1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2006 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* EXPERIMENTAL STUFF */
25 #define USE_NEW_AMOEBA_CODE FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_STUFF ( 1)
30 #define USE_NEW_SP_SLIPPERY (USE_NEW_STUFF * 1)
31 #define USE_NEW_CUSTOM_VALUE (USE_NEW_STUFF * 1)
32 #define USE_NEW_PLAYER_ANIM (USE_NEW_STUFF * 1)
33 #define USE_NEW_ALL_SLIPPERY (USE_NEW_STUFF * 1)
34 #define USE_NEW_PLAYER_SPEED (USE_NEW_STUFF * 1)
35 #define USE_NEW_DELAYED_ACTION (USE_NEW_STUFF * 1)
36 #define USE_NEW_SNAP_DELAY (USE_NEW_STUFF * 1)
37 #define USE_ONLY_ONE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1)
38 #define USE_ONE_MORE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1)
39 #define USE_FIXED_DONT_RUN_INTO (USE_NEW_STUFF * 1)
40 #define USE_NEW_SPRING_BUMPER (USE_NEW_STUFF * 1)
41 #define USE_STOP_CHANGED_ELEMENTS (USE_NEW_STUFF * 1)
42 #define USE_ELEMENT_TOUCHING_BUGFIX (USE_NEW_STUFF * 1)
43 #define USE_NEW_CONTINUOUS_SNAPPING (USE_NEW_STUFF * 1)
44 #define USE_GFX_RESET_GFX_ANIMATION (USE_NEW_STUFF * 1)
45 #define USE_BOTH_SWITCHGATE_SWITCHES (USE_NEW_STUFF * 1)
46 #define USE_PLAYER_GRAVITY (USE_NEW_STUFF * 1)
47 #define USE_FIXED_BORDER_RUNNING_GFX (USE_NEW_STUFF * 1)
48 #define USE_QUICKSAND_BD_ROCK_BUGFIX (USE_NEW_STUFF * 0)
50 #define USE_QUICKSAND_IMPACT_BUGFIX (USE_NEW_STUFF * 0)
52 #define USE_CODE_THAT_BREAKS_SNAKE_BITE (USE_NEW_STUFF * 1)
54 #define USE_UFAST_PLAYER_EXIT_BUGFIX (USE_NEW_STUFF * 1)
56 #define USE_GFX_RESET_ONLY_WHEN_MOVING (USE_NEW_STUFF * 1)
57 #define USE_GFX_RESET_PLAYER_ARTWORK (USE_NEW_STUFF * 1)
59 #define USE_FIX_KILLED_BY_NON_WALKABLE (USE_NEW_STUFF * 1)
60 #define USE_FIX_IMPACT_COLLISION (USE_NEW_STUFF * 1)
61 #define USE_FIX_CE_ACTION_WITH_PLAYER (USE_NEW_STUFF * 1)
63 #define USE_GFX_RESET_WHEN_NOT_MOVING (USE_NEW_STUFF * 1)
65 #define USE_DELAYED_GFX_REDRAW (USE_NEW_STUFF * 0)
67 #if USE_DELAYED_GFX_REDRAW
68 #define TEST_DrawLevelField(x, y) \
69 GfxRedraw[x][y] |= GFX_REDRAW_TILE
70 #define TEST_DrawLevelFieldCrumbledSand(x, y) \
71 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
72 #define TEST_DrawLevelFieldCrumbledSandNeighbours(x, y) \
73 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
74 #define TEST_DrawTwinkleOnField(x, y) \
75 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
77 #define TEST_DrawLevelField(x, y) \
79 #define TEST_DrawLevelFieldCrumbledSand(x, y) \
80 DrawLevelFieldCrumbledSand(x, y)
81 #define TEST_DrawLevelFieldCrumbledSandNeighbours(x, y) \
82 DrawLevelFieldCrumbledSandNeighbours(x, y)
83 #define TEST_DrawTwinkleOnField(x, y) \
84 DrawTwinkleOnField(x, y)
93 /* for MovePlayer() */
94 #define MP_NO_ACTION 0
97 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
99 /* for ScrollPlayer() */
100 #define SCROLL_INIT 0
101 #define SCROLL_GO_ON 1
103 /* for Bang()/Explode() */
104 #define EX_PHASE_START 0
105 #define EX_TYPE_NONE 0
106 #define EX_TYPE_NORMAL (1 << 0)
107 #define EX_TYPE_CENTER (1 << 1)
108 #define EX_TYPE_BORDER (1 << 2)
109 #define EX_TYPE_CROSS (1 << 3)
110 #define EX_TYPE_DYNA (1 << 4)
111 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
113 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
114 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
115 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
116 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
118 /* special positions in the game control window (relative to control window) */
119 #define XX_LEVEL1 (PANEL_XPOS(game.panel.level))
120 #define XX_LEVEL2 (PANEL_XPOS(game.panel.level) - 1)
121 #define XX_LEVEL (PANEL_XPOS(game.panel.level))
122 #define YY_LEVEL (PANEL_YPOS(game.panel.level))
123 #define XX_EMERALDS (PANEL_XPOS(game.panel.gems))
124 #define YY_EMERALDS (PANEL_YPOS(game.panel.gems))
125 #define XX_DYNAMITE (PANEL_XPOS(game.panel.inventory))
126 #define YY_DYNAMITE (PANEL_YPOS(game.panel.inventory))
127 #define XX_KEYS (PANEL_XPOS(game.panel.keys))
128 #define YY_KEYS (PANEL_YPOS(game.panel.keys))
129 #define XX_SCORE (PANEL_XPOS(game.panel.score))
130 #define YY_SCORE (PANEL_YPOS(game.panel.score))
131 #define XX_TIME1 (PANEL_XPOS(game.panel.time))
132 #define XX_TIME2 (PANEL_XPOS(game.panel.time) + 1)
133 #define XX_TIME (PANEL_XPOS(game.panel.time))
134 #define YY_TIME (PANEL_YPOS(game.panel.time))
136 /* special positions in the game control window (relative to main window) */
137 #define DX_LEVEL1 (DX + XX_LEVEL1)
138 #define DX_LEVEL2 (DX + XX_LEVEL2)
139 #define DX_LEVEL (DX + XX_LEVEL)
140 #define DY_LEVEL (DY + YY_LEVEL)
141 #define DX_EMERALDS (DX + XX_EMERALDS)
142 #define DY_EMERALDS (DY + YY_EMERALDS)
143 #define DX_DYNAMITE (DX + XX_DYNAMITE)
144 #define DY_DYNAMITE (DY + YY_DYNAMITE)
145 #define DX_KEYS (DX + XX_KEYS)
146 #define DY_KEYS (DY + YY_KEYS)
147 #define DX_SCORE (DX + XX_SCORE)
148 #define DY_SCORE (DY + YY_SCORE)
149 #define DX_TIME1 (DX + XX_TIME1)
150 #define DX_TIME2 (DX + XX_TIME2)
151 #define DX_TIME (DX + XX_TIME)
152 #define DY_TIME (DY + YY_TIME)
155 /* game panel display and control definitions */
157 #define GAME_PANEL_LEVEL_NUMBER 0
158 #define GAME_PANEL_GEMS 1
159 #define GAME_PANEL_INVENTORY_COUNT 2
160 #define GAME_PANEL_INVENTORY_FIRST_1 3
161 #define GAME_PANEL_INVENTORY_FIRST_2 4
162 #define GAME_PANEL_INVENTORY_FIRST_3 5
163 #define GAME_PANEL_INVENTORY_FIRST_4 6
164 #define GAME_PANEL_INVENTORY_FIRST_5 7
165 #define GAME_PANEL_INVENTORY_FIRST_6 8
166 #define GAME_PANEL_INVENTORY_FIRST_7 9
167 #define GAME_PANEL_INVENTORY_FIRST_8 10
168 #define GAME_PANEL_INVENTORY_LAST_1 11
169 #define GAME_PANEL_INVENTORY_LAST_2 12
170 #define GAME_PANEL_INVENTORY_LAST_3 13
171 #define GAME_PANEL_INVENTORY_LAST_4 14
172 #define GAME_PANEL_INVENTORY_LAST_5 15
173 #define GAME_PANEL_INVENTORY_LAST_6 16
174 #define GAME_PANEL_INVENTORY_LAST_7 17
175 #define GAME_PANEL_INVENTORY_LAST_8 18
176 #define GAME_PANEL_KEY_1 19
177 #define GAME_PANEL_KEY_2 20
178 #define GAME_PANEL_KEY_3 21
179 #define GAME_PANEL_KEY_4 22
180 #define GAME_PANEL_KEY_5 23
181 #define GAME_PANEL_KEY_6 24
182 #define GAME_PANEL_KEY_7 25
183 #define GAME_PANEL_KEY_8 26
184 #define GAME_PANEL_KEY_WHITE 27
185 #define GAME_PANEL_KEY_WHITE_COUNT 28
186 #define GAME_PANEL_SCORE 29
187 #define GAME_PANEL_HIGHSCORE 30
188 #define GAME_PANEL_TIME 31
189 #define GAME_PANEL_TIME_HH 32
190 #define GAME_PANEL_TIME_MM 33
191 #define GAME_PANEL_TIME_SS 34
192 #define GAME_PANEL_SHIELD_NORMAL 35
193 #define GAME_PANEL_SHIELD_NORMAL_TIME 36
194 #define GAME_PANEL_SHIELD_DEADLY 37
195 #define GAME_PANEL_SHIELD_DEADLY_TIME 38
196 #define GAME_PANEL_EXIT 39
197 #define GAME_PANEL_EMC_MAGIC_BALL 40
198 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 41
199 #define GAME_PANEL_LIGHT_SWITCH 42
200 #define GAME_PANEL_LIGHT_SWITCH_TIME 43
201 #define GAME_PANEL_TIMEGATE_SWITCH 44
202 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 45
203 #define GAME_PANEL_SWITCHGATE_SWITCH 46
204 #define GAME_PANEL_EMC_LENSES 47
205 #define GAME_PANEL_EMC_LENSES_TIME 48
206 #define GAME_PANEL_EMC_MAGNIFIER 49
207 #define GAME_PANEL_EMC_MAGNIFIER_TIME 50
208 #define GAME_PANEL_BALLOON_SWITCH 51
209 #define GAME_PANEL_DYNABOMB_NUMBER 52
210 #define GAME_PANEL_DYNABOMB_SIZE 53
211 #define GAME_PANEL_DYNABOMB_POWER 54
212 #define GAME_PANEL_PENGUINS 55
213 #define GAME_PANEL_SOKOBAN_OBJECTS 56
214 #define GAME_PANEL_SOKOBAN_FIELDS 57
215 #define GAME_PANEL_ROBOT_WHEEL 58
216 #define GAME_PANEL_CONVEYOR_BELT_1 59
217 #define GAME_PANEL_CONVEYOR_BELT_2 60
218 #define GAME_PANEL_CONVEYOR_BELT_3 61
219 #define GAME_PANEL_CONVEYOR_BELT_4 62
220 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 63
221 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 64
222 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 65
223 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 66
224 #define GAME_PANEL_MAGIC_WALL 67
225 #define GAME_PANEL_MAGIC_WALL_TIME 68
226 #define GAME_PANEL_GRAVITY_STATE 69
227 #define GAME_PANEL_GRAPHIC_1 70
228 #define GAME_PANEL_GRAPHIC_2 71
229 #define GAME_PANEL_GRAPHIC_3 72
230 #define GAME_PANEL_GRAPHIC_4 73
231 #define GAME_PANEL_GRAPHIC_5 74
232 #define GAME_PANEL_GRAPHIC_6 75
233 #define GAME_PANEL_GRAPHIC_7 76
234 #define GAME_PANEL_GRAPHIC_8 77
235 #define GAME_PANEL_ELEMENT_1 78
236 #define GAME_PANEL_ELEMENT_2 79
237 #define GAME_PANEL_ELEMENT_3 80
238 #define GAME_PANEL_ELEMENT_4 81
239 #define GAME_PANEL_ELEMENT_5 82
240 #define GAME_PANEL_ELEMENT_6 83
241 #define GAME_PANEL_ELEMENT_7 84
242 #define GAME_PANEL_ELEMENT_8 85
243 #define GAME_PANEL_ELEMENT_COUNT_1 86
244 #define GAME_PANEL_ELEMENT_COUNT_2 87
245 #define GAME_PANEL_ELEMENT_COUNT_3 88
246 #define GAME_PANEL_ELEMENT_COUNT_4 89
247 #define GAME_PANEL_ELEMENT_COUNT_5 90
248 #define GAME_PANEL_ELEMENT_COUNT_6 91
249 #define GAME_PANEL_ELEMENT_COUNT_7 92
250 #define GAME_PANEL_ELEMENT_COUNT_8 93
251 #define GAME_PANEL_CE_SCORE_1 94
252 #define GAME_PANEL_CE_SCORE_2 95
253 #define GAME_PANEL_CE_SCORE_3 96
254 #define GAME_PANEL_CE_SCORE_4 97
255 #define GAME_PANEL_CE_SCORE_5 98
256 #define GAME_PANEL_CE_SCORE_6 99
257 #define GAME_PANEL_CE_SCORE_7 100
258 #define GAME_PANEL_CE_SCORE_8 101
259 #define GAME_PANEL_CE_SCORE_1_ELEMENT 102
260 #define GAME_PANEL_CE_SCORE_2_ELEMENT 103
261 #define GAME_PANEL_CE_SCORE_3_ELEMENT 104
262 #define GAME_PANEL_CE_SCORE_4_ELEMENT 105
263 #define GAME_PANEL_CE_SCORE_5_ELEMENT 106
264 #define GAME_PANEL_CE_SCORE_6_ELEMENT 107
265 #define GAME_PANEL_CE_SCORE_7_ELEMENT 108
266 #define GAME_PANEL_CE_SCORE_8_ELEMENT 109
267 #define GAME_PANEL_PLAYER_NAME 110
268 #define GAME_PANEL_LEVEL_NAME 111
269 #define GAME_PANEL_LEVEL_AUTHOR 112
271 #define NUM_GAME_PANEL_CONTROLS 113
273 struct GamePanelOrderInfo
279 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
281 struct GamePanelControlInfo
285 struct TextPosInfo *pos;
288 int value, last_value;
289 int frame, last_frame;
294 static struct GamePanelControlInfo game_panel_controls[] =
297 GAME_PANEL_LEVEL_NUMBER,
298 &game.panel.level_number,
307 GAME_PANEL_INVENTORY_COUNT,
308 &game.panel.inventory_count,
312 GAME_PANEL_INVENTORY_FIRST_1,
313 &game.panel.inventory_first[0],
317 GAME_PANEL_INVENTORY_FIRST_2,
318 &game.panel.inventory_first[1],
322 GAME_PANEL_INVENTORY_FIRST_3,
323 &game.panel.inventory_first[2],
327 GAME_PANEL_INVENTORY_FIRST_4,
328 &game.panel.inventory_first[3],
332 GAME_PANEL_INVENTORY_FIRST_5,
333 &game.panel.inventory_first[4],
337 GAME_PANEL_INVENTORY_FIRST_6,
338 &game.panel.inventory_first[5],
342 GAME_PANEL_INVENTORY_FIRST_7,
343 &game.panel.inventory_first[6],
347 GAME_PANEL_INVENTORY_FIRST_8,
348 &game.panel.inventory_first[7],
352 GAME_PANEL_INVENTORY_LAST_1,
353 &game.panel.inventory_last[0],
357 GAME_PANEL_INVENTORY_LAST_2,
358 &game.panel.inventory_last[1],
362 GAME_PANEL_INVENTORY_LAST_3,
363 &game.panel.inventory_last[2],
367 GAME_PANEL_INVENTORY_LAST_4,
368 &game.panel.inventory_last[3],
372 GAME_PANEL_INVENTORY_LAST_5,
373 &game.panel.inventory_last[4],
377 GAME_PANEL_INVENTORY_LAST_6,
378 &game.panel.inventory_last[5],
382 GAME_PANEL_INVENTORY_LAST_7,
383 &game.panel.inventory_last[6],
387 GAME_PANEL_INVENTORY_LAST_8,
388 &game.panel.inventory_last[7],
432 GAME_PANEL_KEY_WHITE,
433 &game.panel.key_white,
437 GAME_PANEL_KEY_WHITE_COUNT,
438 &game.panel.key_white_count,
447 GAME_PANEL_HIGHSCORE,
448 &game.panel.highscore,
472 GAME_PANEL_SHIELD_NORMAL,
473 &game.panel.shield_normal,
477 GAME_PANEL_SHIELD_NORMAL_TIME,
478 &game.panel.shield_normal_time,
482 GAME_PANEL_SHIELD_DEADLY,
483 &game.panel.shield_deadly,
487 GAME_PANEL_SHIELD_DEADLY_TIME,
488 &game.panel.shield_deadly_time,
497 GAME_PANEL_EMC_MAGIC_BALL,
498 &game.panel.emc_magic_ball,
502 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
503 &game.panel.emc_magic_ball_switch,
507 GAME_PANEL_LIGHT_SWITCH,
508 &game.panel.light_switch,
512 GAME_PANEL_LIGHT_SWITCH_TIME,
513 &game.panel.light_switch_time,
517 GAME_PANEL_TIMEGATE_SWITCH,
518 &game.panel.timegate_switch,
522 GAME_PANEL_TIMEGATE_SWITCH_TIME,
523 &game.panel.timegate_switch_time,
527 GAME_PANEL_SWITCHGATE_SWITCH,
528 &game.panel.switchgate_switch,
532 GAME_PANEL_EMC_LENSES,
533 &game.panel.emc_lenses,
537 GAME_PANEL_EMC_LENSES_TIME,
538 &game.panel.emc_lenses_time,
542 GAME_PANEL_EMC_MAGNIFIER,
543 &game.panel.emc_magnifier,
547 GAME_PANEL_EMC_MAGNIFIER_TIME,
548 &game.panel.emc_magnifier_time,
552 GAME_PANEL_BALLOON_SWITCH,
553 &game.panel.balloon_switch,
557 GAME_PANEL_DYNABOMB_NUMBER,
558 &game.panel.dynabomb_number,
562 GAME_PANEL_DYNABOMB_SIZE,
563 &game.panel.dynabomb_size,
567 GAME_PANEL_DYNABOMB_POWER,
568 &game.panel.dynabomb_power,
573 &game.panel.penguins,
577 GAME_PANEL_SOKOBAN_OBJECTS,
578 &game.panel.sokoban_objects,
582 GAME_PANEL_SOKOBAN_FIELDS,
583 &game.panel.sokoban_fields,
587 GAME_PANEL_ROBOT_WHEEL,
588 &game.panel.robot_wheel,
592 GAME_PANEL_CONVEYOR_BELT_1,
593 &game.panel.conveyor_belt[0],
597 GAME_PANEL_CONVEYOR_BELT_2,
598 &game.panel.conveyor_belt[1],
602 GAME_PANEL_CONVEYOR_BELT_3,
603 &game.panel.conveyor_belt[2],
607 GAME_PANEL_CONVEYOR_BELT_4,
608 &game.panel.conveyor_belt[3],
612 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
613 &game.panel.conveyor_belt_switch[0],
617 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
618 &game.panel.conveyor_belt_switch[1],
622 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
623 &game.panel.conveyor_belt_switch[2],
627 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
628 &game.panel.conveyor_belt_switch[3],
632 GAME_PANEL_MAGIC_WALL,
633 &game.panel.magic_wall,
637 GAME_PANEL_MAGIC_WALL_TIME,
638 &game.panel.magic_wall_time,
642 GAME_PANEL_GRAVITY_STATE,
643 &game.panel.gravity_state,
647 GAME_PANEL_GRAPHIC_1,
648 &game.panel.graphic[0],
652 GAME_PANEL_GRAPHIC_2,
653 &game.panel.graphic[1],
657 GAME_PANEL_GRAPHIC_3,
658 &game.panel.graphic[2],
662 GAME_PANEL_GRAPHIC_4,
663 &game.panel.graphic[3],
667 GAME_PANEL_GRAPHIC_5,
668 &game.panel.graphic[4],
672 GAME_PANEL_GRAPHIC_6,
673 &game.panel.graphic[5],
677 GAME_PANEL_GRAPHIC_7,
678 &game.panel.graphic[6],
682 GAME_PANEL_GRAPHIC_8,
683 &game.panel.graphic[7],
687 GAME_PANEL_ELEMENT_1,
688 &game.panel.element[0],
692 GAME_PANEL_ELEMENT_2,
693 &game.panel.element[1],
697 GAME_PANEL_ELEMENT_3,
698 &game.panel.element[2],
702 GAME_PANEL_ELEMENT_4,
703 &game.panel.element[3],
707 GAME_PANEL_ELEMENT_5,
708 &game.panel.element[4],
712 GAME_PANEL_ELEMENT_6,
713 &game.panel.element[5],
717 GAME_PANEL_ELEMENT_7,
718 &game.panel.element[6],
722 GAME_PANEL_ELEMENT_8,
723 &game.panel.element[7],
727 GAME_PANEL_ELEMENT_COUNT_1,
728 &game.panel.element_count[0],
732 GAME_PANEL_ELEMENT_COUNT_2,
733 &game.panel.element_count[1],
737 GAME_PANEL_ELEMENT_COUNT_3,
738 &game.panel.element_count[2],
742 GAME_PANEL_ELEMENT_COUNT_4,
743 &game.panel.element_count[3],
747 GAME_PANEL_ELEMENT_COUNT_5,
748 &game.panel.element_count[4],
752 GAME_PANEL_ELEMENT_COUNT_6,
753 &game.panel.element_count[5],
757 GAME_PANEL_ELEMENT_COUNT_7,
758 &game.panel.element_count[6],
762 GAME_PANEL_ELEMENT_COUNT_8,
763 &game.panel.element_count[7],
767 GAME_PANEL_CE_SCORE_1,
768 &game.panel.ce_score[0],
772 GAME_PANEL_CE_SCORE_2,
773 &game.panel.ce_score[1],
777 GAME_PANEL_CE_SCORE_3,
778 &game.panel.ce_score[2],
782 GAME_PANEL_CE_SCORE_4,
783 &game.panel.ce_score[3],
787 GAME_PANEL_CE_SCORE_5,
788 &game.panel.ce_score[4],
792 GAME_PANEL_CE_SCORE_6,
793 &game.panel.ce_score[5],
797 GAME_PANEL_CE_SCORE_7,
798 &game.panel.ce_score[6],
802 GAME_PANEL_CE_SCORE_8,
803 &game.panel.ce_score[7],
807 GAME_PANEL_CE_SCORE_1_ELEMENT,
808 &game.panel.ce_score_element[0],
812 GAME_PANEL_CE_SCORE_2_ELEMENT,
813 &game.panel.ce_score_element[1],
817 GAME_PANEL_CE_SCORE_3_ELEMENT,
818 &game.panel.ce_score_element[2],
822 GAME_PANEL_CE_SCORE_4_ELEMENT,
823 &game.panel.ce_score_element[3],
827 GAME_PANEL_CE_SCORE_5_ELEMENT,
828 &game.panel.ce_score_element[4],
832 GAME_PANEL_CE_SCORE_6_ELEMENT,
833 &game.panel.ce_score_element[5],
837 GAME_PANEL_CE_SCORE_7_ELEMENT,
838 &game.panel.ce_score_element[6],
842 GAME_PANEL_CE_SCORE_8_ELEMENT,
843 &game.panel.ce_score_element[7],
847 GAME_PANEL_PLAYER_NAME,
848 &game.panel.player_name,
852 GAME_PANEL_LEVEL_NAME,
853 &game.panel.level_name,
857 GAME_PANEL_LEVEL_AUTHOR,
858 &game.panel.level_author,
871 /* values for delayed check of falling and moving elements and for collision */
872 #define CHECK_DELAY_MOVING 3
873 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
874 #define CHECK_DELAY_COLLISION 2
875 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
877 /* values for initial player move delay (initial delay counter value) */
878 #define INITIAL_MOVE_DELAY_OFF -1
879 #define INITIAL_MOVE_DELAY_ON 0
881 /* values for player movement speed (which is in fact a delay value) */
882 #define MOVE_DELAY_MIN_SPEED 32
883 #define MOVE_DELAY_NORMAL_SPEED 8
884 #define MOVE_DELAY_HIGH_SPEED 4
885 #define MOVE_DELAY_MAX_SPEED 1
887 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
888 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
890 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
891 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
893 /* values for other actions */
894 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
895 #define MOVE_STEPSIZE_MIN (1)
896 #define MOVE_STEPSIZE_MAX (TILEX)
898 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
899 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
901 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
903 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
904 RND(element_info[e].push_delay_random))
905 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
906 RND(element_info[e].drop_delay_random))
907 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
908 RND(element_info[e].move_delay_random))
909 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
910 (element_info[e].move_delay_random))
911 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
912 RND(element_info[e].ce_value_random_initial))
913 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
914 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
915 RND((c)->delay_random * (c)->delay_frames))
916 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
917 RND((c)->delay_random))
920 #define GET_VALID_RUNTIME_ELEMENT(e) \
921 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
923 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
924 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
925 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
926 (be) + (e) - EL_SELF)
928 #define GET_PLAYER_FROM_BITS(p) \
929 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
931 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
932 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
933 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
934 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
935 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
936 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
937 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
938 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
939 RESOLVED_REFERENCE_ELEMENT(be, e) : \
942 #define CAN_GROW_INTO(e) \
943 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
945 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
946 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
949 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
950 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
951 (CAN_MOVE_INTO_ACID(e) && \
952 Feld[x][y] == EL_ACID) || \
955 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
956 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
957 (CAN_MOVE_INTO_ACID(e) && \
958 Feld[x][y] == EL_ACID) || \
961 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
962 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
964 (CAN_MOVE_INTO_ACID(e) && \
965 Feld[x][y] == EL_ACID) || \
966 (DONT_COLLIDE_WITH(e) && \
968 !PLAYER_ENEMY_PROTECTED(x, y))))
970 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
971 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
973 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
974 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
976 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
977 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
979 #define ANDROID_CAN_CLONE_FIELD(x, y) \
980 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
981 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
983 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
984 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
986 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
987 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
989 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
990 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
992 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
993 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
995 #define PIG_CAN_ENTER_FIELD(e, x, y) \
996 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
998 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
999 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
1000 Feld[x][y] == EL_EM_EXIT_OPEN || \
1001 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
1002 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
1003 IS_FOOD_PENGUIN(Feld[x][y])))
1004 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
1005 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
1007 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
1008 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
1010 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
1011 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
1013 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
1014 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
1015 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
1017 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
1019 #define CE_ENTER_FIELD_COND(e, x, y) \
1020 (!IS_PLAYER(x, y) && \
1021 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
1023 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
1024 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
1026 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
1027 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1029 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1030 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1031 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1032 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1034 /* game button identifiers */
1035 #define GAME_CTRL_ID_STOP 0
1036 #define GAME_CTRL_ID_PAUSE 1
1037 #define GAME_CTRL_ID_PLAY 2
1038 #define SOUND_CTRL_ID_MUSIC 3
1039 #define SOUND_CTRL_ID_LOOPS 4
1040 #define SOUND_CTRL_ID_SIMPLE 5
1042 #define NUM_GAME_BUTTONS 6
1045 /* forward declaration for internal use */
1047 static void CreateField(int, int, int);
1049 static void ResetGfxAnimation(int, int);
1051 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1052 static void AdvanceFrameAndPlayerCounters(int);
1054 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1055 static boolean MovePlayer(struct PlayerInfo *, int, int);
1056 static void ScrollPlayer(struct PlayerInfo *, int);
1057 static void ScrollScreen(struct PlayerInfo *, int);
1059 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1060 static boolean DigFieldByCE(int, int, int);
1061 static boolean SnapField(struct PlayerInfo *, int, int);
1062 static boolean DropElement(struct PlayerInfo *);
1064 static void InitBeltMovement(void);
1065 static void CloseAllOpenTimegates(void);
1066 static void CheckGravityMovement(struct PlayerInfo *);
1067 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1068 static void KillPlayerUnlessEnemyProtected(int, int);
1069 static void KillPlayerUnlessExplosionProtected(int, int);
1071 static void TestIfPlayerTouchesCustomElement(int, int);
1072 static void TestIfElementTouchesCustomElement(int, int);
1073 static void TestIfElementHitsCustomElement(int, int, int);
1075 static void TestIfElementSmashesCustomElement(int, int, int);
1078 static void HandleElementChange(int, int, int);
1079 static void ExecuteCustomElementAction(int, int, int, int);
1080 static boolean ChangeElement(int, int, int, int);
1082 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1083 #define CheckTriggeredElementChange(x, y, e, ev) \
1084 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1085 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1086 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1087 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1088 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1089 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1090 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1092 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1093 #define CheckElementChange(x, y, e, te, ev) \
1094 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1095 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1096 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1097 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1098 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1100 static void PlayLevelSound(int, int, int);
1101 static void PlayLevelSoundNearest(int, int, int);
1102 static void PlayLevelSoundAction(int, int, int);
1103 static void PlayLevelSoundElementAction(int, int, int, int);
1104 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1105 static void PlayLevelSoundActionIfLoop(int, int, int);
1106 static void StopLevelSoundActionIfLoop(int, int, int);
1107 static void PlayLevelMusic();
1109 static void MapGameButtons();
1110 static void HandleGameButtons(struct GadgetInfo *);
1112 int AmoebeNachbarNr(int, int);
1113 void AmoebeUmwandeln(int, int);
1114 void ContinueMoving(int, int);
1115 void Bang(int, int);
1116 void InitMovDir(int, int);
1117 void InitAmoebaNr(int, int);
1118 int NewHiScore(void);
1120 void TestIfGoodThingHitsBadThing(int, int, int);
1121 void TestIfBadThingHitsGoodThing(int, int, int);
1122 void TestIfPlayerTouchesBadThing(int, int);
1123 void TestIfPlayerRunsIntoBadThing(int, int, int);
1124 void TestIfBadThingTouchesPlayer(int, int);
1125 void TestIfBadThingRunsIntoPlayer(int, int, int);
1126 void TestIfFriendTouchesBadThing(int, int);
1127 void TestIfBadThingTouchesFriend(int, int);
1128 void TestIfBadThingTouchesOtherBadThing(int, int);
1129 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1131 void KillPlayer(struct PlayerInfo *);
1132 void BuryPlayer(struct PlayerInfo *);
1133 void RemovePlayer(struct PlayerInfo *);
1135 static int getInvisibleActiveFromInvisibleElement(int);
1136 static int getInvisibleFromInvisibleActiveElement(int);
1138 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1140 /* for detection of endless loops, caused by custom element programming */
1141 /* (using maximal playfield width x 10 is just a rough approximation) */
1142 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1144 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1146 if (recursion_loop_detected) \
1149 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1151 recursion_loop_detected = TRUE; \
1152 recursion_loop_element = (e); \
1155 recursion_loop_depth++; \
1158 #define RECURSION_LOOP_DETECTION_END() \
1160 recursion_loop_depth--; \
1163 static int recursion_loop_depth;
1164 static boolean recursion_loop_detected;
1165 static boolean recursion_loop_element;
1168 /* ------------------------------------------------------------------------- */
1169 /* definition of elements that automatically change to other elements after */
1170 /* a specified time, eventually calling a function when changing */
1171 /* ------------------------------------------------------------------------- */
1173 /* forward declaration for changer functions */
1174 static void InitBuggyBase(int, int);
1175 static void WarnBuggyBase(int, int);
1177 static void InitTrap(int, int);
1178 static void ActivateTrap(int, int);
1179 static void ChangeActiveTrap(int, int);
1181 static void InitRobotWheel(int, int);
1182 static void RunRobotWheel(int, int);
1183 static void StopRobotWheel(int, int);
1185 static void InitTimegateWheel(int, int);
1186 static void RunTimegateWheel(int, int);
1188 static void InitMagicBallDelay(int, int);
1189 static void ActivateMagicBall(int, int);
1191 struct ChangingElementInfo
1196 void (*pre_change_function)(int x, int y);
1197 void (*change_function)(int x, int y);
1198 void (*post_change_function)(int x, int y);
1201 static struct ChangingElementInfo change_delay_list[] =
1236 EL_STEEL_EXIT_OPENING,
1244 EL_STEEL_EXIT_CLOSING,
1245 EL_STEEL_EXIT_CLOSED,
1272 EL_EM_STEEL_EXIT_OPENING,
1273 EL_EM_STEEL_EXIT_OPEN,
1280 EL_EM_STEEL_EXIT_CLOSING,
1284 EL_EM_STEEL_EXIT_CLOSED,
1308 EL_SWITCHGATE_OPENING,
1316 EL_SWITCHGATE_CLOSING,
1317 EL_SWITCHGATE_CLOSED,
1324 EL_TIMEGATE_OPENING,
1332 EL_TIMEGATE_CLOSING,
1341 EL_ACID_SPLASH_LEFT,
1349 EL_ACID_SPLASH_RIGHT,
1358 EL_SP_BUGGY_BASE_ACTIVATING,
1365 EL_SP_BUGGY_BASE_ACTIVATING,
1366 EL_SP_BUGGY_BASE_ACTIVE,
1373 EL_SP_BUGGY_BASE_ACTIVE,
1397 EL_ROBOT_WHEEL_ACTIVE,
1405 EL_TIMEGATE_SWITCH_ACTIVE,
1413 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1414 EL_DC_TIMEGATE_SWITCH,
1421 EL_EMC_MAGIC_BALL_ACTIVE,
1422 EL_EMC_MAGIC_BALL_ACTIVE,
1429 EL_EMC_SPRING_BUMPER_ACTIVE,
1430 EL_EMC_SPRING_BUMPER,
1437 EL_DIAGONAL_SHRINKING,
1445 EL_DIAGONAL_GROWING,
1466 int push_delay_fixed, push_delay_random;
1470 { EL_SPRING, 0, 0 },
1471 { EL_BALLOON, 0, 0 },
1473 { EL_SOKOBAN_OBJECT, 2, 0 },
1474 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1475 { EL_SATELLITE, 2, 0 },
1476 { EL_SP_DISK_YELLOW, 2, 0 },
1478 { EL_UNDEFINED, 0, 0 },
1486 move_stepsize_list[] =
1488 { EL_AMOEBA_DROP, 2 },
1489 { EL_AMOEBA_DROPPING, 2 },
1490 { EL_QUICKSAND_FILLING, 1 },
1491 { EL_QUICKSAND_EMPTYING, 1 },
1492 { EL_QUICKSAND_FAST_FILLING, 2 },
1493 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1494 { EL_MAGIC_WALL_FILLING, 2 },
1495 { EL_MAGIC_WALL_EMPTYING, 2 },
1496 { EL_BD_MAGIC_WALL_FILLING, 2 },
1497 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1498 { EL_DC_MAGIC_WALL_FILLING, 2 },
1499 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1501 { EL_UNDEFINED, 0 },
1509 collect_count_list[] =
1512 { EL_BD_DIAMOND, 1 },
1513 { EL_EMERALD_YELLOW, 1 },
1514 { EL_EMERALD_RED, 1 },
1515 { EL_EMERALD_PURPLE, 1 },
1517 { EL_SP_INFOTRON, 1 },
1521 { EL_UNDEFINED, 0 },
1529 access_direction_list[] =
1531 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1532 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1533 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1534 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1535 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1536 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1537 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1538 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1539 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1540 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1541 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1543 { EL_SP_PORT_LEFT, MV_RIGHT },
1544 { EL_SP_PORT_RIGHT, MV_LEFT },
1545 { EL_SP_PORT_UP, MV_DOWN },
1546 { EL_SP_PORT_DOWN, MV_UP },
1547 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1548 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1549 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1550 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1551 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1552 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1553 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1554 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1555 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1556 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1557 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1558 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1559 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1560 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1561 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1563 { EL_UNDEFINED, MV_NONE }
1566 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1568 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1569 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1570 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1571 IS_JUST_CHANGING(x, y))
1573 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1575 /* static variables for playfield scan mode (scanning forward or backward) */
1576 static int playfield_scan_start_x = 0;
1577 static int playfield_scan_start_y = 0;
1578 static int playfield_scan_delta_x = 1;
1579 static int playfield_scan_delta_y = 1;
1581 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1582 (y) >= 0 && (y) <= lev_fieldy - 1; \
1583 (y) += playfield_scan_delta_y) \
1584 for ((x) = playfield_scan_start_x; \
1585 (x) >= 0 && (x) <= lev_fieldx - 1; \
1586 (x) += playfield_scan_delta_x)
1589 void DEBUG_SetMaximumDynamite()
1593 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1594 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1595 local_player->inventory_element[local_player->inventory_size++] =
1600 static void InitPlayfieldScanModeVars()
1602 if (game.use_reverse_scan_direction)
1604 playfield_scan_start_x = lev_fieldx - 1;
1605 playfield_scan_start_y = lev_fieldy - 1;
1607 playfield_scan_delta_x = -1;
1608 playfield_scan_delta_y = -1;
1612 playfield_scan_start_x = 0;
1613 playfield_scan_start_y = 0;
1615 playfield_scan_delta_x = 1;
1616 playfield_scan_delta_y = 1;
1620 static void InitPlayfieldScanMode(int mode)
1622 game.use_reverse_scan_direction =
1623 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1625 InitPlayfieldScanModeVars();
1628 static int get_move_delay_from_stepsize(int move_stepsize)
1631 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1633 /* make sure that stepsize value is always a power of 2 */
1634 move_stepsize = (1 << log_2(move_stepsize));
1636 return TILEX / move_stepsize;
1639 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1642 int player_nr = player->index_nr;
1643 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1644 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1646 /* do no immediately change move delay -- the player might just be moving */
1647 player->move_delay_value_next = move_delay;
1649 /* information if player can move must be set separately */
1650 player->cannot_move = cannot_move;
1654 player->move_delay = game.initial_move_delay[player_nr];
1655 player->move_delay_value = game.initial_move_delay_value[player_nr];
1657 player->move_delay_value_next = -1;
1659 player->move_delay_reset_counter = 0;
1663 void GetPlayerConfig()
1665 GameFrameDelay = setup.game_frame_delay;
1667 if (!audio.sound_available)
1668 setup.sound_simple = FALSE;
1670 if (!audio.loops_available)
1671 setup.sound_loops = FALSE;
1673 if (!audio.music_available)
1674 setup.sound_music = FALSE;
1676 if (!video.fullscreen_available)
1677 setup.fullscreen = FALSE;
1679 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1681 SetAudioMode(setup.sound);
1685 int GetElementFromGroupElement(int element)
1687 if (IS_GROUP_ELEMENT(element))
1689 struct ElementGroupInfo *group = element_info[element].group;
1690 int last_anim_random_frame = gfx.anim_random_frame;
1693 if (group->choice_mode == ANIM_RANDOM)
1694 gfx.anim_random_frame = RND(group->num_elements_resolved);
1696 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1697 group->choice_mode, 0,
1700 if (group->choice_mode == ANIM_RANDOM)
1701 gfx.anim_random_frame = last_anim_random_frame;
1703 group->choice_pos++;
1705 element = group->element_resolved[element_pos];
1711 static void InitPlayerField(int x, int y, int element, boolean init_game)
1713 if (element == EL_SP_MURPHY)
1717 if (stored_player[0].present)
1719 Feld[x][y] = EL_SP_MURPHY_CLONE;
1725 stored_player[0].initial_element = element;
1726 stored_player[0].use_murphy = TRUE;
1728 if (!level.use_artwork_element[0])
1729 stored_player[0].artwork_element = EL_SP_MURPHY;
1732 Feld[x][y] = EL_PLAYER_1;
1738 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1739 int jx = player->jx, jy = player->jy;
1741 player->present = TRUE;
1743 player->block_last_field = (element == EL_SP_MURPHY ?
1744 level.sp_block_last_field :
1745 level.block_last_field);
1747 /* ---------- initialize player's last field block delay --------------- */
1749 /* always start with reliable default value (no adjustment needed) */
1750 player->block_delay_adjustment = 0;
1752 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1753 if (player->block_last_field && element == EL_SP_MURPHY)
1754 player->block_delay_adjustment = 1;
1756 /* special case 2: in game engines before 3.1.1, blocking was different */
1757 if (game.use_block_last_field_bug)
1758 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1760 if (!options.network || player->connected)
1762 player->active = TRUE;
1764 /* remove potentially duplicate players */
1765 if (StorePlayer[jx][jy] == Feld[x][y])
1766 StorePlayer[jx][jy] = 0;
1768 StorePlayer[x][y] = Feld[x][y];
1772 printf("Player %d activated.\n", player->element_nr);
1773 printf("[Local player is %d and currently %s.]\n",
1774 local_player->element_nr,
1775 local_player->active ? "active" : "not active");
1779 Feld[x][y] = EL_EMPTY;
1781 player->jx = player->last_jx = x;
1782 player->jy = player->last_jy = y;
1786 static void InitField(int x, int y, boolean init_game)
1788 int element = Feld[x][y];
1797 InitPlayerField(x, y, element, init_game);
1800 case EL_SOKOBAN_FIELD_PLAYER:
1801 element = Feld[x][y] = EL_PLAYER_1;
1802 InitField(x, y, init_game);
1804 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1805 InitField(x, y, init_game);
1808 case EL_SOKOBAN_FIELD_EMPTY:
1809 local_player->sokobanfields_still_needed++;
1813 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1814 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1815 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1816 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1817 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1818 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1819 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1820 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1821 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1822 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1831 case EL_SPACESHIP_RIGHT:
1832 case EL_SPACESHIP_UP:
1833 case EL_SPACESHIP_LEFT:
1834 case EL_SPACESHIP_DOWN:
1835 case EL_BD_BUTTERFLY:
1836 case EL_BD_BUTTERFLY_RIGHT:
1837 case EL_BD_BUTTERFLY_UP:
1838 case EL_BD_BUTTERFLY_LEFT:
1839 case EL_BD_BUTTERFLY_DOWN:
1841 case EL_BD_FIREFLY_RIGHT:
1842 case EL_BD_FIREFLY_UP:
1843 case EL_BD_FIREFLY_LEFT:
1844 case EL_BD_FIREFLY_DOWN:
1845 case EL_PACMAN_RIGHT:
1847 case EL_PACMAN_LEFT:
1848 case EL_PACMAN_DOWN:
1850 case EL_YAMYAM_LEFT:
1851 case EL_YAMYAM_RIGHT:
1853 case EL_YAMYAM_DOWN:
1854 case EL_DARK_YAMYAM:
1857 case EL_SP_SNIKSNAK:
1858 case EL_SP_ELECTRON:
1867 case EL_AMOEBA_FULL:
1872 case EL_AMOEBA_DROP:
1873 if (y == lev_fieldy - 1)
1875 Feld[x][y] = EL_AMOEBA_GROWING;
1876 Store[x][y] = EL_AMOEBA_WET;
1880 case EL_DYNAMITE_ACTIVE:
1881 case EL_SP_DISK_RED_ACTIVE:
1882 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1883 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1884 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1885 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1886 MovDelay[x][y] = 96;
1889 case EL_EM_DYNAMITE_ACTIVE:
1890 MovDelay[x][y] = 32;
1894 local_player->lights_still_needed++;
1898 local_player->friends_still_needed++;
1903 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1906 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1907 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1908 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1909 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1910 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1911 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1912 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1913 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1914 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1915 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1916 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1917 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1920 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1921 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1922 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1924 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1926 game.belt_dir[belt_nr] = belt_dir;
1927 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1929 else /* more than one switch -- set it like the first switch */
1931 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1936 #if !USE_BOTH_SWITCHGATE_SWITCHES
1937 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
1939 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
1942 case EL_DC_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
1944 Feld[x][y] = EL_DC_SWITCHGATE_SWITCH_UP;
1948 case EL_LIGHT_SWITCH_ACTIVE:
1950 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1953 case EL_INVISIBLE_STEELWALL:
1954 case EL_INVISIBLE_WALL:
1955 case EL_INVISIBLE_SAND:
1956 if (game.light_time_left > 0 ||
1957 game.lenses_time_left > 0)
1958 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1961 case EL_EMC_MAGIC_BALL:
1962 if (game.ball_state)
1963 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1966 case EL_EMC_MAGIC_BALL_SWITCH:
1967 if (game.ball_state)
1968 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1971 case EL_TRIGGER_PLAYER:
1972 case EL_TRIGGER_ELEMENT:
1973 case EL_TRIGGER_CE_VALUE:
1974 case EL_TRIGGER_CE_SCORE:
1976 case EL_ANY_ELEMENT:
1977 case EL_CURRENT_CE_VALUE:
1978 case EL_CURRENT_CE_SCORE:
1995 /* reference elements should not be used on the playfield */
1996 Feld[x][y] = EL_EMPTY;
2000 if (IS_CUSTOM_ELEMENT(element))
2002 if (CAN_MOVE(element))
2005 #if USE_NEW_CUSTOM_VALUE
2006 if (!element_info[element].use_last_ce_value || init_game)
2007 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
2010 else if (IS_GROUP_ELEMENT(element))
2012 Feld[x][y] = GetElementFromGroupElement(element);
2014 InitField(x, y, init_game);
2021 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2024 static inline void InitField_WithBug1(int x, int y, boolean init_game)
2026 InitField(x, y, init_game);
2028 /* not needed to call InitMovDir() -- already done by InitField()! */
2029 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2030 CAN_MOVE(Feld[x][y]))
2034 static inline void InitField_WithBug2(int x, int y, boolean init_game)
2036 int old_element = Feld[x][y];
2038 InitField(x, y, init_game);
2040 /* not needed to call InitMovDir() -- already done by InitField()! */
2041 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2042 CAN_MOVE(old_element) &&
2043 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2046 /* this case is in fact a combination of not less than three bugs:
2047 first, it calls InitMovDir() for elements that can move, although this is
2048 already done by InitField(); then, it checks the element that was at this
2049 field _before_ the call to InitField() (which can change it); lastly, it
2050 was not called for "mole with direction" elements, which were treated as
2051 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2057 static int get_key_element_from_nr(int key_nr)
2059 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2060 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2061 EL_EM_KEY_1 : EL_KEY_1);
2063 return key_base_element + key_nr;
2066 static int get_next_dropped_element(struct PlayerInfo *player)
2068 return (player->inventory_size > 0 ?
