1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2006 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* EXPERIMENTAL STUFF */
25 #define USE_NEW_AMOEBA_CODE FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_STUFF ( 1)
30 #define USE_NEW_SP_SLIPPERY (USE_NEW_STUFF * 1)
31 #define USE_NEW_CUSTOM_VALUE (USE_NEW_STUFF * 1)
32 #define USE_NEW_PLAYER_ANIM (USE_NEW_STUFF * 1)
33 #define USE_NEW_ALL_SLIPPERY (USE_NEW_STUFF * 1)
34 #define USE_NEW_PLAYER_SPEED (USE_NEW_STUFF * 1)
35 #define USE_NEW_DELAYED_ACTION (USE_NEW_STUFF * 1)
36 #define USE_NEW_SNAP_DELAY (USE_NEW_STUFF * 1)
37 #define USE_ONLY_ONE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1)
38 #define USE_ONE_MORE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1)
39 #define USE_FIXED_DONT_RUN_INTO (USE_NEW_STUFF * 1)
40 #define USE_NEW_SPRING_BUMPER (USE_NEW_STUFF * 1)
41 #define USE_STOP_CHANGED_ELEMENTS (USE_NEW_STUFF * 1)
42 #define USE_ELEMENT_TOUCHING_BUGFIX (USE_NEW_STUFF * 1)
43 #define USE_NEW_CONTINUOUS_SNAPPING (USE_NEW_STUFF * 1)
44 #define USE_GFX_RESET_GFX_ANIMATION (USE_NEW_STUFF * 1)
45 #define USE_BOTH_SWITCHGATE_SWITCHES (USE_NEW_STUFF * 1)
46 #define USE_PLAYER_GRAVITY (USE_NEW_STUFF * 1)
47 #define USE_FIXED_BORDER_RUNNING_GFX (USE_NEW_STUFF * 1)
48 #define USE_QUICKSAND_BD_ROCK_BUGFIX (USE_NEW_STUFF * 0)
50 #define USE_QUICKSAND_IMPACT_BUGFIX (USE_NEW_STUFF * 0)
52 #define USE_CODE_THAT_BREAKS_SNAKE_BITE (USE_NEW_STUFF * 1)
54 #define USE_UFAST_PLAYER_EXIT_BUGFIX (USE_NEW_STUFF * 1)
56 #define USE_GFX_RESET_ONLY_WHEN_MOVING (USE_NEW_STUFF * 1)
57 #define USE_GFX_RESET_PLAYER_ARTWORK (USE_NEW_STUFF * 1)
59 #define USE_FIX_KILLED_BY_NON_WALKABLE (USE_NEW_STUFF * 1)
60 #define USE_FIX_IMPACT_COLLISION (USE_NEW_STUFF * 1)
61 #define USE_FIX_CE_ACTION_WITH_PLAYER (USE_NEW_STUFF * 1)
62 #define USE_FIX_NO_ACTION_AFTER_CHANGE (USE_NEW_STUFF * 1)
64 #define USE_PLAYER_REANIMATION (USE_NEW_STUFF * 1)
66 #define USE_GFX_RESET_WHEN_NOT_MOVING (USE_NEW_STUFF * 1)
68 #define USE_NEW_PLAYER_ASSIGNMENTS (USE_NEW_STUFF * 1)
70 #define USE_DELAYED_GFX_REDRAW (USE_NEW_STUFF * 0)
72 #if USE_DELAYED_GFX_REDRAW
73 #define TEST_DrawLevelField(x, y) \
74 GfxRedraw[x][y] |= GFX_REDRAW_TILE
75 #define TEST_DrawLevelFieldCrumbled(x, y) \
76 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
77 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
78 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
79 #define TEST_DrawTwinkleOnField(x, y) \
80 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
82 #define TEST_DrawLevelField(x, y) \
84 #define TEST_DrawLevelFieldCrumbled(x, y) \
85 DrawLevelFieldCrumbled(x, y)
86 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
87 DrawLevelFieldCrumbledNeighbours(x, y)
88 #define TEST_DrawTwinkleOnField(x, y) \
89 DrawTwinkleOnField(x, y)
98 /* for MovePlayer() */
99 #define MP_NO_ACTION 0
102 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
104 /* for ScrollPlayer() */
105 #define SCROLL_INIT 0
106 #define SCROLL_GO_ON 1
108 /* for Bang()/Explode() */
109 #define EX_PHASE_START 0
110 #define EX_TYPE_NONE 0
111 #define EX_TYPE_NORMAL (1 << 0)
112 #define EX_TYPE_CENTER (1 << 1)
113 #define EX_TYPE_BORDER (1 << 2)
114 #define EX_TYPE_CROSS (1 << 3)
115 #define EX_TYPE_DYNA (1 << 4)
116 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
118 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
119 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
120 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
121 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
123 /* special positions in the game control window (relative to control window) */
124 #define XX_LEVEL1 (PANEL_XPOS(game.panel.level))
125 #define XX_LEVEL2 (PANEL_XPOS(game.panel.level) - 1)
126 #define XX_LEVEL (PANEL_XPOS(game.panel.level))
127 #define YY_LEVEL (PANEL_YPOS(game.panel.level))
128 #define XX_EMERALDS (PANEL_XPOS(game.panel.gems))
129 #define YY_EMERALDS (PANEL_YPOS(game.panel.gems))
130 #define XX_DYNAMITE (PANEL_XPOS(game.panel.inventory))
131 #define YY_DYNAMITE (PANEL_YPOS(game.panel.inventory))
132 #define XX_KEYS (PANEL_XPOS(game.panel.keys))
133 #define YY_KEYS (PANEL_YPOS(game.panel.keys))
134 #define XX_SCORE (PANEL_XPOS(game.panel.score))
135 #define YY_SCORE (PANEL_YPOS(game.panel.score))
136 #define XX_TIME1 (PANEL_XPOS(game.panel.time))
137 #define XX_TIME2 (PANEL_XPOS(game.panel.time) + 1)
138 #define XX_TIME (PANEL_XPOS(game.panel.time))
139 #define YY_TIME (PANEL_YPOS(game.panel.time))
141 /* special positions in the game control window (relative to main window) */
142 #define DX_LEVEL1 (DX + XX_LEVEL1)
143 #define DX_LEVEL2 (DX + XX_LEVEL2)
144 #define DX_LEVEL (DX + XX_LEVEL)
145 #define DY_LEVEL (DY + YY_LEVEL)
146 #define DX_EMERALDS (DX + XX_EMERALDS)
147 #define DY_EMERALDS (DY + YY_EMERALDS)
148 #define DX_DYNAMITE (DX + XX_DYNAMITE)
149 #define DY_DYNAMITE (DY + YY_DYNAMITE)
150 #define DX_KEYS (DX + XX_KEYS)
151 #define DY_KEYS (DY + YY_KEYS)
152 #define DX_SCORE (DX + XX_SCORE)
153 #define DY_SCORE (DY + YY_SCORE)
154 #define DX_TIME1 (DX + XX_TIME1)
155 #define DX_TIME2 (DX + XX_TIME2)
156 #define DX_TIME (DX + XX_TIME)
157 #define DY_TIME (DY + YY_TIME)
160 /* game panel display and control definitions */
162 #define GAME_PANEL_LEVEL_NUMBER 0
163 #define GAME_PANEL_GEMS 1
164 #define GAME_PANEL_INVENTORY_COUNT 2
165 #define GAME_PANEL_INVENTORY_FIRST_1 3
166 #define GAME_PANEL_INVENTORY_FIRST_2 4
167 #define GAME_PANEL_INVENTORY_FIRST_3 5
168 #define GAME_PANEL_INVENTORY_FIRST_4 6
169 #define GAME_PANEL_INVENTORY_FIRST_5 7
170 #define GAME_PANEL_INVENTORY_FIRST_6 8
171 #define GAME_PANEL_INVENTORY_FIRST_7 9
172 #define GAME_PANEL_INVENTORY_FIRST_8 10
173 #define GAME_PANEL_INVENTORY_LAST_1 11
174 #define GAME_PANEL_INVENTORY_LAST_2 12
175 #define GAME_PANEL_INVENTORY_LAST_3 13
176 #define GAME_PANEL_INVENTORY_LAST_4 14
177 #define GAME_PANEL_INVENTORY_LAST_5 15
178 #define GAME_PANEL_INVENTORY_LAST_6 16
179 #define GAME_PANEL_INVENTORY_LAST_7 17
180 #define GAME_PANEL_INVENTORY_LAST_8 18
181 #define GAME_PANEL_KEY_1 19
182 #define GAME_PANEL_KEY_2 20
183 #define GAME_PANEL_KEY_3 21
184 #define GAME_PANEL_KEY_4 22
185 #define GAME_PANEL_KEY_5 23
186 #define GAME_PANEL_KEY_6 24
187 #define GAME_PANEL_KEY_7 25
188 #define GAME_PANEL_KEY_8 26
189 #define GAME_PANEL_KEY_WHITE 27
190 #define GAME_PANEL_KEY_WHITE_COUNT 28
191 #define GAME_PANEL_SCORE 29
192 #define GAME_PANEL_HIGHSCORE 30
193 #define GAME_PANEL_TIME 31
194 #define GAME_PANEL_TIME_HH 32
195 #define GAME_PANEL_TIME_MM 33
196 #define GAME_PANEL_TIME_SS 34
197 #define GAME_PANEL_FRAME 35
198 #define GAME_PANEL_SHIELD_NORMAL 36
199 #define GAME_PANEL_SHIELD_NORMAL_TIME 37
200 #define GAME_PANEL_SHIELD_DEADLY 38
201 #define GAME_PANEL_SHIELD_DEADLY_TIME 39
202 #define GAME_PANEL_EXIT 40
203 #define GAME_PANEL_EMC_MAGIC_BALL 41
204 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42
205 #define GAME_PANEL_LIGHT_SWITCH 43
206 #define GAME_PANEL_LIGHT_SWITCH_TIME 44
207 #define GAME_PANEL_TIMEGATE_SWITCH 45
208 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 46
209 #define GAME_PANEL_SWITCHGATE_SWITCH 47
210 #define GAME_PANEL_EMC_LENSES 48
211 #define GAME_PANEL_EMC_LENSES_TIME 49
212 #define GAME_PANEL_EMC_MAGNIFIER 50
213 #define GAME_PANEL_EMC_MAGNIFIER_TIME 51
214 #define GAME_PANEL_BALLOON_SWITCH 52
215 #define GAME_PANEL_DYNABOMB_NUMBER 53
216 #define GAME_PANEL_DYNABOMB_SIZE 54
217 #define GAME_PANEL_DYNABOMB_POWER 55
218 #define GAME_PANEL_PENGUINS 56
219 #define GAME_PANEL_SOKOBAN_OBJECTS 57
220 #define GAME_PANEL_SOKOBAN_FIELDS 58
221 #define GAME_PANEL_ROBOT_WHEEL 59
222 #define GAME_PANEL_CONVEYOR_BELT_1 60
223 #define GAME_PANEL_CONVEYOR_BELT_2 61
224 #define GAME_PANEL_CONVEYOR_BELT_3 62
225 #define GAME_PANEL_CONVEYOR_BELT_4 63
226 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64
227 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65
228 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66
229 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67
230 #define GAME_PANEL_MAGIC_WALL 68
231 #define GAME_PANEL_MAGIC_WALL_TIME 69
232 #define GAME_PANEL_GRAVITY_STATE 70
233 #define GAME_PANEL_GRAPHIC_1 71
234 #define GAME_PANEL_GRAPHIC_2 72
235 #define GAME_PANEL_GRAPHIC_3 73
236 #define GAME_PANEL_GRAPHIC_4 74
237 #define GAME_PANEL_GRAPHIC_5 75
238 #define GAME_PANEL_GRAPHIC_6 76
239 #define GAME_PANEL_GRAPHIC_7 77
240 #define GAME_PANEL_GRAPHIC_8 78
241 #define GAME_PANEL_ELEMENT_1 79
242 #define GAME_PANEL_ELEMENT_2 80
243 #define GAME_PANEL_ELEMENT_3 81
244 #define GAME_PANEL_ELEMENT_4 82
245 #define GAME_PANEL_ELEMENT_5 83
246 #define GAME_PANEL_ELEMENT_6 84
247 #define GAME_PANEL_ELEMENT_7 85
248 #define GAME_PANEL_ELEMENT_8 86
249 #define GAME_PANEL_ELEMENT_COUNT_1 87
250 #define GAME_PANEL_ELEMENT_COUNT_2 88
251 #define GAME_PANEL_ELEMENT_COUNT_3 89
252 #define GAME_PANEL_ELEMENT_COUNT_4 90
253 #define GAME_PANEL_ELEMENT_COUNT_5 91
254 #define GAME_PANEL_ELEMENT_COUNT_6 92
255 #define GAME_PANEL_ELEMENT_COUNT_7 93
256 #define GAME_PANEL_ELEMENT_COUNT_8 94
257 #define GAME_PANEL_CE_SCORE_1 95
258 #define GAME_PANEL_CE_SCORE_2 96
259 #define GAME_PANEL_CE_SCORE_3 97
260 #define GAME_PANEL_CE_SCORE_4 98
261 #define GAME_PANEL_CE_SCORE_5 99
262 #define GAME_PANEL_CE_SCORE_6 100
263 #define GAME_PANEL_CE_SCORE_7 101
264 #define GAME_PANEL_CE_SCORE_8 102
265 #define GAME_PANEL_CE_SCORE_1_ELEMENT 103
266 #define GAME_PANEL_CE_SCORE_2_ELEMENT 104
267 #define GAME_PANEL_CE_SCORE_3_ELEMENT 105
268 #define GAME_PANEL_CE_SCORE_4_ELEMENT 106
269 #define GAME_PANEL_CE_SCORE_5_ELEMENT 107
270 #define GAME_PANEL_CE_SCORE_6_ELEMENT 108
271 #define GAME_PANEL_CE_SCORE_7_ELEMENT 109
272 #define GAME_PANEL_CE_SCORE_8_ELEMENT 110
273 #define GAME_PANEL_PLAYER_NAME 111
274 #define GAME_PANEL_LEVEL_NAME 112
275 #define GAME_PANEL_LEVEL_AUTHOR 113
277 #define NUM_GAME_PANEL_CONTROLS 114
279 struct GamePanelOrderInfo
285 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
287 struct GamePanelControlInfo
291 struct TextPosInfo *pos;
294 int value, last_value;
295 int frame, last_frame;
300 static struct GamePanelControlInfo game_panel_controls[] =
303 GAME_PANEL_LEVEL_NUMBER,
304 &game.panel.level_number,
313 GAME_PANEL_INVENTORY_COUNT,
314 &game.panel.inventory_count,
318 GAME_PANEL_INVENTORY_FIRST_1,
319 &game.panel.inventory_first[0],
323 GAME_PANEL_INVENTORY_FIRST_2,
324 &game.panel.inventory_first[1],
328 GAME_PANEL_INVENTORY_FIRST_3,
329 &game.panel.inventory_first[2],
333 GAME_PANEL_INVENTORY_FIRST_4,
334 &game.panel.inventory_first[3],
338 GAME_PANEL_INVENTORY_FIRST_5,
339 &game.panel.inventory_first[4],
343 GAME_PANEL_INVENTORY_FIRST_6,
344 &game.panel.inventory_first[5],
348 GAME_PANEL_INVENTORY_FIRST_7,
349 &game.panel.inventory_first[6],
353 GAME_PANEL_INVENTORY_FIRST_8,
354 &game.panel.inventory_first[7],
358 GAME_PANEL_INVENTORY_LAST_1,
359 &game.panel.inventory_last[0],
363 GAME_PANEL_INVENTORY_LAST_2,
364 &game.panel.inventory_last[1],
368 GAME_PANEL_INVENTORY_LAST_3,
369 &game.panel.inventory_last[2],
373 GAME_PANEL_INVENTORY_LAST_4,
374 &game.panel.inventory_last[3],
378 GAME_PANEL_INVENTORY_LAST_5,
379 &game.panel.inventory_last[4],
383 GAME_PANEL_INVENTORY_LAST_6,
384 &game.panel.inventory_last[5],
388 GAME_PANEL_INVENTORY_LAST_7,
389 &game.panel.inventory_last[6],
393 GAME_PANEL_INVENTORY_LAST_8,
394 &game.panel.inventory_last[7],
438 GAME_PANEL_KEY_WHITE,
439 &game.panel.key_white,
443 GAME_PANEL_KEY_WHITE_COUNT,
444 &game.panel.key_white_count,
453 GAME_PANEL_HIGHSCORE,
454 &game.panel.highscore,
483 GAME_PANEL_SHIELD_NORMAL,
484 &game.panel.shield_normal,
488 GAME_PANEL_SHIELD_NORMAL_TIME,
489 &game.panel.shield_normal_time,
493 GAME_PANEL_SHIELD_DEADLY,
494 &game.panel.shield_deadly,
498 GAME_PANEL_SHIELD_DEADLY_TIME,
499 &game.panel.shield_deadly_time,
508 GAME_PANEL_EMC_MAGIC_BALL,
509 &game.panel.emc_magic_ball,
513 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
514 &game.panel.emc_magic_ball_switch,
518 GAME_PANEL_LIGHT_SWITCH,
519 &game.panel.light_switch,
523 GAME_PANEL_LIGHT_SWITCH_TIME,
524 &game.panel.light_switch_time,
528 GAME_PANEL_TIMEGATE_SWITCH,
529 &game.panel.timegate_switch,
533 GAME_PANEL_TIMEGATE_SWITCH_TIME,
534 &game.panel.timegate_switch_time,
538 GAME_PANEL_SWITCHGATE_SWITCH,
539 &game.panel.switchgate_switch,
543 GAME_PANEL_EMC_LENSES,
544 &game.panel.emc_lenses,
548 GAME_PANEL_EMC_LENSES_TIME,
549 &game.panel.emc_lenses_time,
553 GAME_PANEL_EMC_MAGNIFIER,
554 &game.panel.emc_magnifier,
558 GAME_PANEL_EMC_MAGNIFIER_TIME,
559 &game.panel.emc_magnifier_time,
563 GAME_PANEL_BALLOON_SWITCH,
564 &game.panel.balloon_switch,
568 GAME_PANEL_DYNABOMB_NUMBER,
569 &game.panel.dynabomb_number,
573 GAME_PANEL_DYNABOMB_SIZE,
574 &game.panel.dynabomb_size,
578 GAME_PANEL_DYNABOMB_POWER,
579 &game.panel.dynabomb_power,
584 &game.panel.penguins,
588 GAME_PANEL_SOKOBAN_OBJECTS,
589 &game.panel.sokoban_objects,
593 GAME_PANEL_SOKOBAN_FIELDS,
594 &game.panel.sokoban_fields,
598 GAME_PANEL_ROBOT_WHEEL,
599 &game.panel.robot_wheel,
603 GAME_PANEL_CONVEYOR_BELT_1,
604 &game.panel.conveyor_belt[0],
608 GAME_PANEL_CONVEYOR_BELT_2,
609 &game.panel.conveyor_belt[1],
613 GAME_PANEL_CONVEYOR_BELT_3,
614 &game.panel.conveyor_belt[2],
618 GAME_PANEL_CONVEYOR_BELT_4,
619 &game.panel.conveyor_belt[3],
623 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
624 &game.panel.conveyor_belt_switch[0],
628 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
629 &game.panel.conveyor_belt_switch[1],
633 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
634 &game.panel.conveyor_belt_switch[2],
638 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
639 &game.panel.conveyor_belt_switch[3],
643 GAME_PANEL_MAGIC_WALL,
644 &game.panel.magic_wall,
648 GAME_PANEL_MAGIC_WALL_TIME,
649 &game.panel.magic_wall_time,
653 GAME_PANEL_GRAVITY_STATE,
654 &game.panel.gravity_state,
658 GAME_PANEL_GRAPHIC_1,
659 &game.panel.graphic[0],
663 GAME_PANEL_GRAPHIC_2,
664 &game.panel.graphic[1],
668 GAME_PANEL_GRAPHIC_3,
669 &game.panel.graphic[2],
673 GAME_PANEL_GRAPHIC_4,
674 &game.panel.graphic[3],
678 GAME_PANEL_GRAPHIC_5,
679 &game.panel.graphic[4],
683 GAME_PANEL_GRAPHIC_6,
684 &game.panel.graphic[5],
688 GAME_PANEL_GRAPHIC_7,
689 &game.panel.graphic[6],
693 GAME_PANEL_GRAPHIC_8,
694 &game.panel.graphic[7],
698 GAME_PANEL_ELEMENT_1,
699 &game.panel.element[0],
703 GAME_PANEL_ELEMENT_2,
704 &game.panel.element[1],
708 GAME_PANEL_ELEMENT_3,
709 &game.panel.element[2],
713 GAME_PANEL_ELEMENT_4,
714 &game.panel.element[3],
718 GAME_PANEL_ELEMENT_5,
719 &game.panel.element[4],
723 GAME_PANEL_ELEMENT_6,
724 &game.panel.element[5],
728 GAME_PANEL_ELEMENT_7,
729 &game.panel.element[6],
733 GAME_PANEL_ELEMENT_8,
734 &game.panel.element[7],
738 GAME_PANEL_ELEMENT_COUNT_1,
739 &game.panel.element_count[0],
743 GAME_PANEL_ELEMENT_COUNT_2,
744 &game.panel.element_count[1],
748 GAME_PANEL_ELEMENT_COUNT_3,
749 &game.panel.element_count[2],
753 GAME_PANEL_ELEMENT_COUNT_4,
754 &game.panel.element_count[3],
758 GAME_PANEL_ELEMENT_COUNT_5,
759 &game.panel.element_count[4],
763 GAME_PANEL_ELEMENT_COUNT_6,
764 &game.panel.element_count[5],
768 GAME_PANEL_ELEMENT_COUNT_7,
769 &game.panel.element_count[6],
773 GAME_PANEL_ELEMENT_COUNT_8,
774 &game.panel.element_count[7],
778 GAME_PANEL_CE_SCORE_1,
779 &game.panel.ce_score[0],
783 GAME_PANEL_CE_SCORE_2,
784 &game.panel.ce_score[1],
788 GAME_PANEL_CE_SCORE_3,
789 &game.panel.ce_score[2],
793 GAME_PANEL_CE_SCORE_4,
794 &game.panel.ce_score[3],
798 GAME_PANEL_CE_SCORE_5,
799 &game.panel.ce_score[4],
803 GAME_PANEL_CE_SCORE_6,
804 &game.panel.ce_score[5],
808 GAME_PANEL_CE_SCORE_7,
809 &game.panel.ce_score[6],
813 GAME_PANEL_CE_SCORE_8,
814 &game.panel.ce_score[7],
818 GAME_PANEL_CE_SCORE_1_ELEMENT,
819 &game.panel.ce_score_element[0],
823 GAME_PANEL_CE_SCORE_2_ELEMENT,
824 &game.panel.ce_score_element[1],
828 GAME_PANEL_CE_SCORE_3_ELEMENT,
829 &game.panel.ce_score_element[2],
833 GAME_PANEL_CE_SCORE_4_ELEMENT,
834 &game.panel.ce_score_element[3],
838 GAME_PANEL_CE_SCORE_5_ELEMENT,
839 &game.panel.ce_score_element[4],
843 GAME_PANEL_CE_SCORE_6_ELEMENT,
844 &game.panel.ce_score_element[5],
848 GAME_PANEL_CE_SCORE_7_ELEMENT,
849 &game.panel.ce_score_element[6],
853 GAME_PANEL_CE_SCORE_8_ELEMENT,
854 &game.panel.ce_score_element[7],
858 GAME_PANEL_PLAYER_NAME,
859 &game.panel.player_name,
863 GAME_PANEL_LEVEL_NAME,
864 &game.panel.level_name,
868 GAME_PANEL_LEVEL_AUTHOR,
869 &game.panel.level_author,
882 /* values for delayed check of falling and moving elements and for collision */
883 #define CHECK_DELAY_MOVING 3
884 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
885 #define CHECK_DELAY_COLLISION 2
886 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
888 /* values for initial player move delay (initial delay counter value) */
889 #define INITIAL_MOVE_DELAY_OFF -1
890 #define INITIAL_MOVE_DELAY_ON 0
892 /* values for player movement speed (which is in fact a delay value) */
893 #define MOVE_DELAY_MIN_SPEED 32
894 #define MOVE_DELAY_NORMAL_SPEED 8
895 #define MOVE_DELAY_HIGH_SPEED 4
896 #define MOVE_DELAY_MAX_SPEED 1
898 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
899 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
901 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
902 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
904 /* values for other actions */
905 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
906 #define MOVE_STEPSIZE_MIN (1)
907 #define MOVE_STEPSIZE_MAX (TILEX)
909 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
910 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
912 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
914 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
915 RND(element_info[e].push_delay_random))
916 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
917 RND(element_info[e].drop_delay_random))
918 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
919 RND(element_info[e].move_delay_random))
920 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
921 (element_info[e].move_delay_random))
922 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
923 RND(element_info[e].ce_value_random_initial))
924 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
925 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
