1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2006 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* EXPERIMENTAL STUFF */
25 #define USE_NEW_AMOEBA_CODE FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_STUFF ( 1)
30 #define USE_NEW_SP_SLIPPERY (USE_NEW_STUFF * 1)
31 #define USE_NEW_CUSTOM_VALUE (USE_NEW_STUFF * 1)
32 #define USE_NEW_PLAYER_ANIM (USE_NEW_STUFF * 1)
33 #define USE_NEW_ALL_SLIPPERY (USE_NEW_STUFF * 1)
34 #define USE_NEW_PLAYER_SPEED (USE_NEW_STUFF * 1)
35 #define USE_NEW_DELAYED_ACTION (USE_NEW_STUFF * 1)
36 #define USE_NEW_SNAP_DELAY (USE_NEW_STUFF * 1)
37 #define USE_ONLY_ONE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1)
38 #define USE_ONE_MORE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1)
39 #define USE_FIXED_DONT_RUN_INTO (USE_NEW_STUFF * 1)
40 #define USE_NEW_SPRING_BUMPER (USE_NEW_STUFF * 1)
41 #define USE_STOP_CHANGED_ELEMENTS (USE_NEW_STUFF * 1)
42 #define USE_ELEMENT_TOUCHING_BUGFIX (USE_NEW_STUFF * 1)
43 #define USE_NEW_CONTINUOUS_SNAPPING (USE_NEW_STUFF * 1)
44 #define USE_GFX_RESET_GFX_ANIMATION (USE_NEW_STUFF * 1)
45 #define USE_BOTH_SWITCHGATE_SWITCHES (USE_NEW_STUFF * 1)
46 #define USE_PLAYER_GRAVITY (USE_NEW_STUFF * 1)
47 #define USE_FIXED_BORDER_RUNNING_GFX (USE_NEW_STUFF * 1)
48 #define USE_QUICKSAND_BD_ROCK_BUGFIX (USE_NEW_STUFF * 0)
50 #define USE_QUICKSAND_IMPACT_BUGFIX (USE_NEW_STUFF * 0)
52 #define USE_CODE_THAT_BREAKS_SNAKE_BITE (USE_NEW_STUFF * 1)
54 #define USE_UFAST_PLAYER_EXIT_BUGFIX (USE_NEW_STUFF * 1)
56 #define USE_GFX_RESET_ONLY_WHEN_MOVING (USE_NEW_STUFF * 1)
57 #define USE_GFX_RESET_PLAYER_ARTWORK (USE_NEW_STUFF * 1)
59 #define USE_FIX_KILLED_BY_NON_WALKABLE (USE_NEW_STUFF * 1)
60 #define USE_FIX_IMPACT_COLLISION (USE_NEW_STUFF * 1)
62 #define USE_GFX_RESET_WHEN_NOT_MOVING (USE_NEW_STUFF * 1)
70 /* for MovePlayer() */
71 #define MP_NO_ACTION 0
74 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
76 /* for ScrollPlayer() */
78 #define SCROLL_GO_ON 1
80 /* for Bang()/Explode() */
81 #define EX_PHASE_START 0
82 #define EX_TYPE_NONE 0
83 #define EX_TYPE_NORMAL (1 << 0)
84 #define EX_TYPE_CENTER (1 << 1)
85 #define EX_TYPE_BORDER (1 << 2)
86 #define EX_TYPE_CROSS (1 << 3)
87 #define EX_TYPE_DYNA (1 << 4)
88 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
91 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
92 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
93 #define PANEL_XPOS(p) (DX + ALIGNED_MENU_XPOS(p))
94 #define PANEL_YPOS(p) (DY + ALIGNED_MENU_YPOS(p))
96 #define PANEL_DEACTIVATED(p) ((p).x < 0 || (p).y < 0)
97 #define PANEL_XPOS(p) (ALIGNED_XPOS((p).x, (p).width, (p).align))
98 #define PANEL_YPOS(p) ((p).y)
101 /* special positions in the game control window (relative to control window) */
102 #define XX_LEVEL1 (PANEL_XPOS(game.panel.level))
103 #define XX_LEVEL2 (PANEL_XPOS(game.panel.level) - 1)
104 #define XX_LEVEL (PANEL_XPOS(game.panel.level))
105 #define YY_LEVEL (PANEL_YPOS(game.panel.level))
106 #define XX_EMERALDS (PANEL_XPOS(game.panel.gems))
107 #define YY_EMERALDS (PANEL_YPOS(game.panel.gems))
108 #define XX_DYNAMITE (PANEL_XPOS(game.panel.inventory))
109 #define YY_DYNAMITE (PANEL_YPOS(game.panel.inventory))
110 #define XX_KEYS (PANEL_XPOS(game.panel.keys))
111 #define YY_KEYS (PANEL_YPOS(game.panel.keys))
112 #define XX_SCORE (PANEL_XPOS(game.panel.score))
113 #define YY_SCORE (PANEL_YPOS(game.panel.score))
114 #define XX_TIME1 (PANEL_XPOS(game.panel.time))
115 #define XX_TIME2 (PANEL_XPOS(game.panel.time) + 1)
116 #define XX_TIME (PANEL_XPOS(game.panel.time))
117 #define YY_TIME (PANEL_YPOS(game.panel.time))
119 /* special positions in the game control window (relative to main window) */
120 #define DX_LEVEL1 (DX + XX_LEVEL1)
121 #define DX_LEVEL2 (DX + XX_LEVEL2)
122 #define DX_LEVEL (DX + XX_LEVEL)
123 #define DY_LEVEL (DY + YY_LEVEL)
124 #define DX_EMERALDS (DX + XX_EMERALDS)
125 #define DY_EMERALDS (DY + YY_EMERALDS)
126 #define DX_DYNAMITE (DX + XX_DYNAMITE)
127 #define DY_DYNAMITE (DY + YY_DYNAMITE)
128 #define DX_KEYS (DX + XX_KEYS)
129 #define DY_KEYS (DY + YY_KEYS)
130 #define DX_SCORE (DX + XX_SCORE)
131 #define DY_SCORE (DY + YY_SCORE)
132 #define DX_TIME1 (DX + XX_TIME1)
133 #define DX_TIME2 (DX + XX_TIME2)
134 #define DX_TIME (DX + XX_TIME)
135 #define DY_TIME (DY + YY_TIME)
137 /* values for delayed check of falling and moving elements and for collision */
138 #define CHECK_DELAY_MOVING 3
139 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
140 #define CHECK_DELAY_COLLISION 2
141 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
143 /* values for initial player move delay (initial delay counter value) */
144 #define INITIAL_MOVE_DELAY_OFF -1
145 #define INITIAL_MOVE_DELAY_ON 0
147 /* values for player movement speed (which is in fact a delay value) */
148 #define MOVE_DELAY_MIN_SPEED 32
149 #define MOVE_DELAY_NORMAL_SPEED 8
150 #define MOVE_DELAY_HIGH_SPEED 4
151 #define MOVE_DELAY_MAX_SPEED 1
153 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
154 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
156 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
157 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
159 /* values for other actions */
160 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
161 #define MOVE_STEPSIZE_MIN (1)
162 #define MOVE_STEPSIZE_MAX (TILEX)
164 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
165 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
167 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
169 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
170 RND(element_info[e].push_delay_random))
171 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
172 RND(element_info[e].drop_delay_random))
173 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
174 RND(element_info[e].move_delay_random))
175 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
176 (element_info[e].move_delay_random))
177 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
178 RND(element_info[e].ce_value_random_initial))
179 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
180 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
181 RND((c)->delay_random * (c)->delay_frames))
182 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
183 RND((c)->delay_random))
186 #define GET_VALID_RUNTIME_ELEMENT(e) \
187 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
189 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
190 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
191 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
192 (be) + (e) - EL_SELF)
194 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
195 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
196 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
197 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
198 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
199 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
200 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
201 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
202 RESOLVED_REFERENCE_ELEMENT(be, e) : \
205 #define CAN_GROW_INTO(e) \
206 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
208 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
209 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
212 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
213 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
214 (CAN_MOVE_INTO_ACID(e) && \
215 Feld[x][y] == EL_ACID) || \
218 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
219 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
220 (CAN_MOVE_INTO_ACID(e) && \
221 Feld[x][y] == EL_ACID) || \
224 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
225 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
227 (CAN_MOVE_INTO_ACID(e) && \
228 Feld[x][y] == EL_ACID) || \
229 (DONT_COLLIDE_WITH(e) && \
231 !PLAYER_ENEMY_PROTECTED(x, y))))
233 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
234 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
236 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
237 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
239 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
240 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
242 #define ANDROID_CAN_CLONE_FIELD(x, y) \
243 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
244 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
246 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
247 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
249 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
250 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
252 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
253 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
255 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
256 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
258 #define PIG_CAN_ENTER_FIELD(e, x, y) \
259 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
261 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
262 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
263 Feld[x][y] == EL_EM_EXIT_OPEN || \
264 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
265 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
266 IS_FOOD_PENGUIN(Feld[x][y])))
267 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
268 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
270 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
271 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
273 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
274 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
276 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
277 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
278 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
280 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
282 #define CE_ENTER_FIELD_COND(e, x, y) \
283 (!IS_PLAYER(x, y) && \
284 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
286 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
287 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
289 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
290 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
292 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
293 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
294 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
295 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
297 /* game button identifiers */
298 #define GAME_CTRL_ID_STOP 0
299 #define GAME_CTRL_ID_PAUSE 1
300 #define GAME_CTRL_ID_PLAY 2
301 #define SOUND_CTRL_ID_MUSIC 3
302 #define SOUND_CTRL_ID_LOOPS 4
303 #define SOUND_CTRL_ID_SIMPLE 5
305 #define NUM_GAME_BUTTONS 6
308 /* forward declaration for internal use */
310 static void CreateField(int, int, int);
312 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
313 static void AdvanceFrameAndPlayerCounters(int);
315 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
316 static boolean MovePlayer(struct PlayerInfo *, int, int);
317 static void ScrollPlayer(struct PlayerInfo *, int);
318 static void ScrollScreen(struct PlayerInfo *, int);
320 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
322 static void InitBeltMovement(void);
323 static void CloseAllOpenTimegates(void);
324 static void CheckGravityMovement(struct PlayerInfo *);
325 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
326 static void KillPlayerUnlessEnemyProtected(int, int);
327 static void KillPlayerUnlessExplosionProtected(int, int);
329 static void TestIfPlayerTouchesCustomElement(int, int);
330 static void TestIfElementTouchesCustomElement(int, int);
331 static void TestIfElementHitsCustomElement(int, int, int);
333 static void TestIfElementSmashesCustomElement(int, int, int);
336 static void HandleElementChange(int, int, int);
337 static void ExecuteCustomElementAction(int, int, int, int);
338 static boolean ChangeElement(int, int, int, int);
340 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
341 #define CheckTriggeredElementChange(x, y, e, ev) \
342 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
343 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
344 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
345 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
346 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
347 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
348 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
350 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
351 #define CheckElementChange(x, y, e, te, ev) \
352 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
353 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
354 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
355 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
356 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
358 static void PlayLevelSound(int, int, int);
359 static void PlayLevelSoundNearest(int, int, int);
360 static void PlayLevelSoundAction(int, int, int);
361 static void PlayLevelSoundElementAction(int, int, int, int);
362 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
363 static void PlayLevelSoundActionIfLoop(int, int, int);
364 static void StopLevelSoundActionIfLoop(int, int, int);
365 static void PlayLevelMusic();
367 static void MapGameButtons();
368 static void HandleGameButtons(struct GadgetInfo *);
370 int AmoebeNachbarNr(int, int);
371 void AmoebeUmwandeln(int, int);
372 void ContinueMoving(int, int);
374 void InitMovDir(int, int);
375 void InitAmoebaNr(int, int);
376 int NewHiScore(void);
378 void TestIfGoodThingHitsBadThing(int, int, int);
379 void TestIfBadThingHitsGoodThing(int, int, int);
380 void TestIfPlayerTouchesBadThing(int, int);
381 void TestIfPlayerRunsIntoBadThing(int, int, int);
382 void TestIfBadThingTouchesPlayer(int, int);
383 void TestIfBadThingRunsIntoPlayer(int, int, int);
384 void TestIfFriendTouchesBadThing(int, int);
385 void TestIfBadThingTouchesFriend(int, int);
386 void TestIfBadThingTouchesOtherBadThing(int, int);
388 void KillPlayer(struct PlayerInfo *);
389 void BuryPlayer(struct PlayerInfo *);
390 void RemovePlayer(struct PlayerInfo *);
392 boolean SnapField(struct PlayerInfo *, int, int);
393 boolean DropElement(struct PlayerInfo *);
395 static int getInvisibleActiveFromInvisibleElement(int);
396 static int getInvisibleFromInvisibleActiveElement(int);
398 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
400 /* for detection of endless loops, caused by custom element programming */
401 /* (using maximal playfield width x 10 is just a rough approximation) */
402 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
404 #define RECURSION_LOOP_DETECTION_START(e, rc) \
406 if (recursion_loop_detected) \
409 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
411 recursion_loop_detected = TRUE; \
412 recursion_loop_element = (e); \
415 recursion_loop_depth++; \
418 #define RECURSION_LOOP_DETECTION_END() \
420 recursion_loop_depth--; \
423 static int recursion_loop_depth;
424 static boolean recursion_loop_detected;
425 static boolean recursion_loop_element;
428 /* ------------------------------------------------------------------------- */
429 /* definition of elements that automatically change to other elements after */
430 /* a specified time, eventually calling a function when changing */
431 /* ------------------------------------------------------------------------- */
433 /* forward declaration for changer functions */
434 static void InitBuggyBase(int, int);
435 static void WarnBuggyBase(int, int);
437 static void InitTrap(int, int);
438 static void ActivateTrap(int, int);
439 static void ChangeActiveTrap(int, int);
441 static void InitRobotWheel(int, int);
442 static void RunRobotWheel(int, int);
443 static void StopRobotWheel(int, int);
445 static void InitTimegateWheel(int, int);
446 static void RunTimegateWheel(int, int);
448 static void InitMagicBallDelay(int, int);
449 static void ActivateMagicBall(int, int);
451 struct ChangingElementInfo
456 void (*pre_change_function)(int x, int y);
457 void (*change_function)(int x, int y);
458 void (*post_change_function)(int x, int y);
461 static struct ChangingElementInfo change_delay_list[] =
496 EL_STEEL_EXIT_OPENING,
504 EL_STEEL_EXIT_CLOSING,
505 EL_STEEL_EXIT_CLOSED,
532 EL_EM_STEEL_EXIT_OPENING,
533 EL_EM_STEEL_EXIT_OPEN,
540 EL_EM_STEEL_EXIT_CLOSING,
544 EL_EM_STEEL_EXIT_CLOSED,
568 EL_SWITCHGATE_OPENING,
576 EL_SWITCHGATE_CLOSING,
577 EL_SWITCHGATE_CLOSED,
609 EL_ACID_SPLASH_RIGHT,
618 EL_SP_BUGGY_BASE_ACTIVATING,
625 EL_SP_BUGGY_BASE_ACTIVATING,
626 EL_SP_BUGGY_BASE_ACTIVE,
633 EL_SP_BUGGY_BASE_ACTIVE,
657 EL_ROBOT_WHEEL_ACTIVE,
665 EL_TIMEGATE_SWITCH_ACTIVE,
673 EL_DC_TIMEGATE_SWITCH_ACTIVE,
674 EL_DC_TIMEGATE_SWITCH,
681 EL_EMC_MAGIC_BALL_ACTIVE,
682 EL_EMC_MAGIC_BALL_ACTIVE,
689 EL_EMC_SPRING_BUMPER_ACTIVE,
690 EL_EMC_SPRING_BUMPER,
697 EL_DIAGONAL_SHRINKING,
726 int push_delay_fixed, push_delay_random;
731 { EL_BALLOON, 0, 0 },
733 { EL_SOKOBAN_OBJECT, 2, 0 },
734 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
735 { EL_SATELLITE, 2, 0 },
736 { EL_SP_DISK_YELLOW, 2, 0 },
738 { EL_UNDEFINED, 0, 0 },
746 move_stepsize_list[] =
748 { EL_AMOEBA_DROP, 2 },
749 { EL_AMOEBA_DROPPING, 2 },
750 { EL_QUICKSAND_FILLING, 1 },
751 { EL_QUICKSAND_EMPTYING, 1 },
752 { EL_QUICKSAND_FAST_FILLING, 2 },
753 { EL_QUICKSAND_FAST_EMPTYING, 2 },
754 { EL_MAGIC_WALL_FILLING, 2 },
755 { EL_MAGIC_WALL_EMPTYING, 2 },
756 { EL_BD_MAGIC_WALL_FILLING, 2 },
757 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
758 { EL_DC_MAGIC_WALL_FILLING, 2 },
759 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
769 collect_count_list[] =
772 { EL_BD_DIAMOND, 1 },
773 { EL_EMERALD_YELLOW, 1 },
774 { EL_EMERALD_RED, 1 },
775 { EL_EMERALD_PURPLE, 1 },
777 { EL_SP_INFOTRON, 1 },
789 access_direction_list[] =
791 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
792 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
793 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
794 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
795 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
796 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
797 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
798 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
799 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
800 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
801 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
803 { EL_SP_PORT_LEFT, MV_RIGHT },
804 { EL_SP_PORT_RIGHT, MV_LEFT },
805 { EL_SP_PORT_UP, MV_DOWN },
806 { EL_SP_PORT_DOWN, MV_UP },
807 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
808 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
809 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
810 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
811 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
812 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
813 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
814 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
815 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
816 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
817 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
818 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
819 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
820 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
821 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
823 { EL_UNDEFINED, MV_NONE }
826 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
828 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
829 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
830 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
831 IS_JUST_CHANGING(x, y))
833 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
835 /* static variables for playfield scan mode (scanning forward or backward) */
836 static int playfield_scan_start_x = 0;
837 static int playfield_scan_start_y = 0;
838 static int playfield_scan_delta_x = 1;
839 static int playfield_scan_delta_y = 1;
841 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
842 (y) >= 0 && (y) <= lev_fieldy - 1; \
843 (y) += playfield_scan_delta_y) \
844 for ((x) = playfield_scan_start_x; \
845 (x) >= 0 && (x) <= lev_fieldx - 1; \
846 (x) += playfield_scan_delta_x) \
849 void DEBUG_SetMaximumDynamite()
853 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
854 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
855 local_player->inventory_element[local_player->inventory_size++] =
860 static void InitPlayfieldScanModeVars()
862 if (game.use_reverse_scan_direction)
864 playfield_scan_start_x = lev_fieldx - 1;
865 playfield_scan_start_y = lev_fieldy - 1;
867 playfield_scan_delta_x = -1;
868 playfield_scan_delta_y = -1;
872 playfield_scan_start_x = 0;
873 playfield_scan_start_y = 0;
875 playfield_scan_delta_x = 1;
876 playfield_scan_delta_y = 1;
880 static void InitPlayfieldScanMode(int mode)
882 game.use_reverse_scan_direction =
883 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
885 InitPlayfieldScanModeVars();
888 static int get_move_delay_from_stepsize(int move_stepsize)
891 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
893 /* make sure that stepsize value is always a power of 2 */
894 move_stepsize = (1 << log_2(move_stepsize));
896 return TILEX / move_stepsize;
899 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
902 int player_nr = player->index_nr;
903 int move_delay = get_move_delay_from_stepsize(move_stepsize);
904 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
906 /* do no immediately change move delay -- the player might just be moving */
907 player->move_delay_value_next = move_delay;
909 /* information if player can move must be set separately */
910 player->cannot_move = cannot_move;
914 player->move_delay = game.initial_move_delay[player_nr];
915 player->move_delay_value = game.initial_move_delay_value[player_nr];
917 player->move_delay_value_next = -1;
919 player->move_delay_reset_counter = 0;
923 void GetPlayerConfig()
925 GameFrameDelay = setup.game_frame_delay;
927 if (!audio.sound_available)
928 setup.sound_simple = FALSE;
930 if (!audio.loops_available)
931 setup.sound_loops = FALSE;
933 if (!audio.music_available)
934 setup.sound_music = FALSE;
936 if (!video.fullscreen_available)
937 setup.fullscreen = FALSE;
939 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
941 SetAudioMode(setup.sound);
945 static int get_element_from_group_element(int element)
947 if (IS_GROUP_ELEMENT(element))
949 struct ElementGroupInfo *group = element_info[element].group;
950 int last_anim_random_frame = gfx.anim_random_frame;
953 if (group->choice_mode == ANIM_RANDOM)
954 gfx.anim_random_frame = RND(group->num_elements_resolved);
956 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
957 group->choice_mode, 0,
960 if (group->choice_mode == ANIM_RANDOM)
961 gfx.anim_random_frame = last_anim_random_frame;
965 element = group->element_resolved[element_pos];
971 static void InitPlayerField(int x, int y, int element, boolean init_game)
973 if (element == EL_SP_MURPHY)
977 if (stored_player[0].present)
979 Feld[x][y] = EL_SP_MURPHY_CLONE;
985 stored_player[0].use_murphy = TRUE;
987 if (!level.use_artwork_element[0])
988 stored_player[0].artwork_element = EL_SP_MURPHY;
991 Feld[x][y] = EL_PLAYER_1;
997 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
998 int jx = player->jx, jy = player->jy;
1000 player->present = TRUE;
1002 player->block_last_field = (element == EL_SP_MURPHY ?
1003 level.sp_block_last_field :
1004 level.block_last_field);
1006 /* ---------- initialize player's last field block delay --------------- */
1008 /* always start with reliable default value (no adjustment needed) */
1009 player->block_delay_adjustment = 0;
1011 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1012 if (player->block_last_field && element == EL_SP_MURPHY)
1013 player->block_delay_adjustment = 1;
1015 /* special case 2: in game engines before 3.1.1, blocking was different */
1016 if (game.use_block_last_field_bug)
1017 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1019 if (!options.network || player->connected)
1021 player->active = TRUE;
1023 /* remove potentially duplicate players */
1024 if (StorePlayer[jx][jy] == Feld[x][y])
1025 StorePlayer[jx][jy] = 0;
1027 StorePlayer[x][y] = Feld[x][y];
1031 printf("Player %d activated.\n", player->element_nr);
1032 printf("[Local player is %d and currently %s.]\n",
1033 local_player->element_nr,
1034 local_player->active ? "active" : "not active");
1038 Feld[x][y] = EL_EMPTY;
1040 player->jx = player->last_jx = x;
1041 player->jy = player->last_jy = y;
1045 static void InitField(int x, int y, boolean init_game)
1047 int element = Feld[x][y];
1056 InitPlayerField(x, y, element, init_game);
1059 case EL_SOKOBAN_FIELD_PLAYER:
1060 element = Feld[x][y] = EL_PLAYER_1;
1061 InitField(x, y, init_game);
1063 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1064 InitField(x, y, init_game);
1067 case EL_SOKOBAN_FIELD_EMPTY:
1068 local_player->sokobanfields_still_needed++;
1072 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1073 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1074 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1075 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1076 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1077 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1078 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1079 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1080 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1081 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1090 case EL_SPACESHIP_RIGHT:
1091 case EL_SPACESHIP_UP:
1092 case EL_SPACESHIP_LEFT:
1093 case EL_SPACESHIP_DOWN:
1094 case EL_BD_BUTTERFLY:
1095 case EL_BD_BUTTERFLY_RIGHT:
1096 case EL_BD_BUTTERFLY_UP:
1097 case EL_BD_BUTTERFLY_LEFT:
1098 case EL_BD_BUTTERFLY_DOWN:
1100 case EL_BD_FIREFLY_RIGHT:
1101 case EL_BD_FIREFLY_UP:
1102 case EL_BD_FIREFLY_LEFT:
1103 case EL_BD_FIREFLY_DOWN:
1104 case EL_PACMAN_RIGHT:
1106 case EL_PACMAN_LEFT:
1107 case EL_PACMAN_DOWN:
1109 case EL_YAMYAM_LEFT:
1110 case EL_YAMYAM_RIGHT:
1112 case EL_YAMYAM_DOWN:
1113 case EL_DARK_YAMYAM:
1116 case EL_SP_SNIKSNAK:
1117 case EL_SP_ELECTRON:
1126 case EL_AMOEBA_FULL:
1131 case EL_AMOEBA_DROP:
1132 if (y == lev_fieldy - 1)
1134 Feld[x][y] = EL_AMOEBA_GROWING;
1135 Store[x][y] = EL_AMOEBA_WET;
1139 case EL_DYNAMITE_ACTIVE:
1140 case EL_SP_DISK_RED_ACTIVE:
1141 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1142 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1143 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1144 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1145 MovDelay[x][y] = 96;
1148 case EL_EM_DYNAMITE_ACTIVE:
1149 MovDelay[x][y] = 32;
1153 local_player->lights_still_needed++;
1157 local_player->friends_still_needed++;
1162 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1165 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1166 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1167 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1168 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1169 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1170 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1171 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1172 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1173 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1174 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1175 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1176 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1179 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1180 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1181 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1183 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1185 game.belt_dir[belt_nr] = belt_dir;
1186 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1188 else /* more than one switch -- set it like the first switch */
1190 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1195 #if !USE_BOTH_SWITCHGATE_SWITCHES
1196 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
1198 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
1201 case EL_DC_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
1203 Feld[x][y] = EL_DC_SWITCHGATE_SWITCH_UP;
1207 case EL_LIGHT_SWITCH_ACTIVE:
1209 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1212 case EL_INVISIBLE_STEELWALL:
1213 case EL_INVISIBLE_WALL:
1214 case EL_INVISIBLE_SAND:
1215 if (game.light_time_left > 0 ||
1216 game.lenses_time_left > 0)
1217 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1220 case EL_EMC_MAGIC_BALL:
1221 if (game.ball_state)
1222 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1225 case EL_EMC_MAGIC_BALL_SWITCH:
1226 if (game.ball_state)
1227 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1231 if (IS_CUSTOM_ELEMENT(element))
1233 if (CAN_MOVE(element))
1236 #if USE_NEW_CUSTOM_VALUE
1237 if (!element_info[element].use_last_ce_value || init_game)
1238 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1241 else if (IS_GROUP_ELEMENT(element))
1243 Feld[x][y] = get_element_from_group_element(element);
1245 InitField(x, y, init_game);
1252 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1255 static inline void InitField_WithBug1(int x, int y, boolean init_game)
1257 InitField(x, y, init_game);
1259 /* not needed to call InitMovDir() -- already done by InitField()! */
1260 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1261 CAN_MOVE(Feld[x][y]))
1265 static inline void InitField_WithBug2(int x, int y, boolean init_game)
1267 int old_element = Feld[x][y];
1269 InitField(x, y, init_game);
1271 /* not needed to call InitMovDir() -- already done by InitField()! */
1272 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1273 CAN_MOVE(old_element) &&
1274 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1277 /* this case is in fact a combination of not less than three bugs:
1278 first, it calls InitMovDir() for elements that can move, although this is
1279 already done by InitField(); then, it checks the element that was at this
1280 field _before_ the call to InitField() (which can change it); lastly, it
1281 was not called for "mole with direction" elements, which were treated as
1282 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1288 void DrawGameValue_Emeralds(int value)
1290 struct TextPosInfo *pos = &game.panel.gems;
1291 int font_nr = FONT_TEXT_2;
1292 int font_width = getFontWidth(font_nr);
1293 int digits = pos->chars;
1295 if (PANEL_DEACTIVATED(pos))
1298 pos->width = digits * font_width;
1300 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, digits), font_nr);
1303 void DrawGameValue_Dynamite(int value)
1305 struct TextPosInfo *pos = &game.panel.inventory;
1306 int font_nr = FONT_TEXT_2;
1307 int font_width = getFontWidth(font_nr);
1308 int digits = pos->chars;
1310 if (PANEL_DEACTIVATED(pos))
1313 pos->width = digits * font_width;
1315 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, digits), font_nr);
1318 void DrawGameValue_Score(int value)
1320 struct TextPosInfo *pos = &game.panel.score;
1321 int font_nr = FONT_TEXT_2;
1322 int font_width = getFontWidth(font_nr);
1323 int digits = pos->chars;
1325 if (PANEL_DEACTIVATED(pos))
1328 pos->width = digits * font_width;
1330 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, digits), font_nr);
1333 void DrawGameValue_Time(int value)
1335 struct TextPosInfo *pos = &game.panel.time;
1336 static int last_value = -1;
1339 int digits = pos->chars;
1340 int font1_nr = FONT_TEXT_2;
1341 int font2_nr = FONT_TEXT_1;
1342 int font_nr = font1_nr;
1343 boolean use_dynamic_digits = (digits == -1 ? TRUE : FALSE);
1345 if (PANEL_DEACTIVATED(pos))
1348 if (use_dynamic_digits) /* use dynamic number of digits */
1350 digits = (value < 1000 ? digits1 : digits2);
1351 font_nr = (value < 1000 ? font1_nr : font2_nr);
1354 /* clear background if value just changed its size (dynamic digits only) */
1355 if (use_dynamic_digits && (last_value < 1000) != (value < 1000))
1357 int width1 = digits1 * getFontWidth(font1_nr);
1358 int width2 = digits2 * getFontWidth(font2_nr);
1359 int max_width = MAX(width1, width2);
1360 int max_height = MAX(getFontHeight(font1_nr), getFontHeight(font2_nr));
1362 pos->width = max_width;
1364 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
1365 max_width, max_height);
1368 pos->width = digits * getFontWidth(font_nr);
1370 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, digits), font_nr);
1375 void DrawGameValue_Level(int value)
1377 struct TextPosInfo *pos = &game.panel.level;
1380 int digits = pos->chars;
1381 int font1_nr = FONT_TEXT_2;
1382 int font2_nr = FONT_TEXT_1;
1383 int font_nr = font1_nr;
1384 boolean use_dynamic_digits = (digits == -1 ? TRUE : FALSE);
1386 if (PANEL_DEACTIVATED(pos))
1389 if (use_dynamic_digits) /* use dynamic number of digits */
1391 digits = (level_nr < 100 ? digits1 : digits2);
1392 font_nr = (level_nr < 100 ? font1_nr : font2_nr);
1395 pos->width = digits * getFontWidth(font_nr);
1397 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, digits), font_nr);
1400 void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
1402 struct TextPosInfo *pos = &game.panel.keys;
1403 int base_key_graphic = EL_KEY_1;
1406 if (PANEL_DEACTIVATED(pos))
1409 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1410 base_key_graphic = EL_EM_KEY_1;
1412 pos->width = 4 * MINI_TILEX;
1414 /* currently only 4 of 8 possible keys are displayed */
1415 for (i = 0; i < STD_NUM_KEYS; i++)
1417 int src_x = DOOR_GFX_PAGEX5 + 18;
1418 int src_y = DOOR_GFX_PAGEY1 + 123;
1419 int dst_x = PANEL_XPOS(pos) + i * MINI_TILEX;
1420 int dst_y = PANEL_YPOS(pos);
1423 DrawMiniGraphicExt(drawto, dst_x, dst_y, el2edimg(base_key_graphic + i));
1425 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
1426 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
1432 void DrawGameValue_Emeralds(int value)
1434 int font_nr = FONT_TEXT_2;
1435 int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
1437 if (PANEL_DEACTIVATED(game.panel.gems))
1440 DrawText(DX_EMERALDS + xpos, DY_EMERALDS, int2str(value, 3), font_nr);
1443 void DrawGameValue_Dynamite(int value)
1445 int font_nr = FONT_TEXT_2;
1446 int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
1448 if (PANEL_DEACTIVATED(game.panel.inventory))
1451 DrawText(DX_DYNAMITE + xpos, DY_DYNAMITE, int2str(value, 3), font_nr);
1454 void DrawGameValue_Score(int value)
1456 int font_nr = FONT_TEXT_2;
1457 int xpos = (5 * 14 - 5 * getFontWidth(font_nr)) / 2;
1459 if (PANEL_DEACTIVATED(game.panel.score))
1462 DrawText(DX_SCORE + xpos, DY_SCORE, int2str(value, 5), font_nr);
1465 void DrawGameValue_Time(int value)
1467 int font1_nr = FONT_TEXT_2;
1469 int font2_nr = FONT_TEXT_1;
1471 int font2_nr = FONT_LEVEL_NUMBER;
1473 int xpos3 = (3 * 14 - 3 * getFontWidth(font1_nr)) / 2;
1474 int xpos4 = (4 * 10 - 4 * getFontWidth(font2_nr)) / 2;
1476 if (PANEL_DEACTIVATED(game.panel.time))
1479 /* clear background if value just changed its size */
1480 if (value == 999 || value == 1000)
1481 ClearRectangleOnBackground(drawto, DX_TIME1, DY_TIME, 14 * 3, 14);
1484 DrawText(DX_TIME1 + xpos3, DY_TIME, int2str(value, 3), font1_nr);
1486 DrawText(DX_TIME2 + xpos4, DY_TIME, int2str(value, 4), font2_nr);
1489 void DrawGameValue_Level(int value)
1491 int font1_nr = FONT_TEXT_2;
1493 int font2_nr = FONT_TEXT_1;
1495 int font2_nr = FONT_LEVEL_NUMBER;
1498 if (PANEL_DEACTIVATED(game.panel.level))
1502 DrawText(DX_LEVEL1, DY_LEVEL, int2str(value, 2), font1_nr);
1504 DrawText(DX_LEVEL2, DY_LEVEL, int2str(value, 3), font2_nr);
1507 void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
1509 int base_key_graphic = EL_KEY_1;
1512 if (PANEL_DEACTIVATED(game.panel.keys))
1515 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1516 base_key_graphic = EL_EM_KEY_1;
1518 /* currently only 4 of 8 possible keys are displayed */
1519 for (i = 0; i < STD_NUM_KEYS; i++)
1521 int x = XX_KEYS + i * MINI_TILEX;
1525 DrawMiniGraphicExt(drawto, DX + x,DY + y, el2edimg(base_key_graphic + i));
1527 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1528 DOOR_GFX_PAGEX5 + x, y, MINI_TILEX, MINI_TILEY, DX + x,DY + y);
1534 void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
1537 int key[MAX_NUM_KEYS];
1540 /* prevent EM engine from updating time/score values parallel to GameWon() */
1541 if (level.game_engine_type == GAME_ENGINE_TYPE_EM &&
1542 local_player->LevelSolved)
1545 for (i = 0; i < MAX_NUM_KEYS; i++)
1546 key[i] = key_bits & (1 << i);
1548 DrawGameValue_Level(level_nr);
1550 DrawGameValue_Emeralds(emeralds);
1551 DrawGameValue_Dynamite(dynamite);
1552 DrawGameValue_Score(score);
1553 DrawGameValue_Time(time);
1555 DrawGameValue_Keys(key);
1558 void DrawGameDoorValues()
1560 int time_value = (level.time == 0 ? TimePlayed : TimeLeft);
1561 int dynamite_value = 0;
1562 int score_value = (local_player->LevelSolved ? local_player->score_final :
1563 local_player->score);
1564 int gems_value = local_player->gems_still_needed;
1568 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1570 DrawGameDoorValues_EM();
1575 if (game.centered_player_nr == -1)
1577 for (i = 0; i < MAX_PLAYERS; i++)
1579 for (j = 0; j < MAX_NUM_KEYS; j++)
1580 if (stored_player[i].key[j])
1581 key_bits |= (1 << j);
1583 dynamite_value += stored_player[i].inventory_size;
1588 int player_nr = game.centered_player_nr;
1590 for (i = 0; i < MAX_NUM_KEYS; i++)
1591 if (stored_player[player_nr].key[i])
1592 key_bits |= (1 << i);
1594 dynamite_value = stored_player[player_nr].inventory_size;
1597 DrawAllGameValues(gems_value, dynamite_value, score_value, time_value,
1603 =============================================================================
1605 -----------------------------------------------------------------------------
1606 initialize game engine due to level / tape version number
1607 =============================================================================
1610 static void InitGameEngine()
1612 int i, j, k, l, x, y;
1614 /* set game engine from tape file when re-playing, else from level file */
1615 game.engine_version = (tape.playing ? tape.engine_version :
1616 level.game_version);
1618 /* ---------------------------------------------------------------------- */
1619 /* set flags for bugs and changes according to active game engine version */
1620 /* ---------------------------------------------------------------------- */
1623 Summary of bugfix/change:
1624 Fixed handling for custom elements that change when pushed by the player.
1626 Fixed/changed in version:
1630 Before 3.1.0, custom elements that "change when pushing" changed directly
1631 after the player started pushing them (until then handled in "DigField()").
1632 Since 3.1.0, these custom elements are not changed until the "pushing"
1633 move of the element is finished (now handled in "ContinueMoving()").
1635 Affected levels/tapes:
1636 The first condition is generally needed for all levels/tapes before version
1637 3.1.0, which might use the old behaviour before it was changed; known tapes
1638 that are affected are some tapes from the level set "Walpurgis Gardens" by
1640 The second condition is an exception from the above case and is needed for
1641 the special case of tapes recorded with game (not engine!) version 3.1.0 or
1642 above (including some development versions of 3.1.0), but before it was
1643 known that this change would break tapes like the above and was fixed in
1644 3.1.1, so that the changed behaviour was active although the engine version
1645 while recording maybe was before 3.1.0. There is at least one tape that is
1646 affected by this exception, which is the tape for the one-level set "Bug
1647 Machine" by Juergen Bonhagen.
1650 game.use_change_when_pushing_bug =
1651 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1653 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
1654 tape.game_version < VERSION_IDENT(3,1,1,0)));
1657 Summary of bugfix/change:
1658 Fixed handling for blocking the field the player leaves when moving.
1660 Fixed/changed in version:
1664 Before 3.1.1, when "block last field when moving" was enabled, the field
1665 the player is leaving when moving was blocked for the time of the move,
1666 and was directly unblocked afterwards. This resulted in the last field
1667 being blocked for exactly one less than the number of frames of one player
1668 move. Additionally, even when blocking was disabled, the last field was
1669 blocked for exactly one frame.
1670 Since 3.1.1, due to changes in player movement handling, the last field
1671 is not blocked at all when blocking is disabled. When blocking is enabled,
1672 the last field is blocked for exactly the number of frames of one player
1673 move. Additionally, if the player is Murphy, the hero of Supaplex, the
1674 last field is blocked for exactly one more than the number of frames of
1677 Affected levels/tapes:
1678 (!!! yet to be determined -- probably many !!!)
1681 game.use_block_last_field_bug =
1682 (game.engine_version < VERSION_IDENT(3,1,1,0));
1685 Summary of bugfix/change:
1686 Changed behaviour of CE changes with multiple changes per single frame.
1688 Fixed/changed in version:
1692 Before 3.2.0-6, only one single CE change was allowed in each engine frame.
1693 This resulted in race conditions where CEs seem to behave strange in some
1694 situations (where triggered CE changes were just skipped because there was
1695 already a CE change on that tile in the playfield in that engine frame).