2069 player->inventory_element[player->inventory_size - 1] :
2070 player->inventory_infinite_element != EL_UNDEFINED ?
2071 player->inventory_infinite_element :
2072 player->dynabombs_left > 0 ?
2073 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2077 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2079 /* pos >= 0: get element from bottom of the stack;
2080 pos < 0: get element from top of the stack */
2084 int min_inventory_size = -pos;
2085 int inventory_pos = player->inventory_size - min_inventory_size;
2086 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2088 return (player->inventory_size >= min_inventory_size ?
2089 player->inventory_element[inventory_pos] :
2090 player->inventory_infinite_element != EL_UNDEFINED ?
2091 player->inventory_infinite_element :
2092 player->dynabombs_left >= min_dynabombs_left ?
2093 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2098 int min_dynabombs_left = pos + 1;
2099 int min_inventory_size = pos + 1 - player->dynabombs_left;
2100 int inventory_pos = pos - player->dynabombs_left;
2102 return (player->inventory_infinite_element != EL_UNDEFINED ?
2103 player->inventory_infinite_element :
2104 player->dynabombs_left >= min_dynabombs_left ?
2105 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2106 player->inventory_size >= min_inventory_size ?
2107 player->inventory_element[inventory_pos] :
2112 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2114 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2115 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2118 if (gpo1->sort_priority != gpo2->sort_priority)
2119 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2121 compare_result = gpo1->nr - gpo2->nr;
2123 return compare_result;
2126 void InitGameControlValues()
2130 for (i = 0; game_panel_controls[i].nr != -1; i++)
2132 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2133 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2134 struct TextPosInfo *pos = gpc->pos;
2136 int type = gpc->type;
2140 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2141 Error(ERR_EXIT, "this should not happen -- please debug");
2144 /* force update of game controls after initialization */
2145 gpc->value = gpc->last_value = -1;
2146 gpc->frame = gpc->last_frame = -1;
2147 gpc->gfx_frame = -1;
2149 /* determine panel value width for later calculation of alignment */
2150 if (type == TYPE_INTEGER || type == TYPE_STRING)
2152 pos->width = pos->size * getFontWidth(pos->font);
2153 pos->height = getFontHeight(pos->font);
2155 else if (type == TYPE_ELEMENT)
2157 pos->width = pos->size;
2158 pos->height = pos->size;
2161 /* fill structure for game panel draw order */
2163 gpo->sort_priority = pos->sort_priority;
2166 /* sort game panel controls according to sort_priority and control number */
2167 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2168 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2171 void UpdatePlayfieldElementCount()
2173 boolean use_element_count = FALSE;
2176 /* first check if it is needed at all to calculate playfield element count */
2177 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2178 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2179 use_element_count = TRUE;
2181 if (!use_element_count)
2184 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2185 element_info[i].element_count = 0;
2187 SCAN_PLAYFIELD(x, y)
2189 element_info[Feld[x][y]].element_count++;
2192 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2193 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2194 if (IS_IN_GROUP(j, i))
2195 element_info[EL_GROUP_START + i].element_count +=
2196 element_info[j].element_count;
2199 void UpdateGameControlValues()
2202 int time = (local_player->LevelSolved ?
2203 local_player->LevelSolved_CountingTime :
2204 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2205 level.native_em_level->lev->time :
2206 level.time == 0 ? TimePlayed : TimeLeft);
2207 int score = (local_player->LevelSolved ?
2208 local_player->LevelSolved_CountingScore :
2209 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2210 level.native_em_level->lev->score :
2211 local_player->score);
2212 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2213 level.native_em_level->lev->required :
2214 local_player->gems_still_needed);
2215 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2216 level.native_em_level->lev->required > 0 :
2217 local_player->gems_still_needed > 0 ||
2218 local_player->sokobanfields_still_needed > 0 ||
2219 local_player->lights_still_needed > 0);
2221 UpdatePlayfieldElementCount();
2223 /* update game panel control values */
2225 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2226 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2228 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2229 for (i = 0; i < MAX_NUM_KEYS; i++)
2230 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2231 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2232 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2234 if (game.centered_player_nr == -1)
2236 for (i = 0; i < MAX_PLAYERS; i++)
2238 for (k = 0; k < MAX_NUM_KEYS; k++)
2240 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2242 if (level.native_em_level->ply[i]->keys & (1 << k))
2243 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2244 get_key_element_from_nr(k);
2246 else if (stored_player[i].key[k])
2247 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2248 get_key_element_from_nr(k);
2251 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2252 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2253 level.native_em_level->ply[i]->dynamite;
2255 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2256 stored_player[i].inventory_size;
2258 if (stored_player[i].num_white_keys > 0)
2259 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2262 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2263 stored_player[i].num_white_keys;
2268 int player_nr = game.centered_player_nr;
2270 for (k = 0; k < MAX_NUM_KEYS; k++)
2272 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2274 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2275 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2276 get_key_element_from_nr(k);
2278 else if (stored_player[player_nr].key[k])
2279 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2280 get_key_element_from_nr(k);
2283 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2284 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2285 level.native_em_level->ply[player_nr]->dynamite;
2287 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2288 stored_player[player_nr].inventory_size;
2290 if (stored_player[player_nr].num_white_keys > 0)
2291 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2293 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2294 stored_player[player_nr].num_white_keys;
2297 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2299 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2300 get_inventory_element_from_pos(local_player, i);
2301 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2302 get_inventory_element_from_pos(local_player, -i - 1);
2305 game_panel_controls[GAME_PANEL_SCORE].value = score;
2306 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2308 game_panel_controls[GAME_PANEL_TIME].value = time;
2310 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2311 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2312 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2314 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2315 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2317 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2318 local_player->shield_normal_time_left;
2319 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2320 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2322 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2323 local_player->shield_deadly_time_left;
2325 game_panel_controls[GAME_PANEL_EXIT].value =
2326 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2328 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2329 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2330 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2331 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2332 EL_EMC_MAGIC_BALL_SWITCH);
2334 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2335 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2336 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2337 game.light_time_left;
2339 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2340 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2341 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2342 game.timegate_time_left;
2344 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2345 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2347 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2348 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2349 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2350 game.lenses_time_left;
2352 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2353 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2354 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2355 game.magnify_time_left;
2357 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2358 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2359 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2360 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2361 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2362 EL_BALLOON_SWITCH_NONE);
2364 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2365 local_player->dynabomb_count;
2366 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2367 local_player->dynabomb_size;
2368 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2369 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2371 game_panel_controls[GAME_PANEL_PENGUINS].value =
2372 local_player->friends_still_needed;
2374 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2375 local_player->sokobanfields_still_needed;
2376 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2377 local_player->sokobanfields_still_needed;
2379 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2380 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2382 for (i = 0; i < NUM_BELTS; i++)
2384 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2385 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2386 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2387 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2388 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2391 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2392 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2393 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2394 game.magic_wall_time_left;
2396 #if USE_PLAYER_GRAVITY
2397 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2398 local_player->gravity;
2400 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value = game.gravity;
2403 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2404 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2406 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2407 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2408 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2409 game.panel.element[i].id : EL_UNDEFINED);
2411 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2412 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2413 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2414 element_info[game.panel.element_count[i].id].element_count : 0);
2416 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2417 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2418 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2419 element_info[game.panel.ce_score[i].id].collect_score : 0);
2421 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2422 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2423 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2424 element_info[game.panel.ce_score_element[i].id].collect_score :
2427 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2428 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2429 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2431 /* update game panel control frames */
2433 for (i = 0; game_panel_controls[i].nr != -1; i++)
2435 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2437 if (gpc->type == TYPE_ELEMENT)
2439 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2441 int last_anim_random_frame = gfx.anim_random_frame;
2442 int element = gpc->value;
2443 int graphic = el2panelimg(element);
2445 if (gpc->value != gpc->last_value)
2448 gpc->gfx_random = INIT_GFX_RANDOM();
2454 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2455 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2456 gpc->gfx_random = INIT_GFX_RANDOM();
2459 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2460 gfx.anim_random_frame = gpc->gfx_random;
2462 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2463 gpc->gfx_frame = element_info[element].collect_score;
2465 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2468 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2469 gfx.anim_random_frame = last_anim_random_frame;
2475 void DisplayGameControlValues()
2477 boolean redraw_panel = FALSE;
2480 for (i = 0; game_panel_controls[i].nr != -1; i++)
2482 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2484 if (PANEL_DEACTIVATED(gpc->pos))
2487 if (gpc->value == gpc->last_value &&
2488 gpc->frame == gpc->last_frame)
2491 redraw_panel = TRUE;
2497 /* copy default game door content to main double buffer */
2498 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
2499 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
2501 /* redraw game control buttons */
2503 RedrawGameButtons();
2509 game_status = GAME_MODE_PSEUDO_PANEL;
2512 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2514 for (i = 0; game_panel_controls[i].nr != -1; i++)
2518 int nr = game_panel_order[i].nr;
2519 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2521 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2524 struct TextPosInfo *pos = gpc->pos;
2525 int type = gpc->type;
2526 int value = gpc->value;
2527 int frame = gpc->frame;
2529 int last_value = gpc->last_value;
2530 int last_frame = gpc->last_frame;
2532 int size = pos->size;
2533 int font = pos->font;
2534 boolean draw_masked = pos->draw_masked;
2535 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2537 if (PANEL_DEACTIVATED(pos))
2541 if (value == last_value && frame == last_frame)
2545 gpc->last_value = value;
2546 gpc->last_frame = frame;
2549 printf("::: value %d changed from %d to %d\n", nr, last_value, value);
2552 if (type == TYPE_INTEGER)
2554 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2555 nr == GAME_PANEL_TIME)
2557 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2559 if (use_dynamic_size) /* use dynamic number of digits */
2561 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2562 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2563 int size2 = size1 + 1;
2564 int font1 = pos->font;
2565 int font2 = pos->font_alt;
2567 size = (value < value_change ? size1 : size2);
2568 font = (value < value_change ? font1 : font2);
2571 /* clear background if value just changed its size (dynamic digits) */
2572 if ((last_value < value_change) != (value < value_change))
2574 int width1 = size1 * getFontWidth(font1);
2575 int width2 = size2 * getFontWidth(font2);
2576 int max_width = MAX(width1, width2);
2577 int max_height = MAX(getFontHeight(font1), getFontHeight(font2));
2579 pos->width = max_width;
2581 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2582 max_width, max_height);
2589 /* correct text size if "digits" is zero or less */
2591 size = strlen(int2str(value, size));
2593 /* dynamically correct text alignment */
2594 pos->width = size * getFontWidth(font);
2597 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2598 int2str(value, size), font, mask_mode);
2600 else if (type == TYPE_ELEMENT)
2602 int element, graphic;
2606 int dst_x = PANEL_XPOS(pos);
2607 int dst_y = PANEL_YPOS(pos);
2610 if (value != EL_UNDEFINED && value != EL_EMPTY)
2613 graphic = el2panelimg(value);
2615 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2618 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2622 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2625 width = graphic_info[graphic].width * size / TILESIZE;
2626 height = graphic_info[graphic].height * size / TILESIZE;
2630 SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
2631 dst_x - src_x, dst_y - src_y);
2632 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2637 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2642 if (value == EL_UNDEFINED || value == EL_EMPTY)
2644 element = (last_value == EL_UNDEFINED ? EL_EMPTY : last_value);
2645 graphic = el2panelimg(element);
2647 src_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
2648 src_x = DOOR_GFX_PAGEX5 + ALIGNED_TEXT_XPOS(pos);
2649 src_y = DOOR_GFX_PAGEY1 + ALIGNED_TEXT_YPOS(pos);
2654 graphic = el2panelimg(value);
2656 getSizedGraphicSource(graphic, frame, size, &src_bitmap, &src_x,&src_y);
2659 width = graphic_info[graphic].width * size / TILESIZE;
2660 height = graphic_info[graphic].height * size / TILESIZE;
2662 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height, dst_x, dst_y);
2665 else if (type == TYPE_STRING)
2667 boolean active = (value != 0);
2668 char *state_normal = "off";
2669 char *state_active = "on";
2670 char *state = (active ? state_active : state_normal);
2671 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2672 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2673 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2674 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2676 if (nr == GAME_PANEL_GRAVITY_STATE)
2678 int font1 = pos->font; /* (used for normal state) */
2679 int font2 = pos->font_alt; /* (used for active state) */
2681 int size1 = strlen(state_normal);
2682 int size2 = strlen(state_active);
2683 int width1 = size1 * getFontWidth(font1);
2684 int width2 = size2 * getFontWidth(font2);
2685 int max_width = MAX(width1, width2);
2686 int max_height = MAX(getFontHeight(font1), getFontHeight(font2));
2688 pos->width = max_width;
2690 /* clear background for values that may have changed its size */
2691 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2692 max_width, max_height);
2695 font = (active ? font2 : font1);
2705 /* don't truncate output if "chars" is zero or less */
2708 /* dynamically correct text alignment */
2709 pos->width = size * getFontWidth(font);
2713 s_cut = getStringCopyN(s, size);
2715 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2716 s_cut, font, mask_mode);
2722 redraw_mask |= REDRAW_DOOR_1;
2725 game_status = GAME_MODE_PLAYING;
2728 void UpdateAndDisplayGameControlValues()
2730 if (tape.warp_forward)
2733 UpdateGameControlValues();
2734 DisplayGameControlValues();
2737 void DrawGameValue_Emeralds(int value)
2739 struct TextPosInfo *pos = &game.panel.gems;
2741 int font_nr = pos->font;
2743 int font_nr = FONT_TEXT_2;
2745 int font_width = getFontWidth(font_nr);
2746 int chars = pos->size;
2749 return; /* !!! USE NEW STUFF !!! */
2752 if (PANEL_DEACTIVATED(pos))
2755 pos->width = chars * font_width;
2757 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2760 void DrawGameValue_Dynamite(int value)
2762 struct TextPosInfo *pos = &game.panel.inventory_count;
2764 int font_nr = pos->font;
2766 int font_nr = FONT_TEXT_2;
2768 int font_width = getFontWidth(font_nr);
2769 int chars = pos->size;
2772 return; /* !!! USE NEW STUFF !!! */
2775 if (PANEL_DEACTIVATED(pos))
2778 pos->width = chars * font_width;
2780 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2783 void DrawGameValue_Score(int value)
2785 struct TextPosInfo *pos = &game.panel.score;
2787 int font_nr = pos->font;
2789 int font_nr = FONT_TEXT_2;
2791 int font_width = getFontWidth(font_nr);
2792 int chars = pos->size;
2795 return; /* !!! USE NEW STUFF !!! */
2798 if (PANEL_DEACTIVATED(pos))
2801 pos->width = chars * font_width;
2803 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2806 void DrawGameValue_Time(int value)
2808 struct TextPosInfo *pos = &game.panel.time;
2809 static int last_value = -1;
2812 int chars = pos->size;
2814 int font1_nr = pos->font;
2815 int font2_nr = pos->font_alt;
2817 int font1_nr = FONT_TEXT_2;
2818 int font2_nr = FONT_TEXT_1;
2820 int font_nr = font1_nr;
2821 boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
2824 return; /* !!! USE NEW STUFF !!! */
2827 if (PANEL_DEACTIVATED(pos))
2830 if (use_dynamic_chars) /* use dynamic number of chars */
2832 chars = (value < 1000 ? chars1 : chars2);
2833 font_nr = (value < 1000 ? font1_nr : font2_nr);
2836 /* clear background if value just changed its size (dynamic chars only) */
2837 if (use_dynamic_chars && (last_value < 1000) != (value < 1000))
2839 int width1 = chars1 * getFontWidth(font1_nr);
2840 int width2 = chars2 * getFontWidth(font2_nr);
2841 int max_width = MAX(width1, width2);
2842 int max_height = MAX(getFontHeight(font1_nr), getFontHeight(font2_nr));
2844 pos->width = max_width;
2846 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2847 max_width, max_height);
2850 pos->width = chars * getFontWidth(font_nr);
2852 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2857 void DrawGameValue_Level(int value)
2859 struct TextPosInfo *pos = &game.panel.level_number;
2862 int chars = pos->size;
2864 int font1_nr = pos->font;
2865 int font2_nr = pos->font_alt;
2867 int font1_nr = FONT_TEXT_2;
2868 int font2_nr = FONT_TEXT_1;
2870 int font_nr = font1_nr;
2871 boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
2874 return; /* !!! USE NEW STUFF !!! */
2877 if (PANEL_DEACTIVATED(pos))
2880 if (use_dynamic_chars) /* use dynamic number of chars */
2882 chars = (level_nr < 100 ? chars1 : chars2);
2883 font_nr = (level_nr < 100 ? font1_nr : font2_nr);
2886 pos->width = chars * getFontWidth(font_nr);
2888 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2891 void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
2894 struct TextPosInfo *pos = &game.panel.keys;
2897 int base_key_graphic = EL_KEY_1;
2902 return; /* !!! USE NEW STUFF !!! */
2906 if (PANEL_DEACTIVATED(pos))
2911 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2912 base_key_graphic = EL_EM_KEY_1;
2916 pos->width = 4 * MINI_TILEX;
2920 for (i = 0; i < MAX_NUM_KEYS; i++)
2922 /* currently only 4 of 8 possible keys are displayed */
2923 for (i = 0; i < STD_NUM_KEYS; i++)
2927 struct TextPosInfo *pos = &game.panel.key[i];
2929 int src_x = DOOR_GFX_PAGEX5 + 18 + (i % 4) * MINI_TILEX;
2930 int src_y = DOOR_GFX_PAGEY1 + 123;
2932 int dst_x = PANEL_XPOS(pos);
2933 int dst_y = PANEL_YPOS(pos);
2935 int dst_x = PANEL_XPOS(pos) + i * MINI_TILEX;
2936 int dst_y = PANEL_YPOS(pos);
2940 int element = (i >= STD_NUM_KEYS ? EL_EMC_KEY_5 - 4 :
2941 level.game_engine_type == GAME_ENGINE_TYPE_EM ? EL_EM_KEY_1 :
2943 int graphic = el2edimg(element);
2947 if (PANEL_DEACTIVATED(pos))
2952 /* masked blit with tiles from half-size scaled bitmap does not work yet
2953 (no mask bitmap created for these sizes after loading and scaling) --
2954 solution: load without creating mask, scale, then create final mask */
2956 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
2957 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
2962 int graphic = el2edimg(base_key_graphic + i);
2967 getMiniGraphicSource(graphic, &src_bitmap, &src_x, &src_y);
2969 SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
2970 dst_x - src_x, dst_y - src_y);
2971 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, MINI_TILEX, MINI_TILEY,
2977 DrawMiniGraphicExt(drawto, dst_x, dst_y, graphic);
2979 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
2980 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
2983 DrawMiniGraphicExt(drawto, dst_x, dst_y, el2edimg(base_key_graphic + i));
2985 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
2986 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
2994 void DrawGameValue_Emeralds(int value)
2996 int font_nr = FONT_TEXT_2;
2997 int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
2999 if (PANEL_DEACTIVATED(game.panel.gems))
3002 DrawText(DX_EMERALDS + xpos, DY_EMERALDS, int2str(value, 3), font_nr);
3005 void DrawGameValue_Dynamite(int value)
3007 int font_nr = FONT_TEXT_2;
3008 int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
3010 if (PANEL_DEACTIVATED(game.panel.inventory_count))
3013 DrawText(DX_DYNAMITE + xpos, DY_DYNAMITE, int2str(value, 3), font_nr);
3016 void DrawGameValue_Score(int value)
3018 int font_nr = FONT_TEXT_2;
3019 int xpos = (5 * 14 - 5 * getFontWidth(font_nr)) / 2;
3021 if (PANEL_DEACTIVATED(game.panel.score))
3024 DrawText(DX_SCORE + xpos, DY_SCORE, int2str(value, 5), font_nr);
3027 void DrawGameValue_Time(int value)
3029 int font1_nr = FONT_TEXT_2;
3031 int font2_nr = FONT_TEXT_1;
3033 int font2_nr = FONT_LEVEL_NUMBER;
3035 int xpos3 = (3 * 14 - 3 * getFontWidth(font1_nr)) / 2;
3036 int xpos4 = (4 * 10 - 4 * getFontWidth(font2_nr)) / 2;
3038 if (PANEL_DEACTIVATED(game.panel.time))
3041 /* clear background if value just changed its size */
3042 if (value == 999 || value == 1000)
3043 ClearRectangleOnBackground(drawto, DX_TIME1, DY_TIME, 14 * 3, 14);
3046 DrawText(DX_TIME1 + xpos3, DY_TIME, int2str(value, 3), font1_nr);
3048 DrawText(DX_TIME2 + xpos4, DY_TIME, int2str(value, 4), font2_nr);
3051 void DrawGameValue_Level(int value)
3053 int font1_nr = FONT_TEXT_2;
3055 int font2_nr = FONT_TEXT_1;
3057 int font2_nr = FONT_LEVEL_NUMBER;
3060 if (PANEL_DEACTIVATED(game.panel.level))
3064 DrawText(DX_LEVEL1, DY_LEVEL, int2str(value, 2), font1_nr);
3066 DrawText(DX_LEVEL2, DY_LEVEL, int2str(value, 3), font2_nr);
3069 void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
3071 int base_key_graphic = EL_KEY_1;
3074 if (PANEL_DEACTIVATED(game.panel.keys))
3077 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3078 base_key_graphic = EL_EM_KEY_1;
3080 /* currently only 4 of 8 possible keys are displayed */
3081 for (i = 0; i < STD_NUM_KEYS; i++)
3083 int x = XX_KEYS + i * MINI_TILEX;
3087 DrawMiniGraphicExt(drawto, DX + x,DY + y, el2edimg(base_key_graphic + i));
3089 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
3090 DOOR_GFX_PAGEX5 + x, y, MINI_TILEX, MINI_TILEY, DX + x,DY + y);
3096 void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
3099 int key[MAX_NUM_KEYS];
3102 /* prevent EM engine from updating time/score values parallel to GameWon() */
3103 if (level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3104 local_player->LevelSolved)
3107 for (i = 0; i < MAX_NUM_KEYS; i++)
3108 key[i] = key_bits & (1 << i);
3110 DrawGameValue_Level(level_nr);
3112 DrawGameValue_Emeralds(emeralds);
3113 DrawGameValue_Dynamite(dynamite);
3114 DrawGameValue_Score(score);
3115 DrawGameValue_Time(time);
3117 DrawGameValue_Keys(key);
3120 void UpdateGameDoorValues()
3122 UpdateGameControlValues();
3125 void DrawGameDoorValues()
3127 DisplayGameControlValues();
3130 void DrawGameDoorValues_OLD()
3132 int time_value = (level.time == 0 ? TimePlayed : TimeLeft);
3133 int dynamite_value = 0;
3134 int score_value = (local_player->LevelSolved ? local_player->score_final :
3135 local_player->score);
3136 int gems_value = local_player->gems_still_needed;
3140 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3142 DrawGameDoorValues_EM();
3147 if (game.centered_player_nr == -1)
3149 for (i = 0; i < MAX_PLAYERS; i++)
3151 for (j = 0; j < MAX_NUM_KEYS; j++)
3152 if (stored_player[i].key[j])
3153 key_bits |= (1 << j);
3155 dynamite_value += stored_player[i].inventory_size;
3160 int player_nr = game.centered_player_nr;
3162 for (i = 0; i < MAX_NUM_KEYS; i++)
3163 if (stored_player[player_nr].key[i])
3164 key_bits |= (1 << i);
3166 dynamite_value = stored_player[player_nr].inventory_size;
3169 DrawAllGameValues(gems_value, dynamite_value, score_value, time_value,
3175 =============================================================================
3177 -----------------------------------------------------------------------------
3178 initialize game engine due to level / tape version number
3179 =============================================================================
3182 static void InitGameEngine()
3184 int i, j, k, l, x, y;
3186 /* set game engine from tape file when re-playing, else from level file */
3187 game.engine_version = (tape.playing ? tape.engine_version :
3188 level.game_version);
3190 /* ---------------------------------------------------------------------- */
3191 /* set flags for bugs and changes according to active game engine version */
3192 /* ---------------------------------------------------------------------- */
3195 Summary of bugfix/change:
3196 Fixed handling for custom elements that change when pushed by the player.
3198 Fixed/changed in version:
3202 Before 3.1.0, custom elements that "change when pushing" changed directly
3203 after the player started pushing them (until then handled in "DigField()").
3204 Since 3.1.0, these custom elements are not changed until the "pushing"
3205 move of the element is finished (now handled in "ContinueMoving()").
3207 Affected levels/tapes:
3208 The first condition is generally needed for all levels/tapes before version
3209 3.1.0, which might use the old behaviour before it was changed; known tapes
3210 that are affected are some tapes from the level set "Walpurgis Gardens" by
3212 The second condition is an exception from the above case and is needed for
3213 the special case of tapes recorded with game (not engine!) version 3.1.0 or
3214 above (including some development versions of 3.1.0), but before it was
3215 known that this change would break tapes like the above and was fixed in
3216 3.1.1, so that the changed behaviour was active although the engine version
3217 while recording maybe was before 3.1.0. There is at least one tape that is
3218 affected by this exception, which is the tape for the one-level set "Bug
3219 Machine" by Juergen Bonhagen.
3222 game.use_change_when_pushing_bug =
3223 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3225 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3226 tape.game_version < VERSION_IDENT(3,1,1,0)));
3229 Summary of bugfix/change:
3230 Fixed handling for blocking the field the player leaves when moving.
3232 Fixed/changed in version:
3236 Before 3.1.1, when "block last field when moving" was enabled, the field
3237 the player is leaving when moving was blocked for the time of the move,
3238 and was directly unblocked afterwards. This resulted in the last field
3239 being blocked for exactly one less than the number of frames of one player
3240 move. Additionally, even when blocking was disabled, the last field was
3241 blocked for exactly one frame.
3242 Since 3.1.1, due to changes in player movement handling, the last field
3243 is not blocked at all when blocking is disabled. When blocking is enabled,
3244 the last field is blocked for exactly the number of frames of one player
3245 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3246 last field is blocked for exactly one more than the number of frames of
3249 Affected levels/tapes:
3250 (!!! yet to be determined -- probably many !!!)
3253 game.use_block_last_field_bug =
3254 (game.engine_version < VERSION_IDENT(3,1,1,0));
3257 Summary of bugfix/change:
3258 Changed behaviour of CE changes with multiple changes per single frame.
3260 Fixed/changed in version:
3264 Before 3.2.0-6, only one single CE change was allowed in each engine frame.
3265 This resulted in race conditions where CEs seem to behave strange in some
3266 situations (where triggered CE changes were just skipped because there was
3267 already a CE change on that tile in the playfield in that engine frame).
3268 Since 3.2.0-6, this was changed to allow up to MAX_NUM_CHANGES_PER_FRAME.
3269 (The number of changes per frame must be limited in any case, because else
3270 it is easily possible to define CE changes that would result in an infinite
3271 loop, causing the whole game to freeze. The MAX_NUM_CHANGES_PER_FRAME value
3272 should be set large enough so that it would only be reached in cases where
3273 the corresponding CE change conditions run into a loop. Therefore, it seems
3274 to be reasonable to set MAX_NUM_CHANGES_PER_FRAME to the same value as the
3275 maximal number of change pages for custom elements.)
3277 Affected levels/tapes:
3281 #if USE_ONLY_ONE_CHANGE_PER_FRAME
3282 game.max_num_changes_per_frame = 1;
3284 game.max_num_changes_per_frame =
3285 (game.engine_version < VERSION_IDENT(3,2,0,6) ? 1 : 32);
3288 /* ---------------------------------------------------------------------- */
3290 /* default scan direction: scan playfield from top/left to bottom/right */
3291 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3293 /* dynamically adjust element properties according to game engine version */
3294 InitElementPropertiesEngine(game.engine_version);
3297 printf("level %d: level version == %06d\n", level_nr, level.game_version);
3298 printf(" tape version == %06d [%s] [file: %06d]\n",
3299 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
3301 printf(" => game.engine_version == %06d\n", game.engine_version);
3304 /* ---------- initialize player's initial move delay --------------------- */
3306 /* dynamically adjust player properties according to level information */
3307 for (i = 0; i < MAX_PLAYERS; i++)
3308 game.initial_move_delay_value[i] =
3309 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3311 /* dynamically adjust player properties according to game engine version */
3312 for (i = 0; i < MAX_PLAYERS; i++)
3313 game.initial_move_delay[i] =
3314 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3315 game.initial_move_delay_value[i] : 0);
3317 /* ---------- initialize player's initial push delay --------------------- */
3319 /* dynamically adjust player properties according to game engine version */
3320 game.initial_push_delay_value =
3321 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3323 /* ---------- initialize changing elements ------------------------------- */
3325 /* initialize changing elements information */
3326 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3328 struct ElementInfo *ei = &element_info[i];
3330 /* this pointer might have been changed in the level editor */
3331 ei->change = &ei->change_page[0];
3333 if (!IS_CUSTOM_ELEMENT(i))
3335 ei->change->target_element = EL_EMPTY_SPACE;
3336 ei->change->delay_fixed = 0;
3337 ei->change->delay_random = 0;
3338 ei->change->delay_frames = 1;
3341 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3343 ei->has_change_event[j] = FALSE;
3345 ei->event_page_nr[j] = 0;
3346 ei->event_page[j] = &ei->change_page[0];
3350 /* add changing elements from pre-defined list */
3351 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3353 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3354 struct ElementInfo *ei = &element_info[ch_delay->element];
3356 ei->change->target_element = ch_delay->target_element;
3357 ei->change->delay_fixed = ch_delay->change_delay;
3359 ei->change->pre_change_function = ch_delay->pre_change_function;
3360 ei->change->change_function = ch_delay->change_function;
3361 ei->change->post_change_function = ch_delay->post_change_function;
3363 ei->change->can_change = TRUE;
3364 ei->change->can_change_or_has_action = TRUE;
3366 ei->has_change_event[CE_DELAY] = TRUE;
3368 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3369 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3372 /* ---------- initialize internal run-time variables --------------------- */
3374 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3376 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3378 for (j = 0; j < ei->num_change_pages; j++)
3380 ei->change_page[j].can_change_or_has_action =
3381 (ei->change_page[j].can_change |
3382 ei->change_page[j].has_action);
3386 /* add change events from custom element configuration */
3387 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3389 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3391 for (j = 0; j < ei->num_change_pages; j++)
3393 if (!ei->change_page[j].can_change_or_has_action)
3396 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3398 /* only add event page for the first page found with this event */
3399 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3401 ei->has_change_event[k] = TRUE;
3403 ei->event_page_nr[k] = j;
3404 ei->event_page[k] = &ei->change_page[j];
3411 /* ---------- initialize reference elements in change conditions --------- */
3413 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3415 int element = EL_CUSTOM_START + i;
3416 struct ElementInfo *ei = &element_info[element];
3418 for (j = 0; j < ei->num_change_pages; j++)
3420 int trigger_element = ei->change_page[j].initial_trigger_element;
3422 if (trigger_element >= EL_PREV_CE_8 &&
3423 trigger_element <= EL_NEXT_CE_8)
3424 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3426 ei->change_page[j].trigger_element = trigger_element;
3431 /* ---------- initialize run-time trigger player and element ------------- */
3433 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3435 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3437 for (j = 0; j < ei->num_change_pages; j++)
3439 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3440 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
3441 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_1;
3442 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3443 ei->change_page[j].actual_trigger_ce_value = 0;
3444 ei->change_page[j].actual_trigger_ce_score = 0;
3448 /* ---------- initialize trigger events ---------------------------------- */
3450 /* initialize trigger events information */
3451 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3452 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3453 trigger_events[i][j] = FALSE;
3455 /* add trigger events from element change event properties */
3456 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3458 struct ElementInfo *ei = &element_info[i];
3460 for (j = 0; j < ei->num_change_pages; j++)
3462 if (!ei->change_page[j].can_change_or_has_action)
3465 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3467 int trigger_element = ei->change_page[j].trigger_element;
3469 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3471 if (ei->change_page[j].has_event[k])
3473 if (IS_GROUP_ELEMENT(trigger_element))
3475 struct ElementGroupInfo *group =
3476 element_info[trigger_element].group;
3478 for (l = 0; l < group->num_elements_resolved; l++)
3479 trigger_events[group->element_resolved[l]][k] = TRUE;
3481 else if (trigger_element == EL_ANY_ELEMENT)
3482 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3483 trigger_events[l][k] = TRUE;
3485 trigger_events[trigger_element][k] = TRUE;
3492 /* ---------- initialize push delay -------------------------------------- */
3494 /* initialize push delay values to default */
3495 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3497 if (!IS_CUSTOM_ELEMENT(i))
3499 /* set default push delay values (corrected since version 3.0.7-1) */
3500 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3502 element_info[i].push_delay_fixed = 2;
3503 element_info[i].push_delay_random = 8;
3507 element_info[i].push_delay_fixed = 8;
3508 element_info[i].push_delay_random = 8;
3513 /* set push delay value for certain elements from pre-defined list */
3514 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3516 int e = push_delay_list[i].element;
3518 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3519 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3522 /* set push delay value for Supaplex elements for newer engine versions */
3523 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3525 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3527 if (IS_SP_ELEMENT(i))
3529 /* set SP push delay to just enough to push under a falling zonk */
3530 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3532 element_info[i].push_delay_fixed = delay;
3533 element_info[i].push_delay_random = 0;
3538 /* ---------- initialize move stepsize ----------------------------------- */
3540 /* initialize move stepsize values to default */
3541 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3542 if (!IS_CUSTOM_ELEMENT(i))
3543 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3545 /* set move stepsize value for certain elements from pre-defined list */
3546 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3548 int e = move_stepsize_list[i].element;
3550 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3553 /* ---------- initialize collect score ----------------------------------- */
3555 /* initialize collect score values for custom elements from initial value */
3556 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3557 if (IS_CUSTOM_ELEMENT(i))
3558 element_info[i].collect_score = element_info[i].collect_score_initial;
3560 /* ---------- initialize collect count ----------------------------------- */
3562 /* initialize collect count values for non-custom elements */
3563 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3564 if (!IS_CUSTOM_ELEMENT(i))
3565 element_info[i].collect_count_initial = 0;
3567 /* add collect count values for all elements from pre-defined list */
3568 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3569 element_info[collect_count_list[i].element].collect_count_initial =
3570 collect_count_list[i].count;
3572 /* ---------- initialize access direction -------------------------------- */
3574 /* initialize access direction values to default (access from every side) */
3575 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3576 if (!IS_CUSTOM_ELEMENT(i))
3577 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3579 /* set access direction value for certain elements from pre-defined list */
3580 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3581 element_info[access_direction_list[i].element].access_direction =
3582 access_direction_list[i].direction;
3584 /* ---------- initialize explosion content ------------------------------- */
3585 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3587 if (IS_CUSTOM_ELEMENT(i))
3590 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3592 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3594 element_info[i].content.e[x][y] =
3595 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3596 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3597 i == EL_PLAYER_3 ? EL_EMERALD :
3598 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3599 i == EL_MOLE ? EL_EMERALD_RED :
3600 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3601 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3602 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3603 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3604 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3605 i == EL_WALL_EMERALD ? EL_EMERALD :
3606 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3607 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3608 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3609 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3610 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3611 i == EL_WALL_PEARL ? EL_PEARL :
3612 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3617 /* ---------- initialize recursion detection ------------------------------ */
3618 recursion_loop_depth = 0;
3619 recursion_loop_detected = FALSE;
3620 recursion_loop_element = EL_UNDEFINED;
3622 /* ---------- initialize graphics engine ---------------------------------- */
3623 game.scroll_delay_value =
3624 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3625 setup.scroll_delay ? setup.scroll_delay_value : 0);
3626 game.scroll_delay_value =
3627 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3630 int get_num_special_action(int element, int action_first, int action_last)
3632 int num_special_action = 0;
3635 for (i = action_first; i <= action_last; i++)
3637 boolean found = FALSE;
3639 for (j = 0; j < NUM_DIRECTIONS; j++)
3640 if (el_act_dir2img(element, i, j) !=
3641 el_act_dir2img(element, ACTION_DEFAULT, j))
3645 num_special_action++;
3650 return num_special_action;
3655 =============================================================================
3657 -----------------------------------------------------------------------------
3658 initialize and start new game
3659 =============================================================================
3664 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3665 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3666 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3668 boolean do_fading = (game_status == GAME_MODE_MAIN);
3672 game_status = GAME_MODE_PLAYING;
3675 InitGameControlValues();
3677 /* don't play tapes over network */
3678 network_playing = (options.network && !tape.playing);
3680 for (i = 0; i < MAX_PLAYERS; i++)
3682 struct PlayerInfo *player = &stored_player[i];
3684 player->index_nr = i;
3685 player->index_bit = (1 << i);
3686 player->element_nr = EL_PLAYER_1 + i;
3688 player->present = FALSE;
3689 player->active = FALSE;
3690 player->killed = FALSE;
3693 player->effective_action = 0;
3694 player->programmed_action = 0;
3697 player->score_final = 0;
3699 player->gems_still_needed = level.gems_needed;
3700 player->sokobanfields_still_needed = 0;
3701 player->lights_still_needed = 0;
3702 player->friends_still_needed = 0;
3704 for (j = 0; j < MAX_NUM_KEYS; j++)
3705 player->key[j] = FALSE;
3707 player->num_white_keys = 0;
3709 player->dynabomb_count = 0;
3710 player->dynabomb_size = 1;
3711 player->dynabombs_left = 0;
3712 player->dynabomb_xl = FALSE;
3714 player->MovDir = MV_NONE;
3717 player->GfxDir = MV_NONE;
3718 player->GfxAction = ACTION_DEFAULT;
3720 player->StepFrame = 0;
3722 player->initial_element = player->element_nr;
3723 player->artwork_element =
3724 (level.use_artwork_element[i] ? level.artwork_element[i] :
3725 player->element_nr);
3726 player->use_murphy = FALSE;
3728 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3729 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3731 player->gravity = level.initial_player_gravity[i];
3733 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3735 player->actual_frame_counter = 0;
3737 player->step_counter = 0;
3739 player->last_move_dir = MV_NONE;
3741 player->is_active = FALSE;
3743 player->is_waiting = FALSE;
3744 player->is_moving = FALSE;
3745 player->is_auto_moving = FALSE;
3746 player->is_digging = FALSE;
3747 player->is_snapping = FALSE;
3748 player->is_collecting = FALSE;
3749 player->is_pushing = FALSE;
3750 player->is_switching = FALSE;
3751 player->is_dropping = FALSE;
3752 player->is_dropping_pressed = FALSE;
3754 player->is_bored = FALSE;
3755 player->is_sleeping = FALSE;
3757 player->frame_counter_bored = -1;
3758 player->frame_counter_sleeping = -1;
3760 player->anim_delay_counter = 0;
3761 player->post_delay_counter = 0;
3763 player->dir_waiting = MV_NONE;
3764 player->action_waiting = ACTION_DEFAULT;
3765 player->last_action_waiting = ACTION_DEFAULT;
3766 player->special_action_bored = ACTION_DEFAULT;
3767 player->special_action_sleeping = ACTION_DEFAULT;
3769 player->switch_x = -1;
3770 player->switch_y = -1;
3772 player->drop_x = -1;
3773 player->drop_y = -1;
3775 player->show_envelope = 0;
3777 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3779 player->push_delay = -1; /* initialized when pushing starts */
3780 player->push_delay_value = game.initial_push_delay_value;
3782 player->drop_delay = 0;
3783 player->drop_pressed_delay = 0;
3785 player->last_jx = -1;
3786 player->last_jy = -1;
3790 player->shield_normal_time_left = 0;
3791 player->shield_deadly_time_left = 0;
3793 player->inventory_infinite_element = EL_UNDEFINED;
3794 player->inventory_size = 0;
3796 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3797 SnapField(player, 0, 0);
3799 player->LevelSolved = FALSE;
3800 player->GameOver = FALSE;
3802 player->LevelSolved_GameWon = FALSE;
3803 player->LevelSolved_GameEnd = FALSE;
3804 player->LevelSolved_PanelOff = FALSE;
3805 player->LevelSolved_SaveTape = FALSE;
3806 player->LevelSolved_SaveScore = FALSE;
3807 player->LevelSolved_CountingTime = 0;
3808 player->LevelSolved_CountingScore = 0;
3811 network_player_action_received = FALSE;
3813 #if defined(NETWORK_AVALIABLE)
3814 /* initial null action */
3815 if (network_playing)
3816 SendToServer_MovePlayer(MV_NONE);
3825 TimeLeft = level.time;
3828 ScreenMovDir = MV_NONE;
3832 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3834 AllPlayersGone = FALSE;
3836 game.yamyam_content_nr = 0;
3837 game.robot_wheel_active = FALSE;
3838 game.magic_wall_active = FALSE;
3839 game.magic_wall_time_left = 0;
3840 game.light_time_left = 0;
3841 game.timegate_time_left = 0;
3842 game.switchgate_pos = 0;
3843 game.wind_direction = level.wind_direction_initial;
3845 #if !USE_PLAYER_GRAVITY
3846 game.gravity = FALSE;
3847 game.explosions_delayed = TRUE;
3850 game.lenses_time_left = 0;
3851 game.magnify_time_left = 0;
3853 game.ball_state = level.ball_state_initial;
3854 game.ball_content_nr = 0;
3856 game.envelope_active = FALSE;
3858 /* set focus to local player for network games, else to all players */
3859 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3860 game.centered_player_nr_next = game.centered_player_nr;
3861 game.set_centered_player = FALSE;
3863 if (network_playing && tape.recording)
3865 /* store client dependent player focus when recording network games */
3866 tape.centered_player_nr_next = game.centered_player_nr_next;
3867 tape.set_centered_player = TRUE;
3870 for (i = 0; i < NUM_BELTS; i++)
3872 game.belt_dir[i] = MV_NONE;
3873 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3876 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3877 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3879 SCAN_PLAYFIELD(x, y)
3881 Feld[x][y] = level.field[x][y];
3882 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3883 ChangeDelay[x][y] = 0;
3884 ChangePage[x][y] = -1;
3885 #if USE_NEW_CUSTOM_VALUE
3886 CustomValue[x][y] = 0; /* initialized in InitField() */
3888 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3890 WasJustMoving[x][y] = 0;
3891 WasJustFalling[x][y] = 0;
3892 CheckCollision[x][y] = 0;
3893 CheckImpact[x][y] = 0;
3895 Pushed[x][y] = FALSE;
3897 ChangeCount[x][y] = 0;
3898 ChangeEvent[x][y] = -1;
3900 ExplodePhase[x][y] = 0;
3901 ExplodeDelay[x][y] = 0;
3902 ExplodeField[x][y] = EX_TYPE_NONE;
3904 RunnerVisit[x][y] = 0;
3905 PlayerVisit[x][y] = 0;
3908 GfxRandom[x][y] = INIT_GFX_RANDOM();
3909 GfxElement[x][y] = EL_UNDEFINED;
3910 GfxAction[x][y] = ACTION_DEFAULT;
3911 GfxDir[x][y] = MV_NONE;
3912 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3915 SCAN_PLAYFIELD(x, y)
3917 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3919 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3921 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3924 InitField(x, y, TRUE);
3926 ResetGfxAnimation(x, y);
3931 for (i = 0; i < MAX_PLAYERS; i++)
3933 struct PlayerInfo *player = &stored_player[i];
3935 /* set number of special actions for bored and sleeping animation */
3936 player->num_special_action_bored =
3937 get_num_special_action(player->artwork_element,
3938 ACTION_BORING_1, ACTION_BORING_LAST);
3939 player->num_special_action_sleeping =
3940 get_num_special_action(player->artwork_element,
3941 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3944 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3945 emulate_sb ? EMU_SOKOBAN :
3946 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3948 #if USE_NEW_ALL_SLIPPERY
3949 /* initialize type of slippery elements */
3950 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3952 if (!IS_CUSTOM_ELEMENT(i))
3954 /* default: elements slip down either to the left or right randomly */
3955 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3957 /* SP style elements prefer to slip down on the left side */
3958 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3959 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3961 /* BD style elements prefer to slip down on the left side */
3962 if (game.emulation == EMU_BOULDERDASH)
3963 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3968 /* initialize explosion and ignition delay */
3969 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3971 if (!IS_CUSTOM_ELEMENT(i))
3974 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3975 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3976 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3977 int last_phase = (num_phase + 1) * delay;
3978 int half_phase = (num_phase / 2) * delay;
3980 element_info[i].explosion_delay = last_phase - 1;
3981 element_info[i].ignition_delay = half_phase;
3983 if (i == EL_BLACK_ORB)
3984 element_info[i].ignition_delay = 1;
3988 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
3989 element_info[i].explosion_delay = 1;
3991 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
3992 element_info[i].ignition_delay = 1;
3996 /* correct non-moving belts to start moving left */
3997 for (i = 0; i < NUM_BELTS; i++)
3998 if (game.belt_dir[i] == MV_NONE)
3999 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
4001 /* check if any connected player was not found in playfield */
4002 for (i = 0; i < MAX_PLAYERS; i++)
4004 struct PlayerInfo *player = &stored_player[i];
4006 if (player->connected && !player->present)
4008 for (j = 0; j < MAX_PLAYERS; j++)
4010 struct PlayerInfo *some_player = &stored_player[j];
4011 int jx = some_player->jx, jy = some_player->jy;
4013 /* assign first free player found that is present in the playfield */
4014 if (some_player->present && !some_player->connected)
4016 player->present = TRUE;
4017 player->active = TRUE;
4019 some_player->present = FALSE;
4020 some_player->active = FALSE;
4022 player->initial_element = some_player->initial_element;
4023 player->artwork_element = some_player->artwork_element;
4025 player->block_last_field = some_player->block_last_field;
4026 player->block_delay_adjustment = some_player->block_delay_adjustment;
4028 StorePlayer[jx][jy] = player->element_nr;
4029 player->jx = player->last_jx = jx;
4030 player->jy = player->last_jy = jy;
4040 /* when playing a tape, eliminate all players who do not participate */
4042 for (i = 0; i < MAX_PLAYERS; i++)
4044 if (stored_player[i].active && !tape.player_participates[i])
