game.light_time_left > 0)
5150 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5152 DrawLevelField(x, y);
5154 /* uncrumble neighbour fields, if needed */
5155 if (element == EL_INVISIBLE_SAND)
5156 DrawLevelFieldCrumbledSandNeighbours(x, y);
5158 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5159 element == EL_INVISIBLE_WALL_ACTIVE ||
5160 element == EL_INVISIBLE_SAND_ACTIVE)
5162 if (game.light_time_left == 0)
5163 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5165 DrawLevelField(x, y);
5167 /* re-crumble neighbour fields, if needed */
5168 if (element == EL_INVISIBLE_SAND)
5169 DrawLevelFieldCrumbledSandNeighbours(x, y);
5174 static void RedrawAllInvisibleElementsForLenses()
5178 SCAN_PLAYFIELD(x, y)
5180 int element = Feld[x][y];
5182 if (element == EL_EMC_DRIPPER &&
5183 game.lenses_time_left > 0)
5185 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5186 DrawLevelField(x, y);
5188 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5189 game.lenses_time_left == 0)
5191 Feld[x][y] = EL_EMC_DRIPPER;
5192 DrawLevelField(x, y);
5194 else if (element == EL_INVISIBLE_STEELWALL ||
5195 element == EL_INVISIBLE_WALL ||
5196 element == EL_INVISIBLE_SAND)
5198 if (game.lenses_time_left > 0)
5199 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5201 DrawLevelField(x, y);
5203 /* uncrumble neighbour fields, if needed */
5204 if (element == EL_INVISIBLE_SAND)
5205 DrawLevelFieldCrumbledSandNeighbours(x, y);
5207 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5208 element == EL_INVISIBLE_WALL_ACTIVE ||
5209 element == EL_INVISIBLE_SAND_ACTIVE)
5211 if (game.lenses_time_left == 0)
5212 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5214 DrawLevelField(x, y);
5216 /* re-crumble neighbour fields, if needed */
5217 if (element == EL_INVISIBLE_SAND)
5218 DrawLevelFieldCrumbledSandNeighbours(x, y);
5223 static void RedrawAllInvisibleElementsForMagnifier()
5227 SCAN_PLAYFIELD(x, y)
5229 int element = Feld[x][y];
5231 if (element == EL_EMC_FAKE_GRASS &&
5232 game.magnify_time_left > 0)
5234 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5235 DrawLevelField(x, y);
5237 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5238 game.magnify_time_left == 0)
5240 Feld[x][y] = EL_EMC_FAKE_GRASS;
5241 DrawLevelField(x, y);
5243 else if (IS_GATE_GRAY(element) &&
5244 game.magnify_time_left > 0)
5246 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5247 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5248 IS_EM_GATE_GRAY(element) ?
5249 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5250 IS_EMC_GATE_GRAY(element) ?
5251 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5253 DrawLevelField(x, y);
5255 else if (IS_GATE_GRAY_ACTIVE(element) &&
5256 game.magnify_time_left == 0)
5258 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5259 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5260 IS_EM_GATE_GRAY_ACTIVE(element) ?
5261 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5262 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5263 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5265 DrawLevelField(x, y);
5270 static void ToggleLightSwitch(int x, int y)
5272 int element = Feld[x][y];
5274 game.light_time_left =
5275 (element == EL_LIGHT_SWITCH ?
5276 level.time_light * FRAMES_PER_SECOND : 0);
5278 RedrawAllLightSwitchesAndInvisibleElements();
5281 static void ActivateTimegateSwitch(int x, int y)
5285 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
5287 SCAN_PLAYFIELD(xx, yy)
5289 int element = Feld[xx][yy];
5291 if (element == EL_TIMEGATE_CLOSED ||
5292 element == EL_TIMEGATE_CLOSING)
5294 Feld[xx][yy] = EL_TIMEGATE_OPENING;
5295 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
5299 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
5301 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
5302 DrawLevelField(xx, yy);
5309 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
5310 EL_DC_TIMEGATE_SWITCH_ACTIVE);
5312 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
5316 void Impact(int x, int y)
5318 boolean last_line = (y == lev_fieldy - 1);
5319 boolean object_hit = FALSE;
5320 boolean impact = (last_line || object_hit);
5321 int element = Feld[x][y];
5322 int smashed = EL_STEELWALL;
5324 if (!last_line) /* check if element below was hit */
5326 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
5329 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
5330 MovDir[x][y + 1] != MV_DOWN ||
5331 MovPos[x][y + 1] <= TILEY / 2));
5333 /* do not smash moving elements that left the smashed field in time */
5334 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
5335 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
5338 #if USE_QUICKSAND_IMPACT_BUGFIX
5339 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
5341 RemoveMovingField(x, y + 1);
5342 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
5343 Feld[x][y + 2] = EL_ROCK;
5344 DrawLevelField(x, y + 2);
5349 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
5351 RemoveMovingField(x, y + 1);
5352 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
5353 Feld[x][y + 2] = EL_ROCK;
5354 DrawLevelField(x, y + 2);
5361 smashed = MovingOrBlocked2Element(x, y + 1);
5363 impact = (last_line || object_hit);
5366 if (!last_line && smashed == EL_ACID) /* element falls into acid */
5368 SplashAcid(x, y + 1);
5372 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
5373 /* only reset graphic animation if graphic really changes after impact */
5375 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
5377 ResetGfxAnimation(x, y);
5378 DrawLevelField(x, y);
5381 if (impact && CAN_EXPLODE_IMPACT(element))
5386 else if (impact && element == EL_PEARL &&
5387 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
5389 ResetGfxAnimation(x, y);
5391 Feld[x][y] = EL_PEARL_BREAKING;
5392 PlayLevelSound(x, y, SND_PEARL_BREAKING);
5395 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
5397 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
5402 if (impact && element == EL_AMOEBA_DROP)
5404 if (object_hit && IS_PLAYER(x, y + 1))
5405 KillPlayerUnlessEnemyProtected(x, y + 1);
5406 else if (object_hit && smashed == EL_PENGUIN)
5410 Feld[x][y] = EL_AMOEBA_GROWING;
5411 Store[x][y] = EL_AMOEBA_WET;
5413 ResetRandomAnimationValue(x, y);
5418 if (object_hit) /* check which object was hit */
5420 if ((CAN_PASS_MAGIC_WALL(element) &&
5421 (smashed == EL_MAGIC_WALL ||
5422 smashed == EL_BD_MAGIC_WALL)) ||
5423 (CAN_PASS_DC_MAGIC_WALL(element) &&
5424 smashed == EL_DC_MAGIC_WALL))
5427 int activated_magic_wall =
5428 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
5429 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
5430 EL_DC_MAGIC_WALL_ACTIVE);
5432 /* activate magic wall / mill */
5433 SCAN_PLAYFIELD(xx, yy)
5435 if (Feld[xx][yy] == smashed)
5436 Feld[xx][yy] = activated_magic_wall;
5439 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
5440 game.magic_wall_active = TRUE;
5442 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
5443 SND_MAGIC_WALL_ACTIVATING :
5444 smashed == EL_BD_MAGIC_WALL ?
5445 SND_BD_MAGIC_WALL_ACTIVATING :
5446 SND_DC_MAGIC_WALL_ACTIVATING));
5449 if (IS_PLAYER(x, y + 1))
5451 if (CAN_SMASH_PLAYER(element))
5453 KillPlayerUnlessEnemyProtected(x, y + 1);
5457 else if (smashed == EL_PENGUIN)
5459 if (CAN_SMASH_PLAYER(element))
5465 else if (element == EL_BD_DIAMOND)
5467 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
5473 else if (((element == EL_SP_INFOTRON ||
5474 element == EL_SP_ZONK) &&
5475 (smashed == EL_SP_SNIKSNAK ||
5476 smashed == EL_SP_ELECTRON ||
5477 smashed == EL_SP_DISK_ORANGE)) ||
5478 (element == EL_SP_INFOTRON &&
5479 smashed == EL_SP_DISK_YELLOW))
5484 else if (CAN_SMASH_EVERYTHING(element))
5486 if (IS_CLASSIC_ENEMY(smashed) ||
5487 CAN_EXPLODE_SMASHED(smashed))
5492 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
5494 if (smashed == EL_LAMP ||
5495 smashed == EL_LAMP_ACTIVE)
5500 else if (smashed == EL_NUT)
5502 Feld[x][y + 1] = EL_NUT_BREAKING;
5503 PlayLevelSound(x, y, SND_NUT_BREAKING);
5504 RaiseScoreElement(EL_NUT);
5507 else if (smashed == EL_PEARL)
5509 ResetGfxAnimation(x, y);
5511 Feld[x][y + 1] = EL_PEARL_BREAKING;
5512 PlayLevelSound(x, y, SND_PEARL_BREAKING);
5515 else if (smashed == EL_DIAMOND)
5517 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
5518 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
5521 else if (IS_BELT_SWITCH(smashed))
5523 ToggleBeltSwitch(x, y + 1);
5525 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
5526 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
5527 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
5528 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
5530 ToggleSwitchgateSwitch(x, y + 1);
5532 else if (smashed == EL_LIGHT_SWITCH ||
5533 smashed == EL_LIGHT_SWITCH_ACTIVE)
5535 ToggleLightSwitch(x, y + 1);
5540 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
5543 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
5545 CheckElementChangeBySide(x, y + 1, smashed, element,
5546 CE_SWITCHED, CH_SIDE_TOP);
5547 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
5553 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
5558 /* play sound of magic wall / mill */
5560 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
5561 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
5562 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
5564 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
5565 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
5566 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
5567 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
5568 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
5569 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
5574 /* play sound of object that hits the ground */
5575 if (last_line || object_hit)
5576 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
5579 inline static void TurnRoundExt(int x, int y)
5591 { 0, 0 }, { 0, 0 }, { 0, 0 },
5596 int left, right, back;
5600 { MV_DOWN, MV_UP, MV_RIGHT },
5601 { MV_UP, MV_DOWN, MV_LEFT },
5603 { MV_LEFT, MV_RIGHT, MV_DOWN },
5607 { MV_RIGHT, MV_LEFT, MV_UP }
5610 int element = Feld[x][y];
5611 int move_pattern = element_info[element].move_pattern;
5613 int old_move_dir = MovDir[x][y];
5614 int left_dir = turn[old_move_dir].left;
5615 int right_dir = turn[old_move_dir].right;
5616 int back_dir = turn[old_move_dir].back;
5618 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
5619 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
5620 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
5621 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
5623 int left_x = x + left_dx, left_y = y + left_dy;
5624 int right_x = x + right_dx, right_y = y + right_dy;
5625 int move_x = x + move_dx, move_y = y + move_dy;
5629 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
5631 TestIfBadThingTouchesOtherBadThing(x, y);
5633 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
5634 MovDir[x][y] = right_dir;
5635 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
5636 MovDir[x][y] = left_dir;
5638 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
5640 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
5643 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
5645 TestIfBadThingTouchesOtherBadThing(x, y);
5647 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
5648 MovDir[x][y] = left_dir;
5649 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
5650 MovDir[x][y] = right_dir;
5652 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
5654 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
5657 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
5659 TestIfBadThingTouchesOtherBadThing(x, y);
5661 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
5662 MovDir[x][y] = left_dir;
5663 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
5664 MovDir[x][y] = right_dir;
5666 if (MovDir[x][y] != old_move_dir)
5669 else if (element == EL_YAMYAM)
5671 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
5672 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
5674 if (can_turn_left && can_turn_right)
5675 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
5676 else if (can_turn_left)
5677 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
5678 else if (can_turn_right)
5679 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
5681 MovDir[x][y] = back_dir;
5683 MovDelay[x][y] = 16 + 16 * RND(3);
5685 else if (element == EL_DARK_YAMYAM)
5687 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
5689 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
5692 if (can_turn_left && can_turn_right)
5693 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
5694 else if (can_turn_left)
5695 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
5696 else if (can_turn_right)
5697 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
5699 MovDir[x][y] = back_dir;
5701 MovDelay[x][y] = 16 + 16 * RND(3);
5703 else if (element == EL_PACMAN)
5705 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
5706 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
5708 if (can_turn_left && can_turn_right)
5709 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
5710 else if (can_turn_left)
5711 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
5712 else if (can_turn_right)
5713 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
5715 MovDir[x][y] = back_dir;
5717 MovDelay[x][y] = 6 + RND(40);
5719 else if (element == EL_PIG)
5721 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
5722 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
5723 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
5724 boolean should_turn_left, should_turn_right, should_move_on;
5726 int rnd = RND(rnd_value);
5728 should_turn_left = (can_turn_left &&
5730 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
5731 y + back_dy + left_dy)));
5732 should_turn_right = (can_turn_right &&
5734 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
5735 y + back_dy + right_dy)));
5736 should_move_on = (can_move_on &&
5739 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
5740 y + move_dy + left_dy) ||
5741 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
5742 y + move_dy + right_dy)));
5744 if (should_turn_left || should_turn_right || should_move_on)
5746 if (should_turn_left && should_turn_right && should_move_on)
5747 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
5748 rnd < 2 * rnd_value / 3 ? right_dir :
5750 else if (should_turn_left && should_turn_right)
5751 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
5752 else if (should_turn_left && should_move_on)
5753 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
5754 else if (should_turn_right && should_move_on)
5755 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
5756 else if (should_turn_left)
5757 MovDir[x][y] = left_dir;
5758 else if (should_turn_right)
5759 MovDir[x][y] = right_dir;
5760 else if (should_move_on)
5761 MovDir[x][y] = old_move_dir;
5763 else if (can_move_on && rnd > rnd_value / 8)
5764 MovDir[x][y] = old_move_dir;
5765 else if (can_turn_left && can_turn_right)
5766 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
5767 else if (can_turn_left && rnd > rnd_value / 8)
5768 MovDir[x][y] = left_dir;
5769 else if (can_turn_right && rnd > rnd_value/8)
5770 MovDir[x][y] = right_dir;
5772 MovDir[x][y] = back_dir;
5774 xx = x + move_xy[MovDir[x][y]].dx;
5775 yy = y + move_xy[MovDir[x][y]].dy;
5777 if (!IN_LEV_FIELD(xx, yy) ||
5778 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
5779 MovDir[x][y] = old_move_dir;
5783 else if (element == EL_DRAGON)
5785 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
5786 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
5787 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
5789 int rnd = RND(rnd_value);
5791 if (can_move_on && rnd > rnd_value / 8)
5792 MovDir[x][y] = old_move_dir;
5793 else if (can_turn_left && can_turn_right)
5794 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
5795 else if (can_turn_left && rnd > rnd_value / 8)
5796 MovDir[x][y] = left_dir;
5797 else if (can_turn_right && rnd > rnd_value / 8)
5798 MovDir[x][y] = right_dir;
5800 MovDir[x][y] = back_dir;
5802 xx = x + move_xy[MovDir[x][y]].dx;
5803 yy = y + move_xy[MovDir[x][y]].dy;
5805 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
5806 MovDir[x][y] = old_move_dir;
5810 else if (element == EL_MOLE)
5812 boolean can_move_on =
5813 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
5814 IS_AMOEBOID(Feld[move_x][move_y]) ||
5815 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
5818 boolean can_turn_left =
5819 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
5820 IS_AMOEBOID(Feld[left_x][left_y])));
5822 boolean can_turn_right =
5823 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
5824 IS_AMOEBOID(Feld[right_x][right_y])));
5826 if (can_turn_left && can_turn_right)
5827 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
5828 else if (can_turn_left)
5829 MovDir[x][y] = left_dir;
5831 MovDir[x][y] = right_dir;
5834 if (MovDir[x][y] != old_move_dir)
5837 else if (element == EL_BALLOON)
5839 MovDir[x][y] = game.wind_direction;
5842 else if (element == EL_SPRING)
5844 #if USE_NEW_SPRING_BUMPER
5845 if (MovDir[x][y] & MV_HORIZONTAL)
5847 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
5848 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
5850 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
5851 ResetGfxAnimation(move_x, move_y);
5852 DrawLevelField(move_x, move_y);
5854 MovDir[x][y] = back_dir;
5856 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
5857 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
5858 MovDir[x][y] = MV_NONE;
5861 if (MovDir[x][y] & MV_HORIZONTAL &&
5862 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
5863 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
5864 MovDir[x][y] = MV_NONE;
5869 else if (element == EL_ROBOT ||
5870 element == EL_SATELLITE ||
5871 element == EL_PENGUIN ||
5872 element == EL_EMC_ANDROID)
5874 int attr_x = -1, attr_y = -1;
5885 for (i = 0; i < MAX_PLAYERS; i++)
5887 struct PlayerInfo *player = &stored_player[i];
5888 int jx = player->jx, jy = player->jy;
5890 if (!player->active)
5894 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
5902 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
5903 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
5904 game.engine_version < VERSION_IDENT(3,1,0,0)))
5910 if (element == EL_PENGUIN)
5913 static int xy[4][2] =
5921 for (i = 0; i < NUM_DIRECTIONS; i++)
5923 int ex = x + xy[i][0];
5924 int ey = y + xy[i][1];
5926 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
5927 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
5928 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
5929 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
5938 MovDir[x][y] = MV_NONE;
5940 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
5941 else if (attr_x > x)
5942 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
5944 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
5945 else if (attr_y > y)
5946 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
5948 if (element == EL_ROBOT)
5952 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
5953 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
5954 Moving2Blocked(x, y, &newx, &newy);
5956 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
5957 MovDelay[x][y] = 8 + 8 * !RND(3);
5959 MovDelay[x][y] = 16;
5961 else if (element == EL_PENGUIN)
5967 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
5969 boolean first_horiz = RND(2);
5970 int new_move_dir = MovDir[x][y];
5973 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5974 Moving2Blocked(x, y, &newx, &newy);
5976 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
5980 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5981 Moving2Blocked(x, y, &newx, &newy);
5983 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
5986 MovDir[x][y] = old_move_dir;
5990 else if (element == EL_SATELLITE)
5996 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
5998 boolean first_horiz = RND(2);
5999 int new_move_dir = MovDir[x][y];
6002 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6003 Moving2Blocked(x, y, &newx, &newy);
6005 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6009 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6010 Moving2Blocked(x, y, &newx, &newy);
6012 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6015 MovDir[x][y] = old_move_dir;
6019 else if (element == EL_EMC_ANDROID)
6021 static int check_pos[16] =
6023 -1, /* 0 => (invalid) */
6024 7, /* 1 => MV_LEFT */
6025 3, /* 2 => MV_RIGHT */
6026 -1, /* 3 => (invalid) */
6028 0, /* 5 => MV_LEFT | MV_UP */
6029 2, /* 6 => MV_RIGHT | MV_UP */
6030 -1, /* 7 => (invalid) */
6031 5, /* 8 => MV_DOWN */
6032 6, /* 9 => MV_LEFT | MV_DOWN */
6033 4, /* 10 => MV_RIGHT | MV_DOWN */
6034 -1, /* 11 => (invalid) */
6035 -1, /* 12 => (invalid) */
6036 -1, /* 13 => (invalid) */
6037 -1, /* 14 => (invalid) */
6038 -1, /* 15 => (invalid) */
6046 { -1, -1, MV_LEFT | MV_UP },
6048 { +1, -1, MV_RIGHT | MV_UP },
6049 { +1, 0, MV_RIGHT },
6050 { +1, +1, MV_RIGHT | MV_DOWN },
6052 { -1, +1, MV_LEFT | MV_DOWN },
6055 int start_pos, check_order;
6056 boolean can_clone = FALSE;
6059 /* check if there is any free field around current position */
6060 for (i = 0; i < 8; i++)
6062 int newx = x + check_xy[i].dx;
6063 int newy = y + check_xy[i].dy;
6065 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6073 if (can_clone) /* randomly find an element to clone */
6077 start_pos = check_pos[RND(8)];
6078 check_order = (RND(2) ? -1 : +1);
6080 for (i = 0; i < 8; i++)
6082 int pos_raw = start_pos + i * check_order;
6083 int pos = (pos_raw + 8) % 8;
6084 int newx = x + check_xy[pos].dx;
6085 int newy = y + check_xy[pos].dy;
6087 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6089 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6090 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6092 Store[x][y] = Feld[newx][newy];
6101 if (can_clone) /* randomly find a direction to move */
6105 start_pos = check_pos[RND(8)];
6106 check_order = (RND(2) ? -1 : +1);
6108 for (i = 0; i < 8; i++)
6110 int pos_raw = start_pos + i * check_order;
6111 int pos = (pos_raw + 8) % 8;
6112 int newx = x + check_xy[pos].dx;
6113 int newy = y + check_xy[pos].dy;
6114 int new_move_dir = check_xy[pos].dir;
6116 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6118 MovDir[x][y] = new_move_dir;
6119 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6128 if (can_clone) /* cloning and moving successful */
6131 /* cannot clone -- try to move towards player */
6133 start_pos = check_pos[MovDir[x][y] & 0x0f];
6134 check_order = (RND(2) ? -1 : +1);
6136 for (i = 0; i < 3; i++)
6138 /* first check start_pos, then previous/next or (next/previous) pos */
6139 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6140 int pos = (pos_raw + 8) % 8;
6141 int newx = x + check_xy[pos].dx;
6142 int newy = y + check_xy[pos].dy;
6143 int new_move_dir = check_xy[pos].dir;
6145 if (IS_PLAYER(newx, newy))
6148 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6150 MovDir[x][y] = new_move_dir;
6151 MovDelay[x][y] = level.android_move_time * 8 + 1;
6158 else if (move_pattern == MV_TURNING_LEFT ||
6159 move_pattern == MV_TURNING_RIGHT ||
6160 move_pattern == MV_TURNING_LEFT_RIGHT ||
6161 move_pattern == MV_TURNING_RIGHT_LEFT ||
6162 move_pattern == MV_TURNING_RANDOM ||
6163 move_pattern == MV_ALL_DIRECTIONS)
6165 boolean can_turn_left =
6166 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6167 boolean can_turn_right =
6168 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6170 if (element_info[element].move_stepsize == 0) /* "not moving" */
6173 if (move_pattern == MV_TURNING_LEFT)
6174 MovDir[x][y] = left_dir;
6175 else if (move_pattern == MV_TURNING_RIGHT)
6176 MovDir[x][y] = right_dir;
6177 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6178 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6179 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6180 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6181 else if (move_pattern == MV_TURNING_RANDOM)
6182 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6183 can_turn_right && !can_turn_left ? right_dir :
6184 RND(2) ? left_dir : right_dir);
6185 else if (can_turn_left && can_turn_right)
6186 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6187 else if (can_turn_left)
6188 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6189 else if (can_turn_right)
6190 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6192 MovDir[x][y] = back_dir;
6194 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6196 else if (move_pattern == MV_HORIZONTAL ||
6197 move_pattern == MV_VERTICAL)
6199 if (move_pattern & old_move_dir)
6200 MovDir[x][y] = back_dir;
6201 else if (move_pattern == MV_HORIZONTAL)
6202 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6203 else if (move_pattern == MV_VERTICAL)
6204 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6206 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6208 else if (move_pattern & MV_ANY_DIRECTION)
6210 MovDir[x][y] = move_pattern;
6211 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6213 else if (move_pattern & MV_WIND_DIRECTION)
6215 MovDir[x][y] = game.wind_direction;
6216 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6218 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6220 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6221 MovDir[x][y] = left_dir;
6222 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6223 MovDir[x][y] = right_dir;
6225 if (MovDir[x][y] != old_move_dir)
6226 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6228 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6230 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6231 MovDir[x][y] = right_dir;
6232 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6233 MovDir[x][y] = left_dir;
6235 if (MovDir[x][y] != old_move_dir)
6236 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6238 else if (move_pattern == MV_TOWARDS_PLAYER ||
6239 move_pattern == MV_AWAY_FROM_PLAYER)
6241 int attr_x = -1, attr_y = -1;
6243 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6254 for (i = 0; i < MAX_PLAYERS; i++)
6256 struct PlayerInfo *player = &stored_player[i];
6257 int jx = player->jx, jy = player->jy;
6259 if (!player->active)
6263 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6271 MovDir[x][y] = MV_NONE;
6273 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6274 else if (attr_x > x)
6275 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6277 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6278 else if (attr_y > y)
6279 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
6281 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6283 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6285 boolean first_horiz = RND(2);
6286 int new_move_dir = MovDir[x][y];
6288 if (element_info[element].move_stepsize == 0) /* "not moving" */
6290 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
6291 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6297 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6298 Moving2Blocked(x, y, &newx, &newy);
6300 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6304 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6305 Moving2Blocked(x, y, &newx, &newy);
6307 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6310 MovDir[x][y] = old_move_dir;
6313 else if (move_pattern == MV_WHEN_PUSHED ||
6314 move_pattern == MV_WHEN_DROPPED)
6316 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6317 MovDir[x][y] = MV_NONE;
6321 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
6323 static int test_xy[7][2] =
6333 static int test_dir[7] =
6343 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
6344 int move_preference = -1000000; /* start with very low preference */
6345 int new_move_dir = MV_NONE;
6346 int start_test = RND(4);
6349 for (i = 0; i < NUM_DIRECTIONS; i++)
6351 int move_dir = test_dir[start_test + i];
6352 int move_dir_preference;
6354 xx = x + test_xy[start_test + i][0];
6355 yy = y + test_xy[start_test + i][1];
6357 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
6358 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
6360 new_move_dir = move_dir;
6365 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
6368 move_dir_preference = -1 * RunnerVisit[xx][yy];
6369 if (hunter_mode && PlayerVisit[xx][yy] > 0)
6370 move_dir_preference = PlayerVisit[xx][yy];
6372 if (move_dir_preference > move_preference)
6374 /* prefer field that has not been visited for the longest time */
6375 move_preference = move_dir_preference;
6376 new_move_dir = move_dir;
6378 else if (move_dir_preference == move_preference &&
6379 move_dir == old_move_dir)
6381 /* prefer last direction when all directions are preferred equally */
