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_PANEL_LEVEL_NUMBER 0
135 #define GAME_PANEL_GEMS 1
136 #define GAME_PANEL_INVENTORY_COUNT 2
137 #define GAME_PANEL_INVENTORY_FIRST_1 3
138 #define GAME_PANEL_INVENTORY_FIRST_2 4
139 #define GAME_PANEL_INVENTORY_FIRST_3 5
140 #define GAME_PANEL_INVENTORY_FIRST_4 6
141 #define GAME_PANEL_INVENTORY_FIRST_5 7
142 #define GAME_PANEL_INVENTORY_FIRST_6 8
143 #define GAME_PANEL_INVENTORY_FIRST_7 9
144 #define GAME_PANEL_INVENTORY_FIRST_8 10
145 #define GAME_PANEL_INVENTORY_LAST_1 11
146 #define GAME_PANEL_INVENTORY_LAST_2 12
147 #define GAME_PANEL_INVENTORY_LAST_3 13
148 #define GAME_PANEL_INVENTORY_LAST_4 14
149 #define GAME_PANEL_INVENTORY_LAST_5 15
150 #define GAME_PANEL_INVENTORY_LAST_6 16
151 #define GAME_PANEL_INVENTORY_LAST_7 17
152 #define GAME_PANEL_INVENTORY_LAST_8 18
153 #define GAME_PANEL_KEY_1 19
154 #define GAME_PANEL_KEY_2 20
155 #define GAME_PANEL_KEY_3 21
156 #define GAME_PANEL_KEY_4 22
157 #define GAME_PANEL_KEY_5 23
158 #define GAME_PANEL_KEY_6 24
159 #define GAME_PANEL_KEY_7 25
160 #define GAME_PANEL_KEY_8 26
161 #define GAME_PANEL_KEY_WHITE 27
162 #define GAME_PANEL_KEY_WHITE_COUNT 28
163 #define GAME_PANEL_SCORE 29
164 #define GAME_PANEL_HIGHSCORE 30
165 #define GAME_PANEL_TIME 31
166 #define GAME_PANEL_TIME_HH 32
167 #define GAME_PANEL_TIME_MM 33
168 #define GAME_PANEL_TIME_SS 34
169 #define GAME_PANEL_SHIELD_NORMAL 35
170 #define GAME_PANEL_SHIELD_NORMAL_TIME 36
171 #define GAME_PANEL_SHIELD_DEADLY 37
172 #define GAME_PANEL_SHIELD_DEADLY_TIME 38
173 #define GAME_PANEL_EXIT 39
174 #define GAME_PANEL_EMC_MAGIC_BALL 40
175 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 41
176 #define GAME_PANEL_LIGHT_SWITCH 42
177 #define GAME_PANEL_LIGHT_SWITCH_TIME 43
178 #define GAME_PANEL_TIMEGATE_SWITCH 44
179 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 45
180 #define GAME_PANEL_SWITCHGATE_SWITCH 46
181 #define GAME_PANEL_EMC_LENSES 47
182 #define GAME_PANEL_EMC_LENSES_TIME 48
183 #define GAME_PANEL_EMC_MAGNIFIER 49
184 #define GAME_PANEL_EMC_MAGNIFIER_TIME 50
185 #define GAME_PANEL_BALLOON_SWITCH 51
186 #define GAME_PANEL_DYNABOMB_NUMBER 52
187 #define GAME_PANEL_DYNABOMB_SIZE 53
188 #define GAME_PANEL_DYNABOMB_POWER 54
189 #define GAME_PANEL_PENGUINS 55
190 #define GAME_PANEL_SOKOBAN_OBJECTS 56
191 #define GAME_PANEL_SOKOBAN_FIELDS 57
192 #define GAME_PANEL_ROBOT_WHEEL 58
193 #define GAME_PANEL_CONVEYOR_BELT_1 59
194 #define GAME_PANEL_CONVEYOR_BELT_2 60
195 #define GAME_PANEL_CONVEYOR_BELT_3 61
196 #define GAME_PANEL_CONVEYOR_BELT_4 62
197 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 63
198 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 64
199 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 65
200 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 66
201 #define GAME_PANEL_MAGIC_WALL 67
202 #define GAME_PANEL_MAGIC_WALL_TIME 68
203 #define GAME_PANEL_GRAVITY_STATE 69
204 #define GAME_PANEL_GRAPHIC_1 70
205 #define GAME_PANEL_GRAPHIC_2 71
206 #define GAME_PANEL_GRAPHIC_3 72
207 #define GAME_PANEL_GRAPHIC_4 73
208 #define GAME_PANEL_GRAPHIC_5 74
209 #define GAME_PANEL_GRAPHIC_6 75
210 #define GAME_PANEL_GRAPHIC_7 76
211 #define GAME_PANEL_GRAPHIC_8 77
212 #define GAME_PANEL_ELEMENT_1 78
213 #define GAME_PANEL_ELEMENT_2 79
214 #define GAME_PANEL_ELEMENT_3 80
215 #define GAME_PANEL_ELEMENT_4 81
216 #define GAME_PANEL_ELEMENT_5 82
217 #define GAME_PANEL_ELEMENT_6 83
218 #define GAME_PANEL_ELEMENT_7 84
219 #define GAME_PANEL_ELEMENT_8 85
220 #define GAME_PANEL_ELEMENT_COUNT_1 86
221 #define GAME_PANEL_ELEMENT_COUNT_2 87
222 #define GAME_PANEL_ELEMENT_COUNT_3 88
223 #define GAME_PANEL_ELEMENT_COUNT_4 89
224 #define GAME_PANEL_ELEMENT_COUNT_5 90
225 #define GAME_PANEL_ELEMENT_COUNT_6 91
226 #define GAME_PANEL_ELEMENT_COUNT_7 92
227 #define GAME_PANEL_ELEMENT_COUNT_8 93
228 #define GAME_PANEL_CE_SCORE_1 94
229 #define GAME_PANEL_CE_SCORE_2 95
230 #define GAME_PANEL_CE_SCORE_3 96
231 #define GAME_PANEL_CE_SCORE_4 97
232 #define GAME_PANEL_CE_SCORE_5 98
233 #define GAME_PANEL_CE_SCORE_6 99
234 #define GAME_PANEL_CE_SCORE_7 100
235 #define GAME_PANEL_CE_SCORE_8 101
236 #define GAME_PANEL_CE_SCORE_1_ELEMENT 102
237 #define GAME_PANEL_CE_SCORE_2_ELEMENT 103
238 #define GAME_PANEL_CE_SCORE_3_ELEMENT 104
239 #define GAME_PANEL_CE_SCORE_4_ELEMENT 105
240 #define GAME_PANEL_CE_SCORE_5_ELEMENT 106
241 #define GAME_PANEL_CE_SCORE_6_ELEMENT 107
242 #define GAME_PANEL_CE_SCORE_7_ELEMENT 108
243 #define GAME_PANEL_CE_SCORE_8_ELEMENT 109
244 #define GAME_PANEL_PLAYER_NAME 110
245 #define GAME_PANEL_LEVEL_NAME 111
246 #define GAME_PANEL_LEVEL_AUTHOR 112
248 #define NUM_GAME_PANEL_CONTROLS 113
250 struct GamePanelOrderInfo
256 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
258 struct GamePanelControlInfo
262 struct TextPosInfo *pos;
265 int value, last_value;
266 int frame, last_frame;
271 static struct GamePanelControlInfo game_panel_controls[] =
274 GAME_PANEL_LEVEL_NUMBER,
275 &game.panel.level_number,
284 GAME_PANEL_INVENTORY_COUNT,
285 &game.panel.inventory_count,
289 GAME_PANEL_INVENTORY_FIRST_1,
290 &game.panel.inventory_first[0],
294 GAME_PANEL_INVENTORY_FIRST_2,
295 &game.panel.inventory_first[1],
299 GAME_PANEL_INVENTORY_FIRST_3,
300 &game.panel.inventory_first[2],
304 GAME_PANEL_INVENTORY_FIRST_4,
305 &game.panel.inventory_first[3],
309 GAME_PANEL_INVENTORY_FIRST_5,
310 &game.panel.inventory_first[4],
314 GAME_PANEL_INVENTORY_FIRST_6,
315 &game.panel.inventory_first[5],
319 GAME_PANEL_INVENTORY_FIRST_7,
320 &game.panel.inventory_first[6],
324 GAME_PANEL_INVENTORY_FIRST_8,
325 &game.panel.inventory_first[7],
329 GAME_PANEL_INVENTORY_LAST_1,
330 &game.panel.inventory_last[0],
334 GAME_PANEL_INVENTORY_LAST_2,
335 &game.panel.inventory_last[1],
339 GAME_PANEL_INVENTORY_LAST_3,
340 &game.panel.inventory_last[2],
344 GAME_PANEL_INVENTORY_LAST_4,
345 &game.panel.inventory_last[3],
349 GAME_PANEL_INVENTORY_LAST_5,
350 &game.panel.inventory_last[4],
354 GAME_PANEL_INVENTORY_LAST_6,
355 &game.panel.inventory_last[5],
359 GAME_PANEL_INVENTORY_LAST_7,
360 &game.panel.inventory_last[6],
364 GAME_PANEL_INVENTORY_LAST_8,
365 &game.panel.inventory_last[7],
409 GAME_PANEL_KEY_WHITE,
410 &game.panel.key_white,
414 GAME_PANEL_KEY_WHITE_COUNT,
415 &game.panel.key_white_count,
424 GAME_PANEL_HIGHSCORE,
425 &game.panel.highscore,
449 GAME_PANEL_SHIELD_NORMAL,
450 &game.panel.shield_normal,
454 GAME_PANEL_SHIELD_NORMAL_TIME,
455 &game.panel.shield_normal_time,
459 GAME_PANEL_SHIELD_DEADLY,
460 &game.panel.shield_deadly,
464 GAME_PANEL_SHIELD_DEADLY_TIME,
465 &game.panel.shield_deadly_time,
474 GAME_PANEL_EMC_MAGIC_BALL,
475 &game.panel.emc_magic_ball,
479 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
480 &game.panel.emc_magic_ball_switch,
484 GAME_PANEL_LIGHT_SWITCH,
485 &game.panel.light_switch,
489 GAME_PANEL_LIGHT_SWITCH_TIME,
490 &game.panel.light_switch_time,
494 GAME_PANEL_TIMEGATE_SWITCH,
495 &game.panel.timegate_switch,
499 GAME_PANEL_TIMEGATE_SWITCH_TIME,
500 &game.panel.timegate_switch_time,
504 GAME_PANEL_SWITCHGATE_SWITCH,
505 &game.panel.switchgate_switch,
509 GAME_PANEL_EMC_LENSES,
510 &game.panel.emc_lenses,
514 GAME_PANEL_EMC_LENSES_TIME,
515 &game.panel.emc_lenses_time,
519 GAME_PANEL_EMC_MAGNIFIER,
520 &game.panel.emc_magnifier,
524 GAME_PANEL_EMC_MAGNIFIER_TIME,
525 &game.panel.emc_magnifier_time,
529 GAME_PANEL_BALLOON_SWITCH,
530 &game.panel.balloon_switch,
534 GAME_PANEL_DYNABOMB_NUMBER,
535 &game.panel.dynabomb_number,
539 GAME_PANEL_DYNABOMB_SIZE,
540 &game.panel.dynabomb_size,
544 GAME_PANEL_DYNABOMB_POWER,
545 &game.panel.dynabomb_power,
550 &game.panel.penguins,
554 GAME_PANEL_SOKOBAN_OBJECTS,
555 &game.panel.sokoban_objects,
559 GAME_PANEL_SOKOBAN_FIELDS,
560 &game.panel.sokoban_fields,
564 GAME_PANEL_ROBOT_WHEEL,
565 &game.panel.robot_wheel,
569 GAME_PANEL_CONVEYOR_BELT_1,
570 &game.panel.conveyor_belt[0],
574 GAME_PANEL_CONVEYOR_BELT_2,
575 &game.panel.conveyor_belt[1],
579 GAME_PANEL_CONVEYOR_BELT_3,
580 &game.panel.conveyor_belt[2],
584 GAME_PANEL_CONVEYOR_BELT_4,
585 &game.panel.conveyor_belt[3],
589 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
590 &game.panel.conveyor_belt_switch[0],
594 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
595 &game.panel.conveyor_belt_switch[1],
599 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
600 &game.panel.conveyor_belt_switch[2],
604 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
605 &game.panel.conveyor_belt_switch[3],
609 GAME_PANEL_MAGIC_WALL,
610 &game.panel.magic_wall,
614 GAME_PANEL_MAGIC_WALL_TIME,
615 &game.panel.magic_wall_time,
619 GAME_PANEL_GRAVITY_STATE,
620 &game.panel.gravity_state,
624 GAME_PANEL_GRAPHIC_1,
625 &game.panel.graphic[0],
629 GAME_PANEL_GRAPHIC_2,
630 &game.panel.graphic[1],
634 GAME_PANEL_GRAPHIC_3,
635 &game.panel.graphic[2],
639 GAME_PANEL_GRAPHIC_4,
640 &game.panel.graphic[3],
644 GAME_PANEL_GRAPHIC_5,
645 &game.panel.graphic[4],
649 GAME_PANEL_GRAPHIC_6,
650 &game.panel.graphic[5],
654 GAME_PANEL_GRAPHIC_7,
655 &game.panel.graphic[6],
659 GAME_PANEL_GRAPHIC_8,
660 &game.panel.graphic[7],
664 GAME_PANEL_ELEMENT_1,
665 &game.panel.element[0],
669 GAME_PANEL_ELEMENT_2,
670 &game.panel.element[1],
674 GAME_PANEL_ELEMENT_3,
675 &game.panel.element[2],
679 GAME_PANEL_ELEMENT_4,
680 &game.panel.element[3],
684 GAME_PANEL_ELEMENT_5,
685 &game.panel.element[4],
689 GAME_PANEL_ELEMENT_6,
690 &game.panel.element[5],
694 GAME_PANEL_ELEMENT_7,
695 &game.panel.element[6],
699 GAME_PANEL_ELEMENT_8,
700 &game.panel.element[7],
704 GAME_PANEL_ELEMENT_COUNT_1,
705 &game.panel.element_count[0],
709 GAME_PANEL_ELEMENT_COUNT_2,
710 &game.panel.element_count[1],
714 GAME_PANEL_ELEMENT_COUNT_3,
715 &game.panel.element_count[2],
719 GAME_PANEL_ELEMENT_COUNT_4,
720 &game.panel.element_count[3],
724 GAME_PANEL_ELEMENT_COUNT_5,
725 &game.panel.element_count[4],
729 GAME_PANEL_ELEMENT_COUNT_6,
730 &game.panel.element_count[5],
734 GAME_PANEL_ELEMENT_COUNT_7,
735 &game.panel.element_count[6],
739 GAME_PANEL_ELEMENT_COUNT_8,
740 &game.panel.element_count[7],
744 GAME_PANEL_CE_SCORE_1,
745 &game.panel.ce_score[0],
749 GAME_PANEL_CE_SCORE_2,
750 &game.panel.ce_score[1],
754 GAME_PANEL_CE_SCORE_3,
755 &game.panel.ce_score[2],
759 GAME_PANEL_CE_SCORE_4,
760 &game.panel.ce_score[3],
764 GAME_PANEL_CE_SCORE_5,
765 &game.panel.ce_score[4],
769 GAME_PANEL_CE_SCORE_6,
770 &game.panel.ce_score[5],
774 GAME_PANEL_CE_SCORE_7,
775 &game.panel.ce_score[6],
779 GAME_PANEL_CE_SCORE_8,
780 &game.panel.ce_score[7],
784 GAME_PANEL_CE_SCORE_1_ELEMENT,
785 &game.panel.ce_score_element[0],
789 GAME_PANEL_CE_SCORE_2_ELEMENT,
790 &game.panel.ce_score_element[1],
794 GAME_PANEL_CE_SCORE_3_ELEMENT,
795 &game.panel.ce_score_element[2],
799 GAME_PANEL_CE_SCORE_4_ELEMENT,
800 &game.panel.ce_score_element[3],
804 GAME_PANEL_CE_SCORE_5_ELEMENT,
805 &game.panel.ce_score_element[4],
809 GAME_PANEL_CE_SCORE_6_ELEMENT,
810 &game.panel.ce_score_element[5],
814 GAME_PANEL_CE_SCORE_7_ELEMENT,
815 &game.panel.ce_score_element[6],
819 GAME_PANEL_CE_SCORE_8_ELEMENT,
820 &game.panel.ce_score_element[7],
824 GAME_PANEL_PLAYER_NAME,
825 &game.panel.player_name,
829 GAME_PANEL_LEVEL_NAME,
830 &game.panel.level_name,
834 GAME_PANEL_LEVEL_AUTHOR,
835 &game.panel.level_author,
848 /* values for delayed check of falling and moving elements and for collision */
849 #define CHECK_DELAY_MOVING 3
850 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
851 #define CHECK_DELAY_COLLISION 2
852 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
854 /* values for initial player move delay (initial delay counter value) */
855 #define INITIAL_MOVE_DELAY_OFF -1
856 #define INITIAL_MOVE_DELAY_ON 0
858 /* values for player movement speed (which is in fact a delay value) */
859 #define MOVE_DELAY_MIN_SPEED 32
860 #define MOVE_DELAY_NORMAL_SPEED 8
861 #define MOVE_DELAY_HIGH_SPEED 4
862 #define MOVE_DELAY_MAX_SPEED 1
864 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
865 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
867 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
868 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
870 /* values for other actions */
871 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
872 #define MOVE_STEPSIZE_MIN (1)
873 #define MOVE_STEPSIZE_MAX (TILEX)
875 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
876 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
878 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
880 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
881 RND(element_info[e].push_delay_random))
882 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
883 RND(element_info[e].drop_delay_random))
884 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
885 RND(element_info[e].move_delay_random))
886 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
887 (element_info[e].move_delay_random))
888 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
889 RND(element_info[e].ce_value_random_initial))
890 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
891 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
892 RND((c)->delay_random * (c)->delay_frames))
893 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
894 RND((c)->delay_random))
897 #define GET_VALID_RUNTIME_ELEMENT(e) \
898 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
900 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
901 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
902 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
903 (be) + (e) - EL_SELF)
905 #define GET_PLAYER_FROM_BITS(p) \
906 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
908 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
909 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
910 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
911 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
912 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
913 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
914 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
915 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
916 RESOLVED_REFERENCE_ELEMENT(be, e) : \
919 #define CAN_GROW_INTO(e) \
920 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
922 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
923 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
926 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
927 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
928 (CAN_MOVE_INTO_ACID(e) && \
929 Feld[x][y] == EL_ACID) || \
932 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
933 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
934 (CAN_MOVE_INTO_ACID(e) && \
935 Feld[x][y] == EL_ACID) || \
938 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
939 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
941 (CAN_MOVE_INTO_ACID(e) && \
942 Feld[x][y] == EL_ACID) || \
943 (DONT_COLLIDE_WITH(e) && \
945 !PLAYER_ENEMY_PROTECTED(x, y))))
947 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
948 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
950 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
951 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
953 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
954 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
956 #define ANDROID_CAN_CLONE_FIELD(x, y) \
957 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
958 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
960 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
961 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
963 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
964 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
966 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
967 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
969 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
970 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
972 #define PIG_CAN_ENTER_FIELD(e, x, y) \
973 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
975 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
976 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
977 Feld[x][y] == EL_EM_EXIT_OPEN || \
978 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
979 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
980 IS_FOOD_PENGUIN(Feld[x][y])))
981 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
982 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
984 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
985 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
987 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
988 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
990 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
991 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
992 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
994 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
996 #define CE_ENTER_FIELD_COND(e, x, y) \
997 (!IS_PLAYER(x, y) && \
998 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
1000 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
1001 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
1003 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
1004 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1006 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1007 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1008 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1009 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1011 /* game button identifiers */
1012 #define GAME_CTRL_ID_STOP 0
1013 #define GAME_CTRL_ID_PAUSE 1
1014 #define GAME_CTRL_ID_PLAY 2
1015 #define SOUND_CTRL_ID_MUSIC 3
1016 #define SOUND_CTRL_ID_LOOPS 4
1017 #define SOUND_CTRL_ID_SIMPLE 5
1019 #define NUM_GAME_BUTTONS 6
1022 /* forward declaration for internal use */
1024 static void CreateField(int, int, int);
1026 static void ResetGfxAnimation(int, int);
1028 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1029 static void AdvanceFrameAndPlayerCounters(int);
1031 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1032 static boolean MovePlayer(struct PlayerInfo *, int, int);
1033 static void ScrollPlayer(struct PlayerInfo *, int);
1034 static void ScrollScreen(struct PlayerInfo *, int);
1036 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1038 static void InitBeltMovement(void);
1039 static void CloseAllOpenTimegates(void);
1040 static void CheckGravityMovement(struct PlayerInfo *);
1041 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1042 static void KillPlayerUnlessEnemyProtected(int, int);
1043 static void KillPlayerUnlessExplosionProtected(int, int);
1045 static void TestIfPlayerTouchesCustomElement(int, int);
1046 static void TestIfElementTouchesCustomElement(int, int);
1047 static void TestIfElementHitsCustomElement(int, int, int);
1049 static void TestIfElementSmashesCustomElement(int, int, int);
1052 static void HandleElementChange(int, int, int);
1053 static void ExecuteCustomElementAction(int, int, int, int);
1054 static boolean ChangeElement(int, int, int, int);
1056 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1057 #define CheckTriggeredElementChange(x, y, e, ev) \
1058 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1059 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1060 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1061 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1062 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1063 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1064 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1066 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1067 #define CheckElementChange(x, y, e, te, ev) \
1068 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1069 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1070 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1071 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1072 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1074 static void PlayLevelSound(int, int, int);
1075 static void PlayLevelSoundNearest(int, int, int);
1076 static void PlayLevelSoundAction(int, int, int);
1077 static void PlayLevelSoundElementAction(int, int, int, int);
1078 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1079 static void PlayLevelSoundActionIfLoop(int, int, int);
1080 static void StopLevelSoundActionIfLoop(int, int, int);
1081 static void PlayLevelMusic();
1083 static void MapGameButtons();
1084 static void HandleGameButtons(struct GadgetInfo *);
1086 int AmoebeNachbarNr(int, int);
1087 void AmoebeUmwandeln(int, int);
1088 void ContinueMoving(int, int);
1089 void Bang(int, int);
1090 void InitMovDir(int, int);
1091 void InitAmoebaNr(int, int);
1092 int NewHiScore(void);
1094 void TestIfGoodThingHitsBadThing(int, int, int);
1095 void TestIfBadThingHitsGoodThing(int, int, int);
1096 void TestIfPlayerTouchesBadThing(int, int);
1097 void TestIfPlayerRunsIntoBadThing(int, int, int);
1098 void TestIfBadThingTouchesPlayer(int, int);
1099 void TestIfBadThingRunsIntoPlayer(int, int, int);
1100 void TestIfFriendTouchesBadThing(int, int);
1101 void TestIfBadThingTouchesFriend(int, int);
1102 void TestIfBadThingTouchesOtherBadThing(int, int);
1104 void KillPlayer(struct PlayerInfo *);
1105 void BuryPlayer(struct PlayerInfo *);
1106 void RemovePlayer(struct PlayerInfo *);
1108 boolean SnapField(struct PlayerInfo *, int, int);
1109 boolean DropElement(struct PlayerInfo *);
1111 static int getInvisibleActiveFromInvisibleElement(int);
1112 static int getInvisibleFromInvisibleActiveElement(int);
1114 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1116 /* for detection of endless loops, caused by custom element programming */
1117 /* (using maximal playfield width x 10 is just a rough approximation) */
1118 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1120 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1122 if (recursion_loop_detected) \
1125 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1127 recursion_loop_detected = TRUE; \
1128 recursion_loop_element = (e); \
1131 recursion_loop_depth++; \
1134 #define RECURSION_LOOP_DETECTION_END() \
1136 recursion_loop_depth--; \
1139 static int recursion_loop_depth;
1140 static boolean recursion_loop_detected;
1141 static boolean recursion_loop_element;
1144 /* ------------------------------------------------------------------------- */
1145 /* definition of elements that automatically change to other elements after */
1146 /* a specified time, eventually calling a function when changing */
1147 /* ------------------------------------------------------------------------- */
1149 /* forward declaration for changer functions */
1150 static void InitBuggyBase(int, int);
1151 static void WarnBuggyBase(int, int);
1153 static void InitTrap(int, int);
1154 static void ActivateTrap(int, int);
1155 static void ChangeActiveTrap(int, int);
1157 static void InitRobotWheel(int, int);
1158 static void RunRobotWheel(int, int);
1159 static void StopRobotWheel(int, int);
1161 static void InitTimegateWheel(int, int);
1162 static void RunTimegateWheel(int, int);
1164 static void InitMagicBallDelay(int, int);
1165 static void ActivateMagicBall(int, int);
1167 struct ChangingElementInfo
1172 void (*pre_change_function)(int x, int y);
1173 void (*change_function)(int x, int y);
1174 void (*post_change_function)(int x, int y);
1177 static struct ChangingElementInfo change_delay_list[] =
1212 EL_STEEL_EXIT_OPENING,
1220 EL_STEEL_EXIT_CLOSING,
1221 EL_STEEL_EXIT_CLOSED,
1248 EL_EM_STEEL_EXIT_OPENING,
1249 EL_EM_STEEL_EXIT_OPEN,
1256 EL_EM_STEEL_EXIT_CLOSING,
1260 EL_EM_STEEL_EXIT_CLOSED,
1284 EL_SWITCHGATE_OPENING,
1292 EL_SWITCHGATE_CLOSING,
1293 EL_SWITCHGATE_CLOSED,
1300 EL_TIMEGATE_OPENING,
1308 EL_TIMEGATE_CLOSING,
1317 EL_ACID_SPLASH_LEFT,
1325 EL_ACID_SPLASH_RIGHT,
1334 EL_SP_BUGGY_BASE_ACTIVATING,
1341 EL_SP_BUGGY_BASE_ACTIVATING,
1342 EL_SP_BUGGY_BASE_ACTIVE,
1349 EL_SP_BUGGY_BASE_ACTIVE,
1373 EL_ROBOT_WHEEL_ACTIVE,
1381 EL_TIMEGATE_SWITCH_ACTIVE,
1389 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1390 EL_DC_TIMEGATE_SWITCH,
1397 EL_EMC_MAGIC_BALL_ACTIVE,
1398 EL_EMC_MAGIC_BALL_ACTIVE,
1405 EL_EMC_SPRING_BUMPER_ACTIVE,
1406 EL_EMC_SPRING_BUMPER,
1413 EL_DIAGONAL_SHRINKING,
1421 EL_DIAGONAL_GROWING,
1442 int push_delay_fixed, push_delay_random;
1446 { EL_SPRING, 0, 0 },
1447 { EL_BALLOON, 0, 0 },
1449 { EL_SOKOBAN_OBJECT, 2, 0 },
1450 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1451 { EL_SATELLITE, 2, 0 },
1452 { EL_SP_DISK_YELLOW, 2, 0 },
1454 { EL_UNDEFINED, 0, 0 },
1462 move_stepsize_list[] =
1464 { EL_AMOEBA_DROP, 2 },
1465 { EL_AMOEBA_DROPPING, 2 },
1466 { EL_QUICKSAND_FILLING, 1 },
1467 { EL_QUICKSAND_EMPTYING, 1 },
1468 { EL_QUICKSAND_FAST_FILLING, 2 },
1469 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1470 { EL_MAGIC_WALL_FILLING, 2 },
1471 { EL_MAGIC_WALL_EMPTYING, 2 },
1472 { EL_BD_MAGIC_WALL_FILLING, 2 },
1473 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1474 { EL_DC_MAGIC_WALL_FILLING, 2 },
1475 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1477 { EL_UNDEFINED, 0 },
1485 collect_count_list[] =
1488 { EL_BD_DIAMOND, 1 },
1489 { EL_EMERALD_YELLOW, 1 },
1490 { EL_EMERALD_RED, 1 },
1491 { EL_EMERALD_PURPLE, 1 },
1493 { EL_SP_INFOTRON, 1 },
1497 { EL_UNDEFINED, 0 },
1505 access_direction_list[] =
1507 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1508 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1509 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1510 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1511 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1512 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1513 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1514 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1515 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1516 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1517 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1519 { EL_SP_PORT_LEFT, MV_RIGHT },
1520 { EL_SP_PORT_RIGHT, MV_LEFT },
1521 { EL_SP_PORT_UP, MV_DOWN },
1522 { EL_SP_PORT_DOWN, MV_UP },
1523 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1524 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1525 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1526 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1527 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1528 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1529 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1530 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1531 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1532 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1533 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1534 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1535 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1536 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1537 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1539 { EL_UNDEFINED, MV_NONE }
1542 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1544 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1545 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1546 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1547 IS_JUST_CHANGING(x, y))
1549 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1551 /* static variables for playfield scan mode (scanning forward or backward) */
1552 static int playfield_scan_start_x = 0;
1553 static int playfield_scan_start_y = 0;
1554 static int playfield_scan_delta_x = 1;
1555 static int playfield_scan_delta_y = 1;
1557 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1558 (y) >= 0 && (y) <= lev_fieldy - 1; \
1559 (y) += playfield_scan_delta_y) \
1560 for ((x) = playfield_scan_start_x; \
1561 (x) >= 0 && (x) <= lev_fieldx - 1; \
1562 (x) += playfield_scan_delta_x)
1565 void DEBUG_SetMaximumDynamite()
1569 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1570 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1571 local_player->inventory_element[local_player->inventory_size++] =
1576 static void InitPlayfieldScanModeVars()
1578 if (game.use_reverse_scan_direction)
1580 playfield_scan_start_x = lev_fieldx - 1;
1581 playfield_scan_start_y = lev_fieldy - 1;
1583 playfield_scan_delta_x = -1;
1584 playfield_scan_delta_y = -1;
1588 playfield_scan_start_x = 0;
1589 playfield_scan_start_y = 0;
1591 playfield_scan_delta_x = 1;
1592 playfield_scan_delta_y = 1;
1596 static void InitPlayfieldScanMode(int mode)
1598 game.use_reverse_scan_direction =
1599 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1601 InitPlayfieldScanModeVars();
1604 static int get_move_delay_from_stepsize(int move_stepsize)
1607 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1609 /* make sure that stepsize value is always a power of 2 */
1610 move_stepsize = (1 << log_2(move_stepsize));
1612 return TILEX / move_stepsize;
1615 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1618 int player_nr = player->index_nr;
1619 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1620 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1622 /* do no immediately change move delay -- the player might just be moving */
1623 player->move_delay_value_next = move_delay;
1625 /* information if player can move must be set separately */
1626 player->cannot_move = cannot_move;
1630 player->move_delay = game.initial_move_delay[player_nr];
1631 player->move_delay_value = game.initial_move_delay_value[player_nr];
1633 player->move_delay_value_next = -1;
1635 player->move_delay_reset_counter = 0;
1639 void GetPlayerConfig()
1641 GameFrameDelay = setup.game_frame_delay;
1643 if (!audio.sound_available)
1644 setup.sound_simple = FALSE;
1646 if (!audio.loops_available)
1647 setup.sound_loops = FALSE;
1649 if (!audio.music_available)
1650 setup.sound_music = FALSE;
1652 if (!video.fullscreen_available)
1653 setup.fullscreen = FALSE;
1655 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1657 SetAudioMode(setup.sound);
1661 int GetElementFromGroupElement(int element)
1663 if (IS_GROUP_ELEMENT(element))
1665 struct ElementGroupInfo *group = element_info[element].group;
1666 int last_anim_random_frame = gfx.anim_random_frame;
1669 if (group->choice_mode == ANIM_RANDOM)
1670 gfx.anim_random_frame = RND(group->num_elements_resolved);
1672 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1673 group->choice_mode, 0,
1676 if (group->choice_mode == ANIM_RANDOM)
1677 gfx.anim_random_frame = last_anim_random_frame;
1679 group->choice_pos++;
1681 element = group->element_resolved[element_pos];
1687 static void InitPlayerField(int x, int y, int element, boolean init_game)
1689 if (element == EL_SP_MURPHY)
1693 if (stored_player[0].present)
1695 Feld[x][y] = EL_SP_MURPHY_CLONE;
1701 stored_player[0].use_murphy = TRUE;
1703 if (!level.use_artwork_element[0])
1704 stored_player[0].artwork_element = EL_SP_MURPHY;
1707 Feld[x][y] = EL_PLAYER_1;
1713 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1714 int jx = player->jx, jy = player->jy;
1716 player->present = TRUE;
1718 player->block_last_field = (element == EL_SP_MURPHY ?
1719 level.sp_block_last_field :
1720 level.block_last_field);
1722 /* ---------- initialize player's last field block delay --------------- */
1724 /* always start with reliable default value (no adjustment needed) */
1725 player->block_delay_adjustment = 0;
1727 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1728 if (player->block_last_field && element == EL_SP_MURPHY)
1729 player->block_delay_adjustment = 1;
1731 /* special case 2: in game engines before 3.1.1, blocking was different */
1732 if (game.use_block_last_field_bug)
1733 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1735 if (!options.network || player->connected)
1737 player->active = TRUE;
1739 /* remove potentially duplicate players */
1740 if (StorePlayer[jx][jy] == Feld[x][y])
1741 StorePlayer[jx][jy] = 0;
1743 StorePlayer[x][y] = Feld[x][y];
1747 printf("Player %d activated.\n", player->element_nr);
1748 printf("[Local player is %d and currently %s.]\n",
1749 local_player->element_nr,
1750 local_player->active ? "active" : "not active");
1754 Feld[x][y] = EL_EMPTY;
1756 player->jx = player->last_jx = x;
1757 player->jy = player->last_jy = y;
1761 static void InitField(int x, int y, boolean init_game)
1763 int element = Feld[x][y];
1772 InitPlayerField(x, y, element, init_game);
1775 case EL_SOKOBAN_FIELD_PLAYER:
1776 element = Feld[x][y] = EL_PLAYER_1;
1777 InitField(x, y, init_game);
1779 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1780 InitField(x, y, init_game);
1783 case EL_SOKOBAN_FIELD_EMPTY:
1784 local_player->sokobanfields_still_needed++;
1788 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1789 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1790 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1791 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1792 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1793 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1794 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1795 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1796 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1797 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1806 case EL_SPACESHIP_RIGHT:
1807 case EL_SPACESHIP_UP:
1808 case EL_SPACESHIP_LEFT:
1809 case EL_SPACESHIP_DOWN:
1810 case EL_BD_BUTTERFLY:
1811 case EL_BD_BUTTERFLY_RIGHT:
1812 case EL_BD_BUTTERFLY_UP:
1813 case EL_BD_BUTTERFLY_LEFT:
1814 case EL_BD_BUTTERFLY_DOWN:
1816 case EL_BD_FIREFLY_RIGHT:
1817 case EL_BD_FIREFLY_UP:
1818 case EL_BD_FIREFLY_LEFT:
1819 case EL_BD_FIREFLY_DOWN:
1820 case EL_PACMAN_RIGHT:
1822 case EL_PACMAN_LEFT:
1823 case EL_PACMAN_DOWN:
1825 case EL_YAMYAM_LEFT:
1826 case EL_YAMYAM_RIGHT:
1828 case EL_YAMYAM_DOWN:
1829 case EL_DARK_YAMYAM:
1832 case EL_SP_SNIKSNAK:
1833 case EL_SP_ELECTRON:
1842 case EL_AMOEBA_FULL:
1847 case EL_AMOEBA_DROP:
1848 if (y == lev_fieldy - 1)
1850 Feld[x][y] = EL_AMOEBA_GROWING;
1851 Store[x][y] = EL_AMOEBA_WET;
1855 case EL_DYNAMITE_ACTIVE:
1856 case EL_SP_DISK_RED_ACTIVE:
1857 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1858 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1859 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1860 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1861 MovDelay[x][y] = 96;
1864 case EL_EM_DYNAMITE_ACTIVE:
1865 MovDelay[x][y] = 32;
1869 local_player->lights_still_needed++;
1873 local_player->friends_still_needed++;
1878 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1881 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1882 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1883 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1884 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1885 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1886 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1887 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1888 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1889 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1890 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1891 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1892 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1895 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1896 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1897 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1899 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1901 game.belt_dir[belt_nr] = belt_dir;
1902 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1904 else /* more than one switch -- set it like the first switch */
1906 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1911 #if !USE_BOTH_SWITCHGATE_SWITCHES
1912 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
1914 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
1917 case EL_DC_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
1919 Feld[x][y] = EL_DC_SWITCHGATE_SWITCH_UP;
1923 case EL_LIGHT_SWITCH_ACTIVE:
1925 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1928 case EL_INVISIBLE_STEELWALL:
1929 case EL_INVISIBLE_WALL:
1930 case EL_INVISIBLE_SAND:
1931 if (game.light_time_left > 0 ||
1932 game.lenses_time_left > 0)
1933 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1936 case EL_EMC_MAGIC_BALL:
1937 if (game.ball_state)
1938 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1941 case EL_EMC_MAGIC_BALL_SWITCH:
1942 if (game.ball_state)
1943 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1947 if (IS_CUSTOM_ELEMENT(element))
1949 if (CAN_MOVE(element))
1952 #if USE_NEW_CUSTOM_VALUE
1953 if (!element_info[element].use_last_ce_value || init_game)
1954 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1957 else if (IS_GROUP_ELEMENT(element))
1959 Feld[x][y] = GetElementFromGroupElement(element);
1961 InitField(x, y, init_game);
1968 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1971 static inline void InitField_WithBug1(int x, int y, boolean init_game)
1973 InitField(x, y, init_game);
1975 /* not needed to call InitMovDir() -- already done by InitField()! */
1976 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1977 CAN_MOVE(Feld[x][y]))
1981 static inline void InitField_WithBug2(int x, int y, boolean init_game)
1983 int old_element = Feld[x][y];
1985 InitField(x, y, init_game);
1987 /* not needed to call InitMovDir() -- already done by InitField()! */
1988 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1989 CAN_MOVE(old_element) &&
1990 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1993 /* this case is in fact a combination of not less than three bugs:
1994 first, it calls InitMovDir() for elements that can move, although this is
1995 already done by InitField(); then, it checks the element that was at this
1996 field _before_ the call to InitField() (which can change it); lastly, it
1997 was not called for "mole with direction" elements, which were treated as
1998 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2004 static int get_key_element_from_nr(int key_nr)
2006 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2007 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2008 EL_EM_KEY_1 : EL_KEY_1);
2010 return key_base_element + key_nr;
2013 static int get_next_dropped_element(struct PlayerInfo *player)
2015 return (player->inventory_size > 0 ?
2016 player->inventory_element[player->inventory_size - 1] :
2017 player->inventory_infinite_element != EL_UNDEFINED ?
2018 player->inventory_infinite_element :
2019 player->dynabombs_left > 0 ?
2020 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2024 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2026 /* pos >= 0: get element from bottom of the stack;
2027 pos < 0: get element from top of the stack */
2031 int min_inventory_size = -pos;
2032 int inventory_pos = player->inventory_size - min_inventory_size;
2033 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2035 return (player->inventory_size >= min_inventory_size ?
2036 player->inventory_element[inventory_pos] :
2037 player->inventory_infinite_element != EL_UNDEFINED ?
2038 player->inventory_infinite_element :
2039 player->dynabombs_left >= min_dynabombs_left ?
2040 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2045 int min_dynabombs_left = pos + 1;
2046 int min_inventory_size = pos + 1 - player->dynabombs_left;
2047 int inventory_pos = pos - player->dynabombs_left;
2049 return (player->inventory_infinite_element != EL_UNDEFINED ?
2050 player->inventory_infinite_element :
2051 player->dynabombs_left >= min_dynabombs_left ?
2052 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2053 player->inventory_size >= min_inventory_size ?
2054 player->inventory_element[inventory_pos] :
2059 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2061 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2062 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2065 if (gpo1->sort_priority != gpo2->sort_priority)
2066 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2068 compare_result = gpo1->nr - gpo2->nr;
2070 return compare_result;
2073 void InitGameControlValues()
2077 for (i = 0; game_panel_controls[i].nr != -1; i++)
2079 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2080 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2081 struct TextPosInfo *pos = gpc->pos;
2083 int type = gpc->type;
2087 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2088 Error(ERR_EXIT, "this should not happen -- please debug");
2091 /* force update of game controls after initialization */
2092 gpc->value = gpc->last_value = -1;
2093 gpc->frame = gpc->last_frame = -1;
2094 gpc->gfx_frame = -1;
2096 /* determine panel value width for later calculation of alignment */
2097 if (type == TYPE_INTEGER || type == TYPE_STRING)
2099 pos->width = pos->size * getFontWidth(pos->font);
2100 pos->height = getFontHeight(pos->font);
2102 else if (type == TYPE_ELEMENT)
2104 pos->width = pos->size;
2105 pos->height = pos->size;
2108 /* fill structure for game panel draw order */
2110 gpo->sort_priority = pos->sort_priority;
2113 /* sort game panel controls according to sort_priority and control number */
2114 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2115 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2118 void UpdatePlayfieldElementCount()
2120 boolean use_element_count = FALSE;
2123 /* first check if it is needed at all to calculate playfield element count */
2124 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2125 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2126 use_element_count = TRUE;
2128 if (!use_element_count)
2131 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2132 element_info[i].element_count = 0;
2134 SCAN_PLAYFIELD(x, y)
2136 element_info[Feld[x][y]].element_count++;
2139 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2140 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2141 if (IS_IN_GROUP(j, i))
2142 element_info[EL_GROUP_START + i].element_count +=
2143 element_info[j].element_count;
2146 void UpdateGameControlValues()
2149 int time = (local_player->LevelSolved ?
