1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2006 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* EXPERIMENTAL STUFF */
25 #define USE_NEW_AMOEBA_CODE FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_STUFF ( 1)
30 #define USE_NEW_SP_SLIPPERY (USE_NEW_STUFF * 1)
31 #define USE_NEW_CUSTOM_VALUE (USE_NEW_STUFF * 1)
32 #define USE_NEW_PLAYER_ANIM (USE_NEW_STUFF * 1)
33 #define USE_NEW_ALL_SLIPPERY (USE_NEW_STUFF * 1)
34 #define USE_NEW_PLAYER_SPEED (USE_NEW_STUFF * 1)
35 #define USE_NEW_DELAYED_ACTION (USE_NEW_STUFF * 1)
36 #define USE_NEW_SNAP_DELAY (USE_NEW_STUFF * 1)
37 #define USE_ONLY_ONE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1)
38 #define USE_ONE_MORE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1)
39 #define USE_FIXED_DONT_RUN_INTO (USE_NEW_STUFF * 1)
40 #define USE_NEW_SPRING_BUMPER (USE_NEW_STUFF * 1)
41 #define USE_STOP_CHANGED_ELEMENTS (USE_NEW_STUFF * 1)
42 #define USE_ELEMENT_TOUCHING_BUGFIX (USE_NEW_STUFF * 1)
43 #define USE_NEW_CONTINUOUS_SNAPPING (USE_NEW_STUFF * 1)
44 #define USE_GFX_RESET_GFX_ANIMATION (USE_NEW_STUFF * 1)
45 #define USE_BOTH_SWITCHGATE_SWITCHES (USE_NEW_STUFF * 1)
46 #define USE_PLAYER_GRAVITY (USE_NEW_STUFF * 1)
47 #define USE_FIXED_BORDER_RUNNING_GFX (USE_NEW_STUFF * 1)
48 #define USE_QUICKSAND_BD_ROCK_BUGFIX (USE_NEW_STUFF * 0)
50 #define USE_QUICKSAND_IMPACT_BUGFIX (USE_NEW_STUFF * 0)
52 #define USE_CODE_THAT_BREAKS_SNAKE_BITE (USE_NEW_STUFF * 1)
54 #define USE_UFAST_PLAYER_EXIT_BUGFIX (USE_NEW_STUFF * 1)
56 #define USE_GFX_RESET_ONLY_WHEN_MOVING (USE_NEW_STUFF * 1)
57 #define USE_GFX_RESET_PLAYER_ARTWORK (USE_NEW_STUFF * 1)
59 #define USE_FIX_KILLED_BY_NON_WALKABLE (USE_NEW_STUFF * 1)
60 #define USE_FIX_IMPACT_COLLISION (USE_NEW_STUFF * 1)
62 #define USE_GFX_RESET_WHEN_NOT_MOVING (USE_NEW_STUFF * 1)
70 /* for MovePlayer() */
71 #define MP_NO_ACTION 0
74 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
76 /* for ScrollPlayer() */
78 #define SCROLL_GO_ON 1
80 /* for Bang()/Explode() */
81 #define EX_PHASE_START 0
82 #define EX_TYPE_NONE 0
83 #define EX_TYPE_NORMAL (1 << 0)
84 #define EX_TYPE_CENTER (1 << 1)
85 #define EX_TYPE_BORDER (1 << 2)
86 #define EX_TYPE_CROSS (1 << 3)
87 #define EX_TYPE_DYNA (1 << 4)
88 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
90 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
91 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
92 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
93 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
95 /* special positions in the game control window (relative to control window) */
96 #define XX_LEVEL1 (PANEL_XPOS(game.panel.level))
97 #define XX_LEVEL2 (PANEL_XPOS(game.panel.level) - 1)
98 #define XX_LEVEL (PANEL_XPOS(game.panel.level))
99 #define YY_LEVEL (PANEL_YPOS(game.panel.level))
100 #define XX_EMERALDS (PANEL_XPOS(game.panel.gems))
101 #define YY_EMERALDS (PANEL_YPOS(game.panel.gems))
102 #define XX_DYNAMITE (PANEL_XPOS(game.panel.inventory))
103 #define YY_DYNAMITE (PANEL_YPOS(game.panel.inventory))
104 #define XX_KEYS (PANEL_XPOS(game.panel.keys))
105 #define YY_KEYS (PANEL_YPOS(game.panel.keys))
106 #define XX_SCORE (PANEL_XPOS(game.panel.score))
107 #define YY_SCORE (PANEL_YPOS(game.panel.score))
108 #define XX_TIME1 (PANEL_XPOS(game.panel.time))
109 #define XX_TIME2 (PANEL_XPOS(game.panel.time) + 1)
110 #define XX_TIME (PANEL_XPOS(game.panel.time))
111 #define YY_TIME (PANEL_YPOS(game.panel.time))
113 /* special positions in the game control window (relative to main window) */
114 #define DX_LEVEL1 (DX + XX_LEVEL1)
115 #define DX_LEVEL2 (DX + XX_LEVEL2)
116 #define DX_LEVEL (DX + XX_LEVEL)
117 #define DY_LEVEL (DY + YY_LEVEL)
118 #define DX_EMERALDS (DX + XX_EMERALDS)
119 #define DY_EMERALDS (DY + YY_EMERALDS)
120 #define DX_DYNAMITE (DX + XX_DYNAMITE)
121 #define DY_DYNAMITE (DY + YY_DYNAMITE)
122 #define DX_KEYS (DX + XX_KEYS)
123 #define DY_KEYS (DY + YY_KEYS)
124 #define DX_SCORE (DX + XX_SCORE)
125 #define DY_SCORE (DY + YY_SCORE)
126 #define DX_TIME1 (DX + XX_TIME1)
127 #define DX_TIME2 (DX + XX_TIME2)
128 #define DX_TIME (DX + XX_TIME)
129 #define DY_TIME (DY + YY_TIME)
132 /* game panel display and control definitions */
134 #define GAME_CONTROL_LEVEL 0
135 #define GAME_CONTROL_GEMS 1
136 #define GAME_CONTROL_INVENTORY 2
137 #define GAME_CONTROL_KEY_1 3
138 #define GAME_CONTROL_KEY_2 4
139 #define GAME_CONTROL_KEY_3 5
140 #define GAME_CONTROL_KEY_4 6
141 #define GAME_CONTROL_KEY_5 7
142 #define GAME_CONTROL_KEY_6 8
143 #define GAME_CONTROL_KEY_7 9
144 #define GAME_CONTROL_KEY_8 10
145 #define GAME_CONTROL_KEY_WHITE 11
146 #define GAME_CONTROL_KEY_WHITE_COUNT 12
147 #define GAME_CONTROL_SCORE 13
148 #define GAME_CONTROL_TIME 14
149 #define GAME_CONTROL_TIME_HH 15
150 #define GAME_CONTROL_TIME_MM 16
151 #define GAME_CONTROL_TIME_SS 17
152 #define GAME_CONTROL_DROP_NEXT_1 18
153 #define GAME_CONTROL_DROP_NEXT_2 19
154 #define GAME_CONTROL_DROP_NEXT_3 20
155 #define GAME_CONTROL_DROP_NEXT_4 21
156 #define GAME_CONTROL_DROP_NEXT_5 22
157 #define GAME_CONTROL_DROP_NEXT_6 23
158 #define GAME_CONTROL_DROP_NEXT_7 24
159 #define GAME_CONTROL_DROP_NEXT_8 25
160 #define GAME_CONTROL_SHIELD_NORMAL 26
161 #define GAME_CONTROL_SHIELD_NORMAL_TIME 27
162 #define GAME_CONTROL_SHIELD_DEADLY 28
163 #define GAME_CONTROL_SHIELD_DEADLY_TIME 29
164 #define GAME_CONTROL_EXIT 30
165 #define GAME_CONTROL_EM_EXIT 31
166 #define GAME_CONTROL_SP_EXIT 32
167 #define GAME_CONTROL_STEEL_EXIT 33
168 #define GAME_CONTROL_EM_STEEL_EXIT 34
169 #define GAME_CONTROL_EMC_MAGIC_BALL 35
170 #define GAME_CONTROL_EMC_MAGIC_BALL_TIME 36
171 #define GAME_CONTROL_LIGHT_SWITCH 37
172 #define GAME_CONTROL_LIGHT_SWITCH_TIME 38
173 #define GAME_CONTROL_TIMEGATE_SWITCH 39
174 #define GAME_CONTROL_TIMEGATE_SWITCH_TIME 40
175 #define GAME_CONTROL_SWITCHGATE_SWITCH 41
176 #define GAME_CONTROL_EMC_LENSES 42
177 #define GAME_CONTROL_EMC_LENSES_TIME 43
178 #define GAME_CONTROL_EMC_MAGNIFIER 44
179 #define GAME_CONTROL_EMC_MAGNIFIER_TIME 45
180 #define GAME_CONTROL_BALLOON_SWITCH 46
181 #define GAME_CONTROL_DYNABOMB_NUMBER 47
182 #define GAME_CONTROL_DYNABOMB_SIZE 48
183 #define GAME_CONTROL_DYNABOMB_POWER 49
184 #define GAME_CONTROL_PENGUINS 50
185 #define GAME_CONTROL_SOKOBAN_OBJECTS 51
186 #define GAME_CONTROL_SOKOBAN_FIELDS 52
187 #define GAME_CONTROL_ROBOT_WHEEL 53
188 #define GAME_CONTROL_CONVEYOR_BELT_1 54
189 #define GAME_CONTROL_CONVEYOR_BELT_1_SWITCH 55
190 #define GAME_CONTROL_CONVEYOR_BELT_2 56
191 #define GAME_CONTROL_CONVEYOR_BELT_2_SWITCH 57
192 #define GAME_CONTROL_CONVEYOR_BELT_3 58
193 #define GAME_CONTROL_CONVEYOR_BELT_3_SWITCH 59
194 #define GAME_CONTROL_CONVEYOR_BELT_4 60
195 #define GAME_CONTROL_CONVEYOR_BELT_4_SWITCH 61
196 #define GAME_CONTROL_MAGIC_WALL 62
197 #define GAME_CONTROL_MAGIC_WALL_TIME 63
198 #define GAME_CONTROL_BD_MAGIC_WALL 64
199 #define GAME_CONTROL_DC_MAGIC_WALL 65
200 #define GAME_CONTROL_PLAYER_NAME 66
201 #define GAME_CONTROL_LEVEL_NAME 67
202 #define GAME_CONTROL_LEVEL_AUTHOR 68
204 struct GameControlInfo
208 struct TextPosInfo *pos_text;
213 static struct GameControlInfo game_controls[] =
226 GAME_CONTROL_INVENTORY,
227 &game.panel.inventory,
246 GAME_CONTROL_TIME_HH,
251 GAME_CONTROL_TIME_MM,
256 GAME_CONTROL_TIME_SS,
261 GAME_CONTROL_DROP_NEXT_1,
262 &game.panel.drop_next_1,
266 GAME_CONTROL_DROP_NEXT_2,
267 &game.panel.drop_next_2,
271 GAME_CONTROL_DROP_NEXT_3,
272 &game.panel.drop_next_3,
276 GAME_CONTROL_DROP_NEXT_4,
277 &game.panel.drop_next_4,
281 GAME_CONTROL_DROP_NEXT_5,
282 &game.panel.drop_next_5,
286 GAME_CONTROL_DROP_NEXT_6,
287 &game.panel.drop_next_6,
291 GAME_CONTROL_DROP_NEXT_7,
292 &game.panel.drop_next_7,
296 GAME_CONTROL_DROP_NEXT_8,
297 &game.panel.drop_next_8,
301 GAME_CONTROL_EMC_KEYS,
302 &game.panel.emc_keys,
346 GAME_CONTROL_KEY_WHITE,
347 &game.panel.key_white,
351 GAME_CONTROL_KEY_WHITE_COUNT,
352 &game.panel.key_white_count,
356 GAME_CONTROL_SHIELD_NORMAL,
357 &game.panel.shield_normal,
361 GAME_CONTROL_SHIELD_NORMAL_TIME,
362 &game.panel.shield_normal_time,
366 GAME_CONTROL_SHIELD_DEADLY,
367 &game.panel.shield_deadly,
371 GAME_CONTROL_SHIELD_DEADLY_TIME,
372 &game.panel.shield_deadly_time,
381 GAME_CONTROL_EM_EXIT,
386 GAME_CONTROL_SP_EXIT,
391 GAME_CONTROL_STEEL_EXIT,
392 &game.panel.steel_exit,
396 GAME_CONTROL_EM_STEEL_EXIT,
397 &game.panel.em_steel_exit,
401 GAME_CONTROL_EMC_MAGIC_BALL,
402 &game.panel.emc_magic_ball,
406 GAME_CONTROL_EMC_MAGIC_BALL_TIME,
407 &game.panel.emc_magic_ball_time,
411 GAME_CONTROL_LIGHT_SWITCH,
412 &game.panel.light_switch,
416 GAME_CONTROL_LIGHT_SWITCH_TIME,
417 &game.panel.light_switch_time,
421 GAME_CONTROL_TIMEGATE_SWITCH,
422 &game.panel.timegate_switch,
426 GAME_CONTROL_TIMEGATE_SWITCH_TIME,
427 &game.panel.timegate_switch_time,
431 GAME_CONTROL_SWITCHGATE_SWITCH,
432 &game.panel.switchgate_switch,
436 GAME_CONTROL_EMC_LENSES,
437 &game.panel.emc_lenses,
441 GAME_CONTROL_EMC_LENSES_TIME,
442 &game.panel.emc_lenses_time,
446 GAME_CONTROL_EMC_MAGNIFIER,
447 &game.panel.emc_magnifier,
451 GAME_CONTROL_EMC_MAGNIFIER_TIME,
452 &game.panel.emc_magnifier_time,
456 GAME_CONTROL_BALLOON_SWITCH,
457 &game.panel.balloon_switch,
461 GAME_CONTROL_DYNABOMB_NUMBER,
462 &game.panel.dynabomb_number,
466 GAME_CONTROL_DYNABOMB_SIZE,
467 &game.panel.dynabomb_size,
471 GAME_CONTROL_DYNABOMB_POWER,
472 &game.panel.dynabomb_power,
476 GAME_CONTROL_PENGUINS,
477 &game.panel.penguins,
481 GAME_CONTROL_SOKOBAN_OBJECTS,
482 &game.panel.sokoban_objects,
486 GAME_CONTROL_SOKOBAN_FIELDS,
487 &game.panel.sokoban_fields,
491 GAME_CONTROL_ROBOT_WHEEL,
492 &game.panel.robot_wheel,
496 GAME_CONTROL_CONVEYOR_BELT_1,
497 &game.panel.conveyor_belt_1,
501 GAME_CONTROL_CONVEYOR_BELT_1_SWITCH,
502 &game.panel.conveyor_belt_1_switch,
506 GAME_CONTROL_CONVEYOR_BELT_2,
507 &game.panel.conveyor_belt_2,
511 GAME_CONTROL_CONVEYOR_BELT_2_SWITCH,
512 &game.panel.conveyor_belt_2_switch,
516 GAME_CONTROL_CONVEYOR_BELT_3,
517 &game.panel.conveyor_belt_3,
521 GAME_CONTROL_CONVEYOR_BELT_3_SWITCH,
522 &game.panel.conveyor_belt_3_switch,
526 GAME_CONTROL_CONVEYOR_BELT_4,
527 &game.panel.conveyor_belt_4,
531 GAME_CONTROL_CONVEYOR_BELT_4_SWITCH,
532 &game.panel.conveyor_belt_4_switch,
536 GAME_CONTROL_MAGIC_WALL,
537 &game.panel.magic_wall,
541 GAME_CONTROL_MAGIC_WALL_TIME,
542 &game.panel.magic_wall_time,
546 GAME_CONTROL_BD_MAGIC_WALL,
547 &game.panel.bd_magic_wall,
551 GAME_CONTROL_DC_MAGIC_WALL,
552 &game.panel.dc_magic_wall,
556 GAME_CONTROL_PLAYER_NAME,
557 &game.panel.player_name,
561 GAME_CONTROL_LEVEL_NAME,
562 &game.panel.level_name,
566 GAME_CONTROL_LEVEL_AUTHOR,
567 &game.panel.level_author,
581 /* values for delayed check of falling and moving elements and for collision */
582 #define CHECK_DELAY_MOVING 3
583 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
584 #define CHECK_DELAY_COLLISION 2
585 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
587 /* values for initial player move delay (initial delay counter value) */
588 #define INITIAL_MOVE_DELAY_OFF -1
589 #define INITIAL_MOVE_DELAY_ON 0
591 /* values for player movement speed (which is in fact a delay value) */
592 #define MOVE_DELAY_MIN_SPEED 32
593 #define MOVE_DELAY_NORMAL_SPEED 8
594 #define MOVE_DELAY_HIGH_SPEED 4
595 #define MOVE_DELAY_MAX_SPEED 1
597 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
598 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
600 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
601 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
603 /* values for other actions */
604 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
605 #define MOVE_STEPSIZE_MIN (1)
606 #define MOVE_STEPSIZE_MAX (TILEX)
608 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
609 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
611 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
613 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
614 RND(element_info[e].push_delay_random))
615 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
616 RND(element_info[e].drop_delay_random))
617 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
618 RND(element_info[e].move_delay_random))
619 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
620 (element_info[e].move_delay_random))
621 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
622 RND(element_info[e].ce_value_random_initial))
623 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
624 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
625 RND((c)->delay_random * (c)->delay_frames))
626 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
627 RND((c)->delay_random))
630 #define GET_VALID_RUNTIME_ELEMENT(e) \
631 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
633 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
634 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
635 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
636 (be) + (e) - EL_SELF)
638 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
639 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
640 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
641 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
642 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
643 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
644 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
645 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
646 RESOLVED_REFERENCE_ELEMENT(be, e) : \
649 #define CAN_GROW_INTO(e) \
650 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
652 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
653 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
656 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
657 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
658 (CAN_MOVE_INTO_ACID(e) && \
659 Feld[x][y] == EL_ACID) || \
662 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
663 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
664 (CAN_MOVE_INTO_ACID(e) && \
665 Feld[x][y] == EL_ACID) || \
668 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
669 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
671 (CAN_MOVE_INTO_ACID(e) && \
672 Feld[x][y] == EL_ACID) || \
673 (DONT_COLLIDE_WITH(e) && \
675 !PLAYER_ENEMY_PROTECTED(x, y))))
677 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
678 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
680 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
681 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
683 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
684 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
686 #define ANDROID_CAN_CLONE_FIELD(x, y) \
687 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
688 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
690 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
691 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
693 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
694 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
696 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
697 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
699 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
700 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
702 #define PIG_CAN_ENTER_FIELD(e, x, y) \
703 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
705 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
706 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
707 Feld[x][y] == EL_EM_EXIT_OPEN || \
708 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
709 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
710 IS_FOOD_PENGUIN(Feld[x][y])))
711 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
712 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
714 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
715 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
717 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
718 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
720 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
721 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
722 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
724 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
726 #define CE_ENTER_FIELD_COND(e, x, y) \
727 (!IS_PLAYER(x, y) && \
728 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
730 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
731 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
733 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
734 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
736 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
737 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
738 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
739 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
741 /* game button identifiers */
742 #define GAME_CTRL_ID_STOP 0
743 #define GAME_CTRL_ID_PAUSE 1
744 #define GAME_CTRL_ID_PLAY 2
745 #define SOUND_CTRL_ID_MUSIC 3
746 #define SOUND_CTRL_ID_LOOPS 4
747 #define SOUND_CTRL_ID_SIMPLE 5
749 #define NUM_GAME_BUTTONS 6
752 /* forward declaration for internal use */
754 static void CreateField(int, int, int);
756 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
757 static void AdvanceFrameAndPlayerCounters(int);
759 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
760 static boolean MovePlayer(struct PlayerInfo *, int, int);
761 static void ScrollPlayer(struct PlayerInfo *, int);
762 static void ScrollScreen(struct PlayerInfo *, int);
764 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
766 static void InitBeltMovement(void);
767 static void CloseAllOpenTimegates(void);
768 static void CheckGravityMovement(struct PlayerInfo *);
769 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
770 static void KillPlayerUnlessEnemyProtected(int, int);
771 static void KillPlayerUnlessExplosionProtected(int, int);
773 static void TestIfPlayerTouchesCustomElement(int, int);
774 static void TestIfElementTouchesCustomElement(int, int);
775 static void TestIfElementHitsCustomElement(int, int, int);
777 static void TestIfElementSmashesCustomElement(int, int, int);
780 static void HandleElementChange(int, int, int);
781 static void ExecuteCustomElementAction(int, int, int, int);
782 static boolean ChangeElement(int, int, int, int);
784 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
785 #define CheckTriggeredElementChange(x, y, e, ev) \
786 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
787 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
788 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
789 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
790 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
791 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
792 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
794 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
795 #define CheckElementChange(x, y, e, te, ev) \
796 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
797 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
798 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
799 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
800 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
802 static void PlayLevelSound(int, int, int);
803 static void PlayLevelSoundNearest(int, int, int);
804 static void PlayLevelSoundAction(int, int, int);
805 static void PlayLevelSoundElementAction(int, int, int, int);
806 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
807 static void PlayLevelSoundActionIfLoop(int, int, int);
808 static void StopLevelSoundActionIfLoop(int, int, int);
809 static void PlayLevelMusic();
811 static void MapGameButtons();
812 static void HandleGameButtons(struct GadgetInfo *);
814 int AmoebeNachbarNr(int, int);
815 void AmoebeUmwandeln(int, int);
816 void ContinueMoving(int, int);
818 void InitMovDir(int, int);
819 void InitAmoebaNr(int, int);
820 int NewHiScore(void);
822 void TestIfGoodThingHitsBadThing(int, int, int);
823 void TestIfBadThingHitsGoodThing(int, int, int);
824 void TestIfPlayerTouchesBadThing(int, int);
825 void TestIfPlayerRunsIntoBadThing(int, int, int);
826 void TestIfBadThingTouchesPlayer(int, int);
827 void TestIfBadThingRunsIntoPlayer(int, int, int);
828 void TestIfFriendTouchesBadThing(int, int);
829 void TestIfBadThingTouchesFriend(int, int);
830 void TestIfBadThingTouchesOtherBadThing(int, int);
832 void KillPlayer(struct PlayerInfo *);
833 void BuryPlayer(struct PlayerInfo *);
834 void RemovePlayer(struct PlayerInfo *);
836 boolean SnapField(struct PlayerInfo *, int, int);
837 boolean DropElement(struct PlayerInfo *);
839 static int getInvisibleActiveFromInvisibleElement(int);
840 static int getInvisibleFromInvisibleActiveElement(int);
842 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
844 /* for detection of endless loops, caused by custom element programming */
845 /* (using maximal playfield width x 10 is just a rough approximation) */
846 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
848 #define RECURSION_LOOP_DETECTION_START(e, rc) \
850 if (recursion_loop_detected) \
853 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
855 recursion_loop_detected = TRUE; \
856 recursion_loop_element = (e); \
859 recursion_loop_depth++; \
862 #define RECURSION_LOOP_DETECTION_END() \
864 recursion_loop_depth--; \
867 static int recursion_loop_depth;
868 static boolean recursion_loop_detected;
869 static boolean recursion_loop_element;
872 /* ------------------------------------------------------------------------- */
873 /* definition of elements that automatically change to other elements after */
874 /* a specified time, eventually calling a function when changing */
875 /* ------------------------------------------------------------------------- */
877 /* forward declaration for changer functions */
878 static void InitBuggyBase(int, int);
879 static void WarnBuggyBase(int, int);
881 static void InitTrap(int, int);
882 static void ActivateTrap(int, int);
883 static void ChangeActiveTrap(int, int);
885 static void InitRobotWheel(int, int);
886 static void RunRobotWheel(int, int);
887 static void StopRobotWheel(int, int);
889 static void InitTimegateWheel(int, int);
890 static void RunTimegateWheel(int, int);
892 static void InitMagicBallDelay(int, int);
893 static void ActivateMagicBall(int, int);
895 struct ChangingElementInfo
900 void (*pre_change_function)(int x, int y);
901 void (*change_function)(int x, int y);
902 void (*post_change_function)(int x, int y);
905 static struct ChangingElementInfo change_delay_list[] =
940 EL_STEEL_EXIT_OPENING,
948 EL_STEEL_EXIT_CLOSING,
949 EL_STEEL_EXIT_CLOSED,
976 EL_EM_STEEL_EXIT_OPENING,
977 EL_EM_STEEL_EXIT_OPEN,
984 EL_EM_STEEL_EXIT_CLOSING,
988 EL_EM_STEEL_EXIT_CLOSED,
1012 EL_SWITCHGATE_OPENING,
1020 EL_SWITCHGATE_CLOSING,
1021 EL_SWITCHGATE_CLOSED,
1028 EL_TIMEGATE_OPENING,
1036 EL_TIMEGATE_CLOSING,
1045 EL_ACID_SPLASH_LEFT,
1053 EL_ACID_SPLASH_RIGHT,
1062 EL_SP_BUGGY_BASE_ACTIVATING,
1069 EL_SP_BUGGY_BASE_ACTIVATING,
1070 EL_SP_BUGGY_BASE_ACTIVE,
1077 EL_SP_BUGGY_BASE_ACTIVE,
1101 EL_ROBOT_WHEEL_ACTIVE,
1109 EL_TIMEGATE_SWITCH_ACTIVE,
1117 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1118 EL_DC_TIMEGATE_SWITCH,
1125 EL_EMC_MAGIC_BALL_ACTIVE,
1126 EL_EMC_MAGIC_BALL_ACTIVE,
1133 EL_EMC_SPRING_BUMPER_ACTIVE,
1134 EL_EMC_SPRING_BUMPER,
1141 EL_DIAGONAL_SHRINKING,
1149 EL_DIAGONAL_GROWING,
1170 int push_delay_fixed, push_delay_random;
1174 { EL_SPRING, 0, 0 },
1175 { EL_BALLOON, 0, 0 },
1177 { EL_SOKOBAN_OBJECT, 2, 0 },
1178 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1179 { EL_SATELLITE, 2, 0 },
1180 { EL_SP_DISK_YELLOW, 2, 0 },
1182 { EL_UNDEFINED, 0, 0 },
1190 move_stepsize_list[] =
1192 { EL_AMOEBA_DROP, 2 },
1193 { EL_AMOEBA_DROPPING, 2 },
1194 { EL_QUICKSAND_FILLING, 1 },
1195 { EL_QUICKSAND_EMPTYING, 1 },
1196 { EL_QUICKSAND_FAST_FILLING, 2 },
1197 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1198 { EL_MAGIC_WALL_FILLING, 2 },
1199 { EL_MAGIC_WALL_EMPTYING, 2 },
1200 { EL_BD_MAGIC_WALL_FILLING, 2 },
1201 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1202 { EL_DC_MAGIC_WALL_FILLING, 2 },
1203 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1205 { EL_UNDEFINED, 0 },
1213 collect_count_list[] =
1216 { EL_BD_DIAMOND, 1 },
1217 { EL_EMERALD_YELLOW, 1 },
1218 { EL_EMERALD_RED, 1 },
1219 { EL_EMERALD_PURPLE, 1 },
1221 { EL_SP_INFOTRON, 1 },
1225 { EL_UNDEFINED, 0 },
1233 access_direction_list[] =
1235 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1236 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1237 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1238 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1239 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1240 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1241 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1242 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1243 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1244 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1245 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1247 { EL_SP_PORT_LEFT, MV_RIGHT },
1248 { EL_SP_PORT_RIGHT, MV_LEFT },
1249 { EL_SP_PORT_UP, MV_DOWN },
1250 { EL_SP_PORT_DOWN, MV_UP },
1251 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1252 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1253 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1254 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1255 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1256 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1257 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1258 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1259 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1260 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1261 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1262 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1263 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1264 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1265 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1267 { EL_UNDEFINED, MV_NONE }
1270 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1272 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1273 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1274 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1275 IS_JUST_CHANGING(x, y))
1277 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1279 /* static variables for playfield scan mode (scanning forward or backward) */
1280 static int playfield_scan_start_x = 0;
1281 static int playfield_scan_start_y = 0;
1282 static int playfield_scan_delta_x = 1;
1283 static int playfield_scan_delta_y = 1;
1285 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1286 (y) >= 0 && (y) <= lev_fieldy - 1; \
1287 (y) += playfield_scan_delta_y) \
1288 for ((x) = playfield_scan_start_x; \
1289 (x) >= 0 && (x) <= lev_fieldx - 1; \
1290 (x) += playfield_scan_delta_x)
1293 void DEBUG_SetMaximumDynamite()
1297 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1298 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1299 local_player->inventory_element[local_player->inventory_size++] =
1304 static void InitPlayfieldScanModeVars()
1306 if (game.use_reverse_scan_direction)
1308 playfield_scan_start_x = lev_fieldx - 1;
1309 playfield_scan_start_y = lev_fieldy - 1;
1311 playfield_scan_delta_x = -1;
1312 playfield_scan_delta_y = -1;
1316 playfield_scan_start_x = 0;
1317 playfield_scan_start_y = 0;
1319 playfield_scan_delta_x = 1;
1320 playfield_scan_delta_y = 1;
1324 static void InitPlayfieldScanMode(int mode)
1326 game.use_reverse_scan_direction =
1327 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1329 InitPlayfieldScanModeVars();
1332 static int get_move_delay_from_stepsize(int move_stepsize)
1335 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1337 /* make sure that stepsize value is always a power of 2 */
1338 move_stepsize = (1 << log_2(move_stepsize));
1340 return TILEX / move_stepsize;
1343 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1346 int player_nr = player->index_nr;
1347 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1348 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1350 /* do no immediately change move delay -- the player might just be moving */
1351 player->move_delay_value_next = move_delay;
1353 /* information if player can move must be set separately */
1354 player->cannot_move = cannot_move;
1358 player->move_delay = game.initial_move_delay[player_nr];
1359 player->move_delay_value = game.initial_move_delay_value[player_nr];
1361 player->move_delay_value_next = -1;
1363 player->move_delay_reset_counter = 0;
1367 void GetPlayerConfig()
1369 GameFrameDelay = setup.game_frame_delay;
1371 if (!audio.sound_available)
1372 setup.sound_simple = FALSE;
1374 if (!audio.loops_available)
1375 setup.sound_loops = FALSE;
1377 if (!audio.music_available)
1378 setup.sound_music = FALSE;
1380 if (!video.fullscreen_available)
1381 setup.fullscreen = FALSE;
1383 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1385 SetAudioMode(setup.sound);
1389 int GetElementFromGroupElement(int element)
1391 if (IS_GROUP_ELEMENT(element))
1393 struct ElementGroupInfo *group = element_info[element].group;
1394 int last_anim_random_frame = gfx.anim_random_frame;
1397 if (group->choice_mode == ANIM_RANDOM)
1398 gfx.anim_random_frame = RND(group->num_elements_resolved);
1400 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1401 group->choice_mode, 0,
1404 if (group->choice_mode == ANIM_RANDOM)
1405 gfx.anim_random_frame = last_anim_random_frame;
1407 group->choice_pos++;
1409 element = group->element_resolved[element_pos];
1415 static void InitPlayerField(int x, int y, int element, boolean init_game)
1417 if (element == EL_SP_MURPHY)
1421 if (stored_player[0].present)
1423 Feld[x][y] = EL_SP_MURPHY_CLONE;
1429 stored_player[0].use_murphy = TRUE;
1431 if (!level.use_artwork_element[0])
1432 stored_player[0].artwork_element = EL_SP_MURPHY;
1435 Feld[x][y] = EL_PLAYER_1;
1441 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1442 int jx = player->jx, jy = player->jy;
1444 player->present = TRUE;
1446 player->block_last_field = (element == EL_SP_MURPHY ?
1447 level.sp_block_last_field :
1448 level.block_last_field);
1450 /* ---------- initialize player's last field block delay --------------- */
1452 /* always start with reliable default value (no adjustment needed) */
1453 player->block_delay_adjustment = 0;
1455 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1456 if (player->block_last_field && element == EL_SP_MURPHY)
1457 player->block_delay_adjustment = 1;
1459 /* special case 2: in game engines before 3.1.1, blocking was different */
1460 if (game.use_block_last_field_bug)
1461 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1463 if (!options.network || player->connected)
1465 player->active = TRUE;
1467 /* remove potentially duplicate players */
1468 if (StorePlayer[jx][jy] == Feld[x][y])
1469 StorePlayer[jx][jy] = 0;
1471 StorePlayer[x][y] = Feld[x][y];
1475 printf("Player %d activated.\n", player->element_nr);
1476 printf("[Local player is %d and currently %s.]\n",
1477 local_player->element_nr,
1478 local_player->active ? "active" : "not active");
1482 Feld[x][y] = EL_EMPTY;
1484 player->jx = player->last_jx = x;
1485 player->jy = player->last_jy = y;
1489 static void InitField(int x, int y, boolean init_game)
1491 int element = Feld[x][y];
1500 InitPlayerField(x, y, element, init_game);
1503 case EL_SOKOBAN_FIELD_PLAYER:
1504 element = Feld[x][y] = EL_PLAYER_1;
1505 InitField(x, y, init_game);
1507 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1508 InitField(x, y, init_game);
1511 case EL_SOKOBAN_FIELD_EMPTY:
1512 local_player->sokobanfields_still_needed++;
1516 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1517 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1518 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1519 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1520 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1521 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1522 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1523 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1524 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1525 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1534 case EL_SPACESHIP_RIGHT:
1535 case EL_SPACESHIP_UP:
1536 case EL_SPACESHIP_LEFT:
1537 case EL_SPACESHIP_DOWN:
1538 case EL_BD_BUTTERFLY:
1539 case EL_BD_BUTTERFLY_RIGHT:
1540 case EL_BD_BUTTERFLY_UP:
1541 case EL_BD_BUTTERFLY_LEFT:
1542 case EL_BD_BUTTERFLY_DOWN:
1544 case EL_BD_FIREFLY_RIGHT:
1545 case EL_BD_FIREFLY_UP:
1546 case EL_BD_FIREFLY_LEFT:
1547 case EL_BD_FIREFLY_DOWN:
1548 case EL_PACMAN_RIGHT:
1550 case EL_PACMAN_LEFT:
1551 case EL_PACMAN_DOWN:
1553 case EL_YAMYAM_LEFT:
1554 case EL_YAMYAM_RIGHT:
1556 case EL_YAMYAM_DOWN:
1557 case EL_DARK_YAMYAM:
1560 case EL_SP_SNIKSNAK:
1561 case EL_SP_ELECTRON:
1570 case EL_AMOEBA_FULL:
1575 case EL_AMOEBA_DROP:
1576 if (y == lev_fieldy - 1)
1578 Feld[x][y] = EL_AMOEBA_GROWING;
1579 Store[x][y] = EL_AMOEBA_WET;
1583 case EL_DYNAMITE_ACTIVE:
1584 case EL_SP_DISK_RED_ACTIVE:
1585 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1586 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1587 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1588 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1589 MovDelay[x][y] = 96;
1592 case EL_EM_DYNAMITE_ACTIVE:
1593 MovDelay[x][y] = 32;
1597 local_player->lights_still_needed++;
1601 local_player->friends_still_needed++;
1606 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1609 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1610 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1611 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1612 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1613 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1614 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1615 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1616 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1617 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1618 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1619 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1620 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1623 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1624 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1625 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1627 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1629 game.belt_dir[belt_nr] = belt_dir;
1630 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1632 else /* more than one switch -- set it like the first switch */
1634 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1639 #if !USE_BOTH_SWITCHGATE_SWITCHES
1640 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
1642 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
1645 case EL_DC_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
1647 Feld[x][y] = EL_DC_SWITCHGATE_SWITCH_UP;
1651 case EL_LIGHT_SWITCH_ACTIVE:
1653 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1656 case EL_INVISIBLE_STEELWALL:
1657 case EL_INVISIBLE_WALL:
1658 case EL_INVISIBLE_SAND:
1659 if (game.light_time_left > 0 ||
1660 game.lenses_time_left > 0)
1661 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1664 case EL_EMC_MAGIC_BALL:
1665 if (game.ball_state)
1666 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1669 case EL_EMC_MAGIC_BALL_SWITCH:
1670 if (game.ball_state)
1671 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1675 if (IS_CUSTOM_ELEMENT(element))
1677 if (CAN_MOVE(element))
1680 #if USE_NEW_CUSTOM_VALUE
1681 if (!element_info[element].use_last_ce_value || init_game)
1682 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1685 else if (IS_GROUP_ELEMENT(element))
1687 Feld[x][y] = GetElementFromGroupElement(element);
1689 InitField(x, y, init_game);
1696 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1699 static inline void InitField_WithBug1(int x, int y, boolean init_game)
1701 InitField(x, y, init_game);
1703 /* not needed to call InitMovDir() -- already done by InitField()! */
1704 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1705 CAN_MOVE(Feld[x][y]))
1709 static inline void InitField_WithBug2(int x, int y, boolean init_game)
1711 int old_element = Feld[x][y];
1713 InitField(x, y, init_game);
1715 /* not needed to call InitMovDir() -- already done by InitField()! */
1716 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1717 CAN_MOVE(old_element) &&
1718 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1721 /* this case is in fact a combination of not less than three bugs:
1722 first, it calls InitMovDir() for elements that can move, although this is
1723 already done by InitField(); then, it checks the element that was at this
1724 field _before_ the call to InitField() (which can change it); lastly, it
1725 was not called for "mole with direction" elements, which were treated as
1726 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1732 void DrawGameValue_Emeralds(int value)
1734 struct TextPosInfo *pos = &game.panel.gems;
1736 int font_nr = pos->font;
1738 int font_nr = FONT_TEXT_2;
1740 int font_width = getFontWidth(font_nr);
1741 int chars = pos->chars;
1743 if (PANEL_DEACTIVATED(pos))
1746 pos->width = chars * font_width;
1748 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
1751 void DrawGameValue_Dynamite(int value)
1753 struct TextPosInfo *pos = &game.panel.inventory;
1755 int font_nr = pos->font;
1757 int font_nr = FONT_TEXT_2;
1759 int font_width = getFontWidth(font_nr);
1760 int chars = pos->chars;
1762 if (PANEL_DEACTIVATED(pos))
1765 pos->width = chars * font_width;
1767 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
1770 void DrawGameValue_Score(int value)
1772 struct TextPosInfo *pos = &game.panel.score;
1774 int font_nr = pos->font;
1776 int font_nr = FONT_TEXT_2;
1778 int font_width = getFontWidth(font_nr);
1779 int chars = pos->chars;
1781 if (PANEL_DEACTIVATED(pos))
1784 pos->width = chars * font_width;
1786 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
1789 void DrawGameValue_Time(int value)
1791 struct TextPosInfo *pos = &game.panel.time;
1792 static int last_value = -1;
1795 int chars = pos->chars;
1797 int font1_nr = pos->font;
1798 int font2_nr = pos->font_alt;
1800 int font1_nr = FONT_TEXT_2;
1801 int font2_nr = FONT_TEXT_1;
1803 int font_nr = font1_nr;
1804 boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
1806 if (PANEL_DEACTIVATED(pos))
1809 if (use_dynamic_chars) /* use dynamic number of chars */
1811 chars = (value < 1000 ? chars1 : chars2);
1812 font_nr = (value < 1000 ? font1_nr : font2_nr);
1815 /* clear background if value just changed its size (dynamic chars only) */
1816 if (use_dynamic_chars && (last_value < 1000) != (value < 1000))
1818 int width1 = chars1 * getFontWidth(font1_nr);
1819 int width2 = chars2 * getFontWidth(font2_nr);
1820 int max_width = MAX(width1, width2);
1821 int max_height = MAX(getFontHeight(font1_nr), getFontHeight(font2_nr));
1823 pos->width = max_width;
1825 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
1826 max_width, max_height);
1829 pos->width = chars * getFontWidth(font_nr);
1831 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
1836 void DrawGameValue_Level(int value)
1838 struct TextPosInfo *pos = &game.panel.level_number;
1841 int chars = pos->chars;
1843 int font1_nr = pos->font;
1844 int font2_nr = pos->font_alt;
1846 int font1_nr = FONT_TEXT_2;
1847 int font2_nr = FONT_TEXT_1;
1849 int font_nr = font1_nr;
1850 boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
1852 if (PANEL_DEACTIVATED(pos))
1855 if (use_dynamic_chars) /* use dynamic number of chars */
1857 chars = (level_nr < 100 ? chars1 : chars2);
1858 font_nr = (level_nr < 100 ? font1_nr : font2_nr);
1861 pos->width = chars * getFontWidth(font_nr);
1863 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
1866 void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
1869 struct TextPosInfo *pos = &game.panel.keys;
1872 int base_key_graphic = EL_KEY_1;
1877 if (PANEL_DEACTIVATED(pos))
1882 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1883 base_key_graphic = EL_EM_KEY_1;
1887 pos->width = 4 * MINI_TILEX;
1891 for (i = 0; i < MAX_NUM_KEYS; i++)
1893 /* currently only 4 of 8 possible keys are displayed */
1894 for (i = 0; i < STD_NUM_KEYS; i++)
1898 struct TextPosInfo *pos = &game.panel.key[i];
1900 int src_x = DOOR_GFX_PAGEX5 + 18;
1901 int src_y = DOOR_GFX_PAGEY1 + 123;
1903 int dst_x = PANEL_XPOS(pos);
1904 int dst_y = PANEL_YPOS(pos);
1906 int dst_x = PANEL_XPOS(pos) + i * MINI_TILEX;
1907 int dst_y = PANEL_YPOS(pos);
1911 int element = (i >= STD_NUM_KEYS ? EL_EMC_KEY_5 - 4 :
1912 level.game_engine_type == GAME_ENGINE_TYPE_EM ? EL_EM_KEY_1 :
1914 int graphic = el2edimg(element);
1918 if (PANEL_DEACTIVATED(pos))
1923 /* masked blit with tiles from half-size scaled bitmap does not work yet
1924 (no mask bitmap created for these sizes after loading and scaling) --
1925 solution: load without creating mask, scale, then create final mask */
1927 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
1928 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
1933 int graphic = el2edimg(base_key_graphic + i);
1938 getMiniGraphicSource(graphic, &src_bitmap, &src_x, &src_y);
1940 SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
1941 dst_x - src_x, dst_y - src_y);
1942 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, MINI_TILEX, MINI_TILEY,
1948 DrawMiniGraphicExt(drawto, dst_x, dst_y, graphic);
1950 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
1951 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
1954 DrawMiniGraphicExt(drawto, dst_x, dst_y, el2edimg(base_key_graphic + i));
1956 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
1957 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
1965 void DrawGameValue_Emeralds(int value)
1967 int font_nr = FONT_TEXT_2;
1968 int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
1970 if (PANEL_DEACTIVATED(game.panel.gems))
1973 DrawText(DX_EMERALDS + xpos, DY_EMERALDS, int2str(value, 3), font_nr);
1976 void DrawGameValue_Dynamite(int value)
1978 int font_nr = FONT_TEXT_2;
1979 int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
1981 if (PANEL_DEACTIVATED(game.panel.inventory))
1984 DrawText(DX_DYNAMITE + xpos, DY_DYNAMITE, int2str(value, 3), font_nr);
1987 void DrawGameValue_Score(int value)
1989 int font_nr = FONT_TEXT_2;
1990 int xpos = (5 * 14 - 5 * getFontWidth(font_nr)) / 2;
1992 if (PANEL_DEACTIVATED(game.panel.score))
1995 DrawText(DX_SCORE + xpos, DY_SCORE, int2str(value, 5), font_nr);
1998 void DrawGameValue_Time(int value)
2000 int font1_nr = FONT_TEXT_2;
2002 int font2_nr = FONT_TEXT_1;
2004 int font2_nr = FONT_LEVEL_NUMBER;
2006 int xpos3 = (3 * 14 - 3 * getFontWidth(font1_nr)) / 2;
2007 int xpos4 = (4 * 10 - 4 * getFontWidth(font2_nr)) / 2;
2009 if (PANEL_DEACTIVATED(game.panel.time))
2012 /* clear background if value just changed its size */
2013 if (value == 999 || value == 1000)
2014 ClearRectangleOnBackground(drawto, DX_TIME1, DY_TIME, 14 * 3, 14);
2017 DrawText(DX_TIME1 + xpos3, DY_TIME, int2str(value, 3), font1_nr);
2019 DrawText(DX_TIME2 + xpos4, DY_TIME, int2str(value, 4), font2_nr);
2022 void DrawGameValue_Level(int value)
2024 int font1_nr = FONT_TEXT_2;
2026 int font2_nr = FONT_TEXT_1;
2028 int font2_nr = FONT_LEVEL_NUMBER;
2031 if (PANEL_DEACTIVATED(game.panel.level))
2035 DrawText(DX_LEVEL1, DY_LEVEL, int2str(value, 2), font1_nr);
2037 DrawText(DX_LEVEL2, DY_LEVEL, int2str(value, 3), font2_nr);
2040 void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
2042 int base_key_graphic = EL_KEY_1;
2045 if (PANEL_DEACTIVATED(game.panel.keys))
2048 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2049 base_key_graphic = EL_EM_KEY_1;
2051 /* currently only 4 of 8 possible keys are displayed */
2052 for (i = 0; i < STD_NUM_KEYS; i++)
2054 int x = XX_KEYS + i * MINI_TILEX;
2058 DrawMiniGraphicExt(drawto, DX + x,DY + y, el2edimg(base_key_graphic + i));
2060 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
2061 DOOR_GFX_PAGEX5 + x, y, MINI_TILEX, MINI_TILEY, DX + x,DY + y);
2067 void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
2070 int key[MAX_NUM_KEYS];
2073 /* prevent EM engine from updating time/score values parallel to GameWon() */
2074 if (level.game_engine_type == GAME_ENGINE_TYPE_EM &&
2075 local_player->LevelSolved)
2078 for (i = 0; i < MAX_NUM_KEYS; i++)
2079 key[i] = key_bits & (1 << i);
2081 DrawGameValue_Level(level_nr);
2083 DrawGameValue_Emeralds(emeralds);
2084 DrawGameValue_Dynamite(dynamite);
2085 DrawGameValue_Score(score);
2086 DrawGameValue_Time(time);
2088 DrawGameValue_Keys(key);
2091 void DrawGameDoorValues()
2093 int time_value = (level.time == 0 ? TimePlayed : TimeLeft);
2094 int dynamite_value = 0;
2095 int score_value = (local_player->LevelSolved ? local_player->score_final :
2096 local_player->score);
2097 int gems_value = local_player->gems_still_needed;
2101 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2103 DrawGameDoorValues_EM();
2108 if (game.centered_player_nr == -1)
2110 for (i = 0; i < MAX_PLAYERS; i++)
2112 for (j = 0; j < MAX_NUM_KEYS; j++)
2113 if (stored_player[i].key[j])
2114 key_bits |= (1 << j);
2116 dynamite_value += stored_player[i].inventory_size;
2121 int player_nr = game.centered_player_nr;
2123 for (i = 0; i < MAX_NUM_KEYS; i++)
2124 if (stored_player[player_nr].key[i])
2125 key_bits |= (1 << i);
2127 dynamite_value = stored_player[player_nr].inventory_size;
2130 DrawAllGameValues(gems_value, dynamite_value, score_value, time_value,
2136 =============================================================================
2138 -----------------------------------------------------------------------------
2139 initialize game engine due to level / tape version number
2140 =============================================================================
2143 static void InitGameEngine()
2145 int i, j, k, l, x, y;
2147 /* set game engine from tape file when re-playing, else from level file */
2148 game.engine_version = (tape.playing ? tape.engine_version :
2149 level.game_version);
2151 /* ---------------------------------------------------------------------- */
2152 /* set flags for bugs and changes according to active game engine version */
2153 /* ---------------------------------------------------------------------- */