4046 struct PlayerInfo *player = &stored_player[i];
4047 int jx = player->jx, jy = player->jy;
4049 player->active = FALSE;
4050 StorePlayer[jx][jy] = 0;
4051 Feld[jx][jy] = EL_EMPTY;
4055 else if (!options.network && !setup.team_mode) /* && !tape.playing */
4057 /* when in single player mode, eliminate all but the first active player */
4059 for (i = 0; i < MAX_PLAYERS; i++)
4061 if (stored_player[i].active)
4063 for (j = i + 1; j < MAX_PLAYERS; j++)
4065 if (stored_player[j].active)
4067 struct PlayerInfo *player = &stored_player[j];
4068 int jx = player->jx, jy = player->jy;
4070 player->active = FALSE;
4071 player->present = FALSE;
4073 StorePlayer[jx][jy] = 0;
4074 Feld[jx][jy] = EL_EMPTY;
4081 /* when recording the game, store which players take part in the game */
4084 for (i = 0; i < MAX_PLAYERS; i++)
4085 if (stored_player[i].active)
4086 tape.player_participates[i] = TRUE;
4091 for (i = 0; i < MAX_PLAYERS; i++)
4093 struct PlayerInfo *player = &stored_player[i];
4095 printf("Player %d: present == %d, connected == %d, active == %d.\n",
4100 if (local_player == player)
4101 printf("Player %d is local player.\n", i+1);
4105 if (BorderElement == EL_EMPTY)
4108 SBX_Right = lev_fieldx - SCR_FIELDX;
4110 SBY_Lower = lev_fieldy - SCR_FIELDY;
4115 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4117 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4120 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
4121 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4123 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
4124 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4126 /* if local player not found, look for custom element that might create
4127 the player (make some assumptions about the right custom element) */
4128 if (!local_player->present)
4130 int start_x = 0, start_y = 0;
4131 int found_rating = 0;
4132 int found_element = EL_UNDEFINED;
4133 int player_nr = local_player->index_nr;
4135 SCAN_PLAYFIELD(x, y)
4137 int element = Feld[x][y];
4142 if (level.use_start_element[player_nr] &&
4143 level.start_element[player_nr] == element &&
4150 found_element = element;
4153 if (!IS_CUSTOM_ELEMENT(element))
4156 if (CAN_CHANGE(element))
4158 for (i = 0; i < element_info[element].num_change_pages; i++)
4160 /* check for player created from custom element as single target */
4161 content = element_info[element].change_page[i].target_element;
4162 is_player = ELEM_IS_PLAYER(content);
4164 if (is_player && (found_rating < 3 ||
4165 (found_rating == 3 && element < found_element)))
4171 found_element = element;
4176 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4178 /* check for player created from custom element as explosion content */
4179 content = element_info[element].content.e[xx][yy];
4180 is_player = ELEM_IS_PLAYER(content);
4182 if (is_player && (found_rating < 2 ||
4183 (found_rating == 2 && element < found_element)))
4185 start_x = x + xx - 1;
4186 start_y = y + yy - 1;
4189 found_element = element;
4192 if (!CAN_CHANGE(element))
4195 for (i = 0; i < element_info[element].num_change_pages; i++)
4197 /* check for player created from custom element as extended target */
4199 element_info[element].change_page[i].target_content.e[xx][yy];
4201 is_player = ELEM_IS_PLAYER(content);
4203 if (is_player && (found_rating < 1 ||
4204 (found_rating == 1 && element < found_element)))
4206 start_x = x + xx - 1;
4207 start_y = y + yy - 1;
4210 found_element = element;
4216 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
4217 start_x > SBX_Right + MIDPOSX ? SBX_Right :
4220 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4221 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4226 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
4227 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
4228 local_player->jx - MIDPOSX);
4230 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
4231 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
4232 local_player->jy - MIDPOSY);
4236 /* do not use PLAYING mask for fading out from main screen */
4237 game_status = GAME_MODE_MAIN;
4242 if (!game.restart_level)
4243 CloseDoor(DOOR_CLOSE_1);
4246 if (level_editor_test_game)
4247 FadeSkipNextFadeIn();
4249 FadeSetEnterScreen();
4251 if (level_editor_test_game)
4252 fading = fading_none;
4254 fading = menu.destination;
4258 FadeOut(REDRAW_FIELD);
4261 FadeOut(REDRAW_FIELD);
4265 game_status = GAME_MODE_PLAYING;
4268 /* !!! FIX THIS (START) !!! */
4269 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4271 InitGameEngine_EM();
4273 /* blit playfield from scroll buffer to normal back buffer for fading in */
4274 BlitScreenToBitmap_EM(backbuffer);
4281 /* after drawing the level, correct some elements */
4282 if (game.timegate_time_left == 0)
4283 CloseAllOpenTimegates();
4285 /* blit playfield from scroll buffer to normal back buffer for fading in */
4286 if (setup.soft_scrolling)
4287 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
4289 redraw_mask |= REDRAW_FROM_BACKBUFFER;
4291 /* !!! FIX THIS (END) !!! */
4294 FadeIn(REDRAW_FIELD);
4297 FadeIn(REDRAW_FIELD);
4302 if (!game.restart_level)
4304 /* copy default game door content to main double buffer */
4305 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
4306 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
4309 SetPanelBackground();
4310 SetDrawBackgroundMask(REDRAW_DOOR_1);
4313 UpdateAndDisplayGameControlValues();
4315 UpdateGameDoorValues();
4316 DrawGameDoorValues();
4319 if (!game.restart_level)
4323 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
4324 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
4325 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
4329 /* copy actual game door content to door double buffer for OpenDoor() */
4330 BlitBitmap(drawto, bitmap_db_door,
4331 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
4333 OpenDoor(DOOR_OPEN_ALL);
4335 PlaySound(SND_GAME_STARTING);
4337 if (setup.sound_music)
4340 KeyboardAutoRepeatOffUnlessAutoplay();
4344 for (i = 0; i < MAX_PLAYERS; i++)
4345 printf("Player %d %sactive.\n",
4346 i + 1, (stored_player[i].active ? "" : "not "));
4357 game.restart_level = FALSE;
4360 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4362 /* this is used for non-R'n'D game engines to update certain engine values */
4364 /* needed to determine if sounds are played within the visible screen area */
4365 scroll_x = actual_scroll_x;
4366 scroll_y = actual_scroll_y;
4369 void InitMovDir(int x, int y)
4371 int i, element = Feld[x][y];
4372 static int xy[4][2] =
4379 static int direction[3][4] =
4381 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4382 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4383 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4392 Feld[x][y] = EL_BUG;
4393 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4396 case EL_SPACESHIP_RIGHT:
4397 case EL_SPACESHIP_UP:
4398 case EL_SPACESHIP_LEFT:
4399 case EL_SPACESHIP_DOWN:
4400 Feld[x][y] = EL_SPACESHIP;
4401 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4404 case EL_BD_BUTTERFLY_RIGHT:
4405 case EL_BD_BUTTERFLY_UP:
4406 case EL_BD_BUTTERFLY_LEFT:
4407 case EL_BD_BUTTERFLY_DOWN:
4408 Feld[x][y] = EL_BD_BUTTERFLY;
4409 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4412 case EL_BD_FIREFLY_RIGHT:
4413 case EL_BD_FIREFLY_UP:
4414 case EL_BD_FIREFLY_LEFT:
4415 case EL_BD_FIREFLY_DOWN:
4416 Feld[x][y] = EL_BD_FIREFLY;
4417 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4420 case EL_PACMAN_RIGHT:
4422 case EL_PACMAN_LEFT:
4423 case EL_PACMAN_DOWN:
4424 Feld[x][y] = EL_PACMAN;
4425 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4428 case EL_YAMYAM_LEFT:
4429 case EL_YAMYAM_RIGHT:
4431 case EL_YAMYAM_DOWN:
4432 Feld[x][y] = EL_YAMYAM;
4433 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4436 case EL_SP_SNIKSNAK:
4437 MovDir[x][y] = MV_UP;
4440 case EL_SP_ELECTRON:
4441 MovDir[x][y] = MV_LEFT;
4448 Feld[x][y] = EL_MOLE;
4449 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4453 if (IS_CUSTOM_ELEMENT(element))
4455 struct ElementInfo *ei = &element_info[element];
4456 int move_direction_initial = ei->move_direction_initial;
4457 int move_pattern = ei->move_pattern;
4459 if (move_direction_initial == MV_START_PREVIOUS)
4461 if (MovDir[x][y] != MV_NONE)
4464 move_direction_initial = MV_START_AUTOMATIC;
4467 if (move_direction_initial == MV_START_RANDOM)
4468 MovDir[x][y] = 1 << RND(4);
4469 else if (move_direction_initial & MV_ANY_DIRECTION)
4470 MovDir[x][y] = move_direction_initial;
4471 else if (move_pattern == MV_ALL_DIRECTIONS ||
4472 move_pattern == MV_TURNING_LEFT ||
4473 move_pattern == MV_TURNING_RIGHT ||
4474 move_pattern == MV_TURNING_LEFT_RIGHT ||
4475 move_pattern == MV_TURNING_RIGHT_LEFT ||
4476 move_pattern == MV_TURNING_RANDOM)
4477 MovDir[x][y] = 1 << RND(4);
4478 else if (move_pattern == MV_HORIZONTAL)
4479 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4480 else if (move_pattern == MV_VERTICAL)
4481 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4482 else if (move_pattern & MV_ANY_DIRECTION)
4483 MovDir[x][y] = element_info[element].move_pattern;
4484 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4485 move_pattern == MV_ALONG_RIGHT_SIDE)
4487 /* use random direction as default start direction */
4488 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4489 MovDir[x][y] = 1 << RND(4);
4491 for (i = 0; i < NUM_DIRECTIONS; i++)
4493 int x1 = x + xy[i][0];
4494 int y1 = y + xy[i][1];
4496 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4498 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4499 MovDir[x][y] = direction[0][i];
4501 MovDir[x][y] = direction[1][i];
4510 MovDir[x][y] = 1 << RND(4);
4512 if (element != EL_BUG &&
4513 element != EL_SPACESHIP &&
4514 element != EL_BD_BUTTERFLY &&
4515 element != EL_BD_FIREFLY)
4518 for (i = 0; i < NUM_DIRECTIONS; i++)
4520 int x1 = x + xy[i][0];
4521 int y1 = y + xy[i][1];
4523 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4525 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4527 MovDir[x][y] = direction[0][i];
4530 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4531 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4533 MovDir[x][y] = direction[1][i];
4542 GfxDir[x][y] = MovDir[x][y];
4545 void InitAmoebaNr(int x, int y)
4548 int group_nr = AmoebeNachbarNr(x, y);
4552 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4554 if (AmoebaCnt[i] == 0)
4562 AmoebaNr[x][y] = group_nr;
4563 AmoebaCnt[group_nr]++;
4564 AmoebaCnt2[group_nr]++;
4567 static void PlayerWins(struct PlayerInfo *player)
4569 player->LevelSolved = TRUE;
4570 player->GameOver = TRUE;
4572 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4573 level.native_em_level->lev->score : player->score);
4575 player->LevelSolved_CountingTime = (level.time == 0 ? TimePlayed : TimeLeft);
4576 player->LevelSolved_CountingScore = player->score_final;
4581 static int time, time_final;
4582 static int score, score_final;
4583 static int game_over_delay_1 = 0;
4584 static int game_over_delay_2 = 0;
4585 int game_over_delay_value_1 = 50;
4586 int game_over_delay_value_2 = 50;
4588 if (!local_player->LevelSolved_GameWon)
4592 /* do not start end game actions before the player stops moving (to exit) */
4593 if (local_player->MovPos)
4596 local_player->LevelSolved_GameWon = TRUE;
4597 local_player->LevelSolved_SaveTape = tape.recording;
4598 local_player->LevelSolved_SaveScore = !tape.playing;
4600 if (tape.auto_play) /* tape might already be stopped here */
4601 tape.auto_play_level_solved = TRUE;
4607 game_over_delay_1 = game_over_delay_value_1;
4608 game_over_delay_2 = game_over_delay_value_2;
4610 time = time_final = (level.time == 0 ? TimePlayed : TimeLeft);
4611 score = score_final = local_player->score_final;
4616 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4618 else if (level.time == 0 && TimePlayed < 999)
4621 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4624 local_player->score_final = score_final;
4626 if (level_editor_test_game)
4629 score = score_final;
4632 local_player->LevelSolved_CountingTime = time;
4633 local_player->LevelSolved_CountingScore = score;
4635 game_panel_controls[GAME_PANEL_TIME].value = time;
4636 game_panel_controls[GAME_PANEL_SCORE].value = score;
4638 DisplayGameControlValues();
4640 DrawGameValue_Time(time);
4641 DrawGameValue_Score(score);
4645 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4647 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4649 /* close exit door after last player */
4650 if ((AllPlayersGone &&
4651 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4652 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4653 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4654 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4655 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4657 int element = Feld[ExitX][ExitY];
4660 if (element == EL_EM_EXIT_OPEN ||
4661 element == EL_EM_STEEL_EXIT_OPEN)
4668 Feld[ExitX][ExitY] =
4669 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4670 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4671 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4672 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4673 EL_EM_STEEL_EXIT_CLOSING);
4675 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4679 /* player disappears */
4680 DrawLevelField(ExitX, ExitY);
4683 for (i = 0; i < MAX_PLAYERS; i++)
4685 struct PlayerInfo *player = &stored_player[i];
4687 if (player->present)
4689 RemovePlayer(player);
4691 /* player disappears */
4692 DrawLevelField(player->jx, player->jy);
4697 PlaySound(SND_GAME_WINNING);
4700 if (game_over_delay_1 > 0)
4702 game_over_delay_1--;
4707 if (time != time_final)
4709 int time_to_go = ABS(time_final - time);
4710 int time_count_dir = (time < time_final ? +1 : -1);
4711 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4713 time += time_count_steps * time_count_dir;
4714 score += time_count_steps * level.score[SC_TIME_BONUS];
4717 local_player->LevelSolved_CountingTime = time;
4718 local_player->LevelSolved_CountingScore = score;
4720 game_panel_controls[GAME_PANEL_TIME].value = time;
4721 game_panel_controls[GAME_PANEL_SCORE].value = score;
4723 DisplayGameControlValues();
4725 DrawGameValue_Time(time);
4726 DrawGameValue_Score(score);
4729 if (time == time_final)
4730 StopSound(SND_GAME_LEVELTIME_BONUS);
4731 else if (setup.sound_loops)
4732 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4734 PlaySound(SND_GAME_LEVELTIME_BONUS);
4739 local_player->LevelSolved_PanelOff = TRUE;
4741 if (game_over_delay_2 > 0)
4743 game_over_delay_2--;
4756 boolean raise_level = FALSE;
4758 local_player->LevelSolved_GameEnd = TRUE;
4760 CloseDoor(DOOR_CLOSE_1);
4762 if (local_player->LevelSolved_SaveTape)
4769 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4771 SaveTape(tape.level_nr); /* ask to save tape */
4775 if (level_editor_test_game)
4777 game_status = GAME_MODE_MAIN;
4780 DrawAndFadeInMainMenu(REDRAW_FIELD);
4788 if (!local_player->LevelSolved_SaveScore)
4791 FadeOut(REDRAW_FIELD);
4794 game_status = GAME_MODE_MAIN;
4796 DrawAndFadeInMainMenu(REDRAW_FIELD);
4801 if (level_nr == leveldir_current->handicap_level)
4803 leveldir_current->handicap_level++;
4804 SaveLevelSetup_SeriesInfo();
4807 if (level_nr < leveldir_current->last_level)
4808 raise_level = TRUE; /* advance to next level */
4810 if ((hi_pos = NewHiScore()) >= 0)
4812 game_status = GAME_MODE_SCORES;
4814 DrawHallOfFame(hi_pos);
4825 FadeOut(REDRAW_FIELD);
4828 game_status = GAME_MODE_MAIN;
4836 DrawAndFadeInMainMenu(REDRAW_FIELD);
4845 LoadScore(level_nr);
4847 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4848 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4851 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4853 if (local_player->score_final > highscore[k].Score)
4855 /* player has made it to the hall of fame */
4857 if (k < MAX_SCORE_ENTRIES - 1)
4859 int m = MAX_SCORE_ENTRIES - 1;
4862 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4863 if (strEqual(setup.player_name, highscore[l].Name))
4865 if (m == k) /* player's new highscore overwrites his old one */
4869 for (l = m; l > k; l--)
4871 strcpy(highscore[l].Name, highscore[l - 1].Name);
4872 highscore[l].Score = highscore[l - 1].Score;
4879 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4880 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4881 highscore[k].Score = local_player->score_final;
4887 else if (!strncmp(setup.player_name, highscore[k].Name,
4888 MAX_PLAYER_NAME_LEN))
4889 break; /* player already there with a higher score */
4895 SaveScore(level_nr);
4900 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4902 int element = Feld[x][y];
4903 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4904 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4905 int horiz_move = (dx != 0);
4906 int sign = (horiz_move ? dx : dy);
4907 int step = sign * element_info[element].move_stepsize;
4909 /* special values for move stepsize for spring and things on conveyor belt */
4912 if (CAN_FALL(element) &&
4913 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4914 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4915 else if (element == EL_SPRING)
4916 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4922 inline static int getElementMoveStepsize(int x, int y)
4924 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4927 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4929 if (player->GfxAction != action || player->GfxDir != dir)
4932 printf("Player frame reset! (%d => %d, %d => %d)\n",
4933 player->GfxAction, action, player->GfxDir, dir);
4936 player->GfxAction = action;
4937 player->GfxDir = dir;
4939 player->StepFrame = 0;
4943 #if USE_GFX_RESET_GFX_ANIMATION
4944 static void ResetGfxFrame(int x, int y, boolean redraw)
4946 int element = Feld[x][y];
4947 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4948 int last_gfx_frame = GfxFrame[x][y];
4950 if (graphic_info[graphic].anim_global_sync)
4951 GfxFrame[x][y] = FrameCounter;
4952 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4953 GfxFrame[x][y] = CustomValue[x][y];
4954 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4955 GfxFrame[x][y] = element_info[element].collect_score;
4956 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4957 GfxFrame[x][y] = ChangeDelay[x][y];
4959 if (redraw && GfxFrame[x][y] != last_gfx_frame)
4960 DrawLevelGraphicAnimation(x, y, graphic);
4964 static void ResetGfxAnimation(int x, int y)
4966 GfxAction[x][y] = ACTION_DEFAULT;
4967 GfxDir[x][y] = MovDir[x][y];
4970 #if USE_GFX_RESET_GFX_ANIMATION
4971 ResetGfxFrame(x, y, FALSE);
4975 static void ResetRandomAnimationValue(int x, int y)
4977 GfxRandom[x][y] = INIT_GFX_RANDOM();
4980 void InitMovingField(int x, int y, int direction)
4982 int element = Feld[x][y];
4983 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4984 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4987 boolean is_moving_before, is_moving_after;
4989 boolean continues_moving = (WasJustMoving[x][y] && direction == MovDir[x][y]);
4992 /* check if element was/is moving or being moved before/after mode change */
4995 is_moving_before = (WasJustMoving[x][y] != 0);
4997 /* (!!! this does not work -- WasJustMoving is NOT a boolean value !!!) */
4998 is_moving_before = WasJustMoving[x][y];
5001 is_moving_before = (getElementMoveStepsizeExt(x, y, MovDir[x][y]) != 0);
5003 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5005 /* reset animation only for moving elements which change direction of moving
5006 or which just started or stopped moving
5007 (else CEs with property "can move" / "not moving" are reset each frame) */
5008 #if USE_GFX_RESET_ONLY_WHEN_MOVING
5010 if (is_moving_before != is_moving_after ||
5011 direction != MovDir[x][y])
5012 ResetGfxAnimation(x, y);
5014 if ((is_moving_before || is_moving_after) && !continues_moving)
5015 ResetGfxAnimation(x, y);
5018 if (!continues_moving)
5019 ResetGfxAnimation(x, y);
5022 MovDir[x][y] = direction;
5023 GfxDir[x][y] = direction;
5025 #if USE_GFX_RESET_ONLY_WHEN_MOVING
5026 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5027 direction == MV_DOWN && CAN_FALL(element) ?
5028 ACTION_FALLING : ACTION_MOVING);
5030 GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
5031 ACTION_FALLING : ACTION_MOVING);
5034 /* this is needed for CEs with property "can move" / "not moving" */
5036 if (is_moving_after)
5038 if (Feld[newx][newy] == EL_EMPTY)
5039 Feld[newx][newy] = EL_BLOCKED;
5041 MovDir[newx][newy] = MovDir[x][y];
5043 #if USE_NEW_CUSTOM_VALUE
5044 CustomValue[newx][newy] = CustomValue[x][y];
5047 GfxFrame[newx][newy] = GfxFrame[x][y];
5048 GfxRandom[newx][newy] = GfxRandom[x][y];
5049 GfxAction[newx][newy] = GfxAction[x][y];
5050 GfxDir[newx][newy] = GfxDir[x][y];
5054 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5056 int direction = MovDir[x][y];
5057 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5058 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5064 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5066 int oldx = x, oldy = y;
5067 int direction = MovDir[x][y];
5069 if (direction == MV_LEFT)
5071 else if (direction == MV_RIGHT)
5073 else if (direction == MV_UP)
5075 else if (direction == MV_DOWN)
5078 *comes_from_x = oldx;
5079 *comes_from_y = oldy;
5082 int MovingOrBlocked2Element(int x, int y)
5084 int element = Feld[x][y];
5086 if (element == EL_BLOCKED)
5090 Blocked2Moving(x, y, &oldx, &oldy);
5091 return Feld[oldx][oldy];
5097 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5099 /* like MovingOrBlocked2Element(), but if element is moving
5100 and (x,y) is the field the moving element is just leaving,
5101 return EL_BLOCKED instead of the element value */
5102 int element = Feld[x][y];
5104 if (IS_MOVING(x, y))
5106 if (element == EL_BLOCKED)
5110 Blocked2Moving(x, y, &oldx, &oldy);
5111 return Feld[oldx][oldy];
5120 static void RemoveField(int x, int y)
5122 Feld[x][y] = EL_EMPTY;
5128 #if USE_NEW_CUSTOM_VALUE
5129 CustomValue[x][y] = 0;
5133 ChangeDelay[x][y] = 0;
5134 ChangePage[x][y] = -1;
5135 Pushed[x][y] = FALSE;
5138 ExplodeField[x][y] = EX_TYPE_NONE;
5141 GfxElement[x][y] = EL_UNDEFINED;
5142 GfxAction[x][y] = ACTION_DEFAULT;
5143 GfxDir[x][y] = MV_NONE;
5145 /* !!! this would prevent the removed tile from being redrawn !!! */
5146 GfxRedraw[x][y] = GFX_REDRAW_NONE;
5150 void RemoveMovingField(int x, int y)
5152 int oldx = x, oldy = y, newx = x, newy = y;
5153 int element = Feld[x][y];
5154 int next_element = EL_UNDEFINED;
5156 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5159 if (IS_MOVING(x, y))
5161 Moving2Blocked(x, y, &newx, &newy);
5163 if (Feld[newx][newy] != EL_BLOCKED)
5165 /* element is moving, but target field is not free (blocked), but
5166 already occupied by something different (example: acid pool);
5167 in this case, only remove the moving field, but not the target */
5169 RemoveField(oldx, oldy);
5171 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5173 TEST_DrawLevelField(oldx, oldy);
5178 else if (element == EL_BLOCKED)
5180 Blocked2Moving(x, y, &oldx, &oldy);
5181 if (!IS_MOVING(oldx, oldy))
5185 if (element == EL_BLOCKED &&
5186 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5187 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5188 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5189 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5190 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5191 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5192 next_element = get_next_element(Feld[oldx][oldy]);
5194 RemoveField(oldx, oldy);
5195 RemoveField(newx, newy);
5197 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5199 if (next_element != EL_UNDEFINED)
5200 Feld[oldx][oldy] = next_element;
5202 TEST_DrawLevelField(oldx, oldy);
5203 TEST_DrawLevelField(newx, newy);
5206 void DrawDynamite(int x, int y)
5208 int sx = SCREENX(x), sy = SCREENY(y);
5209 int graphic = el2img(Feld[x][y]);
5212 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5215 if (IS_WALKABLE_INSIDE(Back[x][y]))
5219 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5220 else if (Store[x][y])
5221 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5223 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5225 if (Back[x][y] || Store[x][y])
5226 DrawGraphicThruMask(sx, sy, graphic, frame);
5228 DrawGraphic(sx, sy, graphic, frame);
5231 void CheckDynamite(int x, int y)
5233 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
5237 if (MovDelay[x][y] != 0)
5240 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5246 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5251 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5253 boolean num_checked_players = 0;
5256 for (i = 0; i < MAX_PLAYERS; i++)
5258 if (stored_player[i].active)
5260 int sx = stored_player[i].jx;
5261 int sy = stored_player[i].jy;
5263 if (num_checked_players == 0)
5270 *sx1 = MIN(*sx1, sx);
5271 *sy1 = MIN(*sy1, sy);
5272 *sx2 = MAX(*sx2, sx);
5273 *sy2 = MAX(*sy2, sy);
5276 num_checked_players++;
5281 static boolean checkIfAllPlayersFitToScreen_RND()
5283 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5285 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5287 return (sx2 - sx1 < SCR_FIELDX &&
5288 sy2 - sy1 < SCR_FIELDY);
5291 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5293 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5295 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5297 *sx = (sx1 + sx2) / 2;
5298 *sy = (sy1 + sy2) / 2;
5301 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5302 boolean center_screen, boolean quick_relocation)
5304 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5305 boolean no_delay = (tape.warp_forward);
5306 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5307 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5309 if (quick_relocation)
5311 int offset = game.scroll_delay_value;
5313 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
5315 if (!level.shifted_relocation || center_screen)
5317 /* quick relocation (without scrolling), with centering of screen */
5319 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
5320 x > SBX_Right + MIDPOSX ? SBX_Right :
5323 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5324 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5329 /* quick relocation (without scrolling), but do not center screen */
5331 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
5332 old_x > SBX_Right + MIDPOSX ? SBX_Right :
5335 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5336 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5339 int offset_x = x + (scroll_x - center_scroll_x);
5340 int offset_y = y + (scroll_y - center_scroll_y);
5342 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5343 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5344 offset_x - MIDPOSX);
5346 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5347 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5348 offset_y - MIDPOSY);
5353 /* quick relocation (without scrolling), inside visible screen area */
5355 if ((move_dir == MV_LEFT && scroll_x > x - MIDPOSX + offset) ||
5356 (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset))
5357 scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset);
5359 if ((move_dir == MV_UP && scroll_y > y - MIDPOSY + offset) ||
5360 (move_dir == MV_DOWN && scroll_y < y - MIDPOSY - offset))
5361 scroll_y = y - MIDPOSY + (scroll_y < y - MIDPOSY ? -offset : +offset);
5363 /* don't scroll over playfield boundaries */
5364 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5365 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5367 /* don't scroll over playfield boundaries */
5368 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5369 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5372 RedrawPlayfield(TRUE, 0,0,0,0);
5377 int scroll_xx, scroll_yy;
5379 if (!level.shifted_relocation || center_screen)
5381 /* visible relocation (with scrolling), with centering of screen */
5383 scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
5384 x > SBX_Right + MIDPOSX ? SBX_Right :
5387 scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5388 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5393 /* visible relocation (with scrolling), but do not center screen */
5395 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
5396 old_x > SBX_Right + MIDPOSX ? SBX_Right :
5399 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5400 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5403 int offset_x = x + (scroll_x - center_scroll_x);
5404 int offset_y = y + (scroll_y - center_scroll_y);
5406 scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5407 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5408 offset_x - MIDPOSX);
5410 scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5411 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5412 offset_y - MIDPOSY);
5417 /* visible relocation (with scrolling), with centering of screen */
5419 int scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
5420 x > SBX_Right + MIDPOSX ? SBX_Right :
5423 int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5424 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5428 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5430 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
5433 int fx = FX, fy = FY;
5435 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
5436 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
5438 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5444 fx += dx * TILEX / 2;
5445 fy += dy * TILEY / 2;
5447 ScrollLevel(dx, dy);
5450 /* scroll in two steps of half tile size to make things smoother */
5451 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5453 Delay(wait_delay_value);
5455 /* scroll second step to align at full tile size */
5457 Delay(wait_delay_value);
5462 Delay(wait_delay_value);
5466 void RelocatePlayer(int jx, int jy, int el_player_raw)
5468 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5469 int player_nr = GET_PLAYER_NR(el_player);
5470 struct PlayerInfo *player = &stored_player[player_nr];
5471 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5472 boolean no_delay = (tape.warp_forward);
5473 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5474 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5475 int old_jx = player->jx;
5476 int old_jy = player->jy;
5477 int old_element = Feld[old_jx][old_jy];
5478 int element = Feld[jx][jy];
5479 boolean player_relocated = (old_jx != jx || old_jy != jy);
5481 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5482 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5483 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5484 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5485 int leave_side_horiz = move_dir_horiz;
5486 int leave_side_vert = move_dir_vert;
5487 int enter_side = enter_side_horiz | enter_side_vert;
5488 int leave_side = leave_side_horiz | leave_side_vert;
5490 if (player->GameOver) /* do not reanimate dead player */
5493 if (!player_relocated) /* no need to relocate the player */
5496 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5498 RemoveField(jx, jy); /* temporarily remove newly placed player */
5499 DrawLevelField(jx, jy);
5502 if (player->present)
5504 while (player->MovPos)
5506 ScrollPlayer(player, SCROLL_GO_ON);
5507 ScrollScreen(NULL, SCROLL_GO_ON);
5509 AdvanceFrameAndPlayerCounters(player->index_nr);
5514 Delay(wait_delay_value);
5517 DrawPlayer(player); /* needed here only to cleanup last field */
5518 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5520 player->is_moving = FALSE;
5523 if (IS_CUSTOM_ELEMENT(old_element))
5524 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5526 player->index_bit, leave_side);
5528 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5530 player->index_bit, leave_side);
5532 Feld[jx][jy] = el_player;
5533 InitPlayerField(jx, jy, el_player, TRUE);
5535 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5537 Feld[jx][jy] = element;
5538 InitField(jx, jy, FALSE);
5541 /* only visually relocate centered player */
5542 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5543 FALSE, level.instant_relocation);
5545 TestIfPlayerTouchesBadThing(jx, jy);
5546 TestIfPlayerTouchesCustomElement(jx, jy);
5548 if (IS_CUSTOM_ELEMENT(element))
5549 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5550 player->index_bit, enter_side);
5552 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5553 player->index_bit, enter_side);
5556 void Explode(int ex, int ey, int phase, int mode)
5562 /* !!! eliminate this variable !!! */
5563 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5565 if (game.explosions_delayed)
5567 ExplodeField[ex][ey] = mode;
5571 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5573 int center_element = Feld[ex][ey];
5574 int artwork_element, explosion_element; /* set these values later */
5577 /* --- This is only really needed (and now handled) in "Impact()". --- */
5578 /* do not explode moving elements that left the explode field in time */
5579 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
5580 center_element == EL_EMPTY &&
5581 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
5586 /* !!! at this place, the center element may be EL_BLOCKED !!! */
5587 if (mode == EX_TYPE_NORMAL ||
5588 mode == EX_TYPE_CENTER ||
5589 mode == EX_TYPE_CROSS)
5590 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5593 /* remove things displayed in background while burning dynamite */
5594 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5597 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5599 /* put moving element to center field (and let it explode there) */
5600 center_element = MovingOrBlocked2Element(ex, ey);
5601 RemoveMovingField(ex, ey);
5602 Feld[ex][ey] = center_element;
5605 /* now "center_element" is finally determined -- set related values now */
5606 artwork_element = center_element; /* for custom player artwork */
5607 explosion_element = center_element; /* for custom player artwork */
5609 if (IS_PLAYER(ex, ey))
5611 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5613 artwork_element = stored_player[player_nr].artwork_element;
5615 if (level.use_explosion_element[player_nr])
5617 explosion_element = level.explosion_element[player_nr];
5618 artwork_element = explosion_element;
5623 if (mode == EX_TYPE_NORMAL ||
5624 mode == EX_TYPE_CENTER ||
5625 mode == EX_TYPE_CROSS)
5626 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5629 last_phase = element_info[explosion_element].explosion_delay + 1;
5631 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5633 int xx = x - ex + 1;
5634 int yy = y - ey + 1;
5637 if (!IN_LEV_FIELD(x, y) ||
5638 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5639 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5642 element = Feld[x][y];
5644 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5646 element = MovingOrBlocked2Element(x, y);
5648 if (!IS_EXPLOSION_PROOF(element))
5649 RemoveMovingField(x, y);
5652 /* indestructible elements can only explode in center (but not flames) */
5653 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5654 mode == EX_TYPE_BORDER)) ||
5655 element == EL_FLAMES)
5658 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5659 behaviour, for example when touching a yamyam that explodes to rocks
5660 with active deadly shield, a rock is created under the player !!! */
5661 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5663 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5664 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5665 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5667 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5670 if (IS_ACTIVE_BOMB(element))
5672 /* re-activate things under the bomb like gate or penguin */
5673 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5680 /* save walkable background elements while explosion on same tile */
5681 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5682 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5683 Back[x][y] = element;
5685 /* ignite explodable elements reached by other explosion */
5686 if (element == EL_EXPLOSION)
5687 element = Store2[x][y];
5689 if (AmoebaNr[x][y] &&
5690 (element == EL_AMOEBA_FULL ||
5691 element == EL_BD_AMOEBA ||
5692 element == EL_AMOEBA_GROWING))
5694 AmoebaCnt[AmoebaNr[x][y]]--;
5695 AmoebaCnt2[AmoebaNr[x][y]]--;
5700 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5702 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5704 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5706 if (PLAYERINFO(ex, ey)->use_murphy)
5707 Store[x][y] = EL_EMPTY;
5710 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5711 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5712 else if (ELEM_IS_PLAYER(center_element))
5713 Store[x][y] = EL_EMPTY;
5714 else if (center_element == EL_YAMYAM)
5715 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5716 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5717 Store[x][y] = element_info[center_element].content.e[xx][yy];
5719 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5720 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5721 otherwise) -- FIX THIS !!! */
5722 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5723 Store[x][y] = element_info[element].content.e[1][1];
5725 else if (!CAN_EXPLODE(element))
5726 Store[x][y] = element_info[element].content.e[1][1];
5729 Store[x][y] = EL_EMPTY;
5731 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5732 center_element == EL_AMOEBA_TO_DIAMOND)
5733 Store2[x][y] = element;
5735 Feld[x][y] = EL_EXPLOSION;
5736 GfxElement[x][y] = artwork_element;
5738 ExplodePhase[x][y] = 1;
5739 ExplodeDelay[x][y] = last_phase;
5744 if (center_element == EL_YAMYAM)
5745 game.yamyam_content_nr =
5746 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5758 GfxFrame[x][y] = 0; /* restart explosion animation */
5760 last_phase = ExplodeDelay[x][y];
5762 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5766 /* activate this even in non-DEBUG version until cause for crash in
5767 getGraphicAnimationFrame() (see below) is found and eliminated */
5773 /* this can happen if the player leaves an explosion just in time */
5774 if (GfxElement[x][y] == EL_UNDEFINED)
5775 GfxElement[x][y] = EL_EMPTY;
5777 if (GfxElement[x][y] == EL_UNDEFINED)
5780 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
5781 printf("Explode(): This should never happen!\n");
5784 GfxElement[x][y] = EL_EMPTY;
5790 border_element = Store2[x][y];
5791 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5792 border_element = StorePlayer[x][y];
5794 if (phase == element_info[border_element].ignition_delay ||
5795 phase == last_phase)
5797 boolean border_explosion = FALSE;
5799 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5800 !PLAYER_EXPLOSION_PROTECTED(x, y))
5802 KillPlayerUnlessExplosionProtected(x, y);
5803 border_explosion = TRUE;
5805 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5807 Feld[x][y] = Store2[x][y];
5810 border_explosion = TRUE;
5812 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5814 AmoebeUmwandeln(x, y);
5816 border_explosion = TRUE;
5819 /* if an element just explodes due to another explosion (chain-reaction),
5820 do not immediately end the new explosion when it was the last frame of
5821 the explosion (as it would be done in the following "if"-statement!) */
5822 if (border_explosion && phase == last_phase)
5826 if (phase == last_phase)
5830 element = Feld[x][y] = Store[x][y];
5831 Store[x][y] = Store2[x][y] = 0;
5832 GfxElement[x][y] = EL_UNDEFINED;
5834 /* player can escape from explosions and might therefore be still alive */
5835 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5836 element <= EL_PLAYER_IS_EXPLODING_4)
5838 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5839 int explosion_element = EL_PLAYER_1 + player_nr;
5840 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5841 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5843 if (level.use_explosion_element[player_nr])
5844 explosion_element = level.explosion_element[player_nr];
5846 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5847 element_info[explosion_element].content.e[xx][yy]);
5850 /* restore probably existing indestructible background element */
5851 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5852 element = Feld[x][y] = Back[x][y];
5855 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5856 GfxDir[x][y] = MV_NONE;
5857 ChangeDelay[x][y] = 0;
5858 ChangePage[x][y] = -1;
5860 #if USE_NEW_CUSTOM_VALUE
5861 CustomValue[x][y] = 0;
5864 InitField_WithBug2(x, y, FALSE);
5866 TEST_DrawLevelField(x, y);
5868 TestIfElementTouchesCustomElement(x, y);
5870 if (GFX_CRUMBLED(element))
5871 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
5873 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5874 StorePlayer[x][y] = 0;
5876 if (ELEM_IS_PLAYER(element))
5877 RelocatePlayer(x, y, element);
5879 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5881 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5882 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5885 TEST_DrawLevelFieldCrumbledSand(x, y);
5887 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5889 DrawLevelElement(x, y, Back[x][y]);
5890 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5892 else if (IS_WALKABLE_UNDER(Back[x][y]))
5894 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5895 DrawLevelElementThruMask(x, y, Back[x][y]);
5897 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5898 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5902 void DynaExplode(int ex, int ey)
5905 int dynabomb_element = Feld[ex][ey];
5906 int dynabomb_size = 1;
5907 boolean dynabomb_xl = FALSE;
5908 struct PlayerInfo *player;
5909 static int xy[4][2] =
5917 if (IS_ACTIVE_BOMB(dynabomb_element))
5919 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5920 dynabomb_size = player->dynabomb_size;
5921 dynabomb_xl = player->dynabomb_xl;
5922 player->dynabombs_left++;
5925 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5927 for (i = 0; i < NUM_DIRECTIONS; i++)
5929 for (j = 1; j <= dynabomb_size; j++)
5931 int x = ex + j * xy[i][0];
5932 int y = ey + j * xy[i][1];
5935 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5938 element = Feld[x][y];
5940 /* do not restart explosions of fields with active bombs */
5941 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5944 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5946 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5947 !IS_DIGGABLE(element) && !dynabomb_xl)
5953 void Bang(int x, int y)
5955 int element = MovingOrBlocked2Element(x, y);
5956 int explosion_type = EX_TYPE_NORMAL;
5958 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5960 struct PlayerInfo *player = PLAYERINFO(x, y);
5962 #if USE_FIX_CE_ACTION_WITH_PLAYER
5963 element = Feld[x][y] = player->initial_element;
5965 element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
5966 player->element_nr);
5969 if (level.use_explosion_element[player->index_nr])
5971 int explosion_element = level.explosion_element[player->index_nr];
5973 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5974 explosion_type = EX_TYPE_CROSS;
5975 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5976 explosion_type = EX_TYPE_CENTER;
5984 case EL_BD_BUTTERFLY:
5987 case EL_DARK_YAMYAM:
5991 RaiseScoreElement(element);
5994 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5995 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5996 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5997 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5998 case EL_DYNABOMB_INCREASE_NUMBER:
5999 case EL_DYNABOMB_INCREASE_SIZE:
6000 case EL_DYNABOMB_INCREASE_POWER:
6001 explosion_type = EX_TYPE_DYNA;
6004 case EL_DC_LANDMINE:
6006 case EL_EM_EXIT_OPEN:
6007 case EL_EM_STEEL_EXIT_OPEN:
6009 explosion_type = EX_TYPE_CENTER;
6014 case EL_LAMP_ACTIVE:
6015 case EL_AMOEBA_TO_DIAMOND:
6016 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
6017 explosion_type = EX_TYPE_CENTER;
6021 if (element_info[element].explosion_type == EXPLODES_CROSS)
6022 explosion_type = EX_TYPE_CROSS;
6023 else if (element_info[element].explosion_type == EXPLODES_1X1)
6024 explosion_type = EX_TYPE_CENTER;
6028 if (explosion_type == EX_TYPE_DYNA)
6031 Explode(x, y, EX_PHASE_START, explosion_type);
6033 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6036 void SplashAcid(int x, int y)
6038 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6039 (!IN_LEV_FIELD(x - 1, y - 2) ||
6040 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6041 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6043 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6044 (!IN_LEV_FIELD(x + 1, y - 2) ||
6045 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6046 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6048 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6051 static void InitBeltMovement()
6053 static int belt_base_element[4] =
6055 EL_CONVEYOR_BELT_1_LEFT,
6056 EL_CONVEYOR_BELT_2_LEFT,
6057 EL_CONVEYOR_BELT_3_LEFT,
6058 EL_CONVEYOR_BELT_4_LEFT
6060 static int belt_base_active_element[4] =
6062 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6063 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6064 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6065 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6070 /* set frame order for belt animation graphic according to belt direction */
6071 for (i = 0; i < NUM_BELTS; i++)
6075 for (j = 0; j < NUM_BELT_PARTS; j++)
6077 int element = belt_base_active_element[belt_nr] + j;
6078 int graphic_1 = el2img(element);
6079 int graphic_2 = el2panelimg(element);
6081 if (game.belt_dir[i] == MV_LEFT)
6083 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6084 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6088 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6089 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6094 SCAN_PLAYFIELD(x, y)
6096 int element = Feld[x][y];
6098 for (i = 0; i < NUM_BELTS; i++)
6100 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6102 int e_belt_nr = getBeltNrFromBeltElement(element);
6105 if (e_belt_nr == belt_nr)
6107 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
6109 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
6116 static void ToggleBeltSwitch(int x, int y)
6118 static int belt_base_element[4] =
6120 EL_CONVEYOR_BELT_1_LEFT,
6121 EL_CONVEYOR_BELT_2_LEFT,
6122 EL_CONVEYOR_BELT_3_LEFT,
6123 EL_CONVEYOR_BELT_4_LEFT
6125 static int belt_base_active_element[4] =
6127 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6128 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6129 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6130 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6132 static int belt_base_switch_element[4] =
6134 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6135 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6136 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6137 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6139 static int belt_move_dir[4] =
6147 int element = Feld[x][y];
6148 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6149 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6150 int belt_dir = belt_move_dir[belt_dir_nr];
6153 if (!IS_BELT_SWITCH(element))
6156 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6157 game.belt_dir[belt_nr] = belt_dir;
6159 if (belt_dir_nr == 3)
6162 /* set frame order for belt animation graphic according to belt direction */
6163 for (i = 0; i < NUM_BELT_PARTS; i++)
6165 int element = belt_base_active_element[belt_nr] + i;
6166 int graphic_1 = el2img(element);
6167 int graphic_2 = el2panelimg(element);
6169 if (belt_dir == MV_LEFT)
6171 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6172 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6176 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6177 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6181 SCAN_PLAYFIELD(xx, yy)
6183 int element = Feld[xx][yy];
6185 if (IS_BELT_SWITCH(element))
6187 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6189 if (e_belt_nr == belt_nr)
6191 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6192 TEST_DrawLevelField(xx, yy);
6195 else if (IS_BELT(element) && belt_dir != MV_NONE)
6197 int e_belt_nr = getBeltNrFromBeltElement(element);
6199 if (e_belt_nr == belt_nr)
6201 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
6203 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6204 TEST_DrawLevelField(xx, yy);
6207 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6209 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6211 if (e_belt_nr == belt_nr)
6213 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
6215 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
6216 TEST_DrawLevelField(xx, yy);
6222 static void ToggleSwitchgateSwitch(int x, int y)
6226 game.switchgate_pos = !game.switchgate_pos;
6228 SCAN_PLAYFIELD(xx, yy)
6230 int element = Feld[xx][yy];
6232 #if !USE_BOTH_SWITCHGATE_SWITCHES
6233 if (element == EL_SWITCHGATE_SWITCH_UP ||
6234 element == EL_SWITCHGATE_SWITCH_DOWN)
6236 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
6237 TEST_DrawLevelField(xx, yy);
6239 else if (element == EL_DC_SWITCHGATE_SWITCH_UP ||
6240 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6242 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
6243 TEST_DrawLevelField(xx, yy);
6246 if (element == EL_SWITCHGATE_SWITCH_UP)
6248 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6249 TEST_DrawLevelField(xx, yy);
6251 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6253 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6254 TEST_DrawLevelField(xx, yy);
6256 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6258 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6259 TEST_DrawLevelField(xx, yy);
6261 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6263 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6264 TEST_DrawLevelField(xx, yy);
6267 else if (element == EL_SWITCHGATE_OPEN ||
6268 element == EL_SWITCHGATE_OPENING)
6270 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6272 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6274 else if (element == EL_SWITCHGATE_CLOSED ||
6275 element == EL_SWITCHGATE_CLOSING)
6277 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6279 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6284 static int getInvisibleActiveFromInvisibleElement(int element)
6286 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6287 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6288 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6292 static int getInvisibleFromInvisibleActiveElement(int element)
6294 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6295 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6296 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6300 static void RedrawAllLightSwitchesAndInvisibleElements()
6304 SCAN_PLAYFIELD(x, y)
6306 int element = Feld[x][y];
6308 if (element == EL_LIGHT_SWITCH &&
6309 game.light_time_left > 0)
6311 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6312 TEST_DrawLevelField(x, y);
6314 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6315 game.light_time_left == 0)
6317 Feld[x][y] = EL_LIGHT_SWITCH;
6318 TEST_DrawLevelField(x, y);
6320 else if (element == EL_EMC_DRIPPER &&
6321 game.light_time_left > 0)
6323 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6324 TEST_DrawLevelField(x, y);
6326 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6327 game.light_time_left == 0)
6329 Feld[x][y] = EL_EMC_DRIPPER;
6330 TEST_DrawLevelField(x, y);
6332 else if (element == EL_INVISIBLE_STEELWALL ||
6333 element == EL_INVISIBLE_WALL ||
6334 element == EL_INVISIBLE_SAND)
6336 if (game.light_time_left > 0)
6337 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6339 TEST_DrawLevelField(x, y);
6341 /* uncrumble neighbour fields, if needed */
6342 if (element == EL_INVISIBLE_SAND)
6343 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
6345 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6346 element == EL_INVISIBLE_WALL_ACTIVE ||
6347 element == EL_INVISIBLE_SAND_ACTIVE)
6349 if (game.light_time_left == 0)
6350 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6352 TEST_DrawLevelField(x, y);
6354 /* re-crumble neighbour fields, if needed */
6355 if (element == EL_INVISIBLE_SAND)
6356 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
6361 static void RedrawAllInvisibleElementsForLenses()
6365 SCAN_PLAYFIELD(x, y)
6367 int element = Feld[x][y];
6369 if (element == EL_EMC_DRIPPER &&
6370 game.lenses_time_left > 0)
6372 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6373 TEST_DrawLevelField(x, y);
6375 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6376 game.lenses_time_left == 0)
6378 Feld[x][y] = EL_EMC_DRIPPER;
6379 TEST_DrawLevelField(x, y);
6381 else if (element == EL_INVISIBLE_STEELWALL ||
6382 element == EL_INVISIBLE_WALL ||
6383 element == EL_INVISIBLE_SAND)
6385 if (game.lenses_time_left > 0)
6386 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6388 TEST_DrawLevelField(x, y);
6390 /* uncrumble neighbour fields, if needed */
6391 if (element == EL_INVISIBLE_SAND)
6392 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
6394 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6395 element == EL_INVISIBLE_WALL_ACTIVE ||
6396 element == EL_INVISIBLE_SAND_ACTIVE)
6398 if (game.lenses_time_left == 0)
6399 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6401 TEST_DrawLevelField(x, y);
6403 /* re-crumble neighbour fields, if needed */
6404 if (element == EL_INVISIBLE_SAND)
6405 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
6410 static void RedrawAllInvisibleElementsForMagnifier()
6414 SCAN_PLAYFIELD(x, y)
6416 int element = Feld[x][y];
6418 if (element == EL_EMC_FAKE_GRASS &&
6419 game.magnify_time_left > 0)
6421 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6422 TEST_DrawLevelField(x, y);
6424 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6425 game.magnify_time_left == 0)
6427 Feld[x][y] = EL_EMC_FAKE_GRASS;
6428 TEST_DrawLevelField(x, y);
6430 else if (IS_GATE_GRAY(element) &&
6431 game.magnify_time_left > 0)
6433 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6434 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6435 IS_EM_GATE_GRAY(element) ?