6382 move_preference = move_dir_preference;
6383 new_move_dir = move_dir;
6387 MovDir[x][y] = new_move_dir;
6388 if (old_move_dir != new_move_dir)
6389 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6393 static void TurnRound(int x, int y)
6395 int direction = MovDir[x][y];
6399 GfxDir[x][y] = MovDir[x][y];
6401 if (direction != MovDir[x][y])
6405 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
6407 ResetGfxFrame(x, y, FALSE);
6410 static boolean JustBeingPushed(int x, int y)
6414 for (i = 0; i < MAX_PLAYERS; i++)
6416 struct PlayerInfo *player = &stored_player[i];
6418 if (player->active && player->is_pushing && player->MovPos)
6420 int next_jx = player->jx + (player->jx - player->last_jx);
6421 int next_jy = player->jy + (player->jy - player->last_jy);
6423 if (x == next_jx && y == next_jy)
6431 void StartMoving(int x, int y)
6433 boolean started_moving = FALSE; /* some elements can fall _and_ move */
6434 int element = Feld[x][y];
6439 if (MovDelay[x][y] == 0)
6440 GfxAction[x][y] = ACTION_DEFAULT;
6442 if (CAN_FALL(element) && y < lev_fieldy - 1)
6444 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
6445 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
6446 if (JustBeingPushed(x, y))
6449 if (element == EL_QUICKSAND_FULL)
6451 if (IS_FREE(x, y + 1))
6453 InitMovingField(x, y, MV_DOWN);
6454 started_moving = TRUE;
6456 Feld[x][y] = EL_QUICKSAND_EMPTYING;
6457 #if USE_QUICKSAND_BD_ROCK_BUGFIX
6458 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
6459 Store[x][y] = EL_ROCK;
6461 Store[x][y] = EL_ROCK;
6464 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
6466 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
6468 if (!MovDelay[x][y])
6469 MovDelay[x][y] = TILEY + 1;
6478 Feld[x][y] = EL_QUICKSAND_EMPTY;
6479 Feld[x][y + 1] = EL_QUICKSAND_FULL;
6480 Store[x][y + 1] = Store[x][y];
6483 PlayLevelSoundAction(x, y, ACTION_FILLING);
6486 else if (element == EL_QUICKSAND_FAST_FULL)
6488 if (IS_FREE(x, y + 1))
6490 InitMovingField(x, y, MV_DOWN);
6491 started_moving = TRUE;
6493 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
6494 #if USE_QUICKSAND_BD_ROCK_BUGFIX
6495 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
6496 Store[x][y] = EL_ROCK;
6498 Store[x][y] = EL_ROCK;
6501 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
6503 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
6505 if (!MovDelay[x][y])
6506 MovDelay[x][y] = TILEY + 1;
6515 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
6516 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
6517 Store[x][y + 1] = Store[x][y];
6520 PlayLevelSoundAction(x, y, ACTION_FILLING);
6523 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
6524 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
6526 InitMovingField(x, y, MV_DOWN);
6527 started_moving = TRUE;
6529 Feld[x][y] = EL_QUICKSAND_FILLING;
6530 Store[x][y] = element;
6532 PlayLevelSoundAction(x, y, ACTION_FILLING);
6534 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
6535 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
6537 InitMovingField(x, y, MV_DOWN);
6538 started_moving = TRUE;
6540 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
6541 Store[x][y] = element;
6543 PlayLevelSoundAction(x, y, ACTION_FILLING);
6545 else if (element == EL_MAGIC_WALL_FULL)
6547 if (IS_FREE(x, y + 1))
6549 InitMovingField(x, y, MV_DOWN);
6550 started_moving = TRUE;
6552 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
6553 Store[x][y] = EL_CHANGED(Store[x][y]);
6555 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6557 if (!MovDelay[x][y])
6558 MovDelay[x][y] = TILEY/4 + 1;
6567 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
6568 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
6569 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
6573 else if (element == EL_BD_MAGIC_WALL_FULL)
6575 if (IS_FREE(x, y + 1))
6577 InitMovingField(x, y, MV_DOWN);
6578 started_moving = TRUE;
6580 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
6581 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
6583 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6585 if (!MovDelay[x][y])
6586 MovDelay[x][y] = TILEY/4 + 1;
6595 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
6596 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
6597 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
6601 else if (element == EL_DC_MAGIC_WALL_FULL)
6603 if (IS_FREE(x, y + 1))
6605 InitMovingField(x, y, MV_DOWN);
6606 started_moving = TRUE;
6608 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
6609 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
6611 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6613 if (!MovDelay[x][y])
6614 MovDelay[x][y] = TILEY/4 + 1;
6623 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
6624 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
6625 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
6629 else if ((CAN_PASS_MAGIC_WALL(element) &&
6630 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6631 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
6632 (CAN_PASS_DC_MAGIC_WALL(element) &&
6633 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
6636 InitMovingField(x, y, MV_DOWN);
6637 started_moving = TRUE;
6640 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
6641 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
6642 EL_DC_MAGIC_WALL_FILLING);
6643 Store[x][y] = element;
6645 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
6647 SplashAcid(x, y + 1);
6649 InitMovingField(x, y, MV_DOWN);
6650 started_moving = TRUE;
6652 Store[x][y] = EL_ACID;
6655 #if USE_FIX_IMPACT_COLLISION
6656 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
6657 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
6659 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
6660 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
6662 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
6663 CAN_FALL(element) && WasJustFalling[x][y] &&
6664 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
6666 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
6667 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
6668 (Feld[x][y + 1] == EL_BLOCKED)))
6670 /* this is needed for a special case not covered by calling "Impact()"
6671 from "ContinueMoving()": if an element moves to a tile directly below
6672 another element which was just falling on that tile (which was empty
6673 in the previous frame), the falling element above would just stop
6674 instead of smashing the element below (in previous version, the above
6675 element was just checked for "moving" instead of "falling", resulting
6676 in incorrect smashes caused by horizontal movement of the above
6677 element; also, the case of the player being the element to smash was
6678 simply not covered here... :-/ ) */
6680 CheckCollision[x][y] = 0;
6681 CheckImpact[x][y] = 0;
6685 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
6687 if (MovDir[x][y] == MV_NONE)
6689 InitMovingField(x, y, MV_DOWN);
6690 started_moving = TRUE;
6693 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
6695 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
6696 MovDir[x][y] = MV_DOWN;
6698 InitMovingField(x, y, MV_DOWN);
6699 started_moving = TRUE;
6701 else if (element == EL_AMOEBA_DROP)
6703 Feld[x][y] = EL_AMOEBA_GROWING;
6704 Store[x][y] = EL_AMOEBA_WET;
6706 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
6707 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
6708 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
6709 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
6711 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
6712 (IS_FREE(x - 1, y + 1) ||
6713 Feld[x - 1][y + 1] == EL_ACID));
6714 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
6715 (IS_FREE(x + 1, y + 1) ||
6716 Feld[x + 1][y + 1] == EL_ACID));
6717 boolean can_fall_any = (can_fall_left || can_fall_right);
6718 boolean can_fall_both = (can_fall_left && can_fall_right);
6719 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
6721 #if USE_NEW_ALL_SLIPPERY
6722 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
6724 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
6725 can_fall_right = FALSE;
6726 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
6727 can_fall_left = FALSE;
6728 else if (slippery_type == SLIPPERY_ONLY_LEFT)
6729 can_fall_right = FALSE;
6730 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
6731 can_fall_left = FALSE;
6733 can_fall_any = (can_fall_left || can_fall_right);
6734 can_fall_both = FALSE;
6737 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
6739 if (slippery_type == SLIPPERY_ONLY_LEFT)
6740 can_fall_right = FALSE;
6741 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
6742 can_fall_left = FALSE;
6743 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
6744 can_fall_right = FALSE;
6745 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
6746 can_fall_left = FALSE;
6748 can_fall_any = (can_fall_left || can_fall_right);
6749 can_fall_both = (can_fall_left && can_fall_right);
6753 #if USE_NEW_ALL_SLIPPERY
6755 #if USE_NEW_SP_SLIPPERY
6756 /* !!! better use the same properties as for custom elements here !!! */
6757 else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
6758 can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
6760 can_fall_right = FALSE; /* slip down on left side */
6761 can_fall_both = FALSE;
6766 #if USE_NEW_ALL_SLIPPERY
6769 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
6770 can_fall_right = FALSE; /* slip down on left side */
6772 can_fall_left = !(can_fall_right = RND(2));
6774 can_fall_both = FALSE;
6779 if (game.emulation == EMU_BOULDERDASH ||
6780 element == EL_BD_ROCK || element == EL_BD_DIAMOND)
6781 can_fall_right = FALSE; /* slip down on left side */
6783 can_fall_left = !(can_fall_right = RND(2));
6785 can_fall_both = FALSE;
6791 /* if not determined otherwise, prefer left side for slipping down */
6792 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
6793 started_moving = TRUE;
6797 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
6799 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
6802 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
6803 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
6804 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
6805 int belt_dir = game.belt_dir[belt_nr];
6807 if ((belt_dir == MV_LEFT && left_is_free) ||
6808 (belt_dir == MV_RIGHT && right_is_free))
6810 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
6812 InitMovingField(x, y, belt_dir);
6813 started_moving = TRUE;
6815 Pushed[x][y] = TRUE;
6816 Pushed[nextx][y] = TRUE;
6818 GfxAction[x][y] = ACTION_DEFAULT;
6822 MovDir[x][y] = 0; /* if element was moving, stop it */
6827 /* not "else if" because of elements that can fall and move (EL_SPRING) */
6829 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE)
6831 if (CAN_MOVE(element) && !started_moving)
6834 int move_pattern = element_info[element].move_pattern;
6839 if (MovDir[x][y] == MV_NONE)
6841 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
6842 x, y, element, element_info[element].token_name);
6843 printf("StartMoving(): This should never happen!\n");
6848 Moving2Blocked(x, y, &newx, &newy);
6850 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
6853 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
6854 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6856 WasJustMoving[x][y] = 0;
6857 CheckCollision[x][y] = 0;
6859 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
6861 if (Feld[x][y] != element) /* element has changed */
6865 if (!MovDelay[x][y]) /* start new movement phase */
6867 /* all objects that can change their move direction after each step
6868 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
6870 if (element != EL_YAMYAM &&
6871 element != EL_DARK_YAMYAM &&
6872 element != EL_PACMAN &&
6873 !(move_pattern & MV_ANY_DIRECTION) &&
6874 move_pattern != MV_TURNING_LEFT &&
6875 move_pattern != MV_TURNING_RIGHT &&
6876 move_pattern != MV_TURNING_LEFT_RIGHT &&
6877 move_pattern != MV_TURNING_RIGHT_LEFT &&
6878 move_pattern != MV_TURNING_RANDOM)
6882 if (MovDelay[x][y] && (element == EL_BUG ||
6883 element == EL_SPACESHIP ||
6884 element == EL_SP_SNIKSNAK ||
6885 element == EL_SP_ELECTRON ||
6886 element == EL_MOLE))
6887 DrawLevelField(x, y);
6891 if (MovDelay[x][y]) /* wait some time before next movement */
6895 if (element == EL_ROBOT ||
6896 element == EL_YAMYAM ||
6897 element == EL_DARK_YAMYAM)
6899 DrawLevelElementAnimationIfNeeded(x, y, element);
6900 PlayLevelSoundAction(x, y, ACTION_WAITING);
6902 else if (element == EL_SP_ELECTRON)
6903 DrawLevelElementAnimationIfNeeded(x, y, element);
6904 else if (element == EL_DRAGON)
6907 int dir = MovDir[x][y];
6908 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6909 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6910 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
6911 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
6912 dir == MV_UP ? IMG_FLAMES_1_UP :
6913 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
6914 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
6916 GfxAction[x][y] = ACTION_ATTACKING;
6918 if (IS_PLAYER(x, y))
6919 DrawPlayerField(x, y);
6921 DrawLevelField(x, y);
6923 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
6925 for (i = 1; i <= 3; i++)
6927 int xx = x + i * dx;
6928 int yy = y + i * dy;
6929 int sx = SCREENX(xx);
6930 int sy = SCREENY(yy);
6931 int flame_graphic = graphic + (i - 1);
6933 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
6938 int flamed = MovingOrBlocked2Element(xx, yy);
6942 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
6944 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
6945 RemoveMovingField(xx, yy);
6947 RemoveField(xx, yy);
6949 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
6952 RemoveMovingField(xx, yy);
6955 ChangeDelay[xx][yy] = 0;
6957 Feld[xx][yy] = EL_FLAMES;
6959 if (IN_SCR_FIELD(sx, sy))
6961 DrawLevelFieldCrumbledSand(xx, yy);
6962 DrawGraphic(sx, sy, flame_graphic, frame);
6967 if (Feld[xx][yy] == EL_FLAMES)
6968 Feld[xx][yy] = EL_EMPTY;
6969 DrawLevelField(xx, yy);
6974 if (MovDelay[x][y]) /* element still has to wait some time */
6976 PlayLevelSoundAction(x, y, ACTION_WAITING);
6982 /* now make next step */
6984 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
6986 if (DONT_COLLIDE_WITH(element) &&
6987 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
6988 !PLAYER_ENEMY_PROTECTED(newx, newy))
6990 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
6995 else if (CAN_MOVE_INTO_ACID(element) &&
6996 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
6997 !IS_MV_DIAGONAL(MovDir[x][y]) &&
6998 (MovDir[x][y] == MV_DOWN ||
6999 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7001 SplashAcid(newx, newy);
7002 Store[x][y] = EL_ACID;
7004 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7006 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7007 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7008 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7009 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7012 DrawLevelField(x, y);
7014 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7015 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7016 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7018 local_player->friends_still_needed--;
7019 if (!local_player->friends_still_needed &&
7020 !local_player->GameOver && AllPlayersGone)
7021 PlayerWins(local_player);
7025 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7027 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7028 DrawLevelField(newx, newy);
7030 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7032 else if (!IS_FREE(newx, newy))
7034 GfxAction[x][y] = ACTION_WAITING;
7036 if (IS_PLAYER(x, y))
7037 DrawPlayerField(x, y);
7039 DrawLevelField(x, y);
7044 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7046 if (IS_FOOD_PIG(Feld[newx][newy]))
7048 if (IS_MOVING(newx, newy))
7049 RemoveMovingField(newx, newy);
7052 Feld[newx][newy] = EL_EMPTY;
7053 DrawLevelField(newx, newy);
7056 PlayLevelSound(x, y, SND_PIG_DIGGING);
7058 else if (!IS_FREE(newx, newy))
7060 if (IS_PLAYER(x, y))
7061 DrawPlayerField(x, y);
7063 DrawLevelField(x, y);
7068 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7070 if (Store[x][y] != EL_EMPTY)
7072 boolean can_clone = FALSE;
7075 /* check if element to clone is still there */
7076 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7078 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7086 /* cannot clone or target field not free anymore -- do not clone */
7087 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7088 Store[x][y] = EL_EMPTY;
7091 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7093 if (IS_MV_DIAGONAL(MovDir[x][y]))
7095 int diagonal_move_dir = MovDir[x][y];
7096 int stored = Store[x][y];
7097 int change_delay = 8;
7100 /* android is moving diagonally */
7102 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7104 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7105 GfxElement[x][y] = EL_EMC_ANDROID;
7106 GfxAction[x][y] = ACTION_SHRINKING;
7107 GfxDir[x][y] = diagonal_move_dir;
7108 ChangeDelay[x][y] = change_delay;
7110 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7113 DrawLevelGraphicAnimation(x, y, graphic);
7114 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7116 if (Feld[newx][newy] == EL_ACID)
7118 SplashAcid(newx, newy);
7123 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7125 Store[newx][newy] = EL_EMC_ANDROID;
7126 GfxElement[newx][newy] = EL_EMC_ANDROID;
7127 GfxAction[newx][newy] = ACTION_GROWING;
7128 GfxDir[newx][newy] = diagonal_move_dir;
7129 ChangeDelay[newx][newy] = change_delay;
7131 graphic = el_act_dir2img(GfxElement[newx][newy],
7132 GfxAction[newx][newy], GfxDir[newx][newy]);
7134 DrawLevelGraphicAnimation(newx, newy, graphic);
7135 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7141 Feld[newx][newy] = EL_EMPTY;
7142 DrawLevelField(newx, newy);
7144 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7147 else if (!IS_FREE(newx, newy))
7150 if (IS_PLAYER(x, y))
7151 DrawPlayerField(x, y);
7153 DrawLevelField(x, y);
7159 else if (IS_CUSTOM_ELEMENT(element) &&
7160 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7162 int new_element = Feld[newx][newy];
7164 if (!IS_FREE(newx, newy))
7166 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
7167 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
7170 /* no element can dig solid indestructible elements */
7171 if (IS_INDESTRUCTIBLE(new_element) &&
7172 !IS_DIGGABLE(new_element) &&
7173 !IS_COLLECTIBLE(new_element))
7176 if (AmoebaNr[newx][newy] &&
7177 (new_element == EL_AMOEBA_FULL ||
7178 new_element == EL_BD_AMOEBA ||
7179 new_element == EL_AMOEBA_GROWING))
7181 AmoebaCnt[AmoebaNr[newx][newy]]--;
7182 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7185 if (IS_MOVING(newx, newy))
7186 RemoveMovingField(newx, newy);
7189 RemoveField(newx, newy);
7190 DrawLevelField(newx, newy);
7193 /* if digged element was about to explode, prevent the explosion */
7194 ExplodeField[newx][newy] = EX_TYPE_NONE;
7196 PlayLevelSoundAction(x, y, action);
7199 Store[newx][newy] = EL_EMPTY;
7201 /* this makes it possible to leave the removed element again */
7202 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
7203 Store[newx][newy] = new_element;
7205 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
7207 int move_leave_element = element_info[element].move_leave_element;
7209 /* this makes it possible to leave the removed element again */
7210 Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
7211 new_element : move_leave_element);
7215 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7217 RunnerVisit[x][y] = FrameCounter;
7218 PlayerVisit[x][y] /= 8; /* expire player visit path */
7221 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7223 if (!IS_FREE(newx, newy))
7225 if (IS_PLAYER(x, y))
7226 DrawPlayerField(x, y);
7228 DrawLevelField(x, y);
7234 boolean wanna_flame = !RND(10);
7235 int dx = newx - x, dy = newy - y;
7236 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7237 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7238 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7239 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7240 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7241 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7244 IS_CLASSIC_ENEMY(element1) ||
7245 IS_CLASSIC_ENEMY(element2)) &&
7246 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7247 element1 != EL_FLAMES && element2 != EL_FLAMES)
7249 ResetGfxAnimation(x, y);
7250 GfxAction[x][y] = ACTION_ATTACKING;
7252 if (IS_PLAYER(x, y))
7253 DrawPlayerField(x, y);
7255 DrawLevelField(x, y);
7257 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7259 MovDelay[x][y] = 50;
7263 RemoveField(newx, newy);
7265 Feld[newx][newy] = EL_FLAMES;
7266 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7269 RemoveField(newx1, newy1);
7271 Feld[newx1][newy1] = EL_FLAMES;
7273 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7276 RemoveField(newx2, newy2);
7278 Feld[newx2][newy2] = EL_FLAMES;
7285 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7286 Feld[newx][newy] == EL_DIAMOND)
7288 if (IS_MOVING(newx, newy))
7289 RemoveMovingField(newx, newy);
7292 Feld[newx][newy] = EL_EMPTY;
7293 DrawLevelField(newx, newy);
7296 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7298 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7299 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7301 if (AmoebaNr[newx][newy])
7303 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7304 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7305 Feld[newx][newy] == EL_BD_AMOEBA)
7306 AmoebaCnt[AmoebaNr[newx][newy]]--;
7311 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
7313 RemoveMovingField(newx, newy);
7316 if (IS_MOVING(newx, newy))
7318 RemoveMovingField(newx, newy);
7323 Feld[newx][newy] = EL_EMPTY;
7324 DrawLevelField(newx, newy);
7327 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7329 else if ((element == EL_PACMAN || element == EL_MOLE)
7330 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7332 if (AmoebaNr[newx][newy])
7334 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7335 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7336 Feld[newx][newy] == EL_BD_AMOEBA)
7337 AmoebaCnt[AmoebaNr[newx][newy]]--;
7340 if (element == EL_MOLE)
7342 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7343 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7345 ResetGfxAnimation(x, y);
7346 GfxAction[x][y] = ACTION_DIGGING;
7347 DrawLevelField(x, y);
7349 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7351 return; /* wait for shrinking amoeba */
7353 else /* element == EL_PACMAN */
7355 Feld[newx][newy] = EL_EMPTY;
7356 DrawLevelField(newx, newy);
7357 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7360 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7361 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7362 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7364 /* wait for shrinking amoeba to completely disappear */
7367 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
7369 /* object was running against a wall */
7374 /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
7375 if (move_pattern & MV_ANY_DIRECTION &&
7376 move_pattern == MovDir[x][y])
7378 int blocking_element =
7379 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
7381 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
7384 element = Feld[x][y]; /* element might have changed */
7388 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
7389 DrawLevelElementAnimation(x, y, element);
7391 if (DONT_TOUCH(element))
7392 TestIfBadThingTouchesPlayer(x, y);
7397 InitMovingField(x, y, MovDir[x][y]);
7399 PlayLevelSoundAction(x, y, ACTION_MOVING);
7403 ContinueMoving(x, y);
7406 void ContinueMoving(int x, int y)
7408 int element = Feld[x][y];
7409 struct ElementInfo *ei = &element_info[element];
7410 int direction = MovDir[x][y];
7411 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
7412 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
7413 int newx = x + dx, newy = y + dy;
7414 int stored = Store[x][y];
7415 int stored_new = Store[newx][newy];
7416 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
7417 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
7418 boolean last_line = (newy == lev_fieldy - 1);
7420 MovPos[x][y] += getElementMoveStepsize(x, y);
7422 if (pushed_by_player) /* special case: moving object pushed by player */
7423 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
7425 if (ABS(MovPos[x][y]) < TILEX)
7428 int ee = Feld[x][y];
7429 int gg = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7430 int ff = getGraphicAnimationFrame(gg, GfxFrame[x][y]);
7432 printf("::: %d.%d: moving %d ... [%d, %d, %d] [%d, %d, %d]\n",
7433 x, y, ABS(MovPos[x][y]),
7435 GfxAction[x][y], GfxDir[x][y], GfxFrame[x][y]);
7438 DrawLevelField(x, y);
7440 return; /* element is still moving */
7443 /* element reached destination field */
7445 Feld[x][y] = EL_EMPTY;
7446 Feld[newx][newy] = element;
7447 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
7449 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
7451 element = Feld[newx][newy] = EL_ACID;
7453 else if (element == EL_MOLE)
7455 Feld[x][y] = EL_SAND;
7457 DrawLevelFieldCrumbledSandNeighbours(x, y);
7459 else if (element == EL_QUICKSAND_FILLING)
7461 element = Feld[newx][newy] = get_next_element(element);
7462 Store[newx][newy] = Store[x][y];
7464 else if (element == EL_QUICKSAND_EMPTYING)
7466 Feld[x][y] = get_next_element(element);
7467 element = Feld[newx][newy] = Store[x][y];
7469 else if (element == EL_QUICKSAND_FAST_FILLING)
7471 element = Feld[newx][newy] = get_next_element(element);
7472 Store[newx][newy] = Store[x][y];
7474 else if (element == EL_QUICKSAND_FAST_EMPTYING)
7476 Feld[x][y] = get_next_element(element);
7477 element = Feld[newx][newy] = Store[x][y];
7479 else if (element == EL_MAGIC_WALL_FILLING)
7481 element = Feld[newx][newy] = get_next_element(element);
7482 if (!game.magic_wall_active)
7483 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
7484 Store[newx][newy] = Store[x][y];
7486 else if (element == EL_MAGIC_WALL_EMPTYING)
7488 Feld[x][y] = get_next_element(element);
7489 if (!game.magic_wall_active)
7490 Feld[x][y] = EL_MAGIC_WALL_DEAD;
7491 element = Feld[newx][newy] = Store[x][y];
7493 #if USE_NEW_CUSTOM_VALUE
7494 InitField(newx, newy, FALSE);
7497 else if (element == EL_BD_MAGIC_WALL_FILLING)
7499 element = Feld[newx][newy] = get_next_element(element);
7500 if (!game.magic_wall_active)
7501 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
7502 Store[newx][newy] = Store[x][y];
7504 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
7506 Feld[x][y] = get_next_element(element);
7507 if (!game.magic_wall_active)
7508 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
7509 element = Feld[newx][newy] = Store[x][y];
7511 #if USE_NEW_CUSTOM_VALUE
7512 InitField(newx, newy, FALSE);
7515 else if (element == EL_DC_MAGIC_WALL_FILLING)
7517 element = Feld[newx][newy] = get_next_element(element);
7518 if (!game.magic_wall_active)
7519 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
7520 Store[newx][newy] = Store[x][y];
7522 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
7524 Feld[x][y] = get_next_element(element);
7525 if (!game.magic_wall_active)
7526 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
7527 element = Feld[newx][newy] = Store[x][y];
7529 #if USE_NEW_CUSTOM_VALUE
7530 InitField(newx, newy, FALSE);
7533 else if (element == EL_AMOEBA_DROPPING)
7535 Feld[x][y] = get_next_element(element);
7536 element = Feld[newx][newy] = Store[x][y];
7538 else if (element == EL_SOKOBAN_OBJECT)
7541 Feld[x][y] = Back[x][y];
7543 if (Back[newx][newy])
7544 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
7546 Back[x][y] = Back[newx][newy] = 0;
7549 Store[x][y] = EL_EMPTY;
7554 MovDelay[newx][newy] = 0;
7556 if (CAN_CHANGE_OR_HAS_ACTION(element))
7558 /* copy element change control values to new field */
7559 ChangeDelay[newx][newy] = ChangeDelay[x][y];
7560 ChangePage[newx][newy] = ChangePage[x][y];
7561 ChangeCount[newx][newy] = ChangeCount[x][y];
7562 ChangeEvent[newx][newy] = ChangeEvent[x][y];
7565 #if USE_NEW_CUSTOM_VALUE
7566 CustomValue[newx][newy] = CustomValue[x][y];
7569 ChangeDelay[x][y] = 0;
7570 ChangePage[x][y] = -1;
7571 ChangeCount[x][y] = 0;
7572 ChangeEvent[x][y] = -1;
7574 #if USE_NEW_CUSTOM_VALUE
7575 CustomValue[x][y] = 0;
7578 /* copy animation control values to new field */
7579 GfxFrame[newx][newy] = GfxFrame[x][y];
7580 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
7581 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
7582 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
7584 Pushed[x][y] = Pushed[newx][newy] = FALSE;