2156 Summary of bugfix/change:
2157 Fixed handling for custom elements that change when pushed by the player.
2159 Fixed/changed in version:
2163 Before 3.1.0, custom elements that "change when pushing" changed directly
2164 after the player started pushing them (until then handled in "DigField()").
2165 Since 3.1.0, these custom elements are not changed until the "pushing"
2166 move of the element is finished (now handled in "ContinueMoving()").
2168 Affected levels/tapes:
2169 The first condition is generally needed for all levels/tapes before version
2170 3.1.0, which might use the old behaviour before it was changed; known tapes
2171 that are affected are some tapes from the level set "Walpurgis Gardens" by
2173 The second condition is an exception from the above case and is needed for
2174 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2175 above (including some development versions of 3.1.0), but before it was
2176 known that this change would break tapes like the above and was fixed in
2177 3.1.1, so that the changed behaviour was active although the engine version
2178 while recording maybe was before 3.1.0. There is at least one tape that is
2179 affected by this exception, which is the tape for the one-level set "Bug
2180 Machine" by Juergen Bonhagen.
2183 game.use_change_when_pushing_bug =
2184 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2186 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2187 tape.game_version < VERSION_IDENT(3,1,1,0)));
2190 Summary of bugfix/change:
2191 Fixed handling for blocking the field the player leaves when moving.
2193 Fixed/changed in version:
2197 Before 3.1.1, when "block last field when moving" was enabled, the field
2198 the player is leaving when moving was blocked for the time of the move,
2199 and was directly unblocked afterwards. This resulted in the last field
2200 being blocked for exactly one less than the number of frames of one player
2201 move. Additionally, even when blocking was disabled, the last field was
2202 blocked for exactly one frame.
2203 Since 3.1.1, due to changes in player movement handling, the last field
2204 is not blocked at all when blocking is disabled. When blocking is enabled,
2205 the last field is blocked for exactly the number of frames of one player
2206 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2207 last field is blocked for exactly one more than the number of frames of
2210 Affected levels/tapes:
2211 (!!! yet to be determined -- probably many !!!)
2214 game.use_block_last_field_bug =
2215 (game.engine_version < VERSION_IDENT(3,1,1,0));
2218 Summary of bugfix/change:
2219 Changed behaviour of CE changes with multiple changes per single frame.
2221 Fixed/changed in version:
2225 Before 3.2.0-6, only one single CE change was allowed in each engine frame.
2226 This resulted in race conditions where CEs seem to behave strange in some
2227 situations (where triggered CE changes were just skipped because there was
2228 already a CE change on that tile in the playfield in that engine frame).
2229 Since 3.2.0-6, this was changed to allow up to MAX_NUM_CHANGES_PER_FRAME.
2230 (The number of changes per frame must be limited in any case, because else
2231 it is easily possible to define CE changes that would result in an infinite
2232 loop, causing the whole game to freeze. The MAX_NUM_CHANGES_PER_FRAME value
2233 should be set large enough so that it would only be reached in cases where
2234 the corresponding CE change conditions run into a loop. Therefore, it seems
2235 to be reasonable to set MAX_NUM_CHANGES_PER_FRAME to the same value as the
2236 maximal number of change pages for custom elements.)
2238 Affected levels/tapes:
2242 #if USE_ONLY_ONE_CHANGE_PER_FRAME
2243 game.max_num_changes_per_frame = 1;
2245 game.max_num_changes_per_frame =
2246 (game.engine_version < VERSION_IDENT(3,2,0,6) ? 1 : 32);
2249 /* ---------------------------------------------------------------------- */
2251 /* default scan direction: scan playfield from top/left to bottom/right */
2252 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2254 /* dynamically adjust element properties according to game engine version */
2255 InitElementPropertiesEngine(game.engine_version);
2258 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2259 printf(" tape version == %06d [%s] [file: %06d]\n",
2260 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2262 printf(" => game.engine_version == %06d\n", game.engine_version);
2265 /* ---------- initialize player's initial move delay --------------------- */
2267 /* dynamically adjust player properties according to level information */
2268 for (i = 0; i < MAX_PLAYERS; i++)
2269 game.initial_move_delay_value[i] =
2270 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2272 /* dynamically adjust player properties according to game engine version */
2273 for (i = 0; i < MAX_PLAYERS; i++)
2274 game.initial_move_delay[i] =
2275 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2276 game.initial_move_delay_value[i] : 0);
2278 /* ---------- initialize player's initial push delay --------------------- */
2280 /* dynamically adjust player properties according to game engine version */
2281 game.initial_push_delay_value =
2282 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2284 /* ---------- initialize changing elements ------------------------------- */
2286 /* initialize changing elements information */
2287 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2289 struct ElementInfo *ei = &element_info[i];
2291 /* this pointer might have been changed in the level editor */
2292 ei->change = &ei->change_page[0];
2294 if (!IS_CUSTOM_ELEMENT(i))
2296 ei->change->target_element = EL_EMPTY_SPACE;
2297 ei->change->delay_fixed = 0;
2298 ei->change->delay_random = 0;
2299 ei->change->delay_frames = 1;
2302 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2304 ei->has_change_event[j] = FALSE;
2306 ei->event_page_nr[j] = 0;
2307 ei->event_page[j] = &ei->change_page[0];
2311 /* add changing elements from pre-defined list */
2312 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2314 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2315 struct ElementInfo *ei = &element_info[ch_delay->element];
2317 ei->change->target_element = ch_delay->target_element;
2318 ei->change->delay_fixed = ch_delay->change_delay;
2320 ei->change->pre_change_function = ch_delay->pre_change_function;
2321 ei->change->change_function = ch_delay->change_function;
2322 ei->change->post_change_function = ch_delay->post_change_function;
2324 ei->change->can_change = TRUE;
2325 ei->change->can_change_or_has_action = TRUE;
2327 ei->has_change_event[CE_DELAY] = TRUE;
2329 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2330 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2333 /* ---------- initialize internal run-time variables ------------- */
2335 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2337 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2339 for (j = 0; j < ei->num_change_pages; j++)
2341 ei->change_page[j].can_change_or_has_action =
2342 (ei->change_page[j].can_change |
2343 ei->change_page[j].has_action);
2347 /* add change events from custom element configuration */
2348 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2350 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2352 for (j = 0; j < ei->num_change_pages; j++)
2354 if (!ei->change_page[j].can_change_or_has_action)
2357 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2359 /* only add event page for the first page found with this event */
2360 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2362 ei->has_change_event[k] = TRUE;
2364 ei->event_page_nr[k] = j;
2365 ei->event_page[k] = &ei->change_page[j];
2371 /* ---------- initialize run-time trigger player and element ------------- */
2373 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2375 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2377 for (j = 0; j < ei->num_change_pages; j++)
2379 ei->change_page[j].actual_trigger_element = EL_EMPTY;
2380 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
2381 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
2382 ei->change_page[j].actual_trigger_ce_value = 0;
2383 ei->change_page[j].actual_trigger_ce_score = 0;
2387 /* ---------- initialize trigger events ---------------------------------- */
2389 /* initialize trigger events information */
2390 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2391 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2392 trigger_events[i][j] = FALSE;
2394 /* add trigger events from element change event properties */
2395 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2397 struct ElementInfo *ei = &element_info[i];
2399 for (j = 0; j < ei->num_change_pages; j++)
2401 if (!ei->change_page[j].can_change_or_has_action)
2404 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
2406 int trigger_element = ei->change_page[j].trigger_element;
2408 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2410 if (ei->change_page[j].has_event[k])
2412 if (IS_GROUP_ELEMENT(trigger_element))
2414 struct ElementGroupInfo *group =
2415 element_info[trigger_element].group;
2417 for (l = 0; l < group->num_elements_resolved; l++)
2418 trigger_events[group->element_resolved[l]][k] = TRUE;
2420 else if (trigger_element == EL_ANY_ELEMENT)
2421 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
2422 trigger_events[l][k] = TRUE;
2424 trigger_events[trigger_element][k] = TRUE;
2431 /* ---------- initialize push delay -------------------------------------- */
2433 /* initialize push delay values to default */
2434 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2436 if (!IS_CUSTOM_ELEMENT(i))
2438 /* set default push delay values (corrected since version 3.0.7-1) */
2439 if (game.engine_version < VERSION_IDENT(3,0,7,1))
2441 element_info[i].push_delay_fixed = 2;
2442 element_info[i].push_delay_random = 8;
2446 element_info[i].push_delay_fixed = 8;
2447 element_info[i].push_delay_random = 8;
2452 /* set push delay value for certain elements from pre-defined list */
2453 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
2455 int e = push_delay_list[i].element;
2457 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
2458 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
2461 /* set push delay value for Supaplex elements for newer engine versions */
2462 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2464 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2466 if (IS_SP_ELEMENT(i))
2468 /* set SP push delay to just enough to push under a falling zonk */
2469 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
2471 element_info[i].push_delay_fixed = delay;
2472 element_info[i].push_delay_random = 0;
2477 /* ---------- initialize move stepsize ----------------------------------- */
2479 /* initialize move stepsize values to default */
2480 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2481 if (!IS_CUSTOM_ELEMENT(i))
2482 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
2484 /* set move stepsize value for certain elements from pre-defined list */
2485 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2487 int e = move_stepsize_list[i].element;
2489 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2492 /* ---------- initialize collect score ----------------------------------- */
2494 /* initialize collect score values for custom elements from initial value */
2495 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2496 if (IS_CUSTOM_ELEMENT(i))
2497 element_info[i].collect_score = element_info[i].collect_score_initial;
2499 /* ---------- initialize collect count ----------------------------------- */
2501 /* initialize collect count values for non-custom elements */
2502 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2503 if (!IS_CUSTOM_ELEMENT(i))
2504 element_info[i].collect_count_initial = 0;
2506 /* add collect count values for all elements from pre-defined list */
2507 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2508 element_info[collect_count_list[i].element].collect_count_initial =
2509 collect_count_list[i].count;
2511 /* ---------- initialize access direction -------------------------------- */
2513 /* initialize access direction values to default (access from every side) */
2514 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2515 if (!IS_CUSTOM_ELEMENT(i))
2516 element_info[i].access_direction = MV_ALL_DIRECTIONS;
2518 /* set access direction value for certain elements from pre-defined list */
2519 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
2520 element_info[access_direction_list[i].element].access_direction =
2521 access_direction_list[i].direction;
2523 /* ---------- initialize explosion content ------------------------------- */
2524 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2526 if (IS_CUSTOM_ELEMENT(i))
2529 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
2531 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
2533 element_info[i].content.e[x][y] =
2534 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
2535 i == EL_PLAYER_2 ? EL_EMERALD_RED :
2536 i == EL_PLAYER_3 ? EL_EMERALD :
2537 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
2538 i == EL_MOLE ? EL_EMERALD_RED :
2539 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
2540 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
2541 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
2542 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
2543 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
2544 i == EL_WALL_EMERALD ? EL_EMERALD :
2545 i == EL_WALL_DIAMOND ? EL_DIAMOND :
2546 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
2547 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
2548 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
2549 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
2550 i == EL_WALL_PEARL ? EL_PEARL :
2551 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
2556 /* ---------- initialize recursion detection ------------------------------ */
2557 recursion_loop_depth = 0;
2558 recursion_loop_detected = FALSE;
2559 recursion_loop_element = EL_UNDEFINED;
2562 int get_num_special_action(int element, int action_first, int action_last)
2564 int num_special_action = 0;
2567 for (i = action_first; i <= action_last; i++)
2569 boolean found = FALSE;
2571 for (j = 0; j < NUM_DIRECTIONS; j++)
2572 if (el_act_dir2img(element, i, j) !=
2573 el_act_dir2img(element, ACTION_DEFAULT, j))
2577 num_special_action++;
2582 return num_special_action;
2587 =============================================================================
2589 -----------------------------------------------------------------------------
2590 initialize and start new game
2591 =============================================================================
2596 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
2597 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
2598 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
2599 boolean do_fading = (game_status == GAME_MODE_MAIN);
2602 game_status = GAME_MODE_PLAYING;
2606 /* don't play tapes over network */
2607 network_playing = (options.network && !tape.playing);
2609 for (i = 0; i < MAX_PLAYERS; i++)
2611 struct PlayerInfo *player = &stored_player[i];
2613 player->index_nr = i;
2614 player->index_bit = (1 << i);
2615 player->element_nr = EL_PLAYER_1 + i;
2617 player->present = FALSE;
2618 player->active = FALSE;
2619 player->killed = FALSE;
2622 player->effective_action = 0;
2623 player->programmed_action = 0;
2626 player->score_final = 0;
2628 player->gems_still_needed = level.gems_needed;
2629 player->sokobanfields_still_needed = 0;
2630 player->lights_still_needed = 0;
2631 player->friends_still_needed = 0;
2633 for (j = 0; j < MAX_NUM_KEYS; j++)
2634 player->key[j] = FALSE;
2636 player->num_white_keys = 0;
2638 player->dynabomb_count = 0;
2639 player->dynabomb_size = 1;
2640 player->dynabombs_left = 0;
2641 player->dynabomb_xl = FALSE;
2643 player->MovDir = MV_NONE;
2646 player->GfxDir = MV_NONE;
2647 player->GfxAction = ACTION_DEFAULT;
2649 player->StepFrame = 0;
2651 player->use_murphy = FALSE;
2652 player->artwork_element =
2653 (level.use_artwork_element[i] ? level.artwork_element[i] :
2654 player->element_nr);
2656 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
2657 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
2659 player->gravity = level.initial_player_gravity[i];
2661 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
2663 player->actual_frame_counter = 0;
2665 player->step_counter = 0;
2667 player->last_move_dir = MV_NONE;
2669 player->is_active = FALSE;
2671 player->is_waiting = FALSE;
2672 player->is_moving = FALSE;
2673 player->is_auto_moving = FALSE;
2674 player->is_digging = FALSE;
2675 player->is_snapping = FALSE;
2676 player->is_collecting = FALSE;
2677 player->is_pushing = FALSE;
2678 player->is_switching = FALSE;
2679 player->is_dropping = FALSE;
2680 player->is_dropping_pressed = FALSE;
2682 player->is_bored = FALSE;
2683 player->is_sleeping = FALSE;
2685 player->frame_counter_bored = -1;
2686 player->frame_counter_sleeping = -1;
2688 player->anim_delay_counter = 0;
2689 player->post_delay_counter = 0;
2691 player->dir_waiting = MV_NONE;
2692 player->action_waiting = ACTION_DEFAULT;
2693 player->last_action_waiting = ACTION_DEFAULT;
2694 player->special_action_bored = ACTION_DEFAULT;
2695 player->special_action_sleeping = ACTION_DEFAULT;
2697 player->switch_x = -1;
2698 player->switch_y = -1;
2700 player->drop_x = -1;
2701 player->drop_y = -1;
2703 player->show_envelope = 0;
2705 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
2707 player->push_delay = -1; /* initialized when pushing starts */
2708 player->push_delay_value = game.initial_push_delay_value;
2710 player->drop_delay = 0;
2711 player->drop_pressed_delay = 0;
2713 player->last_jx = -1;
2714 player->last_jy = -1;
2718 player->shield_normal_time_left = 0;
2719 player->shield_deadly_time_left = 0;
2721 player->inventory_infinite_element = EL_UNDEFINED;
2722 player->inventory_size = 0;
2724 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
2725 SnapField(player, 0, 0);
2727 player->LevelSolved = FALSE;
2728 player->GameOver = FALSE;
2730 player->LevelSolved_GameWon = FALSE;
2731 player->LevelSolved_GameEnd = FALSE;
2732 player->LevelSolved_PanelOff = FALSE;
2733 player->LevelSolved_SaveTape = FALSE;
2734 player->LevelSolved_SaveScore = FALSE;
2737 network_player_action_received = FALSE;
2739 #if defined(NETWORK_AVALIABLE)
2740 /* initial null action */
2741 if (network_playing)
2742 SendToServer_MovePlayer(MV_NONE);
2751 TimeLeft = level.time;
2754 ScreenMovDir = MV_NONE;
2758 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
2760 AllPlayersGone = FALSE;
2762 game.yamyam_content_nr = 0;
2763 game.magic_wall_active = FALSE;
2764 game.magic_wall_time_left = 0;
2765 game.light_time_left = 0;
2766 game.timegate_time_left = 0;
2767 game.switchgate_pos = 0;
2768 game.wind_direction = level.wind_direction_initial;
2770 #if !USE_PLAYER_GRAVITY
2771 game.gravity = FALSE;
2772 game.explosions_delayed = TRUE;
2775 game.lenses_time_left = 0;
2776 game.magnify_time_left = 0;
2778 game.ball_state = level.ball_state_initial;
2779 game.ball_content_nr = 0;
2781 game.envelope_active = FALSE;
2783 /* set focus to local player for network games, else to all players */
2784 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
2785 game.centered_player_nr_next = game.centered_player_nr;
2786 game.set_centered_player = FALSE;
2788 if (network_playing && tape.recording)
2790 /* store client dependent player focus when recording network games */
2791 tape.centered_player_nr_next = game.centered_player_nr_next;
2792 tape.set_centered_player = TRUE;
2795 for (i = 0; i < NUM_BELTS; i++)
2797 game.belt_dir[i] = MV_NONE;
2798 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
2801 for (i = 0; i < MAX_NUM_AMOEBA; i++)
2802 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
2804 SCAN_PLAYFIELD(x, y)
2806 Feld[x][y] = level.field[x][y];
2807 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2808 ChangeDelay[x][y] = 0;
2809 ChangePage[x][y] = -1;
2810 #if USE_NEW_CUSTOM_VALUE
2811 CustomValue[x][y] = 0; /* initialized in InitField() */
2813 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
2815 WasJustMoving[x][y] = 0;
2816 WasJustFalling[x][y] = 0;
2817 CheckCollision[x][y] = 0;
2818 CheckImpact[x][y] = 0;
2820 Pushed[x][y] = FALSE;
2822 ChangeCount[x][y] = 0;
2823 ChangeEvent[x][y] = -1;
2825 ExplodePhase[x][y] = 0;
2826 ExplodeDelay[x][y] = 0;
2827 ExplodeField[x][y] = EX_TYPE_NONE;
2829 RunnerVisit[x][y] = 0;
2830 PlayerVisit[x][y] = 0;
2833 GfxRandom[x][y] = INIT_GFX_RANDOM();
2834 GfxElement[x][y] = EL_UNDEFINED;
2835 GfxAction[x][y] = ACTION_DEFAULT;
2836 GfxDir[x][y] = MV_NONE;
2839 SCAN_PLAYFIELD(x, y)
2841 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
2843 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
2845 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
2848 InitField(x, y, TRUE);
2853 for (i = 0; i < MAX_PLAYERS; i++)
2855 struct PlayerInfo *player = &stored_player[i];
2857 /* set number of special actions for bored and sleeping animation */
2858 player->num_special_action_bored =
2859 get_num_special_action(player->artwork_element,
2860 ACTION_BORING_1, ACTION_BORING_LAST);
2861 player->num_special_action_sleeping =
2862 get_num_special_action(player->artwork_element,
2863 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
2866 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
2867 emulate_sb ? EMU_SOKOBAN :
2868 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
2870 #if USE_NEW_ALL_SLIPPERY
2871 /* initialize type of slippery elements */
2872 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2874 if (!IS_CUSTOM_ELEMENT(i))
2876 /* default: elements slip down either to the left or right randomly */
2877 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
2879 /* SP style elements prefer to slip down on the left side */
2880 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
2881 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
2883 /* BD style elements prefer to slip down on the left side */
2884 if (game.emulation == EMU_BOULDERDASH)
2885 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
2890 /* initialize explosion and ignition delay */
2891 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2893 if (!IS_CUSTOM_ELEMENT(i))
2896 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
2897 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
2898 game.emulation == EMU_SUPAPLEX ? 3 : 2);
2899 int last_phase = (num_phase + 1) * delay;
2900 int half_phase = (num_phase / 2) * delay;
2902 element_info[i].explosion_delay = last_phase - 1;
2903 element_info[i].ignition_delay = half_phase;
2905 if (i == EL_BLACK_ORB)
2906 element_info[i].ignition_delay = 1;
2910 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
2911 element_info[i].explosion_delay = 1;
2913 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
2914 element_info[i].ignition_delay = 1;
2918 /* correct non-moving belts to start moving left */
2919 for (i = 0; i < NUM_BELTS; i++)
2920 if (game.belt_dir[i] == MV_NONE)
2921 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
2923 /* check if any connected player was not found in playfield */
2924 for (i = 0; i < MAX_PLAYERS; i++)
2926 struct PlayerInfo *player = &stored_player[i];
2928 if (player->connected && !player->present)
2930 for (j = 0; j < MAX_PLAYERS; j++)
2932 struct PlayerInfo *some_player = &stored_player[j];
2933 int jx = some_player->jx, jy = some_player->jy;
2935 /* assign first free player found that is present in the playfield */
2936 if (some_player->present && !some_player->connected)
2938 player->present = TRUE;
2939 player->active = TRUE;
2941 some_player->present = FALSE;
2942 some_player->active = FALSE;
2944 player->artwork_element = some_player->artwork_element;
2946 player->block_last_field = some_player->block_last_field;
2947 player->block_delay_adjustment = some_player->block_delay_adjustment;
2949 StorePlayer[jx][jy] = player->element_nr;
2950 player->jx = player->last_jx = jx;
2951 player->jy = player->last_jy = jy;
2961 /* when playing a tape, eliminate all players who do not participate */
2963 for (i = 0; i < MAX_PLAYERS; i++)
2965 if (stored_player[i].active && !tape.player_participates[i])
2967 struct PlayerInfo *player = &stored_player[i];
2968 int jx = player->jx, jy = player->jy;
2970 player->active = FALSE;
2971 StorePlayer[jx][jy] = 0;
2972 Feld[jx][jy] = EL_EMPTY;
2976 else if (!options.network && !setup.team_mode) /* && !tape.playing */
2978 /* when in single player mode, eliminate all but the first active player */
2980 for (i = 0; i < MAX_PLAYERS; i++)
2982 if (stored_player[i].active)
2984 for (j = i + 1; j < MAX_PLAYERS; j++)
2986 if (stored_player[j].active)
2988 struct PlayerInfo *player = &stored_player[j];
2989 int jx = player->jx, jy = player->jy;
2991 player->active = FALSE;
2992 player->present = FALSE;
2994 StorePlayer[jx][jy] = 0;
2995 Feld[jx][jy] = EL_EMPTY;
3002 /* when recording the game, store which players take part in the game */
3005 for (i = 0; i < MAX_PLAYERS; i++)
3006 if (stored_player[i].active)
3007 tape.player_participates[i] = TRUE;
3012 for (i = 0; i < MAX_PLAYERS; i++)
3014 struct PlayerInfo *player = &stored_player[i];
3016 printf("Player %d: present == %d, connected == %d, active == %d.\n",
3021 if (local_player == player)
3022 printf("Player %d is local player.\n", i+1);
3026 if (BorderElement == EL_EMPTY)
3029 SBX_Right = lev_fieldx - SCR_FIELDX;
3031 SBY_Lower = lev_fieldy - SCR_FIELDY;
3036 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3038 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3041 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
3042 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3044 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
3045 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3047 /* if local player not found, look for custom element that might create
3048 the player (make some assumptions about the right custom element) */
3049 if (!local_player->present)
3051 int start_x = 0, start_y = 0;
3052 int found_rating = 0;
3053 int found_element = EL_UNDEFINED;
3054 int player_nr = local_player->index_nr;
3056 SCAN_PLAYFIELD(x, y)
3058 int element = Feld[x][y];
3063 if (level.use_start_element[player_nr] &&
3064 level.start_element[player_nr] == element &&
3071 found_element = element;
3074 if (!IS_CUSTOM_ELEMENT(element))
3077 if (CAN_CHANGE(element))
3079 for (i = 0; i < element_info[element].num_change_pages; i++)
3081 /* check for player created from custom element as single target */
3082 content = element_info[element].change_page[i].target_element;
3083 is_player = ELEM_IS_PLAYER(content);
3085 if (is_player && (found_rating < 3 || element < found_element))
3091 found_element = element;
3096 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3098 /* check for player created from custom element as explosion content */
3099 content = element_info[element].content.e[xx][yy];
3100 is_player = ELEM_IS_PLAYER(content);
3102 if (is_player && (found_rating < 2 || element < found_element))
3104 start_x = x + xx - 1;
3105 start_y = y + yy - 1;
3108 found_element = element;
3111 if (!CAN_CHANGE(element))
3114 for (i = 0; i < element_info[element].num_change_pages; i++)
3116 /* check for player created from custom element as extended target */
3118 element_info[element].change_page[i].target_content.e[xx][yy];
3120 is_player = ELEM_IS_PLAYER(content);
3122 if (is_player && (found_rating < 1 || element < found_element))
3124 start_x = x + xx - 1;
3125 start_y = y + yy - 1;
3128 found_element = element;
3134 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
3135 start_x > SBX_Right + MIDPOSX ? SBX_Right :
3138 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3139 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3144 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3145 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3146 local_player->jx - MIDPOSX);
3148 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3149 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3150 local_player->jy - MIDPOSY);
3155 if (!game.restart_level)
3156 CloseDoor(DOOR_CLOSE_1);
3158 if (level_editor_test_game)
3159 fading = fading_none;
3161 fading = menu.destination;
3164 if (fading.anim_mode == ANIM_CROSSFADE)
3165 FadeCrossSaveBackbuffer();
3167 FadeOut(REDRAW_FIELD);
3170 FadeOut(REDRAW_FIELD);
3173 /* !!! FIX THIS (START) !!! */
3174 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3176 InitGameEngine_EM();
3178 /* blit playfield from scroll buffer to normal back buffer for fading in */
3179 BlitScreenToBitmap_EM(backbuffer);
3186 /* after drawing the level, correct some elements */
3187 if (game.timegate_time_left == 0)
3188 CloseAllOpenTimegates();
3190 /* blit playfield from scroll buffer to normal back buffer for fading in */
3191 if (setup.soft_scrolling)
3192 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
3194 redraw_mask |= REDRAW_FROM_BACKBUFFER;
3196 /* !!! FIX THIS (END) !!! */
3199 if (fading.anim_mode == ANIM_CROSSFADE)
3200 FadeCross(redraw_mask);
3202 FadeIn(redraw_mask);
3205 FadeIn(REDRAW_FIELD);
3210 if (!game.restart_level)
3212 /* copy default game door content to main double buffer */
3213 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
3214 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
3217 SetPanelBackground();
3218 SetDrawBackgroundMask(REDRAW_DOOR_1);
3220 DrawGameDoorValues();
3222 if (!game.restart_level)
3226 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3227 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3228 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3232 /* copy actual game door content to door double buffer for OpenDoor() */
3233 BlitBitmap(drawto, bitmap_db_door,
3234 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
3236 OpenDoor(DOOR_OPEN_ALL);
3238 PlaySound(SND_GAME_STARTING);
3240 if (setup.sound_music)
3243 KeyboardAutoRepeatOffUnlessAutoplay();
3247 for (i = 0; i < MAX_PLAYERS; i++)
3248 printf("Player %d %sactive.\n",
3249 i + 1, (stored_player[i].active ? "" : "not "));
3260 game.restart_level = FALSE;
3263 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
3265 /* this is used for non-R'n'D game engines to update certain engine values */
3267 /* needed to determine if sounds are played within the visible screen area */
3268 scroll_x = actual_scroll_x;
3269 scroll_y = actual_scroll_y;
3272 void InitMovDir(int x, int y)
3274 int i, element = Feld[x][y];
3275 static int xy[4][2] =
3282 static int direction[3][4] =
3284 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
3285 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
3286 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
3295 Feld[x][y] = EL_BUG;
3296 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
3299 case EL_SPACESHIP_RIGHT:
3300 case EL_SPACESHIP_UP:
3301 case EL_SPACESHIP_LEFT:
3302 case EL_SPACESHIP_DOWN:
3303 Feld[x][y] = EL_SPACESHIP;
3304 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
3307 case EL_BD_BUTTERFLY_RIGHT:
3308 case EL_BD_BUTTERFLY_UP:
3309 case EL_BD_BUTTERFLY_LEFT:
3310 case EL_BD_BUTTERFLY_DOWN:
3311 Feld[x][y] = EL_BD_BUTTERFLY;
3312 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
3315 case EL_BD_FIREFLY_RIGHT:
3316 case EL_BD_FIREFLY_UP:
3317 case EL_BD_FIREFLY_LEFT:
3318 case EL_BD_FIREFLY_DOWN:
3319 Feld[x][y] = EL_BD_FIREFLY;
3320 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
3323 case EL_PACMAN_RIGHT:
3325 case EL_PACMAN_LEFT:
3326 case EL_PACMAN_DOWN:
3327 Feld[x][y] = EL_PACMAN;
3328 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
3331 case EL_YAMYAM_LEFT:
3332 case EL_YAMYAM_RIGHT:
3334 case EL_YAMYAM_DOWN:
3335 Feld[x][y] = EL_YAMYAM;
3336 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
3339 case EL_SP_SNIKSNAK:
3340 MovDir[x][y] = MV_UP;
3343 case EL_SP_ELECTRON:
3344 MovDir[x][y] = MV_LEFT;
3351 Feld[x][y] = EL_MOLE;
3352 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
3356 if (IS_CUSTOM_ELEMENT(element))
3358 struct ElementInfo *ei = &element_info[element];
3359 int move_direction_initial = ei->move_direction_initial;
3360 int move_pattern = ei->move_pattern;
3362 if (move_direction_initial == MV_START_PREVIOUS)
3364 if (MovDir[x][y] != MV_NONE)
3367 move_direction_initial = MV_START_AUTOMATIC;
3370 if (move_direction_initial == MV_START_RANDOM)
3371 MovDir[x][y] = 1 << RND(4);
3372 else if (move_direction_initial & MV_ANY_DIRECTION)
3373 MovDir[x][y] = move_direction_initial;
3374 else if (move_pattern == MV_ALL_DIRECTIONS ||
3375 move_pattern == MV_TURNING_LEFT ||
3376 move_pattern == MV_TURNING_RIGHT ||
3377 move_pattern == MV_TURNING_LEFT_RIGHT ||
3378 move_pattern == MV_TURNING_RIGHT_LEFT ||
3379 move_pattern == MV_TURNING_RANDOM)
3380 MovDir[x][y] = 1 << RND(4);
3381 else if (move_pattern == MV_HORIZONTAL)
3382 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3383 else if (move_pattern == MV_VERTICAL)
3384 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3385 else if (move_pattern & MV_ANY_DIRECTION)
3386 MovDir[x][y] = element_info[element].move_pattern;
3387 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
3388 move_pattern == MV_ALONG_RIGHT_SIDE)
3390 /* use random direction as default start direction */
3391 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3392 MovDir[x][y] = 1 << RND(4);
3394 for (i = 0; i < NUM_DIRECTIONS; i++)
3396 int x1 = x + xy[i][0];
3397 int y1 = y + xy[i][1];
3399 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
3401 if (move_pattern == MV_ALONG_RIGHT_SIDE)
3402 MovDir[x][y] = direction[0][i];
3404 MovDir[x][y] = direction[1][i];
3413 MovDir[x][y] = 1 << RND(4);
3415 if (element != EL_BUG &&
3416 element != EL_SPACESHIP &&
3417 element != EL_BD_BUTTERFLY &&
3418 element != EL_BD_FIREFLY)
3421 for (i = 0; i < NUM_DIRECTIONS; i++)
3423 int x1 = x + xy[i][0];
3424 int y1 = y + xy[i][1];
3426 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
3428 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3430 MovDir[x][y] = direction[0][i];
3433 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3434 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3436 MovDir[x][y] = direction[1][i];
3445 GfxDir[x][y] = MovDir[x][y];
3448 void InitAmoebaNr(int x, int y)
3451 int group_nr = AmoebeNachbarNr(x, y);
3455 for (i = 1; i < MAX_NUM_AMOEBA; i++)
3457 if (AmoebaCnt[i] == 0)
3465 AmoebaNr[x][y] = group_nr;
3466 AmoebaCnt[group_nr]++;
3467 AmoebaCnt2[group_nr]++;
3470 static void PlayerWins(struct PlayerInfo *player)
3472 player->LevelSolved = TRUE;
3473 player->GameOver = TRUE;
3475 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
3476 level.native_em_level->lev->score : player->score);
3481 static int time, time_final;
3482 static int score, score_final;
3483 static int game_over_delay_1 = 0;
3484 static int game_over_delay_2 = 0;
3485 int game_over_delay_value_1 = 50;
3486 int game_over_delay_value_2 = 50;
3488 if (!local_player->LevelSolved_GameWon)
3492 /* do not start end game actions before the player stops moving (to exit) */
3493 if (local_player->MovPos)
3496 local_player->LevelSolved_GameWon = TRUE;
3497 local_player->LevelSolved_SaveTape = tape.recording;
3498 local_player->LevelSolved_SaveScore = !tape.playing;
3500 if (tape.auto_play) /* tape might already be stopped here */
3501 tape.auto_play_level_solved = TRUE;
3507 game_over_delay_1 = game_over_delay_value_1;
3508 game_over_delay_2 = game_over_delay_value_2;
3510 time = time_final = (level.time == 0 ? TimePlayed : TimeLeft);
3511 score = score_final = local_player->score_final;
3516 score_final += TimeLeft * level.score[SC_TIME_BONUS];
3518 else if (level.time == 0 && TimePlayed < 999)
3521 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
3524 local_player->score_final = score_final;
3526 if (level_editor_test_game)
3529 score = score_final;
3531 DrawGameValue_Time(time);
3532 DrawGameValue_Score(score);
3535 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3537 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
3539 /* close exit door after last player */
3540 if ((AllPlayersGone &&
3541 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
3542 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
3543 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
3544 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
3545 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
3547 int element = Feld[ExitX][ExitY];
3550 if (element == EL_EM_EXIT_OPEN ||
3551 element == EL_EM_STEEL_EXIT_OPEN)
3558 Feld[ExitX][ExitY] =
3559 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
3560 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
3561 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
3562 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
3563 EL_EM_STEEL_EXIT_CLOSING);
3565 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
3569 /* player disappears */
3570 DrawLevelField(ExitX, ExitY);
3573 for (i = 0; i < MAX_PLAYERS; i++)
3575 struct PlayerInfo *player = &stored_player[i];
3577 if (player->present)
3579 RemovePlayer(player);
3581 /* player disappears */
3582 DrawLevelField(player->jx, player->jy);
3587 PlaySound(SND_GAME_WINNING);
3590 if (game_over_delay_1 > 0)
3592 game_over_delay_1--;
3597 if (time != time_final)
3599 int time_to_go = ABS(time_final - time);
3600 int time_count_dir = (time < time_final ? +1 : -1);
3601 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
3603 time += time_count_steps * time_count_dir;
3604 score += time_count_steps * level.score[SC_TIME_BONUS];
3606 DrawGameValue_Time(time);
3607 DrawGameValue_Score(score);
3609 if (time == time_final)
3610 StopSound(SND_GAME_LEVELTIME_BONUS);
3611 else if (setup.sound_loops)
3612 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
3614 PlaySound(SND_GAME_LEVELTIME_BONUS);
3619 local_player->LevelSolved_PanelOff = TRUE;
3621 if (game_over_delay_2 > 0)
3623 game_over_delay_2--;
3636 boolean raise_level = FALSE;
3638 local_player->LevelSolved_GameEnd = TRUE;
3640 CloseDoor(DOOR_CLOSE_1);
3642 if (local_player->LevelSolved_SaveTape)
3649 SaveTapeChecked(tape.level_nr); /* ask to save tape */
3651 SaveTape(tape.level_nr); /* ask to save tape */
3655 if (level_editor_test_game)
3657 game_status = GAME_MODE_MAIN;
3660 DrawAndFadeInMainMenu(REDRAW_FIELD);
3668 if (!local_player->LevelSolved_SaveScore)
3671 if (fading.anim_mode == ANIM_CROSSFADE)
3672 FadeCrossSaveBackbuffer();
3674 FadeOut(REDRAW_FIELD);
3676 FadeOut(REDRAW_FIELD);
3679 game_status = GAME_MODE_MAIN;
3681 DrawAndFadeInMainMenu(REDRAW_FIELD);
3686 if (level_nr == leveldir_current->handicap_level)
3688 leveldir_current->handicap_level++;
3689 SaveLevelSetup_SeriesInfo();
3692 if (level_nr < leveldir_current->last_level)
3693 raise_level = TRUE; /* advance to next level */
3695 if ((hi_pos = NewHiScore()) >= 0)
3697 game_status = GAME_MODE_SCORES;
3699 DrawHallOfFame(hi_pos);
3710 if (fading.anim_mode == ANIM_CROSSFADE)
3711 FadeCrossSaveBackbuffer();
3713 FadeOut(REDRAW_FIELD);
3715 FadeOut(REDRAW_FIELD);
3718 game_status = GAME_MODE_MAIN;
3726 DrawAndFadeInMainMenu(REDRAW_FIELD);
3735 LoadScore(level_nr);
3737 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
3738 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
3741 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
3743 if (local_player->score_final > highscore[k].Score)
3745 /* player has made it to the hall of fame */
3747 if (k < MAX_SCORE_ENTRIES - 1)
3749 int m = MAX_SCORE_ENTRIES - 1;
3752 for (l = k; l < MAX_SCORE_ENTRIES; l++)
3753 if (strEqual(setup.player_name, highscore[l].Name))
3755 if (m == k) /* player's new highscore overwrites his old one */
3759 for (l = m; l > k; l--)
3761 strcpy(highscore[l].Name, highscore[l - 1].Name);
3762 highscore[l].Score = highscore[l - 1].Score;
3769 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
3770 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
3771 highscore[k].Score = local_player->score_final;
3777 else if (!strncmp(setup.player_name, highscore[k].Name,
3778 MAX_PLAYER_NAME_LEN))
3779 break; /* player already there with a higher score */
3785 SaveScore(level_nr);
3790 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
3792 int element = Feld[x][y];
3793 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3794 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3795 int horiz_move = (dx != 0);
3796 int sign = (horiz_move ? dx : dy);
3797 int step = sign * element_info[element].move_stepsize;
3799 /* special values for move stepsize for spring and things on conveyor belt */
3802 if (CAN_FALL(element) &&
3803 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
3804 step = sign * MOVE_STEPSIZE_NORMAL / 2;
3805 else if (element == EL_SPRING)
3806 step = sign * MOVE_STEPSIZE_NORMAL * 2;
3812 inline static int getElementMoveStepsize(int x, int y)
3814 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
3817 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
3819 if (player->GfxAction != action || player->GfxDir != dir)
3822 printf("Player frame reset! (%d => %d, %d => %d)\n",
3823 player->GfxAction, action, player->GfxDir, dir);
3826 player->GfxAction = action;
3827 player->GfxDir = dir;
3829 player->StepFrame = 0;
3833 #if USE_GFX_RESET_GFX_ANIMATION
3834 static void ResetGfxFrame(int x, int y, boolean redraw)
3836 int element = Feld[x][y];
3837 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
3838 int last_gfx_frame = GfxFrame[x][y];
3840 if (graphic_info[graphic].anim_global_sync)
3841 GfxFrame[x][y] = FrameCounter;
3842 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
3843 GfxFrame[x][y] = CustomValue[x][y];
3844 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
3845 GfxFrame[x][y] = element_info[element].collect_score;
3846 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
3847 GfxFrame[x][y] = ChangeDelay[x][y];
3849 if (redraw && GfxFrame[x][y] != last_gfx_frame)
3850 DrawLevelGraphicAnimation(x, y, graphic);
3854 static void ResetGfxAnimation(int x, int y)
3856 GfxAction[x][y] = ACTION_DEFAULT;
3857 GfxDir[x][y] = MovDir[x][y];
3860 #if USE_GFX_RESET_GFX_ANIMATION
3861 ResetGfxFrame(x, y, FALSE);
3865 static void ResetRandomAnimationValue(int x, int y)
3867 GfxRandom[x][y] = INIT_GFX_RANDOM();
3870 void InitMovingField(int x, int y, int direction)
3872 int element = Feld[x][y];
3873 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3874 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3877 boolean is_moving_before, is_moving_after;
3879 boolean continues_moving = (WasJustMoving[x][y] && direction == MovDir[x][y]);
3882 /* check if element was/is moving or being moved before/after mode change */
3885 is_moving_before = (WasJustMoving[x][y] != 0);
3887 /* (!!! this does not work -- WasJustMoving is NOT a boolean value !!!) */
3888 is_moving_before = WasJustMoving[x][y];
3891 is_moving_before = (getElementMoveStepsizeExt(x, y, MovDir[x][y]) != 0);
3893 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
3895 /* reset animation only for moving elements which change direction of moving
3896 or which just started or stopped moving
3897 (else CEs with property "can move" / "not moving" are reset each frame) */
3898 #if USE_GFX_RESET_ONLY_WHEN_MOVING
3900 if (is_moving_before != is_moving_after ||
3901 direction != MovDir[x][y])
3902 ResetGfxAnimation(x, y);
3904 if ((is_moving_before || is_moving_after) && !continues_moving)
3905 ResetGfxAnimation(x, y);
3908 if (!continues_moving)
3909 ResetGfxAnimation(x, y);
3912 MovDir[x][y] = direction;
3913 GfxDir[x][y] = direction;
3915 #if USE_GFX_RESET_ONLY_WHEN_MOVING
3916 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
3917 direction == MV_DOWN && CAN_FALL(element) ?