1696 Since 3.2.0-6, this was changed to allow up to MAX_NUM_CHANGES_PER_FRAME.
1697 (The number of changes per frame must be limited in any case, because else
1698 it is easily possible to define CE changes that would result in an infinite
1699 loop, causing the whole game to freeze. The MAX_NUM_CHANGES_PER_FRAME value
1700 should be set large enough so that it would only be reached in cases where
1701 the corresponding CE change conditions run into a loop. Therefore, it seems
1702 to be reasonable to set MAX_NUM_CHANGES_PER_FRAME to the same value as the
1703 maximal number of change pages for custom elements.)
1705 Affected levels/tapes:
1709 #if USE_ONLY_ONE_CHANGE_PER_FRAME
1710 game.max_num_changes_per_frame = 1;
1712 game.max_num_changes_per_frame =
1713 (game.engine_version < VERSION_IDENT(3,2,0,6) ? 1 : 32);
1716 /* ---------------------------------------------------------------------- */
1718 /* default scan direction: scan playfield from top/left to bottom/right */
1719 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
1721 /* dynamically adjust element properties according to game engine version */
1722 InitElementPropertiesEngine(game.engine_version);
1725 printf("level %d: level version == %06d\n", level_nr, level.game_version);
1726 printf(" tape version == %06d [%s] [file: %06d]\n",
1727 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
1729 printf(" => game.engine_version == %06d\n", game.engine_version);
1732 /* ---------- initialize player's initial move delay --------------------- */
1734 /* dynamically adjust player properties according to level information */
1735 for (i = 0; i < MAX_PLAYERS; i++)
1736 game.initial_move_delay_value[i] =
1737 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
1739 /* dynamically adjust player properties according to game engine version */
1740 for (i = 0; i < MAX_PLAYERS; i++)
1741 game.initial_move_delay[i] =
1742 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
1743 game.initial_move_delay_value[i] : 0);
1745 /* ---------- initialize player's initial push delay --------------------- */
1747 /* dynamically adjust player properties according to game engine version */
1748 game.initial_push_delay_value =
1749 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
1751 /* ---------- initialize changing elements ------------------------------- */
1753 /* initialize changing elements information */
1754 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1756 struct ElementInfo *ei = &element_info[i];
1758 /* this pointer might have been changed in the level editor */
1759 ei->change = &ei->change_page[0];
1761 if (!IS_CUSTOM_ELEMENT(i))
1763 ei->change->target_element = EL_EMPTY_SPACE;
1764 ei->change->delay_fixed = 0;
1765 ei->change->delay_random = 0;
1766 ei->change->delay_frames = 1;
1769 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1771 ei->has_change_event[j] = FALSE;
1773 ei->event_page_nr[j] = 0;
1774 ei->event_page[j] = &ei->change_page[0];
1778 /* add changing elements from pre-defined list */
1779 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
1781 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
1782 struct ElementInfo *ei = &element_info[ch_delay->element];
1784 ei->change->target_element = ch_delay->target_element;
1785 ei->change->delay_fixed = ch_delay->change_delay;
1787 ei->change->pre_change_function = ch_delay->pre_change_function;
1788 ei->change->change_function = ch_delay->change_function;
1789 ei->change->post_change_function = ch_delay->post_change_function;
1791 ei->change->can_change = TRUE;
1792 ei->change->can_change_or_has_action = TRUE;
1794 ei->has_change_event[CE_DELAY] = TRUE;
1796 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
1797 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
1800 /* ---------- initialize internal run-time variables ------------- */
1802 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1804 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1806 for (j = 0; j < ei->num_change_pages; j++)
1808 ei->change_page[j].can_change_or_has_action =
1809 (ei->change_page[j].can_change |
1810 ei->change_page[j].has_action);
1814 /* add change events from custom element configuration */
1815 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1817 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1819 for (j = 0; j < ei->num_change_pages; j++)
1821 if (!ei->change_page[j].can_change_or_has_action)
1824 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1826 /* only add event page for the first page found with this event */
1827 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
1829 ei->has_change_event[k] = TRUE;
1831 ei->event_page_nr[k] = j;
1832 ei->event_page[k] = &ei->change_page[j];
1838 /* ---------- initialize run-time trigger player and element ------------- */
1840 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1842 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1844 for (j = 0; j < ei->num_change_pages; j++)
1846 ei->change_page[j].actual_trigger_element = EL_EMPTY;
1847 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
1848 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
1849 ei->change_page[j].actual_trigger_ce_value = 0;
1850 ei->change_page[j].actual_trigger_ce_score = 0;
1854 /* ---------- initialize trigger events ---------------------------------- */
1856 /* initialize trigger events information */
1857 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1858 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1859 trigger_events[i][j] = FALSE;
1861 /* add trigger events from element change event properties */
1862 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1864 struct ElementInfo *ei = &element_info[i];
1866 for (j = 0; j < ei->num_change_pages; j++)
1868 if (!ei->change_page[j].can_change_or_has_action)
1871 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
1873 int trigger_element = ei->change_page[j].trigger_element;
1875 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1877 if (ei->change_page[j].has_event[k])
1879 if (IS_GROUP_ELEMENT(trigger_element))
1881 struct ElementGroupInfo *group =
1882 element_info[trigger_element].group;
1884 for (l = 0; l < group->num_elements_resolved; l++)
1885 trigger_events[group->element_resolved[l]][k] = TRUE;
1887 else if (trigger_element == EL_ANY_ELEMENT)
1888 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
1889 trigger_events[l][k] = TRUE;
1891 trigger_events[trigger_element][k] = TRUE;
1898 /* ---------- initialize push delay -------------------------------------- */
1900 /* initialize push delay values to default */
1901 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1903 if (!IS_CUSTOM_ELEMENT(i))
1905 /* set default push delay values (corrected since version 3.0.7-1) */
1906 if (game.engine_version < VERSION_IDENT(3,0,7,1))
1908 element_info[i].push_delay_fixed = 2;
1909 element_info[i].push_delay_random = 8;
1913 element_info[i].push_delay_fixed = 8;
1914 element_info[i].push_delay_random = 8;
1919 /* set push delay value for certain elements from pre-defined list */
1920 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1922 int e = push_delay_list[i].element;
1924 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1925 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1928 /* set push delay value for Supaplex elements for newer engine versions */
1929 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
1931 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1933 if (IS_SP_ELEMENT(i))
1935 /* set SP push delay to just enough to push under a falling zonk */
1936 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
1938 element_info[i].push_delay_fixed = delay;
1939 element_info[i].push_delay_random = 0;
1944 /* ---------- initialize move stepsize ----------------------------------- */
1946 /* initialize move stepsize values to default */
1947 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1948 if (!IS_CUSTOM_ELEMENT(i))
1949 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1951 /* set move stepsize value for certain elements from pre-defined list */
1952 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1954 int e = move_stepsize_list[i].element;
1956 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1959 /* ---------- initialize collect score ----------------------------------- */
1961 /* initialize collect score values for custom elements from initial value */
1962 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1963 if (IS_CUSTOM_ELEMENT(i))
1964 element_info[i].collect_score = element_info[i].collect_score_initial;
1966 /* ---------- initialize collect count ----------------------------------- */
1968 /* initialize collect count values for non-custom elements */
1969 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1970 if (!IS_CUSTOM_ELEMENT(i))
1971 element_info[i].collect_count_initial = 0;
1973 /* add collect count values for all elements from pre-defined list */
1974 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1975 element_info[collect_count_list[i].element].collect_count_initial =
1976 collect_count_list[i].count;
1978 /* ---------- initialize access direction -------------------------------- */
1980 /* initialize access direction values to default (access from every side) */
1981 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1982 if (!IS_CUSTOM_ELEMENT(i))
1983 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1985 /* set access direction value for certain elements from pre-defined list */
1986 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
1987 element_info[access_direction_list[i].element].access_direction =
1988 access_direction_list[i].direction;
1990 /* ---------- initialize explosion content ------------------------------- */
1991 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1993 if (IS_CUSTOM_ELEMENT(i))
1996 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
1998 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
2000 element_info[i].content.e[x][y] =
2001 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
2002 i == EL_PLAYER_2 ? EL_EMERALD_RED :
2003 i == EL_PLAYER_3 ? EL_EMERALD :
2004 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
2005 i == EL_MOLE ? EL_EMERALD_RED :
2006 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
2007 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
2008 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
2009 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
2010 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
2011 i == EL_WALL_EMERALD ? EL_EMERALD :
2012 i == EL_WALL_DIAMOND ? EL_DIAMOND :
2013 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
2014 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
2015 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
2016 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
2017 i == EL_WALL_PEARL ? EL_PEARL :
2018 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
2023 /* ---------- initialize recursion detection ------------------------------ */
2024 recursion_loop_depth = 0;
2025 recursion_loop_detected = FALSE;
2026 recursion_loop_element = EL_UNDEFINED;
2029 int get_num_special_action(int element, int action_first, int action_last)
2031 int num_special_action = 0;
2034 for (i = action_first; i <= action_last; i++)
2036 boolean found = FALSE;
2038 for (j = 0; j < NUM_DIRECTIONS; j++)
2039 if (el_act_dir2img(element, i, j) !=
2040 el_act_dir2img(element, ACTION_DEFAULT, j))
2044 num_special_action++;
2049 return num_special_action;
2054 =============================================================================
2056 -----------------------------------------------------------------------------
2057 initialize and start new game
2058 =============================================================================
2063 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
2064 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
2065 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
2066 boolean do_fading = (game_status == GAME_MODE_MAIN);
2069 game_status = GAME_MODE_PLAYING;
2073 /* don't play tapes over network */
2074 network_playing = (options.network && !tape.playing);
2076 for (i = 0; i < MAX_PLAYERS; i++)
2078 struct PlayerInfo *player = &stored_player[i];
2080 player->index_nr = i;
2081 player->index_bit = (1 << i);
2082 player->element_nr = EL_PLAYER_1 + i;
2084 player->present = FALSE;
2085 player->active = FALSE;
2086 player->killed = FALSE;
2089 player->effective_action = 0;
2090 player->programmed_action = 0;
2093 player->score_final = 0;
2095 player->gems_still_needed = level.gems_needed;
2096 player->sokobanfields_still_needed = 0;
2097 player->lights_still_needed = 0;
2098 player->friends_still_needed = 0;
2100 for (j = 0; j < MAX_NUM_KEYS; j++)
2101 player->key[j] = FALSE;
2103 player->num_white_keys = 0;
2105 player->dynabomb_count = 0;
2106 player->dynabomb_size = 1;
2107 player->dynabombs_left = 0;
2108 player->dynabomb_xl = FALSE;
2110 player->MovDir = MV_NONE;
2113 player->GfxDir = MV_NONE;
2114 player->GfxAction = ACTION_DEFAULT;
2116 player->StepFrame = 0;
2118 player->use_murphy = FALSE;
2119 player->artwork_element =
2120 (level.use_artwork_element[i] ? level.artwork_element[i] :
2121 player->element_nr);
2123 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
2124 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
2126 player->gravity = level.initial_player_gravity[i];
2128 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
2130 player->actual_frame_counter = 0;
2132 player->step_counter = 0;
2134 player->last_move_dir = MV_NONE;
2136 player->is_active = FALSE;
2138 player->is_waiting = FALSE;
2139 player->is_moving = FALSE;
2140 player->is_auto_moving = FALSE;
2141 player->is_digging = FALSE;
2142 player->is_snapping = FALSE;
2143 player->is_collecting = FALSE;
2144 player->is_pushing = FALSE;
2145 player->is_switching = FALSE;
2146 player->is_dropping = FALSE;
2147 player->is_dropping_pressed = FALSE;
2149 player->is_bored = FALSE;
2150 player->is_sleeping = FALSE;
2152 player->frame_counter_bored = -1;
2153 player->frame_counter_sleeping = -1;
2155 player->anim_delay_counter = 0;
2156 player->post_delay_counter = 0;
2158 player->dir_waiting = MV_NONE;
2159 player->action_waiting = ACTION_DEFAULT;
2160 player->last_action_waiting = ACTION_DEFAULT;
2161 player->special_action_bored = ACTION_DEFAULT;
2162 player->special_action_sleeping = ACTION_DEFAULT;
2164 player->switch_x = -1;
2165 player->switch_y = -1;
2167 player->drop_x = -1;
2168 player->drop_y = -1;
2170 player->show_envelope = 0;
2172 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
2174 player->push_delay = -1; /* initialized when pushing starts */
2175 player->push_delay_value = game.initial_push_delay_value;
2177 player->drop_delay = 0;
2178 player->drop_pressed_delay = 0;
2180 player->last_jx = -1;
2181 player->last_jy = -1;
2185 player->shield_normal_time_left = 0;
2186 player->shield_deadly_time_left = 0;
2188 player->inventory_infinite_element = EL_UNDEFINED;
2189 player->inventory_size = 0;
2191 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
2192 SnapField(player, 0, 0);
2194 player->LevelSolved = FALSE;
2195 player->GameOver = FALSE;
2197 player->LevelSolved_GameWon = FALSE;
2198 player->LevelSolved_GameEnd = FALSE;
2199 player->LevelSolved_PanelOff = FALSE;
2200 player->LevelSolved_SaveTape = FALSE;
2201 player->LevelSolved_SaveScore = FALSE;
2204 network_player_action_received = FALSE;
2206 #if defined(NETWORK_AVALIABLE)
2207 /* initial null action */
2208 if (network_playing)
2209 SendToServer_MovePlayer(MV_NONE);
2218 TimeLeft = level.time;
2221 ScreenMovDir = MV_NONE;
2225 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
2227 AllPlayersGone = FALSE;
2229 game.yamyam_content_nr = 0;
2230 game.magic_wall_active = FALSE;
2231 game.magic_wall_time_left = 0;
2232 game.light_time_left = 0;
2233 game.timegate_time_left = 0;
2234 game.switchgate_pos = 0;
2235 game.wind_direction = level.wind_direction_initial;
2237 #if !USE_PLAYER_GRAVITY
2238 game.gravity = FALSE;
2239 game.explosions_delayed = TRUE;
2242 game.lenses_time_left = 0;
2243 game.magnify_time_left = 0;
2245 game.ball_state = level.ball_state_initial;
2246 game.ball_content_nr = 0;
2248 game.envelope_active = FALSE;
2250 /* set focus to local player for network games, else to all players */
2251 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
2252 game.centered_player_nr_next = game.centered_player_nr;
2253 game.set_centered_player = FALSE;
2255 if (network_playing && tape.recording)
2257 /* store client dependent player focus when recording network games */
2258 tape.centered_player_nr_next = game.centered_player_nr_next;
2259 tape.set_centered_player = TRUE;
2262 for (i = 0; i < NUM_BELTS; i++)
2264 game.belt_dir[i] = MV_NONE;
2265 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
2268 for (i = 0; i < MAX_NUM_AMOEBA; i++)
2269 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
2271 SCAN_PLAYFIELD(x, y)
2273 Feld[x][y] = level.field[x][y];
2274 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2275 ChangeDelay[x][y] = 0;
2276 ChangePage[x][y] = -1;
2277 #if USE_NEW_CUSTOM_VALUE
2278 CustomValue[x][y] = 0; /* initialized in InitField() */
2280 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
2282 WasJustMoving[x][y] = 0;
2283 WasJustFalling[x][y] = 0;
2284 CheckCollision[x][y] = 0;
2285 CheckImpact[x][y] = 0;
2287 Pushed[x][y] = FALSE;
2289 ChangeCount[x][y] = 0;
2290 ChangeEvent[x][y] = -1;
2292 ExplodePhase[x][y] = 0;
2293 ExplodeDelay[x][y] = 0;
2294 ExplodeField[x][y] = EX_TYPE_NONE;
2296 RunnerVisit[x][y] = 0;
2297 PlayerVisit[x][y] = 0;
2300 GfxRandom[x][y] = INIT_GFX_RANDOM();
2301 GfxElement[x][y] = EL_UNDEFINED;
2302 GfxAction[x][y] = ACTION_DEFAULT;
2303 GfxDir[x][y] = MV_NONE;
2306 SCAN_PLAYFIELD(x, y)
2308 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
2310 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
2312 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
2315 InitField(x, y, TRUE);
2320 for (i = 0; i < MAX_PLAYERS; i++)
2322 struct PlayerInfo *player = &stored_player[i];
2324 /* set number of special actions for bored and sleeping animation */
2325 player->num_special_action_bored =
2326 get_num_special_action(player->artwork_element,
2327 ACTION_BORING_1, ACTION_BORING_LAST);
2328 player->num_special_action_sleeping =
2329 get_num_special_action(player->artwork_element,
2330 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
2333 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
2334 emulate_sb ? EMU_SOKOBAN :
2335 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
2337 #if USE_NEW_ALL_SLIPPERY
2338 /* initialize type of slippery elements */
2339 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2341 if (!IS_CUSTOM_ELEMENT(i))
2343 /* default: elements slip down either to the left or right randomly */
2344 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
2346 /* SP style elements prefer to slip down on the left side */
2347 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
2348 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
2350 /* BD style elements prefer to slip down on the left side */
2351 if (game.emulation == EMU_BOULDERDASH)
2352 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
2357 /* initialize explosion and ignition delay */
2358 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2360 if (!IS_CUSTOM_ELEMENT(i))
2363 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
2364 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
2365 game.emulation == EMU_SUPAPLEX ? 3 : 2);
2366 int last_phase = (num_phase + 1) * delay;
2367 int half_phase = (num_phase / 2) * delay;
2369 element_info[i].explosion_delay = last_phase - 1;
2370 element_info[i].ignition_delay = half_phase;
2372 if (i == EL_BLACK_ORB)
2373 element_info[i].ignition_delay = 1;
2377 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
2378 element_info[i].explosion_delay = 1;
2380 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
2381 element_info[i].ignition_delay = 1;
2385 /* correct non-moving belts to start moving left */
2386 for (i = 0; i < NUM_BELTS; i++)
2387 if (game.belt_dir[i] == MV_NONE)
2388 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
2390 /* check if any connected player was not found in playfield */
2391 for (i = 0; i < MAX_PLAYERS; i++)
2393 struct PlayerInfo *player = &stored_player[i];
2395 if (player->connected && !player->present)
2397 for (j = 0; j < MAX_PLAYERS; j++)
2399 struct PlayerInfo *some_player = &stored_player[j];
2400 int jx = some_player->jx, jy = some_player->jy;
2402 /* assign first free player found that is present in the playfield */
2403 if (some_player->present && !some_player->connected)
2405 player->present = TRUE;
2406 player->active = TRUE;
2408 some_player->present = FALSE;
2409 some_player->active = FALSE;
2411 player->artwork_element = some_player->artwork_element;
2413 player->block_last_field = some_player->block_last_field;
2414 player->block_delay_adjustment = some_player->block_delay_adjustment;
2416 StorePlayer[jx][jy] = player->element_nr;
2417 player->jx = player->last_jx = jx;
2418 player->jy = player->last_jy = jy;
2428 /* when playing a tape, eliminate all players who do not participate */
2430 for (i = 0; i < MAX_PLAYERS; i++)
2432 if (stored_player[i].active && !tape.player_participates[i])
2434 struct PlayerInfo *player = &stored_player[i];
2435 int jx = player->jx, jy = player->jy;
2437 player->active = FALSE;
2438 StorePlayer[jx][jy] = 0;
2439 Feld[jx][jy] = EL_EMPTY;
2443 else if (!options.network && !setup.team_mode) /* && !tape.playing */
2445 /* when in single player mode, eliminate all but the first active player */
2447 for (i = 0; i < MAX_PLAYERS; i++)
2449 if (stored_player[i].active)
2451 for (j = i + 1; j < MAX_PLAYERS; j++)
2453 if (stored_player[j].active)
2455 struct PlayerInfo *player = &stored_player[j];
2456 int jx = player->jx, jy = player->jy;
2458 player->active = FALSE;
2459 player->present = FALSE;
2461 StorePlayer[jx][jy] = 0;
2462 Feld[jx][jy] = EL_EMPTY;
2469 /* when recording the game, store which players take part in the game */
2472 for (i = 0; i < MAX_PLAYERS; i++)
2473 if (stored_player[i].active)
2474 tape.player_participates[i] = TRUE;
2479 for (i = 0; i < MAX_PLAYERS; i++)
2481 struct PlayerInfo *player = &stored_player[i];
2483 printf("Player %d: present == %d, connected == %d, active == %d.\n",
2488 if (local_player == player)
2489 printf("Player %d is local player.\n", i+1);
2493 if (BorderElement == EL_EMPTY)
2496 SBX_Right = lev_fieldx - SCR_FIELDX;
2498 SBY_Lower = lev_fieldy - SCR_FIELDY;
2503 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
2505 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
2508 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
2509 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
2511 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
2512 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
2514 /* if local player not found, look for custom element that might create
2515 the player (make some assumptions about the right custom element) */
2516 if (!local_player->present)
2518 int start_x = 0, start_y = 0;
2519 int found_rating = 0;
2520 int found_element = EL_UNDEFINED;
2521 int player_nr = local_player->index_nr;
2523 SCAN_PLAYFIELD(x, y)
2525 int element = Feld[x][y];
2530 if (level.use_start_element[player_nr] &&
2531 level.start_element[player_nr] == element &&
2538 found_element = element;
2541 if (!IS_CUSTOM_ELEMENT(element))
2544 if (CAN_CHANGE(element))
2546 for (i = 0; i < element_info[element].num_change_pages; i++)
2548 /* check for player created from custom element as single target */
2549 content = element_info[element].change_page[i].target_element;
2550 is_player = ELEM_IS_PLAYER(content);
2552 if (is_player && (found_rating < 3 || element < found_element))
2558 found_element = element;
2563 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
2565 /* check for player created from custom element as explosion content */
2566 content = element_info[element].content.e[xx][yy];
2567 is_player = ELEM_IS_PLAYER(content);
2569 if (is_player && (found_rating < 2 || element < found_element))
2571 start_x = x + xx - 1;
2572 start_y = y + yy - 1;
2575 found_element = element;
2578 if (!CAN_CHANGE(element))
2581 for (i = 0; i < element_info[element].num_change_pages; i++)
2583 /* check for player created from custom element as extended target */
2585 element_info[element].change_page[i].target_content.e[xx][yy];
2587 is_player = ELEM_IS_PLAYER(content);
2589 if (is_player && (found_rating < 1 || element < found_element))
2591 start_x = x + xx - 1;
2592 start_y = y + yy - 1;
2595 found_element = element;
2601 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
2602 start_x > SBX_Right + MIDPOSX ? SBX_Right :
2605 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
2606 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
2611 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2612 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2613 local_player->jx - MIDPOSX);
2615 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2616 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2617 local_player->jy - MIDPOSY);
2622 if (!game.restart_level)
2623 CloseDoor(DOOR_CLOSE_1);
2626 FadeOut(REDRAW_FIELD);
2628 /* !!! FIX THIS (START) !!! */
2629 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2631 InitGameEngine_EM();
2633 /* blit playfield from scroll buffer to normal back buffer for fading in */
2634 BlitScreenToBitmap_EM(backbuffer);
2641 /* after drawing the level, correct some elements */
2642 if (game.timegate_time_left == 0)
2643 CloseAllOpenTimegates();
2645 /* blit playfield from scroll buffer to normal back buffer for fading in */
2646 if (setup.soft_scrolling)
2647 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
2649 redraw_mask |= REDRAW_FROM_BACKBUFFER;
2651 /* !!! FIX THIS (END) !!! */
2654 FadeIn(REDRAW_FIELD);
2658 if (!game.restart_level)
2660 /* copy default game door content to main double buffer */
2661 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
2662 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
2665 SetPanelBackground();
2666 SetDrawBackgroundMask(REDRAW_DOOR_1);
2668 DrawGameDoorValues();
2670 if (!game.restart_level)
2674 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
2675 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
2676 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
2680 /* copy actual game door content to door double buffer for OpenDoor() */
2681 BlitBitmap(drawto, bitmap_db_door,
2682 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
2684 OpenDoor(DOOR_OPEN_ALL);
2686 PlaySound(SND_GAME_STARTING);
2688 if (setup.sound_music)
2691 KeyboardAutoRepeatOffUnlessAutoplay();
2695 for (i = 0; i < MAX_PLAYERS; i++)
2696 printf("Player %d %sactive.\n",
2697 i + 1, (stored_player[i].active ? "" : "not "));
2708 game.restart_level = FALSE;
2711 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
2713 /* this is used for non-R'n'D game engines to update certain engine values */
2715 /* needed to determine if sounds are played within the visible screen area */
2716 scroll_x = actual_scroll_x;
2717 scroll_y = actual_scroll_y;
2720 void InitMovDir(int x, int y)
2722 int i, element = Feld[x][y];
2723 static int xy[4][2] =
2730 static int direction[3][4] =
2732 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
2733 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
2734 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
2743 Feld[x][y] = EL_BUG;
2744 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
2747 case EL_SPACESHIP_RIGHT:
2748 case EL_SPACESHIP_UP:
2749 case EL_SPACESHIP_LEFT:
2750 case EL_SPACESHIP_DOWN:
2751 Feld[x][y] = EL_SPACESHIP;
2752 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
2755 case EL_BD_BUTTERFLY_RIGHT:
2756 case EL_BD_BUTTERFLY_UP:
2757 case EL_BD_BUTTERFLY_LEFT:
2758 case EL_BD_BUTTERFLY_DOWN:
2759 Feld[x][y] = EL_BD_BUTTERFLY;
2760 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
2763 case EL_BD_FIREFLY_RIGHT:
2764 case EL_BD_FIREFLY_UP:
2765 case EL_BD_FIREFLY_LEFT:
2766 case EL_BD_FIREFLY_DOWN:
2767 Feld[x][y] = EL_BD_FIREFLY;
2768 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
2771 case EL_PACMAN_RIGHT:
2773 case EL_PACMAN_LEFT:
2774 case EL_PACMAN_DOWN:
2775 Feld[x][y] = EL_PACMAN;
2776 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
2779 case EL_YAMYAM_LEFT:
2780 case EL_YAMYAM_RIGHT:
2782 case EL_YAMYAM_DOWN:
2783 Feld[x][y] = EL_YAMYAM;
2784 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
2787 case EL_SP_SNIKSNAK:
2788 MovDir[x][y] = MV_UP;
2791 case EL_SP_ELECTRON:
2792 MovDir[x][y] = MV_LEFT;
2799 Feld[x][y] = EL_MOLE;
2800 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
2804 if (IS_CUSTOM_ELEMENT(element))
2806 struct ElementInfo *ei = &element_info[element];
2807 int move_direction_initial = ei->move_direction_initial;
2808 int move_pattern = ei->move_pattern;
2810 if (move_direction_initial == MV_START_PREVIOUS)
2812 if (MovDir[x][y] != MV_NONE)
2815 move_direction_initial = MV_START_AUTOMATIC;
2818 if (move_direction_initial == MV_START_RANDOM)
2819 MovDir[x][y] = 1 << RND(4);
2820 else if (move_direction_initial & MV_ANY_DIRECTION)
2821 MovDir[x][y] = move_direction_initial;
2822 else if (move_pattern == MV_ALL_DIRECTIONS ||
2823 move_pattern == MV_TURNING_LEFT ||
2824 move_pattern == MV_TURNING_RIGHT ||
2825 move_pattern == MV_TURNING_LEFT_RIGHT ||
2826 move_pattern == MV_TURNING_RIGHT_LEFT ||
2827 move_pattern == MV_TURNING_RANDOM)
2828 MovDir[x][y] = 1 << RND(4);
2829 else if (move_pattern == MV_HORIZONTAL)
2830 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2831 else if (move_pattern == MV_VERTICAL)
2832 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2833 else if (move_pattern & MV_ANY_DIRECTION)
2834 MovDir[x][y] = element_info[element].move_pattern;
2835 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
2836 move_pattern == MV_ALONG_RIGHT_SIDE)
2838 /* use random direction as default start direction */
2839 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2840 MovDir[x][y] = 1 << RND(4);
2842 for (i = 0; i < NUM_DIRECTIONS; i++)
2844 int x1 = x + xy[i][0];
2845 int y1 = y + xy[i][1];
2847 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2849 if (move_pattern == MV_ALONG_RIGHT_SIDE)
2850 MovDir[x][y] = direction[0][i];
2852 MovDir[x][y] = direction[1][i];
2861 MovDir[x][y] = 1 << RND(4);
2863 if (element != EL_BUG &&
2864 element != EL_SPACESHIP &&
2865 element != EL_BD_BUTTERFLY &&
2866 element != EL_BD_FIREFLY)
2869 for (i = 0; i < NUM_DIRECTIONS; i++)
2871 int x1 = x + xy[i][0];
2872 int y1 = y + xy[i][1];
2874 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2876 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2878 MovDir[x][y] = direction[0][i];
2881 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2882 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2884 MovDir[x][y] = direction[1][i];
2893 GfxDir[x][y] = MovDir[x][y];
2896 void InitAmoebaNr(int x, int y)
2899 int group_nr = AmoebeNachbarNr(x, y);
2903 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2905 if (AmoebaCnt[i] == 0)
2913 AmoebaNr[x][y] = group_nr;
2914 AmoebaCnt[group_nr]++;
2915 AmoebaCnt2[group_nr]++;
2918 static void PlayerWins(struct PlayerInfo *player)
2920 player->LevelSolved = TRUE;
2921 player->GameOver = TRUE;
2923 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2924 level.native_em_level->lev->score : player->score);
2929 static int time, time_final;
2930 static int score, score_final;
2931 static int game_over_delay_1 = 0;
2932 static int game_over_delay_2 = 0;
2933 int game_over_delay_value_1 = 50;
2934 int game_over_delay_value_2 = 50;
2936 if (!local_player->LevelSolved_GameWon)
2940 /* do not start end game actions before the player stops moving (to exit) */
2941 if (local_player->MovPos)
2944 local_player->LevelSolved_GameWon = TRUE;
2945 local_player->LevelSolved_SaveTape = tape.recording;
2946 local_player->LevelSolved_SaveScore = !tape.playing;
2948 if (tape.auto_play) /* tape might already be stopped here */
2949 tape.auto_play_level_solved = TRUE;
2955 game_over_delay_1 = game_over_delay_value_1;
2956 game_over_delay_2 = game_over_delay_value_2;
2958 time = time_final = (level.time == 0 ? TimePlayed : TimeLeft);
2959 score = score_final = local_player->score_final;
2964 score_final += TimeLeft * level.score[SC_TIME_BONUS];
2966 else if (level.time == 0 && TimePlayed < 999)
2969 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
2972 local_player->score_final = score_final;
2974 if (level_editor_test_game)
2977 score = score_final;
2979 DrawGameValue_Time(time);
2980 DrawGameValue_Score(score);
2983 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
2985 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
2987 /* close exit door after last player */
2988 if ((AllPlayersGone &&
2989 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2990 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
2991 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
2992 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
2993 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
2995 int element = Feld[ExitX][ExitY];
2998 if (element == EL_EM_EXIT_OPEN ||
2999 element == EL_EM_STEEL_EXIT_OPEN)
3006 Feld[ExitX][ExitY] =
3007 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
3008 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
3009 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
3010 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
3011 EL_EM_STEEL_EXIT_CLOSING);
3013 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
3017 /* player disappears */
3018 DrawLevelField(ExitX, ExitY);
3021 for (i = 0; i < MAX_PLAYERS; i++)
3023 struct PlayerInfo *player = &stored_player[i];
3025 if (player->present)
3027 RemovePlayer(player);
3029 /* player disappears */
3030 DrawLevelField(player->jx, player->jy);
3035 PlaySound(SND_GAME_WINNING);
3038 if (game_over_delay_1 > 0)
3040 game_over_delay_1--;
3045 if (time != time_final)
3047 int time_to_go = ABS(time_final - time);
3048 int time_count_dir = (time < time_final ? +1 : -1);
3049 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
3051 time += time_count_steps * time_count_dir;
3052 score += time_count_steps * level.score[SC_TIME_BONUS];
3054 DrawGameValue_Time(time);
3055 DrawGameValue_Score(score);
3057 if (time == time_final)
3058 StopSound(SND_GAME_LEVELTIME_BONUS);
3059 else if (setup.sound_loops)
3060 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
3062 PlaySound(SND_GAME_LEVELTIME_BONUS);
3067 local_player->LevelSolved_PanelOff = TRUE;
3069 if (game_over_delay_2 > 0)
3071 game_over_delay_2--;
3084 boolean raise_level = FALSE;
3086 local_player->LevelSolved_GameEnd = TRUE;
3088 CloseDoor(DOOR_CLOSE_1);
3090 if (local_player->LevelSolved_SaveTape)
3097 SaveTapeChecked(tape.level_nr); /* ask to save tape */
3099 SaveTape(tape.level_nr); /* ask to save tape */
3103 if (level_editor_test_game)
3105 game_status = GAME_MODE_MAIN;
3112 if (!local_player->LevelSolved_SaveScore)
3114 FadeOut(REDRAW_FIELD);
3116 game_status = GAME_MODE_MAIN;
3118 DrawAndFadeInMainMenu(REDRAW_FIELD);
3123 if (level_nr == leveldir_current->handicap_level)
3125 leveldir_current->handicap_level++;
3126 SaveLevelSetup_SeriesInfo();
3129 if (level_nr < leveldir_current->last_level)
3130 raise_level = TRUE; /* advance to next level */
3132 if ((hi_pos = NewHiScore()) >= 0)
3134 game_status = GAME_MODE_SCORES;
3136 DrawHallOfFame(hi_pos);
3146 FadeOut(REDRAW_FIELD);
3148 game_status = GAME_MODE_MAIN;
3156 DrawAndFadeInMainMenu(REDRAW_FIELD);
3165 LoadScore(level_nr);
3167 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
3168 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
3171 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
3173 if (local_player->score_final > highscore[k].Score)
3175 /* player has made it to the hall of fame */
3177 if (k < MAX_SCORE_ENTRIES - 1)
3179 int m = MAX_SCORE_ENTRIES - 1;
3182 for (l = k; l < MAX_SCORE_ENTRIES; l++)
3183 if (strEqual(setup.player_name, highscore[l].Name))
3185 if (m == k) /* player's new highscore overwrites his old one */
3189 for (l = m; l > k; l--)
3191 strcpy(highscore[l].Name, highscore[l - 1].Name);
3192 highscore[l].Score = highscore[l - 1].Score;
3199 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
3200 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
3201 highscore[k].Score = local_player->score_final;
3207 else if (!strncmp(setup.player_name, highscore[k].Name,
3208 MAX_PLAYER_NAME_LEN))
3209 break; /* player already there with a higher score */
3215 SaveScore(level_nr);
3220 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
3222 int element = Feld[x][y];
3223 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3224 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3225 int horiz_move = (dx != 0);
3226 int sign = (horiz_move ? dx : dy);
3227 int step = sign * element_info[element].move_stepsize;
3229 /* special values for move stepsize for spring and things on conveyor belt */
3232 if (CAN_FALL(element) &&
3233 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
3234 step = sign * MOVE_STEPSIZE_NORMAL / 2;
3235 else if (element == EL_SPRING)
3236 step = sign * MOVE_STEPSIZE_NORMAL * 2;
3242 inline static int getElementMoveStepsize(int x, int y)
3244 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
3247 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
3249 if (player->GfxAction != action || player->GfxDir != dir)
3252 printf("Player frame reset! (%d => %d, %d => %d)\n",
3253 player->GfxAction, action, player->GfxDir, dir);
3256 player->GfxAction = action;
3257 player->GfxDir = dir;
3259 player->StepFrame = 0;
3263 #if USE_GFX_RESET_GFX_ANIMATION
3264 static void ResetGfxFrame(int x, int y, boolean redraw)
3266 int element = Feld[x][y];
3267 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
3268 int last_gfx_frame = GfxFrame[x][y];
3270 if (graphic_info[graphic].anim_global_sync)
3271 GfxFrame[x][y] = FrameCounter;
3272 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
3273 GfxFrame[x][y] = CustomValue[x][y];
3274 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
3275 GfxFrame[x][y] = element_info[element].collect_score;
3276 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
3277 GfxFrame[x][y] = ChangeDelay[x][y];
3279 if (redraw && GfxFrame[x][y] != last_gfx_frame)
3280 DrawLevelGraphicAnimation(x, y, graphic);
3284 static void ResetGfxAnimation(int x, int y)
3286 GfxAction[x][y] = ACTION_DEFAULT;
3287 GfxDir[x][y] = MovDir[x][y];
3290 #if USE_GFX_RESET_GFX_ANIMATION
3291 ResetGfxFrame(x, y, FALSE);
3295 static void ResetRandomAnimationValue(int x, int y)
3297 GfxRandom[x][y] = INIT_GFX_RANDOM();
3300 void InitMovingField(int x, int y, int direction)
3302 int element = Feld[x][y];
3303 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3304 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3307 boolean is_moving_before, is_moving_after;
3309 boolean continues_moving = (WasJustMoving[x][y] && direction == MovDir[x][y]);
3312 /* check if element was/is moving or being moved before/after mode change */
3315 is_moving_before = (WasJustMoving[x][y] != 0);
3317 /* (!!! this does not work -- WasJustMoving is NOT a boolean value !!!) */
3318 is_moving_before = WasJustMoving[x][y];
3321 is_moving_before = (getElementMoveStepsizeExt(x, y, MovDir[x][y]) != 0);
3323 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
3325 /* reset animation only for moving elements which change direction of moving
3326 or which just started or stopped moving
3327 (else CEs with property "can move" / "not moving" are reset each frame) */
3328 #if USE_GFX_RESET_ONLY_WHEN_MOVING
3330 if (is_moving_before != is_moving_after ||
3331 direction != MovDir[x][y])
3332 ResetGfxAnimation(x, y);
3334 if ((is_moving_before || is_moving_after) && !continues_moving)
3335 ResetGfxAnimation(x, y);
3338 if (!continues_moving)
3339 ResetGfxAnimation(x, y);
3342 MovDir[x][y] = direction;
3343 GfxDir[x][y] = direction;
3345 #if USE_GFX_RESET_ONLY_WHEN_MOVING
3346 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
3347 direction == MV_DOWN && CAN_FALL(element) ?