2150 local_player->LevelSolved_CountingTime :
2151 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2152 level.native_em_level->lev->time :
2153 level.time == 0 ? TimePlayed : TimeLeft);
2154 int score = (local_player->LevelSolved ?
2155 local_player->LevelSolved_CountingScore :
2156 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2157 level.native_em_level->lev->score :
2158 local_player->score);
2159 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2160 level.native_em_level->lev->required :
2161 local_player->gems_still_needed);
2162 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2163 level.native_em_level->lev->required > 0 :
2164 local_player->gems_still_needed > 0 ||
2165 local_player->sokobanfields_still_needed > 0 ||
2166 local_player->lights_still_needed > 0);
2168 UpdatePlayfieldElementCount();
2170 /* update game panel control values */
2172 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2173 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2175 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2176 for (i = 0; i < MAX_NUM_KEYS; i++)
2177 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2178 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2179 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2181 if (game.centered_player_nr == -1)
2183 for (i = 0; i < MAX_PLAYERS; i++)
2185 for (k = 0; k < MAX_NUM_KEYS; k++)
2187 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2189 if (level.native_em_level->ply[i]->keys & (1 << k))
2190 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2191 get_key_element_from_nr(k);
2193 else if (stored_player[i].key[k])
2194 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2195 get_key_element_from_nr(k);
2198 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2199 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2200 level.native_em_level->ply[i]->dynamite;
2202 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2203 stored_player[i].inventory_size;
2205 if (stored_player[i].num_white_keys > 0)
2206 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2209 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2210 stored_player[i].num_white_keys;
2215 int player_nr = game.centered_player_nr;
2217 for (k = 0; k < MAX_NUM_KEYS; k++)
2219 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2221 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2222 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2223 get_key_element_from_nr(k);
2225 else if (stored_player[player_nr].key[k])
2226 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2227 get_key_element_from_nr(k);
2230 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2231 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2232 level.native_em_level->ply[player_nr]->dynamite;
2234 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2235 stored_player[player_nr].inventory_size;
2237 if (stored_player[player_nr].num_white_keys > 0)
2238 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2240 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2241 stored_player[player_nr].num_white_keys;
2244 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2246 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2247 get_inventory_element_from_pos(local_player, i);
2248 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2249 get_inventory_element_from_pos(local_player, -i - 1);
2252 game_panel_controls[GAME_PANEL_SCORE].value = score;
2253 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2255 game_panel_controls[GAME_PANEL_TIME].value = time;
2257 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2258 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2259 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2261 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2262 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2264 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2265 local_player->shield_normal_time_left;
2266 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2267 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2269 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2270 local_player->shield_deadly_time_left;
2272 game_panel_controls[GAME_PANEL_EXIT].value =
2273 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2275 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2276 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2277 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2278 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2279 EL_EMC_MAGIC_BALL_SWITCH);
2281 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2282 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2283 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2284 game.light_time_left;
2286 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2287 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2288 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2289 game.timegate_time_left;
2291 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2292 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2294 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2295 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2296 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2297 game.lenses_time_left;
2299 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2300 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2301 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2302 game.magnify_time_left;
2304 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2305 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2306 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2307 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2308 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2309 EL_BALLOON_SWITCH_NONE);
2311 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2312 local_player->dynabomb_count;
2313 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2314 local_player->dynabomb_size;
2315 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2316 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2318 game_panel_controls[GAME_PANEL_PENGUINS].value =
2319 local_player->friends_still_needed;
2321 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2322 local_player->sokobanfields_still_needed;
2323 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2324 local_player->sokobanfields_still_needed;
2326 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2327 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2329 for (i = 0; i < NUM_BELTS; i++)
2331 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2332 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2333 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2334 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2335 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2338 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2339 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2340 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2341 game.magic_wall_time_left;
2343 #if USE_PLAYER_GRAVITY
2344 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2345 local_player->gravity;
2347 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value = game.gravity;
2350 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2351 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2353 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2354 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2355 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2356 game.panel.element[i].id : EL_UNDEFINED);
2358 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2359 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2360 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2361 element_info[game.panel.element_count[i].id].element_count : 0);
2363 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2364 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2365 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2366 element_info[game.panel.ce_score[i].id].collect_score : 0);
2368 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2369 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2370 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2371 element_info[game.panel.ce_score_element[i].id].collect_score :
2374 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2375 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2376 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2378 /* update game panel control frames */
2380 for (i = 0; game_panel_controls[i].nr != -1; i++)
2382 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2384 if (gpc->type == TYPE_ELEMENT)
2386 int last_anim_random_frame = gfx.anim_random_frame;
2387 int element = gpc->value;
2388 int graphic = el2panelimg(element);
2390 if (gpc->value != gpc->last_value)
2393 gpc->gfx_random = INIT_GFX_RANDOM();
2399 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2400 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2401 gpc->gfx_random = INIT_GFX_RANDOM();
2404 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2405 gfx.anim_random_frame = gpc->gfx_random;
2407 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2408 gpc->gfx_frame = element_info[element].collect_score;
2410 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2413 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2414 gfx.anim_random_frame = last_anim_random_frame;
2419 void DisplayGameControlValues()
2421 boolean redraw_panel = FALSE;
2424 for (i = 0; game_panel_controls[i].nr != -1; i++)
2426 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2428 if (PANEL_DEACTIVATED(gpc->pos))
2431 if (gpc->value == gpc->last_value &&
2432 gpc->frame == gpc->last_frame)
2435 redraw_panel = TRUE;
2441 /* copy default game door content to main double buffer */
2442 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
2443 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
2445 /* redraw game control buttons */
2447 RedrawGameButtons();
2453 game_status = GAME_MODE_PSEUDO_PANEL;
2456 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2458 for (i = 0; game_panel_controls[i].nr != -1; i++)
2462 int nr = game_panel_order[i].nr;
2463 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2465 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2468 struct TextPosInfo *pos = gpc->pos;
2469 int type = gpc->type;
2470 int value = gpc->value;
2471 int frame = gpc->frame;
2473 int last_value = gpc->last_value;
2474 int last_frame = gpc->last_frame;
2476 int size = pos->size;
2477 int font = pos->font;
2478 boolean draw_masked = pos->draw_masked;
2479 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2481 if (PANEL_DEACTIVATED(pos))
2485 if (value == last_value && frame == last_frame)
2489 gpc->last_value = value;
2490 gpc->last_frame = frame;
2493 printf("::: value %d changed from %d to %d\n", nr, last_value, value);
2496 if (type == TYPE_INTEGER)
2498 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2499 nr == GAME_PANEL_TIME)
2501 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2503 if (use_dynamic_size) /* use dynamic number of digits */
2505 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2506 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2507 int size2 = size1 + 1;
2508 int font1 = pos->font;
2509 int font2 = pos->font_alt;
2511 size = (value < value_change ? size1 : size2);
2512 font = (value < value_change ? font1 : font2);
2515 /* clear background if value just changed its size (dynamic digits) */
2516 if ((last_value < value_change) != (value < value_change))
2518 int width1 = size1 * getFontWidth(font1);
2519 int width2 = size2 * getFontWidth(font2);
2520 int max_width = MAX(width1, width2);
2521 int max_height = MAX(getFontHeight(font1), getFontHeight(font2));
2523 pos->width = max_width;
2525 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2526 max_width, max_height);
2533 /* correct text size if "digits" is zero or less */
2535 size = strlen(int2str(value, size));
2537 /* dynamically correct text alignment */
2538 pos->width = size * getFontWidth(font);
2541 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2542 int2str(value, size), font, mask_mode);
2544 else if (type == TYPE_ELEMENT)
2546 int element, graphic;
2550 int dst_x = PANEL_XPOS(pos);
2551 int dst_y = PANEL_YPOS(pos);
2554 if (value != EL_UNDEFINED && value != EL_EMPTY)
2557 graphic = el2panelimg(value);
2559 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2562 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2566 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2569 width = graphic_info[graphic].width * size / TILESIZE;
2570 height = graphic_info[graphic].height * size / TILESIZE;
2574 SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
2575 dst_x - src_x, dst_y - src_y);
2576 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2581 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2586 if (value == EL_UNDEFINED || value == EL_EMPTY)
2588 element = (last_value == EL_UNDEFINED ? EL_EMPTY : last_value);
2589 graphic = el2panelimg(element);
2591 src_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
2592 src_x = DOOR_GFX_PAGEX5 + ALIGNED_TEXT_XPOS(pos);
2593 src_y = DOOR_GFX_PAGEY1 + ALIGNED_TEXT_YPOS(pos);
2598 graphic = el2panelimg(value);
2600 getSizedGraphicSource(graphic, frame, size, &src_bitmap, &src_x,&src_y);
2603 width = graphic_info[graphic].width * size / TILESIZE;
2604 height = graphic_info[graphic].height * size / TILESIZE;
2606 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height, dst_x, dst_y);
2609 else if (type == TYPE_STRING)
2611 boolean active = (value != 0);
2612 char *state_normal = "off";
2613 char *state_active = "on";
2614 char *state = (active ? state_active : state_normal);
2615 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2616 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2617 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2618 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2620 if (nr == GAME_PANEL_GRAVITY_STATE)
2622 int font1 = pos->font; /* (used for normal state) */
2623 int font2 = pos->font_alt; /* (used for active state) */
2625 int size1 = strlen(state_normal);
2626 int size2 = strlen(state_active);
2627 int width1 = size1 * getFontWidth(font1);
2628 int width2 = size2 * getFontWidth(font2);
2629 int max_width = MAX(width1, width2);
2630 int max_height = MAX(getFontHeight(font1), getFontHeight(font2));
2632 pos->width = max_width;
2634 /* clear background for values that may have changed its size */
2635 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2636 max_width, max_height);
2639 font = (active ? font2 : font1);
2649 /* don't truncate output if "chars" is zero or less */
2652 /* dynamically correct text alignment */
2653 pos->width = size * getFontWidth(font);
2657 s_cut = getStringCopyN(s, size);
2659 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2660 s_cut, font, mask_mode);
2666 redraw_mask |= REDRAW_DOOR_1;
2669 game_status = GAME_MODE_PLAYING;
2672 void UpdateAndDisplayGameControlValues()
2674 if (tape.warp_forward)
2677 UpdateGameControlValues();
2678 DisplayGameControlValues();
2681 void DrawGameValue_Emeralds(int value)
2683 struct TextPosInfo *pos = &game.panel.gems;
2685 int font_nr = pos->font;
2687 int font_nr = FONT_TEXT_2;
2689 int font_width = getFontWidth(font_nr);
2690 int chars = pos->size;
2693 return; /* !!! USE NEW STUFF !!! */
2696 if (PANEL_DEACTIVATED(pos))
2699 pos->width = chars * font_width;
2701 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2704 void DrawGameValue_Dynamite(int value)
2706 struct TextPosInfo *pos = &game.panel.inventory_count;
2708 int font_nr = pos->font;
2710 int font_nr = FONT_TEXT_2;
2712 int font_width = getFontWidth(font_nr);
2713 int chars = pos->size;
2716 return; /* !!! USE NEW STUFF !!! */
2719 if (PANEL_DEACTIVATED(pos))
2722 pos->width = chars * font_width;
2724 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2727 void DrawGameValue_Score(int value)
2729 struct TextPosInfo *pos = &game.panel.score;
2731 int font_nr = pos->font;
2733 int font_nr = FONT_TEXT_2;
2735 int font_width = getFontWidth(font_nr);
2736 int chars = pos->size;
2739 return; /* !!! USE NEW STUFF !!! */
2742 if (PANEL_DEACTIVATED(pos))
2745 pos->width = chars * font_width;
2747 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2750 void DrawGameValue_Time(int value)
2752 struct TextPosInfo *pos = &game.panel.time;
2753 static int last_value = -1;
2756 int chars = pos->size;
2758 int font1_nr = pos->font;
2759 int font2_nr = pos->font_alt;
2761 int font1_nr = FONT_TEXT_2;
2762 int font2_nr = FONT_TEXT_1;
2764 int font_nr = font1_nr;
2765 boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
2768 return; /* !!! USE NEW STUFF !!! */
2771 if (PANEL_DEACTIVATED(pos))
2774 if (use_dynamic_chars) /* use dynamic number of chars */
2776 chars = (value < 1000 ? chars1 : chars2);
2777 font_nr = (value < 1000 ? font1_nr : font2_nr);
2780 /* clear background if value just changed its size (dynamic chars only) */
2781 if (use_dynamic_chars && (last_value < 1000) != (value < 1000))
2783 int width1 = chars1 * getFontWidth(font1_nr);
2784 int width2 = chars2 * getFontWidth(font2_nr);
2785 int max_width = MAX(width1, width2);
2786 int max_height = MAX(getFontHeight(font1_nr), getFontHeight(font2_nr));
2788 pos->width = max_width;
2790 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2791 max_width, max_height);
2794 pos->width = chars * getFontWidth(font_nr);
2796 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2801 void DrawGameValue_Level(int value)
2803 struct TextPosInfo *pos = &game.panel.level_number;
2806 int chars = pos->size;
2808 int font1_nr = pos->font;
2809 int font2_nr = pos->font_alt;
2811 int font1_nr = FONT_TEXT_2;
2812 int font2_nr = FONT_TEXT_1;
2814 int font_nr = font1_nr;
2815 boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
2818 return; /* !!! USE NEW STUFF !!! */
2821 if (PANEL_DEACTIVATED(pos))
2824 if (use_dynamic_chars) /* use dynamic number of chars */
2826 chars = (level_nr < 100 ? chars1 : chars2);
2827 font_nr = (level_nr < 100 ? font1_nr : font2_nr);
2830 pos->width = chars * getFontWidth(font_nr);
2832 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2835 void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
2838 struct TextPosInfo *pos = &game.panel.keys;
2841 int base_key_graphic = EL_KEY_1;
2846 return; /* !!! USE NEW STUFF !!! */
2850 if (PANEL_DEACTIVATED(pos))
2855 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2856 base_key_graphic = EL_EM_KEY_1;
2860 pos->width = 4 * MINI_TILEX;
2864 for (i = 0; i < MAX_NUM_KEYS; i++)
2866 /* currently only 4 of 8 possible keys are displayed */
2867 for (i = 0; i < STD_NUM_KEYS; i++)
2871 struct TextPosInfo *pos = &game.panel.key[i];
2873 int src_x = DOOR_GFX_PAGEX5 + 18 + (i % 4) * MINI_TILEX;
2874 int src_y = DOOR_GFX_PAGEY1 + 123;
2876 int dst_x = PANEL_XPOS(pos);
2877 int dst_y = PANEL_YPOS(pos);
2879 int dst_x = PANEL_XPOS(pos) + i * MINI_TILEX;
2880 int dst_y = PANEL_YPOS(pos);
2884 int element = (i >= STD_NUM_KEYS ? EL_EMC_KEY_5 - 4 :
2885 level.game_engine_type == GAME_ENGINE_TYPE_EM ? EL_EM_KEY_1 :
2887 int graphic = el2edimg(element);
2891 if (PANEL_DEACTIVATED(pos))
2896 /* masked blit with tiles from half-size scaled bitmap does not work yet
2897 (no mask bitmap created for these sizes after loading and scaling) --
2898 solution: load without creating mask, scale, then create final mask */
2900 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
2901 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
2906 int graphic = el2edimg(base_key_graphic + i);
2911 getMiniGraphicSource(graphic, &src_bitmap, &src_x, &src_y);
2913 SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
2914 dst_x - src_x, dst_y - src_y);
2915 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, MINI_TILEX, MINI_TILEY,
2921 DrawMiniGraphicExt(drawto, dst_x, dst_y, graphic);
2923 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
2924 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
2927 DrawMiniGraphicExt(drawto, dst_x, dst_y, el2edimg(base_key_graphic + i));
2929 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
2930 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
2938 void DrawGameValue_Emeralds(int value)
2940 int font_nr = FONT_TEXT_2;
2941 int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
2943 if (PANEL_DEACTIVATED(game.panel.gems))
2946 DrawText(DX_EMERALDS + xpos, DY_EMERALDS, int2str(value, 3), font_nr);
2949 void DrawGameValue_Dynamite(int value)
2951 int font_nr = FONT_TEXT_2;
2952 int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
2954 if (PANEL_DEACTIVATED(game.panel.inventory_count))
2957 DrawText(DX_DYNAMITE + xpos, DY_DYNAMITE, int2str(value, 3), font_nr);
2960 void DrawGameValue_Score(int value)
2962 int font_nr = FONT_TEXT_2;
2963 int xpos = (5 * 14 - 5 * getFontWidth(font_nr)) / 2;
2965 if (PANEL_DEACTIVATED(game.panel.score))
2968 DrawText(DX_SCORE + xpos, DY_SCORE, int2str(value, 5), font_nr);
2971 void DrawGameValue_Time(int value)
2973 int font1_nr = FONT_TEXT_2;
2975 int font2_nr = FONT_TEXT_1;
2977 int font2_nr = FONT_LEVEL_NUMBER;
2979 int xpos3 = (3 * 14 - 3 * getFontWidth(font1_nr)) / 2;
2980 int xpos4 = (4 * 10 - 4 * getFontWidth(font2_nr)) / 2;
2982 if (PANEL_DEACTIVATED(game.panel.time))
2985 /* clear background if value just changed its size */
2986 if (value == 999 || value == 1000)
2987 ClearRectangleOnBackground(drawto, DX_TIME1, DY_TIME, 14 * 3, 14);
2990 DrawText(DX_TIME1 + xpos3, DY_TIME, int2str(value, 3), font1_nr);
2992 DrawText(DX_TIME2 + xpos4, DY_TIME, int2str(value, 4), font2_nr);
2995 void DrawGameValue_Level(int value)
2997 int font1_nr = FONT_TEXT_2;
2999 int font2_nr = FONT_TEXT_1;
3001 int font2_nr = FONT_LEVEL_NUMBER;
3004 if (PANEL_DEACTIVATED(game.panel.level))
3008 DrawText(DX_LEVEL1, DY_LEVEL, int2str(value, 2), font1_nr);
3010 DrawText(DX_LEVEL2, DY_LEVEL, int2str(value, 3), font2_nr);
3013 void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
3015 int base_key_graphic = EL_KEY_1;
3018 if (PANEL_DEACTIVATED(game.panel.keys))
3021 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3022 base_key_graphic = EL_EM_KEY_1;
3024 /* currently only 4 of 8 possible keys are displayed */
3025 for (i = 0; i < STD_NUM_KEYS; i++)
3027 int x = XX_KEYS + i * MINI_TILEX;
3031 DrawMiniGraphicExt(drawto, DX + x,DY + y, el2edimg(base_key_graphic + i));
3033 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
3034 DOOR_GFX_PAGEX5 + x, y, MINI_TILEX, MINI_TILEY, DX + x,DY + y);
3040 void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
3043 int key[MAX_NUM_KEYS];
3046 /* prevent EM engine from updating time/score values parallel to GameWon() */
3047 if (level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3048 local_player->LevelSolved)
3051 for (i = 0; i < MAX_NUM_KEYS; i++)
3052 key[i] = key_bits & (1 << i);
3054 DrawGameValue_Level(level_nr);
3056 DrawGameValue_Emeralds(emeralds);
3057 DrawGameValue_Dynamite(dynamite);
3058 DrawGameValue_Score(score);
3059 DrawGameValue_Time(time);
3061 DrawGameValue_Keys(key);
3064 void UpdateGameDoorValues()
3066 UpdateGameControlValues();
3069 void DrawGameDoorValues()
3071 DisplayGameControlValues();
3074 void DrawGameDoorValues_OLD()
3076 int time_value = (level.time == 0 ? TimePlayed : TimeLeft);
3077 int dynamite_value = 0;
3078 int score_value = (local_player->LevelSolved ? local_player->score_final :
3079 local_player->score);
3080 int gems_value = local_player->gems_still_needed;
3084 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3086 DrawGameDoorValues_EM();
3091 if (game.centered_player_nr == -1)
3093 for (i = 0; i < MAX_PLAYERS; i++)
3095 for (j = 0; j < MAX_NUM_KEYS; j++)
3096 if (stored_player[i].key[j])
3097 key_bits |= (1 << j);
3099 dynamite_value += stored_player[i].inventory_size;
3104 int player_nr = game.centered_player_nr;
3106 for (i = 0; i < MAX_NUM_KEYS; i++)
3107 if (stored_player[player_nr].key[i])
3108 key_bits |= (1 << i);
3110 dynamite_value = stored_player[player_nr].inventory_size;
3113 DrawAllGameValues(gems_value, dynamite_value, score_value, time_value,
3119 =============================================================================
3121 -----------------------------------------------------------------------------
3122 initialize game engine due to level / tape version number
3123 =============================================================================
3126 static void InitGameEngine()
3128 int i, j, k, l, x, y;
3130 /* set game engine from tape file when re-playing, else from level file */
3131 game.engine_version = (tape.playing ? tape.engine_version :
3132 level.game_version);
3134 /* ---------------------------------------------------------------------- */
3135 /* set flags for bugs and changes according to active game engine version */
3136 /* ---------------------------------------------------------------------- */
3139 Summary of bugfix/change:
3140 Fixed handling for custom elements that change when pushed by the player.
3142 Fixed/changed in version:
3146 Before 3.1.0, custom elements that "change when pushing" changed directly
3147 after the player started pushing them (until then handled in "DigField()").
3148 Since 3.1.0, these custom elements are not changed until the "pushing"
3149 move of the element is finished (now handled in "ContinueMoving()").
3151 Affected levels/tapes:
3152 The first condition is generally needed for all levels/tapes before version
3153 3.1.0, which might use the old behaviour before it was changed; known tapes
3154 that are affected are some tapes from the level set "Walpurgis Gardens" by
3156 The second condition is an exception from the above case and is needed for
3157 the special case of tapes recorded with game (not engine!) version 3.1.0 or
3158 above (including some development versions of 3.1.0), but before it was
3159 known that this change would break tapes like the above and was fixed in
3160 3.1.1, so that the changed behaviour was active although the engine version
3161 while recording maybe was before 3.1.0. There is at least one tape that is
3162 affected by this exception, which is the tape for the one-level set "Bug
3163 Machine" by Juergen Bonhagen.
3166 game.use_change_when_pushing_bug =
3167 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3169 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3170 tape.game_version < VERSION_IDENT(3,1,1,0)));
3173 Summary of bugfix/change:
3174 Fixed handling for blocking the field the player leaves when moving.
3176 Fixed/changed in version:
3180 Before 3.1.1, when "block last field when moving" was enabled, the field
3181 the player is leaving when moving was blocked for the time of the move,
3182 and was directly unblocked afterwards. This resulted in the last field
3183 being blocked for exactly one less than the number of frames of one player
3184 move. Additionally, even when blocking was disabled, the last field was
3185 blocked for exactly one frame.
3186 Since 3.1.1, due to changes in player movement handling, the last field
3187 is not blocked at all when blocking is disabled. When blocking is enabled,
3188 the last field is blocked for exactly the number of frames of one player
3189 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3190 last field is blocked for exactly one more than the number of frames of
3193 Affected levels/tapes:
3194 (!!! yet to be determined -- probably many !!!)
3197 game.use_block_last_field_bug =
3198 (game.engine_version < VERSION_IDENT(3,1,1,0));
3201 Summary of bugfix/change:
3202 Changed behaviour of CE changes with multiple changes per single frame.
3204 Fixed/changed in version:
3208 Before 3.2.0-6, only one single CE change was allowed in each engine frame.
3209 This resulted in race conditions where CEs seem to behave strange in some
3210 situations (where triggered CE changes were just skipped because there was
3211 already a CE change on that tile in the playfield in that engine frame).
3212 Since 3.2.0-6, this was changed to allow up to MAX_NUM_CHANGES_PER_FRAME.
3213 (The number of changes per frame must be limited in any case, because else
3214 it is easily possible to define CE changes that would result in an infinite
3215 loop, causing the whole game to freeze. The MAX_NUM_CHANGES_PER_FRAME value
3216 should be set large enough so that it would only be reached in cases where
3217 the corresponding CE change conditions run into a loop. Therefore, it seems
3218 to be reasonable to set MAX_NUM_CHANGES_PER_FRAME to the same value as the
3219 maximal number of change pages for custom elements.)
3221 Affected levels/tapes:
3225 #if USE_ONLY_ONE_CHANGE_PER_FRAME
3226 game.max_num_changes_per_frame = 1;
3228 game.max_num_changes_per_frame =
3229 (game.engine_version < VERSION_IDENT(3,2,0,6) ? 1 : 32);
3232 /* ---------------------------------------------------------------------- */
3234 /* default scan direction: scan playfield from top/left to bottom/right */
3235 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3237 /* dynamically adjust element properties according to game engine version */
3238 InitElementPropertiesEngine(game.engine_version);
3241 printf("level %d: level version == %06d\n", level_nr, level.game_version);
3242 printf(" tape version == %06d [%s] [file: %06d]\n",
3243 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
3245 printf(" => game.engine_version == %06d\n", game.engine_version);
3248 /* ---------- initialize player's initial move delay --------------------- */
3250 /* dynamically adjust player properties according to level information */
3251 for (i = 0; i < MAX_PLAYERS; i++)
3252 game.initial_move_delay_value[i] =
3253 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3255 /* dynamically adjust player properties according to game engine version */
3256 for (i = 0; i < MAX_PLAYERS; i++)
3257 game.initial_move_delay[i] =
3258 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3259 game.initial_move_delay_value[i] : 0);
3261 /* ---------- initialize player's initial push delay --------------------- */
3263 /* dynamically adjust player properties according to game engine version */
3264 game.initial_push_delay_value =
3265 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3267 /* ---------- initialize changing elements ------------------------------- */
3269 /* initialize changing elements information */
3270 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3272 struct ElementInfo *ei = &element_info[i];
3274 /* this pointer might have been changed in the level editor */
3275 ei->change = &ei->change_page[0];
3277 if (!IS_CUSTOM_ELEMENT(i))
3279 ei->change->target_element = EL_EMPTY_SPACE;
3280 ei->change->delay_fixed = 0;
3281 ei->change->delay_random = 0;
3282 ei->change->delay_frames = 1;
3285 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3287 ei->has_change_event[j] = FALSE;
3289 ei->event_page_nr[j] = 0;
3290 ei->event_page[j] = &ei->change_page[0];
3294 /* add changing elements from pre-defined list */
3295 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3297 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3298 struct ElementInfo *ei = &element_info[ch_delay->element];
3300 ei->change->target_element = ch_delay->target_element;
3301 ei->change->delay_fixed = ch_delay->change_delay;
3303 ei->change->pre_change_function = ch_delay->pre_change_function;
3304 ei->change->change_function = ch_delay->change_function;
3305 ei->change->post_change_function = ch_delay->post_change_function;
3307 ei->change->can_change = TRUE;
3308 ei->change->can_change_or_has_action = TRUE;
3310 ei->has_change_event[CE_DELAY] = TRUE;
3312 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3313 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3316 /* ---------- initialize internal run-time variables ------------- */
3318 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3320 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3322 for (j = 0; j < ei->num_change_pages; j++)
3324 ei->change_page[j].can_change_or_has_action =
3325 (ei->change_page[j].can_change |
3326 ei->change_page[j].has_action);
3330 /* add change events from custom element configuration */
3331 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3333 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3335 for (j = 0; j < ei->num_change_pages; j++)
3337 if (!ei->change_page[j].can_change_or_has_action)
3340 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3342 /* only add event page for the first page found with this event */
3343 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3345 ei->has_change_event[k] = TRUE;
3347 ei->event_page_nr[k] = j;
3348 ei->event_page[k] = &ei->change_page[j];
3354 /* ---------- initialize run-time trigger player and element ------------- */
3356 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3358 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3360 for (j = 0; j < ei->num_change_pages; j++)
3362 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3363 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
3364 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_1;
3365 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3366 ei->change_page[j].actual_trigger_ce_value = 0;
3367 ei->change_page[j].actual_trigger_ce_score = 0;
3371 /* ---------- initialize trigger events ---------------------------------- */
3373 /* initialize trigger events information */
3374 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3375 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3376 trigger_events[i][j] = FALSE;
3378 /* add trigger events from element change event properties */
3379 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3381 struct ElementInfo *ei = &element_info[i];
3383 for (j = 0; j < ei->num_change_pages; j++)
3385 if (!ei->change_page[j].can_change_or_has_action)
3388 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3390 int trigger_element = ei->change_page[j].trigger_element;
3392 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3394 if (ei->change_page[j].has_event[k])
3396 if (IS_GROUP_ELEMENT(trigger_element))
3398 struct ElementGroupInfo *group =
3399 element_info[trigger_element].group;
3401 for (l = 0; l < group->num_elements_resolved; l++)
3402 trigger_events[group->element_resolved[l]][k] = TRUE;
3404 else if (trigger_element == EL_ANY_ELEMENT)
3405 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3406 trigger_events[l][k] = TRUE;
3408 trigger_events[trigger_element][k] = TRUE;
3415 /* ---------- initialize push delay -------------------------------------- */
3417 /* initialize push delay values to default */
3418 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3420 if (!IS_CUSTOM_ELEMENT(i))
3422 /* set default push delay values (corrected since version 3.0.7-1) */
3423 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3425 element_info[i].push_delay_fixed = 2;
3426 element_info[i].push_delay_random = 8;
3430 element_info[i].push_delay_fixed = 8;
3431 element_info[i].push_delay_random = 8;
3436 /* set push delay value for certain elements from pre-defined list */
3437 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3439 int e = push_delay_list[i].element;
3441 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3442 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3445 /* set push delay value for Supaplex elements for newer engine versions */
3446 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3448 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3450 if (IS_SP_ELEMENT(i))
3452 /* set SP push delay to just enough to push under a falling zonk */
3453 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3455 element_info[i].push_delay_fixed = delay;
3456 element_info[i].push_delay_random = 0;
3461 /* ---------- initialize move stepsize ----------------------------------- */
3463 /* initialize move stepsize values to default */
3464 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3465 if (!IS_CUSTOM_ELEMENT(i))
3466 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3468 /* set move stepsize value for certain elements from pre-defined list */
3469 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3471 int e = move_stepsize_list[i].element;
3473 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3476 /* ---------- initialize collect score ----------------------------------- */
3478 /* initialize collect score values for custom elements from initial value */
3479 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3480 if (IS_CUSTOM_ELEMENT(i))
3481 element_info[i].collect_score = element_info[i].collect_score_initial;
3483 /* ---------- initialize collect count ----------------------------------- */
3485 /* initialize collect count values for non-custom elements */
3486 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3487 if (!IS_CUSTOM_ELEMENT(i))
3488 element_info[i].collect_count_initial = 0;
3490 /* add collect count values for all elements from pre-defined list */
3491 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3492 element_info[collect_count_list[i].element].collect_count_initial =
3493 collect_count_list[i].count;
3495 /* ---------- initialize access direction -------------------------------- */
3497 /* initialize access direction values to default (access from every side) */
3498 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3499 if (!IS_CUSTOM_ELEMENT(i))
3500 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3502 /* set access direction value for certain elements from pre-defined list */
3503 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3504 element_info[access_direction_list[i].element].access_direction =
3505 access_direction_list[i].direction;
3507 /* ---------- initialize explosion content ------------------------------- */
3508 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3510 if (IS_CUSTOM_ELEMENT(i))
3513 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3515 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3517 element_info[i].content.e[x][y] =
3518 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3519 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3520 i == EL_PLAYER_3 ? EL_EMERALD :
3521 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3522 i == EL_MOLE ? EL_EMERALD_RED :
3523 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3524 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3525 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3526 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3527 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3528 i == EL_WALL_EMERALD ? EL_EMERALD :
3529 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3530 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3531 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3532 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3533 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3534 i == EL_WALL_PEARL ? EL_PEARL :
3535 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3540 /* ---------- initialize recursion detection ------------------------------ */
3541 recursion_loop_depth = 0;
3542 recursion_loop_detected = FALSE;
3543 recursion_loop_element = EL_UNDEFINED;
3545 /* ---------- initialize graphics engine ---------------------------------- */
3546 game.scroll_delay_value =
3547 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3548 setup.scroll_delay ? setup.scroll_delay_value : 0);
3549 game.scroll_delay_value =
3550 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3553 int get_num_special_action(int element, int action_first, int action_last)
3555 int num_special_action = 0;
3558 for (i = action_first; i <= action_last; i++)
3560 boolean found = FALSE;
3562 for (j = 0; j < NUM_DIRECTIONS; j++)
3563 if (el_act_dir2img(element, i, j) !=
3564 el_act_dir2img(element, ACTION_DEFAULT, j))
3568 num_special_action++;
3573 return num_special_action;
3578 =============================================================================
3580 -----------------------------------------------------------------------------
3581 initialize and start new game
3582 =============================================================================
3587 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3588 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3589 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3591 boolean do_fading = (game_status == GAME_MODE_MAIN);
3595 game_status = GAME_MODE_PLAYING;
3598 InitGameControlValues();
3600 /* don't play tapes over network */
3601 network_playing = (options.network && !tape.playing);
3603 for (i = 0; i < MAX_PLAYERS; i++)
3605 struct PlayerInfo *player = &stored_player[i];
3607 player->index_nr = i;
3608 player->index_bit = (1 << i);
3609 player->element_nr = EL_PLAYER_1 + i;
3611 player->present = FALSE;
3612 player->active = FALSE;
3613 player->killed = FALSE;
3616 player->effective_action = 0;
3617 player->programmed_action = 0;
3620 player->score_final = 0;
3622 player->gems_still_needed = level.gems_needed;
3623 player->sokobanfields_still_needed = 0;
3624 player->lights_still_needed = 0;
3625 player->friends_still_needed = 0;
3627 for (j = 0; j < MAX_NUM_KEYS; j++)
3628 player->key[j] = FALSE;
3630 player->num_white_keys = 0;
3632 player->dynabomb_count = 0;
3633 player->dynabomb_size = 1;
3634 player->dynabombs_left = 0;
3635 player->dynabomb_xl = FALSE;
3637 player->MovDir = MV_NONE;
3640 player->GfxDir = MV_NONE;
3641 player->GfxAction = ACTION_DEFAULT;
3643 player->StepFrame = 0;
3645 player->use_murphy = FALSE;
3646 player->artwork_element =
3647 (level.use_artwork_element[i] ? level.artwork_element[i] :
3648 player->element_nr);
3650 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3651 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3653 player->gravity = level.initial_player_gravity[i];
3655 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3657 player->actual_frame_counter = 0;
3659 player->step_counter = 0;
3661 player->last_move_dir = MV_NONE;
3663 player->is_active = FALSE;
3665 player->is_waiting = FALSE;
3666 player->is_moving = FALSE;
3667 player->is_auto_moving = FALSE;
3668 player->is_digging = FALSE;
3669 player->is_snapping = FALSE;
3670 player->is_collecting = FALSE;
3671 player->is_pushing = FALSE;
3672 player->is_switching = FALSE;
3673 player->is_dropping = FALSE;
3674 player->is_dropping_pressed = FALSE;
3676 player->is_bored = FALSE;
3677 player->is_sleeping = FALSE;
3679 player->frame_counter_bored = -1;
3680 player->frame_counter_sleeping = -1;
3682 player->anim_delay_counter = 0;
3683 player->post_delay_counter = 0;
3685 player->dir_waiting = MV_NONE;
3686 player->action_waiting = ACTION_DEFAULT;
3687 player->last_action_waiting = ACTION_DEFAULT;
3688 player->special_action_bored = ACTION_DEFAULT;
3689 player->special_action_sleeping = ACTION_DEFAULT;
3691 player->switch_x = -1;
3692 player->switch_y = -1;
3694 player->drop_x = -1;
3695 player->drop_y = -1;
3697 player->show_envelope = 0;
3699 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3701 player->push_delay = -1; /* initialized when pushing starts */
3702 player->push_delay_value = game.initial_push_delay_value;
3704 player->drop_delay = 0;
3705 player->drop_pressed_delay = 0;
3707 player->last_jx = -1;
3708 player->last_jy = -1;
3712 player->shield_normal_time_left = 0;
3713 player->shield_deadly_time_left = 0;
3715 player->inventory_infinite_element = EL_UNDEFINED;
3716 player->inventory_size = 0;
3718 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3719 SnapField(player, 0, 0);
3721 player->LevelSolved = FALSE;
3722 player->GameOver = FALSE;
3724 player->LevelSolved_GameWon = FALSE;
3725 player->LevelSolved_GameEnd = FALSE;
3726 player->LevelSolved_PanelOff = FALSE;
3727 player->LevelSolved_SaveTape = FALSE;
3728 player->LevelSolved_SaveScore = FALSE;
3729 player->LevelSolved_CountingTime = 0;
3730 player->LevelSolved_CountingScore = 0;
3733 network_player_action_received = FALSE;
3735 #if defined(NETWORK_AVALIABLE)
3736 /* initial null action */
3737 if (network_playing)
3738 SendToServer_MovePlayer(MV_NONE);
3747 TimeLeft = level.time;
3750 ScreenMovDir = MV_NONE;
3754 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3756 AllPlayersGone = FALSE;
3758 game.yamyam_content_nr = 0;
3759 game.robot_wheel_active = FALSE;
3760 game.magic_wall_active = FALSE;
3761 game.magic_wall_time_left = 0;
3762 game.light_time_left = 0;
3763 game.timegate_time_left = 0;
3764 game.switchgate_pos = 0;
3765 game.wind_direction = level.wind_direction_initial;
3767 #if !USE_PLAYER_GRAVITY
3768 game.gravity = FALSE;
3769 game.explosions_delayed = TRUE;
3772 game.lenses_time_left = 0;
3773 game.magnify_time_left = 0;
3775 game.ball_state = level.ball_state_initial;
3776 game.ball_content_nr = 0;
3778 game.envelope_active = FALSE;
3780 /* set focus to local player for network games, else to all players */
3781 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3782 game.centered_player_nr_next = game.centered_player_nr;
3783 game.set_centered_player = FALSE;
3785 if (network_playing && tape.recording)
3787 /* store client dependent player focus when recording network games */
3788 tape.centered_player_nr_next = game.centered_player_nr_next;
3789 tape.set_centered_player = TRUE;
3792 for (i = 0; i < NUM_BELTS; i++)
3794 game.belt_dir[i] = MV_NONE;
3795 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3798 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3799 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3801 SCAN_PLAYFIELD(x, y)
3803 Feld[x][y] = level.field[x][y];
3804 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3805 ChangeDelay[x][y] = 0;
3806 ChangePage[x][y] = -1;
3807 #if USE_NEW_CUSTOM_VALUE
3808 CustomValue[x][y] = 0; /* initialized in InitField() */
3810 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3812 WasJustMoving[x][y] = 0;
3813 WasJustFalling[x][y] = 0;
3814 CheckCollision[x][y] = 0;
3815 CheckImpact[x][y] = 0;
3817 Pushed[x][y] = FALSE;
3819 ChangeCount[x][y] = 0;
3820 ChangeEvent[x][y] = -1;
3822 ExplodePhase[x][y] = 0;
3823 ExplodeDelay[x][y] = 0;
3824 ExplodeField[x][y] = EX_TYPE_NONE;
3826 RunnerVisit[x][y] = 0;
3827 PlayerVisit[x][y] = 0;
3830 GfxRandom[x][y] = INIT_GFX_RANDOM();
3831 GfxElement[x][y] = EL_UNDEFINED;
3832 GfxAction[x][y] = ACTION_DEFAULT;
3833 GfxDir[x][y] = MV_NONE;
3836 SCAN_PLAYFIELD(x, y)
3838 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3840 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3842 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3845 InitField(x, y, TRUE);
3847 ResetGfxAnimation(x, y);
3852 for (i = 0; i < MAX_PLAYERS; i++)
3854 struct PlayerInfo *player = &stored_player[i];
3856 /* set number of special actions for bored and sleeping animation */
3857 player->num_special_action_bored =
3858 get_num_special_action(player->artwork_element,
3859 ACTION_BORING_1, ACTION_BORING_LAST);
3860 player->num_special_action_sleeping =
3861 get_num_special_action(player->artwork_element,
3862 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3865 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3866 emulate_sb ? EMU_SOKOBAN :
3867 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3869 #if USE_NEW_ALL_SLIPPERY
3870 /* initialize type of slippery elements */
3871 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3873 if (!IS_CUSTOM_ELEMENT(i))
3875 /* default: elements slip down either to the left or right randomly */
3876 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3878 /* SP style elements prefer to slip down on the left side */
3879 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3880 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3882 /* BD style elements prefer to slip down on the left side */
3883 if (game.emulation == EMU_BOULDERDASH)
3884 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3889 /* initialize explosion and ignition delay */
3890 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3892 if (!IS_CUSTOM_ELEMENT(i))
3895 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3896 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3897 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3898 int last_phase = (num_phase + 1) * delay;
3899 int half_phase = (num_phase / 2) * delay;
3901 element_info[i].explosion_delay = last_phase - 1;
3902 element_info[i].ignition_delay = half_phase;
3904 if (i == EL_BLACK_ORB)
3905 element_info[i].ignition_delay = 1;
3909 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
3910 element_info[i].explosion_delay = 1;
3912 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
3913 element_info[i].ignition_delay = 1;
3917 /* correct non-moving belts to start moving left */
3918 for (i = 0; i < NUM_BELTS; i++)
3919 if (game.belt_dir[i] == MV_NONE)
3920 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3922 /* check if any connected player was not found in playfield */
3923 for (i = 0; i < MAX_PLAYERS; i++)
3925 struct PlayerInfo *player = &stored_player[i];
3927 if (player->connected && !player->present)
3929 for (j = 0; j < MAX_PLAYERS; j++)
3931 struct PlayerInfo *some_player = &stored_player[j];
3932 int jx = some_player->jx, jy = some_player->jy;
3934 /* assign first free player found that is present in the playfield */
3935 if (some_player->present && !some_player->connected)
3937 player->present = TRUE;
3938 player->active = TRUE;
3940 some_player->present = FALSE;
3941 some_player->active = FALSE;
3943 player->artwork_element = some_player->artwork_element;
3945 player->block_last_field = some_player->block_last_field;
3946 player->block_delay_adjustment = some_player->block_delay_adjustment;
3948 StorePlayer[jx][jy] = player->element_nr;
3949 player->jx = player->last_jx = jx;
3950 player->jy = player->last_jy = jy;
3960 /* when playing a tape, eliminate all players who do not participate */
3962 for (i = 0; i < MAX_PLAYERS; i++)
3964 if (stored_player[i].active && !tape.player_participates[i])
3966 struct PlayerInfo *player = &stored_player[i];
3967 int jx = player->jx, jy = player->jy;
3969 player->active = FALSE;
3970 StorePlayer[jx][jy] = 0;
3971 Feld[jx][jy] = EL_EMPTY;
3975 else if (!options.network && !setup.team_mode) /* && !tape.playing */
3977 /* when in single player mode, eliminate all but the first active player */
3979 for (i = 0; i < MAX_PLAYERS; i++)
3981 if (stored_player[i].active)
3983 for (j = i + 1; j < MAX_PLAYERS; j++)
3985 if (stored_player[j].active)
3987 struct PlayerInfo *player = &stored_player[j];
3988 int jx = player->jx, jy = player->jy;
3990 player->active = FALSE;
3991 player->present = FALSE;
3993 StorePlayer[jx][jy] = 0;
3994 Feld[jx][jy] = EL_EMPTY;
4001 /* when recording the game, store which players take part in the game */
4004 for (i = 0; i < MAX_PLAYERS; i++)
4005 if (stored_player[i].active)
4006 tape.player_participates[i] = TRUE;
4011 for (i = 0; i < MAX_PLAYERS; i++)
4013 struct PlayerInfo *player = &stored_player[i];
4015 printf("Player %d: present == %d, connected == %d, active == %d.\n",
4020 if (local_player == player)
4021 printf("Player %d is local player.\n", i+1);
4025 if (BorderElement == EL_EMPTY)
4028 SBX_Right = lev_fieldx - SCR_FIELDX;
4030 SBY_Lower = lev_fieldy - SCR_FIELDY;
4035 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4037 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4040 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
4041 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4043 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
4044 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4046 /* if local player not found, look for custom element that might create
4047 the player (make some assumptions about the right custom element) */
4048 if (!local_player->present)
4050 int start_x = 0, start_y = 0;
4051 int found_rating = 0;
4052 int found_element = EL_UNDEFINED;
4053 int player_nr = local_player->index_nr;
4055 SCAN_PLAYFIELD(x, y)
4057 int element = Feld[x][y];
4062 if (level.use_start_element[player_nr] &&