3918 ACTION_FALLING : ACTION_MOVING);
3920 GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
3921 ACTION_FALLING : ACTION_MOVING);
3924 /* this is needed for CEs with property "can move" / "not moving" */
3926 if (is_moving_after)
3928 if (Feld[newx][newy] == EL_EMPTY)
3929 Feld[newx][newy] = EL_BLOCKED;
3931 MovDir[newx][newy] = MovDir[x][y];
3933 #if USE_NEW_CUSTOM_VALUE
3934 CustomValue[newx][newy] = CustomValue[x][y];
3937 GfxFrame[newx][newy] = GfxFrame[x][y];
3938 GfxRandom[newx][newy] = GfxRandom[x][y];
3939 GfxAction[newx][newy] = GfxAction[x][y];
3940 GfxDir[newx][newy] = GfxDir[x][y];
3944 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
3946 int direction = MovDir[x][y];
3947 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
3948 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
3954 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
3956 int oldx = x, oldy = y;
3957 int direction = MovDir[x][y];
3959 if (direction == MV_LEFT)
3961 else if (direction == MV_RIGHT)
3963 else if (direction == MV_UP)
3965 else if (direction == MV_DOWN)
3968 *comes_from_x = oldx;
3969 *comes_from_y = oldy;
3972 int MovingOrBlocked2Element(int x, int y)
3974 int element = Feld[x][y];
3976 if (element == EL_BLOCKED)
3980 Blocked2Moving(x, y, &oldx, &oldy);
3981 return Feld[oldx][oldy];
3987 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
3989 /* like MovingOrBlocked2Element(), but if element is moving
3990 and (x,y) is the field the moving element is just leaving,
3991 return EL_BLOCKED instead of the element value */
3992 int element = Feld[x][y];
3994 if (IS_MOVING(x, y))
3996 if (element == EL_BLOCKED)
4000 Blocked2Moving(x, y, &oldx, &oldy);
4001 return Feld[oldx][oldy];
4010 static void RemoveField(int x, int y)
4012 Feld[x][y] = EL_EMPTY;
4018 #if USE_NEW_CUSTOM_VALUE
4019 CustomValue[x][y] = 0;
4023 ChangeDelay[x][y] = 0;
4024 ChangePage[x][y] = -1;
4025 Pushed[x][y] = FALSE;
4028 ExplodeField[x][y] = EX_TYPE_NONE;
4031 GfxElement[x][y] = EL_UNDEFINED;
4032 GfxAction[x][y] = ACTION_DEFAULT;
4033 GfxDir[x][y] = MV_NONE;
4036 void RemoveMovingField(int x, int y)
4038 int oldx = x, oldy = y, newx = x, newy = y;
4039 int element = Feld[x][y];
4040 int next_element = EL_UNDEFINED;
4042 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4045 if (IS_MOVING(x, y))
4047 Moving2Blocked(x, y, &newx, &newy);
4049 if (Feld[newx][newy] != EL_BLOCKED)
4051 /* element is moving, but target field is not free (blocked), but
4052 already occupied by something different (example: acid pool);
4053 in this case, only remove the moving field, but not the target */
4055 RemoveField(oldx, oldy);
4057 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4059 DrawLevelField(oldx, oldy);
4064 else if (element == EL_BLOCKED)
4066 Blocked2Moving(x, y, &oldx, &oldy);
4067 if (!IS_MOVING(oldx, oldy))
4071 if (element == EL_BLOCKED &&
4072 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4073 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4074 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4075 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4076 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4077 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4078 next_element = get_next_element(Feld[oldx][oldy]);
4080 RemoveField(oldx, oldy);
4081 RemoveField(newx, newy);
4083 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4085 if (next_element != EL_UNDEFINED)
4086 Feld[oldx][oldy] = next_element;
4088 DrawLevelField(oldx, oldy);
4089 DrawLevelField(newx, newy);
4092 void DrawDynamite(int x, int y)
4094 int sx = SCREENX(x), sy = SCREENY(y);
4095 int graphic = el2img(Feld[x][y]);
4098 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4101 if (IS_WALKABLE_INSIDE(Back[x][y]))
4105 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4106 else if (Store[x][y])
4107 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4109 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4111 if (Back[x][y] || Store[x][y])
4112 DrawGraphicThruMask(sx, sy, graphic, frame);
4114 DrawGraphic(sx, sy, graphic, frame);
4117 void CheckDynamite(int x, int y)
4119 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4123 if (MovDelay[x][y] != 0)
4126 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4132 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4137 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4139 boolean num_checked_players = 0;
4142 for (i = 0; i < MAX_PLAYERS; i++)
4144 if (stored_player[i].active)
4146 int sx = stored_player[i].jx;
4147 int sy = stored_player[i].jy;
4149 if (num_checked_players == 0)
4156 *sx1 = MIN(*sx1, sx);
4157 *sy1 = MIN(*sy1, sy);
4158 *sx2 = MAX(*sx2, sx);
4159 *sy2 = MAX(*sy2, sy);
4162 num_checked_players++;
4167 static boolean checkIfAllPlayersFitToScreen_RND()
4169 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4171 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4173 return (sx2 - sx1 < SCR_FIELDX &&
4174 sy2 - sy1 < SCR_FIELDY);
4177 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4179 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4181 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4183 *sx = (sx1 + sx2) / 2;
4184 *sy = (sy1 + sy2) / 2;
4187 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4188 boolean center_screen, boolean quick_relocation)
4190 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4191 boolean no_delay = (tape.warp_forward);
4192 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4193 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4195 if (quick_relocation)
4197 int offset = (setup.scroll_delay ? 3 : 0);
4199 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
4203 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4204 x > SBX_Right + MIDPOSX ? SBX_Right :
4207 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4208 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4213 /* quick relocation (without scrolling), but do not center screen */
4215 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4216 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4219 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4220 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4223 int offset_x = x + (scroll_x - center_scroll_x);
4224 int offset_y = y + (scroll_y - center_scroll_y);
4226 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4227 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4228 offset_x - MIDPOSX);
4230 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4231 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4232 offset_y - MIDPOSY);
4237 if ((move_dir == MV_LEFT && scroll_x > x - MIDPOSX + offset) ||
4238 (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset))
4239 scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset);
4241 if ((move_dir == MV_UP && scroll_y > y - MIDPOSY + offset) ||
4242 (move_dir == MV_DOWN && scroll_y < y - MIDPOSY - offset))
4243 scroll_y = y - MIDPOSY + (scroll_y < y - MIDPOSY ? -offset : +offset);
4245 /* don't scroll over playfield boundaries */
4246 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
4247 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
4249 /* don't scroll over playfield boundaries */
4250 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
4251 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
4254 RedrawPlayfield(TRUE, 0,0,0,0);
4258 int scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
4259 x > SBX_Right + MIDPOSX ? SBX_Right :
4262 int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4263 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4266 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
4268 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
4271 int fx = FX, fy = FY;
4273 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
4274 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
4276 if (dx == 0 && dy == 0) /* no scrolling needed at all */
4282 fx += dx * TILEX / 2;
4283 fy += dy * TILEY / 2;
4285 ScrollLevel(dx, dy);
4288 /* scroll in two steps of half tile size to make things smoother */
4289 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
4291 Delay(wait_delay_value);
4293 /* scroll second step to align at full tile size */
4295 Delay(wait_delay_value);
4300 Delay(wait_delay_value);
4304 void RelocatePlayer(int jx, int jy, int el_player_raw)
4306 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
4307 int player_nr = GET_PLAYER_NR(el_player);
4308 struct PlayerInfo *player = &stored_player[player_nr];
4309 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4310 boolean no_delay = (tape.warp_forward);
4311 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4312 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4313 int old_jx = player->jx;
4314 int old_jy = player->jy;
4315 int old_element = Feld[old_jx][old_jy];
4316 int element = Feld[jx][jy];
4317 boolean player_relocated = (old_jx != jx || old_jy != jy);
4319 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
4320 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
4321 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
4322 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
4323 int leave_side_horiz = move_dir_horiz;
4324 int leave_side_vert = move_dir_vert;
4325 int enter_side = enter_side_horiz | enter_side_vert;
4326 int leave_side = leave_side_horiz | leave_side_vert;
4328 if (player->GameOver) /* do not reanimate dead player */
4331 if (!player_relocated) /* no need to relocate the player */
4334 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
4336 RemoveField(jx, jy); /* temporarily remove newly placed player */
4337 DrawLevelField(jx, jy);
4340 if (player->present)
4342 while (player->MovPos)
4344 ScrollPlayer(player, SCROLL_GO_ON);
4345 ScrollScreen(NULL, SCROLL_GO_ON);
4347 AdvanceFrameAndPlayerCounters(player->index_nr);
4352 Delay(wait_delay_value);
4355 DrawPlayer(player); /* needed here only to cleanup last field */
4356 DrawLevelField(player->jx, player->jy); /* remove player graphic */
4358 player->is_moving = FALSE;
4361 if (IS_CUSTOM_ELEMENT(old_element))
4362 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
4364 player->index_bit, leave_side);
4366 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
4368 player->index_bit, leave_side);
4370 Feld[jx][jy] = el_player;
4371 InitPlayerField(jx, jy, el_player, TRUE);
4373 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
4375 Feld[jx][jy] = element;
4376 InitField(jx, jy, FALSE);
4379 /* only visually relocate centered player */
4380 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
4381 FALSE, level.instant_relocation);
4383 TestIfPlayerTouchesBadThing(jx, jy);
4384 TestIfPlayerTouchesCustomElement(jx, jy);
4386 if (IS_CUSTOM_ELEMENT(element))
4387 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
4388 player->index_bit, enter_side);
4390 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
4391 player->index_bit, enter_side);
4394 void Explode(int ex, int ey, int phase, int mode)
4400 /* !!! eliminate this variable !!! */
4401 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
4403 if (game.explosions_delayed)
4405 ExplodeField[ex][ey] = mode;
4409 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
4411 int center_element = Feld[ex][ey];
4412 int artwork_element, explosion_element; /* set these values later */
4415 /* --- This is only really needed (and now handled) in "Impact()". --- */
4416 /* do not explode moving elements that left the explode field in time */
4417 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
4418 center_element == EL_EMPTY &&
4419 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
4424 /* !!! at this place, the center element may be EL_BLOCKED !!! */
4425 if (mode == EX_TYPE_NORMAL ||
4426 mode == EX_TYPE_CENTER ||
4427 mode == EX_TYPE_CROSS)
4428 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
4431 /* remove things displayed in background while burning dynamite */
4432 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
4435 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
4437 /* put moving element to center field (and let it explode there) */
4438 center_element = MovingOrBlocked2Element(ex, ey);
4439 RemoveMovingField(ex, ey);
4440 Feld[ex][ey] = center_element;
4443 /* now "center_element" is finally determined -- set related values now */
4444 artwork_element = center_element; /* for custom player artwork */
4445 explosion_element = center_element; /* for custom player artwork */
4447 if (IS_PLAYER(ex, ey))
4449 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
4451 artwork_element = stored_player[player_nr].artwork_element;
4453 if (level.use_explosion_element[player_nr])
4455 explosion_element = level.explosion_element[player_nr];
4456 artwork_element = explosion_element;
4461 if (mode == EX_TYPE_NORMAL ||
4462 mode == EX_TYPE_CENTER ||
4463 mode == EX_TYPE_CROSS)
4464 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
4467 last_phase = element_info[explosion_element].explosion_delay + 1;
4469 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
4471 int xx = x - ex + 1;
4472 int yy = y - ey + 1;
4475 if (!IN_LEV_FIELD(x, y) ||
4476 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
4477 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
4480 element = Feld[x][y];
4482 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
4484 element = MovingOrBlocked2Element(x, y);
4486 if (!IS_EXPLOSION_PROOF(element))
4487 RemoveMovingField(x, y);
4490 /* indestructible elements can only explode in center (but not flames) */
4491 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
4492 mode == EX_TYPE_BORDER)) ||
4493 element == EL_FLAMES)
4496 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
4497 behaviour, for example when touching a yamyam that explodes to rocks
4498 with active deadly shield, a rock is created under the player !!! */
4499 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
4501 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
4502 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
4503 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
4505 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
4508 if (IS_ACTIVE_BOMB(element))
4510 /* re-activate things under the bomb like gate or penguin */
4511 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
4518 /* save walkable background elements while explosion on same tile */
4519 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
4520 (x != ex || y != ey || mode == EX_TYPE_BORDER))
4521 Back[x][y] = element;
4523 /* ignite explodable elements reached by other explosion */
4524 if (element == EL_EXPLOSION)
4525 element = Store2[x][y];
4527 if (AmoebaNr[x][y] &&
4528 (element == EL_AMOEBA_FULL ||
4529 element == EL_BD_AMOEBA ||
4530 element == EL_AMOEBA_GROWING))
4532 AmoebaCnt[AmoebaNr[x][y]]--;
4533 AmoebaCnt2[AmoebaNr[x][y]]--;
4538 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
4540 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
4542 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
4544 if (PLAYERINFO(ex, ey)->use_murphy)
4545 Store[x][y] = EL_EMPTY;
4548 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
4549 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
4550 else if (ELEM_IS_PLAYER(center_element))
4551 Store[x][y] = EL_EMPTY;
4552 else if (center_element == EL_YAMYAM)
4553 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
4554 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
4555 Store[x][y] = element_info[center_element].content.e[xx][yy];
4557 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
4558 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
4559 otherwise) -- FIX THIS !!! */
4560 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
4561 Store[x][y] = element_info[element].content.e[1][1];
4563 else if (!CAN_EXPLODE(element))
4564 Store[x][y] = element_info[element].content.e[1][1];
4567 Store[x][y] = EL_EMPTY;
4569 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
4570 center_element == EL_AMOEBA_TO_DIAMOND)
4571 Store2[x][y] = element;
4573 Feld[x][y] = EL_EXPLOSION;
4574 GfxElement[x][y] = artwork_element;
4576 ExplodePhase[x][y] = 1;
4577 ExplodeDelay[x][y] = last_phase;
4582 if (center_element == EL_YAMYAM)
4583 game.yamyam_content_nr =
4584 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
4596 GfxFrame[x][y] = 0; /* restart explosion animation */
4598 last_phase = ExplodeDelay[x][y];
4600 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
4604 /* activate this even in non-DEBUG version until cause for crash in
4605 getGraphicAnimationFrame() (see below) is found and eliminated */
4611 /* this can happen if the player leaves an explosion just in time */
4612 if (GfxElement[x][y] == EL_UNDEFINED)
4613 GfxElement[x][y] = EL_EMPTY;
4615 if (GfxElement[x][y] == EL_UNDEFINED)
4618 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
4619 printf("Explode(): This should never happen!\n");
4622 GfxElement[x][y] = EL_EMPTY;
4628 border_element = Store2[x][y];
4629 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
4630 border_element = StorePlayer[x][y];
4632 if (phase == element_info[border_element].ignition_delay ||
4633 phase == last_phase)
4635 boolean border_explosion = FALSE;
4637 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
4638 !PLAYER_EXPLOSION_PROTECTED(x, y))
4640 KillPlayerUnlessExplosionProtected(x, y);
4641 border_explosion = TRUE;
4643 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
4645 Feld[x][y] = Store2[x][y];
4648 border_explosion = TRUE;
4650 else if (border_element == EL_AMOEBA_TO_DIAMOND)
4652 AmoebeUmwandeln(x, y);
4654 border_explosion = TRUE;
4657 /* if an element just explodes due to another explosion (chain-reaction),
4658 do not immediately end the new explosion when it was the last frame of
4659 the explosion (as it would be done in the following "if"-statement!) */
4660 if (border_explosion && phase == last_phase)
4664 if (phase == last_phase)
4668 element = Feld[x][y] = Store[x][y];
4669 Store[x][y] = Store2[x][y] = 0;
4670 GfxElement[x][y] = EL_UNDEFINED;
4672 /* player can escape from explosions and might therefore be still alive */
4673 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
4674 element <= EL_PLAYER_IS_EXPLODING_4)
4676 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
4677 int explosion_element = EL_PLAYER_1 + player_nr;
4678 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
4679 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
4681 if (level.use_explosion_element[player_nr])
4682 explosion_element = level.explosion_element[player_nr];
4684 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
4685 element_info[explosion_element].content.e[xx][yy]);
4688 /* restore probably existing indestructible background element */
4689 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
4690 element = Feld[x][y] = Back[x][y];
4693 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
4694 GfxDir[x][y] = MV_NONE;
4695 ChangeDelay[x][y] = 0;
4696 ChangePage[x][y] = -1;
4698 #if USE_NEW_CUSTOM_VALUE
4699 CustomValue[x][y] = 0;
4702 InitField_WithBug2(x, y, FALSE);
4704 DrawLevelField(x, y);
4706 TestIfElementTouchesCustomElement(x, y);
4708 if (GFX_CRUMBLED(element))
4709 DrawLevelFieldCrumbledSandNeighbours(x, y);
4711 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
4712 StorePlayer[x][y] = 0;
4714 if (ELEM_IS_PLAYER(element))
4715 RelocatePlayer(x, y, element);
4717 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4719 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
4720 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4723 DrawLevelFieldCrumbledSand(x, y);
4725 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
4727 DrawLevelElement(x, y, Back[x][y]);
4728 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
4730 else if (IS_WALKABLE_UNDER(Back[x][y]))
4732 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4733 DrawLevelElementThruMask(x, y, Back[x][y]);
4735 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
4736 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4740 void DynaExplode(int ex, int ey)
4743 int dynabomb_element = Feld[ex][ey];
4744 int dynabomb_size = 1;
4745 boolean dynabomb_xl = FALSE;
4746 struct PlayerInfo *player;
4747 static int xy[4][2] =
4755 if (IS_ACTIVE_BOMB(dynabomb_element))
4757 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
4758 dynabomb_size = player->dynabomb_size;
4759 dynabomb_xl = player->dynabomb_xl;
4760 player->dynabombs_left++;
4763 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
4765 for (i = 0; i < NUM_DIRECTIONS; i++)
4767 for (j = 1; j <= dynabomb_size; j++)
4769 int x = ex + j * xy[i][0];
4770 int y = ey + j * xy[i][1];
4773 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
4776 element = Feld[x][y];
4778 /* do not restart explosions of fields with active bombs */
4779 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
4782 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
4784 if (element != EL_EMPTY && element != EL_EXPLOSION &&
4785 !IS_DIGGABLE(element) && !dynabomb_xl)
4791 void Bang(int x, int y)
4793 int element = MovingOrBlocked2Element(x, y);
4794 int explosion_type = EX_TYPE_NORMAL;
4796 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
4798 struct PlayerInfo *player = PLAYERINFO(x, y);
4800 element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
4801 player->element_nr);
4803 if (level.use_explosion_element[player->index_nr])
4805 int explosion_element = level.explosion_element[player->index_nr];
4807 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
4808 explosion_type = EX_TYPE_CROSS;
4809 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
4810 explosion_type = EX_TYPE_CENTER;
4818 case EL_BD_BUTTERFLY:
4821 case EL_DARK_YAMYAM:
4825 RaiseScoreElement(element);
4828 case EL_DYNABOMB_PLAYER_1_ACTIVE:
4829 case EL_DYNABOMB_PLAYER_2_ACTIVE:
4830 case EL_DYNABOMB_PLAYER_3_ACTIVE:
4831 case EL_DYNABOMB_PLAYER_4_ACTIVE:
4832 case EL_DYNABOMB_INCREASE_NUMBER:
4833 case EL_DYNABOMB_INCREASE_SIZE:
4834 case EL_DYNABOMB_INCREASE_POWER:
4835 explosion_type = EX_TYPE_DYNA;
4838 case EL_DC_LANDMINE:
4840 case EL_EM_EXIT_OPEN:
4841 case EL_EM_STEEL_EXIT_OPEN:
4843 explosion_type = EX_TYPE_CENTER;
4848 case EL_LAMP_ACTIVE:
4849 case EL_AMOEBA_TO_DIAMOND:
4850 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
4851 explosion_type = EX_TYPE_CENTER;
4855 if (element_info[element].explosion_type == EXPLODES_CROSS)
4856 explosion_type = EX_TYPE_CROSS;
4857 else if (element_info[element].explosion_type == EXPLODES_1X1)
4858 explosion_type = EX_TYPE_CENTER;
4862 if (explosion_type == EX_TYPE_DYNA)
4865 Explode(x, y, EX_PHASE_START, explosion_type);
4867 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
4870 void SplashAcid(int x, int y)
4872 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
4873 (!IN_LEV_FIELD(x - 1, y - 2) ||
4874 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
4875 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
4877 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
4878 (!IN_LEV_FIELD(x + 1, y - 2) ||
4879 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
4880 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
4882 PlayLevelSound(x, y, SND_ACID_SPLASHING);
4885 static void InitBeltMovement()
4887 static int belt_base_element[4] =
4889 EL_CONVEYOR_BELT_1_LEFT,
4890 EL_CONVEYOR_BELT_2_LEFT,
4891 EL_CONVEYOR_BELT_3_LEFT,
4892 EL_CONVEYOR_BELT_4_LEFT
4894 static int belt_base_active_element[4] =
4896 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
4897 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
4898 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
4899 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
4904 /* set frame order for belt animation graphic according to belt direction */
4905 for (i = 0; i < NUM_BELTS; i++)
4909 for (j = 0; j < NUM_BELT_PARTS; j++)
4911 int element = belt_base_active_element[belt_nr] + j;
4912 int graphic = el2img(element);
4914 if (game.belt_dir[i] == MV_LEFT)
4915 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
4917 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
4921 SCAN_PLAYFIELD(x, y)
4923 int element = Feld[x][y];
4925 for (i = 0; i < NUM_BELTS; i++)
4927 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
4929 int e_belt_nr = getBeltNrFromBeltElement(element);
4932 if (e_belt_nr == belt_nr)
4934 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
4936 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
4943 static void ToggleBeltSwitch(int x, int y)
4945 static int belt_base_element[4] =
4947 EL_CONVEYOR_BELT_1_LEFT,
4948 EL_CONVEYOR_BELT_2_LEFT,
4949 EL_CONVEYOR_BELT_3_LEFT,
4950 EL_CONVEYOR_BELT_4_LEFT
4952 static int belt_base_active_element[4] =
4954 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
4955 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
4956 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
4957 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
4959 static int belt_base_switch_element[4] =
4961 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
4962 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
4963 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
4964 EL_CONVEYOR_BELT_4_SWITCH_LEFT
4966 static int belt_move_dir[4] =
4974 int element = Feld[x][y];
4975 int belt_nr = getBeltNrFromBeltSwitchElement(element);
4976 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
4977 int belt_dir = belt_move_dir[belt_dir_nr];
4980 if (!IS_BELT_SWITCH(element))
4983 game.belt_dir_nr[belt_nr] = belt_dir_nr;
4984 game.belt_dir[belt_nr] = belt_dir;
4986 if (belt_dir_nr == 3)
4989 /* set frame order for belt animation graphic according to belt direction */
4990 for (i = 0; i < NUM_BELT_PARTS; i++)
4992 int element = belt_base_active_element[belt_nr] + i;
4993 int graphic = el2img(element);
4995 if (belt_dir == MV_LEFT)
4996 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
4998 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
5001 SCAN_PLAYFIELD(xx, yy)
5003 int element = Feld[xx][yy];
5005 if (IS_BELT_SWITCH(element))
5007 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5009 if (e_belt_nr == belt_nr)
5011 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5012 DrawLevelField(xx, yy);
5015 else if (IS_BELT(element) && belt_dir != MV_NONE)
5017 int e_belt_nr = getBeltNrFromBeltElement(element);
5019 if (e_belt_nr == belt_nr)
5021 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5023 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5024 DrawLevelField(xx, yy);
5027 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5029 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5031 if (e_belt_nr == belt_nr)
5033 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5035 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5036 DrawLevelField(xx, yy);
5042 static void ToggleSwitchgateSwitch(int x, int y)
5046 game.switchgate_pos = !game.switchgate_pos;
5048 SCAN_PLAYFIELD(xx, yy)
5050 int element = Feld[xx][yy];
5052 #if !USE_BOTH_SWITCHGATE_SWITCHES
5053 if (element == EL_SWITCHGATE_SWITCH_UP ||
5054 element == EL_SWITCHGATE_SWITCH_DOWN)
5056 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
5057 DrawLevelField(xx, yy);
5059 else if (element == EL_DC_SWITCHGATE_SWITCH_UP ||
5060 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5062 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
5063 DrawLevelField(xx, yy);
5066 if (element == EL_SWITCHGATE_SWITCH_UP)
5068 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5069 DrawLevelField(xx, yy);
5071 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5073 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5074 DrawLevelField(xx, yy);
5076 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5078 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5079 DrawLevelField(xx, yy);
5081 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5083 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5084 DrawLevelField(xx, yy);
5087 else if (element == EL_SWITCHGATE_OPEN ||
5088 element == EL_SWITCHGATE_OPENING)
5090 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5092 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5094 else if (element == EL_SWITCHGATE_CLOSED ||
5095 element == EL_SWITCHGATE_CLOSING)
5097 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5099 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5104 static int getInvisibleActiveFromInvisibleElement(int element)
5106 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5107 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5108 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5112 static int getInvisibleFromInvisibleActiveElement(int element)
5114 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5115 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5116 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5120 static void RedrawAllLightSwitchesAndInvisibleElements()
5124 SCAN_PLAYFIELD(x, y)
5126 int element = Feld[x][y];
5128 if (element == EL_LIGHT_SWITCH &&
5129 game.light_time_left > 0)
5131 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5132 DrawLevelField(x, y);
5134 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5135 game.light_time_left == 0)
5137 Feld[x][y] = EL_LIGHT_SWITCH;
5138 DrawLevelField(x, y);
5140 else if (element == EL_EMC_DRIPPER &&
5141 game.light_time_left > 0)
5143 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5144 DrawLevelField(x, y);
5146 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5147 game.light_time_left == 0)
5149 Feld[x][y] = EL_EMC_DRIPPER;
5150 DrawLevelField(x, y);
5152 else if (element == EL_INVISIBLE_STEELWALL ||
5153 element == EL_INVISIBLE_WALL ||
5154 element == EL_INVISIBLE_SAND)
5156 if (game.light_time_left > 0)
5157 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5159 DrawLevelField(x, y);
5161 /* uncrumble neighbour fields, if needed */
5162 if (element == EL_INVISIBLE_SAND)
5163 DrawLevelFieldCrumbledSandNeighbours(x, y);
5165 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5166 element == EL_INVISIBLE_WALL_ACTIVE ||
5167 element == EL_INVISIBLE_SAND_ACTIVE)
5169 if (game.light_time_left == 0)
5170 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5172 DrawLevelField(x, y);
5174 /* re-crumble neighbour fields, if needed */
5175 if (element == EL_INVISIBLE_SAND)
5176 DrawLevelFieldCrumbledSandNeighbours(x, y);
5181 static void RedrawAllInvisibleElementsForLenses()
5185 SCAN_PLAYFIELD(x, y)
5187 int element = Feld[x][y];
5189 if (element == EL_EMC_DRIPPER &&
5190 game.lenses_time_left > 0)
5192 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5193 DrawLevelField(x, y);
5195 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5196 game.lenses_time_left == 0)
5198 Feld[x][y] = EL_EMC_DRIPPER;
5199 DrawLevelField(x, y);
5201 else if (element == EL_INVISIBLE_STEELWALL ||
5202 element == EL_INVISIBLE_WALL ||
5203 element == EL_INVISIBLE_SAND)
5205 if (game.lenses_time_left > 0)
5206 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5208 DrawLevelField(x, y);
5210 /* uncrumble neighbour fields, if needed */
5211 if (element == EL_INVISIBLE_SAND)
5212 DrawLevelFieldCrumbledSandNeighbours(x, y);
5214 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5215 element == EL_INVISIBLE_WALL_ACTIVE ||
5216 element == EL_INVISIBLE_SAND_ACTIVE)
5218 if (game.lenses_time_left == 0)
5219 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5221 DrawLevelField(x, y);
5223 /* re-crumble neighbour fields, if needed */
5224 if (element == EL_INVISIBLE_SAND)
5225 DrawLevelFieldCrumbledSandNeighbours(x, y);
5230 static void RedrawAllInvisibleElementsForMagnifier()
5234 SCAN_PLAYFIELD(x, y)
5236 int element = Feld[x][y];
5238 if (element == EL_EMC_FAKE_GRASS &&
5239 game.magnify_time_left > 0)
5241 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5242 DrawLevelField(x, y);
5244 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5245 game.magnify_time_left == 0)
5247 Feld[x][y] = EL_EMC_FAKE_GRASS;
5248 DrawLevelField(x, y);
5250 else if (IS_GATE_GRAY(element) &&
5251 game.magnify_time_left > 0)
5253 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5254 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5255 IS_EM_GATE_GRAY(element) ?
5256 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5257 IS_EMC_GATE_GRAY(element) ?
5258 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5260 DrawLevelField(x, y);
5262 else if (IS_GATE_GRAY_ACTIVE(element) &&
5263 game.magnify_time_left == 0)
5265 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5266 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5267 IS_EM_GATE_GRAY_ACTIVE(element) ?
5268 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5269 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5270 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5272 DrawLevelField(x, y);
5277 static void ToggleLightSwitch(int x, int y)
5279 int element = Feld[x][y];
5281 game.light_time_left =
5282 (element == EL_LIGHT_SWITCH ?
5283 level.time_light * FRAMES_PER_SECOND : 0);
5285 RedrawAllLightSwitchesAndInvisibleElements();
5288 static void ActivateTimegateSwitch(int x, int y)
5292 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
5294 SCAN_PLAYFIELD(xx, yy)
5296 int element = Feld[xx][yy];
5298 if (element == EL_TIMEGATE_CLOSED ||
5299 element == EL_TIMEGATE_CLOSING)
5301 Feld[xx][yy] = EL_TIMEGATE_OPENING;
5302 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
5306 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
5308 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
5309 DrawLevelField(xx, yy);
5316 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
5317 EL_DC_TIMEGATE_SWITCH_ACTIVE);
5319 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
5323 void Impact(int x, int y)
5325 boolean last_line = (y == lev_fieldy - 1);
5326 boolean object_hit = FALSE;
5327 boolean impact = (last_line || object_hit);
5328 int element = Feld[x][y];
5329 int smashed = EL_STEELWALL;
5331 if (!last_line) /* check if element below was hit */
5333 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
5336 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
5337 MovDir[x][y + 1] != MV_DOWN ||
5338 MovPos[x][y + 1] <= TILEY / 2));
5340 /* do not smash moving elements that left the smashed field in time */
5341 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
5342 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
5345 #if USE_QUICKSAND_IMPACT_BUGFIX
5346 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
5348 RemoveMovingField(x, y + 1);
5349 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
5350 Feld[x][y + 2] = EL_ROCK;
5351 DrawLevelField(x, y + 2);
5356 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
5358 RemoveMovingField(x, y + 1);
5359 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
5360 Feld[x][y + 2] = EL_ROCK;
5361 DrawLevelField(x, y + 2);
5368 smashed = MovingOrBlocked2Element(x, y + 1);
5370 impact = (last_line || object_hit);
5373 if (!last_line && smashed == EL_ACID) /* element falls into acid */
5375 SplashAcid(x, y + 1);
5379 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
5380 /* only reset graphic animation if graphic really changes after impact */
5382 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
5384 ResetGfxAnimation(x, y);
5385 DrawLevelField(x, y);
5388 if (impact && CAN_EXPLODE_IMPACT(element))
5393 else if (impact && element == EL_PEARL &&
5394 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
5396 ResetGfxAnimation(x, y);
5398 Feld[x][y] = EL_PEARL_BREAKING;
5399 PlayLevelSound(x, y, SND_PEARL_BREAKING);
5402 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
5404 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
5409 if (impact && element == EL_AMOEBA_DROP)
5411 if (object_hit && IS_PLAYER(x, y + 1))
5412 KillPlayerUnlessEnemyProtected(x, y + 1);
5413 else if (object_hit && smashed == EL_PENGUIN)
5417 Feld[x][y] = EL_AMOEBA_GROWING;
5418 Store[x][y] = EL_AMOEBA_WET;
5420 ResetRandomAnimationValue(x, y);
5425 if (object_hit) /* check which object was hit */
5427 if ((CAN_PASS_MAGIC_WALL(element) &&
5428 (smashed == EL_MAGIC_WALL ||
5429 smashed == EL_BD_MAGIC_WALL)) ||
5430 (CAN_PASS_DC_MAGIC_WALL(element) &&
5431 smashed == EL_DC_MAGIC_WALL))
5434 int activated_magic_wall =
5435 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
5436 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
5437 EL_DC_MAGIC_WALL_ACTIVE);
5439 /* activate magic wall / mill */
5440 SCAN_PLAYFIELD(xx, yy)
5442 if (Feld[xx][yy] == smashed)
5443 Feld[xx][yy] = activated_magic_wall;
5446 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
5447 game.magic_wall_active = TRUE;
5449 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
5450 SND_MAGIC_WALL_ACTIVATING :
5451 smashed == EL_BD_MAGIC_WALL ?