6436 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6437 IS_EMC_GATE_GRAY(element) ?
6438 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6440 TEST_DrawLevelField(x, y);
6442 else if (IS_GATE_GRAY_ACTIVE(element) &&
6443 game.magnify_time_left == 0)
6445 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6446 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6447 IS_EM_GATE_GRAY_ACTIVE(element) ?
6448 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6449 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6450 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6452 TEST_DrawLevelField(x, y);
6457 static void ToggleLightSwitch(int x, int y)
6459 int element = Feld[x][y];
6461 game.light_time_left =
6462 (element == EL_LIGHT_SWITCH ?
6463 level.time_light * FRAMES_PER_SECOND : 0);
6465 RedrawAllLightSwitchesAndInvisibleElements();
6468 static void ActivateTimegateSwitch(int x, int y)
6472 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6474 SCAN_PLAYFIELD(xx, yy)
6476 int element = Feld[xx][yy];
6478 if (element == EL_TIMEGATE_CLOSED ||
6479 element == EL_TIMEGATE_CLOSING)
6481 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6482 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6486 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6488 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6489 TEST_DrawLevelField(xx, yy);
6496 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6497 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6499 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
6503 void Impact(int x, int y)
6505 boolean last_line = (y == lev_fieldy - 1);
6506 boolean object_hit = FALSE;
6507 boolean impact = (last_line || object_hit);
6508 int element = Feld[x][y];
6509 int smashed = EL_STEELWALL;
6511 if (!last_line) /* check if element below was hit */
6513 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6516 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6517 MovDir[x][y + 1] != MV_DOWN ||
6518 MovPos[x][y + 1] <= TILEY / 2));
6520 /* do not smash moving elements that left the smashed field in time */
6521 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6522 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6525 #if USE_QUICKSAND_IMPACT_BUGFIX
6526 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6528 RemoveMovingField(x, y + 1);
6529 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6530 Feld[x][y + 2] = EL_ROCK;
6531 TEST_DrawLevelField(x, y + 2);
6536 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6538 RemoveMovingField(x, y + 1);
6539 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6540 Feld[x][y + 2] = EL_ROCK;
6541 TEST_DrawLevelField(x, y + 2);
6548 smashed = MovingOrBlocked2Element(x, y + 1);
6550 impact = (last_line || object_hit);
6553 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6555 SplashAcid(x, y + 1);
6559 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6560 /* only reset graphic animation if graphic really changes after impact */
6562 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6564 ResetGfxAnimation(x, y);
6565 TEST_DrawLevelField(x, y);
6568 if (impact && CAN_EXPLODE_IMPACT(element))
6573 else if (impact && element == EL_PEARL &&
6574 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6576 ResetGfxAnimation(x, y);
6578 Feld[x][y] = EL_PEARL_BREAKING;
6579 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6582 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6584 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6589 if (impact && element == EL_AMOEBA_DROP)
6591 if (object_hit && IS_PLAYER(x, y + 1))
6592 KillPlayerUnlessEnemyProtected(x, y + 1);
6593 else if (object_hit && smashed == EL_PENGUIN)
6597 Feld[x][y] = EL_AMOEBA_GROWING;
6598 Store[x][y] = EL_AMOEBA_WET;
6600 ResetRandomAnimationValue(x, y);
6605 if (object_hit) /* check which object was hit */
6607 if ((CAN_PASS_MAGIC_WALL(element) &&
6608 (smashed == EL_MAGIC_WALL ||
6609 smashed == EL_BD_MAGIC_WALL)) ||
6610 (CAN_PASS_DC_MAGIC_WALL(element) &&
6611 smashed == EL_DC_MAGIC_WALL))
6614 int activated_magic_wall =
6615 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6616 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6617 EL_DC_MAGIC_WALL_ACTIVE);
6619 /* activate magic wall / mill */
6620 SCAN_PLAYFIELD(xx, yy)
6622 if (Feld[xx][yy] == smashed)
6623 Feld[xx][yy] = activated_magic_wall;
6626 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6627 game.magic_wall_active = TRUE;
6629 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6630 SND_MAGIC_WALL_ACTIVATING :
6631 smashed == EL_BD_MAGIC_WALL ?
6632 SND_BD_MAGIC_WALL_ACTIVATING :
6633 SND_DC_MAGIC_WALL_ACTIVATING));
6636 if (IS_PLAYER(x, y + 1))
6638 if (CAN_SMASH_PLAYER(element))
6640 KillPlayerUnlessEnemyProtected(x, y + 1);
6644 else if (smashed == EL_PENGUIN)
6646 if (CAN_SMASH_PLAYER(element))
6652 else if (element == EL_BD_DIAMOND)
6654 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6660 else if (((element == EL_SP_INFOTRON ||
6661 element == EL_SP_ZONK) &&
6662 (smashed == EL_SP_SNIKSNAK ||
6663 smashed == EL_SP_ELECTRON ||
6664 smashed == EL_SP_DISK_ORANGE)) ||
6665 (element == EL_SP_INFOTRON &&
6666 smashed == EL_SP_DISK_YELLOW))
6671 else if (CAN_SMASH_EVERYTHING(element))
6673 if (IS_CLASSIC_ENEMY(smashed) ||
6674 CAN_EXPLODE_SMASHED(smashed))
6679 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6681 if (smashed == EL_LAMP ||
6682 smashed == EL_LAMP_ACTIVE)
6687 else if (smashed == EL_NUT)
6689 Feld[x][y + 1] = EL_NUT_BREAKING;
6690 PlayLevelSound(x, y, SND_NUT_BREAKING);
6691 RaiseScoreElement(EL_NUT);
6694 else if (smashed == EL_PEARL)
6696 ResetGfxAnimation(x, y);
6698 Feld[x][y + 1] = EL_PEARL_BREAKING;
6699 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6702 else if (smashed == EL_DIAMOND)
6704 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6705 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6708 else if (IS_BELT_SWITCH(smashed))
6710 ToggleBeltSwitch(x, y + 1);
6712 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6713 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6714 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6715 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6717 ToggleSwitchgateSwitch(x, y + 1);
6719 else if (smashed == EL_LIGHT_SWITCH ||
6720 smashed == EL_LIGHT_SWITCH_ACTIVE)
6722 ToggleLightSwitch(x, y + 1);
6727 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
6730 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6732 CheckElementChangeBySide(x, y + 1, smashed, element,
6733 CE_SWITCHED, CH_SIDE_TOP);
6734 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6740 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6745 /* play sound of magic wall / mill */
6747 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6748 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6749 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6751 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6752 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6753 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6754 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6755 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6756 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6761 /* play sound of object that hits the ground */
6762 if (last_line || object_hit)
6763 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6766 inline static void TurnRoundExt(int x, int y)
6778 { 0, 0 }, { 0, 0 }, { 0, 0 },
6783 int left, right, back;
6787 { MV_DOWN, MV_UP, MV_RIGHT },
6788 { MV_UP, MV_DOWN, MV_LEFT },
6790 { MV_LEFT, MV_RIGHT, MV_DOWN },
6794 { MV_RIGHT, MV_LEFT, MV_UP }
6797 int element = Feld[x][y];
6798 int move_pattern = element_info[element].move_pattern;
6800 int old_move_dir = MovDir[x][y];
6801 int left_dir = turn[old_move_dir].left;
6802 int right_dir = turn[old_move_dir].right;
6803 int back_dir = turn[old_move_dir].back;
6805 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6806 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6807 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6808 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6810 int left_x = x + left_dx, left_y = y + left_dy;
6811 int right_x = x + right_dx, right_y = y + right_dy;
6812 int move_x = x + move_dx, move_y = y + move_dy;
6816 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6818 TestIfBadThingTouchesOtherBadThing(x, y);
6820 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6821 MovDir[x][y] = right_dir;
6822 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6823 MovDir[x][y] = left_dir;
6825 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6827 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6830 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6832 TestIfBadThingTouchesOtherBadThing(x, y);
6834 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6835 MovDir[x][y] = left_dir;
6836 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6837 MovDir[x][y] = right_dir;
6839 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6841 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6844 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6846 TestIfBadThingTouchesOtherBadThing(x, y);
6848 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6849 MovDir[x][y] = left_dir;
6850 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6851 MovDir[x][y] = right_dir;
6853 if (MovDir[x][y] != old_move_dir)
6856 else if (element == EL_YAMYAM)
6858 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6859 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6861 if (can_turn_left && can_turn_right)
6862 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6863 else if (can_turn_left)
6864 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6865 else if (can_turn_right)
6866 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6868 MovDir[x][y] = back_dir;
6870 MovDelay[x][y] = 16 + 16 * RND(3);
6872 else if (element == EL_DARK_YAMYAM)
6874 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6876 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6879 if (can_turn_left && can_turn_right)
6880 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6881 else if (can_turn_left)
6882 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6883 else if (can_turn_right)
6884 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6886 MovDir[x][y] = back_dir;
6888 MovDelay[x][y] = 16 + 16 * RND(3);
6890 else if (element == EL_PACMAN)
6892 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6893 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6895 if (can_turn_left && can_turn_right)
6896 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6897 else if (can_turn_left)
6898 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6899 else if (can_turn_right)
6900 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6902 MovDir[x][y] = back_dir;
6904 MovDelay[x][y] = 6 + RND(40);
6906 else if (element == EL_PIG)
6908 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6909 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6910 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6911 boolean should_turn_left, should_turn_right, should_move_on;
6913 int rnd = RND(rnd_value);
6915 should_turn_left = (can_turn_left &&
6917 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6918 y + back_dy + left_dy)));
6919 should_turn_right = (can_turn_right &&
6921 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6922 y + back_dy + right_dy)));
6923 should_move_on = (can_move_on &&
6926 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6927 y + move_dy + left_dy) ||
6928 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6929 y + move_dy + right_dy)));
6931 if (should_turn_left || should_turn_right || should_move_on)
6933 if (should_turn_left && should_turn_right && should_move_on)
6934 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6935 rnd < 2 * rnd_value / 3 ? right_dir :
6937 else if (should_turn_left && should_turn_right)
6938 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6939 else if (should_turn_left && should_move_on)
6940 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6941 else if (should_turn_right && should_move_on)
6942 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6943 else if (should_turn_left)
6944 MovDir[x][y] = left_dir;
6945 else if (should_turn_right)
6946 MovDir[x][y] = right_dir;
6947 else if (should_move_on)
6948 MovDir[x][y] = old_move_dir;
6950 else if (can_move_on && rnd > rnd_value / 8)
6951 MovDir[x][y] = old_move_dir;
6952 else if (can_turn_left && can_turn_right)
6953 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6954 else if (can_turn_left && rnd > rnd_value / 8)
6955 MovDir[x][y] = left_dir;
6956 else if (can_turn_right && rnd > rnd_value/8)
6957 MovDir[x][y] = right_dir;
6959 MovDir[x][y] = back_dir;
6961 xx = x + move_xy[MovDir[x][y]].dx;
6962 yy = y + move_xy[MovDir[x][y]].dy;
6964 if (!IN_LEV_FIELD(xx, yy) ||
6965 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6966 MovDir[x][y] = old_move_dir;
6970 else if (element == EL_DRAGON)
6972 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6973 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6974 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6976 int rnd = RND(rnd_value);
6978 if (can_move_on && rnd > rnd_value / 8)
6979 MovDir[x][y] = old_move_dir;
6980 else if (can_turn_left && can_turn_right)
6981 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6982 else if (can_turn_left && rnd > rnd_value / 8)
6983 MovDir[x][y] = left_dir;
6984 else if (can_turn_right && rnd > rnd_value / 8)
6985 MovDir[x][y] = right_dir;
6987 MovDir[x][y] = back_dir;
6989 xx = x + move_xy[MovDir[x][y]].dx;
6990 yy = y + move_xy[MovDir[x][y]].dy;
6992 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6993 MovDir[x][y] = old_move_dir;
6997 else if (element == EL_MOLE)
6999 boolean can_move_on =
7000 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7001 IS_AMOEBOID(Feld[move_x][move_y]) ||
7002 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
7005 boolean can_turn_left =
7006 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7007 IS_AMOEBOID(Feld[left_x][left_y])));
7009 boolean can_turn_right =
7010 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7011 IS_AMOEBOID(Feld[right_x][right_y])));
7013 if (can_turn_left && can_turn_right)
7014 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7015 else if (can_turn_left)
7016 MovDir[x][y] = left_dir;
7018 MovDir[x][y] = right_dir;
7021 if (MovDir[x][y] != old_move_dir)
7024 else if (element == EL_BALLOON)
7026 MovDir[x][y] = game.wind_direction;
7029 else if (element == EL_SPRING)
7031 #if USE_NEW_SPRING_BUMPER
7032 if (MovDir[x][y] & MV_HORIZONTAL)
7034 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7035 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7037 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7038 ResetGfxAnimation(move_x, move_y);
7039 TEST_DrawLevelField(move_x, move_y);
7041 MovDir[x][y] = back_dir;
7043 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7044 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7045 MovDir[x][y] = MV_NONE;
7048 if (MovDir[x][y] & MV_HORIZONTAL &&
7049 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7050 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
7051 MovDir[x][y] = MV_NONE;
7056 else if (element == EL_ROBOT ||
7057 element == EL_SATELLITE ||
7058 element == EL_PENGUIN ||
7059 element == EL_EMC_ANDROID)
7061 int attr_x = -1, attr_y = -1;
7072 for (i = 0; i < MAX_PLAYERS; i++)
7074 struct PlayerInfo *player = &stored_player[i];
7075 int jx = player->jx, jy = player->jy;
7077 if (!player->active)
7081 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7089 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
7090 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
7091 game.engine_version < VERSION_IDENT(3,1,0,0)))
7097 if (element == EL_PENGUIN)
7100 static int xy[4][2] =
7108 for (i = 0; i < NUM_DIRECTIONS; i++)
7110 int ex = x + xy[i][0];
7111 int ey = y + xy[i][1];
7113 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
7114 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
7115 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
7116 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7125 MovDir[x][y] = MV_NONE;
7127 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
7128 else if (attr_x > x)
7129 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
7131 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
7132 else if (attr_y > y)
7133 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
7135 if (element == EL_ROBOT)
7139 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7140 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7141 Moving2Blocked(x, y, &newx, &newy);
7143 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7144 MovDelay[x][y] = 8 + 8 * !RND(3);
7146 MovDelay[x][y] = 16;
7148 else if (element == EL_PENGUIN)
7154 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7156 boolean first_horiz = RND(2);
7157 int new_move_dir = MovDir[x][y];
7160 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7161 Moving2Blocked(x, y, &newx, &newy);
7163 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7167 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7168 Moving2Blocked(x, y, &newx, &newy);
7170 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7173 MovDir[x][y] = old_move_dir;
7177 else if (element == EL_SATELLITE)
7183 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7185 boolean first_horiz = RND(2);
7186 int new_move_dir = MovDir[x][y];
7189 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7190 Moving2Blocked(x, y, &newx, &newy);
7192 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7196 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7197 Moving2Blocked(x, y, &newx, &newy);
7199 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7202 MovDir[x][y] = old_move_dir;
7206 else if (element == EL_EMC_ANDROID)
7208 static int check_pos[16] =
7210 -1, /* 0 => (invalid) */
7211 7, /* 1 => MV_LEFT */
7212 3, /* 2 => MV_RIGHT */
7213 -1, /* 3 => (invalid) */
7215 0, /* 5 => MV_LEFT | MV_UP */
7216 2, /* 6 => MV_RIGHT | MV_UP */
7217 -1, /* 7 => (invalid) */
7218 5, /* 8 => MV_DOWN */
7219 6, /* 9 => MV_LEFT | MV_DOWN */
7220 4, /* 10 => MV_RIGHT | MV_DOWN */
7221 -1, /* 11 => (invalid) */
7222 -1, /* 12 => (invalid) */
7223 -1, /* 13 => (invalid) */
7224 -1, /* 14 => (invalid) */
7225 -1, /* 15 => (invalid) */
7233 { -1, -1, MV_LEFT | MV_UP },
7235 { +1, -1, MV_RIGHT | MV_UP },
7236 { +1, 0, MV_RIGHT },
7237 { +1, +1, MV_RIGHT | MV_DOWN },
7239 { -1, +1, MV_LEFT | MV_DOWN },
7242 int start_pos, check_order;
7243 boolean can_clone = FALSE;
7246 /* check if there is any free field around current position */
7247 for (i = 0; i < 8; i++)
7249 int newx = x + check_xy[i].dx;
7250 int newy = y + check_xy[i].dy;
7252 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7260 if (can_clone) /* randomly find an element to clone */
7264 start_pos = check_pos[RND(8)];
7265 check_order = (RND(2) ? -1 : +1);
7267 for (i = 0; i < 8; i++)
7269 int pos_raw = start_pos + i * check_order;
7270 int pos = (pos_raw + 8) % 8;
7271 int newx = x + check_xy[pos].dx;
7272 int newy = y + check_xy[pos].dy;
7274 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7276 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7277 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7279 Store[x][y] = Feld[newx][newy];
7288 if (can_clone) /* randomly find a direction to move */
7292 start_pos = check_pos[RND(8)];
7293 check_order = (RND(2) ? -1 : +1);
7295 for (i = 0; i < 8; i++)
7297 int pos_raw = start_pos + i * check_order;
7298 int pos = (pos_raw + 8) % 8;
7299 int newx = x + check_xy[pos].dx;
7300 int newy = y + check_xy[pos].dy;
7301 int new_move_dir = check_xy[pos].dir;
7303 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7305 MovDir[x][y] = new_move_dir;
7306 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7315 if (can_clone) /* cloning and moving successful */
7318 /* cannot clone -- try to move towards player */
7320 start_pos = check_pos[MovDir[x][y] & 0x0f];
7321 check_order = (RND(2) ? -1 : +1);
7323 for (i = 0; i < 3; i++)
7325 /* first check start_pos, then previous/next or (next/previous) pos */
7326 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7327 int pos = (pos_raw + 8) % 8;
7328 int newx = x + check_xy[pos].dx;
7329 int newy = y + check_xy[pos].dy;
7330 int new_move_dir = check_xy[pos].dir;
7332 if (IS_PLAYER(newx, newy))
7335 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7337 MovDir[x][y] = new_move_dir;
7338 MovDelay[x][y] = level.android_move_time * 8 + 1;
7345 else if (move_pattern == MV_TURNING_LEFT ||
7346 move_pattern == MV_TURNING_RIGHT ||
7347 move_pattern == MV_TURNING_LEFT_RIGHT ||
7348 move_pattern == MV_TURNING_RIGHT_LEFT ||
7349 move_pattern == MV_TURNING_RANDOM ||
7350 move_pattern == MV_ALL_DIRECTIONS)
7352 boolean can_turn_left =
7353 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7354 boolean can_turn_right =
7355 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7357 if (element_info[element].move_stepsize == 0) /* "not moving" */
7360 if (move_pattern == MV_TURNING_LEFT)
7361 MovDir[x][y] = left_dir;
7362 else if (move_pattern == MV_TURNING_RIGHT)
7363 MovDir[x][y] = right_dir;
7364 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7365 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7366 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7367 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7368 else if (move_pattern == MV_TURNING_RANDOM)
7369 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7370 can_turn_right && !can_turn_left ? right_dir :
7371 RND(2) ? left_dir : right_dir);
7372 else if (can_turn_left && can_turn_right)
7373 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7374 else if (can_turn_left)
7375 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7376 else if (can_turn_right)
7377 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7379 MovDir[x][y] = back_dir;
7381 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7383 else if (move_pattern == MV_HORIZONTAL ||
7384 move_pattern == MV_VERTICAL)
7386 if (move_pattern & old_move_dir)
7387 MovDir[x][y] = back_dir;
7388 else if (move_pattern == MV_HORIZONTAL)
7389 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7390 else if (move_pattern == MV_VERTICAL)
7391 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7393 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7395 else if (move_pattern & MV_ANY_DIRECTION)
7397 MovDir[x][y] = move_pattern;
7398 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7400 else if (move_pattern & MV_WIND_DIRECTION)
7402 MovDir[x][y] = game.wind_direction;
7403 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7405 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7407 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7408 MovDir[x][y] = left_dir;
7409 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7410 MovDir[x][y] = right_dir;
7412 if (MovDir[x][y] != old_move_dir)
7413 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7415 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7417 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7418 MovDir[x][y] = right_dir;
7419 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7420 MovDir[x][y] = left_dir;
7422 if (MovDir[x][y] != old_move_dir)
7423 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7425 else if (move_pattern == MV_TOWARDS_PLAYER ||
7426 move_pattern == MV_AWAY_FROM_PLAYER)
7428 int attr_x = -1, attr_y = -1;
7430 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7441 for (i = 0; i < MAX_PLAYERS; i++)
7443 struct PlayerInfo *player = &stored_player[i];
7444 int jx = player->jx, jy = player->jy;
7446 if (!player->active)
7450 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7458 MovDir[x][y] = MV_NONE;
7460 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7461 else if (attr_x > x)
7462 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7464 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7465 else if (attr_y > y)
7466 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7468 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7470 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7472 boolean first_horiz = RND(2);
7473 int new_move_dir = MovDir[x][y];
7475 if (element_info[element].move_stepsize == 0) /* "not moving" */
7477 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7478 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7484 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7485 Moving2Blocked(x, y, &newx, &newy);
7487 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7491 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7492 Moving2Blocked(x, y, &newx, &newy);
7494 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7497 MovDir[x][y] = old_move_dir;
7500 else if (move_pattern == MV_WHEN_PUSHED ||
7501 move_pattern == MV_WHEN_DROPPED)
7503 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7504 MovDir[x][y] = MV_NONE;
7508 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7510 static int test_xy[7][2] =
7520 static int test_dir[7] =
7530 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7531 int move_preference = -1000000; /* start with very low preference */
7532 int new_move_dir = MV_NONE;
7533 int start_test = RND(4);
7536 for (i = 0; i < NUM_DIRECTIONS; i++)
7538 int move_dir = test_dir[start_test + i];
7539 int move_dir_preference;
7541 xx = x + test_xy[start_test + i][0];
7542 yy = y + test_xy[start_test + i][1];
7544 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7545 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7547 new_move_dir = move_dir;
7552 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7555 move_dir_preference = -1 * RunnerVisit[xx][yy];
7556 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7557 move_dir_preference = PlayerVisit[xx][yy];
7559 if (move_dir_preference > move_preference)
7561 /* prefer field that has not been visited for the longest time */
7562 move_preference = move_dir_preference;
7563 new_move_dir = move_dir;
7565 else if (move_dir_preference == move_preference &&
7566 move_dir == old_move_dir)
7568 /* prefer last direction when all directions are preferred equally */
7569 move_preference = move_dir_preference;
7570 new_move_dir = move_dir;
7574 MovDir[x][y] = new_move_dir;
7575 if (old_move_dir != new_move_dir)
7576 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7580 static void TurnRound(int x, int y)
7582 int direction = MovDir[x][y];
7586 GfxDir[x][y] = MovDir[x][y];
7588 if (direction != MovDir[x][y])
7592 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7594 ResetGfxFrame(x, y, FALSE);
7597 static boolean JustBeingPushed(int x, int y)
7601 for (i = 0; i < MAX_PLAYERS; i++)
7603 struct PlayerInfo *player = &stored_player[i];
7605 if (player->active && player->is_pushing && player->MovPos)
7607 int next_jx = player->jx + (player->jx - player->last_jx);
7608 int next_jy = player->jy + (player->jy - player->last_jy);
7610 if (x == next_jx && y == next_jy)
7618 void StartMoving(int x, int y)
7620 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7621 int element = Feld[x][y];
7626 if (MovDelay[x][y] == 0)
7627 GfxAction[x][y] = ACTION_DEFAULT;
7629 if (CAN_FALL(element) && y < lev_fieldy - 1)
7631 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7632 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7633 if (JustBeingPushed(x, y))
7636 if (element == EL_QUICKSAND_FULL)
7638 if (IS_FREE(x, y + 1))
7640 InitMovingField(x, y, MV_DOWN);
7641 started_moving = TRUE;
7643 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7644 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7645 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7646 Store[x][y] = EL_ROCK;
7648 Store[x][y] = EL_ROCK;
7651 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7653 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7655 if (!MovDelay[x][y])
7657 MovDelay[x][y] = TILEY + 1;
7659 ResetGfxAnimation(x, y);
7660 ResetGfxAnimation(x, y + 1);
7665 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7666 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7673 Feld[x][y] = EL_QUICKSAND_EMPTY;
7674 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7675 Store[x][y + 1] = Store[x][y];
7678 PlayLevelSoundAction(x, y, ACTION_FILLING);
7680 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7682 if (!MovDelay[x][y])
7684 MovDelay[x][y] = TILEY + 1;
7686 ResetGfxAnimation(x, y);
7687 ResetGfxAnimation(x, y + 1);
7692 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7693 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7700 Feld[x][y] = EL_QUICKSAND_EMPTY;
7701 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7702 Store[x][y + 1] = Store[x][y];
7705 PlayLevelSoundAction(x, y, ACTION_FILLING);
7708 else if (element == EL_QUICKSAND_FAST_FULL)
7710 if (IS_FREE(x, y + 1))
7712 InitMovingField(x, y, MV_DOWN);
7713 started_moving = TRUE;
7715 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7716 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7717 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7718 Store[x][y] = EL_ROCK;
7720 Store[x][y] = EL_ROCK;
7723 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7725 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7727 if (!MovDelay[x][y])
7729 MovDelay[x][y] = TILEY + 1;
7731 ResetGfxAnimation(x, y);
7732 ResetGfxAnimation(x, y + 1);
7737 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7738 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7745 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7746 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7747 Store[x][y + 1] = Store[x][y];
7750 PlayLevelSoundAction(x, y, ACTION_FILLING);
7752 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7754 if (!MovDelay[x][y])
7756 MovDelay[x][y] = TILEY + 1;
7758 ResetGfxAnimation(x, y);
7759 ResetGfxAnimation(x, y + 1);
7764 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7765 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7772 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7773 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7774 Store[x][y + 1] = Store[x][y];
7777 PlayLevelSoundAction(x, y, ACTION_FILLING);
7780 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7781 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7783 InitMovingField(x, y, MV_DOWN);
7784 started_moving = TRUE;
7786 Feld[x][y] = EL_QUICKSAND_FILLING;
7787 Store[x][y] = element;
7789 PlayLevelSoundAction(x, y, ACTION_FILLING);
7791 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7792 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7794 InitMovingField(x, y, MV_DOWN);
7795 started_moving = TRUE;
7797 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7798 Store[x][y] = element;
7800 PlayLevelSoundAction(x, y, ACTION_FILLING);
7802 else if (element == EL_MAGIC_WALL_FULL)
7804 if (IS_FREE(x, y + 1))
7806 InitMovingField(x, y, MV_DOWN);
7807 started_moving = TRUE;
7809 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7810 Store[x][y] = EL_CHANGED(Store[x][y]);
7812 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7814 if (!MovDelay[x][y])
7815 MovDelay[x][y] = TILEY/4 + 1;
7824 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7825 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7826 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7830 else if (element == EL_BD_MAGIC_WALL_FULL)
7832 if (IS_FREE(x, y + 1))
7834 InitMovingField(x, y, MV_DOWN);
7835 started_moving = TRUE;
7837 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7838 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7840 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7842 if (!MovDelay[x][y])
7843 MovDelay[x][y] = TILEY/4 + 1;
7852 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7853 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7854 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7858 else if (element == EL_DC_MAGIC_WALL_FULL)
7860 if (IS_FREE(x, y + 1))
7862 InitMovingField(x, y, MV_DOWN);
7863 started_moving = TRUE;
7865 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7866 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7868 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7870 if (!MovDelay[x][y])
7871 MovDelay[x][y] = TILEY/4 + 1;
7880 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7881 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7882 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7886 else if ((CAN_PASS_MAGIC_WALL(element) &&
7887 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7888 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7889 (CAN_PASS_DC_MAGIC_WALL(element) &&
7890 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7893 InitMovingField(x, y, MV_DOWN);
7894 started_moving = TRUE;
7897 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7898 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7899 EL_DC_MAGIC_WALL_FILLING);
7900 Store[x][y] = element;
7902 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7904 SplashAcid(x, y + 1);
7906 InitMovingField(x, y, MV_DOWN);
7907 started_moving = TRUE;
7909 Store[x][y] = EL_ACID;
7912 #if USE_FIX_IMPACT_COLLISION
7913 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7914 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7916 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7917 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
7919 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7920 CAN_FALL(element) && WasJustFalling[x][y] &&
7921 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7923 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7924 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7925 (Feld[x][y + 1] == EL_BLOCKED)))
7927 /* this is needed for a special case not covered by calling "Impact()"
7928 from "ContinueMoving()": if an element moves to a tile directly below
7929 another element which was just falling on that tile (which was empty
7930 in the previous frame), the falling element above would just stop
7931 instead of smashing the element below (in previous version, the above
7932 element was just checked for "moving" instead of "falling", resulting
7933 in incorrect smashes caused by horizontal movement of the above
7934 element; also, the case of the player being the element to smash was
7935 simply not covered here... :-/ ) */
7937 CheckCollision[x][y] = 0;
7938 CheckImpact[x][y] = 0;
7942 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7944 if (MovDir[x][y] == MV_NONE)
7946 InitMovingField(x, y, MV_DOWN);
7947 started_moving = TRUE;
7950 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7952 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7953 MovDir[x][y] = MV_DOWN;
7955 InitMovingField(x, y, MV_DOWN);
7956 started_moving = TRUE;
7958 else if (element == EL_AMOEBA_DROP)
7960 Feld[x][y] = EL_AMOEBA_GROWING;
7961 Store[x][y] = EL_AMOEBA_WET;
7963 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7964 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7965 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7966 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7968 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7969 (IS_FREE(x - 1, y + 1) ||
7970 Feld[x - 1][y + 1] == EL_ACID));
7971 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7972 (IS_FREE(x + 1, y + 1) ||
7973 Feld[x + 1][y + 1] == EL_ACID));
7974 boolean can_fall_any = (can_fall_left || can_fall_right);
7975 boolean can_fall_both = (can_fall_left && can_fall_right);
7976 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7978 #if USE_NEW_ALL_SLIPPERY
7979 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7981 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7982 can_fall_right = FALSE;
7983 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7984 can_fall_left = FALSE;
7985 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7986 can_fall_right = FALSE;
7987 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7988 can_fall_left = FALSE;
7990 can_fall_any = (can_fall_left || can_fall_right);
7991 can_fall_both = FALSE;
7994 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
7996 if (slippery_type == SLIPPERY_ONLY_LEFT)
7997 can_fall_right = FALSE;
7998 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7999 can_fall_left = FALSE;
8000 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8001 can_fall_right = FALSE;
8002 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8003 can_fall_left = FALSE;
8005 can_fall_any = (can_fall_left || can_fall_right);
8006 can_fall_both = (can_fall_left && can_fall_right);
8010 #if USE_NEW_ALL_SLIPPERY
8012 #if USE_NEW_SP_SLIPPERY
8013 /* !!! better use the same properties as for custom elements here !!! */
8014 else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
8015 can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
8017 can_fall_right = FALSE; /* slip down on left side */
8018 can_fall_both = FALSE;
8023 #if USE_NEW_ALL_SLIPPERY
8026 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8027 can_fall_right = FALSE; /* slip down on left side */
8029 can_fall_left = !(can_fall_right = RND(2));
8031 can_fall_both = FALSE;
8036 if (game.emulation == EMU_BOULDERDASH ||
8037 element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8038 can_fall_right = FALSE; /* slip down on left side */
8040 can_fall_left = !(can_fall_right = RND(2));
8042 can_fall_both = FALSE;
8048 /* if not determined otherwise, prefer left side for slipping down */
8049 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8050 started_moving = TRUE;
8054 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
8056 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
8059 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8060 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8061 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
8062 int belt_dir = game.belt_dir[belt_nr];
8064 if ((belt_dir == MV_LEFT && left_is_free) ||
8065 (belt_dir == MV_RIGHT && right_is_free))
8067 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8069 InitMovingField(x, y, belt_dir);
8070 started_moving = TRUE;
8072 Pushed[x][y] = TRUE;
8073 Pushed[nextx][y] = TRUE;
8075 GfxAction[x][y] = ACTION_DEFAULT;
8079 MovDir[x][y] = 0; /* if element was moving, stop it */
8084 /* not "else if" because of elements that can fall and move (EL_SPRING) */
8086 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE)
8088 if (CAN_MOVE(element) && !started_moving)
8091 int move_pattern = element_info[element].move_pattern;
8096 if (MovDir[x][y] == MV_NONE)
8098 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
8099 x, y, element, element_info[element].token_name);
8100 printf("StartMoving(): This should never happen!\n");
8105 Moving2Blocked(x, y, &newx, &newy);
8107 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8110 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8111 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8113 WasJustMoving[x][y] = 0;
8114 CheckCollision[x][y] = 0;
8116 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8118 if (Feld[x][y] != element) /* element has changed */
8122 if (!MovDelay[x][y]) /* start new movement phase */
8124 /* all objects that can change their move direction after each step
8125 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
8127 if (element != EL_YAMYAM &&
8128 element != EL_DARK_YAMYAM &&
8129 element != EL_PACMAN &&
8130 !(move_pattern & MV_ANY_DIRECTION) &&
8131 move_pattern != MV_TURNING_LEFT &&
8132 move_pattern != MV_TURNING_RIGHT &&
8133 move_pattern != MV_TURNING_LEFT_RIGHT &&
8134 move_pattern != MV_TURNING_RIGHT_LEFT &&
8135 move_pattern != MV_TURNING_RANDOM)
8139 if (MovDelay[x][y] && (element == EL_BUG ||
8140 element == EL_SPACESHIP ||
8141 element == EL_SP_SNIKSNAK ||
8142 element == EL_SP_ELECTRON ||
8143 element == EL_MOLE))
8144 TEST_DrawLevelField(x, y);
8148 if (MovDelay[x][y]) /* wait some time before next movement */
8152 if (element == EL_ROBOT ||
8153 element == EL_YAMYAM ||
8154 element == EL_DARK_YAMYAM)
8156 DrawLevelElementAnimationIfNeeded(x, y, element);
8157 PlayLevelSoundAction(x, y, ACTION_WAITING);
8159 else if (element == EL_SP_ELECTRON)
8160 DrawLevelElementAnimationIfNeeded(x, y, element);
8161 else if (element == EL_DRAGON)
8164 int dir = MovDir[x][y];
8165 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8166 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8167 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8168 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8169 dir == MV_UP ? IMG_FLAMES_1_UP :
8170 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8171 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
8173 GfxAction[x][y] = ACTION_ATTACKING;
8175 if (IS_PLAYER(x, y))
8176 DrawPlayerField(x, y);
8178 TEST_DrawLevelField(x, y);
8180 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8182 for (i = 1; i <= 3; i++)
8184 int xx = x + i * dx;
8185 int yy = y + i * dy;
8186 int sx = SCREENX(xx);
8187 int sy = SCREENY(yy);
8188 int flame_graphic = graphic + (i - 1);
8190 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
8195 int flamed = MovingOrBlocked2Element(xx, yy);
8199 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8201 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
8202 RemoveMovingField(xx, yy);
8204 RemoveField(xx, yy);
8206 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8209 RemoveMovingField(xx, yy);
8212 ChangeDelay[xx][yy] = 0;
8214 Feld[xx][yy] = EL_FLAMES;
8216 if (IN_SCR_FIELD(sx, sy))
8218 TEST_DrawLevelFieldCrumbledSand(xx, yy);
8219 DrawGraphic(sx, sy, flame_graphic, frame);
8224 if (Feld[xx][yy] == EL_FLAMES)
8225 Feld[xx][yy] = EL_EMPTY;
8226 TEST_DrawLevelField(xx, yy);
8231 if (MovDelay[x][y]) /* element still has to wait some time */
8233 PlayLevelSoundAction(x, y, ACTION_WAITING);
8239 /* now make next step */
8241 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
8243 if (DONT_COLLIDE_WITH(element) &&
8244 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8245 !PLAYER_ENEMY_PROTECTED(newx, newy))
8247 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8252 else if (CAN_MOVE_INTO_ACID(element) &&
8253 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
8254 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8255 (MovDir[x][y] == MV_DOWN ||
8256 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8258 SplashAcid(newx, newy);
8259 Store[x][y] = EL_ACID;
8261 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8263 if (Feld[newx][newy] == EL_EXIT_OPEN ||
8264 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
8265 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
8266 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8269 TEST_DrawLevelField(x, y);
8271 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8272 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8273 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
8275 local_player->friends_still_needed--;
8276 if (!local_player->friends_still_needed &&
8277 !local_player->GameOver && AllPlayersGone)
8278 PlayerWins(local_player);
8282 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
8284 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
8285 TEST_DrawLevelField(newx, newy);
8287 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8289 else if (!IS_FREE(newx, newy))
8291 GfxAction[x][y] = ACTION_WAITING;
8293 if (IS_PLAYER(x, y))
8294 DrawPlayerField(x, y);
8296 TEST_DrawLevelField(x, y);
8301 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8303 if (IS_FOOD_PIG(Feld[newx][newy]))
8305 if (IS_MOVING(newx, newy))
8306 RemoveMovingField(newx, newy);
8309 Feld[newx][newy] = EL_EMPTY;
8310 TEST_DrawLevelField(newx, newy);
8313 PlayLevelSound(x, y, SND_PIG_DIGGING);
8315 else if (!IS_FREE(newx, newy))
8317 if (IS_PLAYER(x, y))
8318 DrawPlayerField(x, y);
8320 TEST_DrawLevelField(x, y);
8325 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8327 if (Store[x][y] != EL_EMPTY)
8329 boolean can_clone = FALSE;
8332 /* check if element to clone is still there */
8333 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8335 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