4063 level.start_element[player_nr] == element &&
4070 found_element = element;
4073 if (!IS_CUSTOM_ELEMENT(element))
4076 if (CAN_CHANGE(element))
4078 for (i = 0; i < element_info[element].num_change_pages; i++)
4080 /* check for player created from custom element as single target */
4081 content = element_info[element].change_page[i].target_element;
4082 is_player = ELEM_IS_PLAYER(content);
4084 if (is_player && (found_rating < 3 ||
4085 (found_rating == 3 && element < found_element)))
4091 found_element = element;
4096 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4098 /* check for player created from custom element as explosion content */
4099 content = element_info[element].content.e[xx][yy];
4100 is_player = ELEM_IS_PLAYER(content);
4102 if (is_player && (found_rating < 2 ||
4103 (found_rating == 2 && element < found_element)))
4105 start_x = x + xx - 1;
4106 start_y = y + yy - 1;
4109 found_element = element;
4112 if (!CAN_CHANGE(element))
4115 for (i = 0; i < element_info[element].num_change_pages; i++)
4117 /* check for player created from custom element as extended target */
4119 element_info[element].change_page[i].target_content.e[xx][yy];
4121 is_player = ELEM_IS_PLAYER(content);
4123 if (is_player && (found_rating < 1 ||
4124 (found_rating == 1 && element < found_element)))
4126 start_x = x + xx - 1;
4127 start_y = y + yy - 1;
4130 found_element = element;
4136 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
4137 start_x > SBX_Right + MIDPOSX ? SBX_Right :
4140 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4141 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4146 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
4147 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
4148 local_player->jx - MIDPOSX);
4150 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
4151 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
4152 local_player->jy - MIDPOSY);
4156 /* do not use PLAYING mask for fading out from main screen */
4157 game_status = GAME_MODE_MAIN;
4162 if (!game.restart_level)
4163 CloseDoor(DOOR_CLOSE_1);
4166 if (level_editor_test_game)
4167 FadeSkipNextFadeIn();
4169 FadeSetEnterScreen();
4171 if (level_editor_test_game)
4172 fading = fading_none;
4174 fading = menu.destination;
4178 FadeOut(REDRAW_FIELD);
4181 FadeOut(REDRAW_FIELD);
4185 game_status = GAME_MODE_PLAYING;
4188 /* !!! FIX THIS (START) !!! */
4189 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4191 InitGameEngine_EM();
4193 /* blit playfield from scroll buffer to normal back buffer for fading in */
4194 BlitScreenToBitmap_EM(backbuffer);
4201 /* after drawing the level, correct some elements */
4202 if (game.timegate_time_left == 0)
4203 CloseAllOpenTimegates();
4205 /* blit playfield from scroll buffer to normal back buffer for fading in */
4206 if (setup.soft_scrolling)
4207 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
4209 redraw_mask |= REDRAW_FROM_BACKBUFFER;
4211 /* !!! FIX THIS (END) !!! */
4214 FadeIn(REDRAW_FIELD);
4217 FadeIn(REDRAW_FIELD);
4222 if (!game.restart_level)
4224 /* copy default game door content to main double buffer */
4225 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
4226 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
4229 SetPanelBackground();
4230 SetDrawBackgroundMask(REDRAW_DOOR_1);
4233 UpdateAndDisplayGameControlValues();
4235 UpdateGameDoorValues();
4236 DrawGameDoorValues();
4239 if (!game.restart_level)
4243 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
4244 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
4245 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
4249 /* copy actual game door content to door double buffer for OpenDoor() */
4250 BlitBitmap(drawto, bitmap_db_door,
4251 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
4253 OpenDoor(DOOR_OPEN_ALL);
4255 PlaySound(SND_GAME_STARTING);
4257 if (setup.sound_music)
4260 KeyboardAutoRepeatOffUnlessAutoplay();
4264 for (i = 0; i < MAX_PLAYERS; i++)
4265 printf("Player %d %sactive.\n",
4266 i + 1, (stored_player[i].active ? "" : "not "));
4277 game.restart_level = FALSE;
4280 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4282 /* this is used for non-R'n'D game engines to update certain engine values */
4284 /* needed to determine if sounds are played within the visible screen area */
4285 scroll_x = actual_scroll_x;
4286 scroll_y = actual_scroll_y;
4289 void InitMovDir(int x, int y)
4291 int i, element = Feld[x][y];
4292 static int xy[4][2] =
4299 static int direction[3][4] =
4301 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4302 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4303 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4312 Feld[x][y] = EL_BUG;
4313 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4316 case EL_SPACESHIP_RIGHT:
4317 case EL_SPACESHIP_UP:
4318 case EL_SPACESHIP_LEFT:
4319 case EL_SPACESHIP_DOWN:
4320 Feld[x][y] = EL_SPACESHIP;
4321 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4324 case EL_BD_BUTTERFLY_RIGHT:
4325 case EL_BD_BUTTERFLY_UP:
4326 case EL_BD_BUTTERFLY_LEFT:
4327 case EL_BD_BUTTERFLY_DOWN:
4328 Feld[x][y] = EL_BD_BUTTERFLY;
4329 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4332 case EL_BD_FIREFLY_RIGHT:
4333 case EL_BD_FIREFLY_UP:
4334 case EL_BD_FIREFLY_LEFT:
4335 case EL_BD_FIREFLY_DOWN:
4336 Feld[x][y] = EL_BD_FIREFLY;
4337 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4340 case EL_PACMAN_RIGHT:
4342 case EL_PACMAN_LEFT:
4343 case EL_PACMAN_DOWN:
4344 Feld[x][y] = EL_PACMAN;
4345 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4348 case EL_YAMYAM_LEFT:
4349 case EL_YAMYAM_RIGHT:
4351 case EL_YAMYAM_DOWN:
4352 Feld[x][y] = EL_YAMYAM;
4353 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4356 case EL_SP_SNIKSNAK:
4357 MovDir[x][y] = MV_UP;
4360 case EL_SP_ELECTRON:
4361 MovDir[x][y] = MV_LEFT;
4368 Feld[x][y] = EL_MOLE;
4369 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4373 if (IS_CUSTOM_ELEMENT(element))
4375 struct ElementInfo *ei = &element_info[element];
4376 int move_direction_initial = ei->move_direction_initial;
4377 int move_pattern = ei->move_pattern;
4379 if (move_direction_initial == MV_START_PREVIOUS)
4381 if (MovDir[x][y] != MV_NONE)
4384 move_direction_initial = MV_START_AUTOMATIC;
4387 if (move_direction_initial == MV_START_RANDOM)
4388 MovDir[x][y] = 1 << RND(4);
4389 else if (move_direction_initial & MV_ANY_DIRECTION)
4390 MovDir[x][y] = move_direction_initial;
4391 else if (move_pattern == MV_ALL_DIRECTIONS ||
4392 move_pattern == MV_TURNING_LEFT ||
4393 move_pattern == MV_TURNING_RIGHT ||
4394 move_pattern == MV_TURNING_LEFT_RIGHT ||
4395 move_pattern == MV_TURNING_RIGHT_LEFT ||
4396 move_pattern == MV_TURNING_RANDOM)
4397 MovDir[x][y] = 1 << RND(4);
4398 else if (move_pattern == MV_HORIZONTAL)
4399 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4400 else if (move_pattern == MV_VERTICAL)
4401 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4402 else if (move_pattern & MV_ANY_DIRECTION)
4403 MovDir[x][y] = element_info[element].move_pattern;
4404 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4405 move_pattern == MV_ALONG_RIGHT_SIDE)
4407 /* use random direction as default start direction */
4408 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4409 MovDir[x][y] = 1 << RND(4);
4411 for (i = 0; i < NUM_DIRECTIONS; i++)
4413 int x1 = x + xy[i][0];
4414 int y1 = y + xy[i][1];
4416 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4418 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4419 MovDir[x][y] = direction[0][i];
4421 MovDir[x][y] = direction[1][i];
4430 MovDir[x][y] = 1 << RND(4);
4432 if (element != EL_BUG &&
4433 element != EL_SPACESHIP &&
4434 element != EL_BD_BUTTERFLY &&
4435 element != EL_BD_FIREFLY)
4438 for (i = 0; i < NUM_DIRECTIONS; i++)
4440 int x1 = x + xy[i][0];
4441 int y1 = y + xy[i][1];
4443 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4445 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4447 MovDir[x][y] = direction[0][i];
4450 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4451 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4453 MovDir[x][y] = direction[1][i];
4462 GfxDir[x][y] = MovDir[x][y];
4465 void InitAmoebaNr(int x, int y)
4468 int group_nr = AmoebeNachbarNr(x, y);
4472 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4474 if (AmoebaCnt[i] == 0)
4482 AmoebaNr[x][y] = group_nr;
4483 AmoebaCnt[group_nr]++;
4484 AmoebaCnt2[group_nr]++;
4487 static void PlayerWins(struct PlayerInfo *player)
4489 player->LevelSolved = TRUE;
4490 player->GameOver = TRUE;
4492 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4493 level.native_em_level->lev->score : player->score);
4495 player->LevelSolved_CountingTime = (level.time == 0 ? TimePlayed : TimeLeft);
4496 player->LevelSolved_CountingScore = player->score_final;
4501 static int time, time_final;
4502 static int score, score_final;
4503 static int game_over_delay_1 = 0;
4504 static int game_over_delay_2 = 0;
4505 int game_over_delay_value_1 = 50;
4506 int game_over_delay_value_2 = 50;
4508 if (!local_player->LevelSolved_GameWon)
4512 /* do not start end game actions before the player stops moving (to exit) */
4513 if (local_player->MovPos)
4516 local_player->LevelSolved_GameWon = TRUE;
4517 local_player->LevelSolved_SaveTape = tape.recording;
4518 local_player->LevelSolved_SaveScore = !tape.playing;
4520 if (tape.auto_play) /* tape might already be stopped here */
4521 tape.auto_play_level_solved = TRUE;
4527 game_over_delay_1 = game_over_delay_value_1;
4528 game_over_delay_2 = game_over_delay_value_2;
4530 time = time_final = (level.time == 0 ? TimePlayed : TimeLeft);
4531 score = score_final = local_player->score_final;
4536 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4538 else if (level.time == 0 && TimePlayed < 999)
4541 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4544 local_player->score_final = score_final;
4546 if (level_editor_test_game)
4549 score = score_final;
4552 local_player->LevelSolved_CountingTime = time;
4553 local_player->LevelSolved_CountingScore = score;
4555 game_panel_controls[GAME_PANEL_TIME].value = time;
4556 game_panel_controls[GAME_PANEL_SCORE].value = score;
4558 DisplayGameControlValues();
4560 DrawGameValue_Time(time);
4561 DrawGameValue_Score(score);
4565 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4567 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4569 /* close exit door after last player */
4570 if ((AllPlayersGone &&
4571 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4572 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4573 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4574 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4575 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4577 int element = Feld[ExitX][ExitY];
4580 if (element == EL_EM_EXIT_OPEN ||
4581 element == EL_EM_STEEL_EXIT_OPEN)
4588 Feld[ExitX][ExitY] =
4589 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4590 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4591 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4592 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4593 EL_EM_STEEL_EXIT_CLOSING);
4595 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4599 /* player disappears */
4600 DrawLevelField(ExitX, ExitY);
4603 for (i = 0; i < MAX_PLAYERS; i++)
4605 struct PlayerInfo *player = &stored_player[i];
4607 if (player->present)
4609 RemovePlayer(player);
4611 /* player disappears */
4612 DrawLevelField(player->jx, player->jy);
4617 PlaySound(SND_GAME_WINNING);
4620 if (game_over_delay_1 > 0)
4622 game_over_delay_1--;
4627 if (time != time_final)
4629 int time_to_go = ABS(time_final - time);
4630 int time_count_dir = (time < time_final ? +1 : -1);
4631 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4633 time += time_count_steps * time_count_dir;
4634 score += time_count_steps * level.score[SC_TIME_BONUS];
4637 local_player->LevelSolved_CountingTime = time;
4638 local_player->LevelSolved_CountingScore = score;
4640 game_panel_controls[GAME_PANEL_TIME].value = time;
4641 game_panel_controls[GAME_PANEL_SCORE].value = score;
4643 DisplayGameControlValues();
4645 DrawGameValue_Time(time);
4646 DrawGameValue_Score(score);
4649 if (time == time_final)
4650 StopSound(SND_GAME_LEVELTIME_BONUS);
4651 else if (setup.sound_loops)
4652 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4654 PlaySound(SND_GAME_LEVELTIME_BONUS);
4659 local_player->LevelSolved_PanelOff = TRUE;
4661 if (game_over_delay_2 > 0)
4663 game_over_delay_2--;
4676 boolean raise_level = FALSE;
4678 local_player->LevelSolved_GameEnd = TRUE;
4680 CloseDoor(DOOR_CLOSE_1);
4682 if (local_player->LevelSolved_SaveTape)
4689 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4691 SaveTape(tape.level_nr); /* ask to save tape */
4695 if (level_editor_test_game)
4697 game_status = GAME_MODE_MAIN;
4700 DrawAndFadeInMainMenu(REDRAW_FIELD);
4708 if (!local_player->LevelSolved_SaveScore)
4711 FadeOut(REDRAW_FIELD);
4714 game_status = GAME_MODE_MAIN;
4716 DrawAndFadeInMainMenu(REDRAW_FIELD);
4721 if (level_nr == leveldir_current->handicap_level)
4723 leveldir_current->handicap_level++;
4724 SaveLevelSetup_SeriesInfo();
4727 if (level_nr < leveldir_current->last_level)
4728 raise_level = TRUE; /* advance to next level */
4730 if ((hi_pos = NewHiScore()) >= 0)
4732 game_status = GAME_MODE_SCORES;
4734 DrawHallOfFame(hi_pos);
4745 FadeOut(REDRAW_FIELD);
4748 game_status = GAME_MODE_MAIN;
4756 DrawAndFadeInMainMenu(REDRAW_FIELD);
4765 LoadScore(level_nr);
4767 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4768 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4771 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4773 if (local_player->score_final > highscore[k].Score)
4775 /* player has made it to the hall of fame */
4777 if (k < MAX_SCORE_ENTRIES - 1)
4779 int m = MAX_SCORE_ENTRIES - 1;
4782 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4783 if (strEqual(setup.player_name, highscore[l].Name))
4785 if (m == k) /* player's new highscore overwrites his old one */
4789 for (l = m; l > k; l--)
4791 strcpy(highscore[l].Name, highscore[l - 1].Name);
4792 highscore[l].Score = highscore[l - 1].Score;
4799 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4800 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4801 highscore[k].Score = local_player->score_final;
4807 else if (!strncmp(setup.player_name, highscore[k].Name,
4808 MAX_PLAYER_NAME_LEN))
4809 break; /* player already there with a higher score */
4815 SaveScore(level_nr);
4820 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4822 int element = Feld[x][y];
4823 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4824 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4825 int horiz_move = (dx != 0);
4826 int sign = (horiz_move ? dx : dy);
4827 int step = sign * element_info[element].move_stepsize;
4829 /* special values for move stepsize for spring and things on conveyor belt */
4832 if (CAN_FALL(element) &&
4833 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4834 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4835 else if (element == EL_SPRING)
4836 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4842 inline static int getElementMoveStepsize(int x, int y)
4844 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4847 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4849 if (player->GfxAction != action || player->GfxDir != dir)
4852 printf("Player frame reset! (%d => %d, %d => %d)\n",
4853 player->GfxAction, action, player->GfxDir, dir);
4856 player->GfxAction = action;
4857 player->GfxDir = dir;
4859 player->StepFrame = 0;
4863 #if USE_GFX_RESET_GFX_ANIMATION
4864 static void ResetGfxFrame(int x, int y, boolean redraw)
4866 int element = Feld[x][y];
4867 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4868 int last_gfx_frame = GfxFrame[x][y];
4870 if (graphic_info[graphic].anim_global_sync)
4871 GfxFrame[x][y] = FrameCounter;
4872 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4873 GfxFrame[x][y] = CustomValue[x][y];
4874 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4875 GfxFrame[x][y] = element_info[element].collect_score;
4876 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4877 GfxFrame[x][y] = ChangeDelay[x][y];
4879 if (redraw && GfxFrame[x][y] != last_gfx_frame)
4880 DrawLevelGraphicAnimation(x, y, graphic);
4884 static void ResetGfxAnimation(int x, int y)
4886 GfxAction[x][y] = ACTION_DEFAULT;
4887 GfxDir[x][y] = MovDir[x][y];
4890 #if USE_GFX_RESET_GFX_ANIMATION
4891 ResetGfxFrame(x, y, FALSE);
4895 static void ResetRandomAnimationValue(int x, int y)
4897 GfxRandom[x][y] = INIT_GFX_RANDOM();
4900 void InitMovingField(int x, int y, int direction)
4902 int element = Feld[x][y];
4903 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4904 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4907 boolean is_moving_before, is_moving_after;
4909 boolean continues_moving = (WasJustMoving[x][y] && direction == MovDir[x][y]);
4912 /* check if element was/is moving or being moved before/after mode change */
4915 is_moving_before = (WasJustMoving[x][y] != 0);
4917 /* (!!! this does not work -- WasJustMoving is NOT a boolean value !!!) */
4918 is_moving_before = WasJustMoving[x][y];
4921 is_moving_before = (getElementMoveStepsizeExt(x, y, MovDir[x][y]) != 0);
4923 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4925 /* reset animation only for moving elements which change direction of moving
4926 or which just started or stopped moving
4927 (else CEs with property "can move" / "not moving" are reset each frame) */
4928 #if USE_GFX_RESET_ONLY_WHEN_MOVING
4930 if (is_moving_before != is_moving_after ||
4931 direction != MovDir[x][y])
4932 ResetGfxAnimation(x, y);
4934 if ((is_moving_before || is_moving_after) && !continues_moving)
4935 ResetGfxAnimation(x, y);
4938 if (!continues_moving)
4939 ResetGfxAnimation(x, y);
4942 MovDir[x][y] = direction;
4943 GfxDir[x][y] = direction;
4945 #if USE_GFX_RESET_ONLY_WHEN_MOVING
4946 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4947 direction == MV_DOWN && CAN_FALL(element) ?
4948 ACTION_FALLING : ACTION_MOVING);
4950 GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
4951 ACTION_FALLING : ACTION_MOVING);
4954 /* this is needed for CEs with property "can move" / "not moving" */
4956 if (is_moving_after)
4958 if (Feld[newx][newy] == EL_EMPTY)
4959 Feld[newx][newy] = EL_BLOCKED;
4961 MovDir[newx][newy] = MovDir[x][y];
4963 #if USE_NEW_CUSTOM_VALUE
4964 CustomValue[newx][newy] = CustomValue[x][y];
4967 GfxFrame[newx][newy] = GfxFrame[x][y];
4968 GfxRandom[newx][newy] = GfxRandom[x][y];
4969 GfxAction[newx][newy] = GfxAction[x][y];
4970 GfxDir[newx][newy] = GfxDir[x][y];
4974 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4976 int direction = MovDir[x][y];
4977 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4978 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4984 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4986 int oldx = x, oldy = y;
4987 int direction = MovDir[x][y];
4989 if (direction == MV_LEFT)
4991 else if (direction == MV_RIGHT)
4993 else if (direction == MV_UP)
4995 else if (direction == MV_DOWN)
4998 *comes_from_x = oldx;
4999 *comes_from_y = oldy;
5002 int MovingOrBlocked2Element(int x, int y)
5004 int element = Feld[x][y];
5006 if (element == EL_BLOCKED)
5010 Blocked2Moving(x, y, &oldx, &oldy);
5011 return Feld[oldx][oldy];
5017 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5019 /* like MovingOrBlocked2Element(), but if element is moving
5020 and (x,y) is the field the moving element is just leaving,
5021 return EL_BLOCKED instead of the element value */
5022 int element = Feld[x][y];
5024 if (IS_MOVING(x, y))
5026 if (element == EL_BLOCKED)
5030 Blocked2Moving(x, y, &oldx, &oldy);
5031 return Feld[oldx][oldy];
5040 static void RemoveField(int x, int y)
5042 Feld[x][y] = EL_EMPTY;
5048 #if USE_NEW_CUSTOM_VALUE
5049 CustomValue[x][y] = 0;
5053 ChangeDelay[x][y] = 0;
5054 ChangePage[x][y] = -1;
5055 Pushed[x][y] = FALSE;
5058 ExplodeField[x][y] = EX_TYPE_NONE;
5061 GfxElement[x][y] = EL_UNDEFINED;
5062 GfxAction[x][y] = ACTION_DEFAULT;
5063 GfxDir[x][y] = MV_NONE;
5066 void RemoveMovingField(int x, int y)
5068 int oldx = x, oldy = y, newx = x, newy = y;
5069 int element = Feld[x][y];
5070 int next_element = EL_UNDEFINED;
5072 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5075 if (IS_MOVING(x, y))
5077 Moving2Blocked(x, y, &newx, &newy);
5079 if (Feld[newx][newy] != EL_BLOCKED)
5081 /* element is moving, but target field is not free (blocked), but
5082 already occupied by something different (example: acid pool);
5083 in this case, only remove the moving field, but not the target */
5085 RemoveField(oldx, oldy);
5087 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5089 DrawLevelField(oldx, oldy);
5094 else if (element == EL_BLOCKED)
5096 Blocked2Moving(x, y, &oldx, &oldy);
5097 if (!IS_MOVING(oldx, oldy))
5101 if (element == EL_BLOCKED &&
5102 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5103 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5104 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5105 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5106 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5107 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5108 next_element = get_next_element(Feld[oldx][oldy]);
5110 RemoveField(oldx, oldy);
5111 RemoveField(newx, newy);
5113 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5115 if (next_element != EL_UNDEFINED)
5116 Feld[oldx][oldy] = next_element;
5118 DrawLevelField(oldx, oldy);
5119 DrawLevelField(newx, newy);
5122 void DrawDynamite(int x, int y)
5124 int sx = SCREENX(x), sy = SCREENY(y);
5125 int graphic = el2img(Feld[x][y]);
5128 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5131 if (IS_WALKABLE_INSIDE(Back[x][y]))
5135 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5136 else if (Store[x][y])
5137 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5139 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5141 if (Back[x][y] || Store[x][y])
5142 DrawGraphicThruMask(sx, sy, graphic, frame);
5144 DrawGraphic(sx, sy, graphic, frame);
5147 void CheckDynamite(int x, int y)
5149 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
5153 if (MovDelay[x][y] != 0)
5156 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5162 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5167 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5169 boolean num_checked_players = 0;
5172 for (i = 0; i < MAX_PLAYERS; i++)
5174 if (stored_player[i].active)
5176 int sx = stored_player[i].jx;
5177 int sy = stored_player[i].jy;
5179 if (num_checked_players == 0)
5186 *sx1 = MIN(*sx1, sx);
5187 *sy1 = MIN(*sy1, sy);
5188 *sx2 = MAX(*sx2, sx);
5189 *sy2 = MAX(*sy2, sy);
5192 num_checked_players++;
5197 static boolean checkIfAllPlayersFitToScreen_RND()
5199 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5201 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5203 return (sx2 - sx1 < SCR_FIELDX &&
5204 sy2 - sy1 < SCR_FIELDY);
5207 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5209 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5211 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5213 *sx = (sx1 + sx2) / 2;
5214 *sy = (sy1 + sy2) / 2;
5217 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5218 boolean center_screen, boolean quick_relocation)
5220 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5221 boolean no_delay = (tape.warp_forward);
5222 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5223 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5225 if (quick_relocation)
5227 int offset = game.scroll_delay_value;
5229 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
5231 if (!level.shifted_relocation || center_screen)
5233 /* quick relocation (without scrolling), with centering of screen */
5235 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
5236 x > SBX_Right + MIDPOSX ? SBX_Right :
5239 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5240 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5245 /* quick relocation (without scrolling), but do not center screen */
5247 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
5248 old_x > SBX_Right + MIDPOSX ? SBX_Right :
5251 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5252 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5255 int offset_x = x + (scroll_x - center_scroll_x);
5256 int offset_y = y + (scroll_y - center_scroll_y);
5258 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5259 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5260 offset_x - MIDPOSX);
5262 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5263 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5264 offset_y - MIDPOSY);
5269 /* quick relocation (without scrolling), inside visible screen area */
5271 if ((move_dir == MV_LEFT && scroll_x > x - MIDPOSX + offset) ||
5272 (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset))
5273 scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset);
5275 if ((move_dir == MV_UP && scroll_y > y - MIDPOSY + offset) ||
5276 (move_dir == MV_DOWN && scroll_y < y - MIDPOSY - offset))
5277 scroll_y = y - MIDPOSY + (scroll_y < y - MIDPOSY ? -offset : +offset);
5279 /* don't scroll over playfield boundaries */
5280 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5281 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5283 /* don't scroll over playfield boundaries */
5284 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5285 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5288 RedrawPlayfield(TRUE, 0,0,0,0);
5293 int scroll_xx, scroll_yy;
5295 if (!level.shifted_relocation || center_screen)
5297 /* visible relocation (with scrolling), with centering of screen */
5299 scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
5300 x > SBX_Right + MIDPOSX ? SBX_Right :
5303 scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5304 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5309 /* visible relocation (with scrolling), but do not center screen */
5311 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
5312 old_x > SBX_Right + MIDPOSX ? SBX_Right :
5315 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5316 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5319 int offset_x = x + (scroll_x - center_scroll_x);
5320 int offset_y = y + (scroll_y - center_scroll_y);
5322 scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5323 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5324 offset_x - MIDPOSX);
5326 scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5327 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5328 offset_y - MIDPOSY);
5333 /* visible relocation (with scrolling), with centering of screen */
5335 int scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
5336 x > SBX_Right + MIDPOSX ? SBX_Right :
5339 int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5340 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5344 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5346 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
5349 int fx = FX, fy = FY;
5351 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
5352 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
5354 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5360 fx += dx * TILEX / 2;
5361 fy += dy * TILEY / 2;
5363 ScrollLevel(dx, dy);
5366 /* scroll in two steps of half tile size to make things smoother */
5367 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5369 Delay(wait_delay_value);
5371 /* scroll second step to align at full tile size */
5373 Delay(wait_delay_value);
5378 Delay(wait_delay_value);
5382 void RelocatePlayer(int jx, int jy, int el_player_raw)
5384 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5385 int player_nr = GET_PLAYER_NR(el_player);
5386 struct PlayerInfo *player = &stored_player[player_nr];
5387 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5388 boolean no_delay = (tape.warp_forward);
5389 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5390 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5391 int old_jx = player->jx;
5392 int old_jy = player->jy;
5393 int old_element = Feld[old_jx][old_jy];
5394 int element = Feld[jx][jy];
5395 boolean player_relocated = (old_jx != jx || old_jy != jy);
5397 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5398 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5399 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5400 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5401 int leave_side_horiz = move_dir_horiz;
5402 int leave_side_vert = move_dir_vert;
5403 int enter_side = enter_side_horiz | enter_side_vert;
5404 int leave_side = leave_side_horiz | leave_side_vert;
5406 if (player->GameOver) /* do not reanimate dead player */
5409 if (!player_relocated) /* no need to relocate the player */
5412 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5414 RemoveField(jx, jy); /* temporarily remove newly placed player */
5415 DrawLevelField(jx, jy);
5418 if (player->present)
5420 while (player->MovPos)
5422 ScrollPlayer(player, SCROLL_GO_ON);
5423 ScrollScreen(NULL, SCROLL_GO_ON);
5425 AdvanceFrameAndPlayerCounters(player->index_nr);
5430 Delay(wait_delay_value);
5433 DrawPlayer(player); /* needed here only to cleanup last field */
5434 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5436 player->is_moving = FALSE;
5439 if (IS_CUSTOM_ELEMENT(old_element))
5440 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5442 player->index_bit, leave_side);
5444 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5446 player->index_bit, leave_side);
5448 Feld[jx][jy] = el_player;
5449 InitPlayerField(jx, jy, el_player, TRUE);
5451 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5453 Feld[jx][jy] = element;
5454 InitField(jx, jy, FALSE);
5457 /* only visually relocate centered player */
5458 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5459 FALSE, level.instant_relocation);
5461 TestIfPlayerTouchesBadThing(jx, jy);
5462 TestIfPlayerTouchesCustomElement(jx, jy);
5464 if (IS_CUSTOM_ELEMENT(element))
5465 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5466 player->index_bit, enter_side);
5468 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5469 player->index_bit, enter_side);
5472 void Explode(int ex, int ey, int phase, int mode)
5478 /* !!! eliminate this variable !!! */
5479 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5481 if (game.explosions_delayed)
5483 ExplodeField[ex][ey] = mode;
5487 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5489 int center_element = Feld[ex][ey];
5490 int artwork_element, explosion_element; /* set these values later */
5493 /* --- This is only really needed (and now handled) in "Impact()". --- */
5494 /* do not explode moving elements that left the explode field in time */
5495 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
5496 center_element == EL_EMPTY &&
5497 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
5502 /* !!! at this place, the center element may be EL_BLOCKED !!! */
5503 if (mode == EX_TYPE_NORMAL ||
5504 mode == EX_TYPE_CENTER ||
5505 mode == EX_TYPE_CROSS)
5506 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5509 /* remove things displayed in background while burning dynamite */
5510 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5513 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5515 /* put moving element to center field (and let it explode there) */
5516 center_element = MovingOrBlocked2Element(ex, ey);
5517 RemoveMovingField(ex, ey);
5518 Feld[ex][ey] = center_element;
5521 /* now "center_element" is finally determined -- set related values now */
5522 artwork_element = center_element; /* for custom player artwork */
5523 explosion_element = center_element; /* for custom player artwork */
5525 if (IS_PLAYER(ex, ey))
5527 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5529 artwork_element = stored_player[player_nr].artwork_element;
5531 if (level.use_explosion_element[player_nr])
5533 explosion_element = level.explosion_element[player_nr];
5534 artwork_element = explosion_element;
5539 if (mode == EX_TYPE_NORMAL ||
5540 mode == EX_TYPE_CENTER ||
5541 mode == EX_TYPE_CROSS)
5542 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5545 last_phase = element_info[explosion_element].explosion_delay + 1;
5547 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5549 int xx = x - ex + 1;
5550 int yy = y - ey + 1;
5553 if (!IN_LEV_FIELD(x, y) ||
5554 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5555 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5558 element = Feld[x][y];
5560 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5562 element = MovingOrBlocked2Element(x, y);
5564 if (!IS_EXPLOSION_PROOF(element))
5565 RemoveMovingField(x, y);
5568 /* indestructible elements can only explode in center (but not flames) */
5569 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5570 mode == EX_TYPE_BORDER)) ||
5571 element == EL_FLAMES)
5574 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5575 behaviour, for example when touching a yamyam that explodes to rocks
5576 with active deadly shield, a rock is created under the player !!! */
5577 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5579 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5580 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5581 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5583 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5586 if (IS_ACTIVE_BOMB(element))
5588 /* re-activate things under the bomb like gate or penguin */
5589 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5596 /* save walkable background elements while explosion on same tile */
5597 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5598 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5599 Back[x][y] = element;
5601 /* ignite explodable elements reached by other explosion */
5602 if (element == EL_EXPLOSION)
5603 element = Store2[x][y];
5605 if (AmoebaNr[x][y] &&
5606 (element == EL_AMOEBA_FULL ||
5607 element == EL_BD_AMOEBA ||
5608 element == EL_AMOEBA_GROWING))
5610 AmoebaCnt[AmoebaNr[x][y]]--;
5611 AmoebaCnt2[AmoebaNr[x][y]]--;
5616 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5618 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5620 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5622 if (PLAYERINFO(ex, ey)->use_murphy)
5623 Store[x][y] = EL_EMPTY;
5626 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5627 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5628 else if (ELEM_IS_PLAYER(center_element))
5629 Store[x][y] = EL_EMPTY;
5630 else if (center_element == EL_YAMYAM)
5631 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5632 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5633 Store[x][y] = element_info[center_element].content.e[xx][yy];
5635 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5636 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5637 otherwise) -- FIX THIS !!! */
5638 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5639 Store[x][y] = element_info[element].content.e[1][1];
5641 else if (!CAN_EXPLODE(element))
5642 Store[x][y] = element_info[element].content.e[1][1];
5645 Store[x][y] = EL_EMPTY;
5647 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5648 center_element == EL_AMOEBA_TO_DIAMOND)
5649 Store2[x][y] = element;
5651 Feld[x][y] = EL_EXPLOSION;
5652 GfxElement[x][y] = artwork_element;
5654 ExplodePhase[x][y] = 1;
5655 ExplodeDelay[x][y] = last_phase;
5660 if (center_element == EL_YAMYAM)
5661 game.yamyam_content_nr =
5662 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5674 GfxFrame[x][y] = 0; /* restart explosion animation */
5676 last_phase = ExplodeDelay[x][y];
5678 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5682 /* activate this even in non-DEBUG version until cause for crash in
5683 getGraphicAnimationFrame() (see below) is found and eliminated */
5689 /* this can happen if the player leaves an explosion just in time */
5690 if (GfxElement[x][y] == EL_UNDEFINED)
5691 GfxElement[x][y] = EL_EMPTY;
5693 if (GfxElement[x][y] == EL_UNDEFINED)
5696 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
5697 printf("Explode(): This should never happen!\n");
5700 GfxElement[x][y] = EL_EMPTY;
5706 border_element = Store2[x][y];
5707 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5708 border_element = StorePlayer[x][y];
5710 if (phase == element_info[border_element].ignition_delay ||
5711 phase == last_phase)
5713 boolean border_explosion = FALSE;
5715 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5716 !PLAYER_EXPLOSION_PROTECTED(x, y))
5718 KillPlayerUnlessExplosionProtected(x, y);
5719 border_explosion = TRUE;
5721 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5723 Feld[x][y] = Store2[x][y];
5726 border_explosion = TRUE;
5728 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5730 AmoebeUmwandeln(x, y);
5732 border_explosion = TRUE;
5735 /* if an element just explodes due to another explosion (chain-reaction),
5736 do not immediately end the new explosion when it was the last frame of
5737 the explosion (as it would be done in the following "if"-statement!) */
5738 if (border_explosion && phase == last_phase)
5742 if (phase == last_phase)
5746 element = Feld[x][y] = Store[x][y];
5747 Store[x][y] = Store2[x][y] = 0;
5748 GfxElement[x][y] = EL_UNDEFINED;
5750 /* player can escape from explosions and might therefore be still alive */
5751 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5752 element <= EL_PLAYER_IS_EXPLODING_4)
5754 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5755 int explosion_element = EL_PLAYER_1 + player_nr;
5756 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5757 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5759 if (level.use_explosion_element[player_nr])
5760 explosion_element = level.explosion_element[player_nr];
5762 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5763 element_info[explosion_element].content.e[xx][yy]);
5766 /* restore probably existing indestructible background element */
5767 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5768 element = Feld[x][y] = Back[x][y];
5771 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5772 GfxDir[x][y] = MV_NONE;
5773 ChangeDelay[x][y] = 0;
5774 ChangePage[x][y] = -1;
5776 #if USE_NEW_CUSTOM_VALUE
5777 CustomValue[x][y] = 0;
5780 InitField_WithBug2(x, y, FALSE);
5782 DrawLevelField(x, y);
5784 TestIfElementTouchesCustomElement(x, y);
5786 if (GFX_CRUMBLED(element))
5787 DrawLevelFieldCrumbledSandNeighbours(x, y);
5789 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5790 StorePlayer[x][y] = 0;
5792 if (ELEM_IS_PLAYER(element))
5793 RelocatePlayer(x, y, element);
5795 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5797 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5798 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5801 DrawLevelFieldCrumbledSand(x, y);
5803 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5805 DrawLevelElement(x, y, Back[x][y]);
5806 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5808 else if (IS_WALKABLE_UNDER(Back[x][y]))
5810 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5811 DrawLevelElementThruMask(x, y, Back[x][y]);
5813 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5814 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5818 void DynaExplode(int ex, int ey)
5821 int dynabomb_element = Feld[ex][ey];
5822 int dynabomb_size = 1;
5823 boolean dynabomb_xl = FALSE;
5824 struct PlayerInfo *player;
5825 static int xy[4][2] =
5833 if (IS_ACTIVE_BOMB(dynabomb_element))
5835 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5836 dynabomb_size = player->dynabomb_size;
5837 dynabomb_xl = player->dynabomb_xl;
5838 player->dynabombs_left++;
5841 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5843 for (i = 0; i < NUM_DIRECTIONS; i++)
5845 for (j = 1; j <= dynabomb_size; j++)
5847 int x = ex + j * xy[i][0];
5848 int y = ey + j * xy[i][1];
5851 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5854 element = Feld[x][y];
5856 /* do not restart explosions of fields with active bombs */
5857 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5860 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5862 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5863 !IS_DIGGABLE(element) && !dynabomb_xl)
5869 void Bang(int x, int y)
5871 int element = MovingOrBlocked2Element(x, y);
5872 int explosion_type = EX_TYPE_NORMAL;
5874 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5876 struct PlayerInfo *player = PLAYERINFO(x, y);
5878 element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
5879 player->element_nr);
5881 if (level.use_explosion_element[player->index_nr])
5883 int explosion_element = level.explosion_element[player->index_nr];
5885 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5886 explosion_type = EX_TYPE_CROSS;
5887 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5888 explosion_type = EX_TYPE_CENTER;
5896 case EL_BD_BUTTERFLY:
5899 case EL_DARK_YAMYAM:
5903 RaiseScoreElement(element);
5906 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5907 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5908 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5909 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5910 case EL_DYNABOMB_INCREASE_NUMBER:
5911 case EL_DYNABOMB_INCREASE_SIZE:
5912 case EL_DYNABOMB_INCREASE_POWER:
5913 explosion_type = EX_TYPE_DYNA;
5916 case EL_DC_LANDMINE:
5918 case EL_EM_EXIT_OPEN:
5919 case EL_EM_STEEL_EXIT_OPEN:
5921 explosion_type = EX_TYPE_CENTER;
5926 case EL_LAMP_ACTIVE:
5927 case EL_AMOEBA_TO_DIAMOND:
5928 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5929 explosion_type = EX_TYPE_CENTER;
5933 if (element_info[element].explosion_type == EXPLODES_CROSS)
5934 explosion_type = EX_TYPE_CROSS;
5935 else if (element_info[element].explosion_type == EXPLODES_1X1)
5936 explosion_type = EX_TYPE_CENTER;
5940 if (explosion_type == EX_TYPE_DYNA)
5943 Explode(x, y, EX_PHASE_START, explosion_type);
5945 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5948 void SplashAcid(int x, int y)
5950 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5951 (!IN_LEV_FIELD(x - 1, y - 2) ||
5952 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5953 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5955 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5956 (!IN_LEV_FIELD(x + 1, y - 2) ||
5957 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5958 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5960 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5963 static void InitBeltMovement()
5965 static int belt_base_element[4] =
5967 EL_CONVEYOR_BELT_1_LEFT,
5968 EL_CONVEYOR_BELT_2_LEFT,
5969 EL_CONVEYOR_BELT_3_LEFT,
5970 EL_CONVEYOR_BELT_4_LEFT
5972 static int belt_base_active_element[4] =
5974 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5975 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5976 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5977 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5982 /* set frame order for belt animation graphic according to belt direction */
5983 for (i = 0; i < NUM_BELTS; i++)
5987 for (j = 0; j < NUM_BELT_PARTS; j++)
5989 int element = belt_base_active_element[belt_nr] + j;
5990 int graphic_1 = el2img(element);
5991 int graphic_2 = el2panelimg(element);
5993 if (game.belt_dir[i] == MV_LEFT)
5995 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5996 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6000 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6001 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6006 SCAN_PLAYFIELD(x, y)
6008 int element = Feld[x][y];
6010 for (i = 0; i < NUM_BELTS; i++)
6012 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6014 int e_belt_nr = getBeltNrFromBeltElement(element);
6017 if (e_belt_nr == belt_nr)
6019 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
6021 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
6028 static void ToggleBeltSwitch(int x, int y)
6030 static int belt_base_element[4] =
6032 EL_CONVEYOR_BELT_1_LEFT,
6033 EL_CONVEYOR_BELT_2_LEFT,
6034 EL_CONVEYOR_BELT_3_LEFT,
6035 EL_CONVEYOR_BELT_4_LEFT
6037 static int belt_base_active_element[4] =
6039 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6040 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6041 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6042 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6044 static int belt_base_switch_element[4] =
6046 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6047 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6048 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6049 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6051 static int belt_move_dir[4] =
6059 int element = Feld[x][y];
6060 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6061 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6062 int belt_dir = belt_move_dir[belt_dir_nr];
6065 if (!IS_BELT_SWITCH(element))
6068 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6069 game.belt_dir[belt_nr] = belt_dir;
6071 if (belt_dir_nr == 3)
6074 /* set frame order for belt animation graphic according to belt direction */
6075 for (i = 0; i < NUM_BELT_PARTS; i++)
6077 int element = belt_base_active_element[belt_nr] + i;
6078 int graphic_1 = el2img(element);
6079 int graphic_2 = el2panelimg(element);
6081 if (belt_dir == MV_LEFT)
6083 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6084 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6088 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6089 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6093 SCAN_PLAYFIELD(xx, yy)
6095 int element = Feld[xx][yy];
6097 if (IS_BELT_SWITCH(element))
6099 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6101 if (e_belt_nr == belt_nr)
6103 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6104 DrawLevelField(xx, yy);
6107 else if (IS_BELT(element) && belt_dir != MV_NONE)
6109 int e_belt_nr = getBeltNrFromBeltElement(element);
6111 if (e_belt_nr == belt_nr)
6113 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
6115 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6116 DrawLevelField(xx, yy);
6119 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6121 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6123 if (e_belt_nr == belt_nr)
6125 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
6127 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
6128 DrawLevelField(xx, yy);
6134 static void ToggleSwitchgateSwitch(int x, int y)
6138 game.switchgate_pos = !game.switchgate_pos;
6140 SCAN_PLAYFIELD(xx, yy)
6142 int element = Feld[xx][yy];
6144 #if !USE_BOTH_SWITCHGATE_SWITCHES
6145 if (element == EL_SWITCHGATE_SWITCH_UP ||
6146 element == EL_SWITCHGATE_SWITCH_DOWN)
6148 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
6149 DrawLevelField(xx, yy);
6151 else if (element == EL_DC_SWITCHGATE_SWITCH_UP ||
6152 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6154 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
6155 DrawLevelField(xx, yy);
6158 if (element == EL_SWITCHGATE_SWITCH_UP)
6160 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6161 DrawLevelField(xx, yy);
6163 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6165 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6166 DrawLevelField(xx, yy);
6168 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6170 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6171 DrawLevelField(xx, yy);
6173 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6175 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6176 DrawLevelField(xx, yy);
6179 else if (element == EL_SWITCHGATE_OPEN ||
6180 element == EL_SWITCHGATE_OPENING)
6182 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6184 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6186 else if (element == EL_SWITCHGATE_CLOSED ||
6187 element == EL_SWITCHGATE_CLOSING)
6189 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6191 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6196 static int getInvisibleActiveFromInvisibleElement(int element)
6198 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6199 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6200 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6204 static int getInvisibleFromInvisibleActiveElement(int element)
6206 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6207 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6208 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6212 static void RedrawAllLightSwitchesAndInvisibleElements()
6216 SCAN_PLAYFIELD(x, y)
6218 int element = Feld[x][y];
6220 if (element == EL_LIGHT_SWITCH &&
6221 game.light_time_left > 0)
6223 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6224 DrawLevelField(x, y);
6226 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6227 game.light_time_left == 0)
6229 Feld[x][y] = EL_LIGHT_SWITCH;
6230 DrawLevelField(x, y);
6232 else if (element == EL_EMC_DRIPPER &&
6233 game.light_time_left > 0)
6235 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6236 DrawLevelField(x, y);
6238 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6239 game.light_time_left == 0)
6241 Feld[x][y] = EL_EMC_DRIPPER;
6242 DrawLevelField(x, y);
6244 else if (element == EL_INVISIBLE_STEELWALL ||
6245 element == EL_INVISIBLE_WALL ||
6246 element == EL_INVISIBLE_SAND)
6248 if (game.light_time_left > 0)
6249 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6251 DrawLevelField(x, y);
6253 /* uncrumble neighbour fields, if needed */
6254 if (element == EL_INVISIBLE_SAND)
6255 DrawLevelFieldCrumbledSandNeighbours(x, y);
6257 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6258 element == EL_INVISIBLE_WALL_ACTIVE ||
6259 element == EL_INVISIBLE_SAND_ACTIVE)
6261 if (game.light_time_left == 0)
6262 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6264 DrawLevelField(x, y);
6266 /* re-crumble neighbour fields, if needed */
6267 if (element == EL_INVISIBLE_SAND)
6268 DrawLevelFieldCrumbledSandNeighbours(x, y);
6273 static void RedrawAllInvisibleElementsForLenses()
6277 SCAN_PLAYFIELD(x, y)
6279 int element = Feld[x][y];
6281 if (element == EL_EMC_DRIPPER &&
6282 game.lenses_time_left > 0)
6284 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6285 DrawLevelField(x, y);
6287 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6288 game.lenses_time_left == 0)
6290 Feld[x][y] = EL_EMC_DRIPPER;
6291 DrawLevelField(x, y);
6293 else if (element == EL_INVISIBLE_STEELWALL ||
6294 element == EL_INVISIBLE_WALL ||
6295 element == EL_INVISIBLE_SAND)
6297 if (game.lenses_time_left > 0)
6298 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6300 DrawLevelField(x, y);
6302 /* uncrumble neighbour fields, if needed */
6303 if (element == EL_INVISIBLE_SAND)
6304 DrawLevelFieldCrumbledSandNeighbours(x, y);
6306 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6307 element == EL_INVISIBLE_WALL_ACTIVE ||
6308 element == EL_INVISIBLE_SAND_ACTIVE)
6310 if (game.lenses_time_left == 0)
6311 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6313 DrawLevelField(x, y);
6315 /* re-crumble neighbour fields, if needed */
6316 if (element == EL_INVISIBLE_SAND)
6317 DrawLevelFieldCrumbledSandNeighbours(x, y);
6322 static void RedrawAllInvisibleElementsForMagnifier()
6326 SCAN_PLAYFIELD(x, y)
6328 int element = Feld[x][y];
6330 if (element == EL_EMC_FAKE_GRASS &&
6331 game.magnify_time_left > 0)
6333 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6334 DrawLevelField(x, y);
6336 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6337 game.magnify_time_left == 0)
6339 Feld[x][y] = EL_EMC_FAKE_GRASS;
6340 DrawLevelField(x, y);
6342 else if (IS_GATE_GRAY(element) &&
6343 game.magnify_time_left > 0)
6345 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6346 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6347 IS_EM_GATE_GRAY(element) ?