5452 SND_BD_MAGIC_WALL_ACTIVATING :
5453 SND_DC_MAGIC_WALL_ACTIVATING));
5456 if (IS_PLAYER(x, y + 1))
5458 if (CAN_SMASH_PLAYER(element))
5460 KillPlayerUnlessEnemyProtected(x, y + 1);
5464 else if (smashed == EL_PENGUIN)
5466 if (CAN_SMASH_PLAYER(element))
5472 else if (element == EL_BD_DIAMOND)
5474 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
5480 else if (((element == EL_SP_INFOTRON ||
5481 element == EL_SP_ZONK) &&
5482 (smashed == EL_SP_SNIKSNAK ||
5483 smashed == EL_SP_ELECTRON ||
5484 smashed == EL_SP_DISK_ORANGE)) ||
5485 (element == EL_SP_INFOTRON &&
5486 smashed == EL_SP_DISK_YELLOW))
5491 else if (CAN_SMASH_EVERYTHING(element))
5493 if (IS_CLASSIC_ENEMY(smashed) ||
5494 CAN_EXPLODE_SMASHED(smashed))
5499 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
5501 if (smashed == EL_LAMP ||
5502 smashed == EL_LAMP_ACTIVE)
5507 else if (smashed == EL_NUT)
5509 Feld[x][y + 1] = EL_NUT_BREAKING;
5510 PlayLevelSound(x, y, SND_NUT_BREAKING);
5511 RaiseScoreElement(EL_NUT);
5514 else if (smashed == EL_PEARL)
5516 ResetGfxAnimation(x, y);
5518 Feld[x][y + 1] = EL_PEARL_BREAKING;
5519 PlayLevelSound(x, y, SND_PEARL_BREAKING);
5522 else if (smashed == EL_DIAMOND)
5524 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
5525 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
5528 else if (IS_BELT_SWITCH(smashed))
5530 ToggleBeltSwitch(x, y + 1);
5532 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
5533 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
5534 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
5535 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
5537 ToggleSwitchgateSwitch(x, y + 1);
5539 else if (smashed == EL_LIGHT_SWITCH ||
5540 smashed == EL_LIGHT_SWITCH_ACTIVE)
5542 ToggleLightSwitch(x, y + 1);
5547 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
5550 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
5552 CheckElementChangeBySide(x, y + 1, smashed, element,
5553 CE_SWITCHED, CH_SIDE_TOP);
5554 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
5560 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
5565 /* play sound of magic wall / mill */
5567 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
5568 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
5569 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
5571 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
5572 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
5573 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
5574 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
5575 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
5576 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
5581 /* play sound of object that hits the ground */
5582 if (last_line || object_hit)
5583 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
5586 inline static void TurnRoundExt(int x, int y)
5598 { 0, 0 }, { 0, 0 }, { 0, 0 },
5603 int left, right, back;
5607 { MV_DOWN, MV_UP, MV_RIGHT },
5608 { MV_UP, MV_DOWN, MV_LEFT },
5610 { MV_LEFT, MV_RIGHT, MV_DOWN },
5614 { MV_RIGHT, MV_LEFT, MV_UP }
5617 int element = Feld[x][y];
5618 int move_pattern = element_info[element].move_pattern;
5620 int old_move_dir = MovDir[x][y];
5621 int left_dir = turn[old_move_dir].left;
5622 int right_dir = turn[old_move_dir].right;
5623 int back_dir = turn[old_move_dir].back;
5625 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
5626 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
5627 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
5628 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
5630 int left_x = x + left_dx, left_y = y + left_dy;
5631 int right_x = x + right_dx, right_y = y + right_dy;
5632 int move_x = x + move_dx, move_y = y + move_dy;
5636 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
5638 TestIfBadThingTouchesOtherBadThing(x, y);
5640 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
5641 MovDir[x][y] = right_dir;
5642 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
5643 MovDir[x][y] = left_dir;
5645 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
5647 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
5650 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
5652 TestIfBadThingTouchesOtherBadThing(x, y);
5654 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
5655 MovDir[x][y] = left_dir;
5656 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
5657 MovDir[x][y] = right_dir;
5659 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
5661 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
5664 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
5666 TestIfBadThingTouchesOtherBadThing(x, y);
5668 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
5669 MovDir[x][y] = left_dir;
5670 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
5671 MovDir[x][y] = right_dir;
5673 if (MovDir[x][y] != old_move_dir)
5676 else if (element == EL_YAMYAM)
5678 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
5679 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
5681 if (can_turn_left && can_turn_right)
5682 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
5683 else if (can_turn_left)
5684 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
5685 else if (can_turn_right)
5686 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
5688 MovDir[x][y] = back_dir;
5690 MovDelay[x][y] = 16 + 16 * RND(3);
5692 else if (element == EL_DARK_YAMYAM)
5694 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
5696 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
5699 if (can_turn_left && can_turn_right)
5700 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
5701 else if (can_turn_left)
5702 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
5703 else if (can_turn_right)
5704 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
5706 MovDir[x][y] = back_dir;
5708 MovDelay[x][y] = 16 + 16 * RND(3);
5710 else if (element == EL_PACMAN)
5712 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
5713 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
5715 if (can_turn_left && can_turn_right)
5716 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
5717 else if (can_turn_left)
5718 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
5719 else if (can_turn_right)
5720 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
5722 MovDir[x][y] = back_dir;
5724 MovDelay[x][y] = 6 + RND(40);
5726 else if (element == EL_PIG)
5728 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
5729 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
5730 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
5731 boolean should_turn_left, should_turn_right, should_move_on;
5733 int rnd = RND(rnd_value);
5735 should_turn_left = (can_turn_left &&
5737 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
5738 y + back_dy + left_dy)));
5739 should_turn_right = (can_turn_right &&
5741 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
5742 y + back_dy + right_dy)));
5743 should_move_on = (can_move_on &&
5746 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
5747 y + move_dy + left_dy) ||
5748 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
5749 y + move_dy + right_dy)));
5751 if (should_turn_left || should_turn_right || should_move_on)
5753 if (should_turn_left && should_turn_right && should_move_on)
5754 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
5755 rnd < 2 * rnd_value / 3 ? right_dir :
5757 else if (should_turn_left && should_turn_right)
5758 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
5759 else if (should_turn_left && should_move_on)
5760 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
5761 else if (should_turn_right && should_move_on)
5762 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
5763 else if (should_turn_left)
5764 MovDir[x][y] = left_dir;
5765 else if (should_turn_right)
5766 MovDir[x][y] = right_dir;
5767 else if (should_move_on)
5768 MovDir[x][y] = old_move_dir;
5770 else if (can_move_on && rnd > rnd_value / 8)
5771 MovDir[x][y] = old_move_dir;
5772 else if (can_turn_left && can_turn_right)
5773 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
5774 else if (can_turn_left && rnd > rnd_value / 8)
5775 MovDir[x][y] = left_dir;
5776 else if (can_turn_right && rnd > rnd_value/8)
5777 MovDir[x][y] = right_dir;
5779 MovDir[x][y] = back_dir;
5781 xx = x + move_xy[MovDir[x][y]].dx;
5782 yy = y + move_xy[MovDir[x][y]].dy;
5784 if (!IN_LEV_FIELD(xx, yy) ||
5785 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
5786 MovDir[x][y] = old_move_dir;
5790 else if (element == EL_DRAGON)
5792 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
5793 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
5794 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
5796 int rnd = RND(rnd_value);
5798 if (can_move_on && rnd > rnd_value / 8)
5799 MovDir[x][y] = old_move_dir;
5800 else if (can_turn_left && can_turn_right)
5801 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
5802 else if (can_turn_left && rnd > rnd_value / 8)
5803 MovDir[x][y] = left_dir;
5804 else if (can_turn_right && rnd > rnd_value / 8)
5805 MovDir[x][y] = right_dir;
5807 MovDir[x][y] = back_dir;
5809 xx = x + move_xy[MovDir[x][y]].dx;
5810 yy = y + move_xy[MovDir[x][y]].dy;
5812 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
5813 MovDir[x][y] = old_move_dir;
5817 else if (element == EL_MOLE)
5819 boolean can_move_on =
5820 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
5821 IS_AMOEBOID(Feld[move_x][move_y]) ||
5822 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
5825 boolean can_turn_left =
5826 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
5827 IS_AMOEBOID(Feld[left_x][left_y])));
5829 boolean can_turn_right =
5830 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
5831 IS_AMOEBOID(Feld[right_x][right_y])));
5833 if (can_turn_left && can_turn_right)
5834 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
5835 else if (can_turn_left)
5836 MovDir[x][y] = left_dir;
5838 MovDir[x][y] = right_dir;
5841 if (MovDir[x][y] != old_move_dir)
5844 else if (element == EL_BALLOON)
5846 MovDir[x][y] = game.wind_direction;
5849 else if (element == EL_SPRING)
5851 #if USE_NEW_SPRING_BUMPER
5852 if (MovDir[x][y] & MV_HORIZONTAL)
5854 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
5855 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
5857 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
5858 ResetGfxAnimation(move_x, move_y);
5859 DrawLevelField(move_x, move_y);
5861 MovDir[x][y] = back_dir;
5863 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
5864 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
5865 MovDir[x][y] = MV_NONE;
5868 if (MovDir[x][y] & MV_HORIZONTAL &&
5869 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
5870 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
5871 MovDir[x][y] = MV_NONE;
5876 else if (element == EL_ROBOT ||
5877 element == EL_SATELLITE ||
5878 element == EL_PENGUIN ||
5879 element == EL_EMC_ANDROID)
5881 int attr_x = -1, attr_y = -1;
5892 for (i = 0; i < MAX_PLAYERS; i++)
5894 struct PlayerInfo *player = &stored_player[i];
5895 int jx = player->jx, jy = player->jy;
5897 if (!player->active)
5901 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
5909 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
5910 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
5911 game.engine_version < VERSION_IDENT(3,1,0,0)))
5917 if (element == EL_PENGUIN)
5920 static int xy[4][2] =
5928 for (i = 0; i < NUM_DIRECTIONS; i++)
5930 int ex = x + xy[i][0];
5931 int ey = y + xy[i][1];
5933 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
5934 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
5935 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
5936 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
5945 MovDir[x][y] = MV_NONE;
5947 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
5948 else if (attr_x > x)
5949 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
5951 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
5952 else if (attr_y > y)
5953 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
5955 if (element == EL_ROBOT)
5959 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
5960 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
5961 Moving2Blocked(x, y, &newx, &newy);
5963 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
5964 MovDelay[x][y] = 8 + 8 * !RND(3);
5966 MovDelay[x][y] = 16;
5968 else if (element == EL_PENGUIN)
5974 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
5976 boolean first_horiz = RND(2);
5977 int new_move_dir = MovDir[x][y];
5980 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5981 Moving2Blocked(x, y, &newx, &newy);
5983 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
5987 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5988 Moving2Blocked(x, y, &newx, &newy);
5990 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
5993 MovDir[x][y] = old_move_dir;
5997 else if (element == EL_SATELLITE)
6003 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6005 boolean first_horiz = RND(2);
6006 int new_move_dir = MovDir[x][y];
6009 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6010 Moving2Blocked(x, y, &newx, &newy);
6012 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6016 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6017 Moving2Blocked(x, y, &newx, &newy);
6019 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6022 MovDir[x][y] = old_move_dir;
6026 else if (element == EL_EMC_ANDROID)
6028 static int check_pos[16] =
6030 -1, /* 0 => (invalid) */
6031 7, /* 1 => MV_LEFT */
6032 3, /* 2 => MV_RIGHT */
6033 -1, /* 3 => (invalid) */
6035 0, /* 5 => MV_LEFT | MV_UP */
6036 2, /* 6 => MV_RIGHT | MV_UP */
6037 -1, /* 7 => (invalid) */
6038 5, /* 8 => MV_DOWN */
6039 6, /* 9 => MV_LEFT | MV_DOWN */
6040 4, /* 10 => MV_RIGHT | MV_DOWN */
6041 -1, /* 11 => (invalid) */
6042 -1, /* 12 => (invalid) */
6043 -1, /* 13 => (invalid) */
6044 -1, /* 14 => (invalid) */
6045 -1, /* 15 => (invalid) */
6053 { -1, -1, MV_LEFT | MV_UP },
6055 { +1, -1, MV_RIGHT | MV_UP },
6056 { +1, 0, MV_RIGHT },
6057 { +1, +1, MV_RIGHT | MV_DOWN },
6059 { -1, +1, MV_LEFT | MV_DOWN },
6062 int start_pos, check_order;
6063 boolean can_clone = FALSE;
6066 /* check if there is any free field around current position */
6067 for (i = 0; i < 8; i++)
6069 int newx = x + check_xy[i].dx;
6070 int newy = y + check_xy[i].dy;
6072 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6080 if (can_clone) /* randomly find an element to clone */
6084 start_pos = check_pos[RND(8)];
6085 check_order = (RND(2) ? -1 : +1);
6087 for (i = 0; i < 8; i++)
6089 int pos_raw = start_pos + i * check_order;
6090 int pos = (pos_raw + 8) % 8;
6091 int newx = x + check_xy[pos].dx;
6092 int newy = y + check_xy[pos].dy;
6094 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6096 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6097 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6099 Store[x][y] = Feld[newx][newy];
6108 if (can_clone) /* randomly find a direction to move */
6112 start_pos = check_pos[RND(8)];
6113 check_order = (RND(2) ? -1 : +1);
6115 for (i = 0; i < 8; i++)
6117 int pos_raw = start_pos + i * check_order;
6118 int pos = (pos_raw + 8) % 8;
6119 int newx = x + check_xy[pos].dx;
6120 int newy = y + check_xy[pos].dy;
6121 int new_move_dir = check_xy[pos].dir;
6123 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6125 MovDir[x][y] = new_move_dir;
6126 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6135 if (can_clone) /* cloning and moving successful */
6138 /* cannot clone -- try to move towards player */
6140 start_pos = check_pos[MovDir[x][y] & 0x0f];
6141 check_order = (RND(2) ? -1 : +1);
6143 for (i = 0; i < 3; i++)
6145 /* first check start_pos, then previous/next or (next/previous) pos */
6146 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6147 int pos = (pos_raw + 8) % 8;
6148 int newx = x + check_xy[pos].dx;
6149 int newy = y + check_xy[pos].dy;
6150 int new_move_dir = check_xy[pos].dir;
6152 if (IS_PLAYER(newx, newy))
6155 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6157 MovDir[x][y] = new_move_dir;
6158 MovDelay[x][y] = level.android_move_time * 8 + 1;
6165 else if (move_pattern == MV_TURNING_LEFT ||
6166 move_pattern == MV_TURNING_RIGHT ||
6167 move_pattern == MV_TURNING_LEFT_RIGHT ||
6168 move_pattern == MV_TURNING_RIGHT_LEFT ||
6169 move_pattern == MV_TURNING_RANDOM ||
6170 move_pattern == MV_ALL_DIRECTIONS)
6172 boolean can_turn_left =
6173 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6174 boolean can_turn_right =
6175 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6177 if (element_info[element].move_stepsize == 0) /* "not moving" */
6180 if (move_pattern == MV_TURNING_LEFT)
6181 MovDir[x][y] = left_dir;
6182 else if (move_pattern == MV_TURNING_RIGHT)
6183 MovDir[x][y] = right_dir;
6184 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6185 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6186 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6187 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6188 else if (move_pattern == MV_TURNING_RANDOM)
6189 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6190 can_turn_right && !can_turn_left ? right_dir :
6191 RND(2) ? left_dir : right_dir);
6192 else if (can_turn_left && can_turn_right)
6193 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6194 else if (can_turn_left)
6195 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6196 else if (can_turn_right)
6197 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6199 MovDir[x][y] = back_dir;
6201 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6203 else if (move_pattern == MV_HORIZONTAL ||
6204 move_pattern == MV_VERTICAL)
6206 if (move_pattern & old_move_dir)
6207 MovDir[x][y] = back_dir;
6208 else if (move_pattern == MV_HORIZONTAL)
6209 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6210 else if (move_pattern == MV_VERTICAL)
6211 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6213 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6215 else if (move_pattern & MV_ANY_DIRECTION)
6217 MovDir[x][y] = move_pattern;
6218 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6220 else if (move_pattern & MV_WIND_DIRECTION)
6222 MovDir[x][y] = game.wind_direction;
6223 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6225 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6227 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6228 MovDir[x][y] = left_dir;
6229 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6230 MovDir[x][y] = right_dir;
6232 if (MovDir[x][y] != old_move_dir)
6233 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6235 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6237 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6238 MovDir[x][y] = right_dir;
6239 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6240 MovDir[x][y] = left_dir;
6242 if (MovDir[x][y] != old_move_dir)
6243 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6245 else if (move_pattern == MV_TOWARDS_PLAYER ||
6246 move_pattern == MV_AWAY_FROM_PLAYER)
6248 int attr_x = -1, attr_y = -1;
6250 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6261 for (i = 0; i < MAX_PLAYERS; i++)
6263 struct PlayerInfo *player = &stored_player[i];
6264 int jx = player->jx, jy = player->jy;
6266 if (!player->active)
6270 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6278 MovDir[x][y] = MV_NONE;
6280 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6281 else if (attr_x > x)
6282 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6284 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6285 else if (attr_y > y)
6286 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
6288 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6290 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6292 boolean first_horiz = RND(2);
6293 int new_move_dir = MovDir[x][y];
6295 if (element_info[element].move_stepsize == 0) /* "not moving" */
6297 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
6298 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6304 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6305 Moving2Blocked(x, y, &newx, &newy);
6307 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6311 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6312 Moving2Blocked(x, y, &newx, &newy);
6314 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6317 MovDir[x][y] = old_move_dir;
6320 else if (move_pattern == MV_WHEN_PUSHED ||
6321 move_pattern == MV_WHEN_DROPPED)
6323 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6324 MovDir[x][y] = MV_NONE;
6328 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
6330 static int test_xy[7][2] =
6340 static int test_dir[7] =
6350 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
6351 int move_preference = -1000000; /* start with very low preference */
6352 int new_move_dir = MV_NONE;
6353 int start_test = RND(4);
6356 for (i = 0; i < NUM_DIRECTIONS; i++)
6358 int move_dir = test_dir[start_test + i];
6359 int move_dir_preference;
6361 xx = x + test_xy[start_test + i][0];
6362 yy = y + test_xy[start_test + i][1];
6364 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
6365 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
6367 new_move_dir = move_dir;
6372 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
6375 move_dir_preference = -1 * RunnerVisit[xx][yy];
6376 if (hunter_mode && PlayerVisit[xx][yy] > 0)
6377 move_dir_preference = PlayerVisit[xx][yy];
6379 if (move_dir_preference > move_preference)
6381 /* prefer field that has not been visited for the longest time */
6382 move_preference = move_dir_preference;
6383 new_move_dir = move_dir;
6385 else if (move_dir_preference == move_preference &&
6386 move_dir == old_move_dir)
6388 /* prefer last direction when all directions are preferred equally */
6389 move_preference = move_dir_preference;
6390 new_move_dir = move_dir;
6394 MovDir[x][y] = new_move_dir;
6395 if (old_move_dir != new_move_dir)
6396 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6400 static void TurnRound(int x, int y)
6402 int direction = MovDir[x][y];
6406 GfxDir[x][y] = MovDir[x][y];
6408 if (direction != MovDir[x][y])
6412 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
6414 ResetGfxFrame(x, y, FALSE);
6417 static boolean JustBeingPushed(int x, int y)
6421 for (i = 0; i < MAX_PLAYERS; i++)
6423 struct PlayerInfo *player = &stored_player[i];
6425 if (player->active && player->is_pushing && player->MovPos)
6427 int next_jx = player->jx + (player->jx - player->last_jx);
6428 int next_jy = player->jy + (player->jy - player->last_jy);
6430 if (x == next_jx && y == next_jy)
6438 void StartMoving(int x, int y)
6440 boolean started_moving = FALSE; /* some elements can fall _and_ move */
6441 int element = Feld[x][y];
6446 if (MovDelay[x][y] == 0)
6447 GfxAction[x][y] = ACTION_DEFAULT;
6449 if (CAN_FALL(element) && y < lev_fieldy - 1)
6451 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
6452 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
6453 if (JustBeingPushed(x, y))
6456 if (element == EL_QUICKSAND_FULL)
6458 if (IS_FREE(x, y + 1))
6460 InitMovingField(x, y, MV_DOWN);
6461 started_moving = TRUE;
6463 Feld[x][y] = EL_QUICKSAND_EMPTYING;
6464 #if USE_QUICKSAND_BD_ROCK_BUGFIX
6465 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
6466 Store[x][y] = EL_ROCK;
6468 Store[x][y] = EL_ROCK;
6471 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
6473 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
6475 if (!MovDelay[x][y])
6476 MovDelay[x][y] = TILEY + 1;
6485 Feld[x][y] = EL_QUICKSAND_EMPTY;
6486 Feld[x][y + 1] = EL_QUICKSAND_FULL;
6487 Store[x][y + 1] = Store[x][y];
6490 PlayLevelSoundAction(x, y, ACTION_FILLING);
6493 else if (element == EL_QUICKSAND_FAST_FULL)
6495 if (IS_FREE(x, y + 1))
6497 InitMovingField(x, y, MV_DOWN);
6498 started_moving = TRUE;
6500 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
6501 #if USE_QUICKSAND_BD_ROCK_BUGFIX
6502 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
6503 Store[x][y] = EL_ROCK;
6505 Store[x][y] = EL_ROCK;
6508 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
6510 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
6512 if (!MovDelay[x][y])
6513 MovDelay[x][y] = TILEY + 1;
6522 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
6523 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
6524 Store[x][y + 1] = Store[x][y];
6527 PlayLevelSoundAction(x, y, ACTION_FILLING);
6530 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
6531 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
6533 InitMovingField(x, y, MV_DOWN);
6534 started_moving = TRUE;
6536 Feld[x][y] = EL_QUICKSAND_FILLING;
6537 Store[x][y] = element;
6539 PlayLevelSoundAction(x, y, ACTION_FILLING);
6541 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
6542 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
6544 InitMovingField(x, y, MV_DOWN);
6545 started_moving = TRUE;
6547 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
6548 Store[x][y] = element;
6550 PlayLevelSoundAction(x, y, ACTION_FILLING);
6552 else if (element == EL_MAGIC_WALL_FULL)
6554 if (IS_FREE(x, y + 1))
6556 InitMovingField(x, y, MV_DOWN);
6557 started_moving = TRUE;
6559 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
6560 Store[x][y] = EL_CHANGED(Store[x][y]);
6562 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6564 if (!MovDelay[x][y])
6565 MovDelay[x][y] = TILEY/4 + 1;
6574 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
6575 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
6576 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
6580 else if (element == EL_BD_MAGIC_WALL_FULL)
6582 if (IS_FREE(x, y + 1))
6584 InitMovingField(x, y, MV_DOWN);
6585 started_moving = TRUE;
6587 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
6588 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
6590 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6592 if (!MovDelay[x][y])
6593 MovDelay[x][y] = TILEY/4 + 1;
6602 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
6603 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
6604 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
6608 else if (element == EL_DC_MAGIC_WALL_FULL)
6610 if (IS_FREE(x, y + 1))
6612 InitMovingField(x, y, MV_DOWN);
6613 started_moving = TRUE;
6615 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
6616 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
6618 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6620 if (!MovDelay[x][y])
6621 MovDelay[x][y] = TILEY/4 + 1;
6630 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
6631 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
6632 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
6636 else if ((CAN_PASS_MAGIC_WALL(element) &&
6637 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6638 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
6639 (CAN_PASS_DC_MAGIC_WALL(element) &&
6640 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
6643 InitMovingField(x, y, MV_DOWN);
6644 started_moving = TRUE;
6647 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
6648 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
6649 EL_DC_MAGIC_WALL_FILLING);
6650 Store[x][y] = element;
6652 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
6654 SplashAcid(x, y + 1);
6656 InitMovingField(x, y, MV_DOWN);
6657 started_moving = TRUE;
6659 Store[x][y] = EL_ACID;
6662 #if USE_FIX_IMPACT_COLLISION
6663 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
6664 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
6666 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
6667 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
6669 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
6670 CAN_FALL(element) && WasJustFalling[x][y] &&
6671 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
6673 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
6674 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
6675 (Feld[x][y + 1] == EL_BLOCKED)))
6677 /* this is needed for a special case not covered by calling "Impact()"
6678 from "ContinueMoving()": if an element moves to a tile directly below
6679 another element which was just falling on that tile (which was empty
6680 in the previous frame), the falling element above would just stop
6681 instead of smashing the element below (in previous version, the above
6682 element was just checked for "moving" instead of "falling", resulting
6683 in incorrect smashes caused by horizontal movement of the above
6684 element; also, the case of the player being the element to smash was
6685 simply not covered here... :-/ ) */
6687 CheckCollision[x][y] = 0;
6688 CheckImpact[x][y] = 0;
6692 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
6694 if (MovDir[x][y] == MV_NONE)
6696 InitMovingField(x, y, MV_DOWN);
6697 started_moving = TRUE;
6700 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
6702 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
6703 MovDir[x][y] = MV_DOWN;
6705 InitMovingField(x, y, MV_DOWN);
6706 started_moving = TRUE;
6708 else if (element == EL_AMOEBA_DROP)
6710 Feld[x][y] = EL_AMOEBA_GROWING;
6711 Store[x][y] = EL_AMOEBA_WET;
6713 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
6714 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
6715 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
6716 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
6718 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
6719 (IS_FREE(x - 1, y + 1) ||
6720 Feld[x - 1][y + 1] == EL_ACID));
6721 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
6722 (IS_FREE(x + 1, y + 1) ||
6723 Feld[x + 1][y + 1] == EL_ACID));
6724 boolean can_fall_any = (can_fall_left || can_fall_right);
6725 boolean can_fall_both = (can_fall_left && can_fall_right);
6726 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
6728 #if USE_NEW_ALL_SLIPPERY
6729 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
6731 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
6732 can_fall_right = FALSE;
6733 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
6734 can_fall_left = FALSE;
6735 else if (slippery_type == SLIPPERY_ONLY_LEFT)
6736 can_fall_right = FALSE;
6737 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
6738 can_fall_left = FALSE;
6740 can_fall_any = (can_fall_left || can_fall_right);
6741 can_fall_both = FALSE;
6744 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
6746 if (slippery_type == SLIPPERY_ONLY_LEFT)
6747 can_fall_right = FALSE;
6748 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
6749 can_fall_left = FALSE;
6750 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
6751 can_fall_right = FALSE;
6752 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
6753 can_fall_left = FALSE;
6755 can_fall_any = (can_fall_left || can_fall_right);
6756 can_fall_both = (can_fall_left && can_fall_right);
6760 #if USE_NEW_ALL_SLIPPERY
6762 #if USE_NEW_SP_SLIPPERY
6763 /* !!! better use the same properties as for custom elements here !!! */
6764 else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
6765 can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
6767 can_fall_right = FALSE; /* slip down on left side */
6768 can_fall_both = FALSE;
6773 #if USE_NEW_ALL_SLIPPERY
6776 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
6777 can_fall_right = FALSE; /* slip down on left side */
6779 can_fall_left = !(can_fall_right = RND(2));
6781 can_fall_both = FALSE;
6786 if (game.emulation == EMU_BOULDERDASH ||
6787 element == EL_BD_ROCK || element == EL_BD_DIAMOND)
6788 can_fall_right = FALSE; /* slip down on left side */
6790 can_fall_left = !(can_fall_right = RND(2));
6792 can_fall_both = FALSE;
6798 /* if not determined otherwise, prefer left side for slipping down */
6799 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
6800 started_moving = TRUE;
6804 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
6806 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
6809 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
6810 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
6811 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
6812 int belt_dir = game.belt_dir[belt_nr];
6814 if ((belt_dir == MV_LEFT && left_is_free) ||
6815 (belt_dir == MV_RIGHT && right_is_free))
6817 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
6819 InitMovingField(x, y, belt_dir);
6820 started_moving = TRUE;
6822 Pushed[x][y] = TRUE;
6823 Pushed[nextx][y] = TRUE;
6825 GfxAction[x][y] = ACTION_DEFAULT;
6829 MovDir[x][y] = 0; /* if element was moving, stop it */
6834 /* not "else if" because of elements that can fall and move (EL_SPRING) */
6836 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE)
6838 if (CAN_MOVE(element) && !started_moving)
6841 int move_pattern = element_info[element].move_pattern;
6846 if (MovDir[x][y] == MV_NONE)
6848 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
6849 x, y, element, element_info[element].token_name);
6850 printf("StartMoving(): This should never happen!\n");
6855 Moving2Blocked(x, y, &newx, &newy);
6857 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
6860 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
6861 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6863 WasJustMoving[x][y] = 0;
6864 CheckCollision[x][y] = 0;
6866 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
6868 if (Feld[x][y] != element) /* element has changed */
6872 if (!MovDelay[x][y]) /* start new movement phase */
6874 /* all objects that can change their move direction after each step
6875 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
6877 if (element != EL_YAMYAM &&
6878 element != EL_DARK_YAMYAM &&
6879 element != EL_PACMAN &&
6880 !(move_pattern & MV_ANY_DIRECTION) &&
6881 move_pattern != MV_TURNING_LEFT &&
6882 move_pattern != MV_TURNING_RIGHT &&
6883 move_pattern != MV_TURNING_LEFT_RIGHT &&
6884 move_pattern != MV_TURNING_RIGHT_LEFT &&
6885 move_pattern != MV_TURNING_RANDOM)
6889 if (MovDelay[x][y] && (element == EL_BUG ||
6890 element == EL_SPACESHIP ||
6891 element == EL_SP_SNIKSNAK ||
6892 element == EL_SP_ELECTRON ||
6893 element == EL_MOLE))
6894 DrawLevelField(x, y);
6898 if (MovDelay[x][y]) /* wait some time before next movement */
6902 if (element == EL_ROBOT ||
6903 element == EL_YAMYAM ||
6904 element == EL_DARK_YAMYAM)
6906 DrawLevelElementAnimationIfNeeded(x, y, element);
6907 PlayLevelSoundAction(x, y, ACTION_WAITING);
6909 else if (element == EL_SP_ELECTRON)
6910 DrawLevelElementAnimationIfNeeded(x, y, element);
6911 else if (element == EL_DRAGON)
6914 int dir = MovDir[x][y];
6915 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6916 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6917 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
6918 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
6919 dir == MV_UP ? IMG_FLAMES_1_UP :
6920 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
6921 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
6923 GfxAction[x][y] = ACTION_ATTACKING;
6925 if (IS_PLAYER(x, y))
6926 DrawPlayerField(x, y);
6928 DrawLevelField(x, y);
6930 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
6932 for (i = 1; i <= 3; i++)
6934 int xx = x + i * dx;
6935 int yy = y + i * dy;
6936 int sx = SCREENX(xx);
6937 int sy = SCREENY(yy);
6938 int flame_graphic = graphic + (i - 1);
6940 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
6945 int flamed = MovingOrBlocked2Element(xx, yy);
6949 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
6951 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
6952 RemoveMovingField(xx, yy);
6954 RemoveField(xx, yy);
6956 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
6959 RemoveMovingField(xx, yy);
6962 ChangeDelay[xx][yy] = 0;
6964 Feld[xx][yy] = EL_FLAMES;
6966 if (IN_SCR_FIELD(sx, sy))
6968 DrawLevelFieldCrumbledSand(xx, yy);
6969 DrawGraphic(sx, sy, flame_graphic, frame);
6974 if (Feld[xx][yy] == EL_FLAMES)
6975 Feld[xx][yy] = EL_EMPTY;
6976 DrawLevelField(xx, yy);
6981 if (MovDelay[x][y]) /* element still has to wait some time */
6983 PlayLevelSoundAction(x, y, ACTION_WAITING);
6989 /* now make next step */
6991 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
6993 if (DONT_COLLIDE_WITH(element) &&
6994 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
6995 !PLAYER_ENEMY_PROTECTED(newx, newy))
6997 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7002 else if (CAN_MOVE_INTO_ACID(element) &&
7003 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7004 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7005 (MovDir[x][y] == MV_DOWN ||
7006 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7008 SplashAcid(newx, newy);
7009 Store[x][y] = EL_ACID;
7011 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7013 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7014 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7015 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7016 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7019 DrawLevelField(x, y);
7021 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7022 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7023 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7025 local_player->friends_still_needed--;
7026 if (!local_player->friends_still_needed &&
7027 !local_player->GameOver && AllPlayersGone)
7028 PlayerWins(local_player);
7032 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7034 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7035 DrawLevelField(newx, newy);
7037 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7039 else if (!IS_FREE(newx, newy))
7041 GfxAction[x][y] = ACTION_WAITING;
7043 if (IS_PLAYER(x, y))
7044 DrawPlayerField(x, y);
7046 DrawLevelField(x, y);
7051 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7053 if (IS_FOOD_PIG(Feld[newx][newy]))
7055 if (IS_MOVING(newx, newy))
7056 RemoveMovingField(newx, newy);
7059 Feld[newx][newy] = EL_EMPTY;
7060 DrawLevelField(newx, newy);
7063 PlayLevelSound(x, y, SND_PIG_DIGGING);
7065 else if (!IS_FREE(newx, newy))
7067 if (IS_PLAYER(x, y))
7068 DrawPlayerField(x, y);
7070 DrawLevelField(x, y);
7075 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7077 if (Store[x][y] != EL_EMPTY)
7079 boolean can_clone = FALSE;
7082 /* check if element to clone is still there */
7083 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7085 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7093 /* cannot clone or target field not free anymore -- do not clone */
7094 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7095 Store[x][y] = EL_EMPTY;
7098 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7100 if (IS_MV_DIAGONAL(MovDir[x][y]))
7102 int diagonal_move_dir = MovDir[x][y];
7103 int stored = Store[x][y];
7104 int change_delay = 8;
7107 /* android is moving diagonally */
7109 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7111 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7112 GfxElement[x][y] = EL_EMC_ANDROID;
7113 GfxAction[x][y] = ACTION_SHRINKING;
7114 GfxDir[x][y] = diagonal_move_dir;
7115 ChangeDelay[x][y] = change_delay;
7117 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7120 DrawLevelGraphicAnimation(x, y, graphic);
7121 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7123 if (Feld[newx][newy] == EL_ACID)
7125 SplashAcid(newx, newy);
7130 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7132 Store[newx][newy] = EL_EMC_ANDROID;
7133 GfxElement[newx][newy] = EL_EMC_ANDROID;
7134 GfxAction[newx][newy] = ACTION_GROWING;
7135 GfxDir[newx][newy] = diagonal_move_dir;
7136 ChangeDelay[newx][newy] = change_delay;
7138 graphic = el_act_dir2img(GfxElement[newx][newy],
7139 GfxAction[newx][newy], GfxDir[newx][newy]);
7141 DrawLevelGraphicAnimation(newx, newy, graphic);
7142 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7148 Feld[newx][newy] = EL_EMPTY;
7149 DrawLevelField(newx, newy);
7151 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7154 else if (!IS_FREE(newx, newy))
7157 if (IS_PLAYER(x, y))
7158 DrawPlayerField(x, y);
7160 DrawLevelField(x, y);
7166 else if (IS_CUSTOM_ELEMENT(element) &&
7167 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7169 int new_element = Feld[newx][newy];
7171 if (!IS_FREE(newx, newy))
7173 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
7174 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
7177 /* no element can dig solid indestructible elements */
7178 if (IS_INDESTRUCTIBLE(new_element) &&
7179 !IS_DIGGABLE(new_element) &&
7180 !IS_COLLECTIBLE(new_element))
7183 if (AmoebaNr[newx][newy] &&
7184 (new_element == EL_AMOEBA_FULL ||
7185 new_element == EL_BD_AMOEBA ||
7186 new_element == EL_AMOEBA_GROWING))
7188 AmoebaCnt[AmoebaNr[newx][newy]]--;
7189 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7192 if (IS_MOVING(newx, newy))
7193 RemoveMovingField(newx, newy);
7196 RemoveField(newx, newy);
7197 DrawLevelField(newx, newy);
7200 /* if digged element was about to explode, prevent the explosion */
7201 ExplodeField[newx][newy] = EX_TYPE_NONE;
7203 PlayLevelSoundAction(x, y, action);
7206 Store[newx][newy] = EL_EMPTY;
7208 /* this makes it possible to leave the removed element again */
7209 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
7210 Store[newx][newy] = new_element;
7212 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
7214 int move_leave_element = element_info[element].move_leave_element;
7216 /* this makes it possible to leave the removed element again */
7217 Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
7218 new_element : move_leave_element);
7222 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7224 RunnerVisit[x][y] = FrameCounter;
7225 PlayerVisit[x][y] /= 8; /* expire player visit path */
7228 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7230 if (!IS_FREE(newx, newy))
7232 if (IS_PLAYER(x, y))
7233 DrawPlayerField(x, y);
7235 DrawLevelField(x, y);
7241 boolean wanna_flame = !RND(10);
7242 int dx = newx - x, dy = newy - y;
7243 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7244 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7245 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7246 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7247 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7248 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7251 IS_CLASSIC_ENEMY(element1) ||
7252 IS_CLASSIC_ENEMY(element2)) &&
7253 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7254 element1 != EL_FLAMES && element2 != EL_FLAMES)
7256 ResetGfxAnimation(x, y);
7257 GfxAction[x][y] = ACTION_ATTACKING;
7259 if (IS_PLAYER(x, y))
7260 DrawPlayerField(x, y);
7262 DrawLevelField(x, y);
7264 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7266 MovDelay[x][y] = 50;
7270 RemoveField(newx, newy);
7272 Feld[newx][newy] = EL_FLAMES;
7273 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7276 RemoveField(newx1, newy1);
7278 Feld[newx1][newy1] = EL_FLAMES;
7280 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7283 RemoveField(newx2, newy2);
7285 Feld[newx2][newy2] = EL_FLAMES;
7292 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7293 Feld[newx][newy] == EL_DIAMOND)
7295 if (IS_MOVING(newx, newy))
7296 RemoveMovingField(newx, newy);
7299 Feld[newx][newy] = EL_EMPTY;
7300 DrawLevelField(newx, newy);
7303 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7305 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7306 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7308 if (AmoebaNr[newx][newy])
7310 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7311 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7312 Feld[newx][newy] == EL_BD_AMOEBA)
7313 AmoebaCnt[AmoebaNr[newx][newy]]--;
7318 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
7320 RemoveMovingField(newx, newy);
7323 if (IS_MOVING(newx, newy))
7325 RemoveMovingField(newx, newy);
7330 Feld[newx][newy] = EL_EMPTY;
7331 DrawLevelField(newx, newy);
7334 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7336 else if ((element == EL_PACMAN || element == EL_MOLE)
7337 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7339 if (AmoebaNr[newx][newy])
7341 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7342 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7343 Feld[newx][newy] == EL_BD_AMOEBA)
7344 AmoebaCnt[AmoebaNr[newx][newy]]--;
7347 if (element == EL_MOLE)
7349 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7350 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7352 ResetGfxAnimation(x, y);
7353 GfxAction[x][y] = ACTION_DIGGING;
7354 DrawLevelField(x, y);
7356 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7358 return; /* wait for shrinking amoeba */
7360 else /* element == EL_PACMAN */