7586 /* some elements can leave other elements behind after moving */
7588 if (ei->move_leave_element != EL_EMPTY &&
7589 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
7590 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
7592 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
7593 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
7594 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
7597 int move_leave_element = ei->move_leave_element;
7601 /* this makes it possible to leave the removed element again */
7602 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
7603 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
7605 /* this makes it possible to leave the removed element again */
7606 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
7607 move_leave_element = stored;
7610 /* this makes it possible to leave the removed element again */
7611 if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
7612 ei->move_leave_element == EL_TRIGGER_ELEMENT)
7613 move_leave_element = stored;
7616 Feld[x][y] = move_leave_element;
7618 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
7619 MovDir[x][y] = direction;
7621 InitField(x, y, FALSE);
7623 if (GFX_CRUMBLED(Feld[x][y]))
7624 DrawLevelFieldCrumbledSandNeighbours(x, y);
7626 if (ELEM_IS_PLAYER(move_leave_element))
7627 RelocatePlayer(x, y, move_leave_element);
7630 /* do this after checking for left-behind element */
7631 ResetGfxAnimation(x, y); /* reset animation values for old field */
7633 if (!CAN_MOVE(element) ||
7634 (CAN_FALL(element) && direction == MV_DOWN &&
7635 (element == EL_SPRING ||
7636 element_info[element].move_pattern == MV_WHEN_PUSHED ||
7637 element_info[element].move_pattern == MV_WHEN_DROPPED)))
7638 GfxDir[x][y] = MovDir[newx][newy] = 0;
7640 DrawLevelField(x, y);
7641 DrawLevelField(newx, newy);
7643 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
7645 /* prevent pushed element from moving on in pushed direction */
7646 if (pushed_by_player && CAN_MOVE(element) &&
7647 element_info[element].move_pattern & MV_ANY_DIRECTION &&
7648 !(element_info[element].move_pattern & direction))
7649 TurnRound(newx, newy);
7651 /* prevent elements on conveyor belt from moving on in last direction */
7652 if (pushed_by_conveyor && CAN_FALL(element) &&
7653 direction & MV_HORIZONTAL)
7654 MovDir[newx][newy] = 0;
7656 if (!pushed_by_player)
7658 int nextx = newx + dx, nexty = newy + dy;
7659 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
7661 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
7663 if (CAN_FALL(element) && direction == MV_DOWN)
7664 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
7666 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
7667 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
7669 #if USE_FIX_IMPACT_COLLISION
7670 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
7671 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
7675 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
7677 TestIfBadThingTouchesPlayer(newx, newy);
7678 TestIfBadThingTouchesFriend(newx, newy);
7680 if (!IS_CUSTOM_ELEMENT(element))
7681 TestIfBadThingTouchesOtherBadThing(newx, newy);
7683 else if (element == EL_PENGUIN)
7684 TestIfFriendTouchesBadThing(newx, newy);
7686 /* give the player one last chance (one more frame) to move away */
7687 if (CAN_FALL(element) && direction == MV_DOWN &&
7688 (last_line || (!IS_FREE(x, newy + 1) &&
7689 (!IS_PLAYER(x, newy + 1) ||
7690 game.engine_version < VERSION_IDENT(3,1,1,0)))))
7693 if (pushed_by_player && !game.use_change_when_pushing_bug)
7695 int push_side = MV_DIR_OPPOSITE(direction);
7696 struct PlayerInfo *player = PLAYERINFO(x, y);
7698 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
7699 player->index_bit, push_side);
7700 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
7701 player->index_bit, push_side);
7704 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
7705 MovDelay[newx][newy] = 1;
7707 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
7709 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
7712 if (ChangePage[newx][newy] != -1) /* delayed change */
7714 int page = ChangePage[newx][newy];
7715 struct ElementChangeInfo *change = &ei->change_page[page];
7717 ChangePage[newx][newy] = -1;
7719 if (change->can_change)
7721 if (ChangeElement(newx, newy, element, page))
7723 if (change->post_change_function)
7724 change->post_change_function(newx, newy);
7728 if (change->has_action)
7729 ExecuteCustomElementAction(newx, newy, element, page);
7733 TestIfElementHitsCustomElement(newx, newy, direction);
7734 TestIfPlayerTouchesCustomElement(newx, newy);
7735 TestIfElementTouchesCustomElement(newx, newy);
7737 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
7738 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
7739 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
7740 MV_DIR_OPPOSITE(direction));
7743 int AmoebeNachbarNr(int ax, int ay)
7746 int element = Feld[ax][ay];
7748 static int xy[4][2] =
7756 for (i = 0; i < NUM_DIRECTIONS; i++)
7758 int x = ax + xy[i][0];
7759 int y = ay + xy[i][1];
7761 if (!IN_LEV_FIELD(x, y))
7764 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
7765 group_nr = AmoebaNr[x][y];
7771 void AmoebenVereinigen(int ax, int ay)
7773 int i, x, y, xx, yy;
7774 int new_group_nr = AmoebaNr[ax][ay];
7775 static int xy[4][2] =
7783 if (new_group_nr == 0)
7786 for (i = 0; i < NUM_DIRECTIONS; i++)
7791 if (!IN_LEV_FIELD(x, y))
7794 if ((Feld[x][y] == EL_AMOEBA_FULL ||
7795 Feld[x][y] == EL_BD_AMOEBA ||
7796 Feld[x][y] == EL_AMOEBA_DEAD) &&
7797 AmoebaNr[x][y] != new_group_nr)
7799 int old_group_nr = AmoebaNr[x][y];
7801 if (old_group_nr == 0)
7804 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
7805 AmoebaCnt[old_group_nr] = 0;
7806 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
7807 AmoebaCnt2[old_group_nr] = 0;
7809 SCAN_PLAYFIELD(xx, yy)
7811 if (AmoebaNr[xx][yy] == old_group_nr)
7812 AmoebaNr[xx][yy] = new_group_nr;
7818 void AmoebeUmwandeln(int ax, int ay)
7822 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
7824 int group_nr = AmoebaNr[ax][ay];
7829 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
7830 printf("AmoebeUmwandeln(): This should never happen!\n");
7835 SCAN_PLAYFIELD(x, y)
7837 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
7840 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
7844 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
7845 SND_AMOEBA_TURNING_TO_GEM :
7846 SND_AMOEBA_TURNING_TO_ROCK));
7851 static int xy[4][2] =
7859 for (i = 0; i < NUM_DIRECTIONS; i++)
7864 if (!IN_LEV_FIELD(x, y))
7867 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
7869 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
7870 SND_AMOEBA_TURNING_TO_GEM :
7871 SND_AMOEBA_TURNING_TO_ROCK));
7878 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
7881 int group_nr = AmoebaNr[ax][ay];
7882 boolean done = FALSE;
7887 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
7888 printf("AmoebeUmwandelnBD(): This should never happen!\n");
7893 SCAN_PLAYFIELD(x, y)
7895 if (AmoebaNr[x][y] == group_nr &&
7896 (Feld[x][y] == EL_AMOEBA_DEAD ||
7897 Feld[x][y] == EL_BD_AMOEBA ||
7898 Feld[x][y] == EL_AMOEBA_GROWING))
7901 Feld[x][y] = new_element;
7902 InitField(x, y, FALSE);
7903 DrawLevelField(x, y);
7909 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
7910 SND_BD_AMOEBA_TURNING_TO_ROCK :
7911 SND_BD_AMOEBA_TURNING_TO_GEM));
7914 void AmoebeWaechst(int x, int y)
7916 static unsigned long sound_delay = 0;
7917 static unsigned long sound_delay_value = 0;
7919 if (!MovDelay[x][y]) /* start new growing cycle */
7923 if (DelayReached(&sound_delay, sound_delay_value))
7925 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
7926 sound_delay_value = 30;
7930 if (MovDelay[x][y]) /* wait some time before growing bigger */
7933 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
7935 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
7936 6 - MovDelay[x][y]);
7938 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
7941 if (!MovDelay[x][y])
7943 Feld[x][y] = Store[x][y];
7945 DrawLevelField(x, y);
7950 void AmoebaDisappearing(int x, int y)
7952 static unsigned long sound_delay = 0;
7953 static unsigned long sound_delay_value = 0;
7955 if (!MovDelay[x][y]) /* start new shrinking cycle */
7959 if (DelayReached(&sound_delay, sound_delay_value))
7960 sound_delay_value = 30;
7963 if (MovDelay[x][y]) /* wait some time before shrinking */
7966 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
7968 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
7969 6 - MovDelay[x][y]);
7971 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
7974 if (!MovDelay[x][y])
7976 Feld[x][y] = EL_EMPTY;
7977 DrawLevelField(x, y);
7979 /* don't let mole enter this field in this cycle;
7980 (give priority to objects falling to this field from above) */
7986 void AmoebeAbleger(int ax, int ay)
7989 int element = Feld[ax][ay];
7990 int graphic = el2img(element);
7991 int newax = ax, neway = ay;
7992 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
7993 static int xy[4][2] =
8001 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8003 Feld[ax][ay] = EL_AMOEBA_DEAD;
8004 DrawLevelField(ax, ay);
8008 if (IS_ANIMATED(graphic))
8009 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8011 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8012 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8014 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8017 if (MovDelay[ax][ay])
8021 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8024 int x = ax + xy[start][0];
8025 int y = ay + xy[start][1];
8027 if (!IN_LEV_FIELD(x, y))
8030 if (IS_FREE(x, y) ||
8031 CAN_GROW_INTO(Feld[x][y]) ||
8032 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8033 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8039 if (newax == ax && neway == ay)
8042 else /* normal or "filled" (BD style) amoeba */
8045 boolean waiting_for_player = FALSE;
8047 for (i = 0; i < NUM_DIRECTIONS; i++)
8049 int j = (start + i) % 4;
8050 int x = ax + xy[j][0];
8051 int y = ay + xy[j][1];
8053 if (!IN_LEV_FIELD(x, y))
8056 if (IS_FREE(x, y) ||
8057 CAN_GROW_INTO(Feld[x][y]) ||
8058 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8059 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8065 else if (IS_PLAYER(x, y))
8066 waiting_for_player = TRUE;
8069 if (newax == ax && neway == ay) /* amoeba cannot grow */
8071 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8073 Feld[ax][ay] = EL_AMOEBA_DEAD;
8074 DrawLevelField(ax, ay);
8075 AmoebaCnt[AmoebaNr[ax][ay]]--;
8077 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8079 if (element == EL_AMOEBA_FULL)
8080 AmoebeUmwandeln(ax, ay);
8081 else if (element == EL_BD_AMOEBA)
8082 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8087 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8089 /* amoeba gets larger by growing in some direction */
8091 int new_group_nr = AmoebaNr[ax][ay];
8094 if (new_group_nr == 0)
8096 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8097 printf("AmoebeAbleger(): This should never happen!\n");
8102 AmoebaNr[newax][neway] = new_group_nr;
8103 AmoebaCnt[new_group_nr]++;
8104 AmoebaCnt2[new_group_nr]++;
8106 /* if amoeba touches other amoeba(s) after growing, unify them */
8107 AmoebenVereinigen(newax, neway);
8109 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8111 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8117 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8118 (neway == lev_fieldy - 1 && newax != ax))
8120 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8121 Store[newax][neway] = element;
8123 else if (neway == ay || element == EL_EMC_DRIPPER)
8125 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8127 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8131 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8132 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8133 Store[ax][ay] = EL_AMOEBA_DROP;
8134 ContinueMoving(ax, ay);
8138 DrawLevelField(newax, neway);
8141 void Life(int ax, int ay)
8145 int element = Feld[ax][ay];
8146 int graphic = el2img(element);
8147 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8149 boolean changed = FALSE;
8151 if (IS_ANIMATED(graphic))
8152 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8157 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8158 MovDelay[ax][ay] = life_time;
8160 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8163 if (MovDelay[ax][ay])
8167 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8169 int xx = ax+x1, yy = ay+y1;
8172 if (!IN_LEV_FIELD(xx, yy))
8175 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8177 int x = xx+x2, y = yy+y2;
8179 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8182 if (((Feld[x][y] == element ||
8183 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8185 (IS_FREE(x, y) && Stop[x][y]))
8189 if (xx == ax && yy == ay) /* field in the middle */
8191 if (nachbarn < life_parameter[0] ||
8192 nachbarn > life_parameter[1])
8194 Feld[xx][yy] = EL_EMPTY;
8196 DrawLevelField(xx, yy);
8197 Stop[xx][yy] = TRUE;
8201 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8202 { /* free border field */
8203 if (nachbarn >= life_parameter[2] &&
8204 nachbarn <= life_parameter[3])
8206 Feld[xx][yy] = element;
8207 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8209 DrawLevelField(xx, yy);
8210 Stop[xx][yy] = TRUE;
8217 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8218 SND_GAME_OF_LIFE_GROWING);
8221 static void InitRobotWheel(int x, int y)
8223 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8226 static void RunRobotWheel(int x, int y)
8228 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8231 static void StopRobotWheel(int x, int y)
8233 if (ZX == x && ZY == y)
8237 static void InitTimegateWheel(int x, int y)
8239 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8242 static void RunTimegateWheel(int x, int y)
8244 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8247 static void InitMagicBallDelay(int x, int y)
8250 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8252 ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1;
8256 static void ActivateMagicBall(int bx, int by)
8260 if (level.ball_random)
8262 int pos_border = RND(8); /* select one of the eight border elements */
8263 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8264 int xx = pos_content % 3;
8265 int yy = pos_content / 3;
8270 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8271 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8275 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8277 int xx = x - bx + 1;
8278 int yy = y - by + 1;
8280 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8281 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8285 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8288 void CheckExit(int x, int y)
8290 if (local_player->gems_still_needed > 0 ||
8291 local_player->sokobanfields_still_needed > 0 ||
8292 local_player->lights_still_needed > 0)
8294 int element = Feld[x][y];
8295 int graphic = el2img(element);
8297 if (IS_ANIMATED(graphic))
8298 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8303 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8306 Feld[x][y] = EL_EXIT_OPENING;
8308 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8311 void CheckExitEM(int x, int y)
8313 if (local_player->gems_still_needed > 0 ||
8314 local_player->sokobanfields_still_needed > 0 ||
8315 local_player->lights_still_needed > 0)
8317 int element = Feld[x][y];
8318 int graphic = el2img(element);
8320 if (IS_ANIMATED(graphic))
8321 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8326 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8329 Feld[x][y] = EL_EM_EXIT_OPENING;
8331 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8334 void CheckExitSteel(int x, int y)
8336 if (local_player->gems_still_needed > 0 ||
8337 local_player->sokobanfields_still_needed > 0 ||
8338 local_player->lights_still_needed > 0)
8340 int element = Feld[x][y];
8341 int graphic = el2img(element);
8343 if (IS_ANIMATED(graphic))
8344 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8349 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8352 Feld[x][y] = EL_STEEL_EXIT_OPENING;
8354 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8357 void CheckExitSteelEM(int x, int y)
8359 if (local_player->gems_still_needed > 0 ||
8360 local_player->sokobanfields_still_needed > 0 ||
8361 local_player->lights_still_needed > 0)
8363 int element = Feld[x][y];
8364 int graphic = el2img(element);
8366 if (IS_ANIMATED(graphic))
8367 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8372 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8375 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8377 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8380 void CheckExitSP(int x, int y)
8382 if (local_player->gems_still_needed > 0)
8384 int element = Feld[x][y];
8385 int graphic = el2img(element);
8387 if (IS_ANIMATED(graphic))
8388 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8393 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8396 Feld[x][y] = EL_SP_EXIT_OPENING;
8398 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8401 static void CloseAllOpenTimegates()
8405 SCAN_PLAYFIELD(x, y)
8407 int element = Feld[x][y];
8409 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8411 Feld[x][y] = EL_TIMEGATE_CLOSING;
8413 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8418 void DrawTwinkleOnField(int x, int y)
8420 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8423 if (Feld[x][y] == EL_BD_DIAMOND)
8426 if (MovDelay[x][y] == 0) /* next animation frame */
8427 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8429 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8433 if (setup.direct_draw && MovDelay[x][y])
8434 SetDrawtoField(DRAW_BUFFERED);
8436 DrawLevelElementAnimation(x, y, Feld[x][y]);
8438 if (MovDelay[x][y] != 0)
8440 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8441 10 - MovDelay[x][y]);
8443 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
8445 if (setup.direct_draw)
8449 dest_x = FX + SCREENX(x) * TILEX;
8450 dest_y = FY + SCREENY(y) * TILEY;
8452 BlitBitmap(drawto_field, window,
8453 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
8454 SetDrawtoField(DRAW_DIRECT);
8460 void MauerWaechst(int x, int y)
8464 if (!MovDelay[x][y]) /* next animation frame */
8465 MovDelay[x][y] = 3 * delay;
8467 if (MovDelay[x][y]) /* wait some time before next frame */
8471 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8473 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
8474 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
8476 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
8479 if (!MovDelay[x][y])
8481 if (MovDir[x][y] == MV_LEFT)
8483 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
8484 DrawLevelField(x - 1, y);
8486 else if (MovDir[x][y] == MV_RIGHT)
8488 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
8489 DrawLevelField(x + 1, y);
8491 else if (MovDir[x][y] == MV_UP)
8493 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
8494 DrawLevelField(x, y - 1);
8498 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
8499 DrawLevelField(x, y + 1);
8502 Feld[x][y] = Store[x][y];
8504 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8505 DrawLevelField(x, y);
8510 void MauerAbleger(int ax, int ay)
8512 int element = Feld[ax][ay];
8513 int graphic = el2img(element);
8514 boolean oben_frei = FALSE, unten_frei = FALSE;
8515 boolean links_frei = FALSE, rechts_frei = FALSE;
8516 boolean oben_massiv = FALSE, unten_massiv = FALSE;
8517 boolean links_massiv = FALSE, rechts_massiv = FALSE;
8518 boolean new_wall = FALSE;
8520 if (IS_ANIMATED(graphic))
8521 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8523 if (!MovDelay[ax][ay]) /* start building new wall */
8524 MovDelay[ax][ay] = 6;
8526 if (MovDelay[ax][ay]) /* wait some time before building new wall */
8529 if (MovDelay[ax][ay])
8533 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
8535 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
8537 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
8539 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
8542 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
8543 element == EL_EXPANDABLE_WALL_ANY)
8547 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
8548 Store[ax][ay-1] = element;
8549 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
8550 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
8551 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
8552 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
8557 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
8558 Store[ax][ay+1] = element;
8559 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
8560 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
8561 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
8562 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
8567 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
8568 element == EL_EXPANDABLE_WALL_ANY ||
8569 element == EL_EXPANDABLE_WALL ||
8570 element == EL_BD_EXPANDABLE_WALL)
8574 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
8575 Store[ax-1][ay] = element;
8576 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
8577 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
8578 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
8579 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
8585 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
8586 Store[ax+1][ay] = element;
8587 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
8588 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
8589 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
8590 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
8595 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
8596 DrawLevelField(ax, ay);
8598 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
8600 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
8601 unten_massiv = TRUE;
8602 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
8603 links_massiv = TRUE;
8604 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
8605 rechts_massiv = TRUE;
8607 if (((oben_massiv && unten_massiv) ||
8608 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
8609 element == EL_EXPANDABLE_WALL) &&
8610 ((links_massiv && rechts_massiv) ||
8611 element == EL_EXPANDABLE_WALL_VERTICAL))
8612 Feld[ax][ay] = EL_WALL;
8615 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
8618 void MauerAblegerStahl(int ax, int ay)
8620 int element = Feld[ax][ay];
8621 int graphic = el2img(element);
8622 boolean oben_frei = FALSE, unten_frei = FALSE;
8623 boolean links_frei = FALSE, rechts_frei = FALSE;
8624 boolean oben_massiv = FALSE, unten_massiv = FALSE;
8625 boolean links_massiv = FALSE, rechts_massiv = FALSE;
8626 boolean new_wall = FALSE;
8628 if (IS_ANIMATED(graphic))
8629 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8631 if (!MovDelay[ax][ay]) /* start building new wall */
8632 MovDelay[ax][ay] = 6;
8634 if (MovDelay[ax][ay]) /* wait some time before building new wall */
8637 if (MovDelay[ax][ay])
8641 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
8643 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
8645 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
8647 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
8650 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
8651 element == EL_EXPANDABLE_STEELWALL_ANY)
8655 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
8656 Store[ax][ay-1] = element;
8657 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
8658 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
8659 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
8660 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
8665 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
8666 Store[ax][ay+1] = element;
8667 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
8668 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
8669 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
8670 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
8675 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
8676 element == EL_EXPANDABLE_STEELWALL_ANY)
8680 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
8681 Store[ax-1][ay] = element;
8682 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
8683 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
8684 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
8685 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
8691 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
8692 Store[ax+1][ay] = element;
8693 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
8694 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
8695 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
8696 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
8701 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
8703 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
8704 unten_massiv = TRUE;
8705 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
8706 links_massiv = TRUE;
8707 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
8708 rechts_massiv = TRUE;
8710 if (((oben_massiv && unten_massiv) ||
8711 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
8712 ((links_massiv && rechts_massiv) ||
8713 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
8714 Feld[ax][ay] = EL_WALL;
8717 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
8720 void CheckForDragon(int x, int y)
8723 boolean dragon_found = FALSE;
8724 static int xy[4][2] =
8732 for (i = 0; i < NUM_DIRECTIONS; i++)
8734 for (j = 0; j < 4; j++)
8736 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
8738 if (IN_LEV_FIELD(xx, yy) &&
8739 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
8741 if (Feld[xx][yy] == EL_DRAGON)
8742 dragon_found = TRUE;
8751 for (i = 0; i < NUM_DIRECTIONS; i++)
8753 for (j = 0; j < 3; j++)
8755 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
8757 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
8759 Feld[xx][yy] = EL_EMPTY;
8760 DrawLevelField(xx, yy);
8769 static void InitBuggyBase(int x, int y)
8771 int element = Feld[x][y];
8772 int activating_delay = FRAMES_PER_SECOND / 4;
8775 (element == EL_SP_BUGGY_BASE ?
8776 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
8777 element == EL_SP_BUGGY_BASE_ACTIVATING ?
8779 element == EL_SP_BUGGY_BASE_ACTIVE ?
8780 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
8783 static void WarnBuggyBase(int x, int y)
8786 static int xy[4][2] =
8794 for (i = 0; i < NUM_DIRECTIONS; i++)
8796 int xx = x + xy[i][0];
8797 int yy = y + xy[i][1];
8799 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
8801 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
8808 static void InitTrap(int x, int y)
8810 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
8813 static void ActivateTrap(int x, int y)
8815 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
8818 static void ChangeActiveTrap(int x, int y)
8820 int graphic = IMG_TRAP_ACTIVE;
8822 /* if new animation frame was drawn, correct crumbled sand border */
8823 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
8824 DrawLevelFieldCrumbledSand(x, y);
8827 static int getSpecialActionElement(int element, int number, int base_element)
8829 return (element != EL_EMPTY ? element :
8830 number != -1 ? base_element + number - 1 :
8834 static int getModifiedActionNumber(int value_old, int operator, int operand,
8835 int value_min, int value_max)
8837 int value_new = (operator == CA_MODE_SET ? operand :
8838 operator == CA_MODE_ADD ? value_old + operand :
8839 operator == CA_MODE_SUBTRACT ? value_old - operand :
8840 operator == CA_MODE_MULTIPLY ? value_old * operand :
8841 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
8842 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
8845 return (value_new < value_min ? value_min :
8846 value_new > value_max ? value_max :
8850 static void ExecuteCustomElementAction(int x, int y, int element, int page)
8852 struct ElementInfo *ei = &element_info[element];
8853 struct ElementChangeInfo *change = &ei->change_page[page];
8854 int target_element = change->target_element;
8855 int action_type = change->action_type;
8856 int action_mode = change->action_mode;
8857 int action_arg = change->action_arg;
8860 if (!change->has_action)
8863 /* ---------- determine action paramater values -------------------------- */
8865 int level_time_value =
8866 (level.time > 0 ? TimeLeft :
8869 int action_arg_element =
8870 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
8871 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
8872 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
8875 int action_arg_direction =
8876 (action_arg >= CA_ARG_DIRECTION_LEFT &&
8877 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
8878 action_arg == CA_ARG_DIRECTION_TRIGGER ?