6348 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6349 IS_EMC_GATE_GRAY(element) ?
6350 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6352 DrawLevelField(x, y);
6354 else if (IS_GATE_GRAY_ACTIVE(element) &&
6355 game.magnify_time_left == 0)
6357 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6358 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6359 IS_EM_GATE_GRAY_ACTIVE(element) ?
6360 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6361 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6362 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6364 DrawLevelField(x, y);
6369 static void ToggleLightSwitch(int x, int y)
6371 int element = Feld[x][y];
6373 game.light_time_left =
6374 (element == EL_LIGHT_SWITCH ?
6375 level.time_light * FRAMES_PER_SECOND : 0);
6377 RedrawAllLightSwitchesAndInvisibleElements();
6380 static void ActivateTimegateSwitch(int x, int y)
6384 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6386 SCAN_PLAYFIELD(xx, yy)
6388 int element = Feld[xx][yy];
6390 if (element == EL_TIMEGATE_CLOSED ||
6391 element == EL_TIMEGATE_CLOSING)
6393 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6394 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6398 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6400 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6401 DrawLevelField(xx, yy);
6408 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6409 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6411 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
6415 void Impact(int x, int y)
6417 boolean last_line = (y == lev_fieldy - 1);
6418 boolean object_hit = FALSE;
6419 boolean impact = (last_line || object_hit);
6420 int element = Feld[x][y];
6421 int smashed = EL_STEELWALL;
6423 if (!last_line) /* check if element below was hit */
6425 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6428 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6429 MovDir[x][y + 1] != MV_DOWN ||
6430 MovPos[x][y + 1] <= TILEY / 2));
6432 /* do not smash moving elements that left the smashed field in time */
6433 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6434 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6437 #if USE_QUICKSAND_IMPACT_BUGFIX
6438 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6440 RemoveMovingField(x, y + 1);
6441 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6442 Feld[x][y + 2] = EL_ROCK;
6443 DrawLevelField(x, y + 2);
6448 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6450 RemoveMovingField(x, y + 1);
6451 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6452 Feld[x][y + 2] = EL_ROCK;
6453 DrawLevelField(x, y + 2);
6460 smashed = MovingOrBlocked2Element(x, y + 1);
6462 impact = (last_line || object_hit);
6465 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6467 SplashAcid(x, y + 1);
6471 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6472 /* only reset graphic animation if graphic really changes after impact */
6474 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6476 ResetGfxAnimation(x, y);
6477 DrawLevelField(x, y);
6480 if (impact && CAN_EXPLODE_IMPACT(element))
6485 else if (impact && element == EL_PEARL &&
6486 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6488 ResetGfxAnimation(x, y);
6490 Feld[x][y] = EL_PEARL_BREAKING;
6491 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6494 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6496 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6501 if (impact && element == EL_AMOEBA_DROP)
6503 if (object_hit && IS_PLAYER(x, y + 1))
6504 KillPlayerUnlessEnemyProtected(x, y + 1);
6505 else if (object_hit && smashed == EL_PENGUIN)
6509 Feld[x][y] = EL_AMOEBA_GROWING;
6510 Store[x][y] = EL_AMOEBA_WET;
6512 ResetRandomAnimationValue(x, y);
6517 if (object_hit) /* check which object was hit */
6519 if ((CAN_PASS_MAGIC_WALL(element) &&
6520 (smashed == EL_MAGIC_WALL ||
6521 smashed == EL_BD_MAGIC_WALL)) ||
6522 (CAN_PASS_DC_MAGIC_WALL(element) &&
6523 smashed == EL_DC_MAGIC_WALL))
6526 int activated_magic_wall =
6527 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6528 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6529 EL_DC_MAGIC_WALL_ACTIVE);
6531 /* activate magic wall / mill */
6532 SCAN_PLAYFIELD(xx, yy)
6534 if (Feld[xx][yy] == smashed)
6535 Feld[xx][yy] = activated_magic_wall;
6538 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6539 game.magic_wall_active = TRUE;
6541 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6542 SND_MAGIC_WALL_ACTIVATING :
6543 smashed == EL_BD_MAGIC_WALL ?
6544 SND_BD_MAGIC_WALL_ACTIVATING :
6545 SND_DC_MAGIC_WALL_ACTIVATING));
6548 if (IS_PLAYER(x, y + 1))
6550 if (CAN_SMASH_PLAYER(element))
6552 KillPlayerUnlessEnemyProtected(x, y + 1);
6556 else if (smashed == EL_PENGUIN)
6558 if (CAN_SMASH_PLAYER(element))
6564 else if (element == EL_BD_DIAMOND)
6566 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6572 else if (((element == EL_SP_INFOTRON ||
6573 element == EL_SP_ZONK) &&
6574 (smashed == EL_SP_SNIKSNAK ||
6575 smashed == EL_SP_ELECTRON ||
6576 smashed == EL_SP_DISK_ORANGE)) ||
6577 (element == EL_SP_INFOTRON &&
6578 smashed == EL_SP_DISK_YELLOW))
6583 else if (CAN_SMASH_EVERYTHING(element))
6585 if (IS_CLASSIC_ENEMY(smashed) ||
6586 CAN_EXPLODE_SMASHED(smashed))
6591 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6593 if (smashed == EL_LAMP ||
6594 smashed == EL_LAMP_ACTIVE)
6599 else if (smashed == EL_NUT)
6601 Feld[x][y + 1] = EL_NUT_BREAKING;
6602 PlayLevelSound(x, y, SND_NUT_BREAKING);
6603 RaiseScoreElement(EL_NUT);
6606 else if (smashed == EL_PEARL)
6608 ResetGfxAnimation(x, y);
6610 Feld[x][y + 1] = EL_PEARL_BREAKING;
6611 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6614 else if (smashed == EL_DIAMOND)
6616 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6617 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6620 else if (IS_BELT_SWITCH(smashed))
6622 ToggleBeltSwitch(x, y + 1);
6624 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6625 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6626 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6627 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6629 ToggleSwitchgateSwitch(x, y + 1);
6631 else if (smashed == EL_LIGHT_SWITCH ||
6632 smashed == EL_LIGHT_SWITCH_ACTIVE)
6634 ToggleLightSwitch(x, y + 1);
6639 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
6642 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6644 CheckElementChangeBySide(x, y + 1, smashed, element,
6645 CE_SWITCHED, CH_SIDE_TOP);
6646 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6652 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6657 /* play sound of magic wall / mill */
6659 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6660 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6661 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6663 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6664 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6665 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6666 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6667 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6668 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6673 /* play sound of object that hits the ground */
6674 if (last_line || object_hit)
6675 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6678 inline static void TurnRoundExt(int x, int y)
6690 { 0, 0 }, { 0, 0 }, { 0, 0 },
6695 int left, right, back;
6699 { MV_DOWN, MV_UP, MV_RIGHT },
6700 { MV_UP, MV_DOWN, MV_LEFT },
6702 { MV_LEFT, MV_RIGHT, MV_DOWN },
6706 { MV_RIGHT, MV_LEFT, MV_UP }
6709 int element = Feld[x][y];
6710 int move_pattern = element_info[element].move_pattern;
6712 int old_move_dir = MovDir[x][y];
6713 int left_dir = turn[old_move_dir].left;
6714 int right_dir = turn[old_move_dir].right;
6715 int back_dir = turn[old_move_dir].back;
6717 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6718 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6719 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6720 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6722 int left_x = x + left_dx, left_y = y + left_dy;
6723 int right_x = x + right_dx, right_y = y + right_dy;
6724 int move_x = x + move_dx, move_y = y + move_dy;
6728 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6730 TestIfBadThingTouchesOtherBadThing(x, y);
6732 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6733 MovDir[x][y] = right_dir;
6734 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6735 MovDir[x][y] = left_dir;
6737 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6739 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6742 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6744 TestIfBadThingTouchesOtherBadThing(x, y);
6746 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6747 MovDir[x][y] = left_dir;
6748 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6749 MovDir[x][y] = right_dir;
6751 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6753 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6756 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6758 TestIfBadThingTouchesOtherBadThing(x, y);
6760 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6761 MovDir[x][y] = left_dir;
6762 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6763 MovDir[x][y] = right_dir;
6765 if (MovDir[x][y] != old_move_dir)
6768 else if (element == EL_YAMYAM)
6770 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6771 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6773 if (can_turn_left && can_turn_right)
6774 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6775 else if (can_turn_left)
6776 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6777 else if (can_turn_right)
6778 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6780 MovDir[x][y] = back_dir;
6782 MovDelay[x][y] = 16 + 16 * RND(3);
6784 else if (element == EL_DARK_YAMYAM)
6786 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6788 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6791 if (can_turn_left && can_turn_right)
6792 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6793 else if (can_turn_left)
6794 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6795 else if (can_turn_right)
6796 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6798 MovDir[x][y] = back_dir;
6800 MovDelay[x][y] = 16 + 16 * RND(3);
6802 else if (element == EL_PACMAN)
6804 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6805 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6807 if (can_turn_left && can_turn_right)
6808 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6809 else if (can_turn_left)
6810 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6811 else if (can_turn_right)
6812 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6814 MovDir[x][y] = back_dir;
6816 MovDelay[x][y] = 6 + RND(40);
6818 else if (element == EL_PIG)
6820 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6821 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6822 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6823 boolean should_turn_left, should_turn_right, should_move_on;
6825 int rnd = RND(rnd_value);
6827 should_turn_left = (can_turn_left &&
6829 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6830 y + back_dy + left_dy)));
6831 should_turn_right = (can_turn_right &&
6833 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6834 y + back_dy + right_dy)));
6835 should_move_on = (can_move_on &&
6838 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6839 y + move_dy + left_dy) ||
6840 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6841 y + move_dy + right_dy)));
6843 if (should_turn_left || should_turn_right || should_move_on)
6845 if (should_turn_left && should_turn_right && should_move_on)
6846 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6847 rnd < 2 * rnd_value / 3 ? right_dir :
6849 else if (should_turn_left && should_turn_right)
6850 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6851 else if (should_turn_left && should_move_on)
6852 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6853 else if (should_turn_right && should_move_on)
6854 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6855 else if (should_turn_left)
6856 MovDir[x][y] = left_dir;
6857 else if (should_turn_right)
6858 MovDir[x][y] = right_dir;
6859 else if (should_move_on)
6860 MovDir[x][y] = old_move_dir;
6862 else if (can_move_on && rnd > rnd_value / 8)
6863 MovDir[x][y] = old_move_dir;
6864 else if (can_turn_left && can_turn_right)
6865 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6866 else if (can_turn_left && rnd > rnd_value / 8)
6867 MovDir[x][y] = left_dir;
6868 else if (can_turn_right && rnd > rnd_value/8)
6869 MovDir[x][y] = right_dir;
6871 MovDir[x][y] = back_dir;
6873 xx = x + move_xy[MovDir[x][y]].dx;
6874 yy = y + move_xy[MovDir[x][y]].dy;
6876 if (!IN_LEV_FIELD(xx, yy) ||
6877 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6878 MovDir[x][y] = old_move_dir;
6882 else if (element == EL_DRAGON)
6884 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6885 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6886 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6888 int rnd = RND(rnd_value);
6890 if (can_move_on && rnd > rnd_value / 8)
6891 MovDir[x][y] = old_move_dir;
6892 else if (can_turn_left && can_turn_right)
6893 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6894 else if (can_turn_left && rnd > rnd_value / 8)
6895 MovDir[x][y] = left_dir;
6896 else if (can_turn_right && rnd > rnd_value / 8)
6897 MovDir[x][y] = right_dir;
6899 MovDir[x][y] = back_dir;
6901 xx = x + move_xy[MovDir[x][y]].dx;
6902 yy = y + move_xy[MovDir[x][y]].dy;
6904 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6905 MovDir[x][y] = old_move_dir;
6909 else if (element == EL_MOLE)
6911 boolean can_move_on =
6912 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6913 IS_AMOEBOID(Feld[move_x][move_y]) ||
6914 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6917 boolean can_turn_left =
6918 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6919 IS_AMOEBOID(Feld[left_x][left_y])));
6921 boolean can_turn_right =
6922 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6923 IS_AMOEBOID(Feld[right_x][right_y])));
6925 if (can_turn_left && can_turn_right)
6926 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6927 else if (can_turn_left)
6928 MovDir[x][y] = left_dir;
6930 MovDir[x][y] = right_dir;
6933 if (MovDir[x][y] != old_move_dir)
6936 else if (element == EL_BALLOON)
6938 MovDir[x][y] = game.wind_direction;
6941 else if (element == EL_SPRING)
6943 #if USE_NEW_SPRING_BUMPER
6944 if (MovDir[x][y] & MV_HORIZONTAL)
6946 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6947 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6949 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6950 ResetGfxAnimation(move_x, move_y);
6951 DrawLevelField(move_x, move_y);
6953 MovDir[x][y] = back_dir;
6955 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6956 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6957 MovDir[x][y] = MV_NONE;
6960 if (MovDir[x][y] & MV_HORIZONTAL &&
6961 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6962 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
6963 MovDir[x][y] = MV_NONE;
6968 else if (element == EL_ROBOT ||
6969 element == EL_SATELLITE ||
6970 element == EL_PENGUIN ||
6971 element == EL_EMC_ANDROID)
6973 int attr_x = -1, attr_y = -1;
6984 for (i = 0; i < MAX_PLAYERS; i++)
6986 struct PlayerInfo *player = &stored_player[i];
6987 int jx = player->jx, jy = player->jy;
6989 if (!player->active)
6993 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7001 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
7002 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
7003 game.engine_version < VERSION_IDENT(3,1,0,0)))
7009 if (element == EL_PENGUIN)
7012 static int xy[4][2] =
7020 for (i = 0; i < NUM_DIRECTIONS; i++)
7022 int ex = x + xy[i][0];
7023 int ey = y + xy[i][1];
7025 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
7026 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
7027 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
7028 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7037 MovDir[x][y] = MV_NONE;
7039 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
7040 else if (attr_x > x)
7041 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
7043 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
7044 else if (attr_y > y)
7045 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
7047 if (element == EL_ROBOT)
7051 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7052 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7053 Moving2Blocked(x, y, &newx, &newy);
7055 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7056 MovDelay[x][y] = 8 + 8 * !RND(3);
7058 MovDelay[x][y] = 16;
7060 else if (element == EL_PENGUIN)
7066 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7068 boolean first_horiz = RND(2);
7069 int new_move_dir = MovDir[x][y];
7072 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7073 Moving2Blocked(x, y, &newx, &newy);
7075 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7079 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7080 Moving2Blocked(x, y, &newx, &newy);
7082 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7085 MovDir[x][y] = old_move_dir;
7089 else if (element == EL_SATELLITE)
7095 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7097 boolean first_horiz = RND(2);
7098 int new_move_dir = MovDir[x][y];
7101 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7102 Moving2Blocked(x, y, &newx, &newy);
7104 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7108 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7109 Moving2Blocked(x, y, &newx, &newy);
7111 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7114 MovDir[x][y] = old_move_dir;
7118 else if (element == EL_EMC_ANDROID)
7120 static int check_pos[16] =
7122 -1, /* 0 => (invalid) */
7123 7, /* 1 => MV_LEFT */
7124 3, /* 2 => MV_RIGHT */
7125 -1, /* 3 => (invalid) */
7127 0, /* 5 => MV_LEFT | MV_UP */
7128 2, /* 6 => MV_RIGHT | MV_UP */
7129 -1, /* 7 => (invalid) */
7130 5, /* 8 => MV_DOWN */
7131 6, /* 9 => MV_LEFT | MV_DOWN */
7132 4, /* 10 => MV_RIGHT | MV_DOWN */
7133 -1, /* 11 => (invalid) */
7134 -1, /* 12 => (invalid) */
7135 -1, /* 13 => (invalid) */
7136 -1, /* 14 => (invalid) */
7137 -1, /* 15 => (invalid) */
7145 { -1, -1, MV_LEFT | MV_UP },
7147 { +1, -1, MV_RIGHT | MV_UP },
7148 { +1, 0, MV_RIGHT },
7149 { +1, +1, MV_RIGHT | MV_DOWN },
7151 { -1, +1, MV_LEFT | MV_DOWN },
7154 int start_pos, check_order;
7155 boolean can_clone = FALSE;
7158 /* check if there is any free field around current position */
7159 for (i = 0; i < 8; i++)
7161 int newx = x + check_xy[i].dx;
7162 int newy = y + check_xy[i].dy;
7164 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7172 if (can_clone) /* randomly find an element to clone */
7176 start_pos = check_pos[RND(8)];
7177 check_order = (RND(2) ? -1 : +1);
7179 for (i = 0; i < 8; i++)
7181 int pos_raw = start_pos + i * check_order;
7182 int pos = (pos_raw + 8) % 8;
7183 int newx = x + check_xy[pos].dx;
7184 int newy = y + check_xy[pos].dy;
7186 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7188 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7189 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7191 Store[x][y] = Feld[newx][newy];
7200 if (can_clone) /* randomly find a direction to move */
7204 start_pos = check_pos[RND(8)];
7205 check_order = (RND(2) ? -1 : +1);
7207 for (i = 0; i < 8; i++)
7209 int pos_raw = start_pos + i * check_order;
7210 int pos = (pos_raw + 8) % 8;
7211 int newx = x + check_xy[pos].dx;
7212 int newy = y + check_xy[pos].dy;
7213 int new_move_dir = check_xy[pos].dir;
7215 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7217 MovDir[x][y] = new_move_dir;
7218 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7227 if (can_clone) /* cloning and moving successful */
7230 /* cannot clone -- try to move towards player */
7232 start_pos = check_pos[MovDir[x][y] & 0x0f];
7233 check_order = (RND(2) ? -1 : +1);
7235 for (i = 0; i < 3; i++)
7237 /* first check start_pos, then previous/next or (next/previous) pos */
7238 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7239 int pos = (pos_raw + 8) % 8;
7240 int newx = x + check_xy[pos].dx;
7241 int newy = y + check_xy[pos].dy;
7242 int new_move_dir = check_xy[pos].dir;
7244 if (IS_PLAYER(newx, newy))
7247 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7249 MovDir[x][y] = new_move_dir;
7250 MovDelay[x][y] = level.android_move_time * 8 + 1;
7257 else if (move_pattern == MV_TURNING_LEFT ||
7258 move_pattern == MV_TURNING_RIGHT ||
7259 move_pattern == MV_TURNING_LEFT_RIGHT ||
7260 move_pattern == MV_TURNING_RIGHT_LEFT ||
7261 move_pattern == MV_TURNING_RANDOM ||
7262 move_pattern == MV_ALL_DIRECTIONS)
7264 boolean can_turn_left =
7265 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7266 boolean can_turn_right =
7267 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7269 if (element_info[element].move_stepsize == 0) /* "not moving" */
7272 if (move_pattern == MV_TURNING_LEFT)
7273 MovDir[x][y] = left_dir;
7274 else if (move_pattern == MV_TURNING_RIGHT)
7275 MovDir[x][y] = right_dir;
7276 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7277 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7278 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7279 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7280 else if (move_pattern == MV_TURNING_RANDOM)
7281 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7282 can_turn_right && !can_turn_left ? right_dir :
7283 RND(2) ? left_dir : right_dir);
7284 else if (can_turn_left && can_turn_right)
7285 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7286 else if (can_turn_left)
7287 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7288 else if (can_turn_right)
7289 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7291 MovDir[x][y] = back_dir;
7293 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7295 else if (move_pattern == MV_HORIZONTAL ||
7296 move_pattern == MV_VERTICAL)
7298 if (move_pattern & old_move_dir)
7299 MovDir[x][y] = back_dir;
7300 else if (move_pattern == MV_HORIZONTAL)
7301 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7302 else if (move_pattern == MV_VERTICAL)
7303 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7305 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7307 else if (move_pattern & MV_ANY_DIRECTION)
7309 MovDir[x][y] = move_pattern;
7310 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7312 else if (move_pattern & MV_WIND_DIRECTION)
7314 MovDir[x][y] = game.wind_direction;
7315 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7317 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7319 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7320 MovDir[x][y] = left_dir;
7321 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7322 MovDir[x][y] = right_dir;
7324 if (MovDir[x][y] != old_move_dir)
7325 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7327 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7329 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7330 MovDir[x][y] = right_dir;
7331 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7332 MovDir[x][y] = left_dir;
7334 if (MovDir[x][y] != old_move_dir)
7335 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7337 else if (move_pattern == MV_TOWARDS_PLAYER ||
7338 move_pattern == MV_AWAY_FROM_PLAYER)
7340 int attr_x = -1, attr_y = -1;
7342 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7353 for (i = 0; i < MAX_PLAYERS; i++)
7355 struct PlayerInfo *player = &stored_player[i];
7356 int jx = player->jx, jy = player->jy;
7358 if (!player->active)
7362 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7370 MovDir[x][y] = MV_NONE;
7372 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7373 else if (attr_x > x)
7374 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7376 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7377 else if (attr_y > y)
7378 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7380 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7382 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7384 boolean first_horiz = RND(2);
7385 int new_move_dir = MovDir[x][y];
7387 if (element_info[element].move_stepsize == 0) /* "not moving" */
7389 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7390 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7396 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7397 Moving2Blocked(x, y, &newx, &newy);
7399 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7403 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7404 Moving2Blocked(x, y, &newx, &newy);
7406 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7409 MovDir[x][y] = old_move_dir;
7412 else if (move_pattern == MV_WHEN_PUSHED ||
7413 move_pattern == MV_WHEN_DROPPED)
7415 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7416 MovDir[x][y] = MV_NONE;
7420 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7422 static int test_xy[7][2] =
7432 static int test_dir[7] =
7442 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7443 int move_preference = -1000000; /* start with very low preference */
7444 int new_move_dir = MV_NONE;
7445 int start_test = RND(4);
7448 for (i = 0; i < NUM_DIRECTIONS; i++)
7450 int move_dir = test_dir[start_test + i];
7451 int move_dir_preference;
7453 xx = x + test_xy[start_test + i][0];
7454 yy = y + test_xy[start_test + i][1];
7456 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7457 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7459 new_move_dir = move_dir;
7464 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7467 move_dir_preference = -1 * RunnerVisit[xx][yy];
7468 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7469 move_dir_preference = PlayerVisit[xx][yy];
7471 if (move_dir_preference > move_preference)
7473 /* prefer field that has not been visited for the longest time */
7474 move_preference = move_dir_preference;
7475 new_move_dir = move_dir;
7477 else if (move_dir_preference == move_preference &&
7478 move_dir == old_move_dir)
7480 /* prefer last direction when all directions are preferred equally */
7481 move_preference = move_dir_preference;
7482 new_move_dir = move_dir;
7486 MovDir[x][y] = new_move_dir;
7487 if (old_move_dir != new_move_dir)
7488 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7492 static void TurnRound(int x, int y)
7494 int direction = MovDir[x][y];
7498 GfxDir[x][y] = MovDir[x][y];
7500 if (direction != MovDir[x][y])
7504 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7506 ResetGfxFrame(x, y, FALSE);
7509 static boolean JustBeingPushed(int x, int y)
7513 for (i = 0; i < MAX_PLAYERS; i++)
7515 struct PlayerInfo *player = &stored_player[i];
7517 if (player->active && player->is_pushing && player->MovPos)
7519 int next_jx = player->jx + (player->jx - player->last_jx);
7520 int next_jy = player->jy + (player->jy - player->last_jy);
7522 if (x == next_jx && y == next_jy)
7530 void StartMoving(int x, int y)
7532 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7533 int element = Feld[x][y];
7538 if (MovDelay[x][y] == 0)
7539 GfxAction[x][y] = ACTION_DEFAULT;
7541 if (CAN_FALL(element) && y < lev_fieldy - 1)
7543 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7544 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7545 if (JustBeingPushed(x, y))
7548 if (element == EL_QUICKSAND_FULL)
7550 if (IS_FREE(x, y + 1))
7552 InitMovingField(x, y, MV_DOWN);
7553 started_moving = TRUE;
7555 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7556 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7557 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7558 Store[x][y] = EL_ROCK;
7560 Store[x][y] = EL_ROCK;
7563 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7565 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7567 if (!MovDelay[x][y])
7569 MovDelay[x][y] = TILEY + 1;
7571 ResetGfxAnimation(x, y);
7572 ResetGfxAnimation(x, y + 1);
7577 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7578 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7585 Feld[x][y] = EL_QUICKSAND_EMPTY;
7586 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7587 Store[x][y + 1] = Store[x][y];
7590 PlayLevelSoundAction(x, y, ACTION_FILLING);
7592 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7594 if (!MovDelay[x][y])
7596 MovDelay[x][y] = TILEY + 1;
7598 ResetGfxAnimation(x, y);
7599 ResetGfxAnimation(x, y + 1);
7604 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7605 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7612 Feld[x][y] = EL_QUICKSAND_EMPTY;
7613 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7614 Store[x][y + 1] = Store[x][y];
7617 PlayLevelSoundAction(x, y, ACTION_FILLING);
7620 else if (element == EL_QUICKSAND_FAST_FULL)
7622 if (IS_FREE(x, y + 1))
7624 InitMovingField(x, y, MV_DOWN);
7625 started_moving = TRUE;
7627 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7628 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7629 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7630 Store[x][y] = EL_ROCK;
7632 Store[x][y] = EL_ROCK;
7635 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7637 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7639 if (!MovDelay[x][y])
7641 MovDelay[x][y] = TILEY + 1;
7643 ResetGfxAnimation(x, y);
7644 ResetGfxAnimation(x, y + 1);
7649 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7650 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7657 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7658 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7659 Store[x][y + 1] = Store[x][y];
7662 PlayLevelSoundAction(x, y, ACTION_FILLING);
7664 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7666 if (!MovDelay[x][y])
7668 MovDelay[x][y] = TILEY + 1;
7670 ResetGfxAnimation(x, y);
7671 ResetGfxAnimation(x, y + 1);
7676 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7677 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7684 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7685 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7686 Store[x][y + 1] = Store[x][y];
7689 PlayLevelSoundAction(x, y, ACTION_FILLING);
7692 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7693 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7695 InitMovingField(x, y, MV_DOWN);
7696 started_moving = TRUE;
7698 Feld[x][y] = EL_QUICKSAND_FILLING;
7699 Store[x][y] = element;
7701 PlayLevelSoundAction(x, y, ACTION_FILLING);
7703 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7704 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7706 InitMovingField(x, y, MV_DOWN);
7707 started_moving = TRUE;
7709 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7710 Store[x][y] = element;
7712 PlayLevelSoundAction(x, y, ACTION_FILLING);
7714 else if (element == EL_MAGIC_WALL_FULL)
7716 if (IS_FREE(x, y + 1))
7718 InitMovingField(x, y, MV_DOWN);
7719 started_moving = TRUE;
7721 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7722 Store[x][y] = EL_CHANGED(Store[x][y]);
7724 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7726 if (!MovDelay[x][y])
7727 MovDelay[x][y] = TILEY/4 + 1;
7736 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7737 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7738 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7742 else if (element == EL_BD_MAGIC_WALL_FULL)
7744 if (IS_FREE(x, y + 1))
7746 InitMovingField(x, y, MV_DOWN);
7747 started_moving = TRUE;
7749 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7750 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7752 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7754 if (!MovDelay[x][y])
7755 MovDelay[x][y] = TILEY/4 + 1;
7764 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7765 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7766 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7770 else if (element == EL_DC_MAGIC_WALL_FULL)
7772 if (IS_FREE(x, y + 1))
7774 InitMovingField(x, y, MV_DOWN);
7775 started_moving = TRUE;
7777 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7778 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7780 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7782 if (!MovDelay[x][y])
7783 MovDelay[x][y] = TILEY/4 + 1;
7792 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7793 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7794 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7798 else if ((CAN_PASS_MAGIC_WALL(element) &&
7799 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7800 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7801 (CAN_PASS_DC_MAGIC_WALL(element) &&
7802 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7805 InitMovingField(x, y, MV_DOWN);
7806 started_moving = TRUE;
7809 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7810 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7811 EL_DC_MAGIC_WALL_FILLING);
7812 Store[x][y] = element;
7814 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7816 SplashAcid(x, y + 1);
7818 InitMovingField(x, y, MV_DOWN);
7819 started_moving = TRUE;
7821 Store[x][y] = EL_ACID;
7824 #if USE_FIX_IMPACT_COLLISION
7825 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7826 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7828 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7829 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
7831 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7832 CAN_FALL(element) && WasJustFalling[x][y] &&
7833 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7835 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7836 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7837 (Feld[x][y + 1] == EL_BLOCKED)))
7839 /* this is needed for a special case not covered by calling "Impact()"
7840 from "ContinueMoving()": if an element moves to a tile directly below
7841 another element which was just falling on that tile (which was empty
7842 in the previous frame), the falling element above would just stop
7843 instead of smashing the element below (in previous version, the above
7844 element was just checked for "moving" instead of "falling", resulting
7845 in incorrect smashes caused by horizontal movement of the above
7846 element; also, the case of the player being the element to smash was
7847 simply not covered here... :-/ ) */
7849 CheckCollision[x][y] = 0;
7850 CheckImpact[x][y] = 0;
7854 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7856 if (MovDir[x][y] == MV_NONE)
7858 InitMovingField(x, y, MV_DOWN);
7859 started_moving = TRUE;
7862 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7864 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7865 MovDir[x][y] = MV_DOWN;
7867 InitMovingField(x, y, MV_DOWN);
7868 started_moving = TRUE;
7870 else if (element == EL_AMOEBA_DROP)
7872 Feld[x][y] = EL_AMOEBA_GROWING;
7873 Store[x][y] = EL_AMOEBA_WET;
7875 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7876 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7877 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7878 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7880 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7881 (IS_FREE(x - 1, y + 1) ||
7882 Feld[x - 1][y + 1] == EL_ACID));
7883 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7884 (IS_FREE(x + 1, y + 1) ||
7885 Feld[x + 1][y + 1] == EL_ACID));
7886 boolean can_fall_any = (can_fall_left || can_fall_right);
7887 boolean can_fall_both = (can_fall_left && can_fall_right);
7888 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7890 #if USE_NEW_ALL_SLIPPERY
7891 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7893 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7894 can_fall_right = FALSE;
7895 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7896 can_fall_left = FALSE;
7897 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7898 can_fall_right = FALSE;
7899 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7900 can_fall_left = FALSE;
7902 can_fall_any = (can_fall_left || can_fall_right);
7903 can_fall_both = FALSE;
7906 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
7908 if (slippery_type == SLIPPERY_ONLY_LEFT)
7909 can_fall_right = FALSE;
7910 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7911 can_fall_left = FALSE;
7912 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7913 can_fall_right = FALSE;
7914 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7915 can_fall_left = FALSE;
7917 can_fall_any = (can_fall_left || can_fall_right);
7918 can_fall_both = (can_fall_left && can_fall_right);
7922 #if USE_NEW_ALL_SLIPPERY
7924 #if USE_NEW_SP_SLIPPERY
7925 /* !!! better use the same properties as for custom elements here !!! */
7926 else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
7927 can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
7929 can_fall_right = FALSE; /* slip down on left side */
7930 can_fall_both = FALSE;
7935 #if USE_NEW_ALL_SLIPPERY
7938 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7939 can_fall_right = FALSE; /* slip down on left side */
7941 can_fall_left = !(can_fall_right = RND(2));
7943 can_fall_both = FALSE;
7948 if (game.emulation == EMU_BOULDERDASH ||
7949 element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7950 can_fall_right = FALSE; /* slip down on left side */
7952 can_fall_left = !(can_fall_right = RND(2));
7954 can_fall_both = FALSE;
7960 /* if not determined otherwise, prefer left side for slipping down */
7961 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7962 started_moving = TRUE;
7966 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
7968 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7971 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7972 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7973 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7974 int belt_dir = game.belt_dir[belt_nr];
7976 if ((belt_dir == MV_LEFT && left_is_free) ||
7977 (belt_dir == MV_RIGHT && right_is_free))
7979 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7981 InitMovingField(x, y, belt_dir);
7982 started_moving = TRUE;
7984 Pushed[x][y] = TRUE;
7985 Pushed[nextx][y] = TRUE;
7987 GfxAction[x][y] = ACTION_DEFAULT;
7991 MovDir[x][y] = 0; /* if element was moving, stop it */
7996 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7998 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE)
8000 if (CAN_MOVE(element) && !started_moving)
8003 int move_pattern = element_info[element].move_pattern;
8008 if (MovDir[x][y] == MV_NONE)
8010 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
8011 x, y, element, element_info[element].token_name);
8012 printf("StartMoving(): This should never happen!\n");
8017 Moving2Blocked(x, y, &newx, &newy);
8019 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8022 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8023 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8025 WasJustMoving[x][y] = 0;
8026 CheckCollision[x][y] = 0;
8028 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8030 if (Feld[x][y] != element) /* element has changed */
8034 if (!MovDelay[x][y]) /* start new movement phase */
8036 /* all objects that can change their move direction after each step
8037 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
8039 if (element != EL_YAMYAM &&
8040 element != EL_DARK_YAMYAM &&
8041 element != EL_PACMAN &&
8042 !(move_pattern & MV_ANY_DIRECTION) &&
8043 move_pattern != MV_TURNING_LEFT &&
8044 move_pattern != MV_TURNING_RIGHT &&
8045 move_pattern != MV_TURNING_LEFT_RIGHT &&
8046 move_pattern != MV_TURNING_RIGHT_LEFT &&
8047 move_pattern != MV_TURNING_RANDOM)
8051 if (MovDelay[x][y] && (element == EL_BUG ||
8052 element == EL_SPACESHIP ||
8053 element == EL_SP_SNIKSNAK ||
8054 element == EL_SP_ELECTRON ||
8055 element == EL_MOLE))
8056 DrawLevelField(x, y);
8060 if (MovDelay[x][y]) /* wait some time before next movement */
8064 if (element == EL_ROBOT ||
8065 element == EL_YAMYAM ||
8066 element == EL_DARK_YAMYAM)
8068 DrawLevelElementAnimationIfNeeded(x, y, element);
8069 PlayLevelSoundAction(x, y, ACTION_WAITING);
8071 else if (element == EL_SP_ELECTRON)
8072 DrawLevelElementAnimationIfNeeded(x, y, element);
8073 else if (element == EL_DRAGON)
8076 int dir = MovDir[x][y];
8077 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8078 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8079 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8080 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8081 dir == MV_UP ? IMG_FLAMES_1_UP :
8082 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8083 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
8085 GfxAction[x][y] = ACTION_ATTACKING;
8087 if (IS_PLAYER(x, y))
8088 DrawPlayerField(x, y);
8090 DrawLevelField(x, y);
8092 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8094 for (i = 1; i <= 3; i++)
8096 int xx = x + i * dx;
8097 int yy = y + i * dy;
8098 int sx = SCREENX(xx);
8099 int sy = SCREENY(yy);
8100 int flame_graphic = graphic + (i - 1);
8102 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
8107 int flamed = MovingOrBlocked2Element(xx, yy);
8111 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8113 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
8114 RemoveMovingField(xx, yy);
8116 RemoveField(xx, yy);
8118 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8121 RemoveMovingField(xx, yy);
8124 ChangeDelay[xx][yy] = 0;
8126 Feld[xx][yy] = EL_FLAMES;
8128 if (IN_SCR_FIELD(sx, sy))
8130 DrawLevelFieldCrumbledSand(xx, yy);
8131 DrawGraphic(sx, sy, flame_graphic, frame);
8136 if (Feld[xx][yy] == EL_FLAMES)
8137 Feld[xx][yy] = EL_EMPTY;
8138 DrawLevelField(xx, yy);
8143 if (MovDelay[x][y]) /* element still has to wait some time */
8145 PlayLevelSoundAction(x, y, ACTION_WAITING);
8151 /* now make next step */
8153 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
8155 if (DONT_COLLIDE_WITH(element) &&
8156 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8157 !PLAYER_ENEMY_PROTECTED(newx, newy))
8159 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8164 else if (CAN_MOVE_INTO_ACID(element) &&
8165 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
8166 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8167 (MovDir[x][y] == MV_DOWN ||
8168 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8170 SplashAcid(newx, newy);
8171 Store[x][y] = EL_ACID;
8173 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8175 if (Feld[newx][newy] == EL_EXIT_OPEN ||
8176 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
8177 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
8178 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8181 DrawLevelField(x, y);
8183 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8184 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8185 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
8187 local_player->friends_still_needed--;
8188 if (!local_player->friends_still_needed &&
8189 !local_player->GameOver && AllPlayersGone)
8190 PlayerWins(local_player);
8194 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
8196 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
8197 DrawLevelField(newx, newy);
8199 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8201 else if (!IS_FREE(newx, newy))
8203 GfxAction[x][y] = ACTION_WAITING;
8205 if (IS_PLAYER(x, y))
8206 DrawPlayerField(x, y);
8208 DrawLevelField(x, y);
8213 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8215 if (IS_FOOD_PIG(Feld[newx][newy]))
8217 if (IS_MOVING(newx, newy))
8218 RemoveMovingField(newx, newy);
8221 Feld[newx][newy] = EL_EMPTY;
8222 DrawLevelField(newx, newy);
8225 PlayLevelSound(x, y, SND_PIG_DIGGING);
8227 else if (!IS_FREE(newx, newy))
8229 if (IS_PLAYER(x, y))
8230 DrawPlayerField(x, y);
8232 DrawLevelField(x, y);
8237 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8239 if (Store[x][y] != EL_EMPTY)
8241 boolean can_clone = FALSE;
8244 /* check if element to clone is still there */