7362 Feld[newx][newy] = EL_EMPTY;
7363 DrawLevelField(newx, newy);
7364 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7367 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7368 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7369 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7371 /* wait for shrinking amoeba to completely disappear */
7374 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
7376 /* object was running against a wall */
7381 /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
7382 if (move_pattern & MV_ANY_DIRECTION &&
7383 move_pattern == MovDir[x][y])
7385 int blocking_element =
7386 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
7388 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
7391 element = Feld[x][y]; /* element might have changed */
7395 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
7396 DrawLevelElementAnimation(x, y, element);
7398 if (DONT_TOUCH(element))
7399 TestIfBadThingTouchesPlayer(x, y);
7404 InitMovingField(x, y, MovDir[x][y]);
7406 PlayLevelSoundAction(x, y, ACTION_MOVING);
7410 ContinueMoving(x, y);
7413 void ContinueMoving(int x, int y)
7415 int element = Feld[x][y];
7416 struct ElementInfo *ei = &element_info[element];
7417 int direction = MovDir[x][y];
7418 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
7419 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
7420 int newx = x + dx, newy = y + dy;
7421 int stored = Store[x][y];
7422 int stored_new = Store[newx][newy];
7423 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
7424 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
7425 boolean last_line = (newy == lev_fieldy - 1);
7427 MovPos[x][y] += getElementMoveStepsize(x, y);
7429 if (pushed_by_player) /* special case: moving object pushed by player */
7430 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
7432 if (ABS(MovPos[x][y]) < TILEX)
7435 int ee = Feld[x][y];
7436 int gg = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7437 int ff = getGraphicAnimationFrame(gg, GfxFrame[x][y]);
7439 printf("::: %d.%d: moving %d ... [%d, %d, %d] [%d, %d, %d]\n",
7440 x, y, ABS(MovPos[x][y]),
7442 GfxAction[x][y], GfxDir[x][y], GfxFrame[x][y]);
7445 DrawLevelField(x, y);
7447 return; /* element is still moving */
7450 /* element reached destination field */
7452 Feld[x][y] = EL_EMPTY;
7453 Feld[newx][newy] = element;
7454 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
7456 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
7458 element = Feld[newx][newy] = EL_ACID;
7460 else if (element == EL_MOLE)
7462 Feld[x][y] = EL_SAND;
7464 DrawLevelFieldCrumbledSandNeighbours(x, y);
7466 else if (element == EL_QUICKSAND_FILLING)
7468 element = Feld[newx][newy] = get_next_element(element);
7469 Store[newx][newy] = Store[x][y];
7471 else if (element == EL_QUICKSAND_EMPTYING)
7473 Feld[x][y] = get_next_element(element);
7474 element = Feld[newx][newy] = Store[x][y];
7476 else if (element == EL_QUICKSAND_FAST_FILLING)
7478 element = Feld[newx][newy] = get_next_element(element);
7479 Store[newx][newy] = Store[x][y];
7481 else if (element == EL_QUICKSAND_FAST_EMPTYING)
7483 Feld[x][y] = get_next_element(element);
7484 element = Feld[newx][newy] = Store[x][y];
7486 else if (element == EL_MAGIC_WALL_FILLING)
7488 element = Feld[newx][newy] = get_next_element(element);
7489 if (!game.magic_wall_active)
7490 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
7491 Store[newx][newy] = Store[x][y];
7493 else if (element == EL_MAGIC_WALL_EMPTYING)
7495 Feld[x][y] = get_next_element(element);
7496 if (!game.magic_wall_active)
7497 Feld[x][y] = EL_MAGIC_WALL_DEAD;
7498 element = Feld[newx][newy] = Store[x][y];
7500 #if USE_NEW_CUSTOM_VALUE
7501 InitField(newx, newy, FALSE);
7504 else if (element == EL_BD_MAGIC_WALL_FILLING)
7506 element = Feld[newx][newy] = get_next_element(element);
7507 if (!game.magic_wall_active)
7508 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
7509 Store[newx][newy] = Store[x][y];
7511 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
7513 Feld[x][y] = get_next_element(element);
7514 if (!game.magic_wall_active)
7515 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
7516 element = Feld[newx][newy] = Store[x][y];
7518 #if USE_NEW_CUSTOM_VALUE
7519 InitField(newx, newy, FALSE);
7522 else if (element == EL_DC_MAGIC_WALL_FILLING)
7524 element = Feld[newx][newy] = get_next_element(element);
7525 if (!game.magic_wall_active)
7526 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
7527 Store[newx][newy] = Store[x][y];
7529 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
7531 Feld[x][y] = get_next_element(element);
7532 if (!game.magic_wall_active)
7533 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
7534 element = Feld[newx][newy] = Store[x][y];
7536 #if USE_NEW_CUSTOM_VALUE
7537 InitField(newx, newy, FALSE);
7540 else if (element == EL_AMOEBA_DROPPING)
7542 Feld[x][y] = get_next_element(element);
7543 element = Feld[newx][newy] = Store[x][y];
7545 else if (element == EL_SOKOBAN_OBJECT)
7548 Feld[x][y] = Back[x][y];
7550 if (Back[newx][newy])
7551 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
7553 Back[x][y] = Back[newx][newy] = 0;
7556 Store[x][y] = EL_EMPTY;
7561 MovDelay[newx][newy] = 0;
7563 if (CAN_CHANGE_OR_HAS_ACTION(element))
7565 /* copy element change control values to new field */
7566 ChangeDelay[newx][newy] = ChangeDelay[x][y];
7567 ChangePage[newx][newy] = ChangePage[x][y];
7568 ChangeCount[newx][newy] = ChangeCount[x][y];
7569 ChangeEvent[newx][newy] = ChangeEvent[x][y];
7572 #if USE_NEW_CUSTOM_VALUE
7573 CustomValue[newx][newy] = CustomValue[x][y];
7576 ChangeDelay[x][y] = 0;
7577 ChangePage[x][y] = -1;
7578 ChangeCount[x][y] = 0;
7579 ChangeEvent[x][y] = -1;
7581 #if USE_NEW_CUSTOM_VALUE
7582 CustomValue[x][y] = 0;
7585 /* copy animation control values to new field */
7586 GfxFrame[newx][newy] = GfxFrame[x][y];
7587 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
7588 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
7589 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
7591 Pushed[x][y] = Pushed[newx][newy] = FALSE;
7593 /* some elements can leave other elements behind after moving */
7595 if (ei->move_leave_element != EL_EMPTY &&
7596 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
7597 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
7599 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
7600 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
7601 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
7604 int move_leave_element = ei->move_leave_element;
7608 /* this makes it possible to leave the removed element again */
7609 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
7610 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
7612 /* this makes it possible to leave the removed element again */
7613 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
7614 move_leave_element = stored;
7617 /* this makes it possible to leave the removed element again */
7618 if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
7619 ei->move_leave_element == EL_TRIGGER_ELEMENT)
7620 move_leave_element = stored;
7623 Feld[x][y] = move_leave_element;
7625 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
7626 MovDir[x][y] = direction;
7628 InitField(x, y, FALSE);
7630 if (GFX_CRUMBLED(Feld[x][y]))
7631 DrawLevelFieldCrumbledSandNeighbours(x, y);
7633 if (ELEM_IS_PLAYER(move_leave_element))
7634 RelocatePlayer(x, y, move_leave_element);
7637 /* do this after checking for left-behind element */
7638 ResetGfxAnimation(x, y); /* reset animation values for old field */
7640 if (!CAN_MOVE(element) ||
7641 (CAN_FALL(element) && direction == MV_DOWN &&
7642 (element == EL_SPRING ||
7643 element_info[element].move_pattern == MV_WHEN_PUSHED ||
7644 element_info[element].move_pattern == MV_WHEN_DROPPED)))
7645 GfxDir[x][y] = MovDir[newx][newy] = 0;
7647 DrawLevelField(x, y);
7648 DrawLevelField(newx, newy);
7650 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
7652 /* prevent pushed element from moving on in pushed direction */
7653 if (pushed_by_player && CAN_MOVE(element) &&
7654 element_info[element].move_pattern & MV_ANY_DIRECTION &&
7655 !(element_info[element].move_pattern & direction))
7656 TurnRound(newx, newy);
7658 /* prevent elements on conveyor belt from moving on in last direction */
7659 if (pushed_by_conveyor && CAN_FALL(element) &&
7660 direction & MV_HORIZONTAL)
7661 MovDir[newx][newy] = 0;
7663 if (!pushed_by_player)
7665 int nextx = newx + dx, nexty = newy + dy;
7666 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
7668 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
7670 if (CAN_FALL(element) && direction == MV_DOWN)
7671 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
7673 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
7674 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
7676 #if USE_FIX_IMPACT_COLLISION
7677 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
7678 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
7682 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
7684 TestIfBadThingTouchesPlayer(newx, newy);
7685 TestIfBadThingTouchesFriend(newx, newy);
7687 if (!IS_CUSTOM_ELEMENT(element))
7688 TestIfBadThingTouchesOtherBadThing(newx, newy);
7690 else if (element == EL_PENGUIN)
7691 TestIfFriendTouchesBadThing(newx, newy);
7693 /* give the player one last chance (one more frame) to move away */
7694 if (CAN_FALL(element) && direction == MV_DOWN &&
7695 (last_line || (!IS_FREE(x, newy + 1) &&
7696 (!IS_PLAYER(x, newy + 1) ||
7697 game.engine_version < VERSION_IDENT(3,1,1,0)))))
7700 if (pushed_by_player && !game.use_change_when_pushing_bug)
7702 int push_side = MV_DIR_OPPOSITE(direction);
7703 struct PlayerInfo *player = PLAYERINFO(x, y);
7705 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
7706 player->index_bit, push_side);
7707 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
7708 player->index_bit, push_side);
7711 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
7712 MovDelay[newx][newy] = 1;
7714 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
7716 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
7719 if (ChangePage[newx][newy] != -1) /* delayed change */
7721 int page = ChangePage[newx][newy];
7722 struct ElementChangeInfo *change = &ei->change_page[page];
7724 ChangePage[newx][newy] = -1;
7726 if (change->can_change)
7728 if (ChangeElement(newx, newy, element, page))
7730 if (change->post_change_function)
7731 change->post_change_function(newx, newy);
7735 if (change->has_action)
7736 ExecuteCustomElementAction(newx, newy, element, page);
7740 TestIfElementHitsCustomElement(newx, newy, direction);
7741 TestIfPlayerTouchesCustomElement(newx, newy);
7742 TestIfElementTouchesCustomElement(newx, newy);
7744 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
7745 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
7746 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
7747 MV_DIR_OPPOSITE(direction));
7750 int AmoebeNachbarNr(int ax, int ay)
7753 int element = Feld[ax][ay];
7755 static int xy[4][2] =
7763 for (i = 0; i < NUM_DIRECTIONS; i++)
7765 int x = ax + xy[i][0];
7766 int y = ay + xy[i][1];
7768 if (!IN_LEV_FIELD(x, y))
7771 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
7772 group_nr = AmoebaNr[x][y];
7778 void AmoebenVereinigen(int ax, int ay)
7780 int i, x, y, xx, yy;
7781 int new_group_nr = AmoebaNr[ax][ay];
7782 static int xy[4][2] =
7790 if (new_group_nr == 0)
7793 for (i = 0; i < NUM_DIRECTIONS; i++)
7798 if (!IN_LEV_FIELD(x, y))
7801 if ((Feld[x][y] == EL_AMOEBA_FULL ||
7802 Feld[x][y] == EL_BD_AMOEBA ||
7803 Feld[x][y] == EL_AMOEBA_DEAD) &&
7804 AmoebaNr[x][y] != new_group_nr)
7806 int old_group_nr = AmoebaNr[x][y];
7808 if (old_group_nr == 0)
7811 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
7812 AmoebaCnt[old_group_nr] = 0;
7813 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
7814 AmoebaCnt2[old_group_nr] = 0;
7816 SCAN_PLAYFIELD(xx, yy)
7818 if (AmoebaNr[xx][yy] == old_group_nr)
7819 AmoebaNr[xx][yy] = new_group_nr;
7825 void AmoebeUmwandeln(int ax, int ay)
7829 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
7831 int group_nr = AmoebaNr[ax][ay];
7836 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
7837 printf("AmoebeUmwandeln(): This should never happen!\n");
7842 SCAN_PLAYFIELD(x, y)
7844 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
7847 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
7851 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
7852 SND_AMOEBA_TURNING_TO_GEM :
7853 SND_AMOEBA_TURNING_TO_ROCK));
7858 static int xy[4][2] =
7866 for (i = 0; i < NUM_DIRECTIONS; i++)
7871 if (!IN_LEV_FIELD(x, y))
7874 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
7876 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
7877 SND_AMOEBA_TURNING_TO_GEM :
7878 SND_AMOEBA_TURNING_TO_ROCK));
7885 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
7888 int group_nr = AmoebaNr[ax][ay];
7889 boolean done = FALSE;
7894 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
7895 printf("AmoebeUmwandelnBD(): This should never happen!\n");
7900 SCAN_PLAYFIELD(x, y)
7902 if (AmoebaNr[x][y] == group_nr &&
7903 (Feld[x][y] == EL_AMOEBA_DEAD ||
7904 Feld[x][y] == EL_BD_AMOEBA ||
7905 Feld[x][y] == EL_AMOEBA_GROWING))
7908 Feld[x][y] = new_element;
7909 InitField(x, y, FALSE);
7910 DrawLevelField(x, y);
7916 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
7917 SND_BD_AMOEBA_TURNING_TO_ROCK :
7918 SND_BD_AMOEBA_TURNING_TO_GEM));
7921 void AmoebeWaechst(int x, int y)
7923 static unsigned long sound_delay = 0;
7924 static unsigned long sound_delay_value = 0;
7926 if (!MovDelay[x][y]) /* start new growing cycle */
7930 if (DelayReached(&sound_delay, sound_delay_value))
7932 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
7933 sound_delay_value = 30;
7937 if (MovDelay[x][y]) /* wait some time before growing bigger */
7940 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
7942 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
7943 6 - MovDelay[x][y]);
7945 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
7948 if (!MovDelay[x][y])
7950 Feld[x][y] = Store[x][y];
7952 DrawLevelField(x, y);
7957 void AmoebaDisappearing(int x, int y)
7959 static unsigned long sound_delay = 0;
7960 static unsigned long sound_delay_value = 0;
7962 if (!MovDelay[x][y]) /* start new shrinking cycle */
7966 if (DelayReached(&sound_delay, sound_delay_value))
7967 sound_delay_value = 30;
7970 if (MovDelay[x][y]) /* wait some time before shrinking */
7973 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
7975 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
7976 6 - MovDelay[x][y]);
7978 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
7981 if (!MovDelay[x][y])
7983 Feld[x][y] = EL_EMPTY;
7984 DrawLevelField(x, y);
7986 /* don't let mole enter this field in this cycle;
7987 (give priority to objects falling to this field from above) */
7993 void AmoebeAbleger(int ax, int ay)
7996 int element = Feld[ax][ay];
7997 int graphic = el2img(element);
7998 int newax = ax, neway = ay;
7999 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8000 static int xy[4][2] =
8008 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8010 Feld[ax][ay] = EL_AMOEBA_DEAD;
8011 DrawLevelField(ax, ay);
8015 if (IS_ANIMATED(graphic))
8016 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8018 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8019 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8021 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8024 if (MovDelay[ax][ay])
8028 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8031 int x = ax + xy[start][0];
8032 int y = ay + xy[start][1];
8034 if (!IN_LEV_FIELD(x, y))
8037 if (IS_FREE(x, y) ||
8038 CAN_GROW_INTO(Feld[x][y]) ||
8039 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8040 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8046 if (newax == ax && neway == ay)
8049 else /* normal or "filled" (BD style) amoeba */
8052 boolean waiting_for_player = FALSE;
8054 for (i = 0; i < NUM_DIRECTIONS; i++)
8056 int j = (start + i) % 4;
8057 int x = ax + xy[j][0];
8058 int y = ay + xy[j][1];
8060 if (!IN_LEV_FIELD(x, y))
8063 if (IS_FREE(x, y) ||
8064 CAN_GROW_INTO(Feld[x][y]) ||
8065 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8066 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8072 else if (IS_PLAYER(x, y))
8073 waiting_for_player = TRUE;
8076 if (newax == ax && neway == ay) /* amoeba cannot grow */
8078 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8080 Feld[ax][ay] = EL_AMOEBA_DEAD;
8081 DrawLevelField(ax, ay);
8082 AmoebaCnt[AmoebaNr[ax][ay]]--;
8084 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8086 if (element == EL_AMOEBA_FULL)
8087 AmoebeUmwandeln(ax, ay);
8088 else if (element == EL_BD_AMOEBA)
8089 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8094 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8096 /* amoeba gets larger by growing in some direction */
8098 int new_group_nr = AmoebaNr[ax][ay];
8101 if (new_group_nr == 0)
8103 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8104 printf("AmoebeAbleger(): This should never happen!\n");
8109 AmoebaNr[newax][neway] = new_group_nr;
8110 AmoebaCnt[new_group_nr]++;
8111 AmoebaCnt2[new_group_nr]++;
8113 /* if amoeba touches other amoeba(s) after growing, unify them */
8114 AmoebenVereinigen(newax, neway);
8116 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8118 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8124 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8125 (neway == lev_fieldy - 1 && newax != ax))
8127 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8128 Store[newax][neway] = element;
8130 else if (neway == ay || element == EL_EMC_DRIPPER)
8132 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8134 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8138 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8139 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8140 Store[ax][ay] = EL_AMOEBA_DROP;
8141 ContinueMoving(ax, ay);
8145 DrawLevelField(newax, neway);
8148 void Life(int ax, int ay)
8152 int element = Feld[ax][ay];
8153 int graphic = el2img(element);
8154 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8156 boolean changed = FALSE;
8158 if (IS_ANIMATED(graphic))
8159 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8164 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8165 MovDelay[ax][ay] = life_time;
8167 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8170 if (MovDelay[ax][ay])
8174 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8176 int xx = ax+x1, yy = ay+y1;
8179 if (!IN_LEV_FIELD(xx, yy))
8182 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8184 int x = xx+x2, y = yy+y2;
8186 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8189 if (((Feld[x][y] == element ||
8190 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8192 (IS_FREE(x, y) && Stop[x][y]))
8196 if (xx == ax && yy == ay) /* field in the middle */
8198 if (nachbarn < life_parameter[0] ||
8199 nachbarn > life_parameter[1])
8201 Feld[xx][yy] = EL_EMPTY;
8203 DrawLevelField(xx, yy);
8204 Stop[xx][yy] = TRUE;
8208 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8209 { /* free border field */
8210 if (nachbarn >= life_parameter[2] &&
8211 nachbarn <= life_parameter[3])
8213 Feld[xx][yy] = element;
8214 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8216 DrawLevelField(xx, yy);
8217 Stop[xx][yy] = TRUE;
8224 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8225 SND_GAME_OF_LIFE_GROWING);
8228 static void InitRobotWheel(int x, int y)
8230 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8233 static void RunRobotWheel(int x, int y)
8235 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8238 static void StopRobotWheel(int x, int y)
8240 if (ZX == x && ZY == y)
8244 static void InitTimegateWheel(int x, int y)
8246 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8249 static void RunTimegateWheel(int x, int y)
8251 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8254 static void InitMagicBallDelay(int x, int y)
8257 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8259 ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1;
8263 static void ActivateMagicBall(int bx, int by)
8267 if (level.ball_random)
8269 int pos_border = RND(8); /* select one of the eight border elements */
8270 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8271 int xx = pos_content % 3;
8272 int yy = pos_content / 3;
8277 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8278 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8282 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8284 int xx = x - bx + 1;
8285 int yy = y - by + 1;
8287 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8288 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8292 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8295 void CheckExit(int x, int y)
8297 if (local_player->gems_still_needed > 0 ||
8298 local_player->sokobanfields_still_needed > 0 ||
8299 local_player->lights_still_needed > 0)
8301 int element = Feld[x][y];
8302 int graphic = el2img(element);
8304 if (IS_ANIMATED(graphic))
8305 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8310 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8313 Feld[x][y] = EL_EXIT_OPENING;
8315 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8318 void CheckExitEM(int x, int y)
8320 if (local_player->gems_still_needed > 0 ||
8321 local_player->sokobanfields_still_needed > 0 ||
8322 local_player->lights_still_needed > 0)
8324 int element = Feld[x][y];
8325 int graphic = el2img(element);
8327 if (IS_ANIMATED(graphic))
8328 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8333 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8336 Feld[x][y] = EL_EM_EXIT_OPENING;
8338 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8341 void CheckExitSteel(int x, int y)
8343 if (local_player->gems_still_needed > 0 ||
8344 local_player->sokobanfields_still_needed > 0 ||
8345 local_player->lights_still_needed > 0)
8347 int element = Feld[x][y];
8348 int graphic = el2img(element);
8350 if (IS_ANIMATED(graphic))
8351 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8356 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8359 Feld[x][y] = EL_STEEL_EXIT_OPENING;
8361 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8364 void CheckExitSteelEM(int x, int y)
8366 if (local_player->gems_still_needed > 0 ||
8367 local_player->sokobanfields_still_needed > 0 ||
8368 local_player->lights_still_needed > 0)
8370 int element = Feld[x][y];
8371 int graphic = el2img(element);
8373 if (IS_ANIMATED(graphic))
8374 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8379 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8382 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8384 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8387 void CheckExitSP(int x, int y)
8389 if (local_player->gems_still_needed > 0)
8391 int element = Feld[x][y];
8392 int graphic = el2img(element);
8394 if (IS_ANIMATED(graphic))
8395 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8400 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8403 Feld[x][y] = EL_SP_EXIT_OPENING;
8405 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8408 static void CloseAllOpenTimegates()
8412 SCAN_PLAYFIELD(x, y)
8414 int element = Feld[x][y];
8416 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8418 Feld[x][y] = EL_TIMEGATE_CLOSING;
8420 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8425 void DrawTwinkleOnField(int x, int y)
8427 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8430 if (Feld[x][y] == EL_BD_DIAMOND)
8433 if (MovDelay[x][y] == 0) /* next animation frame */
8434 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8436 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8440 if (setup.direct_draw && MovDelay[x][y])
8441 SetDrawtoField(DRAW_BUFFERED);
8443 DrawLevelElementAnimation(x, y, Feld[x][y]);
8445 if (MovDelay[x][y] != 0)
8447 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8448 10 - MovDelay[x][y]);
8450 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
8452 if (setup.direct_draw)
8456 dest_x = FX + SCREENX(x) * TILEX;
8457 dest_y = FY + SCREENY(y) * TILEY;
8459 BlitBitmap(drawto_field, window,
8460 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
8461 SetDrawtoField(DRAW_DIRECT);
8467 void MauerWaechst(int x, int y)
8471 if (!MovDelay[x][y]) /* next animation frame */
8472 MovDelay[x][y] = 3 * delay;
8474 if (MovDelay[x][y]) /* wait some time before next frame */
8478 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8480 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
8481 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
8483 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
8486 if (!MovDelay[x][y])
8488 if (MovDir[x][y] == MV_LEFT)
8490 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
8491 DrawLevelField(x - 1, y);
8493 else if (MovDir[x][y] == MV_RIGHT)
8495 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
8496 DrawLevelField(x + 1, y);
8498 else if (MovDir[x][y] == MV_UP)
8500 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
8501 DrawLevelField(x, y - 1);
8505 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
8506 DrawLevelField(x, y + 1);
8509 Feld[x][y] = Store[x][y];
8511 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8512 DrawLevelField(x, y);
8517 void MauerAbleger(int ax, int ay)
8519 int element = Feld[ax][ay];
8520 int graphic = el2img(element);
8521 boolean oben_frei = FALSE, unten_frei = FALSE;
8522 boolean links_frei = FALSE, rechts_frei = FALSE;
8523 boolean oben_massiv = FALSE, unten_massiv = FALSE;
8524 boolean links_massiv = FALSE, rechts_massiv = FALSE;
8525 boolean new_wall = FALSE;
8527 if (IS_ANIMATED(graphic))
8528 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8530 if (!MovDelay[ax][ay]) /* start building new wall */
8531 MovDelay[ax][ay] = 6;
8533 if (MovDelay[ax][ay]) /* wait some time before building new wall */
8536 if (MovDelay[ax][ay])
8540 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
8542 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
8544 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
8546 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
8549 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
8550 element == EL_EXPANDABLE_WALL_ANY)
8554 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
8555 Store[ax][ay-1] = element;
8556 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
8557 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
8558 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
8559 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
8564 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
8565 Store[ax][ay+1] = element;
8566 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
8567 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
8568 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
8569 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
8574 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
8575 element == EL_EXPANDABLE_WALL_ANY ||
8576 element == EL_EXPANDABLE_WALL ||
8577 element == EL_BD_EXPANDABLE_WALL)
8581 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
8582 Store[ax-1][ay] = element;
8583 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
8584 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
8585 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
8586 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
8592 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
8593 Store[ax+1][ay] = element;
8594 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
8595 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
8596 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
8597 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
8602 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
8603 DrawLevelField(ax, ay);
8605 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
8607 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
8608 unten_massiv = TRUE;
8609 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
8610 links_massiv = TRUE;
8611 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
8612 rechts_massiv = TRUE;
8614 if (((oben_massiv && unten_massiv) ||
8615 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
8616 element == EL_EXPANDABLE_WALL) &&
8617 ((links_massiv && rechts_massiv) ||
8618 element == EL_EXPANDABLE_WALL_VERTICAL))
8619 Feld[ax][ay] = EL_WALL;
8622 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
8625 void MauerAblegerStahl(int ax, int ay)
8627 int element = Feld[ax][ay];
8628 int graphic = el2img(element);
8629 boolean oben_frei = FALSE, unten_frei = FALSE;
8630 boolean links_frei = FALSE, rechts_frei = FALSE;
8631 boolean oben_massiv = FALSE, unten_massiv = FALSE;
8632 boolean links_massiv = FALSE, rechts_massiv = FALSE;
8633 boolean new_wall = FALSE;
8635 if (IS_ANIMATED(graphic))
8636 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8638 if (!MovDelay[ax][ay]) /* start building new wall */
8639 MovDelay[ax][ay] = 6;
8641 if (MovDelay[ax][ay]) /* wait some time before building new wall */
8644 if (MovDelay[ax][ay])
8648 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
8650 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
8652 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
8654 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
8657 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
8658 element == EL_EXPANDABLE_STEELWALL_ANY)
8662 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
8663 Store[ax][ay-1] = element;
8664 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
8665 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
8666 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
8667 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
8672 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
8673 Store[ax][ay+1] = element;
8674 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
8675 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
8676 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
8677 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
8682 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
8683 element == EL_EXPANDABLE_STEELWALL_ANY)
8687 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
8688 Store[ax-1][ay] = element;
8689 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
8690 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
8691 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
8692 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
8698 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
8699 Store[ax+1][ay] = element;
8700 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
8701 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
8702 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
8703 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
8708 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
8710 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
8711 unten_massiv = TRUE;
8712 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
8713 links_massiv = TRUE;
8714 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
8715 rechts_massiv = TRUE;
8717 if (((oben_massiv && unten_massiv) ||
8718 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
8719 ((links_massiv && rechts_massiv) ||
8720 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
8721 Feld[ax][ay] = EL_WALL;
8724 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
8727 void CheckForDragon(int x, int y)
8730 boolean dragon_found = FALSE;
8731 static int xy[4][2] =
8739 for (i = 0; i < NUM_DIRECTIONS; i++)
8741 for (j = 0; j < 4; j++)
8743 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
8745 if (IN_LEV_FIELD(xx, yy) &&
8746 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
8748 if (Feld[xx][yy] == EL_DRAGON)
8749 dragon_found = TRUE;
8758 for (i = 0; i < NUM_DIRECTIONS; i++)
8760 for (j = 0; j < 3; j++)
8762 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
8764 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
8766 Feld[xx][yy] = EL_EMPTY;
8767 DrawLevelField(xx, yy);
8776 static void InitBuggyBase(int x, int y)
8778 int element = Feld[x][y];
8779 int activating_delay = FRAMES_PER_SECOND / 4;
8782 (element == EL_SP_BUGGY_BASE ?
8783 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
8784 element == EL_SP_BUGGY_BASE_ACTIVATING ?
8786 element == EL_SP_BUGGY_BASE_ACTIVE ?
8787 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
8790 static void WarnBuggyBase(int x, int y)
8793 static int xy[4][2] =
8801 for (i = 0; i < NUM_DIRECTIONS; i++)
8803 int xx = x + xy[i][0];
8804 int yy = y + xy[i][1];
8806 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
8808 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
8815 static void InitTrap(int x, int y)
8817 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
8820 static void ActivateTrap(int x, int y)
8822 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
8825 static void ChangeActiveTrap(int x, int y)
8827 int graphic = IMG_TRAP_ACTIVE;
8829 /* if new animation frame was drawn, correct crumbled sand border */
8830 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
8831 DrawLevelFieldCrumbledSand(x, y);
8834 static int getSpecialActionElement(int element, int number, int base_element)
8836 return (element != EL_EMPTY ? element :
8837 number != -1 ? base_element + number - 1 :
8841 static int getModifiedActionNumber(int value_old, int operator, int operand,
8842 int value_min, int value_max)
8844 int value_new = (operator == CA_MODE_SET ? operand :
8845 operator == CA_MODE_ADD ? value_old + operand :
8846 operator == CA_MODE_SUBTRACT ? value_old - operand :
8847 operator == CA_MODE_MULTIPLY ? value_old * operand :
8848 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
8849 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
8852 return (value_new < value_min ? value_min :
8853 value_new > value_max ? value_max :
8857 static void ExecuteCustomElementAction(int x, int y, int element, int page)
8859 struct ElementInfo *ei = &element_info[element];
8860 struct ElementChangeInfo *change = &ei->change_page[page];
8861 int target_element = change->target_element;
8862 int action_type = change->action_type;
8863 int action_mode = change->action_mode;
8864 int action_arg = change->action_arg;
8867 if (!change->has_action)
8870 /* ---------- determine action paramater values -------------------------- */
8872 int level_time_value =
8873 (level.time > 0 ? TimeLeft :
8876 int action_arg_element =
8877 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
8878 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
8879 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
8882 int action_arg_direction =
8883 (action_arg >= CA_ARG_DIRECTION_LEFT &&
8884 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
8885 action_arg == CA_ARG_DIRECTION_TRIGGER ?
8886 change->actual_trigger_side :
8887 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
8888 MV_DIR_OPPOSITE(change->actual_trigger_side) :
8891 int action_arg_number_min =
8892 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
8895 int action_arg_number_max =
8896 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
8897 action_type == CA_SET_LEVEL_GEMS ? 999 :
8898 action_type == CA_SET_LEVEL_TIME ? 9999 :
8899 action_type == CA_SET_LEVEL_SCORE ? 99999 :
8900 action_type == CA_SET_CE_VALUE ? 9999 :
8901 action_type == CA_SET_CE_SCORE ? 9999 :
8904 int action_arg_number_reset =
8905 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
8906 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
8907 action_type == CA_SET_LEVEL_TIME ? level.time :
8908 action_type == CA_SET_LEVEL_SCORE ? 0 :
8909 #if USE_NEW_CUSTOM_VALUE
8910 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
8912 action_type == CA_SET_CE_VALUE ? ei->custom_value_initial :
8914 action_type == CA_SET_CE_SCORE ? 0 :
8917 int action_arg_number =
8918 (action_arg <= CA_ARG_MAX ? action_arg :
8919 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
8920 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
8921 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
8922 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
8923 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
8924 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
8925 #if USE_NEW_CUSTOM_VALUE
8926 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
8928 action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
8930 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
8931 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
8932 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
8933 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
8934 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
8935 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
8936 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
8937 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
8938 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
8939 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
8940 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
8943 int action_arg_number_old =
8944 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
8945 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
8946 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
8947 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
8948 action_type == CA_SET_CE_SCORE ? ei->collect_score :
8951 int action_arg_number_new =
8952 getModifiedActionNumber(action_arg_number_old,
8953 action_mode, action_arg_number,
8954 action_arg_number_min, action_arg_number_max);
8956 int trigger_player_bits =
8957 (change->actual_trigger_player >= EL_PLAYER_1 &&
8958 change->actual_trigger_player <= EL_PLAYER_4 ?
8959 (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
8962 int action_arg_player_bits =
8963 (action_arg >= CA_ARG_PLAYER_1 &&
8964 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
8965 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
8968 /* ---------- execute action -------------------------------------------- */
8970 switch (action_type)
8977 /* ---------- level actions ------------------------------------------- */
8979 case CA_RESTART_LEVEL:
8981 game.restart_level = TRUE;
8986 case CA_SHOW_ENVELOPE:
8988 int element = getSpecialActionElement(action_arg_element,
8989 action_arg_number, EL_ENVELOPE_1);
8991 if (IS_ENVELOPE(element))
8992 local_player->show_envelope = element;
8997 case CA_SET_LEVEL_TIME:
8999 if (level.time > 0) /* only modify limited time value */
9001 TimeLeft = action_arg_number_new;
9003 DrawGameValue_Time(TimeLeft);
9005 if (!TimeLeft && setup.time_limit)
9006 for (i = 0; i < MAX_PLAYERS; i++)
9007 KillPlayer(&stored_player[i]);
9013 case CA_SET_LEVEL_SCORE:
9015 local_player->score = action_arg_number_new;
9017 DrawGameValue_Score(local_player->score);
9022 case CA_SET_LEVEL_GEMS:
9024 local_player->gems_still_needed = action_arg_number_new;
9026 DrawGameValue_Emeralds(local_player->gems_still_needed);
9031 #if !USE_PLAYER_GRAVITY
9032 case CA_SET_LEVEL_GRAVITY:
9034 game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9035 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9036 action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity :
9042 case CA_SET_LEVEL_WIND:
9044 game.wind_direction = action_arg_direction;
9049 /* ---------- player actions ------------------------------------------ */
9051 case CA_MOVE_PLAYER:
9053 /* automatically move to the next field in specified direction */
9054 for (i = 0; i < MAX_PLAYERS; i++)
9055 if (trigger_player_bits & (1 << i))
9056 stored_player[i].programmed_action = action_arg_direction;
9061 case CA_EXIT_PLAYER:
9063 for (i = 0; i < MAX_PLAYERS; i++)
9064 if (action_arg_player_bits & (1 << i))
9065 PlayerWins(&stored_player[i]);
9070 case CA_KILL_PLAYER:
9072 for (i = 0; i < MAX_PLAYERS; i++)
9073 if (action_arg_player_bits & (1 << i))
9074 KillPlayer(&stored_player[i]);
9079 case CA_SET_PLAYER_KEYS:
9081 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9082 int element = getSpecialActionElement(action_arg_element,
9083 action_arg_number, EL_KEY_1);
9085 if (IS_KEY(element))
9087 for (i = 0; i < MAX_PLAYERS; i++)
9089 if (trigger_player_bits & (1 << i))
9091 stored_player[i].key[KEY_NR(element)] = key_state;
9093 DrawGameDoorValues();
9101 case CA_SET_PLAYER_SPEED:
9103 for (i = 0; i < MAX_PLAYERS; i++)
9105 if (trigger_player_bits & (1 << i))
9107 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9109 if (action_arg == CA_ARG_SPEED_FASTER &&
9110 stored_player[i].cannot_move)
9112 action_arg_number = STEPSIZE_VERY_SLOW;
9114 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9115 action_arg == CA_ARG_SPEED_FASTER)
9117 action_arg_number = 2;
9118 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9121 else if (action_arg == CA_ARG_NUMBER_RESET)
9123 action_arg_number = level.initial_player_stepsize[i];
9127 getModifiedActionNumber(move_stepsize,
9130 action_arg_number_min,
9131 action_arg_number_max);
9133 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9140 case CA_SET_PLAYER_SHIELD:
9142 for (i = 0; i < MAX_PLAYERS; i++)
9144 if (trigger_player_bits & (1 << i))
9146 if (action_arg == CA_ARG_SHIELD_OFF)
9148 stored_player[i].shield_normal_time_left = 0;
9149 stored_player[i].shield_deadly_time_left = 0;
9151 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9153 stored_player[i].shield_normal_time_left = 999999;
9155 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9157 stored_player[i].shield_normal_time_left = 999999;
9158 stored_player[i].shield_deadly_time_left = 999999;
9166 #if USE_PLAYER_GRAVITY
9167 case CA_SET_PLAYER_GRAVITY:
9169 for (i = 0; i < MAX_PLAYERS; i++)
9171 if (trigger_player_bits & (1 << i))
9173 stored_player[i].gravity =
9174 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9175 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9176 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9177 stored_player[i].gravity);
9185 case CA_SET_PLAYER_ARTWORK:
9187 for (i = 0; i < MAX_PLAYERS; i++)
9189 if (trigger_player_bits & (1 << i))
9191 int artwork_element = action_arg_element;
9193 if (action_arg == CA_ARG_ELEMENT_RESET)
9195 (level.use_artwork_element[i] ? level.artwork_element[i] :
9196 stored_player[i].element_nr);
9198 #if USE_GFX_RESET_PLAYER_ARTWORK
9199 if (stored_player[i].artwork_element != artwork_element)
9200 stored_player[i].Frame = 0;
9203 stored_player[i].artwork_element = artwork_element;
9205 SetPlayerWaiting(&stored_player[i], FALSE);
9207 /* set number of special actions for bored and sleeping animation */
9208 stored_player[i].num_special_action_bored =
9209 get_num_special_action(artwork_element,
9210 ACTION_BORING_1, ACTION_BORING_LAST);
9211 stored_player[i].num_special_action_sleeping =
9212 get_num_special_action(artwork_element,
9213 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9220 /* ---------- CE actions ---------------------------------------------- */
9222 case CA_SET_CE_VALUE:
9224 #if USE_NEW_CUSTOM_VALUE
9225 int last_ce_value = CustomValue[x][y];
9227 CustomValue[x][y] = action_arg_number_new;
9229 if (CustomValue[x][y] != last_ce_value)
9231 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9232 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9234 if (CustomValue[x][y] == 0)
9236 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9237 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9245 case CA_SET_CE_SCORE:
9247 #if USE_NEW_CUSTOM_VALUE
9248 int last_ce_score = ei->collect_score;
9250 ei->collect_score = action_arg_number_new;
9252 if (ei->collect_score != last_ce_score)
9254 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9255 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9257 if (ei->collect_score == 0)
9261 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9262 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9265 This is a very special case that seems to be a mixture between
9266 CheckElementChange() and CheckTriggeredElementChange(): while
9267 the first one only affects single elements that are triggered
9268 directly, the second one affects multiple elements in the playfield
9269 that are triggered indirectly by another element. This is a third
9270 case: Changing the CE score always affects multiple identical CEs,
9271 so every affected CE must be checked, not only the single CE for
9272 which the CE score was changed in the first place (as every instance
9273 of that CE shares the same CE score, and therefore also can change)!
