1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2006 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* EXPERIMENTAL STUFF */
25 #define USE_NEW_AMOEBA_CODE FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_STUFF ( 1)
30 #define USE_NEW_SP_SLIPPERY (USE_NEW_STUFF * 1)
31 #define USE_NEW_CUSTOM_VALUE (USE_NEW_STUFF * 1)
32 #define USE_NEW_PLAYER_ANIM (USE_NEW_STUFF * 1)
33 #define USE_NEW_ALL_SLIPPERY (USE_NEW_STUFF * 1)
34 #define USE_NEW_PLAYER_SPEED (USE_NEW_STUFF * 1)
35 #define USE_NEW_DELAYED_ACTION (USE_NEW_STUFF * 1)
36 #define USE_NEW_SNAP_DELAY (USE_NEW_STUFF * 1)
37 #define USE_ONLY_ONE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1)
38 #define USE_ONE_MORE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1)
39 #define USE_FIXED_DONT_RUN_INTO (USE_NEW_STUFF * 1)
40 #define USE_NEW_SPRING_BUMPER (USE_NEW_STUFF * 1)
41 #define USE_STOP_CHANGED_ELEMENTS (USE_NEW_STUFF * 1)
42 #define USE_ELEMENT_TOUCHING_BUGFIX (USE_NEW_STUFF * 1)
43 #define USE_NEW_CONTINUOUS_SNAPPING (USE_NEW_STUFF * 1)
44 #define USE_GFX_RESET_GFX_ANIMATION (USE_NEW_STUFF * 1)
45 #define USE_BOTH_SWITCHGATE_SWITCHES (USE_NEW_STUFF * 1)
46 #define USE_PLAYER_GRAVITY (USE_NEW_STUFF * 1)
47 #define USE_FIXED_BORDER_RUNNING_GFX (USE_NEW_STUFF * 1)
48 #define USE_QUICKSAND_BD_ROCK_BUGFIX (USE_NEW_STUFF * 0)
50 #define USE_QUICKSAND_IMPACT_BUGFIX (USE_NEW_STUFF * 0)
52 #define USE_CODE_THAT_BREAKS_SNAKE_BITE (USE_NEW_STUFF * 1)
54 #define USE_UFAST_PLAYER_EXIT_BUGFIX (USE_NEW_STUFF * 1)
56 #define USE_GFX_RESET_ONLY_WHEN_MOVING (USE_NEW_STUFF * 1)
57 #define USE_GFX_RESET_PLAYER_ARTWORK (USE_NEW_STUFF * 1)
59 #define USE_FIX_KILLED_BY_NON_WALKABLE (USE_NEW_STUFF * 1)
60 #define USE_FIX_IMPACT_COLLISION (USE_NEW_STUFF * 1)
61 #define USE_FIX_CE_ACTION_WITH_PLAYER (USE_NEW_STUFF * 1)
62 #define USE_FIX_NO_ACTION_AFTER_CHANGE (USE_NEW_STUFF * 1)
64 #define USE_PLAYER_REANIMATION (USE_NEW_STUFF * 1)
66 #define USE_GFX_RESET_WHEN_NOT_MOVING (USE_NEW_STUFF * 1)
68 #define USE_NEW_PLAYER_ASSIGNMENTS (USE_NEW_STUFF * 1)
70 #define USE_DELAYED_GFX_REDRAW (USE_NEW_STUFF * 0)
72 #if USE_DELAYED_GFX_REDRAW
73 #define TEST_DrawLevelField(x, y) \
74 GfxRedraw[x][y] |= GFX_REDRAW_TILE
75 #define TEST_DrawLevelFieldCrumbled(x, y) \
76 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
77 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
78 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
79 #define TEST_DrawTwinkleOnField(x, y) \
80 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
82 #define TEST_DrawLevelField(x, y) \
84 #define TEST_DrawLevelFieldCrumbled(x, y) \
85 DrawLevelFieldCrumbled(x, y)
86 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
87 DrawLevelFieldCrumbledNeighbours(x, y)
88 #define TEST_DrawTwinkleOnField(x, y) \
89 DrawTwinkleOnField(x, y)
98 /* for MovePlayer() */
99 #define MP_NO_ACTION 0
102 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
104 /* for ScrollPlayer() */
105 #define SCROLL_INIT 0
106 #define SCROLL_GO_ON 1
108 /* for Bang()/Explode() */
109 #define EX_PHASE_START 0
110 #define EX_TYPE_NONE 0
111 #define EX_TYPE_NORMAL (1 << 0)
112 #define EX_TYPE_CENTER (1 << 1)
113 #define EX_TYPE_BORDER (1 << 2)
114 #define EX_TYPE_CROSS (1 << 3)
115 #define EX_TYPE_DYNA (1 << 4)
116 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
118 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
119 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
120 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
121 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
123 /* special positions in the game control window (relative to control window) */
124 #define XX_LEVEL1 (PANEL_XPOS(game.panel.level))
125 #define XX_LEVEL2 (PANEL_XPOS(game.panel.level) - 1)
126 #define XX_LEVEL (PANEL_XPOS(game.panel.level))
127 #define YY_LEVEL (PANEL_YPOS(game.panel.level))
128 #define XX_EMERALDS (PANEL_XPOS(game.panel.gems))
129 #define YY_EMERALDS (PANEL_YPOS(game.panel.gems))
130 #define XX_DYNAMITE (PANEL_XPOS(game.panel.inventory))
131 #define YY_DYNAMITE (PANEL_YPOS(game.panel.inventory))
132 #define XX_KEYS (PANEL_XPOS(game.panel.keys))
133 #define YY_KEYS (PANEL_YPOS(game.panel.keys))
134 #define XX_SCORE (PANEL_XPOS(game.panel.score))
135 #define YY_SCORE (PANEL_YPOS(game.panel.score))
136 #define XX_TIME1 (PANEL_XPOS(game.panel.time))
137 #define XX_TIME2 (PANEL_XPOS(game.panel.time) + 1)
138 #define XX_TIME (PANEL_XPOS(game.panel.time))
139 #define YY_TIME (PANEL_YPOS(game.panel.time))
141 /* special positions in the game control window (relative to main window) */
142 #define DX_LEVEL1 (DX + XX_LEVEL1)
143 #define DX_LEVEL2 (DX + XX_LEVEL2)
144 #define DX_LEVEL (DX + XX_LEVEL)
145 #define DY_LEVEL (DY + YY_LEVEL)
146 #define DX_EMERALDS (DX + XX_EMERALDS)
147 #define DY_EMERALDS (DY + YY_EMERALDS)
148 #define DX_DYNAMITE (DX + XX_DYNAMITE)
149 #define DY_DYNAMITE (DY + YY_DYNAMITE)
150 #define DX_KEYS (DX + XX_KEYS)
151 #define DY_KEYS (DY + YY_KEYS)
152 #define DX_SCORE (DX + XX_SCORE)
153 #define DY_SCORE (DY + YY_SCORE)
154 #define DX_TIME1 (DX + XX_TIME1)
155 #define DX_TIME2 (DX + XX_TIME2)
156 #define DX_TIME (DX + XX_TIME)
157 #define DY_TIME (DY + YY_TIME)
160 /* game panel display and control definitions */
162 #define GAME_PANEL_LEVEL_NUMBER 0
163 #define GAME_PANEL_GEMS 1
164 #define GAME_PANEL_INVENTORY_COUNT 2
165 #define GAME_PANEL_INVENTORY_FIRST_1 3
166 #define GAME_PANEL_INVENTORY_FIRST_2 4
167 #define GAME_PANEL_INVENTORY_FIRST_3 5
168 #define GAME_PANEL_INVENTORY_FIRST_4 6
169 #define GAME_PANEL_INVENTORY_FIRST_5 7
170 #define GAME_PANEL_INVENTORY_FIRST_6 8
171 #define GAME_PANEL_INVENTORY_FIRST_7 9
172 #define GAME_PANEL_INVENTORY_FIRST_8 10
173 #define GAME_PANEL_INVENTORY_LAST_1 11
174 #define GAME_PANEL_INVENTORY_LAST_2 12
175 #define GAME_PANEL_INVENTORY_LAST_3 13
176 #define GAME_PANEL_INVENTORY_LAST_4 14
177 #define GAME_PANEL_INVENTORY_LAST_5 15
178 #define GAME_PANEL_INVENTORY_LAST_6 16
179 #define GAME_PANEL_INVENTORY_LAST_7 17
180 #define GAME_PANEL_INVENTORY_LAST_8 18
181 #define GAME_PANEL_KEY_1 19
182 #define GAME_PANEL_KEY_2 20
183 #define GAME_PANEL_KEY_3 21
184 #define GAME_PANEL_KEY_4 22
185 #define GAME_PANEL_KEY_5 23
186 #define GAME_PANEL_KEY_6 24
187 #define GAME_PANEL_KEY_7 25
188 #define GAME_PANEL_KEY_8 26
189 #define GAME_PANEL_KEY_WHITE 27
190 #define GAME_PANEL_KEY_WHITE_COUNT 28
191 #define GAME_PANEL_SCORE 29
192 #define GAME_PANEL_HIGHSCORE 30
193 #define GAME_PANEL_TIME 31
194 #define GAME_PANEL_TIME_HH 32
195 #define GAME_PANEL_TIME_MM 33
196 #define GAME_PANEL_TIME_SS 34
197 #define GAME_PANEL_FRAME 35
198 #define GAME_PANEL_SHIELD_NORMAL 36
199 #define GAME_PANEL_SHIELD_NORMAL_TIME 37
200 #define GAME_PANEL_SHIELD_DEADLY 38
201 #define GAME_PANEL_SHIELD_DEADLY_TIME 39
202 #define GAME_PANEL_EXIT 40
203 #define GAME_PANEL_EMC_MAGIC_BALL 41
204 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42
205 #define GAME_PANEL_LIGHT_SWITCH 43
206 #define GAME_PANEL_LIGHT_SWITCH_TIME 44
207 #define GAME_PANEL_TIMEGATE_SWITCH 45
208 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 46
209 #define GAME_PANEL_SWITCHGATE_SWITCH 47
210 #define GAME_PANEL_EMC_LENSES 48
211 #define GAME_PANEL_EMC_LENSES_TIME 49
212 #define GAME_PANEL_EMC_MAGNIFIER 50
213 #define GAME_PANEL_EMC_MAGNIFIER_TIME 51
214 #define GAME_PANEL_BALLOON_SWITCH 52
215 #define GAME_PANEL_DYNABOMB_NUMBER 53
216 #define GAME_PANEL_DYNABOMB_SIZE 54
217 #define GAME_PANEL_DYNABOMB_POWER 55
218 #define GAME_PANEL_PENGUINS 56
219 #define GAME_PANEL_SOKOBAN_OBJECTS 57
220 #define GAME_PANEL_SOKOBAN_FIELDS 58
221 #define GAME_PANEL_ROBOT_WHEEL 59
222 #define GAME_PANEL_CONVEYOR_BELT_1 60
223 #define GAME_PANEL_CONVEYOR_BELT_2 61
224 #define GAME_PANEL_CONVEYOR_BELT_3 62
225 #define GAME_PANEL_CONVEYOR_BELT_4 63
226 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64
227 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65
228 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66
229 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67
230 #define GAME_PANEL_MAGIC_WALL 68
231 #define GAME_PANEL_MAGIC_WALL_TIME 69
232 #define GAME_PANEL_GRAVITY_STATE 70
233 #define GAME_PANEL_GRAPHIC_1 71
234 #define GAME_PANEL_GRAPHIC_2 72
235 #define GAME_PANEL_GRAPHIC_3 73
236 #define GAME_PANEL_GRAPHIC_4 74
237 #define GAME_PANEL_GRAPHIC_5 75
238 #define GAME_PANEL_GRAPHIC_6 76
239 #define GAME_PANEL_GRAPHIC_7 77
240 #define GAME_PANEL_GRAPHIC_8 78
241 #define GAME_PANEL_ELEMENT_1 79
242 #define GAME_PANEL_ELEMENT_2 80
243 #define GAME_PANEL_ELEMENT_3 81
244 #define GAME_PANEL_ELEMENT_4 82
245 #define GAME_PANEL_ELEMENT_5 83
246 #define GAME_PANEL_ELEMENT_6 84
247 #define GAME_PANEL_ELEMENT_7 85
248 #define GAME_PANEL_ELEMENT_8 86
249 #define GAME_PANEL_ELEMENT_COUNT_1 87
250 #define GAME_PANEL_ELEMENT_COUNT_2 88
251 #define GAME_PANEL_ELEMENT_COUNT_3 89
252 #define GAME_PANEL_ELEMENT_COUNT_4 90
253 #define GAME_PANEL_ELEMENT_COUNT_5 91
254 #define GAME_PANEL_ELEMENT_COUNT_6 92
255 #define GAME_PANEL_ELEMENT_COUNT_7 93
256 #define GAME_PANEL_ELEMENT_COUNT_8 94
257 #define GAME_PANEL_CE_SCORE_1 95
258 #define GAME_PANEL_CE_SCORE_2 96
259 #define GAME_PANEL_CE_SCORE_3 97
260 #define GAME_PANEL_CE_SCORE_4 98
261 #define GAME_PANEL_CE_SCORE_5 99
262 #define GAME_PANEL_CE_SCORE_6 100
263 #define GAME_PANEL_CE_SCORE_7 101
264 #define GAME_PANEL_CE_SCORE_8 102
265 #define GAME_PANEL_CE_SCORE_1_ELEMENT 103
266 #define GAME_PANEL_CE_SCORE_2_ELEMENT 104
267 #define GAME_PANEL_CE_SCORE_3_ELEMENT 105
268 #define GAME_PANEL_CE_SCORE_4_ELEMENT 106
269 #define GAME_PANEL_CE_SCORE_5_ELEMENT 107
270 #define GAME_PANEL_CE_SCORE_6_ELEMENT 108
271 #define GAME_PANEL_CE_SCORE_7_ELEMENT 109
272 #define GAME_PANEL_CE_SCORE_8_ELEMENT 110
273 #define GAME_PANEL_PLAYER_NAME 111
274 #define GAME_PANEL_LEVEL_NAME 112
275 #define GAME_PANEL_LEVEL_AUTHOR 113
277 #define NUM_GAME_PANEL_CONTROLS 114
279 struct GamePanelOrderInfo
285 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
287 struct GamePanelControlInfo
291 struct TextPosInfo *pos;
294 int value, last_value;
295 int frame, last_frame;
300 static struct GamePanelControlInfo game_panel_controls[] =
303 GAME_PANEL_LEVEL_NUMBER,
304 &game.panel.level_number,
313 GAME_PANEL_INVENTORY_COUNT,
314 &game.panel.inventory_count,
318 GAME_PANEL_INVENTORY_FIRST_1,
319 &game.panel.inventory_first[0],
323 GAME_PANEL_INVENTORY_FIRST_2,
324 &game.panel.inventory_first[1],
328 GAME_PANEL_INVENTORY_FIRST_3,
329 &game.panel.inventory_first[2],
333 GAME_PANEL_INVENTORY_FIRST_4,
334 &game.panel.inventory_first[3],
338 GAME_PANEL_INVENTORY_FIRST_5,
339 &game.panel.inventory_first[4],
343 GAME_PANEL_INVENTORY_FIRST_6,
344 &game.panel.inventory_first[5],
348 GAME_PANEL_INVENTORY_FIRST_7,
349 &game.panel.inventory_first[6],
353 GAME_PANEL_INVENTORY_FIRST_8,
354 &game.panel.inventory_first[7],
358 GAME_PANEL_INVENTORY_LAST_1,
359 &game.panel.inventory_last[0],
363 GAME_PANEL_INVENTORY_LAST_2,
364 &game.panel.inventory_last[1],
368 GAME_PANEL_INVENTORY_LAST_3,
369 &game.panel.inventory_last[2],
373 GAME_PANEL_INVENTORY_LAST_4,
374 &game.panel.inventory_last[3],
378 GAME_PANEL_INVENTORY_LAST_5,
379 &game.panel.inventory_last[4],
383 GAME_PANEL_INVENTORY_LAST_6,
384 &game.panel.inventory_last[5],
388 GAME_PANEL_INVENTORY_LAST_7,
389 &game.panel.inventory_last[6],
393 GAME_PANEL_INVENTORY_LAST_8,
394 &game.panel.inventory_last[7],
438 GAME_PANEL_KEY_WHITE,
439 &game.panel.key_white,
443 GAME_PANEL_KEY_WHITE_COUNT,
444 &game.panel.key_white_count,
453 GAME_PANEL_HIGHSCORE,
454 &game.panel.highscore,
483 GAME_PANEL_SHIELD_NORMAL,
484 &game.panel.shield_normal,
488 GAME_PANEL_SHIELD_NORMAL_TIME,
489 &game.panel.shield_normal_time,
493 GAME_PANEL_SHIELD_DEADLY,
494 &game.panel.shield_deadly,
498 GAME_PANEL_SHIELD_DEADLY_TIME,
499 &game.panel.shield_deadly_time,
508 GAME_PANEL_EMC_MAGIC_BALL,
509 &game.panel.emc_magic_ball,
513 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
514 &game.panel.emc_magic_ball_switch,
518 GAME_PANEL_LIGHT_SWITCH,
519 &game.panel.light_switch,
523 GAME_PANEL_LIGHT_SWITCH_TIME,
524 &game.panel.light_switch_time,
528 GAME_PANEL_TIMEGATE_SWITCH,
529 &game.panel.timegate_switch,
533 GAME_PANEL_TIMEGATE_SWITCH_TIME,
534 &game.panel.timegate_switch_time,
538 GAME_PANEL_SWITCHGATE_SWITCH,
539 &game.panel.switchgate_switch,
543 GAME_PANEL_EMC_LENSES,
544 &game.panel.emc_lenses,
548 GAME_PANEL_EMC_LENSES_TIME,
549 &game.panel.emc_lenses_time,
553 GAME_PANEL_EMC_MAGNIFIER,
554 &game.panel.emc_magnifier,
558 GAME_PANEL_EMC_MAGNIFIER_TIME,
559 &game.panel.emc_magnifier_time,
563 GAME_PANEL_BALLOON_SWITCH,
564 &game.panel.balloon_switch,
568 GAME_PANEL_DYNABOMB_NUMBER,
569 &game.panel.dynabomb_number,
573 GAME_PANEL_DYNABOMB_SIZE,
574 &game.panel.dynabomb_size,
578 GAME_PANEL_DYNABOMB_POWER,
579 &game.panel.dynabomb_power,
584 &game.panel.penguins,
588 GAME_PANEL_SOKOBAN_OBJECTS,
589 &game.panel.sokoban_objects,
593 GAME_PANEL_SOKOBAN_FIELDS,
594 &game.panel.sokoban_fields,
598 GAME_PANEL_ROBOT_WHEEL,
599 &game.panel.robot_wheel,
603 GAME_PANEL_CONVEYOR_BELT_1,
604 &game.panel.conveyor_belt[0],
608 GAME_PANEL_CONVEYOR_BELT_2,
609 &game.panel.conveyor_belt[1],
613 GAME_PANEL_CONVEYOR_BELT_3,
614 &game.panel.conveyor_belt[2],
618 GAME_PANEL_CONVEYOR_BELT_4,
619 &game.panel.conveyor_belt[3],
623 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
624 &game.panel.conveyor_belt_switch[0],
628 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
629 &game.panel.conveyor_belt_switch[1],
633 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
634 &game.panel.conveyor_belt_switch[2],
638 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
639 &game.panel.conveyor_belt_switch[3],
643 GAME_PANEL_MAGIC_WALL,
644 &game.panel.magic_wall,
648 GAME_PANEL_MAGIC_WALL_TIME,
649 &game.panel.magic_wall_time,
653 GAME_PANEL_GRAVITY_STATE,
654 &game.panel.gravity_state,
658 GAME_PANEL_GRAPHIC_1,
659 &game.panel.graphic[0],
663 GAME_PANEL_GRAPHIC_2,
664 &game.panel.graphic[1],
668 GAME_PANEL_GRAPHIC_3,
669 &game.panel.graphic[2],
673 GAME_PANEL_GRAPHIC_4,
674 &game.panel.graphic[3],
678 GAME_PANEL_GRAPHIC_5,
679 &game.panel.graphic[4],
683 GAME_PANEL_GRAPHIC_6,
684 &game.panel.graphic[5],
688 GAME_PANEL_GRAPHIC_7,
689 &game.panel.graphic[6],
693 GAME_PANEL_GRAPHIC_8,
694 &game.panel.graphic[7],
698 GAME_PANEL_ELEMENT_1,
699 &game.panel.element[0],
703 GAME_PANEL_ELEMENT_2,
704 &game.panel.element[1],
708 GAME_PANEL_ELEMENT_3,
709 &game.panel.element[2],
713 GAME_PANEL_ELEMENT_4,
714 &game.panel.element[3],
718 GAME_PANEL_ELEMENT_5,
719 &game.panel.element[4],
723 GAME_PANEL_ELEMENT_6,
724 &game.panel.element[5],
728 GAME_PANEL_ELEMENT_7,
729 &game.panel.element[6],
733 GAME_PANEL_ELEMENT_8,
734 &game.panel.element[7],
738 GAME_PANEL_ELEMENT_COUNT_1,
739 &game.panel.element_count[0],
743 GAME_PANEL_ELEMENT_COUNT_2,
744 &game.panel.element_count[1],
748 GAME_PANEL_ELEMENT_COUNT_3,
749 &game.panel.element_count[2],
753 GAME_PANEL_ELEMENT_COUNT_4,
754 &game.panel.element_count[3],
758 GAME_PANEL_ELEMENT_COUNT_5,
759 &game.panel.element_count[4],
763 GAME_PANEL_ELEMENT_COUNT_6,
764 &game.panel.element_count[5],
768 GAME_PANEL_ELEMENT_COUNT_7,
769 &game.panel.element_count[6],
773 GAME_PANEL_ELEMENT_COUNT_8,
774 &game.panel.element_count[7],
778 GAME_PANEL_CE_SCORE_1,
779 &game.panel.ce_score[0],
783 GAME_PANEL_CE_SCORE_2,
784 &game.panel.ce_score[1],
788 GAME_PANEL_CE_SCORE_3,
789 &game.panel.ce_score[2],
793 GAME_PANEL_CE_SCORE_4,
794 &game.panel.ce_score[3],
798 GAME_PANEL_CE_SCORE_5,
799 &game.panel.ce_score[4],
803 GAME_PANEL_CE_SCORE_6,
804 &game.panel.ce_score[5],
808 GAME_PANEL_CE_SCORE_7,
809 &game.panel.ce_score[6],
813 GAME_PANEL_CE_SCORE_8,
814 &game.panel.ce_score[7],
818 GAME_PANEL_CE_SCORE_1_ELEMENT,
819 &game.panel.ce_score_element[0],
823 GAME_PANEL_CE_SCORE_2_ELEMENT,
824 &game.panel.ce_score_element[1],
828 GAME_PANEL_CE_SCORE_3_ELEMENT,
829 &game.panel.ce_score_element[2],
833 GAME_PANEL_CE_SCORE_4_ELEMENT,
834 &game.panel.ce_score_element[3],
838 GAME_PANEL_CE_SCORE_5_ELEMENT,
839 &game.panel.ce_score_element[4],
843 GAME_PANEL_CE_SCORE_6_ELEMENT,
844 &game.panel.ce_score_element[5],
848 GAME_PANEL_CE_SCORE_7_ELEMENT,
849 &game.panel.ce_score_element[6],
853 GAME_PANEL_CE_SCORE_8_ELEMENT,
854 &game.panel.ce_score_element[7],
858 GAME_PANEL_PLAYER_NAME,
859 &game.panel.player_name,
863 GAME_PANEL_LEVEL_NAME,
864 &game.panel.level_name,
868 GAME_PANEL_LEVEL_AUTHOR,
869 &game.panel.level_author,
882 /* values for delayed check of falling and moving elements and for collision */
883 #define CHECK_DELAY_MOVING 3
884 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
885 #define CHECK_DELAY_COLLISION 2
886 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
888 /* values for initial player move delay (initial delay counter value) */
889 #define INITIAL_MOVE_DELAY_OFF -1
890 #define INITIAL_MOVE_DELAY_ON 0
892 /* values for player movement speed (which is in fact a delay value) */
893 #define MOVE_DELAY_MIN_SPEED 32
894 #define MOVE_DELAY_NORMAL_SPEED 8
895 #define MOVE_DELAY_HIGH_SPEED 4
896 #define MOVE_DELAY_MAX_SPEED 1
898 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
899 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
901 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
902 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
904 /* values for other actions */
905 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
906 #define MOVE_STEPSIZE_MIN (1)
907 #define MOVE_STEPSIZE_MAX (TILEX)
909 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
910 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
912 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
914 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
915 RND(element_info[e].push_delay_random))
916 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
917 RND(element_info[e].drop_delay_random))
918 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
919 RND(element_info[e].move_delay_random))
920 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
921 (element_info[e].move_delay_random))
922 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
923 RND(element_info[e].ce_value_random_initial))
924 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
925 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
926 RND((c)->delay_random * (c)->delay_frames))
927 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
928 RND((c)->delay_random))
931 #define GET_VALID_RUNTIME_ELEMENT(e) \
932 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
934 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
935 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
936 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
937 (be) + (e) - EL_SELF)
939 #define GET_PLAYER_FROM_BITS(p) \
940 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
942 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
943 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
944 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
945 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
946 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
947 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
948 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
949 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
950 RESOLVED_REFERENCE_ELEMENT(be, e) : \
953 #define CAN_GROW_INTO(e) \
954 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
956 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
957 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
960 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
961 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
962 (CAN_MOVE_INTO_ACID(e) && \
963 Feld[x][y] == EL_ACID) || \
966 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
967 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
968 (CAN_MOVE_INTO_ACID(e) && \
969 Feld[x][y] == EL_ACID) || \
972 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
973 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
975 (CAN_MOVE_INTO_ACID(e) && \
976 Feld[x][y] == EL_ACID) || \
977 (DONT_COLLIDE_WITH(e) && \
979 !PLAYER_ENEMY_PROTECTED(x, y))))
981 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
982 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
984 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
985 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
987 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
988 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
990 #define ANDROID_CAN_CLONE_FIELD(x, y) \
991 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
992 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
994 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
995 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
997 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
998 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
1000 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
1001 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
1003 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
1004 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
1006 #define PIG_CAN_ENTER_FIELD(e, x, y) \
1007 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
1009 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
1010 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
1011 Feld[x][y] == EL_EM_EXIT_OPEN || \
1012 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
1013 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
1014 IS_FOOD_PENGUIN(Feld[x][y])))
1015 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
1016 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
1018 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
1019 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
1021 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
1022 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
1024 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
1025 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
1026 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
1028 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
1030 #define CE_ENTER_FIELD_COND(e, x, y) \
1031 (!IS_PLAYER(x, y) && \
1032 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
1034 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
1035 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
1037 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
1038 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1040 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1041 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1042 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1043 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1045 /* game button identifiers */
1046 #define GAME_CTRL_ID_STOP 0
1047 #define GAME_CTRL_ID_PAUSE 1
1048 #define GAME_CTRL_ID_PLAY 2
1049 #define SOUND_CTRL_ID_MUSIC 3
1050 #define SOUND_CTRL_ID_LOOPS 4
1051 #define SOUND_CTRL_ID_SIMPLE 5
1053 #define NUM_GAME_BUTTONS 6
1056 /* forward declaration for internal use */
1058 static void CreateField(int, int, int);
1060 static void ResetGfxAnimation(int, int);
1062 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1063 static void AdvanceFrameAndPlayerCounters(int);
1065 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1066 static boolean MovePlayer(struct PlayerInfo *, int, int);
1067 static void ScrollPlayer(struct PlayerInfo *, int);
1068 static void ScrollScreen(struct PlayerInfo *, int);
1070 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1071 static boolean DigFieldByCE(int, int, int);
1072 static boolean SnapField(struct PlayerInfo *, int, int);
1073 static boolean DropElement(struct PlayerInfo *);
1075 static void InitBeltMovement(void);
1076 static void CloseAllOpenTimegates(void);
1077 static void CheckGravityMovement(struct PlayerInfo *);
1078 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1079 static void KillPlayerUnlessEnemyProtected(int, int);
1080 static void KillPlayerUnlessExplosionProtected(int, int);
1082 static void TestIfPlayerTouchesCustomElement(int, int);
1083 static void TestIfElementTouchesCustomElement(int, int);
1084 static void TestIfElementHitsCustomElement(int, int, int);
1086 static void TestIfElementSmashesCustomElement(int, int, int);
1089 static void HandleElementChange(int, int, int);
1090 static void ExecuteCustomElementAction(int, int, int, int);
1091 static boolean ChangeElement(int, int, int, int);
1093 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1094 #define CheckTriggeredElementChange(x, y, e, ev) \
1095 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1096 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1097 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1098 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1099 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1100 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1101 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1103 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1104 #define CheckElementChange(x, y, e, te, ev) \
1105 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1106 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1107 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1108 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1109 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1111 static void PlayLevelSound(int, int, int);
1112 static void PlayLevelSoundNearest(int, int, int);
1113 static void PlayLevelSoundAction(int, int, int);
1114 static void PlayLevelSoundElementAction(int, int, int, int);
1115 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1116 static void PlayLevelSoundActionIfLoop(int, int, int);
1117 static void StopLevelSoundActionIfLoop(int, int, int);
1118 static void PlayLevelMusic();
1120 static void MapGameButtons();
1121 static void HandleGameButtons(struct GadgetInfo *);
1123 int AmoebeNachbarNr(int, int);
1124 void AmoebeUmwandeln(int, int);
1125 void ContinueMoving(int, int);
1126 void Bang(int, int);
1127 void InitMovDir(int, int);
1128 void InitAmoebaNr(int, int);
1129 int NewHiScore(void);
1131 void TestIfGoodThingHitsBadThing(int, int, int);
1132 void TestIfBadThingHitsGoodThing(int, int, int);
1133 void TestIfPlayerTouchesBadThing(int, int);
1134 void TestIfPlayerRunsIntoBadThing(int, int, int);
1135 void TestIfBadThingTouchesPlayer(int, int);
1136 void TestIfBadThingRunsIntoPlayer(int, int, int);
1137 void TestIfFriendTouchesBadThing(int, int);
1138 void TestIfBadThingTouchesFriend(int, int);
1139 void TestIfBadThingTouchesOtherBadThing(int, int);
1140 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1142 void KillPlayer(struct PlayerInfo *);
1143 void BuryPlayer(struct PlayerInfo *);
1144 void RemovePlayer(struct PlayerInfo *);
1146 static int getInvisibleActiveFromInvisibleElement(int);
1147 static int getInvisibleFromInvisibleActiveElement(int);
1149 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1151 /* for detection of endless loops, caused by custom element programming */
1152 /* (using maximal playfield width x 10 is just a rough approximation) */
1153 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1155 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1157 if (recursion_loop_detected) \
1160 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1162 recursion_loop_detected = TRUE; \
1163 recursion_loop_element = (e); \
1166 recursion_loop_depth++; \
1169 #define RECURSION_LOOP_DETECTION_END() \
1171 recursion_loop_depth--; \
1174 static int recursion_loop_depth;
1175 static boolean recursion_loop_detected;
1176 static boolean recursion_loop_element;
1178 static int map_player_action[MAX_PLAYERS];
1181 /* ------------------------------------------------------------------------- */
1182 /* definition of elements that automatically change to other elements after */
1183 /* a specified time, eventually calling a function when changing */
1184 /* ------------------------------------------------------------------------- */
1186 /* forward declaration for changer functions */
1187 static void InitBuggyBase(int, int);
1188 static void WarnBuggyBase(int, int);
1190 static void InitTrap(int, int);
1191 static void ActivateTrap(int, int);
1192 static void ChangeActiveTrap(int, int);
1194 static void InitRobotWheel(int, int);
1195 static void RunRobotWheel(int, int);
1196 static void StopRobotWheel(int, int);
1198 static void InitTimegateWheel(int, int);
1199 static void RunTimegateWheel(int, int);
1201 static void InitMagicBallDelay(int, int);
1202 static void ActivateMagicBall(int, int);
1204 struct ChangingElementInfo
1209 void (*pre_change_function)(int x, int y);
1210 void (*change_function)(int x, int y);
1211 void (*post_change_function)(int x, int y);
1214 static struct ChangingElementInfo change_delay_list[] =
1249 EL_STEEL_EXIT_OPENING,
1257 EL_STEEL_EXIT_CLOSING,
1258 EL_STEEL_EXIT_CLOSED,
1285 EL_EM_STEEL_EXIT_OPENING,
1286 EL_EM_STEEL_EXIT_OPEN,
1293 EL_EM_STEEL_EXIT_CLOSING,
1297 EL_EM_STEEL_EXIT_CLOSED,
1321 EL_SWITCHGATE_OPENING,
1329 EL_SWITCHGATE_CLOSING,
1330 EL_SWITCHGATE_CLOSED,
1337 EL_TIMEGATE_OPENING,
1345 EL_TIMEGATE_CLOSING,
1354 EL_ACID_SPLASH_LEFT,
1362 EL_ACID_SPLASH_RIGHT,
1371 EL_SP_BUGGY_BASE_ACTIVATING,
1378 EL_SP_BUGGY_BASE_ACTIVATING,
1379 EL_SP_BUGGY_BASE_ACTIVE,
1386 EL_SP_BUGGY_BASE_ACTIVE,
1410 EL_ROBOT_WHEEL_ACTIVE,
1418 EL_TIMEGATE_SWITCH_ACTIVE,
1426 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1427 EL_DC_TIMEGATE_SWITCH,
1434 EL_EMC_MAGIC_BALL_ACTIVE,
1435 EL_EMC_MAGIC_BALL_ACTIVE,
1442 EL_EMC_SPRING_BUMPER_ACTIVE,
1443 EL_EMC_SPRING_BUMPER,
1450 EL_DIAGONAL_SHRINKING,
1458 EL_DIAGONAL_GROWING,
1479 int push_delay_fixed, push_delay_random;
1483 { EL_SPRING, 0, 0 },
1484 { EL_BALLOON, 0, 0 },
1486 { EL_SOKOBAN_OBJECT, 2, 0 },
1487 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1488 { EL_SATELLITE, 2, 0 },
1489 { EL_SP_DISK_YELLOW, 2, 0 },
1491 { EL_UNDEFINED, 0, 0 },
1499 move_stepsize_list[] =
1501 { EL_AMOEBA_DROP, 2 },
1502 { EL_AMOEBA_DROPPING, 2 },
1503 { EL_QUICKSAND_FILLING, 1 },
1504 { EL_QUICKSAND_EMPTYING, 1 },
1505 { EL_QUICKSAND_FAST_FILLING, 2 },
1506 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1507 { EL_MAGIC_WALL_FILLING, 2 },
1508 { EL_MAGIC_WALL_EMPTYING, 2 },
1509 { EL_BD_MAGIC_WALL_FILLING, 2 },
1510 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1511 { EL_DC_MAGIC_WALL_FILLING, 2 },
1512 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1514 { EL_UNDEFINED, 0 },
1522 collect_count_list[] =
1525 { EL_BD_DIAMOND, 1 },
1526 { EL_EMERALD_YELLOW, 1 },
1527 { EL_EMERALD_RED, 1 },
1528 { EL_EMERALD_PURPLE, 1 },
1530 { EL_SP_INFOTRON, 1 },
1534 { EL_UNDEFINED, 0 },
1542 access_direction_list[] =
1544 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1545 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1546 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1547 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1548 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1549 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1550 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1551 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1552 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1553 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1554 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1556 { EL_SP_PORT_LEFT, MV_RIGHT },
1557 { EL_SP_PORT_RIGHT, MV_LEFT },
1558 { EL_SP_PORT_UP, MV_DOWN },
1559 { EL_SP_PORT_DOWN, MV_UP },
1560 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1561 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1562 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1563 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1564 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1565 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1566 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1567 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1568 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1569 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1570 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1571 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1572 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1573 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1574 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1576 { EL_UNDEFINED, MV_NONE }
1579 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1581 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1582 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1583 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1584 IS_JUST_CHANGING(x, y))
1586 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1588 /* static variables for playfield scan mode (scanning forward or backward) */
1589 static int playfield_scan_start_x = 0;
1590 static int playfield_scan_start_y = 0;
1591 static int playfield_scan_delta_x = 1;
1592 static int playfield_scan_delta_y = 1;
1594 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1595 (y) >= 0 && (y) <= lev_fieldy - 1; \
1596 (y) += playfield_scan_delta_y) \
1597 for ((x) = playfield_scan_start_x; \
1598 (x) >= 0 && (x) <= lev_fieldx - 1; \
1599 (x) += playfield_scan_delta_x)
1602 void DEBUG_SetMaximumDynamite()
1606 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1607 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1608 local_player->inventory_element[local_player->inventory_size++] =
1613 static void InitPlayfieldScanModeVars()
1615 if (game.use_reverse_scan_direction)
1617 playfield_scan_start_x = lev_fieldx - 1;
1618 playfield_scan_start_y = lev_fieldy - 1;
1620 playfield_scan_delta_x = -1;
1621 playfield_scan_delta_y = -1;
1625 playfield_scan_start_x = 0;
1626 playfield_scan_start_y = 0;
1628 playfield_scan_delta_x = 1;
1629 playfield_scan_delta_y = 1;
1633 static void InitPlayfieldScanMode(int mode)
1635 game.use_reverse_scan_direction =
1636 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1638 InitPlayfieldScanModeVars();
1641 static int get_move_delay_from_stepsize(int move_stepsize)
1644 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1646 /* make sure that stepsize value is always a power of 2 */
1647 move_stepsize = (1 << log_2(move_stepsize));
1649 return TILEX / move_stepsize;
1652 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1655 int player_nr = player->index_nr;
1656 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1657 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1659 /* do no immediately change move delay -- the player might just be moving */
1660 player->move_delay_value_next = move_delay;
1662 /* information if player can move must be set separately */
1663 player->cannot_move = cannot_move;
1667 player->move_delay = game.initial_move_delay[player_nr];
1668 player->move_delay_value = game.initial_move_delay_value[player_nr];
1670 player->move_delay_value_next = -1;
1672 player->move_delay_reset_counter = 0;
1676 void GetPlayerConfig()
1678 GameFrameDelay = setup.game_frame_delay;
1680 if (!audio.sound_available)
1681 setup.sound_simple = FALSE;
1683 if (!audio.loops_available)
1684 setup.sound_loops = FALSE;
1686 if (!audio.music_available)
1687 setup.sound_music = FALSE;
1689 if (!video.fullscreen_available)
1690 setup.fullscreen = FALSE;
1692 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1694 SetAudioMode(setup.sound);
1698 int GetElementFromGroupElement(int element)
1700 if (IS_GROUP_ELEMENT(element))
1702 struct ElementGroupInfo *group = element_info[element].group;
1703 int last_anim_random_frame = gfx.anim_random_frame;
1706 if (group->choice_mode == ANIM_RANDOM)
1707 gfx.anim_random_frame = RND(group->num_elements_resolved);
1709 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1710 group->choice_mode, 0,
1713 if (group->choice_mode == ANIM_RANDOM)
1714 gfx.anim_random_frame = last_anim_random_frame;
1716 group->choice_pos++;
1718 element = group->element_resolved[element_pos];
1724 static void InitPlayerField(int x, int y, int element, boolean init_game)
1726 if (element == EL_SP_MURPHY)
1730 if (stored_player[0].present)
1732 Feld[x][y] = EL_SP_MURPHY_CLONE;
1738 stored_player[0].initial_element = element;
1739 stored_player[0].use_murphy = TRUE;
1741 if (!level.use_artwork_element[0])
1742 stored_player[0].artwork_element = EL_SP_MURPHY;
1745 Feld[x][y] = EL_PLAYER_1;
1751 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1752 int jx = player->jx, jy = player->jy;
1754 player->present = TRUE;
1756 player->block_last_field = (element == EL_SP_MURPHY ?
1757 level.sp_block_last_field :
1758 level.block_last_field);
1760 /* ---------- initialize player's last field block delay --------------- */
1762 /* always start with reliable default value (no adjustment needed) */
1763 player->block_delay_adjustment = 0;
1765 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1766 if (player->block_last_field && element == EL_SP_MURPHY)
1767 player->block_delay_adjustment = 1;
1769 /* special case 2: in game engines before 3.1.1, blocking was different */
1770 if (game.use_block_last_field_bug)
1771 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1773 if (!options.network || player->connected)
1775 player->active = TRUE;
1777 /* remove potentially duplicate players */
1778 if (StorePlayer[jx][jy] == Feld[x][y])
1779 StorePlayer[jx][jy] = 0;
1781 StorePlayer[x][y] = Feld[x][y];
1785 printf("Player %d activated.\n", player->element_nr);
1786 printf("[Local player is %d and currently %s.]\n",
1787 local_player->element_nr,
1788 local_player->active ? "active" : "not active");
1792 Feld[x][y] = EL_EMPTY;
1794 player->jx = player->last_jx = x;
1795 player->jy = player->last_jy = y;
1798 #if USE_PLAYER_REANIMATION
1801 int player_nr = GET_PLAYER_NR(element);
1802 struct PlayerInfo *player = &stored_player[player_nr];
1804 if (player->active && player->killed)
1805 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1810 static void InitField(int x, int y, boolean init_game)
1812 int element = Feld[x][y];
1821 InitPlayerField(x, y, element, init_game);
1824 case EL_SOKOBAN_FIELD_PLAYER:
1825 element = Feld[x][y] = EL_PLAYER_1;
1826 InitField(x, y, init_game);
1828 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1829 InitField(x, y, init_game);
1832 case EL_SOKOBAN_FIELD_EMPTY:
1833 local_player->sokobanfields_still_needed++;
1837 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1838 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1839 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1840 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1841 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1842 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1843 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1844 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1845 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1846 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1855 case EL_SPACESHIP_RIGHT:
1856 case EL_SPACESHIP_UP:
1857 case EL_SPACESHIP_LEFT:
1858 case EL_SPACESHIP_DOWN:
1859 case EL_BD_BUTTERFLY:
1860 case EL_BD_BUTTERFLY_RIGHT:
1861 case EL_BD_BUTTERFLY_UP:
1862 case EL_BD_BUTTERFLY_LEFT:
1863 case EL_BD_BUTTERFLY_DOWN:
1865 case EL_BD_FIREFLY_RIGHT:
1866 case EL_BD_FIREFLY_UP:
1867 case EL_BD_FIREFLY_LEFT:
1868 case EL_BD_FIREFLY_DOWN:
1869 case EL_PACMAN_RIGHT:
1871 case EL_PACMAN_LEFT:
1872 case EL_PACMAN_DOWN:
1874 case EL_YAMYAM_LEFT:
1875 case EL_YAMYAM_RIGHT:
1877 case EL_YAMYAM_DOWN:
1878 case EL_DARK_YAMYAM:
1881 case EL_SP_SNIKSNAK:
1882 case EL_SP_ELECTRON:
1891 case EL_AMOEBA_FULL:
1896 case EL_AMOEBA_DROP:
1897 if (y == lev_fieldy - 1)
1899 Feld[x][y] = EL_AMOEBA_GROWING;
1900 Store[x][y] = EL_AMOEBA_WET;
1904 case EL_DYNAMITE_ACTIVE:
1905 case EL_SP_DISK_RED_ACTIVE:
1906 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1907 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1908 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1909 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1910 MovDelay[x][y] = 96;
1913 case EL_EM_DYNAMITE_ACTIVE:
1914 MovDelay[x][y] = 32;
1918 local_player->lights_still_needed++;
1922 local_player->friends_still_needed++;
1927 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1930 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1931 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1932 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1933 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1934 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1935 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1936 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1937 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1938 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1939 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1940 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1941 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1944 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1945 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1946 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1948 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1950 game.belt_dir[belt_nr] = belt_dir;
1951 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1953 else /* more than one switch -- set it like the first switch */
1955 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1960 #if !USE_BOTH_SWITCHGATE_SWITCHES
1961 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
1963 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
1966 case EL_DC_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
1968 Feld[x][y] = EL_DC_SWITCHGATE_SWITCH_UP;
1972 case EL_LIGHT_SWITCH_ACTIVE:
1974 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1977 case EL_INVISIBLE_STEELWALL:
1978 case EL_INVISIBLE_WALL:
1979 case EL_INVISIBLE_SAND:
1980 if (game.light_time_left > 0 ||
1981 game.lenses_time_left > 0)
1982 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1985 case EL_EMC_MAGIC_BALL:
1986 if (game.ball_state)
1987 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1990 case EL_EMC_MAGIC_BALL_SWITCH:
1991 if (game.ball_state)
1992 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1995 case EL_TRIGGER_PLAYER:
1996 case EL_TRIGGER_ELEMENT:
1997 case EL_TRIGGER_CE_VALUE:
1998 case EL_TRIGGER_CE_SCORE:
2000 case EL_ANY_ELEMENT:
2001 case EL_CURRENT_CE_VALUE:
2002 case EL_CURRENT_CE_SCORE:
2019 /* reference elements should not be used on the playfield */
2020 Feld[x][y] = EL_EMPTY;
2024 if (IS_CUSTOM_ELEMENT(element))
2026 if (CAN_MOVE(element))
2029 #if USE_NEW_CUSTOM_VALUE
2030 if (!element_info[element].use_last_ce_value || init_game)
2031 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
2034 else if (IS_GROUP_ELEMENT(element))
2036 Feld[x][y] = GetElementFromGroupElement(element);
2038 InitField(x, y, init_game);
2045 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2048 static inline void InitField_WithBug1(int x, int y, boolean init_game)
2050 InitField(x, y, init_game);
2052 /* not needed to call InitMovDir() -- already done by InitField()! */
2053 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2054 CAN_MOVE(Feld[x][y]))
2058 static inline void InitField_WithBug2(int x, int y, boolean init_game)
2060 int old_element = Feld[x][y];
2062 InitField(x, y, init_game);
2064 /* not needed to call InitMovDir() -- already done by InitField()! */
2065 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2066 CAN_MOVE(old_element) &&
2067 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2070 /* this case is in fact a combination of not less than three bugs:
2071 first, it calls InitMovDir() for elements that can move, although this is
2072 already done by InitField(); then, it checks the element that was at this
2073 field _before_ the call to InitField() (which can change it); lastly, it
2074 was not called for "mole with direction" elements, which were treated as
2075 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2081 static int get_key_element_from_nr(int key_nr)
2083 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2084 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2085 EL_EM_KEY_1 : EL_KEY_1);
2087 return key_base_element + key_nr;
2090 static int get_next_dropped_element(struct PlayerInfo *player)
2092 return (player->inventory_size > 0 ?