8245 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8247 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
8255 /* cannot clone or target field not free anymore -- do not clone */
8256 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8257 Store[x][y] = EL_EMPTY;
8260 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8262 if (IS_MV_DIAGONAL(MovDir[x][y]))
8264 int diagonal_move_dir = MovDir[x][y];
8265 int stored = Store[x][y];
8266 int change_delay = 8;
8269 /* android is moving diagonally */
8271 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8273 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8274 GfxElement[x][y] = EL_EMC_ANDROID;
8275 GfxAction[x][y] = ACTION_SHRINKING;
8276 GfxDir[x][y] = diagonal_move_dir;
8277 ChangeDelay[x][y] = change_delay;
8279 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8282 DrawLevelGraphicAnimation(x, y, graphic);
8283 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8285 if (Feld[newx][newy] == EL_ACID)
8287 SplashAcid(newx, newy);
8292 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8294 Store[newx][newy] = EL_EMC_ANDROID;
8295 GfxElement[newx][newy] = EL_EMC_ANDROID;
8296 GfxAction[newx][newy] = ACTION_GROWING;
8297 GfxDir[newx][newy] = diagonal_move_dir;
8298 ChangeDelay[newx][newy] = change_delay;
8300 graphic = el_act_dir2img(GfxElement[newx][newy],
8301 GfxAction[newx][newy], GfxDir[newx][newy]);
8303 DrawLevelGraphicAnimation(newx, newy, graphic);
8304 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8310 Feld[newx][newy] = EL_EMPTY;
8311 DrawLevelField(newx, newy);
8313 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8316 else if (!IS_FREE(newx, newy))
8319 if (IS_PLAYER(x, y))
8320 DrawPlayerField(x, y);
8322 DrawLevelField(x, y);
8328 else if (IS_CUSTOM_ELEMENT(element) &&
8329 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8331 int new_element = Feld[newx][newy];
8333 if (!IS_FREE(newx, newy))
8335 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
8336 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
8339 /* no element can dig solid indestructible elements */
8340 if (IS_INDESTRUCTIBLE(new_element) &&
8341 !IS_DIGGABLE(new_element) &&
8342 !IS_COLLECTIBLE(new_element))
8345 if (AmoebaNr[newx][newy] &&
8346 (new_element == EL_AMOEBA_FULL ||
8347 new_element == EL_BD_AMOEBA ||
8348 new_element == EL_AMOEBA_GROWING))
8350 AmoebaCnt[AmoebaNr[newx][newy]]--;
8351 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8354 if (IS_MOVING(newx, newy))
8355 RemoveMovingField(newx, newy);
8358 RemoveField(newx, newy);
8359 DrawLevelField(newx, newy);
8362 /* if digged element was about to explode, prevent the explosion */
8363 ExplodeField[newx][newy] = EX_TYPE_NONE;
8365 PlayLevelSoundAction(x, y, action);
8368 Store[newx][newy] = EL_EMPTY;
8370 /* this makes it possible to leave the removed element again */
8371 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
8372 Store[newx][newy] = new_element;
8374 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
8376 int move_leave_element = element_info[element].move_leave_element;
8378 /* this makes it possible to leave the removed element again */
8379 Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
8380 new_element : move_leave_element);
8384 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8386 RunnerVisit[x][y] = FrameCounter;
8387 PlayerVisit[x][y] /= 8; /* expire player visit path */
8390 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8392 if (!IS_FREE(newx, newy))
8394 if (IS_PLAYER(x, y))
8395 DrawPlayerField(x, y);
8397 DrawLevelField(x, y);
8403 boolean wanna_flame = !RND(10);
8404 int dx = newx - x, dy = newy - y;
8405 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8406 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8407 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8408 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8409 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8410 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8413 IS_CLASSIC_ENEMY(element1) ||
8414 IS_CLASSIC_ENEMY(element2)) &&
8415 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8416 element1 != EL_FLAMES && element2 != EL_FLAMES)
8418 ResetGfxAnimation(x, y);
8419 GfxAction[x][y] = ACTION_ATTACKING;
8421 if (IS_PLAYER(x, y))
8422 DrawPlayerField(x, y);
8424 DrawLevelField(x, y);
8426 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8428 MovDelay[x][y] = 50;
8432 RemoveField(newx, newy);
8434 Feld[newx][newy] = EL_FLAMES;
8435 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8438 RemoveField(newx1, newy1);
8440 Feld[newx1][newy1] = EL_FLAMES;
8442 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8445 RemoveField(newx2, newy2);
8447 Feld[newx2][newy2] = EL_FLAMES;
8454 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8455 Feld[newx][newy] == EL_DIAMOND)
8457 if (IS_MOVING(newx, newy))
8458 RemoveMovingField(newx, newy);
8461 Feld[newx][newy] = EL_EMPTY;
8462 DrawLevelField(newx, newy);
8465 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8467 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8468 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8470 if (AmoebaNr[newx][newy])
8472 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8473 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8474 Feld[newx][newy] == EL_BD_AMOEBA)
8475 AmoebaCnt[AmoebaNr[newx][newy]]--;
8480 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
8482 RemoveMovingField(newx, newy);
8485 if (IS_MOVING(newx, newy))
8487 RemoveMovingField(newx, newy);
8492 Feld[newx][newy] = EL_EMPTY;
8493 DrawLevelField(newx, newy);
8496 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8498 else if ((element == EL_PACMAN || element == EL_MOLE)
8499 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8501 if (AmoebaNr[newx][newy])
8503 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8504 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8505 Feld[newx][newy] == EL_BD_AMOEBA)
8506 AmoebaCnt[AmoebaNr[newx][newy]]--;
8509 if (element == EL_MOLE)
8511 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8512 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8514 ResetGfxAnimation(x, y);
8515 GfxAction[x][y] = ACTION_DIGGING;
8516 DrawLevelField(x, y);
8518 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
8520 return; /* wait for shrinking amoeba */
8522 else /* element == EL_PACMAN */
8524 Feld[newx][newy] = EL_EMPTY;
8525 DrawLevelField(newx, newy);
8526 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8529 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8530 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8531 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8533 /* wait for shrinking amoeba to completely disappear */
8536 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8538 /* object was running against a wall */
8543 /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
8544 if (move_pattern & MV_ANY_DIRECTION &&
8545 move_pattern == MovDir[x][y])
8547 int blocking_element =
8548 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
8550 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
8553 element = Feld[x][y]; /* element might have changed */
8557 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
8558 DrawLevelElementAnimation(x, y, element);
8560 if (DONT_TOUCH(element))
8561 TestIfBadThingTouchesPlayer(x, y);
8566 InitMovingField(x, y, MovDir[x][y]);
8568 PlayLevelSoundAction(x, y, ACTION_MOVING);
8572 ContinueMoving(x, y);
8575 void ContinueMoving(int x, int y)
8577 int element = Feld[x][y];
8578 struct ElementInfo *ei = &element_info[element];
8579 int direction = MovDir[x][y];
8580 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8581 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8582 int newx = x + dx, newy = y + dy;
8583 int stored = Store[x][y];
8584 int stored_new = Store[newx][newy];
8585 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8586 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8587 boolean last_line = (newy == lev_fieldy - 1);
8589 MovPos[x][y] += getElementMoveStepsize(x, y);
8591 if (pushed_by_player) /* special case: moving object pushed by player */
8592 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8594 if (ABS(MovPos[x][y]) < TILEX)
8597 int ee = Feld[x][y];
8598 int gg = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8599 int ff = getGraphicAnimationFrame(gg, GfxFrame[x][y]);
8601 printf("::: %d.%d: moving %d ... [%d, %d, %d] [%d, %d, %d]\n",
8602 x, y, ABS(MovPos[x][y]),
8604 GfxAction[x][y], GfxDir[x][y], GfxFrame[x][y]);
8607 DrawLevelField(x, y);
8609 return; /* element is still moving */
8612 /* element reached destination field */
8614 Feld[x][y] = EL_EMPTY;
8615 Feld[newx][newy] = element;
8616 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8618 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8620 element = Feld[newx][newy] = EL_ACID;
8622 else if (element == EL_MOLE)
8624 Feld[x][y] = EL_SAND;
8626 DrawLevelFieldCrumbledSandNeighbours(x, y);
8628 else if (element == EL_QUICKSAND_FILLING)
8630 element = Feld[newx][newy] = get_next_element(element);
8631 Store[newx][newy] = Store[x][y];
8633 else if (element == EL_QUICKSAND_EMPTYING)
8635 Feld[x][y] = get_next_element(element);
8636 element = Feld[newx][newy] = Store[x][y];
8638 else if (element == EL_QUICKSAND_FAST_FILLING)
8640 element = Feld[newx][newy] = get_next_element(element);
8641 Store[newx][newy] = Store[x][y];
8643 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8645 Feld[x][y] = get_next_element(element);
8646 element = Feld[newx][newy] = Store[x][y];
8648 else if (element == EL_MAGIC_WALL_FILLING)
8650 element = Feld[newx][newy] = get_next_element(element);
8651 if (!game.magic_wall_active)
8652 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8653 Store[newx][newy] = Store[x][y];
8655 else if (element == EL_MAGIC_WALL_EMPTYING)
8657 Feld[x][y] = get_next_element(element);
8658 if (!game.magic_wall_active)
8659 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8660 element = Feld[newx][newy] = Store[x][y];
8662 #if USE_NEW_CUSTOM_VALUE
8663 InitField(newx, newy, FALSE);
8666 else if (element == EL_BD_MAGIC_WALL_FILLING)
8668 element = Feld[newx][newy] = get_next_element(element);
8669 if (!game.magic_wall_active)
8670 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8671 Store[newx][newy] = Store[x][y];
8673 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8675 Feld[x][y] = get_next_element(element);
8676 if (!game.magic_wall_active)
8677 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8678 element = Feld[newx][newy] = Store[x][y];
8680 #if USE_NEW_CUSTOM_VALUE
8681 InitField(newx, newy, FALSE);
8684 else if (element == EL_DC_MAGIC_WALL_FILLING)
8686 element = Feld[newx][newy] = get_next_element(element);
8687 if (!game.magic_wall_active)
8688 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8689 Store[newx][newy] = Store[x][y];
8691 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8693 Feld[x][y] = get_next_element(element);
8694 if (!game.magic_wall_active)
8695 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8696 element = Feld[newx][newy] = Store[x][y];
8698 #if USE_NEW_CUSTOM_VALUE
8699 InitField(newx, newy, FALSE);
8702 else if (element == EL_AMOEBA_DROPPING)
8704 Feld[x][y] = get_next_element(element);
8705 element = Feld[newx][newy] = Store[x][y];
8707 else if (element == EL_SOKOBAN_OBJECT)
8710 Feld[x][y] = Back[x][y];
8712 if (Back[newx][newy])
8713 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8715 Back[x][y] = Back[newx][newy] = 0;
8718 Store[x][y] = EL_EMPTY;
8723 MovDelay[newx][newy] = 0;
8725 if (CAN_CHANGE_OR_HAS_ACTION(element))
8727 /* copy element change control values to new field */
8728 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8729 ChangePage[newx][newy] = ChangePage[x][y];
8730 ChangeCount[newx][newy] = ChangeCount[x][y];
8731 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8734 #if USE_NEW_CUSTOM_VALUE
8735 CustomValue[newx][newy] = CustomValue[x][y];
8738 ChangeDelay[x][y] = 0;
8739 ChangePage[x][y] = -1;
8740 ChangeCount[x][y] = 0;
8741 ChangeEvent[x][y] = -1;
8743 #if USE_NEW_CUSTOM_VALUE
8744 CustomValue[x][y] = 0;
8747 /* copy animation control values to new field */
8748 GfxFrame[newx][newy] = GfxFrame[x][y];
8749 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8750 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8751 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8753 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8755 /* some elements can leave other elements behind after moving */
8757 if (ei->move_leave_element != EL_EMPTY &&
8758 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8759 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8761 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
8762 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8763 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8766 int move_leave_element = ei->move_leave_element;
8770 /* this makes it possible to leave the removed element again */
8771 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8772 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8774 /* this makes it possible to leave the removed element again */
8775 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8776 move_leave_element = stored;
8779 /* this makes it possible to leave the removed element again */
8780 if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
8781 ei->move_leave_element == EL_TRIGGER_ELEMENT)
8782 move_leave_element = stored;
8785 Feld[x][y] = move_leave_element;
8787 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8788 MovDir[x][y] = direction;
8790 InitField(x, y, FALSE);
8792 if (GFX_CRUMBLED(Feld[x][y]))
8793 DrawLevelFieldCrumbledSandNeighbours(x, y);
8795 if (ELEM_IS_PLAYER(move_leave_element))
8796 RelocatePlayer(x, y, move_leave_element);
8799 /* do this after checking for left-behind element */
8800 ResetGfxAnimation(x, y); /* reset animation values for old field */
8802 if (!CAN_MOVE(element) ||
8803 (CAN_FALL(element) && direction == MV_DOWN &&
8804 (element == EL_SPRING ||
8805 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8806 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8807 GfxDir[x][y] = MovDir[newx][newy] = 0;
8809 DrawLevelField(x, y);
8810 DrawLevelField(newx, newy);
8812 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8814 /* prevent pushed element from moving on in pushed direction */
8815 if (pushed_by_player && CAN_MOVE(element) &&
8816 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8817 !(element_info[element].move_pattern & direction))
8818 TurnRound(newx, newy);
8820 /* prevent elements on conveyor belt from moving on in last direction */
8821 if (pushed_by_conveyor && CAN_FALL(element) &&
8822 direction & MV_HORIZONTAL)
8823 MovDir[newx][newy] = 0;
8825 if (!pushed_by_player)
8827 int nextx = newx + dx, nexty = newy + dy;
8828 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8830 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8832 if (CAN_FALL(element) && direction == MV_DOWN)
8833 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8835 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8836 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8838 #if USE_FIX_IMPACT_COLLISION
8839 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8840 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8844 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8846 TestIfBadThingTouchesPlayer(newx, newy);
8847 TestIfBadThingTouchesFriend(newx, newy);
8849 if (!IS_CUSTOM_ELEMENT(element))
8850 TestIfBadThingTouchesOtherBadThing(newx, newy);
8852 else if (element == EL_PENGUIN)
8853 TestIfFriendTouchesBadThing(newx, newy);
8855 /* give the player one last chance (one more frame) to move away */
8856 if (CAN_FALL(element) && direction == MV_DOWN &&
8857 (last_line || (!IS_FREE(x, newy + 1) &&
8858 (!IS_PLAYER(x, newy + 1) ||
8859 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8862 if (pushed_by_player && !game.use_change_when_pushing_bug)
8864 int push_side = MV_DIR_OPPOSITE(direction);
8865 struct PlayerInfo *player = PLAYERINFO(x, y);
8867 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8868 player->index_bit, push_side);
8869 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8870 player->index_bit, push_side);
8873 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8874 MovDelay[newx][newy] = 1;
8876 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8878 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8881 if (ChangePage[newx][newy] != -1) /* delayed change */
8883 int page = ChangePage[newx][newy];
8884 struct ElementChangeInfo *change = &ei->change_page[page];
8886 ChangePage[newx][newy] = -1;
8888 if (change->can_change)
8890 if (ChangeElement(newx, newy, element, page))
8892 if (change->post_change_function)
8893 change->post_change_function(newx, newy);
8897 if (change->has_action)
8898 ExecuteCustomElementAction(newx, newy, element, page);
8902 TestIfElementHitsCustomElement(newx, newy, direction);
8903 TestIfPlayerTouchesCustomElement(newx, newy);
8904 TestIfElementTouchesCustomElement(newx, newy);
8906 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8907 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8908 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8909 MV_DIR_OPPOSITE(direction));
8912 int AmoebeNachbarNr(int ax, int ay)
8915 int element = Feld[ax][ay];
8917 static int xy[4][2] =
8925 for (i = 0; i < NUM_DIRECTIONS; i++)
8927 int x = ax + xy[i][0];
8928 int y = ay + xy[i][1];
8930 if (!IN_LEV_FIELD(x, y))
8933 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8934 group_nr = AmoebaNr[x][y];
8940 void AmoebenVereinigen(int ax, int ay)
8942 int i, x, y, xx, yy;
8943 int new_group_nr = AmoebaNr[ax][ay];
8944 static int xy[4][2] =
8952 if (new_group_nr == 0)
8955 for (i = 0; i < NUM_DIRECTIONS; i++)
8960 if (!IN_LEV_FIELD(x, y))
8963 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8964 Feld[x][y] == EL_BD_AMOEBA ||
8965 Feld[x][y] == EL_AMOEBA_DEAD) &&
8966 AmoebaNr[x][y] != new_group_nr)
8968 int old_group_nr = AmoebaNr[x][y];
8970 if (old_group_nr == 0)
8973 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8974 AmoebaCnt[old_group_nr] = 0;
8975 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8976 AmoebaCnt2[old_group_nr] = 0;
8978 SCAN_PLAYFIELD(xx, yy)
8980 if (AmoebaNr[xx][yy] == old_group_nr)
8981 AmoebaNr[xx][yy] = new_group_nr;
8987 void AmoebeUmwandeln(int ax, int ay)
8991 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8993 int group_nr = AmoebaNr[ax][ay];
8998 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8999 printf("AmoebeUmwandeln(): This should never happen!\n");
9004 SCAN_PLAYFIELD(x, y)
9006 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9009 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
9013 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9014 SND_AMOEBA_TURNING_TO_GEM :
9015 SND_AMOEBA_TURNING_TO_ROCK));
9020 static int xy[4][2] =
9028 for (i = 0; i < NUM_DIRECTIONS; i++)
9033 if (!IN_LEV_FIELD(x, y))
9036 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
9038 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9039 SND_AMOEBA_TURNING_TO_GEM :
9040 SND_AMOEBA_TURNING_TO_ROCK));
9047 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
9050 int group_nr = AmoebaNr[ax][ay];
9051 boolean done = FALSE;
9056 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
9057 printf("AmoebeUmwandelnBD(): This should never happen!\n");
9062 SCAN_PLAYFIELD(x, y)
9064 if (AmoebaNr[x][y] == group_nr &&
9065 (Feld[x][y] == EL_AMOEBA_DEAD ||
9066 Feld[x][y] == EL_BD_AMOEBA ||
9067 Feld[x][y] == EL_AMOEBA_GROWING))
9070 Feld[x][y] = new_element;
9071 InitField(x, y, FALSE);
9072 DrawLevelField(x, y);
9078 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9079 SND_BD_AMOEBA_TURNING_TO_ROCK :
9080 SND_BD_AMOEBA_TURNING_TO_GEM));
9083 void AmoebeWaechst(int x, int y)
9085 static unsigned long sound_delay = 0;
9086 static unsigned long sound_delay_value = 0;
9088 if (!MovDelay[x][y]) /* start new growing cycle */
9092 if (DelayReached(&sound_delay, sound_delay_value))
9094 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9095 sound_delay_value = 30;
9099 if (MovDelay[x][y]) /* wait some time before growing bigger */
9102 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9104 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9105 6 - MovDelay[x][y]);
9107 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
9110 if (!MovDelay[x][y])
9112 Feld[x][y] = Store[x][y];
9114 DrawLevelField(x, y);
9119 void AmoebaDisappearing(int x, int y)
9121 static unsigned long sound_delay = 0;
9122 static unsigned long sound_delay_value = 0;
9124 if (!MovDelay[x][y]) /* start new shrinking cycle */
9128 if (DelayReached(&sound_delay, sound_delay_value))
9129 sound_delay_value = 30;
9132 if (MovDelay[x][y]) /* wait some time before shrinking */
9135 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9137 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9138 6 - MovDelay[x][y]);
9140 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
9143 if (!MovDelay[x][y])
9145 Feld[x][y] = EL_EMPTY;
9146 DrawLevelField(x, y);
9148 /* don't let mole enter this field in this cycle;
9149 (give priority to objects falling to this field from above) */
9155 void AmoebeAbleger(int ax, int ay)
9158 int element = Feld[ax][ay];
9159 int graphic = el2img(element);
9160 int newax = ax, neway = ay;
9161 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9162 static int xy[4][2] =
9170 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9172 Feld[ax][ay] = EL_AMOEBA_DEAD;
9173 DrawLevelField(ax, ay);
9177 if (IS_ANIMATED(graphic))
9178 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9180 if (!MovDelay[ax][ay]) /* start making new amoeba field */
9181 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9183 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
9186 if (MovDelay[ax][ay])
9190 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
9193 int x = ax + xy[start][0];
9194 int y = ay + xy[start][1];
9196 if (!IN_LEV_FIELD(x, y))
9199 if (IS_FREE(x, y) ||
9200 CAN_GROW_INTO(Feld[x][y]) ||
9201 Feld[x][y] == EL_QUICKSAND_EMPTY ||
9202 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
9208 if (newax == ax && neway == ay)
9211 else /* normal or "filled" (BD style) amoeba */
9214 boolean waiting_for_player = FALSE;
9216 for (i = 0; i < NUM_DIRECTIONS; i++)
9218 int j = (start + i) % 4;
9219 int x = ax + xy[j][0];
9220 int y = ay + xy[j][1];
9222 if (!IN_LEV_FIELD(x, y))
9225 if (IS_FREE(x, y) ||
9226 CAN_GROW_INTO(Feld[x][y]) ||
9227 Feld[x][y] == EL_QUICKSAND_EMPTY ||
9228 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
9234 else if (IS_PLAYER(x, y))
9235 waiting_for_player = TRUE;
9238 if (newax == ax && neway == ay) /* amoeba cannot grow */
9240 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9242 Feld[ax][ay] = EL_AMOEBA_DEAD;
9243 DrawLevelField(ax, ay);
9244 AmoebaCnt[AmoebaNr[ax][ay]]--;
9246 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
9248 if (element == EL_AMOEBA_FULL)
9249 AmoebeUmwandeln(ax, ay);
9250 else if (element == EL_BD_AMOEBA)
9251 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
9256 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9258 /* amoeba gets larger by growing in some direction */
9260 int new_group_nr = AmoebaNr[ax][ay];
9263 if (new_group_nr == 0)
9265 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
9266 printf("AmoebeAbleger(): This should never happen!\n");
9271 AmoebaNr[newax][neway] = new_group_nr;
9272 AmoebaCnt[new_group_nr]++;
9273 AmoebaCnt2[new_group_nr]++;
9275 /* if amoeba touches other amoeba(s) after growing, unify them */
9276 AmoebenVereinigen(newax, neway);
9278 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9280 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
9286 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9287 (neway == lev_fieldy - 1 && newax != ax))
9289 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
9290 Store[newax][neway] = element;
9292 else if (neway == ay || element == EL_EMC_DRIPPER)
9294 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
9296 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9300 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
9301 Feld[ax][ay] = EL_AMOEBA_DROPPING;
9302 Store[ax][ay] = EL_AMOEBA_DROP;
9303 ContinueMoving(ax, ay);
9307 DrawLevelField(newax, neway);
9310 void Life(int ax, int ay)
9314 int element = Feld[ax][ay];
9315 int graphic = el2img(element);
9316 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9318 boolean changed = FALSE;
9320 if (IS_ANIMATED(graphic))
9321 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9326 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
9327 MovDelay[ax][ay] = life_time;
9329 if (MovDelay[ax][ay]) /* wait some time before next cycle */
9332 if (MovDelay[ax][ay])
9336 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9338 int xx = ax+x1, yy = ay+y1;
9341 if (!IN_LEV_FIELD(xx, yy))
9344 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9346 int x = xx+x2, y = yy+y2;
9348 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9351 if (((Feld[x][y] == element ||
9352 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
9354 (IS_FREE(x, y) && Stop[x][y]))
9358 if (xx == ax && yy == ay) /* field in the middle */
9360 if (nachbarn < life_parameter[0] ||
9361 nachbarn > life_parameter[1])
9363 Feld[xx][yy] = EL_EMPTY;
9365 DrawLevelField(xx, yy);
9366 Stop[xx][yy] = TRUE;
9370 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
9371 { /* free border field */
9372 if (nachbarn >= life_parameter[2] &&
9373 nachbarn <= life_parameter[3])
9375 Feld[xx][yy] = element;
9376 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9378 DrawLevelField(xx, yy);
9379 Stop[xx][yy] = TRUE;
9386 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9387 SND_GAME_OF_LIFE_GROWING);
9390 static void InitRobotWheel(int x, int y)
9392 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9395 static void RunRobotWheel(int x, int y)
9397 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9400 static void StopRobotWheel(int x, int y)
9402 if (ZX == x && ZY == y)
9406 game.robot_wheel_active = FALSE;
9410 static void InitTimegateWheel(int x, int y)
9412 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9415 static void RunTimegateWheel(int x, int y)
9417 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9420 static void InitMagicBallDelay(int x, int y)
9423 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9425 ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1;
9429 static void ActivateMagicBall(int bx, int by)
9433 if (level.ball_random)
9435 int pos_border = RND(8); /* select one of the eight border elements */
9436 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9437 int xx = pos_content % 3;
9438 int yy = pos_content / 3;
9443 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9444 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9448 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9450 int xx = x - bx + 1;
9451 int yy = y - by + 1;
9453 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9454 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9458 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9461 void CheckExit(int x, int y)
9463 if (local_player->gems_still_needed > 0 ||
9464 local_player->sokobanfields_still_needed > 0 ||
9465 local_player->lights_still_needed > 0)
9467 int element = Feld[x][y];
9468 int graphic = el2img(element);
9470 if (IS_ANIMATED(graphic))
9471 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9476 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9479 Feld[x][y] = EL_EXIT_OPENING;
9481 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9484 void CheckExitEM(int x, int y)
9486 if (local_player->gems_still_needed > 0 ||
9487 local_player->sokobanfields_still_needed > 0 ||
9488 local_player->lights_still_needed > 0)
9490 int element = Feld[x][y];
9491 int graphic = el2img(element);
9493 if (IS_ANIMATED(graphic))
9494 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9499 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9502 Feld[x][y] = EL_EM_EXIT_OPENING;
9504 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9507 void CheckExitSteel(int x, int y)
9509 if (local_player->gems_still_needed > 0 ||
9510 local_player->sokobanfields_still_needed > 0 ||
9511 local_player->lights_still_needed > 0)
9513 int element = Feld[x][y];
9514 int graphic = el2img(element);
9516 if (IS_ANIMATED(graphic))
9517 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9522 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9525 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9527 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9530 void CheckExitSteelEM(int x, int y)
9532 if (local_player->gems_still_needed > 0 ||
9533 local_player->sokobanfields_still_needed > 0 ||
9534 local_player->lights_still_needed > 0)
9536 int element = Feld[x][y];
9537 int graphic = el2img(element);
9539 if (IS_ANIMATED(graphic))
9540 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9545 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9548 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9550 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9553 void CheckExitSP(int x, int y)
9555 if (local_player->gems_still_needed > 0)
9557 int element = Feld[x][y];
9558 int graphic = el2img(element);
9560 if (IS_ANIMATED(graphic))
9561 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9566 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9569 Feld[x][y] = EL_SP_EXIT_OPENING;
9571 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9574 static void CloseAllOpenTimegates()
9578 SCAN_PLAYFIELD(x, y)
9580 int element = Feld[x][y];
9582 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9584 Feld[x][y] = EL_TIMEGATE_CLOSING;
9586 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9591 void DrawTwinkleOnField(int x, int y)
9593 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9596 if (Feld[x][y] == EL_BD_DIAMOND)
9599 if (MovDelay[x][y] == 0) /* next animation frame */
9600 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9602 if (MovDelay[x][y] != 0) /* wait some time before next frame */
9606 DrawLevelElementAnimation(x, y, Feld[x][y]);
9608 if (MovDelay[x][y] != 0)
9610 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9611 10 - MovDelay[x][y]);
9613 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9618 void MauerWaechst(int x, int y)
9622 if (!MovDelay[x][y]) /* next animation frame */
9623 MovDelay[x][y] = 3 * delay;
9625 if (MovDelay[x][y]) /* wait some time before next frame */
9629 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9631 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9632 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9634 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9637 if (!MovDelay[x][y])
9639 if (MovDir[x][y] == MV_LEFT)
9641 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9642 DrawLevelField(x - 1, y);
9644 else if (MovDir[x][y] == MV_RIGHT)
9646 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9647 DrawLevelField(x + 1, y);
9649 else if (MovDir[x][y] == MV_UP)
9651 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9652 DrawLevelField(x, y - 1);
9656 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9657 DrawLevelField(x, y + 1);
9660 Feld[x][y] = Store[x][y];
9662 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9663 DrawLevelField(x, y);
9668 void MauerAbleger(int ax, int ay)
9670 int element = Feld[ax][ay];
9671 int graphic = el2img(element);
9672 boolean oben_frei = FALSE, unten_frei = FALSE;
9673 boolean links_frei = FALSE, rechts_frei = FALSE;
9674 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9675 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9676 boolean new_wall = FALSE;
9678 if (IS_ANIMATED(graphic))
9679 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9681 if (!MovDelay[ax][ay]) /* start building new wall */
9682 MovDelay[ax][ay] = 6;
9684 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9687 if (MovDelay[ax][ay])
9691 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9693 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9695 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9697 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9700 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9701 element == EL_EXPANDABLE_WALL_ANY)
9705 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9706 Store[ax][ay-1] = element;
9707 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9708 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9709 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9710 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9715 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9716 Store[ax][ay+1] = element;
9717 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9718 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9719 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9720 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9725 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9726 element == EL_EXPANDABLE_WALL_ANY ||
9727 element == EL_EXPANDABLE_WALL ||
9728 element == EL_BD_EXPANDABLE_WALL)
9732 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9733 Store[ax-1][ay] = element;
9734 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9735 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9736 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9737 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9743 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9744 Store[ax+1][ay] = element;
9745 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9746 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9747 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9748 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9753 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9754 DrawLevelField(ax, ay);
9756 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9758 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9759 unten_massiv = TRUE;
9760 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9761 links_massiv = TRUE;
9762 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9763 rechts_massiv = TRUE;
9765 if (((oben_massiv && unten_massiv) ||
9766 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9767 element == EL_EXPANDABLE_WALL) &&
9768 ((links_massiv && rechts_massiv) ||
9769 element == EL_EXPANDABLE_WALL_VERTICAL))
9770 Feld[ax][ay] = EL_WALL;
9773 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9776 void MauerAblegerStahl(int ax, int ay)
9778 int element = Feld[ax][ay];
9779 int graphic = el2img(element);
9780 boolean oben_frei = FALSE, unten_frei = FALSE;
9781 boolean links_frei = FALSE, rechts_frei = FALSE;
9782 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9783 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9784 boolean new_wall = FALSE;
9786 if (IS_ANIMATED(graphic))
9787 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9789 if (!MovDelay[ax][ay]) /* start building new wall */
9790 MovDelay[ax][ay] = 6;
9792 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9795 if (MovDelay[ax][ay])
9799 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9801 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9803 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9805 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9808 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9809 element == EL_EXPANDABLE_STEELWALL_ANY)
9813 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9814 Store[ax][ay-1] = element;
9815 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9816 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9817 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9818 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9823 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9824 Store[ax][ay+1] = element;
9825 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9826 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9827 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9828 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9833 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9834 element == EL_EXPANDABLE_STEELWALL_ANY)
9838 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9839 Store[ax-1][ay] = element;
9840 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9841 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9842 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9843 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9849 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9850 Store[ax+1][ay] = element;
9851 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9852 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9853 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9854 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9859 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9861 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9862 unten_massiv = TRUE;
9863 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9864 links_massiv = TRUE;
9865 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9866 rechts_massiv = TRUE;
9868 if (((oben_massiv && unten_massiv) ||
9869 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9870 ((links_massiv && rechts_massiv) ||
9871 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9872 Feld[ax][ay] = EL_STEELWALL;
9875 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9878 void CheckForDragon(int x, int y)
9881 boolean dragon_found = FALSE;
9882 static int xy[4][2] =
9890 for (i = 0; i < NUM_DIRECTIONS; i++)
9892 for (j = 0; j < 4; j++)
9894 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9896 if (IN_LEV_FIELD(xx, yy) &&
9897 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9899 if (Feld[xx][yy] == EL_DRAGON)
9900 dragon_found = TRUE;
9909 for (i = 0; i < NUM_DIRECTIONS; i++)
9911 for (j = 0; j < 3; j++)
9913 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9915 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9917 Feld[xx][yy] = EL_EMPTY;
9918 DrawLevelField(xx, yy);
9927 static void InitBuggyBase(int x, int y)
9929 int element = Feld[x][y];
9930 int activating_delay = FRAMES_PER_SECOND / 4;
9933 (element == EL_SP_BUGGY_BASE ?
9934 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9935 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9937 element == EL_SP_BUGGY_BASE_ACTIVE ?
9938 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9941 static void WarnBuggyBase(int x, int y)
9944 static int xy[4][2] =
9952 for (i = 0; i < NUM_DIRECTIONS; i++)
9954 int xx = x + xy[i][0];
9955 int yy = y + xy[i][1];
9957 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9959 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9966 static void InitTrap(int x, int y)
9968 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9971 static void ActivateTrap(int x, int y)
9973 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9976 static void ChangeActiveTrap(int x, int y)
9978 int graphic = IMG_TRAP_ACTIVE;
9980 /* if new animation frame was drawn, correct crumbled sand border */
9981 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9982 DrawLevelFieldCrumbledSand(x, y);
9985 static int getSpecialActionElement(int element, int number, int base_element)
9987 return (element != EL_EMPTY ? element :
9988 number != -1 ? base_element + number - 1 :
9992 static int getModifiedActionNumber(int value_old, int operator, int operand,
9993 int value_min, int value_max)
9995 int value_new = (operator == CA_MODE_SET ? operand :
9996 operator == CA_MODE_ADD ? value_old + operand :
9997 operator == CA_MODE_SUBTRACT ? value_old - operand :
9998 operator == CA_MODE_MULTIPLY ? value_old * operand :
9999 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
10000 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
10003 return (value_new < value_min ? value_min :
10004 value_new > value_max ? value_max :
10008 static void ExecuteCustomElementAction(int x, int y, int element, int page)
10010 struct ElementInfo *ei = &element_info[element];
10011 struct ElementChangeInfo *change = &ei->change_page[page];
10012 int target_element = change->target_element;
10013 int action_type = change->action_type;
10014 int action_mode = change->action_mode;
10015 int action_arg = change->action_arg;
10018 if (!change->has_action)
10021 /* ---------- determine action paramater values -------------------------- */
10023 int level_time_value =
10024 (level.time > 0 ? TimeLeft :
10027 int action_arg_element =
10028 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
10029 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10030 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
10033 int action_arg_direction =
10034 (action_arg >= CA_ARG_DIRECTION_LEFT &&
10035 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10036 action_arg == CA_ARG_DIRECTION_TRIGGER ?
10037 change->actual_trigger_side :
10038 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10039 MV_DIR_OPPOSITE(change->actual_trigger_side) :
10042 int action_arg_number_min =
10043 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10046 int action_arg_number_max =
10047 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10048 action_type == CA_SET_LEVEL_GEMS ? 999 :
10049 action_type == CA_SET_LEVEL_TIME ? 9999 :
10050 action_type == CA_SET_LEVEL_SCORE ? 99999 :
10051 action_type == CA_SET_CE_VALUE ? 9999 :
10052 action_type == CA_SET_CE_SCORE ? 9999 :
10055 int action_arg_number_reset =
10056 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10057 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10058 action_type == CA_SET_LEVEL_TIME ? level.time :
10059 action_type == CA_SET_LEVEL_SCORE ? 0 :
10060 #if USE_NEW_CUSTOM_VALUE
10061 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10063 action_type == CA_SET_CE_VALUE ? ei->custom_value_initial :
10065 action_type == CA_SET_CE_SCORE ? 0 :
10068 int action_arg_number =
10069 (action_arg <= CA_ARG_MAX ? action_arg :
10070 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10071 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10072 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10073 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10074 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10075 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10076 #if USE_NEW_CUSTOM_VALUE
10077 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10079 action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
10081 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10082 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10083 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10084 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
10085 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
10086 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10087 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10088 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10089 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10090 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10091 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10094 int action_arg_number_old =
10095 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
10096 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10097 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
10098 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10099 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10102 int action_arg_number_new =
10103 getModifiedActionNumber(action_arg_number_old,
10104 action_mode, action_arg_number,
10105 action_arg_number_min, action_arg_number_max);
10108 int trigger_player_bits = change->actual_trigger_player_bits;
10110 int trigger_player_bits =
10111 (change->actual_trigger_player >= EL_PLAYER_1 &&
10112 change->actual_trigger_player <= EL_PLAYER_4 ?