9275 SCAN_PLAYFIELD(xx, yy)
9277 if (Feld[xx][yy] == element)
9278 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9279 CE_SCORE_GETS_ZERO);
9288 /* ---------- engine actions ------------------------------------------ */
9290 case CA_SET_ENGINE_SCAN_MODE:
9292 InitPlayfieldScanMode(action_arg);
9302 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9304 int old_element = Feld[x][y];
9305 int new_element = GetElementFromGroupElement(element);
9306 int previous_move_direction = MovDir[x][y];
9307 #if USE_NEW_CUSTOM_VALUE
9308 int last_ce_value = CustomValue[x][y];
9310 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9311 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9312 boolean add_player_onto_element = (new_element_is_player &&
9313 #if USE_CODE_THAT_BREAKS_SNAKE_BITE
9314 /* this breaks SnakeBite when a snake is
9315 halfway through a door that closes */
9316 /* NOW FIXED AT LEVEL INIT IN files.c */
9317 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9319 IS_WALKABLE(old_element));
9322 /* check if element under the player changes from accessible to unaccessible
9323 (needed for special case of dropping element which then changes) */
9324 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
9325 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
9333 if (!add_player_onto_element)
9335 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9336 RemoveMovingField(x, y);
9340 Feld[x][y] = new_element;
9342 #if !USE_GFX_RESET_GFX_ANIMATION
9343 ResetGfxAnimation(x, y);
9344 ResetRandomAnimationValue(x, y);
9347 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9348 MovDir[x][y] = previous_move_direction;
9350 #if USE_NEW_CUSTOM_VALUE
9351 if (element_info[new_element].use_last_ce_value)
9352 CustomValue[x][y] = last_ce_value;
9355 InitField_WithBug1(x, y, FALSE);
9357 new_element = Feld[x][y]; /* element may have changed */
9359 #if USE_GFX_RESET_GFX_ANIMATION
9360 ResetGfxAnimation(x, y);
9361 ResetRandomAnimationValue(x, y);
9364 DrawLevelField(x, y);
9366 if (GFX_CRUMBLED(new_element))
9367 DrawLevelFieldCrumbledSandNeighbours(x, y);
9371 /* check if element under the player changes from accessible to unaccessible
9372 (needed for special case of dropping element which then changes) */
9373 /* (must be checked after creating new element for walkable group elements) */
9374 #if USE_FIX_KILLED_BY_NON_WALKABLE
9375 if (IS_PLAYER(x, y) && !player_explosion_protected &&
9376 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
9383 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
9384 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
9393 /* "ChangeCount" not set yet to allow "entered by player" change one time */
9394 if (new_element_is_player)
9395 RelocatePlayer(x, y, new_element);
9398 ChangeCount[x][y]++; /* count number of changes in the same frame */
9400 TestIfBadThingTouchesPlayer(x, y);
9401 TestIfPlayerTouchesCustomElement(x, y);
9402 TestIfElementTouchesCustomElement(x, y);
9405 static void CreateField(int x, int y, int element)
9407 CreateFieldExt(x, y, element, FALSE);
9410 static void CreateElementFromChange(int x, int y, int element)
9412 element = GET_VALID_RUNTIME_ELEMENT(element);
9414 #if USE_STOP_CHANGED_ELEMENTS
9415 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
9417 int old_element = Feld[x][y];
9419 /* prevent changed element from moving in same engine frame
9420 unless both old and new element can either fall or move */
9421 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
9422 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
9427 CreateFieldExt(x, y, element, TRUE);
9430 static boolean ChangeElement(int x, int y, int element, int page)
9432 struct ElementInfo *ei = &element_info[element];
9433 struct ElementChangeInfo *change = &ei->change_page[page];
9434 int ce_value = CustomValue[x][y];
9435 int ce_score = ei->collect_score;
9437 int old_element = Feld[x][y];
9439 /* always use default change event to prevent running into a loop */
9440 if (ChangeEvent[x][y] == -1)
9441 ChangeEvent[x][y] = CE_DELAY;
9443 if (ChangeEvent[x][y] == CE_DELAY)
9445 /* reset actual trigger element, trigger player and action element */
9446 change->actual_trigger_element = EL_EMPTY;
9447 change->actual_trigger_player = EL_PLAYER_1;
9448 change->actual_trigger_side = CH_SIDE_NONE;
9449 change->actual_trigger_ce_value = 0;
9450 change->actual_trigger_ce_score = 0;
9453 /* do not change elements more than a specified maximum number of changes */
9454 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
9457 ChangeCount[x][y]++; /* count number of changes in the same frame */
9459 if (change->explode)
9466 if (change->use_target_content)
9468 boolean complete_replace = TRUE;
9469 boolean can_replace[3][3];
9472 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
9475 boolean is_walkable;
9476 boolean is_diggable;
9477 boolean is_collectible;
9478 boolean is_removable;
9479 boolean is_destructible;
9480 int ex = x + xx - 1;
9481 int ey = y + yy - 1;
9482 int content_element = change->target_content.e[xx][yy];
9485 can_replace[xx][yy] = TRUE;
9487 if (ex == x && ey == y) /* do not check changing element itself */
9490 if (content_element == EL_EMPTY_SPACE)
9492 can_replace[xx][yy] = FALSE; /* do not replace border with space */
9497 if (!IN_LEV_FIELD(ex, ey))
9499 can_replace[xx][yy] = FALSE;
9500 complete_replace = FALSE;
9507 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
9508 e = MovingOrBlocked2Element(ex, ey);
9510 is_empty = (IS_FREE(ex, ey) ||
9511 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
9513 is_walkable = (is_empty || IS_WALKABLE(e));
9514 is_diggable = (is_empty || IS_DIGGABLE(e));
9515 is_collectible = (is_empty || IS_COLLECTIBLE(e));
9516 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
9517 is_removable = (is_diggable || is_collectible);
9519 can_replace[xx][yy] =
9520 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
9521 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
9522 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
9523 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
9524 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
9525 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
9526 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
9528 if (!can_replace[xx][yy])
9529 complete_replace = FALSE;
9532 if (!change->only_if_complete || complete_replace)
9534 boolean something_has_changed = FALSE;
9536 if (change->only_if_complete && change->use_random_replace &&
9537 RND(100) < change->random_percentage)
9540 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
9542 int ex = x + xx - 1;
9543 int ey = y + yy - 1;
9544 int content_element;
9546 if (can_replace[xx][yy] && (!change->use_random_replace ||
9547 RND(100) < change->random_percentage))
9549 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
9550 RemoveMovingField(ex, ey);
9552 ChangeEvent[ex][ey] = ChangeEvent[x][y];
9554 content_element = change->target_content.e[xx][yy];
9555 target_element = GET_TARGET_ELEMENT(element, content_element, change,
9556 ce_value, ce_score);
9558 CreateElementFromChange(ex, ey, target_element);
9560 something_has_changed = TRUE;
9562 /* for symmetry reasons, freeze newly created border elements */
9563 if (ex != x || ey != y)
9564 Stop[ex][ey] = TRUE; /* no more moving in this frame */
9568 if (something_has_changed)
9570 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
9571 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
9577 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
9578 ce_value, ce_score);
9580 if (element == EL_DIAGONAL_GROWING ||
9581 element == EL_DIAGONAL_SHRINKING)
9583 target_element = Store[x][y];
9585 Store[x][y] = EL_EMPTY;
9588 CreateElementFromChange(x, y, target_element);
9590 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
9591 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
9594 /* this uses direct change before indirect change */
9595 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
9600 #if USE_NEW_DELAYED_ACTION
9602 static void HandleElementChange(int x, int y, int page)
9604 int element = MovingOrBlocked2Element(x, y);
9605 struct ElementInfo *ei = &element_info[element];
9606 struct ElementChangeInfo *change = &ei->change_page[page];
9609 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
9610 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
9613 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
9614 x, y, element, element_info[element].token_name);
9615 printf("HandleElementChange(): This should never happen!\n");
9620 /* this can happen with classic bombs on walkable, changing elements */
9621 if (!CAN_CHANGE_OR_HAS_ACTION(element))
9624 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
9625 ChangeDelay[x][y] = 0;
9631 if (ChangeDelay[x][y] == 0) /* initialize element change */
9633 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
9635 if (change->can_change)
9638 /* !!! not clear why graphic animation should be reset at all here !!! */
9639 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
9640 #if USE_GFX_RESET_WHEN_NOT_MOVING
9641 /* when a custom element is about to change (for example by change delay),
9642 do not reset graphic animation when the custom element is moving */
9643 if (!IS_MOVING(x, y))
9646 ResetGfxAnimation(x, y);
9647 ResetRandomAnimationValue(x, y);
9651 if (change->pre_change_function)
9652 change->pre_change_function(x, y);
9656 ChangeDelay[x][y]--;
9658 if (ChangeDelay[x][y] != 0) /* continue element change */
9660 if (change->can_change)
9662 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
9664 if (IS_ANIMATED(graphic))
9665 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9667 if (change->change_function)
9668 change->change_function(x, y);
9671 else /* finish element change */
9673 if (ChangePage[x][y] != -1) /* remember page from delayed change */
9675 page = ChangePage[x][y];
9676 ChangePage[x][y] = -1;
9678 change = &ei->change_page[page];
9681 if (IS_MOVING(x, y)) /* never change a running system ;-) */
9683 ChangeDelay[x][y] = 1; /* try change after next move step */
9684 ChangePage[x][y] = page; /* remember page to use for change */
9689 if (change->can_change)
9691 if (ChangeElement(x, y, element, page))
9693 if (change->post_change_function)
9694 change->post_change_function(x, y);
9698 if (change->has_action)
9699 ExecuteCustomElementAction(x, y, element, page);
9705 static void HandleElementChange(int x, int y, int page)
9707 int element = MovingOrBlocked2Element(x, y);
9708 struct ElementInfo *ei = &element_info[element];
9709 struct ElementChangeInfo *change = &ei->change_page[page];
9712 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
9715 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
9716 x, y, element, element_info[element].token_name);
9717 printf("HandleElementChange(): This should never happen!\n");
9722 /* this can happen with classic bombs on walkable, changing elements */
9723 if (!CAN_CHANGE(element))
9726 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
9727 ChangeDelay[x][y] = 0;
9733 if (ChangeDelay[x][y] == 0) /* initialize element change */
9735 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
9737 ResetGfxAnimation(x, y);
9738 ResetRandomAnimationValue(x, y);
9740 if (change->pre_change_function)
9741 change->pre_change_function(x, y);
9744 ChangeDelay[x][y]--;
9746 if (ChangeDelay[x][y] != 0) /* continue element change */
9748 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
9750 if (IS_ANIMATED(graphic))
9751 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9753 if (change->change_function)
9754 change->change_function(x, y);
9756 else /* finish element change */
9758 if (ChangePage[x][y] != -1) /* remember page from delayed change */
9760 page = ChangePage[x][y];
9761 ChangePage[x][y] = -1;
9763 change = &ei->change_page[page];
9766 if (IS_MOVING(x, y)) /* never change a running system ;-) */
9768 ChangeDelay[x][y] = 1; /* try change after next move step */
9769 ChangePage[x][y] = page; /* remember page to use for change */
9774 if (ChangeElement(x, y, element, page))
9776 if (change->post_change_function)
9777 change->post_change_function(x, y);
9784 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
9785 int trigger_element,
9791 boolean change_done_any = FALSE;
9792 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
9795 if (!(trigger_events[trigger_element][trigger_event]))
9799 printf("::: CheckTriggeredElementChangeExt %d ... [%d, %d, %d, '%s']\n",
9800 trigger_event, recursion_loop_depth, recursion_loop_detected,
9801 recursion_loop_element, EL_NAME(recursion_loop_element));
9804 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
9806 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
9808 int element = EL_CUSTOM_START + i;
9809 boolean change_done = FALSE;
9812 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
9813 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
9816 for (p = 0; p < element_info[element].num_change_pages; p++)
9818 struct ElementChangeInfo *change = &element_info[element].change_page[p];
9820 if (change->can_change_or_has_action &&
9821 change->has_event[trigger_event] &&
9822 change->trigger_side & trigger_side &&
9823 change->trigger_player & trigger_player &&
9824 change->trigger_page & trigger_page_bits &&
9825 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
9827 change->actual_trigger_element = trigger_element;
9828 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
9829 change->actual_trigger_side = trigger_side;
9830 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
9831 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
9833 if ((change->can_change && !change_done) || change->has_action)
9837 SCAN_PLAYFIELD(x, y)
9839 if (Feld[x][y] == element)
9841 if (change->can_change && !change_done)
9843 ChangeDelay[x][y] = 1;
9844 ChangeEvent[x][y] = trigger_event;
9846 HandleElementChange(x, y, p);
9848 #if USE_NEW_DELAYED_ACTION
9849 else if (change->has_action)
9851 ExecuteCustomElementAction(x, y, element, p);
9852 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
9855 if (change->has_action)
9857 ExecuteCustomElementAction(x, y, element, p);
9858 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
9864 if (change->can_change)
9867 change_done_any = TRUE;
9874 RECURSION_LOOP_DETECTION_END();
9876 return change_done_any;
9879 static boolean CheckElementChangeExt(int x, int y,
9881 int trigger_element,
9886 boolean change_done = FALSE;
9889 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
9890 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
9893 if (Feld[x][y] == EL_BLOCKED)
9895 Blocked2Moving(x, y, &x, &y);
9896 element = Feld[x][y];
9900 /* check if element has already changed */
9901 if (Feld[x][y] != element)
9904 /* check if element has already changed or is about to change after moving */
9905 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
9906 Feld[x][y] != element) ||
9908 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
9909 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
9910 ChangePage[x][y] != -1)))
9915 printf("::: CheckElementChangeExt %d ... [%d, %d, %d, '%s']\n",
9916 trigger_event, recursion_loop_depth, recursion_loop_detected,
9917 recursion_loop_element, EL_NAME(recursion_loop_element));
9920 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
9922 for (p = 0; p < element_info[element].num_change_pages; p++)
9924 struct ElementChangeInfo *change = &element_info[element].change_page[p];
9926 /* check trigger element for all events where the element that is checked
9927 for changing interacts with a directly adjacent element -- this is
9928 different to element changes that affect other elements to change on the
9929 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
9930 boolean check_trigger_element =
9931 (trigger_event == CE_TOUCHING_X ||
9932 trigger_event == CE_HITTING_X ||
9933 trigger_event == CE_HIT_BY_X ||
9935 /* this one was forgotten until 3.2.3 */
9936 trigger_event == CE_DIGGING_X);
9939 if (change->can_change_or_has_action &&
9940 change->has_event[trigger_event] &&
9941 change->trigger_side & trigger_side &&
9942 change->trigger_player & trigger_player &&
9943 (!check_trigger_element ||
9944 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
9946 change->actual_trigger_element = trigger_element;
9947 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
9948 change->actual_trigger_side = trigger_side;
9949 change->actual_trigger_ce_value = CustomValue[x][y];
9950 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
9952 /* special case: trigger element not at (x,y) position for some events */
9953 if (check_trigger_element)
9965 { 0, 0 }, { 0, 0 }, { 0, 0 },
9969 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
9970 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
9972 change->actual_trigger_ce_value = CustomValue[xx][yy];
9973 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
9976 if (change->can_change && !change_done)
9978 ChangeDelay[x][y] = 1;
9979 ChangeEvent[x][y] = trigger_event;
9981 HandleElementChange(x, y, p);
9985 #if USE_NEW_DELAYED_ACTION
9986 else if (change->has_action)
9988 ExecuteCustomElementAction(x, y, element, p);
9989 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
9992 if (change->has_action)
9994 ExecuteCustomElementAction(x, y, element, p);
9995 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10001 RECURSION_LOOP_DETECTION_END();
10003 return change_done;
10006 static void PlayPlayerSound(struct PlayerInfo *player)
10008 int jx = player->jx, jy = player->jy;
10009 int sound_element = player->artwork_element;
10010 int last_action = player->last_action_waiting;
10011 int action = player->action_waiting;
10013 if (player->is_waiting)
10015 if (action != last_action)
10016 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10018 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10022 if (action != last_action)
10023 StopSound(element_info[sound_element].sound[last_action]);
10025 if (last_action == ACTION_SLEEPING)
10026 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10030 static void PlayAllPlayersSound()
10034 for (i = 0; i < MAX_PLAYERS; i++)
10035 if (stored_player[i].active)
10036 PlayPlayerSound(&stored_player[i]);
10039 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10041 boolean last_waiting = player->is_waiting;
10042 int move_dir = player->MovDir;
10044 player->dir_waiting = move_dir;
10045 player->last_action_waiting = player->action_waiting;
10049 if (!last_waiting) /* not waiting -> waiting */
10051 player->is_waiting = TRUE;
10053 player->frame_counter_bored =
10055 game.player_boring_delay_fixed +
10056 GetSimpleRandom(game.player_boring_delay_random);
10057 player->frame_counter_sleeping =
10059 game.player_sleeping_delay_fixed +
10060 GetSimpleRandom(game.player_sleeping_delay_random);
10062 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10065 if (game.player_sleeping_delay_fixed +
10066 game.player_sleeping_delay_random > 0 &&
10067 player->anim_delay_counter == 0 &&
10068 player->post_delay_counter == 0 &&
10069 FrameCounter >= player->frame_counter_sleeping)
10070 player->is_sleeping = TRUE;
10071 else if (game.player_boring_delay_fixed +
10072 game.player_boring_delay_random > 0 &&
10073 FrameCounter >= player->frame_counter_bored)
10074 player->is_bored = TRUE;
10076 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10077 player->is_bored ? ACTION_BORING :
10080 if (player->is_sleeping && player->use_murphy)
10082 /* special case for sleeping Murphy when leaning against non-free tile */
10084 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10085 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10086 !IS_MOVING(player->jx - 1, player->jy)))
10087 move_dir = MV_LEFT;
10088 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10089 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10090 !IS_MOVING(player->jx + 1, player->jy)))
10091 move_dir = MV_RIGHT;
10093 player->is_sleeping = FALSE;
10095 player->dir_waiting = move_dir;
10098 if (player->is_sleeping)
10100 if (player->num_special_action_sleeping > 0)
10102 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10104 int last_special_action = player->special_action_sleeping;
10105 int num_special_action = player->num_special_action_sleeping;
10106 int special_action =
10107 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10108 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10109 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10110 last_special_action + 1 : ACTION_SLEEPING);
10111 int special_graphic =
10112 el_act_dir2img(player->artwork_element, special_action, move_dir);
10114 player->anim_delay_counter =
10115 graphic_info[special_graphic].anim_delay_fixed +
10116 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10117 player->post_delay_counter =
10118 graphic_info[special_graphic].post_delay_fixed +
10119 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10121 player->special_action_sleeping = special_action;
10124 if (player->anim_delay_counter > 0)
10126 player->action_waiting = player->special_action_sleeping;
10127 player->anim_delay_counter--;
10129 else if (player->post_delay_counter > 0)
10131 player->post_delay_counter--;
10135 else if (player->is_bored)
10137 if (player->num_special_action_bored > 0)
10139 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10141 int special_action =
10142 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10143 int special_graphic =
10144 el_act_dir2img(player->artwork_element, special_action, move_dir);
10146 player->anim_delay_counter =
10147 graphic_info[special_graphic].anim_delay_fixed +
10148 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10149 player->post_delay_counter =
10150 graphic_info[special_graphic].post_delay_fixed +
10151 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10153 player->special_action_bored = special_action;
10156 if (player->anim_delay_counter > 0)
10158 player->action_waiting = player->special_action_bored;
10159 player->anim_delay_counter--;
10161 else if (player->post_delay_counter > 0)
10163 player->post_delay_counter--;
10168 else if (last_waiting) /* waiting -> not waiting */
10170 player->is_waiting = FALSE;
10171 player->is_bored = FALSE;
10172 player->is_sleeping = FALSE;
10174 player->frame_counter_bored = -1;
10175 player->frame_counter_sleeping = -1;
10177 player->anim_delay_counter = 0;
10178 player->post_delay_counter = 0;
10180 player->dir_waiting = player->MovDir;
10181 player->action_waiting = ACTION_DEFAULT;
10183 player->special_action_bored = ACTION_DEFAULT;
10184 player->special_action_sleeping = ACTION_DEFAULT;
10188 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10190 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
10191 int left = player_action & JOY_LEFT;
10192 int right = player_action & JOY_RIGHT;
10193 int up = player_action & JOY_UP;
10194 int down = player_action & JOY_DOWN;
10195 int button1 = player_action & JOY_BUTTON_1;
10196 int button2 = player_action & JOY_BUTTON_2;
10197 int dx = (left ? -1 : right ? 1 : 0);
10198 int dy = (up ? -1 : down ? 1 : 0);
10200 if (!player->active || tape.pausing)
10206 snapped = SnapField(player, dx, dy);
10210 dropped = DropElement(player);
10212 moved = MovePlayer(player, dx, dy);
10215 if (tape.single_step && tape.recording && !tape.pausing)
10217 if (button1 || (dropped && !moved))
10219 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10220 SnapField(player, 0, 0); /* stop snapping */
10224 SetPlayerWaiting(player, FALSE);
10226 return player_action;
10230 /* no actions for this player (no input at player's configured device) */
10232 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10233 SnapField(player, 0, 0);
10234 CheckGravityMovementWhenNotMoving(player);
10236 if (player->MovPos == 0)
10237 SetPlayerWaiting(player, TRUE);
10239 if (player->MovPos == 0) /* needed for tape.playing */
10240 player->is_moving = FALSE;
10242 player->is_dropping = FALSE;
10243 player->is_dropping_pressed = FALSE;
10244 player->drop_pressed_delay = 0;
10250 static void CheckLevelTime()
10254 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10256 if (level.native_em_level->lev->home == 0) /* all players at home */
10258 PlayerWins(local_player);
10260 AllPlayersGone = TRUE;
10262 level.native_em_level->lev->home = -1;
10265 if (level.native_em_level->ply[0]->alive == 0 &&
10266 level.native_em_level->ply[1]->alive == 0 &&
10267 level.native_em_level->ply[2]->alive == 0 &&
10268 level.native_em_level->ply[3]->alive == 0) /* all dead */
10269 AllPlayersGone = TRUE;
10272 if (TimeFrames >= FRAMES_PER_SECOND)
10277 for (i = 0; i < MAX_PLAYERS; i++)
10279 struct PlayerInfo *player = &stored_player[i];
10281 if (SHIELD_ON(player))
10283 player->shield_normal_time_left--;
10285 if (player->shield_deadly_time_left > 0)
10286 player->shield_deadly_time_left--;
10290 if (!local_player->LevelSolved && !level.use_step_counter)
10298 if (TimeLeft <= 10 && setup.time_limit)
10299 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10301 DrawGameValue_Time(TimeLeft);
10303 if (!TimeLeft && setup.time_limit)
10305 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10306 level.native_em_level->lev->killed_out_of_time = TRUE;
10308 for (i = 0; i < MAX_PLAYERS; i++)
10309 KillPlayer(&stored_player[i]);
10312 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
10313 DrawGameValue_Time(TimePlayed);
10315 level.native_em_level->lev->time =
10316 (level.time == 0 ? TimePlayed : TimeLeft);
10319 if (tape.recording || tape.playing)
10320 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10324 void AdvanceFrameAndPlayerCounters(int player_nr)
10328 /* advance frame counters (global frame counter and time frame counter) */
10332 /* advance player counters (counters for move delay, move animation etc.) */
10333 for (i = 0; i < MAX_PLAYERS; i++)
10335 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10336 int move_delay_value = stored_player[i].move_delay_value;
10337 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10339 if (!advance_player_counters) /* not all players may be affected */
10342 #if USE_NEW_PLAYER_ANIM
10343 if (move_frames == 0) /* less than one move per game frame */
10345 int stepsize = TILEX / move_delay_value;
10346 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10347 int count = (stored_player[i].is_moving ?
10348 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10350 if (count % delay == 0)
10355 stored_player[i].Frame += move_frames;
10357 if (stored_player[i].MovPos != 0)
10358 stored_player[i].StepFrame += move_frames;
10360 if (stored_player[i].move_delay > 0)
10361 stored_player[i].move_delay--;
10363 /* due to bugs in previous versions, counter must count up, not down */
10364 if (stored_player[i].push_delay != -1)
10365 stored_player[i].push_delay++;
10367 if (stored_player[i].drop_delay > 0)
10368 stored_player[i].drop_delay--;
10370 if (stored_player[i].is_dropping_pressed)
10371 stored_player[i].drop_pressed_delay++;
10375 void StartGameActions(boolean init_network_game, boolean record_tape,
10378 unsigned long new_random_seed = InitRND(random_seed);
10381 TapeStartRecording(new_random_seed);
10383 #if defined(NETWORK_AVALIABLE)
10384 if (init_network_game)
10386 SendToServer_StartPlaying();
10397 static unsigned long game_frame_delay = 0;
10398 unsigned long game_frame_delay_value;
10399 byte *recorded_player_action;
10400 byte summarized_player_action = 0;
10401 byte tape_action[MAX_PLAYERS];
10404 /* detect endless loops, caused by custom element programming */
10405 if (recursion_loop_detected && recursion_loop_depth == 0)
10407 char *message = getStringCat3("Internal Error ! Element ",
10408 EL_NAME(recursion_loop_element),
10409 " caused endless loop ! Quit the game ?");
10411 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
10412 EL_NAME(recursion_loop_element));
10414 RequestQuitGameExt(FALSE, level_editor_test_game, message);
10416 recursion_loop_detected = FALSE; /* if game should be continued */
10423 if (game.restart_level)
10424 StartGameActions(options.network, setup.autorecord, NEW_RANDOMIZE);
10426 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10428 if (level.native_em_level->lev->home == 0) /* all players at home */
10430 PlayerWins(local_player);
10432 AllPlayersGone = TRUE;
10434 level.native_em_level->lev->home = -1;
10437 if (level.native_em_level->ply[0]->alive == 0 &&
10438 level.native_em_level->ply[1]->alive == 0 &&
10439 level.native_em_level->ply[2]->alive == 0 &&
10440 level.native_em_level->ply[3]->alive == 0) /* all dead */
10441 AllPlayersGone = TRUE;
10444 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
10447 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
10450 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
10453 game_frame_delay_value =
10454 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
10456 if (tape.playing && tape.warp_forward && !tape.pausing)
10457 game_frame_delay_value = 0;
10459 /* ---------- main game synchronization point ---------- */
10461 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
10463 if (network_playing && !network_player_action_received)
10465 /* try to get network player actions in time */
10467 #if defined(NETWORK_AVALIABLE)
10468 /* last chance to get network player actions without main loop delay */
10469 HandleNetworking();
10472 /* game was quit by network peer */
10473 if (game_status != GAME_MODE_PLAYING)
10476 if (!network_player_action_received)
10477 return; /* failed to get network player actions in time */
10479 /* do not yet reset "network_player_action_received" (for tape.pausing) */
10485 /* at this point we know that we really continue executing the game */
10487 network_player_action_received = FALSE;
10489 /* when playing tape, read previously recorded player input from tape data */
10490 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
10493 /* TapePlayAction() may return NULL when toggling to "pause before death" */
10498 if (tape.set_centered_player)
10500 game.centered_player_nr_next = tape.centered_player_nr_next;
10501 game.set_centered_player = TRUE;
10504 for (i = 0; i < MAX_PLAYERS; i++)
10506 summarized_player_action |= stored_player[i].action;
10508 if (!network_playing)
10509 stored_player[i].effective_action = stored_player[i].action;
10512 #if defined(NETWORK_AVALIABLE)
10513 if (network_playing)
10514 SendToServer_MovePlayer(summarized_player_action);
10517 if (!options.network && !setup.team_mode)
10518 local_player->effective_action = summarized_player_action;
10520 if (setup.team_mode && setup.input_on_focus && game.centered_player_nr != -1)
10522 for (i = 0; i < MAX_PLAYERS; i++)
10523 stored_player[i].effective_action =
10524 (i == game.centered_player_nr ? summarized_player_action : 0);
10527 if (recorded_player_action != NULL)
10528 for (i = 0; i < MAX_PLAYERS; i++)
10529 stored_player[i].effective_action = recorded_player_action[i];
10531 for (i = 0; i < MAX_PLAYERS; i++)
10533 tape_action[i] = stored_player[i].effective_action;
10535 /* (this can only happen in the R'n'D game engine) */
10536 if (tape.recording && tape_action[i] && !tape.player_participates[i])
10537 tape.player_participates[i] = TRUE; /* player just appeared from CE */
10540 /* only record actions from input devices, but not programmed actions */
10541 if (tape.recording)
10542 TapeRecordAction(tape_action);
10544 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10546 GameActions_EM_Main();
10554 void GameActions_EM_Main()
10556 byte effective_action[MAX_PLAYERS];
10557 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
10560 for (i = 0; i < MAX_PLAYERS; i++)
10561 effective_action[i] = stored_player[i].effective_action;
10563 GameActions_EM(effective_action, warp_mode);
10567 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
10570 void GameActions_RND()
10572 int magic_wall_x = 0, magic_wall_y = 0;
10573 int i, x, y, element, graphic;
10575 InitPlayfieldScanModeVars();
10577 #if USE_ONE_MORE_CHANGE_PER_FRAME
10578 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10580 SCAN_PLAYFIELD(x, y)
10582 ChangeCount[x][y] = 0;
10583 ChangeEvent[x][y] = -1;
10588 if (game.set_centered_player)
10590 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
10592 /* switching to "all players" only possible if all players fit to screen */
10593 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
10595 game.centered_player_nr_next = game.centered_player_nr;
10596 game.set_centered_player = FALSE;
10599 /* do not switch focus to non-existing (or non-active) player */
10600 if (game.centered_player_nr_next >= 0 &&
10601 !stored_player[game.centered_player_nr_next].active)
10603 game.centered_player_nr_next = game.centered_player_nr;
10604 game.set_centered_player = FALSE;
10608 if (game.set_centered_player &&
10609 ScreenMovPos == 0) /* screen currently aligned at tile position */
10613 if (game.centered_player_nr_next == -1)
10615 setScreenCenteredToAllPlayers(&sx, &sy);
10619 sx = stored_player[game.centered_player_nr_next].jx;
10620 sy = stored_player[game.centered_player_nr_next].jy;
10623 game.centered_player_nr = game.centered_player_nr_next;
10624 game.set_centered_player = FALSE;
10626 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
10627 DrawGameDoorValues();
10630 for (i = 0; i < MAX_PLAYERS; i++)
10632 int actual_player_action = stored_player[i].effective_action;
10635 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
10636 - rnd_equinox_tetrachloride 048
10637 - rnd_equinox_tetrachloride_ii 096
10638 - rnd_emanuel_schmieg 002
10639 - doctor_sloan_ww 001, 020
10641 if (stored_player[i].MovPos == 0)
10642 CheckGravityMovement(&stored_player[i]);
10645 /* overwrite programmed action with tape action */
10646 if (stored_player[i].programmed_action)
10647 actual_player_action = stored_player[i].programmed_action;
10649 PlayerActions(&stored_player[i], actual_player_action);
10651 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
10654 ScrollScreen(NULL, SCROLL_GO_ON);
10656 /* for backwards compatibility, the following code emulates a fixed bug that
10657 occured when pushing elements (causing elements that just made their last
10658 pushing step to already (if possible) make their first falling step in the
10659 same game frame, which is bad); this code is also needed to use the famous
10660 "spring push bug" which is used in older levels and might be wanted to be
10661 used also in newer levels, but in this case the buggy pushing code is only
10662 affecting the "spring" element and no other elements */
10664 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
10666 for (i = 0; i < MAX_PLAYERS; i++)
10668 struct PlayerInfo *player = &stored_player[i];
10669 int x = player->jx;
10670 int y = player->jy;
10672 if (player->active && player->is_pushing && player->is_moving &&
10674 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
10675 Feld[x][y] == EL_SPRING))
10677 ContinueMoving(x, y);
10679 /* continue moving after pushing (this is actually a bug) */
10680 if (!IS_MOVING(x, y))
10681 Stop[x][y] = FALSE;
10687 debug_print_timestamp(0, "start main loop profiling");
10690 SCAN_PLAYFIELD(x, y)
10692 ChangeCount[x][y] = 0;
10693 ChangeEvent[x][y] = -1;
10695 /* this must be handled before main playfield loop */
10696 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
10699 if (MovDelay[x][y] <= 0)
10703 #if USE_NEW_SNAP_DELAY
10704 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
10707 if (MovDelay[x][y] <= 0)
10710 DrawLevelField(x, y);
10712 TestIfElementTouchesCustomElement(x, y); /* for empty space */
10718 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
10720 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
10721 printf("GameActions(): This should never happen!\n");
10723 ChangePage[x][y] = -1;
10727 Stop[x][y] = FALSE;
10728 if (WasJustMoving[x][y] > 0)
10729 WasJustMoving[x][y]--;
10730 if (WasJustFalling[x][y] > 0)
10731 WasJustFalling[x][y]--;
10732 if (CheckCollision[x][y] > 0)
10733 CheckCollision[x][y]--;
10734 if (CheckImpact[x][y] > 0)
10735 CheckImpact[x][y]--;
10739 /* reset finished pushing action (not done in ContinueMoving() to allow
10740 continuous pushing animation for elements with zero push delay) */
10741 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
10743 ResetGfxAnimation(x, y);
10744 DrawLevelField(x, y);
10748 if (IS_BLOCKED(x, y))
10752 Blocked2Moving(x, y, &oldx, &oldy);
10753 if (!IS_MOVING(oldx, oldy))
10755 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
10756 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
10757 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
10758 printf("GameActions(): This should never happen!\n");
10765 debug_print_timestamp(0, "- time for pre-main loop:");
10768 #if 0 // -------------------- !!! TEST ONLY !!! --------------------
10769 SCAN_PLAYFIELD(x, y)
10771 element = Feld[x][y];
10772 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10777 int element2 = element;
10778 int graphic2 = graphic;
10780 int element2 = Feld[x][y];
10781 int graphic2 = el_act_dir2img(element2, GfxAction[x][y], GfxDir[x][y]);
10783 int last_gfx_frame = GfxFrame[x][y];
10785 if (graphic_info[graphic2].anim_global_sync)
10786 GfxFrame[x][y] = FrameCounter;
10787 else if (ANIM_MODE(graphic2) == ANIM_CE_VALUE)
10788 GfxFrame[x][y] = CustomValue[x][y];
10789 else if (ANIM_MODE(graphic2) == ANIM_CE_SCORE)
10790 GfxFrame[x][y] = element_info[element2].collect_score;
10791 else if (ANIM_MODE(graphic2) == ANIM_CE_DELAY)
10792 GfxFrame[x][y] = ChangeDelay[x][y];
10794 if (redraw && GfxFrame[x][y] != last_gfx_frame)
10795 DrawLevelGraphicAnimation(x, y, graphic2);
10798 ResetGfxFrame(x, y, TRUE);
10802 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
10803 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
10804 ResetRandomAnimationValue(x, y);
10808 SetRandomAnimationValue(x, y);
10812 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
10815 #endif // -------------------- !!! TEST ONLY !!! --------------------
10818 debug_print_timestamp(0, "- time for TEST loop: -->");
10821 SCAN_PLAYFIELD(x, y)
10823 element = Feld[x][y];
10824 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10826 ResetGfxFrame(x, y, TRUE);
10828 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
10829 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
10830 ResetRandomAnimationValue(x, y);
10832 SetRandomAnimationValue(x, y);
10834 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
10836 if (IS_INACTIVE(element))
10838 if (IS_ANIMATED(graphic))
10839 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10844 /* this may take place after moving, so 'element' may have changed */
10845 if (IS_CHANGING(x, y) &&
10846 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
10848 int page = element_info[element].event_page_nr[CE_DELAY];
10851 HandleElementChange(x, y, page);
10853 if (CAN_CHANGE(element))
10854 HandleElementChange(x, y, page);
10856 if (HAS_ACTION(element))
10857 ExecuteCustomElementAction(x, y, element, page);
10860 element = Feld[x][y];
10861 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10864 #if 0 // ---------------------------------------------------------------------
10866 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
10870 element = Feld[x][y];
10871 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10873 if (IS_ANIMATED(graphic) &&
10874 !IS_MOVING(x, y) &&
10876 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10878 if (IS_GEM(element) || element == EL_SP_INFOTRON)
10879 DrawTwinkleOnField(x, y);
10881 else if (IS_MOVING(x, y))
10882 ContinueMoving(x, y);
10889 case EL_EM_EXIT_OPEN:
10890 case EL_SP_EXIT_OPEN:
10891 case EL_STEEL_EXIT_OPEN:
10892 case EL_EM_STEEL_EXIT_OPEN:
10893 case EL_SP_TERMINAL:
10894 case EL_SP_TERMINAL_ACTIVE:
10895 case EL_EXTRA_TIME:
10896 case EL_SHIELD_NORMAL:
10897 case EL_SHIELD_DEADLY:
10898 if (IS_ANIMATED(graphic))
10899 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10902 case EL_DYNAMITE_ACTIVE:
10903 case EL_EM_DYNAMITE_ACTIVE:
10904 case EL_DYNABOMB_PLAYER_1_ACTIVE:
10905 case EL_DYNABOMB_PLAYER_2_ACTIVE:
10906 case EL_DYNABOMB_PLAYER_3_ACTIVE:
10907 case EL_DYNABOMB_PLAYER_4_ACTIVE:
10908 case EL_SP_DISK_RED_ACTIVE:
10909 CheckDynamite(x, y);
10912 case EL_AMOEBA_GROWING:
10913 AmoebeWaechst(x, y);
10916 case EL_AMOEBA_SHRINKING:
10917 AmoebaDisappearing(x, y);
10920 #if !USE_NEW_AMOEBA_CODE
10921 case EL_AMOEBA_WET:
10922 case EL_AMOEBA_DRY:
10923 case EL_AMOEBA_FULL:
10925 case EL_EMC_DRIPPER:
10926 AmoebeAbleger(x, y);
10930 case EL_GAME_OF_LIFE:
10935 case EL_EXIT_CLOSED:
10939 case EL_EM_EXIT_CLOSED:
10943 case EL_STEEL_EXIT_CLOSED:
10944 CheckExitSteel(x, y);
10947 case EL_EM_STEEL_EXIT_CLOSED:
10948 CheckExitSteelEM(x, y);
10951 case EL_SP_EXIT_CLOSED:
10955 case EL_EXPANDABLE_WALL_GROWING:
10956 case EL_EXPANDABLE_STEELWALL_GROWING:
10957 MauerWaechst(x, y);
10960 case EL_EXPANDABLE_WALL:
10961 case EL_EXPANDABLE_WALL_HORIZONTAL:
10962 case EL_EXPANDABLE_WALL_VERTICAL:
10963 case EL_EXPANDABLE_WALL_ANY:
10964 case EL_BD_EXPANDABLE_WALL:
10965 MauerAbleger(x, y);
10968 case EL_EXPANDABLE_STEELWALL_HORIZONTAL:
10969 case EL_EXPANDABLE_STEELWALL_VERTICAL:
10970 case EL_EXPANDABLE_STEELWALL_ANY:
10971 MauerAblegerStahl(x, y);
10975 CheckForDragon(x, y);
10981 case EL_ELEMENT_SNAPPING:
10982 case EL_DIAGONAL_SHRINKING:
10983 case EL_DIAGONAL_GROWING:
10986 el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
10988 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10993 if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
10994 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10999 #else // ---------------------------------------------------------------------
11001 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11005 element = Feld[x][y];
11006 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11008 if (IS_ANIMATED(graphic) &&
11009 !IS_MOVING(x, y) &&
11011 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11013 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11014 DrawTwinkleOnField(x, y);
11016 else if ((element == EL_ACID ||
11017 element == EL_EXIT_OPEN ||
11018 element == EL_EM_EXIT_OPEN ||
11019 element == EL_SP_EXIT_OPEN ||
11020 element == EL_STEEL_EXIT_OPEN ||
11021 element == EL_EM_STEEL_EXIT_OPEN ||
11022 element == EL_SP_TERMINAL ||
11023 element == EL_SP_TERMINAL_ACTIVE ||
11024 element == EL_EXTRA_TIME ||
11025 element == EL_SHIELD_NORMAL ||
11026 element == EL_SHIELD_DEADLY) &&
11027 IS_ANIMATED(graphic))
11028 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11029 else if (IS_MOVING(x, y))
11030 ContinueMoving(x, y);
11031 else if (IS_ACTIVE_BOMB(element))
11032 CheckDynamite(x, y);
11033 else if (element == EL_AMOEBA_GROWING)
11034 AmoebeWaechst(x, y);
11035 else if (element == EL_AMOEBA_SHRINKING)
11036 AmoebaDisappearing(x, y);
11038 #if !USE_NEW_AMOEBA_CODE
11039 else if (IS_AMOEBALIVE(element))
11040 AmoebeAbleger(x, y);
11043 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11045 else if (element == EL_EXIT_CLOSED)
11047 else if (element == EL_EM_EXIT_CLOSED)