2093 player->inventory_element[player->inventory_size - 1] :
2094 player->inventory_infinite_element != EL_UNDEFINED ?
2095 player->inventory_infinite_element :
2096 player->dynabombs_left > 0 ?
2097 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2101 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2103 /* pos >= 0: get element from bottom of the stack;
2104 pos < 0: get element from top of the stack */
2108 int min_inventory_size = -pos;
2109 int inventory_pos = player->inventory_size - min_inventory_size;
2110 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2112 return (player->inventory_size >= min_inventory_size ?
2113 player->inventory_element[inventory_pos] :
2114 player->inventory_infinite_element != EL_UNDEFINED ?
2115 player->inventory_infinite_element :
2116 player->dynabombs_left >= min_dynabombs_left ?
2117 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2122 int min_dynabombs_left = pos + 1;
2123 int min_inventory_size = pos + 1 - player->dynabombs_left;
2124 int inventory_pos = pos - player->dynabombs_left;
2126 return (player->inventory_infinite_element != EL_UNDEFINED ?
2127 player->inventory_infinite_element :
2128 player->dynabombs_left >= min_dynabombs_left ?
2129 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2130 player->inventory_size >= min_inventory_size ?
2131 player->inventory_element[inventory_pos] :
2136 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2138 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2139 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2142 if (gpo1->sort_priority != gpo2->sort_priority)
2143 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2145 compare_result = gpo1->nr - gpo2->nr;
2147 return compare_result;
2150 void InitGameControlValues()
2154 for (i = 0; game_panel_controls[i].nr != -1; i++)
2156 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2157 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2158 struct TextPosInfo *pos = gpc->pos;
2160 int type = gpc->type;
2164 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2165 Error(ERR_EXIT, "this should not happen -- please debug");
2168 /* force update of game controls after initialization */
2169 gpc->value = gpc->last_value = -1;
2170 gpc->frame = gpc->last_frame = -1;
2171 gpc->gfx_frame = -1;
2173 /* determine panel value width for later calculation of alignment */
2174 if (type == TYPE_INTEGER || type == TYPE_STRING)
2176 pos->width = pos->size * getFontWidth(pos->font);
2177 pos->height = getFontHeight(pos->font);
2179 else if (type == TYPE_ELEMENT)
2181 pos->width = pos->size;
2182 pos->height = pos->size;
2185 /* fill structure for game panel draw order */
2187 gpo->sort_priority = pos->sort_priority;
2190 /* sort game panel controls according to sort_priority and control number */
2191 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2192 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2195 void UpdatePlayfieldElementCount()
2197 boolean use_element_count = FALSE;
2200 /* first check if it is needed at all to calculate playfield element count */
2201 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2202 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2203 use_element_count = TRUE;
2205 if (!use_element_count)
2208 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2209 element_info[i].element_count = 0;
2211 SCAN_PLAYFIELD(x, y)
2213 element_info[Feld[x][y]].element_count++;
2216 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2217 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2218 if (IS_IN_GROUP(j, i))
2219 element_info[EL_GROUP_START + i].element_count +=
2220 element_info[j].element_count;
2223 void UpdateGameControlValues()
2226 int time = (local_player->LevelSolved ?
2227 local_player->LevelSolved_CountingTime :
2228 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2229 level.native_em_level->lev->time :
2230 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2231 level.native_sp_level->game_sp->time_played :
2232 level.time == 0 ? TimePlayed : TimeLeft);
2233 int score = (local_player->LevelSolved ?
2234 local_player->LevelSolved_CountingScore :
2235 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2236 level.native_em_level->lev->score :
2237 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2238 level.native_sp_level->game_sp->score :
2239 local_player->score);
2240 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2241 level.native_em_level->lev->required :
2242 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2243 level.native_sp_level->game_sp->infotrons_still_needed :
2244 local_player->gems_still_needed);
2245 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2246 level.native_em_level->lev->required > 0 :
2247 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2248 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2249 local_player->gems_still_needed > 0 ||
2250 local_player->sokobanfields_still_needed > 0 ||
2251 local_player->lights_still_needed > 0);
2253 UpdatePlayfieldElementCount();
2255 /* update game panel control values */
2257 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2258 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2260 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2261 for (i = 0; i < MAX_NUM_KEYS; i++)
2262 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2263 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2264 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2266 if (game.centered_player_nr == -1)
2268 for (i = 0; i < MAX_PLAYERS; i++)
2270 /* only one player in Supaplex game engine */
2271 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2274 for (k = 0; k < MAX_NUM_KEYS; k++)
2276 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2278 if (level.native_em_level->ply[i]->keys & (1 << k))
2279 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2280 get_key_element_from_nr(k);
2282 else if (stored_player[i].key[k])
2283 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2284 get_key_element_from_nr(k);
2287 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2288 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2289 level.native_em_level->ply[i]->dynamite;
2290 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2291 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2292 level.native_sp_level->game_sp->red_disk_count;
2294 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2295 stored_player[i].inventory_size;
2297 if (stored_player[i].num_white_keys > 0)
2298 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2301 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2302 stored_player[i].num_white_keys;
2307 int player_nr = game.centered_player_nr;
2309 for (k = 0; k < MAX_NUM_KEYS; k++)
2311 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2313 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2314 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2315 get_key_element_from_nr(k);
2317 else if (stored_player[player_nr].key[k])
2318 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2319 get_key_element_from_nr(k);
2322 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2323 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2324 level.native_em_level->ply[player_nr]->dynamite;
2325 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2326 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2327 level.native_sp_level->game_sp->red_disk_count;
2329 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2330 stored_player[player_nr].inventory_size;
2332 if (stored_player[player_nr].num_white_keys > 0)
2333 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2335 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2336 stored_player[player_nr].num_white_keys;
2339 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2341 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2342 get_inventory_element_from_pos(local_player, i);
2343 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2344 get_inventory_element_from_pos(local_player, -i - 1);
2347 game_panel_controls[GAME_PANEL_SCORE].value = score;
2348 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2350 game_panel_controls[GAME_PANEL_TIME].value = time;
2352 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2353 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2354 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2356 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2358 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2359 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2361 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2362 local_player->shield_normal_time_left;
2363 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2364 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2366 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2367 local_player->shield_deadly_time_left;
2369 game_panel_controls[GAME_PANEL_EXIT].value =
2370 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2372 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2373 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2374 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2375 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2376 EL_EMC_MAGIC_BALL_SWITCH);
2378 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2379 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2380 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2381 game.light_time_left;
2383 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2384 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2385 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2386 game.timegate_time_left;
2388 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2389 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2391 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2392 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2393 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2394 game.lenses_time_left;
2396 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2397 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2398 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2399 game.magnify_time_left;
2401 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2402 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2403 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2404 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2405 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2406 EL_BALLOON_SWITCH_NONE);
2408 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2409 local_player->dynabomb_count;
2410 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2411 local_player->dynabomb_size;
2412 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2413 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2415 game_panel_controls[GAME_PANEL_PENGUINS].value =
2416 local_player->friends_still_needed;
2418 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2419 local_player->sokobanfields_still_needed;
2420 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2421 local_player->sokobanfields_still_needed;
2423 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2424 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2426 for (i = 0; i < NUM_BELTS; i++)
2428 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2429 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2430 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2431 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2432 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2435 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2436 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2437 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2438 game.magic_wall_time_left;
2440 #if USE_PLAYER_GRAVITY
2441 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2442 local_player->gravity;
2444 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value = game.gravity;
2447 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2448 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2450 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2451 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2452 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2453 game.panel.element[i].id : EL_UNDEFINED);
2455 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2456 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2457 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2458 element_info[game.panel.element_count[i].id].element_count : 0);
2460 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2461 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2462 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2463 element_info[game.panel.ce_score[i].id].collect_score : 0);
2465 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2466 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2467 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2468 element_info[game.panel.ce_score_element[i].id].collect_score :
2471 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2472 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2473 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2475 /* update game panel control frames */
2477 for (i = 0; game_panel_controls[i].nr != -1; i++)
2479 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2481 if (gpc->type == TYPE_ELEMENT)
2483 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2485 int last_anim_random_frame = gfx.anim_random_frame;
2486 int element = gpc->value;
2487 int graphic = el2panelimg(element);
2489 if (gpc->value != gpc->last_value)
2492 gpc->gfx_random = INIT_GFX_RANDOM();
2498 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2499 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2500 gpc->gfx_random = INIT_GFX_RANDOM();
2503 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2504 gfx.anim_random_frame = gpc->gfx_random;
2506 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2507 gpc->gfx_frame = element_info[element].collect_score;
2509 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2512 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2513 gfx.anim_random_frame = last_anim_random_frame;
2519 void DisplayGameControlValues()
2521 boolean redraw_panel = FALSE;
2524 for (i = 0; game_panel_controls[i].nr != -1; i++)
2526 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2528 if (PANEL_DEACTIVATED(gpc->pos))
2531 if (gpc->value == gpc->last_value &&
2532 gpc->frame == gpc->last_frame)
2535 redraw_panel = TRUE;
2541 /* copy default game door content to main double buffer */
2543 /* !!! CHECK AGAIN !!! */
2544 SetPanelBackground();
2545 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2546 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2548 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
2549 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
2552 /* redraw game control buttons */
2554 RedrawGameButtons();
2560 game_status = GAME_MODE_PSEUDO_PANEL;
2563 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2565 for (i = 0; game_panel_controls[i].nr != -1; i++)
2569 int nr = game_panel_order[i].nr;
2570 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2572 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2575 struct TextPosInfo *pos = gpc->pos;
2576 int type = gpc->type;
2577 int value = gpc->value;
2578 int frame = gpc->frame;
2580 int last_value = gpc->last_value;
2581 int last_frame = gpc->last_frame;
2583 int size = pos->size;
2584 int font = pos->font;
2585 boolean draw_masked = pos->draw_masked;
2586 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2588 if (PANEL_DEACTIVATED(pos))
2592 if (value == last_value && frame == last_frame)
2596 gpc->last_value = value;
2597 gpc->last_frame = frame;
2600 printf("::: value %d changed from %d to %d\n", nr, last_value, value);
2603 if (type == TYPE_INTEGER)
2605 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2606 nr == GAME_PANEL_TIME)
2608 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2610 if (use_dynamic_size) /* use dynamic number of digits */
2612 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2613 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2614 int size2 = size1 + 1;
2615 int font1 = pos->font;
2616 int font2 = pos->font_alt;
2618 size = (value < value_change ? size1 : size2);
2619 font = (value < value_change ? font1 : font2);
2622 /* clear background if value just changed its size (dynamic digits) */
2623 if ((last_value < value_change) != (value < value_change))
2625 int width1 = size1 * getFontWidth(font1);
2626 int width2 = size2 * getFontWidth(font2);
2627 int max_width = MAX(width1, width2);
2628 int max_height = MAX(getFontHeight(font1), getFontHeight(font2));
2630 pos->width = max_width;
2632 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2633 max_width, max_height);
2640 /* correct text size if "digits" is zero or less */
2642 size = strlen(int2str(value, size));
2644 /* dynamically correct text alignment */
2645 pos->width = size * getFontWidth(font);
2648 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2649 int2str(value, size), font, mask_mode);
2651 else if (type == TYPE_ELEMENT)
2653 int element, graphic;
2657 int dst_x = PANEL_XPOS(pos);
2658 int dst_y = PANEL_YPOS(pos);
2661 if (value != EL_UNDEFINED && value != EL_EMPTY)
2664 graphic = el2panelimg(value);
2666 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2669 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2673 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2676 width = graphic_info[graphic].width * size / TILESIZE;
2677 height = graphic_info[graphic].height * size / TILESIZE;
2681 SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
2682 dst_x - src_x, dst_y - src_y);
2683 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2688 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2693 if (value == EL_UNDEFINED || value == EL_EMPTY)
2695 element = (last_value == EL_UNDEFINED ? EL_EMPTY : last_value);
2696 graphic = el2panelimg(element);
2698 src_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
2699 src_x = DOOR_GFX_PAGEX5 + ALIGNED_TEXT_XPOS(pos);
2700 src_y = DOOR_GFX_PAGEY1 + ALIGNED_TEXT_YPOS(pos);
2705 graphic = el2panelimg(value);
2707 getSizedGraphicSource(graphic, frame, size, &src_bitmap, &src_x,&src_y);
2710 width = graphic_info[graphic].width * size / TILESIZE;
2711 height = graphic_info[graphic].height * size / TILESIZE;
2713 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height, dst_x, dst_y);
2716 else if (type == TYPE_STRING)
2718 boolean active = (value != 0);
2719 char *state_normal = "off";
2720 char *state_active = "on";
2721 char *state = (active ? state_active : state_normal);
2722 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2723 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2724 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2725 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2727 if (nr == GAME_PANEL_GRAVITY_STATE)
2729 int font1 = pos->font; /* (used for normal state) */
2730 int font2 = pos->font_alt; /* (used for active state) */
2732 int size1 = strlen(state_normal);
2733 int size2 = strlen(state_active);
2734 int width1 = size1 * getFontWidth(font1);
2735 int width2 = size2 * getFontWidth(font2);
2736 int max_width = MAX(width1, width2);
2737 int max_height = MAX(getFontHeight(font1), getFontHeight(font2));
2739 pos->width = max_width;
2741 /* clear background for values that may have changed its size */
2742 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2743 max_width, max_height);
2746 font = (active ? font2 : font1);
2756 /* don't truncate output if "chars" is zero or less */
2759 /* dynamically correct text alignment */
2760 pos->width = size * getFontWidth(font);
2764 s_cut = getStringCopyN(s, size);
2766 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2767 s_cut, font, mask_mode);
2773 redraw_mask |= REDRAW_DOOR_1;
2776 game_status = GAME_MODE_PLAYING;
2779 void UpdateAndDisplayGameControlValues()
2781 if (tape.warp_forward)
2784 UpdateGameControlValues();
2785 DisplayGameControlValues();
2788 void DrawGameValue_Emeralds(int value)
2790 struct TextPosInfo *pos = &game.panel.gems;
2792 int font_nr = pos->font;
2794 int font_nr = FONT_TEXT_2;
2796 int font_width = getFontWidth(font_nr);
2797 int chars = pos->size;
2800 return; /* !!! USE NEW STUFF !!! */
2803 if (PANEL_DEACTIVATED(pos))
2806 pos->width = chars * font_width;
2808 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2811 void DrawGameValue_Dynamite(int value)
2813 struct TextPosInfo *pos = &game.panel.inventory_count;
2815 int font_nr = pos->font;
2817 int font_nr = FONT_TEXT_2;
2819 int font_width = getFontWidth(font_nr);
2820 int chars = pos->size;
2823 return; /* !!! USE NEW STUFF !!! */
2826 if (PANEL_DEACTIVATED(pos))
2829 pos->width = chars * font_width;
2831 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2834 void DrawGameValue_Score(int value)
2836 struct TextPosInfo *pos = &game.panel.score;
2838 int font_nr = pos->font;
2840 int font_nr = FONT_TEXT_2;
2842 int font_width = getFontWidth(font_nr);
2843 int chars = pos->size;
2846 return; /* !!! USE NEW STUFF !!! */
2849 if (PANEL_DEACTIVATED(pos))
2852 pos->width = chars * font_width;
2854 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2857 void DrawGameValue_Time(int value)
2859 struct TextPosInfo *pos = &game.panel.time;
2860 static int last_value = -1;
2863 int chars = pos->size;
2865 int font1_nr = pos->font;
2866 int font2_nr = pos->font_alt;
2868 int font1_nr = FONT_TEXT_2;
2869 int font2_nr = FONT_TEXT_1;
2871 int font_nr = font1_nr;
2872 boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
2875 return; /* !!! USE NEW STUFF !!! */
2878 if (PANEL_DEACTIVATED(pos))
2881 if (use_dynamic_chars) /* use dynamic number of chars */
2883 chars = (value < 1000 ? chars1 : chars2);
2884 font_nr = (value < 1000 ? font1_nr : font2_nr);
2887 /* clear background if value just changed its size (dynamic chars only) */
2888 if (use_dynamic_chars && (last_value < 1000) != (value < 1000))
2890 int width1 = chars1 * getFontWidth(font1_nr);
2891 int width2 = chars2 * getFontWidth(font2_nr);
2892 int max_width = MAX(width1, width2);
2893 int max_height = MAX(getFontHeight(font1_nr), getFontHeight(font2_nr));
2895 pos->width = max_width;
2897 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2898 max_width, max_height);
2901 pos->width = chars * getFontWidth(font_nr);
2903 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2908 void DrawGameValue_Level(int value)
2910 struct TextPosInfo *pos = &game.panel.level_number;
2913 int chars = pos->size;
2915 int font1_nr = pos->font;
2916 int font2_nr = pos->font_alt;
2918 int font1_nr = FONT_TEXT_2;
2919 int font2_nr = FONT_TEXT_1;
2921 int font_nr = font1_nr;
2922 boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
2925 return; /* !!! USE NEW STUFF !!! */
2928 if (PANEL_DEACTIVATED(pos))
2931 if (use_dynamic_chars) /* use dynamic number of chars */
2933 chars = (level_nr < 100 ? chars1 : chars2);
2934 font_nr = (level_nr < 100 ? font1_nr : font2_nr);
2937 pos->width = chars * getFontWidth(font_nr);
2939 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2942 void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
2945 struct TextPosInfo *pos = &game.panel.keys;
2948 int base_key_graphic = EL_KEY_1;
2953 return; /* !!! USE NEW STUFF !!! */
2957 if (PANEL_DEACTIVATED(pos))
2962 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2963 base_key_graphic = EL_EM_KEY_1;
2967 pos->width = 4 * MINI_TILEX;
2971 for (i = 0; i < MAX_NUM_KEYS; i++)
2973 /* currently only 4 of 8 possible keys are displayed */
2974 for (i = 0; i < STD_NUM_KEYS; i++)
2978 struct TextPosInfo *pos = &game.panel.key[i];
2980 int src_x = DOOR_GFX_PAGEX5 + 18 + (i % 4) * MINI_TILEX;
2981 int src_y = DOOR_GFX_PAGEY1 + 123;
2983 int dst_x = PANEL_XPOS(pos);
2984 int dst_y = PANEL_YPOS(pos);
2986 int dst_x = PANEL_XPOS(pos) + i * MINI_TILEX;
2987 int dst_y = PANEL_YPOS(pos);
2991 int element = (i >= STD_NUM_KEYS ? EL_EMC_KEY_5 - 4 :
2992 level.game_engine_type == GAME_ENGINE_TYPE_EM ? EL_EM_KEY_1 :
2994 int graphic = el2edimg(element);
2998 if (PANEL_DEACTIVATED(pos))
3003 /* masked blit with tiles from half-size scaled bitmap does not work yet
3004 (no mask bitmap created for these sizes after loading and scaling) --
3005 solution: load without creating mask, scale, then create final mask */
3007 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
3008 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
3013 int graphic = el2edimg(base_key_graphic + i);
3018 getMiniGraphicSource(graphic, &src_bitmap, &src_x, &src_y);
3020 SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
3021 dst_x - src_x, dst_y - src_y);
3022 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, MINI_TILEX, MINI_TILEY,
3028 DrawMiniGraphicExt(drawto, dst_x, dst_y, graphic);
3030 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
3031 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
3034 DrawMiniGraphicExt(drawto, dst_x, dst_y, el2edimg(base_key_graphic + i));
3036 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
3037 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
3045 void DrawGameValue_Emeralds(int value)
3047 int font_nr = FONT_TEXT_2;
3048 int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
3050 if (PANEL_DEACTIVATED(game.panel.gems))
3053 DrawText(DX_EMERALDS + xpos, DY_EMERALDS, int2str(value, 3), font_nr);
3056 void DrawGameValue_Dynamite(int value)
3058 int font_nr = FONT_TEXT_2;
3059 int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
3061 if (PANEL_DEACTIVATED(game.panel.inventory_count))
3064 DrawText(DX_DYNAMITE + xpos, DY_DYNAMITE, int2str(value, 3), font_nr);
3067 void DrawGameValue_Score(int value)
3069 int font_nr = FONT_TEXT_2;
3070 int xpos = (5 * 14 - 5 * getFontWidth(font_nr)) / 2;
3072 if (PANEL_DEACTIVATED(game.panel.score))
3075 DrawText(DX_SCORE + xpos, DY_SCORE, int2str(value, 5), font_nr);
3078 void DrawGameValue_Time(int value)
3080 int font1_nr = FONT_TEXT_2;
3082 int font2_nr = FONT_TEXT_1;
3084 int font2_nr = FONT_LEVEL_NUMBER;
3086 int xpos3 = (3 * 14 - 3 * getFontWidth(font1_nr)) / 2;
3087 int xpos4 = (4 * 10 - 4 * getFontWidth(font2_nr)) / 2;
3089 if (PANEL_DEACTIVATED(game.panel.time))
3092 /* clear background if value just changed its size */
3093 if (value == 999 || value == 1000)
3094 ClearRectangleOnBackground(drawto, DX_TIME1, DY_TIME, 14 * 3, 14);
3097 DrawText(DX_TIME1 + xpos3, DY_TIME, int2str(value, 3), font1_nr);
3099 DrawText(DX_TIME2 + xpos4, DY_TIME, int2str(value, 4), font2_nr);
3102 void DrawGameValue_Level(int value)
3104 int font1_nr = FONT_TEXT_2;
3106 int font2_nr = FONT_TEXT_1;
3108 int font2_nr = FONT_LEVEL_NUMBER;
3111 if (PANEL_DEACTIVATED(game.panel.level))
3115 DrawText(DX_LEVEL1, DY_LEVEL, int2str(value, 2), font1_nr);
3117 DrawText(DX_LEVEL2, DY_LEVEL, int2str(value, 3), font2_nr);
3120 void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
3122 int base_key_graphic = EL_KEY_1;
3125 if (PANEL_DEACTIVATED(game.panel.keys))
3128 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3129 base_key_graphic = EL_EM_KEY_1;
3131 /* currently only 4 of 8 possible keys are displayed */
3132 for (i = 0; i < STD_NUM_KEYS; i++)
3134 int x = XX_KEYS + i * MINI_TILEX;
3138 DrawMiniGraphicExt(drawto, DX + x,DY + y, el2edimg(base_key_graphic + i));
3140 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
3141 DOOR_GFX_PAGEX5 + x, y, MINI_TILEX, MINI_TILEY, DX + x,DY + y);
3147 void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
3150 int key[MAX_NUM_KEYS];
3153 /* prevent EM engine from updating time/score values parallel to GameWon() */
3154 if (level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3155 local_player->LevelSolved)
3158 for (i = 0; i < MAX_NUM_KEYS; i++)
3159 key[i] = key_bits & (1 << i);
3161 DrawGameValue_Level(level_nr);
3163 DrawGameValue_Emeralds(emeralds);
3164 DrawGameValue_Dynamite(dynamite);
3165 DrawGameValue_Score(score);
3166 DrawGameValue_Time(time);
3168 DrawGameValue_Keys(key);
3171 void UpdateGameDoorValues()
3173 UpdateGameControlValues();
3176 void DrawGameDoorValues()
3178 DisplayGameControlValues();
3181 void DrawGameDoorValues_OLD()
3183 int time_value = (level.time == 0 ? TimePlayed : TimeLeft);
3184 int dynamite_value = 0;
3185 int score_value = (local_player->LevelSolved ? local_player->score_final :
3186 local_player->score);
3187 int gems_value = local_player->gems_still_needed;
3191 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3193 DrawGameDoorValues_EM();
3198 if (game.centered_player_nr == -1)
3200 for (i = 0; i < MAX_PLAYERS; i++)
3202 for (j = 0; j < MAX_NUM_KEYS; j++)
3203 if (stored_player[i].key[j])
3204 key_bits |= (1 << j);
3206 dynamite_value += stored_player[i].inventory_size;
3211 int player_nr = game.centered_player_nr;
3213 for (i = 0; i < MAX_NUM_KEYS; i++)
3214 if (stored_player[player_nr].key[i])
3215 key_bits |= (1 << i);
3217 dynamite_value = stored_player[player_nr].inventory_size;
3220 DrawAllGameValues(gems_value, dynamite_value, score_value, time_value,
3226 =============================================================================
3228 -----------------------------------------------------------------------------
3229 initialize game engine due to level / tape version number
3230 =============================================================================
3233 static void InitGameEngine()
3235 int i, j, k, l, x, y;
3237 /* set game engine from tape file when re-playing, else from level file */
3238 game.engine_version = (tape.playing ? tape.engine_version :
3239 level.game_version);
3241 /* ---------------------------------------------------------------------- */
3242 /* set flags for bugs and changes according to active game engine version */
3243 /* ---------------------------------------------------------------------- */
3246 Summary of bugfix/change:
3247 Fixed handling for custom elements that change when pushed by the player.
3249 Fixed/changed in version:
3253 Before 3.1.0, custom elements that "change when pushing" changed directly
3254 after the player started pushing them (until then handled in "DigField()").
3255 Since 3.1.0, these custom elements are not changed until the "pushing"
3256 move of the element is finished (now handled in "ContinueMoving()").
3258 Affected levels/tapes:
3259 The first condition is generally needed for all levels/tapes before version
3260 3.1.0, which might use the old behaviour before it was changed; known tapes
3261 that are affected are some tapes from the level set "Walpurgis Gardens" by
3263 The second condition is an exception from the above case and is needed for
3264 the special case of tapes recorded with game (not engine!) version 3.1.0 or
3265 above (including some development versions of 3.1.0), but before it was
3266 known that this change would break tapes like the above and was fixed in
3267 3.1.1, so that the changed behaviour was active although the engine version
3268 while recording maybe was before 3.1.0. There is at least one tape that is
3269 affected by this exception, which is the tape for the one-level set "Bug
3270 Machine" by Juergen Bonhagen.
3273 game.use_change_when_pushing_bug =
3274 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3276 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3277 tape.game_version < VERSION_IDENT(3,1,1,0)));
3280 Summary of bugfix/change:
3281 Fixed handling for blocking the field the player leaves when moving.
3283 Fixed/changed in version:
3287 Before 3.1.1, when "block last field when moving" was enabled, the field
3288 the player is leaving when moving was blocked for the time of the move,
3289 and was directly unblocked afterwards. This resulted in the last field
3290 being blocked for exactly one less than the number of frames of one player
3291 move. Additionally, even when blocking was disabled, the last field was
3292 blocked for exactly one frame.
3293 Since 3.1.1, due to changes in player movement handling, the last field
3294 is not blocked at all when blocking is disabled. When blocking is enabled,
3295 the last field is blocked for exactly the number of frames of one player
3296 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3297 last field is blocked for exactly one more than the number of frames of
3300 Affected levels/tapes:
3301 (!!! yet to be determined -- probably many !!!)
3304 game.use_block_last_field_bug =
3305 (game.engine_version < VERSION_IDENT(3,1,1,0));
3308 Summary of bugfix/change:
3309 Changed behaviour of CE changes with multiple changes per single frame.
3311 Fixed/changed in version:
3315 Before 3.2.0-6, only one single CE change was allowed in each engine frame.
3316 This resulted in race conditions where CEs seem to behave strange in some
3317 situations (where triggered CE changes were just skipped because there was
3318 already a CE change on that tile in the playfield in that engine frame).
3319 Since 3.2.0-6, this was changed to allow up to MAX_NUM_CHANGES_PER_FRAME.
3320 (The number of changes per frame must be limited in any case, because else
3321 it is easily possible to define CE changes that would result in an infinite
3322 loop, causing the whole game to freeze. The MAX_NUM_CHANGES_PER_FRAME value
3323 should be set large enough so that it would only be reached in cases where
3324 the corresponding CE change conditions run into a loop. Therefore, it seems
3325 to be reasonable to set MAX_NUM_CHANGES_PER_FRAME to the same value as the
3326 maximal number of change pages for custom elements.)
3328 Affected levels/tapes:
3332 #if USE_ONLY_ONE_CHANGE_PER_FRAME
3333 game.max_num_changes_per_frame = 1;
3335 game.max_num_changes_per_frame =
3336 (game.engine_version < VERSION_IDENT(3,2,0,6) ? 1 : 32);
3339 /* ---------------------------------------------------------------------- */
3341 /* default scan direction: scan playfield from top/left to bottom/right */
3342 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3344 /* dynamically adjust element properties according to game engine version */
3345 InitElementPropertiesEngine(game.engine_version);
3348 printf("level %d: level version == %06d\n", level_nr, level.game_version);
3349 printf(" tape version == %06d [%s] [file: %06d]\n",
3350 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
3352 printf(" => game.engine_version == %06d\n", game.engine_version);
3355 /* ---------- initialize player's initial move delay --------------------- */
3357 /* dynamically adjust player properties according to level information */
3358 for (i = 0; i < MAX_PLAYERS; i++)
3359 game.initial_move_delay_value[i] =
3360 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3362 /* dynamically adjust player properties according to game engine version */
3363 for (i = 0; i < MAX_PLAYERS; i++)
3364 game.initial_move_delay[i] =
3365 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3366 game.initial_move_delay_value[i] : 0);
3368 /* ---------- initialize player's initial push delay --------------------- */
3370 /* dynamically adjust player properties according to game engine version */
3371 game.initial_push_delay_value =
3372 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3374 /* ---------- initialize changing elements ------------------------------- */
3376 /* initialize changing elements information */
3377 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3379 struct ElementInfo *ei = &element_info[i];
3381 /* this pointer might have been changed in the level editor */
3382 ei->change = &ei->change_page[0];
3384 if (!IS_CUSTOM_ELEMENT(i))
3386 ei->change->target_element = EL_EMPTY_SPACE;
3387 ei->change->delay_fixed = 0;
3388 ei->change->delay_random = 0;
3389 ei->change->delay_frames = 1;
3392 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3394 ei->has_change_event[j] = FALSE;
3396 ei->event_page_nr[j] = 0;
3397 ei->event_page[j] = &ei->change_page[0];
3401 /* add changing elements from pre-defined list */
3402 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3404 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3405 struct ElementInfo *ei = &element_info[ch_delay->element];
3407 ei->change->target_element = ch_delay->target_element;
3408 ei->change->delay_fixed = ch_delay->change_delay;
3410 ei->change->pre_change_function = ch_delay->pre_change_function;
3411 ei->change->change_function = ch_delay->change_function;
3412 ei->change->post_change_function = ch_delay->post_change_function;
3414 ei->change->can_change = TRUE;
3415 ei->change->can_change_or_has_action = TRUE;
3417 ei->has_change_event[CE_DELAY] = TRUE;
3419 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3420 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3423 /* ---------- initialize internal run-time variables --------------------- */
3425 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3427 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3429 for (j = 0; j < ei->num_change_pages; j++)
3431 ei->change_page[j].can_change_or_has_action =
3432 (ei->change_page[j].can_change |
3433 ei->change_page[j].has_action);
3437 /* add change events from custom element configuration */
3438 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3440 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3442 for (j = 0; j < ei->num_change_pages; j++)
3444 if (!ei->change_page[j].can_change_or_has_action)
3447 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3449 /* only add event page for the first page found with this event */
3450 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3452 ei->has_change_event[k] = TRUE;
3454 ei->event_page_nr[k] = j;
3455 ei->event_page[k] = &ei->change_page[j];
3462 /* ---------- initialize reference elements in change conditions --------- */
3464 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3466 int element = EL_CUSTOM_START + i;
3467 struct ElementInfo *ei = &element_info[element];
3469 for (j = 0; j < ei->num_change_pages; j++)
3471 int trigger_element = ei->change_page[j].initial_trigger_element;
3473 if (trigger_element >= EL_PREV_CE_8 &&
3474 trigger_element <= EL_NEXT_CE_8)
3475 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3477 ei->change_page[j].trigger_element = trigger_element;
3482 /* ---------- initialize run-time trigger player and element ------------- */
3484 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3486 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3488 for (j = 0; j < ei->num_change_pages; j++)
3490 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3491 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3492 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3493 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3494 ei->change_page[j].actual_trigger_ce_value = 0;
3495 ei->change_page[j].actual_trigger_ce_score = 0;
3499 /* ---------- initialize trigger events ---------------------------------- */
3501 /* initialize trigger events information */
3502 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3503 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3504 trigger_events[i][j] = FALSE;
3506 /* add trigger events from element change event properties */
3507 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3509 struct ElementInfo *ei = &element_info[i];
3511 for (j = 0; j < ei->num_change_pages; j++)
3513 if (!ei->change_page[j].can_change_or_has_action)
3516 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3518 int trigger_element = ei->change_page[j].trigger_element;
3520 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3522 if (ei->change_page[j].has_event[k])
3524 if (IS_GROUP_ELEMENT(trigger_element))
3526 struct ElementGroupInfo *group =
3527 element_info[trigger_element].group;
3529 for (l = 0; l < group->num_elements_resolved; l++)
3530 trigger_events[group->element_resolved[l]][k] = TRUE;
3532 else if (trigger_element == EL_ANY_ELEMENT)
3533 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3534 trigger_events[l][k] = TRUE;
3536 trigger_events[trigger_element][k] = TRUE;
3543 /* ---------- initialize push delay -------------------------------------- */
3545 /* initialize push delay values to default */
3546 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3548 if (!IS_CUSTOM_ELEMENT(i))
3550 /* set default push delay values (corrected since version 3.0.7-1) */
3551 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3553 element_info[i].push_delay_fixed = 2;
3554 element_info[i].push_delay_random = 8;
3558 element_info[i].push_delay_fixed = 8;
3559 element_info[i].push_delay_random = 8;
3564 /* set push delay value for certain elements from pre-defined list */
3565 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3567 int e = push_delay_list[i].element;
3569 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3570 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3573 /* set push delay value for Supaplex elements for newer engine versions */
3574 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3576 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3578 if (IS_SP_ELEMENT(i))
3580 /* set SP push delay to just enough to push under a falling zonk */
3581 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3583 element_info[i].push_delay_fixed = delay;
3584 element_info[i].push_delay_random = 0;
3589 /* ---------- initialize move stepsize ----------------------------------- */
3591 /* initialize move stepsize values to default */
3592 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3593 if (!IS_CUSTOM_ELEMENT(i))
3594 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3596 /* set move stepsize value for certain elements from pre-defined list */
3597 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3599 int e = move_stepsize_list[i].element;
3601 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3604 /* ---------- initialize collect score ----------------------------------- */
3606 /* initialize collect score values for custom elements from initial value */
3607 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3608 if (IS_CUSTOM_ELEMENT(i))
3609 element_info[i].collect_score = element_info[i].collect_score_initial;
3611 /* ---------- initialize collect count ----------------------------------- */
3613 /* initialize collect count values for non-custom elements */
3614 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3615 if (!IS_CUSTOM_ELEMENT(i))
3616 element_info[i].collect_count_initial = 0;
3618 /* add collect count values for all elements from pre-defined list */
3619 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3620 element_info[collect_count_list[i].element].collect_count_initial =
3621 collect_count_list[i].count;
3623 /* ---------- initialize access direction -------------------------------- */
3625 /* initialize access direction values to default (access from every side) */
3626 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3627 if (!IS_CUSTOM_ELEMENT(i))
3628 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3630 /* set access direction value for certain elements from pre-defined list */
3631 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3632 element_info[access_direction_list[i].element].access_direction =
3633 access_direction_list[i].direction;
3635 /* ---------- initialize explosion content ------------------------------- */
3636 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3638 if (IS_CUSTOM_ELEMENT(i))
3641 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3643 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3645 element_info[i].content.e[x][y] =
3646 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3647 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3648 i == EL_PLAYER_3 ? EL_EMERALD :
3649 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3650 i == EL_MOLE ? EL_EMERALD_RED :
3651 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3652 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3653 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3654 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3655 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3656 i == EL_WALL_EMERALD ? EL_EMERALD :
3657 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3658 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3659 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3660 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3661 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3662 i == EL_WALL_PEARL ? EL_PEARL :
3663 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3668 /* ---------- initialize recursion detection ------------------------------ */
3669 recursion_loop_depth = 0;
3670 recursion_loop_detected = FALSE;
3671 recursion_loop_element = EL_UNDEFINED;
3673 /* ---------- initialize graphics engine ---------------------------------- */
3674 game.scroll_delay_value =
3675 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3676 setup.scroll_delay ? setup.scroll_delay_value : 0);
3677 game.scroll_delay_value =
3678 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3681 int get_num_special_action(int element, int action_first, int action_last)
3683 int num_special_action = 0;
3686 for (i = action_first; i <= action_last; i++)
3688 boolean found = FALSE;
3690 for (j = 0; j < NUM_DIRECTIONS; j++)
3691 if (el_act_dir2img(element, i, j) !=
3692 el_act_dir2img(element, ACTION_DEFAULT, j))
3696 num_special_action++;
3701 return num_special_action;
3706 =============================================================================
3708 -----------------------------------------------------------------------------
3709 initialize and start new game
3710 =============================================================================
3715 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3716 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3717 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3719 boolean do_fading = (game_status == GAME_MODE_MAIN);
3722 int initial_move_dir = MV_DOWN;
3724 int initial_move_dir = MV_NONE;
3728 game_status = GAME_MODE_PLAYING;
3731 /* needed if different viewport properties defined for playing */
3732 ChangeViewportPropertiesIfNeeded();
3736 DrawCompleteVideoDisplay();
3740 InitGameControlValues();
3742 /* don't play tapes over network */
3743 network_playing = (options.network && !tape.playing);
3745 for (i = 0; i < MAX_PLAYERS; i++)
3747 struct PlayerInfo *player = &stored_player[i];
3749 player->index_nr = i;
3750 player->index_bit = (1 << i);
3751 player->element_nr = EL_PLAYER_1 + i;
3753 player->present = FALSE;
3754 player->active = FALSE;
3755 player->mapped = FALSE;
3757 player->killed = FALSE;
3758 player->reanimated = FALSE;
3761 player->effective_action = 0;
3762 player->programmed_action = 0;
3765 player->score_final = 0;
3767 player->gems_still_needed = level.gems_needed;
3768 player->sokobanfields_still_needed = 0;
3769 player->lights_still_needed = 0;
3770 player->friends_still_needed = 0;
3772 for (j = 0; j < MAX_NUM_KEYS; j++)
3773 player->key[j] = FALSE;
3775 player->num_white_keys = 0;
3777 player->dynabomb_count = 0;
3778 player->dynabomb_size = 1;
3779 player->dynabombs_left = 0;
3780 player->dynabomb_xl = FALSE;
3782 player->MovDir = initial_move_dir;
3785 player->GfxDir = initial_move_dir;
3786 player->GfxAction = ACTION_DEFAULT;
3788 player->StepFrame = 0;
3790 player->initial_element = player->element_nr;
3791 player->artwork_element =
3792 (level.use_artwork_element[i] ? level.artwork_element[i] :
3793 player->element_nr);
3794 player->use_murphy = FALSE;
3796 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3797 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3799 player->gravity = level.initial_player_gravity[i];
3801 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3803 player->actual_frame_counter = 0;
3805 player->step_counter = 0;
3807 player->last_move_dir = initial_move_dir;
3809 player->is_active = FALSE;
3811 player->is_waiting = FALSE;
3812 player->is_moving = FALSE;
3813 player->is_auto_moving = FALSE;
3814 player->is_digging = FALSE;
3815 player->is_snapping = FALSE;
3816 player->is_collecting = FALSE;
3817 player->is_pushing = FALSE;
3818 player->is_switching = FALSE;
3819 player->is_dropping = FALSE;
3820 player->is_dropping_pressed = FALSE;
3822 player->is_bored = FALSE;
3823 player->is_sleeping = FALSE;
3825 player->frame_counter_bored = -1;
3826 player->frame_counter_sleeping = -1;
3828 player->anim_delay_counter = 0;
3829 player->post_delay_counter = 0;
3831 player->dir_waiting = initial_move_dir;
3832 player->action_waiting = ACTION_DEFAULT;
3833 player->last_action_waiting = ACTION_DEFAULT;
3834 player->special_action_bored = ACTION_DEFAULT;
3835 player->special_action_sleeping = ACTION_DEFAULT;
3837 player->switch_x = -1;
3838 player->switch_y = -1;
3840 player->drop_x = -1;
3841 player->drop_y = -1;
3843 player->show_envelope = 0;
3845 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3847 player->push_delay = -1; /* initialized when pushing starts */
3848 player->push_delay_value = game.initial_push_delay_value;
3850 player->drop_delay = 0;
3851 player->drop_pressed_delay = 0;
3853 player->last_jx = -1;
3854 player->last_jy = -1;
3858 player->shield_normal_time_left = 0;
3859 player->shield_deadly_time_left = 0;
3861 player->inventory_infinite_element = EL_UNDEFINED;
3862 player->inventory_size = 0;
3864 if (level.use_initial_inventory[i])
3866 for (j = 0; j < level.initial_inventory_size[i]; j++)
3868 int element = level.initial_inventory_content[i][j];
3869 int collect_count = element_info[element].collect_count_initial;
3872 if (!IS_CUSTOM_ELEMENT(element))
3875 if (collect_count == 0)
3876 player->inventory_infinite_element = element;
3878 for (k = 0; k < collect_count; k++)
3879 if (player->inventory_size < MAX_INVENTORY_SIZE)
3880 player->inventory_element[player->inventory_size++] = element;
3884 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3885 SnapField(player, 0, 0);
3887 player->LevelSolved = FALSE;
3888 player->GameOver = FALSE;
3890 player->LevelSolved_GameWon = FALSE;
3891 player->LevelSolved_GameEnd = FALSE;
3892 player->LevelSolved_PanelOff = FALSE;
3893 player->LevelSolved_SaveTape = FALSE;
3894 player->LevelSolved_SaveScore = FALSE;
3895 player->LevelSolved_CountingTime = 0;
3896 player->LevelSolved_CountingScore = 0;
3898 map_player_action[i] = i;
3901 network_player_action_received = FALSE;
3903 #if defined(NETWORK_AVALIABLE)
3904 /* initial null action */
3905 if (network_playing)
3906 SendToServer_MovePlayer(MV_NONE);
3915 TimeLeft = level.time;
3918 ScreenMovDir = MV_NONE;
3922 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3924 AllPlayersGone = FALSE;
3926 game.yamyam_content_nr = 0;
3927 game.robot_wheel_active = FALSE;
3928 game.magic_wall_active = FALSE;
3929 game.magic_wall_time_left = 0;
3930 game.light_time_left = 0;
3931 game.timegate_time_left = 0;
3932 game.switchgate_pos = 0;
3933 game.wind_direction = level.wind_direction_initial;
3935 #if !USE_PLAYER_GRAVITY
3936 game.gravity = FALSE;
3937 game.explosions_delayed = TRUE;
3940 game.lenses_time_left = 0;
3941 game.magnify_time_left = 0;
3943 game.ball_state = level.ball_state_initial;
3944 game.ball_content_nr = 0;
3946 game.envelope_active = FALSE;
3948 /* set focus to local player for network games, else to all players */
3949 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3950 game.centered_player_nr_next = game.centered_player_nr;
3951 game.set_centered_player = FALSE;
3953 if (network_playing && tape.recording)
3955 /* store client dependent player focus when recording network games */
3956 tape.centered_player_nr_next = game.centered_player_nr_next;
3957 tape.set_centered_player = TRUE;
3960 for (i = 0; i < NUM_BELTS; i++)
3962 game.belt_dir[i] = MV_NONE;
3963 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3966 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3967 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3969 SCAN_PLAYFIELD(x, y)
3971 Feld[x][y] = level.field[x][y];
3972 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3973 ChangeDelay[x][y] = 0;
3974 ChangePage[x][y] = -1;
3975 #if USE_NEW_CUSTOM_VALUE
3976 CustomValue[x][y] = 0; /* initialized in InitField() */
3978 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3980 WasJustMoving[x][y] = 0;
3981 WasJustFalling[x][y] = 0;
3982 CheckCollision[x][y] = 0;
3983 CheckImpact[x][y] = 0;
3985 Pushed[x][y] = FALSE;
3987 ChangeCount[x][y] = 0;
3988 ChangeEvent[x][y] = -1;
3990 ExplodePhase[x][y] = 0;
3991 ExplodeDelay[x][y] = 0;
3992 ExplodeField[x][y] = EX_TYPE_NONE;
3994 RunnerVisit[x][y] = 0;
3995 PlayerVisit[x][y] = 0;
3998 GfxRandom[x][y] = INIT_GFX_RANDOM();
3999 GfxElement[x][y] = EL_UNDEFINED;
4000 GfxAction[x][y] = ACTION_DEFAULT;
4001 GfxDir[x][y] = MV_NONE;
4002 GfxRedraw[x][y] = GFX_REDRAW_NONE;
4005 SCAN_PLAYFIELD(x, y)
4007 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
4009 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
4011 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
4014 InitField(x, y, TRUE);
4016 ResetGfxAnimation(x, y);
4021 for (i = 0; i < MAX_PLAYERS; i++)
4023 struct PlayerInfo *player = &stored_player[i];
4025 /* set number of special actions for bored and sleeping animation */
4026 player->num_special_action_bored =
4027 get_num_special_action(player->artwork_element,
4028 ACTION_BORING_1, ACTION_BORING_LAST);
4029 player->num_special_action_sleeping =
4030 get_num_special_action(player->artwork_element,
4031 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
4034 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
4035 emulate_sb ? EMU_SOKOBAN :
4036 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
4038 #if USE_NEW_ALL_SLIPPERY
4039 /* initialize type of slippery elements */
4040 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
4042 if (!IS_CUSTOM_ELEMENT(i))
4044 /* default: elements slip down either to the left or right randomly */
4045 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
4047 /* SP style elements prefer to slip down on the left side */
4048 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
4049 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
4051 /* BD style elements prefer to slip down on the left side */
4052 if (game.emulation == EMU_BOULDERDASH)
4053 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
4058 /* initialize explosion and ignition delay */
4059 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
4061 if (!IS_CUSTOM_ELEMENT(i))
4064 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
4065 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
4066 game.emulation == EMU_SUPAPLEX ? 3 : 2);
4067 int last_phase = (num_phase + 1) * delay;
4068 int half_phase = (num_phase / 2) * delay;
4070 element_info[i].explosion_delay = last_phase - 1;
4071 element_info[i].ignition_delay = half_phase;
4073 if (i == EL_BLACK_ORB)
4074 element_info[i].ignition_delay = 1;
4078 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
4079 element_info[i].explosion_delay = 1;
4081 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
4082 element_info[i].ignition_delay = 1;
4086 /* correct non-moving belts to start moving left */
4087 for (i = 0; i < NUM_BELTS; i++)
4088 if (game.belt_dir[i] == MV_NONE)
4089 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
4091 #if USE_NEW_PLAYER_ASSIGNMENTS
4092 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
4093 /* choose default local player */
4094 local_player = &stored_player[0];
4096 for (i = 0; i < MAX_PLAYERS; i++)
4097 stored_player[i].connected = FALSE;
4099 local_player->connected = TRUE;
4100 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
4104 /* try to guess locally connected team mode players (needed for correct
4105 assignment of player figures from level to locally playing players) */
4107 for (i = 0; i < MAX_PLAYERS; i++)
4108 if (tape.player_participates[i])
4109 stored_player[i].connected = TRUE;
4111 else if (setup.team_mode && !options.network)
4113 /* try to guess locally connected team mode players (needed for correct
4114 assignment of player figures from level to locally playing players) */
4116 for (i = 0; i < MAX_PLAYERS; i++)
4117 if (setup.input[i].use_joystick ||
4118 setup.input[i].key.left != KSYM_UNDEFINED)
4119 stored_player[i].connected = TRUE;
4123 for (i = 0; i < MAX_PLAYERS; i++)
4124 printf("::: player %d: %s\n", i,
4125 (stored_player[i].connected ? "connected" : "not connected"));
4127 for (i = 0; i < MAX_PLAYERS; i++)
4128 printf("::: player %d: %s\n", i,
4129 (stored_player[i].present ? "present" : "not present"));
4132 /* check if any connected player was not found in playfield */
4133 for (i = 0; i < MAX_PLAYERS; i++)
4135 struct PlayerInfo *player = &stored_player[i];
4137 if (player->connected && !player->present)
4139 struct PlayerInfo *field_player = NULL;
4142 printf("::: looking for field player for player %d ...\n", i);
4145 /* assign first free player found that is present in the playfield */
4147 /* first try: look for unmapped playfield player that is not connected */
4148 if (field_player == NULL)
4149 for (j = 0; j < MAX_PLAYERS; j++)
4150 if (stored_player[j].present &&
4151 !stored_player[j].mapped &&
4152 !stored_player[j].connected)
4153 field_player = &stored_player[j];
4155 /* second try: look for *any* unmapped playfield player */
4156 if (field_player == NULL)
4157 for (j = 0; j < MAX_PLAYERS; j++)
4158 if (stored_player[j].present &&
4159 !stored_player[j].mapped)
4160 field_player = &stored_player[j];
4162 if (field_player != NULL)
4164 int jx = field_player->jx, jy = field_player->jy;
4167 printf("::: found player figure %d\n", field_player->index_nr);
4170 player->present = FALSE;
4171 player->active = FALSE;
4173 field_player->present = TRUE;
4174 field_player->active = TRUE;
4177 player->initial_element = field_player->initial_element;
4178 player->artwork_element = field_player->artwork_element;
4180 player->block_last_field = field_player->block_last_field;
4181 player->block_delay_adjustment = field_player->block_delay_adjustment;
4184 StorePlayer[jx][jy] = field_player->element_nr;
4186 field_player->jx = field_player->last_jx = jx;
4187 field_player->jy = field_player->last_jy = jy;
4189 if (local_player == player)
4190 local_player = field_player;
4192 map_player_action[field_player->index_nr] = i;
4194 field_player->mapped = TRUE;
4197 printf("::: map_player_action[%d] == %d\n",
4198 field_player->index_nr, i);
4203 if (player->connected && player->present)
4204 player->mapped = TRUE;
4209 /* check if any connected player was not found in playfield */
4210 for (i = 0; i < MAX_PLAYERS; i++)
4212 struct PlayerInfo *player = &stored_player[i];
4214 if (player->connected && !player->present)
4216 for (j = 0; j < MAX_PLAYERS; j++)
4218 struct PlayerInfo *field_player = &stored_player[j];
4219 int jx = field_player->jx, jy = field_player->jy;
4221 /* assign first free player found that is present in the playfield */
4222 if (field_player->present && !field_player->connected)
4224 player->present = TRUE;
4225 player->active = TRUE;
4227 field_player->present = FALSE;
4228 field_player->active = FALSE;
4230 player->initial_element = field_player->initial_element;