10113 (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
10117 int action_arg_player_bits =
10118 (action_arg >= CA_ARG_PLAYER_1 &&
10119 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10120 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10123 /* ---------- execute action -------------------------------------------- */
10125 switch (action_type)
10132 /* ---------- level actions ------------------------------------------- */
10134 case CA_RESTART_LEVEL:
10136 game.restart_level = TRUE;
10141 case CA_SHOW_ENVELOPE:
10143 int element = getSpecialActionElement(action_arg_element,
10144 action_arg_number, EL_ENVELOPE_1);
10146 if (IS_ENVELOPE(element))
10147 local_player->show_envelope = element;
10152 case CA_SET_LEVEL_TIME:
10154 if (level.time > 0) /* only modify limited time value */
10156 TimeLeft = action_arg_number_new;
10159 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10161 DisplayGameControlValues();
10163 DrawGameValue_Time(TimeLeft);
10166 if (!TimeLeft && setup.time_limit)
10167 for (i = 0; i < MAX_PLAYERS; i++)
10168 KillPlayer(&stored_player[i]);
10174 case CA_SET_LEVEL_SCORE:
10176 local_player->score = action_arg_number_new;
10179 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
10181 DisplayGameControlValues();
10183 DrawGameValue_Score(local_player->score);
10189 case CA_SET_LEVEL_GEMS:
10191 local_player->gems_still_needed = action_arg_number_new;
10194 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
10196 DisplayGameControlValues();
10198 DrawGameValue_Emeralds(local_player->gems_still_needed);
10204 #if !USE_PLAYER_GRAVITY
10205 case CA_SET_LEVEL_GRAVITY:
10207 game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10208 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10209 action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity :
10215 case CA_SET_LEVEL_WIND:
10217 game.wind_direction = action_arg_direction;
10222 /* ---------- player actions ------------------------------------------ */
10224 case CA_MOVE_PLAYER:
10226 /* automatically move to the next field in specified direction */
10227 for (i = 0; i < MAX_PLAYERS; i++)
10228 if (trigger_player_bits & (1 << i))
10229 stored_player[i].programmed_action = action_arg_direction;
10234 case CA_EXIT_PLAYER:
10236 for (i = 0; i < MAX_PLAYERS; i++)
10237 if (action_arg_player_bits & (1 << i))
10238 PlayerWins(&stored_player[i]);
10243 case CA_KILL_PLAYER:
10245 for (i = 0; i < MAX_PLAYERS; i++)
10246 if (action_arg_player_bits & (1 << i))
10247 KillPlayer(&stored_player[i]);
10252 case CA_SET_PLAYER_KEYS:
10254 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10255 int element = getSpecialActionElement(action_arg_element,
10256 action_arg_number, EL_KEY_1);
10258 if (IS_KEY(element))
10260 for (i = 0; i < MAX_PLAYERS; i++)
10262 if (trigger_player_bits & (1 << i))
10264 stored_player[i].key[KEY_NR(element)] = key_state;
10266 DrawGameDoorValues();
10274 case CA_SET_PLAYER_SPEED:
10276 for (i = 0; i < MAX_PLAYERS; i++)
10278 if (trigger_player_bits & (1 << i))
10280 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10282 if (action_arg == CA_ARG_SPEED_FASTER &&
10283 stored_player[i].cannot_move)
10285 action_arg_number = STEPSIZE_VERY_SLOW;
10287 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10288 action_arg == CA_ARG_SPEED_FASTER)
10290 action_arg_number = 2;
10291 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10294 else if (action_arg == CA_ARG_NUMBER_RESET)
10296 action_arg_number = level.initial_player_stepsize[i];
10300 getModifiedActionNumber(move_stepsize,
10303 action_arg_number_min,
10304 action_arg_number_max);
10306 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10313 case CA_SET_PLAYER_SHIELD:
10315 for (i = 0; i < MAX_PLAYERS; i++)
10317 if (trigger_player_bits & (1 << i))
10319 if (action_arg == CA_ARG_SHIELD_OFF)
10321 stored_player[i].shield_normal_time_left = 0;
10322 stored_player[i].shield_deadly_time_left = 0;
10324 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10326 stored_player[i].shield_normal_time_left = 999999;
10328 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10330 stored_player[i].shield_normal_time_left = 999999;
10331 stored_player[i].shield_deadly_time_left = 999999;
10339 #if USE_PLAYER_GRAVITY
10340 case CA_SET_PLAYER_GRAVITY:
10342 for (i = 0; i < MAX_PLAYERS; i++)
10344 if (trigger_player_bits & (1 << i))
10346 stored_player[i].gravity =
10347 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10348 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10349 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10350 stored_player[i].gravity);
10358 case CA_SET_PLAYER_ARTWORK:
10360 for (i = 0; i < MAX_PLAYERS; i++)
10362 if (trigger_player_bits & (1 << i))
10364 int artwork_element = action_arg_element;
10366 if (action_arg == CA_ARG_ELEMENT_RESET)
10368 (level.use_artwork_element[i] ? level.artwork_element[i] :
10369 stored_player[i].element_nr);
10371 #if USE_GFX_RESET_PLAYER_ARTWORK
10372 if (stored_player[i].artwork_element != artwork_element)
10373 stored_player[i].Frame = 0;
10376 stored_player[i].artwork_element = artwork_element;
10378 SetPlayerWaiting(&stored_player[i], FALSE);
10380 /* set number of special actions for bored and sleeping animation */
10381 stored_player[i].num_special_action_bored =
10382 get_num_special_action(artwork_element,
10383 ACTION_BORING_1, ACTION_BORING_LAST);
10384 stored_player[i].num_special_action_sleeping =
10385 get_num_special_action(artwork_element,
10386 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10393 /* ---------- CE actions ---------------------------------------------- */
10395 case CA_SET_CE_VALUE:
10397 #if USE_NEW_CUSTOM_VALUE
10398 int last_ce_value = CustomValue[x][y];
10400 CustomValue[x][y] = action_arg_number_new;
10402 if (CustomValue[x][y] != last_ce_value)
10404 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10405 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10407 if (CustomValue[x][y] == 0)
10409 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10410 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10418 case CA_SET_CE_SCORE:
10420 #if USE_NEW_CUSTOM_VALUE
10421 int last_ce_score = ei->collect_score;
10423 ei->collect_score = action_arg_number_new;
10425 if (ei->collect_score != last_ce_score)
10427 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10428 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10430 if (ei->collect_score == 0)
10434 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10435 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10438 This is a very special case that seems to be a mixture between
10439 CheckElementChange() and CheckTriggeredElementChange(): while
10440 the first one only affects single elements that are triggered
10441 directly, the second one affects multiple elements in the playfield
10442 that are triggered indirectly by another element. This is a third
10443 case: Changing the CE score always affects multiple identical CEs,
10444 so every affected CE must be checked, not only the single CE for
10445 which the CE score was changed in the first place (as every instance
10446 of that CE shares the same CE score, and therefore also can change)!
10448 SCAN_PLAYFIELD(xx, yy)
10450 if (Feld[xx][yy] == element)
10451 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10452 CE_SCORE_GETS_ZERO);
10461 /* ---------- engine actions ------------------------------------------ */
10463 case CA_SET_ENGINE_SCAN_MODE:
10465 InitPlayfieldScanMode(action_arg);
10475 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10477 int old_element = Feld[x][y];
10478 int new_element = GetElementFromGroupElement(element);
10479 int previous_move_direction = MovDir[x][y];
10480 #if USE_NEW_CUSTOM_VALUE
10481 int last_ce_value = CustomValue[x][y];
10483 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10484 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10485 boolean add_player_onto_element = (new_element_is_player &&
10486 #if USE_CODE_THAT_BREAKS_SNAKE_BITE
10487 /* this breaks SnakeBite when a snake is
10488 halfway through a door that closes */
10489 /* NOW FIXED AT LEVEL INIT IN files.c */
10490 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10492 IS_WALKABLE(old_element));
10495 /* check if element under the player changes from accessible to unaccessible
10496 (needed for special case of dropping element which then changes) */
10497 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
10498 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10506 if (!add_player_onto_element)
10508 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10509 RemoveMovingField(x, y);
10513 Feld[x][y] = new_element;
10515 #if !USE_GFX_RESET_GFX_ANIMATION
10516 ResetGfxAnimation(x, y);
10517 ResetRandomAnimationValue(x, y);
10520 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10521 MovDir[x][y] = previous_move_direction;
10523 #if USE_NEW_CUSTOM_VALUE
10524 if (element_info[new_element].use_last_ce_value)
10525 CustomValue[x][y] = last_ce_value;
10528 InitField_WithBug1(x, y, FALSE);
10530 new_element = Feld[x][y]; /* element may have changed */
10532 #if USE_GFX_RESET_GFX_ANIMATION
10533 ResetGfxAnimation(x, y);
10534 ResetRandomAnimationValue(x, y);
10537 DrawLevelField(x, y);
10539 if (GFX_CRUMBLED(new_element))
10540 DrawLevelFieldCrumbledSandNeighbours(x, y);
10544 /* check if element under the player changes from accessible to unaccessible
10545 (needed for special case of dropping element which then changes) */
10546 /* (must be checked after creating new element for walkable group elements) */
10547 #if USE_FIX_KILLED_BY_NON_WALKABLE
10548 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10549 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10556 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
10557 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10566 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10567 if (new_element_is_player)
10568 RelocatePlayer(x, y, new_element);
10571 ChangeCount[x][y]++; /* count number of changes in the same frame */
10573 TestIfBadThingTouchesPlayer(x, y);
10574 TestIfPlayerTouchesCustomElement(x, y);
10575 TestIfElementTouchesCustomElement(x, y);
10578 static void CreateField(int x, int y, int element)
10580 CreateFieldExt(x, y, element, FALSE);
10583 static void CreateElementFromChange(int x, int y, int element)
10585 element = GET_VALID_RUNTIME_ELEMENT(element);
10587 #if USE_STOP_CHANGED_ELEMENTS
10588 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10590 int old_element = Feld[x][y];
10592 /* prevent changed element from moving in same engine frame
10593 unless both old and new element can either fall or move */
10594 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10595 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10600 CreateFieldExt(x, y, element, TRUE);
10603 static boolean ChangeElement(int x, int y, int element, int page)
10605 struct ElementInfo *ei = &element_info[element];
10606 struct ElementChangeInfo *change = &ei->change_page[page];
10607 int ce_value = CustomValue[x][y];
10608 int ce_score = ei->collect_score;
10609 int target_element;
10610 int old_element = Feld[x][y];
10612 /* always use default change event to prevent running into a loop */
10613 if (ChangeEvent[x][y] == -1)
10614 ChangeEvent[x][y] = CE_DELAY;
10616 if (ChangeEvent[x][y] == CE_DELAY)
10618 /* reset actual trigger element, trigger player and action element */
10619 change->actual_trigger_element = EL_EMPTY;
10620 change->actual_trigger_player = EL_PLAYER_1;
10621 change->actual_trigger_player_bits = CH_PLAYER_1;
10622 change->actual_trigger_side = CH_SIDE_NONE;
10623 change->actual_trigger_ce_value = 0;
10624 change->actual_trigger_ce_score = 0;
10627 /* do not change elements more than a specified maximum number of changes */
10628 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10631 ChangeCount[x][y]++; /* count number of changes in the same frame */
10633 if (change->explode)
10640 if (change->use_target_content)
10642 boolean complete_replace = TRUE;
10643 boolean can_replace[3][3];
10646 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10649 boolean is_walkable;
10650 boolean is_diggable;
10651 boolean is_collectible;
10652 boolean is_removable;
10653 boolean is_destructible;
10654 int ex = x + xx - 1;
10655 int ey = y + yy - 1;
10656 int content_element = change->target_content.e[xx][yy];
10659 can_replace[xx][yy] = TRUE;
10661 if (ex == x && ey == y) /* do not check changing element itself */
10664 if (content_element == EL_EMPTY_SPACE)
10666 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10671 if (!IN_LEV_FIELD(ex, ey))
10673 can_replace[xx][yy] = FALSE;
10674 complete_replace = FALSE;
10681 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10682 e = MovingOrBlocked2Element(ex, ey);
10684 is_empty = (IS_FREE(ex, ey) ||
10685 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10687 is_walkable = (is_empty || IS_WALKABLE(e));
10688 is_diggable = (is_empty || IS_DIGGABLE(e));
10689 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10690 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10691 is_removable = (is_diggable || is_collectible);
10693 can_replace[xx][yy] =
10694 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10695 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10696 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10697 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10698 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10699 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10700 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10702 if (!can_replace[xx][yy])
10703 complete_replace = FALSE;
10706 if (!change->only_if_complete || complete_replace)
10708 boolean something_has_changed = FALSE;
10710 if (change->only_if_complete && change->use_random_replace &&
10711 RND(100) < change->random_percentage)
10714 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10716 int ex = x + xx - 1;
10717 int ey = y + yy - 1;
10718 int content_element;
10720 if (can_replace[xx][yy] && (!change->use_random_replace ||
10721 RND(100) < change->random_percentage))
10723 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10724 RemoveMovingField(ex, ey);
10726 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10728 content_element = change->target_content.e[xx][yy];
10729 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10730 ce_value, ce_score);
10732 CreateElementFromChange(ex, ey, target_element);
10734 something_has_changed = TRUE;
10736 /* for symmetry reasons, freeze newly created border elements */
10737 if (ex != x || ey != y)
10738 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10742 if (something_has_changed)
10744 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10745 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10751 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10752 ce_value, ce_score);
10754 if (element == EL_DIAGONAL_GROWING ||
10755 element == EL_DIAGONAL_SHRINKING)
10757 target_element = Store[x][y];
10759 Store[x][y] = EL_EMPTY;
10762 CreateElementFromChange(x, y, target_element);
10764 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10765 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10768 /* this uses direct change before indirect change */
10769 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10774 #if USE_NEW_DELAYED_ACTION
10776 static void HandleElementChange(int x, int y, int page)
10778 int element = MovingOrBlocked2Element(x, y);
10779 struct ElementInfo *ei = &element_info[element];
10780 struct ElementChangeInfo *change = &ei->change_page[page];
10783 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10784 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10787 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10788 x, y, element, element_info[element].token_name);
10789 printf("HandleElementChange(): This should never happen!\n");
10794 /* this can happen with classic bombs on walkable, changing elements */
10795 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10798 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
10799 ChangeDelay[x][y] = 0;
10805 if (ChangeDelay[x][y] == 0) /* initialize element change */
10807 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10809 if (change->can_change)
10812 /* !!! not clear why graphic animation should be reset at all here !!! */
10813 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10814 #if USE_GFX_RESET_WHEN_NOT_MOVING
10815 /* when a custom element is about to change (for example by change delay),
10816 do not reset graphic animation when the custom element is moving */
10817 if (!IS_MOVING(x, y))
10820 ResetGfxAnimation(x, y);
10821 ResetRandomAnimationValue(x, y);
10825 if (change->pre_change_function)
10826 change->pre_change_function(x, y);
10830 ChangeDelay[x][y]--;
10832 if (ChangeDelay[x][y] != 0) /* continue element change */
10834 if (change->can_change)
10836 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10838 if (IS_ANIMATED(graphic))
10839 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10841 if (change->change_function)
10842 change->change_function(x, y);
10845 else /* finish element change */
10847 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10849 page = ChangePage[x][y];
10850 ChangePage[x][y] = -1;
10852 change = &ei->change_page[page];
10855 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10857 ChangeDelay[x][y] = 1; /* try change after next move step */
10858 ChangePage[x][y] = page; /* remember page to use for change */
10863 if (change->can_change)
10865 if (ChangeElement(x, y, element, page))
10867 if (change->post_change_function)
10868 change->post_change_function(x, y);
10872 if (change->has_action)
10873 ExecuteCustomElementAction(x, y, element, page);
10879 static void HandleElementChange(int x, int y, int page)
10881 int element = MovingOrBlocked2Element(x, y);
10882 struct ElementInfo *ei = &element_info[element];
10883 struct ElementChangeInfo *change = &ei->change_page[page];
10886 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
10889 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10890 x, y, element, element_info[element].token_name);
10891 printf("HandleElementChange(): This should never happen!\n");
10896 /* this can happen with classic bombs on walkable, changing elements */
10897 if (!CAN_CHANGE(element))
10900 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
10901 ChangeDelay[x][y] = 0;
10907 if (ChangeDelay[x][y] == 0) /* initialize element change */
10909 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10911 ResetGfxAnimation(x, y);
10912 ResetRandomAnimationValue(x, y);
10914 if (change->pre_change_function)
10915 change->pre_change_function(x, y);
10918 ChangeDelay[x][y]--;
10920 if (ChangeDelay[x][y] != 0) /* continue element change */
10922 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10924 if (IS_ANIMATED(graphic))
10925 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10927 if (change->change_function)
10928 change->change_function(x, y);
10930 else /* finish element change */
10932 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10934 page = ChangePage[x][y];
10935 ChangePage[x][y] = -1;
10937 change = &ei->change_page[page];
10940 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10942 ChangeDelay[x][y] = 1; /* try change after next move step */
10943 ChangePage[x][y] = page; /* remember page to use for change */
10948 if (ChangeElement(x, y, element, page))
10950 if (change->post_change_function)
10951 change->post_change_function(x, y);
10958 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10959 int trigger_element,
10961 int trigger_player,
10965 boolean change_done_any = FALSE;
10966 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10969 if (!(trigger_events[trigger_element][trigger_event]))
10973 printf("::: CheckTriggeredElementChangeExt %d ... [%d, %d, %d, '%s']\n",
10974 trigger_event, recursion_loop_depth, recursion_loop_detected,
10975 recursion_loop_element, EL_NAME(recursion_loop_element));
10978 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10980 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10982 int element = EL_CUSTOM_START + i;
10983 boolean change_done = FALSE;
10986 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10987 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10990 for (p = 0; p < element_info[element].num_change_pages; p++)
10992 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10994 if (change->can_change_or_has_action &&
10995 change->has_event[trigger_event] &&
10996 change->trigger_side & trigger_side &&
10997 change->trigger_player & trigger_player &&
10998 change->trigger_page & trigger_page_bits &&
10999 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11001 change->actual_trigger_element = trigger_element;
11002 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11003 change->actual_trigger_player_bits = trigger_player;
11004 change->actual_trigger_side = trigger_side;
11005 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11006 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11008 if ((change->can_change && !change_done) || change->has_action)
11012 SCAN_PLAYFIELD(x, y)
11014 if (Feld[x][y] == element)
11016 if (change->can_change && !change_done)
11018 ChangeDelay[x][y] = 1;
11019 ChangeEvent[x][y] = trigger_event;
11021 HandleElementChange(x, y, p);
11023 #if USE_NEW_DELAYED_ACTION
11024 else if (change->has_action)
11026 ExecuteCustomElementAction(x, y, element, p);
11027 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11030 if (change->has_action)
11032 ExecuteCustomElementAction(x, y, element, p);
11033 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11039 if (change->can_change)
11041 change_done = TRUE;
11042 change_done_any = TRUE;
11049 RECURSION_LOOP_DETECTION_END();
11051 return change_done_any;
11054 static boolean CheckElementChangeExt(int x, int y,
11056 int trigger_element,
11058 int trigger_player,
11061 boolean change_done = FALSE;
11064 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11065 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11068 if (Feld[x][y] == EL_BLOCKED)
11070 Blocked2Moving(x, y, &x, &y);
11071 element = Feld[x][y];
11075 /* check if element has already changed */
11076 if (Feld[x][y] != element)
11079 /* check if element has already changed or is about to change after moving */
11080 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11081 Feld[x][y] != element) ||
11083 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11084 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11085 ChangePage[x][y] != -1)))
11090 printf("::: CheckElementChangeExt %d ... [%d, %d, %d, '%s']\n",
11091 trigger_event, recursion_loop_depth, recursion_loop_detected,
11092 recursion_loop_element, EL_NAME(recursion_loop_element));
11095 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11097 for (p = 0; p < element_info[element].num_change_pages; p++)
11099 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11101 /* check trigger element for all events where the element that is checked
11102 for changing interacts with a directly adjacent element -- this is
11103 different to element changes that affect other elements to change on the
11104 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11105 boolean check_trigger_element =
11106 (trigger_event == CE_TOUCHING_X ||
11107 trigger_event == CE_HITTING_X ||
11108 trigger_event == CE_HIT_BY_X ||
11110 /* this one was forgotten until 3.2.3 */
11111 trigger_event == CE_DIGGING_X);
11114 if (change->can_change_or_has_action &&
11115 change->has_event[trigger_event] &&
11116 change->trigger_side & trigger_side &&
11117 change->trigger_player & trigger_player &&
11118 (!check_trigger_element ||
11119 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11121 change->actual_trigger_element = trigger_element;
11122 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11123 change->actual_trigger_player_bits = trigger_player;
11124 change->actual_trigger_side = trigger_side;
11125 change->actual_trigger_ce_value = CustomValue[x][y];
11126 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11128 /* special case: trigger element not at (x,y) position for some events */
11129 if (check_trigger_element)
11141 { 0, 0 }, { 0, 0 }, { 0, 0 },
11145 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11146 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11148 change->actual_trigger_ce_value = CustomValue[xx][yy];
11149 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11152 if (change->can_change && !change_done)
11154 ChangeDelay[x][y] = 1;
11155 ChangeEvent[x][y] = trigger_event;
11157 HandleElementChange(x, y, p);
11159 change_done = TRUE;
11161 #if USE_NEW_DELAYED_ACTION
11162 else if (change->has_action)
11164 ExecuteCustomElementAction(x, y, element, p);
11165 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11168 if (change->has_action)
11170 ExecuteCustomElementAction(x, y, element, p);
11171 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11177 RECURSION_LOOP_DETECTION_END();
11179 return change_done;
11182 static void PlayPlayerSound(struct PlayerInfo *player)
11184 int jx = player->jx, jy = player->jy;
11185 int sound_element = player->artwork_element;
11186 int last_action = player->last_action_waiting;
11187 int action = player->action_waiting;
11189 if (player->is_waiting)
11191 if (action != last_action)
11192 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11194 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11198 if (action != last_action)
11199 StopSound(element_info[sound_element].sound[last_action]);
11201 if (last_action == ACTION_SLEEPING)
11202 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11206 static void PlayAllPlayersSound()
11210 for (i = 0; i < MAX_PLAYERS; i++)
11211 if (stored_player[i].active)
11212 PlayPlayerSound(&stored_player[i]);
11215 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11217 boolean last_waiting = player->is_waiting;
11218 int move_dir = player->MovDir;
11220 player->dir_waiting = move_dir;
11221 player->last_action_waiting = player->action_waiting;
11225 if (!last_waiting) /* not waiting -> waiting */
11227 player->is_waiting = TRUE;
11229 player->frame_counter_bored =
11231 game.player_boring_delay_fixed +
11232 GetSimpleRandom(game.player_boring_delay_random);
11233 player->frame_counter_sleeping =
11235 game.player_sleeping_delay_fixed +
11236 GetSimpleRandom(game.player_sleeping_delay_random);
11238 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11241 if (game.player_sleeping_delay_fixed +
11242 game.player_sleeping_delay_random > 0 &&
11243 player->anim_delay_counter == 0 &&
11244 player->post_delay_counter == 0 &&
11245 FrameCounter >= player->frame_counter_sleeping)
11246 player->is_sleeping = TRUE;
11247 else if (game.player_boring_delay_fixed +
11248 game.player_boring_delay_random > 0 &&
11249 FrameCounter >= player->frame_counter_bored)
11250 player->is_bored = TRUE;
11252 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11253 player->is_bored ? ACTION_BORING :
11256 if (player->is_sleeping && player->use_murphy)
11258 /* special case for sleeping Murphy when leaning against non-free tile */
11260 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11261 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
11262 !IS_MOVING(player->jx - 1, player->jy)))
11263 move_dir = MV_LEFT;
11264 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11265 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
11266 !IS_MOVING(player->jx + 1, player->jy)))
11267 move_dir = MV_RIGHT;
11269 player->is_sleeping = FALSE;
11271 player->dir_waiting = move_dir;
11274 if (player->is_sleeping)
11276 if (player->num_special_action_sleeping > 0)
11278 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11280 int last_special_action = player->special_action_sleeping;
11281 int num_special_action = player->num_special_action_sleeping;
11282 int special_action =
11283 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11284 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11285 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11286 last_special_action + 1 : ACTION_SLEEPING);
11287 int special_graphic =
11288 el_act_dir2img(player->artwork_element, special_action, move_dir);
11290 player->anim_delay_counter =
11291 graphic_info[special_graphic].anim_delay_fixed +
11292 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11293 player->post_delay_counter =
11294 graphic_info[special_graphic].post_delay_fixed +
11295 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11297 player->special_action_sleeping = special_action;
11300 if (player->anim_delay_counter > 0)
11302 player->action_waiting = player->special_action_sleeping;
11303 player->anim_delay_counter--;
11305 else if (player->post_delay_counter > 0)
11307 player->post_delay_counter--;
11311 else if (player->is_bored)
11313 if (player->num_special_action_bored > 0)
11315 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11317 int special_action =
11318 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11319 int special_graphic =
11320 el_act_dir2img(player->artwork_element, special_action, move_dir);
11322 player->anim_delay_counter =
11323 graphic_info[special_graphic].anim_delay_fixed +
11324 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11325 player->post_delay_counter =
11326 graphic_info[special_graphic].post_delay_fixed +
11327 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11329 player->special_action_bored = special_action;
11332 if (player->anim_delay_counter > 0)
11334 player->action_waiting = player->special_action_bored;
11335 player->anim_delay_counter--;
11337 else if (player->post_delay_counter > 0)
11339 player->post_delay_counter--;
11344 else if (last_waiting) /* waiting -> not waiting */
11346 player->is_waiting = FALSE;
11347 player->is_bored = FALSE;
11348 player->is_sleeping = FALSE;
11350 player->frame_counter_bored = -1;
11351 player->frame_counter_sleeping = -1;
11353 player->anim_delay_counter = 0;
11354 player->post_delay_counter = 0;
11356 player->dir_waiting = player->MovDir;
11357 player->action_waiting = ACTION_DEFAULT;
11359 player->special_action_bored = ACTION_DEFAULT;
11360 player->special_action_sleeping = ACTION_DEFAULT;
11364 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11366 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
11367 int left = player_action & JOY_LEFT;
11368 int right = player_action & JOY_RIGHT;
11369 int up = player_action & JOY_UP;
11370 int down = player_action & JOY_DOWN;
11371 int button1 = player_action & JOY_BUTTON_1;
11372 int button2 = player_action & JOY_BUTTON_2;
11373 int dx = (left ? -1 : right ? 1 : 0);
11374 int dy = (up ? -1 : down ? 1 : 0);
11376 if (!player->active || tape.pausing)
11382 snapped = SnapField(player, dx, dy);
11386 dropped = DropElement(player);
11388 moved = MovePlayer(player, dx, dy);
11391 if (tape.single_step && tape.recording && !tape.pausing)
11393 if (button1 || (dropped && !moved))
11395 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11396 SnapField(player, 0, 0); /* stop snapping */
11400 SetPlayerWaiting(player, FALSE);
11402 return player_action;
11406 /* no actions for this player (no input at player's configured device) */
11408 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11409 SnapField(player, 0, 0);
11410 CheckGravityMovementWhenNotMoving(player);
11412 if (player->MovPos == 0)
11413 SetPlayerWaiting(player, TRUE);
11415 if (player->MovPos == 0) /* needed for tape.playing */
11416 player->is_moving = FALSE;
11418 player->is_dropping = FALSE;
11419 player->is_dropping_pressed = FALSE;
11420 player->drop_pressed_delay = 0;
11426 static void CheckLevelTime()
11430 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11432 if (level.native_em_level->lev->home == 0) /* all players at home */
11434 PlayerWins(local_player);
11436 AllPlayersGone = TRUE;
11438 level.native_em_level->lev->home = -1;
11441 if (level.native_em_level->ply[0]->alive == 0 &&
11442 level.native_em_level->ply[1]->alive == 0 &&
11443 level.native_em_level->ply[2]->alive == 0 &&
11444 level.native_em_level->ply[3]->alive == 0) /* all dead */
11445 AllPlayersGone = TRUE;
11448 if (TimeFrames >= FRAMES_PER_SECOND)
11453 for (i = 0; i < MAX_PLAYERS; i++)
11455 struct PlayerInfo *player = &stored_player[i];
11457 if (SHIELD_ON(player))
11459 player->shield_normal_time_left--;
11461 if (player->shield_deadly_time_left > 0)
11462 player->shield_deadly_time_left--;
11466 if (!local_player->LevelSolved && !level.use_step_counter)
11474 if (TimeLeft <= 10 && setup.time_limit)
11475 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11478 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11480 DisplayGameControlValues();
11482 DrawGameValue_Time(TimeLeft);
11485 if (!TimeLeft && setup.time_limit)
11487 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11488 level.native_em_level->lev->killed_out_of_time = TRUE;
11490 for (i = 0; i < MAX_PLAYERS; i++)
11491 KillPlayer(&stored_player[i]);
11495 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
11497 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11499 DisplayGameControlValues();
11502 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
11503 DrawGameValue_Time(TimePlayed);
11506 level.native_em_level->lev->time =
11507 (level.time == 0 ? TimePlayed : TimeLeft);
11510 if (tape.recording || tape.playing)
11511 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11515 UpdateAndDisplayGameControlValues();
11517 UpdateGameDoorValues();
11518 DrawGameDoorValues();
11522 void AdvanceFrameAndPlayerCounters(int player_nr)
11526 /* advance frame counters (global frame counter and time frame counter) */
11530 /* advance player counters (counters for move delay, move animation etc.) */
11531 for (i = 0; i < MAX_PLAYERS; i++)
11533 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11534 int move_delay_value = stored_player[i].move_delay_value;
11535 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11537 if (!advance_player_counters) /* not all players may be affected */
11540 #if USE_NEW_PLAYER_ANIM
11541 if (move_frames == 0) /* less than one move per game frame */
11543 int stepsize = TILEX / move_delay_value;
11544 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11545 int count = (stored_player[i].is_moving ?
11546 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11548 if (count % delay == 0)
11553 stored_player[i].Frame += move_frames;
11555 if (stored_player[i].MovPos != 0)
11556 stored_player[i].StepFrame += move_frames;
11558 if (stored_player[i].move_delay > 0)
11559 stored_player[i].move_delay--;
11561 /* due to bugs in previous versions, counter must count up, not down */
11562 if (stored_player[i].push_delay != -1)
11563 stored_player[i].push_delay++;
11565 if (stored_player[i].drop_delay > 0)
11566 stored_player[i].drop_delay--;
11568 if (stored_player[i].is_dropping_pressed)
11569 stored_player[i].drop_pressed_delay++;
11573 void StartGameActions(boolean init_network_game, boolean record_tape,
11576 unsigned long new_random_seed = InitRND(random_seed);
11579 TapeStartRecording(new_random_seed);
11581 #if defined(NETWORK_AVALIABLE)
11582 if (init_network_game)
11584 SendToServer_StartPlaying();
11595 static unsigned long game_frame_delay = 0;
11596 unsigned long game_frame_delay_value;
11597 byte *recorded_player_action;
11598 byte summarized_player_action = 0;
11599 byte tape_action[MAX_PLAYERS];
11602 /* detect endless loops, caused by custom element programming */
11603 if (recursion_loop_detected && recursion_loop_depth == 0)
11605 char *message = getStringCat3("Internal Error ! Element ",
11606 EL_NAME(recursion_loop_element),
11607 " caused endless loop ! Quit the game ?");
11609 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11610 EL_NAME(recursion_loop_element));
11612 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11614 recursion_loop_detected = FALSE; /* if game should be continued */
11621 if (game.restart_level)
11622 StartGameActions(options.network, setup.autorecord, NEW_RANDOMIZE);
11624 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11626 if (level.native_em_level->lev->home == 0) /* all players at home */
11628 PlayerWins(local_player);
11630 AllPlayersGone = TRUE;
11632 level.native_em_level->lev->home = -1;
11635 if (level.native_em_level->ply[0]->alive == 0 &&
11636 level.native_em_level->ply[1]->alive == 0 &&
11637 level.native_em_level->ply[2]->alive == 0 &&
11638 level.native_em_level->ply[3]->alive == 0) /* all dead */
11639 AllPlayersGone = TRUE;
11642 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11645 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11648 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11651 game_frame_delay_value =
11652 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11654 if (tape.playing && tape.warp_forward && !tape.pausing)
11655 game_frame_delay_value = 0;
11657 /* ---------- main game synchronization point ---------- */
11659 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11661 if (network_playing && !network_player_action_received)
11663 /* try to get network player actions in time */
11665 #if defined(NETWORK_AVALIABLE)
11666 /* last chance to get network player actions without main loop delay */
11667 HandleNetworking();
11670 /* game was quit by network peer */
11671 if (game_status != GAME_MODE_PLAYING)
11674 if (!network_player_action_received)
11675 return; /* failed to get network player actions in time */
11677 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11683 /* at this point we know that we really continue executing the game */
11685 network_player_action_received = FALSE;
11687 /* when playing tape, read previously recorded player input from tape data */
11688 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11691 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11696 if (tape.set_centered_player)
11698 game.centered_player_nr_next = tape.centered_player_nr_next;
11699 game.set_centered_player = TRUE;
11702 for (i = 0; i < MAX_PLAYERS; i++)
11704 summarized_player_action |= stored_player[i].action;
11706 if (!network_playing)
11707 stored_player[i].effective_action = stored_player[i].action;
11710 #if defined(NETWORK_AVALIABLE)
11711 if (network_playing)
11712 SendToServer_MovePlayer(summarized_player_action);
11715 if (!options.network && !setup.team_mode)
11716 local_player->effective_action = summarized_player_action;
11718 if (setup.team_mode && setup.input_on_focus && game.centered_player_nr != -1)
11720 for (i = 0; i < MAX_PLAYERS; i++)
11721 stored_player[i].effective_action =
11722 (i == game.centered_player_nr ? summarized_player_action : 0);
11725 if (recorded_player_action != NULL)
11726 for (i = 0; i < MAX_PLAYERS; i++)
11727 stored_player[i].effective_action = recorded_player_action[i];
11729 for (i = 0; i < MAX_PLAYERS; i++)
11731 tape_action[i] = stored_player[i].effective_action;
11733 /* (this can only happen in the R'n'D game engine) */
11734 if (tape.recording && tape_action[i] && !tape.player_participates[i])
11735 tape.player_participates[i] = TRUE; /* player just appeared from CE */
11738 /* only record actions from input devices, but not programmed actions */
11739 if (tape.recording)
11740 TapeRecordAction(tape_action);
11742 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11744 GameActions_EM_Main();
11752 void GameActions_EM_Main()
11754 byte effective_action[MAX_PLAYERS];
11755 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11758 for (i = 0; i < MAX_PLAYERS; i++)
11759 effective_action[i] = stored_player[i].effective_action;
11761 GameActions_EM(effective_action, warp_mode);
11765 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11768 void GameActions_RND()
11770 int magic_wall_x = 0, magic_wall_y = 0;
11771 int i, x, y, element, graphic;
11773 InitPlayfieldScanModeVars();
11775 #if USE_ONE_MORE_CHANGE_PER_FRAME
11776 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11778 SCAN_PLAYFIELD(x, y)
11780 ChangeCount[x][y] = 0;
11781 ChangeEvent[x][y] = -1;
11786 if (game.set_centered_player)
11788 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11790 /* switching to "all players" only possible if all players fit to screen */
11791 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11793 game.centered_player_nr_next = game.centered_player_nr;
11794 game.set_centered_player = FALSE;
11797 /* do not switch focus to non-existing (or non-active) player */
11798 if (game.centered_player_nr_next >= 0 &&
11799 !stored_player[game.centered_player_nr_next].active)
11801 game.centered_player_nr_next = game.centered_player_nr;
11802 game.set_centered_player = FALSE;
11806 if (game.set_centered_player &&
11807 ScreenMovPos == 0) /* screen currently aligned at tile position */
11811 if (game.centered_player_nr_next == -1)
11813 setScreenCenteredToAllPlayers(&sx, &sy);
11817 sx = stored_player[game.centered_player_nr_next].jx;
11818 sy = stored_player[game.centered_player_nr_next].jy;
11821 game.centered_player_nr = game.centered_player_nr_next;
11822 game.set_centered_player = FALSE;
11824 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11825 DrawGameDoorValues();
11828 for (i = 0; i < MAX_PLAYERS; i++)
11830 int actual_player_action = stored_player[i].effective_action;
11833 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11834 - rnd_equinox_tetrachloride 048
11835 - rnd_equinox_tetrachloride_ii 096
11836 - rnd_emanuel_schmieg 002
11837 - doctor_sloan_ww 001, 020
11839 if (stored_player[i].MovPos == 0)
11840 CheckGravityMovement(&stored_player[i]);
11843 /* overwrite programmed action with tape action */
11844 if (stored_player[i].programmed_action)
11845 actual_player_action = stored_player[i].programmed_action;
11847 PlayerActions(&stored_player[i], actual_player_action);
11849 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11852 ScrollScreen(NULL, SCROLL_GO_ON);
11854 /* for backwards compatibility, the following code emulates a fixed bug that
11855 occured when pushing elements (causing elements that just made their last
11856 pushing step to already (if possible) make their first falling step in the
11857 same game frame, which is bad); this code is also needed to use the famous
11858 "spring push bug" which is used in older levels and might be wanted to be
11859 used also in newer levels, but in this case the buggy pushing code is only
11860 affecting the "spring" element and no other elements */
11862 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11864 for (i = 0; i < MAX_PLAYERS; i++)
11866 struct PlayerInfo *player = &stored_player[i];
11867 int x = player->jx;
11868 int y = player->jy;
11870 if (player->active && player->is_pushing && player->is_moving &&
11872 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11873 Feld[x][y] == EL_SPRING))
11875 ContinueMoving(x, y);
11877 /* continue moving after pushing (this is actually a bug) */
11878 if (!IS_MOVING(x, y))
11879 Stop[x][y] = FALSE;
11885 debug_print_timestamp(0, "start main loop profiling");
11888 SCAN_PLAYFIELD(x, y)
11890 ChangeCount[x][y] = 0;
11891 ChangeEvent[x][y] = -1;
11893 /* this must be handled before main playfield loop */
11894 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11897 if (MovDelay[x][y] <= 0)
11901 #if USE_NEW_SNAP_DELAY
11902 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11905 if (MovDelay[x][y] <= 0)
11908 DrawLevelField(x, y);
11910 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11916 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11918 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11919 printf("GameActions(): This should never happen!\n");
11921 ChangePage[x][y] = -1;
11925 Stop[x][y] = FALSE;
11926 if (WasJustMoving[x][y] > 0)
11927 WasJustMoving[x][y]--;
11928 if (WasJustFalling[x][y] > 0)
11929 WasJustFalling[x][y]--;
11930 if (CheckCollision[x][y] > 0)
11931 CheckCollision[x][y]--;
11932 if (CheckImpact[x][y] > 0)
11933 CheckImpact[x][y]--;
11937 /* reset finished pushing action (not done in ContinueMoving() to allow
11938 continuous pushing animation for elements with zero push delay) */
11939 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11941 ResetGfxAnimation(x, y);
11942 DrawLevelField(x, y);
11946 if (IS_BLOCKED(x, y))
11950 Blocked2Moving(x, y, &oldx, &oldy);
11951 if (!IS_MOVING(oldx, oldy))
11953 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11954 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11955 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11956 printf("GameActions(): This should never happen!\n");
11963 debug_print_timestamp(0, "- time for pre-main loop:");
11966 #if 0 // -------------------- !!! TEST ONLY !!! --------------------
11967 SCAN_PLAYFIELD(x, y)
11969 element = Feld[x][y];
11970 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11975 int element2 = element;
11976 int graphic2 = graphic;
11978 int element2 = Feld[x][y];
11979 int graphic2 = el_act_dir2img(element2, GfxAction[x][y], GfxDir[x][y]);
11981 int last_gfx_frame = GfxFrame[x][y];
11983 if (graphic_info[graphic2].anim_global_sync)
11984 GfxFrame[x][y] = FrameCounter;
11985 else if (ANIM_MODE(graphic2) == ANIM_CE_VALUE)
11986 GfxFrame[x][y] = CustomValue[x][y];
11987 else if (ANIM_MODE(graphic2) == ANIM_CE_SCORE)
11988 GfxFrame[x][y] = element_info[element2].collect_score;
11989 else if (ANIM_MODE(graphic2) == ANIM_CE_DELAY)
11990 GfxFrame[x][y] = ChangeDelay[x][y];
11992 if (redraw && GfxFrame[x][y] != last_gfx_frame)
11993 DrawLevelGraphicAnimation(x, y, graphic2);
11996 ResetGfxFrame(x, y, TRUE);
12000 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12001 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12002 ResetRandomAnimationValue(x, y);
12006 SetRandomAnimationValue(x, y);
12010 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12013 #endif // -------------------- !!! TEST ONLY !!! --------------------
12016 debug_print_timestamp(0, "- time for TEST loop: -->");
12019 SCAN_PLAYFIELD(x, y)
12021 element = Feld[x][y];
12022 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12024 ResetGfxFrame(x, y, TRUE);
12026 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12027 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12028 ResetRandomAnimationValue(x, y);
12030 SetRandomAnimationValue(x, y);
12032 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12034 if (IS_INACTIVE(element))
12036 if (IS_ANIMATED(graphic))
12037 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12042 /* this may take place after moving, so 'element' may have changed */
12043 if (IS_CHANGING(x, y) &&
12044 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12046 int page = element_info[element].event_page_nr[CE_DELAY];
12049 HandleElementChange(x, y, page);
12051 if (CAN_CHANGE(element))
12052 HandleElementChange(x, y, page);
12054 if (HAS_ACTION(element))
12055 ExecuteCustomElementAction(x, y, element, page);
12058 element = Feld[x][y];
12059 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12062 #if 0 // ---------------------------------------------------------------------
12064 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12068 element = Feld[x][y];