926 RND((c)->delay_random * (c)->delay_frames))
927 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
928 RND((c)->delay_random))
931 #define GET_VALID_RUNTIME_ELEMENT(e) \
932 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
934 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
935 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
936 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
937 (be) + (e) - EL_SELF)
939 #define GET_PLAYER_FROM_BITS(p) \
940 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
942 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
943 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
944 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
945 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
946 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
947 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
948 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
949 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
950 RESOLVED_REFERENCE_ELEMENT(be, e) : \
953 #define CAN_GROW_INTO(e) \
954 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
956 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
957 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
960 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
961 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
962 (CAN_MOVE_INTO_ACID(e) && \
963 Feld[x][y] == EL_ACID) || \
966 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
967 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
968 (CAN_MOVE_INTO_ACID(e) && \
969 Feld[x][y] == EL_ACID) || \
972 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
973 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
975 (CAN_MOVE_INTO_ACID(e) && \
976 Feld[x][y] == EL_ACID) || \
977 (DONT_COLLIDE_WITH(e) && \
979 !PLAYER_ENEMY_PROTECTED(x, y))))
981 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
982 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
984 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
985 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
987 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
988 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
990 #define ANDROID_CAN_CLONE_FIELD(x, y) \
991 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
992 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
994 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
995 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
997 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
998 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
1000 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
1001 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
1003 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
1004 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
1006 #define PIG_CAN_ENTER_FIELD(e, x, y) \
1007 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
1009 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
1010 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
1011 Feld[x][y] == EL_EM_EXIT_OPEN || \
1012 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
1013 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
1014 IS_FOOD_PENGUIN(Feld[x][y])))
1015 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
1016 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
1018 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
1019 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
1021 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
1022 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
1024 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
1025 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
1026 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
1028 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
1030 #define CE_ENTER_FIELD_COND(e, x, y) \
1031 (!IS_PLAYER(x, y) && \
1032 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
1034 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
1035 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
1037 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
1038 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1040 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1041 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1042 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1043 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1045 /* game button identifiers */
1046 #define GAME_CTRL_ID_STOP 0
1047 #define GAME_CTRL_ID_PAUSE 1
1048 #define GAME_CTRL_ID_PLAY 2
1049 #define SOUND_CTRL_ID_MUSIC 3
1050 #define SOUND_CTRL_ID_LOOPS 4
1051 #define SOUND_CTRL_ID_SIMPLE 5
1053 #define NUM_GAME_BUTTONS 6
1056 /* forward declaration for internal use */
1058 static void CreateField(int, int, int);
1060 static void ResetGfxAnimation(int, int);
1062 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1063 static void AdvanceFrameAndPlayerCounters(int);
1065 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1066 static boolean MovePlayer(struct PlayerInfo *, int, int);
1067 static void ScrollPlayer(struct PlayerInfo *, int);
1068 static void ScrollScreen(struct PlayerInfo *, int);
1070 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1071 static boolean DigFieldByCE(int, int, int);
1072 static boolean SnapField(struct PlayerInfo *, int, int);
1073 static boolean DropElement(struct PlayerInfo *);
1075 static void InitBeltMovement(void);
1076 static void CloseAllOpenTimegates(void);
1077 static void CheckGravityMovement(struct PlayerInfo *);
1078 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1079 static void KillPlayerUnlessEnemyProtected(int, int);
1080 static void KillPlayerUnlessExplosionProtected(int, int);
1082 static void TestIfPlayerTouchesCustomElement(int, int);
1083 static void TestIfElementTouchesCustomElement(int, int);
1084 static void TestIfElementHitsCustomElement(int, int, int);
1086 static void TestIfElementSmashesCustomElement(int, int, int);
1089 static void HandleElementChange(int, int, int);
1090 static void ExecuteCustomElementAction(int, int, int, int);
1091 static boolean ChangeElement(int, int, int, int);
1093 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1094 #define CheckTriggeredElementChange(x, y, e, ev) \
1095 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1096 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1097 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1098 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1099 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1100 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1101 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1103 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1104 #define CheckElementChange(x, y, e, te, ev) \
1105 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1106 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1107 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1108 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1109 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1111 static void PlayLevelSound(int, int, int);
1112 static void PlayLevelSoundNearest(int, int, int);
1113 static void PlayLevelSoundAction(int, int, int);
1114 static void PlayLevelSoundElementAction(int, int, int, int);
1115 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1116 static void PlayLevelSoundActionIfLoop(int, int, int);
1117 static void StopLevelSoundActionIfLoop(int, int, int);
1118 static void PlayLevelMusic();
1120 static void MapGameButtons();
1121 static void HandleGameButtons(struct GadgetInfo *);
1123 int AmoebeNachbarNr(int, int);
1124 void AmoebeUmwandeln(int, int);
1125 void ContinueMoving(int, int);
1126 void Bang(int, int);
1127 void InitMovDir(int, int);
1128 void InitAmoebaNr(int, int);
1129 int NewHiScore(void);
1131 void TestIfGoodThingHitsBadThing(int, int, int);
1132 void TestIfBadThingHitsGoodThing(int, int, int);
1133 void TestIfPlayerTouchesBadThing(int, int);
1134 void TestIfPlayerRunsIntoBadThing(int, int, int);
1135 void TestIfBadThingTouchesPlayer(int, int);
1136 void TestIfBadThingRunsIntoPlayer(int, int, int);
1137 void TestIfFriendTouchesBadThing(int, int);
1138 void TestIfBadThingTouchesFriend(int, int);
1139 void TestIfBadThingTouchesOtherBadThing(int, int);
1140 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1142 void KillPlayer(struct PlayerInfo *);
1143 void BuryPlayer(struct PlayerInfo *);
1144 void RemovePlayer(struct PlayerInfo *);
1146 static int getInvisibleActiveFromInvisibleElement(int);
1147 static int getInvisibleFromInvisibleActiveElement(int);
1149 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1151 /* for detection of endless loops, caused by custom element programming */
1152 /* (using maximal playfield width x 10 is just a rough approximation) */
1153 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1155 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1157 if (recursion_loop_detected) \
1160 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1162 recursion_loop_detected = TRUE; \
1163 recursion_loop_element = (e); \
1166 recursion_loop_depth++; \
1169 #define RECURSION_LOOP_DETECTION_END() \
1171 recursion_loop_depth--; \
1174 static int recursion_loop_depth;
1175 static boolean recursion_loop_detected;
1176 static boolean recursion_loop_element;
1178 static int map_player_action[MAX_PLAYERS];
1181 /* ------------------------------------------------------------------------- */
1182 /* definition of elements that automatically change to other elements after */
1183 /* a specified time, eventually calling a function when changing */
1184 /* ------------------------------------------------------------------------- */
1186 /* forward declaration for changer functions */
1187 static void InitBuggyBase(int, int);
1188 static void WarnBuggyBase(int, int);
1190 static void InitTrap(int, int);
1191 static void ActivateTrap(int, int);
1192 static void ChangeActiveTrap(int, int);
1194 static void InitRobotWheel(int, int);
1195 static void RunRobotWheel(int, int);
1196 static void StopRobotWheel(int, int);
1198 static void InitTimegateWheel(int, int);
1199 static void RunTimegateWheel(int, int);
1201 static void InitMagicBallDelay(int, int);
1202 static void ActivateMagicBall(int, int);
1204 struct ChangingElementInfo
1209 void (*pre_change_function)(int x, int y);
1210 void (*change_function)(int x, int y);
1211 void (*post_change_function)(int x, int y);
1214 static struct ChangingElementInfo change_delay_list[] =
1249 EL_STEEL_EXIT_OPENING,
1257 EL_STEEL_EXIT_CLOSING,
1258 EL_STEEL_EXIT_CLOSED,
1285 EL_EM_STEEL_EXIT_OPENING,
1286 EL_EM_STEEL_EXIT_OPEN,
1293 EL_EM_STEEL_EXIT_CLOSING,
1297 EL_EM_STEEL_EXIT_CLOSED,
1321 EL_SWITCHGATE_OPENING,
1329 EL_SWITCHGATE_CLOSING,
1330 EL_SWITCHGATE_CLOSED,
1337 EL_TIMEGATE_OPENING,
1345 EL_TIMEGATE_CLOSING,
1354 EL_ACID_SPLASH_LEFT,
1362 EL_ACID_SPLASH_RIGHT,
1371 EL_SP_BUGGY_BASE_ACTIVATING,
1378 EL_SP_BUGGY_BASE_ACTIVATING,
1379 EL_SP_BUGGY_BASE_ACTIVE,
1386 EL_SP_BUGGY_BASE_ACTIVE,
1410 EL_ROBOT_WHEEL_ACTIVE,
1418 EL_TIMEGATE_SWITCH_ACTIVE,
1426 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1427 EL_DC_TIMEGATE_SWITCH,
1434 EL_EMC_MAGIC_BALL_ACTIVE,
1435 EL_EMC_MAGIC_BALL_ACTIVE,
1442 EL_EMC_SPRING_BUMPER_ACTIVE,
1443 EL_EMC_SPRING_BUMPER,
1450 EL_DIAGONAL_SHRINKING,
1458 EL_DIAGONAL_GROWING,
1479 int push_delay_fixed, push_delay_random;
1483 { EL_SPRING, 0, 0 },
1484 { EL_BALLOON, 0, 0 },
1486 { EL_SOKOBAN_OBJECT, 2, 0 },
1487 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1488 { EL_SATELLITE, 2, 0 },
1489 { EL_SP_DISK_YELLOW, 2, 0 },
1491 { EL_UNDEFINED, 0, 0 },
1499 move_stepsize_list[] =
1501 { EL_AMOEBA_DROP, 2 },
1502 { EL_AMOEBA_DROPPING, 2 },
1503 { EL_QUICKSAND_FILLING, 1 },
1504 { EL_QUICKSAND_EMPTYING, 1 },
1505 { EL_QUICKSAND_FAST_FILLING, 2 },
1506 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1507 { EL_MAGIC_WALL_FILLING, 2 },
1508 { EL_MAGIC_WALL_EMPTYING, 2 },
1509 { EL_BD_MAGIC_WALL_FILLING, 2 },
1510 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1511 { EL_DC_MAGIC_WALL_FILLING, 2 },
1512 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1514 { EL_UNDEFINED, 0 },
1522 collect_count_list[] =
1525 { EL_BD_DIAMOND, 1 },
1526 { EL_EMERALD_YELLOW, 1 },
1527 { EL_EMERALD_RED, 1 },
1528 { EL_EMERALD_PURPLE, 1 },
1530 { EL_SP_INFOTRON, 1 },
1534 { EL_UNDEFINED, 0 },
1542 access_direction_list[] =
1544 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1545 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1546 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1547 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1548 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1549 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1550 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1551 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1552 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1553 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1554 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1556 { EL_SP_PORT_LEFT, MV_RIGHT },
1557 { EL_SP_PORT_RIGHT, MV_LEFT },
1558 { EL_SP_PORT_UP, MV_DOWN },
1559 { EL_SP_PORT_DOWN, MV_UP },
1560 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1561 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1562 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1563 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1564 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1565 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1566 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1567 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1568 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1569 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1570 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1571 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1572 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1573 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1574 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1576 { EL_UNDEFINED, MV_NONE }
1579 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1581 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1582 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1583 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1584 IS_JUST_CHANGING(x, y))
1586 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1588 /* static variables for playfield scan mode (scanning forward or backward) */
1589 static int playfield_scan_start_x = 0;
1590 static int playfield_scan_start_y = 0;
1591 static int playfield_scan_delta_x = 1;
1592 static int playfield_scan_delta_y = 1;
1594 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1595 (y) >= 0 && (y) <= lev_fieldy - 1; \
1596 (y) += playfield_scan_delta_y) \
1597 for ((x) = playfield_scan_start_x; \
1598 (x) >= 0 && (x) <= lev_fieldx - 1; \
1599 (x) += playfield_scan_delta_x)
1602 void DEBUG_SetMaximumDynamite()
1606 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1607 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1608 local_player->inventory_element[local_player->inventory_size++] =
1613 static void InitPlayfieldScanModeVars()
1615 if (game.use_reverse_scan_direction)
1617 playfield_scan_start_x = lev_fieldx - 1;
1618 playfield_scan_start_y = lev_fieldy - 1;
1620 playfield_scan_delta_x = -1;
1621 playfield_scan_delta_y = -1;
1625 playfield_scan_start_x = 0;
1626 playfield_scan_start_y = 0;
1628 playfield_scan_delta_x = 1;
1629 playfield_scan_delta_y = 1;
1633 static void InitPlayfieldScanMode(int mode)
1635 game.use_reverse_scan_direction =
1636 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1638 InitPlayfieldScanModeVars();
1641 static int get_move_delay_from_stepsize(int move_stepsize)
1644 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1646 /* make sure that stepsize value is always a power of 2 */
1647 move_stepsize = (1 << log_2(move_stepsize));
1649 return TILEX / move_stepsize;
1652 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1655 int player_nr = player->index_nr;
1656 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1657 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1659 /* do no immediately change move delay -- the player might just be moving */
1660 player->move_delay_value_next = move_delay;
1662 /* information if player can move must be set separately */
1663 player->cannot_move = cannot_move;
1667 player->move_delay = game.initial_move_delay[player_nr];
1668 player->move_delay_value = game.initial_move_delay_value[player_nr];
1670 player->move_delay_value_next = -1;
1672 player->move_delay_reset_counter = 0;
1676 void GetPlayerConfig()
1678 GameFrameDelay = setup.game_frame_delay;
1680 if (!audio.sound_available)
1681 setup.sound_simple = FALSE;
1683 if (!audio.loops_available)
1684 setup.sound_loops = FALSE;
1686 if (!audio.music_available)
1687 setup.sound_music = FALSE;
1689 if (!video.fullscreen_available)
1690 setup.fullscreen = FALSE;
1692 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1694 SetAudioMode(setup.sound);
1698 int GetElementFromGroupElement(int element)
1700 if (IS_GROUP_ELEMENT(element))
1702 struct ElementGroupInfo *group = element_info[element].group;
1703 int last_anim_random_frame = gfx.anim_random_frame;
1706 if (group->choice_mode == ANIM_RANDOM)
1707 gfx.anim_random_frame = RND(group->num_elements_resolved);
1709 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1710 group->choice_mode, 0,
1713 if (group->choice_mode == ANIM_RANDOM)
1714 gfx.anim_random_frame = last_anim_random_frame;
1716 group->choice_pos++;
1718 element = group->element_resolved[element_pos];
1724 static void InitPlayerField(int x, int y, int element, boolean init_game)
1726 if (element == EL_SP_MURPHY)
1730 if (stored_player[0].present)
1732 Feld[x][y] = EL_SP_MURPHY_CLONE;
1738 stored_player[0].initial_element = element;
1739 stored_player[0].use_murphy = TRUE;
1741 if (!level.use_artwork_element[0])
1742 stored_player[0].artwork_element = EL_SP_MURPHY;
1745 Feld[x][y] = EL_PLAYER_1;
1751 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1752 int jx = player->jx, jy = player->jy;
1754 player->present = TRUE;
1756 player->block_last_field = (element == EL_SP_MURPHY ?