4231 player->artwork_element = field_player->artwork_element;
4233 player->block_last_field = field_player->block_last_field;
4234 player->block_delay_adjustment = field_player->block_delay_adjustment;
4236 StorePlayer[jx][jy] = player->element_nr;
4238 player->jx = player->last_jx = jx;
4239 player->jy = player->last_jy = jy;
4249 printf("::: local_player->present == %d\n", local_player->present);
4254 /* when playing a tape, eliminate all players who do not participate */
4256 #if USE_NEW_PLAYER_ASSIGNMENTS
4257 for (i = 0; i < MAX_PLAYERS; i++)
4259 if (stored_player[i].active &&
4260 !tape.player_participates[map_player_action[i]])
4262 struct PlayerInfo *player = &stored_player[i];
4263 int jx = player->jx, jy = player->jy;
4265 player->active = FALSE;
4266 StorePlayer[jx][jy] = 0;
4267 Feld[jx][jy] = EL_EMPTY;
4271 for (i = 0; i < MAX_PLAYERS; i++)
4273 if (stored_player[i].active &&
4274 !tape.player_participates[i])
4276 struct PlayerInfo *player = &stored_player[i];
4277 int jx = player->jx, jy = player->jy;
4279 player->active = FALSE;
4280 StorePlayer[jx][jy] = 0;
4281 Feld[jx][jy] = EL_EMPTY;
4286 else if (!options.network && !setup.team_mode) /* && !tape.playing */
4288 /* when in single player mode, eliminate all but the first active player */
4290 for (i = 0; i < MAX_PLAYERS; i++)
4292 if (stored_player[i].active)
4294 for (j = i + 1; j < MAX_PLAYERS; j++)
4296 if (stored_player[j].active)
4298 struct PlayerInfo *player = &stored_player[j];
4299 int jx = player->jx, jy = player->jy;
4301 player->active = FALSE;
4302 player->present = FALSE;
4304 StorePlayer[jx][jy] = 0;
4305 Feld[jx][jy] = EL_EMPTY;
4312 /* when recording the game, store which players take part in the game */
4315 #if USE_NEW_PLAYER_ASSIGNMENTS
4316 for (i = 0; i < MAX_PLAYERS; i++)
4317 if (stored_player[i].connected)
4318 tape.player_participates[i] = TRUE;
4320 for (i = 0; i < MAX_PLAYERS; i++)
4321 if (stored_player[i].active)
4322 tape.player_participates[i] = TRUE;
4328 for (i = 0; i < MAX_PLAYERS; i++)
4330 struct PlayerInfo *player = &stored_player[i];
4332 printf("Player %d: present == %d, connected == %d, active == %d.\n",
4337 if (local_player == player)
4338 printf("Player %d is local player.\n", i+1);
4342 if (BorderElement == EL_EMPTY)
4345 SBX_Right = lev_fieldx - SCR_FIELDX;
4347 SBY_Lower = lev_fieldy - SCR_FIELDY;
4352 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4354 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4359 if (lev_fieldx + (SBX_Left < 0 ? 2 : 0) <= SCR_FIELDX)
4360 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4362 if (lev_fieldy + (SBY_Upper < 0 ? 2 : 0) <= SCR_FIELDY)
4363 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4365 if (EVEN(SCR_FIELDX))
4367 if (EVEN(SCR_FIELDY))
4372 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
4373 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4375 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
4376 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4379 /* if local player not found, look for custom element that might create
4380 the player (make some assumptions about the right custom element) */
4381 if (!local_player->present)
4383 int start_x = 0, start_y = 0;
4384 int found_rating = 0;
4385 int found_element = EL_UNDEFINED;
4386 int player_nr = local_player->index_nr;
4388 SCAN_PLAYFIELD(x, y)
4390 int element = Feld[x][y];
4395 if (level.use_start_element[player_nr] &&
4396 level.start_element[player_nr] == element &&
4403 found_element = element;
4406 if (!IS_CUSTOM_ELEMENT(element))
4409 if (CAN_CHANGE(element))
4411 for (i = 0; i < element_info[element].num_change_pages; i++)
4413 /* check for player created from custom element as single target */
4414 content = element_info[element].change_page[i].target_element;
4415 is_player = ELEM_IS_PLAYER(content);
4417 if (is_player && (found_rating < 3 ||
4418 (found_rating == 3 && element < found_element)))
4424 found_element = element;
4429 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4431 /* check for player created from custom element as explosion content */
4432 content = element_info[element].content.e[xx][yy];
4433 is_player = ELEM_IS_PLAYER(content);
4435 if (is_player && (found_rating < 2 ||
4436 (found_rating == 2 && element < found_element)))
4438 start_x = x + xx - 1;
4439 start_y = y + yy - 1;
4442 found_element = element;
4445 if (!CAN_CHANGE(element))
4448 for (i = 0; i < element_info[element].num_change_pages; i++)
4450 /* check for player created from custom element as extended target */
4452 element_info[element].change_page[i].target_content.e[xx][yy];
4454 is_player = ELEM_IS_PLAYER(content);
4456 if (is_player && (found_rating < 1 ||
4457 (found_rating == 1 && element < found_element)))
4459 start_x = x + xx - 1;
4460 start_y = y + yy - 1;
4463 found_element = element;
4469 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
4470 start_x > SBX_Right + MIDPOSX ? SBX_Right :
4473 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4474 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4479 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
4480 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
4481 local_player->jx - MIDPOSX);
4483 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
4484 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
4485 local_player->jy - MIDPOSY);
4488 printf("::: %d, %d (initial)\n", scroll_x, scroll_y);
4491 /* do not use PLAYING mask for fading out from main screen */
4492 game_status = GAME_MODE_MAIN;
4497 if (!game.restart_level)
4498 CloseDoor(DOOR_CLOSE_1);
4501 if (level_editor_test_game)
4502 FadeSkipNextFadeIn();
4504 FadeSetEnterScreen();
4506 if (level_editor_test_game)
4507 fading = fading_none;
4509 fading = menu.destination;
4513 FadeOut(REDRAW_FIELD);
4516 FadeOut(REDRAW_FIELD);
4520 game_status = GAME_MODE_PLAYING;
4523 /* !!! FIX THIS (START) !!! */
4524 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4526 InitGameEngine_EM();
4528 /* blit playfield from scroll buffer to normal back buffer for fading in */
4529 BlitScreenToBitmap_EM(backbuffer);
4531 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4533 InitGameEngine_SP();
4535 /* blit playfield from scroll buffer to normal back buffer for fading in */
4536 BlitScreenToBitmap_SP(backbuffer);
4543 /* after drawing the level, correct some elements */
4544 if (game.timegate_time_left == 0)
4545 CloseAllOpenTimegates();
4548 BlitScreenToBitmap(backbuffer);
4550 /* blit playfield from scroll buffer to normal back buffer for fading in */
4551 if (setup.soft_scrolling)
4552 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
4555 redraw_mask |= REDRAW_FROM_BACKBUFFER;
4557 /* !!! FIX THIS (END) !!! */
4560 FadeIn(REDRAW_FIELD);
4563 FadeIn(REDRAW_FIELD);
4568 if (!game.restart_level)
4570 /* copy default game door content to main double buffer */
4573 /* !!! CHECK AGAIN !!! */
4574 SetPanelBackground();
4575 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4576 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4578 struct GraphicInfo *gfx = &graphic_info[IMG_BACKGROUND_PANEL];
4580 /* (ClearRectangle() only needed if panel bitmap is smaller than panel) */
4581 ClearRectangle(drawto, DX, DY, DXSIZE, DYSIZE);
4582 BlitBitmap(gfx->bitmap, drawto, gfx->src_x, gfx->src_y,
4583 MIN(gfx->width, DXSIZE), MIN(gfx->height, DYSIZE), DX, DY);
4586 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
4587 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
4591 SetPanelBackground();
4592 SetDrawBackgroundMask(REDRAW_DOOR_1);
4595 UpdateAndDisplayGameControlValues();
4597 UpdateGameDoorValues();
4598 DrawGameDoorValues();
4601 if (!game.restart_level)
4605 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
4606 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
4607 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
4611 /* copy actual game door content to door double buffer for OpenDoor() */
4612 BlitBitmap(drawto, bitmap_db_door,
4613 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
4615 OpenDoor(DOOR_OPEN_ALL);
4617 PlaySound(SND_GAME_STARTING);
4619 if (setup.sound_music)
4622 KeyboardAutoRepeatOffUnlessAutoplay();
4626 for (i = 0; i < MAX_PLAYERS; i++)
4627 printf("Player %d %sactive.\n",
4628 i + 1, (stored_player[i].active ? "" : "not "));
4639 if (!game.restart_level && !tape.playing)
4641 LevelStats_incPlayed(level_nr);
4643 SaveLevelSetup_SeriesInfo();
4646 printf("::: PLAYING LEVEL (%d)\n", LevelStats_getPlayed(level_nr));
4650 game.restart_level = FALSE;
4653 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4655 /* this is used for non-R'n'D game engines to update certain engine values */
4657 /* needed to determine if sounds are played within the visible screen area */
4658 scroll_x = actual_scroll_x;
4659 scroll_y = actual_scroll_y;
4662 void InitMovDir(int x, int y)
4664 int i, element = Feld[x][y];
4665 static int xy[4][2] =
4672 static int direction[3][4] =
4674 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4675 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4676 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4685 Feld[x][y] = EL_BUG;
4686 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4689 case EL_SPACESHIP_RIGHT:
4690 case EL_SPACESHIP_UP:
4691 case EL_SPACESHIP_LEFT:
4692 case EL_SPACESHIP_DOWN:
4693 Feld[x][y] = EL_SPACESHIP;
4694 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4697 case EL_BD_BUTTERFLY_RIGHT:
4698 case EL_BD_BUTTERFLY_UP:
4699 case EL_BD_BUTTERFLY_LEFT:
4700 case EL_BD_BUTTERFLY_DOWN:
4701 Feld[x][y] = EL_BD_BUTTERFLY;
4702 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4705 case EL_BD_FIREFLY_RIGHT:
4706 case EL_BD_FIREFLY_UP:
4707 case EL_BD_FIREFLY_LEFT:
4708 case EL_BD_FIREFLY_DOWN:
4709 Feld[x][y] = EL_BD_FIREFLY;
4710 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4713 case EL_PACMAN_RIGHT:
4715 case EL_PACMAN_LEFT:
4716 case EL_PACMAN_DOWN:
4717 Feld[x][y] = EL_PACMAN;
4718 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4721 case EL_YAMYAM_LEFT:
4722 case EL_YAMYAM_RIGHT:
4724 case EL_YAMYAM_DOWN:
4725 Feld[x][y] = EL_YAMYAM;
4726 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4729 case EL_SP_SNIKSNAK:
4730 MovDir[x][y] = MV_UP;
4733 case EL_SP_ELECTRON:
4734 MovDir[x][y] = MV_LEFT;
4741 Feld[x][y] = EL_MOLE;
4742 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4746 if (IS_CUSTOM_ELEMENT(element))
4748 struct ElementInfo *ei = &element_info[element];
4749 int move_direction_initial = ei->move_direction_initial;
4750 int move_pattern = ei->move_pattern;
4752 if (move_direction_initial == MV_START_PREVIOUS)
4754 if (MovDir[x][y] != MV_NONE)
4757 move_direction_initial = MV_START_AUTOMATIC;
4760 if (move_direction_initial == MV_START_RANDOM)
4761 MovDir[x][y] = 1 << RND(4);
4762 else if (move_direction_initial & MV_ANY_DIRECTION)
4763 MovDir[x][y] = move_direction_initial;
4764 else if (move_pattern == MV_ALL_DIRECTIONS ||
4765 move_pattern == MV_TURNING_LEFT ||
4766 move_pattern == MV_TURNING_RIGHT ||
4767 move_pattern == MV_TURNING_LEFT_RIGHT ||
4768 move_pattern == MV_TURNING_RIGHT_LEFT ||
4769 move_pattern == MV_TURNING_RANDOM)
4770 MovDir[x][y] = 1 << RND(4);
4771 else if (move_pattern == MV_HORIZONTAL)
4772 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4773 else if (move_pattern == MV_VERTICAL)
4774 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4775 else if (move_pattern & MV_ANY_DIRECTION)
4776 MovDir[x][y] = element_info[element].move_pattern;
4777 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4778 move_pattern == MV_ALONG_RIGHT_SIDE)
4780 /* use random direction as default start direction */
4781 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4782 MovDir[x][y] = 1 << RND(4);
4784 for (i = 0; i < NUM_DIRECTIONS; i++)
4786 int x1 = x + xy[i][0];
4787 int y1 = y + xy[i][1];
4789 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4791 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4792 MovDir[x][y] = direction[0][i];
4794 MovDir[x][y] = direction[1][i];
4803 MovDir[x][y] = 1 << RND(4);
4805 if (element != EL_BUG &&
4806 element != EL_SPACESHIP &&
4807 element != EL_BD_BUTTERFLY &&
4808 element != EL_BD_FIREFLY)
4811 for (i = 0; i < NUM_DIRECTIONS; i++)
4813 int x1 = x + xy[i][0];
4814 int y1 = y + xy[i][1];
4816 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4818 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4820 MovDir[x][y] = direction[0][i];
4823 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4824 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4826 MovDir[x][y] = direction[1][i];
4835 GfxDir[x][y] = MovDir[x][y];
4838 void InitAmoebaNr(int x, int y)
4841 int group_nr = AmoebeNachbarNr(x, y);
4845 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4847 if (AmoebaCnt[i] == 0)
4855 AmoebaNr[x][y] = group_nr;
4856 AmoebaCnt[group_nr]++;
4857 AmoebaCnt2[group_nr]++;
4860 static void PlayerWins(struct PlayerInfo *player)
4862 player->LevelSolved = TRUE;
4863 player->GameOver = TRUE;
4865 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4866 level.native_em_level->lev->score : player->score);
4868 player->LevelSolved_CountingTime = (level.time == 0 ? TimePlayed : TimeLeft);
4869 player->LevelSolved_CountingScore = player->score_final;
4874 static int time, time_final;
4875 static int score, score_final;
4876 static int game_over_delay_1 = 0;
4877 static int game_over_delay_2 = 0;
4878 int game_over_delay_value_1 = 50;
4879 int game_over_delay_value_2 = 50;
4881 if (!local_player->LevelSolved_GameWon)
4885 /* do not start end game actions before the player stops moving (to exit) */
4886 if (local_player->MovPos)
4889 local_player->LevelSolved_GameWon = TRUE;
4890 local_player->LevelSolved_SaveTape = tape.recording;
4891 local_player->LevelSolved_SaveScore = !tape.playing;
4895 LevelStats_incSolved(level_nr);
4897 SaveLevelSetup_SeriesInfo();
4900 printf("::: LEVEL SOLVED (%d)\n", LevelStats_getSolved(level_nr));
4904 if (tape.auto_play) /* tape might already be stopped here */
4905 tape.auto_play_level_solved = TRUE;
4911 game_over_delay_1 = game_over_delay_value_1;
4912 game_over_delay_2 = game_over_delay_value_2;
4914 time = time_final = (level.time == 0 ? TimePlayed : TimeLeft);
4915 score = score_final = local_player->score_final;
4920 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4922 else if (level.time == 0 && TimePlayed < 999)
4925 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4928 local_player->score_final = score_final;
4930 if (level_editor_test_game)
4933 score = score_final;
4936 local_player->LevelSolved_CountingTime = time;
4937 local_player->LevelSolved_CountingScore = score;
4939 game_panel_controls[GAME_PANEL_TIME].value = time;
4940 game_panel_controls[GAME_PANEL_SCORE].value = score;
4942 DisplayGameControlValues();
4944 DrawGameValue_Time(time);
4945 DrawGameValue_Score(score);
4949 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4951 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4953 /* close exit door after last player */
4954 if ((AllPlayersGone &&
4955 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4956 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4957 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4958 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4959 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4961 int element = Feld[ExitX][ExitY];
4964 if (element == EL_EM_EXIT_OPEN ||
4965 element == EL_EM_STEEL_EXIT_OPEN)
4972 Feld[ExitX][ExitY] =
4973 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4974 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4975 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4976 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4977 EL_EM_STEEL_EXIT_CLOSING);
4979 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4983 /* player disappears */
4984 DrawLevelField(ExitX, ExitY);
4987 for (i = 0; i < MAX_PLAYERS; i++)
4989 struct PlayerInfo *player = &stored_player[i];
4991 if (player->present)
4993 RemovePlayer(player);
4995 /* player disappears */
4996 DrawLevelField(player->jx, player->jy);
5001 PlaySound(SND_GAME_WINNING);
5004 if (game_over_delay_1 > 0)
5006 game_over_delay_1--;
5011 if (time != time_final)
5013 int time_to_go = ABS(time_final - time);
5014 int time_count_dir = (time < time_final ? +1 : -1);
5015 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
5017 time += time_count_steps * time_count_dir;
5018 score += time_count_steps * level.score[SC_TIME_BONUS];
5021 local_player->LevelSolved_CountingTime = time;
5022 local_player->LevelSolved_CountingScore = score;
5024 game_panel_controls[GAME_PANEL_TIME].value = time;
5025 game_panel_controls[GAME_PANEL_SCORE].value = score;
5027 DisplayGameControlValues();
5029 DrawGameValue_Time(time);
5030 DrawGameValue_Score(score);
5033 if (time == time_final)
5034 StopSound(SND_GAME_LEVELTIME_BONUS);
5035 else if (setup.sound_loops)
5036 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
5038 PlaySound(SND_GAME_LEVELTIME_BONUS);
5043 local_player->LevelSolved_PanelOff = TRUE;
5045 if (game_over_delay_2 > 0)
5047 game_over_delay_2--;
5060 boolean raise_level = FALSE;
5062 local_player->LevelSolved_GameEnd = TRUE;
5064 CloseDoor(DOOR_CLOSE_1);
5066 if (local_player->LevelSolved_SaveTape)
5073 SaveTapeChecked(tape.level_nr); /* ask to save tape */
5075 SaveTape(tape.level_nr); /* ask to save tape */
5079 if (level_editor_test_game)
5081 game_status = GAME_MODE_MAIN;
5084 DrawAndFadeInMainMenu(REDRAW_FIELD);
5092 if (!local_player->LevelSolved_SaveScore)
5095 FadeOut(REDRAW_FIELD);
5098 game_status = GAME_MODE_MAIN;
5100 DrawAndFadeInMainMenu(REDRAW_FIELD);
5105 if (level_nr == leveldir_current->handicap_level)
5107 leveldir_current->handicap_level++;
5109 SaveLevelSetup_SeriesInfo();
5112 if (level_nr < leveldir_current->last_level)
5113 raise_level = TRUE; /* advance to next level */
5115 if ((hi_pos = NewHiScore()) >= 0)
5117 game_status = GAME_MODE_SCORES;
5119 DrawHallOfFame(hi_pos);
5130 FadeOut(REDRAW_FIELD);
5133 game_status = GAME_MODE_MAIN;
5141 DrawAndFadeInMainMenu(REDRAW_FIELD);
5150 LoadScore(level_nr);
5152 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
5153 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
5156 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
5158 if (local_player->score_final > highscore[k].Score)
5160 /* player has made it to the hall of fame */
5162 if (k < MAX_SCORE_ENTRIES - 1)
5164 int m = MAX_SCORE_ENTRIES - 1;
5167 for (l = k; l < MAX_SCORE_ENTRIES; l++)
5168 if (strEqual(setup.player_name, highscore[l].Name))
5170 if (m == k) /* player's new highscore overwrites his old one */
5174 for (l = m; l > k; l--)
5176 strcpy(highscore[l].Name, highscore[l - 1].Name);
5177 highscore[l].Score = highscore[l - 1].Score;
5184 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
5185 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
5186 highscore[k].Score = local_player->score_final;
5192 else if (!strncmp(setup.player_name, highscore[k].Name,
5193 MAX_PLAYER_NAME_LEN))
5194 break; /* player already there with a higher score */
5200 SaveScore(level_nr);
5205 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
5207 int element = Feld[x][y];
5208 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5209 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5210 int horiz_move = (dx != 0);
5211 int sign = (horiz_move ? dx : dy);
5212 int step = sign * element_info[element].move_stepsize;
5214 /* special values for move stepsize for spring and things on conveyor belt */
5217 if (CAN_FALL(element) &&
5218 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
5219 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5220 else if (element == EL_SPRING)
5221 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5227 inline static int getElementMoveStepsize(int x, int y)
5229 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5232 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5234 if (player->GfxAction != action || player->GfxDir != dir)
5237 printf("Player frame reset! (%d => %d, %d => %d)\n",
5238 player->GfxAction, action, player->GfxDir, dir);
5241 player->GfxAction = action;
5242 player->GfxDir = dir;
5244 player->StepFrame = 0;
5248 #if USE_GFX_RESET_GFX_ANIMATION
5249 static void ResetGfxFrame(int x, int y, boolean redraw)
5251 int element = Feld[x][y];
5252 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5253 int last_gfx_frame = GfxFrame[x][y];
5255 if (graphic_info[graphic].anim_global_sync)
5256 GfxFrame[x][y] = FrameCounter;
5257 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5258 GfxFrame[x][y] = CustomValue[x][y];
5259 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5260 GfxFrame[x][y] = element_info[element].collect_score;
5261 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5262 GfxFrame[x][y] = ChangeDelay[x][y];
5264 if (redraw && GfxFrame[x][y] != last_gfx_frame)
5265 DrawLevelGraphicAnimation(x, y, graphic);
5269 static void ResetGfxAnimation(int x, int y)
5271 GfxAction[x][y] = ACTION_DEFAULT;
5272 GfxDir[x][y] = MovDir[x][y];
5275 #if USE_GFX_RESET_GFX_ANIMATION
5276 ResetGfxFrame(x, y, FALSE);
5280 static void ResetRandomAnimationValue(int x, int y)
5282 GfxRandom[x][y] = INIT_GFX_RANDOM();
5285 void InitMovingField(int x, int y, int direction)
5287 int element = Feld[x][y];
5288 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5289 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5292 boolean is_moving_before, is_moving_after;
5294 boolean continues_moving = (WasJustMoving[x][y] && direction == MovDir[x][y]);
5297 /* check if element was/is moving or being moved before/after mode change */
5300 is_moving_before = (WasJustMoving[x][y] != 0);
5302 /* (!!! this does not work -- WasJustMoving is NOT a boolean value !!!) */
5303 is_moving_before = WasJustMoving[x][y];
5306 is_moving_before = (getElementMoveStepsizeExt(x, y, MovDir[x][y]) != 0);
5308 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5310 /* reset animation only for moving elements which change direction of moving
5311 or which just started or stopped moving
5312 (else CEs with property "can move" / "not moving" are reset each frame) */
5313 #if USE_GFX_RESET_ONLY_WHEN_MOVING
5315 if (is_moving_before != is_moving_after ||
5316 direction != MovDir[x][y])
5317 ResetGfxAnimation(x, y);
5319 if ((is_moving_before || is_moving_after) && !continues_moving)
5320 ResetGfxAnimation(x, y);
5323 if (!continues_moving)
5324 ResetGfxAnimation(x, y);
5327 MovDir[x][y] = direction;
5328 GfxDir[x][y] = direction;
5330 #if USE_GFX_RESET_ONLY_WHEN_MOVING
5331 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5332 direction == MV_DOWN && CAN_FALL(element) ?
5333 ACTION_FALLING : ACTION_MOVING);
5335 GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
5336 ACTION_FALLING : ACTION_MOVING);
5339 /* this is needed for CEs with property "can move" / "not moving" */
5341 if (is_moving_after)
5343 if (Feld[newx][newy] == EL_EMPTY)
5344 Feld[newx][newy] = EL_BLOCKED;
5346 MovDir[newx][newy] = MovDir[x][y];
5348 #if USE_NEW_CUSTOM_VALUE
5349 CustomValue[newx][newy] = CustomValue[x][y];
5352 GfxFrame[newx][newy] = GfxFrame[x][y];
5353 GfxRandom[newx][newy] = GfxRandom[x][y];
5354 GfxAction[newx][newy] = GfxAction[x][y];
5355 GfxDir[newx][newy] = GfxDir[x][y];
5359 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5361 int direction = MovDir[x][y];
5362 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5363 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5369 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5371 int oldx = x, oldy = y;
5372 int direction = MovDir[x][y];
5374 if (direction == MV_LEFT)
5376 else if (direction == MV_RIGHT)
5378 else if (direction == MV_UP)
5380 else if (direction == MV_DOWN)
5383 *comes_from_x = oldx;
5384 *comes_from_y = oldy;
5387 int MovingOrBlocked2Element(int x, int y)
5389 int element = Feld[x][y];
5391 if (element == EL_BLOCKED)
5395 Blocked2Moving(x, y, &oldx, &oldy);
5396 return Feld[oldx][oldy];
5402 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5404 /* like MovingOrBlocked2Element(), but if element is moving
5405 and (x,y) is the field the moving element is just leaving,
5406 return EL_BLOCKED instead of the element value */
5407 int element = Feld[x][y];
5409 if (IS_MOVING(x, y))
5411 if (element == EL_BLOCKED)
5415 Blocked2Moving(x, y, &oldx, &oldy);
5416 return Feld[oldx][oldy];
5425 static void RemoveField(int x, int y)
5427 Feld[x][y] = EL_EMPTY;
5433 #if USE_NEW_CUSTOM_VALUE
5434 CustomValue[x][y] = 0;
5438 ChangeDelay[x][y] = 0;
5439 ChangePage[x][y] = -1;
5440 Pushed[x][y] = FALSE;
5443 ExplodeField[x][y] = EX_TYPE_NONE;
5446 GfxElement[x][y] = EL_UNDEFINED;
5447 GfxAction[x][y] = ACTION_DEFAULT;
5448 GfxDir[x][y] = MV_NONE;
5450 /* !!! this would prevent the removed tile from being redrawn !!! */
5451 GfxRedraw[x][y] = GFX_REDRAW_NONE;
5455 void RemoveMovingField(int x, int y)
5457 int oldx = x, oldy = y, newx = x, newy = y;
5458 int element = Feld[x][y];
5459 int next_element = EL_UNDEFINED;
5461 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5464 if (IS_MOVING(x, y))
5466 Moving2Blocked(x, y, &newx, &newy);
5468 if (Feld[newx][newy] != EL_BLOCKED)
5470 /* element is moving, but target field is not free (blocked), but
5471 already occupied by something different (example: acid pool);
5472 in this case, only remove the moving field, but not the target */
5474 RemoveField(oldx, oldy);
5476 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5478 TEST_DrawLevelField(oldx, oldy);
5483 else if (element == EL_BLOCKED)
5485 Blocked2Moving(x, y, &oldx, &oldy);
5486 if (!IS_MOVING(oldx, oldy))
5490 if (element == EL_BLOCKED &&
5491 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5492 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5493 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5494 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5495 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5496 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5497 next_element = get_next_element(Feld[oldx][oldy]);
5499 RemoveField(oldx, oldy);
5500 RemoveField(newx, newy);
5502 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5504 if (next_element != EL_UNDEFINED)
5505 Feld[oldx][oldy] = next_element;
5507 TEST_DrawLevelField(oldx, oldy);
5508 TEST_DrawLevelField(newx, newy);
5511 void DrawDynamite(int x, int y)
5513 int sx = SCREENX(x), sy = SCREENY(y);
5514 int graphic = el2img(Feld[x][y]);
5517 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5520 if (IS_WALKABLE_INSIDE(Back[x][y]))
5524 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5525 else if (Store[x][y])
5526 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5528 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5530 if (Back[x][y] || Store[x][y])
5531 DrawGraphicThruMask(sx, sy, graphic, frame);
5533 DrawGraphic(sx, sy, graphic, frame);
5536 void CheckDynamite(int x, int y)
5538 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
5542 if (MovDelay[x][y] != 0)
5545 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5551 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5556 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5558 boolean num_checked_players = 0;
5561 for (i = 0; i < MAX_PLAYERS; i++)
5563 if (stored_player[i].active)
5565 int sx = stored_player[i].jx;
5566 int sy = stored_player[i].jy;
5568 if (num_checked_players == 0)
5575 *sx1 = MIN(*sx1, sx);
5576 *sy1 = MIN(*sy1, sy);
5577 *sx2 = MAX(*sx2, sx);
5578 *sy2 = MAX(*sy2, sy);
5581 num_checked_players++;
5586 static boolean checkIfAllPlayersFitToScreen_RND()
5588 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5590 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5592 return (sx2 - sx1 < SCR_FIELDX &&
5593 sy2 - sy1 < SCR_FIELDY);
5596 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5598 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5600 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5602 *sx = (sx1 + sx2) / 2;
5603 *sy = (sy1 + sy2) / 2;
5606 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5607 boolean center_screen, boolean quick_relocation)
5609 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5610 boolean no_delay = (tape.warp_forward);
5611 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5612 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5614 if (quick_relocation)
5616 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
5618 if (!level.shifted_relocation || center_screen)
5620 /* quick relocation (without scrolling), with centering of screen */
5622 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
5623 x > SBX_Right + MIDPOSX ? SBX_Right :
5626 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5627 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5632 /* quick relocation (without scrolling), but do not center screen */
5634 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
5635 old_x > SBX_Right + MIDPOSX ? SBX_Right :
5638 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5639 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5642 int offset_x = x + (scroll_x - center_scroll_x);
5643 int offset_y = y + (scroll_y - center_scroll_y);
5645 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5646 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5647 offset_x - MIDPOSX);
5649 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5650 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5651 offset_y - MIDPOSY);
5657 if (!level.shifted_relocation || center_screen)
5659 /* quick relocation (without scrolling), with centering of screen */
5661 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
5662 x > SBX_Right + MIDPOSX ? SBX_Right :
5665 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5666 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5671 /* quick relocation (without scrolling), but do not center screen */
5673 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
5674 old_x > SBX_Right + MIDPOSX ? SBX_Right :
5677 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5678 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5681 int offset_x = x + (scroll_x - center_scroll_x);
5682 int offset_y = y + (scroll_y - center_scroll_y);
5684 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5685 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5686 offset_x - MIDPOSX);
5688 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5689 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5690 offset_y - MIDPOSY);
5693 /* quick relocation (without scrolling), inside visible screen area */
5695 int offset = game.scroll_delay_value;
5697 if ((move_dir == MV_LEFT && scroll_x > x - MIDPOSX + offset) ||
5698 (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset))
5699 scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset);
5701 if ((move_dir == MV_UP && scroll_y > y - MIDPOSY + offset) ||
5702 (move_dir == MV_DOWN && scroll_y < y - MIDPOSY - offset))
5703 scroll_y = y - MIDPOSY + (scroll_y < y - MIDPOSY ? -offset : +offset);
5705 /* don't scroll over playfield boundaries */
5706 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5707 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5709 /* don't scroll over playfield boundaries */
5710 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5711 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5715 RedrawPlayfield(TRUE, 0,0,0,0);
5720 int scroll_xx, scroll_yy;
5722 if (!level.shifted_relocation || center_screen)
5724 /* visible relocation (with scrolling), with centering of screen */
5726 scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
5727 x > SBX_Right + MIDPOSX ? SBX_Right :
5730 scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5731 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5736 /* visible relocation (with scrolling), but do not center screen */
5738 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
5739 old_x > SBX_Right + MIDPOSX ? SBX_Right :
5742 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5743 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5746 int offset_x = x + (scroll_x - center_scroll_x);
5747 int offset_y = y + (scroll_y - center_scroll_y);
5749 scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5750 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5751 offset_x - MIDPOSX);
5753 scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5754 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5755 offset_y - MIDPOSY);
5760 /* visible relocation (with scrolling), with centering of screen */
5762 int scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
5763 x > SBX_Right + MIDPOSX ? SBX_Right :
5766 int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5767 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5771 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5773 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
5776 int fx = FX, fy = FY;
5778 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
5779 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
5781 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5787 fx += dx * TILEX / 2;
5788 fy += dy * TILEY / 2;
5790 ScrollLevel(dx, dy);
5793 /* scroll in two steps of half tile size to make things smoother */
5794 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5796 Delay(wait_delay_value);
5798 /* scroll second step to align at full tile size */
5800 Delay(wait_delay_value);
5805 Delay(wait_delay_value);
5809 void RelocatePlayer(int jx, int jy, int el_player_raw)
5811 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5812 int player_nr = GET_PLAYER_NR(el_player);
5813 struct PlayerInfo *player = &stored_player[player_nr];
5814 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5815 boolean no_delay = (tape.warp_forward);
5816 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5817 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5818 int old_jx = player->jx;
5819 int old_jy = player->jy;
5820 int old_element = Feld[old_jx][old_jy];
5821 int element = Feld[jx][jy];
5822 boolean player_relocated = (old_jx != jx || old_jy != jy);
5824 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5825 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5826 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5827 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5828 int leave_side_horiz = move_dir_horiz;
5829 int leave_side_vert = move_dir_vert;
5830 int enter_side = enter_side_horiz | enter_side_vert;
5831 int leave_side = leave_side_horiz | leave_side_vert;
5833 if (player->GameOver) /* do not reanimate dead player */
5836 if (!player_relocated) /* no need to relocate the player */
5839 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5841 RemoveField(jx, jy); /* temporarily remove newly placed player */
5842 DrawLevelField(jx, jy);
5845 if (player->present)
5847 while (player->MovPos)
5849 ScrollPlayer(player, SCROLL_GO_ON);
5850 ScrollScreen(NULL, SCROLL_GO_ON);
5852 AdvanceFrameAndPlayerCounters(player->index_nr);
5857 Delay(wait_delay_value);
5860 DrawPlayer(player); /* needed here only to cleanup last field */
5861 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5863 player->is_moving = FALSE;
5866 if (IS_CUSTOM_ELEMENT(old_element))
5867 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5869 player->index_bit, leave_side);
5871 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5873 player->index_bit, leave_side);
5875 Feld[jx][jy] = el_player;
5876 InitPlayerField(jx, jy, el_player, TRUE);
5878 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5879 possible that the relocation target field did not contain a player element,
5880 but a walkable element, to which the new player was relocated -- in this
5881 case, restore that (already initialized!) element on the player field */
5882 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5884 Feld[jx][jy] = element; /* restore previously existing element */
5886 /* !!! do not initialize already initialized element a second time !!! */
5887 /* (this causes at least problems with "element creation" CE trigger for
5888 already existing elements, and existing Sokoban fields counted twice) */
5889 InitField(jx, jy, FALSE);
5893 /* only visually relocate centered player */
5894 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5895 FALSE, level.instant_relocation);
5897 TestIfPlayerTouchesBadThing(jx, jy);
5898 TestIfPlayerTouchesCustomElement(jx, jy);
5900 if (IS_CUSTOM_ELEMENT(element))
5901 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5902 player->index_bit, enter_side);
5904 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5905 player->index_bit, enter_side);
5908 if (player->is_switching)
5910 /* ensure that relocation while still switching an element does not cause
5911 a new element to be treated as also switched directly after relocation
5912 (this is important for teleporter switches that teleport the player to
5913 a place where another teleporter switch is in the same direction, which
5914 would then incorrectly be treated as immediately switched before the
5915 direction key that caused the switch was released) */
5917 player->switch_x += jx - old_jx;
5918 player->switch_y += jy - old_jy;
5923 void Explode(int ex, int ey, int phase, int mode)
5929 /* !!! eliminate this variable !!! */
5930 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5932 if (game.explosions_delayed)
5934 ExplodeField[ex][ey] = mode;
5938 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5940 int center_element = Feld[ex][ey];
5941 int artwork_element, explosion_element; /* set these values later */
5944 /* --- This is only really needed (and now handled) in "Impact()". --- */
5945 /* do not explode moving elements that left the explode field in time */
5946 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
5947 center_element == EL_EMPTY &&
5948 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
5953 /* !!! at this place, the center element may be EL_BLOCKED !!! */
5954 if (mode == EX_TYPE_NORMAL ||
5955 mode == EX_TYPE_CENTER ||
5956 mode == EX_TYPE_CROSS)
5957 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5960 /* remove things displayed in background while burning dynamite */
5961 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5964 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5966 /* put moving element to center field (and let it explode there) */
5967 center_element = MovingOrBlocked2Element(ex, ey);
5968 RemoveMovingField(ex, ey);
5969 Feld[ex][ey] = center_element;
5972 /* now "center_element" is finally determined -- set related values now */
5973 artwork_element = center_element; /* for custom player artwork */
5974 explosion_element = center_element; /* for custom player artwork */
5976 if (IS_PLAYER(ex, ey))
5978 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5980 artwork_element = stored_player[player_nr].artwork_element;
5982 if (level.use_explosion_element[player_nr])
5984 explosion_element = level.explosion_element[player_nr];
5985 artwork_element = explosion_element;
5990 if (mode == EX_TYPE_NORMAL ||
5991 mode == EX_TYPE_CENTER ||
5992 mode == EX_TYPE_CROSS)
5993 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5996 last_phase = element_info[explosion_element].explosion_delay + 1;
5998 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
6000 int xx = x - ex + 1;
6001 int yy = y - ey + 1;
6004 if (!IN_LEV_FIELD(x, y) ||
6005 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
6006 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
6009 element = Feld[x][y];
6011 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
6013 element = MovingOrBlocked2Element(x, y);
6015 if (!IS_EXPLOSION_PROOF(element))
6016 RemoveMovingField(x, y);
6019 /* indestructible elements can only explode in center (but not flames) */
6020 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
6021 mode == EX_TYPE_BORDER)) ||
6022 element == EL_FLAMES)
6025 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
6026 behaviour, for example when touching a yamyam that explodes to rocks
6027 with active deadly shield, a rock is created under the player !!! */
6028 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
6030 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
6031 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
6032 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
6034 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
6037 if (IS_ACTIVE_BOMB(element))
6039 /* re-activate things under the bomb like gate or penguin */
6040 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
6047 /* save walkable background elements while explosion on same tile */
6048 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
6049 (x != ex || y != ey || mode == EX_TYPE_BORDER))
6050 Back[x][y] = element;
6052 /* ignite explodable elements reached by other explosion */
6053 if (element == EL_EXPLOSION)
6054 element = Store2[x][y];
6056 if (AmoebaNr[x][y] &&
6057 (element == EL_AMOEBA_FULL ||
6058 element == EL_BD_AMOEBA ||
6059 element == EL_AMOEBA_GROWING))
6061 AmoebaCnt[AmoebaNr[x][y]]--;
6062 AmoebaCnt2[AmoebaNr[x][y]]--;
6067 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
6069 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
6071 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
6073 if (PLAYERINFO(ex, ey)->use_murphy)
6074 Store[x][y] = EL_EMPTY;
6077 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
6078 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
6079 else if (ELEM_IS_PLAYER(center_element))
6080 Store[x][y] = EL_EMPTY;
6081 else if (center_element == EL_YAMYAM)
6082 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
6083 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
6084 Store[x][y] = element_info[center_element].content.e[xx][yy];
6086 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
6087 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
6088 otherwise) -- FIX THIS !!! */
6089 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
6090 Store[x][y] = element_info[element].content.e[1][1];
6092 else if (!CAN_EXPLODE(element))
6093 Store[x][y] = element_info[element].content.e[1][1];
6096 Store[x][y] = EL_EMPTY;
6098 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
6099 center_element == EL_AMOEBA_TO_DIAMOND)
6100 Store2[x][y] = element;
6102 Feld[x][y] = EL_EXPLOSION;
6103 GfxElement[x][y] = artwork_element;
6105 ExplodePhase[x][y] = 1;
6106 ExplodeDelay[x][y] = last_phase;
6111 if (center_element == EL_YAMYAM)
6112 game.yamyam_content_nr =
6113 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
6125 GfxFrame[x][y] = 0; /* restart explosion animation */
6127 last_phase = ExplodeDelay[x][y];
6129 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
6133 /* activate this even in non-DEBUG version until cause for crash in
6134 getGraphicAnimationFrame() (see below) is found and eliminated */
6140 /* this can happen if the player leaves an explosion just in time */
6141 if (GfxElement[x][y] == EL_UNDEFINED)
6142 GfxElement[x][y] = EL_EMPTY;
6144 if (GfxElement[x][y] == EL_UNDEFINED)
6147 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
6148 printf("Explode(): This should never happen!\n");
6151 GfxElement[x][y] = EL_EMPTY;
6157 border_element = Store2[x][y];
6158 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6159 border_element = StorePlayer[x][y];
6161 if (phase == element_info[border_element].ignition_delay ||
6162 phase == last_phase)
6164 boolean border_explosion = FALSE;
6166 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
6167 !PLAYER_EXPLOSION_PROTECTED(x, y))
6169 KillPlayerUnlessExplosionProtected(x, y);
6170 border_explosion = TRUE;
6172 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
6174 Feld[x][y] = Store2[x][y];
6177 border_explosion = TRUE;
6179 else if (border_element == EL_AMOEBA_TO_DIAMOND)
6181 AmoebeUmwandeln(x, y);
6183 border_explosion = TRUE;
6186 /* if an element just explodes due to another explosion (chain-reaction),
6187 do not immediately end the new explosion when it was the last frame of
6188 the explosion (as it would be done in the following "if"-statement!) */
6189 if (border_explosion && phase == last_phase)
6193 if (phase == last_phase)
6197 element = Feld[x][y] = Store[x][y];
6198 Store[x][y] = Store2[x][y] = 0;
6199 GfxElement[x][y] = EL_UNDEFINED;
6201 /* player can escape from explosions and might therefore be still alive */
6202 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
6203 element <= EL_PLAYER_IS_EXPLODING_4)
6205 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
6206 int explosion_element = EL_PLAYER_1 + player_nr;
6207 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
6208 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
6210 if (level.use_explosion_element[player_nr])
6211 explosion_element = level.explosion_element[player_nr];
6213 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
6214 element_info[explosion_element].content.e[xx][yy]);
6217 /* restore probably existing indestructible background element */
6218 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
6219 element = Feld[x][y] = Back[x][y];
6222 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
6223 GfxDir[x][y] = MV_NONE;
6224 ChangeDelay[x][y] = 0;
6225 ChangePage[x][y] = -1;
6227 #if USE_NEW_CUSTOM_VALUE
6228 CustomValue[x][y] = 0;
6231 InitField_WithBug2(x, y, FALSE);
6233 TEST_DrawLevelField(x, y);
6235 TestIfElementTouchesCustomElement(x, y);
6237 if (GFX_CRUMBLED(element))
6238 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6240 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
6241 StorePlayer[x][y] = 0;
6243 if (ELEM_IS_PLAYER(element))
6244 RelocatePlayer(x, y, element);
6246 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6248 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
6249 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
6252 TEST_DrawLevelFieldCrumbled(x, y);
6254 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
6256 DrawLevelElement(x, y, Back[x][y]);
6257 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
6259 else if (IS_WALKABLE_UNDER(Back[x][y]))
6261 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6262 DrawLevelElementThruMask(x, y, Back[x][y]);
6264 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
6265 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6269 void DynaExplode(int ex, int ey)
6272 int dynabomb_element = Feld[ex][ey];
6273 int dynabomb_size = 1;
6274 boolean dynabomb_xl = FALSE;
6275 struct PlayerInfo *player;
6276 static int xy[4][2] =
6284 if (IS_ACTIVE_BOMB(dynabomb_element))
6286 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
6287 dynabomb_size = player->dynabomb_size;
6288 dynabomb_xl = player->dynabomb_xl;
6289 player->dynabombs_left++;
6292 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
6294 for (i = 0; i < NUM_DIRECTIONS; i++)
6296 for (j = 1; j <= dynabomb_size; j++)
6298 int x = ex + j * xy[i][0];
6299 int y = ey + j * xy[i][1];
6302 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
6305 element = Feld[x][y];
6307 /* do not restart explosions of fields with active bombs */
6308 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
6311 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
6313 if (element != EL_EMPTY && element != EL_EXPLOSION &&
6314 !IS_DIGGABLE(element) && !dynabomb_xl)
6320 void Bang(int x, int y)
6322 int element = MovingOrBlocked2Element(x, y);
6323 int explosion_type = EX_TYPE_NORMAL;
6325 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6327 struct PlayerInfo *player = PLAYERINFO(x, y);
6329 #if USE_FIX_CE_ACTION_WITH_PLAYER
6330 element = Feld[x][y] = player->initial_element;
6332 element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
6333 player->element_nr);
6336 if (level.use_explosion_element[player->index_nr])
6338 int explosion_element = level.explosion_element[player->index_nr];
6340 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6341 explosion_type = EX_TYPE_CROSS;
6342 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6343 explosion_type = EX_TYPE_CENTER;
6351 case EL_BD_BUTTERFLY:
6354 case EL_DARK_YAMYAM:
6358 RaiseScoreElement(element);
6361 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6362 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6363 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6364 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6365 case EL_DYNABOMB_INCREASE_NUMBER:
6366 case EL_DYNABOMB_INCREASE_SIZE:
6367 case EL_DYNABOMB_INCREASE_POWER:
6368 explosion_type = EX_TYPE_DYNA;
6371 case EL_DC_LANDMINE:
6373 case EL_EM_EXIT_OPEN:
6374 case EL_EM_STEEL_EXIT_OPEN:
6376 explosion_type = EX_TYPE_CENTER;
6381 case EL_LAMP_ACTIVE:
6382 case EL_AMOEBA_TO_DIAMOND:
6383 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
6384 explosion_type = EX_TYPE_CENTER;
6388 if (element_info[element].explosion_type == EXPLODES_CROSS)
6389 explosion_type = EX_TYPE_CROSS;
6390 else if (element_info[element].explosion_type == EXPLODES_1X1)
6391 explosion_type = EX_TYPE_CENTER;
6395 if (explosion_type == EX_TYPE_DYNA)
6398 Explode(x, y, EX_PHASE_START, explosion_type);
6400 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6403 void SplashAcid(int x, int y)
6405 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6406 (!IN_LEV_FIELD(x - 1, y - 2) ||
6407 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6408 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6410 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6411 (!IN_LEV_FIELD(x + 1, y - 2) ||
6412 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6413 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6415 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6418 static void InitBeltMovement()
6420 static int belt_base_element[4] =
6422 EL_CONVEYOR_BELT_1_LEFT,
6423 EL_CONVEYOR_BELT_2_LEFT,
6424 EL_CONVEYOR_BELT_3_LEFT,
6425 EL_CONVEYOR_BELT_4_LEFT
6427 static int belt_base_active_element[4] =
6429 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6430 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6431 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6432 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6437 /* set frame order for belt animation graphic according to belt direction */
6438 for (i = 0; i < NUM_BELTS; i++)
6442 for (j = 0; j < NUM_BELT_PARTS; j++)
6444 int element = belt_base_active_element[belt_nr] + j;
6445 int graphic_1 = el2img(element);
6446 int graphic_2 = el2panelimg(element);
6448 if (game.belt_dir[i] == MV_LEFT)
6450 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6451 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6455 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6456 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6461 SCAN_PLAYFIELD(x, y)
6463 int element = Feld[x][y];
6465 for (i = 0; i < NUM_BELTS; i++)
6467 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6469 int e_belt_nr = getBeltNrFromBeltElement(element);
6472 if (e_belt_nr == belt_nr)
6474 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
6476 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
6483 static void ToggleBeltSwitch(int x, int y)
6485 static int belt_base_element[4] =
6487 EL_CONVEYOR_BELT_1_LEFT,
6488 EL_CONVEYOR_BELT_2_LEFT,
6489 EL_CONVEYOR_BELT_3_LEFT,
6490 EL_CONVEYOR_BELT_4_LEFT
6492 static int belt_base_active_element[4] =
6494 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6495 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6496 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6497 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6499 static int belt_base_switch_element[4] =
6501 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6502 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6503 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6504 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6506 static int belt_move_dir[4] =
6514 int element = Feld[x][y];
6515 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6516 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6517 int belt_dir = belt_move_dir[belt_dir_nr];
6520 if (!IS_BELT_SWITCH(element))
6523 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6524 game.belt_dir[belt_nr] = belt_dir;
6526 if (belt_dir_nr == 3)
6529 /* set frame order for belt animation graphic according to belt direction */
6530 for (i = 0; i < NUM_BELT_PARTS; i++)
6532 int element = belt_base_active_element[belt_nr] + i;
6533 int graphic_1 = el2img(element);
6534 int graphic_2 = el2panelimg(element);
6536 if (belt_dir == MV_LEFT)
6538 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6539 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6543 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6544 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6548 SCAN_PLAYFIELD(xx, yy)
6550 int element = Feld[xx][yy];
6552 if (IS_BELT_SWITCH(element))
6554 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6556 if (e_belt_nr == belt_nr)
6558 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6559 TEST_DrawLevelField(xx, yy);
6562 else if (IS_BELT(element) && belt_dir != MV_NONE)
6564 int e_belt_nr = getBeltNrFromBeltElement(element);
6566 if (e_belt_nr == belt_nr)
6568 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
6570 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6571 TEST_DrawLevelField(xx, yy);
6574 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6576 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6578 if (e_belt_nr == belt_nr)
6580 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
6582 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
6583 TEST_DrawLevelField(xx, yy);
6589 static void ToggleSwitchgateSwitch(int x, int y)
6593 game.switchgate_pos = !game.switchgate_pos;
6595 SCAN_PLAYFIELD(xx, yy)
6597 int element = Feld[xx][yy];
6599 #if !USE_BOTH_SWITCHGATE_SWITCHES
6600 if (element == EL_SWITCHGATE_SWITCH_UP ||
6601 element == EL_SWITCHGATE_SWITCH_DOWN)
6603 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
6604 TEST_DrawLevelField(xx, yy);
6606 else if (element == EL_DC_SWITCHGATE_SWITCH_UP ||
6607 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6609 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
6610 TEST_DrawLevelField(xx, yy);
6613 if (element == EL_SWITCHGATE_SWITCH_UP)
6615 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6616 TEST_DrawLevelField(xx, yy);
6618 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6620 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6621 TEST_DrawLevelField(xx, yy);
6623 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6625 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6626 TEST_DrawLevelField(xx, yy);
6628 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6630 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6631 TEST_DrawLevelField(xx, yy);
6634 else if (element == EL_SWITCHGATE_OPEN ||
6635 element == EL_SWITCHGATE_OPENING)
6637 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6639 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6641 else if (element == EL_SWITCHGATE_CLOSED ||
6642 element == EL_SWITCHGATE_CLOSING)
6644 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6646 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6651 static int getInvisibleActiveFromInvisibleElement(int element)
6653 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6654 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6655 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6659 static int getInvisibleFromInvisibleActiveElement(int element)
6661 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6662 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6663 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6667 static void RedrawAllLightSwitchesAndInvisibleElements()
6671 SCAN_PLAYFIELD(x, y)
6673 int element = Feld[x][y];
6675 if (element == EL_LIGHT_SWITCH &&
6676 game.light_time_left > 0)
6678 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6679 TEST_DrawLevelField(x, y);
6681 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6682 game.light_time_left == 0)
6684 Feld[x][y] = EL_LIGHT_SWITCH;
6685 TEST_DrawLevelField(x, y);
6687 else if (element == EL_EMC_DRIPPER &&
6688 game.light_time_left > 0)
6690 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6691 TEST_DrawLevelField(x, y);
6693 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6694 game.light_time_left == 0)
6696 Feld[x][y] = EL_EMC_DRIPPER;
6697 TEST_DrawLevelField(x, y);
6699 else if (element == EL_INVISIBLE_STEELWALL ||
6700 element == EL_INVISIBLE_WALL ||
6701 element == EL_INVISIBLE_SAND)
6703 if (game.light_time_left > 0)
6704 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6706 TEST_DrawLevelField(x, y);
6708 /* uncrumble neighbour fields, if needed */
6709 if (element == EL_INVISIBLE_SAND)
6710 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6712 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6713 element == EL_INVISIBLE_WALL_ACTIVE ||
6714 element == EL_INVISIBLE_SAND_ACTIVE)
6716 if (game.light_time_left == 0)
6717 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6719 TEST_DrawLevelField(x, y);
6721 /* re-crumble neighbour fields, if needed */
6722 if (element == EL_INVISIBLE_SAND)
6723 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6728 static void RedrawAllInvisibleElementsForLenses()
6732 SCAN_PLAYFIELD(x, y)
6734 int element = Feld[x][y];
6736 if (element == EL_EMC_DRIPPER &&
6737 game.lenses_time_left > 0)
6739 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6740 TEST_DrawLevelField(x, y);
6742 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6743 game.lenses_time_left == 0)
6745 Feld[x][y] = EL_EMC_DRIPPER;
6746 TEST_DrawLevelField(x, y);
6748 else if (element == EL_INVISIBLE_STEELWALL ||
6749 element == EL_INVISIBLE_WALL ||
6750 element == EL_INVISIBLE_SAND)
6752 if (game.lenses_time_left > 0)
6753 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6755 TEST_DrawLevelField(x, y);
6757 /* uncrumble neighbour fields, if needed */
6758 if (element == EL_INVISIBLE_SAND)
6759 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6761 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6762 element == EL_INVISIBLE_WALL_ACTIVE ||
6763 element == EL_INVISIBLE_SAND_ACTIVE)
6765 if (game.lenses_time_left == 0)
6766 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6768 TEST_DrawLevelField(x, y);
6770 /* re-crumble neighbour fields, if needed */
6771 if (element == EL_INVISIBLE_SAND)
6772 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6777 static void RedrawAllInvisibleElementsForMagnifier()
6781 SCAN_PLAYFIELD(x, y)
6783 int element = Feld[x][y];
6785 if (element == EL_EMC_FAKE_GRASS &&
6786 game.magnify_time_left > 0)
6788 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6789 TEST_DrawLevelField(x, y);
6791 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6792 game.magnify_time_left == 0)
6794 Feld[x][y] = EL_EMC_FAKE_GRASS;
6795 TEST_DrawLevelField(x, y);
6797 else if (IS_GATE_GRAY(element) &&
6798 game.magnify_time_left > 0)
6800 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6801 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6802 IS_EM_GATE_GRAY(element) ?