3348 ACTION_FALLING : ACTION_MOVING);
3350 GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
3351 ACTION_FALLING : ACTION_MOVING);
3354 /* this is needed for CEs with property "can move" / "not moving" */
3356 if (is_moving_after)
3358 if (Feld[newx][newy] == EL_EMPTY)
3359 Feld[newx][newy] = EL_BLOCKED;
3361 MovDir[newx][newy] = MovDir[x][y];
3363 #if USE_NEW_CUSTOM_VALUE
3364 CustomValue[newx][newy] = CustomValue[x][y];
3367 GfxFrame[newx][newy] = GfxFrame[x][y];
3368 GfxRandom[newx][newy] = GfxRandom[x][y];
3369 GfxAction[newx][newy] = GfxAction[x][y];
3370 GfxDir[newx][newy] = GfxDir[x][y];
3374 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
3376 int direction = MovDir[x][y];
3377 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
3378 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
3384 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
3386 int oldx = x, oldy = y;
3387 int direction = MovDir[x][y];
3389 if (direction == MV_LEFT)
3391 else if (direction == MV_RIGHT)
3393 else if (direction == MV_UP)
3395 else if (direction == MV_DOWN)
3398 *comes_from_x = oldx;
3399 *comes_from_y = oldy;
3402 int MovingOrBlocked2Element(int x, int y)
3404 int element = Feld[x][y];
3406 if (element == EL_BLOCKED)
3410 Blocked2Moving(x, y, &oldx, &oldy);
3411 return Feld[oldx][oldy];
3417 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
3419 /* like MovingOrBlocked2Element(), but if element is moving
3420 and (x,y) is the field the moving element is just leaving,
3421 return EL_BLOCKED instead of the element value */
3422 int element = Feld[x][y];
3424 if (IS_MOVING(x, y))
3426 if (element == EL_BLOCKED)
3430 Blocked2Moving(x, y, &oldx, &oldy);
3431 return Feld[oldx][oldy];
3440 static void RemoveField(int x, int y)
3442 Feld[x][y] = EL_EMPTY;
3448 #if USE_NEW_CUSTOM_VALUE
3449 CustomValue[x][y] = 0;
3453 ChangeDelay[x][y] = 0;
3454 ChangePage[x][y] = -1;
3455 Pushed[x][y] = FALSE;
3458 ExplodeField[x][y] = EX_TYPE_NONE;
3461 GfxElement[x][y] = EL_UNDEFINED;
3462 GfxAction[x][y] = ACTION_DEFAULT;
3463 GfxDir[x][y] = MV_NONE;
3466 void RemoveMovingField(int x, int y)
3468 int oldx = x, oldy = y, newx = x, newy = y;
3469 int element = Feld[x][y];
3470 int next_element = EL_UNDEFINED;
3472 if (element != EL_BLOCKED && !IS_MOVING(x, y))
3475 if (IS_MOVING(x, y))
3477 Moving2Blocked(x, y, &newx, &newy);
3479 if (Feld[newx][newy] != EL_BLOCKED)
3481 /* element is moving, but target field is not free (blocked), but
3482 already occupied by something different (example: acid pool);
3483 in this case, only remove the moving field, but not the target */
3485 RemoveField(oldx, oldy);
3487 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
3489 DrawLevelField(oldx, oldy);
3494 else if (element == EL_BLOCKED)
3496 Blocked2Moving(x, y, &oldx, &oldy);
3497 if (!IS_MOVING(oldx, oldy))
3501 if (element == EL_BLOCKED &&
3502 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
3503 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
3504 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
3505 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
3506 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
3507 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
3508 next_element = get_next_element(Feld[oldx][oldy]);
3510 RemoveField(oldx, oldy);
3511 RemoveField(newx, newy);
3513 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
3515 if (next_element != EL_UNDEFINED)
3516 Feld[oldx][oldy] = next_element;
3518 DrawLevelField(oldx, oldy);
3519 DrawLevelField(newx, newy);
3522 void DrawDynamite(int x, int y)
3524 int sx = SCREENX(x), sy = SCREENY(y);
3525 int graphic = el2img(Feld[x][y]);
3528 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
3531 if (IS_WALKABLE_INSIDE(Back[x][y]))
3535 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
3536 else if (Store[x][y])
3537 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
3539 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
3541 if (Back[x][y] || Store[x][y])
3542 DrawGraphicThruMask(sx, sy, graphic, frame);
3544 DrawGraphic(sx, sy, graphic, frame);
3547 void CheckDynamite(int x, int y)
3549 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
3553 if (MovDelay[x][y] != 0)
3556 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
3562 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
3567 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
3569 boolean num_checked_players = 0;
3572 for (i = 0; i < MAX_PLAYERS; i++)
3574 if (stored_player[i].active)
3576 int sx = stored_player[i].jx;
3577 int sy = stored_player[i].jy;
3579 if (num_checked_players == 0)
3586 *sx1 = MIN(*sx1, sx);
3587 *sy1 = MIN(*sy1, sy);
3588 *sx2 = MAX(*sx2, sx);
3589 *sy2 = MAX(*sy2, sy);
3592 num_checked_players++;
3597 static boolean checkIfAllPlayersFitToScreen_RND()
3599 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
3601 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
3603 return (sx2 - sx1 < SCR_FIELDX &&
3604 sy2 - sy1 < SCR_FIELDY);
3607 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
3609 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
3611 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
3613 *sx = (sx1 + sx2) / 2;
3614 *sy = (sy1 + sy2) / 2;
3617 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
3618 boolean center_screen, boolean quick_relocation)
3620 boolean ffwd_delay = (tape.playing && tape.fast_forward);
3621 boolean no_delay = (tape.warp_forward);
3622 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
3623 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
3625 if (quick_relocation)
3627 int offset = (setup.scroll_delay ? 3 : 0);
3629 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
3633 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
3634 x > SBX_Right + MIDPOSX ? SBX_Right :
3637 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
3638 y > SBY_Lower + MIDPOSY ? SBY_Lower :
3643 /* quick relocation (without scrolling), but do not center screen */
3645 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
3646 old_x > SBX_Right + MIDPOSX ? SBX_Right :
3649 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3650 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3653 int offset_x = x + (scroll_x - center_scroll_x);
3654 int offset_y = y + (scroll_y - center_scroll_y);
3656 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
3657 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
3658 offset_x - MIDPOSX);
3660 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3661 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3662 offset_y - MIDPOSY);
3667 if ((move_dir == MV_LEFT && scroll_x > x - MIDPOSX + offset) ||
3668 (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset))
3669 scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset);
3671 if ((move_dir == MV_UP && scroll_y > y - MIDPOSY + offset) ||
3672 (move_dir == MV_DOWN && scroll_y < y - MIDPOSY - offset))
3673 scroll_y = y - MIDPOSY + (scroll_y < y - MIDPOSY ? -offset : +offset);
3675 /* don't scroll over playfield boundaries */
3676 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
3677 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
3679 /* don't scroll over playfield boundaries */
3680 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
3681 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
3684 RedrawPlayfield(TRUE, 0,0,0,0);
3688 int scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
3689 x > SBX_Right + MIDPOSX ? SBX_Right :
3692 int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
3693 y > SBY_Lower + MIDPOSY ? SBY_Lower :
3696 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
3698 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
3701 int fx = FX, fy = FY;
3703 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
3704 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
3706 if (dx == 0 && dy == 0) /* no scrolling needed at all */
3712 fx += dx * TILEX / 2;
3713 fy += dy * TILEY / 2;
3715 ScrollLevel(dx, dy);
3718 /* scroll in two steps of half tile size to make things smoother */
3719 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
3721 Delay(wait_delay_value);
3723 /* scroll second step to align at full tile size */
3725 Delay(wait_delay_value);
3730 Delay(wait_delay_value);
3734 void RelocatePlayer(int jx, int jy, int el_player_raw)
3736 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
3737 int player_nr = GET_PLAYER_NR(el_player);
3738 struct PlayerInfo *player = &stored_player[player_nr];
3739 boolean ffwd_delay = (tape.playing && tape.fast_forward);
3740 boolean no_delay = (tape.warp_forward);
3741 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
3742 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
3743 int old_jx = player->jx;
3744 int old_jy = player->jy;
3745 int old_element = Feld[old_jx][old_jy];
3746 int element = Feld[jx][jy];
3747 boolean player_relocated = (old_jx != jx || old_jy != jy);
3749 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
3750 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
3751 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
3752 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
3753 int leave_side_horiz = move_dir_horiz;
3754 int leave_side_vert = move_dir_vert;
3755 int enter_side = enter_side_horiz | enter_side_vert;
3756 int leave_side = leave_side_horiz | leave_side_vert;
3758 if (player->GameOver) /* do not reanimate dead player */
3761 if (!player_relocated) /* no need to relocate the player */
3764 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
3766 RemoveField(jx, jy); /* temporarily remove newly placed player */
3767 DrawLevelField(jx, jy);
3770 if (player->present)
3772 while (player->MovPos)
3774 ScrollPlayer(player, SCROLL_GO_ON);
3775 ScrollScreen(NULL, SCROLL_GO_ON);
3777 AdvanceFrameAndPlayerCounters(player->index_nr);
3782 Delay(wait_delay_value);
3785 DrawPlayer(player); /* needed here only to cleanup last field */
3786 DrawLevelField(player->jx, player->jy); /* remove player graphic */
3788 player->is_moving = FALSE;
3791 if (IS_CUSTOM_ELEMENT(old_element))
3792 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
3794 player->index_bit, leave_side);
3796 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
3798 player->index_bit, leave_side);
3800 Feld[jx][jy] = el_player;
3801 InitPlayerField(jx, jy, el_player, TRUE);
3803 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
3805 Feld[jx][jy] = element;
3806 InitField(jx, jy, FALSE);
3809 /* only visually relocate centered player */
3810 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
3811 FALSE, level.instant_relocation);
3813 TestIfPlayerTouchesBadThing(jx, jy);
3814 TestIfPlayerTouchesCustomElement(jx, jy);
3816 if (IS_CUSTOM_ELEMENT(element))
3817 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
3818 player->index_bit, enter_side);
3820 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
3821 player->index_bit, enter_side);
3824 void Explode(int ex, int ey, int phase, int mode)
3830 /* !!! eliminate this variable !!! */
3831 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
3833 if (game.explosions_delayed)
3835 ExplodeField[ex][ey] = mode;
3839 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
3841 int center_element = Feld[ex][ey];
3842 int artwork_element, explosion_element; /* set these values later */
3845 /* --- This is only really needed (and now handled) in "Impact()". --- */
3846 /* do not explode moving elements that left the explode field in time */
3847 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
3848 center_element == EL_EMPTY &&
3849 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
3854 /* !!! at this place, the center element may be EL_BLOCKED !!! */
3855 if (mode == EX_TYPE_NORMAL ||
3856 mode == EX_TYPE_CENTER ||
3857 mode == EX_TYPE_CROSS)
3858 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
3861 /* remove things displayed in background while burning dynamite */
3862 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
3865 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
3867 /* put moving element to center field (and let it explode there) */
3868 center_element = MovingOrBlocked2Element(ex, ey);
3869 RemoveMovingField(ex, ey);
3870 Feld[ex][ey] = center_element;
3873 /* now "center_element" is finally determined -- set related values now */
3874 artwork_element = center_element; /* for custom player artwork */
3875 explosion_element = center_element; /* for custom player artwork */
3877 if (IS_PLAYER(ex, ey))
3879 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
3881 artwork_element = stored_player[player_nr].artwork_element;
3883 if (level.use_explosion_element[player_nr])
3885 explosion_element = level.explosion_element[player_nr];
3886 artwork_element = explosion_element;
3891 if (mode == EX_TYPE_NORMAL ||
3892 mode == EX_TYPE_CENTER ||
3893 mode == EX_TYPE_CROSS)
3894 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
3897 last_phase = element_info[explosion_element].explosion_delay + 1;
3899 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
3901 int xx = x - ex + 1;
3902 int yy = y - ey + 1;
3905 if (!IN_LEV_FIELD(x, y) ||
3906 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
3907 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
3910 element = Feld[x][y];
3912 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
3914 element = MovingOrBlocked2Element(x, y);
3916 if (!IS_EXPLOSION_PROOF(element))
3917 RemoveMovingField(x, y);
3920 /* indestructible elements can only explode in center (but not flames) */
3921 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
3922 mode == EX_TYPE_BORDER)) ||
3923 element == EL_FLAMES)
3926 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
3927 behaviour, for example when touching a yamyam that explodes to rocks
3928 with active deadly shield, a rock is created under the player !!! */
3929 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
3931 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
3932 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
3933 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
3935 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
3938 if (IS_ACTIVE_BOMB(element))
3940 /* re-activate things under the bomb like gate or penguin */
3941 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
3948 /* save walkable background elements while explosion on same tile */
3949 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
3950 (x != ex || y != ey || mode == EX_TYPE_BORDER))
3951 Back[x][y] = element;
3953 /* ignite explodable elements reached by other explosion */
3954 if (element == EL_EXPLOSION)
3955 element = Store2[x][y];
3957 if (AmoebaNr[x][y] &&
3958 (element == EL_AMOEBA_FULL ||
3959 element == EL_BD_AMOEBA ||
3960 element == EL_AMOEBA_GROWING))
3962 AmoebaCnt[AmoebaNr[x][y]]--;
3963 AmoebaCnt2[AmoebaNr[x][y]]--;
3968 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
3970 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
3972 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
3974 if (PLAYERINFO(ex, ey)->use_murphy)
3975 Store[x][y] = EL_EMPTY;
3978 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
3979 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
3980 else if (ELEM_IS_PLAYER(center_element))
3981 Store[x][y] = EL_EMPTY;
3982 else if (center_element == EL_YAMYAM)
3983 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
3984 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
3985 Store[x][y] = element_info[center_element].content.e[xx][yy];
3987 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
3988 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
3989 otherwise) -- FIX THIS !!! */
3990 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
3991 Store[x][y] = element_info[element].content.e[1][1];
3993 else if (!CAN_EXPLODE(element))
3994 Store[x][y] = element_info[element].content.e[1][1];
3997 Store[x][y] = EL_EMPTY;
3999 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
4000 center_element == EL_AMOEBA_TO_DIAMOND)
4001 Store2[x][y] = element;
4003 Feld[x][y] = EL_EXPLOSION;
4004 GfxElement[x][y] = artwork_element;
4006 ExplodePhase[x][y] = 1;
4007 ExplodeDelay[x][y] = last_phase;
4012 if (center_element == EL_YAMYAM)
4013 game.yamyam_content_nr =
4014 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
4026 GfxFrame[x][y] = 0; /* restart explosion animation */
4028 last_phase = ExplodeDelay[x][y];
4030 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
4034 /* activate this even in non-DEBUG version until cause for crash in
4035 getGraphicAnimationFrame() (see below) is found and eliminated */
4041 /* this can happen if the player leaves an explosion just in time */
4042 if (GfxElement[x][y] == EL_UNDEFINED)
4043 GfxElement[x][y] = EL_EMPTY;
4045 if (GfxElement[x][y] == EL_UNDEFINED)
4048 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
4049 printf("Explode(): This should never happen!\n");
4052 GfxElement[x][y] = EL_EMPTY;
4058 border_element = Store2[x][y];
4059 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
4060 border_element = StorePlayer[x][y];
4062 if (phase == element_info[border_element].ignition_delay ||
4063 phase == last_phase)
4065 boolean border_explosion = FALSE;
4067 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
4068 !PLAYER_EXPLOSION_PROTECTED(x, y))
4070 KillPlayerUnlessExplosionProtected(x, y);
4071 border_explosion = TRUE;
4073 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
4075 Feld[x][y] = Store2[x][y];
4078 border_explosion = TRUE;
4080 else if (border_element == EL_AMOEBA_TO_DIAMOND)
4082 AmoebeUmwandeln(x, y);
4084 border_explosion = TRUE;
4087 /* if an element just explodes due to another explosion (chain-reaction),
4088 do not immediately end the new explosion when it was the last frame of
4089 the explosion (as it would be done in the following "if"-statement!) */
4090 if (border_explosion && phase == last_phase)
4094 if (phase == last_phase)
4098 element = Feld[x][y] = Store[x][y];
4099 Store[x][y] = Store2[x][y] = 0;
4100 GfxElement[x][y] = EL_UNDEFINED;
4102 /* player can escape from explosions and might therefore be still alive */
4103 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
4104 element <= EL_PLAYER_IS_EXPLODING_4)
4106 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
4107 int explosion_element = EL_PLAYER_1 + player_nr;
4108 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
4109 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
4111 if (level.use_explosion_element[player_nr])
4112 explosion_element = level.explosion_element[player_nr];
4114 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
4115 element_info[explosion_element].content.e[xx][yy]);
4118 /* restore probably existing indestructible background element */
4119 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
4120 element = Feld[x][y] = Back[x][y];
4123 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
4124 GfxDir[x][y] = MV_NONE;
4125 ChangeDelay[x][y] = 0;
4126 ChangePage[x][y] = -1;
4128 #if USE_NEW_CUSTOM_VALUE
4129 CustomValue[x][y] = 0;
4132 InitField_WithBug2(x, y, FALSE);
4134 DrawLevelField(x, y);
4136 TestIfElementTouchesCustomElement(x, y);
4138 if (GFX_CRUMBLED(element))
4139 DrawLevelFieldCrumbledSandNeighbours(x, y);
4141 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
4142 StorePlayer[x][y] = 0;
4144 if (ELEM_IS_PLAYER(element))
4145 RelocatePlayer(x, y, element);
4147 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4149 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
4150 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4153 DrawLevelFieldCrumbledSand(x, y);
4155 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
4157 DrawLevelElement(x, y, Back[x][y]);
4158 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
4160 else if (IS_WALKABLE_UNDER(Back[x][y]))
4162 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4163 DrawLevelElementThruMask(x, y, Back[x][y]);
4165 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
4166 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4170 void DynaExplode(int ex, int ey)
4173 int dynabomb_element = Feld[ex][ey];
4174 int dynabomb_size = 1;
4175 boolean dynabomb_xl = FALSE;
4176 struct PlayerInfo *player;
4177 static int xy[4][2] =
4185 if (IS_ACTIVE_BOMB(dynabomb_element))
4187 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
4188 dynabomb_size = player->dynabomb_size;
4189 dynabomb_xl = player->dynabomb_xl;
4190 player->dynabombs_left++;
4193 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
4195 for (i = 0; i < NUM_DIRECTIONS; i++)
4197 for (j = 1; j <= dynabomb_size; j++)
4199 int x = ex + j * xy[i][0];
4200 int y = ey + j * xy[i][1];
4203 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
4206 element = Feld[x][y];
4208 /* do not restart explosions of fields with active bombs */
4209 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
4212 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
4214 if (element != EL_EMPTY && element != EL_EXPLOSION &&
4215 !IS_DIGGABLE(element) && !dynabomb_xl)
4221 void Bang(int x, int y)
4223 int element = MovingOrBlocked2Element(x, y);
4224 int explosion_type = EX_TYPE_NORMAL;
4226 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
4228 struct PlayerInfo *player = PLAYERINFO(x, y);
4230 element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
4231 player->element_nr);
4233 if (level.use_explosion_element[player->index_nr])
4235 int explosion_element = level.explosion_element[player->index_nr];
4237 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
4238 explosion_type = EX_TYPE_CROSS;
4239 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
4240 explosion_type = EX_TYPE_CENTER;
4248 case EL_BD_BUTTERFLY:
4251 case EL_DARK_YAMYAM:
4255 RaiseScoreElement(element);
4258 case EL_DYNABOMB_PLAYER_1_ACTIVE:
4259 case EL_DYNABOMB_PLAYER_2_ACTIVE:
4260 case EL_DYNABOMB_PLAYER_3_ACTIVE:
4261 case EL_DYNABOMB_PLAYER_4_ACTIVE:
4262 case EL_DYNABOMB_INCREASE_NUMBER:
4263 case EL_DYNABOMB_INCREASE_SIZE:
4264 case EL_DYNABOMB_INCREASE_POWER:
4265 explosion_type = EX_TYPE_DYNA;
4268 case EL_DC_LANDMINE:
4270 case EL_EM_EXIT_OPEN:
4271 case EL_EM_STEEL_EXIT_OPEN:
4273 explosion_type = EX_TYPE_CENTER;
4278 case EL_LAMP_ACTIVE:
4279 case EL_AMOEBA_TO_DIAMOND:
4280 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
4281 explosion_type = EX_TYPE_CENTER;
4285 if (element_info[element].explosion_type == EXPLODES_CROSS)
4286 explosion_type = EX_TYPE_CROSS;
4287 else if (element_info[element].explosion_type == EXPLODES_1X1)
4288 explosion_type = EX_TYPE_CENTER;
4292 if (explosion_type == EX_TYPE_DYNA)
4295 Explode(x, y, EX_PHASE_START, explosion_type);
4297 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
4300 void SplashAcid(int x, int y)
4302 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
4303 (!IN_LEV_FIELD(x - 1, y - 2) ||
4304 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
4305 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
4307 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
4308 (!IN_LEV_FIELD(x + 1, y - 2) ||
4309 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
4310 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
4312 PlayLevelSound(x, y, SND_ACID_SPLASHING);
4315 static void InitBeltMovement()
4317 static int belt_base_element[4] =
4319 EL_CONVEYOR_BELT_1_LEFT,
4320 EL_CONVEYOR_BELT_2_LEFT,
4321 EL_CONVEYOR_BELT_3_LEFT,
4322 EL_CONVEYOR_BELT_4_LEFT
4324 static int belt_base_active_element[4] =
4326 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
4327 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
4328 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
4329 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
4334 /* set frame order for belt animation graphic according to belt direction */
4335 for (i = 0; i < NUM_BELTS; i++)
4339 for (j = 0; j < NUM_BELT_PARTS; j++)
4341 int element = belt_base_active_element[belt_nr] + j;
4342 int graphic = el2img(element);
4344 if (game.belt_dir[i] == MV_LEFT)
4345 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
4347 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
4351 SCAN_PLAYFIELD(x, y)
4353 int element = Feld[x][y];
4355 for (i = 0; i < NUM_BELTS; i++)
4357 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
4359 int e_belt_nr = getBeltNrFromBeltElement(element);
4362 if (e_belt_nr == belt_nr)
4364 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
4366 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
4373 static void ToggleBeltSwitch(int x, int y)
4375 static int belt_base_element[4] =
4377 EL_CONVEYOR_BELT_1_LEFT,
4378 EL_CONVEYOR_BELT_2_LEFT,
4379 EL_CONVEYOR_BELT_3_LEFT,
4380 EL_CONVEYOR_BELT_4_LEFT
4382 static int belt_base_active_element[4] =
4384 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
4385 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
4386 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
4387 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
4389 static int belt_base_switch_element[4] =
4391 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
4392 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
4393 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
4394 EL_CONVEYOR_BELT_4_SWITCH_LEFT
4396 static int belt_move_dir[4] =
4404 int element = Feld[x][y];
4405 int belt_nr = getBeltNrFromBeltSwitchElement(element);
4406 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
4407 int belt_dir = belt_move_dir[belt_dir_nr];
4410 if (!IS_BELT_SWITCH(element))
4413 game.belt_dir_nr[belt_nr] = belt_dir_nr;
4414 game.belt_dir[belt_nr] = belt_dir;
4416 if (belt_dir_nr == 3)
4419 /* set frame order for belt animation graphic according to belt direction */
4420 for (i = 0; i < NUM_BELT_PARTS; i++)
4422 int element = belt_base_active_element[belt_nr] + i;
4423 int graphic = el2img(element);
4425 if (belt_dir == MV_LEFT)
4426 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
4428 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
4431 SCAN_PLAYFIELD(xx, yy)
4433 int element = Feld[xx][yy];
4435 if (IS_BELT_SWITCH(element))
4437 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
4439 if (e_belt_nr == belt_nr)
4441 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
4442 DrawLevelField(xx, yy);
4445 else if (IS_BELT(element) && belt_dir != MV_NONE)
4447 int e_belt_nr = getBeltNrFromBeltElement(element);
4449 if (e_belt_nr == belt_nr)
4451 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
4453 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
4454 DrawLevelField(xx, yy);
4457 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
4459 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
4461 if (e_belt_nr == belt_nr)
4463 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
4465 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
4466 DrawLevelField(xx, yy);
4472 static void ToggleSwitchgateSwitch(int x, int y)
4476 game.switchgate_pos = !game.switchgate_pos;
4478 SCAN_PLAYFIELD(xx, yy)
4480 int element = Feld[xx][yy];
4482 #if !USE_BOTH_SWITCHGATE_SWITCHES
4483 if (element == EL_SWITCHGATE_SWITCH_UP ||
4484 element == EL_SWITCHGATE_SWITCH_DOWN)
4486 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
4487 DrawLevelField(xx, yy);
4489 else if (element == EL_DC_SWITCHGATE_SWITCH_UP ||
4490 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
4492 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
4493 DrawLevelField(xx, yy);
4496 if (element == EL_SWITCHGATE_SWITCH_UP)
4498 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
4499 DrawLevelField(xx, yy);
4501 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
4503 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
4504 DrawLevelField(xx, yy);
4506 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
4508 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
4509 DrawLevelField(xx, yy);
4511 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
4513 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
4514 DrawLevelField(xx, yy);
4517 else if (element == EL_SWITCHGATE_OPEN ||
4518 element == EL_SWITCHGATE_OPENING)
4520 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
4522 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
4524 else if (element == EL_SWITCHGATE_CLOSED ||
4525 element == EL_SWITCHGATE_CLOSING)
4527 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
4529 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
4534 static int getInvisibleActiveFromInvisibleElement(int element)
4536 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
4537 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
4538 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
4542 static int getInvisibleFromInvisibleActiveElement(int element)
4544 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
4545 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
4546 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
4550 static void RedrawAllLightSwitchesAndInvisibleElements()
4554 SCAN_PLAYFIELD(x, y)
4556 int element = Feld[x][y];
4558 if (element == EL_LIGHT_SWITCH &&
4559 game.light_time_left > 0)
4561 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
4562 DrawLevelField(x, y);
4564 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
4565 game.light_time_left == 0)
4567 Feld[x][y] = EL_LIGHT_SWITCH;
4568 DrawLevelField(x, y);
4570 else if (element == EL_EMC_DRIPPER &&
4571 game.light_time_left > 0)
4573 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
4574 DrawLevelField(x, y);
4576 else if (element == EL_EMC_DRIPPER_ACTIVE &&
4577 game.light_time_left == 0)
4579 Feld[x][y] = EL_EMC_DRIPPER;
4580 DrawLevelField(x, y);
4582 else if (element == EL_INVISIBLE_STEELWALL ||
4583 element == EL_INVISIBLE_WALL ||
4584 element == EL_INVISIBLE_SAND)
4586 if (game.light_time_left > 0)
4587 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
4589 DrawLevelField(x, y);
4591 /* uncrumble neighbour fields, if needed */
4592 if (element == EL_INVISIBLE_SAND)
4593 DrawLevelFieldCrumbledSandNeighbours(x, y);
4595 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
4596 element == EL_INVISIBLE_WALL_ACTIVE ||
4597 element == EL_INVISIBLE_SAND_ACTIVE)
4599 if (game.light_time_left == 0)
4600 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
4602 DrawLevelField(x, y);
4604 /* re-crumble neighbour fields, if needed */
4605 if (element == EL_INVISIBLE_SAND)
4606 DrawLevelFieldCrumbledSandNeighbours(x, y);
4611 static void RedrawAllInvisibleElementsForLenses()
4615 SCAN_PLAYFIELD(x, y)
4617 int element = Feld[x][y];
4619 if (element == EL_EMC_DRIPPER &&
4620 game.lenses_time_left > 0)
4622 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
4623 DrawLevelField(x, y);
4625 else if (element == EL_EMC_DRIPPER_ACTIVE &&
4626 game.lenses_time_left == 0)
4628 Feld[x][y] = EL_EMC_DRIPPER;
4629 DrawLevelField(x, y);
4631 else if (element == EL_INVISIBLE_STEELWALL ||
4632 element == EL_INVISIBLE_WALL ||
4633 element == EL_INVISIBLE_SAND)
4635 if (game.lenses_time_left > 0)
4636 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
4638 DrawLevelField(x, y);
4640 /* uncrumble neighbour fields, if needed */
4641 if (element == EL_INVISIBLE_SAND)
4642 DrawLevelFieldCrumbledSandNeighbours(x, y);
4644 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
4645 element == EL_INVISIBLE_WALL_ACTIVE ||
4646 element == EL_INVISIBLE_SAND_ACTIVE)
4648 if (game.lenses_time_left == 0)
4649 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
4651 DrawLevelField(x, y);
4653 /* re-crumble neighbour fields, if needed */
4654 if (element == EL_INVISIBLE_SAND)
4655 DrawLevelFieldCrumbledSandNeighbours(x, y);
4660 static void RedrawAllInvisibleElementsForMagnifier()
4664 SCAN_PLAYFIELD(x, y)
4666 int element = Feld[x][y];
4668 if (element == EL_EMC_FAKE_GRASS &&
4669 game.magnify_time_left > 0)
4671 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
4672 DrawLevelField(x, y);
4674 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
4675 game.magnify_time_left == 0)
4677 Feld[x][y] = EL_EMC_FAKE_GRASS;
4678 DrawLevelField(x, y);
4680 else if (IS_GATE_GRAY(element) &&
4681 game.magnify_time_left > 0)
4683 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
4684 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
4685 IS_EM_GATE_GRAY(element) ?
4686 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
4687 IS_EMC_GATE_GRAY(element) ?
4688 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
4690 DrawLevelField(x, y);
4692 else if (IS_GATE_GRAY_ACTIVE(element) &&
4693 game.magnify_time_left == 0)
4695 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
4696 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
4697 IS_EM_GATE_GRAY_ACTIVE(element) ?
4698 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
4699 IS_EMC_GATE_GRAY_ACTIVE(element) ?
4700 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
4702 DrawLevelField(x, y);
4707 static void ToggleLightSwitch(int x, int y)
4709 int element = Feld[x][y];
4711 game.light_time_left =
4712 (element == EL_LIGHT_SWITCH ?
4713 level.time_light * FRAMES_PER_SECOND : 0);
4715 RedrawAllLightSwitchesAndInvisibleElements();
4718 static void ActivateTimegateSwitch(int x, int y)
4722 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
4724 SCAN_PLAYFIELD(xx, yy)
4726 int element = Feld[xx][yy];
4728 if (element == EL_TIMEGATE_CLOSED ||
4729 element == EL_TIMEGATE_CLOSING)
4731 Feld[xx][yy] = EL_TIMEGATE_OPENING;
4732 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
4736 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
4738 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
4739 DrawLevelField(xx, yy);
4746 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
4747 EL_DC_TIMEGATE_SWITCH_ACTIVE);
4749 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
4753 void Impact(int x, int y)
4755 boolean last_line = (y == lev_fieldy - 1);
4756 boolean object_hit = FALSE;
4757 boolean impact = (last_line || object_hit);
4758 int element = Feld[x][y];
4759 int smashed = EL_STEELWALL;
4761 if (!last_line) /* check if element below was hit */
4763 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
4766 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
4767 MovDir[x][y + 1] != MV_DOWN ||
4768 MovPos[x][y + 1] <= TILEY / 2));
4770 /* do not smash moving elements that left the smashed field in time */
4771 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
4772 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
4775 #if USE_QUICKSAND_IMPACT_BUGFIX
4776 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
4778 RemoveMovingField(x, y + 1);
4779 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
4780 Feld[x][y + 2] = EL_ROCK;
4781 DrawLevelField(x, y + 2);
4786 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
4788 RemoveMovingField(x, y + 1);
4789 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
4790 Feld[x][y + 2] = EL_ROCK;
4791 DrawLevelField(x, y + 2);
4798 smashed = MovingOrBlocked2Element(x, y + 1);
4800 impact = (last_line || object_hit);
4803 if (!last_line && smashed == EL_ACID) /* element falls into acid */
4805 SplashAcid(x, y + 1);
4809 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
4810 /* only reset graphic animation if graphic really changes after impact */
4812 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
4814 ResetGfxAnimation(x, y);
4815 DrawLevelField(x, y);
4818 if (impact && CAN_EXPLODE_IMPACT(element))
4823 else if (impact && element == EL_PEARL &&
4824 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
4826 ResetGfxAnimation(x, y);
4828 Feld[x][y] = EL_PEARL_BREAKING;
4829 PlayLevelSound(x, y, SND_PEARL_BREAKING);
4832 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
4834 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
4839 if (impact && element == EL_AMOEBA_DROP)
4841 if (object_hit && IS_PLAYER(x, y + 1))
4842 KillPlayerUnlessEnemyProtected(x, y + 1);
4843 else if (object_hit && smashed == EL_PENGUIN)
4847 Feld[x][y] = EL_AMOEBA_GROWING;
4848 Store[x][y] = EL_AMOEBA_WET;
4850 ResetRandomAnimationValue(x, y);
4855 if (object_hit) /* check which object was hit */
4857 if ((CAN_PASS_MAGIC_WALL(element) &&
4858 (smashed == EL_MAGIC_WALL ||
4859 smashed == EL_BD_MAGIC_WALL)) ||
4860 (CAN_PASS_DC_MAGIC_WALL(element) &&
4861 smashed == EL_DC_MAGIC_WALL))
4864 int activated_magic_wall =
4865 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
4866 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
4867 EL_DC_MAGIC_WALL_ACTIVE);
4869 /* activate magic wall / mill */
4870 SCAN_PLAYFIELD(xx, yy)
4872 if (Feld[xx][yy] == smashed)
4873 Feld[xx][yy] = activated_magic_wall;
4876 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
4877 game.magic_wall_active = TRUE;
4879 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
4880 SND_MAGIC_WALL_ACTIVATING :
4881 smashed == EL_BD_MAGIC_WALL ?