8879 change->actual_trigger_side :
8880 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
8881 MV_DIR_OPPOSITE(change->actual_trigger_side) :
8884 int action_arg_number_min =
8885 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
8888 int action_arg_number_max =
8889 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
8890 action_type == CA_SET_LEVEL_GEMS ? 999 :
8891 action_type == CA_SET_LEVEL_TIME ? 9999 :
8892 action_type == CA_SET_LEVEL_SCORE ? 99999 :
8893 action_type == CA_SET_CE_VALUE ? 9999 :
8894 action_type == CA_SET_CE_SCORE ? 9999 :
8897 int action_arg_number_reset =
8898 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
8899 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
8900 action_type == CA_SET_LEVEL_TIME ? level.time :
8901 action_type == CA_SET_LEVEL_SCORE ? 0 :
8902 #if USE_NEW_CUSTOM_VALUE
8903 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
8905 action_type == CA_SET_CE_VALUE ? ei->custom_value_initial :
8907 action_type == CA_SET_CE_SCORE ? 0 :
8910 int action_arg_number =
8911 (action_arg <= CA_ARG_MAX ? action_arg :
8912 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
8913 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
8914 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
8915 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
8916 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
8917 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
8918 #if USE_NEW_CUSTOM_VALUE
8919 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
8921 action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
8923 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
8924 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
8925 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
8926 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
8927 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
8928 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
8929 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
8930 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
8931 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
8932 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
8933 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
8936 int action_arg_number_old =
8937 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
8938 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
8939 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
8940 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
8941 action_type == CA_SET_CE_SCORE ? ei->collect_score :
8944 int action_arg_number_new =
8945 getModifiedActionNumber(action_arg_number_old,
8946 action_mode, action_arg_number,
8947 action_arg_number_min, action_arg_number_max);
8949 int trigger_player_bits =
8950 (change->actual_trigger_player >= EL_PLAYER_1 &&
8951 change->actual_trigger_player <= EL_PLAYER_4 ?
8952 (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
8955 int action_arg_player_bits =
8956 (action_arg >= CA_ARG_PLAYER_1 &&
8957 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
8958 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
8961 /* ---------- execute action -------------------------------------------- */
8963 switch (action_type)
8970 /* ---------- level actions ------------------------------------------- */
8972 case CA_RESTART_LEVEL:
8974 game.restart_level = TRUE;
8979 case CA_SHOW_ENVELOPE:
8981 int element = getSpecialActionElement(action_arg_element,
8982 action_arg_number, EL_ENVELOPE_1);
8984 if (IS_ENVELOPE(element))
8985 local_player->show_envelope = element;
8990 case CA_SET_LEVEL_TIME:
8992 if (level.time > 0) /* only modify limited time value */
8994 TimeLeft = action_arg_number_new;
8996 DrawGameValue_Time(TimeLeft);
8998 if (!TimeLeft && setup.time_limit)
8999 for (i = 0; i < MAX_PLAYERS; i++)
9000 KillPlayer(&stored_player[i]);
9006 case CA_SET_LEVEL_SCORE:
9008 local_player->score = action_arg_number_new;
9010 DrawGameValue_Score(local_player->score);
9015 case CA_SET_LEVEL_GEMS:
9017 local_player->gems_still_needed = action_arg_number_new;
9019 DrawGameValue_Emeralds(local_player->gems_still_needed);
9024 #if !USE_PLAYER_GRAVITY
9025 case CA_SET_LEVEL_GRAVITY:
9027 game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9028 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9029 action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity :
9035 case CA_SET_LEVEL_WIND:
9037 game.wind_direction = action_arg_direction;
9042 /* ---------- player actions ------------------------------------------ */
9044 case CA_MOVE_PLAYER:
9046 /* automatically move to the next field in specified direction */
9047 for (i = 0; i < MAX_PLAYERS; i++)
9048 if (trigger_player_bits & (1 << i))
9049 stored_player[i].programmed_action = action_arg_direction;
9054 case CA_EXIT_PLAYER:
9056 for (i = 0; i < MAX_PLAYERS; i++)
9057 if (action_arg_player_bits & (1 << i))
9058 PlayerWins(&stored_player[i]);
9063 case CA_KILL_PLAYER:
9065 for (i = 0; i < MAX_PLAYERS; i++)
9066 if (action_arg_player_bits & (1 << i))
9067 KillPlayer(&stored_player[i]);
9072 case CA_SET_PLAYER_KEYS:
9074 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9075 int element = getSpecialActionElement(action_arg_element,
9076 action_arg_number, EL_KEY_1);
9078 if (IS_KEY(element))
9080 for (i = 0; i < MAX_PLAYERS; i++)
9082 if (trigger_player_bits & (1 << i))
9084 stored_player[i].key[KEY_NR(element)] = key_state;
9086 DrawGameDoorValues();
9094 case CA_SET_PLAYER_SPEED:
9096 for (i = 0; i < MAX_PLAYERS; i++)
9098 if (trigger_player_bits & (1 << i))
9100 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9102 if (action_arg == CA_ARG_SPEED_FASTER &&
9103 stored_player[i].cannot_move)
9105 action_arg_number = STEPSIZE_VERY_SLOW;
9107 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9108 action_arg == CA_ARG_SPEED_FASTER)
9110 action_arg_number = 2;
9111 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9114 else if (action_arg == CA_ARG_NUMBER_RESET)
9116 action_arg_number = level.initial_player_stepsize[i];
9120 getModifiedActionNumber(move_stepsize,
9123 action_arg_number_min,
9124 action_arg_number_max);
9126 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9133 case CA_SET_PLAYER_SHIELD:
9135 for (i = 0; i < MAX_PLAYERS; i++)
9137 if (trigger_player_bits & (1 << i))
9139 if (action_arg == CA_ARG_SHIELD_OFF)
9141 stored_player[i].shield_normal_time_left = 0;
9142 stored_player[i].shield_deadly_time_left = 0;
9144 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9146 stored_player[i].shield_normal_time_left = 999999;
9148 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9150 stored_player[i].shield_normal_time_left = 999999;
9151 stored_player[i].shield_deadly_time_left = 999999;
9159 #if USE_PLAYER_GRAVITY
9160 case CA_SET_PLAYER_GRAVITY:
9162 for (i = 0; i < MAX_PLAYERS; i++)
9164 if (trigger_player_bits & (1 << i))
9166 stored_player[i].gravity =
9167 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9168 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9169 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9170 stored_player[i].gravity);
9178 case CA_SET_PLAYER_ARTWORK:
9180 for (i = 0; i < MAX_PLAYERS; i++)
9182 if (trigger_player_bits & (1 << i))
9184 int artwork_element = action_arg_element;
9186 if (action_arg == CA_ARG_ELEMENT_RESET)
9188 (level.use_artwork_element[i] ? level.artwork_element[i] :
9189 stored_player[i].element_nr);
9191 #if USE_GFX_RESET_PLAYER_ARTWORK
9192 if (stored_player[i].artwork_element != artwork_element)
9193 stored_player[i].Frame = 0;
9196 stored_player[i].artwork_element = artwork_element;
9198 SetPlayerWaiting(&stored_player[i], FALSE);
9200 /* set number of special actions for bored and sleeping animation */
9201 stored_player[i].num_special_action_bored =
9202 get_num_special_action(artwork_element,
9203 ACTION_BORING_1, ACTION_BORING_LAST);
9204 stored_player[i].num_special_action_sleeping =
9205 get_num_special_action(artwork_element,
9206 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9213 /* ---------- CE actions ---------------------------------------------- */
9215 case CA_SET_CE_VALUE:
9217 #if USE_NEW_CUSTOM_VALUE
9218 int last_ce_value = CustomValue[x][y];
9220 CustomValue[x][y] = action_arg_number_new;
9222 if (CustomValue[x][y] != last_ce_value)
9224 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9225 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9227 if (CustomValue[x][y] == 0)
9229 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9230 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9238 case CA_SET_CE_SCORE:
9240 #if USE_NEW_CUSTOM_VALUE
9241 int last_ce_score = ei->collect_score;
9243 ei->collect_score = action_arg_number_new;
9245 if (ei->collect_score != last_ce_score)
9247 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9248 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9250 if (ei->collect_score == 0)
9254 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9255 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9258 This is a very special case that seems to be a mixture between
9259 CheckElementChange() and CheckTriggeredElementChange(): while
9260 the first one only affects single elements that are triggered
9261 directly, the second one affects multiple elements in the playfield
9262 that are triggered indirectly by another element. This is a third
9263 case: Changing the CE score always affects multiple identical CEs,
9264 so every affected CE must be checked, not only the single CE for
9265 which the CE score was changed in the first place (as every instance
9266 of that CE shares the same CE score, and therefore also can change)!
9268 SCAN_PLAYFIELD(xx, yy)
9270 if (Feld[xx][yy] == element)
9271 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9272 CE_SCORE_GETS_ZERO);
9281 /* ---------- engine actions ------------------------------------------ */
9283 case CA_SET_ENGINE_SCAN_MODE:
9285 InitPlayfieldScanMode(action_arg);
9295 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9297 int old_element = Feld[x][y];
9298 int new_element = GetElementFromGroupElement(element);
9299 int previous_move_direction = MovDir[x][y];
9300 #if USE_NEW_CUSTOM_VALUE
9301 int last_ce_value = CustomValue[x][y];
9303 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9304 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9305 boolean add_player_onto_element = (new_element_is_player &&
9306 #if USE_CODE_THAT_BREAKS_SNAKE_BITE
9307 /* this breaks SnakeBite when a snake is
9308 halfway through a door that closes */
9309 /* NOW FIXED AT LEVEL INIT IN files.c */
9310 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9312 IS_WALKABLE(old_element));
9315 /* check if element under the player changes from accessible to unaccessible
9316 (needed for special case of dropping element which then changes) */
9317 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
9318 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
9326 if (!add_player_onto_element)
9328 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9329 RemoveMovingField(x, y);
9333 Feld[x][y] = new_element;
9335 #if !USE_GFX_RESET_GFX_ANIMATION
9336 ResetGfxAnimation(x, y);
9337 ResetRandomAnimationValue(x, y);
9340 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9341 MovDir[x][y] = previous_move_direction;
9343 #if USE_NEW_CUSTOM_VALUE
9344 if (element_info[new_element].use_last_ce_value)
9345 CustomValue[x][y] = last_ce_value;
9348 InitField_WithBug1(x, y, FALSE);
9350 new_element = Feld[x][y]; /* element may have changed */
9352 #if USE_GFX_RESET_GFX_ANIMATION
9353 ResetGfxAnimation(x, y);
9354 ResetRandomAnimationValue(x, y);
9357 DrawLevelField(x, y);
9359 if (GFX_CRUMBLED(new_element))
9360 DrawLevelFieldCrumbledSandNeighbours(x, y);
9364 /* check if element under the player changes from accessible to unaccessible
9365 (needed for special case of dropping element which then changes) */
9366 /* (must be checked after creating new element for walkable group elements) */
9367 #if USE_FIX_KILLED_BY_NON_WALKABLE
9368 if (IS_PLAYER(x, y) && !player_explosion_protected &&
9369 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
9376 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
9377 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
9386 /* "ChangeCount" not set yet to allow "entered by player" change one time */
9387 if (new_element_is_player)
9388 RelocatePlayer(x, y, new_element);
9391 ChangeCount[x][y]++; /* count number of changes in the same frame */
9393 TestIfBadThingTouchesPlayer(x, y);
9394 TestIfPlayerTouchesCustomElement(x, y);
9395 TestIfElementTouchesCustomElement(x, y);
9398 static void CreateField(int x, int y, int element)
9400 CreateFieldExt(x, y, element, FALSE);
9403 static void CreateElementFromChange(int x, int y, int element)
9405 element = GET_VALID_RUNTIME_ELEMENT(element);
9407 #if USE_STOP_CHANGED_ELEMENTS
9408 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
9410 int old_element = Feld[x][y];
9412 /* prevent changed element from moving in same engine frame
9413 unless both old and new element can either fall or move */
9414 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
9415 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
9420 CreateFieldExt(x, y, element, TRUE);
9423 static boolean ChangeElement(int x, int y, int element, int page)
9425 struct ElementInfo *ei = &element_info[element];
9426 struct ElementChangeInfo *change = &ei->change_page[page];
9427 int ce_value = CustomValue[x][y];
9428 int ce_score = ei->collect_score;
9430 int old_element = Feld[x][y];
9432 /* always use default change event to prevent running into a loop */
9433 if (ChangeEvent[x][y] == -1)
9434 ChangeEvent[x][y] = CE_DELAY;
9436 if (ChangeEvent[x][y] == CE_DELAY)
9438 /* reset actual trigger element, trigger player and action element */
9439 change->actual_trigger_element = EL_EMPTY;
9440 change->actual_trigger_player = EL_PLAYER_1;
9441 change->actual_trigger_side = CH_SIDE_NONE;
9442 change->actual_trigger_ce_value = 0;
9443 change->actual_trigger_ce_score = 0;
9446 /* do not change elements more than a specified maximum number of changes */
9447 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
9450 ChangeCount[x][y]++; /* count number of changes in the same frame */
9452 if (change->explode)
9459 if (change->use_target_content)
9461 boolean complete_replace = TRUE;
9462 boolean can_replace[3][3];
9465 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
9468 boolean is_walkable;
9469 boolean is_diggable;
9470 boolean is_collectible;
9471 boolean is_removable;
9472 boolean is_destructible;
9473 int ex = x + xx - 1;
9474 int ey = y + yy - 1;
9475 int content_element = change->target_content.e[xx][yy];
9478 can_replace[xx][yy] = TRUE;
9480 if (ex == x && ey == y) /* do not check changing element itself */
9483 if (content_element == EL_EMPTY_SPACE)
9485 can_replace[xx][yy] = FALSE; /* do not replace border with space */
9490 if (!IN_LEV_FIELD(ex, ey))
9492 can_replace[xx][yy] = FALSE;
9493 complete_replace = FALSE;
9500 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
9501 e = MovingOrBlocked2Element(ex, ey);
9503 is_empty = (IS_FREE(ex, ey) ||
9504 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
9506 is_walkable = (is_empty || IS_WALKABLE(e));
9507 is_diggable = (is_empty || IS_DIGGABLE(e));
9508 is_collectible = (is_empty || IS_COLLECTIBLE(e));
9509 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
9510 is_removable = (is_diggable || is_collectible);
9512 can_replace[xx][yy] =
9513 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
9514 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
9515 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
9516 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
9517 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
9518 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
9519 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
9521 if (!can_replace[xx][yy])
9522 complete_replace = FALSE;
9525 if (!change->only_if_complete || complete_replace)
9527 boolean something_has_changed = FALSE;
9529 if (change->only_if_complete && change->use_random_replace &&
9530 RND(100) < change->random_percentage)
9533 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
9535 int ex = x + xx - 1;
9536 int ey = y + yy - 1;
9537 int content_element;
9539 if (can_replace[xx][yy] && (!change->use_random_replace ||
9540 RND(100) < change->random_percentage))
9542 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
9543 RemoveMovingField(ex, ey);
9545 ChangeEvent[ex][ey] = ChangeEvent[x][y];
9547 content_element = change->target_content.e[xx][yy];
9548 target_element = GET_TARGET_ELEMENT(element, content_element, change,
9549 ce_value, ce_score);
9551 CreateElementFromChange(ex, ey, target_element);
9553 something_has_changed = TRUE;
9555 /* for symmetry reasons, freeze newly created border elements */
9556 if (ex != x || ey != y)
9557 Stop[ex][ey] = TRUE; /* no more moving in this frame */
9561 if (something_has_changed)
9563 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
9564 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
9570 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
9571 ce_value, ce_score);
9573 if (element == EL_DIAGONAL_GROWING ||
9574 element == EL_DIAGONAL_SHRINKING)
9576 target_element = Store[x][y];
9578 Store[x][y] = EL_EMPTY;
9581 CreateElementFromChange(x, y, target_element);
9583 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
9584 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
9587 /* this uses direct change before indirect change */
9588 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
9593 #if USE_NEW_DELAYED_ACTION
9595 static void HandleElementChange(int x, int y, int page)
9597 int element = MovingOrBlocked2Element(x, y);
9598 struct ElementInfo *ei = &element_info[element];
9599 struct ElementChangeInfo *change = &ei->change_page[page];
9602 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
9603 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
9606 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
9607 x, y, element, element_info[element].token_name);
9608 printf("HandleElementChange(): This should never happen!\n");
9613 /* this can happen with classic bombs on walkable, changing elements */
9614 if (!CAN_CHANGE_OR_HAS_ACTION(element))
9617 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
9618 ChangeDelay[x][y] = 0;
9624 if (ChangeDelay[x][y] == 0) /* initialize element change */
9626 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
9628 if (change->can_change)
9631 /* !!! not clear why graphic animation should be reset at all here !!! */
9632 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
9633 #if USE_GFX_RESET_WHEN_NOT_MOVING
9634 /* when a custom element is about to change (for example by change delay),
9635 do not reset graphic animation when the custom element is moving */
9636 if (!IS_MOVING(x, y))
9639 ResetGfxAnimation(x, y);
9640 ResetRandomAnimationValue(x, y);
9644 if (change->pre_change_function)
9645 change->pre_change_function(x, y);
9649 ChangeDelay[x][y]--;
9651 if (ChangeDelay[x][y] != 0) /* continue element change */
9653 if (change->can_change)
9655 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
9657 if (IS_ANIMATED(graphic))
9658 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9660 if (change->change_function)
9661 change->change_function(x, y);
9664 else /* finish element change */
9666 if (ChangePage[x][y] != -1) /* remember page from delayed change */
9668 page = ChangePage[x][y];
9669 ChangePage[x][y] = -1;
9671 change = &ei->change_page[page];
9674 if (IS_MOVING(x, y)) /* never change a running system ;-) */
9676 ChangeDelay[x][y] = 1; /* try change after next move step */
9677 ChangePage[x][y] = page; /* remember page to use for change */
9682 if (change->can_change)
9684 if (ChangeElement(x, y, element, page))
9686 if (change->post_change_function)
9687 change->post_change_function(x, y);
9691 if (change->has_action)
9692 ExecuteCustomElementAction(x, y, element, page);
9698 static void HandleElementChange(int x, int y, int page)
9700 int element = MovingOrBlocked2Element(x, y);
9701 struct ElementInfo *ei = &element_info[element];
9702 struct ElementChangeInfo *change = &ei->change_page[page];
9705 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
9708 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
9709 x, y, element, element_info[element].token_name);
9710 printf("HandleElementChange(): This should never happen!\n");
9715 /* this can happen with classic bombs on walkable, changing elements */
9716 if (!CAN_CHANGE(element))
9719 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
9720 ChangeDelay[x][y] = 0;
9726 if (ChangeDelay[x][y] == 0) /* initialize element change */
9728 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
9730 ResetGfxAnimation(x, y);
9731 ResetRandomAnimationValue(x, y);
9733 if (change->pre_change_function)
9734 change->pre_change_function(x, y);
9737 ChangeDelay[x][y]--;
9739 if (ChangeDelay[x][y] != 0) /* continue element change */
9741 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
9743 if (IS_ANIMATED(graphic))
9744 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9746 if (change->change_function)
9747 change->change_function(x, y);
9749 else /* finish element change */
9751 if (ChangePage[x][y] != -1) /* remember page from delayed change */
9753 page = ChangePage[x][y];
9754 ChangePage[x][y] = -1;
9756 change = &ei->change_page[page];
9759 if (IS_MOVING(x, y)) /* never change a running system ;-) */
9761 ChangeDelay[x][y] = 1; /* try change after next move step */
9762 ChangePage[x][y] = page; /* remember page to use for change */
9767 if (ChangeElement(x, y, element, page))
9769 if (change->post_change_function)
9770 change->post_change_function(x, y);
9777 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
9778 int trigger_element,
9784 boolean change_done_any = FALSE;
9785 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
9788 if (!(trigger_events[trigger_element][trigger_event]))
9792 printf("::: CheckTriggeredElementChangeExt %d ... [%d, %d, %d, '%s']\n",
9793 trigger_event, recursion_loop_depth, recursion_loop_detected,
9794 recursion_loop_element, EL_NAME(recursion_loop_element));
9797 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
9799 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
9801 int element = EL_CUSTOM_START + i;
9802 boolean change_done = FALSE;
9805 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
9806 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
9809 for (p = 0; p < element_info[element].num_change_pages; p++)
9811 struct ElementChangeInfo *change = &element_info[element].change_page[p];
9813 if (change->can_change_or_has_action &&
9814 change->has_event[trigger_event] &&
9815 change->trigger_side & trigger_side &&
9816 change->trigger_player & trigger_player &&
9817 change->trigger_page & trigger_page_bits &&
9818 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
9820 change->actual_trigger_element = trigger_element;
9821 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
9822 change->actual_trigger_side = trigger_side;
9823 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
9824 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
9826 if ((change->can_change && !change_done) || change->has_action)
9830 SCAN_PLAYFIELD(x, y)
9832 if (Feld[x][y] == element)
9834 if (change->can_change && !change_done)
9836 ChangeDelay[x][y] = 1;
9837 ChangeEvent[x][y] = trigger_event;
9839 HandleElementChange(x, y, p);
9841 #if USE_NEW_DELAYED_ACTION
9842 else if (change->has_action)
9844 ExecuteCustomElementAction(x, y, element, p);
9845 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
9848 if (change->has_action)
9850 ExecuteCustomElementAction(x, y, element, p);
9851 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
9857 if (change->can_change)
9860 change_done_any = TRUE;
9867 RECURSION_LOOP_DETECTION_END();
9869 return change_done_any;
9872 static boolean CheckElementChangeExt(int x, int y,
9874 int trigger_element,
9879 boolean change_done = FALSE;
9882 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
9883 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
9886 if (Feld[x][y] == EL_BLOCKED)
9888 Blocked2Moving(x, y, &x, &y);
9889 element = Feld[x][y];
9893 /* check if element has already changed */
9894 if (Feld[x][y] != element)
9897 /* check if element has already changed or is about to change after moving */
9898 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
9899 Feld[x][y] != element) ||
9901 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
9902 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
9903 ChangePage[x][y] != -1)))
9908 printf("::: CheckElementChangeExt %d ... [%d, %d, %d, '%s']\n",
9909 trigger_event, recursion_loop_depth, recursion_loop_detected,
9910 recursion_loop_element, EL_NAME(recursion_loop_element));
9913 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
9915 for (p = 0; p < element_info[element].num_change_pages; p++)
9917 struct ElementChangeInfo *change = &element_info[element].change_page[p];
9919 /* check trigger element for all events where the element that is checked
9920 for changing interacts with a directly adjacent element -- this is
9921 different to element changes that affect other elements to change on the
9922 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
9923 boolean check_trigger_element =
9924 (trigger_event == CE_TOUCHING_X ||
9925 trigger_event == CE_HITTING_X ||
9926 trigger_event == CE_HIT_BY_X ||
9928 /* this one was forgotten until 3.2.3 */
9929 trigger_event == CE_DIGGING_X);
9932 if (change->can_change_or_has_action &&
9933 change->has_event[trigger_event] &&
9934 change->trigger_side & trigger_side &&
9935 change->trigger_player & trigger_player &&
9936 (!check_trigger_element ||
9937 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
9939 change->actual_trigger_element = trigger_element;
9940 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
9941 change->actual_trigger_side = trigger_side;
9942 change->actual_trigger_ce_value = CustomValue[x][y];
9943 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
9945 /* special case: trigger element not at (x,y) position for some events */
9946 if (check_trigger_element)
9958 { 0, 0 }, { 0, 0 }, { 0, 0 },
9962 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
9963 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
9965 change->actual_trigger_ce_value = CustomValue[xx][yy];
9966 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
9969 if (change->can_change && !change_done)
9971 ChangeDelay[x][y] = 1;
9972 ChangeEvent[x][y] = trigger_event;
9974 HandleElementChange(x, y, p);
9978 #if USE_NEW_DELAYED_ACTION
9979 else if (change->has_action)
9981 ExecuteCustomElementAction(x, y, element, p);
9982 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
9985 if (change->has_action)
9987 ExecuteCustomElementAction(x, y, element, p);
9988 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
9994 RECURSION_LOOP_DETECTION_END();
9999 static void PlayPlayerSound(struct PlayerInfo *player)
10001 int jx = player->jx, jy = player->jy;
10002 int sound_element = player->artwork_element;
10003 int last_action = player->last_action_waiting;
10004 int action = player->action_waiting;
10006 if (player->is_waiting)
10008 if (action != last_action)
10009 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10011 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10015 if (action != last_action)
10016 StopSound(element_info[sound_element].sound[last_action]);
10018 if (last_action == ACTION_SLEEPING)
10019 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10023 static void PlayAllPlayersSound()
10027 for (i = 0; i < MAX_PLAYERS; i++)
10028 if (stored_player[i].active)
10029 PlayPlayerSound(&stored_player[i]);
10032 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10034 boolean last_waiting = player->is_waiting;
10035 int move_dir = player->MovDir;
10037 player->dir_waiting = move_dir;
10038 player->last_action_waiting = player->action_waiting;
10042 if (!last_waiting) /* not waiting -> waiting */
10044 player->is_waiting = TRUE;
10046 player->frame_counter_bored =
10048 game.player_boring_delay_fixed +
10049 GetSimpleRandom(game.player_boring_delay_random);
10050 player->frame_counter_sleeping =
10052 game.player_sleeping_delay_fixed +
10053 GetSimpleRandom(game.player_sleeping_delay_random);
10055 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10058 if (game.player_sleeping_delay_fixed +
10059 game.player_sleeping_delay_random > 0 &&
10060 player->anim_delay_counter == 0 &&
10061 player->post_delay_counter == 0 &&
10062 FrameCounter >= player->frame_counter_sleeping)
10063 player->is_sleeping = TRUE;
10064 else if (game.player_boring_delay_fixed +
10065 game.player_boring_delay_random > 0 &&
10066 FrameCounter >= player->frame_counter_bored)
10067 player->is_bored = TRUE;
10069 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10070 player->is_bored ? ACTION_BORING :
10073 if (player->is_sleeping && player->use_murphy)
10075 /* special case for sleeping Murphy when leaning against non-free tile */
10077 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10078 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10079 !IS_MOVING(player->jx - 1, player->jy)))
10080 move_dir = MV_LEFT;
10081 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10082 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10083 !IS_MOVING(player->jx + 1, player->jy)))
10084 move_dir = MV_RIGHT;
10086 player->is_sleeping = FALSE;
10088 player->dir_waiting = move_dir;
10091 if (player->is_sleeping)
10093 if (player->num_special_action_sleeping > 0)
10095 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10097 int last_special_action = player->special_action_sleeping;
10098 int num_special_action = player->num_special_action_sleeping;
10099 int special_action =
10100 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10101 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10102 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10103 last_special_action + 1 : ACTION_SLEEPING);
10104 int special_graphic =
10105 el_act_dir2img(player->artwork_element, special_action, move_dir);
10107 player->anim_delay_counter =
10108 graphic_info[special_graphic].anim_delay_fixed +
10109 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10110 player->post_delay_counter =
10111 graphic_info[special_graphic].post_delay_fixed +
10112 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10114 player->special_action_sleeping = special_action;
10117 if (player->anim_delay_counter > 0)
10119 player->action_waiting = player->special_action_sleeping;
10120 player->anim_delay_counter--;
10122 else if (player->post_delay_counter > 0)
10124 player->post_delay_counter--;
10128 else if (player->is_bored)
10130 if (player->num_special_action_bored > 0)
10132 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10134 int special_action =
10135 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10136 int special_graphic =
10137 el_act_dir2img(player->artwork_element, special_action, move_dir);
10139 player->anim_delay_counter =
10140 graphic_info[special_graphic].anim_delay_fixed +
10141 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10142 player->post_delay_counter =
10143 graphic_info[special_graphic].post_delay_fixed +
10144 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10146 player->special_action_bored = special_action;
10149 if (player->anim_delay_counter > 0)
10151 player->action_waiting = player->special_action_bored;
10152 player->anim_delay_counter--;
10154 else if (player->post_delay_counter > 0)
10156 player->post_delay_counter--;
10161 else if (last_waiting) /* waiting -> not waiting */
10163 player->is_waiting = FALSE;
10164 player->is_bored = FALSE;
10165 player->is_sleeping = FALSE;
10167 player->frame_counter_bored = -1;
10168 player->frame_counter_sleeping = -1;
10170 player->anim_delay_counter = 0;
10171 player->post_delay_counter = 0;
10173 player->dir_waiting = player->MovDir;
10174 player->action_waiting = ACTION_DEFAULT;
10176 player->special_action_bored = ACTION_DEFAULT;
10177 player->special_action_sleeping = ACTION_DEFAULT;
10181 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10183 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
10184 int left = player_action & JOY_LEFT;
10185 int right = player_action & JOY_RIGHT;
10186 int up = player_action & JOY_UP;
10187 int down = player_action & JOY_DOWN;
10188 int button1 = player_action & JOY_BUTTON_1;
10189 int button2 = player_action & JOY_BUTTON_2;
10190 int dx = (left ? -1 : right ? 1 : 0);
10191 int dy = (up ? -1 : down ? 1 : 0);
10193 if (!player->active || tape.pausing)
10199 snapped = SnapField(player, dx, dy);
10203 dropped = DropElement(player);
10205 moved = MovePlayer(player, dx, dy);
10208 if (tape.single_step && tape.recording && !tape.pausing)
10210 if (button1 || (dropped && !moved))
10212 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10213 SnapField(player, 0, 0); /* stop snapping */
10217 SetPlayerWaiting(player, FALSE);
10219 return player_action;
10223 /* no actions for this player (no input at player's configured device) */
10225 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10226 SnapField(player, 0, 0);
10227 CheckGravityMovementWhenNotMoving(player);
10229 if (player->MovPos == 0)
10230 SetPlayerWaiting(player, TRUE);
10232 if (player->MovPos == 0) /* needed for tape.playing */
10233 player->is_moving = FALSE;
10235 player->is_dropping = FALSE;
10236 player->is_dropping_pressed = FALSE;
10237 player->drop_pressed_delay = 0;
10243 static void CheckLevelTime()
10247 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10249 if (level.native_em_level->lev->home == 0) /* all players at home */
10251 PlayerWins(local_player);
10253 AllPlayersGone = TRUE;
10255 level.native_em_level->lev->home = -1;
10258 if (level.native_em_level->ply[0]->alive == 0 &&
10259 level.native_em_level->ply[1]->alive == 0 &&
10260 level.native_em_level->ply[2]->alive == 0 &&
10261 level.native_em_level->ply[3]->alive == 0) /* all dead */
10262 AllPlayersGone = TRUE;
10265 if (TimeFrames >= FRAMES_PER_SECOND)
10270 for (i = 0; i < MAX_PLAYERS; i++)
10272 struct PlayerInfo *player = &stored_player[i];
10274 if (SHIELD_ON(player))
10276 player->shield_normal_time_left--;
10278 if (player->shield_deadly_time_left > 0)
10279 player->shield_deadly_time_left--;
10283 if (!local_player->LevelSolved && !level.use_step_counter)
10291 if (TimeLeft <= 10 && setup.time_limit)
10292 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10294 DrawGameValue_Time(TimeLeft);
10296 if (!TimeLeft && setup.time_limit)
10298 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10299 level.native_em_level->lev->killed_out_of_time = TRUE;
10301 for (i = 0; i < MAX_PLAYERS; i++)
10302 KillPlayer(&stored_player[i]);
10305 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
10306 DrawGameValue_Time(TimePlayed);
10308 level.native_em_level->lev->time =
10309 (level.time == 0 ? TimePlayed : TimeLeft);
10312 if (tape.recording || tape.playing)
10313 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10317 void AdvanceFrameAndPlayerCounters(int player_nr)
10321 /* advance frame counters (global frame counter and time frame counter) */
10325 /* advance player counters (counters for move delay, move animation etc.) */
10326 for (i = 0; i < MAX_PLAYERS; i++)
10328 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10329 int move_delay_value = stored_player[i].move_delay_value;
10330 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10332 if (!advance_player_counters) /* not all players may be affected */
10335 #if USE_NEW_PLAYER_ANIM
10336 if (move_frames == 0) /* less than one move per game frame */
10338 int stepsize = TILEX / move_delay_value;
10339 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10340 int count = (stored_player[i].is_moving ?