1757 level.sp_block_last_field :
1758 level.block_last_field);
1760 /* ---------- initialize player's last field block delay --------------- */
1762 /* always start with reliable default value (no adjustment needed) */
1763 player->block_delay_adjustment = 0;
1765 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1766 if (player->block_last_field && element == EL_SP_MURPHY)
1767 player->block_delay_adjustment = 1;
1769 /* special case 2: in game engines before 3.1.1, blocking was different */
1770 if (game.use_block_last_field_bug)
1771 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1773 if (!options.network || player->connected)
1775 player->active = TRUE;
1777 /* remove potentially duplicate players */
1778 if (StorePlayer[jx][jy] == Feld[x][y])
1779 StorePlayer[jx][jy] = 0;
1781 StorePlayer[x][y] = Feld[x][y];
1785 printf("Player %d activated.\n", player->element_nr);
1786 printf("[Local player is %d and currently %s.]\n",
1787 local_player->element_nr,
1788 local_player->active ? "active" : "not active");
1792 Feld[x][y] = EL_EMPTY;
1794 player->jx = player->last_jx = x;
1795 player->jy = player->last_jy = y;
1798 #if USE_PLAYER_REANIMATION
1801 int player_nr = GET_PLAYER_NR(element);
1802 struct PlayerInfo *player = &stored_player[player_nr];
1804 if (player->active && player->killed)
1805 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1810 static void InitField(int x, int y, boolean init_game)
1812 int element = Feld[x][y];
1821 InitPlayerField(x, y, element, init_game);
1824 case EL_SOKOBAN_FIELD_PLAYER:
1825 element = Feld[x][y] = EL_PLAYER_1;
1826 InitField(x, y, init_game);
1828 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1829 InitField(x, y, init_game);
1832 case EL_SOKOBAN_FIELD_EMPTY:
1833 local_player->sokobanfields_still_needed++;
1837 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1838 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1839 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1840 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1841 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1842 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1843 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1844 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1845 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1846 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1855 case EL_SPACESHIP_RIGHT:
1856 case EL_SPACESHIP_UP:
1857 case EL_SPACESHIP_LEFT:
1858 case EL_SPACESHIP_DOWN:
1859 case EL_BD_BUTTERFLY:
1860 case EL_BD_BUTTERFLY_RIGHT:
1861 case EL_BD_BUTTERFLY_UP:
1862 case EL_BD_BUTTERFLY_LEFT:
1863 case EL_BD_BUTTERFLY_DOWN:
1865 case EL_BD_FIREFLY_RIGHT:
1866 case EL_BD_FIREFLY_UP:
1867 case EL_BD_FIREFLY_LEFT:
1868 case EL_BD_FIREFLY_DOWN:
1869 case EL_PACMAN_RIGHT:
1871 case EL_PACMAN_LEFT:
1872 case EL_PACMAN_DOWN:
1874 case EL_YAMYAM_LEFT:
1875 case EL_YAMYAM_RIGHT:
1877 case EL_YAMYAM_DOWN:
1878 case EL_DARK_YAMYAM:
1881 case EL_SP_SNIKSNAK:
1882 case EL_SP_ELECTRON:
1891 case EL_AMOEBA_FULL:
1896 case EL_AMOEBA_DROP:
1897 if (y == lev_fieldy - 1)
1899 Feld[x][y] = EL_AMOEBA_GROWING;
1900 Store[x][y] = EL_AMOEBA_WET;
1904 case EL_DYNAMITE_ACTIVE:
1905 case EL_SP_DISK_RED_ACTIVE:
1906 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1907 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1908 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1909 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1910 MovDelay[x][y] = 96;
1913 case EL_EM_DYNAMITE_ACTIVE:
1914 MovDelay[x][y] = 32;
1918 local_player->lights_still_needed++;
1922 local_player->friends_still_needed++;
1927 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1930 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1931 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1932 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1933 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1934 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1935 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1936 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1937 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1938 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1939 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1940 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1941 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1944 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1945 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1946 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1948 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1950 game.belt_dir[belt_nr] = belt_dir;
1951 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1953 else /* more than one switch -- set it like the first switch */
1955 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1960 #if !USE_BOTH_SWITCHGATE_SWITCHES
1961 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
1963 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
1966 case EL_DC_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
1968 Feld[x][y] = EL_DC_SWITCHGATE_SWITCH_UP;
1972 case EL_LIGHT_SWITCH_ACTIVE:
1974 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1977 case EL_INVISIBLE_STEELWALL:
1978 case EL_INVISIBLE_WALL:
1979 case EL_INVISIBLE_SAND:
1980 if (game.light_time_left > 0 ||
1981 game.lenses_time_left > 0)
1982 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1985 case EL_EMC_MAGIC_BALL:
1986 if (game.ball_state)
1987 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1990 case EL_EMC_MAGIC_BALL_SWITCH:
1991 if (game.ball_state)
1992 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1995 case EL_TRIGGER_PLAYER:
1996 case EL_TRIGGER_ELEMENT:
1997 case EL_TRIGGER_CE_VALUE:
1998 case EL_TRIGGER_CE_SCORE:
2000 case EL_ANY_ELEMENT:
2001 case EL_CURRENT_CE_VALUE:
2002 case EL_CURRENT_CE_SCORE:
2019 /* reference elements should not be used on the playfield */
2020 Feld[x][y] = EL_EMPTY;
2024 if (IS_CUSTOM_ELEMENT(element))
2026 if (CAN_MOVE(element))
2029 #if USE_NEW_CUSTOM_VALUE
2030 if (!element_info[element].use_last_ce_value || init_game)
2031 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
2034 else if (IS_GROUP_ELEMENT(element))
2036 Feld[x][y] = GetElementFromGroupElement(element);
2038 InitField(x, y, init_game);
2045 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2048 static inline void InitField_WithBug1(int x, int y, boolean init_game)
2050 InitField(x, y, init_game);
2052 /* not needed to call InitMovDir() -- already done by InitField()! */
2053 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2054 CAN_MOVE(Feld[x][y]))
2058 static inline void InitField_WithBug2(int x, int y, boolean init_game)
2060 int old_element = Feld[x][y];
2062 InitField(x, y, init_game);
2064 /* not needed to call InitMovDir() -- already done by InitField()! */
2065 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2066 CAN_MOVE(old_element) &&
2067 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2070 /* this case is in fact a combination of not less than three bugs:
2071 first, it calls InitMovDir() for elements that can move, although this is
2072 already done by InitField(); then, it checks the element that was at this
2073 field _before_ the call to InitField() (which can change it); lastly, it
2074 was not called for "mole with direction" elements, which were treated as
2075 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2081 static int get_key_element_from_nr(int key_nr)
2083 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2084 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2085 EL_EM_KEY_1 : EL_KEY_1);
2087 return key_base_element + key_nr;
2090 static int get_next_dropped_element(struct PlayerInfo *player)
2092 return (player->inventory_size > 0 ?
2093 player->inventory_element[player->inventory_size - 1] :
2094 player->inventory_infinite_element != EL_UNDEFINED ?
2095 player->inventory_infinite_element :
2096 player->dynabombs_left > 0 ?
2097 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2101 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2103 /* pos >= 0: get element from bottom of the stack;
2104 pos < 0: get element from top of the stack */
2108 int min_inventory_size = -pos;
2109 int inventory_pos = player->inventory_size - min_inventory_size;
2110 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2112 return (player->inventory_size >= min_inventory_size ?
2113 player->inventory_element[inventory_pos] :
2114 player->inventory_infinite_element != EL_UNDEFINED ?
2115 player->inventory_infinite_element :
2116 player->dynabombs_left >= min_dynabombs_left ?
2117 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2122 int min_dynabombs_left = pos + 1;
2123 int min_inventory_size = pos + 1 - player->dynabombs_left;
2124 int inventory_pos = pos - player->dynabombs_left;
2126 return (player->inventory_infinite_element != EL_UNDEFINED ?
2127 player->inventory_infinite_element :
2128 player->dynabombs_left >= min_dynabombs_left ?
2129 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2130 player->inventory_size >= min_inventory_size ?
2131 player->inventory_element[inventory_pos] :
2136 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2138 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2139 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2142 if (gpo1->sort_priority != gpo2->sort_priority)
2143 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2145 compare_result = gpo1->nr - gpo2->nr;
2147 return compare_result;
2150 void InitGameControlValues()
2154 for (i = 0; game_panel_controls[i].nr != -1; i++)
2156 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2157 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2158 struct TextPosInfo *pos = gpc->pos;
2160 int type = gpc->type;
2164 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2165 Error(ERR_EXIT, "this should not happen -- please debug");
2168 /* force update of game controls after initialization */
2169 gpc->value = gpc->last_value = -1;
2170 gpc->frame = gpc->last_frame = -1;
2171 gpc->gfx_frame = -1;
2173 /* determine panel value width for later calculation of alignment */
2174 if (type == TYPE_INTEGER || type == TYPE_STRING)
2176 pos->width = pos->size * getFontWidth(pos->font);
2177 pos->height = getFontHeight(pos->font);
2179 else if (type == TYPE_ELEMENT)
2181 pos->width = pos->size;
2182 pos->height = pos->size;
2185 /* fill structure for game panel draw order */
2187 gpo->sort_priority = pos->sort_priority;
2190 /* sort game panel controls according to sort_priority and control number */
2191 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2192 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2195 void UpdatePlayfieldElementCount()
2197 boolean use_element_count = FALSE;
2200 /* first check if it is needed at all to calculate playfield element count */
2201 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2202 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2203 use_element_count = TRUE;
2205 if (!use_element_count)
2208 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2209 element_info[i].element_count = 0;
2211 SCAN_PLAYFIELD(x, y)
2213 element_info[Feld[x][y]].element_count++;
2216 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2217 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2218 if (IS_IN_GROUP(j, i))
2219 element_info[EL_GROUP_START + i].element_count +=
2220 element_info[j].element_count;
2223 void UpdateGameControlValues()
2226 int time = (local_player->LevelSolved ?
2227 local_player->LevelSolved_CountingTime :
2228 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2229 level.native_em_level->lev->time :
2230 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2231 level.native_sp_level->game_sp->time_played :
2232 level.time == 0 ? TimePlayed : TimeLeft);
2233 int score = (local_player->LevelSolved ?
2234 local_player->LevelSolved_CountingScore :
2235 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2236 level.native_em_level->lev->score :
2237 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2238 level.native_sp_level->game_sp->score :
2239 local_player->score);
2240 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2241 level.native_em_level->lev->required :
2242 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2243 level.native_sp_level->game_sp->infotrons_still_needed :
2244 local_player->gems_still_needed);
2245 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2246 level.native_em_level->lev->required > 0 :
2247 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2248 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2249 local_player->gems_still_needed > 0 ||
2250 local_player->sokobanfields_still_needed > 0 ||
2251 local_player->lights_still_needed > 0);
2253 UpdatePlayfieldElementCount();
2255 /* update game panel control values */
2257 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2258 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2260 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2261 for (i = 0; i < MAX_NUM_KEYS; i++)
2262 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2263 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2264 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2266 if (game.centered_player_nr == -1)
2268 for (i = 0; i < MAX_PLAYERS; i++)
2270 /* only one player in Supaplex game engine */
2271 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2274 for (k = 0; k < MAX_NUM_KEYS; k++)
2276 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2278 if (level.native_em_level->ply[i]->keys & (1 << k))
2279 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2280 get_key_element_from_nr(k);
2282 else if (stored_player[i].key[k])
2283 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2284 get_key_element_from_nr(k);
2287 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2288 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2289 level.native_em_level->ply[i]->dynamite;
2290 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2291 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2292 level.native_sp_level->game_sp->red_disk_count;
2294 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2295 stored_player[i].inventory_size;
2297 if (stored_player[i].num_white_keys > 0)
2298 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2301 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2302 stored_player[i].num_white_keys;
2307 int player_nr = game.centered_player_nr;
2309 for (k = 0; k < MAX_NUM_KEYS; k++)
2311 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2313 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2314 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2315 get_key_element_from_nr(k);
2317 else if (stored_player[player_nr].key[k])
2318 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2319 get_key_element_from_nr(k);
2322 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2323 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2324 level.native_em_level->ply[player_nr]->dynamite;
2325 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2326 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2327 level.native_sp_level->game_sp->red_disk_count;
2329 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2330 stored_player[player_nr].inventory_size;
2332 if (stored_player[player_nr].num_white_keys > 0)
2333 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2335 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2336 stored_player[player_nr].num_white_keys;
2339 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2341 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2342 get_inventory_element_from_pos(local_player, i);
2343 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2344 get_inventory_element_from_pos(local_player, -i - 1);
2347 game_panel_controls[GAME_PANEL_SCORE].value = score;
2348 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2350 game_panel_controls[GAME_PANEL_TIME].value = time;
2352 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2353 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2354 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2356 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2358 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2359 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2361 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2362 local_player->shield_normal_time_left;
2363 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2364 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2366 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2367 local_player->shield_deadly_time_left;
2369 game_panel_controls[GAME_PANEL_EXIT].value =
2370 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2372 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2373 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2374 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2375 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2376 EL_EMC_MAGIC_BALL_SWITCH);
2378 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2379 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2380 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2381 game.light_time_left;
2383 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2384 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2385 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2386 game.timegate_time_left;
2388 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2389 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2391 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2392 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2393 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2394 game.lenses_time_left;
2396 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2397 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2398 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2399 game.magnify_time_left;
2401 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2402 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2403 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2404 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2405 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2406 EL_BALLOON_SWITCH_NONE);
2408 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2409 local_player->dynabomb_count;
2410 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2411 local_player->dynabomb_size;
2412 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2413 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2415 game_panel_controls[GAME_PANEL_PENGUINS].value =
2416 local_player->friends_still_needed;
2418 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2419 local_player->sokobanfields_still_needed;
2420 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2421 local_player->sokobanfields_still_needed;
2423 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2424 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2426 for (i = 0; i < NUM_BELTS; i++)
2428 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2429 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2430 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2431 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2432 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2435 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2436 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2437 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2438 game.magic_wall_time_left;
2440 #if USE_PLAYER_GRAVITY
2441 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2442 local_player->gravity;
2444 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value = game.gravity;
2447 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2448 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2450 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2451 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2452 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2453 game.panel.element[i].id : EL_UNDEFINED);
2455 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2456 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2457 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2458 element_info[game.panel.element_count[i].id].element_count : 0);
2460 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2461 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2462 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2463 element_info[game.panel.ce_score[i].id].collect_score : 0);