4882 SND_BD_MAGIC_WALL_ACTIVATING :
4883 SND_DC_MAGIC_WALL_ACTIVATING));
4886 if (IS_PLAYER(x, y + 1))
4888 if (CAN_SMASH_PLAYER(element))
4890 KillPlayerUnlessEnemyProtected(x, y + 1);
4894 else if (smashed == EL_PENGUIN)
4896 if (CAN_SMASH_PLAYER(element))
4902 else if (element == EL_BD_DIAMOND)
4904 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
4910 else if (((element == EL_SP_INFOTRON ||
4911 element == EL_SP_ZONK) &&
4912 (smashed == EL_SP_SNIKSNAK ||
4913 smashed == EL_SP_ELECTRON ||
4914 smashed == EL_SP_DISK_ORANGE)) ||
4915 (element == EL_SP_INFOTRON &&
4916 smashed == EL_SP_DISK_YELLOW))
4921 else if (CAN_SMASH_EVERYTHING(element))
4923 if (IS_CLASSIC_ENEMY(smashed) ||
4924 CAN_EXPLODE_SMASHED(smashed))
4929 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
4931 if (smashed == EL_LAMP ||
4932 smashed == EL_LAMP_ACTIVE)
4937 else if (smashed == EL_NUT)
4939 Feld[x][y + 1] = EL_NUT_BREAKING;
4940 PlayLevelSound(x, y, SND_NUT_BREAKING);
4941 RaiseScoreElement(EL_NUT);
4944 else if (smashed == EL_PEARL)
4946 ResetGfxAnimation(x, y);
4948 Feld[x][y + 1] = EL_PEARL_BREAKING;
4949 PlayLevelSound(x, y, SND_PEARL_BREAKING);
4952 else if (smashed == EL_DIAMOND)
4954 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
4955 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
4958 else if (IS_BELT_SWITCH(smashed))
4960 ToggleBeltSwitch(x, y + 1);
4962 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
4963 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
4964 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
4965 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
4967 ToggleSwitchgateSwitch(x, y + 1);
4969 else if (smashed == EL_LIGHT_SWITCH ||
4970 smashed == EL_LIGHT_SWITCH_ACTIVE)
4972 ToggleLightSwitch(x, y + 1);
4977 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
4980 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
4982 CheckElementChangeBySide(x, y + 1, smashed, element,
4983 CE_SWITCHED, CH_SIDE_TOP);
4984 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
4990 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
4995 /* play sound of magic wall / mill */
4997 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4998 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
4999 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
5001 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
5002 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
5003 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
5004 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
5005 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
5006 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
5011 /* play sound of object that hits the ground */
5012 if (last_line || object_hit)
5013 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
5016 inline static void TurnRoundExt(int x, int y)
5028 { 0, 0 }, { 0, 0 }, { 0, 0 },
5033 int left, right, back;
5037 { MV_DOWN, MV_UP, MV_RIGHT },
5038 { MV_UP, MV_DOWN, MV_LEFT },
5040 { MV_LEFT, MV_RIGHT, MV_DOWN },
5044 { MV_RIGHT, MV_LEFT, MV_UP }
5047 int element = Feld[x][y];
5048 int move_pattern = element_info[element].move_pattern;
5050 int old_move_dir = MovDir[x][y];
5051 int left_dir = turn[old_move_dir].left;
5052 int right_dir = turn[old_move_dir].right;
5053 int back_dir = turn[old_move_dir].back;
5055 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
5056 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
5057 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
5058 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
5060 int left_x = x + left_dx, left_y = y + left_dy;
5061 int right_x = x + right_dx, right_y = y + right_dy;
5062 int move_x = x + move_dx, move_y = y + move_dy;
5066 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
5068 TestIfBadThingTouchesOtherBadThing(x, y);
5070 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
5071 MovDir[x][y] = right_dir;
5072 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
5073 MovDir[x][y] = left_dir;
5075 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
5077 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
5080 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
5082 TestIfBadThingTouchesOtherBadThing(x, y);
5084 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
5085 MovDir[x][y] = left_dir;
5086 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
5087 MovDir[x][y] = right_dir;
5089 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
5091 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
5094 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
5096 TestIfBadThingTouchesOtherBadThing(x, y);
5098 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
5099 MovDir[x][y] = left_dir;
5100 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
5101 MovDir[x][y] = right_dir;
5103 if (MovDir[x][y] != old_move_dir)
5106 else if (element == EL_YAMYAM)
5108 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
5109 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
5111 if (can_turn_left && can_turn_right)
5112 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
5113 else if (can_turn_left)
5114 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
5115 else if (can_turn_right)
5116 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
5118 MovDir[x][y] = back_dir;
5120 MovDelay[x][y] = 16 + 16 * RND(3);
5122 else if (element == EL_DARK_YAMYAM)
5124 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
5126 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
5129 if (can_turn_left && can_turn_right)
5130 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
5131 else if (can_turn_left)
5132 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
5133 else if (can_turn_right)
5134 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
5136 MovDir[x][y] = back_dir;
5138 MovDelay[x][y] = 16 + 16 * RND(3);
5140 else if (element == EL_PACMAN)
5142 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
5143 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
5145 if (can_turn_left && can_turn_right)
5146 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
5147 else if (can_turn_left)
5148 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
5149 else if (can_turn_right)
5150 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
5152 MovDir[x][y] = back_dir;
5154 MovDelay[x][y] = 6 + RND(40);
5156 else if (element == EL_PIG)
5158 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
5159 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
5160 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
5161 boolean should_turn_left, should_turn_right, should_move_on;
5163 int rnd = RND(rnd_value);
5165 should_turn_left = (can_turn_left &&
5167 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
5168 y + back_dy + left_dy)));
5169 should_turn_right = (can_turn_right &&
5171 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
5172 y + back_dy + right_dy)));
5173 should_move_on = (can_move_on &&
5176 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
5177 y + move_dy + left_dy) ||
5178 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
5179 y + move_dy + right_dy)));
5181 if (should_turn_left || should_turn_right || should_move_on)
5183 if (should_turn_left && should_turn_right && should_move_on)
5184 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
5185 rnd < 2 * rnd_value / 3 ? right_dir :
5187 else if (should_turn_left && should_turn_right)
5188 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
5189 else if (should_turn_left && should_move_on)
5190 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
5191 else if (should_turn_right && should_move_on)
5192 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
5193 else if (should_turn_left)
5194 MovDir[x][y] = left_dir;
5195 else if (should_turn_right)
5196 MovDir[x][y] = right_dir;
5197 else if (should_move_on)
5198 MovDir[x][y] = old_move_dir;
5200 else if (can_move_on && rnd > rnd_value / 8)
5201 MovDir[x][y] = old_move_dir;
5202 else if (can_turn_left && can_turn_right)
5203 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
5204 else if (can_turn_left && rnd > rnd_value / 8)
5205 MovDir[x][y] = left_dir;
5206 else if (can_turn_right && rnd > rnd_value/8)
5207 MovDir[x][y] = right_dir;
5209 MovDir[x][y] = back_dir;
5211 xx = x + move_xy[MovDir[x][y]].dx;
5212 yy = y + move_xy[MovDir[x][y]].dy;
5214 if (!IN_LEV_FIELD(xx, yy) ||
5215 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
5216 MovDir[x][y] = old_move_dir;
5220 else if (element == EL_DRAGON)
5222 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
5223 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
5224 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
5226 int rnd = RND(rnd_value);
5228 if (can_move_on && rnd > rnd_value / 8)
5229 MovDir[x][y] = old_move_dir;
5230 else if (can_turn_left && can_turn_right)
5231 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
5232 else if (can_turn_left && rnd > rnd_value / 8)
5233 MovDir[x][y] = left_dir;
5234 else if (can_turn_right && rnd > rnd_value / 8)
5235 MovDir[x][y] = right_dir;
5237 MovDir[x][y] = back_dir;
5239 xx = x + move_xy[MovDir[x][y]].dx;
5240 yy = y + move_xy[MovDir[x][y]].dy;
5242 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
5243 MovDir[x][y] = old_move_dir;
5247 else if (element == EL_MOLE)
5249 boolean can_move_on =
5250 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
5251 IS_AMOEBOID(Feld[move_x][move_y]) ||
5252 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
5255 boolean can_turn_left =
5256 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
5257 IS_AMOEBOID(Feld[left_x][left_y])));
5259 boolean can_turn_right =
5260 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
5261 IS_AMOEBOID(Feld[right_x][right_y])));
5263 if (can_turn_left && can_turn_right)
5264 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
5265 else if (can_turn_left)
5266 MovDir[x][y] = left_dir;
5268 MovDir[x][y] = right_dir;
5271 if (MovDir[x][y] != old_move_dir)
5274 else if (element == EL_BALLOON)
5276 MovDir[x][y] = game.wind_direction;
5279 else if (element == EL_SPRING)
5281 #if USE_NEW_SPRING_BUMPER
5282 if (MovDir[x][y] & MV_HORIZONTAL)
5284 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
5285 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
5287 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
5288 ResetGfxAnimation(move_x, move_y);
5289 DrawLevelField(move_x, move_y);
5291 MovDir[x][y] = back_dir;
5293 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
5294 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
5295 MovDir[x][y] = MV_NONE;
5298 if (MovDir[x][y] & MV_HORIZONTAL &&
5299 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
5300 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
5301 MovDir[x][y] = MV_NONE;
5306 else if (element == EL_ROBOT ||
5307 element == EL_SATELLITE ||
5308 element == EL_PENGUIN ||
5309 element == EL_EMC_ANDROID)
5311 int attr_x = -1, attr_y = -1;
5322 for (i = 0; i < MAX_PLAYERS; i++)
5324 struct PlayerInfo *player = &stored_player[i];
5325 int jx = player->jx, jy = player->jy;
5327 if (!player->active)
5331 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
5339 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
5340 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
5341 game.engine_version < VERSION_IDENT(3,1,0,0)))
5347 if (element == EL_PENGUIN)
5350 static int xy[4][2] =
5358 for (i = 0; i < NUM_DIRECTIONS; i++)
5360 int ex = x + xy[i][0];
5361 int ey = y + xy[i][1];
5363 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
5364 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
5365 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
5366 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
5375 MovDir[x][y] = MV_NONE;
5377 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
5378 else if (attr_x > x)
5379 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
5381 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
5382 else if (attr_y > y)
5383 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
5385 if (element == EL_ROBOT)
5389 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
5390 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
5391 Moving2Blocked(x, y, &newx, &newy);
5393 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
5394 MovDelay[x][y] = 8 + 8 * !RND(3);
5396 MovDelay[x][y] = 16;
5398 else if (element == EL_PENGUIN)
5404 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
5406 boolean first_horiz = RND(2);
5407 int new_move_dir = MovDir[x][y];
5410 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5411 Moving2Blocked(x, y, &newx, &newy);
5413 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
5417 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5418 Moving2Blocked(x, y, &newx, &newy);
5420 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
5423 MovDir[x][y] = old_move_dir;
5427 else if (element == EL_SATELLITE)
5433 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
5435 boolean first_horiz = RND(2);
5436 int new_move_dir = MovDir[x][y];
5439 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5440 Moving2Blocked(x, y, &newx, &newy);
5442 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
5446 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5447 Moving2Blocked(x, y, &newx, &newy);
5449 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
5452 MovDir[x][y] = old_move_dir;
5456 else if (element == EL_EMC_ANDROID)
5458 static int check_pos[16] =
5460 -1, /* 0 => (invalid) */
5461 7, /* 1 => MV_LEFT */
5462 3, /* 2 => MV_RIGHT */
5463 -1, /* 3 => (invalid) */
5465 0, /* 5 => MV_LEFT | MV_UP */
5466 2, /* 6 => MV_RIGHT | MV_UP */
5467 -1, /* 7 => (invalid) */
5468 5, /* 8 => MV_DOWN */
5469 6, /* 9 => MV_LEFT | MV_DOWN */
5470 4, /* 10 => MV_RIGHT | MV_DOWN */
5471 -1, /* 11 => (invalid) */
5472 -1, /* 12 => (invalid) */
5473 -1, /* 13 => (invalid) */
5474 -1, /* 14 => (invalid) */
5475 -1, /* 15 => (invalid) */
5483 { -1, -1, MV_LEFT | MV_UP },
5485 { +1, -1, MV_RIGHT | MV_UP },
5486 { +1, 0, MV_RIGHT },
5487 { +1, +1, MV_RIGHT | MV_DOWN },
5489 { -1, +1, MV_LEFT | MV_DOWN },
5492 int start_pos, check_order;
5493 boolean can_clone = FALSE;
5496 /* check if there is any free field around current position */
5497 for (i = 0; i < 8; i++)
5499 int newx = x + check_xy[i].dx;
5500 int newy = y + check_xy[i].dy;
5502 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
5510 if (can_clone) /* randomly find an element to clone */
5514 start_pos = check_pos[RND(8)];
5515 check_order = (RND(2) ? -1 : +1);
5517 for (i = 0; i < 8; i++)
5519 int pos_raw = start_pos + i * check_order;
5520 int pos = (pos_raw + 8) % 8;
5521 int newx = x + check_xy[pos].dx;
5522 int newy = y + check_xy[pos].dy;
5524 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
5526 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
5527 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
5529 Store[x][y] = Feld[newx][newy];
5538 if (can_clone) /* randomly find a direction to move */
5542 start_pos = check_pos[RND(8)];
5543 check_order = (RND(2) ? -1 : +1);
5545 for (i = 0; i < 8; i++)
5547 int pos_raw = start_pos + i * check_order;
5548 int pos = (pos_raw + 8) % 8;
5549 int newx = x + check_xy[pos].dx;
5550 int newy = y + check_xy[pos].dy;
5551 int new_move_dir = check_xy[pos].dir;
5553 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
5555 MovDir[x][y] = new_move_dir;
5556 MovDelay[x][y] = level.android_clone_time * 8 + 1;
5565 if (can_clone) /* cloning and moving successful */
5568 /* cannot clone -- try to move towards player */
5570 start_pos = check_pos[MovDir[x][y] & 0x0f];
5571 check_order = (RND(2) ? -1 : +1);
5573 for (i = 0; i < 3; i++)
5575 /* first check start_pos, then previous/next or (next/previous) pos */
5576 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
5577 int pos = (pos_raw + 8) % 8;
5578 int newx = x + check_xy[pos].dx;
5579 int newy = y + check_xy[pos].dy;
5580 int new_move_dir = check_xy[pos].dir;
5582 if (IS_PLAYER(newx, newy))
5585 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
5587 MovDir[x][y] = new_move_dir;
5588 MovDelay[x][y] = level.android_move_time * 8 + 1;
5595 else if (move_pattern == MV_TURNING_LEFT ||
5596 move_pattern == MV_TURNING_RIGHT ||
5597 move_pattern == MV_TURNING_LEFT_RIGHT ||
5598 move_pattern == MV_TURNING_RIGHT_LEFT ||
5599 move_pattern == MV_TURNING_RANDOM ||
5600 move_pattern == MV_ALL_DIRECTIONS)
5602 boolean can_turn_left =
5603 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
5604 boolean can_turn_right =
5605 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
5607 if (element_info[element].move_stepsize == 0) /* "not moving" */
5610 if (move_pattern == MV_TURNING_LEFT)
5611 MovDir[x][y] = left_dir;
5612 else if (move_pattern == MV_TURNING_RIGHT)
5613 MovDir[x][y] = right_dir;
5614 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
5615 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
5616 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
5617 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
5618 else if (move_pattern == MV_TURNING_RANDOM)
5619 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
5620 can_turn_right && !can_turn_left ? right_dir :
5621 RND(2) ? left_dir : right_dir);
5622 else if (can_turn_left && can_turn_right)
5623 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
5624 else if (can_turn_left)
5625 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
5626 else if (can_turn_right)
5627 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
5629 MovDir[x][y] = back_dir;
5631 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5633 else if (move_pattern == MV_HORIZONTAL ||
5634 move_pattern == MV_VERTICAL)
5636 if (move_pattern & old_move_dir)
5637 MovDir[x][y] = back_dir;
5638 else if (move_pattern == MV_HORIZONTAL)
5639 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
5640 else if (move_pattern == MV_VERTICAL)
5641 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
5643 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5645 else if (move_pattern & MV_ANY_DIRECTION)
5647 MovDir[x][y] = move_pattern;
5648 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5650 else if (move_pattern & MV_WIND_DIRECTION)
5652 MovDir[x][y] = game.wind_direction;
5653 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5655 else if (move_pattern == MV_ALONG_LEFT_SIDE)
5657 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
5658 MovDir[x][y] = left_dir;
5659 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
5660 MovDir[x][y] = right_dir;
5662 if (MovDir[x][y] != old_move_dir)
5663 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5665 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
5667 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
5668 MovDir[x][y] = right_dir;
5669 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
5670 MovDir[x][y] = left_dir;
5672 if (MovDir[x][y] != old_move_dir)
5673 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5675 else if (move_pattern == MV_TOWARDS_PLAYER ||
5676 move_pattern == MV_AWAY_FROM_PLAYER)
5678 int attr_x = -1, attr_y = -1;
5680 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
5691 for (i = 0; i < MAX_PLAYERS; i++)
5693 struct PlayerInfo *player = &stored_player[i];
5694 int jx = player->jx, jy = player->jy;
5696 if (!player->active)
5700 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
5708 MovDir[x][y] = MV_NONE;
5710 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
5711 else if (attr_x > x)
5712 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
5714 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
5715 else if (attr_y > y)
5716 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
5718 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5720 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
5722 boolean first_horiz = RND(2);
5723 int new_move_dir = MovDir[x][y];
5725 if (element_info[element].move_stepsize == 0) /* "not moving" */
5727 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
5728 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5734 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5735 Moving2Blocked(x, y, &newx, &newy);
5737 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
5741 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5742 Moving2Blocked(x, y, &newx, &newy);
5744 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
5747 MovDir[x][y] = old_move_dir;
5750 else if (move_pattern == MV_WHEN_PUSHED ||
5751 move_pattern == MV_WHEN_DROPPED)
5753 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
5754 MovDir[x][y] = MV_NONE;
5758 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
5760 static int test_xy[7][2] =
5770 static int test_dir[7] =
5780 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
5781 int move_preference = -1000000; /* start with very low preference */
5782 int new_move_dir = MV_NONE;
5783 int start_test = RND(4);
5786 for (i = 0; i < NUM_DIRECTIONS; i++)
5788 int move_dir = test_dir[start_test + i];
5789 int move_dir_preference;
5791 xx = x + test_xy[start_test + i][0];
5792 yy = y + test_xy[start_test + i][1];
5794 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
5795 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
5797 new_move_dir = move_dir;
5802 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
5805 move_dir_preference = -1 * RunnerVisit[xx][yy];
5806 if (hunter_mode && PlayerVisit[xx][yy] > 0)
5807 move_dir_preference = PlayerVisit[xx][yy];
5809 if (move_dir_preference > move_preference)
5811 /* prefer field that has not been visited for the longest time */
5812 move_preference = move_dir_preference;
5813 new_move_dir = move_dir;
5815 else if (move_dir_preference == move_preference &&
5816 move_dir == old_move_dir)
5818 /* prefer last direction when all directions are preferred equally */
5819 move_preference = move_dir_preference;
5820 new_move_dir = move_dir;
5824 MovDir[x][y] = new_move_dir;
5825 if (old_move_dir != new_move_dir)
5826 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5830 static void TurnRound(int x, int y)
5832 int direction = MovDir[x][y];
5836 GfxDir[x][y] = MovDir[x][y];
5838 if (direction != MovDir[x][y])
5842 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
5844 ResetGfxFrame(x, y, FALSE);
5847 static boolean JustBeingPushed(int x, int y)
5851 for (i = 0; i < MAX_PLAYERS; i++)
5853 struct PlayerInfo *player = &stored_player[i];
5855 if (player->active && player->is_pushing && player->MovPos)
5857 int next_jx = player->jx + (player->jx - player->last_jx);
5858 int next_jy = player->jy + (player->jy - player->last_jy);
5860 if (x == next_jx && y == next_jy)
5868 void StartMoving(int x, int y)
5870 boolean started_moving = FALSE; /* some elements can fall _and_ move */
5871 int element = Feld[x][y];
5876 if (MovDelay[x][y] == 0)
5877 GfxAction[x][y] = ACTION_DEFAULT;
5879 if (CAN_FALL(element) && y < lev_fieldy - 1)
5881 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
5882 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
5883 if (JustBeingPushed(x, y))
5886 if (element == EL_QUICKSAND_FULL)
5888 if (IS_FREE(x, y + 1))
5890 InitMovingField(x, y, MV_DOWN);
5891 started_moving = TRUE;
5893 Feld[x][y] = EL_QUICKSAND_EMPTYING;
5894 #if USE_QUICKSAND_BD_ROCK_BUGFIX
5895 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
5896 Store[x][y] = EL_ROCK;
5898 Store[x][y] = EL_ROCK;
5901 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
5903 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
5905 if (!MovDelay[x][y])
5906 MovDelay[x][y] = TILEY + 1;
5915 Feld[x][y] = EL_QUICKSAND_EMPTY;
5916 Feld[x][y + 1] = EL_QUICKSAND_FULL;
5917 Store[x][y + 1] = Store[x][y];
5920 PlayLevelSoundAction(x, y, ACTION_FILLING);
5923 else if (element == EL_QUICKSAND_FAST_FULL)
5925 if (IS_FREE(x, y + 1))
5927 InitMovingField(x, y, MV_DOWN);
5928 started_moving = TRUE;
5930 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
5931 #if USE_QUICKSAND_BD_ROCK_BUGFIX
5932 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
5933 Store[x][y] = EL_ROCK;
5935 Store[x][y] = EL_ROCK;
5938 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
5940 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
5942 if (!MovDelay[x][y])
5943 MovDelay[x][y] = TILEY + 1;
5952 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
5953 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
5954 Store[x][y + 1] = Store[x][y];
5957 PlayLevelSoundAction(x, y, ACTION_FILLING);
5960 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
5961 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
5963 InitMovingField(x, y, MV_DOWN);
5964 started_moving = TRUE;
5966 Feld[x][y] = EL_QUICKSAND_FILLING;
5967 Store[x][y] = element;
5969 PlayLevelSoundAction(x, y, ACTION_FILLING);
5971 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
5972 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
5974 InitMovingField(x, y, MV_DOWN);
5975 started_moving = TRUE;
5977 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
5978 Store[x][y] = element;
5980 PlayLevelSoundAction(x, y, ACTION_FILLING);
5982 else if (element == EL_MAGIC_WALL_FULL)
5984 if (IS_FREE(x, y + 1))
5986 InitMovingField(x, y, MV_DOWN);
5987 started_moving = TRUE;
5989 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
5990 Store[x][y] = EL_CHANGED(Store[x][y]);
5992 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
5994 if (!MovDelay[x][y])
5995 MovDelay[x][y] = TILEY/4 + 1;
6004 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
6005 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
6006 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
6010 else if (element == EL_BD_MAGIC_WALL_FULL)
6012 if (IS_FREE(x, y + 1))
6014 InitMovingField(x, y, MV_DOWN);
6015 started_moving = TRUE;
6017 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
6018 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
6020 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6022 if (!MovDelay[x][y])
6023 MovDelay[x][y] = TILEY/4 + 1;
6032 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
6033 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
6034 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
6038 else if (element == EL_DC_MAGIC_WALL_FULL)
6040 if (IS_FREE(x, y + 1))
6042 InitMovingField(x, y, MV_DOWN);
6043 started_moving = TRUE;
6045 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
6046 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
6048 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6050 if (!MovDelay[x][y])
6051 MovDelay[x][y] = TILEY/4 + 1;
6060 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
6061 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
6062 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
6066 else if ((CAN_PASS_MAGIC_WALL(element) &&
6067 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6068 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
6069 (CAN_PASS_DC_MAGIC_WALL(element) &&
6070 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
6073 InitMovingField(x, y, MV_DOWN);
6074 started_moving = TRUE;
6077 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
6078 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
6079 EL_DC_MAGIC_WALL_FILLING);
6080 Store[x][y] = element;
6082 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
6084 SplashAcid(x, y + 1);
6086 InitMovingField(x, y, MV_DOWN);
6087 started_moving = TRUE;
6089 Store[x][y] = EL_ACID;
6092 #if USE_FIX_IMPACT_COLLISION
6093 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
6094 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
6096 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
6097 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
6099 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
6100 CAN_FALL(element) && WasJustFalling[x][y] &&
6101 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
6103 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
6104 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
6105 (Feld[x][y + 1] == EL_BLOCKED)))
6107 /* this is needed for a special case not covered by calling "Impact()"
6108 from "ContinueMoving()": if an element moves to a tile directly below
6109 another element which was just falling on that tile (which was empty
6110 in the previous frame), the falling element above would just stop
6111 instead of smashing the element below (in previous version, the above
6112 element was just checked for "moving" instead of "falling", resulting
6113 in incorrect smashes caused by horizontal movement of the above
6114 element; also, the case of the player being the element to smash was
6115 simply not covered here... :-/ ) */
6117 CheckCollision[x][y] = 0;
6118 CheckImpact[x][y] = 0;
6122 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
6124 if (MovDir[x][y] == MV_NONE)
6126 InitMovingField(x, y, MV_DOWN);
6127 started_moving = TRUE;
6130 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
6132 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
6133 MovDir[x][y] = MV_DOWN;
6135 InitMovingField(x, y, MV_DOWN);
6136 started_moving = TRUE;
6138 else if (element == EL_AMOEBA_DROP)
6140 Feld[x][y] = EL_AMOEBA_GROWING;
6141 Store[x][y] = EL_AMOEBA_WET;
6143 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
6144 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
6145 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
6146 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
6148 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
6149 (IS_FREE(x - 1, y + 1) ||
6150 Feld[x - 1][y + 1] == EL_ACID));
6151 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
6152 (IS_FREE(x + 1, y + 1) ||
6153 Feld[x + 1][y + 1] == EL_ACID));
6154 boolean can_fall_any = (can_fall_left || can_fall_right);
6155 boolean can_fall_both = (can_fall_left && can_fall_right);
6156 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
6158 #if USE_NEW_ALL_SLIPPERY
6159 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
6161 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
6162 can_fall_right = FALSE;
6163 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
6164 can_fall_left = FALSE;
6165 else if (slippery_type == SLIPPERY_ONLY_LEFT)
6166 can_fall_right = FALSE;
6167 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
6168 can_fall_left = FALSE;
6170 can_fall_any = (can_fall_left || can_fall_right);
6171 can_fall_both = FALSE;
6174 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
6176 if (slippery_type == SLIPPERY_ONLY_LEFT)
6177 can_fall_right = FALSE;
6178 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
6179 can_fall_left = FALSE;
6180 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
6181 can_fall_right = FALSE;
6182 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
6183 can_fall_left = FALSE;
6185 can_fall_any = (can_fall_left || can_fall_right);
6186 can_fall_both = (can_fall_left && can_fall_right);
6190 #if USE_NEW_ALL_SLIPPERY
6192 #if USE_NEW_SP_SLIPPERY
6193 /* !!! better use the same properties as for custom elements here !!! */
6194 else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
6195 can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
6197 can_fall_right = FALSE; /* slip down on left side */
6198 can_fall_both = FALSE;
6203 #if USE_NEW_ALL_SLIPPERY
6206 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
6207 can_fall_right = FALSE; /* slip down on left side */
6209 can_fall_left = !(can_fall_right = RND(2));
6211 can_fall_both = FALSE;
6216 if (game.emulation == EMU_BOULDERDASH ||
6217 element == EL_BD_ROCK || element == EL_BD_DIAMOND)
6218 can_fall_right = FALSE; /* slip down on left side */
6220 can_fall_left = !(can_fall_right = RND(2));
6222 can_fall_both = FALSE;
6228 /* if not determined otherwise, prefer left side for slipping down */
6229 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
6230 started_moving = TRUE;
6234 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
6236 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
6239 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
6240 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
6241 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
6242 int belt_dir = game.belt_dir[belt_nr];
6244 if ((belt_dir == MV_LEFT && left_is_free) ||
6245 (belt_dir == MV_RIGHT && right_is_free))
6247 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
6249 InitMovingField(x, y, belt_dir);
6250 started_moving = TRUE;
6252 Pushed[x][y] = TRUE;
6253 Pushed[nextx][y] = TRUE;
6255 GfxAction[x][y] = ACTION_DEFAULT;
6259 MovDir[x][y] = 0; /* if element was moving, stop it */
6264 /* not "else if" because of elements that can fall and move (EL_SPRING) */
6266 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE)
6268 if (CAN_MOVE(element) && !started_moving)
6271 int move_pattern = element_info[element].move_pattern;
6276 if (MovDir[x][y] == MV_NONE)
6278 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
6279 x, y, element, element_info[element].token_name);
6280 printf("StartMoving(): This should never happen!\n");
6285 Moving2Blocked(x, y, &newx, &newy);
6287 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
6290 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
6291 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6293 WasJustMoving[x][y] = 0;
6294 CheckCollision[x][y] = 0;
6296 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
6298 if (Feld[x][y] != element) /* element has changed */
6302 if (!MovDelay[x][y]) /* start new movement phase */
6304 /* all objects that can change their move direction after each step
6305 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
6307 if (element != EL_YAMYAM &&
6308 element != EL_DARK_YAMYAM &&
6309 element != EL_PACMAN &&
6310 !(move_pattern & MV_ANY_DIRECTION) &&
6311 move_pattern != MV_TURNING_LEFT &&
6312 move_pattern != MV_TURNING_RIGHT &&
6313 move_pattern != MV_TURNING_LEFT_RIGHT &&
6314 move_pattern != MV_TURNING_RIGHT_LEFT &&
6315 move_pattern != MV_TURNING_RANDOM)
6319 if (MovDelay[x][y] && (element == EL_BUG ||
6320 element == EL_SPACESHIP ||
6321 element == EL_SP_SNIKSNAK ||
6322 element == EL_SP_ELECTRON ||
6323 element == EL_MOLE))
6324 DrawLevelField(x, y);
6328 if (MovDelay[x][y]) /* wait some time before next movement */
6332 if (element == EL_ROBOT ||
6333 element == EL_YAMYAM ||
6334 element == EL_DARK_YAMYAM)
6336 DrawLevelElementAnimationIfNeeded(x, y, element);
6337 PlayLevelSoundAction(x, y, ACTION_WAITING);
6339 else if (element == EL_SP_ELECTRON)
6340 DrawLevelElementAnimationIfNeeded(x, y, element);
6341 else if (element == EL_DRAGON)
6344 int dir = MovDir[x][y];
6345 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6346 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6347 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
6348 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
6349 dir == MV_UP ? IMG_FLAMES_1_UP :
6350 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
6351 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
6353 GfxAction[x][y] = ACTION_ATTACKING;
6355 if (IS_PLAYER(x, y))
6356 DrawPlayerField(x, y);
6358 DrawLevelField(x, y);
6360 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
6362 for (i = 1; i <= 3; i++)
6364 int xx = x + i * dx;
6365 int yy = y + i * dy;
6366 int sx = SCREENX(xx);
6367 int sy = SCREENY(yy);
6368 int flame_graphic = graphic + (i - 1);
6370 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
6375 int flamed = MovingOrBlocked2Element(xx, yy);
6379 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
6381 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
6382 RemoveMovingField(xx, yy);
6384 RemoveField(xx, yy);
6386 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
6389 RemoveMovingField(xx, yy);
6392 ChangeDelay[xx][yy] = 0;
6394 Feld[xx][yy] = EL_FLAMES;
6396 if (IN_SCR_FIELD(sx, sy))
6398 DrawLevelFieldCrumbledSand(xx, yy);
6399 DrawGraphic(sx, sy, flame_graphic, frame);
6404 if (Feld[xx][yy] == EL_FLAMES)
6405 Feld[xx][yy] = EL_EMPTY;
6406 DrawLevelField(xx, yy);
6411 if (MovDelay[x][y]) /* element still has to wait some time */
6413 PlayLevelSoundAction(x, y, ACTION_WAITING);
6419 /* now make next step */
6421 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
6423 if (DONT_COLLIDE_WITH(element) &&
6424 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
6425 !PLAYER_ENEMY_PROTECTED(newx, newy))
6427 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
6432 else if (CAN_MOVE_INTO_ACID(element) &&
6433 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
6434 !IS_MV_DIAGONAL(MovDir[x][y]) &&
6435 (MovDir[x][y] == MV_DOWN ||
6436 game.engine_version >= VERSION_IDENT(3,1,0,0)))
6438 SplashAcid(newx, newy);
6439 Store[x][y] = EL_ACID;
6441 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
6443 if (Feld[newx][newy] == EL_EXIT_OPEN ||
6444 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
6445 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
6446 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
6449 DrawLevelField(x, y);
6451 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
6452 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
6453 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
6455 local_player->friends_still_needed--;
6456 if (!local_player->friends_still_needed &&
6457 !local_player->GameOver && AllPlayersGone)
6458 PlayerWins(local_player);
6462 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
6464 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
6465 DrawLevelField(newx, newy);
6467 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
6469 else if (!IS_FREE(newx, newy))
6471 GfxAction[x][y] = ACTION_WAITING;
6473 if (IS_PLAYER(x, y))
6474 DrawPlayerField(x, y);
6476 DrawLevelField(x, y);
6481 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
6483 if (IS_FOOD_PIG(Feld[newx][newy]))
6485 if (IS_MOVING(newx, newy))
6486 RemoveMovingField(newx, newy);
6489 Feld[newx][newy] = EL_EMPTY;
6490 DrawLevelField(newx, newy);
6493 PlayLevelSound(x, y, SND_PIG_DIGGING);
6495 else if (!IS_FREE(newx, newy))
6497 if (IS_PLAYER(x, y))
6498 DrawPlayerField(x, y);
6500 DrawLevelField(x, y);
6505 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
6507 if (Store[x][y] != EL_EMPTY)
6509 boolean can_clone = FALSE;
6512 /* check if element to clone is still there */
6513 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
6515 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
6523 /* cannot clone or target field not free anymore -- do not clone */
6524 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6525 Store[x][y] = EL_EMPTY;
6528 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6530 if (IS_MV_DIAGONAL(MovDir[x][y]))
6532 int diagonal_move_dir = MovDir[x][y];
6533 int stored = Store[x][y];
6534 int change_delay = 8;
6537 /* android is moving diagonally */
6539 CreateField(x, y, EL_DIAGONAL_SHRINKING);
6541 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
6542 GfxElement[x][y] = EL_EMC_ANDROID;
6543 GfxAction[x][y] = ACTION_SHRINKING;
6544 GfxDir[x][y] = diagonal_move_dir;
6545 ChangeDelay[x][y] = change_delay;
6547 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
6550 DrawLevelGraphicAnimation(x, y, graphic);
6551 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
6553 if (Feld[newx][newy] == EL_ACID)
6555 SplashAcid(newx, newy);
6560 CreateField(newx, newy, EL_DIAGONAL_GROWING);
6562 Store[newx][newy] = EL_EMC_ANDROID;
6563 GfxElement[newx][newy] = EL_EMC_ANDROID;
6564 GfxAction[newx][newy] = ACTION_GROWING;
6565 GfxDir[newx][newy] = diagonal_move_dir;
6566 ChangeDelay[newx][newy] = change_delay;
6568 graphic = el_act_dir2img(GfxElement[newx][newy],
6569 GfxAction[newx][newy], GfxDir[newx][newy]);
6571 DrawLevelGraphicAnimation(newx, newy, graphic);
6572 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
6578 Feld[newx][newy] = EL_EMPTY;
6579 DrawLevelField(newx, newy);
6581 PlayLevelSoundAction(x, y, ACTION_DIGGING);
6584 else if (!IS_FREE(newx, newy))
6587 if (IS_PLAYER(x, y))
6588 DrawPlayerField(x, y);
6590 DrawLevelField(x, y);
6596 else if (IS_CUSTOM_ELEMENT(element) &&
6597 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6599 int new_element = Feld[newx][newy];
6601 if (!IS_FREE(newx, newy))
6603 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
6604 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
6607 /* no element can dig solid indestructible elements */
6608 if (IS_INDESTRUCTIBLE(new_element) &&
6609 !IS_DIGGABLE(new_element) &&
6610 !IS_COLLECTIBLE(new_element))
6613 if (AmoebaNr[newx][newy] &&
6614 (new_element == EL_AMOEBA_FULL ||
6615 new_element == EL_BD_AMOEBA ||
6616 new_element == EL_AMOEBA_GROWING))
6618 AmoebaCnt[AmoebaNr[newx][newy]]--;
6619 AmoebaCnt2[AmoebaNr[newx][newy]]--;
6622 if (IS_MOVING(newx, newy))
6623 RemoveMovingField(newx, newy);
6626 RemoveField(newx, newy);
6627 DrawLevelField(newx, newy);
6630 /* if digged element was about to explode, prevent the explosion */
6631 ExplodeField[newx][newy] = EX_TYPE_NONE;
6633 PlayLevelSoundAction(x, y, action);
6636 Store[newx][newy] = EL_EMPTY;
6638 /* this makes it possible to leave the removed element again */
6639 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
6640 Store[newx][newy] = new_element;
6642 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
6644 int move_leave_element = element_info[element].move_leave_element;
6646 /* this makes it possible to leave the removed element again */
6647 Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
6648 new_element : move_leave_element);
6652 if (move_pattern & MV_MAZE_RUNNER_STYLE)
6654 RunnerVisit[x][y] = FrameCounter;
6655 PlayerVisit[x][y] /= 8; /* expire player visit path */
6658 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
6660 if (!IS_FREE(newx, newy))
6662 if (IS_PLAYER(x, y))
6663 DrawPlayerField(x, y);
6665 DrawLevelField(x, y);
6671 boolean wanna_flame = !RND(10);
6672 int dx = newx - x, dy = newy - y;
6673 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
6674 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
6675 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
6676 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
6677 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
6678 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
6681 IS_CLASSIC_ENEMY(element1) ||
6682 IS_CLASSIC_ENEMY(element2)) &&
6683 element1 != EL_DRAGON && element2 != EL_DRAGON &&
6684 element1 != EL_FLAMES && element2 != EL_FLAMES)
6686 ResetGfxAnimation(x, y);
6687 GfxAction[x][y] = ACTION_ATTACKING;
6689 if (IS_PLAYER(x, y))
6690 DrawPlayerField(x, y);
6692 DrawLevelField(x, y);
6694 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
6696 MovDelay[x][y] = 50;
6700 RemoveField(newx, newy);
6702 Feld[newx][newy] = EL_FLAMES;
6703 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
6706 RemoveField(newx1, newy1);
6708 Feld[newx1][newy1] = EL_FLAMES;
6710 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
6713 RemoveField(newx2, newy2);
6715 Feld[newx2][newy2] = EL_FLAMES;
6722 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
6723 Feld[newx][newy] == EL_DIAMOND)
6725 if (IS_MOVING(newx, newy))
6726 RemoveMovingField(newx, newy);
6729 Feld[newx][newy] = EL_EMPTY;
6730 DrawLevelField(newx, newy);
6733 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
6735 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
6736 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
6738 if (AmoebaNr[newx][newy])
6740 AmoebaCnt2[AmoebaNr[newx][newy]]--;
6741 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
6742 Feld[newx][newy] == EL_BD_AMOEBA)
6743 AmoebaCnt[AmoebaNr[newx][newy]]--;
6748 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
6750 RemoveMovingField(newx, newy);
6753 if (IS_MOVING(newx, newy))
6755 RemoveMovingField(newx, newy);
6760 Feld[newx][newy] = EL_EMPTY;
6761 DrawLevelField(newx, newy);
6764 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
6766 else if ((element == EL_PACMAN || element == EL_MOLE)
6767 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
6769 if (AmoebaNr[newx][newy])
6771 AmoebaCnt2[AmoebaNr[newx][newy]]--;
6772 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
6773 Feld[newx][newy] == EL_BD_AMOEBA)
6774 AmoebaCnt[AmoebaNr[newx][newy]]--;
6777 if (element == EL_MOLE)
6779 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
6780 PlayLevelSound(x, y, SND_MOLE_DIGGING);
6782 ResetGfxAnimation(x, y);
6783 GfxAction[x][y] = ACTION_DIGGING;
6784 DrawLevelField(x, y);
6786 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
6788 return; /* wait for shrinking amoeba */
6790 else /* element == EL_PACMAN */
6792 Feld[newx][newy] = EL_EMPTY;
6793 DrawLevelField(newx, newy);
6794 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