11049 else if (element == EL_STEEL_EXIT_CLOSED)
11050 CheckExitSteel(x, y);
11051 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11052 CheckExitSteelEM(x, y);
11053 else if (element == EL_SP_EXIT_CLOSED)
11055 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11056 element == EL_EXPANDABLE_STEELWALL_GROWING)
11057 MauerWaechst(x, y);
11058 else if (element == EL_EXPANDABLE_WALL ||
11059 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11060 element == EL_EXPANDABLE_WALL_VERTICAL ||
11061 element == EL_EXPANDABLE_WALL_ANY ||
11062 element == EL_BD_EXPANDABLE_WALL)
11063 MauerAbleger(x, y);
11064 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11065 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11066 element == EL_EXPANDABLE_STEELWALL_ANY)
11067 MauerAblegerStahl(x, y);
11068 else if (element == EL_FLAMES)
11069 CheckForDragon(x, y);
11070 else if (element == EL_EXPLOSION)
11071 ; /* drawing of correct explosion animation is handled separately */
11072 else if (element == EL_ELEMENT_SNAPPING ||
11073 element == EL_DIAGONAL_SHRINKING ||
11074 element == EL_DIAGONAL_GROWING)
11076 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11078 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11080 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11081 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11083 #endif // ---------------------------------------------------------------------
11085 if (IS_BELT_ACTIVE(element))
11086 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11088 if (game.magic_wall_active)
11090 int jx = local_player->jx, jy = local_player->jy;
11092 /* play the element sound at the position nearest to the player */
11093 if ((element == EL_MAGIC_WALL_FULL ||
11094 element == EL_MAGIC_WALL_ACTIVE ||
11095 element == EL_MAGIC_WALL_EMPTYING ||
11096 element == EL_BD_MAGIC_WALL_FULL ||
11097 element == EL_BD_MAGIC_WALL_ACTIVE ||
11098 element == EL_BD_MAGIC_WALL_EMPTYING ||
11099 element == EL_DC_MAGIC_WALL_FULL ||
11100 element == EL_DC_MAGIC_WALL_ACTIVE ||
11101 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11102 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11111 debug_print_timestamp(0, "- time for MAIN loop: -->");
11114 #if USE_NEW_AMOEBA_CODE
11115 /* new experimental amoeba growth stuff */
11116 if (!(FrameCounter % 8))
11118 static unsigned long random = 1684108901;
11120 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11122 x = RND(lev_fieldx);
11123 y = RND(lev_fieldy);
11124 element = Feld[x][y];
11126 if (!IS_PLAYER(x,y) &&
11127 (element == EL_EMPTY ||
11128 CAN_GROW_INTO(element) ||
11129 element == EL_QUICKSAND_EMPTY ||
11130 element == EL_QUICKSAND_FAST_EMPTY ||
11131 element == EL_ACID_SPLASH_LEFT ||
11132 element == EL_ACID_SPLASH_RIGHT))
11134 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11135 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11136 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11137 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11138 Feld[x][y] = EL_AMOEBA_DROP;
11141 random = random * 129 + 1;
11147 if (game.explosions_delayed)
11150 game.explosions_delayed = FALSE;
11152 SCAN_PLAYFIELD(x, y)
11154 element = Feld[x][y];
11156 if (ExplodeField[x][y])
11157 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11158 else if (element == EL_EXPLOSION)
11159 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11161 ExplodeField[x][y] = EX_TYPE_NONE;
11164 game.explosions_delayed = TRUE;
11167 if (game.magic_wall_active)
11169 if (!(game.magic_wall_time_left % 4))
11171 int element = Feld[magic_wall_x][magic_wall_y];
11173 if (element == EL_BD_MAGIC_WALL_FULL ||
11174 element == EL_BD_MAGIC_WALL_ACTIVE ||
11175 element == EL_BD_MAGIC_WALL_EMPTYING)
11176 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11177 else if (element == EL_DC_MAGIC_WALL_FULL ||
11178 element == EL_DC_MAGIC_WALL_ACTIVE ||
11179 element == EL_DC_MAGIC_WALL_EMPTYING)
11180 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11182 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11185 if (game.magic_wall_time_left > 0)
11187 game.magic_wall_time_left--;
11188 if (!game.magic_wall_time_left)
11190 SCAN_PLAYFIELD(x, y)
11192 element = Feld[x][y];
11194 if (element == EL_MAGIC_WALL_ACTIVE ||
11195 element == EL_MAGIC_WALL_FULL)
11197 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11198 DrawLevelField(x, y);
11200 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11201 element == EL_BD_MAGIC_WALL_FULL)
11203 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11204 DrawLevelField(x, y);
11206 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11207 element == EL_DC_MAGIC_WALL_FULL)
11209 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11210 DrawLevelField(x, y);
11214 game.magic_wall_active = FALSE;
11219 if (game.light_time_left > 0)
11221 game.light_time_left--;
11223 if (game.light_time_left == 0)
11224 RedrawAllLightSwitchesAndInvisibleElements();
11227 if (game.timegate_time_left > 0)
11229 game.timegate_time_left--;
11231 if (game.timegate_time_left == 0)
11232 CloseAllOpenTimegates();
11235 if (game.lenses_time_left > 0)
11237 game.lenses_time_left--;
11239 if (game.lenses_time_left == 0)
11240 RedrawAllInvisibleElementsForLenses();
11243 if (game.magnify_time_left > 0)
11245 game.magnify_time_left--;
11247 if (game.magnify_time_left == 0)
11248 RedrawAllInvisibleElementsForMagnifier();
11251 for (i = 0; i < MAX_PLAYERS; i++)
11253 struct PlayerInfo *player = &stored_player[i];
11255 if (SHIELD_ON(player))
11257 if (player->shield_deadly_time_left)
11258 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11259 else if (player->shield_normal_time_left)
11260 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11267 PlayAllPlayersSound();
11269 if (options.debug) /* calculate frames per second */
11271 static unsigned long fps_counter = 0;
11272 static int fps_frames = 0;
11273 unsigned long fps_delay_ms = Counter() - fps_counter;
11277 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
11279 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11282 fps_counter = Counter();
11285 redraw_mask |= REDRAW_FPS;
11288 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11290 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11292 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11294 local_player->show_envelope = 0;
11298 debug_print_timestamp(0, "stop main loop profiling ");
11299 printf("----------------------------------------------------------\n");
11302 /* use random number generator in every frame to make it less predictable */
11303 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11307 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11309 int min_x = x, min_y = y, max_x = x, max_y = y;
11312 for (i = 0; i < MAX_PLAYERS; i++)
11314 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11316 if (!stored_player[i].active || &stored_player[i] == player)
11319 min_x = MIN(min_x, jx);
11320 min_y = MIN(min_y, jy);
11321 max_x = MAX(max_x, jx);
11322 max_y = MAX(max_y, jy);
11325 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11328 static boolean AllPlayersInVisibleScreen()
11332 for (i = 0; i < MAX_PLAYERS; i++)
11334 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11336 if (!stored_player[i].active)
11339 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11346 void ScrollLevel(int dx, int dy)
11349 static Bitmap *bitmap_db_field2 = NULL;
11350 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
11357 /* !!! THIS IS APPARENTLY WRONG FOR PLAYER RELOCATION !!! */
11358 /* only horizontal XOR vertical scroll direction allowed */
11359 if ((dx == 0 && dy == 0) || (dx != 0 && dy != 0))
11364 if (bitmap_db_field2 == NULL)
11365 bitmap_db_field2 = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH);
11367 /* needed when blitting directly to same bitmap -- should not be needed with
11368 recent SDL libraries, but apparently does not work in 1.2.11 directly */
11369 BlitBitmap(drawto_field, bitmap_db_field2,
11370 FX + TILEX * (dx == -1) - softscroll_offset,
11371 FY + TILEY * (dy == -1) - softscroll_offset,
11372 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
11373 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
11374 FX + TILEX * (dx == 1) - softscroll_offset,
11375 FY + TILEY * (dy == 1) - softscroll_offset);
11376 BlitBitmap(bitmap_db_field2, drawto_field,
11377 FX + TILEX * (dx == 1) - softscroll_offset,
11378 FY + TILEY * (dy == 1) - softscroll_offset,
11379 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
11380 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
11381 FX + TILEX * (dx == 1) - softscroll_offset,
11382 FY + TILEY * (dy == 1) - softscroll_offset);
11387 /* !!! DOES NOT WORK FOR DIAGONAL PLAYER RELOCATION !!! */
11388 int xsize = (BX2 - BX1 + 1);
11389 int ysize = (BY2 - BY1 + 1);
11390 int start = (dx != 0 ? (dx == -1 ? BX1 : BX2) : (dy == -1 ? BY1 : BY2));
11391 int end = (dx != 0 ? (dx == -1 ? BX2 : BX1) : (dy == -1 ? BY2 : BY1));
11392 int step = (start < end ? +1 : -1);
11394 for (i = start; i != end; i += step)
11396 BlitBitmap(drawto_field, drawto_field,
11397 FX + TILEX * (dx != 0 ? i + step : 0),
11398 FY + TILEY * (dy != 0 ? i + step : 0),
11399 TILEX * (dx != 0 ? 1 : xsize),
11400 TILEY * (dy != 0 ? 1 : ysize),
11401 FX + TILEX * (dx != 0 ? i : 0),
11402 FY + TILEY * (dy != 0 ? i : 0));
11407 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
11409 BlitBitmap(drawto_field, drawto_field,
11410 FX + TILEX * (dx == -1) - softscroll_offset,
11411 FY + TILEY * (dy == -1) - softscroll_offset,
11412 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
11413 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
11414 FX + TILEX * (dx == 1) - softscroll_offset,
11415 FY + TILEY * (dy == 1) - softscroll_offset);
11421 x = (dx == 1 ? BX1 : BX2);
11422 for (y = BY1; y <= BY2; y++)
11423 DrawScreenField(x, y);
11428 y = (dy == 1 ? BY1 : BY2);
11429 for (x = BX1; x <= BX2; x++)
11430 DrawScreenField(x, y);
11433 redraw_mask |= REDRAW_FIELD;
11436 static boolean canFallDown(struct PlayerInfo *player)
11438 int jx = player->jx, jy = player->jy;
11440 return (IN_LEV_FIELD(jx, jy + 1) &&
11441 (IS_FREE(jx, jy + 1) ||
11442 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11443 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11444 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11447 static boolean canPassField(int x, int y, int move_dir)
11449 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11450 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11451 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11452 int nextx = x + dx;
11453 int nexty = y + dy;
11454 int element = Feld[x][y];
11456 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11457 !CAN_MOVE(element) &&
11458 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11459 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11460 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11463 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11465 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11466 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11467 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11471 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11472 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11473 (IS_DIGGABLE(Feld[newx][newy]) ||
11474 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11475 canPassField(newx, newy, move_dir)));
11478 static void CheckGravityMovement(struct PlayerInfo *player)
11480 #if USE_PLAYER_GRAVITY
11481 if (player->gravity && !player->programmed_action)
11483 if (game.gravity && !player->programmed_action)
11486 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11487 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11488 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11489 int jx = player->jx, jy = player->jy;
11490 boolean player_is_moving_to_valid_field =
11491 (!player_is_snapping &&
11492 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11493 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11494 boolean player_can_fall_down = canFallDown(player);
11496 if (player_can_fall_down &&
11497 !player_is_moving_to_valid_field)
11498 player->programmed_action = MV_DOWN;
11502 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11504 return CheckGravityMovement(player);
11506 #if USE_PLAYER_GRAVITY
11507 if (player->gravity && !player->programmed_action)
11509 if (game.gravity && !player->programmed_action)
11512 int jx = player->jx, jy = player->jy;
11513 boolean field_under_player_is_free =
11514 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11515 boolean player_is_standing_on_valid_field =
11516 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11517 (IS_WALKABLE(Feld[jx][jy]) &&
11518 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11520 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11521 player->programmed_action = MV_DOWN;
11526 MovePlayerOneStep()
11527 -----------------------------------------------------------------------------
11528 dx, dy: direction (non-diagonal) to try to move the player to
11529 real_dx, real_dy: direction as read from input device (can be diagonal)
11532 boolean MovePlayerOneStep(struct PlayerInfo *player,
11533 int dx, int dy, int real_dx, int real_dy)
11535 int jx = player->jx, jy = player->jy;
11536 int new_jx = jx + dx, new_jy = jy + dy;
11537 #if !USE_FIXED_DONT_RUN_INTO
11541 boolean player_can_move = !player->cannot_move;
11543 if (!player->active || (!dx && !dy))
11544 return MP_NO_ACTION;
11546 player->MovDir = (dx < 0 ? MV_LEFT :
11547 dx > 0 ? MV_RIGHT :
11549 dy > 0 ? MV_DOWN : MV_NONE);
11551 if (!IN_LEV_FIELD(new_jx, new_jy))
11552 return MP_NO_ACTION;
11554 if (!player_can_move)
11556 if (player->MovPos == 0)
11558 player->is_moving = FALSE;
11559 player->is_digging = FALSE;
11560 player->is_collecting = FALSE;
11561 player->is_snapping = FALSE;
11562 player->is_pushing = FALSE;
11567 if (!options.network && game.centered_player_nr == -1 &&
11568 !AllPlayersInSight(player, new_jx, new_jy))
11569 return MP_NO_ACTION;
11571 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
11572 return MP_NO_ACTION;
11575 #if !USE_FIXED_DONT_RUN_INTO
11576 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
11578 /* (moved to DigField()) */
11579 if (player_can_move && DONT_RUN_INTO(element))
11581 if (element == EL_ACID && dx == 0 && dy == 1)
11583 SplashAcid(new_jx, new_jy);
11584 Feld[jx][jy] = EL_PLAYER_1;
11585 InitMovingField(jx, jy, MV_DOWN);
11586 Store[jx][jy] = EL_ACID;
11587 ContinueMoving(jx, jy);
11588 BuryPlayer(player);
11591 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
11597 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
11598 if (can_move != MP_MOVING)
11601 /* check if DigField() has caused relocation of the player */
11602 if (player->jx != jx || player->jy != jy)
11603 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
11605 StorePlayer[jx][jy] = 0;
11606 player->last_jx = jx;
11607 player->last_jy = jy;
11608 player->jx = new_jx;
11609 player->jy = new_jy;
11610 StorePlayer[new_jx][new_jy] = player->element_nr;
11612 if (player->move_delay_value_next != -1)
11614 player->move_delay_value = player->move_delay_value_next;
11615 player->move_delay_value_next = -1;
11619 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
11621 player->step_counter++;
11623 PlayerVisit[jx][jy] = FrameCounter;
11625 #if USE_UFAST_PLAYER_EXIT_BUGFIX
11626 player->is_moving = TRUE;
11630 /* should better be called in MovePlayer(), but this breaks some tapes */
11631 ScrollPlayer(player, SCROLL_INIT);
11637 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
11639 int jx = player->jx, jy = player->jy;
11640 int old_jx = jx, old_jy = jy;
11641 int moved = MP_NO_ACTION;
11643 if (!player->active)
11648 if (player->MovPos == 0)
11650 player->is_moving = FALSE;
11651 player->is_digging = FALSE;
11652 player->is_collecting = FALSE;
11653 player->is_snapping = FALSE;
11654 player->is_pushing = FALSE;
11660 if (player->move_delay > 0)
11663 player->move_delay = -1; /* set to "uninitialized" value */
11665 /* store if player is automatically moved to next field */
11666 player->is_auto_moving = (player->programmed_action != MV_NONE);
11668 /* remove the last programmed player action */
11669 player->programmed_action = 0;
11671 if (player->MovPos)
11673 /* should only happen if pre-1.2 tape recordings are played */
11674 /* this is only for backward compatibility */
11676 int original_move_delay_value = player->move_delay_value;
11679 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
11683 /* scroll remaining steps with finest movement resolution */
11684 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
11686 while (player->MovPos)
11688 ScrollPlayer(player, SCROLL_GO_ON);
11689 ScrollScreen(NULL, SCROLL_GO_ON);
11691 AdvanceFrameAndPlayerCounters(player->index_nr);
11697 player->move_delay_value = original_move_delay_value;
11700 player->is_active = FALSE;
11702 if (player->last_move_dir & MV_HORIZONTAL)
11704 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
11705 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
11709 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
11710 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
11713 #if USE_FIXED_BORDER_RUNNING_GFX
11714 if (!moved && !player->is_active)
11716 player->is_moving = FALSE;
11717 player->is_digging = FALSE;
11718 player->is_collecting = FALSE;
11719 player->is_snapping = FALSE;
11720 player->is_pushing = FALSE;
11728 if (moved & MP_MOVING && !ScreenMovPos &&
11729 (player->index_nr == game.centered_player_nr ||
11730 game.centered_player_nr == -1))
11732 if (moved & MP_MOVING && !ScreenMovPos &&
11733 (player == local_player || !options.network))
11736 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
11737 int offset = (setup.scroll_delay ? 3 : 0);
11739 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11741 /* actual player has left the screen -- scroll in that direction */
11742 if (jx != old_jx) /* player has moved horizontally */
11743 scroll_x += (jx - old_jx);
11744 else /* player has moved vertically */
11745 scroll_y += (jy - old_jy);
11749 if (jx != old_jx) /* player has moved horizontally */
11751 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
11752 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
11753 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
11755 /* don't scroll over playfield boundaries */
11756 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
11757 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
11759 /* don't scroll more than one field at a time */
11760 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
11762 /* don't scroll against the player's moving direction */
11763 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
11764 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
11765 scroll_x = old_scroll_x;
11767 else /* player has moved vertically */
11769 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
11770 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
11771 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
11773 /* don't scroll over playfield boundaries */
11774 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
11775 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
11777 /* don't scroll more than one field at a time */
11778 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
11780 /* don't scroll against the player's moving direction */
11781 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
11782 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
11783 scroll_y = old_scroll_y;
11787 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
11790 if (!options.network && game.centered_player_nr == -1 &&
11791 !AllPlayersInVisibleScreen())
11793 scroll_x = old_scroll_x;
11794 scroll_y = old_scroll_y;
11798 if (!options.network && !AllPlayersInVisibleScreen())
11800 scroll_x = old_scroll_x;
11801 scroll_y = old_scroll_y;
11806 ScrollScreen(player, SCROLL_INIT);
11807 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
11812 player->StepFrame = 0;
11814 if (moved & MP_MOVING)
11816 if (old_jx != jx && old_jy == jy)
11817 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
11818 else if (old_jx == jx && old_jy != jy)
11819 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
11821 DrawLevelField(jx, jy); /* for "crumbled sand" */
11823 player->last_move_dir = player->MovDir;
11824 player->is_moving = TRUE;
11825 player->is_snapping = FALSE;
11826 player->is_switching = FALSE;
11827 player->is_dropping = FALSE;
11828 player->is_dropping_pressed = FALSE;
11829 player->drop_pressed_delay = 0;
11832 /* should better be called here than above, but this breaks some tapes */
11833 ScrollPlayer(player, SCROLL_INIT);
11838 CheckGravityMovementWhenNotMoving(player);
11840 player->is_moving = FALSE;
11842 /* at this point, the player is allowed to move, but cannot move right now
11843 (e.g. because of something blocking the way) -- ensure that the player
11844 is also allowed to move in the next frame (in old versions before 3.1.1,
11845 the player was forced to wait again for eight frames before next try) */
11847 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11848 player->move_delay = 0; /* allow direct movement in the next frame */
11851 if (player->move_delay == -1) /* not yet initialized by DigField() */
11852 player->move_delay = player->move_delay_value;
11854 if (game.engine_version < VERSION_IDENT(3,0,7,0))
11856 TestIfPlayerTouchesBadThing(jx, jy);
11857 TestIfPlayerTouchesCustomElement(jx, jy);
11860 if (!player->active)
11861 RemovePlayer(player);
11866 void ScrollPlayer(struct PlayerInfo *player, int mode)
11868 int jx = player->jx, jy = player->jy;
11869 int last_jx = player->last_jx, last_jy = player->last_jy;
11870 int move_stepsize = TILEX / player->move_delay_value;
11872 #if USE_NEW_PLAYER_SPEED
11873 if (!player->active)
11876 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
11879 if (!player->active || player->MovPos == 0)
11883 if (mode == SCROLL_INIT)
11885 player->actual_frame_counter = FrameCounter;
11886 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
11888 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
11889 Feld[last_jx][last_jy] == EL_EMPTY)
11891 int last_field_block_delay = 0; /* start with no blocking at all */
11892 int block_delay_adjustment = player->block_delay_adjustment;
11894 /* if player blocks last field, add delay for exactly one move */
11895 if (player->block_last_field)
11897 last_field_block_delay += player->move_delay_value;
11899 /* when blocking enabled, prevent moving up despite gravity */
11900 #if USE_PLAYER_GRAVITY
11901 if (player->gravity && player->MovDir == MV_UP)
11902 block_delay_adjustment = -1;
11904 if (game.gravity && player->MovDir == MV_UP)
11905 block_delay_adjustment = -1;
11909 /* add block delay adjustment (also possible when not blocking) */
11910 last_field_block_delay += block_delay_adjustment;
11912 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
11913 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
11916 #if USE_NEW_PLAYER_SPEED
11917 if (player->MovPos != 0) /* player has not yet reached destination */
11923 else if (!FrameReached(&player->actual_frame_counter, 1))
11926 #if USE_NEW_PLAYER_SPEED
11927 if (player->MovPos != 0)
11929 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
11930 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
11932 /* before DrawPlayer() to draw correct player graphic for this case */
11933 if (player->MovPos == 0)
11934 CheckGravityMovement(player);
11937 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
11938 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
11940 /* before DrawPlayer() to draw correct player graphic for this case */
11941 if (player->MovPos == 0)
11942 CheckGravityMovement(player);
11945 if (player->MovPos == 0) /* player reached destination field */
11947 if (player->move_delay_reset_counter > 0)
11949 player->move_delay_reset_counter--;
11951 if (player->move_delay_reset_counter == 0)
11953 /* continue with normal speed after quickly moving through gate */
11954 HALVE_PLAYER_SPEED(player);
11956 /* be able to make the next move without delay */
11957 player->move_delay = 0;
11961 player->last_jx = jx;
11962 player->last_jy = jy;
11964 if (Feld[jx][jy] == EL_EXIT_OPEN ||
11965 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
11966 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
11967 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
11968 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
11969 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
11971 DrawPlayer(player); /* needed here only to cleanup last field */
11972 RemovePlayer(player);
11974 if (local_player->friends_still_needed == 0 ||
11975 IS_SP_ELEMENT(Feld[jx][jy]))
11976 PlayerWins(player);
11979 /* this breaks one level: "machine", level 000 */
11981 int move_direction = player->MovDir;
11982 int enter_side = MV_DIR_OPPOSITE(move_direction);
11983 int leave_side = move_direction;
11984 int old_jx = last_jx;
11985 int old_jy = last_jy;
11986 int old_element = Feld[old_jx][old_jy];
11987 int new_element = Feld[jx][jy];
11989 if (IS_CUSTOM_ELEMENT(old_element))
11990 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
11992 player->index_bit, leave_side);
11994 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
11995 CE_PLAYER_LEAVES_X,
11996 player->index_bit, leave_side);
11998 if (IS_CUSTOM_ELEMENT(new_element))
11999 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12000 player->index_bit, enter_side);
12002 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12003 CE_PLAYER_ENTERS_X,
12004 player->index_bit, enter_side);
12006 CheckTriggeredElementChangeBySide(jx, jy, player->element_nr,
12007 CE_MOVE_OF_X, move_direction);
12010 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12012 TestIfPlayerTouchesBadThing(jx, jy);
12013 TestIfPlayerTouchesCustomElement(jx, jy);
12015 /* needed because pushed element has not yet reached its destination,
12016 so it would trigger a change event at its previous field location */
12017 if (!player->is_pushing)
12018 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12020 if (!player->active)
12021 RemovePlayer(player);
12024 if (!local_player->LevelSolved && level.use_step_counter)
12034 if (TimeLeft <= 10 && setup.time_limit)
12035 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12037 DrawGameValue_Time(TimeLeft);
12039 if (!TimeLeft && setup.time_limit)
12040 for (i = 0; i < MAX_PLAYERS; i++)
12041 KillPlayer(&stored_player[i]);
12043 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
12044 DrawGameValue_Time(TimePlayed);
12047 if (tape.single_step && tape.recording && !tape.pausing &&
12048 !player->programmed_action)
12049 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12053 void ScrollScreen(struct PlayerInfo *player, int mode)
12055 static unsigned long screen_frame_counter = 0;
12057 if (mode == SCROLL_INIT)
12059 /* set scrolling step size according to actual player's moving speed */
12060 ScrollStepSize = TILEX / player->move_delay_value;
12062 screen_frame_counter = FrameCounter;
12063 ScreenMovDir = player->MovDir;
12064 ScreenMovPos = player->MovPos;
12065 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12068 else if (!FrameReached(&screen_frame_counter, 1))
12073 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12074 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12075 redraw_mask |= REDRAW_FIELD;
12078 ScreenMovDir = MV_NONE;
12081 void TestIfPlayerTouchesCustomElement(int x, int y)
12083 static int xy[4][2] =
12090 static int trigger_sides[4][2] =
12092 /* center side border side */
12093 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12094 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12095 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12096 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12098 static int touch_dir[4] =
12100 MV_LEFT | MV_RIGHT,
12105 int center_element = Feld[x][y]; /* should always be non-moving! */
12108 for (i = 0; i < NUM_DIRECTIONS; i++)
12110 int xx = x + xy[i][0];
12111 int yy = y + xy[i][1];
12112 int center_side = trigger_sides[i][0];
12113 int border_side = trigger_sides[i][1];
12114 int border_element;
12116 if (!IN_LEV_FIELD(xx, yy))
12119 if (IS_PLAYER(x, y))
12121 struct PlayerInfo *player = PLAYERINFO(x, y);
12123 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12124 border_element = Feld[xx][yy]; /* may be moving! */
12125 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12126 border_element = Feld[xx][yy];
12127 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12128 border_element = MovingOrBlocked2Element(xx, yy);
12130 continue; /* center and border element do not touch */
12132 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12133 player->index_bit, border_side);
12134 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12135 CE_PLAYER_TOUCHES_X,
12136 player->index_bit, border_side);
12138 else if (IS_PLAYER(xx, yy))
12140 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12142 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12144 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12145 continue; /* center and border element do not touch */
12148 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12149 player->index_bit, center_side);
12150 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12151 CE_PLAYER_TOUCHES_X,
12152 player->index_bit, center_side);
12158 #if USE_ELEMENT_TOUCHING_BUGFIX
12160 void TestIfElementTouchesCustomElement(int x, int y)
12162 static int xy[4][2] =
12169 static int trigger_sides[4][2] =
12171 /* center side border side */
12172 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12173 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12174 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12175 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12177 static int touch_dir[4] =
12179 MV_LEFT | MV_RIGHT,
12184 boolean change_center_element = FALSE;
12185 int center_element = Feld[x][y]; /* should always be non-moving! */
12186 int border_element_old[NUM_DIRECTIONS];
12189 for (i = 0; i < NUM_DIRECTIONS; i++)
12191 int xx = x + xy[i][0];
12192 int yy = y + xy[i][1];
12193 int border_element;
12195 border_element_old[i] = -1;
12197 if (!IN_LEV_FIELD(xx, yy))
12200 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12201 border_element = Feld[xx][yy]; /* may be moving! */
12202 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12203 border_element = Feld[xx][yy];
12204 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12205 border_element = MovingOrBlocked2Element(xx, yy);
12207 continue; /* center and border element do not touch */
12209 border_element_old[i] = border_element;
12212 for (i = 0; i < NUM_DIRECTIONS; i++)
12214 int xx = x + xy[i][0];
12215 int yy = y + xy[i][1];
12216 int center_side = trigger_sides[i][0];
12217 int border_element = border_element_old[i];
12219 if (border_element == -1)
12222 /* check for change of border element */
12223 CheckElementChangeBySide(xx, yy, border_element, center_element,
12224 CE_TOUCHING_X, center_side);
12227 for (i = 0; i < NUM_DIRECTIONS; i++)
12229 int border_side = trigger_sides[i][1];
12230 int border_element = border_element_old[i];
12232 if (border_element == -1)
12235 /* check for change of center element (but change it only once) */
12236 if (!change_center_element)
12237 change_center_element =
12238 CheckElementChangeBySide(x, y, center_element, border_element,
12239 CE_TOUCHING_X, border_side);
12245 void TestIfElementTouchesCustomElement_OLD(int x, int y)
12247 static int xy[4][2] =
12254 static int trigger_sides[4][2] =
12256 /* center side border side */
12257 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12258 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12259 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12260 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12262 static int touch_dir[4] =
12264 MV_LEFT | MV_RIGHT,
12269 boolean change_center_element = FALSE;
12270 int center_element = Feld[x][y]; /* should always be non-moving! */
12273 for (i = 0; i < NUM_DIRECTIONS; i++)
12275 int xx = x + xy[i][0];
12276 int yy = y + xy[i][1];
12277 int center_side = trigger_sides[i][0];
12278 int border_side = trigger_sides[i][1];
12279 int border_element;
12281 if (!IN_LEV_FIELD(xx, yy))
12284 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12285 border_element = Feld[xx][yy]; /* may be moving! */
12286 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12287 border_element = Feld[xx][yy];
12288 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12289 border_element = MovingOrBlocked2Element(xx, yy);
12291 continue; /* center and border element do not touch */
12293 /* check for change of center element (but change it only once) */
12294 if (!change_center_element)
12295 change_center_element =
12296 CheckElementChangeBySide(x, y, center_element, border_element,
12297 CE_TOUCHING_X, border_side);
12299 /* check for change of border element */
12300 CheckElementChangeBySide(xx, yy, border_element, center_element,
12301 CE_TOUCHING_X, center_side);
12307 void TestIfElementHitsCustomElement(int x, int y, int direction)
12309 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12310 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12311 int hitx = x + dx, hity = y + dy;
12312 int hitting_element = Feld[x][y];
12313 int touched_element;
12315 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12318 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12319 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12321 if (IN_LEV_FIELD(hitx, hity))
12323 int opposite_direction = MV_DIR_OPPOSITE(direction);
12324 int hitting_side = direction;
12325 int touched_side = opposite_direction;
12326 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12327 MovDir[hitx][hity] != direction ||
12328 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12334 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12335 CE_HITTING_X, touched_side);
12337 CheckElementChangeBySide(hitx, hity, touched_element,
12338 hitting_element, CE_HIT_BY_X, hitting_side);
12340 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12341 CE_HIT_BY_SOMETHING, opposite_direction);
12345 /* "hitting something" is also true when hitting the playfield border */
12346 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12347 CE_HITTING_SOMETHING, direction);
12351 void TestIfElementSmashesCustomElement(int x, int y, int direction)
12353 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12354 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12355 int hitx = x + dx, hity = y + dy;
12356 int hitting_element = Feld[x][y];
12357 int touched_element;
12359 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
12360 !IS_FREE(hitx, hity) &&
12361 (!IS_MOVING(hitx, hity) ||
12362 MovDir[hitx][hity] != direction ||
12363 ABS(MovPos[hitx][hity]) <= TILEY / 2));
12366 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12370 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
12374 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12375 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12377 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12378 EP_CAN_SMASH_EVERYTHING, direction);
12380 if (IN_LEV_FIELD(hitx, hity))
12382 int opposite_direction = MV_DIR_OPPOSITE(direction);
12383 int hitting_side = direction;
12384 int touched_side = opposite_direction;
12386 int touched_element = MovingOrBlocked2Element(hitx, hity);
12389 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12390 MovDir[hitx][hity] != direction ||
12391 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12400 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12401 CE_SMASHED_BY_SOMETHING, opposite_direction);
12403 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12404 CE_OTHER_IS_SMASHING, touched_side);
12406 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12407 CE_OTHER_GETS_SMASHED, hitting_side);
12413 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12415 int i, kill_x = -1, kill_y = -1;
12417 int bad_element = -1;
12418 static int test_xy[4][2] =
12425 static int test_dir[4] =
12433 for (i = 0; i < NUM_DIRECTIONS; i++)
12435 int test_x, test_y, test_move_dir, test_element;
12437 test_x = good_x + test_xy[i][0];
12438 test_y = good_y + test_xy[i][1];
12440 if (!IN_LEV_FIELD(test_x, test_y))
12444 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12446 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12448 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12449 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12451 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12452 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12456 bad_element = test_element;
12462 if (kill_x != -1 || kill_y != -1)
12464 if (IS_PLAYER(good_x, good_y))
12466 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12468 if (player->shield_deadly_time_left > 0 &&
12469 !IS_INDESTRUCTIBLE(bad_element))
12470 Bang(kill_x, kill_y);
12471 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12472 KillPlayer(player);
12475 Bang(good_x, good_y);
12479 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12481 int i, kill_x = -1, kill_y = -1;
12482 int bad_element = Feld[bad_x][bad_y];
12483 static int test_xy[4][2] =
12490 static int touch_dir[4] =
12492 MV_LEFT | MV_RIGHT,
12497 static int test_dir[4] =
12505 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12508 for (i = 0; i < NUM_DIRECTIONS; i++)
12510 int test_x, test_y, test_move_dir, test_element;
12512 test_x = bad_x + test_xy[i][0];
12513 test_y = bad_y + test_xy[i][1];
12514 if (!IN_LEV_FIELD(test_x, test_y))
12518 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12520 test_element = Feld[test_x][test_y];
12522 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12523 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12525 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12526 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12528 /* good thing is player or penguin that does not move away */
12529 if (IS_PLAYER(test_x, test_y))
12531 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12533 if (bad_element == EL_ROBOT && player->is_moving)
12534 continue; /* robot does not kill player if he is moving */
12536 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12538 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12539 continue; /* center and border element do not touch */
12546 else if (test_element == EL_PENGUIN)
12555 if (kill_x != -1 || kill_y != -1)
12557 if (IS_PLAYER(kill_x, kill_y))
12559 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12561 if (player->shield_deadly_time_left > 0 &&
12562 !IS_INDESTRUCTIBLE(bad_element))
12563 Bang(bad_x, bad_y);
12564 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12565 KillPlayer(player);
12568 Bang(kill_x, kill_y);
12572 void TestIfPlayerTouchesBadThing(int x, int y)
12574 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12577 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
12579 TestIfGoodThingHitsBadThing(x, y, move_dir);
12582 void TestIfBadThingTouchesPlayer(int x, int y)
12584 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12587 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
12589 TestIfBadThingHitsGoodThing(x, y, move_dir);
12592 void TestIfFriendTouchesBadThing(int x, int y)
12594 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
12597 void TestIfBadThingTouchesFriend(int x, int y)
12599 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
12602 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
12604 int i, kill_x = bad_x, kill_y = bad_y;
12605 static int xy[4][2] =
12613 for (i = 0; i < NUM_DIRECTIONS; i++)
12617 x = bad_x + xy[i][0];
12618 y = bad_y + xy[i][1];
12619 if (!IN_LEV_FIELD(x, y))
12622 element = Feld[x][y];
12623 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
12624 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
12632 if (kill_x != bad_x || kill_y != bad_y)
12633 Bang(bad_x, bad_y);
12636 void KillPlayer(struct PlayerInfo *player)
12638 int jx = player->jx, jy = player->jy;
12640 if (!player->active)
12643 /* the following code was introduced to prevent an infinite loop when calling
12645 -> CheckTriggeredElementChangeExt()
12646 -> ExecuteCustomElementAction()
12648 -> (infinitely repeating the above sequence of function calls)
12649 which occurs when killing the player while having a CE with the setting
12650 "kill player X when explosion of <player X>"; the solution using a new
12651 field "player->killed" was chosen for backwards compatibility, although
12652 clever use of the fields "player->active" etc. would probably also work */
12654 if (player->killed)
12658 player->killed = TRUE;
12660 /* remove accessible field at the player's position */
12661 Feld[jx][jy] = EL_EMPTY;
12663 /* deactivate shield (else Bang()/Explode() would not work right) */
12664 player->shield_normal_time_left = 0;
12665 player->shield_deadly_time_left = 0;
12668 BuryPlayer(player);
12671 static void KillPlayerUnlessEnemyProtected(int x, int y)
12673 if (!PLAYER_ENEMY_PROTECTED(x, y))
12674 KillPlayer(PLAYERINFO(x, y));
12677 static void KillPlayerUnlessExplosionProtected(int x, int y)
12679 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
12680 KillPlayer(PLAYERINFO(x, y));
12683 void BuryPlayer(struct PlayerInfo *player)
12685 int jx = player->jx, jy = player->jy;
12687 if (!player->active)
12690 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
12691 PlayLevelSound(jx, jy, SND_GAME_LOSING);
12693 player->GameOver = TRUE;
12694 RemovePlayer(player);
12697 void RemovePlayer(struct PlayerInfo *player)
12699 int jx = player->jx, jy = player->jy;
12700 int i, found = FALSE;
12702 player->present = FALSE;
12703 player->active = FALSE;
12705 if (!ExplodeField[jx][jy])
12706 StorePlayer[jx][jy] = 0;
12708 if (player->is_moving)
12709 DrawLevelField(player->last_jx, player->last_jy);
12711 for (i = 0; i < MAX_PLAYERS; i++)
12712 if (stored_player[i].active)
12716 AllPlayersGone = TRUE;
12722 #if USE_NEW_SNAP_DELAY
12723 static void setFieldForSnapping(int x, int y, int element, int direction)
12725 struct ElementInfo *ei = &element_info[element];
12726 int direction_bit = MV_DIR_TO_BIT(direction);
12727 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
12728 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
12729 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
12731 Feld[x][y] = EL_ELEMENT_SNAPPING;
12732 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
12734 ResetGfxAnimation(x, y);
12736 GfxElement[x][y] = element;
12737 GfxAction[x][y] = action;
12738 GfxDir[x][y] = direction;
12739 GfxFrame[x][y] = -1;
12744 =============================================================================
12745 checkDiagonalPushing()
12746 -----------------------------------------------------------------------------
12747 check if diagonal input device direction results in pushing of object
12748 (by checking if the alternative direction is walkable, diggable, ...)