8343 /* cannot clone or target field not free anymore -- do not clone */
8344 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8345 Store[x][y] = EL_EMPTY;
8348 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8350 if (IS_MV_DIAGONAL(MovDir[x][y]))
8352 int diagonal_move_dir = MovDir[x][y];
8353 int stored = Store[x][y];
8354 int change_delay = 8;
8357 /* android is moving diagonally */
8359 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8361 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8362 GfxElement[x][y] = EL_EMC_ANDROID;
8363 GfxAction[x][y] = ACTION_SHRINKING;
8364 GfxDir[x][y] = diagonal_move_dir;
8365 ChangeDelay[x][y] = change_delay;
8367 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8370 DrawLevelGraphicAnimation(x, y, graphic);
8371 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8373 if (Feld[newx][newy] == EL_ACID)
8375 SplashAcid(newx, newy);
8380 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8382 Store[newx][newy] = EL_EMC_ANDROID;
8383 GfxElement[newx][newy] = EL_EMC_ANDROID;
8384 GfxAction[newx][newy] = ACTION_GROWING;
8385 GfxDir[newx][newy] = diagonal_move_dir;
8386 ChangeDelay[newx][newy] = change_delay;
8388 graphic = el_act_dir2img(GfxElement[newx][newy],
8389 GfxAction[newx][newy], GfxDir[newx][newy]);
8391 DrawLevelGraphicAnimation(newx, newy, graphic);
8392 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8398 Feld[newx][newy] = EL_EMPTY;
8399 TEST_DrawLevelField(newx, newy);
8401 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8404 else if (!IS_FREE(newx, newy))
8407 if (IS_PLAYER(x, y))
8408 DrawPlayerField(x, y);
8410 TEST_DrawLevelField(x, y);
8416 else if (IS_CUSTOM_ELEMENT(element) &&
8417 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8420 if (!DigFieldByCE(newx, newy, element))
8423 int new_element = Feld[newx][newy];
8425 if (!IS_FREE(newx, newy))
8427 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
8428 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
8431 /* no element can dig solid indestructible elements */
8432 if (IS_INDESTRUCTIBLE(new_element) &&
8433 !IS_DIGGABLE(new_element) &&
8434 !IS_COLLECTIBLE(new_element))
8437 if (AmoebaNr[newx][newy] &&
8438 (new_element == EL_AMOEBA_FULL ||
8439 new_element == EL_BD_AMOEBA ||
8440 new_element == EL_AMOEBA_GROWING))
8442 AmoebaCnt[AmoebaNr[newx][newy]]--;
8443 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8446 if (IS_MOVING(newx, newy))
8447 RemoveMovingField(newx, newy);
8450 RemoveField(newx, newy);
8451 TEST_DrawLevelField(newx, newy);
8454 /* if digged element was about to explode, prevent the explosion */
8455 ExplodeField[newx][newy] = EX_TYPE_NONE;
8457 PlayLevelSoundAction(x, y, action);
8460 Store[newx][newy] = EL_EMPTY;
8463 /* this makes it possible to leave the removed element again */
8464 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
8465 Store[newx][newy] = new_element;
8467 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
8469 int move_leave_element = element_info[element].move_leave_element;
8471 /* this makes it possible to leave the removed element again */
8472 Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
8473 new_element : move_leave_element);
8479 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8481 RunnerVisit[x][y] = FrameCounter;
8482 PlayerVisit[x][y] /= 8; /* expire player visit path */
8485 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8487 if (!IS_FREE(newx, newy))
8489 if (IS_PLAYER(x, y))
8490 DrawPlayerField(x, y);
8492 TEST_DrawLevelField(x, y);
8498 boolean wanna_flame = !RND(10);
8499 int dx = newx - x, dy = newy - y;
8500 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8501 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8502 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8503 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8504 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8505 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8508 IS_CLASSIC_ENEMY(element1) ||
8509 IS_CLASSIC_ENEMY(element2)) &&
8510 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8511 element1 != EL_FLAMES && element2 != EL_FLAMES)
8513 ResetGfxAnimation(x, y);
8514 GfxAction[x][y] = ACTION_ATTACKING;
8516 if (IS_PLAYER(x, y))
8517 DrawPlayerField(x, y);
8519 TEST_DrawLevelField(x, y);
8521 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8523 MovDelay[x][y] = 50;
8527 RemoveField(newx, newy);
8529 Feld[newx][newy] = EL_FLAMES;
8530 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8533 RemoveField(newx1, newy1);
8535 Feld[newx1][newy1] = EL_FLAMES;
8537 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8540 RemoveField(newx2, newy2);
8542 Feld[newx2][newy2] = EL_FLAMES;
8549 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8550 Feld[newx][newy] == EL_DIAMOND)
8552 if (IS_MOVING(newx, newy))
8553 RemoveMovingField(newx, newy);
8556 Feld[newx][newy] = EL_EMPTY;
8557 TEST_DrawLevelField(newx, newy);
8560 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8562 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8563 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8565 if (AmoebaNr[newx][newy])
8567 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8568 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8569 Feld[newx][newy] == EL_BD_AMOEBA)
8570 AmoebaCnt[AmoebaNr[newx][newy]]--;
8575 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
8577 RemoveMovingField(newx, newy);
8580 if (IS_MOVING(newx, newy))
8582 RemoveMovingField(newx, newy);
8587 Feld[newx][newy] = EL_EMPTY;
8588 TEST_DrawLevelField(newx, newy);
8591 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8593 else if ((element == EL_PACMAN || element == EL_MOLE)
8594 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8596 if (AmoebaNr[newx][newy])
8598 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8599 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8600 Feld[newx][newy] == EL_BD_AMOEBA)
8601 AmoebaCnt[AmoebaNr[newx][newy]]--;
8604 if (element == EL_MOLE)
8606 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8607 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8609 ResetGfxAnimation(x, y);
8610 GfxAction[x][y] = ACTION_DIGGING;
8611 TEST_DrawLevelField(x, y);
8613 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
8615 return; /* wait for shrinking amoeba */
8617 else /* element == EL_PACMAN */
8619 Feld[newx][newy] = EL_EMPTY;
8620 TEST_DrawLevelField(newx, newy);
8621 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8624 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8625 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8626 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8628 /* wait for shrinking amoeba to completely disappear */
8631 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8633 /* object was running against a wall */
8638 /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
8639 if (move_pattern & MV_ANY_DIRECTION &&
8640 move_pattern == MovDir[x][y])
8642 int blocking_element =
8643 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
8645 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
8648 element = Feld[x][y]; /* element might have changed */
8652 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
8653 DrawLevelElementAnimation(x, y, element);
8655 if (DONT_TOUCH(element))
8656 TestIfBadThingTouchesPlayer(x, y);
8661 InitMovingField(x, y, MovDir[x][y]);
8663 PlayLevelSoundAction(x, y, ACTION_MOVING);
8667 ContinueMoving(x, y);
8670 void ContinueMoving(int x, int y)
8672 int element = Feld[x][y];
8673 struct ElementInfo *ei = &element_info[element];
8674 int direction = MovDir[x][y];
8675 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8676 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8677 int newx = x + dx, newy = y + dy;
8678 int stored = Store[x][y];
8679 int stored_new = Store[newx][newy];
8680 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8681 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8682 boolean last_line = (newy == lev_fieldy - 1);
8684 MovPos[x][y] += getElementMoveStepsize(x, y);
8686 if (pushed_by_player) /* special case: moving object pushed by player */
8687 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8689 if (ABS(MovPos[x][y]) < TILEX)
8692 int ee = Feld[x][y];
8693 int gg = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8694 int ff = getGraphicAnimationFrame(gg, GfxFrame[x][y]);
8696 printf("::: %d.%d: moving %d ... [%d, %d, %d] [%d, %d, %d]\n",
8697 x, y, ABS(MovPos[x][y]),
8699 GfxAction[x][y], GfxDir[x][y], GfxFrame[x][y]);
8702 TEST_DrawLevelField(x, y);
8704 return; /* element is still moving */
8707 /* element reached destination field */
8709 Feld[x][y] = EL_EMPTY;
8710 Feld[newx][newy] = element;
8711 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8713 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8715 element = Feld[newx][newy] = EL_ACID;
8717 else if (element == EL_MOLE)
8719 Feld[x][y] = EL_SAND;
8721 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
8723 else if (element == EL_QUICKSAND_FILLING)
8725 element = Feld[newx][newy] = get_next_element(element);
8726 Store[newx][newy] = Store[x][y];
8728 else if (element == EL_QUICKSAND_EMPTYING)
8730 Feld[x][y] = get_next_element(element);
8731 element = Feld[newx][newy] = Store[x][y];
8733 else if (element == EL_QUICKSAND_FAST_FILLING)
8735 element = Feld[newx][newy] = get_next_element(element);
8736 Store[newx][newy] = Store[x][y];
8738 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8740 Feld[x][y] = get_next_element(element);
8741 element = Feld[newx][newy] = Store[x][y];
8743 else if (element == EL_MAGIC_WALL_FILLING)
8745 element = Feld[newx][newy] = get_next_element(element);
8746 if (!game.magic_wall_active)
8747 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8748 Store[newx][newy] = Store[x][y];
8750 else if (element == EL_MAGIC_WALL_EMPTYING)
8752 Feld[x][y] = get_next_element(element);
8753 if (!game.magic_wall_active)
8754 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8755 element = Feld[newx][newy] = Store[x][y];
8757 #if USE_NEW_CUSTOM_VALUE
8758 InitField(newx, newy, FALSE);
8761 else if (element == EL_BD_MAGIC_WALL_FILLING)
8763 element = Feld[newx][newy] = get_next_element(element);
8764 if (!game.magic_wall_active)
8765 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8766 Store[newx][newy] = Store[x][y];
8768 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8770 Feld[x][y] = get_next_element(element);
8771 if (!game.magic_wall_active)
8772 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8773 element = Feld[newx][newy] = Store[x][y];
8775 #if USE_NEW_CUSTOM_VALUE
8776 InitField(newx, newy, FALSE);
8779 else if (element == EL_DC_MAGIC_WALL_FILLING)
8781 element = Feld[newx][newy] = get_next_element(element);
8782 if (!game.magic_wall_active)
8783 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8784 Store[newx][newy] = Store[x][y];
8786 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8788 Feld[x][y] = get_next_element(element);
8789 if (!game.magic_wall_active)
8790 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8791 element = Feld[newx][newy] = Store[x][y];
8793 #if USE_NEW_CUSTOM_VALUE
8794 InitField(newx, newy, FALSE);
8797 else if (element == EL_AMOEBA_DROPPING)
8799 Feld[x][y] = get_next_element(element);
8800 element = Feld[newx][newy] = Store[x][y];
8802 else if (element == EL_SOKOBAN_OBJECT)
8805 Feld[x][y] = Back[x][y];
8807 if (Back[newx][newy])
8808 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8810 Back[x][y] = Back[newx][newy] = 0;
8813 Store[x][y] = EL_EMPTY;
8818 MovDelay[newx][newy] = 0;
8820 if (CAN_CHANGE_OR_HAS_ACTION(element))
8822 /* copy element change control values to new field */
8823 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8824 ChangePage[newx][newy] = ChangePage[x][y];
8825 ChangeCount[newx][newy] = ChangeCount[x][y];
8826 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8829 #if USE_NEW_CUSTOM_VALUE
8830 CustomValue[newx][newy] = CustomValue[x][y];
8833 ChangeDelay[x][y] = 0;
8834 ChangePage[x][y] = -1;
8835 ChangeCount[x][y] = 0;
8836 ChangeEvent[x][y] = -1;
8838 #if USE_NEW_CUSTOM_VALUE
8839 CustomValue[x][y] = 0;
8842 /* copy animation control values to new field */
8843 GfxFrame[newx][newy] = GfxFrame[x][y];
8844 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8845 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8846 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8848 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8850 /* some elements can leave other elements behind after moving */
8852 if (ei->move_leave_element != EL_EMPTY &&
8853 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8854 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8856 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
8857 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8858 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8861 int move_leave_element = ei->move_leave_element;
8865 /* this makes it possible to leave the removed element again */
8866 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8867 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8869 /* this makes it possible to leave the removed element again */
8870 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8871 move_leave_element = stored;
8874 /* this makes it possible to leave the removed element again */
8875 if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
8876 ei->move_leave_element == EL_TRIGGER_ELEMENT)
8877 move_leave_element = stored;
8880 Feld[x][y] = move_leave_element;
8882 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8883 MovDir[x][y] = direction;
8885 InitField(x, y, FALSE);
8887 if (GFX_CRUMBLED(Feld[x][y]))
8888 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
8890 if (ELEM_IS_PLAYER(move_leave_element))
8891 RelocatePlayer(x, y, move_leave_element);
8894 /* do this after checking for left-behind element */
8895 ResetGfxAnimation(x, y); /* reset animation values for old field */
8897 if (!CAN_MOVE(element) ||
8898 (CAN_FALL(element) && direction == MV_DOWN &&
8899 (element == EL_SPRING ||
8900 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8901 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8902 GfxDir[x][y] = MovDir[newx][newy] = 0;
8904 TEST_DrawLevelField(x, y);
8905 TEST_DrawLevelField(newx, newy);
8907 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8909 /* prevent pushed element from moving on in pushed direction */
8910 if (pushed_by_player && CAN_MOVE(element) &&
8911 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8912 !(element_info[element].move_pattern & direction))
8913 TurnRound(newx, newy);
8915 /* prevent elements on conveyor belt from moving on in last direction */
8916 if (pushed_by_conveyor && CAN_FALL(element) &&
8917 direction & MV_HORIZONTAL)
8918 MovDir[newx][newy] = 0;
8920 if (!pushed_by_player)
8922 int nextx = newx + dx, nexty = newy + dy;
8923 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8925 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8927 if (CAN_FALL(element) && direction == MV_DOWN)
8928 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8930 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8931 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8933 #if USE_FIX_IMPACT_COLLISION
8934 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8935 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8939 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8941 TestIfBadThingTouchesPlayer(newx, newy);
8942 TestIfBadThingTouchesFriend(newx, newy);
8944 if (!IS_CUSTOM_ELEMENT(element))
8945 TestIfBadThingTouchesOtherBadThing(newx, newy);
8947 else if (element == EL_PENGUIN)
8948 TestIfFriendTouchesBadThing(newx, newy);
8950 if (DONT_GET_HIT_BY(element))
8952 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8955 /* give the player one last chance (one more frame) to move away */
8956 if (CAN_FALL(element) && direction == MV_DOWN &&
8957 (last_line || (!IS_FREE(x, newy + 1) &&
8958 (!IS_PLAYER(x, newy + 1) ||
8959 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8962 if (pushed_by_player && !game.use_change_when_pushing_bug)
8964 int push_side = MV_DIR_OPPOSITE(direction);
8965 struct PlayerInfo *player = PLAYERINFO(x, y);
8967 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8968 player->index_bit, push_side);
8969 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8970 player->index_bit, push_side);
8973 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8974 MovDelay[newx][newy] = 1;
8976 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8978 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8981 if (ChangePage[newx][newy] != -1) /* delayed change */
8983 int page = ChangePage[newx][newy];
8984 struct ElementChangeInfo *change = &ei->change_page[page];
8986 ChangePage[newx][newy] = -1;
8988 if (change->can_change)
8990 if (ChangeElement(newx, newy, element, page))
8992 if (change->post_change_function)
8993 change->post_change_function(newx, newy);
8997 if (change->has_action)
8998 ExecuteCustomElementAction(newx, newy, element, page);
9002 TestIfElementHitsCustomElement(newx, newy, direction);
9003 TestIfPlayerTouchesCustomElement(newx, newy);
9004 TestIfElementTouchesCustomElement(newx, newy);
9006 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
9007 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
9008 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
9009 MV_DIR_OPPOSITE(direction));
9012 int AmoebeNachbarNr(int ax, int ay)
9015 int element = Feld[ax][ay];
9017 static int xy[4][2] =
9025 for (i = 0; i < NUM_DIRECTIONS; i++)
9027 int x = ax + xy[i][0];
9028 int y = ay + xy[i][1];
9030 if (!IN_LEV_FIELD(x, y))
9033 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
9034 group_nr = AmoebaNr[x][y];
9040 void AmoebenVereinigen(int ax, int ay)
9042 int i, x, y, xx, yy;
9043 int new_group_nr = AmoebaNr[ax][ay];
9044 static int xy[4][2] =
9052 if (new_group_nr == 0)
9055 for (i = 0; i < NUM_DIRECTIONS; i++)
9060 if (!IN_LEV_FIELD(x, y))
9063 if ((Feld[x][y] == EL_AMOEBA_FULL ||
9064 Feld[x][y] == EL_BD_AMOEBA ||
9065 Feld[x][y] == EL_AMOEBA_DEAD) &&
9066 AmoebaNr[x][y] != new_group_nr)
9068 int old_group_nr = AmoebaNr[x][y];
9070 if (old_group_nr == 0)
9073 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
9074 AmoebaCnt[old_group_nr] = 0;
9075 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
9076 AmoebaCnt2[old_group_nr] = 0;
9078 SCAN_PLAYFIELD(xx, yy)
9080 if (AmoebaNr[xx][yy] == old_group_nr)
9081 AmoebaNr[xx][yy] = new_group_nr;
9087 void AmoebeUmwandeln(int ax, int ay)
9091 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
9093 int group_nr = AmoebaNr[ax][ay];
9098 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
9099 printf("AmoebeUmwandeln(): This should never happen!\n");
9104 SCAN_PLAYFIELD(x, y)
9106 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9109 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
9113 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9114 SND_AMOEBA_TURNING_TO_GEM :
9115 SND_AMOEBA_TURNING_TO_ROCK));
9120 static int xy[4][2] =
9128 for (i = 0; i < NUM_DIRECTIONS; i++)
9133 if (!IN_LEV_FIELD(x, y))
9136 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
9138 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9139 SND_AMOEBA_TURNING_TO_GEM :
9140 SND_AMOEBA_TURNING_TO_ROCK));
9147 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
9150 int group_nr = AmoebaNr[ax][ay];
9151 boolean done = FALSE;
9156 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
9157 printf("AmoebeUmwandelnBD(): This should never happen!\n");
9162 SCAN_PLAYFIELD(x, y)
9164 if (AmoebaNr[x][y] == group_nr &&
9165 (Feld[x][y] == EL_AMOEBA_DEAD ||
9166 Feld[x][y] == EL_BD_AMOEBA ||
9167 Feld[x][y] == EL_AMOEBA_GROWING))
9170 Feld[x][y] = new_element;
9171 InitField(x, y, FALSE);
9172 TEST_DrawLevelField(x, y);
9178 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9179 SND_BD_AMOEBA_TURNING_TO_ROCK :
9180 SND_BD_AMOEBA_TURNING_TO_GEM));
9183 void AmoebeWaechst(int x, int y)
9185 static unsigned long sound_delay = 0;
9186 static unsigned long sound_delay_value = 0;
9188 if (!MovDelay[x][y]) /* start new growing cycle */
9192 if (DelayReached(&sound_delay, sound_delay_value))
9194 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9195 sound_delay_value = 30;
9199 if (MovDelay[x][y]) /* wait some time before growing bigger */
9202 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9204 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9205 6 - MovDelay[x][y]);
9207 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
9210 if (!MovDelay[x][y])
9212 Feld[x][y] = Store[x][y];
9214 TEST_DrawLevelField(x, y);
9219 void AmoebaDisappearing(int x, int y)
9221 static unsigned long sound_delay = 0;
9222 static unsigned long sound_delay_value = 0;
9224 if (!MovDelay[x][y]) /* start new shrinking cycle */
9228 if (DelayReached(&sound_delay, sound_delay_value))
9229 sound_delay_value = 30;
9232 if (MovDelay[x][y]) /* wait some time before shrinking */
9235 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9237 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9238 6 - MovDelay[x][y]);
9240 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
9243 if (!MovDelay[x][y])
9245 Feld[x][y] = EL_EMPTY;
9246 TEST_DrawLevelField(x, y);
9248 /* don't let mole enter this field in this cycle;
9249 (give priority to objects falling to this field from above) */
9255 void AmoebeAbleger(int ax, int ay)
9258 int element = Feld[ax][ay];
9259 int graphic = el2img(element);
9260 int newax = ax, neway = ay;
9261 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9262 static int xy[4][2] =
9270 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9272 Feld[ax][ay] = EL_AMOEBA_DEAD;
9273 TEST_DrawLevelField(ax, ay);
9277 if (IS_ANIMATED(graphic))
9278 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9280 if (!MovDelay[ax][ay]) /* start making new amoeba field */
9281 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9283 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
9286 if (MovDelay[ax][ay])
9290 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
9293 int x = ax + xy[start][0];
9294 int y = ay + xy[start][1];
9296 if (!IN_LEV_FIELD(x, y))
9299 if (IS_FREE(x, y) ||
9300 CAN_GROW_INTO(Feld[x][y]) ||
9301 Feld[x][y] == EL_QUICKSAND_EMPTY ||
9302 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
9308 if (newax == ax && neway == ay)
9311 else /* normal or "filled" (BD style) amoeba */
9314 boolean waiting_for_player = FALSE;
9316 for (i = 0; i < NUM_DIRECTIONS; i++)
9318 int j = (start + i) % 4;
9319 int x = ax + xy[j][0];
9320 int y = ay + xy[j][1];
9322 if (!IN_LEV_FIELD(x, y))
9325 if (IS_FREE(x, y) ||
9326 CAN_GROW_INTO(Feld[x][y]) ||
9327 Feld[x][y] == EL_QUICKSAND_EMPTY ||
9328 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
9334 else if (IS_PLAYER(x, y))
9335 waiting_for_player = TRUE;
9338 if (newax == ax && neway == ay) /* amoeba cannot grow */
9340 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9342 Feld[ax][ay] = EL_AMOEBA_DEAD;
9343 TEST_DrawLevelField(ax, ay);
9344 AmoebaCnt[AmoebaNr[ax][ay]]--;
9346 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
9348 if (element == EL_AMOEBA_FULL)
9349 AmoebeUmwandeln(ax, ay);
9350 else if (element == EL_BD_AMOEBA)
9351 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
9356 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9358 /* amoeba gets larger by growing in some direction */
9360 int new_group_nr = AmoebaNr[ax][ay];
9363 if (new_group_nr == 0)
9365 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
9366 printf("AmoebeAbleger(): This should never happen!\n");
9371 AmoebaNr[newax][neway] = new_group_nr;
9372 AmoebaCnt[new_group_nr]++;
9373 AmoebaCnt2[new_group_nr]++;
9375 /* if amoeba touches other amoeba(s) after growing, unify them */
9376 AmoebenVereinigen(newax, neway);
9378 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9380 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
9386 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9387 (neway == lev_fieldy - 1 && newax != ax))
9389 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
9390 Store[newax][neway] = element;
9392 else if (neway == ay || element == EL_EMC_DRIPPER)
9394 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
9396 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9400 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
9401 Feld[ax][ay] = EL_AMOEBA_DROPPING;
9402 Store[ax][ay] = EL_AMOEBA_DROP;
9403 ContinueMoving(ax, ay);
9407 TEST_DrawLevelField(newax, neway);
9410 void Life(int ax, int ay)
9414 int element = Feld[ax][ay];
9415 int graphic = el2img(element);
9416 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9418 boolean changed = FALSE;
9420 if (IS_ANIMATED(graphic))
9421 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9426 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
9427 MovDelay[ax][ay] = life_time;
9429 if (MovDelay[ax][ay]) /* wait some time before next cycle */
9432 if (MovDelay[ax][ay])
9436 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9438 int xx = ax+x1, yy = ay+y1;
9441 if (!IN_LEV_FIELD(xx, yy))
9444 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9446 int x = xx+x2, y = yy+y2;
9448 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9451 if (((Feld[x][y] == element ||
9452 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
9454 (IS_FREE(x, y) && Stop[x][y]))
9458 if (xx == ax && yy == ay) /* field in the middle */
9460 if (nachbarn < life_parameter[0] ||
9461 nachbarn > life_parameter[1])
9463 Feld[xx][yy] = EL_EMPTY;
9465 TEST_DrawLevelField(xx, yy);
9466 Stop[xx][yy] = TRUE;
9470 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
9471 { /* free border field */
9472 if (nachbarn >= life_parameter[2] &&
9473 nachbarn <= life_parameter[3])
9475 Feld[xx][yy] = element;
9476 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9478 TEST_DrawLevelField(xx, yy);
9479 Stop[xx][yy] = TRUE;
9486 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9487 SND_GAME_OF_LIFE_GROWING);
9490 static void InitRobotWheel(int x, int y)
9492 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9495 static void RunRobotWheel(int x, int y)
9497 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9500 static void StopRobotWheel(int x, int y)
9502 if (ZX == x && ZY == y)
9506 game.robot_wheel_active = FALSE;
9510 static void InitTimegateWheel(int x, int y)
9512 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9515 static void RunTimegateWheel(int x, int y)
9517 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9520 static void InitMagicBallDelay(int x, int y)
9523 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9525 ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1;
9529 static void ActivateMagicBall(int bx, int by)
9533 if (level.ball_random)
9535 int pos_border = RND(8); /* select one of the eight border elements */
9536 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9537 int xx = pos_content % 3;
9538 int yy = pos_content / 3;
9543 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9544 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9548 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9550 int xx = x - bx + 1;
9551 int yy = y - by + 1;
9553 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9554 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9558 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9561 void CheckExit(int x, int y)
9563 if (local_player->gems_still_needed > 0 ||
9564 local_player->sokobanfields_still_needed > 0 ||
9565 local_player->lights_still_needed > 0)
9567 int element = Feld[x][y];
9568 int graphic = el2img(element);
9570 if (IS_ANIMATED(graphic))
9571 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9576 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9579 Feld[x][y] = EL_EXIT_OPENING;
9581 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9584 void CheckExitEM(int x, int y)
9586 if (local_player->gems_still_needed > 0 ||
9587 local_player->sokobanfields_still_needed > 0 ||
9588 local_player->lights_still_needed > 0)
9590 int element = Feld[x][y];
9591 int graphic = el2img(element);
9593 if (IS_ANIMATED(graphic))
9594 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9599 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9602 Feld[x][y] = EL_EM_EXIT_OPENING;
9604 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9607 void CheckExitSteel(int x, int y)
9609 if (local_player->gems_still_needed > 0 ||
9610 local_player->sokobanfields_still_needed > 0 ||
9611 local_player->lights_still_needed > 0)
9613 int element = Feld[x][y];
9614 int graphic = el2img(element);
9616 if (IS_ANIMATED(graphic))
9617 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9622 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9625 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9627 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9630 void CheckExitSteelEM(int x, int y)
9632 if (local_player->gems_still_needed > 0 ||
9633 local_player->sokobanfields_still_needed > 0 ||
9634 local_player->lights_still_needed > 0)
9636 int element = Feld[x][y];
9637 int graphic = el2img(element);
9639 if (IS_ANIMATED(graphic))
9640 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9645 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9648 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9650 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9653 void CheckExitSP(int x, int y)
9655 if (local_player->gems_still_needed > 0)
9657 int element = Feld[x][y];
9658 int graphic = el2img(element);
9660 if (IS_ANIMATED(graphic))
9661 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9666 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9669 Feld[x][y] = EL_SP_EXIT_OPENING;
9671 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9674 static void CloseAllOpenTimegates()
9678 SCAN_PLAYFIELD(x, y)
9680 int element = Feld[x][y];
9682 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9684 Feld[x][y] = EL_TIMEGATE_CLOSING;
9686 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9691 void DrawTwinkleOnField(int x, int y)
9693 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9696 if (Feld[x][y] == EL_BD_DIAMOND)
9699 if (MovDelay[x][y] == 0) /* next animation frame */
9700 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9702 if (MovDelay[x][y] != 0) /* wait some time before next frame */
9706 DrawLevelElementAnimation(x, y, Feld[x][y]);
9708 if (MovDelay[x][y] != 0)
9710 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9711 10 - MovDelay[x][y]);
9713 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9718 void MauerWaechst(int x, int y)
9722 if (!MovDelay[x][y]) /* next animation frame */
9723 MovDelay[x][y] = 3 * delay;
9725 if (MovDelay[x][y]) /* wait some time before next frame */
9729 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9731 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9732 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9734 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9737 if (!MovDelay[x][y])
9739 if (MovDir[x][y] == MV_LEFT)
9741 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9742 TEST_DrawLevelField(x - 1, y);
9744 else if (MovDir[x][y] == MV_RIGHT)
9746 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9747 TEST_DrawLevelField(x + 1, y);
9749 else if (MovDir[x][y] == MV_UP)
9751 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9752 TEST_DrawLevelField(x, y - 1);
9756 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9757 TEST_DrawLevelField(x, y + 1);
9760 Feld[x][y] = Store[x][y];
9762 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9763 TEST_DrawLevelField(x, y);
9768 void MauerAbleger(int ax, int ay)
9770 int element = Feld[ax][ay];
9771 int graphic = el2img(element);
9772 boolean oben_frei = FALSE, unten_frei = FALSE;
9773 boolean links_frei = FALSE, rechts_frei = FALSE;
9774 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9775 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9776 boolean new_wall = FALSE;
9778 if (IS_ANIMATED(graphic))
9779 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9781 if (!MovDelay[ax][ay]) /* start building new wall */
9782 MovDelay[ax][ay] = 6;
9784 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9787 if (MovDelay[ax][ay])
9791 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9793 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9795 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9797 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9800 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9801 element == EL_EXPANDABLE_WALL_ANY)
9805 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9806 Store[ax][ay-1] = element;
9807 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9808 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9809 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9810 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9815 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9816 Store[ax][ay+1] = element;
9817 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9818 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9819 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9820 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9825 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9826 element == EL_EXPANDABLE_WALL_ANY ||
9827 element == EL_EXPANDABLE_WALL ||
9828 element == EL_BD_EXPANDABLE_WALL)
9832 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9833 Store[ax-1][ay] = element;
9834 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9835 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9836 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9837 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9843 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9844 Store[ax+1][ay] = element;
9845 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9846 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9847 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9848 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9853 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9854 TEST_DrawLevelField(ax, ay);
9856 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9858 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9859 unten_massiv = TRUE;
9860 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9861 links_massiv = TRUE;
9862 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9863 rechts_massiv = TRUE;
9865 if (((oben_massiv && unten_massiv) ||
9866 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9867 element == EL_EXPANDABLE_WALL) &&
9868 ((links_massiv && rechts_massiv) ||
9869 element == EL_EXPANDABLE_WALL_VERTICAL))
9870 Feld[ax][ay] = EL_WALL;
9873 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9876 void MauerAblegerStahl(int ax, int ay)
9878 int element = Feld[ax][ay];
9879 int graphic = el2img(element);
9880 boolean oben_frei = FALSE, unten_frei = FALSE;
9881 boolean links_frei = FALSE, rechts_frei = FALSE;
9882 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9883 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9884 boolean new_wall = FALSE;
9886 if (IS_ANIMATED(graphic))
9887 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9889 if (!MovDelay[ax][ay]) /* start building new wall */
9890 MovDelay[ax][ay] = 6;
9892 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9895 if (MovDelay[ax][ay])
9899 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9901 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9903 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9905 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9908 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9909 element == EL_EXPANDABLE_STEELWALL_ANY)
9913 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9914 Store[ax][ay-1] = element;
9915 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9916 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9917 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9918 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9923 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9924 Store[ax][ay+1] = element;
9925 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9926 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9927 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9928 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9933 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9934 element == EL_EXPANDABLE_STEELWALL_ANY)
9938 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9939 Store[ax-1][ay] = element;
9940 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9941 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9942 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9943 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9949 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9950 Store[ax+1][ay] = element;
9951 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9952 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9953 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9954 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9959 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9961 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9962 unten_massiv = TRUE;
9963 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9964 links_massiv = TRUE;
9965 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9966 rechts_massiv = TRUE;
9968 if (((oben_massiv && unten_massiv) ||
9969 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9970 ((links_massiv && rechts_massiv) ||
9971 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9972 Feld[ax][ay] = EL_STEELWALL;
9975 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9978 void CheckForDragon(int x, int y)
9981 boolean dragon_found = FALSE;
9982 static int xy[4][2] =
9990 for (i = 0; i < NUM_DIRECTIONS; i++)
9992 for (j = 0; j < 4; j++)
9994 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9996 if (IN_LEV_FIELD(xx, yy) &&
9997 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9999 if (Feld[xx][yy] == EL_DRAGON)
10000 dragon_found = TRUE;
10009 for (i = 0; i < NUM_DIRECTIONS; i++)
10011 for (j = 0; j < 3; j++)
10013 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
10015 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
10017 Feld[xx][yy] = EL_EMPTY;
10018 TEST_DrawLevelField(xx, yy);
10027 static void InitBuggyBase(int x, int y)
10029 int element = Feld[x][y];
10030 int activating_delay = FRAMES_PER_SECOND / 4;
10032 ChangeDelay[x][y] =
10033 (element == EL_SP_BUGGY_BASE ?
10034 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
10035 element == EL_SP_BUGGY_BASE_ACTIVATING ?
10037 element == EL_SP_BUGGY_BASE_ACTIVE ?
10038 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
10041 static void WarnBuggyBase(int x, int y)
10044 static int xy[4][2] =
10052 for (i = 0; i < NUM_DIRECTIONS; i++)
10054 int xx = x + xy[i][0];
10055 int yy = y + xy[i][1];
10057 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
10059 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
10066 static void InitTrap(int x, int y)
10068 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
10071 static void ActivateTrap(int x, int y)
10073 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
10076 static void ChangeActiveTrap(int x, int y)
10078 int graphic = IMG_TRAP_ACTIVE;
10080 /* if new animation frame was drawn, correct crumbled sand border */
10081 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
10082 TEST_DrawLevelFieldCrumbledSand(x, y);
10085 static int getSpecialActionElement(int element, int number, int base_element)
10087 return (element != EL_EMPTY ? element :
10088 number != -1 ? base_element + number - 1 :
10092 static int getModifiedActionNumber(int value_old, int operator, int operand,
10093 int value_min, int value_max)
10095 int value_new = (operator == CA_MODE_SET ? operand :
10096 operator == CA_MODE_ADD ? value_old + operand :
10097 operator == CA_MODE_SUBTRACT ? value_old - operand :
10098 operator == CA_MODE_MULTIPLY ? value_old * operand :
10099 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
10100 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
10103 return (value_new < value_min ? value_min :
10104 value_new > value_max ? value_max :
10108 static void ExecuteCustomElementAction(int x, int y, int element, int page)
10110 struct ElementInfo *ei = &element_info[element];
10111 struct ElementChangeInfo *change = &ei->change_page[page];
10112 int target_element = change->target_element;
10113 int action_type = change->action_type;
10114 int action_mode = change->action_mode;
10115 int action_arg = change->action_arg;
10118 if (!change->has_action)
10121 /* ---------- determine action paramater values -------------------------- */
10123 int level_time_value =
10124 (level.time > 0 ? TimeLeft :
10127 int action_arg_element =
10128 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
10129 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10130 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
10133 int action_arg_direction =
10134 (action_arg >= CA_ARG_DIRECTION_LEFT &&
10135 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10136 action_arg == CA_ARG_DIRECTION_TRIGGER ?
10137 change->actual_trigger_side :
10138 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10139 MV_DIR_OPPOSITE(change->actual_trigger_side) :
10142 int action_arg_number_min =
10143 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10146 int action_arg_number_max =
10147 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10148 action_type == CA_SET_LEVEL_GEMS ? 999 :
10149 action_type == CA_SET_LEVEL_TIME ? 9999 :
10150 action_type == CA_SET_LEVEL_SCORE ? 99999 :
10151 action_type == CA_SET_CE_VALUE ? 9999 :
10152 action_type == CA_SET_CE_SCORE ? 9999 :
10155 int action_arg_number_reset =
10156 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10157 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10158 action_type == CA_SET_LEVEL_TIME ? level.time :
10159 action_type == CA_SET_LEVEL_SCORE ? 0 :
10160 #if USE_NEW_CUSTOM_VALUE
10161 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10163 action_type == CA_SET_CE_VALUE ? ei->custom_value_initial :
10165 action_type == CA_SET_CE_SCORE ? 0 :
10168 int action_arg_number =
10169 (action_arg <= CA_ARG_MAX ? action_arg :
10170 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10171 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10172 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10173 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10174 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10175 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10176 #if USE_NEW_CUSTOM_VALUE
10177 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10179 action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
10181 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10182 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10183 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10184 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
10185 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
10186 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10187 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10188 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10189 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10190 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10191 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10194 int action_arg_number_old =
10195 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
10196 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10197 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
10198 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10199 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10202 int action_arg_number_new =
10203 getModifiedActionNumber(action_arg_number_old,
10204 action_mode, action_arg_number,
10205 action_arg_number_min, action_arg_number_max);
10208 int trigger_player_bits = change->actual_trigger_player_bits;
10210 int trigger_player_bits =
10211 (change->actual_trigger_player >= EL_PLAYER_1 &&
10212 change->actual_trigger_player <= EL_PLAYER_4 ?