10341 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10343 if (count % delay == 0)
10348 stored_player[i].Frame += move_frames;
10350 if (stored_player[i].MovPos != 0)
10351 stored_player[i].StepFrame += move_frames;
10353 if (stored_player[i].move_delay > 0)
10354 stored_player[i].move_delay--;
10356 /* due to bugs in previous versions, counter must count up, not down */
10357 if (stored_player[i].push_delay != -1)
10358 stored_player[i].push_delay++;
10360 if (stored_player[i].drop_delay > 0)
10361 stored_player[i].drop_delay--;
10363 if (stored_player[i].is_dropping_pressed)
10364 stored_player[i].drop_pressed_delay++;
10368 void StartGameActions(boolean init_network_game, boolean record_tape,
10371 unsigned long new_random_seed = InitRND(random_seed);
10374 TapeStartRecording(new_random_seed);
10376 #if defined(NETWORK_AVALIABLE)
10377 if (init_network_game)
10379 SendToServer_StartPlaying();
10390 static unsigned long game_frame_delay = 0;
10391 unsigned long game_frame_delay_value;
10392 byte *recorded_player_action;
10393 byte summarized_player_action = 0;
10394 byte tape_action[MAX_PLAYERS];
10397 /* detect endless loops, caused by custom element programming */
10398 if (recursion_loop_detected && recursion_loop_depth == 0)
10400 char *message = getStringCat3("Internal Error ! Element ",
10401 EL_NAME(recursion_loop_element),
10402 " caused endless loop ! Quit the game ?");
10404 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
10405 EL_NAME(recursion_loop_element));
10407 RequestQuitGameExt(FALSE, level_editor_test_game, message);
10409 recursion_loop_detected = FALSE; /* if game should be continued */
10416 if (game.restart_level)
10417 StartGameActions(options.network, setup.autorecord, NEW_RANDOMIZE);
10419 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10421 if (level.native_em_level->lev->home == 0) /* all players at home */
10423 PlayerWins(local_player);
10425 AllPlayersGone = TRUE;
10427 level.native_em_level->lev->home = -1;
10430 if (level.native_em_level->ply[0]->alive == 0 &&
10431 level.native_em_level->ply[1]->alive == 0 &&
10432 level.native_em_level->ply[2]->alive == 0 &&
10433 level.native_em_level->ply[3]->alive == 0) /* all dead */
10434 AllPlayersGone = TRUE;
10437 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
10440 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
10443 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
10446 game_frame_delay_value =
10447 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
10449 if (tape.playing && tape.warp_forward && !tape.pausing)
10450 game_frame_delay_value = 0;
10452 /* ---------- main game synchronization point ---------- */
10454 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
10456 if (network_playing && !network_player_action_received)
10458 /* try to get network player actions in time */
10460 #if defined(NETWORK_AVALIABLE)
10461 /* last chance to get network player actions without main loop delay */
10462 HandleNetworking();
10465 /* game was quit by network peer */
10466 if (game_status != GAME_MODE_PLAYING)
10469 if (!network_player_action_received)
10470 return; /* failed to get network player actions in time */
10472 /* do not yet reset "network_player_action_received" (for tape.pausing) */
10478 /* at this point we know that we really continue executing the game */
10480 network_player_action_received = FALSE;
10482 /* when playing tape, read previously recorded player input from tape data */
10483 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
10486 /* TapePlayAction() may return NULL when toggling to "pause before death" */
10491 if (tape.set_centered_player)
10493 game.centered_player_nr_next = tape.centered_player_nr_next;
10494 game.set_centered_player = TRUE;
10497 for (i = 0; i < MAX_PLAYERS; i++)
10499 summarized_player_action |= stored_player[i].action;
10501 if (!network_playing)
10502 stored_player[i].effective_action = stored_player[i].action;
10505 #if defined(NETWORK_AVALIABLE)
10506 if (network_playing)
10507 SendToServer_MovePlayer(summarized_player_action);
10510 if (!options.network && !setup.team_mode)
10511 local_player->effective_action = summarized_player_action;
10513 if (setup.team_mode && setup.input_on_focus && game.centered_player_nr != -1)
10515 for (i = 0; i < MAX_PLAYERS; i++)
10516 stored_player[i].effective_action =
10517 (i == game.centered_player_nr ? summarized_player_action : 0);
10520 if (recorded_player_action != NULL)
10521 for (i = 0; i < MAX_PLAYERS; i++)
10522 stored_player[i].effective_action = recorded_player_action[i];
10524 for (i = 0; i < MAX_PLAYERS; i++)
10526 tape_action[i] = stored_player[i].effective_action;
10528 /* (this can only happen in the R'n'D game engine) */
10529 if (tape.recording && tape_action[i] && !tape.player_participates[i])
10530 tape.player_participates[i] = TRUE; /* player just appeared from CE */
10533 /* only record actions from input devices, but not programmed actions */
10534 if (tape.recording)
10535 TapeRecordAction(tape_action);
10537 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10539 GameActions_EM_Main();
10547 void GameActions_EM_Main()
10549 byte effective_action[MAX_PLAYERS];
10550 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
10553 for (i = 0; i < MAX_PLAYERS; i++)
10554 effective_action[i] = stored_player[i].effective_action;
10556 GameActions_EM(effective_action, warp_mode);
10560 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
10563 void GameActions_RND()
10565 int magic_wall_x = 0, magic_wall_y = 0;
10566 int i, x, y, element, graphic;
10568 InitPlayfieldScanModeVars();
10570 #if USE_ONE_MORE_CHANGE_PER_FRAME
10571 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10573 SCAN_PLAYFIELD(x, y)
10575 ChangeCount[x][y] = 0;
10576 ChangeEvent[x][y] = -1;
10581 if (game.set_centered_player)
10583 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
10585 /* switching to "all players" only possible if all players fit to screen */
10586 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
10588 game.centered_player_nr_next = game.centered_player_nr;
10589 game.set_centered_player = FALSE;
10592 /* do not switch focus to non-existing (or non-active) player */
10593 if (game.centered_player_nr_next >= 0 &&
10594 !stored_player[game.centered_player_nr_next].active)
10596 game.centered_player_nr_next = game.centered_player_nr;
10597 game.set_centered_player = FALSE;
10601 if (game.set_centered_player &&
10602 ScreenMovPos == 0) /* screen currently aligned at tile position */
10606 if (game.centered_player_nr_next == -1)
10608 setScreenCenteredToAllPlayers(&sx, &sy);
10612 sx = stored_player[game.centered_player_nr_next].jx;
10613 sy = stored_player[game.centered_player_nr_next].jy;
10616 game.centered_player_nr = game.centered_player_nr_next;
10617 game.set_centered_player = FALSE;
10619 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
10620 DrawGameDoorValues();
10623 for (i = 0; i < MAX_PLAYERS; i++)
10625 int actual_player_action = stored_player[i].effective_action;
10628 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
10629 - rnd_equinox_tetrachloride 048
10630 - rnd_equinox_tetrachloride_ii 096
10631 - rnd_emanuel_schmieg 002
10632 - doctor_sloan_ww 001, 020
10634 if (stored_player[i].MovPos == 0)
10635 CheckGravityMovement(&stored_player[i]);
10638 /* overwrite programmed action with tape action */
10639 if (stored_player[i].programmed_action)
10640 actual_player_action = stored_player[i].programmed_action;
10642 PlayerActions(&stored_player[i], actual_player_action);
10644 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
10647 ScrollScreen(NULL, SCROLL_GO_ON);
10649 /* for backwards compatibility, the following code emulates a fixed bug that
10650 occured when pushing elements (causing elements that just made their last
10651 pushing step to already (if possible) make their first falling step in the
10652 same game frame, which is bad); this code is also needed to use the famous
10653 "spring push bug" which is used in older levels and might be wanted to be
10654 used also in newer levels, but in this case the buggy pushing code is only
10655 affecting the "spring" element and no other elements */
10657 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
10659 for (i = 0; i < MAX_PLAYERS; i++)
10661 struct PlayerInfo *player = &stored_player[i];
10662 int x = player->jx;
10663 int y = player->jy;
10665 if (player->active && player->is_pushing && player->is_moving &&
10667 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
10668 Feld[x][y] == EL_SPRING))
10670 ContinueMoving(x, y);
10672 /* continue moving after pushing (this is actually a bug) */
10673 if (!IS_MOVING(x, y))
10674 Stop[x][y] = FALSE;
10680 debug_print_timestamp(0, "start main loop profiling");
10683 SCAN_PLAYFIELD(x, y)
10685 ChangeCount[x][y] = 0;
10686 ChangeEvent[x][y] = -1;
10688 /* this must be handled before main playfield loop */
10689 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
10692 if (MovDelay[x][y] <= 0)
10696 #if USE_NEW_SNAP_DELAY
10697 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
10700 if (MovDelay[x][y] <= 0)
10703 DrawLevelField(x, y);
10705 TestIfElementTouchesCustomElement(x, y); /* for empty space */
10711 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
10713 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
10714 printf("GameActions(): This should never happen!\n");
10716 ChangePage[x][y] = -1;
10720 Stop[x][y] = FALSE;
10721 if (WasJustMoving[x][y] > 0)
10722 WasJustMoving[x][y]--;
10723 if (WasJustFalling[x][y] > 0)
10724 WasJustFalling[x][y]--;
10725 if (CheckCollision[x][y] > 0)
10726 CheckCollision[x][y]--;
10727 if (CheckImpact[x][y] > 0)
10728 CheckImpact[x][y]--;
10732 /* reset finished pushing action (not done in ContinueMoving() to allow
10733 continuous pushing animation for elements with zero push delay) */
10734 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
10736 ResetGfxAnimation(x, y);
10737 DrawLevelField(x, y);
10741 if (IS_BLOCKED(x, y))
10745 Blocked2Moving(x, y, &oldx, &oldy);
10746 if (!IS_MOVING(oldx, oldy))
10748 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
10749 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
10750 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
10751 printf("GameActions(): This should never happen!\n");
10758 debug_print_timestamp(0, "- time for pre-main loop:");
10761 #if 0 // -------------------- !!! TEST ONLY !!! --------------------
10762 SCAN_PLAYFIELD(x, y)
10764 element = Feld[x][y];
10765 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10770 int element2 = element;
10771 int graphic2 = graphic;
10773 int element2 = Feld[x][y];
10774 int graphic2 = el_act_dir2img(element2, GfxAction[x][y], GfxDir[x][y]);
10776 int last_gfx_frame = GfxFrame[x][y];
10778 if (graphic_info[graphic2].anim_global_sync)
10779 GfxFrame[x][y] = FrameCounter;
10780 else if (ANIM_MODE(graphic2) == ANIM_CE_VALUE)
10781 GfxFrame[x][y] = CustomValue[x][y];
10782 else if (ANIM_MODE(graphic2) == ANIM_CE_SCORE)
10783 GfxFrame[x][y] = element_info[element2].collect_score;
10784 else if (ANIM_MODE(graphic2) == ANIM_CE_DELAY)
10785 GfxFrame[x][y] = ChangeDelay[x][y];
10787 if (redraw && GfxFrame[x][y] != last_gfx_frame)
10788 DrawLevelGraphicAnimation(x, y, graphic2);
10791 ResetGfxFrame(x, y, TRUE);
10795 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
10796 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
10797 ResetRandomAnimationValue(x, y);
10801 SetRandomAnimationValue(x, y);
10805 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
10808 #endif // -------------------- !!! TEST ONLY !!! --------------------
10811 debug_print_timestamp(0, "- time for TEST loop: -->");
10814 SCAN_PLAYFIELD(x, y)
10816 element = Feld[x][y];
10817 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10819 ResetGfxFrame(x, y, TRUE);
10821 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
10822 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
10823 ResetRandomAnimationValue(x, y);
10825 SetRandomAnimationValue(x, y);
10827 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
10829 if (IS_INACTIVE(element))
10831 if (IS_ANIMATED(graphic))
10832 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10837 /* this may take place after moving, so 'element' may have changed */
10838 if (IS_CHANGING(x, y) &&
10839 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
10841 int page = element_info[element].event_page_nr[CE_DELAY];
10844 HandleElementChange(x, y, page);
10846 if (CAN_CHANGE(element))
10847 HandleElementChange(x, y, page);
10849 if (HAS_ACTION(element))
10850 ExecuteCustomElementAction(x, y, element, page);
10853 element = Feld[x][y];
10854 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10857 #if 0 // ---------------------------------------------------------------------
10859 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
10863 element = Feld[x][y];
10864 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10866 if (IS_ANIMATED(graphic) &&
10867 !IS_MOVING(x, y) &&
10869 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10871 if (IS_GEM(element) || element == EL_SP_INFOTRON)
10872 DrawTwinkleOnField(x, y);
10874 else if (IS_MOVING(x, y))
10875 ContinueMoving(x, y);
10882 case EL_EM_EXIT_OPEN:
10883 case EL_SP_EXIT_OPEN:
10884 case EL_STEEL_EXIT_OPEN:
10885 case EL_EM_STEEL_EXIT_OPEN:
10886 case EL_SP_TERMINAL:
10887 case EL_SP_TERMINAL_ACTIVE:
10888 case EL_EXTRA_TIME:
10889 case EL_SHIELD_NORMAL:
10890 case EL_SHIELD_DEADLY:
10891 if (IS_ANIMATED(graphic))
10892 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10895 case EL_DYNAMITE_ACTIVE:
10896 case EL_EM_DYNAMITE_ACTIVE:
10897 case EL_DYNABOMB_PLAYER_1_ACTIVE:
10898 case EL_DYNABOMB_PLAYER_2_ACTIVE:
10899 case EL_DYNABOMB_PLAYER_3_ACTIVE:
10900 case EL_DYNABOMB_PLAYER_4_ACTIVE:
10901 case EL_SP_DISK_RED_ACTIVE:
10902 CheckDynamite(x, y);
10905 case EL_AMOEBA_GROWING:
10906 AmoebeWaechst(x, y);
10909 case EL_AMOEBA_SHRINKING:
10910 AmoebaDisappearing(x, y);
10913 #if !USE_NEW_AMOEBA_CODE
10914 case EL_AMOEBA_WET:
10915 case EL_AMOEBA_DRY:
10916 case EL_AMOEBA_FULL:
10918 case EL_EMC_DRIPPER:
10919 AmoebeAbleger(x, y);
10923 case EL_GAME_OF_LIFE:
10928 case EL_EXIT_CLOSED:
10932 case EL_EM_EXIT_CLOSED:
10936 case EL_STEEL_EXIT_CLOSED:
10937 CheckExitSteel(x, y);
10940 case EL_EM_STEEL_EXIT_CLOSED:
10941 CheckExitSteelEM(x, y);
10944 case EL_SP_EXIT_CLOSED:
10948 case EL_EXPANDABLE_WALL_GROWING:
10949 case EL_EXPANDABLE_STEELWALL_GROWING:
10950 MauerWaechst(x, y);
10953 case EL_EXPANDABLE_WALL:
10954 case EL_EXPANDABLE_WALL_HORIZONTAL:
10955 case EL_EXPANDABLE_WALL_VERTICAL:
10956 case EL_EXPANDABLE_WALL_ANY:
10957 case EL_BD_EXPANDABLE_WALL:
10958 MauerAbleger(x, y);
10961 case EL_EXPANDABLE_STEELWALL_HORIZONTAL:
10962 case EL_EXPANDABLE_STEELWALL_VERTICAL:
10963 case EL_EXPANDABLE_STEELWALL_ANY:
10964 MauerAblegerStahl(x, y);
10968 CheckForDragon(x, y);
10974 case EL_ELEMENT_SNAPPING:
10975 case EL_DIAGONAL_SHRINKING:
10976 case EL_DIAGONAL_GROWING:
10979 el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
10981 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10986 if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
10987 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10992 #else // ---------------------------------------------------------------------
10994 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
10998 element = Feld[x][y];
10999 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11001 if (IS_ANIMATED(graphic) &&
11002 !IS_MOVING(x, y) &&
11004 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11006 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11007 DrawTwinkleOnField(x, y);
11009 else if ((element == EL_ACID ||
11010 element == EL_EXIT_OPEN ||
11011 element == EL_EM_EXIT_OPEN ||
11012 element == EL_SP_EXIT_OPEN ||
11013 element == EL_STEEL_EXIT_OPEN ||
11014 element == EL_EM_STEEL_EXIT_OPEN ||
11015 element == EL_SP_TERMINAL ||
11016 element == EL_SP_TERMINAL_ACTIVE ||
11017 element == EL_EXTRA_TIME ||
11018 element == EL_SHIELD_NORMAL ||
11019 element == EL_SHIELD_DEADLY) &&
11020 IS_ANIMATED(graphic))
11021 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11022 else if (IS_MOVING(x, y))
11023 ContinueMoving(x, y);
11024 else if (IS_ACTIVE_BOMB(element))
11025 CheckDynamite(x, y);
11026 else if (element == EL_AMOEBA_GROWING)
11027 AmoebeWaechst(x, y);
11028 else if (element == EL_AMOEBA_SHRINKING)
11029 AmoebaDisappearing(x, y);
11031 #if !USE_NEW_AMOEBA_CODE
11032 else if (IS_AMOEBALIVE(element))
11033 AmoebeAbleger(x, y);
11036 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11038 else if (element == EL_EXIT_CLOSED)
11040 else if (element == EL_EM_EXIT_CLOSED)
11042 else if (element == EL_STEEL_EXIT_CLOSED)
11043 CheckExitSteel(x, y);
11044 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11045 CheckExitSteelEM(x, y);
11046 else if (element == EL_SP_EXIT_CLOSED)
11048 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11049 element == EL_EXPANDABLE_STEELWALL_GROWING)
11050 MauerWaechst(x, y);
11051 else if (element == EL_EXPANDABLE_WALL ||
11052 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11053 element == EL_EXPANDABLE_WALL_VERTICAL ||
11054 element == EL_EXPANDABLE_WALL_ANY ||
11055 element == EL_BD_EXPANDABLE_WALL)
11056 MauerAbleger(x, y);
11057 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11058 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11059 element == EL_EXPANDABLE_STEELWALL_ANY)
11060 MauerAblegerStahl(x, y);
11061 else if (element == EL_FLAMES)
11062 CheckForDragon(x, y);
11063 else if (element == EL_EXPLOSION)
11064 ; /* drawing of correct explosion animation is handled separately */
11065 else if (element == EL_ELEMENT_SNAPPING ||
11066 element == EL_DIAGONAL_SHRINKING ||
11067 element == EL_DIAGONAL_GROWING)
11069 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11071 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11073 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11074 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11076 #endif // ---------------------------------------------------------------------
11078 if (IS_BELT_ACTIVE(element))
11079 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11081 if (game.magic_wall_active)
11083 int jx = local_player->jx, jy = local_player->jy;
11085 /* play the element sound at the position nearest to the player */
11086 if ((element == EL_MAGIC_WALL_FULL ||
11087 element == EL_MAGIC_WALL_ACTIVE ||
11088 element == EL_MAGIC_WALL_EMPTYING ||
11089 element == EL_BD_MAGIC_WALL_FULL ||
11090 element == EL_BD_MAGIC_WALL_ACTIVE ||
11091 element == EL_BD_MAGIC_WALL_EMPTYING ||
11092 element == EL_DC_MAGIC_WALL_FULL ||
11093 element == EL_DC_MAGIC_WALL_ACTIVE ||
11094 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11095 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11104 debug_print_timestamp(0, "- time for MAIN loop: -->");
11107 #if USE_NEW_AMOEBA_CODE
11108 /* new experimental amoeba growth stuff */
11109 if (!(FrameCounter % 8))
11111 static unsigned long random = 1684108901;
11113 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11115 x = RND(lev_fieldx);
11116 y = RND(lev_fieldy);
11117 element = Feld[x][y];
11119 if (!IS_PLAYER(x,y) &&
11120 (element == EL_EMPTY ||
11121 CAN_GROW_INTO(element) ||
11122 element == EL_QUICKSAND_EMPTY ||
11123 element == EL_QUICKSAND_FAST_EMPTY ||
11124 element == EL_ACID_SPLASH_LEFT ||
11125 element == EL_ACID_SPLASH_RIGHT))
11127 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11128 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11129 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11130 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11131 Feld[x][y] = EL_AMOEBA_DROP;
11134 random = random * 129 + 1;
11140 if (game.explosions_delayed)
11143 game.explosions_delayed = FALSE;
11145 SCAN_PLAYFIELD(x, y)
11147 element = Feld[x][y];
11149 if (ExplodeField[x][y])
11150 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11151 else if (element == EL_EXPLOSION)
11152 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11154 ExplodeField[x][y] = EX_TYPE_NONE;
11157 game.explosions_delayed = TRUE;
11160 if (game.magic_wall_active)
11162 if (!(game.magic_wall_time_left % 4))
11164 int element = Feld[magic_wall_x][magic_wall_y];
11166 if (element == EL_BD_MAGIC_WALL_FULL ||
11167 element == EL_BD_MAGIC_WALL_ACTIVE ||
11168 element == EL_BD_MAGIC_WALL_EMPTYING)
11169 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11170 else if (element == EL_DC_MAGIC_WALL_FULL ||
11171 element == EL_DC_MAGIC_WALL_ACTIVE ||
11172 element == EL_DC_MAGIC_WALL_EMPTYING)
11173 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11175 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11178 if (game.magic_wall_time_left > 0)
11180 game.magic_wall_time_left--;
11181 if (!game.magic_wall_time_left)
11183 SCAN_PLAYFIELD(x, y)
11185 element = Feld[x][y];
11187 if (element == EL_MAGIC_WALL_ACTIVE ||
11188 element == EL_MAGIC_WALL_FULL)
11190 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11191 DrawLevelField(x, y);
11193 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11194 element == EL_BD_MAGIC_WALL_FULL)
11196 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11197 DrawLevelField(x, y);
11199 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11200 element == EL_DC_MAGIC_WALL_FULL)
11202 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11203 DrawLevelField(x, y);
11207 game.magic_wall_active = FALSE;
11212 if (game.light_time_left > 0)
11214 game.light_time_left--;
11216 if (game.light_time_left == 0)
11217 RedrawAllLightSwitchesAndInvisibleElements();
11220 if (game.timegate_time_left > 0)
11222 game.timegate_time_left--;
11224 if (game.timegate_time_left == 0)
11225 CloseAllOpenTimegates();
11228 if (game.lenses_time_left > 0)
11230 game.lenses_time_left--;
11232 if (game.lenses_time_left == 0)
11233 RedrawAllInvisibleElementsForLenses();
11236 if (game.magnify_time_left > 0)
11238 game.magnify_time_left--;
11240 if (game.magnify_time_left == 0)
11241 RedrawAllInvisibleElementsForMagnifier();
11244 for (i = 0; i < MAX_PLAYERS; i++)
11246 struct PlayerInfo *player = &stored_player[i];
11248 if (SHIELD_ON(player))
11250 if (player->shield_deadly_time_left)
11251 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11252 else if (player->shield_normal_time_left)
11253 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11260 PlayAllPlayersSound();
11262 if (options.debug) /* calculate frames per second */
11264 static unsigned long fps_counter = 0;
11265 static int fps_frames = 0;
11266 unsigned long fps_delay_ms = Counter() - fps_counter;
11270 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
11272 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11275 fps_counter = Counter();
11278 redraw_mask |= REDRAW_FPS;
11281 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11283 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11285 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11287 local_player->show_envelope = 0;
11291 debug_print_timestamp(0, "stop main loop profiling ");
11292 printf("----------------------------------------------------------\n");
11295 /* use random number generator in every frame to make it less predictable */
11296 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11300 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11302 int min_x = x, min_y = y, max_x = x, max_y = y;
11305 for (i = 0; i < MAX_PLAYERS; i++)
11307 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11309 if (!stored_player[i].active || &stored_player[i] == player)
11312 min_x = MIN(min_x, jx);
11313 min_y = MIN(min_y, jy);
11314 max_x = MAX(max_x, jx);
11315 max_y = MAX(max_y, jy);
11318 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11321 static boolean AllPlayersInVisibleScreen()
11325 for (i = 0; i < MAX_PLAYERS; i++)
11327 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11329 if (!stored_player[i].active)
11332 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11339 void ScrollLevel(int dx, int dy)
11342 static Bitmap *bitmap_db_field2 = NULL;
11343 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
11350 /* !!! THIS IS APPARENTLY WRONG FOR PLAYER RELOCATION !!! */
11351 /* only horizontal XOR vertical scroll direction allowed */
11352 if ((dx == 0 && dy == 0) || (dx != 0 && dy != 0))
11357 if (bitmap_db_field2 == NULL)
11358 bitmap_db_field2 = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH);
11360 /* needed when blitting directly to same bitmap -- should not be needed with
11361 recent SDL libraries, but apparently does not work in 1.2.11 directly */
11362 BlitBitmap(drawto_field, bitmap_db_field2,
11363 FX + TILEX * (dx == -1) - softscroll_offset,
11364 FY + TILEY * (dy == -1) - softscroll_offset,
11365 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
11366 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
11367 FX + TILEX * (dx == 1) - softscroll_offset,
11368 FY + TILEY * (dy == 1) - softscroll_offset);
11369 BlitBitmap(bitmap_db_field2, drawto_field,
11370 FX + TILEX * (dx == 1) - softscroll_offset,
11371 FY + TILEY * (dy == 1) - softscroll_offset,
11372 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
11373 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
11374 FX + TILEX * (dx == 1) - softscroll_offset,
11375 FY + TILEY * (dy == 1) - softscroll_offset);
11380 /* !!! DOES NOT WORK FOR DIAGONAL PLAYER RELOCATION !!! */
11381 int xsize = (BX2 - BX1 + 1);
11382 int ysize = (BY2 - BY1 + 1);
11383 int start = (dx != 0 ? (dx == -1 ? BX1 : BX2) : (dy == -1 ? BY1 : BY2));
11384 int end = (dx != 0 ? (dx == -1 ? BX2 : BX1) : (dy == -1 ? BY2 : BY1));
11385 int step = (start < end ? +1 : -1);
11387 for (i = start; i != end; i += step)
11389 BlitBitmap(drawto_field, drawto_field,
11390 FX + TILEX * (dx != 0 ? i + step : 0),
11391 FY + TILEY * (dy != 0 ? i + step : 0),
11392 TILEX * (dx != 0 ? 1 : xsize),
11393 TILEY * (dy != 0 ? 1 : ysize),
11394 FX + TILEX * (dx != 0 ? i : 0),
11395 FY + TILEY * (dy != 0 ? i : 0));
11400 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
11402 BlitBitmap(drawto_field, drawto_field,
11403 FX + TILEX * (dx == -1) - softscroll_offset,
11404 FY + TILEY * (dy == -1) - softscroll_offset,
11405 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
11406 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
11407 FX + TILEX * (dx == 1) - softscroll_offset,
11408 FY + TILEY * (dy == 1) - softscroll_offset);
11414 x = (dx == 1 ? BX1 : BX2);
11415 for (y = BY1; y <= BY2; y++)
11416 DrawScreenField(x, y);
11421 y = (dy == 1 ? BY1 : BY2);
11422 for (x = BX1; x <= BX2; x++)
11423 DrawScreenField(x, y);
11426 redraw_mask |= REDRAW_FIELD;
11429 static boolean canFallDown(struct PlayerInfo *player)
11431 int jx = player->jx, jy = player->jy;
11433 return (IN_LEV_FIELD(jx, jy + 1) &&
11434 (IS_FREE(jx, jy + 1) ||
11435 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11436 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11437 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11440 static boolean canPassField(int x, int y, int move_dir)
11442 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11443 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11444 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11445 int nextx = x + dx;
11446 int nexty = y + dy;
11447 int element = Feld[x][y];