6797 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
6798 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
6799 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
6801 /* wait for shrinking amoeba to completely disappear */
6804 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
6806 /* object was running against a wall */
6811 /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
6812 if (move_pattern & MV_ANY_DIRECTION &&
6813 move_pattern == MovDir[x][y])
6815 int blocking_element =
6816 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
6818 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
6821 element = Feld[x][y]; /* element might have changed */
6825 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
6826 DrawLevelElementAnimation(x, y, element);
6828 if (DONT_TOUCH(element))
6829 TestIfBadThingTouchesPlayer(x, y);
6834 InitMovingField(x, y, MovDir[x][y]);
6836 PlayLevelSoundAction(x, y, ACTION_MOVING);
6840 ContinueMoving(x, y);
6843 void ContinueMoving(int x, int y)
6845 int element = Feld[x][y];
6846 struct ElementInfo *ei = &element_info[element];
6847 int direction = MovDir[x][y];
6848 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
6849 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
6850 int newx = x + dx, newy = y + dy;
6851 int stored = Store[x][y];
6852 int stored_new = Store[newx][newy];
6853 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
6854 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
6855 boolean last_line = (newy == lev_fieldy - 1);
6857 MovPos[x][y] += getElementMoveStepsize(x, y);
6859 if (pushed_by_player) /* special case: moving object pushed by player */
6860 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
6862 if (ABS(MovPos[x][y]) < TILEX)
6865 int ee = Feld[x][y];
6866 int gg = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
6867 int ff = getGraphicAnimationFrame(gg, GfxFrame[x][y]);
6869 printf("::: %d.%d: moving %d ... [%d, %d, %d] [%d, %d, %d]\n",
6870 x, y, ABS(MovPos[x][y]),
6872 GfxAction[x][y], GfxDir[x][y], GfxFrame[x][y]);
6875 DrawLevelField(x, y);
6877 return; /* element is still moving */
6880 /* element reached destination field */
6882 Feld[x][y] = EL_EMPTY;
6883 Feld[newx][newy] = element;
6884 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
6886 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
6888 element = Feld[newx][newy] = EL_ACID;
6890 else if (element == EL_MOLE)
6892 Feld[x][y] = EL_SAND;
6894 DrawLevelFieldCrumbledSandNeighbours(x, y);
6896 else if (element == EL_QUICKSAND_FILLING)
6898 element = Feld[newx][newy] = get_next_element(element);
6899 Store[newx][newy] = Store[x][y];
6901 else if (element == EL_QUICKSAND_EMPTYING)
6903 Feld[x][y] = get_next_element(element);
6904 element = Feld[newx][newy] = Store[x][y];
6906 else if (element == EL_QUICKSAND_FAST_FILLING)
6908 element = Feld[newx][newy] = get_next_element(element);
6909 Store[newx][newy] = Store[x][y];
6911 else if (element == EL_QUICKSAND_FAST_EMPTYING)
6913 Feld[x][y] = get_next_element(element);
6914 element = Feld[newx][newy] = Store[x][y];
6916 else if (element == EL_MAGIC_WALL_FILLING)
6918 element = Feld[newx][newy] = get_next_element(element);
6919 if (!game.magic_wall_active)
6920 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
6921 Store[newx][newy] = Store[x][y];
6923 else if (element == EL_MAGIC_WALL_EMPTYING)
6925 Feld[x][y] = get_next_element(element);
6926 if (!game.magic_wall_active)
6927 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6928 element = Feld[newx][newy] = Store[x][y];
6930 #if USE_NEW_CUSTOM_VALUE
6931 InitField(newx, newy, FALSE);
6934 else if (element == EL_BD_MAGIC_WALL_FILLING)
6936 element = Feld[newx][newy] = get_next_element(element);
6937 if (!game.magic_wall_active)
6938 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
6939 Store[newx][newy] = Store[x][y];
6941 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
6943 Feld[x][y] = get_next_element(element);
6944 if (!game.magic_wall_active)
6945 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6946 element = Feld[newx][newy] = Store[x][y];
6948 #if USE_NEW_CUSTOM_VALUE
6949 InitField(newx, newy, FALSE);
6952 else if (element == EL_DC_MAGIC_WALL_FILLING)
6954 element = Feld[newx][newy] = get_next_element(element);
6955 if (!game.magic_wall_active)
6956 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
6957 Store[newx][newy] = Store[x][y];
6959 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
6961 Feld[x][y] = get_next_element(element);
6962 if (!game.magic_wall_active)
6963 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
6964 element = Feld[newx][newy] = Store[x][y];
6966 #if USE_NEW_CUSTOM_VALUE
6967 InitField(newx, newy, FALSE);
6970 else if (element == EL_AMOEBA_DROPPING)
6972 Feld[x][y] = get_next_element(element);
6973 element = Feld[newx][newy] = Store[x][y];
6975 else if (element == EL_SOKOBAN_OBJECT)
6978 Feld[x][y] = Back[x][y];
6980 if (Back[newx][newy])
6981 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
6983 Back[x][y] = Back[newx][newy] = 0;
6986 Store[x][y] = EL_EMPTY;
6991 MovDelay[newx][newy] = 0;
6993 if (CAN_CHANGE_OR_HAS_ACTION(element))
6995 /* copy element change control values to new field */
6996 ChangeDelay[newx][newy] = ChangeDelay[x][y];
6997 ChangePage[newx][newy] = ChangePage[x][y];
6998 ChangeCount[newx][newy] = ChangeCount[x][y];
6999 ChangeEvent[newx][newy] = ChangeEvent[x][y];
7002 #if USE_NEW_CUSTOM_VALUE
7003 CustomValue[newx][newy] = CustomValue[x][y];
7006 ChangeDelay[x][y] = 0;
7007 ChangePage[x][y] = -1;
7008 ChangeCount[x][y] = 0;
7009 ChangeEvent[x][y] = -1;
7011 #if USE_NEW_CUSTOM_VALUE
7012 CustomValue[x][y] = 0;
7015 /* copy animation control values to new field */
7016 GfxFrame[newx][newy] = GfxFrame[x][y];
7017 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
7018 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
7019 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
7021 Pushed[x][y] = Pushed[newx][newy] = FALSE;
7023 /* some elements can leave other elements behind after moving */
7025 if (ei->move_leave_element != EL_EMPTY &&
7026 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
7027 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
7029 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
7030 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
7031 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
7034 int move_leave_element = ei->move_leave_element;
7038 /* this makes it possible to leave the removed element again */
7039 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
7040 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
7042 /* this makes it possible to leave the removed element again */
7043 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
7044 move_leave_element = stored;
7047 /* this makes it possible to leave the removed element again */
7048 if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
7049 ei->move_leave_element == EL_TRIGGER_ELEMENT)
7050 move_leave_element = stored;
7053 Feld[x][y] = move_leave_element;
7055 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
7056 MovDir[x][y] = direction;
7058 InitField(x, y, FALSE);
7060 if (GFX_CRUMBLED(Feld[x][y]))
7061 DrawLevelFieldCrumbledSandNeighbours(x, y);
7063 if (ELEM_IS_PLAYER(move_leave_element))
7064 RelocatePlayer(x, y, move_leave_element);
7067 /* do this after checking for left-behind element */
7068 ResetGfxAnimation(x, y); /* reset animation values for old field */
7070 if (!CAN_MOVE(element) ||
7071 (CAN_FALL(element) && direction == MV_DOWN &&
7072 (element == EL_SPRING ||
7073 element_info[element].move_pattern == MV_WHEN_PUSHED ||
7074 element_info[element].move_pattern == MV_WHEN_DROPPED)))
7075 GfxDir[x][y] = MovDir[newx][newy] = 0;
7077 DrawLevelField(x, y);
7078 DrawLevelField(newx, newy);
7080 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
7082 /* prevent pushed element from moving on in pushed direction */
7083 if (pushed_by_player && CAN_MOVE(element) &&
7084 element_info[element].move_pattern & MV_ANY_DIRECTION &&
7085 !(element_info[element].move_pattern & direction))
7086 TurnRound(newx, newy);
7088 /* prevent elements on conveyor belt from moving on in last direction */
7089 if (pushed_by_conveyor && CAN_FALL(element) &&
7090 direction & MV_HORIZONTAL)
7091 MovDir[newx][newy] = 0;
7093 if (!pushed_by_player)
7095 int nextx = newx + dx, nexty = newy + dy;
7096 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
7098 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
7100 if (CAN_FALL(element) && direction == MV_DOWN)
7101 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
7103 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
7104 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
7106 #if USE_FIX_IMPACT_COLLISION
7107 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
7108 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
7112 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
7114 TestIfBadThingTouchesPlayer(newx, newy);
7115 TestIfBadThingTouchesFriend(newx, newy);
7117 if (!IS_CUSTOM_ELEMENT(element))
7118 TestIfBadThingTouchesOtherBadThing(newx, newy);
7120 else if (element == EL_PENGUIN)
7121 TestIfFriendTouchesBadThing(newx, newy);
7123 /* give the player one last chance (one more frame) to move away */
7124 if (CAN_FALL(element) && direction == MV_DOWN &&
7125 (last_line || (!IS_FREE(x, newy + 1) &&
7126 (!IS_PLAYER(x, newy + 1) ||
7127 game.engine_version < VERSION_IDENT(3,1,1,0)))))
7130 if (pushed_by_player && !game.use_change_when_pushing_bug)
7132 int push_side = MV_DIR_OPPOSITE(direction);
7133 struct PlayerInfo *player = PLAYERINFO(x, y);
7135 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
7136 player->index_bit, push_side);
7137 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
7138 player->index_bit, push_side);
7141 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
7142 MovDelay[newx][newy] = 1;
7144 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
7146 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
7149 if (ChangePage[newx][newy] != -1) /* delayed change */
7151 int page = ChangePage[newx][newy];
7152 struct ElementChangeInfo *change = &ei->change_page[page];
7154 ChangePage[newx][newy] = -1;
7156 if (change->can_change)
7158 if (ChangeElement(newx, newy, element, page))
7160 if (change->post_change_function)
7161 change->post_change_function(newx, newy);
7165 if (change->has_action)
7166 ExecuteCustomElementAction(newx, newy, element, page);
7170 TestIfElementHitsCustomElement(newx, newy, direction);
7171 TestIfPlayerTouchesCustomElement(newx, newy);
7172 TestIfElementTouchesCustomElement(newx, newy);
7174 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
7175 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
7176 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
7177 MV_DIR_OPPOSITE(direction));
7180 int AmoebeNachbarNr(int ax, int ay)
7183 int element = Feld[ax][ay];
7185 static int xy[4][2] =
7193 for (i = 0; i < NUM_DIRECTIONS; i++)
7195 int x = ax + xy[i][0];
7196 int y = ay + xy[i][1];
7198 if (!IN_LEV_FIELD(x, y))
7201 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
7202 group_nr = AmoebaNr[x][y];
7208 void AmoebenVereinigen(int ax, int ay)
7210 int i, x, y, xx, yy;
7211 int new_group_nr = AmoebaNr[ax][ay];
7212 static int xy[4][2] =
7220 if (new_group_nr == 0)
7223 for (i = 0; i < NUM_DIRECTIONS; i++)
7228 if (!IN_LEV_FIELD(x, y))
7231 if ((Feld[x][y] == EL_AMOEBA_FULL ||
7232 Feld[x][y] == EL_BD_AMOEBA ||
7233 Feld[x][y] == EL_AMOEBA_DEAD) &&
7234 AmoebaNr[x][y] != new_group_nr)
7236 int old_group_nr = AmoebaNr[x][y];
7238 if (old_group_nr == 0)
7241 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
7242 AmoebaCnt[old_group_nr] = 0;
7243 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
7244 AmoebaCnt2[old_group_nr] = 0;
7246 SCAN_PLAYFIELD(xx, yy)
7248 if (AmoebaNr[xx][yy] == old_group_nr)
7249 AmoebaNr[xx][yy] = new_group_nr;
7255 void AmoebeUmwandeln(int ax, int ay)
7259 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
7261 int group_nr = AmoebaNr[ax][ay];
7266 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
7267 printf("AmoebeUmwandeln(): This should never happen!\n");
7272 SCAN_PLAYFIELD(x, y)
7274 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
7277 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
7281 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
7282 SND_AMOEBA_TURNING_TO_GEM :
7283 SND_AMOEBA_TURNING_TO_ROCK));
7288 static int xy[4][2] =
7296 for (i = 0; i < NUM_DIRECTIONS; i++)
7301 if (!IN_LEV_FIELD(x, y))
7304 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
7306 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
7307 SND_AMOEBA_TURNING_TO_GEM :
7308 SND_AMOEBA_TURNING_TO_ROCK));
7315 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
7318 int group_nr = AmoebaNr[ax][ay];
7319 boolean done = FALSE;
7324 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
7325 printf("AmoebeUmwandelnBD(): This should never happen!\n");
7330 SCAN_PLAYFIELD(x, y)
7332 if (AmoebaNr[x][y] == group_nr &&
7333 (Feld[x][y] == EL_AMOEBA_DEAD ||
7334 Feld[x][y] == EL_BD_AMOEBA ||
7335 Feld[x][y] == EL_AMOEBA_GROWING))
7338 Feld[x][y] = new_element;
7339 InitField(x, y, FALSE);
7340 DrawLevelField(x, y);
7346 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
7347 SND_BD_AMOEBA_TURNING_TO_ROCK :
7348 SND_BD_AMOEBA_TURNING_TO_GEM));
7351 void AmoebeWaechst(int x, int y)
7353 static unsigned long sound_delay = 0;
7354 static unsigned long sound_delay_value = 0;
7356 if (!MovDelay[x][y]) /* start new growing cycle */
7360 if (DelayReached(&sound_delay, sound_delay_value))
7362 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
7363 sound_delay_value = 30;
7367 if (MovDelay[x][y]) /* wait some time before growing bigger */
7370 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
7372 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
7373 6 - MovDelay[x][y]);
7375 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
7378 if (!MovDelay[x][y])
7380 Feld[x][y] = Store[x][y];
7382 DrawLevelField(x, y);
7387 void AmoebaDisappearing(int x, int y)
7389 static unsigned long sound_delay = 0;
7390 static unsigned long sound_delay_value = 0;
7392 if (!MovDelay[x][y]) /* start new shrinking cycle */
7396 if (DelayReached(&sound_delay, sound_delay_value))
7397 sound_delay_value = 30;
7400 if (MovDelay[x][y]) /* wait some time before shrinking */
7403 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
7405 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
7406 6 - MovDelay[x][y]);
7408 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
7411 if (!MovDelay[x][y])
7413 Feld[x][y] = EL_EMPTY;
7414 DrawLevelField(x, y);
7416 /* don't let mole enter this field in this cycle;
7417 (give priority to objects falling to this field from above) */
7423 void AmoebeAbleger(int ax, int ay)
7426 int element = Feld[ax][ay];
7427 int graphic = el2img(element);
7428 int newax = ax, neway = ay;
7429 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
7430 static int xy[4][2] =
7438 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
7440 Feld[ax][ay] = EL_AMOEBA_DEAD;
7441 DrawLevelField(ax, ay);
7445 if (IS_ANIMATED(graphic))
7446 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
7448 if (!MovDelay[ax][ay]) /* start making new amoeba field */
7449 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
7451 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
7454 if (MovDelay[ax][ay])
7458 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
7461 int x = ax + xy[start][0];
7462 int y = ay + xy[start][1];
7464 if (!IN_LEV_FIELD(x, y))
7467 if (IS_FREE(x, y) ||
7468 CAN_GROW_INTO(Feld[x][y]) ||
7469 Feld[x][y] == EL_QUICKSAND_EMPTY ||
7470 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
7476 if (newax == ax && neway == ay)
7479 else /* normal or "filled" (BD style) amoeba */
7482 boolean waiting_for_player = FALSE;
7484 for (i = 0; i < NUM_DIRECTIONS; i++)
7486 int j = (start + i) % 4;
7487 int x = ax + xy[j][0];
7488 int y = ay + xy[j][1];
7490 if (!IN_LEV_FIELD(x, y))
7493 if (IS_FREE(x, y) ||
7494 CAN_GROW_INTO(Feld[x][y]) ||
7495 Feld[x][y] == EL_QUICKSAND_EMPTY ||
7496 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
7502 else if (IS_PLAYER(x, y))
7503 waiting_for_player = TRUE;
7506 if (newax == ax && neway == ay) /* amoeba cannot grow */
7508 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
7510 Feld[ax][ay] = EL_AMOEBA_DEAD;
7511 DrawLevelField(ax, ay);
7512 AmoebaCnt[AmoebaNr[ax][ay]]--;
7514 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
7516 if (element == EL_AMOEBA_FULL)
7517 AmoebeUmwandeln(ax, ay);
7518 else if (element == EL_BD_AMOEBA)
7519 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
7524 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
7526 /* amoeba gets larger by growing in some direction */
7528 int new_group_nr = AmoebaNr[ax][ay];
7531 if (new_group_nr == 0)
7533 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
7534 printf("AmoebeAbleger(): This should never happen!\n");
7539 AmoebaNr[newax][neway] = new_group_nr;
7540 AmoebaCnt[new_group_nr]++;
7541 AmoebaCnt2[new_group_nr]++;
7543 /* if amoeba touches other amoeba(s) after growing, unify them */
7544 AmoebenVereinigen(newax, neway);
7546 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
7548 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
7554 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
7555 (neway == lev_fieldy - 1 && newax != ax))
7557 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
7558 Store[newax][neway] = element;
7560 else if (neway == ay || element == EL_EMC_DRIPPER)
7562 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
7564 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
7568 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
7569 Feld[ax][ay] = EL_AMOEBA_DROPPING;
7570 Store[ax][ay] = EL_AMOEBA_DROP;
7571 ContinueMoving(ax, ay);
7575 DrawLevelField(newax, neway);
7578 void Life(int ax, int ay)
7582 int element = Feld[ax][ay];
7583 int graphic = el2img(element);
7584 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
7586 boolean changed = FALSE;
7588 if (IS_ANIMATED(graphic))
7589 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
7594 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
7595 MovDelay[ax][ay] = life_time;
7597 if (MovDelay[ax][ay]) /* wait some time before next cycle */
7600 if (MovDelay[ax][ay])
7604 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
7606 int xx = ax+x1, yy = ay+y1;
7609 if (!IN_LEV_FIELD(xx, yy))
7612 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
7614 int x = xx+x2, y = yy+y2;
7616 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
7619 if (((Feld[x][y] == element ||
7620 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
7622 (IS_FREE(x, y) && Stop[x][y]))
7626 if (xx == ax && yy == ay) /* field in the middle */
7628 if (nachbarn < life_parameter[0] ||
7629 nachbarn > life_parameter[1])
7631 Feld[xx][yy] = EL_EMPTY;
7633 DrawLevelField(xx, yy);
7634 Stop[xx][yy] = TRUE;
7638 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
7639 { /* free border field */
7640 if (nachbarn >= life_parameter[2] &&
7641 nachbarn <= life_parameter[3])
7643 Feld[xx][yy] = element;
7644 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
7646 DrawLevelField(xx, yy);
7647 Stop[xx][yy] = TRUE;
7654 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
7655 SND_GAME_OF_LIFE_GROWING);
7658 static void InitRobotWheel(int x, int y)
7660 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
7663 static void RunRobotWheel(int x, int y)
7665 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
7668 static void StopRobotWheel(int x, int y)
7670 if (ZX == x && ZY == y)
7674 static void InitTimegateWheel(int x, int y)
7676 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
7679 static void RunTimegateWheel(int x, int y)
7681 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
7684 static void InitMagicBallDelay(int x, int y)
7687 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
7689 ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1;
7693 static void ActivateMagicBall(int bx, int by)
7697 if (level.ball_random)
7699 int pos_border = RND(8); /* select one of the eight border elements */
7700 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
7701 int xx = pos_content % 3;
7702 int yy = pos_content / 3;
7707 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
7708 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
7712 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
7714 int xx = x - bx + 1;
7715 int yy = y - by + 1;
7717 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
7718 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
7722 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
7725 void CheckExit(int x, int y)
7727 if (local_player->gems_still_needed > 0 ||
7728 local_player->sokobanfields_still_needed > 0 ||
7729 local_player->lights_still_needed > 0)
7731 int element = Feld[x][y];
7732 int graphic = el2img(element);
7734 if (IS_ANIMATED(graphic))
7735 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7740 if (AllPlayersGone) /* do not re-open exit door closed after last player */
7743 Feld[x][y] = EL_EXIT_OPENING;
7745 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
7748 void CheckExitEM(int x, int y)
7750 if (local_player->gems_still_needed > 0 ||
7751 local_player->sokobanfields_still_needed > 0 ||
7752 local_player->lights_still_needed > 0)
7754 int element = Feld[x][y];
7755 int graphic = el2img(element);
7757 if (IS_ANIMATED(graphic))
7758 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7763 if (AllPlayersGone) /* do not re-open exit door closed after last player */
7766 Feld[x][y] = EL_EM_EXIT_OPENING;
7768 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
7771 void CheckExitSteel(int x, int y)
7773 if (local_player->gems_still_needed > 0 ||
7774 local_player->sokobanfields_still_needed > 0 ||
7775 local_player->lights_still_needed > 0)
7777 int element = Feld[x][y];
7778 int graphic = el2img(element);
7780 if (IS_ANIMATED(graphic))
7781 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7786 if (AllPlayersGone) /* do not re-open exit door closed after last player */
7789 Feld[x][y] = EL_STEEL_EXIT_OPENING;
7791 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
7794 void CheckExitSteelEM(int x, int y)
7796 if (local_player->gems_still_needed > 0 ||
7797 local_player->sokobanfields_still_needed > 0 ||
7798 local_player->lights_still_needed > 0)
7800 int element = Feld[x][y];
7801 int graphic = el2img(element);
7803 if (IS_ANIMATED(graphic))
7804 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7809 if (AllPlayersGone) /* do not re-open exit door closed after last player */
7812 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
7814 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
7817 void CheckExitSP(int x, int y)
7819 if (local_player->gems_still_needed > 0)
7821 int element = Feld[x][y];
7822 int graphic = el2img(element);
7824 if (IS_ANIMATED(graphic))
7825 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7830 if (AllPlayersGone) /* do not re-open exit door closed after last player */
7833 Feld[x][y] = EL_SP_EXIT_OPENING;
7835 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
7838 static void CloseAllOpenTimegates()
7842 SCAN_PLAYFIELD(x, y)
7844 int element = Feld[x][y];
7846 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
7848 Feld[x][y] = EL_TIMEGATE_CLOSING;
7850 PlayLevelSoundAction(x, y, ACTION_CLOSING);
7855 void DrawTwinkleOnField(int x, int y)
7857 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
7860 if (Feld[x][y] == EL_BD_DIAMOND)
7863 if (MovDelay[x][y] == 0) /* next animation frame */
7864 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
7866 if (MovDelay[x][y] != 0) /* wait some time before next frame */
7870 if (setup.direct_draw && MovDelay[x][y])
7871 SetDrawtoField(DRAW_BUFFERED);
7873 DrawLevelElementAnimation(x, y, Feld[x][y]);
7875 if (MovDelay[x][y] != 0)
7877 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
7878 10 - MovDelay[x][y]);
7880 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
7882 if (setup.direct_draw)
7886 dest_x = FX + SCREENX(x) * TILEX;
7887 dest_y = FY + SCREENY(y) * TILEY;
7889 BlitBitmap(drawto_field, window,
7890 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
7891 SetDrawtoField(DRAW_DIRECT);
7897 void MauerWaechst(int x, int y)
7901 if (!MovDelay[x][y]) /* next animation frame */
7902 MovDelay[x][y] = 3 * delay;
7904 if (MovDelay[x][y]) /* wait some time before next frame */
7908 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
7910 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
7911 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
7913 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
7916 if (!MovDelay[x][y])
7918 if (MovDir[x][y] == MV_LEFT)
7920 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
7921 DrawLevelField(x - 1, y);
7923 else if (MovDir[x][y] == MV_RIGHT)
7925 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
7926 DrawLevelField(x + 1, y);
7928 else if (MovDir[x][y] == MV_UP)
7930 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
7931 DrawLevelField(x, y - 1);
7935 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
7936 DrawLevelField(x, y + 1);
7939 Feld[x][y] = Store[x][y];
7941 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7942 DrawLevelField(x, y);
7947 void MauerAbleger(int ax, int ay)
7949 int element = Feld[ax][ay];
7950 int graphic = el2img(element);
7951 boolean oben_frei = FALSE, unten_frei = FALSE;
7952 boolean links_frei = FALSE, rechts_frei = FALSE;
7953 boolean oben_massiv = FALSE, unten_massiv = FALSE;
7954 boolean links_massiv = FALSE, rechts_massiv = FALSE;
7955 boolean new_wall = FALSE;
7957 if (IS_ANIMATED(graphic))
7958 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
7960 if (!MovDelay[ax][ay]) /* start building new wall */
7961 MovDelay[ax][ay] = 6;
7963 if (MovDelay[ax][ay]) /* wait some time before building new wall */
7966 if (MovDelay[ax][ay])
7970 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
7972 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
7974 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
7976 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
7979 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
7980 element == EL_EXPANDABLE_WALL_ANY)
7984 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
7985 Store[ax][ay-1] = element;
7986 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
7987 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
7988 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
7989 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
7994 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
7995 Store[ax][ay+1] = element;
7996 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
7997 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
7998 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
7999 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
8004 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
8005 element == EL_EXPANDABLE_WALL_ANY ||
8006 element == EL_EXPANDABLE_WALL ||
8007 element == EL_BD_EXPANDABLE_WALL)
8011 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
8012 Store[ax-1][ay] = element;
8013 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
8014 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
8015 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
8016 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
8022 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
8023 Store[ax+1][ay] = element;
8024 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
8025 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
8026 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
8027 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
8032 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
8033 DrawLevelField(ax, ay);
8035 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
8037 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
8038 unten_massiv = TRUE;
8039 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
8040 links_massiv = TRUE;
8041 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
8042 rechts_massiv = TRUE;
8044 if (((oben_massiv && unten_massiv) ||
8045 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
8046 element == EL_EXPANDABLE_WALL) &&
8047 ((links_massiv && rechts_massiv) ||
8048 element == EL_EXPANDABLE_WALL_VERTICAL))
8049 Feld[ax][ay] = EL_WALL;
8052 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
8055 void MauerAblegerStahl(int ax, int ay)
8057 int element = Feld[ax][ay];
8058 int graphic = el2img(element);
8059 boolean oben_frei = FALSE, unten_frei = FALSE;
8060 boolean links_frei = FALSE, rechts_frei = FALSE;
8061 boolean oben_massiv = FALSE, unten_massiv = FALSE;
8062 boolean links_massiv = FALSE, rechts_massiv = FALSE;
8063 boolean new_wall = FALSE;
8065 if (IS_ANIMATED(graphic))
8066 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8068 if (!MovDelay[ax][ay]) /* start building new wall */
8069 MovDelay[ax][ay] = 6;
8071 if (MovDelay[ax][ay]) /* wait some time before building new wall */
8074 if (MovDelay[ax][ay])
8078 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
8080 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
8082 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
8084 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
8087 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
8088 element == EL_EXPANDABLE_STEELWALL_ANY)
8092 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
8093 Store[ax][ay-1] = element;
8094 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
8095 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
8096 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
8097 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
8102 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
8103 Store[ax][ay+1] = element;
8104 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
8105 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
8106 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
8107 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
8112 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
8113 element == EL_EXPANDABLE_STEELWALL_ANY)
8117 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
8118 Store[ax-1][ay] = element;
8119 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
8120 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
8121 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
8122 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
8128 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
8129 Store[ax+1][ay] = element;
8130 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
8131 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
8132 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
8133 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
8138 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
8140 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
8141 unten_massiv = TRUE;
8142 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
8143 links_massiv = TRUE;
8144 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
8145 rechts_massiv = TRUE;
8147 if (((oben_massiv && unten_massiv) ||
8148 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
8149 ((links_massiv && rechts_massiv) ||
8150 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
8151 Feld[ax][ay] = EL_WALL;
8154 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
8157 void CheckForDragon(int x, int y)
8160 boolean dragon_found = FALSE;
8161 static int xy[4][2] =
8169 for (i = 0; i < NUM_DIRECTIONS; i++)
8171 for (j = 0; j < 4; j++)
8173 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
8175 if (IN_LEV_FIELD(xx, yy) &&
8176 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
8178 if (Feld[xx][yy] == EL_DRAGON)
8179 dragon_found = TRUE;
8188 for (i = 0; i < NUM_DIRECTIONS; i++)
8190 for (j = 0; j < 3; j++)
8192 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
8194 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
8196 Feld[xx][yy] = EL_EMPTY;
8197 DrawLevelField(xx, yy);
8206 static void InitBuggyBase(int x, int y)
8208 int element = Feld[x][y];
8209 int activating_delay = FRAMES_PER_SECOND / 4;
8212 (element == EL_SP_BUGGY_BASE ?
8213 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
8214 element == EL_SP_BUGGY_BASE_ACTIVATING ?
8216 element == EL_SP_BUGGY_BASE_ACTIVE ?
8217 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
8220 static void WarnBuggyBase(int x, int y)
8223 static int xy[4][2] =
8231 for (i = 0; i < NUM_DIRECTIONS; i++)
8233 int xx = x + xy[i][0];
8234 int yy = y + xy[i][1];
8236 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
8238 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
8245 static void InitTrap(int x, int y)
8247 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
8250 static void ActivateTrap(int x, int y)
8252 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
8255 static void ChangeActiveTrap(int x, int y)
8257 int graphic = IMG_TRAP_ACTIVE;
8259 /* if new animation frame was drawn, correct crumbled sand border */
8260 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
8261 DrawLevelFieldCrumbledSand(x, y);
8264 static int getSpecialActionElement(int element, int number, int base_element)
8266 return (element != EL_EMPTY ? element :
8267 number != -1 ? base_element + number - 1 :
8271 static int getModifiedActionNumber(int value_old, int operator, int operand,
8272 int value_min, int value_max)
8274 int value_new = (operator == CA_MODE_SET ? operand :
8275 operator == CA_MODE_ADD ? value_old + operand :
8276 operator == CA_MODE_SUBTRACT ? value_old - operand :
8277 operator == CA_MODE_MULTIPLY ? value_old * operand :
8278 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
8279 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
8282 return (value_new < value_min ? value_min :
8283 value_new > value_max ? value_max :
8287 static void ExecuteCustomElementAction(int x, int y, int element, int page)
8289 struct ElementInfo *ei = &element_info[element];
8290 struct ElementChangeInfo *change = &ei->change_page[page];
8291 int target_element = change->target_element;
8292 int action_type = change->action_type;
8293 int action_mode = change->action_mode;
8294 int action_arg = change->action_arg;
8297 if (!change->has_action)
8300 /* ---------- determine action paramater values -------------------------- */
8302 int level_time_value =
8303 (level.time > 0 ? TimeLeft :
8306 int action_arg_element =
8307 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
8308 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
8309 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
8312 int action_arg_direction =
8313 (action_arg >= CA_ARG_DIRECTION_LEFT &&
8314 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
8315 action_arg == CA_ARG_DIRECTION_TRIGGER ?
8316 change->actual_trigger_side :
8317 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
8318 MV_DIR_OPPOSITE(change->actual_trigger_side) :
8321 int action_arg_number_min =
8322 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
8325 int action_arg_number_max =
8326 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
8327 action_type == CA_SET_LEVEL_GEMS ? 999 :
8328 action_type == CA_SET_LEVEL_TIME ? 9999 :
8329 action_type == CA_SET_LEVEL_SCORE ? 99999 :
8330 action_type == CA_SET_CE_VALUE ? 9999 :
8331 action_type == CA_SET_CE_SCORE ? 9999 :
8334 int action_arg_number_reset =
8335 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
8336 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
8337 action_type == CA_SET_LEVEL_TIME ? level.time :
8338 action_type == CA_SET_LEVEL_SCORE ? 0 :
8339 #if USE_NEW_CUSTOM_VALUE
8340 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
8342 action_type == CA_SET_CE_VALUE ? ei->custom_value_initial :
8344 action_type == CA_SET_CE_SCORE ? 0 :
8347 int action_arg_number =
8348 (action_arg <= CA_ARG_MAX ? action_arg :
8349 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
8350 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
8351 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
8352 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
8353 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
8354 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
8355 #if USE_NEW_CUSTOM_VALUE
8356 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
8358 action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
8360 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
8361 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
8362 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
8363 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
8364 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
8365 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
8366 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
8367 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
8368 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
8369 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
8370 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
8373 int action_arg_number_old =
8374 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
8375 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
8376 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
8377 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
8378 action_type == CA_SET_CE_SCORE ? ei->collect_score :
8381 int action_arg_number_new =
8382 getModifiedActionNumber(action_arg_number_old,
8383 action_mode, action_arg_number,
8384 action_arg_number_min, action_arg_number_max);
8386 int trigger_player_bits =
8387 (change->actual_trigger_player >= EL_PLAYER_1 &&
8388 change->actual_trigger_player <= EL_PLAYER_4 ?
8389 (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
8392 int action_arg_player_bits =
8393 (action_arg >= CA_ARG_PLAYER_1 &&
8394 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
8395 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
8398 /* ---------- execute action -------------------------------------------- */
8400 switch (action_type)
8407 /* ---------- level actions ------------------------------------------- */
8409 case CA_RESTART_LEVEL:
8411 game.restart_level = TRUE;
8416 case CA_SHOW_ENVELOPE:
8418 int element = getSpecialActionElement(action_arg_element,
8419 action_arg_number, EL_ENVELOPE_1);
8421 if (IS_ENVELOPE(element))
8422 local_player->show_envelope = element;
8427 case CA_SET_LEVEL_TIME:
8429 if (level.time > 0) /* only modify limited time value */
8431 TimeLeft = action_arg_number_new;
8433 DrawGameValue_Time(TimeLeft);
8435 if (!TimeLeft && setup.time_limit)
8436 for (i = 0; i < MAX_PLAYERS; i++)
8437 KillPlayer(&stored_player[i]);
8443 case CA_SET_LEVEL_SCORE:
8445 local_player->score = action_arg_number_new;
8447 DrawGameValue_Score(local_player->score);
8452 case CA_SET_LEVEL_GEMS:
8454 local_player->gems_still_needed = action_arg_number_new;
8456 DrawGameValue_Emeralds(local_player->gems_still_needed);
8461 #if !USE_PLAYER_GRAVITY
8462 case CA_SET_LEVEL_GRAVITY:
8464 game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
8465 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
8466 action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity :
8472 case CA_SET_LEVEL_WIND:
8474 game.wind_direction = action_arg_direction;
8479 /* ---------- player actions ------------------------------------------ */
8481 case CA_MOVE_PLAYER:
8483 /* automatically move to the next field in specified direction */
8484 for (i = 0; i < MAX_PLAYERS; i++)
8485 if (trigger_player_bits & (1 << i))
8486 stored_player[i].programmed_action = action_arg_direction;
8491 case CA_EXIT_PLAYER:
8493 for (i = 0; i < MAX_PLAYERS; i++)
8494 if (action_arg_player_bits & (1 << i))
8495 PlayerWins(&stored_player[i]);
8500 case CA_KILL_PLAYER:
8502 for (i = 0; i < MAX_PLAYERS; i++)
8503 if (action_arg_player_bits & (1 << i))
8504 KillPlayer(&stored_player[i]);
8509 case CA_SET_PLAYER_KEYS:
8511 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
8512 int element = getSpecialActionElement(action_arg_element,
8513 action_arg_number, EL_KEY_1);
8515 if (IS_KEY(element))
8517 for (i = 0; i < MAX_PLAYERS; i++)
8519 if (trigger_player_bits & (1 << i))
8521 stored_player[i].key[KEY_NR(element)] = key_state;
8523 DrawGameDoorValues();
8531 case CA_SET_PLAYER_SPEED:
8533 for (i = 0; i < MAX_PLAYERS; i++)
8535 if (trigger_player_bits & (1 << i))
8537 int move_stepsize = TILEX / stored_player[i].move_delay_value;
8539 if (action_arg == CA_ARG_SPEED_FASTER &&
8540 stored_player[i].cannot_move)
8542 action_arg_number = STEPSIZE_VERY_SLOW;
8544 else if (action_arg == CA_ARG_SPEED_SLOWER ||
8545 action_arg == CA_ARG_SPEED_FASTER)
8547 action_arg_number = 2;
8548 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
8551 else if (action_arg == CA_ARG_NUMBER_RESET)
8553 action_arg_number = level.initial_player_stepsize[i];
8557 getModifiedActionNumber(move_stepsize,
8560 action_arg_number_min,
8561 action_arg_number_max);
8563 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
8570 case CA_SET_PLAYER_SHIELD:
8572 for (i = 0; i < MAX_PLAYERS; i++)
8574 if (trigger_player_bits & (1 << i))
8576 if (action_arg == CA_ARG_SHIELD_OFF)
8578 stored_player[i].shield_normal_time_left = 0;
8579 stored_player[i].shield_deadly_time_left = 0;
8581 else if (action_arg == CA_ARG_SHIELD_NORMAL)
8583 stored_player[i].shield_normal_time_left = 999999;
8585 else if (action_arg == CA_ARG_SHIELD_DEADLY)
8587 stored_player[i].shield_normal_time_left = 999999;
8588 stored_player[i].shield_deadly_time_left = 999999;
8596 #if USE_PLAYER_GRAVITY
8597 case CA_SET_PLAYER_GRAVITY:
8599 for (i = 0; i < MAX_PLAYERS; i++)
8601 if (trigger_player_bits & (1 << i))
8603 stored_player[i].gravity =
8604 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
8605 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
8606 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
8607 stored_player[i].gravity);
8615 case CA_SET_PLAYER_ARTWORK:
8617 for (i = 0; i < MAX_PLAYERS; i++)
8619 if (trigger_player_bits & (1 << i))
8621 int artwork_element = action_arg_element;
8623 if (action_arg == CA_ARG_ELEMENT_RESET)
8625 (level.use_artwork_element[i] ? level.artwork_element[i] :
8626 stored_player[i].element_nr);
8628 #if USE_GFX_RESET_PLAYER_ARTWORK
8629 if (stored_player[i].artwork_element != artwork_element)
8630 stored_player[i].Frame = 0;
8633 stored_player[i].artwork_element = artwork_element;
8635 SetPlayerWaiting(&stored_player[i], FALSE);
8637 /* set number of special actions for bored and sleeping animation */
8638 stored_player[i].num_special_action_bored =
8639 get_num_special_action(artwork_element,
8640 ACTION_BORING_1, ACTION_BORING_LAST);
8641 stored_player[i].num_special_action_sleeping =
8642 get_num_special_action(artwork_element,
8643 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
8650 /* ---------- CE actions ---------------------------------------------- */
8652 case CA_SET_CE_VALUE:
8654 #if USE_NEW_CUSTOM_VALUE
8655 int last_ce_value = CustomValue[x][y];
8657 CustomValue[x][y] = action_arg_number_new;
8659 if (CustomValue[x][y] != last_ce_value)
8661 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
8662 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
8664 if (CustomValue[x][y] == 0)
8666 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
8667 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
8675 case CA_SET_CE_SCORE:
8677 #if USE_NEW_CUSTOM_VALUE
8678 int last_ce_score = ei->collect_score;
8680 ei->collect_score = action_arg_number_new;
8682 if (ei->collect_score != last_ce_score)
8684 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
8685 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
8687 if (ei->collect_score == 0)
8691 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
8692 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
8695 This is a very special case that seems to be a mixture between
8696 CheckElementChange() and CheckTriggeredElementChange(): while
8697 the first one only affects single elements that are triggered
8698 directly, the second one affects multiple elements in the playfield
8699 that are triggered indirectly by another element. This is a third
8700 case: Changing the CE score always affects multiple identical CEs,
8701 so every affected CE must be checked, not only the single CE for
8702 which the CE score was changed in the first place (as every instance
8703 of that CE shares the same CE score, and therefore also can change)!