6803 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6804 IS_EMC_GATE_GRAY(element) ?
6805 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6806 IS_DC_GATE_GRAY(element) ?
6807 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6809 TEST_DrawLevelField(x, y);
6811 else if (IS_GATE_GRAY_ACTIVE(element) &&
6812 game.magnify_time_left == 0)
6814 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6815 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6816 IS_EM_GATE_GRAY_ACTIVE(element) ?
6817 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6818 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6819 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6820 IS_DC_GATE_GRAY_ACTIVE(element) ?
6821 EL_DC_GATE_WHITE_GRAY :
6823 TEST_DrawLevelField(x, y);
6828 static void ToggleLightSwitch(int x, int y)
6830 int element = Feld[x][y];
6832 game.light_time_left =
6833 (element == EL_LIGHT_SWITCH ?
6834 level.time_light * FRAMES_PER_SECOND : 0);
6836 RedrawAllLightSwitchesAndInvisibleElements();
6839 static void ActivateTimegateSwitch(int x, int y)
6843 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6845 SCAN_PLAYFIELD(xx, yy)
6847 int element = Feld[xx][yy];
6849 if (element == EL_TIMEGATE_CLOSED ||
6850 element == EL_TIMEGATE_CLOSING)
6852 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6853 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6857 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6859 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6860 TEST_DrawLevelField(xx, yy);
6867 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6868 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6870 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
6874 void Impact(int x, int y)
6876 boolean last_line = (y == lev_fieldy - 1);
6877 boolean object_hit = FALSE;
6878 boolean impact = (last_line || object_hit);
6879 int element = Feld[x][y];
6880 int smashed = EL_STEELWALL;
6882 if (!last_line) /* check if element below was hit */
6884 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6887 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6888 MovDir[x][y + 1] != MV_DOWN ||
6889 MovPos[x][y + 1] <= TILEY / 2));
6891 /* do not smash moving elements that left the smashed field in time */
6892 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6893 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6896 #if USE_QUICKSAND_IMPACT_BUGFIX
6897 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6899 RemoveMovingField(x, y + 1);
6900 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6901 Feld[x][y + 2] = EL_ROCK;
6902 TEST_DrawLevelField(x, y + 2);
6907 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6909 RemoveMovingField(x, y + 1);
6910 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6911 Feld[x][y + 2] = EL_ROCK;
6912 TEST_DrawLevelField(x, y + 2);
6919 smashed = MovingOrBlocked2Element(x, y + 1);
6921 impact = (last_line || object_hit);
6924 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6926 SplashAcid(x, y + 1);
6930 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6931 /* only reset graphic animation if graphic really changes after impact */
6933 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6935 ResetGfxAnimation(x, y);
6936 TEST_DrawLevelField(x, y);
6939 if (impact && CAN_EXPLODE_IMPACT(element))
6944 else if (impact && element == EL_PEARL &&
6945 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6947 ResetGfxAnimation(x, y);
6949 Feld[x][y] = EL_PEARL_BREAKING;
6950 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6953 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6955 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6960 if (impact && element == EL_AMOEBA_DROP)
6962 if (object_hit && IS_PLAYER(x, y + 1))
6963 KillPlayerUnlessEnemyProtected(x, y + 1);
6964 else if (object_hit && smashed == EL_PENGUIN)
6968 Feld[x][y] = EL_AMOEBA_GROWING;
6969 Store[x][y] = EL_AMOEBA_WET;
6971 ResetRandomAnimationValue(x, y);
6976 if (object_hit) /* check which object was hit */
6978 if ((CAN_PASS_MAGIC_WALL(element) &&
6979 (smashed == EL_MAGIC_WALL ||
6980 smashed == EL_BD_MAGIC_WALL)) ||
6981 (CAN_PASS_DC_MAGIC_WALL(element) &&
6982 smashed == EL_DC_MAGIC_WALL))
6985 int activated_magic_wall =
6986 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6987 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6988 EL_DC_MAGIC_WALL_ACTIVE);
6990 /* activate magic wall / mill */
6991 SCAN_PLAYFIELD(xx, yy)
6993 if (Feld[xx][yy] == smashed)
6994 Feld[xx][yy] = activated_magic_wall;
6997 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6998 game.magic_wall_active = TRUE;
7000 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
7001 SND_MAGIC_WALL_ACTIVATING :
7002 smashed == EL_BD_MAGIC_WALL ?
7003 SND_BD_MAGIC_WALL_ACTIVATING :
7004 SND_DC_MAGIC_WALL_ACTIVATING));
7007 if (IS_PLAYER(x, y + 1))
7009 if (CAN_SMASH_PLAYER(element))
7011 KillPlayerUnlessEnemyProtected(x, y + 1);
7015 else if (smashed == EL_PENGUIN)
7017 if (CAN_SMASH_PLAYER(element))
7023 else if (element == EL_BD_DIAMOND)
7025 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
7031 else if (((element == EL_SP_INFOTRON ||
7032 element == EL_SP_ZONK) &&
7033 (smashed == EL_SP_SNIKSNAK ||
7034 smashed == EL_SP_ELECTRON ||
7035 smashed == EL_SP_DISK_ORANGE)) ||
7036 (element == EL_SP_INFOTRON &&
7037 smashed == EL_SP_DISK_YELLOW))
7042 else if (CAN_SMASH_EVERYTHING(element))
7044 if (IS_CLASSIC_ENEMY(smashed) ||
7045 CAN_EXPLODE_SMASHED(smashed))
7050 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
7052 if (smashed == EL_LAMP ||
7053 smashed == EL_LAMP_ACTIVE)
7058 else if (smashed == EL_NUT)
7060 Feld[x][y + 1] = EL_NUT_BREAKING;
7061 PlayLevelSound(x, y, SND_NUT_BREAKING);
7062 RaiseScoreElement(EL_NUT);
7065 else if (smashed == EL_PEARL)
7067 ResetGfxAnimation(x, y);
7069 Feld[x][y + 1] = EL_PEARL_BREAKING;
7070 PlayLevelSound(x, y, SND_PEARL_BREAKING);
7073 else if (smashed == EL_DIAMOND)
7075 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
7076 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
7079 else if (IS_BELT_SWITCH(smashed))
7081 ToggleBeltSwitch(x, y + 1);
7083 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
7084 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
7085 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
7086 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
7088 ToggleSwitchgateSwitch(x, y + 1);
7090 else if (smashed == EL_LIGHT_SWITCH ||
7091 smashed == EL_LIGHT_SWITCH_ACTIVE)
7093 ToggleLightSwitch(x, y + 1);
7098 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
7101 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
7103 CheckElementChangeBySide(x, y + 1, smashed, element,
7104 CE_SWITCHED, CH_SIDE_TOP);
7105 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
7111 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
7116 /* play sound of magic wall / mill */
7118 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7119 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
7120 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
7122 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7123 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
7124 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7125 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
7126 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7127 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
7132 /* play sound of object that hits the ground */
7133 if (last_line || object_hit)
7134 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
7137 inline static void TurnRoundExt(int x, int y)
7149 { 0, 0 }, { 0, 0 }, { 0, 0 },
7154 int left, right, back;
7158 { MV_DOWN, MV_UP, MV_RIGHT },
7159 { MV_UP, MV_DOWN, MV_LEFT },
7161 { MV_LEFT, MV_RIGHT, MV_DOWN },
7165 { MV_RIGHT, MV_LEFT, MV_UP }
7168 int element = Feld[x][y];
7169 int move_pattern = element_info[element].move_pattern;
7171 int old_move_dir = MovDir[x][y];
7172 int left_dir = turn[old_move_dir].left;
7173 int right_dir = turn[old_move_dir].right;
7174 int back_dir = turn[old_move_dir].back;
7176 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
7177 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
7178 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
7179 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
7181 int left_x = x + left_dx, left_y = y + left_dy;
7182 int right_x = x + right_dx, right_y = y + right_dy;
7183 int move_x = x + move_dx, move_y = y + move_dy;
7187 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
7189 TestIfBadThingTouchesOtherBadThing(x, y);
7191 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
7192 MovDir[x][y] = right_dir;
7193 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7194 MovDir[x][y] = left_dir;
7196 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
7198 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
7201 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
7203 TestIfBadThingTouchesOtherBadThing(x, y);
7205 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
7206 MovDir[x][y] = left_dir;
7207 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7208 MovDir[x][y] = right_dir;
7210 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
7212 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
7215 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
7217 TestIfBadThingTouchesOtherBadThing(x, y);
7219 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
7220 MovDir[x][y] = left_dir;
7221 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
7222 MovDir[x][y] = right_dir;
7224 if (MovDir[x][y] != old_move_dir)
7227 else if (element == EL_YAMYAM)
7229 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
7230 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
7232 if (can_turn_left && can_turn_right)
7233 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7234 else if (can_turn_left)
7235 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7236 else if (can_turn_right)
7237 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7239 MovDir[x][y] = back_dir;
7241 MovDelay[x][y] = 16 + 16 * RND(3);
7243 else if (element == EL_DARK_YAMYAM)
7245 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7247 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7250 if (can_turn_left && can_turn_right)
7251 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7252 else if (can_turn_left)
7253 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7254 else if (can_turn_right)
7255 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7257 MovDir[x][y] = back_dir;
7259 MovDelay[x][y] = 16 + 16 * RND(3);
7261 else if (element == EL_PACMAN)
7263 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
7264 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
7266 if (can_turn_left && can_turn_right)
7267 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7268 else if (can_turn_left)
7269 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7270 else if (can_turn_right)
7271 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7273 MovDir[x][y] = back_dir;
7275 MovDelay[x][y] = 6 + RND(40);
7277 else if (element == EL_PIG)
7279 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
7280 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
7281 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
7282 boolean should_turn_left, should_turn_right, should_move_on;
7284 int rnd = RND(rnd_value);
7286 should_turn_left = (can_turn_left &&
7288 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
7289 y + back_dy + left_dy)));
7290 should_turn_right = (can_turn_right &&
7292 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
7293 y + back_dy + right_dy)));
7294 should_move_on = (can_move_on &&
7297 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
7298 y + move_dy + left_dy) ||
7299 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
7300 y + move_dy + right_dy)));
7302 if (should_turn_left || should_turn_right || should_move_on)
7304 if (should_turn_left && should_turn_right && should_move_on)
7305 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
7306 rnd < 2 * rnd_value / 3 ? right_dir :
7308 else if (should_turn_left && should_turn_right)
7309 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7310 else if (should_turn_left && should_move_on)
7311 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
7312 else if (should_turn_right && should_move_on)
7313 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
7314 else if (should_turn_left)
7315 MovDir[x][y] = left_dir;
7316 else if (should_turn_right)
7317 MovDir[x][y] = right_dir;
7318 else if (should_move_on)
7319 MovDir[x][y] = old_move_dir;
7321 else if (can_move_on && rnd > rnd_value / 8)
7322 MovDir[x][y] = old_move_dir;
7323 else if (can_turn_left && can_turn_right)
7324 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7325 else if (can_turn_left && rnd > rnd_value / 8)
7326 MovDir[x][y] = left_dir;
7327 else if (can_turn_right && rnd > rnd_value/8)
7328 MovDir[x][y] = right_dir;
7330 MovDir[x][y] = back_dir;
7332 xx = x + move_xy[MovDir[x][y]].dx;
7333 yy = y + move_xy[MovDir[x][y]].dy;
7335 if (!IN_LEV_FIELD(xx, yy) ||
7336 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
7337 MovDir[x][y] = old_move_dir;
7341 else if (element == EL_DRAGON)
7343 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
7344 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
7345 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
7347 int rnd = RND(rnd_value);
7349 if (can_move_on && rnd > rnd_value / 8)
7350 MovDir[x][y] = old_move_dir;
7351 else if (can_turn_left && can_turn_right)
7352 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7353 else if (can_turn_left && rnd > rnd_value / 8)
7354 MovDir[x][y] = left_dir;
7355 else if (can_turn_right && rnd > rnd_value / 8)
7356 MovDir[x][y] = right_dir;
7358 MovDir[x][y] = back_dir;
7360 xx = x + move_xy[MovDir[x][y]].dx;
7361 yy = y + move_xy[MovDir[x][y]].dy;
7363 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
7364 MovDir[x][y] = old_move_dir;
7368 else if (element == EL_MOLE)
7370 boolean can_move_on =
7371 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7372 IS_AMOEBOID(Feld[move_x][move_y]) ||
7373 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
7376 boolean can_turn_left =
7377 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7378 IS_AMOEBOID(Feld[left_x][left_y])));
7380 boolean can_turn_right =
7381 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7382 IS_AMOEBOID(Feld[right_x][right_y])));
7384 if (can_turn_left && can_turn_right)
7385 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7386 else if (can_turn_left)
7387 MovDir[x][y] = left_dir;
7389 MovDir[x][y] = right_dir;
7392 if (MovDir[x][y] != old_move_dir)
7395 else if (element == EL_BALLOON)
7397 MovDir[x][y] = game.wind_direction;
7400 else if (element == EL_SPRING)
7402 #if USE_NEW_SPRING_BUMPER
7403 if (MovDir[x][y] & MV_HORIZONTAL)
7405 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7406 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7408 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7409 ResetGfxAnimation(move_x, move_y);
7410 TEST_DrawLevelField(move_x, move_y);
7412 MovDir[x][y] = back_dir;
7414 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7415 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7416 MovDir[x][y] = MV_NONE;
7419 if (MovDir[x][y] & MV_HORIZONTAL &&
7420 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7421 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
7422 MovDir[x][y] = MV_NONE;
7427 else if (element == EL_ROBOT ||
7428 element == EL_SATELLITE ||
7429 element == EL_PENGUIN ||
7430 element == EL_EMC_ANDROID)
7432 int attr_x = -1, attr_y = -1;
7443 for (i = 0; i < MAX_PLAYERS; i++)
7445 struct PlayerInfo *player = &stored_player[i];
7446 int jx = player->jx, jy = player->jy;
7448 if (!player->active)
7452 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7460 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
7461 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
7462 game.engine_version < VERSION_IDENT(3,1,0,0)))
7468 if (element == EL_PENGUIN)
7471 static int xy[4][2] =
7479 for (i = 0; i < NUM_DIRECTIONS; i++)
7481 int ex = x + xy[i][0];
7482 int ey = y + xy[i][1];
7484 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
7485 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
7486 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
7487 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7496 MovDir[x][y] = MV_NONE;
7498 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
7499 else if (attr_x > x)
7500 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
7502 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
7503 else if (attr_y > y)
7504 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
7506 if (element == EL_ROBOT)
7510 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7511 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7512 Moving2Blocked(x, y, &newx, &newy);
7514 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7515 MovDelay[x][y] = 8 + 8 * !RND(3);
7517 MovDelay[x][y] = 16;
7519 else if (element == EL_PENGUIN)
7525 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7527 boolean first_horiz = RND(2);
7528 int new_move_dir = MovDir[x][y];
7531 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7532 Moving2Blocked(x, y, &newx, &newy);
7534 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7538 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7539 Moving2Blocked(x, y, &newx, &newy);
7541 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7544 MovDir[x][y] = old_move_dir;
7548 else if (element == EL_SATELLITE)
7554 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7556 boolean first_horiz = RND(2);
7557 int new_move_dir = MovDir[x][y];
7560 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7561 Moving2Blocked(x, y, &newx, &newy);
7563 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7567 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7568 Moving2Blocked(x, y, &newx, &newy);
7570 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7573 MovDir[x][y] = old_move_dir;
7577 else if (element == EL_EMC_ANDROID)
7579 static int check_pos[16] =
7581 -1, /* 0 => (invalid) */
7582 7, /* 1 => MV_LEFT */
7583 3, /* 2 => MV_RIGHT */
7584 -1, /* 3 => (invalid) */
7586 0, /* 5 => MV_LEFT | MV_UP */
7587 2, /* 6 => MV_RIGHT | MV_UP */
7588 -1, /* 7 => (invalid) */
7589 5, /* 8 => MV_DOWN */
7590 6, /* 9 => MV_LEFT | MV_DOWN */
7591 4, /* 10 => MV_RIGHT | MV_DOWN */
7592 -1, /* 11 => (invalid) */
7593 -1, /* 12 => (invalid) */
7594 -1, /* 13 => (invalid) */
7595 -1, /* 14 => (invalid) */
7596 -1, /* 15 => (invalid) */
7604 { -1, -1, MV_LEFT | MV_UP },
7606 { +1, -1, MV_RIGHT | MV_UP },
7607 { +1, 0, MV_RIGHT },
7608 { +1, +1, MV_RIGHT | MV_DOWN },
7610 { -1, +1, MV_LEFT | MV_DOWN },
7613 int start_pos, check_order;
7614 boolean can_clone = FALSE;
7617 /* check if there is any free field around current position */
7618 for (i = 0; i < 8; i++)
7620 int newx = x + check_xy[i].dx;
7621 int newy = y + check_xy[i].dy;
7623 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7631 if (can_clone) /* randomly find an element to clone */
7635 start_pos = check_pos[RND(8)];
7636 check_order = (RND(2) ? -1 : +1);
7638 for (i = 0; i < 8; i++)
7640 int pos_raw = start_pos + i * check_order;
7641 int pos = (pos_raw + 8) % 8;
7642 int newx = x + check_xy[pos].dx;
7643 int newy = y + check_xy[pos].dy;
7645 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7647 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7648 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7650 Store[x][y] = Feld[newx][newy];
7659 if (can_clone) /* randomly find a direction to move */
7663 start_pos = check_pos[RND(8)];
7664 check_order = (RND(2) ? -1 : +1);
7666 for (i = 0; i < 8; i++)
7668 int pos_raw = start_pos + i * check_order;
7669 int pos = (pos_raw + 8) % 8;
7670 int newx = x + check_xy[pos].dx;
7671 int newy = y + check_xy[pos].dy;
7672 int new_move_dir = check_xy[pos].dir;
7674 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7676 MovDir[x][y] = new_move_dir;
7677 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7686 if (can_clone) /* cloning and moving successful */
7689 /* cannot clone -- try to move towards player */
7691 start_pos = check_pos[MovDir[x][y] & 0x0f];
7692 check_order = (RND(2) ? -1 : +1);
7694 for (i = 0; i < 3; i++)
7696 /* first check start_pos, then previous/next or (next/previous) pos */
7697 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7698 int pos = (pos_raw + 8) % 8;
7699 int newx = x + check_xy[pos].dx;
7700 int newy = y + check_xy[pos].dy;
7701 int new_move_dir = check_xy[pos].dir;
7703 if (IS_PLAYER(newx, newy))
7706 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7708 MovDir[x][y] = new_move_dir;
7709 MovDelay[x][y] = level.android_move_time * 8 + 1;
7716 else if (move_pattern == MV_TURNING_LEFT ||
7717 move_pattern == MV_TURNING_RIGHT ||
7718 move_pattern == MV_TURNING_LEFT_RIGHT ||
7719 move_pattern == MV_TURNING_RIGHT_LEFT ||
7720 move_pattern == MV_TURNING_RANDOM ||
7721 move_pattern == MV_ALL_DIRECTIONS)
7723 boolean can_turn_left =
7724 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7725 boolean can_turn_right =
7726 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7728 if (element_info[element].move_stepsize == 0) /* "not moving" */
7731 if (move_pattern == MV_TURNING_LEFT)
7732 MovDir[x][y] = left_dir;
7733 else if (move_pattern == MV_TURNING_RIGHT)
7734 MovDir[x][y] = right_dir;
7735 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7736 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7737 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7738 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7739 else if (move_pattern == MV_TURNING_RANDOM)
7740 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7741 can_turn_right && !can_turn_left ? right_dir :
7742 RND(2) ? left_dir : right_dir);
7743 else if (can_turn_left && can_turn_right)
7744 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7745 else if (can_turn_left)
7746 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7747 else if (can_turn_right)
7748 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7750 MovDir[x][y] = back_dir;
7752 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7754 else if (move_pattern == MV_HORIZONTAL ||
7755 move_pattern == MV_VERTICAL)
7757 if (move_pattern & old_move_dir)
7758 MovDir[x][y] = back_dir;
7759 else if (move_pattern == MV_HORIZONTAL)
7760 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7761 else if (move_pattern == MV_VERTICAL)
7762 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7764 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7766 else if (move_pattern & MV_ANY_DIRECTION)
7768 MovDir[x][y] = move_pattern;
7769 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7771 else if (move_pattern & MV_WIND_DIRECTION)
7773 MovDir[x][y] = game.wind_direction;
7774 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7776 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7778 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7779 MovDir[x][y] = left_dir;
7780 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7781 MovDir[x][y] = right_dir;
7783 if (MovDir[x][y] != old_move_dir)
7784 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7786 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7788 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7789 MovDir[x][y] = right_dir;
7790 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7791 MovDir[x][y] = left_dir;
7793 if (MovDir[x][y] != old_move_dir)
7794 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7796 else if (move_pattern == MV_TOWARDS_PLAYER ||
7797 move_pattern == MV_AWAY_FROM_PLAYER)
7799 int attr_x = -1, attr_y = -1;
7801 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7812 for (i = 0; i < MAX_PLAYERS; i++)
7814 struct PlayerInfo *player = &stored_player[i];
7815 int jx = player->jx, jy = player->jy;
7817 if (!player->active)
7821 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7829 MovDir[x][y] = MV_NONE;
7831 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7832 else if (attr_x > x)
7833 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7835 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7836 else if (attr_y > y)
7837 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7839 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7841 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7843 boolean first_horiz = RND(2);
7844 int new_move_dir = MovDir[x][y];
7846 if (element_info[element].move_stepsize == 0) /* "not moving" */
7848 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7849 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7855 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7856 Moving2Blocked(x, y, &newx, &newy);
7858 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7862 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7863 Moving2Blocked(x, y, &newx, &newy);
7865 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7868 MovDir[x][y] = old_move_dir;
7871 else if (move_pattern == MV_WHEN_PUSHED ||
7872 move_pattern == MV_WHEN_DROPPED)
7874 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7875 MovDir[x][y] = MV_NONE;
7879 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7881 static int test_xy[7][2] =
7891 static int test_dir[7] =
7901 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7902 int move_preference = -1000000; /* start with very low preference */
7903 int new_move_dir = MV_NONE;
7904 int start_test = RND(4);
7907 for (i = 0; i < NUM_DIRECTIONS; i++)
7909 int move_dir = test_dir[start_test + i];
7910 int move_dir_preference;
7912 xx = x + test_xy[start_test + i][0];
7913 yy = y + test_xy[start_test + i][1];
7915 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7916 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7918 new_move_dir = move_dir;
7923 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7926 move_dir_preference = -1 * RunnerVisit[xx][yy];
7927 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7928 move_dir_preference = PlayerVisit[xx][yy];
7930 if (move_dir_preference > move_preference)
7932 /* prefer field that has not been visited for the longest time */
7933 move_preference = move_dir_preference;
7934 new_move_dir = move_dir;
7936 else if (move_dir_preference == move_preference &&
7937 move_dir == old_move_dir)
7939 /* prefer last direction when all directions are preferred equally */
7940 move_preference = move_dir_preference;
7941 new_move_dir = move_dir;
7945 MovDir[x][y] = new_move_dir;
7946 if (old_move_dir != new_move_dir)
7947 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7951 static void TurnRound(int x, int y)
7953 int direction = MovDir[x][y];
7957 GfxDir[x][y] = MovDir[x][y];
7959 if (direction != MovDir[x][y])
7963 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7965 ResetGfxFrame(x, y, FALSE);
7968 static boolean JustBeingPushed(int x, int y)
7972 for (i = 0; i < MAX_PLAYERS; i++)
7974 struct PlayerInfo *player = &stored_player[i];
7976 if (player->active && player->is_pushing && player->MovPos)
7978 int next_jx = player->jx + (player->jx - player->last_jx);
7979 int next_jy = player->jy + (player->jy - player->last_jy);
7981 if (x == next_jx && y == next_jy)
7989 void StartMoving(int x, int y)
7991 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7992 int element = Feld[x][y];
7997 if (MovDelay[x][y] == 0)
7998 GfxAction[x][y] = ACTION_DEFAULT;
8000 if (CAN_FALL(element) && y < lev_fieldy - 1)
8002 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
8003 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
8004 if (JustBeingPushed(x, y))
8007 if (element == EL_QUICKSAND_FULL)
8009 if (IS_FREE(x, y + 1))
8011 InitMovingField(x, y, MV_DOWN);
8012 started_moving = TRUE;
8014 Feld[x][y] = EL_QUICKSAND_EMPTYING;
8015 #if USE_QUICKSAND_BD_ROCK_BUGFIX
8016 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
8017 Store[x][y] = EL_ROCK;
8019 Store[x][y] = EL_ROCK;
8022 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
8024 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
8026 if (!MovDelay[x][y])
8028 MovDelay[x][y] = TILEY + 1;
8030 ResetGfxAnimation(x, y);
8031 ResetGfxAnimation(x, y + 1);
8036 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
8037 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
8044 Feld[x][y] = EL_QUICKSAND_EMPTY;
8045 Feld[x][y + 1] = EL_QUICKSAND_FULL;
8046 Store[x][y + 1] = Store[x][y];
8049 PlayLevelSoundAction(x, y, ACTION_FILLING);
8051 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
8053 if (!MovDelay[x][y])
8055 MovDelay[x][y] = TILEY + 1;
8057 ResetGfxAnimation(x, y);
8058 ResetGfxAnimation(x, y + 1);
8063 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
8064 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
8071 Feld[x][y] = EL_QUICKSAND_EMPTY;
8072 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
8073 Store[x][y + 1] = Store[x][y];
8076 PlayLevelSoundAction(x, y, ACTION_FILLING);
8079 else if (element == EL_QUICKSAND_FAST_FULL)
8081 if (IS_FREE(x, y + 1))
8083 InitMovingField(x, y, MV_DOWN);
8084 started_moving = TRUE;
8086 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
8087 #if USE_QUICKSAND_BD_ROCK_BUGFIX
8088 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
8089 Store[x][y] = EL_ROCK;
8091 Store[x][y] = EL_ROCK;
8094 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
8096 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
8098 if (!MovDelay[x][y])
8100 MovDelay[x][y] = TILEY + 1;
8102 ResetGfxAnimation(x, y);
8103 ResetGfxAnimation(x, y + 1);
8108 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
8109 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
8116 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
8117 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
8118 Store[x][y + 1] = Store[x][y];
8121 PlayLevelSoundAction(x, y, ACTION_FILLING);
8123 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
8125 if (!MovDelay[x][y])
8127 MovDelay[x][y] = TILEY + 1;
8129 ResetGfxAnimation(x, y);
8130 ResetGfxAnimation(x, y + 1);
8135 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
8136 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
8143 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
8144 Feld[x][y + 1] = EL_QUICKSAND_FULL;
8145 Store[x][y + 1] = Store[x][y];
8148 PlayLevelSoundAction(x, y, ACTION_FILLING);
8151 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
8152 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
8154 InitMovingField(x, y, MV_DOWN);
8155 started_moving = TRUE;
8157 Feld[x][y] = EL_QUICKSAND_FILLING;
8158 Store[x][y] = element;
8160 PlayLevelSoundAction(x, y, ACTION_FILLING);
8162 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
8163 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
8165 InitMovingField(x, y, MV_DOWN);
8166 started_moving = TRUE;
8168 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
8169 Store[x][y] = element;
8171 PlayLevelSoundAction(x, y, ACTION_FILLING);
8173 else if (element == EL_MAGIC_WALL_FULL)
8175 if (IS_FREE(x, y + 1))
8177 InitMovingField(x, y, MV_DOWN);
8178 started_moving = TRUE;
8180 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
8181 Store[x][y] = EL_CHANGED(Store[x][y]);
8183 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
8185 if (!MovDelay[x][y])
8186 MovDelay[x][y] = TILEY / 4 + 1;
8195 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
8196 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
8197 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
8201 else if (element == EL_BD_MAGIC_WALL_FULL)
8203 if (IS_FREE(x, y + 1))
8205 InitMovingField(x, y, MV_DOWN);
8206 started_moving = TRUE;
8208 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
8209 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
8211 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
8213 if (!MovDelay[x][y])
8214 MovDelay[x][y] = TILEY / 4 + 1;
8223 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
8224 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
8225 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
8229 else if (element == EL_DC_MAGIC_WALL_FULL)
8231 if (IS_FREE(x, y + 1))
8233 InitMovingField(x, y, MV_DOWN);
8234 started_moving = TRUE;
8236 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
8237 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
8239 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
8241 if (!MovDelay[x][y])
8242 MovDelay[x][y] = TILEY / 4 + 1;
8251 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
8252 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
8253 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
8257 else if ((CAN_PASS_MAGIC_WALL(element) &&
8258 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
8259 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
8260 (CAN_PASS_DC_MAGIC_WALL(element) &&
8261 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
8264 InitMovingField(x, y, MV_DOWN);
8265 started_moving = TRUE;
8268 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
8269 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
8270 EL_DC_MAGIC_WALL_FILLING);
8271 Store[x][y] = element;
8273 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
8275 SplashAcid(x, y + 1);
8277 InitMovingField(x, y, MV_DOWN);
8278 started_moving = TRUE;
8280 Store[x][y] = EL_ACID;
8283 #if USE_FIX_IMPACT_COLLISION
8284 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8285 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
8287 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8288 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
8290 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
8291 CAN_FALL(element) && WasJustFalling[x][y] &&
8292 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
8294 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
8295 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
8296 (Feld[x][y + 1] == EL_BLOCKED)))
8298 /* this is needed for a special case not covered by calling "Impact()"
8299 from "ContinueMoving()": if an element moves to a tile directly below
8300 another element which was just falling on that tile (which was empty
8301 in the previous frame), the falling element above would just stop
8302 instead of smashing the element below (in previous version, the above
8303 element was just checked for "moving" instead of "falling", resulting
8304 in incorrect smashes caused by horizontal movement of the above
8305 element; also, the case of the player being the element to smash was
8306 simply not covered here... :-/ ) */
8308 CheckCollision[x][y] = 0;
8309 CheckImpact[x][y] = 0;
8313 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
8315 if (MovDir[x][y] == MV_NONE)
8317 InitMovingField(x, y, MV_DOWN);
8318 started_moving = TRUE;
8321 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
8323 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
8324 MovDir[x][y] = MV_DOWN;
8326 InitMovingField(x, y, MV_DOWN);
8327 started_moving = TRUE;
8329 else if (element == EL_AMOEBA_DROP)
8331 Feld[x][y] = EL_AMOEBA_GROWING;
8332 Store[x][y] = EL_AMOEBA_WET;
8334 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
8335 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
8336 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
8337 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
8339 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
8340 (IS_FREE(x - 1, y + 1) ||
8341 Feld[x - 1][y + 1] == EL_ACID));
8342 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
8343 (IS_FREE(x + 1, y + 1) ||
8344 Feld[x + 1][y + 1] == EL_ACID));
8345 boolean can_fall_any = (can_fall_left || can_fall_right);
8346 boolean can_fall_both = (can_fall_left && can_fall_right);
8347 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
8349 #if USE_NEW_ALL_SLIPPERY
8350 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
8352 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8353 can_fall_right = FALSE;
8354 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8355 can_fall_left = FALSE;
8356 else if (slippery_type == SLIPPERY_ONLY_LEFT)
8357 can_fall_right = FALSE;
8358 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8359 can_fall_left = FALSE;
8361 can_fall_any = (can_fall_left || can_fall_right);
8362 can_fall_both = FALSE;
8365 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
8367 if (slippery_type == SLIPPERY_ONLY_LEFT)
8368 can_fall_right = FALSE;
8369 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8370 can_fall_left = FALSE;
8371 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8372 can_fall_right = FALSE;
8373 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8374 can_fall_left = FALSE;
8376 can_fall_any = (can_fall_left || can_fall_right);
8377 can_fall_both = (can_fall_left && can_fall_right);
8381 #if USE_NEW_ALL_SLIPPERY
8383 #if USE_NEW_SP_SLIPPERY
8384 /* !!! better use the same properties as for custom elements here !!! */
8385 else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
8386 can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
8388 can_fall_right = FALSE; /* slip down on left side */
8389 can_fall_both = FALSE;
8394 #if USE_NEW_ALL_SLIPPERY
8397 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8398 can_fall_right = FALSE; /* slip down on left side */
8400 can_fall_left = !(can_fall_right = RND(2));
8402 can_fall_both = FALSE;
8407 if (game.emulation == EMU_BOULDERDASH ||
8408 element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8409 can_fall_right = FALSE; /* slip down on left side */
8411 can_fall_left = !(can_fall_right = RND(2));
8413 can_fall_both = FALSE;
8419 /* if not determined otherwise, prefer left side for slipping down */
8420 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8421 started_moving = TRUE;
8425 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
8427 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
8430 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8431 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8432 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
8433 int belt_dir = game.belt_dir[belt_nr];
8435 if ((belt_dir == MV_LEFT && left_is_free) ||
8436 (belt_dir == MV_RIGHT && right_is_free))
8438 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8440 InitMovingField(x, y, belt_dir);
8441 started_moving = TRUE;
8443 Pushed[x][y] = TRUE;
8444 Pushed[nextx][y] = TRUE;
8446 GfxAction[x][y] = ACTION_DEFAULT;
8450 MovDir[x][y] = 0; /* if element was moving, stop it */
8455 /* not "else if" because of elements that can fall and move (EL_SPRING) */
8457 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE)
8459 if (CAN_MOVE(element) && !started_moving)
8462 int move_pattern = element_info[element].move_pattern;
8467 if (MovDir[x][y] == MV_NONE)
8469 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
8470 x, y, element, element_info[element].token_name);
8471 printf("StartMoving(): This should never happen!\n");
8476 Moving2Blocked(x, y, &newx, &newy);
8478 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8481 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8482 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8484 WasJustMoving[x][y] = 0;
8485 CheckCollision[x][y] = 0;
8487 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8489 if (Feld[x][y] != element) /* element has changed */
8493 if (!MovDelay[x][y]) /* start new movement phase */
8495 /* all objects that can change their move direction after each step
8496 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
8498 if (element != EL_YAMYAM &&
8499 element != EL_DARK_YAMYAM &&
8500 element != EL_PACMAN &&
8501 !(move_pattern & MV_ANY_DIRECTION) &&
8502 move_pattern != MV_TURNING_LEFT &&
8503 move_pattern != MV_TURNING_RIGHT &&
8504 move_pattern != MV_TURNING_LEFT_RIGHT &&
8505 move_pattern != MV_TURNING_RIGHT_LEFT &&
8506 move_pattern != MV_TURNING_RANDOM)
8510 if (MovDelay[x][y] && (element == EL_BUG ||
8511 element == EL_SPACESHIP ||
8512 element == EL_SP_SNIKSNAK ||
8513 element == EL_SP_ELECTRON ||
8514 element == EL_MOLE))
8515 TEST_DrawLevelField(x, y);
8519 if (MovDelay[x][y]) /* wait some time before next movement */
8523 if (element == EL_ROBOT ||
8524 element == EL_YAMYAM ||
8525 element == EL_DARK_YAMYAM)
8527 DrawLevelElementAnimationIfNeeded(x, y, element);
8528 PlayLevelSoundAction(x, y, ACTION_WAITING);
8530 else if (element == EL_SP_ELECTRON)
8531 DrawLevelElementAnimationIfNeeded(x, y, element);
8532 else if (element == EL_DRAGON)
8535 int dir = MovDir[x][y];
8536 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8537 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8538 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8539 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8540 dir == MV_UP ? IMG_FLAMES_1_UP :
8541 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8542 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
8544 GfxAction[x][y] = ACTION_ATTACKING;
8546 if (IS_PLAYER(x, y))
8547 DrawPlayerField(x, y);
8549 TEST_DrawLevelField(x, y);
8551 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8553 for (i = 1; i <= 3; i++)
8555 int xx = x + i * dx;
8556 int yy = y + i * dy;
8557 int sx = SCREENX(xx);
8558 int sy = SCREENY(yy);
8559 int flame_graphic = graphic + (i - 1);
8561 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
8566 int flamed = MovingOrBlocked2Element(xx, yy);
8570 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8572 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
8573 RemoveMovingField(xx, yy);
8575 RemoveField(xx, yy);
8577 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8580 RemoveMovingField(xx, yy);
8583 ChangeDelay[xx][yy] = 0;
8585 Feld[xx][yy] = EL_FLAMES;
8587 if (IN_SCR_FIELD(sx, sy))
8589 TEST_DrawLevelFieldCrumbled(xx, yy);
8590 DrawGraphic(sx, sy, flame_graphic, frame);
8595 if (Feld[xx][yy] == EL_FLAMES)
8596 Feld[xx][yy] = EL_EMPTY;
8597 TEST_DrawLevelField(xx, yy);
8602 if (MovDelay[x][y]) /* element still has to wait some time */
8604 PlayLevelSoundAction(x, y, ACTION_WAITING);
8610 /* now make next step */
8612 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
8614 if (DONT_COLLIDE_WITH(element) &&
8615 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8616 !PLAYER_ENEMY_PROTECTED(newx, newy))
8618 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8623 else if (CAN_MOVE_INTO_ACID(element) &&
8624 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
8625 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8626 (MovDir[x][y] == MV_DOWN ||
8627 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8629 SplashAcid(newx, newy);
8630 Store[x][y] = EL_ACID;
8632 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8634 if (Feld[newx][newy] == EL_EXIT_OPEN ||
8635 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
8636 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
8637 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8640 TEST_DrawLevelField(x, y);
8642 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8643 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8644 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
8646 local_player->friends_still_needed--;
8647 if (!local_player->friends_still_needed &&
8648 !local_player->GameOver && AllPlayersGone)
8649 PlayerWins(local_player);
8653 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
8655 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
8656 TEST_DrawLevelField(newx, newy);
8658 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8660 else if (!IS_FREE(newx, newy))
8662 GfxAction[x][y] = ACTION_WAITING;
8664 if (IS_PLAYER(x, y))
8665 DrawPlayerField(x, y);
8667 TEST_DrawLevelField(x, y);
8672 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8674 if (IS_FOOD_PIG(Feld[newx][newy]))
8676 if (IS_MOVING(newx, newy))
8677 RemoveMovingField(newx, newy);
8680 Feld[newx][newy] = EL_EMPTY;
8681 TEST_DrawLevelField(newx, newy);
8684 PlayLevelSound(x, y, SND_PIG_DIGGING);
8686 else if (!IS_FREE(newx, newy))
8688 if (IS_PLAYER(x, y))
8689 DrawPlayerField(x, y);
8691 TEST_DrawLevelField(x, y);
8696 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8698 if (Store[x][y] != EL_EMPTY)
8700 boolean can_clone = FALSE;
8703 /* check if element to clone is still there */
8704 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8706 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
8714 /* cannot clone or target field not free anymore -- do not clone */
8715 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8716 Store[x][y] = EL_EMPTY;
8719 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8721 if (IS_MV_DIAGONAL(MovDir[x][y]))
8723 int diagonal_move_dir = MovDir[x][y];
8724 int stored = Store[x][y];
8725 int change_delay = 8;
8728 /* android is moving diagonally */
8730 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8732 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8733 GfxElement[x][y] = EL_EMC_ANDROID;