10213 (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
10217 int action_arg_player_bits =
10218 (action_arg >= CA_ARG_PLAYER_1 &&
10219 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10220 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10223 /* ---------- execute action -------------------------------------------- */
10225 switch (action_type)
10232 /* ---------- level actions ------------------------------------------- */
10234 case CA_RESTART_LEVEL:
10236 game.restart_level = TRUE;
10241 case CA_SHOW_ENVELOPE:
10243 int element = getSpecialActionElement(action_arg_element,
10244 action_arg_number, EL_ENVELOPE_1);
10246 if (IS_ENVELOPE(element))
10247 local_player->show_envelope = element;
10252 case CA_SET_LEVEL_TIME:
10254 if (level.time > 0) /* only modify limited time value */
10256 TimeLeft = action_arg_number_new;
10259 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10261 DisplayGameControlValues();
10263 DrawGameValue_Time(TimeLeft);
10266 if (!TimeLeft && setup.time_limit)
10267 for (i = 0; i < MAX_PLAYERS; i++)
10268 KillPlayer(&stored_player[i]);
10274 case CA_SET_LEVEL_SCORE:
10276 local_player->score = action_arg_number_new;
10279 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
10281 DisplayGameControlValues();
10283 DrawGameValue_Score(local_player->score);
10289 case CA_SET_LEVEL_GEMS:
10291 local_player->gems_still_needed = action_arg_number_new;
10294 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
10296 DisplayGameControlValues();
10298 DrawGameValue_Emeralds(local_player->gems_still_needed);
10304 #if !USE_PLAYER_GRAVITY
10305 case CA_SET_LEVEL_GRAVITY:
10307 game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10308 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10309 action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity :
10315 case CA_SET_LEVEL_WIND:
10317 game.wind_direction = action_arg_direction;
10322 /* ---------- player actions ------------------------------------------ */
10324 case CA_MOVE_PLAYER:
10326 /* automatically move to the next field in specified direction */
10327 for (i = 0; i < MAX_PLAYERS; i++)
10328 if (trigger_player_bits & (1 << i))
10329 stored_player[i].programmed_action = action_arg_direction;
10334 case CA_EXIT_PLAYER:
10336 for (i = 0; i < MAX_PLAYERS; i++)
10337 if (action_arg_player_bits & (1 << i))
10338 PlayerWins(&stored_player[i]);
10343 case CA_KILL_PLAYER:
10345 for (i = 0; i < MAX_PLAYERS; i++)
10346 if (action_arg_player_bits & (1 << i))
10347 KillPlayer(&stored_player[i]);
10352 case CA_SET_PLAYER_KEYS:
10354 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10355 int element = getSpecialActionElement(action_arg_element,
10356 action_arg_number, EL_KEY_1);
10358 if (IS_KEY(element))
10360 for (i = 0; i < MAX_PLAYERS; i++)
10362 if (trigger_player_bits & (1 << i))
10364 stored_player[i].key[KEY_NR(element)] = key_state;
10366 DrawGameDoorValues();
10374 case CA_SET_PLAYER_SPEED:
10376 for (i = 0; i < MAX_PLAYERS; i++)
10378 if (trigger_player_bits & (1 << i))
10380 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10382 if (action_arg == CA_ARG_SPEED_FASTER &&
10383 stored_player[i].cannot_move)
10385 action_arg_number = STEPSIZE_VERY_SLOW;
10387 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10388 action_arg == CA_ARG_SPEED_FASTER)
10390 action_arg_number = 2;
10391 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10394 else if (action_arg == CA_ARG_NUMBER_RESET)
10396 action_arg_number = level.initial_player_stepsize[i];
10400 getModifiedActionNumber(move_stepsize,
10403 action_arg_number_min,
10404 action_arg_number_max);
10406 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10413 case CA_SET_PLAYER_SHIELD:
10415 for (i = 0; i < MAX_PLAYERS; i++)
10417 if (trigger_player_bits & (1 << i))
10419 if (action_arg == CA_ARG_SHIELD_OFF)
10421 stored_player[i].shield_normal_time_left = 0;
10422 stored_player[i].shield_deadly_time_left = 0;
10424 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10426 stored_player[i].shield_normal_time_left = 999999;
10428 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10430 stored_player[i].shield_normal_time_left = 999999;
10431 stored_player[i].shield_deadly_time_left = 999999;
10439 #if USE_PLAYER_GRAVITY
10440 case CA_SET_PLAYER_GRAVITY:
10442 for (i = 0; i < MAX_PLAYERS; i++)
10444 if (trigger_player_bits & (1 << i))
10446 stored_player[i].gravity =
10447 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10448 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10449 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10450 stored_player[i].gravity);
10458 case CA_SET_PLAYER_ARTWORK:
10460 for (i = 0; i < MAX_PLAYERS; i++)
10462 if (trigger_player_bits & (1 << i))
10464 int artwork_element = action_arg_element;
10466 if (action_arg == CA_ARG_ELEMENT_RESET)
10468 (level.use_artwork_element[i] ? level.artwork_element[i] :
10469 stored_player[i].element_nr);
10471 #if USE_GFX_RESET_PLAYER_ARTWORK
10472 if (stored_player[i].artwork_element != artwork_element)
10473 stored_player[i].Frame = 0;
10476 stored_player[i].artwork_element = artwork_element;
10478 SetPlayerWaiting(&stored_player[i], FALSE);
10480 /* set number of special actions for bored and sleeping animation */
10481 stored_player[i].num_special_action_bored =
10482 get_num_special_action(artwork_element,
10483 ACTION_BORING_1, ACTION_BORING_LAST);
10484 stored_player[i].num_special_action_sleeping =
10485 get_num_special_action(artwork_element,
10486 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10493 /* ---------- CE actions ---------------------------------------------- */
10495 case CA_SET_CE_VALUE:
10497 #if USE_NEW_CUSTOM_VALUE
10498 int last_ce_value = CustomValue[x][y];
10500 CustomValue[x][y] = action_arg_number_new;
10502 if (CustomValue[x][y] != last_ce_value)
10504 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10505 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10507 if (CustomValue[x][y] == 0)
10509 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10510 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10518 case CA_SET_CE_SCORE:
10520 #if USE_NEW_CUSTOM_VALUE
10521 int last_ce_score = ei->collect_score;
10523 ei->collect_score = action_arg_number_new;
10525 if (ei->collect_score != last_ce_score)
10527 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10528 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10530 if (ei->collect_score == 0)
10534 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10535 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10538 This is a very special case that seems to be a mixture between
10539 CheckElementChange() and CheckTriggeredElementChange(): while
10540 the first one only affects single elements that are triggered
10541 directly, the second one affects multiple elements in the playfield
10542 that are triggered indirectly by another element. This is a third
10543 case: Changing the CE score always affects multiple identical CEs,
10544 so every affected CE must be checked, not only the single CE for
10545 which the CE score was changed in the first place (as every instance
10546 of that CE shares the same CE score, and therefore also can change)!
10548 SCAN_PLAYFIELD(xx, yy)
10550 if (Feld[xx][yy] == element)
10551 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10552 CE_SCORE_GETS_ZERO);
10561 /* ---------- engine actions ------------------------------------------ */
10563 case CA_SET_ENGINE_SCAN_MODE:
10565 InitPlayfieldScanMode(action_arg);
10575 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10577 int old_element = Feld[x][y];
10578 int new_element = GetElementFromGroupElement(element);
10579 int previous_move_direction = MovDir[x][y];
10580 #if USE_NEW_CUSTOM_VALUE
10581 int last_ce_value = CustomValue[x][y];
10583 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10584 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10585 boolean add_player_onto_element = (new_element_is_player &&
10586 #if USE_CODE_THAT_BREAKS_SNAKE_BITE
10587 /* this breaks SnakeBite when a snake is
10588 halfway through a door that closes */
10589 /* NOW FIXED AT LEVEL INIT IN files.c */
10590 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10592 IS_WALKABLE(old_element));
10595 /* check if element under the player changes from accessible to unaccessible
10596 (needed for special case of dropping element which then changes) */
10597 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
10598 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10606 if (!add_player_onto_element)
10608 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10609 RemoveMovingField(x, y);
10613 Feld[x][y] = new_element;
10615 #if !USE_GFX_RESET_GFX_ANIMATION
10616 ResetGfxAnimation(x, y);
10617 ResetRandomAnimationValue(x, y);
10620 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10621 MovDir[x][y] = previous_move_direction;
10623 #if USE_NEW_CUSTOM_VALUE
10624 if (element_info[new_element].use_last_ce_value)
10625 CustomValue[x][y] = last_ce_value;
10628 InitField_WithBug1(x, y, FALSE);
10630 new_element = Feld[x][y]; /* element may have changed */
10632 #if USE_GFX_RESET_GFX_ANIMATION
10633 ResetGfxAnimation(x, y);
10634 ResetRandomAnimationValue(x, y);
10637 TEST_DrawLevelField(x, y);
10639 if (GFX_CRUMBLED(new_element))
10640 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
10644 /* check if element under the player changes from accessible to unaccessible
10645 (needed for special case of dropping element which then changes) */
10646 /* (must be checked after creating new element for walkable group elements) */
10647 #if USE_FIX_KILLED_BY_NON_WALKABLE
10648 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10649 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10656 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
10657 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10666 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10667 if (new_element_is_player)
10668 RelocatePlayer(x, y, new_element);
10671 ChangeCount[x][y]++; /* count number of changes in the same frame */
10673 TestIfBadThingTouchesPlayer(x, y);
10674 TestIfPlayerTouchesCustomElement(x, y);
10675 TestIfElementTouchesCustomElement(x, y);
10678 static void CreateField(int x, int y, int element)
10680 CreateFieldExt(x, y, element, FALSE);
10683 static void CreateElementFromChange(int x, int y, int element)
10685 element = GET_VALID_RUNTIME_ELEMENT(element);
10687 #if USE_STOP_CHANGED_ELEMENTS
10688 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10690 int old_element = Feld[x][y];
10692 /* prevent changed element from moving in same engine frame
10693 unless both old and new element can either fall or move */
10694 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10695 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10700 CreateFieldExt(x, y, element, TRUE);
10703 static boolean ChangeElement(int x, int y, int element, int page)
10705 struct ElementInfo *ei = &element_info[element];
10706 struct ElementChangeInfo *change = &ei->change_page[page];
10707 int ce_value = CustomValue[x][y];
10708 int ce_score = ei->collect_score;
10709 int target_element;
10710 int old_element = Feld[x][y];
10712 /* always use default change event to prevent running into a loop */
10713 if (ChangeEvent[x][y] == -1)
10714 ChangeEvent[x][y] = CE_DELAY;
10716 if (ChangeEvent[x][y] == CE_DELAY)
10718 /* reset actual trigger element, trigger player and action element */
10719 change->actual_trigger_element = EL_EMPTY;
10720 change->actual_trigger_player = EL_PLAYER_1;
10721 change->actual_trigger_player_bits = CH_PLAYER_1;
10722 change->actual_trigger_side = CH_SIDE_NONE;
10723 change->actual_trigger_ce_value = 0;
10724 change->actual_trigger_ce_score = 0;
10727 /* do not change elements more than a specified maximum number of changes */
10728 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10731 ChangeCount[x][y]++; /* count number of changes in the same frame */
10733 if (change->explode)
10740 if (change->use_target_content)
10742 boolean complete_replace = TRUE;
10743 boolean can_replace[3][3];
10746 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10749 boolean is_walkable;
10750 boolean is_diggable;
10751 boolean is_collectible;
10752 boolean is_removable;
10753 boolean is_destructible;
10754 int ex = x + xx - 1;
10755 int ey = y + yy - 1;
10756 int content_element = change->target_content.e[xx][yy];
10759 can_replace[xx][yy] = TRUE;
10761 if (ex == x && ey == y) /* do not check changing element itself */
10764 if (content_element == EL_EMPTY_SPACE)
10766 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10771 if (!IN_LEV_FIELD(ex, ey))
10773 can_replace[xx][yy] = FALSE;
10774 complete_replace = FALSE;
10781 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10782 e = MovingOrBlocked2Element(ex, ey);
10784 is_empty = (IS_FREE(ex, ey) ||
10785 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10787 is_walkable = (is_empty || IS_WALKABLE(e));
10788 is_diggable = (is_empty || IS_DIGGABLE(e));
10789 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10790 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10791 is_removable = (is_diggable || is_collectible);
10793 can_replace[xx][yy] =
10794 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10795 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10796 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10797 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10798 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10799 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10800 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10802 if (!can_replace[xx][yy])
10803 complete_replace = FALSE;
10806 if (!change->only_if_complete || complete_replace)
10808 boolean something_has_changed = FALSE;
10810 if (change->only_if_complete && change->use_random_replace &&
10811 RND(100) < change->random_percentage)
10814 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10816 int ex = x + xx - 1;
10817 int ey = y + yy - 1;
10818 int content_element;
10820 if (can_replace[xx][yy] && (!change->use_random_replace ||
10821 RND(100) < change->random_percentage))
10823 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10824 RemoveMovingField(ex, ey);
10826 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10828 content_element = change->target_content.e[xx][yy];
10829 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10830 ce_value, ce_score);
10832 CreateElementFromChange(ex, ey, target_element);
10834 something_has_changed = TRUE;
10836 /* for symmetry reasons, freeze newly created border elements */
10837 if (ex != x || ey != y)
10838 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10842 if (something_has_changed)
10844 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10845 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10851 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10852 ce_value, ce_score);
10854 if (element == EL_DIAGONAL_GROWING ||
10855 element == EL_DIAGONAL_SHRINKING)
10857 target_element = Store[x][y];
10859 Store[x][y] = EL_EMPTY;
10862 CreateElementFromChange(x, y, target_element);
10864 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10865 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10868 /* this uses direct change before indirect change */
10869 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10874 #if USE_NEW_DELAYED_ACTION
10876 static void HandleElementChange(int x, int y, int page)
10878 int element = MovingOrBlocked2Element(x, y);
10879 struct ElementInfo *ei = &element_info[element];
10880 struct ElementChangeInfo *change = &ei->change_page[page];
10883 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10884 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10887 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10888 x, y, element, element_info[element].token_name);
10889 printf("HandleElementChange(): This should never happen!\n");
10894 /* this can happen with classic bombs on walkable, changing elements */
10895 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10898 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
10899 ChangeDelay[x][y] = 0;
10905 if (ChangeDelay[x][y] == 0) /* initialize element change */
10907 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10909 if (change->can_change)
10912 /* !!! not clear why graphic animation should be reset at all here !!! */
10913 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10914 #if USE_GFX_RESET_WHEN_NOT_MOVING
10915 /* when a custom element is about to change (for example by change delay),
10916 do not reset graphic animation when the custom element is moving */
10917 if (!IS_MOVING(x, y))
10920 ResetGfxAnimation(x, y);
10921 ResetRandomAnimationValue(x, y);
10925 if (change->pre_change_function)
10926 change->pre_change_function(x, y);
10930 ChangeDelay[x][y]--;
10932 if (ChangeDelay[x][y] != 0) /* continue element change */
10934 if (change->can_change)
10936 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10938 if (IS_ANIMATED(graphic))
10939 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10941 if (change->change_function)
10942 change->change_function(x, y);
10945 else /* finish element change */
10947 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10949 page = ChangePage[x][y];
10950 ChangePage[x][y] = -1;
10952 change = &ei->change_page[page];
10955 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10957 ChangeDelay[x][y] = 1; /* try change after next move step */
10958 ChangePage[x][y] = page; /* remember page to use for change */
10963 if (change->can_change)
10965 if (ChangeElement(x, y, element, page))
10967 if (change->post_change_function)
10968 change->post_change_function(x, y);
10972 if (change->has_action)
10973 ExecuteCustomElementAction(x, y, element, page);
10979 static void HandleElementChange(int x, int y, int page)
10981 int element = MovingOrBlocked2Element(x, y);
10982 struct ElementInfo *ei = &element_info[element];
10983 struct ElementChangeInfo *change = &ei->change_page[page];
10986 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
10989 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10990 x, y, element, element_info[element].token_name);
10991 printf("HandleElementChange(): This should never happen!\n");
10996 /* this can happen with classic bombs on walkable, changing elements */
10997 if (!CAN_CHANGE(element))
11000 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
11001 ChangeDelay[x][y] = 0;
11007 if (ChangeDelay[x][y] == 0) /* initialize element change */
11009 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
11011 ResetGfxAnimation(x, y);
11012 ResetRandomAnimationValue(x, y);
11014 if (change->pre_change_function)
11015 change->pre_change_function(x, y);
11018 ChangeDelay[x][y]--;
11020 if (ChangeDelay[x][y] != 0) /* continue element change */
11022 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11024 if (IS_ANIMATED(graphic))
11025 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11027 if (change->change_function)
11028 change->change_function(x, y);
11030 else /* finish element change */
11032 if (ChangePage[x][y] != -1) /* remember page from delayed change */
11034 page = ChangePage[x][y];
11035 ChangePage[x][y] = -1;
11037 change = &ei->change_page[page];
11040 if (IS_MOVING(x, y)) /* never change a running system ;-) */
11042 ChangeDelay[x][y] = 1; /* try change after next move step */
11043 ChangePage[x][y] = page; /* remember page to use for change */
11048 if (ChangeElement(x, y, element, page))
11050 if (change->post_change_function)
11051 change->post_change_function(x, y);
11058 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
11059 int trigger_element,
11061 int trigger_player,
11065 boolean change_done_any = FALSE;
11066 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
11069 if (!(trigger_events[trigger_element][trigger_event]))
11073 printf("::: CheckTriggeredElementChangeExt %d ... [%d, %d, %d, '%s']\n",
11074 trigger_event, recursion_loop_depth, recursion_loop_detected,
11075 recursion_loop_element, EL_NAME(recursion_loop_element));
11078 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11080 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
11082 int element = EL_CUSTOM_START + i;
11083 boolean change_done = FALSE;
11086 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11087 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11090 for (p = 0; p < element_info[element].num_change_pages; p++)
11092 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11094 if (change->can_change_or_has_action &&
11095 change->has_event[trigger_event] &&
11096 change->trigger_side & trigger_side &&
11097 change->trigger_player & trigger_player &&
11098 change->trigger_page & trigger_page_bits &&
11099 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11101 change->actual_trigger_element = trigger_element;
11102 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11103 change->actual_trigger_player_bits = trigger_player;
11104 change->actual_trigger_side = trigger_side;
11105 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11106 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11108 if ((change->can_change && !change_done) || change->has_action)
11112 SCAN_PLAYFIELD(x, y)
11114 if (Feld[x][y] == element)
11116 if (change->can_change && !change_done)
11118 ChangeDelay[x][y] = 1;
11119 ChangeEvent[x][y] = trigger_event;
11121 HandleElementChange(x, y, p);
11123 #if USE_NEW_DELAYED_ACTION
11124 else if (change->has_action)
11126 ExecuteCustomElementAction(x, y, element, p);
11127 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11130 if (change->has_action)
11132 ExecuteCustomElementAction(x, y, element, p);
11133 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11139 if (change->can_change)
11141 change_done = TRUE;
11142 change_done_any = TRUE;
11149 RECURSION_LOOP_DETECTION_END();
11151 return change_done_any;
11154 static boolean CheckElementChangeExt(int x, int y,
11156 int trigger_element,
11158 int trigger_player,
11161 boolean change_done = FALSE;
11164 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11165 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11168 if (Feld[x][y] == EL_BLOCKED)
11170 Blocked2Moving(x, y, &x, &y);
11171 element = Feld[x][y];
11175 /* check if element has already changed */
11176 if (Feld[x][y] != element)
11179 /* check if element has already changed or is about to change after moving */
11180 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11181 Feld[x][y] != element) ||
11183 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11184 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11185 ChangePage[x][y] != -1)))
11190 printf("::: CheckElementChangeExt %d ... [%d, %d, %d, '%s']\n",
11191 trigger_event, recursion_loop_depth, recursion_loop_detected,
11192 recursion_loop_element, EL_NAME(recursion_loop_element));
11195 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11197 for (p = 0; p < element_info[element].num_change_pages; p++)
11199 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11201 /* check trigger element for all events where the element that is checked
11202 for changing interacts with a directly adjacent element -- this is
11203 different to element changes that affect other elements to change on the
11204 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11205 boolean check_trigger_element =
11206 (trigger_event == CE_TOUCHING_X ||
11207 trigger_event == CE_HITTING_X ||
11208 trigger_event == CE_HIT_BY_X ||
11210 /* this one was forgotten until 3.2.3 */
11211 trigger_event == CE_DIGGING_X);
11214 if (change->can_change_or_has_action &&
11215 change->has_event[trigger_event] &&
11216 change->trigger_side & trigger_side &&
11217 change->trigger_player & trigger_player &&
11218 (!check_trigger_element ||
11219 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11221 change->actual_trigger_element = trigger_element;
11222 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11223 change->actual_trigger_player_bits = trigger_player;
11224 change->actual_trigger_side = trigger_side;
11225 change->actual_trigger_ce_value = CustomValue[x][y];
11226 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11228 /* special case: trigger element not at (x,y) position for some events */
11229 if (check_trigger_element)
11241 { 0, 0 }, { 0, 0 }, { 0, 0 },
11245 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11246 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11248 change->actual_trigger_ce_value = CustomValue[xx][yy];
11249 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11252 if (change->can_change && !change_done)
11254 ChangeDelay[x][y] = 1;
11255 ChangeEvent[x][y] = trigger_event;
11257 HandleElementChange(x, y, p);
11259 change_done = TRUE;
11261 #if USE_NEW_DELAYED_ACTION
11262 else if (change->has_action)
11264 ExecuteCustomElementAction(x, y, element, p);
11265 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11268 if (change->has_action)
11270 ExecuteCustomElementAction(x, y, element, p);
11271 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11277 RECURSION_LOOP_DETECTION_END();
11279 return change_done;
11282 static void PlayPlayerSound(struct PlayerInfo *player)
11284 int jx = player->jx, jy = player->jy;
11285 int sound_element = player->artwork_element;
11286 int last_action = player->last_action_waiting;
11287 int action = player->action_waiting;
11289 if (player->is_waiting)
11291 if (action != last_action)
11292 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11294 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11298 if (action != last_action)
11299 StopSound(element_info[sound_element].sound[last_action]);
11301 if (last_action == ACTION_SLEEPING)
11302 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11306 static void PlayAllPlayersSound()
11310 for (i = 0; i < MAX_PLAYERS; i++)
11311 if (stored_player[i].active)
11312 PlayPlayerSound(&stored_player[i]);
11315 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11317 boolean last_waiting = player->is_waiting;
11318 int move_dir = player->MovDir;
11320 player->dir_waiting = move_dir;
11321 player->last_action_waiting = player->action_waiting;
11325 if (!last_waiting) /* not waiting -> waiting */
11327 player->is_waiting = TRUE;
11329 player->frame_counter_bored =
11331 game.player_boring_delay_fixed +
11332 GetSimpleRandom(game.player_boring_delay_random);
11333 player->frame_counter_sleeping =
11335 game.player_sleeping_delay_fixed +
11336 GetSimpleRandom(game.player_sleeping_delay_random);
11338 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11341 if (game.player_sleeping_delay_fixed +
11342 game.player_sleeping_delay_random > 0 &&
11343 player->anim_delay_counter == 0 &&
11344 player->post_delay_counter == 0 &&
11345 FrameCounter >= player->frame_counter_sleeping)
11346 player->is_sleeping = TRUE;
11347 else if (game.player_boring_delay_fixed +
11348 game.player_boring_delay_random > 0 &&
11349 FrameCounter >= player->frame_counter_bored)
11350 player->is_bored = TRUE;
11352 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11353 player->is_bored ? ACTION_BORING :
11356 if (player->is_sleeping && player->use_murphy)
11358 /* special case for sleeping Murphy when leaning against non-free tile */
11360 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11361 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
11362 !IS_MOVING(player->jx - 1, player->jy)))
11363 move_dir = MV_LEFT;
11364 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11365 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
11366 !IS_MOVING(player->jx + 1, player->jy)))
11367 move_dir = MV_RIGHT;
11369 player->is_sleeping = FALSE;
11371 player->dir_waiting = move_dir;
11374 if (player->is_sleeping)
11376 if (player->num_special_action_sleeping > 0)
11378 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11380 int last_special_action = player->special_action_sleeping;
11381 int num_special_action = player->num_special_action_sleeping;
11382 int special_action =
11383 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11384 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11385 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11386 last_special_action + 1 : ACTION_SLEEPING);
11387 int special_graphic =
11388 el_act_dir2img(player->artwork_element, special_action, move_dir);
11390 player->anim_delay_counter =
11391 graphic_info[special_graphic].anim_delay_fixed +
11392 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11393 player->post_delay_counter =
11394 graphic_info[special_graphic].post_delay_fixed +
11395 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11397 player->special_action_sleeping = special_action;
11400 if (player->anim_delay_counter > 0)
11402 player->action_waiting = player->special_action_sleeping;
11403 player->anim_delay_counter--;
11405 else if (player->post_delay_counter > 0)
11407 player->post_delay_counter--;
11411 else if (player->is_bored)
11413 if (player->num_special_action_bored > 0)
11415 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11417 int special_action =
11418 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11419 int special_graphic =
11420 el_act_dir2img(player->artwork_element, special_action, move_dir);
11422 player->anim_delay_counter =
11423 graphic_info[special_graphic].anim_delay_fixed +
11424 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11425 player->post_delay_counter =
11426 graphic_info[special_graphic].post_delay_fixed +
11427 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11429 player->special_action_bored = special_action;
11432 if (player->anim_delay_counter > 0)
11434 player->action_waiting = player->special_action_bored;
11435 player->anim_delay_counter--;
11437 else if (player->post_delay_counter > 0)
11439 player->post_delay_counter--;
11444 else if (last_waiting) /* waiting -> not waiting */
11446 player->is_waiting = FALSE;
11447 player->is_bored = FALSE;
11448 player->is_sleeping = FALSE;
11450 player->frame_counter_bored = -1;
11451 player->frame_counter_sleeping = -1;
11453 player->anim_delay_counter = 0;
11454 player->post_delay_counter = 0;
11456 player->dir_waiting = player->MovDir;
11457 player->action_waiting = ACTION_DEFAULT;
11459 player->special_action_bored = ACTION_DEFAULT;
11460 player->special_action_sleeping = ACTION_DEFAULT;
11464 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11466 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
11467 int left = player_action & JOY_LEFT;
11468 int right = player_action & JOY_RIGHT;
11469 int up = player_action & JOY_UP;
11470 int down = player_action & JOY_DOWN;
11471 int button1 = player_action & JOY_BUTTON_1;
11472 int button2 = player_action & JOY_BUTTON_2;
11473 int dx = (left ? -1 : right ? 1 : 0);
11474 int dy = (up ? -1 : down ? 1 : 0);
11476 if (!player->active || tape.pausing)
11482 snapped = SnapField(player, dx, dy);
11486 dropped = DropElement(player);
11488 moved = MovePlayer(player, dx, dy);
11491 if (tape.single_step && tape.recording && !tape.pausing)
11493 if (button1 || (dropped && !moved))
11495 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11496 SnapField(player, 0, 0); /* stop snapping */
11500 SetPlayerWaiting(player, FALSE);
11502 return player_action;
11506 /* no actions for this player (no input at player's configured device) */
11508 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11509 SnapField(player, 0, 0);
11510 CheckGravityMovementWhenNotMoving(player);
11512 if (player->MovPos == 0)
11513 SetPlayerWaiting(player, TRUE);
11515 if (player->MovPos == 0) /* needed for tape.playing */
11516 player->is_moving = FALSE;
11518 player->is_dropping = FALSE;
11519 player->is_dropping_pressed = FALSE;
11520 player->drop_pressed_delay = 0;
11526 static void CheckLevelTime()
11530 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11532 if (level.native_em_level->lev->home == 0) /* all players at home */
11534 PlayerWins(local_player);
11536 AllPlayersGone = TRUE;
11538 level.native_em_level->lev->home = -1;
11541 if (level.native_em_level->ply[0]->alive == 0 &&
11542 level.native_em_level->ply[1]->alive == 0 &&
11543 level.native_em_level->ply[2]->alive == 0 &&
11544 level.native_em_level->ply[3]->alive == 0) /* all dead */
11545 AllPlayersGone = TRUE;
11548 if (TimeFrames >= FRAMES_PER_SECOND)
11553 for (i = 0; i < MAX_PLAYERS; i++)
11555 struct PlayerInfo *player = &stored_player[i];
11557 if (SHIELD_ON(player))
11559 player->shield_normal_time_left--;
11561 if (player->shield_deadly_time_left > 0)
11562 player->shield_deadly_time_left--;
11566 if (!local_player->LevelSolved && !level.use_step_counter)
11574 if (TimeLeft <= 10 && setup.time_limit)
11575 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11578 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11580 DisplayGameControlValues();
11582 DrawGameValue_Time(TimeLeft);
11585 if (!TimeLeft && setup.time_limit)
11587 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11588 level.native_em_level->lev->killed_out_of_time = TRUE;
11590 for (i = 0; i < MAX_PLAYERS; i++)
11591 KillPlayer(&stored_player[i]);
11595 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
11597 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11599 DisplayGameControlValues();
11602 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
11603 DrawGameValue_Time(TimePlayed);
11606 level.native_em_level->lev->time =
11607 (level.time == 0 ? TimePlayed : TimeLeft);
11610 if (tape.recording || tape.playing)
11611 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11615 UpdateAndDisplayGameControlValues();
11617 UpdateGameDoorValues();
11618 DrawGameDoorValues();
11622 void AdvanceFrameAndPlayerCounters(int player_nr)
11626 /* advance frame counters (global frame counter and time frame counter) */
11630 /* advance player counters (counters for move delay, move animation etc.) */
11631 for (i = 0; i < MAX_PLAYERS; i++)
11633 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11634 int move_delay_value = stored_player[i].move_delay_value;
11635 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11637 if (!advance_player_counters) /* not all players may be affected */
11640 #if USE_NEW_PLAYER_ANIM
11641 if (move_frames == 0) /* less than one move per game frame */
11643 int stepsize = TILEX / move_delay_value;
11644 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11645 int count = (stored_player[i].is_moving ?
11646 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11648 if (count % delay == 0)
11653 stored_player[i].Frame += move_frames;
11655 if (stored_player[i].MovPos != 0)
11656 stored_player[i].StepFrame += move_frames;
11658 if (stored_player[i].move_delay > 0)
11659 stored_player[i].move_delay--;
11661 /* due to bugs in previous versions, counter must count up, not down */
11662 if (stored_player[i].push_delay != -1)
11663 stored_player[i].push_delay++;
11665 if (stored_player[i].drop_delay > 0)
11666 stored_player[i].drop_delay--;
11668 if (stored_player[i].is_dropping_pressed)
11669 stored_player[i].drop_pressed_delay++;
11673 void StartGameActions(boolean init_network_game, boolean record_tape,
11676 unsigned long new_random_seed = InitRND(random_seed);
11679 TapeStartRecording(new_random_seed);
11681 #if defined(NETWORK_AVALIABLE)
11682 if (init_network_game)
11684 SendToServer_StartPlaying();
11695 static unsigned long game_frame_delay = 0;
11696 unsigned long game_frame_delay_value;
11697 byte *recorded_player_action;
11698 byte summarized_player_action = 0;
11699 byte tape_action[MAX_PLAYERS];
11702 /* detect endless loops, caused by custom element programming */
11703 if (recursion_loop_detected && recursion_loop_depth == 0)
11705 char *message = getStringCat3("Internal Error ! Element ",
11706 EL_NAME(recursion_loop_element),
11707 " caused endless loop ! Quit the game ?");
11709 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11710 EL_NAME(recursion_loop_element));
11712 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11714 recursion_loop_detected = FALSE; /* if game should be continued */
11721 if (game.restart_level)
11722 StartGameActions(options.network, setup.autorecord, NEW_RANDOMIZE);
11724 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11726 if (level.native_em_level->lev->home == 0) /* all players at home */
11728 PlayerWins(local_player);
11730 AllPlayersGone = TRUE;
11732 level.native_em_level->lev->home = -1;
11735 if (level.native_em_level->ply[0]->alive == 0 &&
11736 level.native_em_level->ply[1]->alive == 0 &&
11737 level.native_em_level->ply[2]->alive == 0 &&
11738 level.native_em_level->ply[3]->alive == 0) /* all dead */
11739 AllPlayersGone = TRUE;
11742 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11745 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11748 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11751 game_frame_delay_value =
11752 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11754 if (tape.playing && tape.warp_forward && !tape.pausing)
11755 game_frame_delay_value = 0;
11757 /* ---------- main game synchronization point ---------- */
11759 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11761 if (network_playing && !network_player_action_received)
11763 /* try to get network player actions in time */
11765 #if defined(NETWORK_AVALIABLE)
11766 /* last chance to get network player actions without main loop delay */
11767 HandleNetworking();
11770 /* game was quit by network peer */
11771 if (game_status != GAME_MODE_PLAYING)
11774 if (!network_player_action_received)
11775 return; /* failed to get network player actions in time */
11777 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11783 /* at this point we know that we really continue executing the game */
11785 network_player_action_received = FALSE;
11787 /* when playing tape, read previously recorded player input from tape data */
11788 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11791 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11796 if (tape.set_centered_player)
11798 game.centered_player_nr_next = tape.centered_player_nr_next;
11799 game.set_centered_player = TRUE;
11802 for (i = 0; i < MAX_PLAYERS; i++)
11804 summarized_player_action |= stored_player[i].action;
11806 if (!network_playing)
11807 stored_player[i].effective_action = stored_player[i].action;
11810 #if defined(NETWORK_AVALIABLE)
11811 if (network_playing)
11812 SendToServer_MovePlayer(summarized_player_action);
11815 if (!options.network && !setup.team_mode)
11816 local_player->effective_action = summarized_player_action;
11818 if (setup.team_mode && setup.input_on_focus && game.centered_player_nr != -1)
11820 for (i = 0; i < MAX_PLAYERS; i++)
11821 stored_player[i].effective_action =
11822 (i == game.centered_player_nr ? summarized_player_action : 0);
11825 if (recorded_player_action != NULL)
11826 for (i = 0; i < MAX_PLAYERS; i++)
11827 stored_player[i].effective_action = recorded_player_action[i];
11829 for (i = 0; i < MAX_PLAYERS; i++)
11831 tape_action[i] = stored_player[i].effective_action;
11833 /* (this can only happen in the R'n'D game engine) */
11834 if (tape.recording && tape_action[i] && !tape.player_participates[i])
11835 tape.player_participates[i] = TRUE; /* player just appeared from CE */
11838 /* only record actions from input devices, but not programmed actions */
11839 if (tape.recording)
11840 TapeRecordAction(tape_action);
11842 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11844 GameActions_EM_Main();
11852 void GameActions_EM_Main()
11854 byte effective_action[MAX_PLAYERS];
11855 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11858 for (i = 0; i < MAX_PLAYERS; i++)
11859 effective_action[i] = stored_player[i].effective_action;
11861 GameActions_EM(effective_action, warp_mode);
11865 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11868 void GameActions_RND()
11870 int magic_wall_x = 0, magic_wall_y = 0;
11871 int i, x, y, element, graphic;
11873 InitPlayfieldScanModeVars();
11875 #if USE_ONE_MORE_CHANGE_PER_FRAME
11876 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11878 SCAN_PLAYFIELD(x, y)
11880 ChangeCount[x][y] = 0;
11881 ChangeEvent[x][y] = -1;
11886 if (game.set_centered_player)
11888 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11890 /* switching to "all players" only possible if all players fit to screen */
11891 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11893 game.centered_player_nr_next = game.centered_player_nr;
11894 game.set_centered_player = FALSE;
11897 /* do not switch focus to non-existing (or non-active) player */
11898 if (game.centered_player_nr_next >= 0 &&
11899 !stored_player[game.centered_player_nr_next].active)
11901 game.centered_player_nr_next = game.centered_player_nr;
11902 game.set_centered_player = FALSE;
11906 if (game.set_centered_player &&
11907 ScreenMovPos == 0) /* screen currently aligned at tile position */
11911 if (game.centered_player_nr_next == -1)
11913 setScreenCenteredToAllPlayers(&sx, &sy);
11917 sx = stored_player[game.centered_player_nr_next].jx;
11918 sy = stored_player[game.centered_player_nr_next].jy;
11921 game.centered_player_nr = game.centered_player_nr_next;
11922 game.set_centered_player = FALSE;
11924 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11925 DrawGameDoorValues();
11928 for (i = 0; i < MAX_PLAYERS; i++)
11930 int actual_player_action = stored_player[i].effective_action;
11933 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11934 - rnd_equinox_tetrachloride 048
11935 - rnd_equinox_tetrachloride_ii 096
11936 - rnd_emanuel_schmieg 002
11937 - doctor_sloan_ww 001, 020
11939 if (stored_player[i].MovPos == 0)
11940 CheckGravityMovement(&stored_player[i]);
11943 /* overwrite programmed action with tape action */
11944 if (stored_player[i].programmed_action)
11945 actual_player_action = stored_player[i].programmed_action;
11947 PlayerActions(&stored_player[i], actual_player_action);
11949 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11952 ScrollScreen(NULL, SCROLL_GO_ON);
11954 /* for backwards compatibility, the following code emulates a fixed bug that
11955 occured when pushing elements (causing elements that just made their last
11956 pushing step to already (if possible) make their first falling step in the
11957 same game frame, which is bad); this code is also needed to use the famous
11958 "spring push bug" which is used in older levels and might be wanted to be
11959 used also in newer levels, but in this case the buggy pushing code is only
11960 affecting the "spring" element and no other elements */
11962 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11964 for (i = 0; i < MAX_PLAYERS; i++)
11966 struct PlayerInfo *player = &stored_player[i];
11967 int x = player->jx;
11968 int y = player->jy;
11970 if (player->active && player->is_pushing && player->is_moving &&
11972 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11973 Feld[x][y] == EL_SPRING))
11975 ContinueMoving(x, y);
11977 /* continue moving after pushing (this is actually a bug) */
11978 if (!IS_MOVING(x, y))
11979 Stop[x][y] = FALSE;
11985 debug_print_timestamp(0, "start main loop profiling");
11988 SCAN_PLAYFIELD(x, y)
11990 ChangeCount[x][y] = 0;
11991 ChangeEvent[x][y] = -1;
11993 /* this must be handled before main playfield loop */
11994 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11997 if (MovDelay[x][y] <= 0)
12001 #if USE_NEW_SNAP_DELAY
12002 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
12005 if (MovDelay[x][y] <= 0)
12008 TEST_DrawLevelField(x, y);
12010 TestIfElementTouchesCustomElement(x, y); /* for empty space */
12016 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12018 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
12019 printf("GameActions(): This should never happen!\n");
12021 ChangePage[x][y] = -1;
12025 Stop[x][y] = FALSE;
12026 if (WasJustMoving[x][y] > 0)
12027 WasJustMoving[x][y]--;
12028 if (WasJustFalling[x][y] > 0)
12029 WasJustFalling[x][y]--;
12030 if (CheckCollision[x][y] > 0)
12031 CheckCollision[x][y]--;
12032 if (CheckImpact[x][y] > 0)
12033 CheckImpact[x][y]--;
12037 /* reset finished pushing action (not done in ContinueMoving() to allow
12038 continuous pushing animation for elements with zero push delay) */
12039 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12041 ResetGfxAnimation(x, y);
12042 TEST_DrawLevelField(x, y);
12046 if (IS_BLOCKED(x, y))
12050 Blocked2Moving(x, y, &oldx, &oldy);
12051 if (!IS_MOVING(oldx, oldy))
12053 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
12054 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
12055 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
12056 printf("GameActions(): This should never happen!\n");
12063 debug_print_timestamp(0, "- time for pre-main loop:");
12066 #if 0 // -------------------- !!! TEST ONLY !!! --------------------
12067 SCAN_PLAYFIELD(x, y)
12069 element = Feld[x][y];
12070 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12075 int element2 = element;
12076 int graphic2 = graphic;
12078 int element2 = Feld[x][y];
12079 int graphic2 = el_act_dir2img(element2, GfxAction[x][y], GfxDir[x][y]);
12081 int last_gfx_frame = GfxFrame[x][y];
12083 if (graphic_info[graphic2].anim_global_sync)
12084 GfxFrame[x][y] = FrameCounter;
12085 else if (ANIM_MODE(graphic2) == ANIM_CE_VALUE)
12086 GfxFrame[x][y] = CustomValue[x][y];
12087 else if (ANIM_MODE(graphic2) == ANIM_CE_SCORE)
12088 GfxFrame[x][y] = element_info[element2].collect_score;
12089 else if (ANIM_MODE(graphic2) == ANIM_CE_DELAY)
12090 GfxFrame[x][y] = ChangeDelay[x][y];
12092 if (redraw && GfxFrame[x][y] != last_gfx_frame)
12093 DrawLevelGraphicAnimation(x, y, graphic2);
12096 ResetGfxFrame(x, y, TRUE);
12100 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12101 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12102 ResetRandomAnimationValue(x, y);
12106 SetRandomAnimationValue(x, y);
12110 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12113 #endif // -------------------- !!! TEST ONLY !!! --------------------
12116 debug_print_timestamp(0, "- time for TEST loop: -->");
12119 SCAN_PLAYFIELD(x, y)
12121 element = Feld[x][y];
12122 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12124 ResetGfxFrame(x, y, TRUE);
12126 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12127 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12128 ResetRandomAnimationValue(x, y);
12130 SetRandomAnimationValue(x, y);
12132 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12134 if (IS_INACTIVE(element))
12136 if (IS_ANIMATED(graphic))
12137 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12142 /* this may take place after moving, so 'element' may have changed */
12143 if (IS_CHANGING(x, y) &&
12144 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12146 int page = element_info[element].event_page_nr[CE_DELAY];
12149 HandleElementChange(x, y, page);
12151 if (CAN_CHANGE(element))
12152 HandleElementChange(x, y, page);
12154 if (HAS_ACTION(element))
12155 ExecuteCustomElementAction(x, y, element, page);
12158 element = Feld[x][y];
12159 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12162 #if 0 // ---------------------------------------------------------------------
12164 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12168 element = Feld[x][y];
12169 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12171 if (IS_ANIMATED(graphic) &&
12172 !IS_MOVING(x, y) &&
12174 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12176 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12177 TEST_DrawTwinkleOnField(x, y);
12179 else if (IS_MOVING(x, y))
12180 ContinueMoving(x, y);
12187 case EL_EM_EXIT_OPEN:
12188 case EL_SP_EXIT_OPEN:
12189 case EL_STEEL_EXIT_OPEN:
12190 case EL_EM_STEEL_EXIT_OPEN:
12191 case EL_SP_TERMINAL:
12192 case EL_SP_TERMINAL_ACTIVE:
12193 case EL_EXTRA_TIME:
12194 case EL_SHIELD_NORMAL:
12195 case EL_SHIELD_DEADLY:
12196 if (IS_ANIMATED(graphic))
12197 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12200 case EL_DYNAMITE_ACTIVE:
12201 case EL_EM_DYNAMITE_ACTIVE:
12202 case EL_DYNABOMB_PLAYER_1_ACTIVE:
12203 case EL_DYNABOMB_PLAYER_2_ACTIVE:
12204 case EL_DYNABOMB_PLAYER_3_ACTIVE:
12205 case EL_DYNABOMB_PLAYER_4_ACTIVE:
12206 case EL_SP_DISK_RED_ACTIVE:
12207 CheckDynamite(x, y);
12210 case EL_AMOEBA_GROWING:
12211 AmoebeWaechst(x, y);
12214 case EL_AMOEBA_SHRINKING:
12215 AmoebaDisappearing(x, y);
12218 #if !USE_NEW_AMOEBA_CODE
12219 case EL_AMOEBA_WET:
12220 case EL_AMOEBA_DRY:
12221 case EL_AMOEBA_FULL:
12223 case EL_EMC_DRIPPER:
12224 AmoebeAbleger(x, y);
12228 case EL_GAME_OF_LIFE:
12233 case EL_EXIT_CLOSED:
12237 case EL_EM_EXIT_CLOSED:
12241 case EL_STEEL_EXIT_CLOSED:
12242 CheckExitSteel(x, y);
12245 case EL_EM_STEEL_EXIT_CLOSED:
12246 CheckExitSteelEM(x, y);
12249 case EL_SP_EXIT_CLOSED:
12253 case EL_EXPANDABLE_WALL_GROWING:
12254 case EL_EXPANDABLE_STEELWALL_GROWING:
12255 MauerWaechst(x, y);
12258 case EL_EXPANDABLE_WALL:
12259 case EL_EXPANDABLE_WALL_HORIZONTAL:
12260 case EL_EXPANDABLE_WALL_VERTICAL:
12261 case EL_EXPANDABLE_WALL_ANY:
12262 case EL_BD_EXPANDABLE_WALL:
12263 MauerAbleger(x, y);
12266 case EL_EXPANDABLE_STEELWALL_HORIZONTAL:
12267 case EL_EXPANDABLE_STEELWALL_VERTICAL:
12268 case EL_EXPANDABLE_STEELWALL_ANY:
12269 MauerAblegerStahl(x, y);
12273 CheckForDragon(x, y);
12279 case EL_ELEMENT_SNAPPING:
12280 case EL_DIAGONAL_SHRINKING:
12281 case EL_DIAGONAL_GROWING:
12284 el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12286 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12291 if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12292 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12297 #else // ---------------------------------------------------------------------
12299 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12303 element = Feld[x][y];
12304 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12306 if (IS_ANIMATED(graphic) &&
12307 !IS_MOVING(x, y) &&
12309 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12311 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12312 TEST_DrawTwinkleOnField(x, y);
12314 else if ((element == EL_ACID ||
12315 element == EL_EXIT_OPEN ||
12316 element == EL_EM_EXIT_OPEN ||
12317 element == EL_SP_EXIT_OPEN ||
12318 element == EL_STEEL_EXIT_OPEN ||
12319 element == EL_EM_STEEL_EXIT_OPEN ||
12320 element == EL_SP_TERMINAL ||
12321 element == EL_SP_TERMINAL_ACTIVE ||
12322 element == EL_EXTRA_TIME ||
12323 element == EL_SHIELD_NORMAL ||
12324 element == EL_SHIELD_DEADLY) &&
12325 IS_ANIMATED(graphic))
12326 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12327 else if (IS_MOVING(x, y))
12328 ContinueMoving(x, y);
12329 else if (IS_ACTIVE_BOMB(element))
12330 CheckDynamite(x, y);
12331 else if (element == EL_AMOEBA_GROWING)
12332 AmoebeWaechst(x, y);
12333 else if (element == EL_AMOEBA_SHRINKING)
12334 AmoebaDisappearing(x, y);
12336 #if !USE_NEW_AMOEBA_CODE
12337 else if (IS_AMOEBALIVE(element))
12338 AmoebeAbleger(x, y);
12341 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12343 else if (element == EL_EXIT_CLOSED)
12345 else if (element == EL_EM_EXIT_CLOSED)
12347 else if (element == EL_STEEL_EXIT_CLOSED)
12348 CheckExitSteel(x, y);
12349 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12350 CheckExitSteelEM(x, y);
12351 else if (element == EL_SP_EXIT_CLOSED)
12353 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12354 element == EL_EXPANDABLE_STEELWALL_GROWING)
12355 MauerWaechst(x, y);
12356 else if (element == EL_EXPANDABLE_WALL ||
12357 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12358 element == EL_EXPANDABLE_WALL_VERTICAL ||
12359 element == EL_EXPANDABLE_WALL_ANY ||
12360 element == EL_BD_EXPANDABLE_WALL)
12361 MauerAbleger(x, y);
12362 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12363 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12364 element == EL_EXPANDABLE_STEELWALL_ANY)
12365 MauerAblegerStahl(x, y);
12366 else if (element == EL_FLAMES)
12367 CheckForDragon(x, y);
12368 else if (element == EL_EXPLOSION)
12369 ; /* drawing of correct explosion animation is handled separately */
12370 else if (element == EL_ELEMENT_SNAPPING ||
12371 element == EL_DIAGONAL_SHRINKING ||
12372 element == EL_DIAGONAL_GROWING)
12374 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12376 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12378 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12379 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12381 #endif // ---------------------------------------------------------------------
12383 if (IS_BELT_ACTIVE(element))
12384 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12386 if (game.magic_wall_active)
12388 int jx = local_player->jx, jy = local_player->jy;
12390 /* play the element sound at the position nearest to the player */
12391 if ((element == EL_MAGIC_WALL_FULL ||
12392 element == EL_MAGIC_WALL_ACTIVE ||
12393 element == EL_MAGIC_WALL_EMPTYING ||
12394 element == EL_BD_MAGIC_WALL_FULL ||
12395 element == EL_BD_MAGIC_WALL_ACTIVE ||
12396 element == EL_BD_MAGIC_WALL_EMPTYING ||
12397 element == EL_DC_MAGIC_WALL_FULL ||
12398 element == EL_DC_MAGIC_WALL_ACTIVE ||
12399 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12400 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
12409 debug_print_timestamp(0, "- time for MAIN loop: -->");
12412 #if USE_NEW_AMOEBA_CODE
12413 /* new experimental amoeba growth stuff */
12414 if (!(FrameCounter % 8))
12416 static unsigned long random = 1684108901;
12418 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12420 x = RND(lev_fieldx);
12421 y = RND(lev_fieldy);
12422 element = Feld[x][y];
12424 if (!IS_PLAYER(x,y) &&
12425 (element == EL_EMPTY ||
12426 CAN_GROW_INTO(element) ||
12427 element == EL_QUICKSAND_EMPTY ||
12428 element == EL_QUICKSAND_FAST_EMPTY ||
12429 element == EL_ACID_SPLASH_LEFT ||
12430 element == EL_ACID_SPLASH_RIGHT))
12432 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
12433 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
12434 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
12435 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
12436 Feld[x][y] = EL_AMOEBA_DROP;
12439 random = random * 129 + 1;
12445 if (game.explosions_delayed)
12448 game.explosions_delayed = FALSE;
12450 SCAN_PLAYFIELD(x, y)
12452 element = Feld[x][y];
12454 if (ExplodeField[x][y])
12455 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12456 else if (element == EL_EXPLOSION)
12457 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12459 ExplodeField[x][y] = EX_TYPE_NONE;
12462 game.explosions_delayed = TRUE;
12465 if (game.magic_wall_active)
12467 if (!(game.magic_wall_time_left % 4))
12469 int element = Feld[magic_wall_x][magic_wall_y];
12471 if (element == EL_BD_MAGIC_WALL_FULL ||
12472 element == EL_BD_MAGIC_WALL_ACTIVE ||
12473 element == EL_BD_MAGIC_WALL_EMPTYING)
12474 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12475 else if (element == EL_DC_MAGIC_WALL_FULL ||
12476 element == EL_DC_MAGIC_WALL_ACTIVE ||
12477 element == EL_DC_MAGIC_WALL_EMPTYING)
12478 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12480 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12483 if (game.magic_wall_time_left > 0)
12485 game.magic_wall_time_left--;
12487 if (!game.magic_wall_time_left)
12489 SCAN_PLAYFIELD(x, y)
12491 element = Feld[x][y];
12493 if (element == EL_MAGIC_WALL_ACTIVE ||
12494 element == EL_MAGIC_WALL_FULL)
12496 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12497 TEST_DrawLevelField(x, y);
12499 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12500 element == EL_BD_MAGIC_WALL_FULL)
12502 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12503 TEST_DrawLevelField(x, y);
12505 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12506 element == EL_DC_MAGIC_WALL_FULL)
12508 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12509 TEST_DrawLevelField(x, y);
12513 game.magic_wall_active = FALSE;
12518 if (game.light_time_left > 0)
12520 game.light_time_left--;
12522 if (game.light_time_left == 0)
12523 RedrawAllLightSwitchesAndInvisibleElements();
12526 if (game.timegate_time_left > 0)
12528 game.timegate_time_left--;
12530 if (game.timegate_time_left == 0)
12531 CloseAllOpenTimegates();
12534 if (game.lenses_time_left > 0)
12536 game.lenses_time_left--;
12538 if (game.lenses_time_left == 0)
12539 RedrawAllInvisibleElementsForLenses();
12542 if (game.magnify_time_left > 0)
12544 game.magnify_time_left--;
12546 if (game.magnify_time_left == 0)
12547 RedrawAllInvisibleElementsForMagnifier();
12550 for (i = 0; i < MAX_PLAYERS; i++)
12552 struct PlayerInfo *player = &stored_player[i];
12554 if (SHIELD_ON(player))
12556 if (player->shield_deadly_time_left)
12557 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12558 else if (player->shield_normal_time_left)
12559 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12563 #if USE_DELAYED_GFX_REDRAW
12564 SCAN_PLAYFIELD(x, y)
12567 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12569 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)) &&
12570 GfxRedraw[x][y] != GFX_REDRAW_NONE)
12573 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12574 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12576 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12577 DrawLevelField(x, y);
12579 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12580 DrawLevelFieldCrumbledSand(x, y);
12582 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12583 DrawLevelFieldCrumbledSandNeighbours(x, y);
12585 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12586 DrawTwinkleOnField(x, y);
12589 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12596 PlayAllPlayersSound();
12598 if (options.debug) /* calculate frames per second */
12600 static unsigned long fps_counter = 0;
12601 static int fps_frames = 0;
12602 unsigned long fps_delay_ms = Counter() - fps_counter;
12606 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
12608 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
12611 fps_counter = Counter();
12614 redraw_mask |= REDRAW_FPS;
12617 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
12619 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
12621 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12623 local_player->show_envelope = 0;
12627 debug_print_timestamp(0, "stop main loop profiling ");
12628 printf("----------------------------------------------------------\n");
12631 /* use random number generator in every frame to make it less predictable */
12632 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12636 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12638 int min_x = x, min_y = y, max_x = x, max_y = y;
12641 for (i = 0; i < MAX_PLAYERS; i++)
12643 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12645 if (!stored_player[i].active || &stored_player[i] == player)
12648 min_x = MIN(min_x, jx);
12649 min_y = MIN(min_y, jy);
12650 max_x = MAX(max_x, jx);
12651 max_y = MAX(max_y, jy);
12654 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12657 static boolean AllPlayersInVisibleScreen()
12661 for (i = 0; i < MAX_PLAYERS; i++)
12663 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12665 if (!stored_player[i].active)
12668 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12675 void ScrollLevel(int dx, int dy)
12678 /* (directly solved in BlitBitmap() now) */
12679 static Bitmap *bitmap_db_field2 = NULL;
12680 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
12687 /* !!! THIS IS APPARENTLY WRONG FOR PLAYER RELOCATION !!! */
12688 /* only horizontal XOR vertical scroll direction allowed */
12689 if ((dx == 0 && dy == 0) || (dx != 0 && dy != 0))
12694 /* (directly solved in BlitBitmap() now) */
12695 if (bitmap_db_field2 == NULL)
12696 bitmap_db_field2 = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH);
12698 /* needed when blitting directly to same bitmap -- should not be needed with
12699 recent SDL libraries, but apparently does not work in 1.2.11 directly */
12700 BlitBitmap(drawto_field, bitmap_db_field2,
12701 FX + TILEX * (dx == -1) - softscroll_offset,
12702 FY + TILEY * (dy == -1) - softscroll_offset,
12703 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
12704 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
12705 FX + TILEX * (dx == 1) - softscroll_offset,
12706 FY + TILEY * (dy == 1) - softscroll_offset);
12707 BlitBitmap(bitmap_db_field2, drawto_field,
12708 FX + TILEX * (dx == 1) - softscroll_offset,
12709 FY + TILEY * (dy == 1) - softscroll_offset,
12710 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
12711 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
12712 FX + TILEX * (dx == 1) - softscroll_offset,
12713 FY + TILEY * (dy == 1) - softscroll_offset);
12718 /* !!! DOES NOT WORK FOR DIAGONAL PLAYER RELOCATION !!! */
12719 int xsize = (BX2 - BX1 + 1);
12720 int ysize = (BY2 - BY1 + 1);
12721 int start = (dx != 0 ? (dx == -1 ? BX1 : BX2) : (dy == -1 ? BY1 : BY2));
12722 int end = (dx != 0 ? (dx == -1 ? BX2 : BX1) : (dy == -1 ? BY2 : BY1));
12723 int step = (start < end ? +1 : -1);
12725 for (i = start; i != end; i += step)
12727 BlitBitmap(drawto_field, drawto_field,
12728 FX + TILEX * (dx != 0 ? i + step : 0),
12729 FY + TILEY * (dy != 0 ? i + step : 0),
12730 TILEX * (dx != 0 ? 1 : xsize),
12731 TILEY * (dy != 0 ? 1 : ysize),
12732 FX + TILEX * (dx != 0 ? i : 0),
12733 FY + TILEY * (dy != 0 ? i : 0));
12738 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
12740 BlitBitmap(drawto_field, drawto_field,
12741 FX + TILEX * (dx == -1) - softscroll_offset,
12742 FY + TILEY * (dy == -1) - softscroll_offset,
12743 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
12744 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
12745 FX + TILEX * (dx == 1) - softscroll_offset,
12746 FY + TILEY * (dy == 1) - softscroll_offset);
12752 x = (dx == 1 ? BX1 : BX2);
12753 for (y = BY1; y <= BY2; y++)
12754 DrawScreenField(x, y);
12759 y = (dy == 1 ? BY1 : BY2);
12760 for (x = BX1; x <= BX2; x++)
12761 DrawScreenField(x, y);
12764 redraw_mask |= REDRAW_FIELD;
12767 static boolean canFallDown(struct PlayerInfo *player)
12769 int jx = player->jx, jy = player->jy;
12771 return (IN_LEV_FIELD(jx, jy + 1) &&
12772 (IS_FREE(jx, jy + 1) ||
12773 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12774 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12775 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12778 static boolean canPassField(int x, int y, int move_dir)
12780 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12781 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12782 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12783 int nextx = x + dx;
12784 int nexty = y + dy;
12785 int element = Feld[x][y];
12787 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12788 !CAN_MOVE(element) &&
12789 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12790 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12791 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12794 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12796 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12797 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12798 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12802 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12803 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12804 (IS_DIGGABLE(Feld[newx][newy]) ||
12805 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12806 canPassField(newx, newy, move_dir)));
12809 static void CheckGravityMovement(struct PlayerInfo *player)
12811 #if USE_PLAYER_GRAVITY
12812 if (player->gravity && !player->programmed_action)
12814 if (game.gravity && !player->programmed_action)
12817 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12818 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12819 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12820 int jx = player->jx, jy = player->jy;
12821 boolean player_is_moving_to_valid_field =
12822 (!player_is_snapping &&
12823 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12824 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12825 boolean player_can_fall_down = canFallDown(player);
12827 if (player_can_fall_down &&
12828 !player_is_moving_to_valid_field)
12829 player->programmed_action = MV_DOWN;
12833 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12835 return CheckGravityMovement(player);
12837 #if USE_PLAYER_GRAVITY
12838 if (player->gravity && !player->programmed_action)
12840 if (game.gravity && !player->programmed_action)
12843 int jx = player->jx, jy = player->jy;
12844 boolean field_under_player_is_free =
12845 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12846 boolean player_is_standing_on_valid_field =
12847 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12848 (IS_WALKABLE(Feld[jx][jy]) &&
12849 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12851 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12852 player->programmed_action = MV_DOWN;
12857 MovePlayerOneStep()
12858 -----------------------------------------------------------------------------
12859 dx, dy: direction (non-diagonal) to try to move the player to
12860 real_dx, real_dy: direction as read from input device (can be diagonal)
12863 boolean MovePlayerOneStep(struct PlayerInfo *player,
12864 int dx, int dy, int real_dx, int real_dy)
12866 int jx = player->jx, jy = player->jy;
12867 int new_jx = jx + dx, new_jy = jy + dy;
12868 #if !USE_FIXED_DONT_RUN_INTO
12872 boolean player_can_move = !player->cannot_move;
12874 if (!player->active || (!dx && !dy))
12875 return MP_NO_ACTION;
12877 player->MovDir = (dx < 0 ? MV_LEFT :
12878 dx > 0 ? MV_RIGHT :
12880 dy > 0 ? MV_DOWN : MV_NONE);
12882 if (!IN_LEV_FIELD(new_jx, new_jy))
12883 return MP_NO_ACTION;
12885 if (!player_can_move)
12887 if (player->MovPos == 0)
12889 player->is_moving = FALSE;
12890 player->is_digging = FALSE;
12891 player->is_collecting = FALSE;
12892 player->is_snapping = FALSE;
12893 player->is_pushing = FALSE;
12898 if (!options.network && game.centered_player_nr == -1 &&
12899 !AllPlayersInSight(player, new_jx, new_jy))
12900 return MP_NO_ACTION;
12902 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
12903 return MP_NO_ACTION;
12906 #if !USE_FIXED_DONT_RUN_INTO
12907 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
12909 /* (moved to DigField()) */
12910 if (player_can_move && DONT_RUN_INTO(element))
12912 if (element == EL_ACID && dx == 0 && dy == 1)
12914 SplashAcid(new_jx, new_jy);
12915 Feld[jx][jy] = EL_PLAYER_1;
12916 InitMovingField(jx, jy, MV_DOWN);
12917 Store[jx][jy] = EL_ACID;
12918 ContinueMoving(jx, jy);
12919 BuryPlayer(player);
12922 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
12928 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12929 if (can_move != MP_MOVING)
12932 /* check if DigField() has caused relocation of the player */
12933 if (player->jx != jx || player->jy != jy)
12934 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
12936 StorePlayer[jx][jy] = 0;
12937 player->last_jx = jx;
12938 player->last_jy = jy;
12939 player->jx = new_jx;
12940 player->jy = new_jy;
12941 StorePlayer[new_jx][new_jy] = player->element_nr;
12943 if (player->move_delay_value_next != -1)
12945 player->move_delay_value = player->move_delay_value_next;
12946 player->move_delay_value_next = -1;
12950 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12952 player->step_counter++;
12954 PlayerVisit[jx][jy] = FrameCounter;
12956 #if USE_UFAST_PLAYER_EXIT_BUGFIX
12957 player->is_moving = TRUE;
12961 /* should better be called in MovePlayer(), but this breaks some tapes */
12962 ScrollPlayer(player, SCROLL_INIT);
12968 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12970 int jx = player->jx, jy = player->jy;
12971 int old_jx = jx, old_jy = jy;
12972 int moved = MP_NO_ACTION;
12974 if (!player->active)
12979 if (player->MovPos == 0)
12981 player->is_moving = FALSE;
12982 player->is_digging = FALSE;
12983 player->is_collecting = FALSE;
12984 player->is_snapping = FALSE;
12985 player->is_pushing = FALSE;
12991 if (player->move_delay > 0)
12994 player->move_delay = -1; /* set to "uninitialized" value */
12996 /* store if player is automatically moved to next field */
12997 player->is_auto_moving = (player->programmed_action != MV_NONE);
12999 /* remove the last programmed player action */
13000 player->programmed_action = 0;
13002 if (player->MovPos)
13004 /* should only happen if pre-1.2 tape recordings are played */
13005 /* this is only for backward compatibility */
13007 int original_move_delay_value = player->move_delay_value;
13010 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
13014 /* scroll remaining steps with finest movement resolution */
13015 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
13017 while (player->MovPos)
13019 ScrollPlayer(player, SCROLL_GO_ON);
13020 ScrollScreen(NULL, SCROLL_GO_ON);
13022 AdvanceFrameAndPlayerCounters(player->index_nr);
13028 player->move_delay_value = original_move_delay_value;
13031 player->is_active = FALSE;
13033 if (player->last_move_dir & MV_HORIZONTAL)
13035 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
13036 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
13040 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
13041 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
13044 #if USE_FIXED_BORDER_RUNNING_GFX
13045 if (!moved && !player->is_active)
13047 player->is_moving = FALSE;
13048 player->is_digging = FALSE;
13049 player->is_collecting = FALSE;
13050 player->is_snapping = FALSE;
13051 player->is_pushing = FALSE;
13059 if (moved & MP_MOVING && !ScreenMovPos &&
13060 (player->index_nr == game.centered_player_nr ||
13061 game.centered_player_nr == -1))
13063 if (moved & MP_MOVING && !ScreenMovPos &&
13064 (player == local_player || !options.network))
13067 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
13068 int offset = game.scroll_delay_value;
13070 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
13072 /* actual player has left the screen -- scroll in that direction */
13073 if (jx != old_jx) /* player has moved horizontally */
13074 scroll_x += (jx - old_jx);
13075 else /* player has moved vertically */
13076 scroll_y += (jy - old_jy);
13080 if (jx != old_jx) /* player has moved horizontally */
13082 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
13083 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
13084 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
13086 /* don't scroll over playfield boundaries */
13087 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
13088 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
13090 /* don't scroll more than one field at a time */
13091 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
13093 /* don't scroll against the player's moving direction */
13094 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
13095 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
13096 scroll_x = old_scroll_x;
13098 else /* player has moved vertically */
13100 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
13101 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
13102 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
13104 /* don't scroll over playfield boundaries */
13105 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
13106 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
13108 /* don't scroll more than one field at a time */
13109 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
13111 /* don't scroll against the player's moving direction */
13112 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
13113 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
13114 scroll_y = old_scroll_y;
13118 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
13121 if (!options.network && game.centered_player_nr == -1 &&
13122 !AllPlayersInVisibleScreen())
13124 scroll_x = old_scroll_x;
13125 scroll_y = old_scroll_y;
13129 if (!options.network && !AllPlayersInVisibleScreen())
13131 scroll_x = old_scroll_x;
13132 scroll_y = old_scroll_y;
13137 ScrollScreen(player, SCROLL_INIT);
13138 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13143 player->StepFrame = 0;
13145 if (moved & MP_MOVING)
13147 if (old_jx != jx && old_jy == jy)
13148 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13149 else if (old_jx == jx && old_jy != jy)
13150 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13152 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
13154 player->last_move_dir = player->MovDir;
13155 player->is_moving = TRUE;
13156 player->is_snapping = FALSE;
13157 player->is_switching = FALSE;
13158 player->is_dropping = FALSE;
13159 player->is_dropping_pressed = FALSE;
13160 player->drop_pressed_delay = 0;
13163 /* should better be called here than above, but this breaks some tapes */
13164 ScrollPlayer(player, SCROLL_INIT);
13169 CheckGravityMovementWhenNotMoving(player);
13171 player->is_moving = FALSE;
13173 /* at this point, the player is allowed to move, but cannot move right now
13174 (e.g. because of something blocking the way) -- ensure that the player
13175 is also allowed to move in the next frame (in old versions before 3.1.1,
13176 the player was forced to wait again for eight frames before next try) */
13178 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13179 player->move_delay = 0; /* allow direct movement in the next frame */
13182 if (player->move_delay == -1) /* not yet initialized by DigField() */
13183 player->move_delay = player->move_delay_value;
13185 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13187 TestIfPlayerTouchesBadThing(jx, jy);
13188 TestIfPlayerTouchesCustomElement(jx, jy);
13191 if (!player->active)
13192 RemovePlayer(player);
13197 void ScrollPlayer(struct PlayerInfo *player, int mode)
13199 int jx = player->jx, jy = player->jy;
13200 int last_jx = player->last_jx, last_jy = player->last_jy;
13201 int move_stepsize = TILEX / player->move_delay_value;
13203 #if USE_NEW_PLAYER_SPEED
13204 if (!player->active)
13207 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
13210 if (!player->active || player->MovPos == 0)
13214 if (mode == SCROLL_INIT)
13216 player->actual_frame_counter = FrameCounter;
13217 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13219 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13220 Feld[last_jx][last_jy] == EL_EMPTY)
13222 int last_field_block_delay = 0; /* start with no blocking at all */
13223 int block_delay_adjustment = player->block_delay_adjustment;
13225 /* if player blocks last field, add delay for exactly one move */
13226 if (player->block_last_field)
13228 last_field_block_delay += player->move_delay_value;
13230 /* when blocking enabled, prevent moving up despite gravity */
13231 #if USE_PLAYER_GRAVITY
13232 if (player->gravity && player->MovDir == MV_UP)
13233 block_delay_adjustment = -1;
13235 if (game.gravity && player->MovDir == MV_UP)
13236 block_delay_adjustment = -1;
13240 /* add block delay adjustment (also possible when not blocking) */
13241 last_field_block_delay += block_delay_adjustment;
13243 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13244 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13247 #if USE_NEW_PLAYER_SPEED
13248 if (player->MovPos != 0) /* player has not yet reached destination */
13254 else if (!FrameReached(&player->actual_frame_counter, 1))
13257 #if USE_NEW_PLAYER_SPEED
13258 if (player->MovPos != 0)
13260 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13261 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13263 /* before DrawPlayer() to draw correct player graphic for this case */
13264 if (player->MovPos == 0)
13265 CheckGravityMovement(player);
13268 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13269 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13271 /* before DrawPlayer() to draw correct player graphic for this case */
13272 if (player->MovPos == 0)
13273 CheckGravityMovement(player);
13276 if (player->MovPos == 0) /* player reached destination field */
13278 if (player->move_delay_reset_counter > 0)
13280 player->move_delay_reset_counter--;
13282 if (player->move_delay_reset_counter == 0)
13284 /* continue with normal speed after quickly moving through gate */
13285 HALVE_PLAYER_SPEED(player);
13287 /* be able to make the next move without delay */
13288 player->move_delay = 0;
13292 player->last_jx = jx;
13293 player->last_jy = jy;
13295 if (Feld[jx][jy] == EL_EXIT_OPEN ||
13296 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
13297 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
13298 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13299 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
13300 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
13302 DrawPlayer(player); /* needed here only to cleanup last field */
13303 RemovePlayer(player);
13305 if (local_player->friends_still_needed == 0 ||
13306 IS_SP_ELEMENT(Feld[jx][jy]))
13307 PlayerWins(player);
13310 /* this breaks one level: "machine", level 000 */
13312 int move_direction = player->MovDir;
13313 int enter_side = MV_DIR_OPPOSITE(move_direction);
13314 int leave_side = move_direction;
13315 int old_jx = last_jx;
13316 int old_jy = last_jy;
13317 int old_element = Feld[old_jx][old_jy];
13318 int new_element = Feld[jx][jy];
13320 if (IS_CUSTOM_ELEMENT(old_element))
13321 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13323 player->index_bit, leave_side);
13325 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13326 CE_PLAYER_LEAVES_X,
13327 player->index_bit, leave_side);
13329 if (IS_CUSTOM_ELEMENT(new_element))
13330 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13331 player->index_bit, enter_side);
13333 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13334 CE_PLAYER_ENTERS_X,
13335 player->index_bit, enter_side);
13337 #if USE_FIX_CE_ACTION_WITH_PLAYER
13338 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13339 CE_MOVE_OF_X, move_direction);
13341 CheckTriggeredElementChangeBySide(jx, jy, player->element_nr,
13342 CE_MOVE_OF_X, move_direction);
13346 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13348 TestIfPlayerTouchesBadThing(jx, jy);
13349 TestIfPlayerTouchesCustomElement(jx, jy);
13351 /* needed because pushed element has not yet reached its destination,
13352 so it would trigger a change event at its previous field location */
13353 if (!player->is_pushing)
13354 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
13356 if (!player->active)
13357 RemovePlayer(player);
13360 if (!local_player->LevelSolved && level.use_step_counter)
13370 if (TimeLeft <= 10 && setup.time_limit)
13371 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
13374 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13376 DisplayGameControlValues();
13378 DrawGameValue_Time(TimeLeft);
13381 if (!TimeLeft && setup.time_limit)
13382 for (i = 0; i < MAX_PLAYERS; i++)
13383 KillPlayer(&stored_player[i]);
13386 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
13388 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
13390 DisplayGameControlValues();
13393 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
13394 DrawGameValue_Time(TimePlayed);
13398 if (tape.single_step && tape.recording && !tape.pausing &&
13399 !player->programmed_action)
13400 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13404 void ScrollScreen(struct PlayerInfo *player, int mode)
13406 static unsigned long screen_frame_counter = 0;
13408 if (mode == SCROLL_INIT)
13410 /* set scrolling step size according to actual player's moving speed */
13411 ScrollStepSize = TILEX / player->move_delay_value;
13413 screen_frame_counter = FrameCounter;
13414 ScreenMovDir = player->MovDir;
13415 ScreenMovPos = player->MovPos;
13416 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13419 else if (!FrameReached(&screen_frame_counter, 1))
13424 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13425 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13426 redraw_mask |= REDRAW_FIELD;
13429 ScreenMovDir = MV_NONE;
13432 void TestIfPlayerTouchesCustomElement(int x, int y)
13434 static int xy[4][2] =
13441 static int trigger_sides[4][2] =
13443 /* center side border side */
13444 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
13445 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
13446 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
13447 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
13449 static int touch_dir[4] =
13451 MV_LEFT | MV_RIGHT,
13456 int center_element = Feld[x][y]; /* should always be non-moving! */
13459 for (i = 0; i < NUM_DIRECTIONS; i++)
13461 int xx = x + xy[i][0];
13462 int yy = y + xy[i][1];
13463 int center_side = trigger_sides[i][0];
13464 int border_side = trigger_sides[i][1];
13465 int border_element;
13467 if (!IN_LEV_FIELD(xx, yy))
13470 if (IS_PLAYER(x, y)) /* player found at center element */
13472 struct PlayerInfo *player = PLAYERINFO(x, y);
13474 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13475 border_element = Feld[xx][yy]; /* may be moving! */
13476 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13477 border_element = Feld[xx][yy];
13478 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
13479 border_element = MovingOrBlocked2Element(xx, yy);
13481 continue; /* center and border element do not touch */
13483 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13484 player->index_bit, border_side);
13485 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13486 CE_PLAYER_TOUCHES_X,
13487 player->index_bit, border_side);
13489 #if USE_FIX_CE_ACTION_WITH_PLAYER
13491 /* use player element that is initially defined in the level playfield,
13492 not the player element that corresponds to the runtime player number
13493 (example: a level that contains EL_PLAYER_3 as the only player would
13494 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13495 int player_element = PLAYERINFO(x, y)->initial_element;
13497 CheckElementChangeBySide(xx, yy, border_element, player_element,
13498 CE_TOUCHING_X, border_side);
13502 else if (IS_PLAYER(xx, yy)) /* player found at border element */
13504 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13506 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13508 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13509 continue; /* center and border element do not touch */
13512 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13513 player->index_bit, center_side);
13514 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13515 CE_PLAYER_TOUCHES_X,
13516 player->index_bit, center_side);
13518 #if USE_FIX_CE_ACTION_WITH_PLAYER
13520 /* use player element that is initially defined in the level playfield,
13521 not the player element that corresponds to the runtime player number
13522 (example: a level that contains EL_PLAYER_3 as the only player would
13523 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13524 int player_element = PLAYERINFO(xx, yy)->initial_element;
13526 CheckElementChangeBySide(x, y, center_element, player_element,
13527 CE_TOUCHING_X, center_side);
13536 #if USE_ELEMENT_TOUCHING_BUGFIX
13538 void TestIfElementTouchesCustomElement(int x, int y)
13540 static int xy[4][2] =
13547 static int trigger_sides[4][2] =
13549 /* center side border side */
13550 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
13551 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
13552 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
13553 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
13555 static int touch_dir[4] =
13557 MV_LEFT | MV_RIGHT,
13562 boolean change_center_element = FALSE;
13563 int center_element = Feld[x][y]; /* should always be non-moving! */
13564 int border_element_old[NUM_DIRECTIONS];
13567 for (i = 0; i < NUM_DIRECTIONS; i++)
13569 int xx = x + xy[i][0];
13570 int yy = y + xy[i][1];
13571 int border_element;
13573 border_element_old[i] = -1;
13575 if (!IN_LEV_FIELD(xx, yy))
13578 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13579 border_element = Feld[xx][yy]; /* may be moving! */
13580 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13581 border_element = Feld[xx][yy];
13582 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
13583 border_element = MovingOrBlocked2Element(xx, yy);
13585 continue; /* center and border element do not touch */
13587 border_element_old[i] = border_element;
13590 for (i = 0; i < NUM_DIRECTIONS; i++)
13592 int xx = x + xy[i][0];
13593 int yy = y + xy[i][1];
13594 int center_side = trigger_sides[i][0];
13595 int border_element = border_element_old[i];
13597 if (border_element == -1)
13600 /* check for change of border element */
13601 CheckElementChangeBySide(xx, yy, border_element, center_element,
13602 CE_TOUCHING_X, center_side);
13605 for (i = 0; i < NUM_DIRECTIONS; i++)
13607 int xx = x + xy[i][0];
13608 int yy = y + xy[i][1];
13609 int border_side = trigger_sides[i][1];
13610 int border_element = border_element_old[i];
13612 if (border_element == -1)
13615 /* check for change of center element (but change it only once) */
13616 if (!change_center_element)
13617 change_center_element =
13618 CheckElementChangeBySide(x, y, center_element, border_element,
13619 CE_TOUCHING_X, border_side);
13621 #if USE_FIX_CE_ACTION_WITH_PLAYER
13622 if (IS_PLAYER(xx, yy))
13624 /* use player element that is initially defined in the level playfield,
13625 not the player element that corresponds to the runtime player number
13626 (example: a level that contains EL_PLAYER_3 as the only player would
13627 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13628 int player_element = PLAYERINFO(xx, yy)->initial_element;
13630 CheckElementChangeBySide(x, y, center_element, player_element,
13631 CE_TOUCHING_X, border_side);
13639 void TestIfElementTouchesCustomElement_OLD(int x, int y)
13641 static int xy[4][2] =
13648 static int trigger_sides[4][2] =
13650 /* center side border side */
13651 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
13652 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
13653 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
13654 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
13656 static int touch_dir[4] =
13658 MV_LEFT | MV_RIGHT,
13663 boolean change_center_element = FALSE;
13664 int center_element = Feld[x][y]; /* should always be non-moving! */
13667 for (i = 0; i < NUM_DIRECTIONS; i++)
13669 int xx = x + xy[i][0];
13670 int yy = y + xy[i][1];
13671 int center_side = trigger_sides[i][0];
13672 int border_side = trigger_sides[i][1];
13673 int border_element;
13675 if (!IN_LEV_FIELD(xx, yy))
13678 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13679 border_element = Feld[xx][yy]; /* may be moving! */
13680 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13681 border_element = Feld[xx][yy];
13682 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
13683 border_element = MovingOrBlocked2Element(xx, yy);
13685 continue; /* center and border element do not touch */
13687 /* check for change of center element (but change it only once) */
13688 if (!change_center_element)
13689 change_center_element =
13690 CheckElementChangeBySide(x, y, center_element, border_element,
13691 CE_TOUCHING_X, border_side);
13693 /* check for change of border element */
13694 CheckElementChangeBySide(xx, yy, border_element, center_element,
13695 CE_TOUCHING_X, center_side);
13701 void TestIfElementHitsCustomElement(int x, int y, int direction)
13703 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13704 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13705 int hitx = x + dx, hity = y + dy;
13706 int hitting_element = Feld[x][y];
13707 int touched_element;
13709 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13712 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13713 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13715 if (IN_LEV_FIELD(hitx, hity))
13717 int opposite_direction = MV_DIR_OPPOSITE(direction);
13718 int hitting_side = direction;
13719 int touched_side = opposite_direction;
13720 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13721 MovDir[hitx][hity] != direction ||
13722 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13728 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13729 CE_HITTING_X, touched_side);
13731 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13732 CE_HIT_BY_X, hitting_side);
13734 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13735 CE_HIT_BY_SOMETHING, opposite_direction);
13737 #if USE_FIX_CE_ACTION_WITH_PLAYER
13738 if (IS_PLAYER(hitx, hity))
13740 /* use player element that is initially defined in the level playfield,
13741 not the player element that corresponds to the runtime player number
13742 (example: a level that contains EL_PLAYER_3 as the only player would
13743 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13744 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13746 CheckElementChangeBySide(x, y, hitting_element, player_element,
13747 CE_HITTING_X, touched_side);
13753 /* "hitting something" is also true when hitting the playfield border */
13754 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13755 CE_HITTING_SOMETHING, direction);
13759 void TestIfElementSmashesCustomElement(int x, int y, int direction)
13761 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13762 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13763 int hitx = x + dx, hity = y + dy;
13764 int hitting_element = Feld[x][y];
13765 int touched_element;
13767 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
13768 !IS_FREE(hitx, hity) &&
13769 (!IS_MOVING(hitx, hity) ||
13770 MovDir[hitx][hity] != direction ||
13771 ABS(MovPos[hitx][hity]) <= TILEY / 2));
13774 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13778 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
13782 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13783 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13785 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13786 EP_CAN_SMASH_EVERYTHING, direction);
13788 if (IN_LEV_FIELD(hitx, hity))
13790 int opposite_direction = MV_DIR_OPPOSITE(direction);
13791 int hitting_side = direction;
13792 int touched_side = opposite_direction;
13794 int touched_element = MovingOrBlocked2Element(hitx, hity);
13797 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13798 MovDir[hitx][hity] != direction ||
13799 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13808 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13809 CE_SMASHED_BY_SOMETHING, opposite_direction);
13811 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13812 CE_OTHER_IS_SMASHING, touched_side);
13814 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13815 CE_OTHER_GETS_SMASHED, hitting_side);
13821 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13823 int i, kill_x = -1, kill_y = -1;
13825 int bad_element = -1;
13826 static int test_xy[4][2] =
13833 static int test_dir[4] =
13841 for (i = 0; i < NUM_DIRECTIONS; i++)
13843 int test_x, test_y, test_move_dir, test_element;
13845 test_x = good_x + test_xy[i][0];
13846 test_y = good_y + test_xy[i][1];
13848 if (!IN_LEV_FIELD(test_x, test_y))
13852 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13854 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13856 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13857 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13859 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13860 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13864 bad_element = test_element;
13870 if (kill_x != -1 || kill_y != -1)
13872 if (IS_PLAYER(good_x, good_y))
13874 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13876 if (player->shield_deadly_time_left > 0 &&
13877 !IS_INDESTRUCTIBLE(bad_element))
13878 Bang(kill_x, kill_y);
13879 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13880 KillPlayer(player);
13883 Bang(good_x, good_y);
13887 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13889 int i, kill_x = -1, kill_y = -1;
13890 int bad_element = Feld[bad_x][bad_y];
13891 static int test_xy[4][2] =
13898 static int touch_dir[4] =
13900 MV_LEFT | MV_RIGHT,
13905 static int test_dir[4] =
13913 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
13916 for (i = 0; i < NUM_DIRECTIONS; i++)
13918 int test_x, test_y, test_move_dir, test_element;
13920 test_x = bad_x + test_xy[i][0];
13921 test_y = bad_y + test_xy[i][1];
13923 if (!IN_LEV_FIELD(test_x, test_y))
13927 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13929 test_element = Feld[test_x][test_y];
13931 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13932 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13934 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13935 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13937 /* good thing is player or penguin that does not move away */
13938 if (IS_PLAYER(test_x, test_y))
13940 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13942 if (bad_element == EL_ROBOT && player->is_moving)
13943 continue; /* robot does not kill player if he is moving */
13945 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13947 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13948 continue; /* center and border element do not touch */
13956 else if (test_element == EL_PENGUIN)
13966 if (kill_x != -1 || kill_y != -1)
13968 if (IS_PLAYER(kill_x, kill_y))
13970 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13972 if (player->shield_deadly_time_left > 0 &&
13973 !IS_INDESTRUCTIBLE(bad_element))
13974 Bang(bad_x, bad_y);
13975 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13976 KillPlayer(player);
13979 Bang(kill_x, kill_y);
13983 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13985 int bad_element = Feld[bad_x][bad_y];
13986 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13987 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13988 int test_x = bad_x + dx, test_y = bad_y + dy;
13989 int test_move_dir, test_element;
13990 int kill_x = -1, kill_y = -1;
13992 if (!IN_LEV_FIELD(test_x, test_y))
13996 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13998 test_element = Feld[test_x][test_y];
14000 if (test_move_dir != bad_move_dir)
14002 /* good thing can be player or penguin that does not move away */
14003 if (IS_PLAYER(test_x, test_y))
14005 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
14007 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
14008 player as being hit when he is moving towards the bad thing, because
14009 the "get hit by" condition would be lost after the player stops) */
14010 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
14011 return; /* player moves away from bad thing */
14016 else if (test_element == EL_PENGUIN)
14023 if (kill_x != -1 || kill_y != -1)
14025 if (IS_PLAYER(kill_x, kill_y))
14027 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
14029 if (player->shield_deadly_time_left > 0 &&
14030 !IS_INDESTRUCTIBLE(bad_element))
14031 Bang(bad_x, bad_y);
14032 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
14033 KillPlayer(player);
14036 Bang(kill_x, kill_y);
14040 void TestIfPlayerTouchesBadThing(int x, int y)
14042 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
14045 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
14047 TestIfGoodThingHitsBadThing(x, y, move_dir);
14050 void TestIfBadThingTouchesPlayer(int x, int y)
14052 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
14055 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
14057 TestIfBadThingHitsGoodThing(x, y, move_dir);
14060 void TestIfFriendTouchesBadThing(int x, int y)
14062 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
14065 void TestIfBadThingTouchesFriend(int x, int y)
14067 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
14070 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
14072 int i, kill_x = bad_x, kill_y = bad_y;
14073 static int xy[4][2] =
14081 for (i = 0; i < NUM_DIRECTIONS; i++)
14085 x = bad_x + xy[i][0];
14086 y = bad_y + xy[i][1];
14087 if (!IN_LEV_FIELD(x, y))
14090 element = Feld[x][y];
14091 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
14092 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
14100 if (kill_x != bad_x || kill_y != bad_y)
14101 Bang(bad_x, bad_y);
14104 void KillPlayer(struct PlayerInfo *player)
14106 int jx = player->jx, jy = player->jy;
14108 if (!player->active)
14111 /* the following code was introduced to prevent an infinite loop when calling
14113 -> CheckTriggeredElementChangeExt()
14114 -> ExecuteCustomElementAction()
14116 -> (infinitely repeating the above sequence of function calls)
14117 which occurs when killing the player while having a CE with the setting
14118 "kill player X when explosion of <player X>"; the solution using a new
14119 field "player->killed" was chosen for backwards compatibility, although
14120 clever use of the fields "player->active" etc. would probably also work */
14122 if (player->killed)
14126 player->killed = TRUE;
14128 /* remove accessible field at the player's position */
14129 Feld[jx][jy] = EL_EMPTY;
14131 /* deactivate shield (else Bang()/Explode() would not work right) */
14132 player->shield_normal_time_left = 0;
14133 player->shield_deadly_time_left = 0;
14136 BuryPlayer(player);
14139 static void KillPlayerUnlessEnemyProtected(int x, int y)
14141 if (!PLAYER_ENEMY_PROTECTED(x, y))
14142 KillPlayer(PLAYERINFO(x, y));
14145 static void KillPlayerUnlessExplosionProtected(int x, int y)
14147 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
14148 KillPlayer(PLAYERINFO(x, y));
14151 void BuryPlayer(struct PlayerInfo *player)
14153 int jx = player->jx, jy = player->jy;
14155 if (!player->active)
14158 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
14159 PlayLevelSound(jx, jy, SND_GAME_LOSING);
14161 player->GameOver = TRUE;
14162 RemovePlayer(player);
14165 void RemovePlayer(struct PlayerInfo *player)
14167 int jx = player->jx, jy = player->jy;
14168 int i, found = FALSE;
14170 player->present = FALSE;
14171 player->active = FALSE;
14173 if (!ExplodeField[jx][jy])
14174 StorePlayer[jx][jy] = 0;
14176 if (player->is_moving)
14177 TEST_DrawLevelField(player->last_jx, player->last_jy);
14179 for (i = 0; i < MAX_PLAYERS; i++)
14180 if (stored_player[i].active)
14184 AllPlayersGone = TRUE;
14190 #if USE_NEW_SNAP_DELAY
14191 static void setFieldForSnapping(int x, int y, int element, int direction)
14193 struct ElementInfo *ei = &element_info[element];
14194 int direction_bit = MV_DIR_TO_BIT(direction);
14195 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
14196 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
14197 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
14199 Feld[x][y] = EL_ELEMENT_SNAPPING;
14200 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
14202 ResetGfxAnimation(x, y);
14204 GfxElement[x][y] = element;
14205 GfxAction[x][y] = action;
14206 GfxDir[x][y] = direction;
14207 GfxFrame[x][y] = -1;
14212 =============================================================================
14213 checkDiagonalPushing()
14214 -----------------------------------------------------------------------------
14215 check if diagonal input device direction results in pushing of object
14216 (by checking if the alternative direction is walkable, diggable, ...)