8705 SCAN_PLAYFIELD(xx, yy)
8707 if (Feld[xx][yy] == element)
8708 CheckElementChange(xx, yy, element, EL_UNDEFINED,
8709 CE_SCORE_GETS_ZERO);
8718 /* ---------- engine actions ------------------------------------------ */
8720 case CA_SET_ENGINE_SCAN_MODE:
8722 InitPlayfieldScanMode(action_arg);
8732 static void CreateFieldExt(int x, int y, int element, boolean is_change)
8734 int old_element = Feld[x][y];
8735 int new_element = get_element_from_group_element(element);
8736 int previous_move_direction = MovDir[x][y];
8737 #if USE_NEW_CUSTOM_VALUE
8738 int last_ce_value = CustomValue[x][y];
8740 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
8741 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
8742 boolean add_player_onto_element = (new_element_is_player &&
8743 #if USE_CODE_THAT_BREAKS_SNAKE_BITE
8744 /* this breaks SnakeBite when a snake is
8745 halfway through a door that closes */
8746 /* NOW FIXED AT LEVEL INIT IN files.c */
8747 new_element != EL_SOKOBAN_FIELD_PLAYER &&
8749 IS_WALKABLE(old_element));
8752 /* check if element under the player changes from accessible to unaccessible
8753 (needed for special case of dropping element which then changes) */
8754 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
8755 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
8763 if (!add_player_onto_element)
8765 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
8766 RemoveMovingField(x, y);
8770 Feld[x][y] = new_element;
8772 #if !USE_GFX_RESET_GFX_ANIMATION
8773 ResetGfxAnimation(x, y);
8774 ResetRandomAnimationValue(x, y);
8777 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
8778 MovDir[x][y] = previous_move_direction;
8780 #if USE_NEW_CUSTOM_VALUE
8781 if (element_info[new_element].use_last_ce_value)
8782 CustomValue[x][y] = last_ce_value;
8785 InitField_WithBug1(x, y, FALSE);
8787 new_element = Feld[x][y]; /* element may have changed */
8789 #if USE_GFX_RESET_GFX_ANIMATION
8790 ResetGfxAnimation(x, y);
8791 ResetRandomAnimationValue(x, y);
8794 DrawLevelField(x, y);
8796 if (GFX_CRUMBLED(new_element))
8797 DrawLevelFieldCrumbledSandNeighbours(x, y);
8801 /* check if element under the player changes from accessible to unaccessible
8802 (needed for special case of dropping element which then changes) */
8803 /* (must be checked after creating new element for walkable group elements) */
8804 #if USE_FIX_KILLED_BY_NON_WALKABLE
8805 if (IS_PLAYER(x, y) && !player_explosion_protected &&
8806 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
8813 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
8814 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
8823 /* "ChangeCount" not set yet to allow "entered by player" change one time */
8824 if (new_element_is_player)
8825 RelocatePlayer(x, y, new_element);
8828 ChangeCount[x][y]++; /* count number of changes in the same frame */
8830 TestIfBadThingTouchesPlayer(x, y);
8831 TestIfPlayerTouchesCustomElement(x, y);
8832 TestIfElementTouchesCustomElement(x, y);
8835 static void CreateField(int x, int y, int element)
8837 CreateFieldExt(x, y, element, FALSE);
8840 static void CreateElementFromChange(int x, int y, int element)
8842 element = GET_VALID_RUNTIME_ELEMENT(element);
8844 #if USE_STOP_CHANGED_ELEMENTS
8845 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
8847 int old_element = Feld[x][y];
8849 /* prevent changed element from moving in same engine frame
8850 unless both old and new element can either fall or move */
8851 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
8852 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
8857 CreateFieldExt(x, y, element, TRUE);
8860 static boolean ChangeElement(int x, int y, int element, int page)
8862 struct ElementInfo *ei = &element_info[element];
8863 struct ElementChangeInfo *change = &ei->change_page[page];
8864 int ce_value = CustomValue[x][y];
8865 int ce_score = ei->collect_score;
8867 int old_element = Feld[x][y];
8869 /* always use default change event to prevent running into a loop */
8870 if (ChangeEvent[x][y] == -1)
8871 ChangeEvent[x][y] = CE_DELAY;
8873 if (ChangeEvent[x][y] == CE_DELAY)
8875 /* reset actual trigger element, trigger player and action element */
8876 change->actual_trigger_element = EL_EMPTY;
8877 change->actual_trigger_player = EL_PLAYER_1;
8878 change->actual_trigger_side = CH_SIDE_NONE;
8879 change->actual_trigger_ce_value = 0;
8880 change->actual_trigger_ce_score = 0;
8883 /* do not change elements more than a specified maximum number of changes */
8884 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
8887 ChangeCount[x][y]++; /* count number of changes in the same frame */
8889 if (change->explode)
8896 if (change->use_target_content)
8898 boolean complete_replace = TRUE;
8899 boolean can_replace[3][3];
8902 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
8905 boolean is_walkable;
8906 boolean is_diggable;
8907 boolean is_collectible;
8908 boolean is_removable;
8909 boolean is_destructible;
8910 int ex = x + xx - 1;
8911 int ey = y + yy - 1;
8912 int content_element = change->target_content.e[xx][yy];
8915 can_replace[xx][yy] = TRUE;
8917 if (ex == x && ey == y) /* do not check changing element itself */
8920 if (content_element == EL_EMPTY_SPACE)
8922 can_replace[xx][yy] = FALSE; /* do not replace border with space */
8927 if (!IN_LEV_FIELD(ex, ey))
8929 can_replace[xx][yy] = FALSE;
8930 complete_replace = FALSE;
8937 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
8938 e = MovingOrBlocked2Element(ex, ey);
8940 is_empty = (IS_FREE(ex, ey) ||
8941 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
8943 is_walkable = (is_empty || IS_WALKABLE(e));
8944 is_diggable = (is_empty || IS_DIGGABLE(e));
8945 is_collectible = (is_empty || IS_COLLECTIBLE(e));
8946 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
8947 is_removable = (is_diggable || is_collectible);
8949 can_replace[xx][yy] =
8950 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
8951 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
8952 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
8953 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
8954 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
8955 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
8956 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
8958 if (!can_replace[xx][yy])
8959 complete_replace = FALSE;
8962 if (!change->only_if_complete || complete_replace)
8964 boolean something_has_changed = FALSE;
8966 if (change->only_if_complete && change->use_random_replace &&
8967 RND(100) < change->random_percentage)
8970 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
8972 int ex = x + xx - 1;
8973 int ey = y + yy - 1;
8974 int content_element;
8976 if (can_replace[xx][yy] && (!change->use_random_replace ||
8977 RND(100) < change->random_percentage))
8979 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
8980 RemoveMovingField(ex, ey);
8982 ChangeEvent[ex][ey] = ChangeEvent[x][y];
8984 content_element = change->target_content.e[xx][yy];
8985 target_element = GET_TARGET_ELEMENT(element, content_element, change,
8986 ce_value, ce_score);
8988 CreateElementFromChange(ex, ey, target_element);
8990 something_has_changed = TRUE;
8992 /* for symmetry reasons, freeze newly created border elements */
8993 if (ex != x || ey != y)
8994 Stop[ex][ey] = TRUE; /* no more moving in this frame */
8998 if (something_has_changed)
9000 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
9001 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
9007 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
9008 ce_value, ce_score);
9010 if (element == EL_DIAGONAL_GROWING ||
9011 element == EL_DIAGONAL_SHRINKING)
9013 target_element = Store[x][y];
9015 Store[x][y] = EL_EMPTY;
9018 CreateElementFromChange(x, y, target_element);
9020 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
9021 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
9024 /* this uses direct change before indirect change */
9025 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
9030 #if USE_NEW_DELAYED_ACTION
9032 static void HandleElementChange(int x, int y, int page)
9034 int element = MovingOrBlocked2Element(x, y);
9035 struct ElementInfo *ei = &element_info[element];
9036 struct ElementChangeInfo *change = &ei->change_page[page];
9039 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
9040 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
9043 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
9044 x, y, element, element_info[element].token_name);
9045 printf("HandleElementChange(): This should never happen!\n");
9050 /* this can happen with classic bombs on walkable, changing elements */
9051 if (!CAN_CHANGE_OR_HAS_ACTION(element))
9054 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
9055 ChangeDelay[x][y] = 0;
9061 if (ChangeDelay[x][y] == 0) /* initialize element change */
9063 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
9065 if (change->can_change)
9068 /* !!! not clear why graphic animation should be reset at all here !!! */
9069 #if USE_GFX_RESET_WHEN_NOT_MOVING
9070 /* when a custom element is about to change (for example by change delay),
9071 do not reset graphic animation when the custom element is moving */
9072 if (IS_MOVING(x, y))
9075 ResetGfxAnimation(x, y);
9076 ResetRandomAnimationValue(x, y);
9080 if (change->pre_change_function)
9081 change->pre_change_function(x, y);
9085 ChangeDelay[x][y]--;
9087 if (ChangeDelay[x][y] != 0) /* continue element change */
9089 if (change->can_change)
9091 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
9093 if (IS_ANIMATED(graphic))
9094 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9096 if (change->change_function)
9097 change->change_function(x, y);
9100 else /* finish element change */
9102 if (ChangePage[x][y] != -1) /* remember page from delayed change */
9104 page = ChangePage[x][y];
9105 ChangePage[x][y] = -1;
9107 change = &ei->change_page[page];
9110 if (IS_MOVING(x, y)) /* never change a running system ;-) */
9112 ChangeDelay[x][y] = 1; /* try change after next move step */
9113 ChangePage[x][y] = page; /* remember page to use for change */
9118 if (change->can_change)
9120 if (ChangeElement(x, y, element, page))
9122 if (change->post_change_function)
9123 change->post_change_function(x, y);
9127 if (change->has_action)
9128 ExecuteCustomElementAction(x, y, element, page);
9134 static void HandleElementChange(int x, int y, int page)
9136 int element = MovingOrBlocked2Element(x, y);
9137 struct ElementInfo *ei = &element_info[element];
9138 struct ElementChangeInfo *change = &ei->change_page[page];
9141 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
9144 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
9145 x, y, element, element_info[element].token_name);
9146 printf("HandleElementChange(): This should never happen!\n");
9151 /* this can happen with classic bombs on walkable, changing elements */
9152 if (!CAN_CHANGE(element))
9155 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
9156 ChangeDelay[x][y] = 0;
9162 if (ChangeDelay[x][y] == 0) /* initialize element change */
9164 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
9166 ResetGfxAnimation(x, y);
9167 ResetRandomAnimationValue(x, y);
9169 if (change->pre_change_function)
9170 change->pre_change_function(x, y);
9173 ChangeDelay[x][y]--;
9175 if (ChangeDelay[x][y] != 0) /* continue element change */
9177 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
9179 if (IS_ANIMATED(graphic))
9180 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9182 if (change->change_function)
9183 change->change_function(x, y);
9185 else /* finish element change */
9187 if (ChangePage[x][y] != -1) /* remember page from delayed change */
9189 page = ChangePage[x][y];
9190 ChangePage[x][y] = -1;
9192 change = &ei->change_page[page];
9195 if (IS_MOVING(x, y)) /* never change a running system ;-) */
9197 ChangeDelay[x][y] = 1; /* try change after next move step */
9198 ChangePage[x][y] = page; /* remember page to use for change */
9203 if (ChangeElement(x, y, element, page))
9205 if (change->post_change_function)
9206 change->post_change_function(x, y);
9213 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
9214 int trigger_element,
9220 boolean change_done_any = FALSE;
9221 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
9224 if (!(trigger_events[trigger_element][trigger_event]))
9228 printf("::: CheckTriggeredElementChangeExt %d ... [%d, %d, %d, '%s']\n",
9229 trigger_event, recursion_loop_depth, recursion_loop_detected,
9230 recursion_loop_element, EL_NAME(recursion_loop_element));
9233 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
9235 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
9237 int element = EL_CUSTOM_START + i;
9238 boolean change_done = FALSE;
9241 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
9242 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
9245 for (p = 0; p < element_info[element].num_change_pages; p++)
9247 struct ElementChangeInfo *change = &element_info[element].change_page[p];
9249 if (change->can_change_or_has_action &&
9250 change->has_event[trigger_event] &&
9251 change->trigger_side & trigger_side &&
9252 change->trigger_player & trigger_player &&
9253 change->trigger_page & trigger_page_bits &&
9254 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
9256 change->actual_trigger_element = trigger_element;
9257 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
9258 change->actual_trigger_side = trigger_side;
9259 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
9260 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
9262 if ((change->can_change && !change_done) || change->has_action)
9266 SCAN_PLAYFIELD(x, y)
9268 if (Feld[x][y] == element)
9270 if (change->can_change && !change_done)
9272 ChangeDelay[x][y] = 1;
9273 ChangeEvent[x][y] = trigger_event;
9275 HandleElementChange(x, y, p);
9277 #if USE_NEW_DELAYED_ACTION
9278 else if (change->has_action)
9280 ExecuteCustomElementAction(x, y, element, p);
9281 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
9284 if (change->has_action)
9286 ExecuteCustomElementAction(x, y, element, p);
9287 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
9293 if (change->can_change)
9296 change_done_any = TRUE;
9303 RECURSION_LOOP_DETECTION_END();
9305 return change_done_any;
9308 static boolean CheckElementChangeExt(int x, int y,
9310 int trigger_element,
9315 boolean change_done = FALSE;
9318 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
9319 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
9322 if (Feld[x][y] == EL_BLOCKED)
9324 Blocked2Moving(x, y, &x, &y);
9325 element = Feld[x][y];
9329 /* check if element has already changed */
9330 if (Feld[x][y] != element)
9333 /* check if element has already changed or is about to change after moving */
9334 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
9335 Feld[x][y] != element) ||
9337 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
9338 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
9339 ChangePage[x][y] != -1)))
9344 printf("::: CheckElementChangeExt %d ... [%d, %d, %d, '%s']\n",
9345 trigger_event, recursion_loop_depth, recursion_loop_detected,
9346 recursion_loop_element, EL_NAME(recursion_loop_element));
9349 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
9351 for (p = 0; p < element_info[element].num_change_pages; p++)
9353 struct ElementChangeInfo *change = &element_info[element].change_page[p];
9355 /* check trigger element for all events where the element that is checked
9356 for changing interacts with a directly adjacent element -- this is
9357 different to element changes that affect other elements to change on the
9358 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
9359 boolean check_trigger_element =
9360 (trigger_event == CE_TOUCHING_X ||
9361 trigger_event == CE_HITTING_X ||
9362 trigger_event == CE_HIT_BY_X ||
9364 /* this one was forgotten until 3.2.3 */
9365 trigger_event == CE_DIGGING_X);
9368 if (change->can_change_or_has_action &&
9369 change->has_event[trigger_event] &&
9370 change->trigger_side & trigger_side &&
9371 change->trigger_player & trigger_player &&
9372 (!check_trigger_element ||
9373 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
9375 change->actual_trigger_element = trigger_element;
9376 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
9377 change->actual_trigger_side = trigger_side;
9378 change->actual_trigger_ce_value = CustomValue[x][y];
9379 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
9381 /* special case: trigger element not at (x,y) position for some events */
9382 if (check_trigger_element)
9394 { 0, 0 }, { 0, 0 }, { 0, 0 },
9398 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
9399 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
9401 change->actual_trigger_ce_value = CustomValue[xx][yy];
9402 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
9405 if (change->can_change && !change_done)
9407 ChangeDelay[x][y] = 1;
9408 ChangeEvent[x][y] = trigger_event;
9410 HandleElementChange(x, y, p);
9414 #if USE_NEW_DELAYED_ACTION
9415 else if (change->has_action)
9417 ExecuteCustomElementAction(x, y, element, p);
9418 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
9421 if (change->has_action)
9423 ExecuteCustomElementAction(x, y, element, p);
9424 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
9430 RECURSION_LOOP_DETECTION_END();
9435 static void PlayPlayerSound(struct PlayerInfo *player)
9437 int jx = player->jx, jy = player->jy;
9438 int sound_element = player->artwork_element;
9439 int last_action = player->last_action_waiting;
9440 int action = player->action_waiting;
9442 if (player->is_waiting)
9444 if (action != last_action)
9445 PlayLevelSoundElementAction(jx, jy, sound_element, action);
9447 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
9451 if (action != last_action)
9452 StopSound(element_info[sound_element].sound[last_action]);
9454 if (last_action == ACTION_SLEEPING)
9455 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
9459 static void PlayAllPlayersSound()
9463 for (i = 0; i < MAX_PLAYERS; i++)
9464 if (stored_player[i].active)
9465 PlayPlayerSound(&stored_player[i]);
9468 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
9470 boolean last_waiting = player->is_waiting;
9471 int move_dir = player->MovDir;
9473 player->dir_waiting = move_dir;
9474 player->last_action_waiting = player->action_waiting;
9478 if (!last_waiting) /* not waiting -> waiting */
9480 player->is_waiting = TRUE;
9482 player->frame_counter_bored =
9484 game.player_boring_delay_fixed +
9485 GetSimpleRandom(game.player_boring_delay_random);
9486 player->frame_counter_sleeping =
9488 game.player_sleeping_delay_fixed +
9489 GetSimpleRandom(game.player_sleeping_delay_random);
9491 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
9494 if (game.player_sleeping_delay_fixed +
9495 game.player_sleeping_delay_random > 0 &&
9496 player->anim_delay_counter == 0 &&
9497 player->post_delay_counter == 0 &&
9498 FrameCounter >= player->frame_counter_sleeping)
9499 player->is_sleeping = TRUE;
9500 else if (game.player_boring_delay_fixed +
9501 game.player_boring_delay_random > 0 &&
9502 FrameCounter >= player->frame_counter_bored)
9503 player->is_bored = TRUE;
9505 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
9506 player->is_bored ? ACTION_BORING :
9509 if (player->is_sleeping && player->use_murphy)
9511 /* special case for sleeping Murphy when leaning against non-free tile */
9513 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
9514 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
9515 !IS_MOVING(player->jx - 1, player->jy)))
9517 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
9518 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
9519 !IS_MOVING(player->jx + 1, player->jy)))
9520 move_dir = MV_RIGHT;
9522 player->is_sleeping = FALSE;
9524 player->dir_waiting = move_dir;
9527 if (player->is_sleeping)
9529 if (player->num_special_action_sleeping > 0)
9531 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
9533 int last_special_action = player->special_action_sleeping;
9534 int num_special_action = player->num_special_action_sleeping;
9535 int special_action =
9536 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
9537 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
9538 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
9539 last_special_action + 1 : ACTION_SLEEPING);
9540 int special_graphic =
9541 el_act_dir2img(player->artwork_element, special_action, move_dir);
9543 player->anim_delay_counter =
9544 graphic_info[special_graphic].anim_delay_fixed +
9545 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
9546 player->post_delay_counter =
9547 graphic_info[special_graphic].post_delay_fixed +
9548 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
9550 player->special_action_sleeping = special_action;
9553 if (player->anim_delay_counter > 0)
9555 player->action_waiting = player->special_action_sleeping;
9556 player->anim_delay_counter--;
9558 else if (player->post_delay_counter > 0)
9560 player->post_delay_counter--;
9564 else if (player->is_bored)
9566 if (player->num_special_action_bored > 0)
9568 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
9570 int special_action =
9571 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
9572 int special_graphic =
9573 el_act_dir2img(player->artwork_element, special_action, move_dir);
9575 player->anim_delay_counter =
9576 graphic_info[special_graphic].anim_delay_fixed +
9577 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
9578 player->post_delay_counter =
9579 graphic_info[special_graphic].post_delay_fixed +
9580 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
9582 player->special_action_bored = special_action;
9585 if (player->anim_delay_counter > 0)
9587 player->action_waiting = player->special_action_bored;
9588 player->anim_delay_counter--;
9590 else if (player->post_delay_counter > 0)
9592 player->post_delay_counter--;
9597 else if (last_waiting) /* waiting -> not waiting */
9599 player->is_waiting = FALSE;
9600 player->is_bored = FALSE;
9601 player->is_sleeping = FALSE;
9603 player->frame_counter_bored = -1;
9604 player->frame_counter_sleeping = -1;
9606 player->anim_delay_counter = 0;
9607 player->post_delay_counter = 0;
9609 player->dir_waiting = player->MovDir;
9610 player->action_waiting = ACTION_DEFAULT;
9612 player->special_action_bored = ACTION_DEFAULT;
9613 player->special_action_sleeping = ACTION_DEFAULT;
9617 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
9619 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
9620 int left = player_action & JOY_LEFT;
9621 int right = player_action & JOY_RIGHT;
9622 int up = player_action & JOY_UP;
9623 int down = player_action & JOY_DOWN;
9624 int button1 = player_action & JOY_BUTTON_1;
9625 int button2 = player_action & JOY_BUTTON_2;
9626 int dx = (left ? -1 : right ? 1 : 0);
9627 int dy = (up ? -1 : down ? 1 : 0);
9629 if (!player->active || tape.pausing)
9635 snapped = SnapField(player, dx, dy);
9639 dropped = DropElement(player);
9641 moved = MovePlayer(player, dx, dy);
9644 if (tape.single_step && tape.recording && !tape.pausing)
9646 if (button1 || (dropped && !moved))
9648 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
9649 SnapField(player, 0, 0); /* stop snapping */
9653 SetPlayerWaiting(player, FALSE);
9655 return player_action;
9659 /* no actions for this player (no input at player's configured device) */
9661 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
9662 SnapField(player, 0, 0);
9663 CheckGravityMovementWhenNotMoving(player);
9665 if (player->MovPos == 0)
9666 SetPlayerWaiting(player, TRUE);
9668 if (player->MovPos == 0) /* needed for tape.playing */
9669 player->is_moving = FALSE;
9671 player->is_dropping = FALSE;
9672 player->is_dropping_pressed = FALSE;
9673 player->drop_pressed_delay = 0;
9679 static void CheckLevelTime()
9683 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
9685 if (level.native_em_level->lev->home == 0) /* all players at home */
9687 PlayerWins(local_player);
9689 AllPlayersGone = TRUE;
9691 level.native_em_level->lev->home = -1;
9694 if (level.native_em_level->ply[0]->alive == 0 &&
9695 level.native_em_level->ply[1]->alive == 0 &&
9696 level.native_em_level->ply[2]->alive == 0 &&
9697 level.native_em_level->ply[3]->alive == 0) /* all dead */
9698 AllPlayersGone = TRUE;
9701 if (TimeFrames >= FRAMES_PER_SECOND)
9706 for (i = 0; i < MAX_PLAYERS; i++)
9708 struct PlayerInfo *player = &stored_player[i];
9710 if (SHIELD_ON(player))
9712 player->shield_normal_time_left--;
9714 if (player->shield_deadly_time_left > 0)
9715 player->shield_deadly_time_left--;
9719 if (!local_player->LevelSolved && !level.use_step_counter)
9727 if (TimeLeft <= 10 && setup.time_limit)
9728 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
9730 DrawGameValue_Time(TimeLeft);
9732 if (!TimeLeft && setup.time_limit)
9734 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
9735 level.native_em_level->lev->killed_out_of_time = TRUE;
9737 for (i = 0; i < MAX_PLAYERS; i++)
9738 KillPlayer(&stored_player[i]);
9741 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
9742 DrawGameValue_Time(TimePlayed);
9744 level.native_em_level->lev->time =
9745 (level.time == 0 ? TimePlayed : TimeLeft);
9748 if (tape.recording || tape.playing)
9749 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
9753 void AdvanceFrameAndPlayerCounters(int player_nr)
9757 /* advance frame counters (global frame counter and time frame counter) */
9761 /* advance player counters (counters for move delay, move animation etc.) */
9762 for (i = 0; i < MAX_PLAYERS; i++)
9764 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
9765 int move_delay_value = stored_player[i].move_delay_value;
9766 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
9768 if (!advance_player_counters) /* not all players may be affected */
9771 #if USE_NEW_PLAYER_ANIM
9772 if (move_frames == 0) /* less than one move per game frame */
9774 int stepsize = TILEX / move_delay_value;
9775 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
9776 int count = (stored_player[i].is_moving ?
9777 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
9779 if (count % delay == 0)
9784 stored_player[i].Frame += move_frames;
9786 if (stored_player[i].MovPos != 0)
9787 stored_player[i].StepFrame += move_frames;
9789 if (stored_player[i].move_delay > 0)
9790 stored_player[i].move_delay--;
9792 /* due to bugs in previous versions, counter must count up, not down */
9793 if (stored_player[i].push_delay != -1)
9794 stored_player[i].push_delay++;
9796 if (stored_player[i].drop_delay > 0)
9797 stored_player[i].drop_delay--;
9799 if (stored_player[i].is_dropping_pressed)
9800 stored_player[i].drop_pressed_delay++;
9804 void StartGameActions(boolean init_network_game, boolean record_tape,
9807 unsigned long new_random_seed = InitRND(random_seed);
9810 TapeStartRecording(new_random_seed);
9812 #if defined(NETWORK_AVALIABLE)
9813 if (init_network_game)
9815 SendToServer_StartPlaying();
9826 static unsigned long game_frame_delay = 0;
9827 unsigned long game_frame_delay_value;
9828 byte *recorded_player_action;
9829 byte summarized_player_action = 0;
9830 byte tape_action[MAX_PLAYERS];
9833 /* detect endless loops, caused by custom element programming */
9834 if (recursion_loop_detected && recursion_loop_depth == 0)
9836 char *message = getStringCat3("Internal Error ! Element ",
9837 EL_NAME(recursion_loop_element),
9838 " caused endless loop ! Quit the game ?");
9840 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
9841 EL_NAME(recursion_loop_element));
9843 RequestQuitGameExt(FALSE, level_editor_test_game, message);
9845 recursion_loop_detected = FALSE; /* if game should be continued */
9852 if (game.restart_level)
9853 StartGameActions(options.network, setup.autorecord, NEW_RANDOMIZE);
9855 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
9857 if (level.native_em_level->lev->home == 0) /* all players at home */
9859 PlayerWins(local_player);
9861 AllPlayersGone = TRUE;
9863 level.native_em_level->lev->home = -1;
9866 if (level.native_em_level->ply[0]->alive == 0 &&
9867 level.native_em_level->ply[1]->alive == 0 &&
9868 level.native_em_level->ply[2]->alive == 0 &&
9869 level.native_em_level->ply[3]->alive == 0) /* all dead */
9870 AllPlayersGone = TRUE;
9873 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
9876 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
9879 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
9882 game_frame_delay_value =
9883 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
9885 if (tape.playing && tape.warp_forward && !tape.pausing)
9886 game_frame_delay_value = 0;
9888 /* ---------- main game synchronization point ---------- */
9890 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
9892 if (network_playing && !network_player_action_received)
9894 /* try to get network player actions in time */
9896 #if defined(NETWORK_AVALIABLE)
9897 /* last chance to get network player actions without main loop delay */
9901 /* game was quit by network peer */
9902 if (game_status != GAME_MODE_PLAYING)
9905 if (!network_player_action_received)
9906 return; /* failed to get network player actions in time */
9908 /* do not yet reset "network_player_action_received" (for tape.pausing) */
9914 /* at this point we know that we really continue executing the game */
9916 network_player_action_received = FALSE;
9918 /* when playing tape, read previously recorded player input from tape data */
9919 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
9922 /* TapePlayAction() may return NULL when toggling to "pause before death" */
9927 if (tape.set_centered_player)
9929 game.centered_player_nr_next = tape.centered_player_nr_next;
9930 game.set_centered_player = TRUE;
9933 for (i = 0; i < MAX_PLAYERS; i++)
9935 summarized_player_action |= stored_player[i].action;
9937 if (!network_playing)
9938 stored_player[i].effective_action = stored_player[i].action;
9941 #if defined(NETWORK_AVALIABLE)
9942 if (network_playing)
9943 SendToServer_MovePlayer(summarized_player_action);
9946 if (!options.network && !setup.team_mode)
9947 local_player->effective_action = summarized_player_action;
9949 if (setup.team_mode && setup.input_on_focus && game.centered_player_nr != -1)
9951 for (i = 0; i < MAX_PLAYERS; i++)
9952 stored_player[i].effective_action =
9953 (i == game.centered_player_nr ? summarized_player_action : 0);
9956 if (recorded_player_action != NULL)
9957 for (i = 0; i < MAX_PLAYERS; i++)
9958 stored_player[i].effective_action = recorded_player_action[i];
9960 for (i = 0; i < MAX_PLAYERS; i++)
9962 tape_action[i] = stored_player[i].effective_action;
9964 /* (this can only happen in the R'n'D game engine) */
9965 if (tape.recording && tape_action[i] && !tape.player_participates[i])
9966 tape.player_participates[i] = TRUE; /* player just appeared from CE */
9969 /* only record actions from input devices, but not programmed actions */
9971 TapeRecordAction(tape_action);
9973 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
9975 GameActions_EM_Main();
9983 void GameActions_EM_Main()
9985 byte effective_action[MAX_PLAYERS];
9986 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
9989 for (i = 0; i < MAX_PLAYERS; i++)
9990 effective_action[i] = stored_player[i].effective_action;
9992 GameActions_EM(effective_action, warp_mode);
9996 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
9999 void GameActions_RND()
10001 int magic_wall_x = 0, magic_wall_y = 0;
10002 int i, x, y, element, graphic;
10004 InitPlayfieldScanModeVars();
10006 #if USE_ONE_MORE_CHANGE_PER_FRAME
10007 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10009 SCAN_PLAYFIELD(x, y)
10011 ChangeCount[x][y] = 0;
10012 ChangeEvent[x][y] = -1;
10017 if (game.set_centered_player)
10019 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
10021 /* switching to "all players" only possible if all players fit to screen */
10022 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
10024 game.centered_player_nr_next = game.centered_player_nr;
10025 game.set_centered_player = FALSE;
10028 /* do not switch focus to non-existing (or non-active) player */
10029 if (game.centered_player_nr_next >= 0 &&
10030 !stored_player[game.centered_player_nr_next].active)
10032 game.centered_player_nr_next = game.centered_player_nr;
10033 game.set_centered_player = FALSE;
10037 if (game.set_centered_player &&
10038 ScreenMovPos == 0) /* screen currently aligned at tile position */
10042 if (game.centered_player_nr_next == -1)
10044 setScreenCenteredToAllPlayers(&sx, &sy);
10048 sx = stored_player[game.centered_player_nr_next].jx;
10049 sy = stored_player[game.centered_player_nr_next].jy;
10052 game.centered_player_nr = game.centered_player_nr_next;
10053 game.set_centered_player = FALSE;
10055 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
10056 DrawGameDoorValues();
10059 for (i = 0; i < MAX_PLAYERS; i++)
10061 int actual_player_action = stored_player[i].effective_action;
10064 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
10065 - rnd_equinox_tetrachloride 048
10066 - rnd_equinox_tetrachloride_ii 096
10067 - rnd_emanuel_schmieg 002
10068 - doctor_sloan_ww 001, 020
10070 if (stored_player[i].MovPos == 0)
10071 CheckGravityMovement(&stored_player[i]);
10074 /* overwrite programmed action with tape action */
10075 if (stored_player[i].programmed_action)
10076 actual_player_action = stored_player[i].programmed_action;
10078 PlayerActions(&stored_player[i], actual_player_action);
10080 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
10083 ScrollScreen(NULL, SCROLL_GO_ON);
10085 /* for backwards compatibility, the following code emulates a fixed bug that
10086 occured when pushing elements (causing elements that just made their last
10087 pushing step to already (if possible) make their first falling step in the
10088 same game frame, which is bad); this code is also needed to use the famous
10089 "spring push bug" which is used in older levels and might be wanted to be
10090 used also in newer levels, but in this case the buggy pushing code is only
10091 affecting the "spring" element and no other elements */
10093 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
10095 for (i = 0; i < MAX_PLAYERS; i++)
10097 struct PlayerInfo *player = &stored_player[i];
10098 int x = player->jx;
10099 int y = player->jy;
10101 if (player->active && player->is_pushing && player->is_moving &&
10103 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
10104 Feld[x][y] == EL_SPRING))
10106 ContinueMoving(x, y);
10108 /* continue moving after pushing (this is actually a bug) */
10109 if (!IS_MOVING(x, y))
10111 Stop[x][y] = FALSE;
10117 SCAN_PLAYFIELD(x, y)
10119 ChangeCount[x][y] = 0;
10120 ChangeEvent[x][y] = -1;
10122 /* this must be handled before main playfield loop */
10123 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
10126 if (MovDelay[x][y] <= 0)
10130 #if USE_NEW_SNAP_DELAY
10131 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
10134 if (MovDelay[x][y] <= 0)
10137 DrawLevelField(x, y);
10139 TestIfElementTouchesCustomElement(x, y); /* for empty space */
10145 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
10147 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
10148 printf("GameActions(): This should never happen!\n");
10150 ChangePage[x][y] = -1;
10154 Stop[x][y] = FALSE;
10155 if (WasJustMoving[x][y] > 0)
10156 WasJustMoving[x][y]--;
10157 if (WasJustFalling[x][y] > 0)
10158 WasJustFalling[x][y]--;
10159 if (CheckCollision[x][y] > 0)
10160 CheckCollision[x][y]--;
10161 if (CheckImpact[x][y] > 0)
10162 CheckImpact[x][y]--;
10166 /* reset finished pushing action (not done in ContinueMoving() to allow
10167 continuous pushing animation for elements with zero push delay) */
10168 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
10170 ResetGfxAnimation(x, y);
10171 DrawLevelField(x, y);
10175 if (IS_BLOCKED(x, y))
10179 Blocked2Moving(x, y, &oldx, &oldy);
10180 if (!IS_MOVING(oldx, oldy))
10182 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
10183 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
10184 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
10185 printf("GameActions(): This should never happen!\n");
10191 SCAN_PLAYFIELD(x, y)
10193 element = Feld[x][y];
10194 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10196 ResetGfxFrame(x, y, TRUE);
10198 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
10199 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
10200 ResetRandomAnimationValue(x, y);
10202 SetRandomAnimationValue(x, y);
10204 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
10206 if (IS_INACTIVE(element))
10208 if (IS_ANIMATED(graphic))
10209 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10214 /* this may take place after moving, so 'element' may have changed */
10215 if (IS_CHANGING(x, y) &&
10216 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
10218 int page = element_info[element].event_page_nr[CE_DELAY];
10221 HandleElementChange(x, y, page);
10223 if (CAN_CHANGE(element))
10224 HandleElementChange(x, y, page);
10226 if (HAS_ACTION(element))
10227 ExecuteCustomElementAction(x, y, element, page);
10230 element = Feld[x][y];
10231 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10234 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
10238 element = Feld[x][y];
10239 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10241 if (IS_ANIMATED(graphic) &&
10242 !IS_MOVING(x, y) &&
10244 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10246 if (IS_GEM(element) || element == EL_SP_INFOTRON)
10247 DrawTwinkleOnField(x, y);
10249 else if ((element == EL_ACID ||
10250 element == EL_EXIT_OPEN ||
10251 element == EL_EM_EXIT_OPEN ||
10252 element == EL_SP_EXIT_OPEN ||
10253 element == EL_STEEL_EXIT_OPEN ||
10254 element == EL_EM_STEEL_EXIT_OPEN ||
10255 element == EL_SP_TERMINAL ||
10256 element == EL_SP_TERMINAL_ACTIVE ||
10257 element == EL_EXTRA_TIME ||
10258 element == EL_SHIELD_NORMAL ||
10259 element == EL_SHIELD_DEADLY) &&
10260 IS_ANIMATED(graphic))
10261 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10262 else if (IS_MOVING(x, y))
10263 ContinueMoving(x, y);
10264 else if (IS_ACTIVE_BOMB(element))
10265 CheckDynamite(x, y);
10266 else if (element == EL_AMOEBA_GROWING)
10267 AmoebeWaechst(x, y);
10268 else if (element == EL_AMOEBA_SHRINKING)
10269 AmoebaDisappearing(x, y);
10271 #if !USE_NEW_AMOEBA_CODE
10272 else if (IS_AMOEBALIVE(element))
10273 AmoebeAbleger(x, y);
10276 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
10278 else if (element == EL_EXIT_CLOSED)
10280 else if (element == EL_EM_EXIT_CLOSED)
10282 else if (element == EL_STEEL_EXIT_CLOSED)
10283 CheckExitSteel(x, y);
10284 else if (element == EL_EM_STEEL_EXIT_CLOSED)
10285 CheckExitSteelEM(x, y);
10286 else if (element == EL_SP_EXIT_CLOSED)
10288 else if (element == EL_EXPANDABLE_WALL_GROWING ||
10289 element == EL_EXPANDABLE_STEELWALL_GROWING)
10290 MauerWaechst(x, y);
10291 else if (element == EL_EXPANDABLE_WALL ||
10292 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
10293 element == EL_EXPANDABLE_WALL_VERTICAL ||
10294 element == EL_EXPANDABLE_WALL_ANY ||
10295 element == EL_BD_EXPANDABLE_WALL)
10296 MauerAbleger(x, y);
10297 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
10298 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
10299 element == EL_EXPANDABLE_STEELWALL_ANY)
10300 MauerAblegerStahl(x, y);
10301 else if (element == EL_FLAMES)
10302 CheckForDragon(x, y);
10303 else if (element == EL_EXPLOSION)
10304 ; /* drawing of correct explosion animation is handled separately */
10305 else if (element == EL_ELEMENT_SNAPPING ||
10306 element == EL_DIAGONAL_SHRINKING ||
10307 element == EL_DIAGONAL_GROWING)
10309 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
10311 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10313 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
10314 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10316 if (IS_BELT_ACTIVE(element))
10317 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
10319 if (game.magic_wall_active)
10321 int jx = local_player->jx, jy = local_player->jy;
10323 /* play the element sound at the position nearest to the player */
10324 if ((element == EL_MAGIC_WALL_FULL ||
10325 element == EL_MAGIC_WALL_ACTIVE ||
10326 element == EL_MAGIC_WALL_EMPTYING ||
10327 element == EL_BD_MAGIC_WALL_FULL ||
10328 element == EL_BD_MAGIC_WALL_ACTIVE ||
10329 element == EL_BD_MAGIC_WALL_EMPTYING ||
10330 element == EL_DC_MAGIC_WALL_FULL ||
10331 element == EL_DC_MAGIC_WALL_ACTIVE ||
10332 element == EL_DC_MAGIC_WALL_EMPTYING) &&
10333 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