8734 GfxAction[x][y] = ACTION_SHRINKING;
8735 GfxDir[x][y] = diagonal_move_dir;
8736 ChangeDelay[x][y] = change_delay;
8738 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8741 DrawLevelGraphicAnimation(x, y, graphic);
8742 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8744 if (Feld[newx][newy] == EL_ACID)
8746 SplashAcid(newx, newy);
8751 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8753 Store[newx][newy] = EL_EMC_ANDROID;
8754 GfxElement[newx][newy] = EL_EMC_ANDROID;
8755 GfxAction[newx][newy] = ACTION_GROWING;
8756 GfxDir[newx][newy] = diagonal_move_dir;
8757 ChangeDelay[newx][newy] = change_delay;
8759 graphic = el_act_dir2img(GfxElement[newx][newy],
8760 GfxAction[newx][newy], GfxDir[newx][newy]);
8762 DrawLevelGraphicAnimation(newx, newy, graphic);
8763 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8769 Feld[newx][newy] = EL_EMPTY;
8770 TEST_DrawLevelField(newx, newy);
8772 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8775 else if (!IS_FREE(newx, newy))
8778 if (IS_PLAYER(x, y))
8779 DrawPlayerField(x, y);
8781 TEST_DrawLevelField(x, y);
8787 else if (IS_CUSTOM_ELEMENT(element) &&
8788 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8791 if (!DigFieldByCE(newx, newy, element))
8794 int new_element = Feld[newx][newy];
8796 if (!IS_FREE(newx, newy))
8798 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
8799 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
8802 /* no element can dig solid indestructible elements */
8803 if (IS_INDESTRUCTIBLE(new_element) &&
8804 !IS_DIGGABLE(new_element) &&
8805 !IS_COLLECTIBLE(new_element))
8808 if (AmoebaNr[newx][newy] &&
8809 (new_element == EL_AMOEBA_FULL ||
8810 new_element == EL_BD_AMOEBA ||
8811 new_element == EL_AMOEBA_GROWING))
8813 AmoebaCnt[AmoebaNr[newx][newy]]--;
8814 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8817 if (IS_MOVING(newx, newy))
8818 RemoveMovingField(newx, newy);
8821 RemoveField(newx, newy);
8822 TEST_DrawLevelField(newx, newy);
8825 /* if digged element was about to explode, prevent the explosion */
8826 ExplodeField[newx][newy] = EX_TYPE_NONE;
8828 PlayLevelSoundAction(x, y, action);
8831 Store[newx][newy] = EL_EMPTY;
8834 /* this makes it possible to leave the removed element again */
8835 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
8836 Store[newx][newy] = new_element;
8838 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
8840 int move_leave_element = element_info[element].move_leave_element;
8842 /* this makes it possible to leave the removed element again */
8843 Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
8844 new_element : move_leave_element);
8850 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8852 RunnerVisit[x][y] = FrameCounter;
8853 PlayerVisit[x][y] /= 8; /* expire player visit path */
8856 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8858 if (!IS_FREE(newx, newy))
8860 if (IS_PLAYER(x, y))
8861 DrawPlayerField(x, y);
8863 TEST_DrawLevelField(x, y);
8869 boolean wanna_flame = !RND(10);
8870 int dx = newx - x, dy = newy - y;
8871 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8872 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8873 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8874 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8875 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8876 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8879 IS_CLASSIC_ENEMY(element1) ||
8880 IS_CLASSIC_ENEMY(element2)) &&
8881 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8882 element1 != EL_FLAMES && element2 != EL_FLAMES)
8884 ResetGfxAnimation(x, y);
8885 GfxAction[x][y] = ACTION_ATTACKING;
8887 if (IS_PLAYER(x, y))
8888 DrawPlayerField(x, y);
8890 TEST_DrawLevelField(x, y);
8892 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8894 MovDelay[x][y] = 50;
8898 RemoveField(newx, newy);
8900 Feld[newx][newy] = EL_FLAMES;
8901 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8904 RemoveField(newx1, newy1);
8906 Feld[newx1][newy1] = EL_FLAMES;
8908 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8911 RemoveField(newx2, newy2);
8913 Feld[newx2][newy2] = EL_FLAMES;
8920 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8921 Feld[newx][newy] == EL_DIAMOND)
8923 if (IS_MOVING(newx, newy))
8924 RemoveMovingField(newx, newy);
8927 Feld[newx][newy] = EL_EMPTY;
8928 TEST_DrawLevelField(newx, newy);
8931 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8933 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8934 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8936 if (AmoebaNr[newx][newy])
8938 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8939 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8940 Feld[newx][newy] == EL_BD_AMOEBA)
8941 AmoebaCnt[AmoebaNr[newx][newy]]--;
8946 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
8948 RemoveMovingField(newx, newy);
8951 if (IS_MOVING(newx, newy))
8953 RemoveMovingField(newx, newy);
8958 Feld[newx][newy] = EL_EMPTY;
8959 TEST_DrawLevelField(newx, newy);
8962 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8964 else if ((element == EL_PACMAN || element == EL_MOLE)
8965 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8967 if (AmoebaNr[newx][newy])
8969 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8970 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8971 Feld[newx][newy] == EL_BD_AMOEBA)
8972 AmoebaCnt[AmoebaNr[newx][newy]]--;
8975 if (element == EL_MOLE)
8977 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8978 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8980 ResetGfxAnimation(x, y);
8981 GfxAction[x][y] = ACTION_DIGGING;
8982 TEST_DrawLevelField(x, y);
8984 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
8986 return; /* wait for shrinking amoeba */
8988 else /* element == EL_PACMAN */
8990 Feld[newx][newy] = EL_EMPTY;
8991 TEST_DrawLevelField(newx, newy);
8992 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8995 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8996 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8997 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8999 /* wait for shrinking amoeba to completely disappear */
9002 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
9004 /* object was running against a wall */
9009 /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
9010 if (move_pattern & MV_ANY_DIRECTION &&
9011 move_pattern == MovDir[x][y])
9013 int blocking_element =
9014 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
9016 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
9019 element = Feld[x][y]; /* element might have changed */
9023 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
9024 DrawLevelElementAnimation(x, y, element);
9026 if (DONT_TOUCH(element))
9027 TestIfBadThingTouchesPlayer(x, y);
9032 InitMovingField(x, y, MovDir[x][y]);
9034 PlayLevelSoundAction(x, y, ACTION_MOVING);
9038 ContinueMoving(x, y);
9041 void ContinueMoving(int x, int y)
9043 int element = Feld[x][y];
9044 struct ElementInfo *ei = &element_info[element];
9045 int direction = MovDir[x][y];
9046 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
9047 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
9048 int newx = x + dx, newy = y + dy;
9049 int stored = Store[x][y];
9050 int stored_new = Store[newx][newy];
9051 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
9052 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
9053 boolean last_line = (newy == lev_fieldy - 1);
9055 MovPos[x][y] += getElementMoveStepsize(x, y);
9057 if (pushed_by_player) /* special case: moving object pushed by player */
9058 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
9060 if (ABS(MovPos[x][y]) < TILEX)
9063 int ee = Feld[x][y];
9064 int gg = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
9065 int ff = getGraphicAnimationFrame(gg, GfxFrame[x][y]);
9067 printf("::: %d.%d: moving %d ... [%d, %d, %d] [%d, %d, %d]\n",
9068 x, y, ABS(MovPos[x][y]),
9070 GfxAction[x][y], GfxDir[x][y], GfxFrame[x][y]);
9073 TEST_DrawLevelField(x, y);
9075 return; /* element is still moving */
9078 /* element reached destination field */
9080 Feld[x][y] = EL_EMPTY;
9081 Feld[newx][newy] = element;
9082 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
9084 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
9086 element = Feld[newx][newy] = EL_ACID;
9088 else if (element == EL_MOLE)
9090 Feld[x][y] = EL_SAND;
9092 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9094 else if (element == EL_QUICKSAND_FILLING)
9096 element = Feld[newx][newy] = get_next_element(element);
9097 Store[newx][newy] = Store[x][y];
9099 else if (element == EL_QUICKSAND_EMPTYING)
9101 Feld[x][y] = get_next_element(element);
9102 element = Feld[newx][newy] = Store[x][y];
9104 else if (element == EL_QUICKSAND_FAST_FILLING)
9106 element = Feld[newx][newy] = get_next_element(element);
9107 Store[newx][newy] = Store[x][y];
9109 else if (element == EL_QUICKSAND_FAST_EMPTYING)
9111 Feld[x][y] = get_next_element(element);
9112 element = Feld[newx][newy] = Store[x][y];
9114 else if (element == EL_MAGIC_WALL_FILLING)
9116 element = Feld[newx][newy] = get_next_element(element);
9117 if (!game.magic_wall_active)
9118 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
9119 Store[newx][newy] = Store[x][y];
9121 else if (element == EL_MAGIC_WALL_EMPTYING)
9123 Feld[x][y] = get_next_element(element);
9124 if (!game.magic_wall_active)
9125 Feld[x][y] = EL_MAGIC_WALL_DEAD;
9126 element = Feld[newx][newy] = Store[x][y];
9128 #if USE_NEW_CUSTOM_VALUE
9129 InitField(newx, newy, FALSE);
9132 else if (element == EL_BD_MAGIC_WALL_FILLING)
9134 element = Feld[newx][newy] = get_next_element(element);
9135 if (!game.magic_wall_active)
9136 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
9137 Store[newx][newy] = Store[x][y];
9139 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
9141 Feld[x][y] = get_next_element(element);
9142 if (!game.magic_wall_active)
9143 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
9144 element = Feld[newx][newy] = Store[x][y];
9146 #if USE_NEW_CUSTOM_VALUE
9147 InitField(newx, newy, FALSE);
9150 else if (element == EL_DC_MAGIC_WALL_FILLING)
9152 element = Feld[newx][newy] = get_next_element(element);
9153 if (!game.magic_wall_active)
9154 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
9155 Store[newx][newy] = Store[x][y];
9157 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
9159 Feld[x][y] = get_next_element(element);
9160 if (!game.magic_wall_active)
9161 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
9162 element = Feld[newx][newy] = Store[x][y];
9164 #if USE_NEW_CUSTOM_VALUE
9165 InitField(newx, newy, FALSE);
9168 else if (element == EL_AMOEBA_DROPPING)
9170 Feld[x][y] = get_next_element(element);
9171 element = Feld[newx][newy] = Store[x][y];
9173 else if (element == EL_SOKOBAN_OBJECT)
9176 Feld[x][y] = Back[x][y];
9178 if (Back[newx][newy])
9179 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
9181 Back[x][y] = Back[newx][newy] = 0;
9184 Store[x][y] = EL_EMPTY;
9189 MovDelay[newx][newy] = 0;
9191 if (CAN_CHANGE_OR_HAS_ACTION(element))
9193 /* copy element change control values to new field */
9194 ChangeDelay[newx][newy] = ChangeDelay[x][y];
9195 ChangePage[newx][newy] = ChangePage[x][y];
9196 ChangeCount[newx][newy] = ChangeCount[x][y];
9197 ChangeEvent[newx][newy] = ChangeEvent[x][y];
9200 #if USE_NEW_CUSTOM_VALUE
9201 CustomValue[newx][newy] = CustomValue[x][y];
9204 ChangeDelay[x][y] = 0;
9205 ChangePage[x][y] = -1;
9206 ChangeCount[x][y] = 0;
9207 ChangeEvent[x][y] = -1;
9209 #if USE_NEW_CUSTOM_VALUE
9210 CustomValue[x][y] = 0;
9213 /* copy animation control values to new field */
9214 GfxFrame[newx][newy] = GfxFrame[x][y];
9215 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
9216 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
9217 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
9219 Pushed[x][y] = Pushed[newx][newy] = FALSE;
9221 /* some elements can leave other elements behind after moving */
9223 if (ei->move_leave_element != EL_EMPTY &&
9224 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
9225 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
9227 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
9228 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
9229 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
9232 int move_leave_element = ei->move_leave_element;
9236 /* this makes it possible to leave the removed element again */
9237 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
9238 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
9240 /* this makes it possible to leave the removed element again */
9241 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
9242 move_leave_element = stored;
9245 /* this makes it possible to leave the removed element again */
9246 if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
9247 ei->move_leave_element == EL_TRIGGER_ELEMENT)
9248 move_leave_element = stored;
9251 Feld[x][y] = move_leave_element;
9253 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
9254 MovDir[x][y] = direction;
9256 InitField(x, y, FALSE);
9258 if (GFX_CRUMBLED(Feld[x][y]))
9259 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9261 if (ELEM_IS_PLAYER(move_leave_element))
9262 RelocatePlayer(x, y, move_leave_element);
9265 /* do this after checking for left-behind element */
9266 ResetGfxAnimation(x, y); /* reset animation values for old field */
9268 if (!CAN_MOVE(element) ||
9269 (CAN_FALL(element) && direction == MV_DOWN &&
9270 (element == EL_SPRING ||
9271 element_info[element].move_pattern == MV_WHEN_PUSHED ||
9272 element_info[element].move_pattern == MV_WHEN_DROPPED)))
9273 GfxDir[x][y] = MovDir[newx][newy] = 0;
9275 TEST_DrawLevelField(x, y);
9276 TEST_DrawLevelField(newx, newy);
9278 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
9280 /* prevent pushed element from moving on in pushed direction */
9281 if (pushed_by_player && CAN_MOVE(element) &&
9282 element_info[element].move_pattern & MV_ANY_DIRECTION &&
9283 !(element_info[element].move_pattern & direction))
9284 TurnRound(newx, newy);
9286 /* prevent elements on conveyor belt from moving on in last direction */
9287 if (pushed_by_conveyor && CAN_FALL(element) &&
9288 direction & MV_HORIZONTAL)
9289 MovDir[newx][newy] = 0;
9291 if (!pushed_by_player)
9293 int nextx = newx + dx, nexty = newy + dy;
9294 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
9296 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
9298 if (CAN_FALL(element) && direction == MV_DOWN)
9299 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
9301 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
9302 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
9304 #if USE_FIX_IMPACT_COLLISION
9305 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
9306 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
9310 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
9312 TestIfBadThingTouchesPlayer(newx, newy);
9313 TestIfBadThingTouchesFriend(newx, newy);
9315 if (!IS_CUSTOM_ELEMENT(element))
9316 TestIfBadThingTouchesOtherBadThing(newx, newy);
9318 else if (element == EL_PENGUIN)
9319 TestIfFriendTouchesBadThing(newx, newy);
9321 if (DONT_GET_HIT_BY(element))
9323 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
9326 /* give the player one last chance (one more frame) to move away */
9327 if (CAN_FALL(element) && direction == MV_DOWN &&
9328 (last_line || (!IS_FREE(x, newy + 1) &&
9329 (!IS_PLAYER(x, newy + 1) ||
9330 game.engine_version < VERSION_IDENT(3,1,1,0)))))
9333 if (pushed_by_player && !game.use_change_when_pushing_bug)
9335 int push_side = MV_DIR_OPPOSITE(direction);
9336 struct PlayerInfo *player = PLAYERINFO(x, y);
9338 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
9339 player->index_bit, push_side);
9340 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
9341 player->index_bit, push_side);
9344 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
9345 MovDelay[newx][newy] = 1;
9347 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
9349 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
9352 if (ChangePage[newx][newy] != -1) /* delayed change */
9354 int page = ChangePage[newx][newy];
9355 struct ElementChangeInfo *change = &ei->change_page[page];
9357 ChangePage[newx][newy] = -1;
9359 if (change->can_change)
9361 if (ChangeElement(newx, newy, element, page))
9363 if (change->post_change_function)
9364 change->post_change_function(newx, newy);
9368 if (change->has_action)
9369 ExecuteCustomElementAction(newx, newy, element, page);
9373 TestIfElementHitsCustomElement(newx, newy, direction);
9374 TestIfPlayerTouchesCustomElement(newx, newy);
9375 TestIfElementTouchesCustomElement(newx, newy);
9377 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
9378 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
9379 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
9380 MV_DIR_OPPOSITE(direction));
9383 int AmoebeNachbarNr(int ax, int ay)
9386 int element = Feld[ax][ay];
9388 static int xy[4][2] =
9396 for (i = 0; i < NUM_DIRECTIONS; i++)
9398 int x = ax + xy[i][0];
9399 int y = ay + xy[i][1];
9401 if (!IN_LEV_FIELD(x, y))
9404 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
9405 group_nr = AmoebaNr[x][y];
9411 void AmoebenVereinigen(int ax, int ay)
9413 int i, x, y, xx, yy;
9414 int new_group_nr = AmoebaNr[ax][ay];
9415 static int xy[4][2] =
9423 if (new_group_nr == 0)
9426 for (i = 0; i < NUM_DIRECTIONS; i++)
9431 if (!IN_LEV_FIELD(x, y))
9434 if ((Feld[x][y] == EL_AMOEBA_FULL ||
9435 Feld[x][y] == EL_BD_AMOEBA ||
9436 Feld[x][y] == EL_AMOEBA_DEAD) &&
9437 AmoebaNr[x][y] != new_group_nr)
9439 int old_group_nr = AmoebaNr[x][y];
9441 if (old_group_nr == 0)
9444 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
9445 AmoebaCnt[old_group_nr] = 0;
9446 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
9447 AmoebaCnt2[old_group_nr] = 0;
9449 SCAN_PLAYFIELD(xx, yy)
9451 if (AmoebaNr[xx][yy] == old_group_nr)
9452 AmoebaNr[xx][yy] = new_group_nr;
9458 void AmoebeUmwandeln(int ax, int ay)
9462 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
9464 int group_nr = AmoebaNr[ax][ay];
9469 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
9470 printf("AmoebeUmwandeln(): This should never happen!\n");
9475 SCAN_PLAYFIELD(x, y)
9477 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9480 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
9484 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9485 SND_AMOEBA_TURNING_TO_GEM :
9486 SND_AMOEBA_TURNING_TO_ROCK));
9491 static int xy[4][2] =
9499 for (i = 0; i < NUM_DIRECTIONS; i++)
9504 if (!IN_LEV_FIELD(x, y))
9507 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
9509 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9510 SND_AMOEBA_TURNING_TO_GEM :
9511 SND_AMOEBA_TURNING_TO_ROCK));
9518 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
9521 int group_nr = AmoebaNr[ax][ay];
9522 boolean done = FALSE;
9527 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
9528 printf("AmoebeUmwandelnBD(): This should never happen!\n");
9533 SCAN_PLAYFIELD(x, y)
9535 if (AmoebaNr[x][y] == group_nr &&
9536 (Feld[x][y] == EL_AMOEBA_DEAD ||
9537 Feld[x][y] == EL_BD_AMOEBA ||
9538 Feld[x][y] == EL_AMOEBA_GROWING))
9541 Feld[x][y] = new_element;
9542 InitField(x, y, FALSE);
9543 TEST_DrawLevelField(x, y);
9549 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9550 SND_BD_AMOEBA_TURNING_TO_ROCK :
9551 SND_BD_AMOEBA_TURNING_TO_GEM));
9554 void AmoebeWaechst(int x, int y)
9556 static unsigned long sound_delay = 0;
9557 static unsigned long sound_delay_value = 0;
9559 if (!MovDelay[x][y]) /* start new growing cycle */
9563 if (DelayReached(&sound_delay, sound_delay_value))
9565 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9566 sound_delay_value = 30;
9570 if (MovDelay[x][y]) /* wait some time before growing bigger */
9573 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9575 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9576 6 - MovDelay[x][y]);
9578 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
9581 if (!MovDelay[x][y])
9583 Feld[x][y] = Store[x][y];
9585 TEST_DrawLevelField(x, y);
9590 void AmoebaDisappearing(int x, int y)
9592 static unsigned long sound_delay = 0;
9593 static unsigned long sound_delay_value = 0;
9595 if (!MovDelay[x][y]) /* start new shrinking cycle */
9599 if (DelayReached(&sound_delay, sound_delay_value))
9600 sound_delay_value = 30;
9603 if (MovDelay[x][y]) /* wait some time before shrinking */
9606 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9608 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9609 6 - MovDelay[x][y]);
9611 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
9614 if (!MovDelay[x][y])
9616 Feld[x][y] = EL_EMPTY;
9617 TEST_DrawLevelField(x, y);
9619 /* don't let mole enter this field in this cycle;
9620 (give priority to objects falling to this field from above) */
9626 void AmoebeAbleger(int ax, int ay)
9629 int element = Feld[ax][ay];
9630 int graphic = el2img(element);
9631 int newax = ax, neway = ay;
9632 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9633 static int xy[4][2] =
9641 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9643 Feld[ax][ay] = EL_AMOEBA_DEAD;
9644 TEST_DrawLevelField(ax, ay);
9648 if (IS_ANIMATED(graphic))
9649 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9651 if (!MovDelay[ax][ay]) /* start making new amoeba field */
9652 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9654 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
9657 if (MovDelay[ax][ay])
9661 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
9664 int x = ax + xy[start][0];
9665 int y = ay + xy[start][1];
9667 if (!IN_LEV_FIELD(x, y))
9670 if (IS_FREE(x, y) ||
9671 CAN_GROW_INTO(Feld[x][y]) ||
9672 Feld[x][y] == EL_QUICKSAND_EMPTY ||
9673 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
9679 if (newax == ax && neway == ay)
9682 else /* normal or "filled" (BD style) amoeba */
9685 boolean waiting_for_player = FALSE;
9687 for (i = 0; i < NUM_DIRECTIONS; i++)
9689 int j = (start + i) % 4;
9690 int x = ax + xy[j][0];
9691 int y = ay + xy[j][1];
9693 if (!IN_LEV_FIELD(x, y))
9696 if (IS_FREE(x, y) ||
9697 CAN_GROW_INTO(Feld[x][y]) ||
9698 Feld[x][y] == EL_QUICKSAND_EMPTY ||
9699 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
9705 else if (IS_PLAYER(x, y))
9706 waiting_for_player = TRUE;
9709 if (newax == ax && neway == ay) /* amoeba cannot grow */
9711 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9713 Feld[ax][ay] = EL_AMOEBA_DEAD;
9714 TEST_DrawLevelField(ax, ay);
9715 AmoebaCnt[AmoebaNr[ax][ay]]--;
9717 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
9719 if (element == EL_AMOEBA_FULL)
9720 AmoebeUmwandeln(ax, ay);
9721 else if (element == EL_BD_AMOEBA)
9722 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
9727 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9729 /* amoeba gets larger by growing in some direction */
9731 int new_group_nr = AmoebaNr[ax][ay];
9734 if (new_group_nr == 0)
9736 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
9737 printf("AmoebeAbleger(): This should never happen!\n");
9742 AmoebaNr[newax][neway] = new_group_nr;
9743 AmoebaCnt[new_group_nr]++;
9744 AmoebaCnt2[new_group_nr]++;
9746 /* if amoeba touches other amoeba(s) after growing, unify them */
9747 AmoebenVereinigen(newax, neway);
9749 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9751 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
9757 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9758 (neway == lev_fieldy - 1 && newax != ax))
9760 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
9761 Store[newax][neway] = element;
9763 else if (neway == ay || element == EL_EMC_DRIPPER)
9765 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
9767 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9771 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
9772 Feld[ax][ay] = EL_AMOEBA_DROPPING;
9773 Store[ax][ay] = EL_AMOEBA_DROP;
9774 ContinueMoving(ax, ay);
9778 TEST_DrawLevelField(newax, neway);
9781 void Life(int ax, int ay)
9785 int element = Feld[ax][ay];
9786 int graphic = el2img(element);
9787 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9789 boolean changed = FALSE;
9791 if (IS_ANIMATED(graphic))
9792 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9797 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
9798 MovDelay[ax][ay] = life_time;
9800 if (MovDelay[ax][ay]) /* wait some time before next cycle */
9803 if (MovDelay[ax][ay])
9807 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9809 int xx = ax+x1, yy = ay+y1;
9812 if (!IN_LEV_FIELD(xx, yy))
9815 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9817 int x = xx+x2, y = yy+y2;
9819 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9822 if (((Feld[x][y] == element ||
9823 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
9825 (IS_FREE(x, y) && Stop[x][y]))
9829 if (xx == ax && yy == ay) /* field in the middle */
9831 if (nachbarn < life_parameter[0] ||
9832 nachbarn > life_parameter[1])
9834 Feld[xx][yy] = EL_EMPTY;
9836 TEST_DrawLevelField(xx, yy);
9837 Stop[xx][yy] = TRUE;
9841 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
9842 { /* free border field */
9843 if (nachbarn >= life_parameter[2] &&
9844 nachbarn <= life_parameter[3])
9846 Feld[xx][yy] = element;
9847 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9849 TEST_DrawLevelField(xx, yy);
9850 Stop[xx][yy] = TRUE;
9857 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9858 SND_GAME_OF_LIFE_GROWING);
9861 static void InitRobotWheel(int x, int y)
9863 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9866 static void RunRobotWheel(int x, int y)
9868 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9871 static void StopRobotWheel(int x, int y)
9873 if (ZX == x && ZY == y)
9877 game.robot_wheel_active = FALSE;
9881 static void InitTimegateWheel(int x, int y)
9883 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9886 static void RunTimegateWheel(int x, int y)
9888 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9891 static void InitMagicBallDelay(int x, int y)
9894 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9896 ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1;
9900 static void ActivateMagicBall(int bx, int by)
9904 if (level.ball_random)
9906 int pos_border = RND(8); /* select one of the eight border elements */
9907 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9908 int xx = pos_content % 3;
9909 int yy = pos_content / 3;
9914 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9915 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9919 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9921 int xx = x - bx + 1;
9922 int yy = y - by + 1;
9924 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9925 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9929 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9932 void CheckExit(int x, int y)
9934 if (local_player->gems_still_needed > 0 ||
9935 local_player->sokobanfields_still_needed > 0 ||
9936 local_player->lights_still_needed > 0)
9938 int element = Feld[x][y];
9939 int graphic = el2img(element);
9941 if (IS_ANIMATED(graphic))
9942 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9947 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9950 Feld[x][y] = EL_EXIT_OPENING;
9952 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9955 void CheckExitEM(int x, int y)
9957 if (local_player->gems_still_needed > 0 ||
9958 local_player->sokobanfields_still_needed > 0 ||
9959 local_player->lights_still_needed > 0)
9961 int element = Feld[x][y];
9962 int graphic = el2img(element);
9964 if (IS_ANIMATED(graphic))
9965 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9970 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9973 Feld[x][y] = EL_EM_EXIT_OPENING;
9975 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9978 void CheckExitSteel(int x, int y)
9980 if (local_player->gems_still_needed > 0 ||
9981 local_player->sokobanfields_still_needed > 0 ||
9982 local_player->lights_still_needed > 0)
9984 int element = Feld[x][y];
9985 int graphic = el2img(element);
9987 if (IS_ANIMATED(graphic))
9988 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9993 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9996 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9998 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
10001 void CheckExitSteelEM(int x, int y)
10003 if (local_player->gems_still_needed > 0 ||
10004 local_player->sokobanfields_still_needed > 0 ||
10005 local_player->lights_still_needed > 0)
10007 int element = Feld[x][y];
10008 int graphic = el2img(element);
10010 if (IS_ANIMATED(graphic))
10011 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10016 if (AllPlayersGone) /* do not re-open exit door closed after last player */
10019 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
10021 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
10024 void CheckExitSP(int x, int y)
10026 if (local_player->gems_still_needed > 0)
10028 int element = Feld[x][y];
10029 int graphic = el2img(element);
10031 if (IS_ANIMATED(graphic))
10032 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10037 if (AllPlayersGone) /* do not re-open exit door closed after last player */
10040 Feld[x][y] = EL_SP_EXIT_OPENING;
10042 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
10045 static void CloseAllOpenTimegates()
10049 SCAN_PLAYFIELD(x, y)
10051 int element = Feld[x][y];
10053 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
10055 Feld[x][y] = EL_TIMEGATE_CLOSING;
10057 PlayLevelSoundAction(x, y, ACTION_CLOSING);
10062 void DrawTwinkleOnField(int x, int y)
10064 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
10067 if (Feld[x][y] == EL_BD_DIAMOND)
10070 if (MovDelay[x][y] == 0) /* next animation frame */
10071 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
10073 if (MovDelay[x][y] != 0) /* wait some time before next frame */
10077 DrawLevelElementAnimation(x, y, Feld[x][y]);
10079 if (MovDelay[x][y] != 0)
10081 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
10082 10 - MovDelay[x][y]);
10084 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
10089 void MauerWaechst(int x, int y)
10093 if (!MovDelay[x][y]) /* next animation frame */
10094 MovDelay[x][y] = 3 * delay;
10096 if (MovDelay[x][y]) /* wait some time before next frame */
10100 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
10102 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
10103 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
10105 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
10108 if (!MovDelay[x][y])
10110 if (MovDir[x][y] == MV_LEFT)
10112 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
10113 TEST_DrawLevelField(x - 1, y);
10115 else if (MovDir[x][y] == MV_RIGHT)
10117 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
10118 TEST_DrawLevelField(x + 1, y);
10120 else if (MovDir[x][y] == MV_UP)
10122 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
10123 TEST_DrawLevelField(x, y - 1);
10127 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
10128 TEST_DrawLevelField(x, y + 1);
10131 Feld[x][y] = Store[x][y];
10133 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
10134 TEST_DrawLevelField(x, y);
10139 void MauerAbleger(int ax, int ay)
10141 int element = Feld[ax][ay];
10142 int graphic = el2img(element);
10143 boolean oben_frei = FALSE, unten_frei = FALSE;
10144 boolean links_frei = FALSE, rechts_frei = FALSE;
10145 boolean oben_massiv = FALSE, unten_massiv = FALSE;
10146 boolean links_massiv = FALSE, rechts_massiv = FALSE;
10147 boolean new_wall = FALSE;
10149 if (IS_ANIMATED(graphic))
10150 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
10152 if (!MovDelay[ax][ay]) /* start building new wall */
10153 MovDelay[ax][ay] = 6;
10155 if (MovDelay[ax][ay]) /* wait some time before building new wall */
10157 MovDelay[ax][ay]--;
10158 if (MovDelay[ax][ay])
10162 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
10164 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
10166 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
10168 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
10169 rechts_frei = TRUE;
10171 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
10172 element == EL_EXPANDABLE_WALL_ANY)
10176 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
10177 Store[ax][ay-1] = element;
10178 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
10179 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
10180 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
10181 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
10186 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
10187 Store[ax][ay+1] = element;
10188 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
10189 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
10190 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
10191 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
10196 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
10197 element == EL_EXPANDABLE_WALL_ANY ||
10198 element == EL_EXPANDABLE_WALL ||
10199 element == EL_BD_EXPANDABLE_WALL)
10203 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
10204 Store[ax-1][ay] = element;
10205 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
10206 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
10207 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
10208 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
10214 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
10215 Store[ax+1][ay] = element;
10216 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
10217 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
10218 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
10219 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
10224 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
10225 TEST_DrawLevelField(ax, ay);
10227 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
10228 oben_massiv = TRUE;
10229 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
10230 unten_massiv = TRUE;
10231 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
10232 links_massiv = TRUE;
10233 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
10234 rechts_massiv = TRUE;
10236 if (((oben_massiv && unten_massiv) ||
10237 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
10238 element == EL_EXPANDABLE_WALL) &&
10239 ((links_massiv && rechts_massiv) ||
10240 element == EL_EXPANDABLE_WALL_VERTICAL))
10241 Feld[ax][ay] = EL_WALL;
10244 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
10247 void MauerAblegerStahl(int ax, int ay)
10249 int element = Feld[ax][ay];
10250 int graphic = el2img(element);
10251 boolean oben_frei = FALSE, unten_frei = FALSE;
10252 boolean links_frei = FALSE, rechts_frei = FALSE;
10253 boolean oben_massiv = FALSE, unten_massiv = FALSE;
10254 boolean links_massiv = FALSE, rechts_massiv = FALSE;
10255 boolean new_wall = FALSE;
10257 if (IS_ANIMATED(graphic))
10258 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
10260 if (!MovDelay[ax][ay]) /* start building new wall */
10261 MovDelay[ax][ay] = 6;
10263 if (MovDelay[ax][ay]) /* wait some time before building new wall */
10265 MovDelay[ax][ay]--;
10266 if (MovDelay[ax][ay])
10270 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
10272 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
10274 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
10276 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
10277 rechts_frei = TRUE;
10279 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
10280 element == EL_EXPANDABLE_STEELWALL_ANY)
10284 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
10285 Store[ax][ay-1] = element;
10286 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
10287 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
10288 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
10289 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
10294 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
10295 Store[ax][ay+1] = element;
10296 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
10297 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
10298 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
10299 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
10304 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
10305 element == EL_EXPANDABLE_STEELWALL_ANY)
10309 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
10310 Store[ax-1][ay] = element;
10311 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
10312 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
10313 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
10314 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
10320 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
10321 Store[ax+1][ay] = element;
10322 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
10323 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
10324 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
10325 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
10330 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
10331 oben_massiv = TRUE;
10332 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
10333 unten_massiv = TRUE;
10334 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
10335 links_massiv = TRUE;
10336 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
10337 rechts_massiv = TRUE;
10339 if (((oben_massiv && unten_massiv) ||
10340 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
10341 ((links_massiv && rechts_massiv) ||
10342 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
10343 Feld[ax][ay] = EL_STEELWALL;
10346 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
10349 void CheckForDragon(int x, int y)
10352 boolean dragon_found = FALSE;
10353 static int xy[4][2] =
10361 for (i = 0; i < NUM_DIRECTIONS; i++)
10363 for (j = 0; j < 4; j++)
10365 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
10367 if (IN_LEV_FIELD(xx, yy) &&
10368 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
10370 if (Feld[xx][yy] == EL_DRAGON)
10371 dragon_found = TRUE;
10380 for (i = 0; i < NUM_DIRECTIONS; i++)
10382 for (j = 0; j < 3; j++)
10384 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
10386 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
10388 Feld[xx][yy] = EL_EMPTY;
10389 TEST_DrawLevelField(xx, yy);
10398 static void InitBuggyBase(int x, int y)
10400 int element = Feld[x][y];
10401 int activating_delay = FRAMES_PER_SECOND / 4;
10403 ChangeDelay[x][y] =
10404 (element == EL_SP_BUGGY_BASE ?
10405 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
10406 element == EL_SP_BUGGY_BASE_ACTIVATING ?
10408 element == EL_SP_BUGGY_BASE_ACTIVE ?
10409 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
10412 static void WarnBuggyBase(int x, int y)
10415 static int xy[4][2] =
10423 for (i = 0; i < NUM_DIRECTIONS; i++)
10425 int xx = x + xy[i][0];
10426 int yy = y + xy[i][1];
10428 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
10430 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
10437 static void InitTrap(int x, int y)
10439 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
10442 static void ActivateTrap(int x, int y)
10444 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
10447 static void ChangeActiveTrap(int x, int y)
10449 int graphic = IMG_TRAP_ACTIVE;
10451 /* if new animation frame was drawn, correct crumbled sand border */
10452 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
10453 TEST_DrawLevelFieldCrumbled(x, y);
10456 static int getSpecialActionElement(int element, int number, int base_element)
10458 return (element != EL_EMPTY ? element :
10459 number != -1 ? base_element + number - 1 :
10463 static int getModifiedActionNumber(int value_old, int operator, int operand,
10464 int value_min, int value_max)
10466 int value_new = (operator == CA_MODE_SET ? operand :
10467 operator == CA_MODE_ADD ? value_old + operand :
10468 operator == CA_MODE_SUBTRACT ? value_old - operand :
10469 operator == CA_MODE_MULTIPLY ? value_old * operand :
10470 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
10471 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
10474 return (value_new < value_min ? value_min :
10475 value_new > value_max ? value_max :
10479 static void ExecuteCustomElementAction(int x, int y, int element, int page)
10481 struct ElementInfo *ei = &element_info[element];
10482 struct ElementChangeInfo *change = &ei->change_page[page];
10483 int target_element = change->target_element;
10484 int action_type = change->action_type;
10485 int action_mode = change->action_mode;
10486 int action_arg = change->action_arg;
10487 int action_element = change->action_element;
10490 if (!change->has_action)
10493 /* ---------- determine action paramater values -------------------------- */
10495 int level_time_value =
10496 (level.time > 0 ? TimeLeft :
10499 int action_arg_element_raw =
10500 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
10501 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10502 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
10503 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
10504 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
10505 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
10506 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
10508 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
10511 if (action_arg_element_raw == EL_GROUP_START)
10512 printf("::: %d,%d: %d ('%s')\n", x, y, element, EL_NAME(element));
10515 int action_arg_direction =
10516 (action_arg >= CA_ARG_DIRECTION_LEFT &&
10517 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10518 action_arg == CA_ARG_DIRECTION_TRIGGER ?
10519 change->actual_trigger_side :
10520 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10521 MV_DIR_OPPOSITE(change->actual_trigger_side) :
10524 int action_arg_number_min =
10525 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10528 int action_arg_number_max =
10529 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10530 action_type == CA_SET_LEVEL_GEMS ? 999 :
10531 action_type == CA_SET_LEVEL_TIME ? 9999 :
10532 action_type == CA_SET_LEVEL_SCORE ? 99999 :
10533 action_type == CA_SET_CE_VALUE ? 9999 :
10534 action_type == CA_SET_CE_SCORE ? 9999 :
10537 int action_arg_number_reset =
10538 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10539 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10540 action_type == CA_SET_LEVEL_TIME ? level.time :
10541 action_type == CA_SET_LEVEL_SCORE ? 0 :
10542 #if USE_NEW_CUSTOM_VALUE
10543 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10545 action_type == CA_SET_CE_VALUE ? ei->custom_value_initial :
10547 action_type == CA_SET_CE_SCORE ? 0 :
10550 int action_arg_number =
10551 (action_arg <= CA_ARG_MAX ? action_arg :
10552 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10553 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10554 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10555 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10556 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10557 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10558 #if USE_NEW_CUSTOM_VALUE
10559 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10561 action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
10563 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10564 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10565 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10566 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
10567 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
10568 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10569 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10570 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
10571 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10572 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10573 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
10574 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10575 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10576 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
10579 int action_arg_number_old =
10580 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
10581 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10582 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
10583 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10584 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10587 int action_arg_number_new =
10588 getModifiedActionNumber(action_arg_number_old,
10589 action_mode, action_arg_number,
10590 action_arg_number_min, action_arg_number_max);
10593 int trigger_player_bits =
10594 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
10595 change->actual_trigger_player_bits : change->trigger_player);
10597 int trigger_player_bits =
10598 (change->actual_trigger_player >= EL_PLAYER_1 &&
10599 change->actual_trigger_player <= EL_PLAYER_4 ?