11449 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11450 !CAN_MOVE(element) &&
11451 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11452 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11453 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11456 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11458 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11459 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11460 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11464 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11465 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11466 (IS_DIGGABLE(Feld[newx][newy]) ||
11467 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11468 canPassField(newx, newy, move_dir)));
11471 static void CheckGravityMovement(struct PlayerInfo *player)
11473 #if USE_PLAYER_GRAVITY
11474 if (player->gravity && !player->programmed_action)
11476 if (game.gravity && !player->programmed_action)
11479 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11480 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11481 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11482 int jx = player->jx, jy = player->jy;
11483 boolean player_is_moving_to_valid_field =
11484 (!player_is_snapping &&
11485 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11486 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11487 boolean player_can_fall_down = canFallDown(player);
11489 if (player_can_fall_down &&
11490 !player_is_moving_to_valid_field)
11491 player->programmed_action = MV_DOWN;
11495 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11497 return CheckGravityMovement(player);
11499 #if USE_PLAYER_GRAVITY
11500 if (player->gravity && !player->programmed_action)
11502 if (game.gravity && !player->programmed_action)
11505 int jx = player->jx, jy = player->jy;
11506 boolean field_under_player_is_free =
11507 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11508 boolean player_is_standing_on_valid_field =
11509 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11510 (IS_WALKABLE(Feld[jx][jy]) &&
11511 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11513 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11514 player->programmed_action = MV_DOWN;
11519 MovePlayerOneStep()
11520 -----------------------------------------------------------------------------
11521 dx, dy: direction (non-diagonal) to try to move the player to
11522 real_dx, real_dy: direction as read from input device (can be diagonal)
11525 boolean MovePlayerOneStep(struct PlayerInfo *player,
11526 int dx, int dy, int real_dx, int real_dy)
11528 int jx = player->jx, jy = player->jy;
11529 int new_jx = jx + dx, new_jy = jy + dy;
11530 #if !USE_FIXED_DONT_RUN_INTO
11534 boolean player_can_move = !player->cannot_move;
11536 if (!player->active || (!dx && !dy))
11537 return MP_NO_ACTION;
11539 player->MovDir = (dx < 0 ? MV_LEFT :
11540 dx > 0 ? MV_RIGHT :
11542 dy > 0 ? MV_DOWN : MV_NONE);
11544 if (!IN_LEV_FIELD(new_jx, new_jy))
11545 return MP_NO_ACTION;
11547 if (!player_can_move)
11549 if (player->MovPos == 0)
11551 player->is_moving = FALSE;
11552 player->is_digging = FALSE;
11553 player->is_collecting = FALSE;
11554 player->is_snapping = FALSE;
11555 player->is_pushing = FALSE;
11560 if (!options.network && game.centered_player_nr == -1 &&
11561 !AllPlayersInSight(player, new_jx, new_jy))
11562 return MP_NO_ACTION;
11564 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
11565 return MP_NO_ACTION;
11568 #if !USE_FIXED_DONT_RUN_INTO
11569 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
11571 /* (moved to DigField()) */
11572 if (player_can_move && DONT_RUN_INTO(element))
11574 if (element == EL_ACID && dx == 0 && dy == 1)
11576 SplashAcid(new_jx, new_jy);
11577 Feld[jx][jy] = EL_PLAYER_1;
11578 InitMovingField(jx, jy, MV_DOWN);
11579 Store[jx][jy] = EL_ACID;
11580 ContinueMoving(jx, jy);
11581 BuryPlayer(player);
11584 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
11590 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
11591 if (can_move != MP_MOVING)
11594 /* check if DigField() has caused relocation of the player */
11595 if (player->jx != jx || player->jy != jy)
11596 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
11598 StorePlayer[jx][jy] = 0;
11599 player->last_jx = jx;
11600 player->last_jy = jy;
11601 player->jx = new_jx;
11602 player->jy = new_jy;
11603 StorePlayer[new_jx][new_jy] = player->element_nr;
11605 if (player->move_delay_value_next != -1)
11607 player->move_delay_value = player->move_delay_value_next;
11608 player->move_delay_value_next = -1;
11612 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
11614 player->step_counter++;
11616 PlayerVisit[jx][jy] = FrameCounter;
11618 #if USE_UFAST_PLAYER_EXIT_BUGFIX
11619 player->is_moving = TRUE;
11623 /* should better be called in MovePlayer(), but this breaks some tapes */
11624 ScrollPlayer(player, SCROLL_INIT);
11630 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
11632 int jx = player->jx, jy = player->jy;
11633 int old_jx = jx, old_jy = jy;
11634 int moved = MP_NO_ACTION;
11636 if (!player->active)
11641 if (player->MovPos == 0)
11643 player->is_moving = FALSE;
11644 player->is_digging = FALSE;
11645 player->is_collecting = FALSE;
11646 player->is_snapping = FALSE;
11647 player->is_pushing = FALSE;
11653 if (player->move_delay > 0)
11656 player->move_delay = -1; /* set to "uninitialized" value */
11658 /* store if player is automatically moved to next field */
11659 player->is_auto_moving = (player->programmed_action != MV_NONE);
11661 /* remove the last programmed player action */
11662 player->programmed_action = 0;
11664 if (player->MovPos)
11666 /* should only happen if pre-1.2 tape recordings are played */
11667 /* this is only for backward compatibility */
11669 int original_move_delay_value = player->move_delay_value;
11672 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
11676 /* scroll remaining steps with finest movement resolution */
11677 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
11679 while (player->MovPos)
11681 ScrollPlayer(player, SCROLL_GO_ON);
11682 ScrollScreen(NULL, SCROLL_GO_ON);
11684 AdvanceFrameAndPlayerCounters(player->index_nr);
11690 player->move_delay_value = original_move_delay_value;
11693 player->is_active = FALSE;
11695 if (player->last_move_dir & MV_HORIZONTAL)
11697 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
11698 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
11702 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
11703 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
11706 #if USE_FIXED_BORDER_RUNNING_GFX
11707 if (!moved && !player->is_active)
11709 player->is_moving = FALSE;
11710 player->is_digging = FALSE;
11711 player->is_collecting = FALSE;
11712 player->is_snapping = FALSE;
11713 player->is_pushing = FALSE;
11721 if (moved & MP_MOVING && !ScreenMovPos &&
11722 (player->index_nr == game.centered_player_nr ||
11723 game.centered_player_nr == -1))
11725 if (moved & MP_MOVING && !ScreenMovPos &&
11726 (player == local_player || !options.network))
11729 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
11730 int offset = (setup.scroll_delay ? 3 : 0);
11732 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11734 /* actual player has left the screen -- scroll in that direction */
11735 if (jx != old_jx) /* player has moved horizontally */
11736 scroll_x += (jx - old_jx);
11737 else /* player has moved vertically */
11738 scroll_y += (jy - old_jy);
11742 if (jx != old_jx) /* player has moved horizontally */
11744 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
11745 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
11746 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
11748 /* don't scroll over playfield boundaries */
11749 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
11750 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
11752 /* don't scroll more than one field at a time */
11753 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
11755 /* don't scroll against the player's moving direction */
11756 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
11757 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
11758 scroll_x = old_scroll_x;
11760 else /* player has moved vertically */
11762 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
11763 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
11764 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
11766 /* don't scroll over playfield boundaries */
11767 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
11768 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
11770 /* don't scroll more than one field at a time */
11771 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
11773 /* don't scroll against the player's moving direction */
11774 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
11775 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
11776 scroll_y = old_scroll_y;
11780 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
11783 if (!options.network && game.centered_player_nr == -1 &&
11784 !AllPlayersInVisibleScreen())
11786 scroll_x = old_scroll_x;
11787 scroll_y = old_scroll_y;
11791 if (!options.network && !AllPlayersInVisibleScreen())
11793 scroll_x = old_scroll_x;
11794 scroll_y = old_scroll_y;
11799 ScrollScreen(player, SCROLL_INIT);
11800 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
11805 player->StepFrame = 0;
11807 if (moved & MP_MOVING)
11809 if (old_jx != jx && old_jy == jy)
11810 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
11811 else if (old_jx == jx && old_jy != jy)
11812 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
11814 DrawLevelField(jx, jy); /* for "crumbled sand" */
11816 player->last_move_dir = player->MovDir;
11817 player->is_moving = TRUE;
11818 player->is_snapping = FALSE;
11819 player->is_switching = FALSE;
11820 player->is_dropping = FALSE;
11821 player->is_dropping_pressed = FALSE;
11822 player->drop_pressed_delay = 0;
11825 /* should better be called here than above, but this breaks some tapes */
11826 ScrollPlayer(player, SCROLL_INIT);
11831 CheckGravityMovementWhenNotMoving(player);
11833 player->is_moving = FALSE;
11835 /* at this point, the player is allowed to move, but cannot move right now
11836 (e.g. because of something blocking the way) -- ensure that the player
11837 is also allowed to move in the next frame (in old versions before 3.1.1,
11838 the player was forced to wait again for eight frames before next try) */
11840 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11841 player->move_delay = 0; /* allow direct movement in the next frame */
11844 if (player->move_delay == -1) /* not yet initialized by DigField() */
11845 player->move_delay = player->move_delay_value;
11847 if (game.engine_version < VERSION_IDENT(3,0,7,0))
11849 TestIfPlayerTouchesBadThing(jx, jy);
11850 TestIfPlayerTouchesCustomElement(jx, jy);
11853 if (!player->active)
11854 RemovePlayer(player);
11859 void ScrollPlayer(struct PlayerInfo *player, int mode)
11861 int jx = player->jx, jy = player->jy;
11862 int last_jx = player->last_jx, last_jy = player->last_jy;
11863 int move_stepsize = TILEX / player->move_delay_value;
11865 #if USE_NEW_PLAYER_SPEED
11866 if (!player->active)
11869 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
11872 if (!player->active || player->MovPos == 0)
11876 if (mode == SCROLL_INIT)
11878 player->actual_frame_counter = FrameCounter;
11879 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
11881 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
11882 Feld[last_jx][last_jy] == EL_EMPTY)
11884 int last_field_block_delay = 0; /* start with no blocking at all */
11885 int block_delay_adjustment = player->block_delay_adjustment;
11887 /* if player blocks last field, add delay for exactly one move */
11888 if (player->block_last_field)
11890 last_field_block_delay += player->move_delay_value;
11892 /* when blocking enabled, prevent moving up despite gravity */
11893 #if USE_PLAYER_GRAVITY
11894 if (player->gravity && player->MovDir == MV_UP)
11895 block_delay_adjustment = -1;
11897 if (game.gravity && player->MovDir == MV_UP)
11898 block_delay_adjustment = -1;
11902 /* add block delay adjustment (also possible when not blocking) */
11903 last_field_block_delay += block_delay_adjustment;
11905 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
11906 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
11909 #if USE_NEW_PLAYER_SPEED
11910 if (player->MovPos != 0) /* player has not yet reached destination */
11916 else if (!FrameReached(&player->actual_frame_counter, 1))
11919 #if USE_NEW_PLAYER_SPEED
11920 if (player->MovPos != 0)
11922 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
11923 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
11925 /* before DrawPlayer() to draw correct player graphic for this case */
11926 if (player->MovPos == 0)
11927 CheckGravityMovement(player);
11930 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
11931 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
11933 /* before DrawPlayer() to draw correct player graphic for this case */
11934 if (player->MovPos == 0)
11935 CheckGravityMovement(player);
11938 if (player->MovPos == 0) /* player reached destination field */
11940 if (player->move_delay_reset_counter > 0)
11942 player->move_delay_reset_counter--;
11944 if (player->move_delay_reset_counter == 0)
11946 /* continue with normal speed after quickly moving through gate */
11947 HALVE_PLAYER_SPEED(player);
11949 /* be able to make the next move without delay */
11950 player->move_delay = 0;
11954 player->last_jx = jx;
11955 player->last_jy = jy;
11957 if (Feld[jx][jy] == EL_EXIT_OPEN ||
11958 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
11959 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
11960 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
11961 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
11962 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
11964 DrawPlayer(player); /* needed here only to cleanup last field */
11965 RemovePlayer(player);
11967 if (local_player->friends_still_needed == 0 ||
11968 IS_SP_ELEMENT(Feld[jx][jy]))
11969 PlayerWins(player);
11972 /* this breaks one level: "machine", level 000 */
11974 int move_direction = player->MovDir;
11975 int enter_side = MV_DIR_OPPOSITE(move_direction);
11976 int leave_side = move_direction;
11977 int old_jx = last_jx;
11978 int old_jy = last_jy;
11979 int old_element = Feld[old_jx][old_jy];
11980 int new_element = Feld[jx][jy];
11982 if (IS_CUSTOM_ELEMENT(old_element))
11983 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
11985 player->index_bit, leave_side);
11987 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
11988 CE_PLAYER_LEAVES_X,
11989 player->index_bit, leave_side);
11991 if (IS_CUSTOM_ELEMENT(new_element))
11992 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
11993 player->index_bit, enter_side);
11995 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
11996 CE_PLAYER_ENTERS_X,
11997 player->index_bit, enter_side);
11999 CheckTriggeredElementChangeBySide(jx, jy, player->element_nr,
12000 CE_MOVE_OF_X, move_direction);
12003 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12005 TestIfPlayerTouchesBadThing(jx, jy);
12006 TestIfPlayerTouchesCustomElement(jx, jy);
12008 /* needed because pushed element has not yet reached its destination,
12009 so it would trigger a change event at its previous field location */
12010 if (!player->is_pushing)
12011 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12013 if (!player->active)
12014 RemovePlayer(player);
12017 if (!local_player->LevelSolved && level.use_step_counter)
12027 if (TimeLeft <= 10 && setup.time_limit)
12028 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12030 DrawGameValue_Time(TimeLeft);
12032 if (!TimeLeft && setup.time_limit)
12033 for (i = 0; i < MAX_PLAYERS; i++)
12034 KillPlayer(&stored_player[i]);
12036 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
12037 DrawGameValue_Time(TimePlayed);
12040 if (tape.single_step && tape.recording && !tape.pausing &&
12041 !player->programmed_action)
12042 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12046 void ScrollScreen(struct PlayerInfo *player, int mode)
12048 static unsigned long screen_frame_counter = 0;
12050 if (mode == SCROLL_INIT)
12052 /* set scrolling step size according to actual player's moving speed */
12053 ScrollStepSize = TILEX / player->move_delay_value;
12055 screen_frame_counter = FrameCounter;
12056 ScreenMovDir = player->MovDir;
12057 ScreenMovPos = player->MovPos;
12058 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12061 else if (!FrameReached(&screen_frame_counter, 1))
12066 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12067 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12068 redraw_mask |= REDRAW_FIELD;
12071 ScreenMovDir = MV_NONE;
12074 void TestIfPlayerTouchesCustomElement(int x, int y)
12076 static int xy[4][2] =
12083 static int trigger_sides[4][2] =
12085 /* center side border side */
12086 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12087 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12088 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12089 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12091 static int touch_dir[4] =
12093 MV_LEFT | MV_RIGHT,
12098 int center_element = Feld[x][y]; /* should always be non-moving! */
12101 for (i = 0; i < NUM_DIRECTIONS; i++)
12103 int xx = x + xy[i][0];
12104 int yy = y + xy[i][1];
12105 int center_side = trigger_sides[i][0];
12106 int border_side = trigger_sides[i][1];
12107 int border_element;
12109 if (!IN_LEV_FIELD(xx, yy))
12112 if (IS_PLAYER(x, y))
12114 struct PlayerInfo *player = PLAYERINFO(x, y);
12116 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12117 border_element = Feld[xx][yy]; /* may be moving! */
12118 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12119 border_element = Feld[xx][yy];
12120 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12121 border_element = MovingOrBlocked2Element(xx, yy);
12123 continue; /* center and border element do not touch */
12125 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12126 player->index_bit, border_side);
12127 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12128 CE_PLAYER_TOUCHES_X,
12129 player->index_bit, border_side);
12131 else if (IS_PLAYER(xx, yy))
12133 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12135 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12137 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12138 continue; /* center and border element do not touch */
12141 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12142 player->index_bit, center_side);
12143 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12144 CE_PLAYER_TOUCHES_X,
12145 player->index_bit, center_side);
12151 #if USE_ELEMENT_TOUCHING_BUGFIX
12153 void TestIfElementTouchesCustomElement(int x, int y)
12155 static int xy[4][2] =
12162 static int trigger_sides[4][2] =
12164 /* center side border side */
12165 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12166 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12167 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12168 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12170 static int touch_dir[4] =
12172 MV_LEFT | MV_RIGHT,
12177 boolean change_center_element = FALSE;
12178 int center_element = Feld[x][y]; /* should always be non-moving! */
12179 int border_element_old[NUM_DIRECTIONS];
12182 for (i = 0; i < NUM_DIRECTIONS; i++)
12184 int xx = x + xy[i][0];
12185 int yy = y + xy[i][1];
12186 int border_element;
12188 border_element_old[i] = -1;
12190 if (!IN_LEV_FIELD(xx, yy))
12193 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12194 border_element = Feld[xx][yy]; /* may be moving! */
12195 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12196 border_element = Feld[xx][yy];
12197 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12198 border_element = MovingOrBlocked2Element(xx, yy);
12200 continue; /* center and border element do not touch */
12202 border_element_old[i] = border_element;
12205 for (i = 0; i < NUM_DIRECTIONS; i++)
12207 int xx = x + xy[i][0];
12208 int yy = y + xy[i][1];
12209 int center_side = trigger_sides[i][0];
12210 int border_element = border_element_old[i];
12212 if (border_element == -1)
12215 /* check for change of border element */
12216 CheckElementChangeBySide(xx, yy, border_element, center_element,
12217 CE_TOUCHING_X, center_side);
12220 for (i = 0; i < NUM_DIRECTIONS; i++)
12222 int border_side = trigger_sides[i][1];
12223 int border_element = border_element_old[i];
12225 if (border_element == -1)
12228 /* check for change of center element (but change it only once) */
12229 if (!change_center_element)
12230 change_center_element =
12231 CheckElementChangeBySide(x, y, center_element, border_element,
12232 CE_TOUCHING_X, border_side);
12238 void TestIfElementTouchesCustomElement_OLD(int x, int y)
12240 static int xy[4][2] =
12247 static int trigger_sides[4][2] =
12249 /* center side border side */
12250 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12251 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12252 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12253 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12255 static int touch_dir[4] =
12257 MV_LEFT | MV_RIGHT,
12262 boolean change_center_element = FALSE;
12263 int center_element = Feld[x][y]; /* should always be non-moving! */
12266 for (i = 0; i < NUM_DIRECTIONS; i++)
12268 int xx = x + xy[i][0];
12269 int yy = y + xy[i][1];
12270 int center_side = trigger_sides[i][0];
12271 int border_side = trigger_sides[i][1];
12272 int border_element;
12274 if (!IN_LEV_FIELD(xx, yy))
12277 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12278 border_element = Feld[xx][yy]; /* may be moving! */
12279 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12280 border_element = Feld[xx][yy];
12281 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12282 border_element = MovingOrBlocked2Element(xx, yy);
12284 continue; /* center and border element do not touch */
12286 /* check for change of center element (but change it only once) */
12287 if (!change_center_element)
12288 change_center_element =
12289 CheckElementChangeBySide(x, y, center_element, border_element,
12290 CE_TOUCHING_X, border_side);
12292 /* check for change of border element */
12293 CheckElementChangeBySide(xx, yy, border_element, center_element,
12294 CE_TOUCHING_X, center_side);
12300 void TestIfElementHitsCustomElement(int x, int y, int direction)
12302 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12303 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12304 int hitx = x + dx, hity = y + dy;
12305 int hitting_element = Feld[x][y];
12306 int touched_element;
12308 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12311 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12312 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12314 if (IN_LEV_FIELD(hitx, hity))
12316 int opposite_direction = MV_DIR_OPPOSITE(direction);
12317 int hitting_side = direction;
12318 int touched_side = opposite_direction;
12319 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12320 MovDir[hitx][hity] != direction ||
12321 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12327 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12328 CE_HITTING_X, touched_side);
12330 CheckElementChangeBySide(hitx, hity, touched_element,
12331 hitting_element, CE_HIT_BY_X, hitting_side);
12333 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12334 CE_HIT_BY_SOMETHING, opposite_direction);
12338 /* "hitting something" is also true when hitting the playfield border */
12339 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12340 CE_HITTING_SOMETHING, direction);
12344 void TestIfElementSmashesCustomElement(int x, int y, int direction)
12346 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12347 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12348 int hitx = x + dx, hity = y + dy;
12349 int hitting_element = Feld[x][y];
12350 int touched_element;
12352 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
12353 !IS_FREE(hitx, hity) &&
12354 (!IS_MOVING(hitx, hity) ||
12355 MovDir[hitx][hity] != direction ||
12356 ABS(MovPos[hitx][hity]) <= TILEY / 2));
12359 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12363 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
12367 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12368 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12370 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12371 EP_CAN_SMASH_EVERYTHING, direction);
12373 if (IN_LEV_FIELD(hitx, hity))
12375 int opposite_direction = MV_DIR_OPPOSITE(direction);
12376 int hitting_side = direction;
12377 int touched_side = opposite_direction;
12379 int touched_element = MovingOrBlocked2Element(hitx, hity);
12382 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12383 MovDir[hitx][hity] != direction ||
12384 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12393 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12394 CE_SMASHED_BY_SOMETHING, opposite_direction);
12396 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12397 CE_OTHER_IS_SMASHING, touched_side);
12399 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12400 CE_OTHER_GETS_SMASHED, hitting_side);
12406 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12408 int i, kill_x = -1, kill_y = -1;
12410 int bad_element = -1;
12411 static int test_xy[4][2] =
12418 static int test_dir[4] =
12426 for (i = 0; i < NUM_DIRECTIONS; i++)
12428 int test_x, test_y, test_move_dir, test_element;
12430 test_x = good_x + test_xy[i][0];
12431 test_y = good_y + test_xy[i][1];
12433 if (!IN_LEV_FIELD(test_x, test_y))
12437 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12439 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12441 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12442 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12444 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12445 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12449 bad_element = test_element;
12455 if (kill_x != -1 || kill_y != -1)
12457 if (IS_PLAYER(good_x, good_y))
12459 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12461 if (player->shield_deadly_time_left > 0 &&
12462 !IS_INDESTRUCTIBLE(bad_element))
12463 Bang(kill_x, kill_y);
12464 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12465 KillPlayer(player);
12468 Bang(good_x, good_y);
12472 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12474 int i, kill_x = -1, kill_y = -1;
12475 int bad_element = Feld[bad_x][bad_y];
12476 static int test_xy[4][2] =
12483 static int touch_dir[4] =
12485 MV_LEFT | MV_RIGHT,
12490 static int test_dir[4] =
12498 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12501 for (i = 0; i < NUM_DIRECTIONS; i++)
12503 int test_x, test_y, test_move_dir, test_element;
12505 test_x = bad_x + test_xy[i][0];
12506 test_y = bad_y + test_xy[i][1];
12507 if (!IN_LEV_FIELD(test_x, test_y))
12511 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12513 test_element = Feld[test_x][test_y];
12515 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12516 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12518 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12519 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12521 /* good thing is player or penguin that does not move away */