2465 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2466 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2467 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2468 element_info[game.panel.ce_score_element[i].id].collect_score :
2471 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2472 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2473 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2475 /* update game panel control frames */
2477 for (i = 0; game_panel_controls[i].nr != -1; i++)
2479 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2481 if (gpc->type == TYPE_ELEMENT)
2483 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2485 int last_anim_random_frame = gfx.anim_random_frame;
2486 int element = gpc->value;
2487 int graphic = el2panelimg(element);
2489 if (gpc->value != gpc->last_value)
2492 gpc->gfx_random = INIT_GFX_RANDOM();
2498 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2499 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2500 gpc->gfx_random = INIT_GFX_RANDOM();
2503 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2504 gfx.anim_random_frame = gpc->gfx_random;
2506 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2507 gpc->gfx_frame = element_info[element].collect_score;
2509 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2512 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2513 gfx.anim_random_frame = last_anim_random_frame;
2519 void DisplayGameControlValues()
2521 boolean redraw_panel = FALSE;
2524 for (i = 0; game_panel_controls[i].nr != -1; i++)
2526 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2528 if (PANEL_DEACTIVATED(gpc->pos))
2531 if (gpc->value == gpc->last_value &&
2532 gpc->frame == gpc->last_frame)
2535 redraw_panel = TRUE;
2541 /* copy default game door content to main double buffer */
2542 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
2543 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
2545 /* redraw game control buttons */
2547 RedrawGameButtons();
2553 game_status = GAME_MODE_PSEUDO_PANEL;
2556 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2558 for (i = 0; game_panel_controls[i].nr != -1; i++)
2562 int nr = game_panel_order[i].nr;
2563 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2565 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2568 struct TextPosInfo *pos = gpc->pos;
2569 int type = gpc->type;
2570 int value = gpc->value;
2571 int frame = gpc->frame;
2573 int last_value = gpc->last_value;
2574 int last_frame = gpc->last_frame;
2576 int size = pos->size;
2577 int font = pos->font;
2578 boolean draw_masked = pos->draw_masked;
2579 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2581 if (PANEL_DEACTIVATED(pos))
2585 if (value == last_value && frame == last_frame)
2589 gpc->last_value = value;
2590 gpc->last_frame = frame;
2593 printf("::: value %d changed from %d to %d\n", nr, last_value, value);
2596 if (type == TYPE_INTEGER)
2598 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2599 nr == GAME_PANEL_TIME)
2601 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2603 if (use_dynamic_size) /* use dynamic number of digits */
2605 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2606 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2607 int size2 = size1 + 1;
2608 int font1 = pos->font;
2609 int font2 = pos->font_alt;
2611 size = (value < value_change ? size1 : size2);
2612 font = (value < value_change ? font1 : font2);
2615 /* clear background if value just changed its size (dynamic digits) */
2616 if ((last_value < value_change) != (value < value_change))
2618 int width1 = size1 * getFontWidth(font1);
2619 int width2 = size2 * getFontWidth(font2);
2620 int max_width = MAX(width1, width2);
2621 int max_height = MAX(getFontHeight(font1), getFontHeight(font2));
2623 pos->width = max_width;
2625 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2626 max_width, max_height);
2633 /* correct text size if "digits" is zero or less */
2635 size = strlen(int2str(value, size));
2637 /* dynamically correct text alignment */
2638 pos->width = size * getFontWidth(font);
2641 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2642 int2str(value, size), font, mask_mode);
2644 else if (type == TYPE_ELEMENT)
2646 int element, graphic;
2650 int dst_x = PANEL_XPOS(pos);
2651 int dst_y = PANEL_YPOS(pos);
2654 if (value != EL_UNDEFINED && value != EL_EMPTY)
2657 graphic = el2panelimg(value);
2659 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2662 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2666 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2669 width = graphic_info[graphic].width * size / TILESIZE;
2670 height = graphic_info[graphic].height * size / TILESIZE;
2674 SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
2675 dst_x - src_x, dst_y - src_y);
2676 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2681 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2686 if (value == EL_UNDEFINED || value == EL_EMPTY)
2688 element = (last_value == EL_UNDEFINED ? EL_EMPTY : last_value);
2689 graphic = el2panelimg(element);
2691 src_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
2692 src_x = DOOR_GFX_PAGEX5 + ALIGNED_TEXT_XPOS(pos);
2693 src_y = DOOR_GFX_PAGEY1 + ALIGNED_TEXT_YPOS(pos);
2698 graphic = el2panelimg(value);
2700 getSizedGraphicSource(graphic, frame, size, &src_bitmap, &src_x,&src_y);
2703 width = graphic_info[graphic].width * size / TILESIZE;
2704 height = graphic_info[graphic].height * size / TILESIZE;
2706 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height, dst_x, dst_y);
2709 else if (type == TYPE_STRING)
2711 boolean active = (value != 0);
2712 char *state_normal = "off";
2713 char *state_active = "on";
2714 char *state = (active ? state_active : state_normal);
2715 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2716 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2717 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2718 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2720 if (nr == GAME_PANEL_GRAVITY_STATE)
2722 int font1 = pos->font; /* (used for normal state) */
2723 int font2 = pos->font_alt; /* (used for active state) */
2725 int size1 = strlen(state_normal);
2726 int size2 = strlen(state_active);
2727 int width1 = size1 * getFontWidth(font1);
2728 int width2 = size2 * getFontWidth(font2);
2729 int max_width = MAX(width1, width2);
2730 int max_height = MAX(getFontHeight(font1), getFontHeight(font2));
2732 pos->width = max_width;
2734 /* clear background for values that may have changed its size */
2735 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2736 max_width, max_height);
2739 font = (active ? font2 : font1);
2749 /* don't truncate output if "chars" is zero or less */
2752 /* dynamically correct text alignment */
2753 pos->width = size * getFontWidth(font);
2757 s_cut = getStringCopyN(s, size);
2759 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2760 s_cut, font, mask_mode);
2766 redraw_mask |= REDRAW_DOOR_1;
2769 game_status = GAME_MODE_PLAYING;
2772 void UpdateAndDisplayGameControlValues()
2774 if (tape.warp_forward)
2777 UpdateGameControlValues();
2778 DisplayGameControlValues();
2781 void DrawGameValue_Emeralds(int value)
2783 struct TextPosInfo *pos = &game.panel.gems;
2785 int font_nr = pos->font;
2787 int font_nr = FONT_TEXT_2;
2789 int font_width = getFontWidth(font_nr);
2790 int chars = pos->size;
2793 return; /* !!! USE NEW STUFF !!! */
2796 if (PANEL_DEACTIVATED(pos))
2799 pos->width = chars * font_width;
2801 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2804 void DrawGameValue_Dynamite(int value)
2806 struct TextPosInfo *pos = &game.panel.inventory_count;
2808 int font_nr = pos->font;
2810 int font_nr = FONT_TEXT_2;
2812 int font_width = getFontWidth(font_nr);
2813 int chars = pos->size;
2816 return; /* !!! USE NEW STUFF !!! */
2819 if (PANEL_DEACTIVATED(pos))
2822 pos->width = chars * font_width;
2824 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2827 void DrawGameValue_Score(int value)
2829 struct TextPosInfo *pos = &game.panel.score;
2831 int font_nr = pos->font;
2833 int font_nr = FONT_TEXT_2;
2835 int font_width = getFontWidth(font_nr);
2836 int chars = pos->size;
2839 return; /* !!! USE NEW STUFF !!! */
2842 if (PANEL_DEACTIVATED(pos))
2845 pos->width = chars * font_width;
2847 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2850 void DrawGameValue_Time(int value)
2852 struct TextPosInfo *pos = &game.panel.time;
2853 static int last_value = -1;
2856 int chars = pos->size;
2858 int font1_nr = pos->font;
2859 int font2_nr = pos->font_alt;
2861 int font1_nr = FONT_TEXT_2;
2862 int font2_nr = FONT_TEXT_1;
2864 int font_nr = font1_nr;
2865 boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
2868 return; /* !!! USE NEW STUFF !!! */
2871 if (PANEL_DEACTIVATED(pos))
2874 if (use_dynamic_chars) /* use dynamic number of chars */
2876 chars = (value < 1000 ? chars1 : chars2);
2877 font_nr = (value < 1000 ? font1_nr : font2_nr);
2880 /* clear background if value just changed its size (dynamic chars only) */
2881 if (use_dynamic_chars && (last_value < 1000) != (value < 1000))
2883 int width1 = chars1 * getFontWidth(font1_nr);
2884 int width2 = chars2 * getFontWidth(font2_nr);
2885 int max_width = MAX(width1, width2);
2886 int max_height = MAX(getFontHeight(font1_nr), getFontHeight(font2_nr));
2888 pos->width = max_width;
2890 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2891 max_width, max_height);
2894 pos->width = chars * getFontWidth(font_nr);
2896 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2901 void DrawGameValue_Level(int value)
2903 struct TextPosInfo *pos = &game.panel.level_number;
2906 int chars = pos->size;
2908 int font1_nr = pos->font;
2909 int font2_nr = pos->font_alt;
2911 int font1_nr = FONT_TEXT_2;
2912 int font2_nr = FONT_TEXT_1;
2914 int font_nr = font1_nr;
2915 boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
2918 return; /* !!! USE NEW STUFF !!! */
2921 if (PANEL_DEACTIVATED(pos))
2924 if (use_dynamic_chars) /* use dynamic number of chars */
2926 chars = (level_nr < 100 ? chars1 : chars2);
2927 font_nr = (level_nr < 100 ? font1_nr : font2_nr);
2930 pos->width = chars * getFontWidth(font_nr);
2932 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2935 void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
2938 struct TextPosInfo *pos = &game.panel.keys;
2941 int base_key_graphic = EL_KEY_1;
2946 return; /* !!! USE NEW STUFF !!! */
2950 if (PANEL_DEACTIVATED(pos))
2955 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2956 base_key_graphic = EL_EM_KEY_1;
2960 pos->width = 4 * MINI_TILEX;
2964 for (i = 0; i < MAX_NUM_KEYS; i++)
2966 /* currently only 4 of 8 possible keys are displayed */
2967 for (i = 0; i < STD_NUM_KEYS; i++)
2971 struct TextPosInfo *pos = &game.panel.key[i];
2973 int src_x = DOOR_GFX_PAGEX5 + 18 + (i % 4) * MINI_TILEX;
2974 int src_y = DOOR_GFX_PAGEY1 + 123;
2976 int dst_x = PANEL_XPOS(pos);
2977 int dst_y = PANEL_YPOS(pos);
2979 int dst_x = PANEL_XPOS(pos) + i * MINI_TILEX;
2980 int dst_y = PANEL_YPOS(pos);
2984 int element = (i >= STD_NUM_KEYS ? EL_EMC_KEY_5 - 4 :
2985 level.game_engine_type == GAME_ENGINE_TYPE_EM ? EL_EM_KEY_1 :
2987 int graphic = el2edimg(element);
2991 if (PANEL_DEACTIVATED(pos))
2996 /* masked blit with tiles from half-size scaled bitmap does not work yet
2997 (no mask bitmap created for these sizes after loading and scaling) --
2998 solution: load without creating mask, scale, then create final mask */
3000 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
3001 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
3006 int graphic = el2edimg(base_key_graphic + i);
3011 getMiniGraphicSource(graphic, &src_bitmap, &src_x, &src_y);
3013 SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
3014 dst_x - src_x, dst_y - src_y);
3015 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, MINI_TILEX, MINI_TILEY,
3021 DrawMiniGraphicExt(drawto, dst_x, dst_y, graphic);
3023 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
3024 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
3027 DrawMiniGraphicExt(drawto, dst_x, dst_y, el2edimg(base_key_graphic + i));
3029 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
3030 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
3038 void DrawGameValue_Emeralds(int value)
3040 int font_nr = FONT_TEXT_2;
3041 int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
3043 if (PANEL_DEACTIVATED(game.panel.gems))
3046 DrawText(DX_EMERALDS + xpos, DY_EMERALDS, int2str(value, 3), font_nr);
3049 void DrawGameValue_Dynamite(int value)
3051 int font_nr = FONT_TEXT_2;
3052 int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
3054 if (PANEL_DEACTIVATED(game.panel.inventory_count))
3057 DrawText(DX_DYNAMITE + xpos, DY_DYNAMITE, int2str(value, 3), font_nr);
3060 void DrawGameValue_Score(int value)
3062 int font_nr = FONT_TEXT_2;
3063 int xpos = (5 * 14 - 5 * getFontWidth(font_nr)) / 2;
3065 if (PANEL_DEACTIVATED(game.panel.score))
3068 DrawText(DX_SCORE + xpos, DY_SCORE, int2str(value, 5), font_nr);
3071 void DrawGameValue_Time(int value)
3073 int font1_nr = FONT_TEXT_2;
3075 int font2_nr = FONT_TEXT_1;
3077 int font2_nr = FONT_LEVEL_NUMBER;
3079 int xpos3 = (3 * 14 - 3 * getFontWidth(font1_nr)) / 2;
3080 int xpos4 = (4 * 10 - 4 * getFontWidth(font2_nr)) / 2;
3082 if (PANEL_DEACTIVATED(game.panel.time))
3085 /* clear background if value just changed its size */
3086 if (value == 999 || value == 1000)
3087 ClearRectangleOnBackground(drawto, DX_TIME1, DY_TIME, 14 * 3, 14);
3090 DrawText(DX_TIME1 + xpos3, DY_TIME, int2str(value, 3), font1_nr);
3092 DrawText(DX_TIME2 + xpos4, DY_TIME, int2str(value, 4), font2_nr);
3095 void DrawGameValue_Level(int value)
3097 int font1_nr = FONT_TEXT_2;
3099 int font2_nr = FONT_TEXT_1;
3101 int font2_nr = FONT_LEVEL_NUMBER;
3104 if (PANEL_DEACTIVATED(game.panel.level))
3108 DrawText(DX_LEVEL1, DY_LEVEL, int2str(value, 2), font1_nr);
3110 DrawText(DX_LEVEL2, DY_LEVEL, int2str(value, 3), font2_nr);
3113 void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
3115 int base_key_graphic = EL_KEY_1;
3118 if (PANEL_DEACTIVATED(game.panel.keys))
3121 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3122 base_key_graphic = EL_EM_KEY_1;
3124 /* currently only 4 of 8 possible keys are displayed */
3125 for (i = 0; i < STD_NUM_KEYS; i++)
3127 int x = XX_KEYS + i * MINI_TILEX;
3131 DrawMiniGraphicExt(drawto, DX + x,DY + y, el2edimg(base_key_graphic + i));
3133 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
3134 DOOR_GFX_PAGEX5 + x, y, MINI_TILEX, MINI_TILEY, DX + x,DY + y);
3140 void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
3143 int key[MAX_NUM_KEYS];
3146 /* prevent EM engine from updating time/score values parallel to GameWon() */
3147 if (level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3148 local_player->LevelSolved)
3151 for (i = 0; i < MAX_NUM_KEYS; i++)
3152 key[i] = key_bits & (1 << i);
3154 DrawGameValue_Level(level_nr);
3156 DrawGameValue_Emeralds(emeralds);
3157 DrawGameValue_Dynamite(dynamite);
3158 DrawGameValue_Score(score);
3159 DrawGameValue_Time(time);
3161 DrawGameValue_Keys(key);
3164 void UpdateGameDoorValues()
3166 UpdateGameControlValues();
3169 void DrawGameDoorValues()
3171 DisplayGameControlValues();
3174 void DrawGameDoorValues_OLD()
3176 int time_value = (level.time == 0 ? TimePlayed : TimeLeft);
3177 int dynamite_value = 0;
3178 int score_value = (local_player->LevelSolved ? local_player->score_final :
3179 local_player->score);
3180 int gems_value = local_player->gems_still_needed;
3184 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3186 DrawGameDoorValues_EM();
3191 if (game.centered_player_nr == -1)
3193 for (i = 0; i < MAX_PLAYERS; i++)
3195 for (j = 0; j < MAX_NUM_KEYS; j++)
3196 if (stored_player[i].key[j])
3197 key_bits |= (1 << j);
3199 dynamite_value += stored_player[i].inventory_size;
3204 int player_nr = game.centered_player_nr;
3206 for (i = 0; i < MAX_NUM_KEYS; i++)
3207 if (stored_player[player_nr].key[i])
3208 key_bits |= (1 << i);
3210 dynamite_value = stored_player[player_nr].inventory_size;
3213 DrawAllGameValues(gems_value, dynamite_value, score_value, time_value,
3219 =============================================================================
3221 -----------------------------------------------------------------------------
3222 initialize game engine due to level / tape version number
3223 =============================================================================
3226 static void InitGameEngine()
3228 int i, j, k, l, x, y;
3230 /* set game engine from tape file when re-playing, else from level file */
3231 game.engine_version = (tape.playing ? tape.engine_version :
3232 level.game_version);
3234 /* ---------------------------------------------------------------------- */
3235 /* set flags for bugs and changes according to active game engine version */
3236 /* ---------------------------------------------------------------------- */
3239 Summary of bugfix/change:
3240 Fixed handling for custom elements that change when pushed by the player.
3242 Fixed/changed in version:
3246 Before 3.1.0, custom elements that "change when pushing" changed directly
3247 after the player started pushing them (until then handled in "DigField()").
3248 Since 3.1.0, these custom elements are not changed until the "pushing"
3249 move of the element is finished (now handled in "ContinueMoving()").
3251 Affected levels/tapes:
3252 The first condition is generally needed for all levels/tapes before version
3253 3.1.0, which might use the old behaviour before it was changed; known tapes
3254 that are affected are some tapes from the level set "Walpurgis Gardens" by
3256 The second condition is an exception from the above case and is needed for
3257 the special case of tapes recorded with game (not engine!) version 3.1.0 or
3258 above (including some development versions of 3.1.0), but before it was
3259 known that this change would break tapes like the above and was fixed in
3260 3.1.1, so that the changed behaviour was active although the engine version
3261 while recording maybe was before 3.1.0. There is at least one tape that is
3262 affected by this exception, which is the tape for the one-level set "Bug
3263 Machine" by Juergen Bonhagen.
3266 game.use_change_when_pushing_bug =
3267 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3269 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3270 tape.game_version < VERSION_IDENT(3,1,1,0)));
3273 Summary of bugfix/change:
3274 Fixed handling for blocking the field the player leaves when moving.
3276 Fixed/changed in version:
3280 Before 3.1.1, when "block last field when moving" was enabled, the field
3281 the player is leaving when moving was blocked for the time of the move,
3282 and was directly unblocked afterwards. This resulted in the last field
3283 being blocked for exactly one less than the number of frames of one player
3284 move. Additionally, even when blocking was disabled, the last field was
3285 blocked for exactly one frame.
3286 Since 3.1.1, due to changes in player movement handling, the last field
3287 is not blocked at all when blocking is disabled. When blocking is enabled,
3288 the last field is blocked for exactly the number of frames of one player
3289 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3290 last field is blocked for exactly one more than the number of frames of
3293 Affected levels/tapes:
3294 (!!! yet to be determined -- probably many !!!)
3297 game.use_block_last_field_bug =
3298 (game.engine_version < VERSION_IDENT(3,1,1,0));
3301 Summary of bugfix/change:
3302 Changed behaviour of CE changes with multiple changes per single frame.
3304 Fixed/changed in version:
3308 Before 3.2.0-6, only one single CE change was allowed in each engine frame.
3309 This resulted in race conditions where CEs seem to behave strange in some
3310 situations (where triggered CE changes were just skipped because there was
3311 already a CE change on that tile in the playfield in that engine frame).
3312 Since 3.2.0-6, this was changed to allow up to MAX_NUM_CHANGES_PER_FRAME.
3313 (The number of changes per frame must be limited in any case, because else
3314 it is easily possible to define CE changes that would result in an infinite
3315 loop, causing the whole game to freeze. The MAX_NUM_CHANGES_PER_FRAME value
3316 should be set large enough so that it would only be reached in cases where
3317 the corresponding CE change conditions run into a loop. Therefore, it seems
3318 to be reasonable to set MAX_NUM_CHANGES_PER_FRAME to the same value as the
3319 maximal number of change pages for custom elements.)