10600 (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
10604 int action_arg_player_bits =
10605 (action_arg >= CA_ARG_PLAYER_1 &&
10606 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10607 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10608 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10611 /* ---------- execute action -------------------------------------------- */
10613 switch (action_type)
10620 /* ---------- level actions ------------------------------------------- */
10622 case CA_RESTART_LEVEL:
10624 game.restart_level = TRUE;
10629 case CA_SHOW_ENVELOPE:
10631 int element = getSpecialActionElement(action_arg_element,
10632 action_arg_number, EL_ENVELOPE_1);
10634 if (IS_ENVELOPE(element))
10635 local_player->show_envelope = element;
10640 case CA_SET_LEVEL_TIME:
10642 if (level.time > 0) /* only modify limited time value */
10644 TimeLeft = action_arg_number_new;
10647 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10649 DisplayGameControlValues();
10651 DrawGameValue_Time(TimeLeft);
10654 if (!TimeLeft && setup.time_limit)
10655 for (i = 0; i < MAX_PLAYERS; i++)
10656 KillPlayer(&stored_player[i]);
10662 case CA_SET_LEVEL_SCORE:
10664 local_player->score = action_arg_number_new;
10667 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
10669 DisplayGameControlValues();
10671 DrawGameValue_Score(local_player->score);
10677 case CA_SET_LEVEL_GEMS:
10679 local_player->gems_still_needed = action_arg_number_new;
10682 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
10684 DisplayGameControlValues();
10686 DrawGameValue_Emeralds(local_player->gems_still_needed);
10692 #if !USE_PLAYER_GRAVITY
10693 case CA_SET_LEVEL_GRAVITY:
10695 game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10696 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10697 action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity :
10703 case CA_SET_LEVEL_WIND:
10705 game.wind_direction = action_arg_direction;
10710 case CA_SET_LEVEL_RANDOM_SEED:
10713 /* ensure that setting a new random seed while playing is predictable */
10714 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10716 InitRND(action_arg_number_new);
10720 printf("::: %d -> %d\n", action_arg_number_new, RND(10));
10728 for (i = 0; i < 9; i++)
10729 printf("%d, ", RND(2));
10737 /* ---------- player actions ------------------------------------------ */
10739 case CA_MOVE_PLAYER:
10741 /* automatically move to the next field in specified direction */
10742 for (i = 0; i < MAX_PLAYERS; i++)
10743 if (trigger_player_bits & (1 << i))
10744 stored_player[i].programmed_action = action_arg_direction;
10749 case CA_EXIT_PLAYER:
10751 for (i = 0; i < MAX_PLAYERS; i++)
10752 if (action_arg_player_bits & (1 << i))
10753 PlayerWins(&stored_player[i]);
10758 case CA_KILL_PLAYER:
10760 for (i = 0; i < MAX_PLAYERS; i++)
10761 if (action_arg_player_bits & (1 << i))
10762 KillPlayer(&stored_player[i]);
10767 case CA_SET_PLAYER_KEYS:
10769 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10770 int element = getSpecialActionElement(action_arg_element,
10771 action_arg_number, EL_KEY_1);
10773 if (IS_KEY(element))
10775 for (i = 0; i < MAX_PLAYERS; i++)
10777 if (trigger_player_bits & (1 << i))
10779 stored_player[i].key[KEY_NR(element)] = key_state;
10781 DrawGameDoorValues();
10789 case CA_SET_PLAYER_SPEED:
10792 printf("::: trigger_player_bits == %d\n", trigger_player_bits);
10795 for (i = 0; i < MAX_PLAYERS; i++)
10797 if (trigger_player_bits & (1 << i))
10799 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10801 if (action_arg == CA_ARG_SPEED_FASTER &&
10802 stored_player[i].cannot_move)
10804 action_arg_number = STEPSIZE_VERY_SLOW;
10806 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10807 action_arg == CA_ARG_SPEED_FASTER)
10809 action_arg_number = 2;
10810 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10813 else if (action_arg == CA_ARG_NUMBER_RESET)
10815 action_arg_number = level.initial_player_stepsize[i];
10819 getModifiedActionNumber(move_stepsize,
10822 action_arg_number_min,
10823 action_arg_number_max);
10825 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10832 case CA_SET_PLAYER_SHIELD:
10834 for (i = 0; i < MAX_PLAYERS; i++)
10836 if (trigger_player_bits & (1 << i))
10838 if (action_arg == CA_ARG_SHIELD_OFF)
10840 stored_player[i].shield_normal_time_left = 0;
10841 stored_player[i].shield_deadly_time_left = 0;
10843 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10845 stored_player[i].shield_normal_time_left = 999999;
10847 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10849 stored_player[i].shield_normal_time_left = 999999;
10850 stored_player[i].shield_deadly_time_left = 999999;
10858 #if USE_PLAYER_GRAVITY
10859 case CA_SET_PLAYER_GRAVITY:
10861 for (i = 0; i < MAX_PLAYERS; i++)
10863 if (trigger_player_bits & (1 << i))
10865 stored_player[i].gravity =
10866 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10867 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10868 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10869 stored_player[i].gravity);
10877 case CA_SET_PLAYER_ARTWORK:
10879 for (i = 0; i < MAX_PLAYERS; i++)
10881 if (trigger_player_bits & (1 << i))
10883 int artwork_element = action_arg_element;
10885 if (action_arg == CA_ARG_ELEMENT_RESET)
10887 (level.use_artwork_element[i] ? level.artwork_element[i] :
10888 stored_player[i].element_nr);
10890 #if USE_GFX_RESET_PLAYER_ARTWORK
10891 if (stored_player[i].artwork_element != artwork_element)
10892 stored_player[i].Frame = 0;
10895 stored_player[i].artwork_element = artwork_element;
10897 SetPlayerWaiting(&stored_player[i], FALSE);
10899 /* set number of special actions for bored and sleeping animation */
10900 stored_player[i].num_special_action_bored =
10901 get_num_special_action(artwork_element,
10902 ACTION_BORING_1, ACTION_BORING_LAST);
10903 stored_player[i].num_special_action_sleeping =
10904 get_num_special_action(artwork_element,
10905 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10912 case CA_SET_PLAYER_INVENTORY:
10914 for (i = 0; i < MAX_PLAYERS; i++)
10916 struct PlayerInfo *player = &stored_player[i];
10919 if (trigger_player_bits & (1 << i))
10921 int inventory_element = action_arg_element;
10923 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10924 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10925 action_arg == CA_ARG_ELEMENT_ACTION)
10927 int element = inventory_element;
10928 int collect_count = element_info[element].collect_count_initial;
10930 if (!IS_CUSTOM_ELEMENT(element))
10933 if (collect_count == 0)
10934 player->inventory_infinite_element = element;
10936 for (k = 0; k < collect_count; k++)
10937 if (player->inventory_size < MAX_INVENTORY_SIZE)
10938 player->inventory_element[player->inventory_size++] =
10941 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10942 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10943 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10945 if (player->inventory_infinite_element != EL_UNDEFINED &&
10946 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10947 action_arg_element_raw))
10948 player->inventory_infinite_element = EL_UNDEFINED;
10950 for (k = 0, j = 0; j < player->inventory_size; j++)
10952 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10953 action_arg_element_raw))
10954 player->inventory_element[k++] = player->inventory_element[j];
10957 player->inventory_size = k;
10959 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10961 if (player->inventory_size > 0)
10963 for (j = 0; j < player->inventory_size - 1; j++)
10964 player->inventory_element[j] = player->inventory_element[j + 1];
10966 player->inventory_size--;
10969 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10971 if (player->inventory_size > 0)
10972 player->inventory_size--;
10974 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10976 player->inventory_infinite_element = EL_UNDEFINED;
10977 player->inventory_size = 0;
10979 else if (action_arg == CA_ARG_INVENTORY_RESET)
10981 player->inventory_infinite_element = EL_UNDEFINED;
10982 player->inventory_size = 0;
10984 if (level.use_initial_inventory[i])
10986 for (j = 0; j < level.initial_inventory_size[i]; j++)
10988 int element = level.initial_inventory_content[i][j];
10989 int collect_count = element_info[element].collect_count_initial;
10991 if (!IS_CUSTOM_ELEMENT(element))
10994 if (collect_count == 0)
10995 player->inventory_infinite_element = element;
10997 for (k = 0; k < collect_count; k++)
10998 if (player->inventory_size < MAX_INVENTORY_SIZE)
10999 player->inventory_element[player->inventory_size++] =
11010 /* ---------- CE actions ---------------------------------------------- */
11012 case CA_SET_CE_VALUE:
11014 #if USE_NEW_CUSTOM_VALUE
11015 int last_ce_value = CustomValue[x][y];
11017 CustomValue[x][y] = action_arg_number_new;
11019 if (CustomValue[x][y] != last_ce_value)
11021 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
11022 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
11024 if (CustomValue[x][y] == 0)
11026 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
11027 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
11035 case CA_SET_CE_SCORE:
11037 #if USE_NEW_CUSTOM_VALUE
11038 int last_ce_score = ei->collect_score;
11040 ei->collect_score = action_arg_number_new;
11042 if (ei->collect_score != last_ce_score)
11044 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
11045 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
11047 if (ei->collect_score == 0)
11051 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
11052 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
11055 This is a very special case that seems to be a mixture between
11056 CheckElementChange() and CheckTriggeredElementChange(): while
11057 the first one only affects single elements that are triggered
11058 directly, the second one affects multiple elements in the playfield
11059 that are triggered indirectly by another element. This is a third
11060 case: Changing the CE score always affects multiple identical CEs,
11061 so every affected CE must be checked, not only the single CE for
11062 which the CE score was changed in the first place (as every instance
11063 of that CE shares the same CE score, and therefore also can change)!
11065 SCAN_PLAYFIELD(xx, yy)
11067 if (Feld[xx][yy] == element)
11068 CheckElementChange(xx, yy, element, EL_UNDEFINED,
11069 CE_SCORE_GETS_ZERO);
11078 case CA_SET_CE_ARTWORK:
11080 int artwork_element = action_arg_element;
11081 boolean reset_frame = FALSE;
11084 if (action_arg == CA_ARG_ELEMENT_RESET)
11085 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
11088 if (ei->gfx_element != artwork_element)
11089 reset_frame = TRUE;
11091 ei->gfx_element = artwork_element;
11093 SCAN_PLAYFIELD(xx, yy)
11095 if (Feld[xx][yy] == element)
11099 ResetGfxAnimation(xx, yy);
11100 ResetRandomAnimationValue(xx, yy);
11103 TEST_DrawLevelField(xx, yy);
11110 /* ---------- engine actions ------------------------------------------ */
11112 case CA_SET_ENGINE_SCAN_MODE:
11114 InitPlayfieldScanMode(action_arg);
11124 static void CreateFieldExt(int x, int y, int element, boolean is_change)
11126 int old_element = Feld[x][y];
11127 int new_element = GetElementFromGroupElement(element);
11128 int previous_move_direction = MovDir[x][y];
11129 #if USE_NEW_CUSTOM_VALUE
11130 int last_ce_value = CustomValue[x][y];
11132 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
11133 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
11134 boolean add_player_onto_element = (new_element_is_player &&
11135 #if USE_CODE_THAT_BREAKS_SNAKE_BITE
11136 /* this breaks SnakeBite when a snake is
11137 halfway through a door that closes */
11138 /* NOW FIXED AT LEVEL INIT IN files.c */
11139 new_element != EL_SOKOBAN_FIELD_PLAYER &&
11141 IS_WALKABLE(old_element));
11144 /* check if element under the player changes from accessible to unaccessible
11145 (needed for special case of dropping element which then changes) */
11146 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
11147 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
11155 if (!add_player_onto_element)
11157 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
11158 RemoveMovingField(x, y);
11162 Feld[x][y] = new_element;
11164 #if !USE_GFX_RESET_GFX_ANIMATION
11165 ResetGfxAnimation(x, y);
11166 ResetRandomAnimationValue(x, y);
11169 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
11170 MovDir[x][y] = previous_move_direction;
11172 #if USE_NEW_CUSTOM_VALUE
11173 if (element_info[new_element].use_last_ce_value)
11174 CustomValue[x][y] = last_ce_value;
11177 InitField_WithBug1(x, y, FALSE);
11179 new_element = Feld[x][y]; /* element may have changed */
11181 #if USE_GFX_RESET_GFX_ANIMATION
11182 ResetGfxAnimation(x, y);
11183 ResetRandomAnimationValue(x, y);
11186 TEST_DrawLevelField(x, y);
11188 if (GFX_CRUMBLED(new_element))
11189 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
11193 /* check if element under the player changes from accessible to unaccessible
11194 (needed for special case of dropping element which then changes) */
11195 /* (must be checked after creating new element for walkable group elements) */
11196 #if USE_FIX_KILLED_BY_NON_WALKABLE
11197 if (IS_PLAYER(x, y) && !player_explosion_protected &&
11198 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
11205 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
11206 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
11215 /* "ChangeCount" not set yet to allow "entered by player" change one time */
11216 if (new_element_is_player)
11217 RelocatePlayer(x, y, new_element);
11220 ChangeCount[x][y]++; /* count number of changes in the same frame */
11222 TestIfBadThingTouchesPlayer(x, y);
11223 TestIfPlayerTouchesCustomElement(x, y);
11224 TestIfElementTouchesCustomElement(x, y);
11227 static void CreateField(int x, int y, int element)
11229 CreateFieldExt(x, y, element, FALSE);
11232 static void CreateElementFromChange(int x, int y, int element)
11234 element = GET_VALID_RUNTIME_ELEMENT(element);
11236 #if USE_STOP_CHANGED_ELEMENTS
11237 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11239 int old_element = Feld[x][y];
11241 /* prevent changed element from moving in same engine frame
11242 unless both old and new element can either fall or move */
11243 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
11244 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
11249 CreateFieldExt(x, y, element, TRUE);
11252 static boolean ChangeElement(int x, int y, int element, int page)
11254 struct ElementInfo *ei = &element_info[element];
11255 struct ElementChangeInfo *change = &ei->change_page[page];
11256 int ce_value = CustomValue[x][y];
11257 int ce_score = ei->collect_score;
11258 int target_element;
11259 int old_element = Feld[x][y];
11261 /* always use default change event to prevent running into a loop */
11262 if (ChangeEvent[x][y] == -1)
11263 ChangeEvent[x][y] = CE_DELAY;
11265 if (ChangeEvent[x][y] == CE_DELAY)
11267 /* reset actual trigger element, trigger player and action element */
11268 change->actual_trigger_element = EL_EMPTY;
11269 change->actual_trigger_player = EL_EMPTY;
11270 change->actual_trigger_player_bits = CH_PLAYER_NONE;
11271 change->actual_trigger_side = CH_SIDE_NONE;
11272 change->actual_trigger_ce_value = 0;
11273 change->actual_trigger_ce_score = 0;
11276 /* do not change elements more than a specified maximum number of changes */
11277 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
11280 ChangeCount[x][y]++; /* count number of changes in the same frame */
11282 if (change->explode)
11289 if (change->use_target_content)
11291 boolean complete_replace = TRUE;
11292 boolean can_replace[3][3];
11295 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
11298 boolean is_walkable;
11299 boolean is_diggable;
11300 boolean is_collectible;
11301 boolean is_removable;
11302 boolean is_destructible;
11303 int ex = x + xx - 1;
11304 int ey = y + yy - 1;
11305 int content_element = change->target_content.e[xx][yy];
11308 can_replace[xx][yy] = TRUE;
11310 if (ex == x && ey == y) /* do not check changing element itself */
11313 if (content_element == EL_EMPTY_SPACE)
11315 can_replace[xx][yy] = FALSE; /* do not replace border with space */
11320 if (!IN_LEV_FIELD(ex, ey))
11322 can_replace[xx][yy] = FALSE;
11323 complete_replace = FALSE;
11330 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
11331 e = MovingOrBlocked2Element(ex, ey);
11333 is_empty = (IS_FREE(ex, ey) ||
11334 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
11336 is_walkable = (is_empty || IS_WALKABLE(e));
11337 is_diggable = (is_empty || IS_DIGGABLE(e));
11338 is_collectible = (is_empty || IS_COLLECTIBLE(e));
11339 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
11340 is_removable = (is_diggable || is_collectible);
11342 can_replace[xx][yy] =
11343 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
11344 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
11345 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
11346 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
11347 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
11348 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
11349 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
11351 if (!can_replace[xx][yy])
11352 complete_replace = FALSE;
11355 if (!change->only_if_complete || complete_replace)
11357 boolean something_has_changed = FALSE;
11359 if (change->only_if_complete && change->use_random_replace &&
11360 RND(100) < change->random_percentage)
11363 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
11365 int ex = x + xx - 1;
11366 int ey = y + yy - 1;
11367 int content_element;
11369 if (can_replace[xx][yy] && (!change->use_random_replace ||
11370 RND(100) < change->random_percentage))
11372 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
11373 RemoveMovingField(ex, ey);
11375 ChangeEvent[ex][ey] = ChangeEvent[x][y];
11377 content_element = change->target_content.e[xx][yy];
11378 target_element = GET_TARGET_ELEMENT(element, content_element, change,
11379 ce_value, ce_score);
11381 CreateElementFromChange(ex, ey, target_element);
11383 something_has_changed = TRUE;
11385 /* for symmetry reasons, freeze newly created border elements */
11386 if (ex != x || ey != y)
11387 Stop[ex][ey] = TRUE; /* no more moving in this frame */
11391 if (something_has_changed)
11393 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
11394 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
11400 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
11401 ce_value, ce_score);
11403 if (element == EL_DIAGONAL_GROWING ||
11404 element == EL_DIAGONAL_SHRINKING)
11406 target_element = Store[x][y];
11408 Store[x][y] = EL_EMPTY;
11411 CreateElementFromChange(x, y, target_element);
11413 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
11414 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
11417 /* this uses direct change before indirect change */
11418 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
11423 #if USE_NEW_DELAYED_ACTION
11425 static void HandleElementChange(int x, int y, int page)
11427 int element = MovingOrBlocked2Element(x, y);
11428 struct ElementInfo *ei = &element_info[element];
11429 struct ElementChangeInfo *change = &ei->change_page[page];
11430 boolean handle_action_before_change = FALSE;
11433 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
11434 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
11437 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
11438 x, y, element, element_info[element].token_name);
11439 printf("HandleElementChange(): This should never happen!\n");
11444 /* this can happen with classic bombs on walkable, changing elements */
11445 if (!CAN_CHANGE_OR_HAS_ACTION(element))
11448 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
11449 ChangeDelay[x][y] = 0;
11455 if (ChangeDelay[x][y] == 0) /* initialize element change */
11457 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
11459 if (change->can_change)
11462 /* !!! not clear why graphic animation should be reset at all here !!! */
11463 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
11464 #if USE_GFX_RESET_WHEN_NOT_MOVING
11465 /* when a custom element is about to change (for example by change delay),
11466 do not reset graphic animation when the custom element is moving */
11467 if (!IS_MOVING(x, y))
11470 ResetGfxAnimation(x, y);
11471 ResetRandomAnimationValue(x, y);
11475 if (change->pre_change_function)
11476 change->pre_change_function(x, y);
11480 ChangeDelay[x][y]--;
11482 if (ChangeDelay[x][y] != 0) /* continue element change */
11484 if (change->can_change)
11486 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11488 if (IS_ANIMATED(graphic))
11489 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11491 if (change->change_function)
11492 change->change_function(x, y);
11495 else /* finish element change */
11497 if (ChangePage[x][y] != -1) /* remember page from delayed change */
11499 page = ChangePage[x][y];
11500 ChangePage[x][y] = -1;
11502 change = &ei->change_page[page];
11505 if (IS_MOVING(x, y)) /* never change a running system ;-) */
11507 ChangeDelay[x][y] = 1; /* try change after next move step */
11508 ChangePage[x][y] = page; /* remember page to use for change */
11514 /* special case: set new level random seed before changing element */
11515 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
11516 handle_action_before_change = TRUE;
11518 if (change->has_action && handle_action_before_change)
11519 ExecuteCustomElementAction(x, y, element, page);
11522 if (change->can_change)
11524 if (ChangeElement(x, y, element, page))
11526 if (change->post_change_function)
11527 change->post_change_function(x, y);
11531 if (change->has_action && !handle_action_before_change)
11532 ExecuteCustomElementAction(x, y, element, page);
11538 static void HandleElementChange(int x, int y, int page)
11540 int element = MovingOrBlocked2Element(x, y);
11541 struct ElementInfo *ei = &element_info[element];
11542 struct ElementChangeInfo *change = &ei->change_page[page];
11545 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
11548 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
11549 x, y, element, element_info[element].token_name);
11550 printf("HandleElementChange(): This should never happen!\n");
11555 /* this can happen with classic bombs on walkable, changing elements */
11556 if (!CAN_CHANGE(element))
11559 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
11560 ChangeDelay[x][y] = 0;
11566 if (ChangeDelay[x][y] == 0) /* initialize element change */
11568 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
11570 ResetGfxAnimation(x, y);
11571 ResetRandomAnimationValue(x, y);
11573 if (change->pre_change_function)
11574 change->pre_change_function(x, y);
11577 ChangeDelay[x][y]--;
11579 if (ChangeDelay[x][y] != 0) /* continue element change */
11581 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11583 if (IS_ANIMATED(graphic))
11584 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11586 if (change->change_function)
11587 change->change_function(x, y);
11589 else /* finish element change */
11591 if (ChangePage[x][y] != -1) /* remember page from delayed change */
11593 page = ChangePage[x][y];
11594 ChangePage[x][y] = -1;
11596 change = &ei->change_page[page];
11599 if (IS_MOVING(x, y)) /* never change a running system ;-) */
11601 ChangeDelay[x][y] = 1; /* try change after next move step */
11602 ChangePage[x][y] = page; /* remember page to use for change */
11607 if (ChangeElement(x, y, element, page))
11609 if (change->post_change_function)
11610 change->post_change_function(x, y);
11617 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
11618 int trigger_element,
11620 int trigger_player,
11624 boolean change_done_any = FALSE;
11625 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
11628 if (!(trigger_events[trigger_element][trigger_event]))
11632 printf("::: CheckTriggeredElementChangeExt %d ... [%d, %d, %d, '%s']\n",
11633 trigger_event, recursion_loop_depth, recursion_loop_detected,
11634 recursion_loop_element, EL_NAME(recursion_loop_element));
11637 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11639 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
11641 int element = EL_CUSTOM_START + i;
11642 boolean change_done = FALSE;
11645 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11646 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11649 for (p = 0; p < element_info[element].num_change_pages; p++)
11651 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11653 if (change->can_change_or_has_action &&
11654 change->has_event[trigger_event] &&
11655 change->trigger_side & trigger_side &&
11656 change->trigger_player & trigger_player &&
11657 change->trigger_page & trigger_page_bits &&
11658 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11660 change->actual_trigger_element = trigger_element;
11661 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11662 change->actual_trigger_player_bits = trigger_player;
11663 change->actual_trigger_side = trigger_side;
11664 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11665 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11668 printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d\n",
11669 element, EL_NAME(element), p);
11672 if ((change->can_change && !change_done) || change->has_action)
11676 SCAN_PLAYFIELD(x, y)
11678 if (Feld[x][y] == element)
11680 if (change->can_change && !change_done)
11682 #if USE_FIX_NO_ACTION_AFTER_CHANGE
11683 /* if element already changed in this frame, not only prevent
11684 another element change (checked in ChangeElement()), but
11685 also prevent additional element actions for this element */
11687 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11688 !level.use_action_after_change_bug)
11693 printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- CHANGE\n",
11694 element, EL_NAME(element), p);
11697 ChangeDelay[x][y] = 1;
11698 ChangeEvent[x][y] = trigger_event;
11700 HandleElementChange(x, y, p);
11702 #if USE_NEW_DELAYED_ACTION
11703 else if (change->has_action)
11705 #if USE_FIX_NO_ACTION_AFTER_CHANGE
11706 /* if element already changed in this frame, not only prevent
11707 another element change (checked in ChangeElement()), but
11708 also prevent additional element actions for this element */
11710 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11711 !level.use_action_after_change_bug)
11717 printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- ACTION\n",
11718 element, EL_NAME(element), p);
11721 ExecuteCustomElementAction(x, y, element, p);
11722 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11725 if (change->has_action)
11727 ExecuteCustomElementAction(x, y, element, p);
11728 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11734 if (change->can_change)
11736 change_done = TRUE;
11737 change_done_any = TRUE;
11740 printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- DONE\n",
11741 element, EL_NAME(element), p);
11750 RECURSION_LOOP_DETECTION_END();
11752 return change_done_any;
11755 static boolean CheckElementChangeExt(int x, int y,
11757 int trigger_element,
11759 int trigger_player,
11762 boolean change_done = FALSE;
11765 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11766 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11769 if (Feld[x][y] == EL_BLOCKED)
11771 Blocked2Moving(x, y, &x, &y);
11772 element = Feld[x][y];
11776 /* check if element has already changed */
11777 if (Feld[x][y] != element)
11780 /* check if element has already changed or is about to change after moving */
11781 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11782 Feld[x][y] != element) ||
11784 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11785 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11786 ChangePage[x][y] != -1)))
11791 printf("::: CheckElementChangeExt %d ... [%d, %d, %d, '%s']\n",
11792 trigger_event, recursion_loop_depth, recursion_loop_detected,
11793 recursion_loop_element, EL_NAME(recursion_loop_element));
11796 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11799 printf("::: X: trigger_player_bits == %d\n", trigger_player);
11802 for (p = 0; p < element_info[element].num_change_pages; p++)
11804 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11806 /* check trigger element for all events where the element that is checked
11807 for changing interacts with a directly adjacent element -- this is
11808 different to element changes that affect other elements to change on the
11809 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11810 boolean check_trigger_element =
11811 (trigger_event == CE_TOUCHING_X ||
11812 trigger_event == CE_HITTING_X ||
11813 trigger_event == CE_HIT_BY_X ||
11815 /* this one was forgotten until 3.2.3 */
11816 trigger_event == CE_DIGGING_X);
11819 if (change->can_change_or_has_action &&
11820 change->has_event[trigger_event] &&
11821 change->trigger_side & trigger_side &&
11822 change->trigger_player & trigger_player &&
11823 (!check_trigger_element ||
11824 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11826 change->actual_trigger_element = trigger_element;
11827 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11828 change->actual_trigger_player_bits = trigger_player;
11829 change->actual_trigger_side = trigger_side;
11830 change->actual_trigger_ce_value = CustomValue[x][y];
11831 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11833 /* special case: trigger element not at (x,y) position for some events */
11834 if (check_trigger_element)
11846 { 0, 0 }, { 0, 0 }, { 0, 0 },
11850 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11851 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11853 change->actual_trigger_ce_value = CustomValue[xx][yy];
11854 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11857 if (change->can_change && !change_done)
11859 ChangeDelay[x][y] = 1;
11860 ChangeEvent[x][y] = trigger_event;
11862 HandleElementChange(x, y, p);
11864 change_done = TRUE;
11866 #if USE_NEW_DELAYED_ACTION
11867 else if (change->has_action)
11869 ExecuteCustomElementAction(x, y, element, p);
11870 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11873 if (change->has_action)
11875 ExecuteCustomElementAction(x, y, element, p);
11876 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11882 RECURSION_LOOP_DETECTION_END();
11884 return change_done;
11887 static void PlayPlayerSound(struct PlayerInfo *player)
11889 int jx = player->jx, jy = player->jy;
11890 int sound_element = player->artwork_element;
11891 int last_action = player->last_action_waiting;
11892 int action = player->action_waiting;
11894 if (player->is_waiting)
11896 if (action != last_action)
11897 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11899 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11903 if (action != last_action)
11904 StopSound(element_info[sound_element].sound[last_action]);
11906 if (last_action == ACTION_SLEEPING)
11907 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11911 static void PlayAllPlayersSound()
11915 for (i = 0; i < MAX_PLAYERS; i++)
11916 if (stored_player[i].active)
11917 PlayPlayerSound(&stored_player[i]);
11920 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11922 boolean last_waiting = player->is_waiting;
11923 int move_dir = player->MovDir;
11925 player->dir_waiting = move_dir;
11926 player->last_action_waiting = player->action_waiting;
11930 if (!last_waiting) /* not waiting -> waiting */
11932 player->is_waiting = TRUE;
11934 player->frame_counter_bored =
11936 game.player_boring_delay_fixed +
11937 GetSimpleRandom(game.player_boring_delay_random);
11938 player->frame_counter_sleeping =
11940 game.player_sleeping_delay_fixed +
11941 GetSimpleRandom(game.player_sleeping_delay_random);
11943 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11946 if (game.player_sleeping_delay_fixed +
11947 game.player_sleeping_delay_random > 0 &&
11948 player->anim_delay_counter == 0 &&
11949 player->post_delay_counter == 0 &&
11950 FrameCounter >= player->frame_counter_sleeping)
11951 player->is_sleeping = TRUE;
11952 else if (game.player_boring_delay_fixed +
11953 game.player_boring_delay_random > 0 &&
11954 FrameCounter >= player->frame_counter_bored)
11955 player->is_bored = TRUE;
11957 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11958 player->is_bored ? ACTION_BORING :
11961 if (player->is_sleeping && player->use_murphy)
11963 /* special case for sleeping Murphy when leaning against non-free tile */
11965 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11966 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
11967 !IS_MOVING(player->jx - 1, player->jy)))
11968 move_dir = MV_LEFT;
11969 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11970 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
11971 !IS_MOVING(player->jx + 1, player->jy)))
11972 move_dir = MV_RIGHT;
11974 player->is_sleeping = FALSE;
11976 player->dir_waiting = move_dir;
11979 if (player->is_sleeping)
11981 if (player->num_special_action_sleeping > 0)
11983 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11985 int last_special_action = player->special_action_sleeping;
11986 int num_special_action = player->num_special_action_sleeping;
11987 int special_action =
11988 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11989 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11990 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11991 last_special_action + 1 : ACTION_SLEEPING);
11992 int special_graphic =
11993 el_act_dir2img(player->artwork_element, special_action, move_dir);
11995 player->anim_delay_counter =
11996 graphic_info[special_graphic].anim_delay_fixed +
11997 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11998 player->post_delay_counter =
11999 graphic_info[special_graphic].post_delay_fixed +
12000 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
12002 player->special_action_sleeping = special_action;
12005 if (player->anim_delay_counter > 0)
12007 player->action_waiting = player->special_action_sleeping;
12008 player->anim_delay_counter--;
12010 else if (player->post_delay_counter > 0)
12012 player->post_delay_counter--;
12016 else if (player->is_bored)
12018 if (player->num_special_action_bored > 0)
12020 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
12022 int special_action =
12023 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
12024 int special_graphic =
12025 el_act_dir2img(player->artwork_element, special_action, move_dir);
12027 player->anim_delay_counter =
12028 graphic_info[special_graphic].anim_delay_fixed +
12029 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
12030 player->post_delay_counter =
12031 graphic_info[special_graphic].post_delay_fixed +
12032 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
12034 player->special_action_bored = special_action;
12037 if (player->anim_delay_counter > 0)
12039 player->action_waiting = player->special_action_bored;
12040 player->anim_delay_counter--;
12042 else if (player->post_delay_counter > 0)
12044 player->post_delay_counter--;
12049 else if (last_waiting) /* waiting -> not waiting */
12051 player->is_waiting = FALSE;
12052 player->is_bored = FALSE;
12053 player->is_sleeping = FALSE;
12055 player->frame_counter_bored = -1;
12056 player->frame_counter_sleeping = -1;
12058 player->anim_delay_counter = 0;
12059 player->post_delay_counter = 0;
12061 player->dir_waiting = player->MovDir;
12062 player->action_waiting = ACTION_DEFAULT;
12064 player->special_action_bored = ACTION_DEFAULT;
12065 player->special_action_sleeping = ACTION_DEFAULT;
12069 static void CheckSingleStepMode(struct PlayerInfo *player)
12071 if (tape.single_step && tape.recording && !tape.pausing)
12073 /* as it is called "single step mode", just return to pause mode when the
12074 player stopped moving after one tile (or never starts moving at all) */
12075 if (!player->is_moving && !player->is_pushing)
12077 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12078 SnapField(player, 0, 0); /* stop snapping */
12083 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
12085 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
12086 int left = player_action & JOY_LEFT;
12087 int right = player_action & JOY_RIGHT;
12088 int up = player_action & JOY_UP;
12089 int down = player_action & JOY_DOWN;
12090 int button1 = player_action & JOY_BUTTON_1;
12091 int button2 = player_action & JOY_BUTTON_2;
12092 int dx = (left ? -1 : right ? 1 : 0);
12093 int dy = (up ? -1 : down ? 1 : 0);
12095 if (!player->active || tape.pausing)
12101 snapped = SnapField(player, dx, dy);
12105 dropped = DropElement(player);
12107 moved = MovePlayer(player, dx, dy);
12110 CheckSingleStepMode(player);
12112 SetPlayerWaiting(player, FALSE);
12114 return player_action;
12118 /* no actions for this player (no input at player's configured device) */
12120 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
12121 SnapField(player, 0, 0);
12122 CheckGravityMovementWhenNotMoving(player);
12124 if (player->MovPos == 0)
12125 SetPlayerWaiting(player, TRUE);
12127 if (player->MovPos == 0) /* needed for tape.playing */
12128 player->is_moving = FALSE;
12130 player->is_dropping = FALSE;
12131 player->is_dropping_pressed = FALSE;
12132 player->drop_pressed_delay = 0;
12134 CheckSingleStepMode(player);
12140 static void CheckLevelTime()
12144 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
12145 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12147 if (level.native_em_level->lev->home == 0) /* all players at home */
12149 PlayerWins(local_player);
12151 AllPlayersGone = TRUE;
12153 level.native_em_level->lev->home = -1;
12156 if (level.native_em_level->ply[0]->alive == 0 &&
12157 level.native_em_level->ply[1]->alive == 0 &&
12158 level.native_em_level->ply[2]->alive == 0 &&
12159 level.native_em_level->ply[3]->alive == 0) /* all dead */
12160 AllPlayersGone = TRUE;
12162 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
12164 if (game_sp.LevelSolved &&
12165 !game_sp.GameOver) /* game won */
12167 PlayerWins(local_player);
12169 game_sp.GameOver = TRUE;
12171 AllPlayersGone = TRUE;
12174 if (game_sp.GameOver) /* game lost */
12175 AllPlayersGone = TRUE;
12178 if (TimeFrames >= FRAMES_PER_SECOND)
12183 for (i = 0; i < MAX_PLAYERS; i++)
12185 struct PlayerInfo *player = &stored_player[i];
12187 if (SHIELD_ON(player))
12189 player->shield_normal_time_left--;
12191 if (player->shield_deadly_time_left > 0)
12192 player->shield_deadly_time_left--;
12196 if (!local_player->LevelSolved && !level.use_step_counter)
12204 if (TimeLeft <= 10 && setup.time_limit)
12205 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12208 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12210 DisplayGameControlValues();
12212 DrawGameValue_Time(TimeLeft);
12215 if (!TimeLeft && setup.time_limit)
12217 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12218 level.native_em_level->lev->killed_out_of_time = TRUE;
12220 for (i = 0; i < MAX_PLAYERS; i++)
12221 KillPlayer(&stored_player[i]);
12225 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
12227 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12229 DisplayGameControlValues();
12232 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
12233 DrawGameValue_Time(TimePlayed);
12236 level.native_em_level->lev->time =
12237 (level.time == 0 ? TimePlayed : TimeLeft);
12240 if (tape.recording || tape.playing)
12241 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
12245 UpdateAndDisplayGameControlValues();
12247 UpdateGameDoorValues();
12248 DrawGameDoorValues();
12252 void AdvanceFrameAndPlayerCounters(int player_nr)
12256 /* advance frame counters (global frame counter and time frame counter) */
12260 /* advance player counters (counters for move delay, move animation etc.) */
12261 for (i = 0; i < MAX_PLAYERS; i++)
12263 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
12264 int move_delay_value = stored_player[i].move_delay_value;
12265 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
12267 if (!advance_player_counters) /* not all players may be affected */
12270 #if USE_NEW_PLAYER_ANIM
12271 if (move_frames == 0) /* less than one move per game frame */
12273 int stepsize = TILEX / move_delay_value;
12274 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
12275 int count = (stored_player[i].is_moving ?
12276 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
12278 if (count % delay == 0)
12283 stored_player[i].Frame += move_frames;
12285 if (stored_player[i].MovPos != 0)
12286 stored_player[i].StepFrame += move_frames;
12288 if (stored_player[i].move_delay > 0)
12289 stored_player[i].move_delay--;
12291 /* due to bugs in previous versions, counter must count up, not down */
12292 if (stored_player[i].push_delay != -1)
12293 stored_player[i].push_delay++;
12295 if (stored_player[i].drop_delay > 0)
12296 stored_player[i].drop_delay--;
12298 if (stored_player[i].is_dropping_pressed)
12299 stored_player[i].drop_pressed_delay++;
12303 void StartGameActions(boolean init_network_game, boolean record_tape,
12306 unsigned long new_random_seed = InitRND(random_seed);
12309 TapeStartRecording(new_random_seed);
12311 #if defined(NETWORK_AVALIABLE)
12312 if (init_network_game)
12314 SendToServer_StartPlaying();
12325 static unsigned long game_frame_delay = 0;
12326 unsigned long game_frame_delay_value;
12327 byte *recorded_player_action;
12328 byte summarized_player_action = 0;
12329 byte tape_action[MAX_PLAYERS];
12332 /* detect endless loops, caused by custom element programming */
12333 if (recursion_loop_detected && recursion_loop_depth == 0)
12335 char *message = getStringCat3("Internal Error ! Element ",
12336 EL_NAME(recursion_loop_element),
12337 " caused endless loop ! Quit the game ?");
12339 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
12340 EL_NAME(recursion_loop_element));
12342 RequestQuitGameExt(FALSE, level_editor_test_game, message);
12344 recursion_loop_detected = FALSE; /* if game should be continued */
12351 if (game.restart_level)
12352 StartGameActions(options.network, setup.autorecord, level.random_seed);
12354 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
12355 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12357 if (level.native_em_level->lev->home == 0) /* all players at home */
12359 PlayerWins(local_player);
12361 AllPlayersGone = TRUE;
12363 level.native_em_level->lev->home = -1;
12366 if (level.native_em_level->ply[0]->alive == 0 &&
12367 level.native_em_level->ply[1]->alive == 0 &&
12368 level.native_em_level->ply[2]->alive == 0 &&
12369 level.native_em_level->ply[3]->alive == 0) /* all dead */
12370 AllPlayersGone = TRUE;
12372 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
12374 if (game_sp.LevelSolved &&
12375 !game_sp.GameOver) /* game won */
12377 PlayerWins(local_player);
12379 game_sp.GameOver = TRUE;
12381 AllPlayersGone = TRUE;
12384 if (game_sp.GameOver) /* game lost */
12385 AllPlayersGone = TRUE;
12388 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
12391 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
12394 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
12397 game_frame_delay_value =
12398 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
12400 if (tape.playing && tape.warp_forward && !tape.pausing)
12401 game_frame_delay_value = 0;
12403 /* ---------- main game synchronization point ---------- */
12405 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
12407 if (network_playing && !network_player_action_received)
12409 /* try to get network player actions in time */
12411 #if defined(NETWORK_AVALIABLE)
12412 /* last chance to get network player actions without main loop delay */
12413 HandleNetworking();
12416 /* game was quit by network peer */
12417 if (game_status != GAME_MODE_PLAYING)
12420 if (!network_player_action_received)
12421 return; /* failed to get network player actions in time */
12423 /* do not yet reset "network_player_action_received" (for tape.pausing) */
12429 /* at this point we know that we really continue executing the game */
12431 network_player_action_received = FALSE;
12433 /* when playing tape, read previously recorded player input from tape data */
12434 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
12437 /* TapePlayAction() may return NULL when toggling to "pause before death" */
12442 if (tape.set_centered_player)
12444 game.centered_player_nr_next = tape.centered_player_nr_next;
12445 game.set_centered_player = TRUE;
12448 for (i = 0; i < MAX_PLAYERS; i++)
12450 summarized_player_action |= stored_player[i].action;
12452 if (!network_playing)
12453 stored_player[i].effective_action = stored_player[i].action;
12456 #if defined(NETWORK_AVALIABLE)
12457 if (network_playing)
12458 SendToServer_MovePlayer(summarized_player_action);
12461 if (!options.network && !setup.team_mode)
12462 local_player->effective_action = summarized_player_action;
12464 if (setup.team_mode && setup.input_on_focus && game.centered_player_nr != -1)
12466 for (i = 0; i < MAX_PLAYERS; i++)
12467 stored_player[i].effective_action =
12468 (i == game.centered_player_nr ? summarized_player_action : 0);
12471 if (recorded_player_action != NULL)
12472 for (i = 0; i < MAX_PLAYERS; i++)
12473 stored_player[i].effective_action = recorded_player_action[i];
12475 for (i = 0; i < MAX_PLAYERS; i++)
12477 tape_action[i] = stored_player[i].effective_action;
12479 /* (this can only happen in the R'n'D game engine) */
12480 if (tape.recording && tape_action[i] && !tape.player_participates[i])
12481 tape.player_participates[i] = TRUE; /* player just appeared from CE */
12484 /* only record actions from input devices, but not programmed actions */
12485 if (tape.recording)
12486 TapeRecordAction(tape_action);
12488 #if USE_NEW_PLAYER_ASSIGNMENTS
12490 byte mapped_action[MAX_PLAYERS];
12492 for (i = 0; i < MAX_PLAYERS; i++)
12493 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
12495 for (i = 0; i < MAX_PLAYERS; i++)
12496 stored_player[i].effective_action = mapped_action[i];
12500 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12502 GameActions_EM_Main();
12504 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
12506 GameActions_SP_Main();
12514 void GameActions_EM_Main()
12516 byte effective_action[MAX_PLAYERS];
12517 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
12520 for (i = 0; i < MAX_PLAYERS; i++)
12521 effective_action[i] = stored_player[i].effective_action;
12523 GameActions_EM(effective_action, warp_mode);
12527 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
12530 void GameActions_SP_Main()
12532 byte effective_action[MAX_PLAYERS];
12533 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
12536 for (i = 0; i < MAX_PLAYERS; i++)
12537 effective_action[i] = stored_player[i].effective_action;
12539 GameActions_SP(effective_action, warp_mode);
12543 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
12546 void GameActions_RND()
12548 int magic_wall_x = 0, magic_wall_y = 0;
12549 int i, x, y, element, graphic;
12551 InitPlayfieldScanModeVars();
12553 #if USE_ONE_MORE_CHANGE_PER_FRAME
12554 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
12556 SCAN_PLAYFIELD(x, y)
12558 ChangeCount[x][y] = 0;
12559 ChangeEvent[x][y] = -1;
12564 if (game.set_centered_player)
12566 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
12568 /* switching to "all players" only possible if all players fit to screen */
12569 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
12571 game.centered_player_nr_next = game.centered_player_nr;
12572 game.set_centered_player = FALSE;
12575 /* do not switch focus to non-existing (or non-active) player */
12576 if (game.centered_player_nr_next >= 0 &&
12577 !stored_player[game.centered_player_nr_next].active)
12579 game.centered_player_nr_next = game.centered_player_nr;
12580 game.set_centered_player = FALSE;
12584 if (game.set_centered_player &&
12585 ScreenMovPos == 0) /* screen currently aligned at tile position */
12589 if (game.centered_player_nr_next == -1)
12591 setScreenCenteredToAllPlayers(&sx, &sy);
12595 sx = stored_player[game.centered_player_nr_next].jx;
12596 sy = stored_player[game.centered_player_nr_next].jy;
12599 game.centered_player_nr = game.centered_player_nr_next;
12600 game.set_centered_player = FALSE;
12602 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
12603 DrawGameDoorValues();
12606 for (i = 0; i < MAX_PLAYERS; i++)
12608 int actual_player_action = stored_player[i].effective_action;
12611 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
12612 - rnd_equinox_tetrachloride 048
12613 - rnd_equinox_tetrachloride_ii 096
12614 - rnd_emanuel_schmieg 002
12615 - doctor_sloan_ww 001, 020
12617 if (stored_player[i].MovPos == 0)
12618 CheckGravityMovement(&stored_player[i]);
12621 /* overwrite programmed action with tape action */
12622 if (stored_player[i].programmed_action)
12623 actual_player_action = stored_player[i].programmed_action;
12625 PlayerActions(&stored_player[i], actual_player_action);
12627 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
12630 ScrollScreen(NULL, SCROLL_GO_ON);
12632 /* for backwards compatibility, the following code emulates a fixed bug that
12633 occured when pushing elements (causing elements that just made their last
12634 pushing step to already (if possible) make their first falling step in the
12635 same game frame, which is bad); this code is also needed to use the famous
12636 "spring push bug" which is used in older levels and might be wanted to be
12637 used also in newer levels, but in this case the buggy pushing code is only
12638 affecting the "spring" element and no other elements */
12640 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12642 for (i = 0; i < MAX_PLAYERS; i++)
12644 struct PlayerInfo *player = &stored_player[i];
12645 int x = player->jx;
12646 int y = player->jy;
12648 if (player->active && player->is_pushing && player->is_moving &&
12650 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12651 Feld[x][y] == EL_SPRING))
12653 ContinueMoving(x, y);
12655 /* continue moving after pushing (this is actually a bug) */
12656 if (!IS_MOVING(x, y))
12657 Stop[x][y] = FALSE;
12663 debug_print_timestamp(0, "start main loop profiling");
12666 SCAN_PLAYFIELD(x, y)
12668 ChangeCount[x][y] = 0;
12669 ChangeEvent[x][y] = -1;
12671 /* this must be handled before main playfield loop */
12672 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
12675 if (MovDelay[x][y] <= 0)
12679 #if USE_NEW_SNAP_DELAY
12680 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
12683 if (MovDelay[x][y] <= 0)
12686 TEST_DrawLevelField(x, y);
12688 TestIfElementTouchesCustomElement(x, y); /* for empty space */
12694 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12696 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
12697 printf("GameActions(): This should never happen!\n");
12699 ChangePage[x][y] = -1;
12703 Stop[x][y] = FALSE;
12704 if (WasJustMoving[x][y] > 0)
12705 WasJustMoving[x][y]--;
12706 if (WasJustFalling[x][y] > 0)
12707 WasJustFalling[x][y]--;
12708 if (CheckCollision[x][y] > 0)
12709 CheckCollision[x][y]--;
12710 if (CheckImpact[x][y] > 0)
12711 CheckImpact[x][y]--;
12715 /* reset finished pushing action (not done in ContinueMoving() to allow
12716 continuous pushing animation for elements with zero push delay) */
12717 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12719 ResetGfxAnimation(x, y);
12720 TEST_DrawLevelField(x, y);
12724 if (IS_BLOCKED(x, y))
12728 Blocked2Moving(x, y, &oldx, &oldy);
12729 if (!IS_MOVING(oldx, oldy))
12731 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
12732 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
12733 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
12734 printf("GameActions(): This should never happen!\n");
12741 debug_print_timestamp(0, "- time for pre-main loop:");
12744 #if 0 // -------------------- !!! TEST ONLY !!! --------------------
12745 SCAN_PLAYFIELD(x, y)
12747 element = Feld[x][y];
12748 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12753 int element2 = element;
12754 int graphic2 = graphic;
12756 int element2 = Feld[x][y];
12757 int graphic2 = el_act_dir2img(element2, GfxAction[x][y], GfxDir[x][y]);
12759 int last_gfx_frame = GfxFrame[x][y];
12761 if (graphic_info[graphic2].anim_global_sync)
12762 GfxFrame[x][y] = FrameCounter;
12763 else if (ANIM_MODE(graphic2) == ANIM_CE_VALUE)
12764 GfxFrame[x][y] = CustomValue[x][y];
12765 else if (ANIM_MODE(graphic2) == ANIM_CE_SCORE)
12766 GfxFrame[x][y] = element_info[element2].collect_score;
12767 else if (ANIM_MODE(graphic2) == ANIM_CE_DELAY)
12768 GfxFrame[x][y] = ChangeDelay[x][y];
12770 if (redraw && GfxFrame[x][y] != last_gfx_frame)
12771 DrawLevelGraphicAnimation(x, y, graphic2);
12774 ResetGfxFrame(x, y, TRUE);
12778 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12779 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12780 ResetRandomAnimationValue(x, y);
12784 SetRandomAnimationValue(x, y);
12788 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12791 #endif // -------------------- !!! TEST ONLY !!! --------------------
12794 debug_print_timestamp(0, "- time for TEST loop: -->");
12797 SCAN_PLAYFIELD(x, y)
12799 element = Feld[x][y];
12800 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12802 ResetGfxFrame(x, y, TRUE);
12804 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12805 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12806 ResetRandomAnimationValue(x, y);
12808 SetRandomAnimationValue(x, y);
12810 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12812 if (IS_INACTIVE(element))
12814 if (IS_ANIMATED(graphic))
12815 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12820 /* this may take place after moving, so 'element' may have changed */
12821 if (IS_CHANGING(x, y) &&
12822 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12824 int page = element_info[element].event_page_nr[CE_DELAY];