12069 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12071 if (IS_ANIMATED(graphic) &&
12072 !IS_MOVING(x, y) &&
12074 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12076 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12077 DrawTwinkleOnField(x, y);
12079 else if (IS_MOVING(x, y))
12080 ContinueMoving(x, y);
12087 case EL_EM_EXIT_OPEN:
12088 case EL_SP_EXIT_OPEN:
12089 case EL_STEEL_EXIT_OPEN:
12090 case EL_EM_STEEL_EXIT_OPEN:
12091 case EL_SP_TERMINAL:
12092 case EL_SP_TERMINAL_ACTIVE:
12093 case EL_EXTRA_TIME:
12094 case EL_SHIELD_NORMAL:
12095 case EL_SHIELD_DEADLY:
12096 if (IS_ANIMATED(graphic))
12097 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12100 case EL_DYNAMITE_ACTIVE:
12101 case EL_EM_DYNAMITE_ACTIVE:
12102 case EL_DYNABOMB_PLAYER_1_ACTIVE:
12103 case EL_DYNABOMB_PLAYER_2_ACTIVE:
12104 case EL_DYNABOMB_PLAYER_3_ACTIVE:
12105 case EL_DYNABOMB_PLAYER_4_ACTIVE:
12106 case EL_SP_DISK_RED_ACTIVE:
12107 CheckDynamite(x, y);
12110 case EL_AMOEBA_GROWING:
12111 AmoebeWaechst(x, y);
12114 case EL_AMOEBA_SHRINKING:
12115 AmoebaDisappearing(x, y);
12118 #if !USE_NEW_AMOEBA_CODE
12119 case EL_AMOEBA_WET:
12120 case EL_AMOEBA_DRY:
12121 case EL_AMOEBA_FULL:
12123 case EL_EMC_DRIPPER:
12124 AmoebeAbleger(x, y);
12128 case EL_GAME_OF_LIFE:
12133 case EL_EXIT_CLOSED:
12137 case EL_EM_EXIT_CLOSED:
12141 case EL_STEEL_EXIT_CLOSED:
12142 CheckExitSteel(x, y);
12145 case EL_EM_STEEL_EXIT_CLOSED:
12146 CheckExitSteelEM(x, y);
12149 case EL_SP_EXIT_CLOSED:
12153 case EL_EXPANDABLE_WALL_GROWING:
12154 case EL_EXPANDABLE_STEELWALL_GROWING:
12155 MauerWaechst(x, y);
12158 case EL_EXPANDABLE_WALL:
12159 case EL_EXPANDABLE_WALL_HORIZONTAL:
12160 case EL_EXPANDABLE_WALL_VERTICAL:
12161 case EL_EXPANDABLE_WALL_ANY:
12162 case EL_BD_EXPANDABLE_WALL:
12163 MauerAbleger(x, y);
12166 case EL_EXPANDABLE_STEELWALL_HORIZONTAL:
12167 case EL_EXPANDABLE_STEELWALL_VERTICAL:
12168 case EL_EXPANDABLE_STEELWALL_ANY:
12169 MauerAblegerStahl(x, y);
12173 CheckForDragon(x, y);
12179 case EL_ELEMENT_SNAPPING:
12180 case EL_DIAGONAL_SHRINKING:
12181 case EL_DIAGONAL_GROWING:
12184 el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12186 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12191 if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12192 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12197 #else // ---------------------------------------------------------------------
12199 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12203 element = Feld[x][y];
12204 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12206 if (IS_ANIMATED(graphic) &&
12207 !IS_MOVING(x, y) &&
12209 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12211 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12212 DrawTwinkleOnField(x, y);
12214 else if ((element == EL_ACID ||
12215 element == EL_EXIT_OPEN ||
12216 element == EL_EM_EXIT_OPEN ||
12217 element == EL_SP_EXIT_OPEN ||
12218 element == EL_STEEL_EXIT_OPEN ||
12219 element == EL_EM_STEEL_EXIT_OPEN ||
12220 element == EL_SP_TERMINAL ||
12221 element == EL_SP_TERMINAL_ACTIVE ||
12222 element == EL_EXTRA_TIME ||
12223 element == EL_SHIELD_NORMAL ||
12224 element == EL_SHIELD_DEADLY) &&
12225 IS_ANIMATED(graphic))
12226 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12227 else if (IS_MOVING(x, y))
12228 ContinueMoving(x, y);
12229 else if (IS_ACTIVE_BOMB(element))
12230 CheckDynamite(x, y);
12231 else if (element == EL_AMOEBA_GROWING)
12232 AmoebeWaechst(x, y);
12233 else if (element == EL_AMOEBA_SHRINKING)
12234 AmoebaDisappearing(x, y);
12236 #if !USE_NEW_AMOEBA_CODE
12237 else if (IS_AMOEBALIVE(element))
12238 AmoebeAbleger(x, y);
12241 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12243 else if (element == EL_EXIT_CLOSED)
12245 else if (element == EL_EM_EXIT_CLOSED)
12247 else if (element == EL_STEEL_EXIT_CLOSED)
12248 CheckExitSteel(x, y);
12249 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12250 CheckExitSteelEM(x, y);
12251 else if (element == EL_SP_EXIT_CLOSED)
12253 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12254 element == EL_EXPANDABLE_STEELWALL_GROWING)
12255 MauerWaechst(x, y);
12256 else if (element == EL_EXPANDABLE_WALL ||
12257 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12258 element == EL_EXPANDABLE_WALL_VERTICAL ||
12259 element == EL_EXPANDABLE_WALL_ANY ||
12260 element == EL_BD_EXPANDABLE_WALL)
12261 MauerAbleger(x, y);
12262 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12263 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12264 element == EL_EXPANDABLE_STEELWALL_ANY)
12265 MauerAblegerStahl(x, y);
12266 else if (element == EL_FLAMES)
12267 CheckForDragon(x, y);
12268 else if (element == EL_EXPLOSION)
12269 ; /* drawing of correct explosion animation is handled separately */
12270 else if (element == EL_ELEMENT_SNAPPING ||
12271 element == EL_DIAGONAL_SHRINKING ||
12272 element == EL_DIAGONAL_GROWING)
12274 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12276 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12278 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12279 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12281 #endif // ---------------------------------------------------------------------
12283 if (IS_BELT_ACTIVE(element))
12284 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12286 if (game.magic_wall_active)
12288 int jx = local_player->jx, jy = local_player->jy;
12290 /* play the element sound at the position nearest to the player */
12291 if ((element == EL_MAGIC_WALL_FULL ||
12292 element == EL_MAGIC_WALL_ACTIVE ||
12293 element == EL_MAGIC_WALL_EMPTYING ||
12294 element == EL_BD_MAGIC_WALL_FULL ||
12295 element == EL_BD_MAGIC_WALL_ACTIVE ||
12296 element == EL_BD_MAGIC_WALL_EMPTYING ||
12297 element == EL_DC_MAGIC_WALL_FULL ||
12298 element == EL_DC_MAGIC_WALL_ACTIVE ||
12299 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12300 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
12309 debug_print_timestamp(0, "- time for MAIN loop: -->");
12312 #if USE_NEW_AMOEBA_CODE
12313 /* new experimental amoeba growth stuff */
12314 if (!(FrameCounter % 8))
12316 static unsigned long random = 1684108901;
12318 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12320 x = RND(lev_fieldx);
12321 y = RND(lev_fieldy);
12322 element = Feld[x][y];
12324 if (!IS_PLAYER(x,y) &&
12325 (element == EL_EMPTY ||
12326 CAN_GROW_INTO(element) ||
12327 element == EL_QUICKSAND_EMPTY ||
12328 element == EL_QUICKSAND_FAST_EMPTY ||
12329 element == EL_ACID_SPLASH_LEFT ||
12330 element == EL_ACID_SPLASH_RIGHT))
12332 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
12333 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
12334 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
12335 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
12336 Feld[x][y] = EL_AMOEBA_DROP;
12339 random = random * 129 + 1;
12345 if (game.explosions_delayed)
12348 game.explosions_delayed = FALSE;
12350 SCAN_PLAYFIELD(x, y)
12352 element = Feld[x][y];
12354 if (ExplodeField[x][y])
12355 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12356 else if (element == EL_EXPLOSION)
12357 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12359 ExplodeField[x][y] = EX_TYPE_NONE;
12362 game.explosions_delayed = TRUE;
12365 if (game.magic_wall_active)
12367 if (!(game.magic_wall_time_left % 4))
12369 int element = Feld[magic_wall_x][magic_wall_y];
12371 if (element == EL_BD_MAGIC_WALL_FULL ||
12372 element == EL_BD_MAGIC_WALL_ACTIVE ||
12373 element == EL_BD_MAGIC_WALL_EMPTYING)
12374 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12375 else if (element == EL_DC_MAGIC_WALL_FULL ||
12376 element == EL_DC_MAGIC_WALL_ACTIVE ||
12377 element == EL_DC_MAGIC_WALL_EMPTYING)
12378 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12380 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12383 if (game.magic_wall_time_left > 0)
12385 game.magic_wall_time_left--;
12387 if (!game.magic_wall_time_left)
12389 SCAN_PLAYFIELD(x, y)
12391 element = Feld[x][y];
12393 if (element == EL_MAGIC_WALL_ACTIVE ||
12394 element == EL_MAGIC_WALL_FULL)
12396 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12397 DrawLevelField(x, y);
12399 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12400 element == EL_BD_MAGIC_WALL_FULL)
12402 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12403 DrawLevelField(x, y);
12405 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12406 element == EL_DC_MAGIC_WALL_FULL)
12408 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12409 DrawLevelField(x, y);
12413 game.magic_wall_active = FALSE;
12418 if (game.light_time_left > 0)
12420 game.light_time_left--;
12422 if (game.light_time_left == 0)
12423 RedrawAllLightSwitchesAndInvisibleElements();
12426 if (game.timegate_time_left > 0)
12428 game.timegate_time_left--;
12430 if (game.timegate_time_left == 0)
12431 CloseAllOpenTimegates();
12434 if (game.lenses_time_left > 0)
12436 game.lenses_time_left--;
12438 if (game.lenses_time_left == 0)
12439 RedrawAllInvisibleElementsForLenses();
12442 if (game.magnify_time_left > 0)
12444 game.magnify_time_left--;
12446 if (game.magnify_time_left == 0)
12447 RedrawAllInvisibleElementsForMagnifier();
12450 for (i = 0; i < MAX_PLAYERS; i++)
12452 struct PlayerInfo *player = &stored_player[i];
12454 if (SHIELD_ON(player))
12456 if (player->shield_deadly_time_left)
12457 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12458 else if (player->shield_normal_time_left)
12459 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12466 PlayAllPlayersSound();
12468 if (options.debug) /* calculate frames per second */
12470 static unsigned long fps_counter = 0;
12471 static int fps_frames = 0;
12472 unsigned long fps_delay_ms = Counter() - fps_counter;
12476 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
12478 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
12481 fps_counter = Counter();
12484 redraw_mask |= REDRAW_FPS;
12487 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
12489 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
12491 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12493 local_player->show_envelope = 0;
12497 debug_print_timestamp(0, "stop main loop profiling ");
12498 printf("----------------------------------------------------------\n");
12501 /* use random number generator in every frame to make it less predictable */
12502 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12506 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12508 int min_x = x, min_y = y, max_x = x, max_y = y;
12511 for (i = 0; i < MAX_PLAYERS; i++)
12513 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12515 if (!stored_player[i].active || &stored_player[i] == player)
12518 min_x = MIN(min_x, jx);
12519 min_y = MIN(min_y, jy);
12520 max_x = MAX(max_x, jx);
12521 max_y = MAX(max_y, jy);
12524 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12527 static boolean AllPlayersInVisibleScreen()
12531 for (i = 0; i < MAX_PLAYERS; i++)
12533 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12535 if (!stored_player[i].active)
12538 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12545 void ScrollLevel(int dx, int dy)
12548 static Bitmap *bitmap_db_field2 = NULL;
12549 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
12556 /* !!! THIS IS APPARENTLY WRONG FOR PLAYER RELOCATION !!! */
12557 /* only horizontal XOR vertical scroll direction allowed */
12558 if ((dx == 0 && dy == 0) || (dx != 0 && dy != 0))
12563 if (bitmap_db_field2 == NULL)
12564 bitmap_db_field2 = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH);
12566 /* needed when blitting directly to same bitmap -- should not be needed with
12567 recent SDL libraries, but apparently does not work in 1.2.11 directly */
12568 BlitBitmap(drawto_field, bitmap_db_field2,
12569 FX + TILEX * (dx == -1) - softscroll_offset,
12570 FY + TILEY * (dy == -1) - softscroll_offset,
12571 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
12572 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
12573 FX + TILEX * (dx == 1) - softscroll_offset,
12574 FY + TILEY * (dy == 1) - softscroll_offset);
12575 BlitBitmap(bitmap_db_field2, drawto_field,
12576 FX + TILEX * (dx == 1) - softscroll_offset,
12577 FY + TILEY * (dy == 1) - softscroll_offset,
12578 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
12579 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
12580 FX + TILEX * (dx == 1) - softscroll_offset,
12581 FY + TILEY * (dy == 1) - softscroll_offset);
12586 /* !!! DOES NOT WORK FOR DIAGONAL PLAYER RELOCATION !!! */
12587 int xsize = (BX2 - BX1 + 1);
12588 int ysize = (BY2 - BY1 + 1);
12589 int start = (dx != 0 ? (dx == -1 ? BX1 : BX2) : (dy == -1 ? BY1 : BY2));
12590 int end = (dx != 0 ? (dx == -1 ? BX2 : BX1) : (dy == -1 ? BY2 : BY1));
12591 int step = (start < end ? +1 : -1);
12593 for (i = start; i != end; i += step)
12595 BlitBitmap(drawto_field, drawto_field,
12596 FX + TILEX * (dx != 0 ? i + step : 0),
12597 FY + TILEY * (dy != 0 ? i + step : 0),
12598 TILEX * (dx != 0 ? 1 : xsize),
12599 TILEY * (dy != 0 ? 1 : ysize),
12600 FX + TILEX * (dx != 0 ? i : 0),
12601 FY + TILEY * (dy != 0 ? i : 0));
12606 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
12608 BlitBitmap(drawto_field, drawto_field,
12609 FX + TILEX * (dx == -1) - softscroll_offset,
12610 FY + TILEY * (dy == -1) - softscroll_offset,
12611 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
12612 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
12613 FX + TILEX * (dx == 1) - softscroll_offset,
12614 FY + TILEY * (dy == 1) - softscroll_offset);
12620 x = (dx == 1 ? BX1 : BX2);
12621 for (y = BY1; y <= BY2; y++)
12622 DrawScreenField(x, y);
12627 y = (dy == 1 ? BY1 : BY2);
12628 for (x = BX1; x <= BX2; x++)
12629 DrawScreenField(x, y);
12632 redraw_mask |= REDRAW_FIELD;
12635 static boolean canFallDown(struct PlayerInfo *player)
12637 int jx = player->jx, jy = player->jy;
12639 return (IN_LEV_FIELD(jx, jy + 1) &&
12640 (IS_FREE(jx, jy + 1) ||
12641 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12642 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12643 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12646 static boolean canPassField(int x, int y, int move_dir)
12648 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12649 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12650 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12651 int nextx = x + dx;
12652 int nexty = y + dy;
12653 int element = Feld[x][y];
12655 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12656 !CAN_MOVE(element) &&
12657 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12658 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12659 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12662 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12664 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12665 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12666 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12670 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12671 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12672 (IS_DIGGABLE(Feld[newx][newy]) ||
12673 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12674 canPassField(newx, newy, move_dir)));
12677 static void CheckGravityMovement(struct PlayerInfo *player)
12679 #if USE_PLAYER_GRAVITY
12680 if (player->gravity && !player->programmed_action)
12682 if (game.gravity && !player->programmed_action)
12685 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12686 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12687 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12688 int jx = player->jx, jy = player->jy;
12689 boolean player_is_moving_to_valid_field =
12690 (!player_is_snapping &&
12691 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12692 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12693 boolean player_can_fall_down = canFallDown(player);
12695 if (player_can_fall_down &&
12696 !player_is_moving_to_valid_field)
12697 player->programmed_action = MV_DOWN;
12701 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12703 return CheckGravityMovement(player);
12705 #if USE_PLAYER_GRAVITY
12706 if (player->gravity && !player->programmed_action)
12708 if (game.gravity && !player->programmed_action)
12711 int jx = player->jx, jy = player->jy;
12712 boolean field_under_player_is_free =
12713 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12714 boolean player_is_standing_on_valid_field =
12715 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12716 (IS_WALKABLE(Feld[jx][jy]) &&
12717 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12719 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12720 player->programmed_action = MV_DOWN;
12725 MovePlayerOneStep()
12726 -----------------------------------------------------------------------------
12727 dx, dy: direction (non-diagonal) to try to move the player to
12728 real_dx, real_dy: direction as read from input device (can be diagonal)
12731 boolean MovePlayerOneStep(struct PlayerInfo *player,
12732 int dx, int dy, int real_dx, int real_dy)
12734 int jx = player->jx, jy = player->jy;
12735 int new_jx = jx + dx, new_jy = jy + dy;
12736 #if !USE_FIXED_DONT_RUN_INTO
12740 boolean player_can_move = !player->cannot_move;
12742 if (!player->active || (!dx && !dy))
12743 return MP_NO_ACTION;
12745 player->MovDir = (dx < 0 ? MV_LEFT :
12746 dx > 0 ? MV_RIGHT :
12748 dy > 0 ? MV_DOWN : MV_NONE);
12750 if (!IN_LEV_FIELD(new_jx, new_jy))
12751 return MP_NO_ACTION;
12753 if (!player_can_move)
12755 if (player->MovPos == 0)
12757 player->is_moving = FALSE;
12758 player->is_digging = FALSE;
12759 player->is_collecting = FALSE;
12760 player->is_snapping = FALSE;
12761 player->is_pushing = FALSE;
12766 if (!options.network && game.centered_player_nr == -1 &&
12767 !AllPlayersInSight(player, new_jx, new_jy))
12768 return MP_NO_ACTION;
12770 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
12771 return MP_NO_ACTION;
12774 #if !USE_FIXED_DONT_RUN_INTO
12775 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
12777 /* (moved to DigField()) */
12778 if (player_can_move && DONT_RUN_INTO(element))
12780 if (element == EL_ACID && dx == 0 && dy == 1)
12782 SplashAcid(new_jx, new_jy);
12783 Feld[jx][jy] = EL_PLAYER_1;
12784 InitMovingField(jx, jy, MV_DOWN);
12785 Store[jx][jy] = EL_ACID;
12786 ContinueMoving(jx, jy);
12787 BuryPlayer(player);
12790 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
12796 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12797 if (can_move != MP_MOVING)
12800 /* check if DigField() has caused relocation of the player */
12801 if (player->jx != jx || player->jy != jy)
12802 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
12804 StorePlayer[jx][jy] = 0;
12805 player->last_jx = jx;
12806 player->last_jy = jy;
12807 player->jx = new_jx;
12808 player->jy = new_jy;
12809 StorePlayer[new_jx][new_jy] = player->element_nr;
12811 if (player->move_delay_value_next != -1)
12813 player->move_delay_value = player->move_delay_value_next;
12814 player->move_delay_value_next = -1;
12818 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12820 player->step_counter++;
12822 PlayerVisit[jx][jy] = FrameCounter;
12824 #if USE_UFAST_PLAYER_EXIT_BUGFIX
12825 player->is_moving = TRUE;
12829 /* should better be called in MovePlayer(), but this breaks some tapes */
12830 ScrollPlayer(player, SCROLL_INIT);
12836 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12838 int jx = player->jx, jy = player->jy;
12839 int old_jx = jx, old_jy = jy;
12840 int moved = MP_NO_ACTION;
12842 if (!player->active)
12847 if (player->MovPos == 0)
12849 player->is_moving = FALSE;
12850 player->is_digging = FALSE;
12851 player->is_collecting = FALSE;
12852 player->is_snapping = FALSE;
12853 player->is_pushing = FALSE;
12859 if (player->move_delay > 0)
12862 player->move_delay = -1; /* set to "uninitialized" value */
12864 /* store if player is automatically moved to next field */
12865 player->is_auto_moving = (player->programmed_action != MV_NONE);
12867 /* remove the last programmed player action */
12868 player->programmed_action = 0;
12870 if (player->MovPos)
12872 /* should only happen if pre-1.2 tape recordings are played */
12873 /* this is only for backward compatibility */
12875 int original_move_delay_value = player->move_delay_value;
12878 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
12882 /* scroll remaining steps with finest movement resolution */
12883 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12885 while (player->MovPos)
12887 ScrollPlayer(player, SCROLL_GO_ON);
12888 ScrollScreen(NULL, SCROLL_GO_ON);
12890 AdvanceFrameAndPlayerCounters(player->index_nr);
12896 player->move_delay_value = original_move_delay_value;
12899 player->is_active = FALSE;
12901 if (player->last_move_dir & MV_HORIZONTAL)
12903 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12904 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12908 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12909 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12912 #if USE_FIXED_BORDER_RUNNING_GFX
12913 if (!moved && !player->is_active)
12915 player->is_moving = FALSE;
12916 player->is_digging = FALSE;
12917 player->is_collecting = FALSE;
12918 player->is_snapping = FALSE;
12919 player->is_pushing = FALSE;
12927 if (moved & MP_MOVING && !ScreenMovPos &&
12928 (player->index_nr == game.centered_player_nr ||
12929 game.centered_player_nr == -1))
12931 if (moved & MP_MOVING && !ScreenMovPos &&
12932 (player == local_player || !options.network))
12935 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12936 int offset = game.scroll_delay_value;
12938 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12940 /* actual player has left the screen -- scroll in that direction */
12941 if (jx != old_jx) /* player has moved horizontally */
12942 scroll_x += (jx - old_jx);
12943 else /* player has moved vertically */
12944 scroll_y += (jy - old_jy);
12948 if (jx != old_jx) /* player has moved horizontally */
12950 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12951 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12952 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12954 /* don't scroll over playfield boundaries */
12955 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12956 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12958 /* don't scroll more than one field at a time */
12959 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12961 /* don't scroll against the player's moving direction */
12962 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12963 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12964 scroll_x = old_scroll_x;
12966 else /* player has moved vertically */
12968 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12969 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12970 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12972 /* don't scroll over playfield boundaries */
12973 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12974 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12976 /* don't scroll more than one field at a time */
12977 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12979 /* don't scroll against the player's moving direction */
12980 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12981 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12982 scroll_y = old_scroll_y;
12986 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12989 if (!options.network && game.centered_player_nr == -1 &&
12990 !AllPlayersInVisibleScreen())
12992 scroll_x = old_scroll_x;
12993 scroll_y = old_scroll_y;
12997 if (!options.network && !AllPlayersInVisibleScreen())
12999 scroll_x = old_scroll_x;
13000 scroll_y = old_scroll_y;
13005 ScrollScreen(player, SCROLL_INIT);
13006 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13011 player->StepFrame = 0;
13013 if (moved & MP_MOVING)
13015 if (old_jx != jx && old_jy == jy)
13016 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13017 else if (old_jx == jx && old_jy != jy)
13018 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13020 DrawLevelField(jx, jy); /* for "crumbled sand" */
13022 player->last_move_dir = player->MovDir;
13023 player->is_moving = TRUE;
13024 player->is_snapping = FALSE;
13025 player->is_switching = FALSE;
13026 player->is_dropping = FALSE;
13027 player->is_dropping_pressed = FALSE;
13028 player->drop_pressed_delay = 0;
13031 /* should better be called here than above, but this breaks some tapes */
13032 ScrollPlayer(player, SCROLL_INIT);
13037 CheckGravityMovementWhenNotMoving(player);
13039 player->is_moving = FALSE;
13041 /* at this point, the player is allowed to move, but cannot move right now
13042 (e.g. because of something blocking the way) -- ensure that the player
13043 is also allowed to move in the next frame (in old versions before 3.1.1,
13044 the player was forced to wait again for eight frames before next try) */
13046 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13047 player->move_delay = 0; /* allow direct movement in the next frame */
13050 if (player->move_delay == -1) /* not yet initialized by DigField() */
13051 player->move_delay = player->move_delay_value;
13053 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13055 TestIfPlayerTouchesBadThing(jx, jy);
13056 TestIfPlayerTouchesCustomElement(jx, jy);
13059 if (!player->active)
13060 RemovePlayer(player);
13065 void ScrollPlayer(struct PlayerInfo *player, int mode)
13067 int jx = player->jx, jy = player->jy;
13068 int last_jx = player->last_jx, last_jy = player->last_jy;
13069 int move_stepsize = TILEX / player->move_delay_value;
13071 #if USE_NEW_PLAYER_SPEED
13072 if (!player->active)
13075 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
13078 if (!player->active || player->MovPos == 0)
13082 if (mode == SCROLL_INIT)
13084 player->actual_frame_counter = FrameCounter;
13085 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13087 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13088 Feld[last_jx][last_jy] == EL_EMPTY)
13090 int last_field_block_delay = 0; /* start with no blocking at all */
13091 int block_delay_adjustment = player->block_delay_adjustment;
13093 /* if player blocks last field, add delay for exactly one move */
13094 if (player->block_last_field)
13096 last_field_block_delay += player->move_delay_value;
13098 /* when blocking enabled, prevent moving up despite gravity */
13099 #if USE_PLAYER_GRAVITY
13100 if (player->gravity && player->MovDir == MV_UP)
13101 block_delay_adjustment = -1;
13103 if (game.gravity && player->MovDir == MV_UP)
13104 block_delay_adjustment = -1;
13108 /* add block delay adjustment (also possible when not blocking) */
13109 last_field_block_delay += block_delay_adjustment;
13111 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13112 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13115 #if USE_NEW_PLAYER_SPEED
13116 if (player->MovPos != 0) /* player has not yet reached destination */
13122 else if (!FrameReached(&player->actual_frame_counter, 1))
13125 #if USE_NEW_PLAYER_SPEED
13126 if (player->MovPos != 0)
13128 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13129 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13131 /* before DrawPlayer() to draw correct player graphic for this case */
13132 if (player->MovPos == 0)
13133 CheckGravityMovement(player);
13136 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13137 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13139 /* before DrawPlayer() to draw correct player graphic for this case */
13140 if (player->MovPos == 0)
13141 CheckGravityMovement(player);
13144 if (player->MovPos == 0) /* player reached destination field */
13146 if (player->move_delay_reset_counter > 0)
13148 player->move_delay_reset_counter--;
13150 if (player->move_delay_reset_counter == 0)
13152 /* continue with normal speed after quickly moving through gate */
13153 HALVE_PLAYER_SPEED(player);
13155 /* be able to make the next move without delay */
13156 player->move_delay = 0;
13160 player->last_jx = jx;
13161 player->last_jy = jy;
13163 if (Feld[jx][jy] == EL_EXIT_OPEN ||
13164 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
13165 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
13166 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13167 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
13168 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
13170 DrawPlayer(player); /* needed here only to cleanup last field */
13171 RemovePlayer(player);
13173 if (local_player->friends_still_needed == 0 ||
13174 IS_SP_ELEMENT(Feld[jx][jy]))
13175 PlayerWins(player);
13178 /* this breaks one level: "machine", level 000 */
13180 int move_direction = player->MovDir;
13181 int enter_side = MV_DIR_OPPOSITE(move_direction);
13182 int leave_side = move_direction;
13183 int old_jx = last_jx;
13184 int old_jy = last_jy;
13185 int old_element = Feld[old_jx][old_jy];
13186 int new_element = Feld[jx][jy];
13188 if (IS_CUSTOM_ELEMENT(old_element))
13189 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13191 player->index_bit, leave_side);
13193 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13194 CE_PLAYER_LEAVES_X,
13195 player->index_bit, leave_side);
13197 if (IS_CUSTOM_ELEMENT(new_element))
13198 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13199 player->index_bit, enter_side);
13201 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13202 CE_PLAYER_ENTERS_X,
13203 player->index_bit, enter_side);
13205 CheckTriggeredElementChangeBySide(jx, jy, player->element_nr,
13206 CE_MOVE_OF_X, move_direction);
13209 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13211 TestIfPlayerTouchesBadThing(jx, jy);
13212 TestIfPlayerTouchesCustomElement(jx, jy);
13214 /* needed because pushed element has not yet reached its destination,
13215 so it would trigger a change event at its previous field location */
13216 if (!player->is_pushing)
13217 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
13219 if (!player->active)
13220 RemovePlayer(player);
13223 if (!local_player->LevelSolved && level.use_step_counter)
13233 if (TimeLeft <= 10 && setup.time_limit)
13234 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
13237 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13239 DisplayGameControlValues();
13241 DrawGameValue_Time(TimeLeft);
13244 if (!TimeLeft && setup.time_limit)
13245 for (i = 0; i < MAX_PLAYERS; i++)
13246 KillPlayer(&stored_player[i]);
13249 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
13251 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
13253 DisplayGameControlValues();
13256 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
13257 DrawGameValue_Time(TimePlayed);
13261 if (tape.single_step && tape.recording && !tape.pausing &&
13262 !player->programmed_action)
13263 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13267 void ScrollScreen(struct PlayerInfo *player, int mode)
13269 static unsigned long screen_frame_counter = 0;
13271 if (mode == SCROLL_INIT)
13273 /* set scrolling step size according to actual player's moving speed */
13274 ScrollStepSize = TILEX / player->move_delay_value;
13276 screen_frame_counter = FrameCounter;
13277 ScreenMovDir = player->MovDir;
13278 ScreenMovPos = player->MovPos;
13279 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13282 else if (!FrameReached(&screen_frame_counter, 1))
13287 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13288 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13289 redraw_mask |= REDRAW_FIELD;
13292 ScreenMovDir = MV_NONE;
13295 void TestIfPlayerTouchesCustomElement(int x, int y)
13297 static int xy[4][2] =
13304 static int trigger_sides[4][2] =
13306 /* center side border side */
13307 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
13308 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
13309 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
13310 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
13312 static int touch_dir[4] =
13314 MV_LEFT | MV_RIGHT,
13319 int center_element = Feld[x][y]; /* should always be non-moving! */
13322 for (i = 0; i < NUM_DIRECTIONS; i++)
13324 int xx = x + xy[i][0];
13325 int yy = y + xy[i][1];
13326 int center_side = trigger_sides[i][0];
13327 int border_side = trigger_sides[i][1];
13328 int border_element;
13330 if (!IN_LEV_FIELD(xx, yy))
13333 if (IS_PLAYER(x, y))
13335 struct PlayerInfo *player = PLAYERINFO(x, y);
13337 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13338 border_element = Feld[xx][yy]; /* may be moving! */
13339 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13340 border_element = Feld[xx][yy];
13341 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
13342 border_element = MovingOrBlocked2Element(xx, yy);
13344 continue; /* center and border element do not touch */
13346 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13347 player->index_bit, border_side);
13348 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13349 CE_PLAYER_TOUCHES_X,
13350 player->index_bit, border_side);
13352 else if (IS_PLAYER(xx, yy))
13354 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13356 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13358 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13359 continue; /* center and border element do not touch */
13362 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13363 player->index_bit, center_side);
13364 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13365 CE_PLAYER_TOUCHES_X,
13366 player->index_bit, center_side);
13372 #if USE_ELEMENT_TOUCHING_BUGFIX
13374 void TestIfElementTouchesCustomElement(int x, int y)
13376 static int xy[4][2] =
13383 static int trigger_sides[4][2] =
13385 /* center side border side */
13386 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
13387 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
13388 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
13389 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
13391 static int touch_dir[4] =
13393 MV_LEFT | MV_RIGHT,
13398 boolean change_center_element = FALSE;
13399 int center_element = Feld[x][y]; /* should always be non-moving! */
13400 int border_element_old[NUM_DIRECTIONS];
13403 for (i = 0; i < NUM_DIRECTIONS; i++)
13405 int xx = x + xy[i][0];
13406 int yy = y + xy[i][1];
13407 int border_element;
13409 border_element_old[i] = -1;
13411 if (!IN_LEV_FIELD(xx, yy))
13414 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13415 border_element = Feld[xx][yy]; /* may be moving! */
13416 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13417 border_element = Feld[xx][yy];
13418 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
13419 border_element = MovingOrBlocked2Element(xx, yy);
13421 continue; /* center and border element do not touch */
13423 border_element_old[i] = border_element;
13426 for (i = 0; i < NUM_DIRECTIONS; i++)
13428 int xx = x + xy[i][0];
13429 int yy = y + xy[i][1];
13430 int center_side = trigger_sides[i][0];
13431 int border_element = border_element_old[i];
13433 if (border_element == -1)
13436 /* check for change of border element */
13437 CheckElementChangeBySide(xx, yy, border_element, center_element,
13438 CE_TOUCHING_X, center_side);
13441 for (i = 0; i < NUM_DIRECTIONS; i++)
13443 int border_side = trigger_sides[i][1];
13444 int border_element = border_element_old[i];
13446 if (border_element == -1)
13449 /* check for change of center element (but change it only once) */
13450 if (!change_center_element)
13451 change_center_element =
13452 CheckElementChangeBySide(x, y, center_element, border_element,
13453 CE_TOUCHING_X, border_side);
13459 void TestIfElementTouchesCustomElement_OLD(int x, int y)
13461 static int xy[4][2] =
13468 static int trigger_sides[4][2] =
13470 /* center side border side */
13471 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
13472 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
13473 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
13474 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
13476 static int touch_dir[4] =
13478 MV_LEFT | MV_RIGHT,
13483 boolean change_center_element = FALSE;
13484 int center_element = Feld[x][y]; /* should always be non-moving! */
13487 for (i = 0; i < NUM_DIRECTIONS; i++)
13489 int xx = x + xy[i][0];
13490 int yy = y + xy[i][1];
13491 int center_side = trigger_sides[i][0];
13492 int border_side = trigger_sides[i][1];
13493 int border_element;
13495 if (!IN_LEV_FIELD(xx, yy))
13498 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13499 border_element = Feld[xx][yy]; /* may be moving! */
13500 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13501 border_element = Feld[xx][yy];
13502 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
13503 border_element = MovingOrBlocked2Element(xx, yy);
13505 continue; /* center and border element do not touch */
13507 /* check for change of center element (but change it only once) */
13508 if (!change_center_element)
13509 change_center_element =
13510 CheckElementChangeBySide(x, y, center_element, border_element,
13511 CE_TOUCHING_X, border_side);
13513 /* check for change of border element */
13514 CheckElementChangeBySide(xx, yy, border_element, center_element,
13515 CE_TOUCHING_X, center_side);
13521 void TestIfElementHitsCustomElement(int x, int y, int direction)
13523 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13524 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13525 int hitx = x + dx, hity = y + dy;
13526 int hitting_element = Feld[x][y];
13527 int touched_element;
13529 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13532 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13533 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13535 if (IN_LEV_FIELD(hitx, hity))
13537 int opposite_direction = MV_DIR_OPPOSITE(direction);
13538 int hitting_side = direction;
13539 int touched_side = opposite_direction;
13540 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13541 MovDir[hitx][hity] != direction ||
13542 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13548 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13549 CE_HITTING_X, touched_side);
13551 CheckElementChangeBySide(hitx, hity, touched_element,
13552 hitting_element, CE_HIT_BY_X, hitting_side);
13554 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13555 CE_HIT_BY_SOMETHING, opposite_direction);
13559 /* "hitting something" is also true when hitting the playfield border */
13560 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13561 CE_HITTING_SOMETHING, direction);
13565 void TestIfElementSmashesCustomElement(int x, int y, int direction)
13567 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13568 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13569 int hitx = x + dx, hity = y + dy;
13570 int hitting_element = Feld[x][y];
13571 int touched_element;
13573 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
13574 !IS_FREE(hitx, hity) &&
13575 (!IS_MOVING(hitx, hity) ||
13576 MovDir[hitx][hity] != direction ||
13577 ABS(MovPos[hitx][hity]) <= TILEY / 2));
13580 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13584 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
13588 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13589 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13591 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13592 EP_CAN_SMASH_EVERYTHING, direction);
13594 if (IN_LEV_FIELD(hitx, hity))
13596 int opposite_direction = MV_DIR_OPPOSITE(direction);
13597 int hitting_side = direction;
13598 int touched_side = opposite_direction;
13600 int touched_element = MovingOrBlocked2Element(hitx, hity);
13603 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13604 MovDir[hitx][hity] != direction ||
13605 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13614 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13615 CE_SMASHED_BY_SOMETHING, opposite_direction);
13617 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13618 CE_OTHER_IS_SMASHING, touched_side);
13620 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13621 CE_OTHER_GETS_SMASHED, hitting_side);
13627 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13629 int i, kill_x = -1, kill_y = -1;
13631 int bad_element = -1;
13632 static int test_xy[4][2] =
13639 static int test_dir[4] =
13647 for (i = 0; i < NUM_DIRECTIONS; i++)
13649 int test_x, test_y, test_move_dir, test_element;
13651 test_x = good_x + test_xy[i][0];
13652 test_y = good_y + test_xy[i][1];
13654 if (!IN_LEV_FIELD(test_x, test_y))
13658 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13660 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13662 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13663 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13665 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13666 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13670 bad_element = test_element;
13676 if (kill_x != -1 || kill_y != -1)
13678 if (IS_PLAYER(good_x, good_y))
13680 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13682 if (player->shield_deadly_time_left > 0 &&
13683 !IS_INDESTRUCTIBLE(bad_element))
13684 Bang(kill_x, kill_y);
13685 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13686 KillPlayer(player);
13689 Bang(good_x, good_y);
13693 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13695 int i, kill_x = -1, kill_y = -1;
13696 int bad_element = Feld[bad_x][bad_y];
13697 static int test_xy[4][2] =
13704 static int touch_dir[4] =
13706 MV_LEFT | MV_RIGHT,
13711 static int test_dir[4] =
13719 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
13722 for (i = 0; i < NUM_DIRECTIONS; i++)
13724 int test_x, test_y, test_move_dir, test_element;
13726 test_x = bad_x + test_xy[i][0];
13727 test_y = bad_y + test_xy[i][1];
13728 if (!IN_LEV_FIELD(test_x, test_y))
13732 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13734 test_element = Feld[test_x][test_y];
13736 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13737 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13739 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13740 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13742 /* good thing is player or penguin that does not move away */
13743 if (IS_PLAYER(test_x, test_y))
13745 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13747 if (bad_element == EL_ROBOT && player->is_moving)
13748 continue; /* robot does not kill player if he is moving */
13750 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13752 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13753 continue; /* center and border element do not touch */
13760 else if (test_element == EL_PENGUIN)
13769 if (kill_x != -1 || kill_y != -1)
13771 if (IS_PLAYER(kill_x, kill_y))
13773 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13775 if (player->shield_deadly_time_left > 0 &&
13776 !IS_INDESTRUCTIBLE(bad_element))
13777 Bang(bad_x, bad_y);
13778 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13779 KillPlayer(player);
13782 Bang(kill_x, kill_y);
13786 void TestIfPlayerTouchesBadThing(int x, int y)
13788 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13791 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13793 TestIfGoodThingHitsBadThing(x, y, move_dir);
13796 void TestIfBadThingTouchesPlayer(int x, int y)
13798 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13801 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13803 TestIfBadThingHitsGoodThing(x, y, move_dir);
13806 void TestIfFriendTouchesBadThing(int x, int y)
13808 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13811 void TestIfBadThingTouchesFriend(int x, int y)
13813 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13816 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13818 int i, kill_x = bad_x, kill_y = bad_y;
13819 static int xy[4][2] =
13827 for (i = 0; i < NUM_DIRECTIONS; i++)
13831 x = bad_x + xy[i][0];
13832 y = bad_y + xy[i][1];
13833 if (!IN_LEV_FIELD(x, y))
13836 element = Feld[x][y];
13837 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13838 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13846 if (kill_x != bad_x || kill_y != bad_y)
13847 Bang(bad_x, bad_y);
13850 void KillPlayer(struct PlayerInfo *player)
13852 int jx = player->jx, jy = player->jy;
13854 if (!player->active)
13857 /* the following code was introduced to prevent an infinite loop when calling
13859 -> CheckTriggeredElementChangeExt()
13860 -> ExecuteCustomElementAction()
13862 -> (infinitely repeating the above sequence of function calls)
13863 which occurs when killing the player while having a CE with the setting
13864 "kill player X when explosion of <player X>"; the solution using a new
13865 field "player->killed" was chosen for backwards compatibility, although
13866 clever use of the fields "player->active" etc. would probably also work */
13868 if (player->killed)
13872 player->killed = TRUE;
13874 /* remove accessible field at the player's position */
13875 Feld[jx][jy] = EL_EMPTY;
13877 /* deactivate shield (else Bang()/Explode() would not work right) */
13878 player->shield_normal_time_left = 0;
13879 player->shield_deadly_time_left = 0;
13882 BuryPlayer(player);
13885 static void KillPlayerUnlessEnemyProtected(int x, int y)
13887 if (!PLAYER_ENEMY_PROTECTED(x, y))
13888 KillPlayer(PLAYERINFO(x, y));
13891 static void KillPlayerUnlessExplosionProtected(int x, int y)
13893 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13894 KillPlayer(PLAYERINFO(x, y));
13897 void BuryPlayer(struct PlayerInfo *player)
13899 int jx = player->jx, jy = player->jy;
13901 if (!player->active)
13904 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13905 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13907 player->GameOver = TRUE;
13908 RemovePlayer(player);
13911 void RemovePlayer(struct PlayerInfo *player)
13913 int jx = player->jx, jy = player->jy;
13914 int i, found = FALSE;
13916 player->present = FALSE;
13917 player->active = FALSE;
13919 if (!ExplodeField[jx][jy])
13920 StorePlayer[jx][jy] = 0;
13922 if (player->is_moving)
13923 DrawLevelField(player->last_jx, player->last_jy);
13925 for (i = 0; i < MAX_PLAYERS; i++)
13926 if (stored_player[i].active)
13930 AllPlayersGone = TRUE;
13936 #if USE_NEW_SNAP_DELAY
13937 static void setFieldForSnapping(int x, int y, int element, int direction)
13939 struct ElementInfo *ei = &element_info[element];
13940 int direction_bit = MV_DIR_TO_BIT(direction);
13941 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13942 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13943 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13945 Feld[x][y] = EL_ELEMENT_SNAPPING;
13946 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13948 ResetGfxAnimation(x, y);
13950 GfxElement[x][y] = element;
13951 GfxAction[x][y] = action;
13952 GfxDir[x][y] = direction;
13953 GfxFrame[x][y] = -1;
13958 =============================================================================
13959 checkDiagonalPushing()
13960 -----------------------------------------------------------------------------
13961 check if diagonal input device direction results in pushing of object
13962 (by checking if the alternative direction is walkable, diggable, ...)