3321 Affected levels/tapes:
3325 #if USE_ONLY_ONE_CHANGE_PER_FRAME
3326 game.max_num_changes_per_frame = 1;
3328 game.max_num_changes_per_frame =
3329 (game.engine_version < VERSION_IDENT(3,2,0,6) ? 1 : 32);
3332 /* ---------------------------------------------------------------------- */
3334 /* default scan direction: scan playfield from top/left to bottom/right */
3335 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3337 /* dynamically adjust element properties according to game engine version */
3338 InitElementPropertiesEngine(game.engine_version);
3341 printf("level %d: level version == %06d\n", level_nr, level.game_version);
3342 printf(" tape version == %06d [%s] [file: %06d]\n",
3343 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
3345 printf(" => game.engine_version == %06d\n", game.engine_version);
3348 /* ---------- initialize player's initial move delay --------------------- */
3350 /* dynamically adjust player properties according to level information */
3351 for (i = 0; i < MAX_PLAYERS; i++)
3352 game.initial_move_delay_value[i] =
3353 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3355 /* dynamically adjust player properties according to game engine version */
3356 for (i = 0; i < MAX_PLAYERS; i++)
3357 game.initial_move_delay[i] =
3358 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3359 game.initial_move_delay_value[i] : 0);
3361 /* ---------- initialize player's initial push delay --------------------- */
3363 /* dynamically adjust player properties according to game engine version */
3364 game.initial_push_delay_value =
3365 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3367 /* ---------- initialize changing elements ------------------------------- */
3369 /* initialize changing elements information */
3370 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3372 struct ElementInfo *ei = &element_info[i];
3374 /* this pointer might have been changed in the level editor */
3375 ei->change = &ei->change_page[0];
3377 if (!IS_CUSTOM_ELEMENT(i))
3379 ei->change->target_element = EL_EMPTY_SPACE;
3380 ei->change->delay_fixed = 0;
3381 ei->change->delay_random = 0;
3382 ei->change->delay_frames = 1;
3385 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3387 ei->has_change_event[j] = FALSE;
3389 ei->event_page_nr[j] = 0;
3390 ei->event_page[j] = &ei->change_page[0];
3394 /* add changing elements from pre-defined list */
3395 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3397 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3398 struct ElementInfo *ei = &element_info[ch_delay->element];
3400 ei->change->target_element = ch_delay->target_element;
3401 ei->change->delay_fixed = ch_delay->change_delay;
3403 ei->change->pre_change_function = ch_delay->pre_change_function;
3404 ei->change->change_function = ch_delay->change_function;
3405 ei->change->post_change_function = ch_delay->post_change_function;
3407 ei->change->can_change = TRUE;
3408 ei->change->can_change_or_has_action = TRUE;
3410 ei->has_change_event[CE_DELAY] = TRUE;
3412 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3413 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3416 /* ---------- initialize internal run-time variables --------------------- */
3418 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3420 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3422 for (j = 0; j < ei->num_change_pages; j++)
3424 ei->change_page[j].can_change_or_has_action =
3425 (ei->change_page[j].can_change |
3426 ei->change_page[j].has_action);
3430 /* add change events from custom element configuration */
3431 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3433 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3435 for (j = 0; j < ei->num_change_pages; j++)
3437 if (!ei->change_page[j].can_change_or_has_action)
3440 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3442 /* only add event page for the first page found with this event */
3443 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3445 ei->has_change_event[k] = TRUE;
3447 ei->event_page_nr[k] = j;
3448 ei->event_page[k] = &ei->change_page[j];
3455 /* ---------- initialize reference elements in change conditions --------- */
3457 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3459 int element = EL_CUSTOM_START + i;
3460 struct ElementInfo *ei = &element_info[element];
3462 for (j = 0; j < ei->num_change_pages; j++)
3464 int trigger_element = ei->change_page[j].initial_trigger_element;
3466 if (trigger_element >= EL_PREV_CE_8 &&
3467 trigger_element <= EL_NEXT_CE_8)
3468 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3470 ei->change_page[j].trigger_element = trigger_element;
3475 /* ---------- initialize run-time trigger player and element ------------- */
3477 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3479 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3481 for (j = 0; j < ei->num_change_pages; j++)
3483 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3484 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3485 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3486 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3487 ei->change_page[j].actual_trigger_ce_value = 0;
3488 ei->change_page[j].actual_trigger_ce_score = 0;
3492 /* ---------- initialize trigger events ---------------------------------- */
3494 /* initialize trigger events information */
3495 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3496 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3497 trigger_events[i][j] = FALSE;
3499 /* add trigger events from element change event properties */
3500 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3502 struct ElementInfo *ei = &element_info[i];
3504 for (j = 0; j < ei->num_change_pages; j++)
3506 if (!ei->change_page[j].can_change_or_has_action)
3509 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3511 int trigger_element = ei->change_page[j].trigger_element;
3513 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3515 if (ei->change_page[j].has_event[k])
3517 if (IS_GROUP_ELEMENT(trigger_element))
3519 struct ElementGroupInfo *group =
3520 element_info[trigger_element].group;
3522 for (l = 0; l < group->num_elements_resolved; l++)
3523 trigger_events[group->element_resolved[l]][k] = TRUE;
3525 else if (trigger_element == EL_ANY_ELEMENT)
3526 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3527 trigger_events[l][k] = TRUE;
3529 trigger_events[trigger_element][k] = TRUE;
3536 /* ---------- initialize push delay -------------------------------------- */
3538 /* initialize push delay values to default */
3539 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3541 if (!IS_CUSTOM_ELEMENT(i))
3543 /* set default push delay values (corrected since version 3.0.7-1) */
3544 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3546 element_info[i].push_delay_fixed = 2;
3547 element_info[i].push_delay_random = 8;
3551 element_info[i].push_delay_fixed = 8;
3552 element_info[i].push_delay_random = 8;
3557 /* set push delay value for certain elements from pre-defined list */
3558 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3560 int e = push_delay_list[i].element;
3562 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3563 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3566 /* set push delay value for Supaplex elements for newer engine versions */
3567 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3569 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3571 if (IS_SP_ELEMENT(i))
3573 /* set SP push delay to just enough to push under a falling zonk */
3574 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3576 element_info[i].push_delay_fixed = delay;
3577 element_info[i].push_delay_random = 0;
3582 /* ---------- initialize move stepsize ----------------------------------- */
3584 /* initialize move stepsize values to default */
3585 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3586 if (!IS_CUSTOM_ELEMENT(i))
3587 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3589 /* set move stepsize value for certain elements from pre-defined list */
3590 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3592 int e = move_stepsize_list[i].element;
3594 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3597 /* ---------- initialize collect score ----------------------------------- */
3599 /* initialize collect score values for custom elements from initial value */
3600 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3601 if (IS_CUSTOM_ELEMENT(i))
3602 element_info[i].collect_score = element_info[i].collect_score_initial;
3604 /* ---------- initialize collect count ----------------------------------- */
3606 /* initialize collect count values for non-custom elements */
3607 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3608 if (!IS_CUSTOM_ELEMENT(i))
3609 element_info[i].collect_count_initial = 0;
3611 /* add collect count values for all elements from pre-defined list */
3612 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3613 element_info[collect_count_list[i].element].collect_count_initial =
3614 collect_count_list[i].count;
3616 /* ---------- initialize access direction -------------------------------- */
3618 /* initialize access direction values to default (access from every side) */
3619 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3620 if (!IS_CUSTOM_ELEMENT(i))
3621 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3623 /* set access direction value for certain elements from pre-defined list */
3624 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3625 element_info[access_direction_list[i].element].access_direction =
3626 access_direction_list[i].direction;
3628 /* ---------- initialize explosion content ------------------------------- */
3629 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3631 if (IS_CUSTOM_ELEMENT(i))
3634 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3636 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3638 element_info[i].content.e[x][y] =
3639 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3640 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3641 i == EL_PLAYER_3 ? EL_EMERALD :
3642 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3643 i == EL_MOLE ? EL_EMERALD_RED :
3644 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3645 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3646 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3647 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3648 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3649 i == EL_WALL_EMERALD ? EL_EMERALD :
3650 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3651 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3652 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3653 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3654 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3655 i == EL_WALL_PEARL ? EL_PEARL :
3656 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3661 /* ---------- initialize recursion detection ------------------------------ */
3662 recursion_loop_depth = 0;
3663 recursion_loop_detected = FALSE;
3664 recursion_loop_element = EL_UNDEFINED;
3666 /* ---------- initialize graphics engine ---------------------------------- */
3667 game.scroll_delay_value =
3668 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3669 setup.scroll_delay ? setup.scroll_delay_value : 0);
3670 game.scroll_delay_value =
3671 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3674 int get_num_special_action(int element, int action_first, int action_last)
3676 int num_special_action = 0;
3679 for (i = action_first; i <= action_last; i++)
3681 boolean found = FALSE;
3683 for (j = 0; j < NUM_DIRECTIONS; j++)
3684 if (el_act_dir2img(element, i, j) !=
3685 el_act_dir2img(element, ACTION_DEFAULT, j))
3689 num_special_action++;
3694 return num_special_action;
3699 =============================================================================
3701 -----------------------------------------------------------------------------
3702 initialize and start new game
3703 =============================================================================
3708 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3709 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3710 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3712 boolean do_fading = (game_status == GAME_MODE_MAIN);
3715 int initial_move_dir = MV_DOWN;
3717 int initial_move_dir = MV_NONE;
3721 game_status = GAME_MODE_PLAYING;
3724 /* needed if different viewport properties defined for playing */
3725 ChangeViewportPropertiesIfNeeded();
3729 InitGameControlValues();
3731 /* don't play tapes over network */
3732 network_playing = (options.network && !tape.playing);
3734 for (i = 0; i < MAX_PLAYERS; i++)
3736 struct PlayerInfo *player = &stored_player[i];
3738 player->index_nr = i;
3739 player->index_bit = (1 << i);
3740 player->element_nr = EL_PLAYER_1 + i;
3742 player->present = FALSE;
3743 player->active = FALSE;
3744 player->mapped = FALSE;
3746 player->killed = FALSE;
3747 player->reanimated = FALSE;
3750 player->effective_action = 0;
3751 player->programmed_action = 0;
3754 player->score_final = 0;
3756 player->gems_still_needed = level.gems_needed;
3757 player->sokobanfields_still_needed = 0;
3758 player->lights_still_needed = 0;
3759 player->friends_still_needed = 0;
3761 for (j = 0; j < MAX_NUM_KEYS; j++)
3762 player->key[j] = FALSE;
3764 player->num_white_keys = 0;
3766 player->dynabomb_count = 0;
3767 player->dynabomb_size = 1;
3768 player->dynabombs_left = 0;
3769 player->dynabomb_xl = FALSE;
3771 player->MovDir = initial_move_dir;
3774 player->GfxDir = initial_move_dir;
3775 player->GfxAction = ACTION_DEFAULT;
3777 player->StepFrame = 0;
3779 player->initial_element = player->element_nr;
3780 player->artwork_element =
3781 (level.use_artwork_element[i] ? level.artwork_element[i] :
3782 player->element_nr);
3783 player->use_murphy = FALSE;
3785 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3786 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3788 player->gravity = level.initial_player_gravity[i];
3790 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3792 player->actual_frame_counter = 0;
3794 player->step_counter = 0;
3796 player->last_move_dir = initial_move_dir;
3798 player->is_active = FALSE;
3800 player->is_waiting = FALSE;
3801 player->is_moving = FALSE;
3802 player->is_auto_moving = FALSE;
3803 player->is_digging = FALSE;
3804 player->is_snapping = FALSE;
3805 player->is_collecting = FALSE;
3806 player->is_pushing = FALSE;
3807 player->is_switching = FALSE;
3808 player->is_dropping = FALSE;
3809 player->is_dropping_pressed = FALSE;
3811 player->is_bored = FALSE;
3812 player->is_sleeping = FALSE;
3814 player->frame_counter_bored = -1;
3815 player->frame_counter_sleeping = -1;
3817 player->anim_delay_counter = 0;
3818 player->post_delay_counter = 0;
3820 player->dir_waiting = initial_move_dir;
3821 player->action_waiting = ACTION_DEFAULT;
3822 player->last_action_waiting = ACTION_DEFAULT;
3823 player->special_action_bored = ACTION_DEFAULT;
3824 player->special_action_sleeping = ACTION_DEFAULT;
3826 player->switch_x = -1;
3827 player->switch_y = -1;
3829 player->drop_x = -1;
3830 player->drop_y = -1;
3832 player->show_envelope = 0;
3834 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3836 player->push_delay = -1; /* initialized when pushing starts */
3837 player->push_delay_value = game.initial_push_delay_value;
3839 player->drop_delay = 0;
3840 player->drop_pressed_delay = 0;
3842 player->last_jx = -1;
3843 player->last_jy = -1;
3847 player->shield_normal_time_left = 0;
3848 player->shield_deadly_time_left = 0;
3850 player->inventory_infinite_element = EL_UNDEFINED;
3851 player->inventory_size = 0;
3853 if (level.use_initial_inventory[i])
3855 for (j = 0; j < level.initial_inventory_size[i]; j++)
3857 int element = level.initial_inventory_content[i][j];
3858 int collect_count = element_info[element].collect_count_initial;
3861 if (!IS_CUSTOM_ELEMENT(element))
3864 if (collect_count == 0)
3865 player->inventory_infinite_element = element;
3867 for (k = 0; k < collect_count; k++)
3868 if (player->inventory_size < MAX_INVENTORY_SIZE)
3869 player->inventory_element[player->inventory_size++] = element;
3873 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3874 SnapField(player, 0, 0);
3876 player->LevelSolved = FALSE;
3877 player->GameOver = FALSE;
3879 player->LevelSolved_GameWon = FALSE;
3880 player->LevelSolved_GameEnd = FALSE;
3881 player->LevelSolved_PanelOff = FALSE;
3882 player->LevelSolved_SaveTape = FALSE;
3883 player->LevelSolved_SaveScore = FALSE;
3884 player->LevelSolved_CountingTime = 0;
3885 player->LevelSolved_CountingScore = 0;
3887 map_player_action[i] = i;
3890 network_player_action_received = FALSE;
3892 #if defined(NETWORK_AVALIABLE)
3893 /* initial null action */
3894 if (network_playing)
3895 SendToServer_MovePlayer(MV_NONE);
3904 TimeLeft = level.time;
3907 ScreenMovDir = MV_NONE;
3911 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3913 AllPlayersGone = FALSE;
3915 game.yamyam_content_nr = 0;
3916 game.robot_wheel_active = FALSE;
3917 game.magic_wall_active = FALSE;
3918 game.magic_wall_time_left = 0;
3919 game.light_time_left = 0;
3920 game.timegate_time_left = 0;
3921 game.switchgate_pos = 0;
3922 game.wind_direction = level.wind_direction_initial;
3924 #if !USE_PLAYER_GRAVITY
3925 game.gravity = FALSE;
3926 game.explosions_delayed = TRUE;
3929 game.lenses_time_left = 0;
3930 game.magnify_time_left = 0;
3932 game.ball_state = level.ball_state_initial;
3933 game.ball_content_nr = 0;
3935 game.envelope_active = FALSE;
3937 /* set focus to local player for network games, else to all players */
3938 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3939 game.centered_player_nr_next = game.centered_player_nr;
3940 game.set_centered_player = FALSE;
3942 if (network_playing && tape.recording)
3944 /* store client dependent player focus when recording network games */
3945 tape.centered_player_nr_next = game.centered_player_nr_next;
3946 tape.set_centered_player = TRUE;
3949 for (i = 0; i < NUM_BELTS; i++)
3951 game.belt_dir[i] = MV_NONE;
3952 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3955 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3956 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3958 SCAN_PLAYFIELD(x, y)
3960 Feld[x][y] = level.field[x][y];
3961 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3962 ChangeDelay[x][y] = 0;
3963 ChangePage[x][y] = -1;
3964 #if USE_NEW_CUSTOM_VALUE
3965 CustomValue[x][y] = 0; /* initialized in InitField() */
3967 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3969 WasJustMoving[x][y] = 0;
3970 WasJustFalling[x][y] = 0;
3971 CheckCollision[x][y] = 0;
3972 CheckImpact[x][y] = 0;
3974 Pushed[x][y] = FALSE;
3976 ChangeCount[x][y] = 0;
3977 ChangeEvent[x][y] = -1;
3979 ExplodePhase[x][y] = 0;
3980 ExplodeDelay[x][y] = 0;
3981 ExplodeField[x][y] = EX_TYPE_NONE;
3983 RunnerVisit[x][y] = 0;
3984 PlayerVisit[x][y] = 0;
3987 GfxRandom[x][y] = INIT_GFX_RANDOM();
3988 GfxElement[x][y] = EL_UNDEFINED;
3989 GfxAction[x][y] = ACTION_DEFAULT;
3990 GfxDir[x][y] = MV_NONE;
3991 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3994 SCAN_PLAYFIELD(x, y)
3996 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3998 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
4000 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
4003 InitField(x, y, TRUE);
4005 ResetGfxAnimation(x, y);
4010 for (i = 0; i < MAX_PLAYERS; i++)
4012 struct PlayerInfo *player = &stored_player[i];
4014 /* set number of special actions for bored and sleeping animation */
4015 player->num_special_action_bored =
4016 get_num_special_action(player->artwork_element,
4017 ACTION_BORING_1, ACTION_BORING_LAST);
4018 player->num_special_action_sleeping =
4019 get_num_special_action(player->artwork_element,
4020 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
4023 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
4024 emulate_sb ? EMU_SOKOBAN :
4025 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
4027 #if USE_NEW_ALL_SLIPPERY
4028 /* initialize type of slippery elements */
4029 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
4031 if (!IS_CUSTOM_ELEMENT(i))
4033 /* default: elements slip down either to the left or right randomly */
4034 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
4036 /* SP style elements prefer to slip down on the left side */
4037 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
4038 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
4040 /* BD style elements prefer to slip down on the left side */
4041 if (game.emulation == EMU_BOULDERDASH)
4042 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
4047 /* initialize explosion and ignition delay */
4048 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
4050 if (!IS_CUSTOM_ELEMENT(i))
4053 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
4054 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
4055 game.emulation == EMU_SUPAPLEX ? 3 : 2);
4056 int last_phase = (num_phase + 1) * delay;
4057 int half_phase = (num_phase / 2) * delay;
4059 element_info[i].explosion_delay = last_phase - 1;
4060 element_info[i].ignition_delay = half_phase;
4062 if (i == EL_BLACK_ORB)
4063 element_info[i].ignition_delay = 1;
4067 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
4068 element_info[i].explosion_delay = 1;
4070 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
4071 element_info[i].ignition_delay = 1;
4075 /* correct non-moving belts to start moving left */
4076 for (i = 0; i < NUM_BELTS; i++)
4077 if (game.belt_dir[i] == MV_NONE)
4078 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
4080 #if USE_NEW_PLAYER_ASSIGNMENTS
4081 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
4082 /* choose default local player */
4083 local_player = &stored_player[0];
4085 for (i = 0; i < MAX_PLAYERS; i++)
4086 stored_player[i].connected = FALSE;
4088 local_player->connected = TRUE;
4089 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
4093 /* try to guess locally connected team mode players (needed for correct
4094 assignment of player figures from level to locally playing players) */
4096 for (i = 0; i < MAX_PLAYERS; i++)
4097 if (tape.player_participates[i])
4098 stored_player[i].connected = TRUE;
4100 else if (setup.team_mode && !options.network)
4102 /* try to guess locally connected team mode players (needed for correct
4103 assignment of player figures from level to locally playing players) */
4105 for (i = 0; i < MAX_PLAYERS; i++)
4106 if (setup.input[i].use_joystick ||
4107 setup.input[i].key.left != KSYM_UNDEFINED)
4108 stored_player[i].connected = TRUE;
4112 for (i = 0; i < MAX_PLAYERS; i++)
4113 printf("::: player %d: %s\n", i,
4114 (stored_player[i].connected ? "connected" : "not connected"));
4116 for (i = 0; i < MAX_PLAYERS; i++)
4117 printf("::: player %d: %s\n", i,
4118 (stored_player[i].present ? "present" : "not present"));
4121 /* check if any connected player was not found in playfield */
4122 for (i = 0; i < MAX_PLAYERS; i++)
4124 struct PlayerInfo *player = &stored_player[i];
4126 if (player->connected && !player->present)
4128 struct PlayerInfo *field_player = NULL;
4131 printf("::: looking for field player for player %d ...\n", i);
4134 /* assign first free player found that is present in the playfield */
4136 /* first try: look for unmapped playfield player that is not connected */
4137 if (field_player == NULL)
4138 for (j = 0; j < MAX_PLAYERS; j++)