12522 if (IS_PLAYER(test_x, test_y))
12524 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12526 if (bad_element == EL_ROBOT && player->is_moving)
12527 continue; /* robot does not kill player if he is moving */
12529 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12531 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12532 continue; /* center and border element do not touch */
12539 else if (test_element == EL_PENGUIN)
12548 if (kill_x != -1 || kill_y != -1)
12550 if (IS_PLAYER(kill_x, kill_y))
12552 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12554 if (player->shield_deadly_time_left > 0 &&
12555 !IS_INDESTRUCTIBLE(bad_element))
12556 Bang(bad_x, bad_y);
12557 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12558 KillPlayer(player);
12561 Bang(kill_x, kill_y);
12565 void TestIfPlayerTouchesBadThing(int x, int y)
12567 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12570 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12572 TestIfGoodThingHitsBadThing(x, y, move_dir);
12575 void TestIfBadThingTouchesPlayer(int x, int y)
12577 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12580 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12582 TestIfBadThingHitsGoodThing(x, y, move_dir);
12585 void TestIfFriendTouchesBadThing(int x, int y)
12587 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12590 void TestIfBadThingTouchesFriend(int x, int y)
12592 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12595 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12597 int i, kill_x = bad_x, kill_y = bad_y;
12598 static int xy[4][2] =
12606 for (i = 0; i < NUM_DIRECTIONS; i++)
12610 x = bad_x + xy[i][0];
12611 y = bad_y + xy[i][1];
12612 if (!IN_LEV_FIELD(x, y))
12615 element = Feld[x][y];
12616 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12617 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
12625 if (kill_x != bad_x || kill_y != bad_y)
12626 Bang(bad_x, bad_y);
12629 void KillPlayer(struct PlayerInfo *player)
12631 int jx = player->jx, jy = player->jy;
12633 if (!player->active)
12636 /* the following code was introduced to prevent an infinite loop when calling
12638 -> CheckTriggeredElementChangeExt()
12639 -> ExecuteCustomElementAction()
12641 -> (infinitely repeating the above sequence of function calls)
12642 which occurs when killing the player while having a CE with the setting
12643 "kill player X when explosion of <player X>"; the solution using a new
12644 field "player->killed" was chosen for backwards compatibility, although
12645 clever use of the fields "player->active" etc. would probably also work */
12647 if (player->killed)
12651 player->killed = TRUE;
12653 /* remove accessible field at the player's position */
12654 Feld[jx][jy] = EL_EMPTY;
12656 /* deactivate shield (else Bang()/Explode() would not work right) */
12657 player->shield_normal_time_left = 0;
12658 player->shield_deadly_time_left = 0;
12661 BuryPlayer(player);
12664 static void KillPlayerUnlessEnemyProtected(int x, int y)
12666 if (!PLAYER_ENEMY_PROTECTED(x, y))
12667 KillPlayer(PLAYERINFO(x, y));
12670 static void KillPlayerUnlessExplosionProtected(int x, int y)
12672 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
12673 KillPlayer(PLAYERINFO(x, y));
12676 void BuryPlayer(struct PlayerInfo *player)
12678 int jx = player->jx, jy = player->jy;
12680 if (!player->active)
12683 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
12684 PlayLevelSound(jx, jy, SND_GAME_LOSING);
12686 player->GameOver = TRUE;
12687 RemovePlayer(player);
12690 void RemovePlayer(struct PlayerInfo *player)
12692 int jx = player->jx, jy = player->jy;
12693 int i, found = FALSE;
12695 player->present = FALSE;
12696 player->active = FALSE;
12698 if (!ExplodeField[jx][jy])
12699 StorePlayer[jx][jy] = 0;
12701 if (player->is_moving)
12702 DrawLevelField(player->last_jx, player->last_jy);
12704 for (i = 0; i < MAX_PLAYERS; i++)
12705 if (stored_player[i].active)
12709 AllPlayersGone = TRUE;
12715 #if USE_NEW_SNAP_DELAY
12716 static void setFieldForSnapping(int x, int y, int element, int direction)
12718 struct ElementInfo *ei = &element_info[element];
12719 int direction_bit = MV_DIR_TO_BIT(direction);
12720 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
12721 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
12722 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
12724 Feld[x][y] = EL_ELEMENT_SNAPPING;
12725 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
12727 ResetGfxAnimation(x, y);
12729 GfxElement[x][y] = element;
12730 GfxAction[x][y] = action;
12731 GfxDir[x][y] = direction;
12732 GfxFrame[x][y] = -1;
12737 =============================================================================
12738 checkDiagonalPushing()
12739 -----------------------------------------------------------------------------
12740 check if diagonal input device direction results in pushing of object
12741 (by checking if the alternative direction is walkable, diggable, ...)
12742 =============================================================================
12745 static boolean checkDiagonalPushing(struct PlayerInfo *player,
12746 int x, int y, int real_dx, int real_dy)
12748 int jx, jy, dx, dy, xx, yy;
12750 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
12753 /* diagonal direction: check alternative direction */
12758 xx = jx + (dx == 0 ? real_dx : 0);
12759 yy = jy + (dy == 0 ? real_dy : 0);
12761 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
12765 =============================================================================
12767 -----------------------------------------------------------------------------
12768 x, y: field next to player (non-diagonal) to try to dig to
12769 real_dx, real_dy: direction as read from input device (can be diagonal)
12770 =============================================================================
12773 int DigField(struct PlayerInfo *player,
12774 int oldx, int oldy, int x, int y,
12775 int real_dx, int real_dy, int mode)
12777 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
12778 boolean player_was_pushing = player->is_pushing;
12779 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
12780 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
12781 int jx = oldx, jy = oldy;
12782 int dx = x - jx, dy = y - jy;
12783 int nextx = x + dx, nexty = y + dy;
12784 int move_direction = (dx == -1 ? MV_LEFT :
12785 dx == +1 ? MV_RIGHT :
12787 dy == +1 ? MV_DOWN : MV_NONE);
12788 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
12789 int dig_side = MV_DIR_OPPOSITE(move_direction);
12790 int old_element = Feld[jx][jy];
12791 #if USE_FIXED_DONT_RUN_INTO
12792 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
12798 if (is_player) /* function can also be called by EL_PENGUIN */
12800 if (player->MovPos == 0)
12802 player->is_digging = FALSE;
12803 player->is_collecting = FALSE;
12806 if (player->MovPos == 0) /* last pushing move finished */
12807 player->is_pushing = FALSE;
12809 if (mode == DF_NO_PUSH) /* player just stopped pushing */
12811 player->is_switching = FALSE;
12812 player->push_delay = -1;
12814 return MP_NO_ACTION;
12818 #if !USE_FIXED_DONT_RUN_INTO
12819 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
12820 return MP_NO_ACTION;
12823 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
12824 old_element = Back[jx][jy];
12826 /* in case of element dropped at player position, check background */
12827 else if (Back[jx][jy] != EL_EMPTY &&
12828 game.engine_version >= VERSION_IDENT(2,2,0,0))
12829 old_element = Back[jx][jy];
12831 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
12832 return MP_NO_ACTION; /* field has no opening in this direction */
12834 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
12835 return MP_NO_ACTION; /* field has no opening in this direction */
12837 #if USE_FIXED_DONT_RUN_INTO
12838 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
12842 Feld[jx][jy] = player->artwork_element;
12843 InitMovingField(jx, jy, MV_DOWN);
12844 Store[jx][jy] = EL_ACID;
12845 ContinueMoving(jx, jy);
12846 BuryPlayer(player);
12848 return MP_DONT_RUN_INTO;
12852 #if USE_FIXED_DONT_RUN_INTO
12853 if (player_can_move && DONT_RUN_INTO(element))
12855 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
12857 return MP_DONT_RUN_INTO;
12861 #if USE_FIXED_DONT_RUN_INTO
12862 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
12863 return MP_NO_ACTION;
12866 #if !USE_FIXED_DONT_RUN_INTO
12867 element = Feld[x][y];
12870 collect_count = element_info[element].collect_count_initial;
12872 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
12873 return MP_NO_ACTION;
12875 if (game.engine_version < VERSION_IDENT(2,2,0,0))
12876 player_can_move = player_can_move_or_snap;
12878 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
12879 game.engine_version >= VERSION_IDENT(2,2,0,0))
12881 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
12882 player->index_bit, dig_side);
12883 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
12884 player->index_bit, dig_side);
12886 if (element == EL_DC_LANDMINE)
12889 if (Feld[x][y] != element) /* field changed by snapping */
12892 return MP_NO_ACTION;
12895 #if USE_PLAYER_GRAVITY
12896 if (player->gravity && is_player && !player->is_auto_moving &&
12897 canFallDown(player) && move_direction != MV_DOWN &&
12898 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
12899 return MP_NO_ACTION; /* player cannot walk here due to gravity */
12901 if (game.gravity && is_player && !player->is_auto_moving &&
12902 canFallDown(player) && move_direction != MV_DOWN &&
12903 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
12904 return MP_NO_ACTION; /* player cannot walk here due to gravity */
12907 if (player_can_move &&
12908 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
12910 int sound_element = SND_ELEMENT(element);
12911 int sound_action = ACTION_WALKING;
12913 if (IS_RND_GATE(element))
12915 if (!player->key[RND_GATE_NR(element)])
12916 return MP_NO_ACTION;
12918 else if (IS_RND_GATE_GRAY(element))
12920 if (!player->key[RND_GATE_GRAY_NR(element)])
12921 return MP_NO_ACTION;
12923 else if (IS_RND_GATE_GRAY_ACTIVE(element))
12925 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
12926 return MP_NO_ACTION;
12928 else if (element == EL_EXIT_OPEN ||
12929 element == EL_EM_EXIT_OPEN ||
12930 element == EL_STEEL_EXIT_OPEN ||
12931 element == EL_EM_STEEL_EXIT_OPEN ||
12932 element == EL_SP_EXIT_OPEN ||
12933 element == EL_SP_EXIT_OPENING)
12935 sound_action = ACTION_PASSING; /* player is passing exit */
12937 else if (element == EL_EMPTY)
12939 sound_action = ACTION_MOVING; /* nothing to walk on */
12942 /* play sound from background or player, whatever is available */
12943 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
12944 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
12946 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
12948 else if (player_can_move &&
12949 IS_PASSABLE(element) && canPassField(x, y, move_direction))
12951 if (!ACCESS_FROM(element, opposite_direction))
12952 return MP_NO_ACTION; /* field not accessible from this direction */
12954 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
12955 return MP_NO_ACTION;
12957 if (IS_EM_GATE(element))
12959 if (!player->key[EM_GATE_NR(element)])
12960 return MP_NO_ACTION;
12962 else if (IS_EM_GATE_GRAY(element))
12964 if (!player->key[EM_GATE_GRAY_NR(element)])
12965 return MP_NO_ACTION;
12967 else if (IS_EM_GATE_GRAY_ACTIVE(element))
12969 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
12970 return MP_NO_ACTION;
12972 else if (IS_EMC_GATE(element))
12974 if (!player->key[EMC_GATE_NR(element)])
12975 return MP_NO_ACTION;
12977 else if (IS_EMC_GATE_GRAY(element))
12979 if (!player->key[EMC_GATE_GRAY_NR(element)])
12980 return MP_NO_ACTION;
12982 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
12984 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
12985 return MP_NO_ACTION;
12987 else if (element == EL_DC_GATE_WHITE ||
12988 element == EL_DC_GATE_WHITE_GRAY ||
12989 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
12991 if (player->num_white_keys == 0)
12992 return MP_NO_ACTION;
12994 player->num_white_keys--;
12996 else if (IS_SP_PORT(element))
12998 if (element == EL_SP_GRAVITY_PORT_LEFT ||
12999 element == EL_SP_GRAVITY_PORT_RIGHT ||
13000 element == EL_SP_GRAVITY_PORT_UP ||
13001 element == EL_SP_GRAVITY_PORT_DOWN)
13002 #if USE_PLAYER_GRAVITY
13003 player->gravity = !player->gravity;
13005 game.gravity = !game.gravity;
13007 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13008 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13009 element == EL_SP_GRAVITY_ON_PORT_UP ||
13010 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13011 #if USE_PLAYER_GRAVITY
13012 player->gravity = TRUE;
13014 game.gravity = TRUE;
13016 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13017 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13018 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13019 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13020 #if USE_PLAYER_GRAVITY
13021 player->gravity = FALSE;
13023 game.gravity = FALSE;
13027 /* automatically move to the next field with double speed */
13028 player->programmed_action = move_direction;
13030 if (player->move_delay_reset_counter == 0)
13032 player->move_delay_reset_counter = 2; /* two double speed steps */
13034 DOUBLE_PLAYER_SPEED(player);
13037 PlayLevelSoundAction(x, y, ACTION_PASSING);
13039 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13043 if (mode != DF_SNAP)
13045 GfxElement[x][y] = GFX_ELEMENT(element);
13046 player->is_digging = TRUE;
13049 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13051 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13052 player->index_bit, dig_side);
13054 if (mode == DF_SNAP)
13056 #if USE_NEW_SNAP_DELAY
13057 if (level.block_snap_field)
13058 setFieldForSnapping(x, y, element, move_direction);
13060 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13062 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13065 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13066 player->index_bit, dig_side);
13069 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13073 if (is_player && mode != DF_SNAP)
13075 GfxElement[x][y] = element;
13076 player->is_collecting = TRUE;
13079 if (element == EL_SPEED_PILL)
13081 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13083 else if (element == EL_EXTRA_TIME && level.time > 0)
13085 TimeLeft += level.extra_time;
13086 DrawGameValue_Time(TimeLeft);
13088 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13090 player->shield_normal_time_left += level.shield_normal_time;
13091 if (element == EL_SHIELD_DEADLY)
13092 player->shield_deadly_time_left += level.shield_deadly_time;
13094 else if (element == EL_DYNAMITE ||
13095 element == EL_EM_DYNAMITE ||
13096 element == EL_SP_DISK_RED)
13098 if (player->inventory_size < MAX_INVENTORY_SIZE)
13099 player->inventory_element[player->inventory_size++] = element;
13101 DrawGameDoorValues();
13103 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13105 player->dynabomb_count++;
13106 player->dynabombs_left++;
13108 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13110 player->dynabomb_size++;
13112 else if (element == EL_DYNABOMB_INCREASE_POWER)
13114 player->dynabomb_xl = TRUE;
13116 else if (IS_KEY(element))
13118 player->key[KEY_NR(element)] = TRUE;
13120 DrawGameDoorValues();
13122 else if (element == EL_DC_KEY_WHITE)
13124 player->num_white_keys++;
13126 /* display white keys? */
13127 /* DrawGameDoorValues(); */
13129 else if (IS_ENVELOPE(element))
13131 player->show_envelope = element;
13133 else if (element == EL_EMC_LENSES)
13135 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13137 RedrawAllInvisibleElementsForLenses();
13139 else if (element == EL_EMC_MAGNIFIER)
13141 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13143 RedrawAllInvisibleElementsForMagnifier();
13145 else if (IS_DROPPABLE(element) ||
13146 IS_THROWABLE(element)) /* can be collected and dropped */
13150 if (collect_count == 0)
13151 player->inventory_infinite_element = element;
13153 for (i = 0; i < collect_count; i++)
13154 if (player->inventory_size < MAX_INVENTORY_SIZE)
13155 player->inventory_element[player->inventory_size++] = element;
13157 DrawGameDoorValues();
13159 else if (collect_count > 0)
13161 local_player->gems_still_needed -= collect_count;
13162 if (local_player->gems_still_needed < 0)
13163 local_player->gems_still_needed = 0;
13165 DrawGameValue_Emeralds(local_player->gems_still_needed);
13168 RaiseScoreElement(element);
13169 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13172 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13173 player->index_bit, dig_side);
13175 if (mode == DF_SNAP)
13177 #if USE_NEW_SNAP_DELAY
13178 if (level.block_snap_field)
13179 setFieldForSnapping(x, y, element, move_direction);
13181 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13183 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13186 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13187 player->index_bit, dig_side);
13190 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13192 if (mode == DF_SNAP && element != EL_BD_ROCK)
13193 return MP_NO_ACTION;
13195 if (CAN_FALL(element) && dy)
13196 return MP_NO_ACTION;
13198 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13199 !(element == EL_SPRING && level.use_spring_bug))
13200 return MP_NO_ACTION;
13202 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13203 ((move_direction & MV_VERTICAL &&
13204 ((element_info[element].move_pattern & MV_LEFT &&
13205 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13206 (element_info[element].move_pattern & MV_RIGHT &&
13207 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13208 (move_direction & MV_HORIZONTAL &&
13209 ((element_info[element].move_pattern & MV_UP &&
13210 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13211 (element_info[element].move_pattern & MV_DOWN &&
13212 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13213 return MP_NO_ACTION;
13215 /* do not push elements already moving away faster than player */
13216 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13217 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13218 return MP_NO_ACTION;
13220 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13222 if (player->push_delay_value == -1 || !player_was_pushing)
13223 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13225 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13227 if (player->push_delay_value == -1)
13228 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13230 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13232 if (!player->is_pushing)
13233 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13236 player->is_pushing = TRUE;
13237 player->is_active = TRUE;
13239 if (!(IN_LEV_FIELD(nextx, nexty) &&
13240 (IS_FREE(nextx, nexty) ||
13241 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
13242 IS_SB_ELEMENT(element)))))
13243 return MP_NO_ACTION;
13245 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13246 return MP_NO_ACTION;
13248 if (player->push_delay == -1) /* new pushing; restart delay */
13249 player->push_delay = 0;
13251 if (player->push_delay < player->push_delay_value &&
13252 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13253 element != EL_SPRING && element != EL_BALLOON)
13255 /* make sure that there is no move delay before next try to push */
13256 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13257 player->move_delay = 0;
13259 return MP_NO_ACTION;
13262 if (IS_SB_ELEMENT(element))
13264 if (element == EL_SOKOBAN_FIELD_FULL)
13266 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13267 local_player->sokobanfields_still_needed++;
13270 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13272 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13273 local_player->sokobanfields_still_needed--;
13276 Feld[x][y] = EL_SOKOBAN_OBJECT;
13278 if (Back[x][y] == Back[nextx][nexty])
13279 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13280 else if (Back[x][y] != 0)
13281 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13284 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13287 if (local_player->sokobanfields_still_needed == 0 &&
13288 game.emulation == EMU_SOKOBAN)
13290 PlayerWins(player);
13292 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13296 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13298 InitMovingField(x, y, move_direction);
13299 GfxAction[x][y] = ACTION_PUSHING;
13301 if (mode == DF_SNAP)
13302 ContinueMoving(x, y);
13304 MovPos[x][y] = (dx != 0 ? dx : dy);
13306 Pushed[x][y] = TRUE;
13307 Pushed[nextx][nexty] = TRUE;
13309 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13310 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13312 player->push_delay_value = -1; /* get new value later */
13314 /* check for element change _after_ element has been pushed */
13315 if (game.use_change_when_pushing_bug)
13317 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13318 player->index_bit, dig_side);
13319 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13320 player->index_bit, dig_side);
13323 else if (IS_SWITCHABLE(element))
13325 if (PLAYER_SWITCHING(player, x, y))
13327 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13328 player->index_bit, dig_side);
13333 player->is_switching = TRUE;
13334 player->switch_x = x;
13335 player->switch_y = y;
13337 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13339 if (element == EL_ROBOT_WHEEL)
13341 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13345 DrawLevelField(x, y);
13347 else if (element == EL_SP_TERMINAL)
13351 SCAN_PLAYFIELD(xx, yy)
13353 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13355 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13356 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13359 else if (IS_BELT_SWITCH(element))
13361 ToggleBeltSwitch(x, y);
13363 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13364 element == EL_SWITCHGATE_SWITCH_DOWN ||
13365 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13366 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13368 ToggleSwitchgateSwitch(x, y);
13370 else if (element == EL_LIGHT_SWITCH ||
13371 element == EL_LIGHT_SWITCH_ACTIVE)
13373 ToggleLightSwitch(x, y);
13375 else if (element == EL_TIMEGATE_SWITCH ||
13376 element == EL_DC_TIMEGATE_SWITCH)
13378 ActivateTimegateSwitch(x, y);
13380 else if (element == EL_BALLOON_SWITCH_LEFT ||
13381 element == EL_BALLOON_SWITCH_RIGHT ||
13382 element == EL_BALLOON_SWITCH_UP ||
13383 element == EL_BALLOON_SWITCH_DOWN ||
13384 element == EL_BALLOON_SWITCH_NONE ||
13385 element == EL_BALLOON_SWITCH_ANY)
13387 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13388 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13389 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13390 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13391 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13394 else if (element == EL_LAMP)
13396 Feld[x][y] = EL_LAMP_ACTIVE;
13397 local_player->lights_still_needed--;
13399 ResetGfxAnimation(x, y);
13400 DrawLevelField(x, y);
13402 else if (element == EL_TIME_ORB_FULL)
13404 Feld[x][y] = EL_TIME_ORB_EMPTY;
13406 if (level.time > 0 || level.use_time_orb_bug)
13408 TimeLeft += level.time_orb_time;
13409 DrawGameValue_Time(TimeLeft);
13412 ResetGfxAnimation(x, y);
13413 DrawLevelField(x, y);
13415 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13416 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13420 game.ball_state = !game.ball_state;
13422 SCAN_PLAYFIELD(xx, yy)
13424 int e = Feld[xx][yy];
13426 if (game.ball_state)
13428 if (e == EL_EMC_MAGIC_BALL)
13429 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13430 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13431 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13435 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13436 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13437 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13438 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13443 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13444 player->index_bit, dig_side);
13446 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13447 player->index_bit, dig_side);
13449 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13450 player->index_bit, dig_side);
13456 if (!PLAYER_SWITCHING(player, x, y))
13458 player->is_switching = TRUE;
13459 player->switch_x = x;
13460 player->switch_y = y;
13462 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13463 player->index_bit, dig_side);
13464 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13465 player->index_bit, dig_side);
13467 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13468 player->index_bit, dig_side);
13469 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13470 player->index_bit, dig_side);
13473 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13474 player->index_bit, dig_side);
13475 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13476 player->index_bit, dig_side);
13478 return MP_NO_ACTION;
13481 player->push_delay = -1;
13483 if (is_player) /* function can also be called by EL_PENGUIN */
13485 if (Feld[x][y] != element) /* really digged/collected something */
13487 player->is_collecting = !player->is_digging;
13488 player->is_active = TRUE;
13495 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13497 int jx = player->jx, jy = player->jy;
13498 int x = jx + dx, y = jy + dy;
13499 int snap_direction = (dx == -1 ? MV_LEFT :
13500 dx == +1 ? MV_RIGHT :
13502 dy == +1 ? MV_DOWN : MV_NONE);
13503 boolean can_continue_snapping = (level.continuous_snapping &&
13504 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13506 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13509 if (!player->active || !IN_LEV_FIELD(x, y))
13517 if (player->MovPos == 0)
13518 player->is_pushing = FALSE;
13520 player->is_snapping = FALSE;
13522 if (player->MovPos == 0)
13524 player->is_moving = FALSE;
13525 player->is_digging = FALSE;
13526 player->is_collecting = FALSE;
13532 #if USE_NEW_CONTINUOUS_SNAPPING
13533 /* prevent snapping with already pressed snap key when not allowed */
13534 if (player->is_snapping && !can_continue_snapping)
13537 if (player->is_snapping)
13541 player->MovDir = snap_direction;
13543 if (player->MovPos == 0)
13545 player->is_moving = FALSE;
13546 player->is_digging = FALSE;
13547 player->is_collecting = FALSE;
13550 player->is_dropping = FALSE;
13551 player->is_dropping_pressed = FALSE;
13552 player->drop_pressed_delay = 0;
13554 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13557 player->is_snapping = TRUE;
13558 player->is_active = TRUE;
13560 if (player->MovPos == 0)
13562 player->is_moving = FALSE;
13563 player->is_digging = FALSE;
13564 player->is_collecting = FALSE;
13567 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
13568 DrawLevelField(player->last_jx, player->last_jy);
13570 DrawLevelField(x, y);
13575 boolean DropElement(struct PlayerInfo *player)
13577 int old_element, new_element;
13578 int dropx = player->jx, dropy = player->jy;
13579 int drop_direction = player->MovDir;
13580 int drop_side = drop_direction;
13581 int drop_element = (player->inventory_size > 0 ?