13963 =============================================================================
13966 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13967 int x, int y, int real_dx, int real_dy)
13969 int jx, jy, dx, dy, xx, yy;
13971 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13974 /* diagonal direction: check alternative direction */
13979 xx = jx + (dx == 0 ? real_dx : 0);
13980 yy = jy + (dy == 0 ? real_dy : 0);
13982 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13986 =============================================================================
13988 -----------------------------------------------------------------------------
13989 x, y: field next to player (non-diagonal) to try to dig to
13990 real_dx, real_dy: direction as read from input device (can be diagonal)
13991 =============================================================================
13994 int DigField(struct PlayerInfo *player,
13995 int oldx, int oldy, int x, int y,
13996 int real_dx, int real_dy, int mode)
13998 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13999 boolean player_was_pushing = player->is_pushing;
14000 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14001 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14002 int jx = oldx, jy = oldy;
14003 int dx = x - jx, dy = y - jy;
14004 int nextx = x + dx, nexty = y + dy;
14005 int move_direction = (dx == -1 ? MV_LEFT :
14006 dx == +1 ? MV_RIGHT :
14008 dy == +1 ? MV_DOWN : MV_NONE);
14009 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
14010 int dig_side = MV_DIR_OPPOSITE(move_direction);
14011 int old_element = Feld[jx][jy];
14012 #if USE_FIXED_DONT_RUN_INTO
14013 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
14019 if (is_player) /* function can also be called by EL_PENGUIN */
14021 if (player->MovPos == 0)
14023 player->is_digging = FALSE;
14024 player->is_collecting = FALSE;
14027 if (player->MovPos == 0) /* last pushing move finished */
14028 player->is_pushing = FALSE;
14030 if (mode == DF_NO_PUSH) /* player just stopped pushing */
14032 player->is_switching = FALSE;
14033 player->push_delay = -1;
14035 return MP_NO_ACTION;
14039 #if !USE_FIXED_DONT_RUN_INTO
14040 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14041 return MP_NO_ACTION;
14044 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
14045 old_element = Back[jx][jy];
14047 /* in case of element dropped at player position, check background */
14048 else if (Back[jx][jy] != EL_EMPTY &&
14049 game.engine_version >= VERSION_IDENT(2,2,0,0))
14050 old_element = Back[jx][jy];
14052 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
14053 return MP_NO_ACTION; /* field has no opening in this direction */
14055 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
14056 return MP_NO_ACTION; /* field has no opening in this direction */
14058 #if USE_FIXED_DONT_RUN_INTO
14059 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
14063 Feld[jx][jy] = player->artwork_element;
14064 InitMovingField(jx, jy, MV_DOWN);
14065 Store[jx][jy] = EL_ACID;
14066 ContinueMoving(jx, jy);
14067 BuryPlayer(player);
14069 return MP_DONT_RUN_INTO;
14073 #if USE_FIXED_DONT_RUN_INTO
14074 if (player_can_move && DONT_RUN_INTO(element))
14076 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
14078 return MP_DONT_RUN_INTO;
14082 #if USE_FIXED_DONT_RUN_INTO
14083 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14084 return MP_NO_ACTION;
14087 #if !USE_FIXED_DONT_RUN_INTO
14088 element = Feld[x][y];
14091 collect_count = element_info[element].collect_count_initial;
14093 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
14094 return MP_NO_ACTION;
14096 if (game.engine_version < VERSION_IDENT(2,2,0,0))
14097 player_can_move = player_can_move_or_snap;
14099 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
14100 game.engine_version >= VERSION_IDENT(2,2,0,0))
14102 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
14103 player->index_bit, dig_side);
14104 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14105 player->index_bit, dig_side);
14107 if (element == EL_DC_LANDMINE)
14110 if (Feld[x][y] != element) /* field changed by snapping */
14113 return MP_NO_ACTION;
14116 #if USE_PLAYER_GRAVITY
14117 if (player->gravity && is_player && !player->is_auto_moving &&
14118 canFallDown(player) && move_direction != MV_DOWN &&
14119 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14120 return MP_NO_ACTION; /* player cannot walk here due to gravity */
14122 if (game.gravity && is_player && !player->is_auto_moving &&
14123 canFallDown(player) && move_direction != MV_DOWN &&
14124 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14125 return MP_NO_ACTION; /* player cannot walk here due to gravity */
14128 if (player_can_move &&
14129 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
14131 int sound_element = SND_ELEMENT(element);
14132 int sound_action = ACTION_WALKING;
14134 if (IS_RND_GATE(element))
14136 if (!player->key[RND_GATE_NR(element)])
14137 return MP_NO_ACTION;
14139 else if (IS_RND_GATE_GRAY(element))
14141 if (!player->key[RND_GATE_GRAY_NR(element)])
14142 return MP_NO_ACTION;
14144 else if (IS_RND_GATE_GRAY_ACTIVE(element))
14146 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
14147 return MP_NO_ACTION;
14149 else if (element == EL_EXIT_OPEN ||
14150 element == EL_EM_EXIT_OPEN ||
14151 element == EL_STEEL_EXIT_OPEN ||
14152 element == EL_EM_STEEL_EXIT_OPEN ||
14153 element == EL_SP_EXIT_OPEN ||
14154 element == EL_SP_EXIT_OPENING)
14156 sound_action = ACTION_PASSING; /* player is passing exit */
14158 else if (element == EL_EMPTY)
14160 sound_action = ACTION_MOVING; /* nothing to walk on */
14163 /* play sound from background or player, whatever is available */
14164 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
14165 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
14167 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
14169 else if (player_can_move &&
14170 IS_PASSABLE(element) && canPassField(x, y, move_direction))
14172 if (!ACCESS_FROM(element, opposite_direction))
14173 return MP_NO_ACTION; /* field not accessible from this direction */
14175 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
14176 return MP_NO_ACTION;
14178 if (IS_EM_GATE(element))
14180 if (!player->key[EM_GATE_NR(element)])
14181 return MP_NO_ACTION;
14183 else if (IS_EM_GATE_GRAY(element))
14185 if (!player->key[EM_GATE_GRAY_NR(element)])
14186 return MP_NO_ACTION;
14188 else if (IS_EM_GATE_GRAY_ACTIVE(element))
14190 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14191 return MP_NO_ACTION;
14193 else if (IS_EMC_GATE(element))
14195 if (!player->key[EMC_GATE_NR(element)])
14196 return MP_NO_ACTION;
14198 else if (IS_EMC_GATE_GRAY(element))
14200 if (!player->key[EMC_GATE_GRAY_NR(element)])
14201 return MP_NO_ACTION;
14203 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14205 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14206 return MP_NO_ACTION;
14208 else if (element == EL_DC_GATE_WHITE ||
14209 element == EL_DC_GATE_WHITE_GRAY ||
14210 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14212 if (player->num_white_keys == 0)
14213 return MP_NO_ACTION;
14215 player->num_white_keys--;
14217 else if (IS_SP_PORT(element))
14219 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14220 element == EL_SP_GRAVITY_PORT_RIGHT ||
14221 element == EL_SP_GRAVITY_PORT_UP ||
14222 element == EL_SP_GRAVITY_PORT_DOWN)
14223 #if USE_PLAYER_GRAVITY
14224 player->gravity = !player->gravity;
14226 game.gravity = !game.gravity;
14228 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14229 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14230 element == EL_SP_GRAVITY_ON_PORT_UP ||
14231 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14232 #if USE_PLAYER_GRAVITY
14233 player->gravity = TRUE;
14235 game.gravity = TRUE;
14237 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14238 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14239 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14240 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14241 #if USE_PLAYER_GRAVITY
14242 player->gravity = FALSE;
14244 game.gravity = FALSE;
14248 /* automatically move to the next field with double speed */
14249 player->programmed_action = move_direction;
14251 if (player->move_delay_reset_counter == 0)
14253 player->move_delay_reset_counter = 2; /* two double speed steps */
14255 DOUBLE_PLAYER_SPEED(player);
14258 PlayLevelSoundAction(x, y, ACTION_PASSING);
14260 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14264 if (mode != DF_SNAP)
14266 GfxElement[x][y] = GFX_ELEMENT(element);
14267 player->is_digging = TRUE;
14270 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14272 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14273 player->index_bit, dig_side);
14275 if (mode == DF_SNAP)
14277 #if USE_NEW_SNAP_DELAY
14278 if (level.block_snap_field)
14279 setFieldForSnapping(x, y, element, move_direction);
14281 TestIfElementTouchesCustomElement(x, y); /* for empty space */
14283 TestIfElementTouchesCustomElement(x, y); /* for empty space */
14286 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14287 player->index_bit, dig_side);
14290 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14294 if (is_player && mode != DF_SNAP)
14296 GfxElement[x][y] = element;
14297 player->is_collecting = TRUE;
14300 if (element == EL_SPEED_PILL)
14302 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14304 else if (element == EL_EXTRA_TIME && level.time > 0)
14306 TimeLeft += level.extra_time;
14309 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14311 DisplayGameControlValues();
14313 DrawGameValue_Time(TimeLeft);
14316 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14318 player->shield_normal_time_left += level.shield_normal_time;
14319 if (element == EL_SHIELD_DEADLY)
14320 player->shield_deadly_time_left += level.shield_deadly_time;
14322 else if (element == EL_DYNAMITE ||
14323 element == EL_EM_DYNAMITE ||
14324 element == EL_SP_DISK_RED)
14326 if (player->inventory_size < MAX_INVENTORY_SIZE)
14327 player->inventory_element[player->inventory_size++] = element;
14329 DrawGameDoorValues();
14331 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14333 player->dynabomb_count++;
14334 player->dynabombs_left++;
14336 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14338 player->dynabomb_size++;
14340 else if (element == EL_DYNABOMB_INCREASE_POWER)
14342 player->dynabomb_xl = TRUE;
14344 else if (IS_KEY(element))
14346 player->key[KEY_NR(element)] = TRUE;
14348 DrawGameDoorValues();
14350 else if (element == EL_DC_KEY_WHITE)
14352 player->num_white_keys++;
14354 /* display white keys? */
14355 /* DrawGameDoorValues(); */
14357 else if (IS_ENVELOPE(element))
14359 player->show_envelope = element;
14361 else if (element == EL_EMC_LENSES)
14363 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14365 RedrawAllInvisibleElementsForLenses();
14367 else if (element == EL_EMC_MAGNIFIER)
14369 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14371 RedrawAllInvisibleElementsForMagnifier();
14373 else if (IS_DROPPABLE(element) ||
14374 IS_THROWABLE(element)) /* can be collected and dropped */
14378 if (collect_count == 0)
14379 player->inventory_infinite_element = element;
14381 for (i = 0; i < collect_count; i++)
14382 if (player->inventory_size < MAX_INVENTORY_SIZE)
14383 player->inventory_element[player->inventory_size++] = element;
14385 DrawGameDoorValues();
14387 else if (collect_count > 0)
14389 local_player->gems_still_needed -= collect_count;
14390 if (local_player->gems_still_needed < 0)
14391 local_player->gems_still_needed = 0;
14394 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
14396 DisplayGameControlValues();
14398 DrawGameValue_Emeralds(local_player->gems_still_needed);
14402 RaiseScoreElement(element);
14403 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14406 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14407 player->index_bit, dig_side);
14409 if (mode == DF_SNAP)
14411 #if USE_NEW_SNAP_DELAY
14412 if (level.block_snap_field)
14413 setFieldForSnapping(x, y, element, move_direction);
14415 TestIfElementTouchesCustomElement(x, y); /* for empty space */
14417 TestIfElementTouchesCustomElement(x, y); /* for empty space */
14420 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14421 player->index_bit, dig_side);
14424 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14426 if (mode == DF_SNAP && element != EL_BD_ROCK)
14427 return MP_NO_ACTION;
14429 if (CAN_FALL(element) && dy)
14430 return MP_NO_ACTION;
14432 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14433 !(element == EL_SPRING && level.use_spring_bug))
14434 return MP_NO_ACTION;
14436 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14437 ((move_direction & MV_VERTICAL &&
14438 ((element_info[element].move_pattern & MV_LEFT &&
14439 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14440 (element_info[element].move_pattern & MV_RIGHT &&
14441 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14442 (move_direction & MV_HORIZONTAL &&
14443 ((element_info[element].move_pattern & MV_UP &&
14444 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14445 (element_info[element].move_pattern & MV_DOWN &&
14446 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14447 return MP_NO_ACTION;
14449 /* do not push elements already moving away faster than player */
14450 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14451 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14452 return MP_NO_ACTION;
14454 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14456 if (player->push_delay_value == -1 || !player_was_pushing)
14457 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14459 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14461 if (player->push_delay_value == -1)
14462 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14464 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14466 if (!player->is_pushing)
14467 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14470 player->is_pushing = TRUE;
14471 player->is_active = TRUE;
14473 if (!(IN_LEV_FIELD(nextx, nexty) &&
14474 (IS_FREE(nextx, nexty) ||
14475 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
14476 IS_SB_ELEMENT(element)))))
14477 return MP_NO_ACTION;
14479 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14480 return MP_NO_ACTION;
14482 if (player->push_delay == -1) /* new pushing; restart delay */
14483 player->push_delay = 0;
14485 if (player->push_delay < player->push_delay_value &&
14486 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14487 element != EL_SPRING && element != EL_BALLOON)
14489 /* make sure that there is no move delay before next try to push */
14490 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14491 player->move_delay = 0;
14493 return MP_NO_ACTION;
14496 if (IS_SB_ELEMENT(element))
14498 if (element == EL_SOKOBAN_FIELD_FULL)
14500 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14501 local_player->sokobanfields_still_needed++;
14504 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14506 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14507 local_player->sokobanfields_still_needed--;
14510 Feld[x][y] = EL_SOKOBAN_OBJECT;
14512 if (Back[x][y] == Back[nextx][nexty])
14513 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14514 else if (Back[x][y] != 0)
14515 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14518 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14521 if (local_player->sokobanfields_still_needed == 0 &&
14522 game.emulation == EMU_SOKOBAN)
14524 PlayerWins(player);
14526 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14530 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14532 InitMovingField(x, y, move_direction);
14533 GfxAction[x][y] = ACTION_PUSHING;
14535 if (mode == DF_SNAP)
14536 ContinueMoving(x, y);
14538 MovPos[x][y] = (dx != 0 ? dx : dy);
14540 Pushed[x][y] = TRUE;
14541 Pushed[nextx][nexty] = TRUE;
14543 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14544 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14546 player->push_delay_value = -1; /* get new value later */
14548 /* check for element change _after_ element has been pushed */
14549 if (game.use_change_when_pushing_bug)
14551 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14552 player->index_bit, dig_side);
14553 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14554 player->index_bit, dig_side);
14557 else if (IS_SWITCHABLE(element))
14559 if (PLAYER_SWITCHING(player, x, y))
14561 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14562 player->index_bit, dig_side);
14567 player->is_switching = TRUE;
14568 player->switch_x = x;
14569 player->switch_y = y;
14571 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14573 if (element == EL_ROBOT_WHEEL)
14575 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14579 game.robot_wheel_active = TRUE;
14581 DrawLevelField(x, y);
14583 else if (element == EL_SP_TERMINAL)
14587 SCAN_PLAYFIELD(xx, yy)
14589 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14591 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14592 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14595 else if (IS_BELT_SWITCH(element))
14597 ToggleBeltSwitch(x, y);
14599 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14600 element == EL_SWITCHGATE_SWITCH_DOWN ||
14601 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14602 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14604 ToggleSwitchgateSwitch(x, y);
14606 else if (element == EL_LIGHT_SWITCH ||
14607 element == EL_LIGHT_SWITCH_ACTIVE)
14609 ToggleLightSwitch(x, y);
14611 else if (element == EL_TIMEGATE_SWITCH ||
14612 element == EL_DC_TIMEGATE_SWITCH)
14614 ActivateTimegateSwitch(x, y);
14616 else if (element == EL_BALLOON_SWITCH_LEFT ||
14617 element == EL_BALLOON_SWITCH_RIGHT ||
14618 element == EL_BALLOON_SWITCH_UP ||
14619 element == EL_BALLOON_SWITCH_DOWN ||
14620 element == EL_BALLOON_SWITCH_NONE ||
14621 element == EL_BALLOON_SWITCH_ANY)
14623 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14624 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14625 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14626 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14627 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14630 else if (element == EL_LAMP)
14632 Feld[x][y] = EL_LAMP_ACTIVE;
14633 local_player->lights_still_needed--;
14635 ResetGfxAnimation(x, y);
14636 DrawLevelField(x, y);
14638 else if (element == EL_TIME_ORB_FULL)
14640 Feld[x][y] = EL_TIME_ORB_EMPTY;
14642 if (level.time > 0 || level.use_time_orb_bug)
14644 TimeLeft += level.time_orb_time;
14647 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14649 DisplayGameControlValues();
14651 DrawGameValue_Time(TimeLeft);
14655 ResetGfxAnimation(x, y);
14656 DrawLevelField(x, y);
14658 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14659 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14663 game.ball_state = !game.ball_state;
14665 SCAN_PLAYFIELD(xx, yy)
14667 int e = Feld[xx][yy];
14669 if (game.ball_state)
14671 if (e == EL_EMC_MAGIC_BALL)
14672 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14673 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14674 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14678 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14679 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14680 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14681 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14686 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14687 player->index_bit, dig_side);
14689 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14690 player->index_bit, dig_side);
14692 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14693 player->index_bit, dig_side);
14699 if (!PLAYER_SWITCHING(player, x, y))
14701 player->is_switching = TRUE;
14702 player->switch_x = x;
14703 player->switch_y = y;
14705 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14706 player->index_bit, dig_side);
14707 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14708 player->index_bit, dig_side);
14710 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14711 player->index_bit, dig_side);
14712 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14713 player->index_bit, dig_side);
14716 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14717 player->index_bit, dig_side);
14718 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14719 player->index_bit, dig_side);
14721 return MP_NO_ACTION;
14724 player->push_delay = -1;
14726 if (is_player) /* function can also be called by EL_PENGUIN */
14728 if (Feld[x][y] != element) /* really digged/collected something */
14730 player->is_collecting = !player->is_digging;
14731 player->is_active = TRUE;
14738 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14740 int jx = player->jx, jy = player->jy;
14741 int x = jx + dx, y = jy + dy;
14742 int snap_direction = (dx == -1 ? MV_LEFT :
14743 dx == +1 ? MV_RIGHT :
14745 dy == +1 ? MV_DOWN : MV_NONE);
14746 boolean can_continue_snapping = (level.continuous_snapping &&
14747 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14749 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14752 if (!player->active || !IN_LEV_FIELD(x, y))
14760 if (player->MovPos == 0)
14761 player->is_pushing = FALSE;
14763 player->is_snapping = FALSE;
14765 if (player->MovPos == 0)
14767 player->is_moving = FALSE;
14768 player->is_digging = FALSE;
14769 player->is_collecting = FALSE;
14775 #if USE_NEW_CONTINUOUS_SNAPPING
14776 /* prevent snapping with already pressed snap key when not allowed */
14777 if (player->is_snapping && !can_continue_snapping)
14780 if (player->is_snapping)
14784 player->MovDir = snap_direction;
14786 if (player->MovPos == 0)
14788 player->is_moving = FALSE;
14789 player->is_digging = FALSE;
14790 player->is_collecting = FALSE;
14793 player->is_dropping = FALSE;
14794 player->is_dropping_pressed = FALSE;
14795 player->drop_pressed_delay = 0;
14797 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14800 player->is_snapping = TRUE;
14801 player->is_active = TRUE;
14803 if (player->MovPos == 0)
14805 player->is_moving = FALSE;
14806 player->is_digging = FALSE;
14807 player->is_collecting = FALSE;
14810 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
14811 DrawLevelField(player->last_jx, player->last_jy);
14813 DrawLevelField(x, y);
14818 boolean DropElement(struct PlayerInfo *player)
14820 int old_element, new_element;
14821 int dropx = player->jx, dropy = player->jy;
14822 int drop_direction = player->MovDir;
14823 int drop_side = drop_direction;
14825 int drop_element = get_next_dropped_element(player);
14827 int drop_element = (player->inventory_size > 0 ?
14828 player->inventory_element[player->inventory_size - 1] :
14829 player->inventory_infinite_element != EL_UNDEFINED ?
14830 player->inventory_infinite_element :
14831 player->dynabombs_left > 0 ?
14832 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
14836 player->is_dropping_pressed = TRUE;
14838 /* do not drop an element on top of another element; when holding drop key
14839 pressed without moving, dropped element must move away before the next
14840 element can be dropped (this is especially important if the next element
14841 is dynamite, which can be placed on background for historical reasons) */
14842 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14845 if (IS_THROWABLE(drop_element))
14847 dropx += GET_DX_FROM_DIR(drop_direction);
14848 dropy += GET_DY_FROM_DIR(drop_direction);
14850 if (!IN_LEV_FIELD(dropx, dropy))
14854 old_element = Feld[dropx][dropy]; /* old element at dropping position */
14855 new_element = drop_element; /* default: no change when dropping */
14857 /* check if player is active, not moving and ready to drop */
14858 if (!player->active || player->MovPos || player->drop_delay > 0)
14861 /* check if player has anything that can be dropped */
14862 if (new_element == EL_UNDEFINED)
14865 /* check if drop key was pressed long enough for EM style dynamite */
14866 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14869 /* check if anything can be dropped at the current position */
14870 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14873 /* collected custom elements can only be dropped on empty fields */
14874 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14877 if (old_element != EL_EMPTY)
14878 Back[dropx][dropy] = old_element; /* store old element on this field */
14880 ResetGfxAnimation(dropx, dropy);
14881 ResetRandomAnimationValue(dropx, dropy);
14883 if (player->inventory_size > 0 ||
14884 player->inventory_infinite_element != EL_UNDEFINED)
14886 if (player->inventory_size > 0)
14888 player->inventory_size--;
14890 DrawGameDoorValues();
14892 if (new_element == EL_DYNAMITE)
14893 new_element = EL_DYNAMITE_ACTIVE;
14894 else if (new_element == EL_EM_DYNAMITE)
14895 new_element = EL_EM_DYNAMITE_ACTIVE;
14896 else if (new_element == EL_SP_DISK_RED)
14897 new_element = EL_SP_DISK_RED_ACTIVE;
14900 Feld[dropx][dropy] = new_element;
14902 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14903 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14904 el2img(Feld[dropx][dropy]), 0);
14906 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14908 /* needed if previous element just changed to "empty" in the last frame */
14909 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14911 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14912 player->index_bit, drop_side);
14913 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14915 player->index_bit, drop_side);
14917 TestIfElementTouchesCustomElement(dropx, dropy);
14919 else /* player is dropping a dyna bomb */
14921 player->dynabombs_left--;
14923 Feld[dropx][dropy] = new_element;
14925 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14926 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14927 el2img(Feld[dropx][dropy]), 0);
14929 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14932 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14933 InitField_WithBug1(dropx, dropy, FALSE);
14935 new_element = Feld[dropx][dropy]; /* element might have changed */
14937 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14938 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14940 int move_direction, nextx, nexty;
14942 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14943 MovDir[dropx][dropy] = drop_direction;
14945 move_direction = MovDir[dropx][dropy];
14946 nextx = dropx + GET_DX_FROM_DIR(move_direction);
14947 nexty = dropy + GET_DY_FROM_DIR(move_direction);
14949 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14951 #if USE_FIX_IMPACT_COLLISION
14952 /* do not cause impact style collision by dropping elements that can fall */
14953 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14955 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14959 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14960 player->is_dropping = TRUE;
14962 player->drop_pressed_delay = 0;
14963 player->is_dropping_pressed = FALSE;
14965 player->drop_x = dropx;
14966 player->drop_y = dropy;
14971 /* ------------------------------------------------------------------------- */
14972 /* game sound playing functions */
14973 /* ------------------------------------------------------------------------- */
14975 static int *loop_sound_frame = NULL;
14976 static int *loop_sound_volume = NULL;
14978 void InitPlayLevelSound()
14980 int num_sounds = getSoundListSize();
14982 checked_free(loop_sound_frame);
14983 checked_free(loop_sound_volume);
14985 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14986 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14989 static void PlayLevelSound(int x, int y, int nr)
14991 int sx = SCREENX(x), sy = SCREENY(y);
14992 int volume, stereo_position;
14993 int max_distance = 8;
14994 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14996 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14997 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
15000 if (!IN_LEV_FIELD(x, y) ||
15001 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
15002 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
15005 volume = SOUND_MAX_VOLUME;
15007 if (!IN_SCR_FIELD(sx, sy))
15009 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
15010 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
15012 volume -= volume * (dx > dy ? dx : dy) / max_distance;
15015 stereo_position = (SOUND_MAX_LEFT +
15016 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
15017 (SCR_FIELDX + 2 * max_distance));
15019 if (IS_LOOP_SOUND(nr))
15021 /* This assures that quieter loop sounds do not overwrite louder ones,
15022 while restarting sound volume comparison with each new game frame. */
15024 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
15027 loop_sound_volume[nr] = volume;
15028 loop_sound_frame[nr] = FrameCounter;
15031 PlaySoundExt(nr, volume, stereo_position, type);
15034 static void PlayLevelSoundNearest(int x, int y, int sound_action)
15036 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
15037 x > LEVELX(BX2) ? LEVELX(BX2) : x,
15038 y < LEVELY(BY1) ? LEVELY(BY1) :
15039 y > LEVELY(BY2) ? LEVELY(BY2) : y,
15043 static void PlayLevelSoundAction(int x, int y, int action)
15045 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
15048 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
15050 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15052 if (sound_effect != SND_UNDEFINED)
15053 PlayLevelSound(x, y, sound_effect);
15056 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
15059 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15061 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15062 PlayLevelSound(x, y, sound_effect);
15065 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
15067 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
15069 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15070 PlayLevelSound(x, y, sound_effect);
15073 static void StopLevelSoundActionIfLoop(int x, int y, int action)
15075 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
15077 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15078 StopSound(sound_effect);
15081 static void PlayLevelMusic()
15083 if (levelset.music[level_nr] != MUS_UNDEFINED)
15084 PlayMusic(levelset.music[level_nr]); /* from config file */
15086 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
15089 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
15091 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
15092 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
15093 int x = xx - 1 - offset;
15094 int y = yy - 1 - offset;
15099 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
15103 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15107 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15111 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15115 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15119 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15123 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15126 case SAMPLE_android_clone:
15127 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15130 case SAMPLE_android_move:
15131 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15134 case SAMPLE_spring:
15135 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15139 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15143 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15146 case SAMPLE_eater_eat:
15147 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15151 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15154 case SAMPLE_collect:
15155 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15158 case SAMPLE_diamond:
15159 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15162 case SAMPLE_squash:
15163 /* !!! CHECK THIS !!! */
15165 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15167 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15171 case SAMPLE_wonderfall:
15172 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15176 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15180 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15184 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15188 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15192 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15196 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15199 case SAMPLE_wonder:
15200 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15204 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15207 case SAMPLE_exit_open:
15208 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15211 case SAMPLE_exit_leave:
15212 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15215 case SAMPLE_dynamite:
15216 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15220 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15224 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15228 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15232 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15236 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15240 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15244 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15250 void ChangeTime(int value)
15252 int *time = (level.time == 0 ? &TimePlayed : &TimeLeft);
15256 /* EMC game engine uses value from time counter of RND game engine */
15257 level.native_em_level->lev->time = *time;
15259 DrawGameValue_Time(*time);
15262 void RaiseScore(int value)
15264 /* EMC game engine and RND game engine have separate score counters */
15265 int *score = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
15266 &level.native_em_level->lev->score : &local_player->score);
15270 DrawGameValue_Score(*score);
15274 void RaiseScore(int value)
15276 local_player->score += value;
15279 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
15281 DisplayGameControlValues();
15283 DrawGameValue_Score(local_player->score);
15287 void RaiseScoreElement(int element)
15292 case EL_BD_DIAMOND:
15293 case EL_EMERALD_YELLOW:
15294 case EL_EMERALD_RED:
15295 case EL_EMERALD_PURPLE:
15296 case EL_SP_INFOTRON:
15297 RaiseScore(level.score[SC_EMERALD]);
15300 RaiseScore(level.score[SC_DIAMOND]);
15303 RaiseScore(level.score[SC_CRYSTAL]);
15306 RaiseScore(level.score[SC_PEARL]);
15309 case EL_BD_BUTTERFLY:
15310 case EL_SP_ELECTRON:
15311 RaiseScore(level.score[SC_BUG]);
15314 case EL_BD_FIREFLY:
15315 case EL_SP_SNIKSNAK:
15316 RaiseScore(level.score[SC_SPACESHIP]);
15319 case EL_DARK_YAMYAM:
15320 RaiseScore(level.score[SC_YAMYAM]);
15323 RaiseScore(level.score[SC_ROBOT]);
15326 RaiseScore(level.score[SC_PACMAN]);
15329 RaiseScore(level.score[SC_NUT]);
15332 case EL_EM_DYNAMITE:
15333 case EL_SP_DISK_RED:
15334 case EL_DYNABOMB_INCREASE_NUMBER:
15335 case EL_DYNABOMB_INCREASE_SIZE:
15336 case EL_DYNABOMB_INCREASE_POWER:
15337 RaiseScore(level.score[SC_DYNAMITE]);
15339 case EL_SHIELD_NORMAL:
15340 case EL_SHIELD_DEADLY:
15341 RaiseScore(level.score[SC_SHIELD]);
15343 case EL_EXTRA_TIME:
15344 RaiseScore(level.extra_time_score);
15358 case EL_DC_KEY_WHITE:
15359 RaiseScore(level.score[SC_KEY]);
15362 RaiseScore(element_info[element].collect_score);
15367 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15369 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15371 #if defined(NETWORK_AVALIABLE)
15372 if (options.network)
15373 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15382 FadeSkipNextFadeIn();
15384 fading = fading_none;
15388 OpenDoor(DOOR_CLOSE_1);
15391 game_status = GAME_MODE_MAIN;
15394 DrawAndFadeInMainMenu(REDRAW_FIELD);
15402 FadeOut(REDRAW_FIELD);
15405 game_status = GAME_MODE_MAIN;
15407 DrawAndFadeInMainMenu(REDRAW_FIELD);
15411 else /* continue playing the game */
15413 if (tape.playing && tape.deactivate_display)
15414 TapeDeactivateDisplayOff(TRUE);
15416 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15418 if (tape.playing && tape.deactivate_display)
15419 TapeDeactivateDisplayOn();
15423 void RequestQuitGame(boolean ask_if_really_quit)
15425 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
15426 boolean skip_request = AllPlayersGone || quick_quit;
15428 RequestQuitGameExt(skip_request, quick_quit,
15429 "Do you really want to quit the game ?");
15433 /* ------------------------------------------------------------------------- */
15434 /* random generator functions */
15435 /* ------------------------------------------------------------------------- */
15437 unsigned int InitEngineRandom_RND(long seed)
15439 game.num_random_calls = 0;
15442 unsigned int rnd_seed = InitEngineRandom(seed);
15444 printf("::: START RND: %d\n", rnd_seed);
15449 return InitEngineRandom(seed);
15455 unsigned int RND(int max)
15459 game.num_random_calls++;
15461 return GetEngineRandom(max);
15468 /* ------------------------------------------------------------------------- */
15469 /* game engine snapshot handling functions */
15470 /* ------------------------------------------------------------------------- */
15472 #define ARGS_ADDRESS_AND_SIZEOF(x) (&(x)), (sizeof(x))
15474 struct EngineSnapshotInfo
15476 /* runtime values for custom element collect score */
15477 int collect_score[NUM_CUSTOM_ELEMENTS];
15479 /* runtime values for group element choice position */
15480 int choice_pos[NUM_GROUP_ELEMENTS];
15482 /* runtime values for belt position animations */
15483 int belt_graphic[4 * NUM_BELT_PARTS];
15484 int belt_anim_mode[4 * NUM_BELT_PARTS];
15487 struct EngineSnapshotNodeInfo
15494 static struct EngineSnapshotInfo engine_snapshot_rnd;
15495 static ListNode *engine_snapshot_list = NULL;
15496 static char *snapshot_level_identifier = NULL;
15497 static int snapshot_level_nr = -1;
15499 void FreeEngineSnapshot()
15501 while (engine_snapshot_list != NULL)
15502 deleteNodeFromList(&engine_snapshot_list, engine_snapshot_list->key,
15505 setString(&snapshot_level_identifier, NULL);
15506 snapshot_level_nr = -1;
15509 static void SaveEngineSnapshotValues_RND()
15511 static int belt_base_active_element[4] =
15513 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15514 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15515 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15516 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15520 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15522 int element = EL_CUSTOM_START + i;
15524 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15527 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15529 int element = EL_GROUP_START + i;
15531 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15534 for (i = 0; i < 4; i++)
15536 for (j = 0; j < NUM_BELT_PARTS; j++)
15538 int element = belt_base_active_element[i] + j;
15539 int graphic = el2img(element);
15540 int anim_mode = graphic_info[graphic].anim_mode;
15542 engine_snapshot_rnd.belt_graphic[i * 4 + j] = graphic;
15543 engine_snapshot_rnd.belt_anim_mode[i * 4 + j] = anim_mode;
15548 static void LoadEngineSnapshotValues_RND()
15550 unsigned long num_random_calls = game.num_random_calls;
15553 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15555 int element = EL_CUSTOM_START + i;
15557 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15560 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15562 int element = EL_GROUP_START + i;
15564 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15567 for (i = 0; i < 4; i++)
15569 for (j = 0; j < NUM_BELT_PARTS; j++)
15571 int graphic = engine_snapshot_rnd.belt_graphic[i * 4 + j];
15572 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i * 4 + j];
15574 graphic_info[graphic].anim_mode = anim_mode;
15578 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15580 InitRND(tape.random_seed);
15581 for (i = 0; i < num_random_calls; i++)
15585 if (game.num_random_calls != num_random_calls)
15587 Error(ERR_INFO, "number of random calls out of sync");
15588 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15589 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15590 Error(ERR_EXIT, "this should not happen -- please debug");
15594 static void SaveEngineSnapshotBuffer(void *buffer, int size)
15596 struct EngineSnapshotNodeInfo *bi =
15597 checked_calloc(sizeof(struct EngineSnapshotNodeInfo));
15599 bi->buffer_orig = buffer;
15600 bi->buffer_copy = checked_malloc(size);
15603 memcpy(bi->buffer_copy, buffer, size);
15605 addNodeToList(&engine_snapshot_list, NULL, bi);
15608 void SaveEngineSnapshot()
15610 FreeEngineSnapshot(); /* free previous snapshot, if needed */
15612 if (level_editor_test_game) /* do not save snapshots from editor */
15615 /* copy some special values to a structure better suited for the snapshot */
15617 SaveEngineSnapshotValues_RND();
15618 SaveEngineSnapshotValues_EM();
15620 /* save values stored in special snapshot structure */
15622 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15623 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15625 /* save further RND engine values */
15627 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(stored_player));
15628 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(game));
15629 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(tape));
15631 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZX));
15632 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZY));
15633 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitX));
15634 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitY));
15636 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15637 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15638 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15639 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15640 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15642 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15643 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15644 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15646 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15648 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
15650 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15651 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15653 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Feld));
15654 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovPos));
15655 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDir));
15656 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15657 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15658 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15659 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15660 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store));
15661 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store2));
15662 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15663 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Back));
15664 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15665 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15666 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15667 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15668 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15669 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Stop));
15670 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Pushed));
15672 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15673 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15675 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15676 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15677 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15679 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15680 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15682 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15683 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15684 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15685 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15686 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15688 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15689 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15691 /* save level identification information */
15693 setString(&snapshot_level_identifier, leveldir_current->identifier);
15694 snapshot_level_nr = level_nr;
15697 ListNode *node = engine_snapshot_list;
15700 while (node != NULL)
15702 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15707 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15711 static void LoadEngineSnapshotBuffer(struct EngineSnapshotNodeInfo *bi)
15713 memcpy(bi->buffer_orig, bi->buffer_copy, bi->size);
15716 void LoadEngineSnapshot()
15718 ListNode *node = engine_snapshot_list;
15720 if (engine_snapshot_list == NULL)
15723 while (node != NULL)
15725 LoadEngineSnapshotBuffer((struct EngineSnapshotNodeInfo *)node->content);
15730 /* restore special values from snapshot structure */
15732 LoadEngineSnapshotValues_RND();
15733 LoadEngineSnapshotValues_EM();
15736 boolean CheckEngineSnapshot()
15738 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15739 snapshot_level_nr == level_nr);
15743 /* ---------- new game button stuff ---------------------------------------- */
15745 /* graphic position values for game buttons */
15746 #define GAME_BUTTON_XSIZE 30
15747 #define GAME_BUTTON_YSIZE 30
15748 #define GAME_BUTTON_XPOS 5
15749 #define GAME_BUTTON_YPOS 215
15750 #define SOUND_BUTTON_XPOS 5
15751 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
15753 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
15754 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
15755 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
15756 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
15757 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
15758 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
15766 } gamebutton_info[NUM_GAME_BUTTONS] =
15770 &game.button.stop.x, &game.button.stop.y,
15771 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
15776 &game.button.pause.x, &game.button.pause.y,
15777 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
15778 GAME_CTRL_ID_PAUSE,
15782 &game.button.play.x, &game.button.play.y,
15783 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
15788 &game.button.sound_music.x, &game.button.sound_music.y,
15789 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
15790 SOUND_CTRL_ID_MUSIC,
15791 "background music on/off"
15794 &game.button.sound_loops.x, &game.button.sound_loops.y,
15795 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
15796 SOUND_CTRL_ID_LOOPS,
15797 "sound loops on/off"
15800 &game.button.sound_simple.x,&game.button.sound_simple.y,
15801 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
15802 SOUND_CTRL_ID_SIMPLE,
15803 "normal sounds on/off"
15807 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
15812 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
15813 GAME_CTRL_ID_PAUSE,
15817 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
15822 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
15823 SOUND_CTRL_ID_MUSIC,
15824 "background music on/off"
15827 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
15828 SOUND_CTRL_ID_LOOPS,
15829 "sound loops on/off"
15832 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
15833 SOUND_CTRL_ID_SIMPLE,
15834 "normal sounds on/off"
15839 void CreateGameButtons()
15843 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15845 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
15846 struct GadgetInfo *gi;
15849 unsigned long event_mask;
15851 int gd_xoffset, gd_yoffset;
15852 int gd_x1, gd_x2, gd_y1, gd_y2;
15855 x = DX + *gamebutton_info[i].x;
15856 y = DY + *gamebutton_info[i].y;
15857 gd_xoffset = gamebutton_info[i].gd_x;
15858 gd_yoffset = gamebutton_info[i].gd_y;
15859 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
15860 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
15862 if (id == GAME_CTRL_ID_STOP ||
15863 id == GAME_CTRL_ID_PAUSE ||
15864 id == GAME_CTRL_ID_PLAY)
15866 button_type = GD_TYPE_NORMAL_BUTTON;
15868 event_mask = GD_EVENT_RELEASED;
15869 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
15870 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
15874 button_type = GD_TYPE_CHECK_BUTTON;
15876 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
15877 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
15878 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
15879 event_mask = GD_EVENT_PRESSED;
15880 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
15881 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
15884 gi = CreateGadget(GDI_CUSTOM_ID, id,
15885 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15890 GDI_X, DX + gd_xoffset,
15891 GDI_Y, DY + gd_yoffset,
15893 GDI_WIDTH, GAME_BUTTON_XSIZE,
15894 GDI_HEIGHT, GAME_BUTTON_YSIZE,
15895 GDI_TYPE, button_type,
15896 GDI_STATE, GD_BUTTON_UNPRESSED,
15897 GDI_CHECKED, checked,
15898 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
15899 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
15900 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
15901 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
15902 GDI_DIRECT_DRAW, FALSE,
15903 GDI_EVENT_MASK, event_mask,
15904 GDI_CALLBACK_ACTION, HandleGameButtons,
15908 Error(ERR_EXIT, "cannot create gadget");
15910 game_gadget[id] = gi;
15914 void FreeGameButtons()
15918 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15919 FreeGadget(game_gadget[i]);
15922 static void MapGameButtons()
15926 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15927 MapGadget(game_gadget[i]);
15930 void UnmapGameButtons()
15934 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15935 UnmapGadget(game_gadget[i]);
15938 void RedrawGameButtons()
15942 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15943 RedrawGadget(game_gadget[i]);
15946 static void HandleGameButtons(struct GadgetInfo *gi)
15948 int id = gi->custom_id;
15950 if (game_status != GAME_MODE_PLAYING)
15955 case GAME_CTRL_ID_STOP:
15959 RequestQuitGame(TRUE);
15962 case GAME_CTRL_ID_PAUSE:
15963 if (options.network)
15965 #if defined(NETWORK_AVALIABLE)
15967 SendToServer_ContinuePlaying();
15969 SendToServer_PausePlaying();
15973 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15976 case GAME_CTRL_ID_PLAY:
15979 #if defined(NETWORK_AVALIABLE)
15980 if (options.network)
15981 SendToServer_ContinuePlaying();
15985 tape.pausing = FALSE;
15986 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0);
15991 case SOUND_CTRL_ID_MUSIC:
15992 if (setup.sound_music)
15994 setup.sound_music = FALSE;
15997 else if (audio.music_available)
15999 setup.sound = setup.sound_music = TRUE;
16001 SetAudioMode(setup.sound);
16007 case SOUND_CTRL_ID_LOOPS:
16008 if (setup.sound_loops)
16009 setup.sound_loops = FALSE;
16010 else if (audio.loops_available)
16012 setup.sound = setup.sound_loops = TRUE;
16013 SetAudioMode(setup.sound);
16017 case SOUND_CTRL_ID_SIMPLE:
16018 if (setup.sound_simple)
16019 setup.sound_simple = FALSE;
16020 else if (audio.sound_available)
16022 setup.sound = setup.sound_simple = TRUE;
16023 SetAudioMode(setup.sound);