4139 if (stored_player[j].present &&
4140 !stored_player[j].mapped &&
4141 !stored_player[j].connected)
4142 field_player = &stored_player[j];
4144 /* second try: look for *any* unmapped playfield player */
4145 if (field_player == NULL)
4146 for (j = 0; j < MAX_PLAYERS; j++)
4147 if (stored_player[j].present &&
4148 !stored_player[j].mapped)
4149 field_player = &stored_player[j];
4151 if (field_player != NULL)
4153 int jx = field_player->jx, jy = field_player->jy;
4156 printf("::: found player figure %d\n", field_player->index_nr);
4159 player->present = FALSE;
4160 player->active = FALSE;
4162 field_player->present = TRUE;
4163 field_player->active = TRUE;
4166 player->initial_element = field_player->initial_element;
4167 player->artwork_element = field_player->artwork_element;
4169 player->block_last_field = field_player->block_last_field;
4170 player->block_delay_adjustment = field_player->block_delay_adjustment;
4173 StorePlayer[jx][jy] = field_player->element_nr;
4175 field_player->jx = field_player->last_jx = jx;
4176 field_player->jy = field_player->last_jy = jy;
4178 if (local_player == player)
4179 local_player = field_player;
4181 map_player_action[field_player->index_nr] = i;
4183 field_player->mapped = TRUE;
4186 printf("::: map_player_action[%d] == %d\n",
4187 field_player->index_nr, i);
4192 if (player->connected && player->present)
4193 player->mapped = TRUE;
4198 /* check if any connected player was not found in playfield */
4199 for (i = 0; i < MAX_PLAYERS; i++)
4201 struct PlayerInfo *player = &stored_player[i];
4203 if (player->connected && !player->present)
4205 for (j = 0; j < MAX_PLAYERS; j++)
4207 struct PlayerInfo *field_player = &stored_player[j];
4208 int jx = field_player->jx, jy = field_player->jy;
4210 /* assign first free player found that is present in the playfield */
4211 if (field_player->present && !field_player->connected)
4213 player->present = TRUE;
4214 player->active = TRUE;
4216 field_player->present = FALSE;
4217 field_player->active = FALSE;
4219 player->initial_element = field_player->initial_element;
4220 player->artwork_element = field_player->artwork_element;
4222 player->block_last_field = field_player->block_last_field;
4223 player->block_delay_adjustment = field_player->block_delay_adjustment;
4225 StorePlayer[jx][jy] = player->element_nr;
4227 player->jx = player->last_jx = jx;
4228 player->jy = player->last_jy = jy;
4238 printf("::: local_player->present == %d\n", local_player->present);
4243 /* when playing a tape, eliminate all players who do not participate */
4245 #if USE_NEW_PLAYER_ASSIGNMENTS
4246 for (i = 0; i < MAX_PLAYERS; i++)
4248 if (stored_player[i].active &&
4249 !tape.player_participates[map_player_action[i]])
4251 struct PlayerInfo *player = &stored_player[i];
4252 int jx = player->jx, jy = player->jy;
4254 player->active = FALSE;
4255 StorePlayer[jx][jy] = 0;
4256 Feld[jx][jy] = EL_EMPTY;
4260 for (i = 0; i < MAX_PLAYERS; i++)
4262 if (stored_player[i].active &&
4263 !tape.player_participates[i])
4265 struct PlayerInfo *player = &stored_player[i];
4266 int jx = player->jx, jy = player->jy;
4268 player->active = FALSE;
4269 StorePlayer[jx][jy] = 0;
4270 Feld[jx][jy] = EL_EMPTY;
4275 else if (!options.network && !setup.team_mode) /* && !tape.playing */
4277 /* when in single player mode, eliminate all but the first active player */
4279 for (i = 0; i < MAX_PLAYERS; i++)
4281 if (stored_player[i].active)
4283 for (j = i + 1; j < MAX_PLAYERS; j++)
4285 if (stored_player[j].active)
4287 struct PlayerInfo *player = &stored_player[j];
4288 int jx = player->jx, jy = player->jy;
4290 player->active = FALSE;
4291 player->present = FALSE;
4293 StorePlayer[jx][jy] = 0;
4294 Feld[jx][jy] = EL_EMPTY;
4301 /* when recording the game, store which players take part in the game */
4304 #if USE_NEW_PLAYER_ASSIGNMENTS
4305 for (i = 0; i < MAX_PLAYERS; i++)
4306 if (stored_player[i].connected)
4307 tape.player_participates[i] = TRUE;
4309 for (i = 0; i < MAX_PLAYERS; i++)
4310 if (stored_player[i].active)
4311 tape.player_participates[i] = TRUE;
4317 for (i = 0; i < MAX_PLAYERS; i++)
4319 struct PlayerInfo *player = &stored_player[i];
4321 printf("Player %d: present == %d, connected == %d, active == %d.\n",
4326 if (local_player == player)
4327 printf("Player %d is local player.\n", i+1);
4331 if (BorderElement == EL_EMPTY)
4334 SBX_Right = lev_fieldx - SCR_FIELDX;
4336 SBY_Lower = lev_fieldy - SCR_FIELDY;
4341 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4343 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4346 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
4347 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4349 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
4350 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4352 /* if local player not found, look for custom element that might create
4353 the player (make some assumptions about the right custom element) */
4354 if (!local_player->present)
4356 int start_x = 0, start_y = 0;
4357 int found_rating = 0;
4358 int found_element = EL_UNDEFINED;
4359 int player_nr = local_player->index_nr;
4361 SCAN_PLAYFIELD(x, y)
4363 int element = Feld[x][y];
4368 if (level.use_start_element[player_nr] &&
4369 level.start_element[player_nr] == element &&
4376 found_element = element;
4379 if (!IS_CUSTOM_ELEMENT(element))
4382 if (CAN_CHANGE(element))
4384 for (i = 0; i < element_info[element].num_change_pages; i++)
4386 /* check for player created from custom element as single target */
4387 content = element_info[element].change_page[i].target_element;
4388 is_player = ELEM_IS_PLAYER(content);
4390 if (is_player && (found_rating < 3 ||
4391 (found_rating == 3 && element < found_element)))
4397 found_element = element;
4402 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4404 /* check for player created from custom element as explosion content */
4405 content = element_info[element].content.e[xx][yy];
4406 is_player = ELEM_IS_PLAYER(content);
4408 if (is_player && (found_rating < 2 ||
4409 (found_rating == 2 && element < found_element)))
4411 start_x = x + xx - 1;
4412 start_y = y + yy - 1;
4415 found_element = element;
4418 if (!CAN_CHANGE(element))
4421 for (i = 0; i < element_info[element].num_change_pages; i++)
4423 /* check for player created from custom element as extended target */
4425 element_info[element].change_page[i].target_content.e[xx][yy];
4427 is_player = ELEM_IS_PLAYER(content);
4429 if (is_player && (found_rating < 1 ||
4430 (found_rating == 1 && element < found_element)))
4432 start_x = x + xx - 1;
4433 start_y = y + yy - 1;
4436 found_element = element;
4442 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
4443 start_x > SBX_Right + MIDPOSX ? SBX_Right :
4446 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4447 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4452 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
4453 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
4454 local_player->jx - MIDPOSX);
4456 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
4457 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
4458 local_player->jy - MIDPOSY);
4462 /* do not use PLAYING mask for fading out from main screen */
4463 game_status = GAME_MODE_MAIN;
4468 if (!game.restart_level)
4469 CloseDoor(DOOR_CLOSE_1);
4472 if (level_editor_test_game)
4473 FadeSkipNextFadeIn();
4475 FadeSetEnterScreen();
4477 if (level_editor_test_game)
4478 fading = fading_none;
4480 fading = menu.destination;
4484 FadeOut(REDRAW_FIELD);
4487 FadeOut(REDRAW_FIELD);
4491 game_status = GAME_MODE_PLAYING;
4494 /* !!! FIX THIS (START) !!! */
4495 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4497 InitGameEngine_EM();
4499 /* blit playfield from scroll buffer to normal back buffer for fading in */
4500 BlitScreenToBitmap_EM(backbuffer);
4502 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4504 InitGameEngine_SP();
4506 /* blit playfield from scroll buffer to normal back buffer for fading in */
4507 BlitScreenToBitmap_SP(backbuffer);
4514 /* after drawing the level, correct some elements */
4515 if (game.timegate_time_left == 0)
4516 CloseAllOpenTimegates();
4518 /* blit playfield from scroll buffer to normal back buffer for fading in */
4519 if (setup.soft_scrolling)
4520 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
4522 redraw_mask |= REDRAW_FROM_BACKBUFFER;
4524 /* !!! FIX THIS (END) !!! */
4527 FadeIn(REDRAW_FIELD);
4530 FadeIn(REDRAW_FIELD);
4535 if (!game.restart_level)
4537 /* copy default game door content to main double buffer */
4538 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
4539 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
4542 SetPanelBackground();
4543 SetDrawBackgroundMask(REDRAW_DOOR_1);
4546 UpdateAndDisplayGameControlValues();
4548 UpdateGameDoorValues();
4549 DrawGameDoorValues();
4552 if (!game.restart_level)
4556 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
4557 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
4558 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
4562 /* copy actual game door content to door double buffer for OpenDoor() */
4563 BlitBitmap(drawto, bitmap_db_door,
4564 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
4566 OpenDoor(DOOR_OPEN_ALL);
4568 PlaySound(SND_GAME_STARTING);
4570 if (setup.sound_music)
4573 KeyboardAutoRepeatOffUnlessAutoplay();
4577 for (i = 0; i < MAX_PLAYERS; i++)
4578 printf("Player %d %sactive.\n",
4579 i + 1, (stored_player[i].active ? "" : "not "));
4590 game.restart_level = FALSE;
4593 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4595 /* this is used for non-R'n'D game engines to update certain engine values */
4597 /* needed to determine if sounds are played within the visible screen area */
4598 scroll_x = actual_scroll_x;
4599 scroll_y = actual_scroll_y;
4602 void InitMovDir(int x, int y)
4604 int i, element = Feld[x][y];
4605 static int xy[4][2] =
4612 static int direction[3][4] =
4614 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4615 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4616 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4625 Feld[x][y] = EL_BUG;
4626 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4629 case EL_SPACESHIP_RIGHT:
4630 case EL_SPACESHIP_UP:
4631 case EL_SPACESHIP_LEFT:
4632 case EL_SPACESHIP_DOWN:
4633 Feld[x][y] = EL_SPACESHIP;
4634 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4637 case EL_BD_BUTTERFLY_RIGHT:
4638 case EL_BD_BUTTERFLY_UP:
4639 case EL_BD_BUTTERFLY_LEFT:
4640 case EL_BD_BUTTERFLY_DOWN:
4641 Feld[x][y] = EL_BD_BUTTERFLY;
4642 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4645 case EL_BD_FIREFLY_RIGHT:
4646 case EL_BD_FIREFLY_UP:
4647 case EL_BD_FIREFLY_LEFT:
4648 case EL_BD_FIREFLY_DOWN:
4649 Feld[x][y] = EL_BD_FIREFLY;
4650 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4653 case EL_PACMAN_RIGHT:
4655 case EL_PACMAN_LEFT:
4656 case EL_PACMAN_DOWN:
4657 Feld[x][y] = EL_PACMAN;
4658 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4661 case EL_YAMYAM_LEFT:
4662 case EL_YAMYAM_RIGHT:
4664 case EL_YAMYAM_DOWN:
4665 Feld[x][y] = EL_YAMYAM;
4666 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4669 case EL_SP_SNIKSNAK:
4670 MovDir[x][y] = MV_UP;
4673 case EL_SP_ELECTRON:
4674 MovDir[x][y] = MV_LEFT;
4681 Feld[x][y] = EL_MOLE;
4682 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4686 if (IS_CUSTOM_ELEMENT(element))
4688 struct ElementInfo *ei = &element_info[element];
4689 int move_direction_initial = ei->move_direction_initial;
4690 int move_pattern = ei->move_pattern;
4692 if (move_direction_initial == MV_START_PREVIOUS)
4694 if (MovDir[x][y] != MV_NONE)
4697 move_direction_initial = MV_START_AUTOMATIC;
4700 if (move_direction_initial == MV_START_RANDOM)
4701 MovDir[x][y] = 1 << RND(4);
4702 else if (move_direction_initial & MV_ANY_DIRECTION)
4703 MovDir[x][y] = move_direction_initial;
4704 else if (move_pattern == MV_ALL_DIRECTIONS ||
4705 move_pattern == MV_TURNING_LEFT ||
4706 move_pattern == MV_TURNING_RIGHT ||
4707 move_pattern == MV_TURNING_LEFT_RIGHT ||
4708 move_pattern == MV_TURNING_RIGHT_LEFT ||
4709 move_pattern == MV_TURNING_RANDOM)
4710 MovDir[x][y] = 1 << RND(4);
4711 else if (move_pattern == MV_HORIZONTAL)
4712 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4713 else if (move_pattern == MV_VERTICAL)
4714 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4715 else if (move_pattern & MV_ANY_DIRECTION)
4716 MovDir[x][y] = element_info[element].move_pattern;
4717 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4718 move_pattern == MV_ALONG_RIGHT_SIDE)
4720 /* use random direction as default start direction */
4721 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4722 MovDir[x][y] = 1 << RND(4);
4724 for (i = 0; i < NUM_DIRECTIONS; i++)
4726 int x1 = x + xy[i][0];
4727 int y1 = y + xy[i][1];
4729 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4731 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4732 MovDir[x][y] = direction[0][i];
4734 MovDir[x][y] = direction[1][i];
4743 MovDir[x][y] = 1 << RND(4);
4745 if (element != EL_BUG &&
4746 element != EL_SPACESHIP &&
4747 element != EL_BD_BUTTERFLY &&
4748 element != EL_BD_FIREFLY)
4751 for (i = 0; i < NUM_DIRECTIONS; i++)
4753 int x1 = x + xy[i][0];
4754 int y1 = y + xy[i][1];
4756 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4758 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4760 MovDir[x][y] = direction[0][i];
4763 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4764 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4766 MovDir[x][y] = direction[1][i];
4775 GfxDir[x][y] = MovDir[x][y];
4778 void InitAmoebaNr(int x, int y)
4781 int group_nr = AmoebeNachbarNr(x, y);
4785 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4787 if (AmoebaCnt[i] == 0)
4795 AmoebaNr[x][y] = group_nr;
4796 AmoebaCnt[group_nr]++;
4797 AmoebaCnt2[group_nr]++;
4800 static void PlayerWins(struct PlayerInfo *player)
4802 player->LevelSolved = TRUE;
4803 player->GameOver = TRUE;
4805 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4806 level.native_em_level->lev->score : player->score);
4808 player->LevelSolved_CountingTime = (level.time == 0 ? TimePlayed : TimeLeft);
4809 player->LevelSolved_CountingScore = player->score_final;
4814 static int time, time_final;
4815 static int score, score_final;
4816 static int game_over_delay_1 = 0;
4817 static int game_over_delay_2 = 0;
4818 int game_over_delay_value_1 = 50;
4819 int game_over_delay_value_2 = 50;
4821 if (!local_player->LevelSolved_GameWon)
4825 /* do not start end game actions before the player stops moving (to exit) */
4826 if (local_player->MovPos)
4829 local_player->LevelSolved_GameWon = TRUE;
4830 local_player->LevelSolved_SaveTape = tape.recording;
4831 local_player->LevelSolved_SaveScore = !tape.playing;
4833 if (tape.auto_play) /* tape might already be stopped here */
4834 tape.auto_play_level_solved = TRUE;
4840 game_over_delay_1 = game_over_delay_value_1;
4841 game_over_delay_2 = game_over_delay_value_2;
4843 time = time_final = (level.time == 0 ? TimePlayed : TimeLeft);
4844 score = score_final = local_player->score_final;
4849 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4851 else if (level.time == 0 && TimePlayed < 999)
4854 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4857 local_player->score_final = score_final;
4859 if (level_editor_test_game)
4862 score = score_final;
4865 local_player->LevelSolved_CountingTime = time;
4866 local_player->LevelSolved_CountingScore = score;
4868 game_panel_controls[GAME_PANEL_TIME].value = time;
4869 game_panel_controls[GAME_PANEL_SCORE].value = score;
4871 DisplayGameControlValues();
4873 DrawGameValue_Time(time);
4874 DrawGameValue_Score(score);
4878 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4880 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4882 /* close exit door after last player */
4883 if ((AllPlayersGone &&
4884 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4885 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4886 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4887 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4888 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4890 int element = Feld[ExitX][ExitY];
4893 if (element == EL_EM_EXIT_OPEN ||
4894 element == EL_EM_STEEL_EXIT_OPEN)
4901 Feld[ExitX][ExitY] =
4902 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4903 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4904 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4905 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4906 EL_EM_STEEL_EXIT_CLOSING);
4908 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4912 /* player disappears */
4913 DrawLevelField(ExitX, ExitY);
4916 for (i = 0; i < MAX_PLAYERS; i++)
4918 struct PlayerInfo *player = &stored_player[i];
4920 if (player->present)
4922 RemovePlayer(player);
4924 /* player disappears */
4925 DrawLevelField(player->jx, player->jy);
4930 PlaySound(SND_GAME_WINNING);
4933 if (game_over_delay_1 > 0)
4935 game_over_delay_1--;
4940 if (time != time_final)
4942 int time_to_go = ABS(time_final - time);
4943 int time_count_dir = (time < time_final ? +1 : -1);
4944 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4946 time += time_count_steps * time_count_dir;
4947 score += time_count_steps * level.score[SC_TIME_BONUS];
4950 local_player->LevelSolved_CountingTime = time;
4951 local_player->LevelSolved_CountingScore = score;
4953 game_panel_controls[GAME_PANEL_TIME].value = time;
4954 game_panel_controls[GAME_PANEL_SCORE].value = score;
4956 DisplayGameControlValues();
4958 DrawGameValue_Time(time);
4959 DrawGameValue_Score(score);
4962 if (time == time_final)
4963 StopSound(SND_GAME_LEVELTIME_BONUS);
4964 else if (setup.sound_loops)
4965 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4967 PlaySound(SND_GAME_LEVELTIME_BONUS);
4972 local_player->LevelSolved_PanelOff = TRUE;
4974 if (game_over_delay_2 > 0)
4976 game_over_delay_2--;
4989 boolean raise_level = FALSE;
4991 local_player->LevelSolved_GameEnd = TRUE;
4993 CloseDoor(DOOR_CLOSE_1);
4995 if (local_player->LevelSolved_SaveTape)
5002 SaveTapeChecked(tape.level_nr); /* ask to save tape */
5004 SaveTape(tape.level_nr); /* ask to save tape */
5008 if (level_editor_test_game)
5010 game_status = GAME_MODE_MAIN;
5013 DrawAndFadeInMainMenu(REDRAW_FIELD);
5021 if (!local_player->LevelSolved_SaveScore)
5024 FadeOut(REDRAW_FIELD);
5027 game_status = GAME_MODE_MAIN;
5029 DrawAndFadeInMainMenu(REDRAW_FIELD);
5034 if (level_nr == leveldir_current->handicap_level)
5036 leveldir_current->handicap_level++;
5037 SaveLevelSetup_SeriesInfo();
5040 if (level_nr < leveldir_current->last_level)
5041 raise_level = TRUE; /* advance to next level */
5043 if ((hi_pos = NewHiScore()) >= 0)
5045 game_status = GAME_MODE_SCORES;
5047 DrawHallOfFame(hi_pos);
5058 FadeOut(REDRAW_FIELD);
5061 game_status = GAME_MODE_MAIN;
5069 DrawAndFadeInMainMenu(REDRAW_FIELD);
5078 LoadScore(level_nr);
5080 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
5081 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
5084 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
5086 if (local_player->score_final > highscore[k].Score)
5088 /* player has made it to the hall of fame */
5090 if (k < MAX_SCORE_ENTRIES - 1)
5092 int m = MAX_SCORE_ENTRIES - 1;
5095 for (l = k; l < MAX_SCORE_ENTRIES; l++)
5096 if (strEqual(setup.player_name, highscore[l].Name))
5098 if (m == k) /* player's new highscore overwrites his old one */
5102 for (l = m; l > k; l--)
5104 strcpy(highscore[l].Name, highscore[l - 1].Name);
5105 highscore[l].Score = highscore[l - 1].Score;
5112 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
5113 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
5114 highscore[k].Score = local_player->score_final;
5120 else if (!strncmp(setup.player_name, highscore[k].Name,
5121 MAX_PLAYER_NAME_LEN))
5122 break; /* player already there with a higher score */
5128 SaveScore(level_nr);
5133 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
5135 int element = Feld[x][y];
5136 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5137 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5138 int horiz_move = (dx != 0);
5139 int sign = (horiz_move ? dx : dy);
5140 int step = sign * element_info[element].move_stepsize;
5142 /* special values for move stepsize for spring and things on conveyor belt */
5145 if (CAN_FALL(element) &&
5146 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
5147 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5148 else if (element == EL_SPRING)
5149 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5155 inline static int getElementMoveStepsize(int x, int y)
5157 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5160 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5162 if (player->GfxAction != action || player->GfxDir != dir)
5165 printf("Player frame reset! (%d => %d, %d => %d)\n",
5166 player->GfxAction, action, player->GfxDir, dir);
5169 player->GfxAction = action;
5170 player->GfxDir = dir;
5172 player->StepFrame = 0;
5176 #if USE_GFX_RESET_GFX_ANIMATION
5177 static void ResetGfxFrame(int x, int y, boolean redraw)
5179 int element = Feld[x][y];
5180 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5181 int last_gfx_frame = GfxFrame[x][y];
5183 if (graphic_info[graphic].anim_global_sync)
5184 GfxFrame[x][y] = FrameCounter;
5185 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5186 GfxFrame[x][y] = CustomValue[x][y];
5187 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5188 GfxFrame[x][y] = element_info[element].collect_score;
5189 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5190 GfxFrame[x][y] = ChangeDelay[x][y];
5192 if (redraw && GfxFrame[x][y] != last_gfx_frame)
5193 DrawLevelGraphicAnimation(x, y, graphic);
5197 static void ResetGfxAnimation(int x, int y)
5199 GfxAction[x][y] = ACTION_DEFAULT;
5200 GfxDir[x][y] = MovDir[x][y];
5203 #if USE_GFX_RESET_GFX_ANIMATION
5204 ResetGfxFrame(x, y, FALSE);
5208 static void ResetRandomAnimationValue(int x, int y)
5210 GfxRandom[x][y] = INIT_GFX_RANDOM();
5213 void InitMovingField(int x, int y, int direction)
5215 int element = Feld[x][y];
5216 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5217 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5220 boolean is_moving_before, is_moving_after;
5222 boolean continues_moving = (WasJustMoving[x][y] && direction == MovDir[x][y]);
5225 /* check if element was/is moving or being moved before/after mode change */
5228 is_moving_before = (WasJustMoving[x][y] != 0);
5230 /* (!!! this does not work -- WasJustMoving is NOT a boolean value !!!) */
5231 is_moving_before = WasJustMoving[x][y];
5234 is_moving_before = (getElementMoveStepsizeExt(x, y, MovDir[x][y]) != 0);
5236 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5238 /* reset animation only for moving elements which change direction of moving
5239 or which just started or stopped moving
5240 (else CEs with property "can move" / "not moving" are reset each frame) */
5241 #if USE_GFX_RESET_ONLY_WHEN_MOVING
5243 if (is_moving_before != is_moving_after ||
5244 direction != MovDir[x][y])
5245 ResetGfxAnimation(x, y);
5247 if ((is_moving_before || is_moving_after) && !continues_moving)
5248 ResetGfxAnimation(x, y);
5251 if (!continues_moving)
5252 ResetGfxAnimation(x, y);
5255 MovDir[x][y] = direction;
5256 GfxDir[x][y] = direction;
5258 #if USE_GFX_RESET_ONLY_WHEN_MOVING
5259 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5260 direction == MV_DOWN && CAN_FALL(element) ?