13582 player->inventory_element[player->inventory_size - 1] :
13583 player->inventory_infinite_element != EL_UNDEFINED ?
13584 player->inventory_infinite_element :
13585 player->dynabombs_left > 0 ?
13586 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
13589 player->is_dropping_pressed = TRUE;
13591 /* do not drop an element on top of another element; when holding drop key
13592 pressed without moving, dropped element must move away before the next
13593 element can be dropped (this is especially important if the next element
13594 is dynamite, which can be placed on background for historical reasons) */
13595 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
13598 if (IS_THROWABLE(drop_element))
13600 dropx += GET_DX_FROM_DIR(drop_direction);
13601 dropy += GET_DY_FROM_DIR(drop_direction);
13603 if (!IN_LEV_FIELD(dropx, dropy))
13607 old_element = Feld[dropx][dropy]; /* old element at dropping position */
13608 new_element = drop_element; /* default: no change when dropping */
13610 /* check if player is active, not moving and ready to drop */
13611 if (!player->active || player->MovPos || player->drop_delay > 0)
13614 /* check if player has anything that can be dropped */
13615 if (new_element == EL_UNDEFINED)
13618 /* check if drop key was pressed long enough for EM style dynamite */
13619 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
13622 /* check if anything can be dropped at the current position */
13623 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
13626 /* collected custom elements can only be dropped on empty fields */
13627 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
13630 if (old_element != EL_EMPTY)
13631 Back[dropx][dropy] = old_element; /* store old element on this field */
13633 ResetGfxAnimation(dropx, dropy);
13634 ResetRandomAnimationValue(dropx, dropy);
13636 if (player->inventory_size > 0 ||
13637 player->inventory_infinite_element != EL_UNDEFINED)
13639 if (player->inventory_size > 0)
13641 player->inventory_size--;
13643 DrawGameDoorValues();
13645 if (new_element == EL_DYNAMITE)
13646 new_element = EL_DYNAMITE_ACTIVE;
13647 else if (new_element == EL_EM_DYNAMITE)
13648 new_element = EL_EM_DYNAMITE_ACTIVE;
13649 else if (new_element == EL_SP_DISK_RED)
13650 new_element = EL_SP_DISK_RED_ACTIVE;
13653 Feld[dropx][dropy] = new_element;
13655 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
13656 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
13657 el2img(Feld[dropx][dropy]), 0);
13659 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
13661 /* needed if previous element just changed to "empty" in the last frame */
13662 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
13664 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
13665 player->index_bit, drop_side);
13666 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
13668 player->index_bit, drop_side);
13670 TestIfElementTouchesCustomElement(dropx, dropy);
13672 else /* player is dropping a dyna bomb */
13674 player->dynabombs_left--;
13676 Feld[dropx][dropy] = new_element;
13678 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
13679 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
13680 el2img(Feld[dropx][dropy]), 0);
13682 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
13685 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
13686 InitField_WithBug1(dropx, dropy, FALSE);
13688 new_element = Feld[dropx][dropy]; /* element might have changed */
13690 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
13691 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
13693 int move_direction, nextx, nexty;
13695 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
13696 MovDir[dropx][dropy] = drop_direction;
13698 move_direction = MovDir[dropx][dropy];
13699 nextx = dropx + GET_DX_FROM_DIR(move_direction);
13700 nexty = dropy + GET_DY_FROM_DIR(move_direction);
13702 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
13704 #if USE_FIX_IMPACT_COLLISION
13705 /* do not cause impact style collision by dropping elements that can fall */
13706 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
13708 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
13712 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
13713 player->is_dropping = TRUE;
13715 player->drop_pressed_delay = 0;
13716 player->is_dropping_pressed = FALSE;
13718 player->drop_x = dropx;
13719 player->drop_y = dropy;
13724 /* ------------------------------------------------------------------------- */
13725 /* game sound playing functions */
13726 /* ------------------------------------------------------------------------- */
13728 static int *loop_sound_frame = NULL;
13729 static int *loop_sound_volume = NULL;
13731 void InitPlayLevelSound()
13733 int num_sounds = getSoundListSize();
13735 checked_free(loop_sound_frame);
13736 checked_free(loop_sound_volume);
13738 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
13739 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
13742 static void PlayLevelSound(int x, int y, int nr)
13744 int sx = SCREENX(x), sy = SCREENY(y);
13745 int volume, stereo_position;
13746 int max_distance = 8;
13747 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
13749 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
13750 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
13753 if (!IN_LEV_FIELD(x, y) ||
13754 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
13755 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
13758 volume = SOUND_MAX_VOLUME;
13760 if (!IN_SCR_FIELD(sx, sy))
13762 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
13763 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
13765 volume -= volume * (dx > dy ? dx : dy) / max_distance;
13768 stereo_position = (SOUND_MAX_LEFT +
13769 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
13770 (SCR_FIELDX + 2 * max_distance));
13772 if (IS_LOOP_SOUND(nr))
13774 /* This assures that quieter loop sounds do not overwrite louder ones,
13775 while restarting sound volume comparison with each new game frame. */
13777 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
13780 loop_sound_volume[nr] = volume;
13781 loop_sound_frame[nr] = FrameCounter;
13784 PlaySoundExt(nr, volume, stereo_position, type);
13787 static void PlayLevelSoundNearest(int x, int y, int sound_action)
13789 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
13790 x > LEVELX(BX2) ? LEVELX(BX2) : x,
13791 y < LEVELY(BY1) ? LEVELY(BY1) :
13792 y > LEVELY(BY2) ? LEVELY(BY2) : y,
13796 static void PlayLevelSoundAction(int x, int y, int action)
13798 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
13801 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
13803 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
13805 if (sound_effect != SND_UNDEFINED)
13806 PlayLevelSound(x, y, sound_effect);
13809 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
13812 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
13814 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
13815 PlayLevelSound(x, y, sound_effect);
13818 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
13820 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
13822 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
13823 PlayLevelSound(x, y, sound_effect);
13826 static void StopLevelSoundActionIfLoop(int x, int y, int action)
13828 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
13830 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
13831 StopSound(sound_effect);
13834 static void PlayLevelMusic()
13836 if (levelset.music[level_nr] != MUS_UNDEFINED)
13837 PlayMusic(levelset.music[level_nr]); /* from config file */
13839 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
13842 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
13844 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
13845 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
13846 int x = xx - 1 - offset;
13847 int y = yy - 1 - offset;
13852 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
13856 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13860 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
13864 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
13868 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
13872 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
13876 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
13879 case SAMPLE_android_clone:
13880 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
13883 case SAMPLE_android_move:
13884 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
13887 case SAMPLE_spring:
13888 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
13892 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
13896 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
13899 case SAMPLE_eater_eat:
13900 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13904 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
13907 case SAMPLE_collect:
13908 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13911 case SAMPLE_diamond:
13912 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
13915 case SAMPLE_squash:
13916 /* !!! CHECK THIS !!! */
13918 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
13920 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
13924 case SAMPLE_wonderfall:
13925 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
13929 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
13933 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13937 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13941 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
13945 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
13949 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
13952 case SAMPLE_wonder:
13953 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
13957 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
13960 case SAMPLE_exit_open:
13961 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
13964 case SAMPLE_exit_leave:
13965 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
13968 case SAMPLE_dynamite:
13969 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
13973 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
13977 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13981 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
13985 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
13989 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
13993 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
13997 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14003 void ChangeTime(int value)
14005 int *time = (level.time == 0 ? &TimePlayed : &TimeLeft);
14009 /* EMC game engine uses value from time counter of RND game engine */
14010 level.native_em_level->lev->time = *time;
14012 DrawGameValue_Time(*time);
14015 void RaiseScore(int value)
14017 /* EMC game engine and RND game engine have separate score counters */
14018 int *score = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
14019 &level.native_em_level->lev->score : &local_player->score);
14023 DrawGameValue_Score(*score);
14027 void RaiseScore(int value)
14029 local_player->score += value;
14031 DrawGameValue_Score(local_player->score);
14034 void RaiseScoreElement(int element)
14039 case EL_BD_DIAMOND:
14040 case EL_EMERALD_YELLOW:
14041 case EL_EMERALD_RED:
14042 case EL_EMERALD_PURPLE:
14043 case EL_SP_INFOTRON:
14044 RaiseScore(level.score[SC_EMERALD]);
14047 RaiseScore(level.score[SC_DIAMOND]);
14050 RaiseScore(level.score[SC_CRYSTAL]);
14053 RaiseScore(level.score[SC_PEARL]);
14056 case EL_BD_BUTTERFLY:
14057 case EL_SP_ELECTRON:
14058 RaiseScore(level.score[SC_BUG]);
14061 case EL_BD_FIREFLY:
14062 case EL_SP_SNIKSNAK:
14063 RaiseScore(level.score[SC_SPACESHIP]);
14066 case EL_DARK_YAMYAM:
14067 RaiseScore(level.score[SC_YAMYAM]);
14070 RaiseScore(level.score[SC_ROBOT]);
14073 RaiseScore(level.score[SC_PACMAN]);
14076 RaiseScore(level.score[SC_NUT]);
14079 case EL_EM_DYNAMITE:
14080 case EL_SP_DISK_RED:
14081 case EL_DYNABOMB_INCREASE_NUMBER:
14082 case EL_DYNABOMB_INCREASE_SIZE:
14083 case EL_DYNABOMB_INCREASE_POWER:
14084 RaiseScore(level.score[SC_DYNAMITE]);
14086 case EL_SHIELD_NORMAL:
14087 case EL_SHIELD_DEADLY:
14088 RaiseScore(level.score[SC_SHIELD]);
14090 case EL_EXTRA_TIME:
14091 RaiseScore(level.extra_time_score);
14105 case EL_DC_KEY_WHITE:
14106 RaiseScore(level.score[SC_KEY]);
14109 RaiseScore(element_info[element].collect_score);
14114 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14116 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14118 #if defined(NETWORK_AVALIABLE)
14119 if (options.network)
14120 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14129 FadeSkipNextFadeIn();
14131 fading = fading_none;
14135 OpenDoor(DOOR_CLOSE_1);
14138 game_status = GAME_MODE_MAIN;
14141 DrawAndFadeInMainMenu(REDRAW_FIELD);
14149 FadeOut(REDRAW_FIELD);
14152 game_status = GAME_MODE_MAIN;
14154 DrawAndFadeInMainMenu(REDRAW_FIELD);
14158 else /* continue playing the game */
14160 if (tape.playing && tape.deactivate_display)
14161 TapeDeactivateDisplayOff(TRUE);
14163 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14165 if (tape.playing && tape.deactivate_display)
14166 TapeDeactivateDisplayOn();
14170 void RequestQuitGame(boolean ask_if_really_quit)
14172 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14173 boolean skip_request = AllPlayersGone || quick_quit;
14175 RequestQuitGameExt(skip_request, quick_quit,
14176 "Do you really want to quit the game ?");
14180 /* ------------------------------------------------------------------------- */
14181 /* random generator functions */
14182 /* ------------------------------------------------------------------------- */
14184 unsigned int InitEngineRandom_RND(long seed)
14186 game.num_random_calls = 0;
14189 unsigned int rnd_seed = InitEngineRandom(seed);
14191 printf("::: START RND: %d\n", rnd_seed);
14196 return InitEngineRandom(seed);
14202 unsigned int RND(int max)
14206 game.num_random_calls++;
14208 return GetEngineRandom(max);
14215 /* ------------------------------------------------------------------------- */
14216 /* game engine snapshot handling functions */
14217 /* ------------------------------------------------------------------------- */
14219 #define ARGS_ADDRESS_AND_SIZEOF(x) (&(x)), (sizeof(x))
14221 struct EngineSnapshotInfo
14223 /* runtime values for custom element collect score */
14224 int collect_score[NUM_CUSTOM_ELEMENTS];
14226 /* runtime values for group element choice position */
14227 int choice_pos[NUM_GROUP_ELEMENTS];
14229 /* runtime values for belt position animations */
14230 int belt_graphic[4 * NUM_BELT_PARTS];
14231 int belt_anim_mode[4 * NUM_BELT_PARTS];
14234 struct EngineSnapshotNodeInfo
14241 static struct EngineSnapshotInfo engine_snapshot_rnd;
14242 static ListNode *engine_snapshot_list = NULL;
14243 static char *snapshot_level_identifier = NULL;
14244 static int snapshot_level_nr = -1;
14246 void FreeEngineSnapshot()
14248 while (engine_snapshot_list != NULL)
14249 deleteNodeFromList(&engine_snapshot_list, engine_snapshot_list->key,
14252 setString(&snapshot_level_identifier, NULL);
14253 snapshot_level_nr = -1;
14256 static void SaveEngineSnapshotValues_RND()
14258 static int belt_base_active_element[4] =
14260 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14261 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14262 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14263 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14267 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14269 int element = EL_CUSTOM_START + i;
14271 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14274 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14276 int element = EL_GROUP_START + i;
14278 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14281 for (i = 0; i < 4; i++)
14283 for (j = 0; j < NUM_BELT_PARTS; j++)
14285 int element = belt_base_active_element[i] + j;
14286 int graphic = el2img(element);
14287 int anim_mode = graphic_info[graphic].anim_mode;
14289 engine_snapshot_rnd.belt_graphic[i * 4 + j] = graphic;
14290 engine_snapshot_rnd.belt_anim_mode[i * 4 + j] = anim_mode;
14295 static void LoadEngineSnapshotValues_RND()
14297 unsigned long num_random_calls = game.num_random_calls;
14300 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14302 int element = EL_CUSTOM_START + i;
14304 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14307 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14309 int element = EL_GROUP_START + i;
14311 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14314 for (i = 0; i < 4; i++)
14316 for (j = 0; j < NUM_BELT_PARTS; j++)
14318 int graphic = engine_snapshot_rnd.belt_graphic[i * 4 + j];
14319 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i * 4 + j];
14321 graphic_info[graphic].anim_mode = anim_mode;
14325 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14327 InitRND(tape.random_seed);
14328 for (i = 0; i < num_random_calls; i++)
14332 if (game.num_random_calls != num_random_calls)
14334 Error(ERR_INFO, "number of random calls out of sync");
14335 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14336 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14337 Error(ERR_EXIT, "this should not happen -- please debug");
14341 static void SaveEngineSnapshotBuffer(void *buffer, int size)
14343 struct EngineSnapshotNodeInfo *bi =
14344 checked_calloc(sizeof(struct EngineSnapshotNodeInfo));
14346 bi->buffer_orig = buffer;
14347 bi->buffer_copy = checked_malloc(size);
14350 memcpy(bi->buffer_copy, buffer, size);
14352 addNodeToList(&engine_snapshot_list, NULL, bi);
14355 void SaveEngineSnapshot()
14357 FreeEngineSnapshot(); /* free previous snapshot, if needed */
14359 if (level_editor_test_game) /* do not save snapshots from editor */
14362 /* copy some special values to a structure better suited for the snapshot */
14364 SaveEngineSnapshotValues_RND();
14365 SaveEngineSnapshotValues_EM();
14367 /* save values stored in special snapshot structure */
14369 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14370 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14372 /* save further RND engine values */
14374 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(stored_player));
14375 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(game));
14376 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(tape));
14378 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZX));
14379 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZY));
14380 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitX));
14381 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitY));
14383 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14384 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14385 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14386 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14387 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14389 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14390 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14391 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14393 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14395 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14397 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14398 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14400 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Feld));
14401 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovPos));
14402 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDir));
14403 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14404 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14405 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14406 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14407 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store));
14408 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store2));
14409 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14410 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Back));
14411 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14412 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14413 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14414 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14415 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14416 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Stop));
14417 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Pushed));
14419 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14420 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14422 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14423 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14424 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14426 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14427 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14429 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14430 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14431 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14432 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14433 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14435 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14436 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14438 /* save level identification information */
14440 setString(&snapshot_level_identifier, leveldir_current->identifier);
14441 snapshot_level_nr = level_nr;
14444 ListNode *node = engine_snapshot_list;
14447 while (node != NULL)
14449 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14454 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14458 static void LoadEngineSnapshotBuffer(struct EngineSnapshotNodeInfo *bi)
14460 memcpy(bi->buffer_orig, bi->buffer_copy, bi->size);
14463 void LoadEngineSnapshot()
14465 ListNode *node = engine_snapshot_list;
14467 if (engine_snapshot_list == NULL)
14470 while (node != NULL)
14472 LoadEngineSnapshotBuffer((struct EngineSnapshotNodeInfo *)node->content);
14477 /* restore special values from snapshot structure */
14479 LoadEngineSnapshotValues_RND();
14480 LoadEngineSnapshotValues_EM();
14483 boolean CheckEngineSnapshot()
14485 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14486 snapshot_level_nr == level_nr);
14490 /* ---------- new game button stuff ---------------------------------------- */
14492 /* graphic position values for game buttons */
14493 #define GAME_BUTTON_XSIZE 30
14494 #define GAME_BUTTON_YSIZE 30
14495 #define GAME_BUTTON_XPOS 5
14496 #define GAME_BUTTON_YPOS 215
14497 #define SOUND_BUTTON_XPOS 5
14498 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
14500 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
14501 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
14502 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
14503 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
14504 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
14505 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
14513 } gamebutton_info[NUM_GAME_BUTTONS] =
14517 &game.button.stop.x, &game.button.stop.y,
14518 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
14523 &game.button.pause.x, &game.button.pause.y,
14524 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
14525 GAME_CTRL_ID_PAUSE,
14529 &game.button.play.x, &game.button.play.y,
14530 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
14535 &game.button.sound_music.x, &game.button.sound_music.y,
14536 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
14537 SOUND_CTRL_ID_MUSIC,
14538 "background music on/off"
14541 &game.button.sound_loops.x, &game.button.sound_loops.y,
14542 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
14543 SOUND_CTRL_ID_LOOPS,
14544 "sound loops on/off"
14547 &game.button.sound_simple.x,&game.button.sound_simple.y,
14548 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
14549 SOUND_CTRL_ID_SIMPLE,
14550 "normal sounds on/off"
14554 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
14559 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
14560 GAME_CTRL_ID_PAUSE,
14564 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
14569 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
14570 SOUND_CTRL_ID_MUSIC,
14571 "background music on/off"
14574 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
14575 SOUND_CTRL_ID_LOOPS,
14576 "sound loops on/off"
14579 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
14580 SOUND_CTRL_ID_SIMPLE,
14581 "normal sounds on/off"
14586 void CreateGameButtons()
14590 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14592 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
14593 struct GadgetInfo *gi;
14596 unsigned long event_mask;
14598 int gd_xoffset, gd_yoffset;
14599 int gd_x1, gd_x2, gd_y1, gd_y2;
14602 x = DX + *gamebutton_info[i].x;
14603 y = DY + *gamebutton_info[i].y;
14604 gd_xoffset = gamebutton_info[i].gd_x;
14605 gd_yoffset = gamebutton_info[i].gd_y;
14606 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
14607 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
14609 if (id == GAME_CTRL_ID_STOP ||
14610 id == GAME_CTRL_ID_PAUSE ||
14611 id == GAME_CTRL_ID_PLAY)
14613 button_type = GD_TYPE_NORMAL_BUTTON;
14615 event_mask = GD_EVENT_RELEASED;
14616 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
14617 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
14621 button_type = GD_TYPE_CHECK_BUTTON;
14623 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
14624 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
14625 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
14626 event_mask = GD_EVENT_PRESSED;
14627 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
14628 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
14631 gi = CreateGadget(GDI_CUSTOM_ID, id,
14632 GDI_INFO_TEXT, gamebutton_info[i].infotext,
14637 GDI_X, DX + gd_xoffset,
14638 GDI_Y, DY + gd_yoffset,
14640 GDI_WIDTH, GAME_BUTTON_XSIZE,
14641 GDI_HEIGHT, GAME_BUTTON_YSIZE,
14642 GDI_TYPE, button_type,
14643 GDI_STATE, GD_BUTTON_UNPRESSED,
14644 GDI_CHECKED, checked,
14645 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
14646 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
14647 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
14648 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
14649 GDI_EVENT_MASK, event_mask,
14650 GDI_CALLBACK_ACTION, HandleGameButtons,
14654 Error(ERR_EXIT, "cannot create gadget");
14656 game_gadget[id] = gi;
14660 void FreeGameButtons()
14664 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14665 FreeGadget(game_gadget[i]);
14668 static void MapGameButtons()
14672 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14673 MapGadget(game_gadget[i]);
14676 void UnmapGameButtons()
14680 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14681 UnmapGadget(game_gadget[i]);
14684 static void HandleGameButtons(struct GadgetInfo *gi)
14686 int id = gi->custom_id;
14688 if (game_status != GAME_MODE_PLAYING)
14693 case GAME_CTRL_ID_STOP:
14697 RequestQuitGame(TRUE);
14700 case GAME_CTRL_ID_PAUSE:
14701 if (options.network)
14703 #if defined(NETWORK_AVALIABLE)
14705 SendToServer_ContinuePlaying();
14707 SendToServer_PausePlaying();
14711 TapeTogglePause(TAPE_TOGGLE_MANUAL);
14714 case GAME_CTRL_ID_PLAY:
14717 #if defined(NETWORK_AVALIABLE)
14718 if (options.network)
14719 SendToServer_ContinuePlaying();
14723 tape.pausing = FALSE;
14724 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0);
14729 case SOUND_CTRL_ID_MUSIC:
14730 if (setup.sound_music)
14732 setup.sound_music = FALSE;
14735 else if (audio.music_available)
14737 setup.sound = setup.sound_music = TRUE;
14739 SetAudioMode(setup.sound);
14745 case SOUND_CTRL_ID_LOOPS:
14746 if (setup.sound_loops)
14747 setup.sound_loops = FALSE;
14748 else if (audio.loops_available)
14750 setup.sound = setup.sound_loops = TRUE;
14751 SetAudioMode(setup.sound);
14755 case SOUND_CTRL_ID_SIMPLE:
14756 if (setup.sound_simple)
14757 setup.sound_simple = FALSE;
14758 else if (audio.sound_available)
14760 setup.sound = setup.sound_simple = TRUE;
14761 SetAudioMode(setup.sound);