12827 HandleElementChange(x, y, page);
12829 if (CAN_CHANGE(element))
12830 HandleElementChange(x, y, page);
12832 if (HAS_ACTION(element))
12833 ExecuteCustomElementAction(x, y, element, page);
12836 element = Feld[x][y];
12837 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12840 #if 0 // ---------------------------------------------------------------------
12842 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12846 element = Feld[x][y];
12847 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12849 if (IS_ANIMATED(graphic) &&
12850 !IS_MOVING(x, y) &&
12852 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12854 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12855 TEST_DrawTwinkleOnField(x, y);
12857 else if (IS_MOVING(x, y))
12858 ContinueMoving(x, y);
12865 case EL_EM_EXIT_OPEN:
12866 case EL_SP_EXIT_OPEN:
12867 case EL_STEEL_EXIT_OPEN:
12868 case EL_EM_STEEL_EXIT_OPEN:
12869 case EL_SP_TERMINAL:
12870 case EL_SP_TERMINAL_ACTIVE:
12871 case EL_EXTRA_TIME:
12872 case EL_SHIELD_NORMAL:
12873 case EL_SHIELD_DEADLY:
12874 if (IS_ANIMATED(graphic))
12875 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12878 case EL_DYNAMITE_ACTIVE:
12879 case EL_EM_DYNAMITE_ACTIVE:
12880 case EL_DYNABOMB_PLAYER_1_ACTIVE:
12881 case EL_DYNABOMB_PLAYER_2_ACTIVE:
12882 case EL_DYNABOMB_PLAYER_3_ACTIVE:
12883 case EL_DYNABOMB_PLAYER_4_ACTIVE:
12884 case EL_SP_DISK_RED_ACTIVE:
12885 CheckDynamite(x, y);
12888 case EL_AMOEBA_GROWING:
12889 AmoebeWaechst(x, y);
12892 case EL_AMOEBA_SHRINKING:
12893 AmoebaDisappearing(x, y);
12896 #if !USE_NEW_AMOEBA_CODE
12897 case EL_AMOEBA_WET:
12898 case EL_AMOEBA_DRY:
12899 case EL_AMOEBA_FULL:
12901 case EL_EMC_DRIPPER:
12902 AmoebeAbleger(x, y);
12906 case EL_GAME_OF_LIFE:
12911 case EL_EXIT_CLOSED:
12915 case EL_EM_EXIT_CLOSED:
12919 case EL_STEEL_EXIT_CLOSED:
12920 CheckExitSteel(x, y);
12923 case EL_EM_STEEL_EXIT_CLOSED:
12924 CheckExitSteelEM(x, y);
12927 case EL_SP_EXIT_CLOSED:
12931 case EL_EXPANDABLE_WALL_GROWING:
12932 case EL_EXPANDABLE_STEELWALL_GROWING:
12933 MauerWaechst(x, y);
12936 case EL_EXPANDABLE_WALL:
12937 case EL_EXPANDABLE_WALL_HORIZONTAL:
12938 case EL_EXPANDABLE_WALL_VERTICAL:
12939 case EL_EXPANDABLE_WALL_ANY:
12940 case EL_BD_EXPANDABLE_WALL:
12941 MauerAbleger(x, y);
12944 case EL_EXPANDABLE_STEELWALL_HORIZONTAL:
12945 case EL_EXPANDABLE_STEELWALL_VERTICAL:
12946 case EL_EXPANDABLE_STEELWALL_ANY:
12947 MauerAblegerStahl(x, y);
12951 CheckForDragon(x, y);
12957 case EL_ELEMENT_SNAPPING:
12958 case EL_DIAGONAL_SHRINKING:
12959 case EL_DIAGONAL_GROWING:
12962 el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12964 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12969 if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12970 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12975 #else // ---------------------------------------------------------------------
12977 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12981 element = Feld[x][y];
12982 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12984 if (IS_ANIMATED(graphic) &&
12985 !IS_MOVING(x, y) &&
12987 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12989 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12990 TEST_DrawTwinkleOnField(x, y);
12992 else if ((element == EL_ACID ||
12993 element == EL_EXIT_OPEN ||
12994 element == EL_EM_EXIT_OPEN ||
12995 element == EL_SP_EXIT_OPEN ||
12996 element == EL_STEEL_EXIT_OPEN ||
12997 element == EL_EM_STEEL_EXIT_OPEN ||
12998 element == EL_SP_TERMINAL ||
12999 element == EL_SP_TERMINAL_ACTIVE ||
13000 element == EL_EXTRA_TIME ||
13001 element == EL_SHIELD_NORMAL ||
13002 element == EL_SHIELD_DEADLY) &&
13003 IS_ANIMATED(graphic))
13004 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
13005 else if (IS_MOVING(x, y))
13006 ContinueMoving(x, y);
13007 else if (IS_ACTIVE_BOMB(element))
13008 CheckDynamite(x, y);
13009 else if (element == EL_AMOEBA_GROWING)
13010 AmoebeWaechst(x, y);
13011 else if (element == EL_AMOEBA_SHRINKING)
13012 AmoebaDisappearing(x, y);
13014 #if !USE_NEW_AMOEBA_CODE
13015 else if (IS_AMOEBALIVE(element))
13016 AmoebeAbleger(x, y);
13019 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
13021 else if (element == EL_EXIT_CLOSED)
13023 else if (element == EL_EM_EXIT_CLOSED)
13025 else if (element == EL_STEEL_EXIT_CLOSED)
13026 CheckExitSteel(x, y);
13027 else if (element == EL_EM_STEEL_EXIT_CLOSED)
13028 CheckExitSteelEM(x, y);
13029 else if (element == EL_SP_EXIT_CLOSED)
13031 else if (element == EL_EXPANDABLE_WALL_GROWING ||
13032 element == EL_EXPANDABLE_STEELWALL_GROWING)
13033 MauerWaechst(x, y);
13034 else if (element == EL_EXPANDABLE_WALL ||
13035 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
13036 element == EL_EXPANDABLE_WALL_VERTICAL ||
13037 element == EL_EXPANDABLE_WALL_ANY ||
13038 element == EL_BD_EXPANDABLE_WALL)
13039 MauerAbleger(x, y);
13040 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
13041 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
13042 element == EL_EXPANDABLE_STEELWALL_ANY)
13043 MauerAblegerStahl(x, y);
13044 else if (element == EL_FLAMES)
13045 CheckForDragon(x, y);
13046 else if (element == EL_EXPLOSION)
13047 ; /* drawing of correct explosion animation is handled separately */
13048 else if (element == EL_ELEMENT_SNAPPING ||
13049 element == EL_DIAGONAL_SHRINKING ||
13050 element == EL_DIAGONAL_GROWING)
13052 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
13054 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
13056 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
13057 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
13059 #endif // ---------------------------------------------------------------------
13061 if (IS_BELT_ACTIVE(element))
13062 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
13064 if (game.magic_wall_active)
13066 int jx = local_player->jx, jy = local_player->jy;
13068 /* play the element sound at the position nearest to the player */
13069 if ((element == EL_MAGIC_WALL_FULL ||
13070 element == EL_MAGIC_WALL_ACTIVE ||
13071 element == EL_MAGIC_WALL_EMPTYING ||
13072 element == EL_BD_MAGIC_WALL_FULL ||
13073 element == EL_BD_MAGIC_WALL_ACTIVE ||
13074 element == EL_BD_MAGIC_WALL_EMPTYING ||
13075 element == EL_DC_MAGIC_WALL_FULL ||
13076 element == EL_DC_MAGIC_WALL_ACTIVE ||
13077 element == EL_DC_MAGIC_WALL_EMPTYING) &&
13078 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
13087 debug_print_timestamp(0, "- time for MAIN loop: -->");
13090 #if USE_NEW_AMOEBA_CODE
13091 /* new experimental amoeba growth stuff */
13092 if (!(FrameCounter % 8))
13094 static unsigned long random = 1684108901;
13096 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
13098 x = RND(lev_fieldx);
13099 y = RND(lev_fieldy);
13100 element = Feld[x][y];
13102 if (!IS_PLAYER(x,y) &&
13103 (element == EL_EMPTY ||
13104 CAN_GROW_INTO(element) ||
13105 element == EL_QUICKSAND_EMPTY ||
13106 element == EL_QUICKSAND_FAST_EMPTY ||
13107 element == EL_ACID_SPLASH_LEFT ||
13108 element == EL_ACID_SPLASH_RIGHT))
13110 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
13111 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
13112 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
13113 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
13114 Feld[x][y] = EL_AMOEBA_DROP;
13117 random = random * 129 + 1;
13123 if (game.explosions_delayed)
13126 game.explosions_delayed = FALSE;
13128 SCAN_PLAYFIELD(x, y)
13130 element = Feld[x][y];
13132 if (ExplodeField[x][y])
13133 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
13134 else if (element == EL_EXPLOSION)
13135 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
13137 ExplodeField[x][y] = EX_TYPE_NONE;
13140 game.explosions_delayed = TRUE;
13143 if (game.magic_wall_active)
13145 if (!(game.magic_wall_time_left % 4))
13147 int element = Feld[magic_wall_x][magic_wall_y];
13149 if (element == EL_BD_MAGIC_WALL_FULL ||
13150 element == EL_BD_MAGIC_WALL_ACTIVE ||
13151 element == EL_BD_MAGIC_WALL_EMPTYING)
13152 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
13153 else if (element == EL_DC_MAGIC_WALL_FULL ||
13154 element == EL_DC_MAGIC_WALL_ACTIVE ||
13155 element == EL_DC_MAGIC_WALL_EMPTYING)
13156 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
13158 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
13161 if (game.magic_wall_time_left > 0)
13163 game.magic_wall_time_left--;
13165 if (!game.magic_wall_time_left)
13167 SCAN_PLAYFIELD(x, y)
13169 element = Feld[x][y];
13171 if (element == EL_MAGIC_WALL_ACTIVE ||
13172 element == EL_MAGIC_WALL_FULL)
13174 Feld[x][y] = EL_MAGIC_WALL_DEAD;
13175 TEST_DrawLevelField(x, y);
13177 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
13178 element == EL_BD_MAGIC_WALL_FULL)
13180 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
13181 TEST_DrawLevelField(x, y);
13183 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
13184 element == EL_DC_MAGIC_WALL_FULL)
13186 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
13187 TEST_DrawLevelField(x, y);
13191 game.magic_wall_active = FALSE;
13196 if (game.light_time_left > 0)
13198 game.light_time_left--;
13200 if (game.light_time_left == 0)
13201 RedrawAllLightSwitchesAndInvisibleElements();
13204 if (game.timegate_time_left > 0)
13206 game.timegate_time_left--;
13208 if (game.timegate_time_left == 0)
13209 CloseAllOpenTimegates();
13212 if (game.lenses_time_left > 0)
13214 game.lenses_time_left--;
13216 if (game.lenses_time_left == 0)
13217 RedrawAllInvisibleElementsForLenses();
13220 if (game.magnify_time_left > 0)
13222 game.magnify_time_left--;
13224 if (game.magnify_time_left == 0)
13225 RedrawAllInvisibleElementsForMagnifier();
13228 for (i = 0; i < MAX_PLAYERS; i++)
13230 struct PlayerInfo *player = &stored_player[i];
13232 if (SHIELD_ON(player))
13234 if (player->shield_deadly_time_left)
13235 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
13236 else if (player->shield_normal_time_left)
13237 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
13241 #if USE_DELAYED_GFX_REDRAW
13242 SCAN_PLAYFIELD(x, y)
13245 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
13247 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)) &&
13248 GfxRedraw[x][y] != GFX_REDRAW_NONE)
13251 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
13252 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
13254 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
13255 DrawLevelField(x, y);
13257 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
13258 DrawLevelFieldCrumbled(x, y);
13260 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
13261 DrawLevelFieldCrumbledNeighbours(x, y);
13263 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
13264 DrawTwinkleOnField(x, y);
13267 GfxRedraw[x][y] = GFX_REDRAW_NONE;
13274 PlayAllPlayersSound();
13276 if (options.debug) /* calculate frames per second */
13278 static unsigned long fps_counter = 0;
13279 static int fps_frames = 0;
13280 unsigned long fps_delay_ms = Counter() - fps_counter;
13284 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
13286 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
13289 fps_counter = Counter();
13292 redraw_mask |= REDRAW_FPS;
13295 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
13297 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
13299 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
13301 local_player->show_envelope = 0;
13305 debug_print_timestamp(0, "stop main loop profiling ");
13306 printf("----------------------------------------------------------\n");
13309 /* use random number generator in every frame to make it less predictable */
13310 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13314 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
13316 int min_x = x, min_y = y, max_x = x, max_y = y;
13319 for (i = 0; i < MAX_PLAYERS; i++)
13321 int jx = stored_player[i].jx, jy = stored_player[i].jy;
13323 if (!stored_player[i].active || &stored_player[i] == player)
13326 min_x = MIN(min_x, jx);
13327 min_y = MIN(min_y, jy);
13328 max_x = MAX(max_x, jx);
13329 max_y = MAX(max_y, jy);
13332 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
13335 static boolean AllPlayersInVisibleScreen()
13339 for (i = 0; i < MAX_PLAYERS; i++)
13341 int jx = stored_player[i].jx, jy = stored_player[i].jy;
13343 if (!stored_player[i].active)
13346 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
13353 void ScrollLevel(int dx, int dy)
13356 /* (directly solved in BlitBitmap() now) */
13357 static Bitmap *bitmap_db_field2 = NULL;
13358 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
13365 /* !!! THIS IS APPARENTLY WRONG FOR PLAYER RELOCATION !!! */
13366 /* only horizontal XOR vertical scroll direction allowed */
13367 if ((dx == 0 && dy == 0) || (dx != 0 && dy != 0))
13372 /* (directly solved in BlitBitmap() now) */
13373 if (bitmap_db_field2 == NULL)
13374 bitmap_db_field2 = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH);
13376 /* needed when blitting directly to same bitmap -- should not be needed with
13377 recent SDL libraries, but apparently does not work in 1.2.11 directly */
13378 BlitBitmap(drawto_field, bitmap_db_field2,
13379 FX + TILEX * (dx == -1) - softscroll_offset,
13380 FY + TILEY * (dy == -1) - softscroll_offset,
13381 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
13382 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
13383 FX + TILEX * (dx == 1) - softscroll_offset,
13384 FY + TILEY * (dy == 1) - softscroll_offset);
13385 BlitBitmap(bitmap_db_field2, drawto_field,
13386 FX + TILEX * (dx == 1) - softscroll_offset,
13387 FY + TILEY * (dy == 1) - softscroll_offset,
13388 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
13389 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
13390 FX + TILEX * (dx == 1) - softscroll_offset,
13391 FY + TILEY * (dy == 1) - softscroll_offset);
13396 /* !!! DOES NOT WORK FOR DIAGONAL PLAYER RELOCATION !!! */
13397 int xsize = (BX2 - BX1 + 1);
13398 int ysize = (BY2 - BY1 + 1);
13399 int start = (dx != 0 ? (dx == -1 ? BX1 : BX2) : (dy == -1 ? BY1 : BY2));
13400 int end = (dx != 0 ? (dx == -1 ? BX2 : BX1) : (dy == -1 ? BY2 : BY1));
13401 int step = (start < end ? +1 : -1);
13403 for (i = start; i != end; i += step)
13405 BlitBitmap(drawto_field, drawto_field,
13406 FX + TILEX * (dx != 0 ? i + step : 0),
13407 FY + TILEY * (dy != 0 ? i + step : 0),
13408 TILEX * (dx != 0 ? 1 : xsize),
13409 TILEY * (dy != 0 ? 1 : ysize),
13410 FX + TILEX * (dx != 0 ? i : 0),
13411 FY + TILEY * (dy != 0 ? i : 0));
13418 int softscroll_offset = (setup.soft_scrolling ? 2 * TILEX_VAR : 0);
13420 int softscroll_offset = (setup.soft_scrolling ? TILEX_VAR : 0);
13424 int softscroll_offset = (setup.soft_scrolling ? 2 * TILEX : 0);
13426 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
13431 BlitBitmap(drawto_field, drawto_field,
13432 FX + TILEX_VAR * (dx == -1) - softscroll_offset,
13433 FY + TILEY_VAR * (dy == -1) - softscroll_offset,
13434 SXSIZE - TILEX_VAR * (dx != 0) + 2 * softscroll_offset,
13435 SYSIZE - TILEY_VAR * (dy != 0) + 2 * softscroll_offset,
13436 FX + TILEX_VAR * (dx == 1) - softscroll_offset,
13437 FY + TILEY_VAR * (dy == 1) - softscroll_offset);
13439 BlitBitmap(drawto_field, drawto_field,
13440 FX + TILEX * (dx == -1) - softscroll_offset,
13441 FY + TILEY * (dy == -1) - softscroll_offset,
13442 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
13443 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
13444 FX + TILEX * (dx == 1) - softscroll_offset,
13445 FY + TILEY * (dy == 1) - softscroll_offset);
13453 x = (dx == 1 ? BX1 : BX2);
13454 for (y = BY1; y <= BY2; y++)
13455 DrawScreenField(x, y);
13460 y = (dy == 1 ? BY1 : BY2);
13461 for (x = BX1; x <= BX2; x++)
13462 DrawScreenField(x, y);
13465 redraw_mask |= REDRAW_FIELD;
13468 static boolean canFallDown(struct PlayerInfo *player)
13470 int jx = player->jx, jy = player->jy;
13472 return (IN_LEV_FIELD(jx, jy + 1) &&
13473 (IS_FREE(jx, jy + 1) ||
13474 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
13475 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
13476 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
13479 static boolean canPassField(int x, int y, int move_dir)
13481 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
13482 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
13483 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
13484 int nextx = x + dx;
13485 int nexty = y + dy;
13486 int element = Feld[x][y];
13488 return (IS_PASSABLE_FROM(element, opposite_dir) &&
13489 !CAN_MOVE(element) &&
13490 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
13491 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
13492 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
13495 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
13497 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
13498 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
13499 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
13503 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
13504 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
13505 (IS_DIGGABLE(Feld[newx][newy]) ||
13506 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
13507 canPassField(newx, newy, move_dir)));
13510 static void CheckGravityMovement(struct PlayerInfo *player)
13512 #if USE_PLAYER_GRAVITY
13513 if (player->gravity && !player->programmed_action)
13515 if (game.gravity && !player->programmed_action)
13518 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
13519 int move_dir_vertical = player->effective_action & MV_VERTICAL;
13520 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
13521 int jx = player->jx, jy = player->jy;
13522 boolean player_is_moving_to_valid_field =
13523 (!player_is_snapping &&
13524 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
13525 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
13526 boolean player_can_fall_down = canFallDown(player);
13528 if (player_can_fall_down &&
13529 !player_is_moving_to_valid_field)
13530 player->programmed_action = MV_DOWN;
13534 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
13536 return CheckGravityMovement(player);
13538 #if USE_PLAYER_GRAVITY
13539 if (player->gravity && !player->programmed_action)
13541 if (game.gravity && !player->programmed_action)
13544 int jx = player->jx, jy = player->jy;
13545 boolean field_under_player_is_free =
13546 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
13547 boolean player_is_standing_on_valid_field =
13548 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
13549 (IS_WALKABLE(Feld[jx][jy]) &&
13550 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
13552 if (field_under_player_is_free && !player_is_standing_on_valid_field)
13553 player->programmed_action = MV_DOWN;
13558 MovePlayerOneStep()
13559 -----------------------------------------------------------------------------
13560 dx, dy: direction (non-diagonal) to try to move the player to
13561 real_dx, real_dy: direction as read from input device (can be diagonal)
13564 boolean MovePlayerOneStep(struct PlayerInfo *player,
13565 int dx, int dy, int real_dx, int real_dy)
13567 int jx = player->jx, jy = player->jy;
13568 int new_jx = jx + dx, new_jy = jy + dy;
13569 #if !USE_FIXED_DONT_RUN_INTO
13573 boolean player_can_move = !player->cannot_move;
13575 if (!player->active || (!dx && !dy))
13576 return MP_NO_ACTION;
13578 player->MovDir = (dx < 0 ? MV_LEFT :
13579 dx > 0 ? MV_RIGHT :
13581 dy > 0 ? MV_DOWN : MV_NONE);
13583 if (!IN_LEV_FIELD(new_jx, new_jy))
13584 return MP_NO_ACTION;
13586 if (!player_can_move)
13588 if (player->MovPos == 0)
13590 player->is_moving = FALSE;
13591 player->is_digging = FALSE;
13592 player->is_collecting = FALSE;
13593 player->is_snapping = FALSE;
13594 player->is_pushing = FALSE;
13599 if (!options.network && game.centered_player_nr == -1 &&
13600 !AllPlayersInSight(player, new_jx, new_jy))
13601 return MP_NO_ACTION;
13603 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
13604 return MP_NO_ACTION;
13607 #if !USE_FIXED_DONT_RUN_INTO
13608 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
13610 /* (moved to DigField()) */
13611 if (player_can_move && DONT_RUN_INTO(element))
13613 if (element == EL_ACID && dx == 0 && dy == 1)
13615 SplashAcid(new_jx, new_jy);
13616 Feld[jx][jy] = EL_PLAYER_1;
13617 InitMovingField(jx, jy, MV_DOWN);
13618 Store[jx][jy] = EL_ACID;
13619 ContinueMoving(jx, jy);
13620 BuryPlayer(player);
13623 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13629 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
13630 if (can_move != MP_MOVING)
13633 /* check if DigField() has caused relocation of the player */
13634 if (player->jx != jx || player->jy != jy)
13635 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
13637 StorePlayer[jx][jy] = 0;
13638 player->last_jx = jx;
13639 player->last_jy = jy;
13640 player->jx = new_jx;
13641 player->jy = new_jy;
13642 StorePlayer[new_jx][new_jy] = player->element_nr;
13644 if (player->move_delay_value_next != -1)
13646 player->move_delay_value = player->move_delay_value_next;
13647 player->move_delay_value_next = -1;
13651 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
13653 player->step_counter++;
13655 PlayerVisit[jx][jy] = FrameCounter;
13657 #if USE_UFAST_PLAYER_EXIT_BUGFIX
13658 player->is_moving = TRUE;
13662 /* should better be called in MovePlayer(), but this breaks some tapes */
13663 ScrollPlayer(player, SCROLL_INIT);
13669 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
13671 int jx = player->jx, jy = player->jy;
13672 int old_jx = jx, old_jy = jy;
13673 int moved = MP_NO_ACTION;
13675 if (!player->active)
13680 if (player->MovPos == 0)
13682 player->is_moving = FALSE;
13683 player->is_digging = FALSE;
13684 player->is_collecting = FALSE;
13685 player->is_snapping = FALSE;
13686 player->is_pushing = FALSE;
13692 if (player->move_delay > 0)
13695 player->move_delay = -1; /* set to "uninitialized" value */
13697 /* store if player is automatically moved to next field */
13698 player->is_auto_moving = (player->programmed_action != MV_NONE);
13700 /* remove the last programmed player action */
13701 player->programmed_action = 0;
13703 if (player->MovPos)
13705 /* should only happen if pre-1.2 tape recordings are played */
13706 /* this is only for backward compatibility */
13708 int original_move_delay_value = player->move_delay_value;
13711 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
13715 /* scroll remaining steps with finest movement resolution */
13716 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
13718 while (player->MovPos)
13720 ScrollPlayer(player, SCROLL_GO_ON);
13721 ScrollScreen(NULL, SCROLL_GO_ON);
13723 AdvanceFrameAndPlayerCounters(player->index_nr);
13729 player->move_delay_value = original_move_delay_value;
13732 player->is_active = FALSE;
13734 if (player->last_move_dir & MV_HORIZONTAL)
13736 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
13737 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
13741 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
13742 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
13745 #if USE_FIXED_BORDER_RUNNING_GFX
13746 if (!moved && !player->is_active)
13748 player->is_moving = FALSE;
13749 player->is_digging = FALSE;
13750 player->is_collecting = FALSE;
13751 player->is_snapping = FALSE;
13752 player->is_pushing = FALSE;
13760 if (moved & MP_MOVING && !ScreenMovPos &&
13761 (player->index_nr == game.centered_player_nr ||
13762 game.centered_player_nr == -1))
13764 if (moved & MP_MOVING && !ScreenMovPos &&
13765 (player == local_player || !options.network))
13768 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
13769 int offset = game.scroll_delay_value;
13771 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
13773 /* actual player has left the screen -- scroll in that direction */
13774 if (jx != old_jx) /* player has moved horizontally */
13775 scroll_x += (jx - old_jx);
13776 else /* player has moved vertically */
13777 scroll_y += (jy - old_jy);
13781 if (jx != old_jx) /* player has moved horizontally */
13783 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
13784 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
13785 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
13787 /* don't scroll over playfield boundaries */
13788 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
13789 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
13791 /* don't scroll more than one field at a time */
13792 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
13794 /* don't scroll against the player's moving direction */
13795 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
13796 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
13797 scroll_x = old_scroll_x;
13799 else /* player has moved vertically */
13801 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
13802 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
13803 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
13805 /* don't scroll over playfield boundaries */
13806 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
13807 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
13809 /* don't scroll more than one field at a time */
13810 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
13812 /* don't scroll against the player's moving direction */
13813 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
13814 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
13815 scroll_y = old_scroll_y;
13819 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
13822 if (!options.network && game.centered_player_nr == -1 &&
13823 !AllPlayersInVisibleScreen())
13825 scroll_x = old_scroll_x;
13826 scroll_y = old_scroll_y;
13830 if (!options.network && !AllPlayersInVisibleScreen())
13832 scroll_x = old_scroll_x;
13833 scroll_y = old_scroll_y;
13838 ScrollScreen(player, SCROLL_INIT);
13839 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13844 player->StepFrame = 0;
13846 if (moved & MP_MOVING)
13848 if (old_jx != jx && old_jy == jy)
13849 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13850 else if (old_jx == jx && old_jy != jy)
13851 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13853 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
13855 player->last_move_dir = player->MovDir;
13856 player->is_moving = TRUE;
13857 player->is_snapping = FALSE;
13858 player->is_switching = FALSE;
13859 player->is_dropping = FALSE;
13860 player->is_dropping_pressed = FALSE;
13861 player->drop_pressed_delay = 0;
13864 /* should better be called here than above, but this breaks some tapes */
13865 ScrollPlayer(player, SCROLL_INIT);
13870 CheckGravityMovementWhenNotMoving(player);
13872 player->is_moving = FALSE;
13874 /* at this point, the player is allowed to move, but cannot move right now
13875 (e.g. because of something blocking the way) -- ensure that the player
13876 is also allowed to move in the next frame (in old versions before 3.1.1,
13877 the player was forced to wait again for eight frames before next try) */
13879 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13880 player->move_delay = 0; /* allow direct movement in the next frame */
13883 if (player->move_delay == -1) /* not yet initialized by DigField() */
13884 player->move_delay = player->move_delay_value;
13886 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13888 TestIfPlayerTouchesBadThing(jx, jy);
13889 TestIfPlayerTouchesCustomElement(jx, jy);
13892 if (!player->active)
13893 RemovePlayer(player);
13898 void ScrollPlayer(struct PlayerInfo *player, int mode)
13900 int jx = player->jx, jy = player->jy;
13901 int last_jx = player->last_jx, last_jy = player->last_jy;
13902 int move_stepsize = TILEX / player->move_delay_value;
13904 #if USE_NEW_PLAYER_SPEED
13905 if (!player->active)
13908 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
13911 if (!player->active || player->MovPos == 0)
13915 if (mode == SCROLL_INIT)
13917 player->actual_frame_counter = FrameCounter;
13918 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13920 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13921 Feld[last_jx][last_jy] == EL_EMPTY)
13923 int last_field_block_delay = 0; /* start with no blocking at all */
13924 int block_delay_adjustment = player->block_delay_adjustment;
13926 /* if player blocks last field, add delay for exactly one move */
13927 if (player->block_last_field)
13929 last_field_block_delay += player->move_delay_value;
13931 /* when blocking enabled, prevent moving up despite gravity */
13932 #if USE_PLAYER_GRAVITY
13933 if (player->gravity && player->MovDir == MV_UP)
13934 block_delay_adjustment = -1;
13936 if (game.gravity && player->MovDir == MV_UP)
13937 block_delay_adjustment = -1;
13941 /* add block delay adjustment (also possible when not blocking) */
13942 last_field_block_delay += block_delay_adjustment;
13944 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13945 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13948 #if USE_NEW_PLAYER_SPEED
13949 if (player->MovPos != 0) /* player has not yet reached destination */
13955 else if (!FrameReached(&player->actual_frame_counter, 1))
13958 #if USE_NEW_PLAYER_SPEED
13959 if (player->MovPos != 0)
13961 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13962 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13964 /* before DrawPlayer() to draw correct player graphic for this case */
13965 if (player->MovPos == 0)
13966 CheckGravityMovement(player);
13969 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13970 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13972 /* before DrawPlayer() to draw correct player graphic for this case */
13973 if (player->MovPos == 0)
13974 CheckGravityMovement(player);
13977 if (player->MovPos == 0) /* player reached destination field */
13979 if (player->move_delay_reset_counter > 0)
13981 player->move_delay_reset_counter--;
13983 if (player->move_delay_reset_counter == 0)
13985 /* continue with normal speed after quickly moving through gate */
13986 HALVE_PLAYER_SPEED(player);
13988 /* be able to make the next move without delay */
13989 player->move_delay = 0;
13993 player->last_jx = jx;
13994 player->last_jy = jy;
13996 if (Feld[jx][jy] == EL_EXIT_OPEN ||
13997 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
13999 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
14001 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
14002 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
14004 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
14006 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
14007 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
14009 DrawPlayer(player); /* needed here only to cleanup last field */
14010 RemovePlayer(player);
14012 if (local_player->friends_still_needed == 0 ||
14013 IS_SP_ELEMENT(Feld[jx][jy]))
14014 PlayerWins(player);
14017 /* this breaks one level: "machine", level 000 */
14019 int move_direction = player->MovDir;
14020 int enter_side = MV_DIR_OPPOSITE(move_direction);
14021 int leave_side = move_direction;
14022 int old_jx = last_jx;
14023 int old_jy = last_jy;
14024 int old_element = Feld[old_jx][old_jy];
14025 int new_element = Feld[jx][jy];
14027 if (IS_CUSTOM_ELEMENT(old_element))
14028 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
14030 player->index_bit, leave_side);
14032 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
14033 CE_PLAYER_LEAVES_X,
14034 player->index_bit, leave_side);
14036 if (IS_CUSTOM_ELEMENT(new_element))
14037 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
14038 player->index_bit, enter_side);
14040 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
14041 CE_PLAYER_ENTERS_X,
14042 player->index_bit, enter_side);
14044 #if USE_FIX_CE_ACTION_WITH_PLAYER
14045 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
14046 CE_MOVE_OF_X, move_direction);
14048 CheckTriggeredElementChangeBySide(jx, jy, player->element_nr,
14049 CE_MOVE_OF_X, move_direction);
14053 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
14055 TestIfPlayerTouchesBadThing(jx, jy);
14056 TestIfPlayerTouchesCustomElement(jx, jy);
14058 /* needed because pushed element has not yet reached its destination,
14059 so it would trigger a change event at its previous field location */
14060 if (!player->is_pushing)
14061 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
14063 if (!player->active)
14064 RemovePlayer(player);
14067 if (!local_player->LevelSolved && level.use_step_counter)
14077 if (TimeLeft <= 10 && setup.time_limit)
14078 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14081 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14083 DisplayGameControlValues();
14085 DrawGameValue_Time(TimeLeft);
14088 if (!TimeLeft && setup.time_limit)
14089 for (i = 0; i < MAX_PLAYERS; i++)
14090 KillPlayer(&stored_player[i]);
14093 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
14095 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
14097 DisplayGameControlValues();
14100 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
14101 DrawGameValue_Time(TimePlayed);
14105 if (tape.single_step && tape.recording && !tape.pausing &&
14106 !player->programmed_action)
14107 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
14111 void ScrollScreen(struct PlayerInfo *player, int mode)
14113 static unsigned long screen_frame_counter = 0;
14115 if (mode == SCROLL_INIT)
14117 /* set scrolling step size according to actual player's moving speed */
14118 ScrollStepSize = TILEX / player->move_delay_value;
14120 screen_frame_counter = FrameCounter;
14121 ScreenMovDir = player->MovDir;
14122 ScreenMovPos = player->MovPos;
14123 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
14126 else if (!FrameReached(&screen_frame_counter, 1))
14131 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
14132 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
14133 redraw_mask |= REDRAW_FIELD;
14136 ScreenMovDir = MV_NONE;
14139 void TestIfPlayerTouchesCustomElement(int x, int y)
14141 static int xy[4][2] =
14148 static int trigger_sides[4][2] =
14150 /* center side border side */
14151 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
14152 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
14153 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
14154 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
14156 static int touch_dir[4] =
14158 MV_LEFT | MV_RIGHT,
14163 int center_element = Feld[x][y]; /* should always be non-moving! */
14166 for (i = 0; i < NUM_DIRECTIONS; i++)
14168 int xx = x + xy[i][0];
14169 int yy = y + xy[i][1];
14170 int center_side = trigger_sides[i][0];
14171 int border_side = trigger_sides[i][1];
14172 int border_element;
14174 if (!IN_LEV_FIELD(xx, yy))
14177 if (IS_PLAYER(x, y)) /* player found at center element */
14179 struct PlayerInfo *player = PLAYERINFO(x, y);
14181 if (game.engine_version < VERSION_IDENT(3,0,7,0))
14182 border_element = Feld[xx][yy]; /* may be moving! */
14183 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
14184 border_element = Feld[xx][yy];
14185 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
14186 border_element = MovingOrBlocked2Element(xx, yy);
14188 continue; /* center and border element do not touch */
14190 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
14191 player->index_bit, border_side);
14192 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
14193 CE_PLAYER_TOUCHES_X,
14194 player->index_bit, border_side);
14196 #if USE_FIX_CE_ACTION_WITH_PLAYER
14198 /* use player element that is initially defined in the level playfield,
14199 not the player element that corresponds to the runtime player number
14200 (example: a level that contains EL_PLAYER_3 as the only player would
14201 incorrectly give EL_PLAYER_1 for "player->element_nr") */
14202 int player_element = PLAYERINFO(x, y)->initial_element;
14204 CheckElementChangeBySide(xx, yy, border_element, player_element,
14205 CE_TOUCHING_X, border_side);
14209 else if (IS_PLAYER(xx, yy)) /* player found at border element */
14211 struct PlayerInfo *player = PLAYERINFO(xx, yy);
14213 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
14215 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
14216 continue; /* center and border element do not touch */
14219 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
14220 player->index_bit, center_side);
14221 CheckTriggeredElementChangeByPlayer(x, y, center_element,
14222 CE_PLAYER_TOUCHES_X,
14223 player->index_bit, center_side);
14225 #if USE_FIX_CE_ACTION_WITH_PLAYER
14227 /* use player element that is initially defined in the level playfield,
14228 not the player element that corresponds to the runtime player number
14229 (example: a level that contains EL_PLAYER_3 as the only player would
14230 incorrectly give EL_PLAYER_1 for "player->element_nr") */
14231 int player_element = PLAYERINFO(xx, yy)->initial_element;
14233 CheckElementChangeBySide(x, y, center_element, player_element,
14234 CE_TOUCHING_X, center_side);
14243 #if USE_ELEMENT_TOUCHING_BUGFIX
14245 void TestIfElementTouchesCustomElement(int x, int y)
14247 static int xy[4][2] =
14254 static int trigger_sides[4][2] =
14256 /* center side border side */
14257 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
14258 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
14259 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
14260 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
14262 static int touch_dir[4] =
14264 MV_LEFT | MV_RIGHT,
14269 boolean change_center_element = FALSE;
14270 int center_element = Feld[x][y]; /* should always be non-moving! */
14271 int border_element_old[NUM_DIRECTIONS];
14274 for (i = 0; i < NUM_DIRECTIONS; i++)
14276 int xx = x + xy[i][0];
14277 int yy = y + xy[i][1];
14278 int border_element;
14280 border_element_old[i] = -1;
14282 if (!IN_LEV_FIELD(xx, yy))
14285 if (game.engine_version < VERSION_IDENT(3,0,7,0))
14286 border_element = Feld[xx][yy]; /* may be moving! */
14287 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
14288 border_element = Feld[xx][yy];
14289 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
14290 border_element = MovingOrBlocked2Element(xx, yy);
14292 continue; /* center and border element do not touch */
14294 border_element_old[i] = border_element;
14297 for (i = 0; i < NUM_DIRECTIONS; i++)
14299 int xx = x + xy[i][0];
14300 int yy = y + xy[i][1];
14301 int center_side = trigger_sides[i][0];
14302 int border_element = border_element_old[i];
14304 if (border_element == -1)
14307 /* check for change of border element */
14308 CheckElementChangeBySide(xx, yy, border_element, center_element,
14309 CE_TOUCHING_X, center_side);
14311 /* (center element cannot be player, so we dont have to check this here) */
14314 for (i = 0; i < NUM_DIRECTIONS; i++)
14316 int xx = x + xy[i][0];
14317 int yy = y + xy[i][1];
14318 int border_side = trigger_sides[i][1];
14319 int border_element = border_element_old[i];
14321 if (border_element == -1)
14324 /* check for change of center element (but change it only once) */
14325 if (!change_center_element)
14326 change_center_element =
14327 CheckElementChangeBySide(x, y, center_element, border_element,
14328 CE_TOUCHING_X, border_side);
14330 #if USE_FIX_CE_ACTION_WITH_PLAYER
14331 if (IS_PLAYER(xx, yy))
14333 /* use player element that is initially defined in the level playfield,
14334 not the player element that corresponds to the runtime player number
14335 (example: a level that contains EL_PLAYER_3 as the only player would
14336 incorrectly give EL_PLAYER_1 for "player->element_nr") */
14337 int player_element = PLAYERINFO(xx, yy)->initial_element;
14339 CheckElementChangeBySide(x, y, center_element, player_element,
14340 CE_TOUCHING_X, border_side);
14348 void TestIfElementTouchesCustomElement_OLD(int x, int y)
14350 static int xy[4][2] =
14357 static int trigger_sides[4][2] =
14359 /* center side border side */
14360 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
14361 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
14362 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
14363 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
14365 static int touch_dir[4] =
14367 MV_LEFT | MV_RIGHT,
14372 boolean change_center_element = FALSE;
14373 int center_element = Feld[x][y]; /* should always be non-moving! */
14376 for (i = 0; i < NUM_DIRECTIONS; i++)
14378 int xx = x + xy[i][0];
14379 int yy = y + xy[i][1];
14380 int center_side = trigger_sides[i][0];
14381 int border_side = trigger_sides[i][1];
14382 int border_element;
14384 if (!IN_LEV_FIELD(xx, yy))
14387 if (game.engine_version < VERSION_IDENT(3,0,7,0))
14388 border_element = Feld[xx][yy]; /* may be moving! */
14389 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
14390 border_element = Feld[xx][yy];
14391 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
14392 border_element = MovingOrBlocked2Element(xx, yy);
14394 continue; /* center and border element do not touch */
14396 /* check for change of center element (but change it only once) */
14397 if (!change_center_element)
14398 change_center_element =
14399 CheckElementChangeBySide(x, y, center_element, border_element,
14400 CE_TOUCHING_X, border_side);
14402 /* check for change of border element */
14403 CheckElementChangeBySide(xx, yy, border_element, center_element,
14404 CE_TOUCHING_X, center_side);
14410 void TestIfElementHitsCustomElement(int x, int y, int direction)
14412 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
14413 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
14414 int hitx = x + dx, hity = y + dy;
14415 int hitting_element = Feld[x][y];
14416 int touched_element;
14418 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
14421 touched_element = (IN_LEV_FIELD(hitx, hity) ?
14422 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
14424 if (IN_LEV_FIELD(hitx, hity))
14426 int opposite_direction = MV_DIR_OPPOSITE(direction);
14427 int hitting_side = direction;
14428 int touched_side = opposite_direction;
14429 boolean object_hit = (!IS_MOVING(hitx, hity) ||
14430 MovDir[hitx][hity] != direction ||
14431 ABS(MovPos[hitx][hity]) <= TILEY / 2);
14437 CheckElementChangeBySide(x, y, hitting_element, touched_element,
14438 CE_HITTING_X, touched_side);
14440 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
14441 CE_HIT_BY_X, hitting_side);
14443 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
14444 CE_HIT_BY_SOMETHING, opposite_direction);
14446 #if USE_FIX_CE_ACTION_WITH_PLAYER
14447 if (IS_PLAYER(hitx, hity))
14449 /* use player element that is initially defined in the level playfield,
14450 not the player element that corresponds to the runtime player number
14451 (example: a level that contains EL_PLAYER_3 as the only player would
14452 incorrectly give EL_PLAYER_1 for "player->element_nr") */
14453 int player_element = PLAYERINFO(hitx, hity)->initial_element;
14455 CheckElementChangeBySide(x, y, hitting_element, player_element,
14456 CE_HITTING_X, touched_side);
14462 /* "hitting something" is also true when hitting the playfield border */
14463 CheckElementChangeBySide(x, y, hitting_element, touched_element,
14464 CE_HITTING_SOMETHING, direction);
14468 void TestIfElementSmashesCustomElement(int x, int y, int direction)
14470 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
14471 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
14472 int hitx = x + dx, hity = y + dy;
14473 int hitting_element = Feld[x][y];
14474 int touched_element;
14476 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
14477 !IS_FREE(hitx, hity) &&
14478 (!IS_MOVING(hitx, hity) ||
14479 MovDir[hitx][hity] != direction ||
14480 ABS(MovPos[hitx][hity]) <= TILEY / 2));
14483 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
14487 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
14491 touched_element = (IN_LEV_FIELD(hitx, hity) ?
14492 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
14494 CheckElementChangeBySide(x, y, hitting_element, touched_element,
14495 EP_CAN_SMASH_EVERYTHING, direction);
14497 if (IN_LEV_FIELD(hitx, hity))
14499 int opposite_direction = MV_DIR_OPPOSITE(direction);
14500 int hitting_side = direction;
14501 int touched_side = opposite_direction;
14503 int touched_element = MovingOrBlocked2Element(hitx, hity);
14506 boolean object_hit = (!IS_MOVING(hitx, hity) ||
14507 MovDir[hitx][hity] != direction ||
14508 ABS(MovPos[hitx][hity]) <= TILEY / 2);
14517 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
14518 CE_SMASHED_BY_SOMETHING, opposite_direction);
14520 CheckElementChangeBySide(x, y, hitting_element, touched_element,
14521 CE_OTHER_IS_SMASHING, touched_side);
14523 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
14524 CE_OTHER_GETS_SMASHED, hitting_side);
14530 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
14532 int i, kill_x = -1, kill_y = -1;
14534 int bad_element = -1;
14535 static int test_xy[4][2] =
14542 static int test_dir[4] =
14550 for (i = 0; i < NUM_DIRECTIONS; i++)
14552 int test_x, test_y, test_move_dir, test_element;
14554 test_x = good_x + test_xy[i][0];
14555 test_y = good_y + test_xy[i][1];
14557 if (!IN_LEV_FIELD(test_x, test_y))
14561 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
14563 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
14565 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
14566 2nd case: DONT_TOUCH style bad thing does not move away from good thing
14568 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
14569 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
14573 bad_element = test_element;
14579 if (kill_x != -1 || kill_y != -1)
14581 if (IS_PLAYER(good_x, good_y))
14583 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
14585 if (player->shield_deadly_time_left > 0 &&
14586 !IS_INDESTRUCTIBLE(bad_element))
14587 Bang(kill_x, kill_y);
14588 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
14589 KillPlayer(player);
14592 Bang(good_x, good_y);
14596 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
14598 int i, kill_x = -1, kill_y = -1;
14599 int bad_element = Feld[bad_x][bad_y];
14600 static int test_xy[4][2] =
14607 static int touch_dir[4] =
14609 MV_LEFT | MV_RIGHT,
14614 static int test_dir[4] =
14622 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
14625 for (i = 0; i < NUM_DIRECTIONS; i++)
14627 int test_x, test_y, test_move_dir, test_element;
14629 test_x = bad_x + test_xy[i][0];
14630 test_y = bad_y + test_xy[i][1];
14632 if (!IN_LEV_FIELD(test_x, test_y))
14636 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
14638 test_element = Feld[test_x][test_y];
14640 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
14641 2nd case: DONT_TOUCH style bad thing does not move away from good thing
14643 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
14644 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
14646 /* good thing is player or penguin that does not move away */
14647 if (IS_PLAYER(test_x, test_y))
14649 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
14651 if (bad_element == EL_ROBOT && player->is_moving)
14652 continue; /* robot does not kill player if he is moving */
14654 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
14656 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
14657 continue; /* center and border element do not touch */
14665 else if (test_element == EL_PENGUIN)
14675 if (kill_x != -1 || kill_y != -1)
14677 if (IS_PLAYER(kill_x, kill_y))
14679 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
14681 if (player->shield_deadly_time_left > 0 &&
14682 !IS_INDESTRUCTIBLE(bad_element))
14683 Bang(bad_x, bad_y);
14684 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
14685 KillPlayer(player);
14688 Bang(kill_x, kill_y);
14692 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
14694 int bad_element = Feld[bad_x][bad_y];
14695 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
14696 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
14697 int test_x = bad_x + dx, test_y = bad_y + dy;
14698 int test_move_dir, test_element;
14699 int kill_x = -1, kill_y = -1;
14701 if (!IN_LEV_FIELD(test_x, test_y))
14705 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
14707 test_element = Feld[test_x][test_y];
14709 if (test_move_dir != bad_move_dir)
14711 /* good thing can be player or penguin that does not move away */
14712 if (IS_PLAYER(test_x, test_y))
14714 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
14716 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
14717 player as being hit when he is moving towards the bad thing, because
14718 the "get hit by" condition would be lost after the player stops) */
14719 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
14720 return; /* player moves away from bad thing */
14725 else if (test_element == EL_PENGUIN)
14732 if (kill_x != -1 || kill_y != -1)
14734 if (IS_PLAYER(kill_x, kill_y))
14736 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
14738 if (player->shield_deadly_time_left > 0 &&
14739 !IS_INDESTRUCTIBLE(bad_element))
14740 Bang(bad_x, bad_y);
14741 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
14742 KillPlayer(player);
14745 Bang(kill_x, kill_y);
14749 void TestIfPlayerTouchesBadThing(int x, int y)
14751 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
14754 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
14756 TestIfGoodThingHitsBadThing(x, y, move_dir);
14759 void TestIfBadThingTouchesPlayer(int x, int y)
14761 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
14764 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
14766 TestIfBadThingHitsGoodThing(x, y, move_dir);
14769 void TestIfFriendTouchesBadThing(int x, int y)
14771 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
14774 void TestIfBadThingTouchesFriend(int x, int y)
14776 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
14779 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
14781 int i, kill_x = bad_x, kill_y = bad_y;
14782 static int xy[4][2] =
14790 for (i = 0; i < NUM_DIRECTIONS; i++)
14794 x = bad_x + xy[i][0];
14795 y = bad_y + xy[i][1];
14796 if (!IN_LEV_FIELD(x, y))
14799 element = Feld[x][y];
14800 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
14801 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
14809 if (kill_x != bad_x || kill_y != bad_y)
14810 Bang(bad_x, bad_y);
14813 void KillPlayer(struct PlayerInfo *player)
14815 int jx = player->jx, jy = player->jy;
14817 if (!player->active)
14821 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
14822 player->killed, player->active, player->reanimated);
14825 /* the following code was introduced to prevent an infinite loop when calling
14827 -> CheckTriggeredElementChangeExt()
14828 -> ExecuteCustomElementAction()
14830 -> (infinitely repeating the above sequence of function calls)
14831 which occurs when killing the player while having a CE with the setting
14832 "kill player X when explosion of <player X>"; the solution using a new
14833 field "player->killed" was chosen for backwards compatibility, although
14834 clever use of the fields "player->active" etc. would probably also work */
14836 if (player->killed)
14840 player->killed = TRUE;
14842 /* remove accessible field at the player's position */
14843 Feld[jx][jy] = EL_EMPTY;
14845 /* deactivate shield (else Bang()/Explode() would not work right) */
14846 player->shield_normal_time_left = 0;
14847 player->shield_deadly_time_left = 0;
14850 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
14851 player->killed, player->active, player->reanimated);
14857 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
14858 player->killed, player->active, player->reanimated);
14861 #if USE_PLAYER_REANIMATION
14863 if (player->reanimated) /* killed player may have been reanimated */
14864 player->killed = player->reanimated = FALSE;
14866 BuryPlayer(player);
14868 if (player->killed) /* player may have been reanimated */
14869 BuryPlayer(player);
14872 BuryPlayer(player);
14876 static void KillPlayerUnlessEnemyProtected(int x, int y)
14878 if (!PLAYER_ENEMY_PROTECTED(x, y))
14879 KillPlayer(PLAYERINFO(x, y));
14882 static void KillPlayerUnlessExplosionProtected(int x, int y)
14884 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
14885 KillPlayer(PLAYERINFO(x, y));
14888 void BuryPlayer(struct PlayerInfo *player)
14890 int jx = player->jx, jy = player->jy;
14892 if (!player->active)
14895 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
14896 PlayLevelSound(jx, jy, SND_GAME_LOSING);
14898 player->GameOver = TRUE;
14899 RemovePlayer(player);
14902 void RemovePlayer(struct PlayerInfo *player)
14904 int jx = player->jx, jy = player->jy;
14905 int i, found = FALSE;
14907 player->present = FALSE;
14908 player->active = FALSE;
14910 if (!ExplodeField[jx][jy])
14911 StorePlayer[jx][jy] = 0;
14913 if (player->is_moving)
14914 TEST_DrawLevelField(player->last_jx, player->last_jy);
14916 for (i = 0; i < MAX_PLAYERS; i++)
14917 if (stored_player[i].active)
14921 AllPlayersGone = TRUE;
14927 #if USE_NEW_SNAP_DELAY
14928 static void setFieldForSnapping(int x, int y, int element, int direction)
14930 struct ElementInfo *ei = &element_info[element];
14931 int direction_bit = MV_DIR_TO_BIT(direction);
14932 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
14933 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
14934 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
14936 Feld[x][y] = EL_ELEMENT_SNAPPING;
14937 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
14939 ResetGfxAnimation(x, y);
14941 GfxElement[x][y] = element;
14942 GfxAction[x][y] = action;
14943 GfxDir[x][y] = direction;
14944 GfxFrame[x][y] = -1;
14949 =============================================================================
14950 checkDiagonalPushing()
14951 -----------------------------------------------------------------------------
14952 check if diagonal input device direction results in pushing of object
14953 (by checking if the alternative direction is walkable, diggable, ...)