10341 #if USE_NEW_AMOEBA_CODE
10342 /* new experimental amoeba growth stuff */
10343 if (!(FrameCounter % 8))
10345 static unsigned long random = 1684108901;
10347 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
10349 x = RND(lev_fieldx);
10350 y = RND(lev_fieldy);
10351 element = Feld[x][y];
10353 if (!IS_PLAYER(x,y) &&
10354 (element == EL_EMPTY ||
10355 CAN_GROW_INTO(element) ||
10356 element == EL_QUICKSAND_EMPTY ||
10357 element == EL_QUICKSAND_FAST_EMPTY ||
10358 element == EL_ACID_SPLASH_LEFT ||
10359 element == EL_ACID_SPLASH_RIGHT))
10361 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
10362 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
10363 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
10364 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
10365 Feld[x][y] = EL_AMOEBA_DROP;
10368 random = random * 129 + 1;
10374 if (game.explosions_delayed)
10377 game.explosions_delayed = FALSE;
10379 SCAN_PLAYFIELD(x, y)
10381 element = Feld[x][y];
10383 if (ExplodeField[x][y])
10384 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
10385 else if (element == EL_EXPLOSION)
10386 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
10388 ExplodeField[x][y] = EX_TYPE_NONE;
10391 game.explosions_delayed = TRUE;
10394 if (game.magic_wall_active)
10396 if (!(game.magic_wall_time_left % 4))
10398 int element = Feld[magic_wall_x][magic_wall_y];
10400 if (element == EL_BD_MAGIC_WALL_FULL ||
10401 element == EL_BD_MAGIC_WALL_ACTIVE ||
10402 element == EL_BD_MAGIC_WALL_EMPTYING)
10403 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
10404 else if (element == EL_DC_MAGIC_WALL_FULL ||
10405 element == EL_DC_MAGIC_WALL_ACTIVE ||
10406 element == EL_DC_MAGIC_WALL_EMPTYING)
10407 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
10409 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
10412 if (game.magic_wall_time_left > 0)
10414 game.magic_wall_time_left--;
10415 if (!game.magic_wall_time_left)
10417 SCAN_PLAYFIELD(x, y)
10419 element = Feld[x][y];
10421 if (element == EL_MAGIC_WALL_ACTIVE ||
10422 element == EL_MAGIC_WALL_FULL)
10424 Feld[x][y] = EL_MAGIC_WALL_DEAD;
10425 DrawLevelField(x, y);
10427 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
10428 element == EL_BD_MAGIC_WALL_FULL)
10430 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
10431 DrawLevelField(x, y);
10433 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
10434 element == EL_DC_MAGIC_WALL_FULL)
10436 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
10437 DrawLevelField(x, y);
10441 game.magic_wall_active = FALSE;
10446 if (game.light_time_left > 0)
10448 game.light_time_left--;
10450 if (game.light_time_left == 0)
10451 RedrawAllLightSwitchesAndInvisibleElements();
10454 if (game.timegate_time_left > 0)
10456 game.timegate_time_left--;
10458 if (game.timegate_time_left == 0)
10459 CloseAllOpenTimegates();
10462 if (game.lenses_time_left > 0)
10464 game.lenses_time_left--;
10466 if (game.lenses_time_left == 0)
10467 RedrawAllInvisibleElementsForLenses();
10470 if (game.magnify_time_left > 0)
10472 game.magnify_time_left--;
10474 if (game.magnify_time_left == 0)
10475 RedrawAllInvisibleElementsForMagnifier();
10478 for (i = 0; i < MAX_PLAYERS; i++)
10480 struct PlayerInfo *player = &stored_player[i];
10482 if (SHIELD_ON(player))
10484 if (player->shield_deadly_time_left)
10485 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
10486 else if (player->shield_normal_time_left)
10487 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
10494 PlayAllPlayersSound();
10496 if (options.debug) /* calculate frames per second */
10498 static unsigned long fps_counter = 0;
10499 static int fps_frames = 0;
10500 unsigned long fps_delay_ms = Counter() - fps_counter;
10504 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
10506 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
10509 fps_counter = Counter();
10512 redraw_mask |= REDRAW_FPS;
10515 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
10517 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
10519 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
10521 local_player->show_envelope = 0;
10524 /* use random number generator in every frame to make it less predictable */
10525 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
10529 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
10531 int min_x = x, min_y = y, max_x = x, max_y = y;
10534 for (i = 0; i < MAX_PLAYERS; i++)
10536 int jx = stored_player[i].jx, jy = stored_player[i].jy;
10538 if (!stored_player[i].active || &stored_player[i] == player)
10541 min_x = MIN(min_x, jx);
10542 min_y = MIN(min_y, jy);
10543 max_x = MAX(max_x, jx);
10544 max_y = MAX(max_y, jy);
10547 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
10550 static boolean AllPlayersInVisibleScreen()
10554 for (i = 0; i < MAX_PLAYERS; i++)
10556 int jx = stored_player[i].jx, jy = stored_player[i].jy;
10558 if (!stored_player[i].active)
10561 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
10568 void ScrollLevel(int dx, int dy)
10571 static Bitmap *bitmap_db_field2 = NULL;
10572 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
10578 /* only horizontal XOR vertical scroll direction allowed */
10579 if ((dx == 0 && dy == 0) || (dx != 0 && dy != 0))
10583 if (bitmap_db_field2 == NULL)
10584 bitmap_db_field2 = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH);
10586 BlitBitmap(drawto_field, bitmap_db_field2,
10587 FX + TILEX * (dx == -1) - softscroll_offset,
10588 FY + TILEY * (dy == -1) - softscroll_offset,
10589 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
10590 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
10591 FX + TILEX * (dx == 1) - softscroll_offset,
10592 FY + TILEY * (dy == 1) - softscroll_offset);
10593 BlitBitmap(bitmap_db_field2, drawto_field,
10594 FX + TILEX * (dx == 1) - softscroll_offset,
10595 FY + TILEY * (dy == 1) - softscroll_offset,
10596 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
10597 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
10598 FX + TILEX * (dx == 1) - softscroll_offset,
10599 FY + TILEY * (dy == 1) - softscroll_offset);
10604 int xsize = (BX2 - BX1 + 1);
10605 int ysize = (BY2 - BY1 + 1);
10606 int start = (dx != 0 ? (dx == -1 ? BX1 : BX2) : (dy == -1 ? BY1 : BY2));
10607 int end = (dx != 0 ? (dx == -1 ? BX2 : BX1) : (dy == -1 ? BY2 : BY1));
10608 int step = (start < end ? +1 : -1);
10610 for (i = start; i != end; i += step)
10612 BlitBitmap(drawto_field, drawto_field,
10613 FX + TILEX * (dx != 0 ? i + step : 0),
10614 FY + TILEY * (dy != 0 ? i + step : 0),
10615 TILEX * (dx != 0 ? 1 : xsize),
10616 TILEY * (dy != 0 ? 1 : ysize),
10617 FX + TILEX * (dx != 0 ? i : 0),
10618 FY + TILEY * (dy != 0 ? i : 0));
10623 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
10625 BlitBitmap(drawto_field, drawto_field,
10626 FX + TILEX * (dx == -1) - softscroll_offset,
10627 FY + TILEY * (dy == -1) - softscroll_offset,
10628 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
10629 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
10630 FX + TILEX * (dx == 1) - softscroll_offset,
10631 FY + TILEY * (dy == 1) - softscroll_offset);
10637 x = (dx == 1 ? BX1 : BX2);
10638 for (y = BY1; y <= BY2; y++)
10639 DrawScreenField(x, y);
10644 y = (dy == 1 ? BY1 : BY2);
10645 for (x = BX1; x <= BX2; x++)
10646 DrawScreenField(x, y);
10649 redraw_mask |= REDRAW_FIELD;
10652 static boolean canFallDown(struct PlayerInfo *player)
10654 int jx = player->jx, jy = player->jy;
10656 return (IN_LEV_FIELD(jx, jy + 1) &&
10657 (IS_FREE(jx, jy + 1) ||
10658 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
10659 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
10660 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
10663 static boolean canPassField(int x, int y, int move_dir)
10665 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
10666 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
10667 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
10668 int nextx = x + dx;
10669 int nexty = y + dy;
10670 int element = Feld[x][y];
10672 return (IS_PASSABLE_FROM(element, opposite_dir) &&
10673 !CAN_MOVE(element) &&
10674 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
10675 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
10676 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
10679 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
10681 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
10682 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
10683 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
10687 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
10688 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
10689 (IS_DIGGABLE(Feld[newx][newy]) ||
10690 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
10691 canPassField(newx, newy, move_dir)));
10694 static void CheckGravityMovement(struct PlayerInfo *player)
10696 #if USE_PLAYER_GRAVITY
10697 if (player->gravity && !player->programmed_action)
10699 if (game.gravity && !player->programmed_action)
10702 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
10703 int move_dir_vertical = player->effective_action & MV_VERTICAL;
10704 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
10705 int jx = player->jx, jy = player->jy;
10706 boolean player_is_moving_to_valid_field =
10707 (!player_is_snapping &&
10708 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
10709 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
10710 boolean player_can_fall_down = canFallDown(player);
10712 if (player_can_fall_down &&
10713 !player_is_moving_to_valid_field)
10714 player->programmed_action = MV_DOWN;
10718 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
10720 return CheckGravityMovement(player);
10722 #if USE_PLAYER_GRAVITY
10723 if (player->gravity && !player->programmed_action)
10725 if (game.gravity && !player->programmed_action)
10728 int jx = player->jx, jy = player->jy;
10729 boolean field_under_player_is_free =
10730 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
10731 boolean player_is_standing_on_valid_field =
10732 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
10733 (IS_WALKABLE(Feld[jx][jy]) &&
10734 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
10736 if (field_under_player_is_free && !player_is_standing_on_valid_field)
10737 player->programmed_action = MV_DOWN;
10742 MovePlayerOneStep()
10743 -----------------------------------------------------------------------------
10744 dx, dy: direction (non-diagonal) to try to move the player to
10745 real_dx, real_dy: direction as read from input device (can be diagonal)
10748 boolean MovePlayerOneStep(struct PlayerInfo *player,
10749 int dx, int dy, int real_dx, int real_dy)
10751 int jx = player->jx, jy = player->jy;
10752 int new_jx = jx + dx, new_jy = jy + dy;
10753 #if !USE_FIXED_DONT_RUN_INTO
10757 boolean player_can_move = !player->cannot_move;
10759 if (!player->active || (!dx && !dy))
10760 return MP_NO_ACTION;
10762 player->MovDir = (dx < 0 ? MV_LEFT :
10763 dx > 0 ? MV_RIGHT :
10765 dy > 0 ? MV_DOWN : MV_NONE);
10767 if (!IN_LEV_FIELD(new_jx, new_jy))
10768 return MP_NO_ACTION;
10770 if (!player_can_move)
10772 if (player->MovPos == 0)
10774 player->is_moving = FALSE;
10775 player->is_digging = FALSE;
10776 player->is_collecting = FALSE;
10777 player->is_snapping = FALSE;
10778 player->is_pushing = FALSE;
10783 if (!options.network && game.centered_player_nr == -1 &&
10784 !AllPlayersInSight(player, new_jx, new_jy))
10785 return MP_NO_ACTION;
10787 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
10788 return MP_NO_ACTION;
10791 #if !USE_FIXED_DONT_RUN_INTO
10792 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
10794 /* (moved to DigField()) */
10795 if (player_can_move && DONT_RUN_INTO(element))
10797 if (element == EL_ACID && dx == 0 && dy == 1)
10799 SplashAcid(new_jx, new_jy);
10800 Feld[jx][jy] = EL_PLAYER_1;
10801 InitMovingField(jx, jy, MV_DOWN);
10802 Store[jx][jy] = EL_ACID;
10803 ContinueMoving(jx, jy);
10804 BuryPlayer(player);
10807 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
10813 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
10814 if (can_move != MP_MOVING)
10817 /* check if DigField() has caused relocation of the player */
10818 if (player->jx != jx || player->jy != jy)
10819 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
10821 StorePlayer[jx][jy] = 0;
10822 player->last_jx = jx;
10823 player->last_jy = jy;
10824 player->jx = new_jx;
10825 player->jy = new_jy;
10826 StorePlayer[new_jx][new_jy] = player->element_nr;
10828 if (player->move_delay_value_next != -1)
10830 player->move_delay_value = player->move_delay_value_next;
10831 player->move_delay_value_next = -1;
10835 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
10837 player->step_counter++;
10839 PlayerVisit[jx][jy] = FrameCounter;
10841 #if USE_UFAST_PLAYER_EXIT_BUGFIX
10842 player->is_moving = TRUE;
10846 /* should better be called in MovePlayer(), but this breaks some tapes */
10847 ScrollPlayer(player, SCROLL_INIT);
10853 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
10855 int jx = player->jx, jy = player->jy;
10856 int old_jx = jx, old_jy = jy;
10857 int moved = MP_NO_ACTION;
10859 if (!player->active)
10864 if (player->MovPos == 0)
10866 player->is_moving = FALSE;
10867 player->is_digging = FALSE;
10868 player->is_collecting = FALSE;
10869 player->is_snapping = FALSE;
10870 player->is_pushing = FALSE;
10876 if (player->move_delay > 0)
10879 player->move_delay = -1; /* set to "uninitialized" value */
10881 /* store if player is automatically moved to next field */
10882 player->is_auto_moving = (player->programmed_action != MV_NONE);
10884 /* remove the last programmed player action */
10885 player->programmed_action = 0;
10887 if (player->MovPos)
10889 /* should only happen if pre-1.2 tape recordings are played */
10890 /* this is only for backward compatibility */
10892 int original_move_delay_value = player->move_delay_value;
10895 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
10899 /* scroll remaining steps with finest movement resolution */
10900 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
10902 while (player->MovPos)
10904 ScrollPlayer(player, SCROLL_GO_ON);
10905 ScrollScreen(NULL, SCROLL_GO_ON);
10907 AdvanceFrameAndPlayerCounters(player->index_nr);
10913 player->move_delay_value = original_move_delay_value;
10916 player->is_active = FALSE;
10918 if (player->last_move_dir & MV_HORIZONTAL)
10920 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
10921 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
10925 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
10926 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
10929 #if USE_FIXED_BORDER_RUNNING_GFX
10930 if (!moved && !player->is_active)
10932 player->is_moving = FALSE;
10933 player->is_digging = FALSE;
10934 player->is_collecting = FALSE;
10935 player->is_snapping = FALSE;
10936 player->is_pushing = FALSE;
10944 if (moved & MP_MOVING && !ScreenMovPos &&
10945 (player->index_nr == game.centered_player_nr ||
10946 game.centered_player_nr == -1))
10948 if (moved & MP_MOVING && !ScreenMovPos &&
10949 (player == local_player || !options.network))
10952 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
10953 int offset = (setup.scroll_delay ? 3 : 0);
10955 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
10957 /* actual player has left the screen -- scroll in that direction */
10958 if (jx != old_jx) /* player has moved horizontally */
10959 scroll_x += (jx - old_jx);
10960 else /* player has moved vertically */
10961 scroll_y += (jy - old_jy);
10965 if (jx != old_jx) /* player has moved horizontally */
10967 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
10968 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
10969 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
10971 /* don't scroll over playfield boundaries */
10972 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
10973 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
10975 /* don't scroll more than one field at a time */
10976 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
10978 /* don't scroll against the player's moving direction */
10979 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
10980 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
10981 scroll_x = old_scroll_x;
10983 else /* player has moved vertically */
10985 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
10986 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
10987 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
10989 /* don't scroll over playfield boundaries */
10990 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
10991 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
10993 /* don't scroll more than one field at a time */
10994 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
10996 /* don't scroll against the player's moving direction */
10997 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
10998 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
10999 scroll_y = old_scroll_y;
11003 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
11006 if (!options.network && game.centered_player_nr == -1 &&
11007 !AllPlayersInVisibleScreen())
11009 scroll_x = old_scroll_x;
11010 scroll_y = old_scroll_y;
11014 if (!options.network && !AllPlayersInVisibleScreen())
11016 scroll_x = old_scroll_x;
11017 scroll_y = old_scroll_y;
11022 ScrollScreen(player, SCROLL_INIT);
11023 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
11028 player->StepFrame = 0;
11030 if (moved & MP_MOVING)
11032 if (old_jx != jx && old_jy == jy)
11033 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
11034 else if (old_jx == jx && old_jy != jy)
11035 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
11037 DrawLevelField(jx, jy); /* for "crumbled sand" */
11039 player->last_move_dir = player->MovDir;
11040 player->is_moving = TRUE;
11041 player->is_snapping = FALSE;
11042 player->is_switching = FALSE;
11043 player->is_dropping = FALSE;
11044 player->is_dropping_pressed = FALSE;
11045 player->drop_pressed_delay = 0;
11048 /* should better be called here than above, but this breaks some tapes */
11049 ScrollPlayer(player, SCROLL_INIT);
11054 CheckGravityMovementWhenNotMoving(player);
11056 player->is_moving = FALSE;
11058 /* at this point, the player is allowed to move, but cannot move right now
11059 (e.g. because of something blocking the way) -- ensure that the player
11060 is also allowed to move in the next frame (in old versions before 3.1.1,
11061 the player was forced to wait again for eight frames before next try) */
11063 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11064 player->move_delay = 0; /* allow direct movement in the next frame */
11067 if (player->move_delay == -1) /* not yet initialized by DigField() */
11068 player->move_delay = player->move_delay_value;
11070 if (game.engine_version < VERSION_IDENT(3,0,7,0))
11072 TestIfPlayerTouchesBadThing(jx, jy);
11073 TestIfPlayerTouchesCustomElement(jx, jy);
11076 if (!player->active)
11077 RemovePlayer(player);
11082 void ScrollPlayer(struct PlayerInfo *player, int mode)
11084 int jx = player->jx, jy = player->jy;
11085 int last_jx = player->last_jx, last_jy = player->last_jy;
11086 int move_stepsize = TILEX / player->move_delay_value;
11088 #if USE_NEW_PLAYER_SPEED
11089 if (!player->active)
11092 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
11095 if (!player->active || player->MovPos == 0)
11099 if (mode == SCROLL_INIT)
11101 player->actual_frame_counter = FrameCounter;
11102 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
11104 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
11105 Feld[last_jx][last_jy] == EL_EMPTY)
11107 int last_field_block_delay = 0; /* start with no blocking at all */
11108 int block_delay_adjustment = player->block_delay_adjustment;
11110 /* if player blocks last field, add delay for exactly one move */
11111 if (player->block_last_field)
11113 last_field_block_delay += player->move_delay_value;
11115 /* when blocking enabled, prevent moving up despite gravity */
11116 #if USE_PLAYER_GRAVITY
11117 if (player->gravity && player->MovDir == MV_UP)
11118 block_delay_adjustment = -1;
11120 if (game.gravity && player->MovDir == MV_UP)
11121 block_delay_adjustment = -1;
11125 /* add block delay adjustment (also possible when not blocking) */
11126 last_field_block_delay += block_delay_adjustment;
11128 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
11129 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
11132 #if USE_NEW_PLAYER_SPEED
11133 if (player->MovPos != 0) /* player has not yet reached destination */
11139 else if (!FrameReached(&player->actual_frame_counter, 1))
11142 #if USE_NEW_PLAYER_SPEED
11143 if (player->MovPos != 0)
11145 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
11146 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
11148 /* before DrawPlayer() to draw correct player graphic for this case */
11149 if (player->MovPos == 0)
11150 CheckGravityMovement(player);
11153 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
11154 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
11156 /* before DrawPlayer() to draw correct player graphic for this case */
11157 if (player->MovPos == 0)
11158 CheckGravityMovement(player);
11161 if (player->MovPos == 0) /* player reached destination field */
11163 if (player->move_delay_reset_counter > 0)
11165 player->move_delay_reset_counter--;
11167 if (player->move_delay_reset_counter == 0)
11169 /* continue with normal speed after quickly moving through gate */
11170 HALVE_PLAYER_SPEED(player);
11172 /* be able to make the next move without delay */
11173 player->move_delay = 0;
11177 player->last_jx = jx;
11178 player->last_jy = jy;
11180 if (Feld[jx][jy] == EL_EXIT_OPEN ||
11181 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
11182 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
11183 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
11184 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
11185 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
11187 DrawPlayer(player); /* needed here only to cleanup last field */
11188 RemovePlayer(player);
11190 if (local_player->friends_still_needed == 0 ||
11191 IS_SP_ELEMENT(Feld[jx][jy]))
11192 PlayerWins(player);
11195 /* this breaks one level: "machine", level 000 */
11197 int move_direction = player->MovDir;
11198 int enter_side = MV_DIR_OPPOSITE(move_direction);
11199 int leave_side = move_direction;
11200 int old_jx = last_jx;
11201 int old_jy = last_jy;
11202 int old_element = Feld[old_jx][old_jy];
11203 int new_element = Feld[jx][jy];
11205 if (IS_CUSTOM_ELEMENT(old_element))
11206 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
11208 player->index_bit, leave_side);
11210 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
11211 CE_PLAYER_LEAVES_X,
11212 player->index_bit, leave_side);
11214 if (IS_CUSTOM_ELEMENT(new_element))
11215 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
11216 player->index_bit, enter_side);
11218 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
11219 CE_PLAYER_ENTERS_X,
11220 player->index_bit, enter_side);
11222 CheckTriggeredElementChangeBySide(jx, jy, player->element_nr,
11223 CE_MOVE_OF_X, move_direction);
11226 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
11228 TestIfPlayerTouchesBadThing(jx, jy);
11229 TestIfPlayerTouchesCustomElement(jx, jy);
11231 /* needed because pushed element has not yet reached its destination,
11232 so it would trigger a change event at its previous field location */
11233 if (!player->is_pushing)
11234 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
11236 if (!player->active)
11237 RemovePlayer(player);
11240 if (!local_player->LevelSolved && level.use_step_counter)
11250 if (TimeLeft <= 10 && setup.time_limit)
11251 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11253 DrawGameValue_Time(TimeLeft);
11255 if (!TimeLeft && setup.time_limit)
11256 for (i = 0; i < MAX_PLAYERS; i++)
11257 KillPlayer(&stored_player[i]);
11259 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
11260 DrawGameValue_Time(TimePlayed);
11263 if (tape.single_step && tape.recording && !tape.pausing &&
11264 !player->programmed_action)
11265 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11269 void ScrollScreen(struct PlayerInfo *player, int mode)
11271 static unsigned long screen_frame_counter = 0;
11273 if (mode == SCROLL_INIT)
11275 /* set scrolling step size according to actual player's moving speed */
11276 ScrollStepSize = TILEX / player->move_delay_value;
11278 screen_frame_counter = FrameCounter;
11279 ScreenMovDir = player->MovDir;
11280 ScreenMovPos = player->MovPos;
11281 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
11284 else if (!FrameReached(&screen_frame_counter, 1))
11289 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
11290 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
11291 redraw_mask |= REDRAW_FIELD;
11294 ScreenMovDir = MV_NONE;
11297 void TestIfPlayerTouchesCustomElement(int x, int y)
11299 static int xy[4][2] =
11306 static int trigger_sides[4][2] =
11308 /* center side border side */
11309 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
11310 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
11311 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
11312 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
11314 static int touch_dir[4] =
11316 MV_LEFT | MV_RIGHT,
11321 int center_element = Feld[x][y]; /* should always be non-moving! */
11324 for (i = 0; i < NUM_DIRECTIONS; i++)
11326 int xx = x + xy[i][0];
11327 int yy = y + xy[i][1];
11328 int center_side = trigger_sides[i][0];
11329 int border_side = trigger_sides[i][1];
11330 int border_element;
11332 if (!IN_LEV_FIELD(xx, yy))
11335 if (IS_PLAYER(x, y))
11337 struct PlayerInfo *player = PLAYERINFO(x, y);
11339 if (game.engine_version < VERSION_IDENT(3,0,7,0))
11340 border_element = Feld[xx][yy]; /* may be moving! */
11341 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
11342 border_element = Feld[xx][yy];
11343 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
11344 border_element = MovingOrBlocked2Element(xx, yy);
11346 continue; /* center and border element do not touch */
11348 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
11349 player->index_bit, border_side);
11350 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
11351 CE_PLAYER_TOUCHES_X,
11352 player->index_bit, border_side);
11354 else if (IS_PLAYER(xx, yy))
11356 struct PlayerInfo *player = PLAYERINFO(xx, yy);
11358 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
11360 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
11361 continue; /* center and border element do not touch */
11364 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
11365 player->index_bit, center_side);
11366 CheckTriggeredElementChangeByPlayer(x, y, center_element,
11367 CE_PLAYER_TOUCHES_X,
11368 player->index_bit, center_side);
11374 #if USE_ELEMENT_TOUCHING_BUGFIX
11376 void TestIfElementTouchesCustomElement(int x, int y)
11378 static int xy[4][2] =
11385 static int trigger_sides[4][2] =
11387 /* center side border side */
11388 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
11389 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
11390 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
11391 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
11393 static int touch_dir[4] =
11395 MV_LEFT | MV_RIGHT,
11400 boolean change_center_element = FALSE;
11401 int center_element = Feld[x][y]; /* should always be non-moving! */
11402 int border_element_old[NUM_DIRECTIONS];
11405 for (i = 0; i < NUM_DIRECTIONS; i++)
11407 int xx = x + xy[i][0];
11408 int yy = y + xy[i][1];
11409 int border_element;
11411 border_element_old[i] = -1;
11413 if (!IN_LEV_FIELD(xx, yy))
11416 if (game.engine_version < VERSION_IDENT(3,0,7,0))
11417 border_element = Feld[xx][yy]; /* may be moving! */
11418 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
11419 border_element = Feld[xx][yy];
11420 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
11421 border_element = MovingOrBlocked2Element(xx, yy);
11423 continue; /* center and border element do not touch */
11425 border_element_old[i] = border_element;
11428 for (i = 0; i < NUM_DIRECTIONS; i++)
11430 int xx = x + xy[i][0];
11431 int yy = y + xy[i][1];
11432 int center_side = trigger_sides[i][0];
11433 int border_element = border_element_old[i];
11435 if (border_element == -1)
11438 /* check for change of border element */
11439 CheckElementChangeBySide(xx, yy, border_element, center_element,
11440 CE_TOUCHING_X, center_side);
11443 for (i = 0; i < NUM_DIRECTIONS; i++)
11445 int border_side = trigger_sides[i][1];
11446 int border_element = border_element_old[i];
11448 if (border_element == -1)
11451 /* check for change of center element (but change it only once) */
11452 if (!change_center_element)
11453 change_center_element =
11454 CheckElementChangeBySide(x, y, center_element, border_element,
11455 CE_TOUCHING_X, border_side);
11461 void TestIfElementTouchesCustomElement_OLD(int x, int y)
11463 static int xy[4][2] =
11470 static int trigger_sides[4][2] =
11472 /* center side border side */
11473 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
11474 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
11475 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
11476 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
11478 static int touch_dir[4] =
11480 MV_LEFT | MV_RIGHT,
11485 boolean change_center_element = FALSE;
11486 int center_element = Feld[x][y]; /* should always be non-moving! */
11489 for (i = 0; i < NUM_DIRECTIONS; i++)
11491 int xx = x + xy[i][0];
11492 int yy = y + xy[i][1];
11493 int center_side = trigger_sides[i][0];
11494 int border_side = trigger_sides[i][1];
11495 int border_element;
11497 if (!IN_LEV_FIELD(xx, yy))
11500 if (game.engine_version < VERSION_IDENT(3,0,7,0))
11501 border_element = Feld[xx][yy]; /* may be moving! */
11502 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
11503 border_element = Feld[xx][yy];
11504 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
11505 border_element = MovingOrBlocked2Element(xx, yy);
11507 continue; /* center and border element do not touch */
11509 /* check for change of center element (but change it only once) */
11510 if (!change_center_element)
11511 change_center_element =
11512 CheckElementChangeBySide(x, y, center_element, border_element,
11513 CE_TOUCHING_X, border_side);
11515 /* check for change of border element */
11516 CheckElementChangeBySide(xx, yy, border_element, center_element,
11517 CE_TOUCHING_X, center_side);
11523 void TestIfElementHitsCustomElement(int x, int y, int direction)
11525 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
11526 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
11527 int hitx = x + dx, hity = y + dy;
11528 int hitting_element = Feld[x][y];
11529 int touched_element;
11531 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
11534 touched_element = (IN_LEV_FIELD(hitx, hity) ?
11535 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
11537 if (IN_LEV_FIELD(hitx, hity))
11539 int opposite_direction = MV_DIR_OPPOSITE(direction);
11540 int hitting_side = direction;
11541 int touched_side = opposite_direction;
11542 boolean object_hit = (!IS_MOVING(hitx, hity) ||
11543 MovDir[hitx][hity] != direction ||
11544 ABS(MovPos[hitx][hity]) <= TILEY / 2);
11550 CheckElementChangeBySide(x, y, hitting_element, touched_element,
11551 CE_HITTING_X, touched_side);
11553 CheckElementChangeBySide(hitx, hity, touched_element,
11554 hitting_element, CE_HIT_BY_X, hitting_side);
11556 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
11557 CE_HIT_BY_SOMETHING, opposite_direction);
11561 /* "hitting something" is also true when hitting the playfield border */
11562 CheckElementChangeBySide(x, y, hitting_element, touched_element,
11563 CE_HITTING_SOMETHING, direction);
11567 void TestIfElementSmashesCustomElement(int x, int y, int direction)
11569 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
11570 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
11571 int hitx = x + dx, hity = y + dy;
11572 int hitting_element = Feld[x][y];
11573 int touched_element;
11575 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
11576 !IS_FREE(hitx, hity) &&
11577 (!IS_MOVING(hitx, hity) ||
11578 MovDir[hitx][hity] != direction ||
11579 ABS(MovPos[hitx][hity]) <= TILEY / 2));
11582 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
11586 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
11590 touched_element = (IN_LEV_FIELD(hitx, hity) ?
11591 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
11593 CheckElementChangeBySide(x, y, hitting_element, touched_element,
11594 EP_CAN_SMASH_EVERYTHING, direction);
11596 if (IN_LEV_FIELD(hitx, hity))
11598 int opposite_direction = MV_DIR_OPPOSITE(direction);
11599 int hitting_side = direction;
11600 int touched_side = opposite_direction;
11602 int touched_element = MovingOrBlocked2Element(hitx, hity);
11605 boolean object_hit = (!IS_MOVING(hitx, hity) ||
11606 MovDir[hitx][hity] != direction ||
11607 ABS(MovPos[hitx][hity]) <= TILEY / 2);
11616 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
11617 CE_SMASHED_BY_SOMETHING, opposite_direction);
11619 CheckElementChangeBySide(x, y, hitting_element, touched_element,
11620 CE_OTHER_IS_SMASHING, touched_side);
11622 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
11623 CE_OTHER_GETS_SMASHED, hitting_side);
11629 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
11631 int i, kill_x = -1, kill_y = -1;
11633 int bad_element = -1;
11634 static int test_xy[4][2] =
11641 static int test_dir[4] =
11649 for (i = 0; i < NUM_DIRECTIONS; i++)
11651 int test_x, test_y, test_move_dir, test_element;
11653 test_x = good_x + test_xy[i][0];
11654 test_y = good_y + test_xy[i][1];
11656 if (!IN_LEV_FIELD(test_x, test_y))
11660 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
11662 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
11664 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
11665 2nd case: DONT_TOUCH style bad thing does not move away from good thing
11667 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
11668 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
11672 bad_element = test_element;
11678 if (kill_x != -1 || kill_y != -1)
11680 if (IS_PLAYER(good_x, good_y))
11682 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
11684 if (player->shield_deadly_time_left > 0 &&
11685 !IS_INDESTRUCTIBLE(bad_element))
11686 Bang(kill_x, kill_y);
11687 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
11688 KillPlayer(player);
11691 Bang(good_x, good_y);
11695 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
11697 int i, kill_x = -1, kill_y = -1;
11698 int bad_element = Feld[bad_x][bad_y];
11699 static int test_xy[4][2] =
11706 static int touch_dir[4] =
11708 MV_LEFT | MV_RIGHT,
11713 static int test_dir[4] =
11721 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
11724 for (i = 0; i < NUM_DIRECTIONS; i++)
11726 int test_x, test_y, test_move_dir, test_element;
11728 test_x = bad_x + test_xy[i][0];
11729 test_y = bad_y + test_xy[i][1];
11730 if (!IN_LEV_FIELD(test_x, test_y))
11734 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
11736 test_element = Feld[test_x][test_y];
11738 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
11739 2nd case: DONT_TOUCH style bad thing does not move away from good thing
11741 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
11742 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
11744 /* good thing is player or penguin that does not move away */
11745 if (IS_PLAYER(test_x, test_y))
11747 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
11749 if (bad_element == EL_ROBOT && player->is_moving)
11750 continue; /* robot does not kill player if he is moving */
11752 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
11754 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
11755 continue; /* center and border element do not touch */
11762 else if (test_element == EL_PENGUIN)
11771 if (kill_x != -1 || kill_y != -1)
11773 if (IS_PLAYER(kill_x, kill_y))
11775 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
11777 if (player->shield_deadly_time_left > 0 &&
11778 !IS_INDESTRUCTIBLE(bad_element))
11779 Bang(bad_x, bad_y);
11780 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
11781 KillPlayer(player);
11784 Bang(kill_x, kill_y);
11788 void TestIfPlayerTouchesBadThing(int x, int y)
11790 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
11793 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
11795 TestIfGoodThingHitsBadThing(x, y, move_dir);
11798 void TestIfBadThingTouchesPlayer(int x, int y)
11800 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
11803 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
11805 TestIfBadThingHitsGoodThing(x, y, move_dir);
11808 void TestIfFriendTouchesBadThing(int x, int y)
11810 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
11813 void TestIfBadThingTouchesFriend(int x, int y)
11815 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
11818 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
11820 int i, kill_x = bad_x, kill_y = bad_y;
11821 static int xy[4][2] =
11829 for (i = 0; i < NUM_DIRECTIONS; i++)
11833 x = bad_x + xy[i][0];
11834 y = bad_y + xy[i][1];
11835 if (!IN_LEV_FIELD(x, y))
11838 element = Feld[x][y];
11839 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
11840 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
11848 if (kill_x != bad_x || kill_y != bad_y)
11849 Bang(bad_x, bad_y);
11852 void KillPlayer(struct PlayerInfo *player)
11854 int jx = player->jx, jy = player->jy;
11856 if (!player->active)
11859 /* the following code was introduced to prevent an infinite loop when calling
11861 -> CheckTriggeredElementChangeExt()
11862 -> ExecuteCustomElementAction()
11864 -> (infinitely repeating the above sequence of function calls)
11865 which occurs when killing the player while having a CE with the setting
11866 "kill player X when explosion of <player X>"; the solution using a new
11867 field "player->killed" was chosen for backwards compatibility, although
11868 clever use of the fields "player->active" etc. would probably also work */
11870 if (player->killed)
11874 player->killed = TRUE;
11876 /* remove accessible field at the player's position */
11877 Feld[jx][jy] = EL_EMPTY;
11879 /* deactivate shield (else Bang()/Explode() would not work right) */
11880 player->shield_normal_time_left = 0;
11881 player->shield_deadly_time_left = 0;
11884 BuryPlayer(player);
11887 static void KillPlayerUnlessEnemyProtected(int x, int y)
11889 if (!PLAYER_ENEMY_PROTECTED(x, y))
11890 KillPlayer(PLAYERINFO(x, y));
11893 static void KillPlayerUnlessExplosionProtected(int x, int y)
11895 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
11896 KillPlayer(PLAYERINFO(x, y));
11899 void BuryPlayer(struct PlayerInfo *player)
11901 int jx = player->jx, jy = player->jy;
11903 if (!player->active)
11906 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
11907 PlayLevelSound(jx, jy, SND_GAME_LOSING);
11909 player->GameOver = TRUE;
11910 RemovePlayer(player);
11913 void RemovePlayer(struct PlayerInfo *player)
11915 int jx = player->jx, jy = player->jy;
11916 int i, found = FALSE;
11918 player->present = FALSE;
11919 player->active = FALSE;
11921 if (!ExplodeField[jx][jy])
11922 StorePlayer[jx][jy] = 0;
11924 if (player->is_moving)
11925 DrawLevelField(player->last_jx, player->last_jy);
11927 for (i = 0; i < MAX_PLAYERS; i++)
11928 if (stored_player[i].active)
11932 AllPlayersGone = TRUE;
11938 #if USE_NEW_SNAP_DELAY
11939 static void setFieldForSnapping(int x, int y, int element, int direction)
11941 struct ElementInfo *ei = &element_info[element];
11942 int direction_bit = MV_DIR_TO_BIT(direction);
11943 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
11944 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
11945 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
11947 Feld[x][y] = EL_ELEMENT_SNAPPING;
11948 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
11950 ResetGfxAnimation(x, y);
11952 GfxElement[x][y] = element;
11953 GfxAction[x][y] = action;
11954 GfxDir[x][y] = direction;
11955 GfxFrame[x][y] = -1;
11960 =============================================================================
11961 checkDiagonalPushing()
11962 -----------------------------------------------------------------------------
11963 check if diagonal input device direction results in pushing of object
11964 (by checking if the alternative direction is walkable, diggable, ...)