5261 ACTION_FALLING : ACTION_MOVING);
5263 GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
5264 ACTION_FALLING : ACTION_MOVING);
5267 /* this is needed for CEs with property "can move" / "not moving" */
5269 if (is_moving_after)
5271 if (Feld[newx][newy] == EL_EMPTY)
5272 Feld[newx][newy] = EL_BLOCKED;
5274 MovDir[newx][newy] = MovDir[x][y];
5276 #if USE_NEW_CUSTOM_VALUE
5277 CustomValue[newx][newy] = CustomValue[x][y];
5280 GfxFrame[newx][newy] = GfxFrame[x][y];
5281 GfxRandom[newx][newy] = GfxRandom[x][y];
5282 GfxAction[newx][newy] = GfxAction[x][y];
5283 GfxDir[newx][newy] = GfxDir[x][y];
5287 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5289 int direction = MovDir[x][y];
5290 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5291 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5297 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5299 int oldx = x, oldy = y;
5300 int direction = MovDir[x][y];
5302 if (direction == MV_LEFT)
5304 else if (direction == MV_RIGHT)
5306 else if (direction == MV_UP)
5308 else if (direction == MV_DOWN)
5311 *comes_from_x = oldx;
5312 *comes_from_y = oldy;
5315 int MovingOrBlocked2Element(int x, int y)
5317 int element = Feld[x][y];
5319 if (element == EL_BLOCKED)
5323 Blocked2Moving(x, y, &oldx, &oldy);
5324 return Feld[oldx][oldy];
5330 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5332 /* like MovingOrBlocked2Element(), but if element is moving
5333 and (x,y) is the field the moving element is just leaving,
5334 return EL_BLOCKED instead of the element value */
5335 int element = Feld[x][y];
5337 if (IS_MOVING(x, y))
5339 if (element == EL_BLOCKED)
5343 Blocked2Moving(x, y, &oldx, &oldy);
5344 return Feld[oldx][oldy];
5353 static void RemoveField(int x, int y)
5355 Feld[x][y] = EL_EMPTY;
5361 #if USE_NEW_CUSTOM_VALUE
5362 CustomValue[x][y] = 0;
5366 ChangeDelay[x][y] = 0;
5367 ChangePage[x][y] = -1;
5368 Pushed[x][y] = FALSE;
5371 ExplodeField[x][y] = EX_TYPE_NONE;
5374 GfxElement[x][y] = EL_UNDEFINED;
5375 GfxAction[x][y] = ACTION_DEFAULT;
5376 GfxDir[x][y] = MV_NONE;
5378 /* !!! this would prevent the removed tile from being redrawn !!! */
5379 GfxRedraw[x][y] = GFX_REDRAW_NONE;
5383 void RemoveMovingField(int x, int y)
5385 int oldx = x, oldy = y, newx = x, newy = y;
5386 int element = Feld[x][y];
5387 int next_element = EL_UNDEFINED;
5389 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5392 if (IS_MOVING(x, y))
5394 Moving2Blocked(x, y, &newx, &newy);
5396 if (Feld[newx][newy] != EL_BLOCKED)
5398 /* element is moving, but target field is not free (blocked), but
5399 already occupied by something different (example: acid pool);
5400 in this case, only remove the moving field, but not the target */
5402 RemoveField(oldx, oldy);
5404 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5406 TEST_DrawLevelField(oldx, oldy);
5411 else if (element == EL_BLOCKED)
5413 Blocked2Moving(x, y, &oldx, &oldy);
5414 if (!IS_MOVING(oldx, oldy))
5418 if (element == EL_BLOCKED &&
5419 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5420 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5421 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5422 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5423 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5424 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5425 next_element = get_next_element(Feld[oldx][oldy]);
5427 RemoveField(oldx, oldy);
5428 RemoveField(newx, newy);
5430 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5432 if (next_element != EL_UNDEFINED)
5433 Feld[oldx][oldy] = next_element;
5435 TEST_DrawLevelField(oldx, oldy);
5436 TEST_DrawLevelField(newx, newy);
5439 void DrawDynamite(int x, int y)
5441 int sx = SCREENX(x), sy = SCREENY(y);
5442 int graphic = el2img(Feld[x][y]);
5445 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5448 if (IS_WALKABLE_INSIDE(Back[x][y]))
5452 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5453 else if (Store[x][y])
5454 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5456 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5458 if (Back[x][y] || Store[x][y])
5459 DrawGraphicThruMask(sx, sy, graphic, frame);
5461 DrawGraphic(sx, sy, graphic, frame);
5464 void CheckDynamite(int x, int y)
5466 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
5470 if (MovDelay[x][y] != 0)
5473 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5479 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5484 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5486 boolean num_checked_players = 0;
5489 for (i = 0; i < MAX_PLAYERS; i++)
5491 if (stored_player[i].active)
5493 int sx = stored_player[i].jx;
5494 int sy = stored_player[i].jy;
5496 if (num_checked_players == 0)
5503 *sx1 = MIN(*sx1, sx);
5504 *sy1 = MIN(*sy1, sy);
5505 *sx2 = MAX(*sx2, sx);
5506 *sy2 = MAX(*sy2, sy);
5509 num_checked_players++;
5514 static boolean checkIfAllPlayersFitToScreen_RND()
5516 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5518 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5520 return (sx2 - sx1 < SCR_FIELDX &&
5521 sy2 - sy1 < SCR_FIELDY);
5524 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5526 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5528 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5530 *sx = (sx1 + sx2) / 2;
5531 *sy = (sy1 + sy2) / 2;
5534 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5535 boolean center_screen, boolean quick_relocation)
5537 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5538 boolean no_delay = (tape.warp_forward);
5539 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5540 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5542 if (quick_relocation)
5544 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
5546 if (!level.shifted_relocation || center_screen)
5548 /* quick relocation (without scrolling), with centering of screen */
5550 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
5551 x > SBX_Right + MIDPOSX ? SBX_Right :
5554 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5555 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5560 /* quick relocation (without scrolling), but do not center screen */
5562 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
5563 old_x > SBX_Right + MIDPOSX ? SBX_Right :
5566 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5567 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5570 int offset_x = x + (scroll_x - center_scroll_x);
5571 int offset_y = y + (scroll_y - center_scroll_y);
5573 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5574 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5575 offset_x - MIDPOSX);
5577 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5578 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5579 offset_y - MIDPOSY);
5585 if (!level.shifted_relocation || center_screen)
5587 /* quick relocation (without scrolling), with centering of screen */
5589 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
5590 x > SBX_Right + MIDPOSX ? SBX_Right :
5593 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5594 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5599 /* quick relocation (without scrolling), but do not center screen */
5601 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
5602 old_x > SBX_Right + MIDPOSX ? SBX_Right :
5605 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5606 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5609 int offset_x = x + (scroll_x - center_scroll_x);
5610 int offset_y = y + (scroll_y - center_scroll_y);
5612 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5613 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5614 offset_x - MIDPOSX);
5616 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5617 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5618 offset_y - MIDPOSY);
5621 /* quick relocation (without scrolling), inside visible screen area */
5623 int offset = game.scroll_delay_value;
5625 if ((move_dir == MV_LEFT && scroll_x > x - MIDPOSX + offset) ||
5626 (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset))
5627 scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset);
5629 if ((move_dir == MV_UP && scroll_y > y - MIDPOSY + offset) ||
5630 (move_dir == MV_DOWN && scroll_y < y - MIDPOSY - offset))
5631 scroll_y = y - MIDPOSY + (scroll_y < y - MIDPOSY ? -offset : +offset);
5633 /* don't scroll over playfield boundaries */
5634 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5635 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5637 /* don't scroll over playfield boundaries */
5638 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5639 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5643 RedrawPlayfield(TRUE, 0,0,0,0);
5648 int scroll_xx, scroll_yy;
5650 if (!level.shifted_relocation || center_screen)
5652 /* visible relocation (with scrolling), with centering of screen */
5654 scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
5655 x > SBX_Right + MIDPOSX ? SBX_Right :
5658 scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5659 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5664 /* visible relocation (with scrolling), but do not center screen */
5666 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
5667 old_x > SBX_Right + MIDPOSX ? SBX_Right :
5670 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5671 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5674 int offset_x = x + (scroll_x - center_scroll_x);
5675 int offset_y = y + (scroll_y - center_scroll_y);
5677 scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5678 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5679 offset_x - MIDPOSX);
5681 scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5682 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5683 offset_y - MIDPOSY);
5688 /* visible relocation (with scrolling), with centering of screen */
5690 int scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
5691 x > SBX_Right + MIDPOSX ? SBX_Right :
5694 int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5695 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5699 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5701 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
5704 int fx = FX, fy = FY;
5706 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
5707 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
5709 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5715 fx += dx * TILEX / 2;
5716 fy += dy * TILEY / 2;
5718 ScrollLevel(dx, dy);
5721 /* scroll in two steps of half tile size to make things smoother */
5722 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5724 Delay(wait_delay_value);
5726 /* scroll second step to align at full tile size */
5728 Delay(wait_delay_value);
5733 Delay(wait_delay_value);
5737 void RelocatePlayer(int jx, int jy, int el_player_raw)
5739 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5740 int player_nr = GET_PLAYER_NR(el_player);
5741 struct PlayerInfo *player = &stored_player[player_nr];
5742 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5743 boolean no_delay = (tape.warp_forward);
5744 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5745 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5746 int old_jx = player->jx;
5747 int old_jy = player->jy;
5748 int old_element = Feld[old_jx][old_jy];
5749 int element = Feld[jx][jy];
5750 boolean player_relocated = (old_jx != jx || old_jy != jy);
5752 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5753 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5754 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5755 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5756 int leave_side_horiz = move_dir_horiz;
5757 int leave_side_vert = move_dir_vert;
5758 int enter_side = enter_side_horiz | enter_side_vert;
5759 int leave_side = leave_side_horiz | leave_side_vert;
5761 if (player->GameOver) /* do not reanimate dead player */
5764 if (!player_relocated) /* no need to relocate the player */
5767 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5769 RemoveField(jx, jy); /* temporarily remove newly placed player */
5770 DrawLevelField(jx, jy);
5773 if (player->present)
5775 while (player->MovPos)
5777 ScrollPlayer(player, SCROLL_GO_ON);
5778 ScrollScreen(NULL, SCROLL_GO_ON);
5780 AdvanceFrameAndPlayerCounters(player->index_nr);
5785 Delay(wait_delay_value);
5788 DrawPlayer(player); /* needed here only to cleanup last field */
5789 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5791 player->is_moving = FALSE;
5794 if (IS_CUSTOM_ELEMENT(old_element))
5795 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5797 player->index_bit, leave_side);
5799 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5801 player->index_bit, leave_side);
5803 Feld[jx][jy] = el_player;
5804 InitPlayerField(jx, jy, el_player, TRUE);
5806 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5807 possible that the relocation target field did not contain a player element,
5808 but a walkable element, to which the new player was relocated -- in this
5809 case, restore that (already initialized!) element on the player field */
5810 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5812 Feld[jx][jy] = element; /* restore previously existing element */
5814 /* !!! do not initialize already initialized element a second time !!! */
5815 /* (this causes at least problems with "element creation" CE trigger for
5816 already existing elements, and existing Sokoban fields counted twice) */
5817 InitField(jx, jy, FALSE);
5821 /* only visually relocate centered player */
5822 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5823 FALSE, level.instant_relocation);
5825 TestIfPlayerTouchesBadThing(jx, jy);
5826 TestIfPlayerTouchesCustomElement(jx, jy);
5828 if (IS_CUSTOM_ELEMENT(element))
5829 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5830 player->index_bit, enter_side);
5832 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5833 player->index_bit, enter_side);
5836 if (player->is_switching)
5838 /* ensure that relocation while still switching an element does not cause
5839 a new element to be treated as also switched directly after relocation
5840 (this is important for teleporter switches that teleport the player to
5841 a place where another teleporter switch is in the same direction, which
5842 would then incorrectly be treated as immediately switched before the
5843 direction key that caused the switch was released) */
5845 player->switch_x += jx - old_jx;
5846 player->switch_y += jy - old_jy;
5851 void Explode(int ex, int ey, int phase, int mode)
5857 /* !!! eliminate this variable !!! */
5858 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5860 if (game.explosions_delayed)
5862 ExplodeField[ex][ey] = mode;
5866 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5868 int center_element = Feld[ex][ey];
5869 int artwork_element, explosion_element; /* set these values later */
5872 /* --- This is only really needed (and now handled) in "Impact()". --- */
5873 /* do not explode moving elements that left the explode field in time */
5874 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
5875 center_element == EL_EMPTY &&
5876 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
5881 /* !!! at this place, the center element may be EL_BLOCKED !!! */
5882 if (mode == EX_TYPE_NORMAL ||
5883 mode == EX_TYPE_CENTER ||
5884 mode == EX_TYPE_CROSS)
5885 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5888 /* remove things displayed in background while burning dynamite */
5889 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5892 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5894 /* put moving element to center field (and let it explode there) */
5895 center_element = MovingOrBlocked2Element(ex, ey);
5896 RemoveMovingField(ex, ey);
5897 Feld[ex][ey] = center_element;
5900 /* now "center_element" is finally determined -- set related values now */
5901 artwork_element = center_element; /* for custom player artwork */
5902 explosion_element = center_element; /* for custom player artwork */
5904 if (IS_PLAYER(ex, ey))
5906 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5908 artwork_element = stored_player[player_nr].artwork_element;
5910 if (level.use_explosion_element[player_nr])
5912 explosion_element = level.explosion_element[player_nr];
5913 artwork_element = explosion_element;
5918 if (mode == EX_TYPE_NORMAL ||
5919 mode == EX_TYPE_CENTER ||
5920 mode == EX_TYPE_CROSS)
5921 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5924 last_phase = element_info[explosion_element].explosion_delay + 1;
5926 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5928 int xx = x - ex + 1;
5929 int yy = y - ey + 1;
5932 if (!IN_LEV_FIELD(x, y) ||
5933 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5934 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5937 element = Feld[x][y];
5939 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5941 element = MovingOrBlocked2Element(x, y);
5943 if (!IS_EXPLOSION_PROOF(element))
5944 RemoveMovingField(x, y);
5947 /* indestructible elements can only explode in center (but not flames) */
5948 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5949 mode == EX_TYPE_BORDER)) ||
5950 element == EL_FLAMES)
5953 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5954 behaviour, for example when touching a yamyam that explodes to rocks
5955 with active deadly shield, a rock is created under the player !!! */
5956 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5958 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5959 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5960 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5962 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5965 if (IS_ACTIVE_BOMB(element))
5967 /* re-activate things under the bomb like gate or penguin */
5968 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5975 /* save walkable background elements while explosion on same tile */
5976 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5977 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5978 Back[x][y] = element;
5980 /* ignite explodable elements reached by other explosion */
5981 if (element == EL_EXPLOSION)
5982 element = Store2[x][y];
5984 if (AmoebaNr[x][y] &&
5985 (element == EL_AMOEBA_FULL ||
5986 element == EL_BD_AMOEBA ||
5987 element == EL_AMOEBA_GROWING))
5989 AmoebaCnt[AmoebaNr[x][y]]--;
5990 AmoebaCnt2[AmoebaNr[x][y]]--;
5995 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5997 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5999 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
6001 if (PLAYERINFO(ex, ey)->use_murphy)
6002 Store[x][y] = EL_EMPTY;
6005 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
6006 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
6007 else if (ELEM_IS_PLAYER(center_element))
6008 Store[x][y] = EL_EMPTY;
6009 else if (center_element == EL_YAMYAM)
6010 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
6011 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
6012 Store[x][y] = element_info[center_element].content.e[xx][yy];
6014 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
6015 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
6016 otherwise) -- FIX THIS !!! */
6017 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
6018 Store[x][y] = element_info[element].content.e[1][1];
6020 else if (!CAN_EXPLODE(element))
6021 Store[x][y] = element_info[element].content.e[1][1];
6024 Store[x][y] = EL_EMPTY;
6026 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
6027 center_element == EL_AMOEBA_TO_DIAMOND)
6028 Store2[x][y] = element;
6030 Feld[x][y] = EL_EXPLOSION;
6031 GfxElement[x][y] = artwork_element;
6033 ExplodePhase[x][y] = 1;
6034 ExplodeDelay[x][y] = last_phase;
6039 if (center_element == EL_YAMYAM)
6040 game.yamyam_content_nr =
6041 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
6053 GfxFrame[x][y] = 0; /* restart explosion animation */
6055 last_phase = ExplodeDelay[x][y];
6057 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
6061 /* activate this even in non-DEBUG version until cause for crash in
6062 getGraphicAnimationFrame() (see below) is found and eliminated */
6068 /* this can happen if the player leaves an explosion just in time */
6069 if (GfxElement[x][y] == EL_UNDEFINED)
6070 GfxElement[x][y] = EL_EMPTY;
6072 if (GfxElement[x][y] == EL_UNDEFINED)
6075 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
6076 printf("Explode(): This should never happen!\n");
6079 GfxElement[x][y] = EL_EMPTY;
6085 border_element = Store2[x][y];
6086 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6087 border_element = StorePlayer[x][y];
6089 if (phase == element_info[border_element].ignition_delay ||
6090 phase == last_phase)
6092 boolean border_explosion = FALSE;
6094 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
6095 !PLAYER_EXPLOSION_PROTECTED(x, y))
6097 KillPlayerUnlessExplosionProtected(x, y);
6098 border_explosion = TRUE;
6100 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
6102 Feld[x][y] = Store2[x][y];
6105 border_explosion = TRUE;
6107 else if (border_element == EL_AMOEBA_TO_DIAMOND)
6109 AmoebeUmwandeln(x, y);
6111 border_explosion = TRUE;
6114 /* if an element just explodes due to another explosion (chain-reaction),
6115 do not immediately end the new explosion when it was the last frame of
6116 the explosion (as it would be done in the following "if"-statement!) */
6117 if (border_explosion && phase == last_phase)
6121 if (phase == last_phase)