14954 =============================================================================
14957 static boolean checkDiagonalPushing(struct PlayerInfo *player,
14958 int x, int y, int real_dx, int real_dy)
14960 int jx, jy, dx, dy, xx, yy;
14962 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
14965 /* diagonal direction: check alternative direction */
14970 xx = jx + (dx == 0 ? real_dx : 0);
14971 yy = jy + (dy == 0 ? real_dy : 0);
14973 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
14977 =============================================================================
14979 -----------------------------------------------------------------------------
14980 x, y: field next to player (non-diagonal) to try to dig to
14981 real_dx, real_dy: direction as read from input device (can be diagonal)
14982 =============================================================================
14985 static int DigField(struct PlayerInfo *player,
14986 int oldx, int oldy, int x, int y,
14987 int real_dx, int real_dy, int mode)
14989 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
14990 boolean player_was_pushing = player->is_pushing;
14991 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14992 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14993 int jx = oldx, jy = oldy;
14994 int dx = x - jx, dy = y - jy;
14995 int nextx = x + dx, nexty = y + dy;
14996 int move_direction = (dx == -1 ? MV_LEFT :
14997 dx == +1 ? MV_RIGHT :
14999 dy == +1 ? MV_DOWN : MV_NONE);
15000 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
15001 int dig_side = MV_DIR_OPPOSITE(move_direction);
15002 int old_element = Feld[jx][jy];
15003 #if USE_FIXED_DONT_RUN_INTO
15004 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
15010 if (is_player) /* function can also be called by EL_PENGUIN */
15012 if (player->MovPos == 0)
15014 player->is_digging = FALSE;
15015 player->is_collecting = FALSE;
15018 if (player->MovPos == 0) /* last pushing move finished */
15019 player->is_pushing = FALSE;
15021 if (mode == DF_NO_PUSH) /* player just stopped pushing */
15023 player->is_switching = FALSE;
15024 player->push_delay = -1;
15026 return MP_NO_ACTION;
15030 #if !USE_FIXED_DONT_RUN_INTO
15031 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
15032 return MP_NO_ACTION;
15035 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
15036 old_element = Back[jx][jy];
15038 /* in case of element dropped at player position, check background */
15039 else if (Back[jx][jy] != EL_EMPTY &&
15040 game.engine_version >= VERSION_IDENT(2,2,0,0))
15041 old_element = Back[jx][jy];
15043 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
15044 return MP_NO_ACTION; /* field has no opening in this direction */
15046 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
15047 return MP_NO_ACTION; /* field has no opening in this direction */
15049 #if USE_FIXED_DONT_RUN_INTO
15050 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
15054 Feld[jx][jy] = player->artwork_element;
15055 InitMovingField(jx, jy, MV_DOWN);
15056 Store[jx][jy] = EL_ACID;
15057 ContinueMoving(jx, jy);
15058 BuryPlayer(player);
15060 return MP_DONT_RUN_INTO;
15064 #if USE_FIXED_DONT_RUN_INTO
15065 if (player_can_move && DONT_RUN_INTO(element))
15067 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
15069 return MP_DONT_RUN_INTO;
15073 #if USE_FIXED_DONT_RUN_INTO
15074 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
15075 return MP_NO_ACTION;
15078 #if !USE_FIXED_DONT_RUN_INTO
15079 element = Feld[x][y];
15082 collect_count = element_info[element].collect_count_initial;
15084 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
15085 return MP_NO_ACTION;
15087 if (game.engine_version < VERSION_IDENT(2,2,0,0))
15088 player_can_move = player_can_move_or_snap;
15090 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
15091 game.engine_version >= VERSION_IDENT(2,2,0,0))
15093 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
15094 player->index_bit, dig_side);
15095 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
15096 player->index_bit, dig_side);
15098 if (element == EL_DC_LANDMINE)
15101 if (Feld[x][y] != element) /* field changed by snapping */
15104 return MP_NO_ACTION;
15107 #if USE_PLAYER_GRAVITY
15108 if (player->gravity && is_player && !player->is_auto_moving &&
15109 canFallDown(player) && move_direction != MV_DOWN &&
15110 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
15111 return MP_NO_ACTION; /* player cannot walk here due to gravity */
15113 if (game.gravity && is_player && !player->is_auto_moving &&
15114 canFallDown(player) && move_direction != MV_DOWN &&
15115 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
15116 return MP_NO_ACTION; /* player cannot walk here due to gravity */
15119 if (player_can_move &&
15120 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
15122 int sound_element = SND_ELEMENT(element);
15123 int sound_action = ACTION_WALKING;
15125 if (IS_RND_GATE(element))
15127 if (!player->key[RND_GATE_NR(element)])
15128 return MP_NO_ACTION;
15130 else if (IS_RND_GATE_GRAY(element))
15132 if (!player->key[RND_GATE_GRAY_NR(element)])
15133 return MP_NO_ACTION;
15135 else if (IS_RND_GATE_GRAY_ACTIVE(element))
15137 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
15138 return MP_NO_ACTION;
15140 else if (element == EL_EXIT_OPEN ||
15141 element == EL_EM_EXIT_OPEN ||
15143 element == EL_EM_EXIT_OPENING ||
15145 element == EL_STEEL_EXIT_OPEN ||
15146 element == EL_EM_STEEL_EXIT_OPEN ||
15148 element == EL_EM_STEEL_EXIT_OPENING ||
15150 element == EL_SP_EXIT_OPEN ||
15151 element == EL_SP_EXIT_OPENING)
15153 sound_action = ACTION_PASSING; /* player is passing exit */
15155 else if (element == EL_EMPTY)
15157 sound_action = ACTION_MOVING; /* nothing to walk on */
15160 /* play sound from background or player, whatever is available */
15161 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
15162 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
15164 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
15166 else if (player_can_move &&
15167 IS_PASSABLE(element) && canPassField(x, y, move_direction))
15169 if (!ACCESS_FROM(element, opposite_direction))
15170 return MP_NO_ACTION; /* field not accessible from this direction */
15172 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
15173 return MP_NO_ACTION;
15175 if (IS_EM_GATE(element))
15177 if (!player->key[EM_GATE_NR(element)])
15178 return MP_NO_ACTION;
15180 else if (IS_EM_GATE_GRAY(element))
15182 if (!player->key[EM_GATE_GRAY_NR(element)])
15183 return MP_NO_ACTION;
15185 else if (IS_EM_GATE_GRAY_ACTIVE(element))
15187 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
15188 return MP_NO_ACTION;
15190 else if (IS_EMC_GATE(element))
15192 if (!player->key[EMC_GATE_NR(element)])
15193 return MP_NO_ACTION;
15195 else if (IS_EMC_GATE_GRAY(element))
15197 if (!player->key[EMC_GATE_GRAY_NR(element)])
15198 return MP_NO_ACTION;
15200 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
15202 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
15203 return MP_NO_ACTION;
15205 else if (element == EL_DC_GATE_WHITE ||
15206 element == EL_DC_GATE_WHITE_GRAY ||
15207 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
15209 if (player->num_white_keys == 0)
15210 return MP_NO_ACTION;
15212 player->num_white_keys--;
15214 else if (IS_SP_PORT(element))
15216 if (element == EL_SP_GRAVITY_PORT_LEFT ||
15217 element == EL_SP_GRAVITY_PORT_RIGHT ||
15218 element == EL_SP_GRAVITY_PORT_UP ||
15219 element == EL_SP_GRAVITY_PORT_DOWN)
15220 #if USE_PLAYER_GRAVITY
15221 player->gravity = !player->gravity;
15223 game.gravity = !game.gravity;
15225 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
15226 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
15227 element == EL_SP_GRAVITY_ON_PORT_UP ||
15228 element == EL_SP_GRAVITY_ON_PORT_DOWN)
15229 #if USE_PLAYER_GRAVITY
15230 player->gravity = TRUE;
15232 game.gravity = TRUE;
15234 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
15235 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
15236 element == EL_SP_GRAVITY_OFF_PORT_UP ||
15237 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
15238 #if USE_PLAYER_GRAVITY
15239 player->gravity = FALSE;
15241 game.gravity = FALSE;
15245 /* automatically move to the next field with double speed */
15246 player->programmed_action = move_direction;
15248 if (player->move_delay_reset_counter == 0)
15250 player->move_delay_reset_counter = 2; /* two double speed steps */
15252 DOUBLE_PLAYER_SPEED(player);
15255 PlayLevelSoundAction(x, y, ACTION_PASSING);
15257 else if (player_can_move_or_snap && IS_DIGGABLE(element))
15261 if (mode != DF_SNAP)
15263 GfxElement[x][y] = GFX_ELEMENT(element);
15264 player->is_digging = TRUE;
15267 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15269 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
15270 player->index_bit, dig_side);
15272 if (mode == DF_SNAP)
15274 #if USE_NEW_SNAP_DELAY
15275 if (level.block_snap_field)
15276 setFieldForSnapping(x, y, element, move_direction);
15278 TestIfElementTouchesCustomElement(x, y); /* for empty space */
15280 TestIfElementTouchesCustomElement(x, y); /* for empty space */
15283 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
15284 player->index_bit, dig_side);
15287 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
15291 if (is_player && mode != DF_SNAP)
15293 GfxElement[x][y] = element;
15294 player->is_collecting = TRUE;
15297 if (element == EL_SPEED_PILL)
15299 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
15301 else if (element == EL_EXTRA_TIME && level.time > 0)
15303 TimeLeft += level.extra_time;
15306 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
15308 DisplayGameControlValues();
15310 DrawGameValue_Time(TimeLeft);
15313 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
15315 player->shield_normal_time_left += level.shield_normal_time;
15316 if (element == EL_SHIELD_DEADLY)
15317 player->shield_deadly_time_left += level.shield_deadly_time;
15319 else if (element == EL_DYNAMITE ||
15320 element == EL_EM_DYNAMITE ||
15321 element == EL_SP_DISK_RED)
15323 if (player->inventory_size < MAX_INVENTORY_SIZE)
15324 player->inventory_element[player->inventory_size++] = element;
15326 DrawGameDoorValues();
15328 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
15330 player->dynabomb_count++;
15331 player->dynabombs_left++;
15333 else if (element == EL_DYNABOMB_INCREASE_SIZE)
15335 player->dynabomb_size++;
15337 else if (element == EL_DYNABOMB_INCREASE_POWER)
15339 player->dynabomb_xl = TRUE;
15341 else if (IS_KEY(element))
15343 player->key[KEY_NR(element)] = TRUE;
15345 DrawGameDoorValues();
15347 else if (element == EL_DC_KEY_WHITE)
15349 player->num_white_keys++;
15351 /* display white keys? */
15352 /* DrawGameDoorValues(); */
15354 else if (IS_ENVELOPE(element))
15356 player->show_envelope = element;
15358 else if (element == EL_EMC_LENSES)
15360 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
15362 RedrawAllInvisibleElementsForLenses();
15364 else if (element == EL_EMC_MAGNIFIER)
15366 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
15368 RedrawAllInvisibleElementsForMagnifier();
15370 else if (IS_DROPPABLE(element) ||
15371 IS_THROWABLE(element)) /* can be collected and dropped */
15375 if (collect_count == 0)
15376 player->inventory_infinite_element = element;
15378 for (i = 0; i < collect_count; i++)
15379 if (player->inventory_size < MAX_INVENTORY_SIZE)
15380 player->inventory_element[player->inventory_size++] = element;
15382 DrawGameDoorValues();
15384 else if (collect_count > 0)
15386 local_player->gems_still_needed -= collect_count;
15387 if (local_player->gems_still_needed < 0)
15388 local_player->gems_still_needed = 0;
15391 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
15393 DisplayGameControlValues();
15395 DrawGameValue_Emeralds(local_player->gems_still_needed);
15399 RaiseScoreElement(element);
15400 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15403 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
15404 player->index_bit, dig_side);
15406 if (mode == DF_SNAP)
15408 #if USE_NEW_SNAP_DELAY
15409 if (level.block_snap_field)
15410 setFieldForSnapping(x, y, element, move_direction);
15412 TestIfElementTouchesCustomElement(x, y); /* for empty space */
15414 TestIfElementTouchesCustomElement(x, y); /* for empty space */
15417 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
15418 player->index_bit, dig_side);
15421 else if (player_can_move_or_snap && IS_PUSHABLE(element))
15423 if (mode == DF_SNAP && element != EL_BD_ROCK)
15424 return MP_NO_ACTION;
15426 if (CAN_FALL(element) && dy)
15427 return MP_NO_ACTION;
15429 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
15430 !(element == EL_SPRING && level.use_spring_bug))
15431 return MP_NO_ACTION;
15433 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
15434 ((move_direction & MV_VERTICAL &&
15435 ((element_info[element].move_pattern & MV_LEFT &&
15436 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
15437 (element_info[element].move_pattern & MV_RIGHT &&
15438 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
15439 (move_direction & MV_HORIZONTAL &&
15440 ((element_info[element].move_pattern & MV_UP &&
15441 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
15442 (element_info[element].move_pattern & MV_DOWN &&
15443 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
15444 return MP_NO_ACTION;
15446 /* do not push elements already moving away faster than player */
15447 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
15448 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
15449 return MP_NO_ACTION;
15451 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
15453 if (player->push_delay_value == -1 || !player_was_pushing)
15454 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
15456 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
15458 if (player->push_delay_value == -1)
15459 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
15461 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
15463 if (!player->is_pushing)
15464 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
15467 player->is_pushing = TRUE;
15468 player->is_active = TRUE;
15470 if (!(IN_LEV_FIELD(nextx, nexty) &&
15471 (IS_FREE(nextx, nexty) ||
15472 (IS_SB_ELEMENT(element) &&
15473 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
15474 (IS_CUSTOM_ELEMENT(element) &&
15475 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
15476 return MP_NO_ACTION;
15478 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
15479 return MP_NO_ACTION;
15481 if (player->push_delay == -1) /* new pushing; restart delay */
15482 player->push_delay = 0;
15484 if (player->push_delay < player->push_delay_value &&
15485 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
15486 element != EL_SPRING && element != EL_BALLOON)
15488 /* make sure that there is no move delay before next try to push */
15489 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
15490 player->move_delay = 0;
15492 return MP_NO_ACTION;
15495 if (IS_CUSTOM_ELEMENT(element) &&
15496 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
15498 if (!DigFieldByCE(nextx, nexty, element))
15499 return MP_NO_ACTION;
15502 if (IS_SB_ELEMENT(element))
15504 if (element == EL_SOKOBAN_FIELD_FULL)
15506 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
15507 local_player->sokobanfields_still_needed++;
15510 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
15512 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
15513 local_player->sokobanfields_still_needed--;
15516 Feld[x][y] = EL_SOKOBAN_OBJECT;
15518 if (Back[x][y] == Back[nextx][nexty])
15519 PlayLevelSoundAction(x, y, ACTION_PUSHING);
15520 else if (Back[x][y] != 0)
15521 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
15524 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
15528 if (local_player->sokobanfields_still_needed == 0 &&
15529 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
15531 if (local_player->sokobanfields_still_needed == 0 &&
15532 game.emulation == EMU_SOKOBAN)
15535 PlayerWins(player);
15537 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
15541 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15543 InitMovingField(x, y, move_direction);
15544 GfxAction[x][y] = ACTION_PUSHING;
15546 if (mode == DF_SNAP)
15547 ContinueMoving(x, y);
15549 MovPos[x][y] = (dx != 0 ? dx : dy);
15551 Pushed[x][y] = TRUE;
15552 Pushed[nextx][nexty] = TRUE;
15554 if (game.engine_version < VERSION_IDENT(2,2,0,7))
15555 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
15557 player->push_delay_value = -1; /* get new value later */
15559 /* check for element change _after_ element has been pushed */
15560 if (game.use_change_when_pushing_bug)
15562 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
15563 player->index_bit, dig_side);
15564 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
15565 player->index_bit, dig_side);
15568 else if (IS_SWITCHABLE(element))
15570 if (PLAYER_SWITCHING(player, x, y))
15572 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
15573 player->index_bit, dig_side);
15578 player->is_switching = TRUE;
15579 player->switch_x = x;
15580 player->switch_y = y;
15582 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15584 if (element == EL_ROBOT_WHEEL)
15586 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
15590 game.robot_wheel_active = TRUE;
15592 TEST_DrawLevelField(x, y);
15594 else if (element == EL_SP_TERMINAL)
15598 SCAN_PLAYFIELD(xx, yy)
15600 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
15602 else if (Feld[xx][yy] == EL_SP_TERMINAL)
15603 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
15606 else if (IS_BELT_SWITCH(element))
15608 ToggleBeltSwitch(x, y);
15610 else if (element == EL_SWITCHGATE_SWITCH_UP ||
15611 element == EL_SWITCHGATE_SWITCH_DOWN ||
15612 element == EL_DC_SWITCHGATE_SWITCH_UP ||
15613 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
15615 ToggleSwitchgateSwitch(x, y);
15617 else if (element == EL_LIGHT_SWITCH ||
15618 element == EL_LIGHT_SWITCH_ACTIVE)
15620 ToggleLightSwitch(x, y);
15622 else if (element == EL_TIMEGATE_SWITCH ||
15623 element == EL_DC_TIMEGATE_SWITCH)
15625 ActivateTimegateSwitch(x, y);
15627 else if (element == EL_BALLOON_SWITCH_LEFT ||
15628 element == EL_BALLOON_SWITCH_RIGHT ||
15629 element == EL_BALLOON_SWITCH_UP ||
15630 element == EL_BALLOON_SWITCH_DOWN ||
15631 element == EL_BALLOON_SWITCH_NONE ||
15632 element == EL_BALLOON_SWITCH_ANY)
15634 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
15635 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
15636 element == EL_BALLOON_SWITCH_UP ? MV_UP :
15637 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
15638 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
15641 else if (element == EL_LAMP)
15643 Feld[x][y] = EL_LAMP_ACTIVE;
15644 local_player->lights_still_needed--;
15646 ResetGfxAnimation(x, y);
15647 TEST_DrawLevelField(x, y);
15649 else if (element == EL_TIME_ORB_FULL)
15651 Feld[x][y] = EL_TIME_ORB_EMPTY;
15653 if (level.time > 0 || level.use_time_orb_bug)
15655 TimeLeft += level.time_orb_time;
15658 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
15660 DisplayGameControlValues();
15662 DrawGameValue_Time(TimeLeft);
15666 ResetGfxAnimation(x, y);
15667 TEST_DrawLevelField(x, y);
15669 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
15670 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
15674 game.ball_state = !game.ball_state;
15676 SCAN_PLAYFIELD(xx, yy)
15678 int e = Feld[xx][yy];
15680 if (game.ball_state)
15682 if (e == EL_EMC_MAGIC_BALL)
15683 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
15684 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
15685 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
15689 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
15690 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
15691 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
15692 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
15697 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
15698 player->index_bit, dig_side);
15700 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
15701 player->index_bit, dig_side);
15703 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
15704 player->index_bit, dig_side);
15710 if (!PLAYER_SWITCHING(player, x, y))
15712 player->is_switching = TRUE;
15713 player->switch_x = x;
15714 player->switch_y = y;
15716 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
15717 player->index_bit, dig_side);
15718 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
15719 player->index_bit, dig_side);
15721 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
15722 player->index_bit, dig_side);
15723 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
15724 player->index_bit, dig_side);
15727 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
15728 player->index_bit, dig_side);
15729 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
15730 player->index_bit, dig_side);
15732 return MP_NO_ACTION;
15735 player->push_delay = -1;
15737 if (is_player) /* function can also be called by EL_PENGUIN */
15739 if (Feld[x][y] != element) /* really digged/collected something */
15741 player->is_collecting = !player->is_digging;
15742 player->is_active = TRUE;
15749 static boolean DigFieldByCE(int x, int y, int digging_element)
15751 int element = Feld[x][y];
15753 if (!IS_FREE(x, y))
15755 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
15756 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
15759 /* no element can dig solid indestructible elements */
15760 if (IS_INDESTRUCTIBLE(element) &&
15761 !IS_DIGGABLE(element) &&
15762 !IS_COLLECTIBLE(element))
15765 if (AmoebaNr[x][y] &&
15766 (element == EL_AMOEBA_FULL ||
15767 element == EL_BD_AMOEBA ||
15768 element == EL_AMOEBA_GROWING))
15770 AmoebaCnt[AmoebaNr[x][y]]--;
15771 AmoebaCnt2[AmoebaNr[x][y]]--;
15774 if (IS_MOVING(x, y))
15775 RemoveMovingField(x, y);
15779 TEST_DrawLevelField(x, y);
15782 /* if digged element was about to explode, prevent the explosion */
15783 ExplodeField[x][y] = EX_TYPE_NONE;
15785 PlayLevelSoundAction(x, y, action);
15788 Store[x][y] = EL_EMPTY;
15791 /* this makes it possible to leave the removed element again */
15792 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
15793 Store[x][y] = element;
15795 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
15797 int move_leave_element = element_info[digging_element].move_leave_element;
15799 /* this makes it possible to leave the removed element again */
15800 Store[x][y] = (move_leave_element == EL_TRIGGER_ELEMENT ?
15801 element : move_leave_element);
15808 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
15810 int jx = player->jx, jy = player->jy;
15811 int x = jx + dx, y = jy + dy;
15812 int snap_direction = (dx == -1 ? MV_LEFT :
15813 dx == +1 ? MV_RIGHT :
15815 dy == +1 ? MV_DOWN : MV_NONE);
15816 boolean can_continue_snapping = (level.continuous_snapping &&
15817 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
15819 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
15822 if (!player->active || !IN_LEV_FIELD(x, y))
15830 if (player->MovPos == 0)
15831 player->is_pushing = FALSE;
15833 player->is_snapping = FALSE;
15835 if (player->MovPos == 0)
15837 player->is_moving = FALSE;
15838 player->is_digging = FALSE;
15839 player->is_collecting = FALSE;
15845 #if USE_NEW_CONTINUOUS_SNAPPING
15846 /* prevent snapping with already pressed snap key when not allowed */
15847 if (player->is_snapping && !can_continue_snapping)
15850 if (player->is_snapping)
15854 player->MovDir = snap_direction;
15856 if (player->MovPos == 0)
15858 player->is_moving = FALSE;
15859 player->is_digging = FALSE;
15860 player->is_collecting = FALSE;
15863 player->is_dropping = FALSE;
15864 player->is_dropping_pressed = FALSE;
15865 player->drop_pressed_delay = 0;
15867 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
15870 player->is_snapping = TRUE;
15871 player->is_active = TRUE;
15873 if (player->MovPos == 0)
15875 player->is_moving = FALSE;
15876 player->is_digging = FALSE;
15877 player->is_collecting = FALSE;
15880 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
15881 TEST_DrawLevelField(player->last_jx, player->last_jy);
15883 TEST_DrawLevelField(x, y);
15888 static boolean DropElement(struct PlayerInfo *player)
15890 int old_element, new_element;
15891 int dropx = player->jx, dropy = player->jy;
15892 int drop_direction = player->MovDir;
15893 int drop_side = drop_direction;
15895 int drop_element = get_next_dropped_element(player);
15897 int drop_element = (player->inventory_size > 0 ?
15898 player->inventory_element[player->inventory_size - 1] :
15899 player->inventory_infinite_element != EL_UNDEFINED ?
15900 player->inventory_infinite_element :
15901 player->dynabombs_left > 0 ?
15902 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
15906 player->is_dropping_pressed = TRUE;
15908 /* do not drop an element on top of another element; when holding drop key
15909 pressed without moving, dropped element must move away before the next
15910 element can be dropped (this is especially important if the next element
15911 is dynamite, which can be placed on background for historical reasons) */
15912 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
15915 if (IS_THROWABLE(drop_element))
15917 dropx += GET_DX_FROM_DIR(drop_direction);
15918 dropy += GET_DY_FROM_DIR(drop_direction);
15920 if (!IN_LEV_FIELD(dropx, dropy))
15924 old_element = Feld[dropx][dropy]; /* old element at dropping position */
15925 new_element = drop_element; /* default: no change when dropping */
15927 /* check if player is active, not moving and ready to drop */
15928 if (!player->active || player->MovPos || player->drop_delay > 0)
15931 /* check if player has anything that can be dropped */
15932 if (new_element == EL_UNDEFINED)
15935 /* check if drop key was pressed long enough for EM style dynamite */
15936 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
15939 /* check if anything can be dropped at the current position */
15940 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
15943 /* collected custom elements can only be dropped on empty fields */
15944 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
15947 if (old_element != EL_EMPTY)
15948 Back[dropx][dropy] = old_element; /* store old element on this field */
15950 ResetGfxAnimation(dropx, dropy);
15951 ResetRandomAnimationValue(dropx, dropy);
15953 if (player->inventory_size > 0 ||
15954 player->inventory_infinite_element != EL_UNDEFINED)
15956 if (player->inventory_size > 0)
15958 player->inventory_size--;
15960 DrawGameDoorValues();
15962 if (new_element == EL_DYNAMITE)
15963 new_element = EL_DYNAMITE_ACTIVE;
15964 else if (new_element == EL_EM_DYNAMITE)
15965 new_element = EL_EM_DYNAMITE_ACTIVE;
15966 else if (new_element == EL_SP_DISK_RED)
15967 new_element = EL_SP_DISK_RED_ACTIVE;
15970 Feld[dropx][dropy] = new_element;
15972 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15973 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15974 el2img(Feld[dropx][dropy]), 0);
15976 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15978 /* needed if previous element just changed to "empty" in the last frame */
15979 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
15981 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
15982 player->index_bit, drop_side);
15983 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
15985 player->index_bit, drop_side);
15987 TestIfElementTouchesCustomElement(dropx, dropy);
15989 else /* player is dropping a dyna bomb */
15991 player->dynabombs_left--;
15993 Feld[dropx][dropy] = new_element;
15995 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15996 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15997 el2img(Feld[dropx][dropy]), 0);
15999 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
16002 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
16003 InitField_WithBug1(dropx, dropy, FALSE);
16005 new_element = Feld[dropx][dropy]; /* element might have changed */
16007 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
16008 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
16010 int move_direction, nextx, nexty;
16012 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
16013 MovDir[dropx][dropy] = drop_direction;
16015 move_direction = MovDir[dropx][dropy];
16016 nextx = dropx + GET_DX_FROM_DIR(move_direction);
16017 nexty = dropy + GET_DY_FROM_DIR(move_direction);
16019 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
16021 #if USE_FIX_IMPACT_COLLISION
16022 /* do not cause impact style collision by dropping elements that can fall */
16023 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
16025 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
16029 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
16030 player->is_dropping = TRUE;
16032 player->drop_pressed_delay = 0;
16033 player->is_dropping_pressed = FALSE;
16035 player->drop_x = dropx;
16036 player->drop_y = dropy;
16041 /* ------------------------------------------------------------------------- */
16042 /* game sound playing functions */
16043 /* ------------------------------------------------------------------------- */
16045 static int *loop_sound_frame = NULL;
16046 static int *loop_sound_volume = NULL;
16048 void InitPlayLevelSound()
16050 int num_sounds = getSoundListSize();
16052 checked_free(loop_sound_frame);
16053 checked_free(loop_sound_volume);
16055 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
16056 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
16059 static void PlayLevelSound(int x, int y, int nr)
16061 int sx = SCREENX(x), sy = SCREENY(y);
16062 int volume, stereo_position;
16063 int max_distance = 8;
16064 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
16066 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
16067 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
16070 if (!IN_LEV_FIELD(x, y) ||
16071 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
16072 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
16075 volume = SOUND_MAX_VOLUME;
16077 if (!IN_SCR_FIELD(sx, sy))
16079 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
16080 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
16082 volume -= volume * (dx > dy ? dx : dy) / max_distance;
16085 stereo_position = (SOUND_MAX_LEFT +
16086 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
16087 (SCR_FIELDX + 2 * max_distance));
16089 if (IS_LOOP_SOUND(nr))
16091 /* This assures that quieter loop sounds do not overwrite louder ones,
16092 while restarting sound volume comparison with each new game frame. */
16094 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
16097 loop_sound_volume[nr] = volume;
16098 loop_sound_frame[nr] = FrameCounter;
16101 PlaySoundExt(nr, volume, stereo_position, type);
16104 static void PlayLevelSoundNearest(int x, int y, int sound_action)
16106 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
16107 x > LEVELX(BX2) ? LEVELX(BX2) : x,
16108 y < LEVELY(BY1) ? LEVELY(BY1) :
16109 y > LEVELY(BY2) ? LEVELY(BY2) : y,
16113 static void PlayLevelSoundAction(int x, int y, int action)
16115 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
16118 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
16120 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
16122 if (sound_effect != SND_UNDEFINED)
16123 PlayLevelSound(x, y, sound_effect);
16126 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
16129 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
16131 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
16132 PlayLevelSound(x, y, sound_effect);
16135 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
16137 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
16139 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
16140 PlayLevelSound(x, y, sound_effect);
16143 static void StopLevelSoundActionIfLoop(int x, int y, int action)
16145 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
16147 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
16148 StopSound(sound_effect);
16151 static void PlayLevelMusic()
16153 if (levelset.music[level_nr] != MUS_UNDEFINED)
16154 PlayMusic(levelset.music[level_nr]); /* from config file */
16156 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
16159 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
16161 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
16162 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
16163 int x = xx - 1 - offset;
16164 int y = yy - 1 - offset;
16169 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
16173 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
16177 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
16181 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
16185 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
16189 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
16193 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
16196 case SAMPLE_android_clone:
16197 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
16200 case SAMPLE_android_move:
16201 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
16204 case SAMPLE_spring:
16205 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
16209 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
16213 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
16216 case SAMPLE_eater_eat:
16217 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
16221 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
16224 case SAMPLE_collect:
16225 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
16228 case SAMPLE_diamond:
16229 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
16232 case SAMPLE_squash:
16233 /* !!! CHECK THIS !!! */
16235 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
16237 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
16241 case SAMPLE_wonderfall:
16242 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
16246 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
16250 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
16254 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
16258 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
16262 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
16266 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
16269 case SAMPLE_wonder:
16270 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
16274 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
16277 case SAMPLE_exit_open:
16278 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
16281 case SAMPLE_exit_leave:
16282 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
16285 case SAMPLE_dynamite:
16286 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
16290 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
16294 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
16298 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
16302 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
16306 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
16310 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
16314 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
16319 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
16321 int element = map_element_SP_to_RND(element_sp);
16322 int action = map_action_SP_to_RND(action_sp);
16323 int offset = (setup.sp_show_border_elements ? 0 : 1);
16324 int x = xx - offset;
16325 int y = yy - offset;
16328 printf("::: %d -> %d\n", element_sp, action_sp);
16331 PlayLevelSoundElementAction(x, y, element, action);
16335 void ChangeTime(int value)
16337 int *time = (level.time == 0 ? &TimePlayed : &TimeLeft);
16341 /* EMC game engine uses value from time counter of RND game engine */
16342 level.native_em_level->lev->time = *time;
16344 DrawGameValue_Time(*time);
16347 void RaiseScore(int value)
16349 /* EMC game engine and RND game engine have separate score counters */
16350 int *score = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
16351 &level.native_em_level->lev->score : &local_player->score);
16355 DrawGameValue_Score(*score);
16359 void RaiseScore(int value)
16361 local_player->score += value;
16364 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
16366 DisplayGameControlValues();
16368 DrawGameValue_Score(local_player->score);
16372 void RaiseScoreElement(int element)
16377 case EL_BD_DIAMOND:
16378 case EL_EMERALD_YELLOW:
16379 case EL_EMERALD_RED:
16380 case EL_EMERALD_PURPLE:
16381 case EL_SP_INFOTRON:
16382 RaiseScore(level.score[SC_EMERALD]);
16385 RaiseScore(level.score[SC_DIAMOND]);
16388 RaiseScore(level.score[SC_CRYSTAL]);
16391 RaiseScore(level.score[SC_PEARL]);
16394 case EL_BD_BUTTERFLY:
16395 case EL_SP_ELECTRON:
16396 RaiseScore(level.score[SC_BUG]);
16399 case EL_BD_FIREFLY:
16400 case EL_SP_SNIKSNAK:
16401 RaiseScore(level.score[SC_SPACESHIP]);
16404 case EL_DARK_YAMYAM:
16405 RaiseScore(level.score[SC_YAMYAM]);
16408 RaiseScore(level.score[SC_ROBOT]);
16411 RaiseScore(level.score[SC_PACMAN]);
16414 RaiseScore(level.score[SC_NUT]);
16417 case EL_EM_DYNAMITE:
16418 case EL_SP_DISK_RED:
16419 case EL_DYNABOMB_INCREASE_NUMBER:
16420 case EL_DYNABOMB_INCREASE_SIZE:
16421 case EL_DYNABOMB_INCREASE_POWER:
16422 RaiseScore(level.score[SC_DYNAMITE]);
16424 case EL_SHIELD_NORMAL:
16425 case EL_SHIELD_DEADLY:
16426 RaiseScore(level.score[SC_SHIELD]);
16428 case EL_EXTRA_TIME:
16429 RaiseScore(level.extra_time_score);
16443 case EL_DC_KEY_WHITE:
16444 RaiseScore(level.score[SC_KEY]);
16447 RaiseScore(element_info[element].collect_score);
16452 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
16454 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
16456 #if defined(NETWORK_AVALIABLE)
16457 if (options.network)
16458 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
16467 FadeSkipNextFadeIn();
16469 fading = fading_none;
16473 OpenDoor(DOOR_CLOSE_1);
16476 game_status = GAME_MODE_MAIN;
16479 DrawAndFadeInMainMenu(REDRAW_FIELD);
16487 FadeOut(REDRAW_FIELD);
16490 game_status = GAME_MODE_MAIN;
16492 DrawAndFadeInMainMenu(REDRAW_FIELD);
16496 else /* continue playing the game */
16498 if (tape.playing && tape.deactivate_display)
16499 TapeDeactivateDisplayOff(TRUE);
16501 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
16503 if (tape.playing && tape.deactivate_display)
16504 TapeDeactivateDisplayOn();
16508 void RequestQuitGame(boolean ask_if_really_quit)
16510 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
16511 boolean skip_request = AllPlayersGone || quick_quit;
16513 RequestQuitGameExt(skip_request, quick_quit,
16514 "Do you really want to quit the game ?");
16518 /* ------------------------------------------------------------------------- */
16519 /* random generator functions */
16520 /* ------------------------------------------------------------------------- */
16522 unsigned int InitEngineRandom_RND(long seed)
16524 game.num_random_calls = 0;
16527 unsigned int rnd_seed = InitEngineRandom(seed);
16529 printf("::: START RND: %d\n", rnd_seed);
16534 return InitEngineRandom(seed);
16540 unsigned int RND(int max)
16544 game.num_random_calls++;
16546 return GetEngineRandom(max);
16553 /* ------------------------------------------------------------------------- */
16554 /* game engine snapshot handling functions */
16555 /* ------------------------------------------------------------------------- */
16557 struct EngineSnapshotInfo
16559 /* runtime values for custom element collect score */
16560 int collect_score[NUM_CUSTOM_ELEMENTS];
16562 /* runtime values for group element choice position */
16563 int choice_pos[NUM_GROUP_ELEMENTS];
16565 /* runtime values for belt position animations */
16566 int belt_graphic[4][NUM_BELT_PARTS];
16567 int belt_anim_mode[4][NUM_BELT_PARTS];
16570 static struct EngineSnapshotInfo engine_snapshot_rnd;
16571 static char *snapshot_level_identifier = NULL;
16572 static int snapshot_level_nr = -1;
16574 static void SaveEngineSnapshotValues_RND()
16576 static int belt_base_active_element[4] =
16578 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
16579 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
16580 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
16581 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
16585 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
16587 int element = EL_CUSTOM_START + i;
16589 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
16592 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
16594 int element = EL_GROUP_START + i;
16596 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
16599 for (i = 0; i < 4; i++)
16601 for (j = 0; j < NUM_BELT_PARTS; j++)
16603 int element = belt_base_active_element[i] + j;
16604 int graphic = el2img(element);
16605 int anim_mode = graphic_info[graphic].anim_mode;
16607 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
16608 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
16613 static void LoadEngineSnapshotValues_RND()
16615 unsigned long num_random_calls = game.num_random_calls;
16618 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
16620 int element = EL_CUSTOM_START + i;
16622 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
16625 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
16627 int element = EL_GROUP_START + i;
16629 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
16632 for (i = 0; i < 4; i++)
16634 for (j = 0; j < NUM_BELT_PARTS; j++)
16636 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
16637 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
16639 graphic_info[graphic].anim_mode = anim_mode;
16643 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16645 InitRND(tape.random_seed);
16646 for (i = 0; i < num_random_calls; i++)
16650 if (game.num_random_calls != num_random_calls)
16652 Error(ERR_INFO, "number of random calls out of sync");
16653 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
16654 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
16655 Error(ERR_EXIT, "this should not happen -- please debug");
16659 void SaveEngineSnapshot()
16661 /* do not save snapshots from editor */
16662 if (level_editor_test_game)
16665 /* free previous snapshot buffers, if needed */
16666 FreeEngineSnapshotBuffers();
16668 /* copy some special values to a structure better suited for the snapshot */
16670 SaveEngineSnapshotValues_RND();
16671 SaveEngineSnapshotValues_EM();
16672 SaveEngineSnapshotValues_SP();
16674 /* save values stored in special snapshot structure */
16676 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
16677 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
16678 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
16680 /* save further RND engine values */
16682 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(stored_player));
16683 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(game));
16684 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(tape));
16686 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZX));
16687 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZY));
16688 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitX));
16689 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitY));
16691 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
16692 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
16693 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
16694 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
16695 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TapeTime));
16697 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
16698 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
16699 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
16701 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
16703 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
16705 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
16706 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
16708 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Feld));
16709 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovPos));
16710 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDir));
16711 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDelay));
16712 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
16713 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangePage));
16714 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CustomValue));
16715 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store));
16716 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store2));
16717 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
16718 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Back));
16719 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
16720 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
16721 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
16722 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
16723 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
16724 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Stop));
16725 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Pushed));
16727 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
16728 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
16730 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
16731 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
16732 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
16734 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
16735 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
16737 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
16738 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
16739 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxElement));
16740 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxAction));
16741 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxDir));
16743 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_x));
16744 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_y));
16746 /* save level identification information */
16748 setString(&snapshot_level_identifier, leveldir_current->identifier);
16749 snapshot_level_nr = level_nr;
16752 ListNode *node = engine_snapshot_list_rnd;
16755 while (node != NULL)
16757 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
16762 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
16766 void LoadEngineSnapshot()
16768 /* restore generically stored snapshot buffers */
16770 LoadEngineSnapshotBuffers();
16772 /* restore special values from snapshot structure */
16774 LoadEngineSnapshotValues_RND();
16775 LoadEngineSnapshotValues_EM();
16776 LoadEngineSnapshotValues_SP();
16779 boolean CheckEngineSnapshot()
16781 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
16782 snapshot_level_nr == level_nr);
16786 /* ---------- new game button stuff ---------------------------------------- */
16794 } gamebutton_info[NUM_GAME_BUTTONS] =
16797 IMG_GAME_BUTTON_GFX_STOP, &game.button.stop,
16798 GAME_CTRL_ID_STOP, "stop game"
16801 IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause,
16802 GAME_CTRL_ID_PAUSE, "pause game"
16805 IMG_GAME_BUTTON_GFX_PLAY, &game.button.play,
16806 GAME_CTRL_ID_PLAY, "play game"
16809 IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
16810 SOUND_CTRL_ID_MUSIC, "background music on/off"
16813 IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
16814 SOUND_CTRL_ID_LOOPS, "sound loops on/off"
16817 IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
16818 SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
16822 void CreateGameButtons()
16826 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16828 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
16829 struct Rect *pos = gamebutton_info[i].pos;
16830 struct GadgetInfo *gi;
16833 unsigned long event_mask;
16834 int gd_x = gfx->src_x;
16835 int gd_y = gfx->src_y;
16836 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
16837 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
16838 int gd_xa = gfx->src_x + gfx->active_xoffset;
16839 int gd_ya = gfx->src_y + gfx->active_yoffset;
16840 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
16841 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
16844 if (id == GAME_CTRL_ID_STOP ||
16845 id == GAME_CTRL_ID_PAUSE ||
16846 id == GAME_CTRL_ID_PLAY)
16848 button_type = GD_TYPE_NORMAL_BUTTON;
16850 event_mask = GD_EVENT_RELEASED;
16854 button_type = GD_TYPE_CHECK_BUTTON;
16856 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
16857 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
16858 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
16859 event_mask = GD_EVENT_PRESSED;
16862 gi = CreateGadget(GDI_CUSTOM_ID, id,
16863 GDI_INFO_TEXT, gamebutton_info[i].infotext,
16864 GDI_X, DX + pos->x,
16865 GDI_Y, DY + pos->y,
16866 GDI_WIDTH, gfx->width,
16867 GDI_HEIGHT, gfx->height,
16868 GDI_TYPE, button_type,
16869 GDI_STATE, GD_BUTTON_UNPRESSED,
16870 GDI_CHECKED, checked,
16871 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
16872 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
16873 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
16874 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
16875 GDI_DIRECT_DRAW, FALSE,
16876 GDI_EVENT_MASK, event_mask,
16877 GDI_CALLBACK_ACTION, HandleGameButtons,
16881 Error(ERR_EXIT, "cannot create gadget");
16883 game_gadget[id] = gi;
16887 void FreeGameButtons()
16891 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16892 FreeGadget(game_gadget[i]);
16895 static void MapGameButtons()
16899 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16900 MapGadget(game_gadget[i]);
16903 void UnmapGameButtons()
16907 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16908 UnmapGadget(game_gadget[i]);
16911 void RedrawGameButtons()
16915 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16916 RedrawGadget(game_gadget[i]);
16919 static void HandleGameButtonsExt(int id)
16921 if (game_status != GAME_MODE_PLAYING)
16926 case GAME_CTRL_ID_STOP:
16930 RequestQuitGame(TRUE);
16933 case GAME_CTRL_ID_PAUSE:
16934 if (options.network)
16936 #if defined(NETWORK_AVALIABLE)
16938 SendToServer_ContinuePlaying();
16940 SendToServer_PausePlaying();
16944 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16947 case GAME_CTRL_ID_PLAY:
16950 #if defined(NETWORK_AVALIABLE)
16951 if (options.network)
16952 SendToServer_ContinuePlaying();
16956 tape.pausing = FALSE;
16957 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0);
16962 case SOUND_CTRL_ID_MUSIC:
16963 if (setup.sound_music)
16965 setup.sound_music = FALSE;
16969 else if (audio.music_available)
16971 setup.sound = setup.sound_music = TRUE;
16973 SetAudioMode(setup.sound);
16979 case SOUND_CTRL_ID_LOOPS:
16980 if (setup.sound_loops)
16981 setup.sound_loops = FALSE;
16982 else if (audio.loops_available)
16984 setup.sound = setup.sound_loops = TRUE;
16986 SetAudioMode(setup.sound);
16990 case SOUND_CTRL_ID_SIMPLE:
16991 if (setup.sound_simple)
16992 setup.sound_simple = FALSE;
16993 else if (audio.sound_available)
16995 setup.sound = setup.sound_simple = TRUE;
16997 SetAudioMode(setup.sound);
17006 static void HandleGameButtons(struct GadgetInfo *gi)
17008 HandleGameButtonsExt(gi->custom_id);
17011 void HandleSoundButtonKeys(Key key)
17014 if (key == setup.shortcut.sound_simple)
17015 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
17016 else if (key == setup.shortcut.sound_loops)
17017 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
17018 else if (key == setup.shortcut.sound_music)
17019 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);
17021 if (key == setup.shortcut.sound_simple)
17022 HandleGameButtonsExt(SOUND_CTRL_ID_SIMPLE);
17023 else if (key == setup.shortcut.sound_loops)
17024 HandleGameButtonsExt(SOUND_CTRL_ID_LOOPS);
17025 else if (key == setup.shortcut.sound_music)
17026 HandleGameButtonsExt(SOUND_CTRL_ID_MUSIC);