11965 =============================================================================
11968 static boolean checkDiagonalPushing(struct PlayerInfo *player,
11969 int x, int y, int real_dx, int real_dy)
11971 int jx, jy, dx, dy, xx, yy;
11973 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
11976 /* diagonal direction: check alternative direction */
11981 xx = jx + (dx == 0 ? real_dx : 0);
11982 yy = jy + (dy == 0 ? real_dy : 0);
11984 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
11988 =============================================================================
11990 -----------------------------------------------------------------------------
11991 x, y: field next to player (non-diagonal) to try to dig to
11992 real_dx, real_dy: direction as read from input device (can be diagonal)
11993 =============================================================================
11996 int DigField(struct PlayerInfo *player,
11997 int oldx, int oldy, int x, int y,
11998 int real_dx, int real_dy, int mode)
12000 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
12001 boolean player_was_pushing = player->is_pushing;
12002 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
12003 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
12004 int jx = oldx, jy = oldy;
12005 int dx = x - jx, dy = y - jy;
12006 int nextx = x + dx, nexty = y + dy;
12007 int move_direction = (dx == -1 ? MV_LEFT :
12008 dx == +1 ? MV_RIGHT :
12010 dy == +1 ? MV_DOWN : MV_NONE);
12011 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
12012 int dig_side = MV_DIR_OPPOSITE(move_direction);
12013 int old_element = Feld[jx][jy];
12014 #if USE_FIXED_DONT_RUN_INTO
12015 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
12021 if (is_player) /* function can also be called by EL_PENGUIN */
12023 if (player->MovPos == 0)
12025 player->is_digging = FALSE;
12026 player->is_collecting = FALSE;
12029 if (player->MovPos == 0) /* last pushing move finished */
12030 player->is_pushing = FALSE;
12032 if (mode == DF_NO_PUSH) /* player just stopped pushing */
12034 player->is_switching = FALSE;
12035 player->push_delay = -1;
12037 return MP_NO_ACTION;
12041 #if !USE_FIXED_DONT_RUN_INTO
12042 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
12043 return MP_NO_ACTION;
12046 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
12047 old_element = Back[jx][jy];
12049 /* in case of element dropped at player position, check background */
12050 else if (Back[jx][jy] != EL_EMPTY &&
12051 game.engine_version >= VERSION_IDENT(2,2,0,0))
12052 old_element = Back[jx][jy];
12054 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
12055 return MP_NO_ACTION; /* field has no opening in this direction */
12057 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
12058 return MP_NO_ACTION; /* field has no opening in this direction */
12060 #if USE_FIXED_DONT_RUN_INTO
12061 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
12065 Feld[jx][jy] = player->artwork_element;
12066 InitMovingField(jx, jy, MV_DOWN);
12067 Store[jx][jy] = EL_ACID;
12068 ContinueMoving(jx, jy);
12069 BuryPlayer(player);
12071 return MP_DONT_RUN_INTO;
12075 #if USE_FIXED_DONT_RUN_INTO
12076 if (player_can_move && DONT_RUN_INTO(element))
12078 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
12080 return MP_DONT_RUN_INTO;
12084 #if USE_FIXED_DONT_RUN_INTO
12085 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
12086 return MP_NO_ACTION;
12089 #if !USE_FIXED_DONT_RUN_INTO
12090 element = Feld[x][y];
12093 collect_count = element_info[element].collect_count_initial;
12095 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
12096 return MP_NO_ACTION;
12098 if (game.engine_version < VERSION_IDENT(2,2,0,0))
12099 player_can_move = player_can_move_or_snap;
12101 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
12102 game.engine_version >= VERSION_IDENT(2,2,0,0))
12104 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
12105 player->index_bit, dig_side);
12106 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
12107 player->index_bit, dig_side);
12109 if (element == EL_DC_LANDMINE)
12112 if (Feld[x][y] != element) /* field changed by snapping */
12115 return MP_NO_ACTION;
12118 #if USE_PLAYER_GRAVITY
12119 if (player->gravity && is_player && !player->is_auto_moving &&
12120 canFallDown(player) && move_direction != MV_DOWN &&
12121 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
12122 return MP_NO_ACTION; /* player cannot walk here due to gravity */
12124 if (game.gravity && is_player && !player->is_auto_moving &&
12125 canFallDown(player) && move_direction != MV_DOWN &&
12126 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
12127 return MP_NO_ACTION; /* player cannot walk here due to gravity */
12130 if (player_can_move &&
12131 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
12133 int sound_element = SND_ELEMENT(element);
12134 int sound_action = ACTION_WALKING;
12136 if (IS_RND_GATE(element))
12138 if (!player->key[RND_GATE_NR(element)])
12139 return MP_NO_ACTION;
12141 else if (IS_RND_GATE_GRAY(element))
12143 if (!player->key[RND_GATE_GRAY_NR(element)])
12144 return MP_NO_ACTION;
12146 else if (IS_RND_GATE_GRAY_ACTIVE(element))
12148 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
12149 return MP_NO_ACTION;
12151 else if (element == EL_EXIT_OPEN ||
12152 element == EL_EM_EXIT_OPEN ||
12153 element == EL_STEEL_EXIT_OPEN ||
12154 element == EL_EM_STEEL_EXIT_OPEN ||
12155 element == EL_SP_EXIT_OPEN ||
12156 element == EL_SP_EXIT_OPENING)
12158 sound_action = ACTION_PASSING; /* player is passing exit */
12160 else if (element == EL_EMPTY)
12162 sound_action = ACTION_MOVING; /* nothing to walk on */
12165 /* play sound from background or player, whatever is available */
12166 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
12167 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
12169 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
12171 else if (player_can_move &&
12172 IS_PASSABLE(element) && canPassField(x, y, move_direction))
12174 if (!ACCESS_FROM(element, opposite_direction))
12175 return MP_NO_ACTION; /* field not accessible from this direction */
12177 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
12178 return MP_NO_ACTION;
12180 if (IS_EM_GATE(element))
12182 if (!player->key[EM_GATE_NR(element)])
12183 return MP_NO_ACTION;
12185 else if (IS_EM_GATE_GRAY(element))
12187 if (!player->key[EM_GATE_GRAY_NR(element)])
12188 return MP_NO_ACTION;
12190 else if (IS_EM_GATE_GRAY_ACTIVE(element))
12192 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
12193 return MP_NO_ACTION;
12195 else if (IS_EMC_GATE(element))
12197 if (!player->key[EMC_GATE_NR(element)])
12198 return MP_NO_ACTION;
12200 else if (IS_EMC_GATE_GRAY(element))
12202 if (!player->key[EMC_GATE_GRAY_NR(element)])
12203 return MP_NO_ACTION;
12205 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
12207 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
12208 return MP_NO_ACTION;
12210 else if (element == EL_DC_GATE_WHITE ||
12211 element == EL_DC_GATE_WHITE_GRAY ||
12212 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
12214 if (player->num_white_keys == 0)
12215 return MP_NO_ACTION;
12217 player->num_white_keys--;
12219 else if (IS_SP_PORT(element))
12221 if (element == EL_SP_GRAVITY_PORT_LEFT ||
12222 element == EL_SP_GRAVITY_PORT_RIGHT ||
12223 element == EL_SP_GRAVITY_PORT_UP ||
12224 element == EL_SP_GRAVITY_PORT_DOWN)
12225 #if USE_PLAYER_GRAVITY
12226 player->gravity = !player->gravity;
12228 game.gravity = !game.gravity;
12230 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
12231 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
12232 element == EL_SP_GRAVITY_ON_PORT_UP ||
12233 element == EL_SP_GRAVITY_ON_PORT_DOWN)
12234 #if USE_PLAYER_GRAVITY
12235 player->gravity = TRUE;
12237 game.gravity = TRUE;
12239 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
12240 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
12241 element == EL_SP_GRAVITY_OFF_PORT_UP ||
12242 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
12243 #if USE_PLAYER_GRAVITY
12244 player->gravity = FALSE;
12246 game.gravity = FALSE;
12250 /* automatically move to the next field with double speed */
12251 player->programmed_action = move_direction;
12253 if (player->move_delay_reset_counter == 0)
12255 player->move_delay_reset_counter = 2; /* two double speed steps */
12257 DOUBLE_PLAYER_SPEED(player);
12260 PlayLevelSoundAction(x, y, ACTION_PASSING);
12262 else if (player_can_move_or_snap && IS_DIGGABLE(element))
12266 if (mode != DF_SNAP)
12268 GfxElement[x][y] = GFX_ELEMENT(element);
12269 player->is_digging = TRUE;
12272 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
12274 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
12275 player->index_bit, dig_side);
12277 if (mode == DF_SNAP)
12279 #if USE_NEW_SNAP_DELAY
12280 if (level.block_snap_field)
12281 setFieldForSnapping(x, y, element, move_direction);
12283 TestIfElementTouchesCustomElement(x, y); /* for empty space */
12285 TestIfElementTouchesCustomElement(x, y); /* for empty space */
12288 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
12289 player->index_bit, dig_side);
12292 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
12296 if (is_player && mode != DF_SNAP)
12298 GfxElement[x][y] = element;
12299 player->is_collecting = TRUE;
12302 if (element == EL_SPEED_PILL)
12304 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
12306 else if (element == EL_EXTRA_TIME && level.time > 0)
12308 TimeLeft += level.extra_time;
12309 DrawGameValue_Time(TimeLeft);
12311 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
12313 player->shield_normal_time_left += level.shield_normal_time;
12314 if (element == EL_SHIELD_DEADLY)
12315 player->shield_deadly_time_left += level.shield_deadly_time;
12317 else if (element == EL_DYNAMITE ||
12318 element == EL_EM_DYNAMITE ||
12319 element == EL_SP_DISK_RED)
12321 if (player->inventory_size < MAX_INVENTORY_SIZE)
12322 player->inventory_element[player->inventory_size++] = element;
12324 DrawGameDoorValues();
12326 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
12328 player->dynabomb_count++;
12329 player->dynabombs_left++;
12331 else if (element == EL_DYNABOMB_INCREASE_SIZE)
12333 player->dynabomb_size++;
12335 else if (element == EL_DYNABOMB_INCREASE_POWER)
12337 player->dynabomb_xl = TRUE;
12339 else if (IS_KEY(element))
12341 player->key[KEY_NR(element)] = TRUE;
12343 DrawGameDoorValues();
12345 else if (element == EL_DC_KEY_WHITE)
12347 player->num_white_keys++;
12349 /* display white keys? */
12350 /* DrawGameDoorValues(); */
12352 else if (IS_ENVELOPE(element))
12354 player->show_envelope = element;
12356 else if (element == EL_EMC_LENSES)
12358 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
12360 RedrawAllInvisibleElementsForLenses();
12362 else if (element == EL_EMC_MAGNIFIER)
12364 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
12366 RedrawAllInvisibleElementsForMagnifier();
12368 else if (IS_DROPPABLE(element) ||
12369 IS_THROWABLE(element)) /* can be collected and dropped */
12373 if (collect_count == 0)
12374 player->inventory_infinite_element = element;
12376 for (i = 0; i < collect_count; i++)
12377 if (player->inventory_size < MAX_INVENTORY_SIZE)
12378 player->inventory_element[player->inventory_size++] = element;
12380 DrawGameDoorValues();
12382 else if (collect_count > 0)
12384 local_player->gems_still_needed -= collect_count;
12385 if (local_player->gems_still_needed < 0)
12386 local_player->gems_still_needed = 0;
12388 DrawGameValue_Emeralds(local_player->gems_still_needed);
12391 RaiseScoreElement(element);
12392 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
12395 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
12396 player->index_bit, dig_side);
12398 if (mode == DF_SNAP)
12400 #if USE_NEW_SNAP_DELAY
12401 if (level.block_snap_field)
12402 setFieldForSnapping(x, y, element, move_direction);
12404 TestIfElementTouchesCustomElement(x, y); /* for empty space */
12406 TestIfElementTouchesCustomElement(x, y); /* for empty space */
12409 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
12410 player->index_bit, dig_side);
12413 else if (player_can_move_or_snap && IS_PUSHABLE(element))
12415 if (mode == DF_SNAP && element != EL_BD_ROCK)
12416 return MP_NO_ACTION;
12418 if (CAN_FALL(element) && dy)
12419 return MP_NO_ACTION;
12421 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
12422 !(element == EL_SPRING && level.use_spring_bug))
12423 return MP_NO_ACTION;
12425 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
12426 ((move_direction & MV_VERTICAL &&
12427 ((element_info[element].move_pattern & MV_LEFT &&
12428 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
12429 (element_info[element].move_pattern & MV_RIGHT &&
12430 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
12431 (move_direction & MV_HORIZONTAL &&
12432 ((element_info[element].move_pattern & MV_UP &&
12433 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
12434 (element_info[element].move_pattern & MV_DOWN &&
12435 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
12436 return MP_NO_ACTION;
12438 /* do not push elements already moving away faster than player */
12439 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
12440 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
12441 return MP_NO_ACTION;
12443 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
12445 if (player->push_delay_value == -1 || !player_was_pushing)
12446 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
12448 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
12450 if (player->push_delay_value == -1)
12451 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
12453 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
12455 if (!player->is_pushing)
12456 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
12459 player->is_pushing = TRUE;
12460 player->is_active = TRUE;
12462 if (!(IN_LEV_FIELD(nextx, nexty) &&
12463 (IS_FREE(nextx, nexty) ||
12464 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
12465 IS_SB_ELEMENT(element)))))
12466 return MP_NO_ACTION;
12468 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
12469 return MP_NO_ACTION;
12471 if (player->push_delay == -1) /* new pushing; restart delay */
12472 player->push_delay = 0;
12474 if (player->push_delay < player->push_delay_value &&
12475 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
12476 element != EL_SPRING && element != EL_BALLOON)
12478 /* make sure that there is no move delay before next try to push */
12479 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
12480 player->move_delay = 0;
12482 return MP_NO_ACTION;
12485 if (IS_SB_ELEMENT(element))
12487 if (element == EL_SOKOBAN_FIELD_FULL)
12489 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
12490 local_player->sokobanfields_still_needed++;
12493 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
12495 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
12496 local_player->sokobanfields_still_needed--;
12499 Feld[x][y] = EL_SOKOBAN_OBJECT;
12501 if (Back[x][y] == Back[nextx][nexty])
12502 PlayLevelSoundAction(x, y, ACTION_PUSHING);
12503 else if (Back[x][y] != 0)
12504 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
12507 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
12510 if (local_player->sokobanfields_still_needed == 0 &&
12511 game.emulation == EMU_SOKOBAN)
12513 PlayerWins(player);
12515 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
12519 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
12521 InitMovingField(x, y, move_direction);
12522 GfxAction[x][y] = ACTION_PUSHING;
12524 if (mode == DF_SNAP)
12525 ContinueMoving(x, y);
12527 MovPos[x][y] = (dx != 0 ? dx : dy);
12529 Pushed[x][y] = TRUE;
12530 Pushed[nextx][nexty] = TRUE;
12532 if (game.engine_version < VERSION_IDENT(2,2,0,7))
12533 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
12535 player->push_delay_value = -1; /* get new value later */
12537 /* check for element change _after_ element has been pushed */
12538 if (game.use_change_when_pushing_bug)
12540 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
12541 player->index_bit, dig_side);
12542 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
12543 player->index_bit, dig_side);
12546 else if (IS_SWITCHABLE(element))
12548 if (PLAYER_SWITCHING(player, x, y))
12550 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
12551 player->index_bit, dig_side);
12556 player->is_switching = TRUE;
12557 player->switch_x = x;
12558 player->switch_y = y;
12560 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
12562 if (element == EL_ROBOT_WHEEL)
12564 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
12568 DrawLevelField(x, y);
12570 else if (element == EL_SP_TERMINAL)
12574 SCAN_PLAYFIELD(xx, yy)
12576 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
12578 else if (Feld[xx][yy] == EL_SP_TERMINAL)
12579 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
12582 else if (IS_BELT_SWITCH(element))
12584 ToggleBeltSwitch(x, y);
12586 else if (element == EL_SWITCHGATE_SWITCH_UP ||
12587 element == EL_SWITCHGATE_SWITCH_DOWN ||
12588 element == EL_DC_SWITCHGATE_SWITCH_UP ||
12589 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
12591 ToggleSwitchgateSwitch(x, y);
12593 else if (element == EL_LIGHT_SWITCH ||
12594 element == EL_LIGHT_SWITCH_ACTIVE)
12596 ToggleLightSwitch(x, y);
12598 else if (element == EL_TIMEGATE_SWITCH ||
12599 element == EL_DC_TIMEGATE_SWITCH)
12601 ActivateTimegateSwitch(x, y);
12603 else if (element == EL_BALLOON_SWITCH_LEFT ||
12604 element == EL_BALLOON_SWITCH_RIGHT ||
12605 element == EL_BALLOON_SWITCH_UP ||
12606 element == EL_BALLOON_SWITCH_DOWN ||
12607 element == EL_BALLOON_SWITCH_NONE ||
12608 element == EL_BALLOON_SWITCH_ANY)
12610 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
12611 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
12612 element == EL_BALLOON_SWITCH_UP ? MV_UP :
12613 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
12614 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
12617 else if (element == EL_LAMP)
12619 Feld[x][y] = EL_LAMP_ACTIVE;
12620 local_player->lights_still_needed--;
12622 ResetGfxAnimation(x, y);
12623 DrawLevelField(x, y);
12625 else if (element == EL_TIME_ORB_FULL)
12627 Feld[x][y] = EL_TIME_ORB_EMPTY;
12629 if (level.time > 0 || level.use_time_orb_bug)
12631 TimeLeft += level.time_orb_time;
12632 DrawGameValue_Time(TimeLeft);
12635 ResetGfxAnimation(x, y);
12636 DrawLevelField(x, y);
12638 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
12639 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
12643 game.ball_state = !game.ball_state;
12645 SCAN_PLAYFIELD(xx, yy)
12647 int e = Feld[xx][yy];
12649 if (game.ball_state)
12651 if (e == EL_EMC_MAGIC_BALL)
12652 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
12653 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
12654 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
12658 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
12659 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
12660 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
12661 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
12666 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
12667 player->index_bit, dig_side);
12669 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
12670 player->index_bit, dig_side);
12672 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
12673 player->index_bit, dig_side);
12679 if (!PLAYER_SWITCHING(player, x, y))
12681 player->is_switching = TRUE;
12682 player->switch_x = x;
12683 player->switch_y = y;
12685 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
12686 player->index_bit, dig_side);
12687 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
12688 player->index_bit, dig_side);
12690 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
12691 player->index_bit, dig_side);
12692 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
12693 player->index_bit, dig_side);
12696 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
12697 player->index_bit, dig_side);
12698 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
12699 player->index_bit, dig_side);
12701 return MP_NO_ACTION;
12704 player->push_delay = -1;
12706 if (is_player) /* function can also be called by EL_PENGUIN */
12708 if (Feld[x][y] != element) /* really digged/collected something */
12710 player->is_collecting = !player->is_digging;
12711 player->is_active = TRUE;
12718 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
12720 int jx = player->jx, jy = player->jy;
12721 int x = jx + dx, y = jy + dy;
12722 int snap_direction = (dx == -1 ? MV_LEFT :
12723 dx == +1 ? MV_RIGHT :
12725 dy == +1 ? MV_DOWN : MV_NONE);
12726 boolean can_continue_snapping = (level.continuous_snapping &&
12727 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
12729 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
12732 if (!player->active || !IN_LEV_FIELD(x, y))
12740 if (player->MovPos == 0)
12741 player->is_pushing = FALSE;
12743 player->is_snapping = FALSE;
12745 if (player->MovPos == 0)
12747 player->is_moving = FALSE;
12748 player->is_digging = FALSE;
12749 player->is_collecting = FALSE;
12755 #if USE_NEW_CONTINUOUS_SNAPPING
12756 /* prevent snapping with already pressed snap key when not allowed */
12757 if (player->is_snapping && !can_continue_snapping)
12760 if (player->is_snapping)
12764 player->MovDir = snap_direction;
12766 if (player->MovPos == 0)
12768 player->is_moving = FALSE;
12769 player->is_digging = FALSE;
12770 player->is_collecting = FALSE;
12773 player->is_dropping = FALSE;
12774 player->is_dropping_pressed = FALSE;
12775 player->drop_pressed_delay = 0;
12777 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
12780 player->is_snapping = TRUE;
12781 player->is_active = TRUE;
12783 if (player->MovPos == 0)
12785 player->is_moving = FALSE;
12786 player->is_digging = FALSE;
12787 player->is_collecting = FALSE;
12790 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
12791 DrawLevelField(player->last_jx, player->last_jy);
12793 DrawLevelField(x, y);
12798 boolean DropElement(struct PlayerInfo *player)
12800 int old_element, new_element;
12801 int dropx = player->jx, dropy = player->jy;
12802 int drop_direction = player->MovDir;
12803 int drop_side = drop_direction;
12804 int drop_element = (player->inventory_size > 0 ?
12805 player->inventory_element[player->inventory_size - 1] :
12806 player->inventory_infinite_element != EL_UNDEFINED ?
12807 player->inventory_infinite_element :
12808 player->dynabombs_left > 0 ?
12809 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
12812 player->is_dropping_pressed = TRUE;
12814 /* do not drop an element on top of another element; when holding drop key
12815 pressed without moving, dropped element must move away before the next
12816 element can be dropped (this is especially important if the next element
12817 is dynamite, which can be placed on background for historical reasons) */
12818 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
12821 if (IS_THROWABLE(drop_element))
12823 dropx += GET_DX_FROM_DIR(drop_direction);
12824 dropy += GET_DY_FROM_DIR(drop_direction);
12826 if (!IN_LEV_FIELD(dropx, dropy))
12830 old_element = Feld[dropx][dropy]; /* old element at dropping position */
12831 new_element = drop_element; /* default: no change when dropping */
12833 /* check if player is active, not moving and ready to drop */
12834 if (!player->active || player->MovPos || player->drop_delay > 0)
12837 /* check if player has anything that can be dropped */
12838 if (new_element == EL_UNDEFINED)
12841 /* check if drop key was pressed long enough for EM style dynamite */
12842 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
12845 /* check if anything can be dropped at the current position */
12846 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
12849 /* collected custom elements can only be dropped on empty fields */
12850 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
12853 if (old_element != EL_EMPTY)
12854 Back[dropx][dropy] = old_element; /* store old element on this field */
12856 ResetGfxAnimation(dropx, dropy);
12857 ResetRandomAnimationValue(dropx, dropy);
12859 if (player->inventory_size > 0 ||
12860 player->inventory_infinite_element != EL_UNDEFINED)
12862 if (player->inventory_size > 0)
12864 player->inventory_size--;
12866 DrawGameDoorValues();
12868 if (new_element == EL_DYNAMITE)
12869 new_element = EL_DYNAMITE_ACTIVE;
12870 else if (new_element == EL_EM_DYNAMITE)
12871 new_element = EL_EM_DYNAMITE_ACTIVE;
12872 else if (new_element == EL_SP_DISK_RED)
12873 new_element = EL_SP_DISK_RED_ACTIVE;
12876 Feld[dropx][dropy] = new_element;
12878 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
12879 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
12880 el2img(Feld[dropx][dropy]), 0);
12882 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
12884 /* needed if previous element just changed to "empty" in the last frame */
12885 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
12887 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
12888 player->index_bit, drop_side);
12889 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
12891 player->index_bit, drop_side);
12893 TestIfElementTouchesCustomElement(dropx, dropy);
12895 else /* player is dropping a dyna bomb */
12897 player->dynabombs_left--;
12899 Feld[dropx][dropy] = new_element;
12901 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
12902 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
12903 el2img(Feld[dropx][dropy]), 0);
12905 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
12908 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
12909 InitField_WithBug1(dropx, dropy, FALSE);
12911 new_element = Feld[dropx][dropy]; /* element might have changed */
12913 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
12914 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
12916 int move_direction, nextx, nexty;
12918 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
12919 MovDir[dropx][dropy] = drop_direction;
12921 move_direction = MovDir[dropx][dropy];
12922 nextx = dropx + GET_DX_FROM_DIR(move_direction);
12923 nexty = dropy + GET_DY_FROM_DIR(move_direction);
12925 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
12927 #if USE_FIX_IMPACT_COLLISION
12928 /* do not cause impact style collision by dropping elements that can fall */
12929 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
12931 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
12935 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
12936 player->is_dropping = TRUE;
12938 player->drop_pressed_delay = 0;
12939 player->is_dropping_pressed = FALSE;
12941 player->drop_x = dropx;
12942 player->drop_y = dropy;
12947 /* ------------------------------------------------------------------------- */
12948 /* game sound playing functions */
12949 /* ------------------------------------------------------------------------- */
12951 static int *loop_sound_frame = NULL;
12952 static int *loop_sound_volume = NULL;
12954 void InitPlayLevelSound()
12956 int num_sounds = getSoundListSize();
12958 checked_free(loop_sound_frame);
12959 checked_free(loop_sound_volume);
12961 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
12962 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
12965 static void PlayLevelSound(int x, int y, int nr)
12967 int sx = SCREENX(x), sy = SCREENY(y);
12968 int volume, stereo_position;
12969 int max_distance = 8;
12970 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
12972 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
12973 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
12976 if (!IN_LEV_FIELD(x, y) ||
12977 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
12978 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
12981 volume = SOUND_MAX_VOLUME;
12983 if (!IN_SCR_FIELD(sx, sy))
12985 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
12986 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
12988 volume -= volume * (dx > dy ? dx : dy) / max_distance;
12991 stereo_position = (SOUND_MAX_LEFT +
12992 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
12993 (SCR_FIELDX + 2 * max_distance));
12995 if (IS_LOOP_SOUND(nr))
12997 /* This assures that quieter loop sounds do not overwrite louder ones,
12998 while restarting sound volume comparison with each new game frame. */
13000 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
13003 loop_sound_volume[nr] = volume;
13004 loop_sound_frame[nr] = FrameCounter;
13007 PlaySoundExt(nr, volume, stereo_position, type);
13010 static void PlayLevelSoundNearest(int x, int y, int sound_action)
13012 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
13013 x > LEVELX(BX2) ? LEVELX(BX2) : x,
13014 y < LEVELY(BY1) ? LEVELY(BY1) :
13015 y > LEVELY(BY2) ? LEVELY(BY2) : y,
13019 static void PlayLevelSoundAction(int x, int y, int action)
13021 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
13024 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
13026 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
13028 if (sound_effect != SND_UNDEFINED)
13029 PlayLevelSound(x, y, sound_effect);
13032 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
13035 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
13037 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
13038 PlayLevelSound(x, y, sound_effect);
13041 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
13043 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
13045 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
13046 PlayLevelSound(x, y, sound_effect);
13049 static void StopLevelSoundActionIfLoop(int x, int y, int action)
13051 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
13053 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
13054 StopSound(sound_effect);
13057 static void PlayLevelMusic()
13059 if (levelset.music[level_nr] != MUS_UNDEFINED)
13060 PlayMusic(levelset.music[level_nr]); /* from config file */
13062 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
13065 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
13067 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
13068 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
13069 int x = xx - 1 - offset;
13070 int y = yy - 1 - offset;
13075 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
13079 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13083 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
13087 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
13091 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
13095 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
13099 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
13102 case SAMPLE_android_clone:
13103 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
13106 case SAMPLE_android_move:
13107 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
13110 case SAMPLE_spring:
13111 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
13115 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
13119 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
13122 case SAMPLE_eater_eat:
13123 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13127 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
13130 case SAMPLE_collect:
13131 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13134 case SAMPLE_diamond:
13135 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
13138 case SAMPLE_squash:
13139 /* !!! CHECK THIS !!! */
13141 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
13143 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
13147 case SAMPLE_wonderfall:
13148 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
13152 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
13156 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13160 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13164 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
13168 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
13172 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
13175 case SAMPLE_wonder:
13176 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
13180 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
13183 case SAMPLE_exit_open:
13184 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
13187 case SAMPLE_exit_leave:
13188 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
13191 case SAMPLE_dynamite:
13192 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
13196 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
13200 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13204 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
13208 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
13212 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
13216 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
13220 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
13226 void ChangeTime(int value)
13228 int *time = (level.time == 0 ? &TimePlayed : &TimeLeft);
13232 /* EMC game engine uses value from time counter of RND game engine */
13233 level.native_em_level->lev->time = *time;
13235 DrawGameValue_Time(*time);
13238 void RaiseScore(int value)
13240 /* EMC game engine and RND game engine have separate score counters */
13241 int *score = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
13242 &level.native_em_level->lev->score : &local_player->score);
13246 DrawGameValue_Score(*score);
13250 void RaiseScore(int value)
13252 local_player->score += value;
13254 DrawGameValue_Score(local_player->score);
13257 void RaiseScoreElement(int element)
13262 case EL_BD_DIAMOND:
13263 case EL_EMERALD_YELLOW:
13264 case EL_EMERALD_RED:
13265 case EL_EMERALD_PURPLE:
13266 case EL_SP_INFOTRON:
13267 RaiseScore(level.score[SC_EMERALD]);
13270 RaiseScore(level.score[SC_DIAMOND]);
13273 RaiseScore(level.score[SC_CRYSTAL]);
13276 RaiseScore(level.score[SC_PEARL]);
13279 case EL_BD_BUTTERFLY:
13280 case EL_SP_ELECTRON:
13281 RaiseScore(level.score[SC_BUG]);
13284 case EL_BD_FIREFLY:
13285 case EL_SP_SNIKSNAK:
13286 RaiseScore(level.score[SC_SPACESHIP]);
13289 case EL_DARK_YAMYAM:
13290 RaiseScore(level.score[SC_YAMYAM]);
13293 RaiseScore(level.score[SC_ROBOT]);
13296 RaiseScore(level.score[SC_PACMAN]);
13299 RaiseScore(level.score[SC_NUT]);
13302 case EL_EM_DYNAMITE:
13303 case EL_SP_DISK_RED:
13304 case EL_DYNABOMB_INCREASE_NUMBER:
13305 case EL_DYNABOMB_INCREASE_SIZE:
13306 case EL_DYNABOMB_INCREASE_POWER:
13307 RaiseScore(level.score[SC_DYNAMITE]);
13309 case EL_SHIELD_NORMAL:
13310 case EL_SHIELD_DEADLY:
13311 RaiseScore(level.score[SC_SHIELD]);
13313 case EL_EXTRA_TIME:
13314 RaiseScore(level.extra_time_score);
13328 case EL_DC_KEY_WHITE:
13329 RaiseScore(level.score[SC_KEY]);
13332 RaiseScore(element_info[element].collect_score);
13337 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
13339 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
13341 #if defined(NETWORK_AVALIABLE)
13342 if (options.network)
13343 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
13349 game_status = GAME_MODE_MAIN;
13355 FadeOut(REDRAW_FIELD);
13357 game_status = GAME_MODE_MAIN;
13359 DrawAndFadeInMainMenu(REDRAW_FIELD);
13363 else /* continue playing the game */
13365 if (tape.playing && tape.deactivate_display)
13366 TapeDeactivateDisplayOff(TRUE);
13368 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
13370 if (tape.playing && tape.deactivate_display)
13371 TapeDeactivateDisplayOn();
13375 void RequestQuitGame(boolean ask_if_really_quit)
13377 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
13378 boolean skip_request = AllPlayersGone || quick_quit;
13380 RequestQuitGameExt(skip_request, quick_quit,
13381 "Do you really want to quit the game ?");
13385 /* ------------------------------------------------------------------------- */
13386 /* random generator functions */
13387 /* ------------------------------------------------------------------------- */
13389 unsigned int InitEngineRandom_RND(long seed)
13391 game.num_random_calls = 0;
13394 unsigned int rnd_seed = InitEngineRandom(seed);
13396 printf("::: START RND: %d\n", rnd_seed);
13401 return InitEngineRandom(seed);
13407 unsigned int RND(int max)
13411 game.num_random_calls++;
13413 return GetEngineRandom(max);
13420 /* ------------------------------------------------------------------------- */
13421 /* game engine snapshot handling functions */
13422 /* ------------------------------------------------------------------------- */
13424 #define ARGS_ADDRESS_AND_SIZEOF(x) (&(x)), (sizeof(x))
13426 struct EngineSnapshotInfo
13428 /* runtime values for custom element collect score */
13429 int collect_score[NUM_CUSTOM_ELEMENTS];
13431 /* runtime values for group element choice position */
13432 int choice_pos[NUM_GROUP_ELEMENTS];
13434 /* runtime values for belt position animations */
13435 int belt_graphic[4 * NUM_BELT_PARTS];
13436 int belt_anim_mode[4 * NUM_BELT_PARTS];
13439 struct EngineSnapshotNodeInfo
13446 static struct EngineSnapshotInfo engine_snapshot_rnd;
13447 static ListNode *engine_snapshot_list = NULL;
13448 static char *snapshot_level_identifier = NULL;
13449 static int snapshot_level_nr = -1;
13451 void FreeEngineSnapshot()
13453 while (engine_snapshot_list != NULL)
13454 deleteNodeFromList(&engine_snapshot_list, engine_snapshot_list->key,
13457 setString(&snapshot_level_identifier, NULL);
13458 snapshot_level_nr = -1;
13461 static void SaveEngineSnapshotValues_RND()
13463 static int belt_base_active_element[4] =
13465 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
13466 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
13467 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
13468 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
13472 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
13474 int element = EL_CUSTOM_START + i;
13476 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
13479 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
13481 int element = EL_GROUP_START + i;
13483 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
13486 for (i = 0; i < 4; i++)
13488 for (j = 0; j < NUM_BELT_PARTS; j++)
13490 int element = belt_base_active_element[i] + j;
13491 int graphic = el2img(element);
13492 int anim_mode = graphic_info[graphic].anim_mode;
13494 engine_snapshot_rnd.belt_graphic[i * 4 + j] = graphic;
13495 engine_snapshot_rnd.belt_anim_mode[i * 4 + j] = anim_mode;
13500 static void LoadEngineSnapshotValues_RND()
13502 unsigned long num_random_calls = game.num_random_calls;
13505 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
13507 int element = EL_CUSTOM_START + i;
13509 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
13512 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
13514 int element = EL_GROUP_START + i;
13516 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
13519 for (i = 0; i < 4; i++)
13521 for (j = 0; j < NUM_BELT_PARTS; j++)
13523 int graphic = engine_snapshot_rnd.belt_graphic[i * 4 + j];
13524 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i * 4 + j];
13526 graphic_info[graphic].anim_mode = anim_mode;
13530 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
13532 InitRND(tape.random_seed);
13533 for (i = 0; i < num_random_calls; i++)
13537 if (game.num_random_calls != num_random_calls)
13539 Error(ERR_INFO, "number of random calls out of sync");
13540 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
13541 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
13542 Error(ERR_EXIT, "this should not happen -- please debug");
13546 static void SaveEngineSnapshotBuffer(void *buffer, int size)
13548 struct EngineSnapshotNodeInfo *bi =
13549 checked_calloc(sizeof(struct EngineSnapshotNodeInfo));
13551 bi->buffer_orig = buffer;
13552 bi->buffer_copy = checked_malloc(size);
13555 memcpy(bi->buffer_copy, buffer, size);
13557 addNodeToList(&engine_snapshot_list, NULL, bi);
13560 void SaveEngineSnapshot()
13562 FreeEngineSnapshot(); /* free previous snapshot, if needed */
13564 if (level_editor_test_game) /* do not save snapshots from editor */
13567 /* copy some special values to a structure better suited for the snapshot */
13569 SaveEngineSnapshotValues_RND();
13570 SaveEngineSnapshotValues_EM();
13572 /* save values stored in special snapshot structure */
13574 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
13575 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
13577 /* save further RND engine values */
13579 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(stored_player));
13580 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(game));
13581 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(tape));
13583 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZX));
13584 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZY));
13585 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitX));
13586 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitY));
13588 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
13589 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
13590 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
13591 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
13592 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TapeTime));
13594 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
13595 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
13596 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
13598 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
13600 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
13602 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
13603 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
13605 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Feld));
13606 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovPos));
13607 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDir));
13608 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDelay));
13609 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
13610 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangePage));
13611 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CustomValue));
13612 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store));
13613 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store2));
13614 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
13615 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Back));
13616 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
13617 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
13618 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
13619 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
13620 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
13621 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Stop));
13622 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Pushed));
13624 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
13625 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
13627 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
13628 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
13629 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
13631 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
13632 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
13634 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
13635 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
13636 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxElement));
13637 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxAction));
13638 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxDir));
13640 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_x));
13641 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_y));
13643 /* save level identification information */
13645 setString(&snapshot_level_identifier, leveldir_current->identifier);
13646 snapshot_level_nr = level_nr;
13649 ListNode *node = engine_snapshot_list;
13652 while (node != NULL)
13654 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
13659 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
13663 static void LoadEngineSnapshotBuffer(struct EngineSnapshotNodeInfo *bi)
13665 memcpy(bi->buffer_orig, bi->buffer_copy, bi->size);
13668 void LoadEngineSnapshot()
13670 ListNode *node = engine_snapshot_list;
13672 if (engine_snapshot_list == NULL)
13675 while (node != NULL)
13677 LoadEngineSnapshotBuffer((struct EngineSnapshotNodeInfo *)node->content);
13682 /* restore special values from snapshot structure */
13684 LoadEngineSnapshotValues_RND();
13685 LoadEngineSnapshotValues_EM();
13688 boolean CheckEngineSnapshot()
13690 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
13691 snapshot_level_nr == level_nr);
13695 /* ---------- new game button stuff ---------------------------------------- */
13697 /* graphic position values for game buttons */
13698 #define GAME_BUTTON_XSIZE 30
13699 #define GAME_BUTTON_YSIZE 30
13700 #define GAME_BUTTON_XPOS 5
13701 #define GAME_BUTTON_YPOS 215
13702 #define SOUND_BUTTON_XPOS 5
13703 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
13705 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
13706 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
13707 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
13708 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
13709 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
13710 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
13717 } gamebutton_info[NUM_GAME_BUTTONS] =
13720 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
13725 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
13726 GAME_CTRL_ID_PAUSE,
13730 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
13735 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
13736 SOUND_CTRL_ID_MUSIC,
13737 "background music on/off"
13740 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
13741 SOUND_CTRL_ID_LOOPS,
13742 "sound loops on/off"
13745 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
13746 SOUND_CTRL_ID_SIMPLE,
13747 "normal sounds on/off"
13751 void CreateGameButtons()
13755 for (i = 0; i < NUM_GAME_BUTTONS; i++)
13757 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
13758 struct GadgetInfo *gi;
13761 unsigned long event_mask;
13762 int gd_xoffset, gd_yoffset;
13763 int gd_x1, gd_x2, gd_y1, gd_y2;
13766 gd_xoffset = gamebutton_info[i].x;
13767 gd_yoffset = gamebutton_info[i].y;
13768 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
13769 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
13771 if (id == GAME_CTRL_ID_STOP ||
13772 id == GAME_CTRL_ID_PAUSE ||
13773 id == GAME_CTRL_ID_PLAY)
13775 button_type = GD_TYPE_NORMAL_BUTTON;
13777 event_mask = GD_EVENT_RELEASED;
13778 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
13779 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
13783 button_type = GD_TYPE_CHECK_BUTTON;
13785 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
13786 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
13787 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
13788 event_mask = GD_EVENT_PRESSED;
13789 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
13790 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
13793 gi = CreateGadget(GDI_CUSTOM_ID, id,
13794 GDI_INFO_TEXT, gamebutton_info[i].infotext,
13795 GDI_X, DX + gd_xoffset,
13796 GDI_Y, DY + gd_yoffset,
13797 GDI_WIDTH, GAME_BUTTON_XSIZE,
13798 GDI_HEIGHT, GAME_BUTTON_YSIZE,
13799 GDI_TYPE, button_type,
13800 GDI_STATE, GD_BUTTON_UNPRESSED,
13801 GDI_CHECKED, checked,
13802 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
13803 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
13804 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
13805 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
13806 GDI_EVENT_MASK, event_mask,
13807 GDI_CALLBACK_ACTION, HandleGameButtons,
13811 Error(ERR_EXIT, "cannot create gadget");
13813 game_gadget[id] = gi;
13817 void FreeGameButtons()
13821 for (i = 0; i < NUM_GAME_BUTTONS; i++)
13822 FreeGadget(game_gadget[i]);
13825 static void MapGameButtons()
13829 for (i = 0; i < NUM_GAME_BUTTONS; i++)
13830 MapGadget(game_gadget[i]);
13833 void UnmapGameButtons()
13837 for (i = 0; i < NUM_GAME_BUTTONS; i++)
13838 UnmapGadget(game_gadget[i]);
13841 static void HandleGameButtons(struct GadgetInfo *gi)
13843 int id = gi->custom_id;
13845 if (game_status != GAME_MODE_PLAYING)
13850 case GAME_CTRL_ID_STOP:
13854 RequestQuitGame(TRUE);
13857 case GAME_CTRL_ID_PAUSE:
13858 if (options.network)
13860 #if defined(NETWORK_AVALIABLE)
13862 SendToServer_ContinuePlaying();
13864 SendToServer_PausePlaying();
13868 TapeTogglePause(TAPE_TOGGLE_MANUAL);
13871 case GAME_CTRL_ID_PLAY:
13874 #if defined(NETWORK_AVALIABLE)
13875 if (options.network)
13876 SendToServer_ContinuePlaying();
13880 tape.pausing = FALSE;
13881 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0);
13886 case SOUND_CTRL_ID_MUSIC:
13887 if (setup.sound_music)
13889 setup.sound_music = FALSE;
13892 else if (audio.music_available)
13894 setup.sound = setup.sound_music = TRUE;
13896 SetAudioMode(setup.sound);
13902 case SOUND_CTRL_ID_LOOPS:
13903 if (setup.sound_loops)
13904 setup.sound_loops = FALSE;
13905 else if (audio.loops_available)
13907 setup.sound = setup.sound_loops = TRUE;
13908 SetAudioMode(setup.sound);
13912 case SOUND_CTRL_ID_SIMPLE:
13913 if (setup.sound_simple)
13914 setup.sound_simple = FALSE;
13915 else if (audio.sound_available)
13917 setup.sound = setup.sound_simple = TRUE;
13918 SetAudioMode(setup.sound);