14217 =============================================================================
14220 static boolean checkDiagonalPushing(struct PlayerInfo *player,
14221 int x, int y, int real_dx, int real_dy)
14223 int jx, jy, dx, dy, xx, yy;
14225 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
14228 /* diagonal direction: check alternative direction */
14233 xx = jx + (dx == 0 ? real_dx : 0);
14234 yy = jy + (dy == 0 ? real_dy : 0);
14236 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
14240 =============================================================================
14242 -----------------------------------------------------------------------------
14243 x, y: field next to player (non-diagonal) to try to dig to
14244 real_dx, real_dy: direction as read from input device (can be diagonal)
14245 =============================================================================
14248 static int DigField(struct PlayerInfo *player,
14249 int oldx, int oldy, int x, int y,
14250 int real_dx, int real_dy, int mode)
14252 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
14253 boolean player_was_pushing = player->is_pushing;
14254 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14255 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14256 int jx = oldx, jy = oldy;
14257 int dx = x - jx, dy = y - jy;
14258 int nextx = x + dx, nexty = y + dy;
14259 int move_direction = (dx == -1 ? MV_LEFT :
14260 dx == +1 ? MV_RIGHT :
14262 dy == +1 ? MV_DOWN : MV_NONE);
14263 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
14264 int dig_side = MV_DIR_OPPOSITE(move_direction);
14265 int old_element = Feld[jx][jy];
14266 #if USE_FIXED_DONT_RUN_INTO
14267 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
14273 if (is_player) /* function can also be called by EL_PENGUIN */
14275 if (player->MovPos == 0)
14277 player->is_digging = FALSE;
14278 player->is_collecting = FALSE;
14281 if (player->MovPos == 0) /* last pushing move finished */
14282 player->is_pushing = FALSE;
14284 if (mode == DF_NO_PUSH) /* player just stopped pushing */
14286 player->is_switching = FALSE;
14287 player->push_delay = -1;
14289 return MP_NO_ACTION;
14293 #if !USE_FIXED_DONT_RUN_INTO
14294 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14295 return MP_NO_ACTION;
14298 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
14299 old_element = Back[jx][jy];
14301 /* in case of element dropped at player position, check background */
14302 else if (Back[jx][jy] != EL_EMPTY &&
14303 game.engine_version >= VERSION_IDENT(2,2,0,0))
14304 old_element = Back[jx][jy];
14306 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
14307 return MP_NO_ACTION; /* field has no opening in this direction */
14309 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
14310 return MP_NO_ACTION; /* field has no opening in this direction */
14312 #if USE_FIXED_DONT_RUN_INTO
14313 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
14317 Feld[jx][jy] = player->artwork_element;
14318 InitMovingField(jx, jy, MV_DOWN);
14319 Store[jx][jy] = EL_ACID;
14320 ContinueMoving(jx, jy);
14321 BuryPlayer(player);
14323 return MP_DONT_RUN_INTO;
14327 #if USE_FIXED_DONT_RUN_INTO
14328 if (player_can_move && DONT_RUN_INTO(element))
14330 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
14332 return MP_DONT_RUN_INTO;
14336 #if USE_FIXED_DONT_RUN_INTO
14337 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14338 return MP_NO_ACTION;
14341 #if !USE_FIXED_DONT_RUN_INTO
14342 element = Feld[x][y];
14345 collect_count = element_info[element].collect_count_initial;
14347 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
14348 return MP_NO_ACTION;
14350 if (game.engine_version < VERSION_IDENT(2,2,0,0))
14351 player_can_move = player_can_move_or_snap;
14353 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
14354 game.engine_version >= VERSION_IDENT(2,2,0,0))
14356 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
14357 player->index_bit, dig_side);
14358 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14359 player->index_bit, dig_side);
14361 if (element == EL_DC_LANDMINE)
14364 if (Feld[x][y] != element) /* field changed by snapping */
14367 return MP_NO_ACTION;
14370 #if USE_PLAYER_GRAVITY
14371 if (player->gravity && is_player && !player->is_auto_moving &&
14372 canFallDown(player) && move_direction != MV_DOWN &&
14373 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14374 return MP_NO_ACTION; /* player cannot walk here due to gravity */
14376 if (game.gravity && is_player && !player->is_auto_moving &&
14377 canFallDown(player) && move_direction != MV_DOWN &&
14378 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14379 return MP_NO_ACTION; /* player cannot walk here due to gravity */
14382 if (player_can_move &&
14383 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
14385 int sound_element = SND_ELEMENT(element);
14386 int sound_action = ACTION_WALKING;
14388 if (IS_RND_GATE(element))
14390 if (!player->key[RND_GATE_NR(element)])
14391 return MP_NO_ACTION;
14393 else if (IS_RND_GATE_GRAY(element))
14395 if (!player->key[RND_GATE_GRAY_NR(element)])
14396 return MP_NO_ACTION;
14398 else if (IS_RND_GATE_GRAY_ACTIVE(element))
14400 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
14401 return MP_NO_ACTION;
14403 else if (element == EL_EXIT_OPEN ||
14404 element == EL_EM_EXIT_OPEN ||
14405 element == EL_STEEL_EXIT_OPEN ||
14406 element == EL_EM_STEEL_EXIT_OPEN ||
14407 element == EL_SP_EXIT_OPEN ||
14408 element == EL_SP_EXIT_OPENING)
14410 sound_action = ACTION_PASSING; /* player is passing exit */
14412 else if (element == EL_EMPTY)
14414 sound_action = ACTION_MOVING; /* nothing to walk on */
14417 /* play sound from background or player, whatever is available */
14418 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
14419 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
14421 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
14423 else if (player_can_move &&
14424 IS_PASSABLE(element) && canPassField(x, y, move_direction))
14426 if (!ACCESS_FROM(element, opposite_direction))
14427 return MP_NO_ACTION; /* field not accessible from this direction */
14429 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
14430 return MP_NO_ACTION;
14432 if (IS_EM_GATE(element))
14434 if (!player->key[EM_GATE_NR(element)])
14435 return MP_NO_ACTION;
14437 else if (IS_EM_GATE_GRAY(element))
14439 if (!player->key[EM_GATE_GRAY_NR(element)])
14440 return MP_NO_ACTION;
14442 else if (IS_EM_GATE_GRAY_ACTIVE(element))
14444 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14445 return MP_NO_ACTION;
14447 else if (IS_EMC_GATE(element))
14449 if (!player->key[EMC_GATE_NR(element)])
14450 return MP_NO_ACTION;
14452 else if (IS_EMC_GATE_GRAY(element))
14454 if (!player->key[EMC_GATE_GRAY_NR(element)])
14455 return MP_NO_ACTION;
14457 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14459 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14460 return MP_NO_ACTION;
14462 else if (element == EL_DC_GATE_WHITE ||
14463 element == EL_DC_GATE_WHITE_GRAY ||
14464 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14466 if (player->num_white_keys == 0)
14467 return MP_NO_ACTION;
14469 player->num_white_keys--;
14471 else if (IS_SP_PORT(element))
14473 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14474 element == EL_SP_GRAVITY_PORT_RIGHT ||
14475 element == EL_SP_GRAVITY_PORT_UP ||
14476 element == EL_SP_GRAVITY_PORT_DOWN)
14477 #if USE_PLAYER_GRAVITY
14478 player->gravity = !player->gravity;
14480 game.gravity = !game.gravity;
14482 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14483 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14484 element == EL_SP_GRAVITY_ON_PORT_UP ||
14485 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14486 #if USE_PLAYER_GRAVITY
14487 player->gravity = TRUE;
14489 game.gravity = TRUE;
14491 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14492 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14493 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14494 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14495 #if USE_PLAYER_GRAVITY
14496 player->gravity = FALSE;
14498 game.gravity = FALSE;
14502 /* automatically move to the next field with double speed */
14503 player->programmed_action = move_direction;
14505 if (player->move_delay_reset_counter == 0)
14507 player->move_delay_reset_counter = 2; /* two double speed steps */
14509 DOUBLE_PLAYER_SPEED(player);
14512 PlayLevelSoundAction(x, y, ACTION_PASSING);
14514 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14518 if (mode != DF_SNAP)
14520 GfxElement[x][y] = GFX_ELEMENT(element);
14521 player->is_digging = TRUE;
14524 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14526 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14527 player->index_bit, dig_side);
14529 if (mode == DF_SNAP)
14531 #if USE_NEW_SNAP_DELAY
14532 if (level.block_snap_field)
14533 setFieldForSnapping(x, y, element, move_direction);
14535 TestIfElementTouchesCustomElement(x, y); /* for empty space */
14537 TestIfElementTouchesCustomElement(x, y); /* for empty space */
14540 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14541 player->index_bit, dig_side);
14544 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14548 if (is_player && mode != DF_SNAP)
14550 GfxElement[x][y] = element;
14551 player->is_collecting = TRUE;
14554 if (element == EL_SPEED_PILL)
14556 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14558 else if (element == EL_EXTRA_TIME && level.time > 0)
14560 TimeLeft += level.extra_time;
14563 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14565 DisplayGameControlValues();
14567 DrawGameValue_Time(TimeLeft);
14570 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14572 player->shield_normal_time_left += level.shield_normal_time;
14573 if (element == EL_SHIELD_DEADLY)
14574 player->shield_deadly_time_left += level.shield_deadly_time;
14576 else if (element == EL_DYNAMITE ||
14577 element == EL_EM_DYNAMITE ||
14578 element == EL_SP_DISK_RED)
14580 if (player->inventory_size < MAX_INVENTORY_SIZE)
14581 player->inventory_element[player->inventory_size++] = element;
14583 DrawGameDoorValues();
14585 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14587 player->dynabomb_count++;
14588 player->dynabombs_left++;
14590 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14592 player->dynabomb_size++;
14594 else if (element == EL_DYNABOMB_INCREASE_POWER)
14596 player->dynabomb_xl = TRUE;
14598 else if (IS_KEY(element))
14600 player->key[KEY_NR(element)] = TRUE;
14602 DrawGameDoorValues();
14604 else if (element == EL_DC_KEY_WHITE)
14606 player->num_white_keys++;
14608 /* display white keys? */
14609 /* DrawGameDoorValues(); */
14611 else if (IS_ENVELOPE(element))
14613 player->show_envelope = element;
14615 else if (element == EL_EMC_LENSES)
14617 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14619 RedrawAllInvisibleElementsForLenses();
14621 else if (element == EL_EMC_MAGNIFIER)
14623 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14625 RedrawAllInvisibleElementsForMagnifier();
14627 else if (IS_DROPPABLE(element) ||
14628 IS_THROWABLE(element)) /* can be collected and dropped */
14632 if (collect_count == 0)
14633 player->inventory_infinite_element = element;
14635 for (i = 0; i < collect_count; i++)
14636 if (player->inventory_size < MAX_INVENTORY_SIZE)
14637 player->inventory_element[player->inventory_size++] = element;
14639 DrawGameDoorValues();
14641 else if (collect_count > 0)
14643 local_player->gems_still_needed -= collect_count;
14644 if (local_player->gems_still_needed < 0)
14645 local_player->gems_still_needed = 0;
14648 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
14650 DisplayGameControlValues();
14652 DrawGameValue_Emeralds(local_player->gems_still_needed);
14656 RaiseScoreElement(element);
14657 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14660 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14661 player->index_bit, dig_side);
14663 if (mode == DF_SNAP)
14665 #if USE_NEW_SNAP_DELAY
14666 if (level.block_snap_field)
14667 setFieldForSnapping(x, y, element, move_direction);
14669 TestIfElementTouchesCustomElement(x, y); /* for empty space */
14671 TestIfElementTouchesCustomElement(x, y); /* for empty space */
14674 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14675 player->index_bit, dig_side);
14678 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14680 if (mode == DF_SNAP && element != EL_BD_ROCK)
14681 return MP_NO_ACTION;
14683 if (CAN_FALL(element) && dy)
14684 return MP_NO_ACTION;
14686 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14687 !(element == EL_SPRING && level.use_spring_bug))
14688 return MP_NO_ACTION;
14690 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14691 ((move_direction & MV_VERTICAL &&
14692 ((element_info[element].move_pattern & MV_LEFT &&
14693 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14694 (element_info[element].move_pattern & MV_RIGHT &&
14695 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14696 (move_direction & MV_HORIZONTAL &&
14697 ((element_info[element].move_pattern & MV_UP &&
14698 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14699 (element_info[element].move_pattern & MV_DOWN &&
14700 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14701 return MP_NO_ACTION;
14703 /* do not push elements already moving away faster than player */
14704 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14705 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14706 return MP_NO_ACTION;
14708 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14710 if (player->push_delay_value == -1 || !player_was_pushing)
14711 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14713 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14715 if (player->push_delay_value == -1)
14716 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14718 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14720 if (!player->is_pushing)
14721 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14724 player->is_pushing = TRUE;
14725 player->is_active = TRUE;
14727 if (!(IN_LEV_FIELD(nextx, nexty) &&
14728 (IS_FREE(nextx, nexty) ||
14729 (IS_SB_ELEMENT(element) &&
14730 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14731 (IS_CUSTOM_ELEMENT(element) &&
14732 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14733 return MP_NO_ACTION;
14735 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14736 return MP_NO_ACTION;
14738 if (player->push_delay == -1) /* new pushing; restart delay */
14739 player->push_delay = 0;
14741 if (player->push_delay < player->push_delay_value &&
14742 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14743 element != EL_SPRING && element != EL_BALLOON)
14745 /* make sure that there is no move delay before next try to push */
14746 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14747 player->move_delay = 0;
14749 return MP_NO_ACTION;
14752 if (IS_CUSTOM_ELEMENT(element) &&
14753 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14755 if (!DigFieldByCE(nextx, nexty, element))
14756 return MP_NO_ACTION;
14759 if (IS_SB_ELEMENT(element))
14761 if (element == EL_SOKOBAN_FIELD_FULL)
14763 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14764 local_player->sokobanfields_still_needed++;
14767 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14769 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14770 local_player->sokobanfields_still_needed--;
14773 Feld[x][y] = EL_SOKOBAN_OBJECT;
14775 if (Back[x][y] == Back[nextx][nexty])
14776 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14777 else if (Back[x][y] != 0)
14778 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14781 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14784 if (local_player->sokobanfields_still_needed == 0 &&
14785 game.emulation == EMU_SOKOBAN)
14787 PlayerWins(player);
14789 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14793 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14795 InitMovingField(x, y, move_direction);
14796 GfxAction[x][y] = ACTION_PUSHING;
14798 if (mode == DF_SNAP)
14799 ContinueMoving(x, y);
14801 MovPos[x][y] = (dx != 0 ? dx : dy);
14803 Pushed[x][y] = TRUE;
14804 Pushed[nextx][nexty] = TRUE;
14806 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14807 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14809 player->push_delay_value = -1; /* get new value later */
14811 /* check for element change _after_ element has been pushed */
14812 if (game.use_change_when_pushing_bug)
14814 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14815 player->index_bit, dig_side);
14816 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14817 player->index_bit, dig_side);
14820 else if (IS_SWITCHABLE(element))
14822 if (PLAYER_SWITCHING(player, x, y))
14824 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14825 player->index_bit, dig_side);
14830 player->is_switching = TRUE;
14831 player->switch_x = x;
14832 player->switch_y = y;
14834 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14836 if (element == EL_ROBOT_WHEEL)
14838 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14842 game.robot_wheel_active = TRUE;
14844 TEST_DrawLevelField(x, y);
14846 else if (element == EL_SP_TERMINAL)
14850 SCAN_PLAYFIELD(xx, yy)
14852 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14854 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14855 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14858 else if (IS_BELT_SWITCH(element))
14860 ToggleBeltSwitch(x, y);
14862 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14863 element == EL_SWITCHGATE_SWITCH_DOWN ||
14864 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14865 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14867 ToggleSwitchgateSwitch(x, y);
14869 else if (element == EL_LIGHT_SWITCH ||
14870 element == EL_LIGHT_SWITCH_ACTIVE)
14872 ToggleLightSwitch(x, y);
14874 else if (element == EL_TIMEGATE_SWITCH ||
14875 element == EL_DC_TIMEGATE_SWITCH)
14877 ActivateTimegateSwitch(x, y);
14879 else if (element == EL_BALLOON_SWITCH_LEFT ||
14880 element == EL_BALLOON_SWITCH_RIGHT ||
14881 element == EL_BALLOON_SWITCH_UP ||
14882 element == EL_BALLOON_SWITCH_DOWN ||
14883 element == EL_BALLOON_SWITCH_NONE ||
14884 element == EL_BALLOON_SWITCH_ANY)
14886 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14887 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14888 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14889 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14890 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14893 else if (element == EL_LAMP)
14895 Feld[x][y] = EL_LAMP_ACTIVE;
14896 local_player->lights_still_needed--;
14898 ResetGfxAnimation(x, y);
14899 TEST_DrawLevelField(x, y);
14901 else if (element == EL_TIME_ORB_FULL)
14903 Feld[x][y] = EL_TIME_ORB_EMPTY;
14905 if (level.time > 0 || level.use_time_orb_bug)
14907 TimeLeft += level.time_orb_time;
14910 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14912 DisplayGameControlValues();
14914 DrawGameValue_Time(TimeLeft);
14918 ResetGfxAnimation(x, y);
14919 TEST_DrawLevelField(x, y);
14921 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14922 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14926 game.ball_state = !game.ball_state;
14928 SCAN_PLAYFIELD(xx, yy)
14930 int e = Feld[xx][yy];
14932 if (game.ball_state)
14934 if (e == EL_EMC_MAGIC_BALL)
14935 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14936 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14937 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14941 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14942 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14943 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14944 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14949 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14950 player->index_bit, dig_side);
14952 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14953 player->index_bit, dig_side);
14955 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14956 player->index_bit, dig_side);
14962 if (!PLAYER_SWITCHING(player, x, y))
14964 player->is_switching = TRUE;
14965 player->switch_x = x;
14966 player->switch_y = y;
14968 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14969 player->index_bit, dig_side);
14970 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14971 player->index_bit, dig_side);
14973 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14974 player->index_bit, dig_side);
14975 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14976 player->index_bit, dig_side);
14979 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14980 player->index_bit, dig_side);
14981 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14982 player->index_bit, dig_side);
14984 return MP_NO_ACTION;
14987 player->push_delay = -1;
14989 if (is_player) /* function can also be called by EL_PENGUIN */
14991 if (Feld[x][y] != element) /* really digged/collected something */
14993 player->is_collecting = !player->is_digging;
14994 player->is_active = TRUE;
15001 static boolean DigFieldByCE(int x, int y, int digging_element)
15003 int element = Feld[x][y];
15005 if (!IS_FREE(x, y))
15007 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
15008 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
15011 /* no element can dig solid indestructible elements */
15012 if (IS_INDESTRUCTIBLE(element) &&
15013 !IS_DIGGABLE(element) &&
15014 !IS_COLLECTIBLE(element))
15017 if (AmoebaNr[x][y] &&
15018 (element == EL_AMOEBA_FULL ||
15019 element == EL_BD_AMOEBA ||
15020 element == EL_AMOEBA_GROWING))
15022 AmoebaCnt[AmoebaNr[x][y]]--;
15023 AmoebaCnt2[AmoebaNr[x][y]]--;
15026 if (IS_MOVING(x, y))
15027 RemoveMovingField(x, y);
15031 TEST_DrawLevelField(x, y);
15034 /* if digged element was about to explode, prevent the explosion */
15035 ExplodeField[x][y] = EX_TYPE_NONE;
15037 PlayLevelSoundAction(x, y, action);
15040 Store[x][y] = EL_EMPTY;
15043 /* this makes it possible to leave the removed element again */
15044 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
15045 Store[x][y] = element;
15047 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
15049 int move_leave_element = element_info[digging_element].move_leave_element;
15051 /* this makes it possible to leave the removed element again */
15052 Store[x][y] = (move_leave_element == EL_TRIGGER_ELEMENT ?
15053 element : move_leave_element);
15060 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
15062 int jx = player->jx, jy = player->jy;
15063 int x = jx + dx, y = jy + dy;
15064 int snap_direction = (dx == -1 ? MV_LEFT :
15065 dx == +1 ? MV_RIGHT :
15067 dy == +1 ? MV_DOWN : MV_NONE);
15068 boolean can_continue_snapping = (level.continuous_snapping &&
15069 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
15071 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
15074 if (!player->active || !IN_LEV_FIELD(x, y))
15082 if (player->MovPos == 0)
15083 player->is_pushing = FALSE;
15085 player->is_snapping = FALSE;
15087 if (player->MovPos == 0)
15089 player->is_moving = FALSE;
15090 player->is_digging = FALSE;
15091 player->is_collecting = FALSE;
15097 #if USE_NEW_CONTINUOUS_SNAPPING
15098 /* prevent snapping with already pressed snap key when not allowed */
15099 if (player->is_snapping && !can_continue_snapping)
15102 if (player->is_snapping)
15106 player->MovDir = snap_direction;
15108 if (player->MovPos == 0)
15110 player->is_moving = FALSE;
15111 player->is_digging = FALSE;
15112 player->is_collecting = FALSE;
15115 player->is_dropping = FALSE;
15116 player->is_dropping_pressed = FALSE;
15117 player->drop_pressed_delay = 0;
15119 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
15122 player->is_snapping = TRUE;
15123 player->is_active = TRUE;
15125 if (player->MovPos == 0)
15127 player->is_moving = FALSE;
15128 player->is_digging = FALSE;
15129 player->is_collecting = FALSE;
15132 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
15133 TEST_DrawLevelField(player->last_jx, player->last_jy);
15135 TEST_DrawLevelField(x, y);
15140 static boolean DropElement(struct PlayerInfo *player)
15142 int old_element, new_element;
15143 int dropx = player->jx, dropy = player->jy;
15144 int drop_direction = player->MovDir;
15145 int drop_side = drop_direction;
15147 int drop_element = get_next_dropped_element(player);
15149 int drop_element = (player->inventory_size > 0 ?
15150 player->inventory_element[player->inventory_size - 1] :
15151 player->inventory_infinite_element != EL_UNDEFINED ?
15152 player->inventory_infinite_element :
15153 player->dynabombs_left > 0 ?
15154 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
15158 player->is_dropping_pressed = TRUE;
15160 /* do not drop an element on top of another element; when holding drop key
15161 pressed without moving, dropped element must move away before the next
15162 element can be dropped (this is especially important if the next element
15163 is dynamite, which can be placed on background for historical reasons) */
15164 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
15167 if (IS_THROWABLE(drop_element))
15169 dropx += GET_DX_FROM_DIR(drop_direction);
15170 dropy += GET_DY_FROM_DIR(drop_direction);
15172 if (!IN_LEV_FIELD(dropx, dropy))
15176 old_element = Feld[dropx][dropy]; /* old element at dropping position */
15177 new_element = drop_element; /* default: no change when dropping */
15179 /* check if player is active, not moving and ready to drop */
15180 if (!player->active || player->MovPos || player->drop_delay > 0)
15183 /* check if player has anything that can be dropped */
15184 if (new_element == EL_UNDEFINED)
15187 /* check if drop key was pressed long enough for EM style dynamite */
15188 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
15191 /* check if anything can be dropped at the current position */
15192 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
15195 /* collected custom elements can only be dropped on empty fields */
15196 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
15199 if (old_element != EL_EMPTY)
15200 Back[dropx][dropy] = old_element; /* store old element on this field */
15202 ResetGfxAnimation(dropx, dropy);
15203 ResetRandomAnimationValue(dropx, dropy);
15205 if (player->inventory_size > 0 ||
15206 player->inventory_infinite_element != EL_UNDEFINED)
15208 if (player->inventory_size > 0)
15210 player->inventory_size--;
15212 DrawGameDoorValues();
15214 if (new_element == EL_DYNAMITE)
15215 new_element = EL_DYNAMITE_ACTIVE;
15216 else if (new_element == EL_EM_DYNAMITE)
15217 new_element = EL_EM_DYNAMITE_ACTIVE;
15218 else if (new_element == EL_SP_DISK_RED)
15219 new_element = EL_SP_DISK_RED_ACTIVE;
15222 Feld[dropx][dropy] = new_element;
15224 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15225 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15226 el2img(Feld[dropx][dropy]), 0);
15228 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15230 /* needed if previous element just changed to "empty" in the last frame */
15231 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
15233 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
15234 player->index_bit, drop_side);
15235 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
15237 player->index_bit, drop_side);
15239 TestIfElementTouchesCustomElement(dropx, dropy);
15241 else /* player is dropping a dyna bomb */
15243 player->dynabombs_left--;
15245 Feld[dropx][dropy] = new_element;
15247 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15248 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15249 el2img(Feld[dropx][dropy]), 0);
15251 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15254 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
15255 InitField_WithBug1(dropx, dropy, FALSE);
15257 new_element = Feld[dropx][dropy]; /* element might have changed */
15259 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
15260 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
15262 int move_direction, nextx, nexty;
15264 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
15265 MovDir[dropx][dropy] = drop_direction;
15267 move_direction = MovDir[dropx][dropy];
15268 nextx = dropx + GET_DX_FROM_DIR(move_direction);
15269 nexty = dropy + GET_DY_FROM_DIR(move_direction);
15271 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
15273 #if USE_FIX_IMPACT_COLLISION
15274 /* do not cause impact style collision by dropping elements that can fall */
15275 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15277 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15281 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
15282 player->is_dropping = TRUE;
15284 player->drop_pressed_delay = 0;
15285 player->is_dropping_pressed = FALSE;
15287 player->drop_x = dropx;
15288 player->drop_y = dropy;
15293 /* ------------------------------------------------------------------------- */
15294 /* game sound playing functions */
15295 /* ------------------------------------------------------------------------- */
15297 static int *loop_sound_frame = NULL;
15298 static int *loop_sound_volume = NULL;
15300 void InitPlayLevelSound()
15302 int num_sounds = getSoundListSize();
15304 checked_free(loop_sound_frame);
15305 checked_free(loop_sound_volume);
15307 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
15308 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
15311 static void PlayLevelSound(int x, int y, int nr)
15313 int sx = SCREENX(x), sy = SCREENY(y);
15314 int volume, stereo_position;
15315 int max_distance = 8;
15316 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
15318 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
15319 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
15322 if (!IN_LEV_FIELD(x, y) ||
15323 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
15324 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
15327 volume = SOUND_MAX_VOLUME;
15329 if (!IN_SCR_FIELD(sx, sy))
15331 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
15332 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
15334 volume -= volume * (dx > dy ? dx : dy) / max_distance;
15337 stereo_position = (SOUND_MAX_LEFT +
15338 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
15339 (SCR_FIELDX + 2 * max_distance));
15341 if (IS_LOOP_SOUND(nr))
15343 /* This assures that quieter loop sounds do not overwrite louder ones,
15344 while restarting sound volume comparison with each new game frame. */
15346 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
15349 loop_sound_volume[nr] = volume;
15350 loop_sound_frame[nr] = FrameCounter;
15353 PlaySoundExt(nr, volume, stereo_position, type);
15356 static void PlayLevelSoundNearest(int x, int y, int sound_action)
15358 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
15359 x > LEVELX(BX2) ? LEVELX(BX2) : x,
15360 y < LEVELY(BY1) ? LEVELY(BY1) :
15361 y > LEVELY(BY2) ? LEVELY(BY2) : y,
15365 static void PlayLevelSoundAction(int x, int y, int action)
15367 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
15370 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
15372 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15374 if (sound_effect != SND_UNDEFINED)
15375 PlayLevelSound(x, y, sound_effect);
15378 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
15381 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15383 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15384 PlayLevelSound(x, y, sound_effect);
15387 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
15389 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
15391 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15392 PlayLevelSound(x, y, sound_effect);
15395 static void StopLevelSoundActionIfLoop(int x, int y, int action)
15397 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
15399 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15400 StopSound(sound_effect);
15403 static void PlayLevelMusic()
15405 if (levelset.music[level_nr] != MUS_UNDEFINED)
15406 PlayMusic(levelset.music[level_nr]); /* from config file */
15408 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
15411 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
15413 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
15414 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
15415 int x = xx - 1 - offset;
15416 int y = yy - 1 - offset;
15421 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
15425 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15429 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15433 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15437 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15441 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15445 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15448 case SAMPLE_android_clone:
15449 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15452 case SAMPLE_android_move:
15453 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15456 case SAMPLE_spring:
15457 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15461 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15465 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15468 case SAMPLE_eater_eat:
15469 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15473 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15476 case SAMPLE_collect:
15477 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15480 case SAMPLE_diamond:
15481 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15484 case SAMPLE_squash:
15485 /* !!! CHECK THIS !!! */
15487 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15489 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15493 case SAMPLE_wonderfall:
15494 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15498 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15502 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15506 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15510 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15514 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15518 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15521 case SAMPLE_wonder:
15522 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15526 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15529 case SAMPLE_exit_open:
15530 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15533 case SAMPLE_exit_leave:
15534 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15537 case SAMPLE_dynamite:
15538 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15542 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15546 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15550 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15554 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15558 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15562 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15566 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15572 void ChangeTime(int value)
15574 int *time = (level.time == 0 ? &TimePlayed : &TimeLeft);
15578 /* EMC game engine uses value from time counter of RND game engine */
15579 level.native_em_level->lev->time = *time;
15581 DrawGameValue_Time(*time);
15584 void RaiseScore(int value)
15586 /* EMC game engine and RND game engine have separate score counters */
15587 int *score = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
15588 &level.native_em_level->lev->score : &local_player->score);
15592 DrawGameValue_Score(*score);
15596 void RaiseScore(int value)
15598 local_player->score += value;
15601 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
15603 DisplayGameControlValues();
15605 DrawGameValue_Score(local_player->score);
15609 void RaiseScoreElement(int element)
15614 case EL_BD_DIAMOND:
15615 case EL_EMERALD_YELLOW:
15616 case EL_EMERALD_RED:
15617 case EL_EMERALD_PURPLE:
15618 case EL_SP_INFOTRON:
15619 RaiseScore(level.score[SC_EMERALD]);
15622 RaiseScore(level.score[SC_DIAMOND]);
15625 RaiseScore(level.score[SC_CRYSTAL]);
15628 RaiseScore(level.score[SC_PEARL]);
15631 case EL_BD_BUTTERFLY:
15632 case EL_SP_ELECTRON:
15633 RaiseScore(level.score[SC_BUG]);
15636 case EL_BD_FIREFLY:
15637 case EL_SP_SNIKSNAK:
15638 RaiseScore(level.score[SC_SPACESHIP]);
15641 case EL_DARK_YAMYAM:
15642 RaiseScore(level.score[SC_YAMYAM]);
15645 RaiseScore(level.score[SC_ROBOT]);
15648 RaiseScore(level.score[SC_PACMAN]);
15651 RaiseScore(level.score[SC_NUT]);
15654 case EL_EM_DYNAMITE:
15655 case EL_SP_DISK_RED:
15656 case EL_DYNABOMB_INCREASE_NUMBER:
15657 case EL_DYNABOMB_INCREASE_SIZE:
15658 case EL_DYNABOMB_INCREASE_POWER:
15659 RaiseScore(level.score[SC_DYNAMITE]);
15661 case EL_SHIELD_NORMAL:
15662 case EL_SHIELD_DEADLY:
15663 RaiseScore(level.score[SC_SHIELD]);
15665 case EL_EXTRA_TIME:
15666 RaiseScore(level.extra_time_score);
15680 case EL_DC_KEY_WHITE:
15681 RaiseScore(level.score[SC_KEY]);
15684 RaiseScore(element_info[element].collect_score);
15689 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15691 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15693 #if defined(NETWORK_AVALIABLE)
15694 if (options.network)
15695 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15704 FadeSkipNextFadeIn();
15706 fading = fading_none;
15710 OpenDoor(DOOR_CLOSE_1);
15713 game_status = GAME_MODE_MAIN;
15716 DrawAndFadeInMainMenu(REDRAW_FIELD);
15724 FadeOut(REDRAW_FIELD);
15727 game_status = GAME_MODE_MAIN;
15729 DrawAndFadeInMainMenu(REDRAW_FIELD);
15733 else /* continue playing the game */
15735 if (tape.playing && tape.deactivate_display)
15736 TapeDeactivateDisplayOff(TRUE);
15738 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15740 if (tape.playing && tape.deactivate_display)
15741 TapeDeactivateDisplayOn();
15745 void RequestQuitGame(boolean ask_if_really_quit)
15747 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
15748 boolean skip_request = AllPlayersGone || quick_quit;
15750 RequestQuitGameExt(skip_request, quick_quit,
15751 "Do you really want to quit the game ?");
15755 /* ------------------------------------------------------------------------- */
15756 /* random generator functions */
15757 /* ------------------------------------------------------------------------- */
15759 unsigned int InitEngineRandom_RND(long seed)
15761 game.num_random_calls = 0;
15764 unsigned int rnd_seed = InitEngineRandom(seed);
15766 printf("::: START RND: %d\n", rnd_seed);
15771 return InitEngineRandom(seed);
15777 unsigned int RND(int max)
15781 game.num_random_calls++;
15783 return GetEngineRandom(max);
15790 /* ------------------------------------------------------------------------- */
15791 /* game engine snapshot handling functions */
15792 /* ------------------------------------------------------------------------- */
15794 #define ARGS_ADDRESS_AND_SIZEOF(x) (&(x)), (sizeof(x))
15796 struct EngineSnapshotInfo
15798 /* runtime values for custom element collect score */
15799 int collect_score[NUM_CUSTOM_ELEMENTS];
15801 /* runtime values for group element choice position */
15802 int choice_pos[NUM_GROUP_ELEMENTS];
15804 /* runtime values for belt position animations */
15805 int belt_graphic[4 * NUM_BELT_PARTS];
15806 int belt_anim_mode[4 * NUM_BELT_PARTS];
15809 struct EngineSnapshotNodeInfo
15816 static struct EngineSnapshotInfo engine_snapshot_rnd;
15817 static ListNode *engine_snapshot_list = NULL;
15818 static char *snapshot_level_identifier = NULL;
15819 static int snapshot_level_nr = -1;
15821 void FreeEngineSnapshot()
15823 while (engine_snapshot_list != NULL)
15824 deleteNodeFromList(&engine_snapshot_list, engine_snapshot_list->key,
15827 setString(&snapshot_level_identifier, NULL);
15828 snapshot_level_nr = -1;
15831 static void SaveEngineSnapshotValues_RND()
15833 static int belt_base_active_element[4] =
15835 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15836 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15837 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15838 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15842 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15844 int element = EL_CUSTOM_START + i;
15846 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15849 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15851 int element = EL_GROUP_START + i;
15853 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15856 for (i = 0; i < 4; i++)
15858 for (j = 0; j < NUM_BELT_PARTS; j++)
15860 int element = belt_base_active_element[i] + j;
15861 int graphic = el2img(element);
15862 int anim_mode = graphic_info[graphic].anim_mode;
15864 engine_snapshot_rnd.belt_graphic[i * 4 + j] = graphic;
15865 engine_snapshot_rnd.belt_anim_mode[i * 4 + j] = anim_mode;
15870 static void LoadEngineSnapshotValues_RND()
15872 unsigned long num_random_calls = game.num_random_calls;
15875 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15877 int element = EL_CUSTOM_START + i;
15879 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15882 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15884 int element = EL_GROUP_START + i;
15886 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15889 for (i = 0; i < 4; i++)
15891 for (j = 0; j < NUM_BELT_PARTS; j++)
15893 int graphic = engine_snapshot_rnd.belt_graphic[i * 4 + j];
15894 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i * 4 + j];
15896 graphic_info[graphic].anim_mode = anim_mode;
15900 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15902 InitRND(tape.random_seed);
15903 for (i = 0; i < num_random_calls; i++)
15907 if (game.num_random_calls != num_random_calls)
15909 Error(ERR_INFO, "number of random calls out of sync");
15910 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15911 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15912 Error(ERR_EXIT, "this should not happen -- please debug");
15916 static void SaveEngineSnapshotBuffer(void *buffer, int size)
15918 struct EngineSnapshotNodeInfo *bi =
15919 checked_calloc(sizeof(struct EngineSnapshotNodeInfo));
15921 bi->buffer_orig = buffer;
15922 bi->buffer_copy = checked_malloc(size);
15925 memcpy(bi->buffer_copy, buffer, size);
15927 addNodeToList(&engine_snapshot_list, NULL, bi);
15930 void SaveEngineSnapshot()
15932 FreeEngineSnapshot(); /* free previous snapshot, if needed */
15934 if (level_editor_test_game) /* do not save snapshots from editor */
15937 /* copy some special values to a structure better suited for the snapshot */
15939 SaveEngineSnapshotValues_RND();
15940 SaveEngineSnapshotValues_EM();
15942 /* save values stored in special snapshot structure */
15944 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15945 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15947 /* save further RND engine values */
15949 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(stored_player));
15950 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(game));
15951 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(tape));
15953 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZX));
15954 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZY));
15955 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitX));
15956 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitY));
15958 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15959 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15960 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15961 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15962 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15964 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15965 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15966 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15968 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15970 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
15972 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15973 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15975 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Feld));
15976 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovPos));
15977 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDir));
15978 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15979 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15980 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15981 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15982 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store));
15983 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store2));
15984 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15985 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Back));
15986 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15987 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15988 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15989 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15990 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15991 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Stop));
15992 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Pushed));
15994 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15995 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15997 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15998 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15999 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
16001 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
16002 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
16004 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
16005 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
16006 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxElement));
16007 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxAction));
16008 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxDir));
16010 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_x));
16011 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_y));
16013 /* save level identification information */
16015 setString(&snapshot_level_identifier, leveldir_current->identifier);
16016 snapshot_level_nr = level_nr;
16019 ListNode *node = engine_snapshot_list;
16022 while (node != NULL)
16024 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
16029 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
16033 static void LoadEngineSnapshotBuffer(struct EngineSnapshotNodeInfo *bi)
16035 memcpy(bi->buffer_orig, bi->buffer_copy, bi->size);
16038 void LoadEngineSnapshot()
16040 ListNode *node = engine_snapshot_list;
16042 if (engine_snapshot_list == NULL)
16045 while (node != NULL)
16047 LoadEngineSnapshotBuffer((struct EngineSnapshotNodeInfo *)node->content);
16052 /* restore special values from snapshot structure */
16054 LoadEngineSnapshotValues_RND();
16055 LoadEngineSnapshotValues_EM();
16058 boolean CheckEngineSnapshot()
16060 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
16061 snapshot_level_nr == level_nr);
16065 /* ---------- new game button stuff ---------------------------------------- */
16067 /* graphic position values for game buttons */
16068 #define GAME_BUTTON_XSIZE 30
16069 #define GAME_BUTTON_YSIZE 30
16070 #define GAME_BUTTON_XPOS 5
16071 #define GAME_BUTTON_YPOS 215
16072 #define SOUND_BUTTON_XPOS 5
16073 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
16075 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
16076 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
16077 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
16078 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
16079 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
16080 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
16088 } gamebutton_info[NUM_GAME_BUTTONS] =
16092 &game.button.stop.x, &game.button.stop.y,
16093 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
16098 &game.button.pause.x, &game.button.pause.y,
16099 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
16100 GAME_CTRL_ID_PAUSE,
16104 &game.button.play.x, &game.button.play.y,
16105 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
16110 &game.button.sound_music.x, &game.button.sound_music.y,
16111 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
16112 SOUND_CTRL_ID_MUSIC,
16113 "background music on/off"
16116 &game.button.sound_loops.x, &game.button.sound_loops.y,
16117 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
16118 SOUND_CTRL_ID_LOOPS,
16119 "sound loops on/off"
16122 &game.button.sound_simple.x,&game.button.sound_simple.y,
16123 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
16124 SOUND_CTRL_ID_SIMPLE,
16125 "normal sounds on/off"
16129 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
16134 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
16135 GAME_CTRL_ID_PAUSE,
16139 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
16144 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
16145 SOUND_CTRL_ID_MUSIC,
16146 "background music on/off"
16149 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
16150 SOUND_CTRL_ID_LOOPS,
16151 "sound loops on/off"
16154 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
16155 SOUND_CTRL_ID_SIMPLE,
16156 "normal sounds on/off"
16161 void CreateGameButtons()
16165 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16167 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
16168 struct GadgetInfo *gi;
16171 unsigned long event_mask;
16173 int gd_xoffset, gd_yoffset;
16174 int gd_x1, gd_x2, gd_y1, gd_y2;
16177 x = DX + *gamebutton_info[i].x;
16178 y = DY + *gamebutton_info[i].y;
16179 gd_xoffset = gamebutton_info[i].gd_x;
16180 gd_yoffset = gamebutton_info[i].gd_y;
16181 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
16182 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
16184 if (id == GAME_CTRL_ID_STOP ||
16185 id == GAME_CTRL_ID_PAUSE ||
16186 id == GAME_CTRL_ID_PLAY)
16188 button_type = GD_TYPE_NORMAL_BUTTON;
16190 event_mask = GD_EVENT_RELEASED;
16191 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
16192 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
16196 button_type = GD_TYPE_CHECK_BUTTON;
16198 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
16199 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
16200 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
16201 event_mask = GD_EVENT_PRESSED;
16202 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
16203 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
16206 gi = CreateGadget(GDI_CUSTOM_ID, id,
16207 GDI_INFO_TEXT, gamebutton_info[i].infotext,
16212 GDI_X, DX + gd_xoffset,
16213 GDI_Y, DY + gd_yoffset,
16215 GDI_WIDTH, GAME_BUTTON_XSIZE,
16216 GDI_HEIGHT, GAME_BUTTON_YSIZE,
16217 GDI_TYPE, button_type,
16218 GDI_STATE, GD_BUTTON_UNPRESSED,
16219 GDI_CHECKED, checked,
16220 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
16221 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
16222 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
16223 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
16224 GDI_DIRECT_DRAW, FALSE,
16225 GDI_EVENT_MASK, event_mask,
16226 GDI_CALLBACK_ACTION, HandleGameButtons,
16230 Error(ERR_EXIT, "cannot create gadget");
16232 game_gadget[id] = gi;
16236 void FreeGameButtons()
16240 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16241 FreeGadget(game_gadget[i]);
16244 static void MapGameButtons()
16248 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16249 MapGadget(game_gadget[i]);
16252 void UnmapGameButtons()
16256 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16257 UnmapGadget(game_gadget[i]);
16260 void RedrawGameButtons()
16264 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16265 RedrawGadget(game_gadget[i]);
16268 static void HandleGameButtons(struct GadgetInfo *gi)
16270 int id = gi->custom_id;
16272 if (game_status != GAME_MODE_PLAYING)
16277 case GAME_CTRL_ID_STOP:
16281 RequestQuitGame(TRUE);
16284 case GAME_CTRL_ID_PAUSE:
16285 if (options.network)
16287 #if defined(NETWORK_AVALIABLE)
16289 SendToServer_ContinuePlaying();
16291 SendToServer_PausePlaying();
16295 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16298 case GAME_CTRL_ID_PLAY:
16301 #if defined(NETWORK_AVALIABLE)
16302 if (options.network)
16303 SendToServer_ContinuePlaying();
16307 tape.pausing = FALSE;
16308 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0);
16313 case SOUND_CTRL_ID_MUSIC:
16314 if (setup.sound_music)
16316 setup.sound_music = FALSE;
16319 else if (audio.music_available)
16321 setup.sound = setup.sound_music = TRUE;
16323 SetAudioMode(setup.sound);
16329 case SOUND_CTRL_ID_LOOPS:
16330 if (setup.sound_loops)
16331 setup.sound_loops = FALSE;
16332 else if (audio.loops_available)
16334 setup.sound = setup.sound_loops = TRUE;
16335 SetAudioMode(setup.sound);
16339 case SOUND_CTRL_ID_SIMPLE:
16340 if (setup.sound_simple)
16341 setup.sound_simple = FALSE;
16342 else if (audio.sound_available)
16344 setup.sound = setup.sound_simple = TRUE;
16345 SetAudioMode(setup.sound);