12749 =============================================================================
12752 static boolean checkDiagonalPushing(struct PlayerInfo *player,
12753 int x, int y, int real_dx, int real_dy)
12755 int jx, jy, dx, dy, xx, yy;
12757 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
12760 /* diagonal direction: check alternative direction */
12765 xx = jx + (dx == 0 ? real_dx : 0);
12766 yy = jy + (dy == 0 ? real_dy : 0);
12768 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
12772 =============================================================================
12774 -----------------------------------------------------------------------------
12775 x, y: field next to player (non-diagonal) to try to dig to
12776 real_dx, real_dy: direction as read from input device (can be diagonal)
12777 =============================================================================
12780 int DigField(struct PlayerInfo *player,
12781 int oldx, int oldy, int x, int y,
12782 int real_dx, int real_dy, int mode)
12784 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
12785 boolean player_was_pushing = player->is_pushing;
12786 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
12787 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
12788 int jx = oldx, jy = oldy;
12789 int dx = x - jx, dy = y - jy;
12790 int nextx = x + dx, nexty = y + dy;
12791 int move_direction = (dx == -1 ? MV_LEFT :
12792 dx == +1 ? MV_RIGHT :
12794 dy == +1 ? MV_DOWN : MV_NONE);
12795 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
12796 int dig_side = MV_DIR_OPPOSITE(move_direction);
12797 int old_element = Feld[jx][jy];
12798 #if USE_FIXED_DONT_RUN_INTO
12799 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
12805 if (is_player) /* function can also be called by EL_PENGUIN */
12807 if (player->MovPos == 0)
12809 player->is_digging = FALSE;
12810 player->is_collecting = FALSE;
12813 if (player->MovPos == 0) /* last pushing move finished */
12814 player->is_pushing = FALSE;
12816 if (mode == DF_NO_PUSH) /* player just stopped pushing */
12818 player->is_switching = FALSE;
12819 player->push_delay = -1;
12821 return MP_NO_ACTION;
12825 #if !USE_FIXED_DONT_RUN_INTO
12826 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
12827 return MP_NO_ACTION;
12830 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
12831 old_element = Back[jx][jy];
12833 /* in case of element dropped at player position, check background */
12834 else if (Back[jx][jy] != EL_EMPTY &&
12835 game.engine_version >= VERSION_IDENT(2,2,0,0))
12836 old_element = Back[jx][jy];
12838 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
12839 return MP_NO_ACTION; /* field has no opening in this direction */
12841 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
12842 return MP_NO_ACTION; /* field has no opening in this direction */
12844 #if USE_FIXED_DONT_RUN_INTO
12845 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
12849 Feld[jx][jy] = player->artwork_element;
12850 InitMovingField(jx, jy, MV_DOWN);
12851 Store[jx][jy] = EL_ACID;
12852 ContinueMoving(jx, jy);
12853 BuryPlayer(player);
12855 return MP_DONT_RUN_INTO;
12859 #if USE_FIXED_DONT_RUN_INTO
12860 if (player_can_move && DONT_RUN_INTO(element))
12862 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
12864 return MP_DONT_RUN_INTO;
12868 #if USE_FIXED_DONT_RUN_INTO
12869 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
12870 return MP_NO_ACTION;
12873 #if !USE_FIXED_DONT_RUN_INTO
12874 element = Feld[x][y];
12877 collect_count = element_info[element].collect_count_initial;
12879 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
12880 return MP_NO_ACTION;
12882 if (game.engine_version < VERSION_IDENT(2,2,0,0))
12883 player_can_move = player_can_move_or_snap;
12885 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
12886 game.engine_version >= VERSION_IDENT(2,2,0,0))
12888 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
12889 player->index_bit, dig_side);
12890 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
12891 player->index_bit, dig_side);
12893 if (element == EL_DC_LANDMINE)
12896 if (Feld[x][y] != element) /* field changed by snapping */
12899 return MP_NO_ACTION;
12902 #if USE_PLAYER_GRAVITY
12903 if (player->gravity && is_player && !player->is_auto_moving &&
12904 canFallDown(player) && move_direction != MV_DOWN &&
12905 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
12906 return MP_NO_ACTION; /* player cannot walk here due to gravity */
12908 if (game.gravity && is_player && !player->is_auto_moving &&
12909 canFallDown(player) && move_direction != MV_DOWN &&
12910 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
12911 return MP_NO_ACTION; /* player cannot walk here due to gravity */
12914 if (player_can_move &&
12915 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
12917 int sound_element = SND_ELEMENT(element);
12918 int sound_action = ACTION_WALKING;
12920 if (IS_RND_GATE(element))
12922 if (!player->key[RND_GATE_NR(element)])
12923 return MP_NO_ACTION;
12925 else if (IS_RND_GATE_GRAY(element))
12927 if (!player->key[RND_GATE_GRAY_NR(element)])
12928 return MP_NO_ACTION;
12930 else if (IS_RND_GATE_GRAY_ACTIVE(element))
12932 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
12933 return MP_NO_ACTION;
12935 else if (element == EL_EXIT_OPEN ||
12936 element == EL_EM_EXIT_OPEN ||
12937 element == EL_STEEL_EXIT_OPEN ||
12938 element == EL_EM_STEEL_EXIT_OPEN ||
12939 element == EL_SP_EXIT_OPEN ||
12940 element == EL_SP_EXIT_OPENING)
12942 sound_action = ACTION_PASSING; /* player is passing exit */
12944 else if (element == EL_EMPTY)
12946 sound_action = ACTION_MOVING; /* nothing to walk on */
12949 /* play sound from background or player, whatever is available */
12950 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
12951 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
12953 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
12955 else if (player_can_move &&
12956 IS_PASSABLE(element) && canPassField(x, y, move_direction))
12958 if (!ACCESS_FROM(element, opposite_direction))
12959 return MP_NO_ACTION; /* field not accessible from this direction */
12961 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
12962 return MP_NO_ACTION;
12964 if (IS_EM_GATE(element))
12966 if (!player->key[EM_GATE_NR(element)])
12967 return MP_NO_ACTION;
12969 else if (IS_EM_GATE_GRAY(element))
12971 if (!player->key[EM_GATE_GRAY_NR(element)])
12972 return MP_NO_ACTION;
12974 else if (IS_EM_GATE_GRAY_ACTIVE(element))
12976 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
12977 return MP_NO_ACTION;
12979 else if (IS_EMC_GATE(element))
12981 if (!player->key[EMC_GATE_NR(element)])
12982 return MP_NO_ACTION;
12984 else if (IS_EMC_GATE_GRAY(element))
12986 if (!player->key[EMC_GATE_GRAY_NR(element)])
12987 return MP_NO_ACTION;
12989 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
12991 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
12992 return MP_NO_ACTION;
12994 else if (element == EL_DC_GATE_WHITE ||
12995 element == EL_DC_GATE_WHITE_GRAY ||
12996 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
12998 if (player->num_white_keys == 0)
12999 return MP_NO_ACTION;
13001 player->num_white_keys--;
13003 else if (IS_SP_PORT(element))
13005 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13006 element == EL_SP_GRAVITY_PORT_RIGHT ||
13007 element == EL_SP_GRAVITY_PORT_UP ||
13008 element == EL_SP_GRAVITY_PORT_DOWN)
13009 #if USE_PLAYER_GRAVITY
13010 player->gravity = !player->gravity;
13012 game.gravity = !game.gravity;
13014 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13015 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13016 element == EL_SP_GRAVITY_ON_PORT_UP ||
13017 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13018 #if USE_PLAYER_GRAVITY
13019 player->gravity = TRUE;
13021 game.gravity = TRUE;
13023 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13024 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13025 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13026 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13027 #if USE_PLAYER_GRAVITY
13028 player->gravity = FALSE;
13030 game.gravity = FALSE;
13034 /* automatically move to the next field with double speed */
13035 player->programmed_action = move_direction;
13037 if (player->move_delay_reset_counter == 0)
13039 player->move_delay_reset_counter = 2; /* two double speed steps */
13041 DOUBLE_PLAYER_SPEED(player);
13044 PlayLevelSoundAction(x, y, ACTION_PASSING);
13046 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13050 if (mode != DF_SNAP)
13052 GfxElement[x][y] = GFX_ELEMENT(element);
13053 player->is_digging = TRUE;
13056 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13058 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13059 player->index_bit, dig_side);
13061 if (mode == DF_SNAP)
13063 #if USE_NEW_SNAP_DELAY
13064 if (level.block_snap_field)
13065 setFieldForSnapping(x, y, element, move_direction);
13067 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13069 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13072 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13073 player->index_bit, dig_side);
13076 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13080 if (is_player && mode != DF_SNAP)
13082 GfxElement[x][y] = element;
13083 player->is_collecting = TRUE;
13086 if (element == EL_SPEED_PILL)
13088 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13090 else if (element == EL_EXTRA_TIME && level.time > 0)
13092 TimeLeft += level.extra_time;
13093 DrawGameValue_Time(TimeLeft);
13095 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13097 player->shield_normal_time_left += level.shield_normal_time;
13098 if (element == EL_SHIELD_DEADLY)
13099 player->shield_deadly_time_left += level.shield_deadly_time;
13101 else if (element == EL_DYNAMITE ||
13102 element == EL_EM_DYNAMITE ||
13103 element == EL_SP_DISK_RED)
13105 if (player->inventory_size < MAX_INVENTORY_SIZE)
13106 player->inventory_element[player->inventory_size++] = element;
13108 DrawGameDoorValues();
13110 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13112 player->dynabomb_count++;
13113 player->dynabombs_left++;
13115 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13117 player->dynabomb_size++;
13119 else if (element == EL_DYNABOMB_INCREASE_POWER)
13121 player->dynabomb_xl = TRUE;
13123 else if (IS_KEY(element))
13125 player->key[KEY_NR(element)] = TRUE;
13127 DrawGameDoorValues();
13129 else if (element == EL_DC_KEY_WHITE)
13131 player->num_white_keys++;
13133 /* display white keys? */
13134 /* DrawGameDoorValues(); */
13136 else if (IS_ENVELOPE(element))
13138 player->show_envelope = element;
13140 else if (element == EL_EMC_LENSES)
13142 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13144 RedrawAllInvisibleElementsForLenses();
13146 else if (element == EL_EMC_MAGNIFIER)
13148 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13150 RedrawAllInvisibleElementsForMagnifier();
13152 else if (IS_DROPPABLE(element) ||
13153 IS_THROWABLE(element)) /* can be collected and dropped */
13157 if (collect_count == 0)
13158 player->inventory_infinite_element = element;
13160 for (i = 0; i < collect_count; i++)
13161 if (player->inventory_size < MAX_INVENTORY_SIZE)
13162 player->inventory_element[player->inventory_size++] = element;
13164 DrawGameDoorValues();
13166 else if (collect_count > 0)
13168 local_player->gems_still_needed -= collect_count;
13169 if (local_player->gems_still_needed < 0)
13170 local_player->gems_still_needed = 0;
13172 DrawGameValue_Emeralds(local_player->gems_still_needed);
13175 RaiseScoreElement(element);
13176 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13179 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13180 player->index_bit, dig_side);
13182 if (mode == DF_SNAP)
13184 #if USE_NEW_SNAP_DELAY
13185 if (level.block_snap_field)
13186 setFieldForSnapping(x, y, element, move_direction);
13188 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13190 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13193 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13194 player->index_bit, dig_side);
13197 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13199 if (mode == DF_SNAP && element != EL_BD_ROCK)
13200 return MP_NO_ACTION;
13202 if (CAN_FALL(element) && dy)
13203 return MP_NO_ACTION;
13205 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13206 !(element == EL_SPRING && level.use_spring_bug))
13207 return MP_NO_ACTION;
13209 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13210 ((move_direction & MV_VERTICAL &&
13211 ((element_info[element].move_pattern & MV_LEFT &&
13212 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13213 (element_info[element].move_pattern & MV_RIGHT &&
13214 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13215 (move_direction & MV_HORIZONTAL &&
13216 ((element_info[element].move_pattern & MV_UP &&
13217 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13218 (element_info[element].move_pattern & MV_DOWN &&
13219 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13220 return MP_NO_ACTION;
13222 /* do not push elements already moving away faster than player */
13223 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13224 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13225 return MP_NO_ACTION;
13227 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13229 if (player->push_delay_value == -1 || !player_was_pushing)
13230 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13232 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13234 if (player->push_delay_value == -1)
13235 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13237 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13239 if (!player->is_pushing)
13240 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13243 player->is_pushing = TRUE;
13244 player->is_active = TRUE;
13246 if (!(IN_LEV_FIELD(nextx, nexty) &&
13247 (IS_FREE(nextx, nexty) ||
13248 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
13249 IS_SB_ELEMENT(element)))))
13250 return MP_NO_ACTION;
13252 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13253 return MP_NO_ACTION;
13255 if (player->push_delay == -1) /* new pushing; restart delay */
13256 player->push_delay = 0;
13258 if (player->push_delay < player->push_delay_value &&
13259 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13260 element != EL_SPRING && element != EL_BALLOON)
13262 /* make sure that there is no move delay before next try to push */
13263 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13264 player->move_delay = 0;
13266 return MP_NO_ACTION;
13269 if (IS_SB_ELEMENT(element))
13271 if (element == EL_SOKOBAN_FIELD_FULL)
13273 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13274 local_player->sokobanfields_still_needed++;
13277 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13279 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13280 local_player->sokobanfields_still_needed--;
13283 Feld[x][y] = EL_SOKOBAN_OBJECT;
13285 if (Back[x][y] == Back[nextx][nexty])
13286 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13287 else if (Back[x][y] != 0)
13288 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13291 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13294 if (local_player->sokobanfields_still_needed == 0 &&
13295 game.emulation == EMU_SOKOBAN)
13297 PlayerWins(player);
13299 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13303 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13305 InitMovingField(x, y, move_direction);
13306 GfxAction[x][y] = ACTION_PUSHING;
13308 if (mode == DF_SNAP)
13309 ContinueMoving(x, y);
13311 MovPos[x][y] = (dx != 0 ? dx : dy);
13313 Pushed[x][y] = TRUE;
13314 Pushed[nextx][nexty] = TRUE;
13316 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13317 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13319 player->push_delay_value = -1; /* get new value later */
13321 /* check for element change _after_ element has been pushed */
13322 if (game.use_change_when_pushing_bug)
13324 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13325 player->index_bit, dig_side);
13326 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13327 player->index_bit, dig_side);
13330 else if (IS_SWITCHABLE(element))
13332 if (PLAYER_SWITCHING(player, x, y))
13334 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13335 player->index_bit, dig_side);
13340 player->is_switching = TRUE;
13341 player->switch_x = x;
13342 player->switch_y = y;
13344 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13346 if (element == EL_ROBOT_WHEEL)
13348 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13352 DrawLevelField(x, y);
13354 else if (element == EL_SP_TERMINAL)
13358 SCAN_PLAYFIELD(xx, yy)
13360 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13362 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13363 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13366 else if (IS_BELT_SWITCH(element))
13368 ToggleBeltSwitch(x, y);
13370 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13371 element == EL_SWITCHGATE_SWITCH_DOWN ||
13372 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13373 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13375 ToggleSwitchgateSwitch(x, y);
13377 else if (element == EL_LIGHT_SWITCH ||
13378 element == EL_LIGHT_SWITCH_ACTIVE)
13380 ToggleLightSwitch(x, y);
13382 else if (element == EL_TIMEGATE_SWITCH ||
13383 element == EL_DC_TIMEGATE_SWITCH)
13385 ActivateTimegateSwitch(x, y);
13387 else if (element == EL_BALLOON_SWITCH_LEFT ||
13388 element == EL_BALLOON_SWITCH_RIGHT ||
13389 element == EL_BALLOON_SWITCH_UP ||
13390 element == EL_BALLOON_SWITCH_DOWN ||
13391 element == EL_BALLOON_SWITCH_NONE ||
13392 element == EL_BALLOON_SWITCH_ANY)
13394 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13395 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13396 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13397 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13398 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13401 else if (element == EL_LAMP)
13403 Feld[x][y] = EL_LAMP_ACTIVE;
13404 local_player->lights_still_needed--;
13406 ResetGfxAnimation(x, y);
13407 DrawLevelField(x, y);
13409 else if (element == EL_TIME_ORB_FULL)
13411 Feld[x][y] = EL_TIME_ORB_EMPTY;
13413 if (level.time > 0 || level.use_time_orb_bug)
13415 TimeLeft += level.time_orb_time;
13416 DrawGameValue_Time(TimeLeft);
13419 ResetGfxAnimation(x, y);
13420 DrawLevelField(x, y);
13422 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13423 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13427 game.ball_state = !game.ball_state;
13429 SCAN_PLAYFIELD(xx, yy)
13431 int e = Feld[xx][yy];
13433 if (game.ball_state)
13435 if (e == EL_EMC_MAGIC_BALL)
13436 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13437 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13438 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13442 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13443 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13444 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13445 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13450 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13451 player->index_bit, dig_side);
13453 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13454 player->index_bit, dig_side);
13456 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13457 player->index_bit, dig_side);
13463 if (!PLAYER_SWITCHING(player, x, y))
13465 player->is_switching = TRUE;
13466 player->switch_x = x;
13467 player->switch_y = y;
13469 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13470 player->index_bit, dig_side);
13471 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13472 player->index_bit, dig_side);
13474 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13475 player->index_bit, dig_side);
13476 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13477 player->index_bit, dig_side);
13480 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13481 player->index_bit, dig_side);
13482 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13483 player->index_bit, dig_side);
13485 return MP_NO_ACTION;
13488 player->push_delay = -1;
13490 if (is_player) /* function can also be called by EL_PENGUIN */
13492 if (Feld[x][y] != element) /* really digged/collected something */
13494 player->is_collecting = !player->is_digging;
13495 player->is_active = TRUE;
13502 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13504 int jx = player->jx, jy = player->jy;
13505 int x = jx + dx, y = jy + dy;
13506 int snap_direction = (dx == -1 ? MV_LEFT :
13507 dx == +1 ? MV_RIGHT :
13509 dy == +1 ? MV_DOWN : MV_NONE);
13510 boolean can_continue_snapping = (level.continuous_snapping &&
13511 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13513 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13516 if (!player->active || !IN_LEV_FIELD(x, y))
13524 if (player->MovPos == 0)
13525 player->is_pushing = FALSE;
13527 player->is_snapping = FALSE;
13529 if (player->MovPos == 0)
13531 player->is_moving = FALSE;
13532 player->is_digging = FALSE;
13533 player->is_collecting = FALSE;
13539 #if USE_NEW_CONTINUOUS_SNAPPING
13540 /* prevent snapping with already pressed snap key when not allowed */
13541 if (player->is_snapping && !can_continue_snapping)
13544 if (player->is_snapping)
13548 player->MovDir = snap_direction;
13550 if (player->MovPos == 0)
13552 player->is_moving = FALSE;
13553 player->is_digging = FALSE;
13554 player->is_collecting = FALSE;
13557 player->is_dropping = FALSE;
13558 player->is_dropping_pressed = FALSE;
13559 player->drop_pressed_delay = 0;
13561 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
13564 player->is_snapping = TRUE;
13565 player->is_active = TRUE;
13567 if (player->MovPos == 0)
13569 player->is_moving = FALSE;
13570 player->is_digging = FALSE;
13571 player->is_collecting = FALSE;
13574 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
13575 DrawLevelField(player->last_jx, player->last_jy);
13577 DrawLevelField(x, y);
13582 boolean DropElement(struct PlayerInfo *player)
13584 int old_element, new_element;
13585 int dropx = player->jx, dropy = player->jy;
13586 int drop_direction = player->MovDir;
13587 int drop_side = drop_direction;
13588 int drop_element = (player->inventory_size > 0 ?
13589 player->inventory_element[player->inventory_size - 1] :
13590 player->inventory_infinite_element != EL_UNDEFINED ?
13591 player->inventory_infinite_element :
13592 player->dynabombs_left > 0 ?
13593 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
13596 player->is_dropping_pressed = TRUE;
13598 /* do not drop an element on top of another element; when holding drop key
13599 pressed without moving, dropped element must move away before the next
13600 element can be dropped (this is especially important if the next element
13601 is dynamite, which can be placed on background for historical reasons) */
13602 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
13605 if (IS_THROWABLE(drop_element))
13607 dropx += GET_DX_FROM_DIR(drop_direction);
13608 dropy += GET_DY_FROM_DIR(drop_direction);
13610 if (!IN_LEV_FIELD(dropx, dropy))
13614 old_element = Feld[dropx][dropy]; /* old element at dropping position */
13615 new_element = drop_element; /* default: no change when dropping */
13617 /* check if player is active, not moving and ready to drop */
13618 if (!player->active || player->MovPos || player->drop_delay > 0)
13621 /* check if player has anything that can be dropped */
13622 if (new_element == EL_UNDEFINED)
13625 /* check if drop key was pressed long enough for EM style dynamite */
13626 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
13629 /* check if anything can be dropped at the current position */
13630 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
13633 /* collected custom elements can only be dropped on empty fields */
13634 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
13637 if (old_element != EL_EMPTY)
13638 Back[dropx][dropy] = old_element; /* store old element on this field */
13640 ResetGfxAnimation(dropx, dropy);
13641 ResetRandomAnimationValue(dropx, dropy);
13643 if (player->inventory_size > 0 ||
13644 player->inventory_infinite_element != EL_UNDEFINED)
13646 if (player->inventory_size > 0)
13648 player->inventory_size--;
13650 DrawGameDoorValues();
13652 if (new_element == EL_DYNAMITE)
13653 new_element = EL_DYNAMITE_ACTIVE;
13654 else if (new_element == EL_EM_DYNAMITE)
13655 new_element = EL_EM_DYNAMITE_ACTIVE;
13656 else if (new_element == EL_SP_DISK_RED)
13657 new_element = EL_SP_DISK_RED_ACTIVE;
13660 Feld[dropx][dropy] = new_element;
13662 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
13663 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
13664 el2img(Feld[dropx][dropy]), 0);
13666 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
13668 /* needed if previous element just changed to "empty" in the last frame */
13669 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
13671 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
13672 player->index_bit, drop_side);
13673 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
13675 player->index_bit, drop_side);
13677 TestIfElementTouchesCustomElement(dropx, dropy);
13679 else /* player is dropping a dyna bomb */
13681 player->dynabombs_left--;
13683 Feld[dropx][dropy] = new_element;
13685 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
13686 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
13687 el2img(Feld[dropx][dropy]), 0);
13689 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
13692 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
13693 InitField_WithBug1(dropx, dropy, FALSE);
13695 new_element = Feld[dropx][dropy]; /* element might have changed */
13697 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
13698 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
13700 int move_direction, nextx, nexty;
13702 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
13703 MovDir[dropx][dropy] = drop_direction;
13705 move_direction = MovDir[dropx][dropy];
13706 nextx = dropx + GET_DX_FROM_DIR(move_direction);
13707 nexty = dropy + GET_DY_FROM_DIR(move_direction);
13709 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
13711 #if USE_FIX_IMPACT_COLLISION
13712 /* do not cause impact style collision by dropping elements that can fall */
13713 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
13715 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
13719 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
13720 player->is_dropping = TRUE;
13722 player->drop_pressed_delay = 0;
13723 player->is_dropping_pressed = FALSE;
13725 player->drop_x = dropx;
13726 player->drop_y = dropy;
13731 /* ------------------------------------------------------------------------- */
13732 /* game sound playing functions */
13733 /* ------------------------------------------------------------------------- */
13735 static int *loop_sound_frame = NULL;
13736 static int *loop_sound_volume = NULL;
13738 void InitPlayLevelSound()
13740 int num_sounds = getSoundListSize();
13742 checked_free(loop_sound_frame);
13743 checked_free(loop_sound_volume);
13745 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
13746 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
13749 static void PlayLevelSound(int x, int y, int nr)
13751 int sx = SCREENX(x), sy = SCREENY(y);
13752 int volume, stereo_position;
13753 int max_distance = 8;
13754 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
13756 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
13757 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
13760 if (!IN_LEV_FIELD(x, y) ||
13761 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
13762 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
13765 volume = SOUND_MAX_VOLUME;
13767 if (!IN_SCR_FIELD(sx, sy))
13769 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
13770 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
13772 volume -= volume * (dx > dy ? dx : dy) / max_distance;
13775 stereo_position = (SOUND_MAX_LEFT +
13776 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
13777 (SCR_FIELDX + 2 * max_distance));
13779 if (IS_LOOP_SOUND(nr))
13781 /* This assures that quieter loop sounds do not overwrite louder ones,
13782 while restarting sound volume comparison with each new game frame. */
13784 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
13787 loop_sound_volume[nr] = volume;
13788 loop_sound_frame[nr] = FrameCounter;
13791 PlaySoundExt(nr, volume, stereo_position, type);
13794 static void PlayLevelSoundNearest(int x, int y, int sound_action)
13796 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
13797 x > LEVELX(BX2) ? LEVELX(BX2) : x,
13798 y < LEVELY(BY1) ? LEVELY(BY1) :
13799 y > LEVELY(BY2) ? LEVELY(BY2) : y,
13803 static void PlayLevelSoundAction(int x, int y, int action)
13805 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
13808 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
13810 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
13812 if (sound_effect != SND_UNDEFINED)
13813 PlayLevelSound(x, y, sound_effect);
13816 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
13819 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
13821 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
13822 PlayLevelSound(x, y, sound_effect);
13825 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
13827 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
13829 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
13830 PlayLevelSound(x, y, sound_effect);
13833 static void StopLevelSoundActionIfLoop(int x, int y, int action)
13835 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
13837 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
13838 StopSound(sound_effect);
13841 static void PlayLevelMusic()
13843 if (levelset.music[level_nr] != MUS_UNDEFINED)
13844 PlayMusic(levelset.music[level_nr]); /* from config file */
13846 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
13849 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
13851 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
13852 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
13853 int x = xx - 1 - offset;
13854 int y = yy - 1 - offset;
13859 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
13863 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13867 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
13871 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
13875 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
13879 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
13883 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
13886 case SAMPLE_android_clone:
13887 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
13890 case SAMPLE_android_move:
13891 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
13894 case SAMPLE_spring:
13895 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
13899 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
13903 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
13906 case SAMPLE_eater_eat:
13907 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13911 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
13914 case SAMPLE_collect:
13915 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13918 case SAMPLE_diamond:
13919 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
13922 case SAMPLE_squash:
13923 /* !!! CHECK THIS !!! */
13925 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
13927 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
13931 case SAMPLE_wonderfall:
13932 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
13936 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
13940 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13944 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13948 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
13952 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
13956 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
13959 case SAMPLE_wonder:
13960 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
13964 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
13967 case SAMPLE_exit_open:
13968 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
13971 case SAMPLE_exit_leave:
13972 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
13975 case SAMPLE_dynamite:
13976 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
13980 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
13984 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13988 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
13992 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
13996 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14000 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14004 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14010 void ChangeTime(int value)
14012 int *time = (level.time == 0 ? &TimePlayed : &TimeLeft);
14016 /* EMC game engine uses value from time counter of RND game engine */
14017 level.native_em_level->lev->time = *time;
14019 DrawGameValue_Time(*time);
14022 void RaiseScore(int value)
14024 /* EMC game engine and RND game engine have separate score counters */
14025 int *score = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
14026 &level.native_em_level->lev->score : &local_player->score);
14030 DrawGameValue_Score(*score);
14034 void RaiseScore(int value)
14036 local_player->score += value;
14038 DrawGameValue_Score(local_player->score);
14041 void RaiseScoreElement(int element)
14046 case EL_BD_DIAMOND:
14047 case EL_EMERALD_YELLOW:
14048 case EL_EMERALD_RED:
14049 case EL_EMERALD_PURPLE:
14050 case EL_SP_INFOTRON:
14051 RaiseScore(level.score[SC_EMERALD]);
14054 RaiseScore(level.score[SC_DIAMOND]);
14057 RaiseScore(level.score[SC_CRYSTAL]);
14060 RaiseScore(level.score[SC_PEARL]);
14063 case EL_BD_BUTTERFLY:
14064 case EL_SP_ELECTRON:
14065 RaiseScore(level.score[SC_BUG]);
14068 case EL_BD_FIREFLY:
14069 case EL_SP_SNIKSNAK:
14070 RaiseScore(level.score[SC_SPACESHIP]);
14073 case EL_DARK_YAMYAM:
14074 RaiseScore(level.score[SC_YAMYAM]);
14077 RaiseScore(level.score[SC_ROBOT]);
14080 RaiseScore(level.score[SC_PACMAN]);
14083 RaiseScore(level.score[SC_NUT]);
14086 case EL_EM_DYNAMITE:
14087 case EL_SP_DISK_RED:
14088 case EL_DYNABOMB_INCREASE_NUMBER:
14089 case EL_DYNABOMB_INCREASE_SIZE:
14090 case EL_DYNABOMB_INCREASE_POWER:
14091 RaiseScore(level.score[SC_DYNAMITE]);
14093 case EL_SHIELD_NORMAL:
14094 case EL_SHIELD_DEADLY:
14095 RaiseScore(level.score[SC_SHIELD]);
14097 case EL_EXTRA_TIME:
14098 RaiseScore(level.extra_time_score);
14112 case EL_DC_KEY_WHITE:
14113 RaiseScore(level.score[SC_KEY]);
14116 RaiseScore(element_info[element].collect_score);
14121 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14123 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14125 #if defined(NETWORK_AVALIABLE)
14126 if (options.network)
14127 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14134 fading = fading_none;
14136 OpenDoor(DOOR_CLOSE_1);
14139 game_status = GAME_MODE_MAIN;
14142 DrawAndFadeInMainMenu(REDRAW_FIELD);
14151 if (fading.anim_mode == ANIM_CROSSFADE)
14152 FadeCrossSaveBackbuffer();
14154 FadeOut(REDRAW_FIELD);
14156 FadeOut(REDRAW_FIELD);
14160 game_status = GAME_MODE_MAIN;
14162 DrawAndFadeInMainMenu(REDRAW_FIELD);
14166 else /* continue playing the game */
14168 if (tape.playing && tape.deactivate_display)
14169 TapeDeactivateDisplayOff(TRUE);
14171 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14173 if (tape.playing && tape.deactivate_display)
14174 TapeDeactivateDisplayOn();
14178 void RequestQuitGame(boolean ask_if_really_quit)
14180 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14181 boolean skip_request = AllPlayersGone || quick_quit;
14183 RequestQuitGameExt(skip_request, quick_quit,
14184 "Do you really want to quit the game ?");
14188 /* ------------------------------------------------------------------------- */
14189 /* random generator functions */
14190 /* ------------------------------------------------------------------------- */
14192 unsigned int InitEngineRandom_RND(long seed)
14194 game.num_random_calls = 0;
14197 unsigned int rnd_seed = InitEngineRandom(seed);
14199 printf("::: START RND: %d\n", rnd_seed);
14204 return InitEngineRandom(seed);
14210 unsigned int RND(int max)
14214 game.num_random_calls++;
14216 return GetEngineRandom(max);
14223 /* ------------------------------------------------------------------------- */
14224 /* game engine snapshot handling functions */
14225 /* ------------------------------------------------------------------------- */
14227 #define ARGS_ADDRESS_AND_SIZEOF(x) (&(x)), (sizeof(x))
14229 struct EngineSnapshotInfo
14231 /* runtime values for custom element collect score */
14232 int collect_score[NUM_CUSTOM_ELEMENTS];
14234 /* runtime values for group element choice position */
14235 int choice_pos[NUM_GROUP_ELEMENTS];
14237 /* runtime values for belt position animations */
14238 int belt_graphic[4 * NUM_BELT_PARTS];
14239 int belt_anim_mode[4 * NUM_BELT_PARTS];
14242 struct EngineSnapshotNodeInfo
14249 static struct EngineSnapshotInfo engine_snapshot_rnd;
14250 static ListNode *engine_snapshot_list = NULL;
14251 static char *snapshot_level_identifier = NULL;
14252 static int snapshot_level_nr = -1;
14254 void FreeEngineSnapshot()
14256 while (engine_snapshot_list != NULL)
14257 deleteNodeFromList(&engine_snapshot_list, engine_snapshot_list->key,
14260 setString(&snapshot_level_identifier, NULL);
14261 snapshot_level_nr = -1;
14264 static void SaveEngineSnapshotValues_RND()
14266 static int belt_base_active_element[4] =
14268 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14269 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14270 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14271 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14275 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14277 int element = EL_CUSTOM_START + i;
14279 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14282 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14284 int element = EL_GROUP_START + i;
14286 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14289 for (i = 0; i < 4; i++)
14291 for (j = 0; j < NUM_BELT_PARTS; j++)
14293 int element = belt_base_active_element[i] + j;
14294 int graphic = el2img(element);
14295 int anim_mode = graphic_info[graphic].anim_mode;
14297 engine_snapshot_rnd.belt_graphic[i * 4 + j] = graphic;
14298 engine_snapshot_rnd.belt_anim_mode[i * 4 + j] = anim_mode;
14303 static void LoadEngineSnapshotValues_RND()
14305 unsigned long num_random_calls = game.num_random_calls;
14308 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14310 int element = EL_CUSTOM_START + i;
14312 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14315 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14317 int element = EL_GROUP_START + i;
14319 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14322 for (i = 0; i < 4; i++)
14324 for (j = 0; j < NUM_BELT_PARTS; j++)
14326 int graphic = engine_snapshot_rnd.belt_graphic[i * 4 + j];
14327 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i * 4 + j];
14329 graphic_info[graphic].anim_mode = anim_mode;
14333 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14335 InitRND(tape.random_seed);
14336 for (i = 0; i < num_random_calls; i++)
14340 if (game.num_random_calls != num_random_calls)
14342 Error(ERR_INFO, "number of random calls out of sync");
14343 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14344 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14345 Error(ERR_EXIT, "this should not happen -- please debug");
14349 static void SaveEngineSnapshotBuffer(void *buffer, int size)
14351 struct EngineSnapshotNodeInfo *bi =
14352 checked_calloc(sizeof(struct EngineSnapshotNodeInfo));
14354 bi->buffer_orig = buffer;
14355 bi->buffer_copy = checked_malloc(size);
14358 memcpy(bi->buffer_copy, buffer, size);
14360 addNodeToList(&engine_snapshot_list, NULL, bi);
14363 void SaveEngineSnapshot()
14365 FreeEngineSnapshot(); /* free previous snapshot, if needed */
14367 if (level_editor_test_game) /* do not save snapshots from editor */
14370 /* copy some special values to a structure better suited for the snapshot */
14372 SaveEngineSnapshotValues_RND();
14373 SaveEngineSnapshotValues_EM();
14375 /* save values stored in special snapshot structure */
14377 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14378 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14380 /* save further RND engine values */
14382 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(stored_player));
14383 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(game));
14384 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(tape));
14386 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZX));
14387 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZY));
14388 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitX));
14389 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitY));
14391 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14392 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14393 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14394 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14395 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14397 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14398 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14399 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14401 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14403 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14405 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14406 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14408 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Feld));
14409 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovPos));
14410 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDir));
14411 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14412 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14413 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14414 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14415 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store));
14416 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store2));
14417 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14418 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Back));
14419 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14420 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14421 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14422 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14423 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14424 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Stop));
14425 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Pushed));
14427 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14428 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14430 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14431 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14432 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14434 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14435 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14437 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14438 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14439 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14440 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14441 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14443 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14444 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14446 /* save level identification information */
14448 setString(&snapshot_level_identifier, leveldir_current->identifier);
14449 snapshot_level_nr = level_nr;
14452 ListNode *node = engine_snapshot_list;
14455 while (node != NULL)
14457 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14462 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14466 static void LoadEngineSnapshotBuffer(struct EngineSnapshotNodeInfo *bi)
14468 memcpy(bi->buffer_orig, bi->buffer_copy, bi->size);
14471 void LoadEngineSnapshot()
14473 ListNode *node = engine_snapshot_list;
14475 if (engine_snapshot_list == NULL)
14478 while (node != NULL)
14480 LoadEngineSnapshotBuffer((struct EngineSnapshotNodeInfo *)node->content);
14485 /* restore special values from snapshot structure */
14487 LoadEngineSnapshotValues_RND();
14488 LoadEngineSnapshotValues_EM();
14491 boolean CheckEngineSnapshot()
14493 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14494 snapshot_level_nr == level_nr);
14498 /* ---------- new game button stuff ---------------------------------------- */
14500 /* graphic position values for game buttons */
14501 #define GAME_BUTTON_XSIZE 30
14502 #define GAME_BUTTON_YSIZE 30
14503 #define GAME_BUTTON_XPOS 5
14504 #define GAME_BUTTON_YPOS 215
14505 #define SOUND_BUTTON_XPOS 5
14506 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
14508 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
14509 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
14510 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
14511 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
14512 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
14513 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
14521 } gamebutton_info[NUM_GAME_BUTTONS] =
14525 &game.button.stop.x, &game.button.stop.y,
14526 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
14531 &game.button.pause.x, &game.button.pause.y,
14532 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
14533 GAME_CTRL_ID_PAUSE,
14537 &game.button.play.x, &game.button.play.y,
14538 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
14543 &game.button.sound_music.x, &game.button.sound_music.y,
14544 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
14545 SOUND_CTRL_ID_MUSIC,
14546 "background music on/off"
14549 &game.button.sound_loops.x, &game.button.sound_loops.y,
14550 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
14551 SOUND_CTRL_ID_LOOPS,
14552 "sound loops on/off"
14555 &game.button.sound_simple.x,&game.button.sound_simple.y,
14556 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
14557 SOUND_CTRL_ID_SIMPLE,
14558 "normal sounds on/off"
14562 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
14567 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
14568 GAME_CTRL_ID_PAUSE,
14572 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
14577 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
14578 SOUND_CTRL_ID_MUSIC,
14579 "background music on/off"
14582 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
14583 SOUND_CTRL_ID_LOOPS,
14584 "sound loops on/off"
14587 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
14588 SOUND_CTRL_ID_SIMPLE,
14589 "normal sounds on/off"
14594 void CreateGameButtons()
14598 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14600 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
14601 struct GadgetInfo *gi;
14604 unsigned long event_mask;
14606 int gd_xoffset, gd_yoffset;
14607 int gd_x1, gd_x2, gd_y1, gd_y2;
14610 x = DX + *gamebutton_info[i].x;
14611 y = DY + *gamebutton_info[i].y;
14612 gd_xoffset = gamebutton_info[i].gd_x;
14613 gd_yoffset = gamebutton_info[i].gd_y;
14614 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
14615 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
14617 if (id == GAME_CTRL_ID_STOP ||
14618 id == GAME_CTRL_ID_PAUSE ||
14619 id == GAME_CTRL_ID_PLAY)
14621 button_type = GD_TYPE_NORMAL_BUTTON;
14623 event_mask = GD_EVENT_RELEASED;
14624 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
14625 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
14629 button_type = GD_TYPE_CHECK_BUTTON;
14631 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
14632 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
14633 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
14634 event_mask = GD_EVENT_PRESSED;
14635 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
14636 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
14639 gi = CreateGadget(GDI_CUSTOM_ID, id,
14640 GDI_INFO_TEXT, gamebutton_info[i].infotext,
14645 GDI_X, DX + gd_xoffset,
14646 GDI_Y, DY + gd_yoffset,
14648 GDI_WIDTH, GAME_BUTTON_XSIZE,
14649 GDI_HEIGHT, GAME_BUTTON_YSIZE,
14650 GDI_TYPE, button_type,
14651 GDI_STATE, GD_BUTTON_UNPRESSED,
14652 GDI_CHECKED, checked,
14653 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
14654 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
14655 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
14656 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
14657 GDI_EVENT_MASK, event_mask,
14658 GDI_CALLBACK_ACTION, HandleGameButtons,
14662 Error(ERR_EXIT, "cannot create gadget");
14664 game_gadget[id] = gi;
14668 void FreeGameButtons()
14672 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14673 FreeGadget(game_gadget[i]);
14676 static void MapGameButtons()
14680 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14681 MapGadget(game_gadget[i]);
14684 void UnmapGameButtons()
14688 for (i = 0; i < NUM_GAME_BUTTONS; i++)
14689 UnmapGadget(game_gadget[i]);
14692 static void HandleGameButtons(struct GadgetInfo *gi)
14694 int id = gi->custom_id;
14696 if (game_status != GAME_MODE_PLAYING)
14701 case GAME_CTRL_ID_STOP:
14705 RequestQuitGame(TRUE);
14708 case GAME_CTRL_ID_PAUSE:
14709 if (options.network)
14711 #if defined(NETWORK_AVALIABLE)
14713 SendToServer_ContinuePlaying();
14715 SendToServer_PausePlaying();
14719 TapeTogglePause(TAPE_TOGGLE_MANUAL);
14722 case GAME_CTRL_ID_PLAY:
14725 #if defined(NETWORK_AVALIABLE)
14726 if (options.network)
14727 SendToServer_ContinuePlaying();
14731 tape.pausing = FALSE;
14732 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0);
14737 case SOUND_CTRL_ID_MUSIC:
14738 if (setup.sound_music)
14740 setup.sound_music = FALSE;
14743 else if (audio.music_available)
14745 setup.sound = setup.sound_music = TRUE;
14747 SetAudioMode(setup.sound);
14753 case SOUND_CTRL_ID_LOOPS:
14754 if (setup.sound_loops)
14755 setup.sound_loops = FALSE;
14756 else if (audio.loops_available)
14758 setup.sound = setup.sound_loops = TRUE;
14759 SetAudioMode(setup.sound);
14763 case SOUND_CTRL_ID_SIMPLE:
14764 if (setup.sound_simple)
14765 setup.sound_simple = FALSE;
14766 else if (audio.sound_available)
14768 setup.sound = setup.sound_simple = TRUE;
14769 SetAudioMode(setup.sound);