6125 element = Feld[x][y] = Store[x][y];
6126 Store[x][y] = Store2[x][y] = 0;
6127 GfxElement[x][y] = EL_UNDEFINED;
6129 /* player can escape from explosions and might therefore be still alive */
6130 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
6131 element <= EL_PLAYER_IS_EXPLODING_4)
6133 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
6134 int explosion_element = EL_PLAYER_1 + player_nr;
6135 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
6136 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
6138 if (level.use_explosion_element[player_nr])
6139 explosion_element = level.explosion_element[player_nr];
6141 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
6142 element_info[explosion_element].content.e[xx][yy]);
6145 /* restore probably existing indestructible background element */
6146 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
6147 element = Feld[x][y] = Back[x][y];
6150 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
6151 GfxDir[x][y] = MV_NONE;
6152 ChangeDelay[x][y] = 0;
6153 ChangePage[x][y] = -1;
6155 #if USE_NEW_CUSTOM_VALUE
6156 CustomValue[x][y] = 0;
6159 InitField_WithBug2(x, y, FALSE);
6161 TEST_DrawLevelField(x, y);
6163 TestIfElementTouchesCustomElement(x, y);
6165 if (GFX_CRUMBLED(element))
6166 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6168 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
6169 StorePlayer[x][y] = 0;
6171 if (ELEM_IS_PLAYER(element))
6172 RelocatePlayer(x, y, element);
6174 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6176 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
6177 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
6180 TEST_DrawLevelFieldCrumbled(x, y);
6182 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
6184 DrawLevelElement(x, y, Back[x][y]);
6185 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
6187 else if (IS_WALKABLE_UNDER(Back[x][y]))
6189 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6190 DrawLevelElementThruMask(x, y, Back[x][y]);
6192 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
6193 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6197 void DynaExplode(int ex, int ey)
6200 int dynabomb_element = Feld[ex][ey];
6201 int dynabomb_size = 1;
6202 boolean dynabomb_xl = FALSE;
6203 struct PlayerInfo *player;
6204 static int xy[4][2] =
6212 if (IS_ACTIVE_BOMB(dynabomb_element))
6214 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
6215 dynabomb_size = player->dynabomb_size;
6216 dynabomb_xl = player->dynabomb_xl;
6217 player->dynabombs_left++;
6220 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
6222 for (i = 0; i < NUM_DIRECTIONS; i++)
6224 for (j = 1; j <= dynabomb_size; j++)
6226 int x = ex + j * xy[i][0];
6227 int y = ey + j * xy[i][1];
6230 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
6233 element = Feld[x][y];
6235 /* do not restart explosions of fields with active bombs */
6236 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
6239 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
6241 if (element != EL_EMPTY && element != EL_EXPLOSION &&
6242 !IS_DIGGABLE(element) && !dynabomb_xl)
6248 void Bang(int x, int y)
6250 int element = MovingOrBlocked2Element(x, y);
6251 int explosion_type = EX_TYPE_NORMAL;
6253 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6255 struct PlayerInfo *player = PLAYERINFO(x, y);
6257 #if USE_FIX_CE_ACTION_WITH_PLAYER
6258 element = Feld[x][y] = player->initial_element;
6260 element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
6261 player->element_nr);
6264 if (level.use_explosion_element[player->index_nr])
6266 int explosion_element = level.explosion_element[player->index_nr];
6268 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6269 explosion_type = EX_TYPE_CROSS;
6270 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6271 explosion_type = EX_TYPE_CENTER;
6279 case EL_BD_BUTTERFLY:
6282 case EL_DARK_YAMYAM:
6286 RaiseScoreElement(element);
6289 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6290 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6291 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6292 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6293 case EL_DYNABOMB_INCREASE_NUMBER:
6294 case EL_DYNABOMB_INCREASE_SIZE:
6295 case EL_DYNABOMB_INCREASE_POWER:
6296 explosion_type = EX_TYPE_DYNA;
6299 case EL_DC_LANDMINE:
6301 case EL_EM_EXIT_OPEN:
6302 case EL_EM_STEEL_EXIT_OPEN:
6304 explosion_type = EX_TYPE_CENTER;
6309 case EL_LAMP_ACTIVE:
6310 case EL_AMOEBA_TO_DIAMOND:
6311 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
6312 explosion_type = EX_TYPE_CENTER;
6316 if (element_info[element].explosion_type == EXPLODES_CROSS)
6317 explosion_type = EX_TYPE_CROSS;
6318 else if (element_info[element].explosion_type == EXPLODES_1X1)
6319 explosion_type = EX_TYPE_CENTER;
6323 if (explosion_type == EX_TYPE_DYNA)
6326 Explode(x, y, EX_PHASE_START, explosion_type);
6328 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6331 void SplashAcid(int x, int y)
6333 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6334 (!IN_LEV_FIELD(x - 1, y - 2) ||
6335 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6336 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6338 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6339 (!IN_LEV_FIELD(x + 1, y - 2) ||
6340 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6341 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6343 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6346 static void InitBeltMovement()
6348 static int belt_base_element[4] =
6350 EL_CONVEYOR_BELT_1_LEFT,
6351 EL_CONVEYOR_BELT_2_LEFT,
6352 EL_CONVEYOR_BELT_3_LEFT,
6353 EL_CONVEYOR_BELT_4_LEFT
6355 static int belt_base_active_element[4] =
6357 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6358 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6359 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6360 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6365 /* set frame order for belt animation graphic according to belt direction */
6366 for (i = 0; i < NUM_BELTS; i++)
6370 for (j = 0; j < NUM_BELT_PARTS; j++)
6372 int element = belt_base_active_element[belt_nr] + j;
6373 int graphic_1 = el2img(element);
6374 int graphic_2 = el2panelimg(element);
6376 if (game.belt_dir[i] == MV_LEFT)
6378 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6379 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6383 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6384 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6389 SCAN_PLAYFIELD(x, y)
6391 int element = Feld[x][y];
6393 for (i = 0; i < NUM_BELTS; i++)
6395 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6397 int e_belt_nr = getBeltNrFromBeltElement(element);
6400 if (e_belt_nr == belt_nr)
6402 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
6404 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
6411 static void ToggleBeltSwitch(int x, int y)
6413 static int belt_base_element[4] =
6415 EL_CONVEYOR_BELT_1_LEFT,
6416 EL_CONVEYOR_BELT_2_LEFT,
6417 EL_CONVEYOR_BELT_3_LEFT,
6418 EL_CONVEYOR_BELT_4_LEFT
6420 static int belt_base_active_element[4] =
6422 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6423 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6424 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6425 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6427 static int belt_base_switch_element[4] =
6429 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6430 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6431 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6432 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6434 static int belt_move_dir[4] =
6442 int element = Feld[x][y];
6443 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6444 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6445 int belt_dir = belt_move_dir[belt_dir_nr];
6448 if (!IS_BELT_SWITCH(element))
6451 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6452 game.belt_dir[belt_nr] = belt_dir;
6454 if (belt_dir_nr == 3)
6457 /* set frame order for belt animation graphic according to belt direction */
6458 for (i = 0; i < NUM_BELT_PARTS; i++)
6460 int element = belt_base_active_element[belt_nr] + i;
6461 int graphic_1 = el2img(element);
6462 int graphic_2 = el2panelimg(element);
6464 if (belt_dir == MV_LEFT)
6466 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6467 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6471 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6472 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6476 SCAN_PLAYFIELD(xx, yy)
6478 int element = Feld[xx][yy];
6480 if (IS_BELT_SWITCH(element))
6482 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6484 if (e_belt_nr == belt_nr)
6486 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6487 TEST_DrawLevelField(xx, yy);
6490 else if (IS_BELT(element) && belt_dir != MV_NONE)
6492 int e_belt_nr = getBeltNrFromBeltElement(element);
6494 if (e_belt_nr == belt_nr)
6496 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
6498 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6499 TEST_DrawLevelField(xx, yy);
6502 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6504 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6506 if (e_belt_nr == belt_nr)
6508 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
6510 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
6511 TEST_DrawLevelField(xx, yy);
6517 static void ToggleSwitchgateSwitch(int x, int y)
6521 game.switchgate_pos = !game.switchgate_pos;
6523 SCAN_PLAYFIELD(xx, yy)
6525 int element = Feld[xx][yy];
6527 #if !USE_BOTH_SWITCHGATE_SWITCHES
6528 if (element == EL_SWITCHGATE_SWITCH_UP ||
6529 element == EL_SWITCHGATE_SWITCH_DOWN)
6531 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
6532 TEST_DrawLevelField(xx, yy);
6534 else if (element == EL_DC_SWITCHGATE_SWITCH_UP ||
6535 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6537 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
6538 TEST_DrawLevelField(xx, yy);
6541 if (element == EL_SWITCHGATE_SWITCH_UP)
6543 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6544 TEST_DrawLevelField(xx, yy);
6546 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6548 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6549 TEST_DrawLevelField(xx, yy);
6551 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6553 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6554 TEST_DrawLevelField(xx, yy);
6556 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6558 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6559 TEST_DrawLevelField(xx, yy);
6562 else if (element == EL_SWITCHGATE_OPEN ||
6563 element == EL_SWITCHGATE_OPENING)
6565 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6567 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6569 else if (element == EL_SWITCHGATE_CLOSED ||
6570 element == EL_SWITCHGATE_CLOSING)
6572 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6574 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6579 static int getInvisibleActiveFromInvisibleElement(int element)
6581 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6582 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6583 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6587 static int getInvisibleFromInvisibleActiveElement(int element)
6589 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6590 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6591 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6595 static void RedrawAllLightSwitchesAndInvisibleElements()
6599 SCAN_PLAYFIELD(x, y)
6601 int element = Feld[x][y];
6603 if (element == EL_LIGHT_SWITCH &&
6604 game.light_time_left > 0)
6606 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6607 TEST_DrawLevelField(x, y);
6609 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6610 game.light_time_left == 0)
6612 Feld[x][y] = EL_LIGHT_SWITCH;
6613 TEST_DrawLevelField(x, y);
6615 else if (element == EL_EMC_DRIPPER &&
6616 game.light_time_left > 0)
6618 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6619 TEST_DrawLevelField(x, y);
6621 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6622 game.light_time_left == 0)
6624 Feld[x][y] = EL_EMC_DRIPPER;
6625 TEST_DrawLevelField(x, y);
6627 else if (element == EL_INVISIBLE_STEELWALL ||
6628 element == EL_INVISIBLE_WALL ||
6629 element == EL_INVISIBLE_SAND)
6631 if (game.light_time_left > 0)
6632 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6634 TEST_DrawLevelField(x, y);
6636 /* uncrumble neighbour fields, if needed */
6637 if (element == EL_INVISIBLE_SAND)
6638 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6640 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6641 element == EL_INVISIBLE_WALL_ACTIVE ||
6642 element == EL_INVISIBLE_SAND_ACTIVE)
6644 if (game.light_time_left == 0)
6645 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6647 TEST_DrawLevelField(x, y);
6649 /* re-crumble neighbour fields, if needed */
6650 if (element == EL_INVISIBLE_SAND)
6651 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6656 static void RedrawAllInvisibleElementsForLenses()
6660 SCAN_PLAYFIELD(x, y)
6662 int element = Feld[x][y];
6664 if (element == EL_EMC_DRIPPER &&
6665 game.lenses_time_left > 0)
6667 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6668 TEST_DrawLevelField(x, y);
6670 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6671 game.lenses_time_left == 0)
6673 Feld[x][y] = EL_EMC_DRIPPER;
6674 TEST_DrawLevelField(x, y);
6676 else if (element == EL_INVISIBLE_STEELWALL ||
6677 element == EL_INVISIBLE_WALL ||
6678 element == EL_INVISIBLE_SAND)
6680 if (game.lenses_time_left > 0)
6681 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6683 TEST_DrawLevelField(x, y);
6685 /* uncrumble neighbour fields, if needed */
6686 if (element == EL_INVISIBLE_SAND)
6687 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6689 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6690 element == EL_INVISIBLE_WALL_ACTIVE ||
6691 element == EL_INVISIBLE_SAND_ACTIVE)
6693 if (game.lenses_time_left == 0)
6694 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6696 TEST_DrawLevelField(x, y);
6698 /* re-crumble neighbour fields, if needed */
6699 if (element == EL_INVISIBLE_SAND)
6700 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6705 static void RedrawAllInvisibleElementsForMagnifier()
6709 SCAN_PLAYFIELD(x, y)
6711 int element = Feld[x][y];
6713 if (element == EL_EMC_FAKE_GRASS &&
6714 game.magnify_time_left > 0)
6716 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6717 TEST_DrawLevelField(x, y);
6719 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6720 game.magnify_time_left == 0)
6722 Feld[x][y] = EL_EMC_FAKE_GRASS;
6723 TEST_DrawLevelField(x, y);
6725 else if (IS_GATE_GRAY(element) &&
6726 game.magnify_time_left > 0)
6728 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6729 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6730 IS_EM_GATE_GRAY(element) ?
6731 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6732 IS_EMC_GATE_GRAY(element) ?
6733 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6734 IS_DC_GATE_GRAY(element) ?
6735 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6737 TEST_DrawLevelField(x, y);
6739 else if (IS_GATE_GRAY_ACTIVE(element) &&
6740 game.magnify_time_left == 0)
6742 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6743 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6744 IS_EM_GATE_GRAY_ACTIVE(element) ?
6745 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6746 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6747 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6748 IS_DC_GATE_GRAY_ACTIVE(element) ?
6749 EL_DC_GATE_WHITE_GRAY :
6751 TEST_DrawLevelField(x, y);
6756 static void ToggleLightSwitch(int x, int y)
6758 int element = Feld[x][y];
6760 game.light_time_left =
6761 (element == EL_LIGHT_SWITCH ?
6762 level.time_light * FRAMES_PER_SECOND : 0);
6764 RedrawAllLightSwitchesAndInvisibleElements();
6767 static void ActivateTimegateSwitch(int x, int y)
6771 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6773 SCAN_PLAYFIELD(xx, yy)
6775 int element = Feld[xx][yy];
6777 if (element == EL_TIMEGATE_CLOSED ||
6778 element == EL_TIMEGATE_CLOSING)
6780 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6781 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6785 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6787 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6788 TEST_DrawLevelField(xx, yy);
6795 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6796 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6798 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
6802 void Impact(int x, int y)
6804 boolean last_line = (y == lev_fieldy - 1);
6805 boolean object_hit = FALSE;
6806 boolean impact = (last_line || object_hit);
6807 int element = Feld[x][y];
6808 int smashed = EL_STEELWALL;
6810 if (!last_line) /* check if element below was hit */
6812 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6815 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6816 MovDir[x][y + 1] != MV_DOWN ||
6817 MovPos[x][y + 1] <= TILEY / 2));
6819 /* do not smash moving elements that left the smashed field in time */
6820 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6821 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6824 #if USE_QUICKSAND_IMPACT_BUGFIX
6825 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6827 RemoveMovingField(x, y + 1);
6828 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6829 Feld[x][y + 2] = EL_ROCK;
6830 TEST_DrawLevelField(x, y + 2);
6835 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6837 RemoveMovingField(x, y + 1);
6838 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6839 Feld[x][y + 2] = EL_ROCK;
6840 TEST_DrawLevelField(x, y + 2);
6847 smashed = MovingOrBlocked2Element(x, y + 1);
6849 impact = (last_line || object_hit);
6852 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6854 SplashAcid(x, y + 1);
6858 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6859 /* only reset graphic animation if graphic really changes after impact */
6861 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6863 ResetGfxAnimation(x, y);
6864 TEST_DrawLevelField(x, y);
6867 if (impact && CAN_EXPLODE_IMPACT(element))
6872 else if (impact && element == EL_PEARL &&
6873 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6875 ResetGfxAnimation(x, y);
6877 Feld[x][y] = EL_PEARL_BREAKING;
6878 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6881 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6883 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6888 if (impact && element == EL_AMOEBA_DROP)
6890 if (object_hit && IS_PLAYER(x, y + 1))
6891 KillPlayerUnlessEnemyProtected(x, y + 1);
6892 else if (object_hit && smashed == EL_PENGUIN)
6896 Feld[x][y] = EL_AMOEBA_GROWING;
6897 Store[x][y] = EL_AMOEBA_WET;
6899 ResetRandomAnimationValue(x, y);
6904 if (object_hit) /* check which object was hit */
6906 if ((CAN_PASS_MAGIC_WALL(element) &&
6907 (smashed == EL_MAGIC_WALL ||
6908 smashed == EL_BD_MAGIC_WALL)) ||
6909 (CAN_PASS_DC_MAGIC_WALL(element) &&
6910 smashed == EL_DC_MAGIC_WALL))
6913 int activated_magic_wall =
6914 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6915 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6916 EL_DC_MAGIC_WALL_ACTIVE);
6918 /* activate magic wall / mill */
6919 SCAN_PLAYFIELD(xx, yy)
6921 if (Feld[xx][yy] == smashed)
6922 Feld[xx][yy] = activated_magic_wall;
6925 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6926 game.magic_wall_active = TRUE;
6928 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6929 SND_MAGIC_WALL_ACTIVATING :
6930 smashed == EL_BD_MAGIC_WALL ?
6931 SND_BD_MAGIC_WALL_ACTIVATING :
6932 SND_DC_MAGIC_WALL_ACTIVATING));
6935 if (IS_PLAYER(x, y + 1))
6937 if (CAN_SMASH_PLAYER(element))
6939 KillPlayerUnlessEnemyProtected(x, y + 1);
6943 else if (smashed == EL_PENGUIN)
6945 if (CAN_SMASH_PLAYER(element))
6951 else if (element == EL_BD_DIAMOND)
6953 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6959 else if (((element == EL_SP_INFOTRON ||
6960 element == EL_SP_ZONK) &&
6961 (smashed == EL_SP_SNIKSNAK ||
6962 smashed == EL_SP_ELECTRON ||
6963 smashed == EL_SP_DISK_ORANGE)) ||
6964 (element == EL_SP_INFOTRON &&
6965 smashed == EL_SP_DISK_YELLOW))
6970 else if (CAN_SMASH_EVERYTHING(element))
6972 if (IS_CLASSIC_ENEMY(smashed) ||
6973 CAN_EXPLODE_SMASHED(smashed))
6978 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6980 if (smashed == EL_LAMP ||
6981 smashed == EL_LAMP_ACTIVE)
6986 else if (smashed == EL_NUT)
6988 Feld[x][y + 1] = EL_NUT_BREAKING;
6989 PlayLevelSound(x, y, SND_NUT_BREAKING);
6990 RaiseScoreElement(EL_NUT);
6993 else if (smashed == EL_PEARL)
6995 ResetGfxAnimation(x, y);
6997 Feld[x][y + 1] = EL_PEARL_BREAKING;
6998 PlayLevelSound(x, y, SND_PEARL_BREAKING);
7001 else if (smashed == EL_DIAMOND)
7003 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
7004 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
7007 else if (IS_BELT_SWITCH(smashed))
7009 ToggleBeltSwitch(x, y + 1);
7011 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
7012 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
7013 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
7014 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
7016 ToggleSwitchgateSwitch(x, y + 1);
7018 else if (smashed == EL_LIGHT_SWITCH ||
7019 smashed == EL_LIGHT_SWITCH_ACTIVE)
7021 ToggleLightSwitch(x, y + 1);
7026 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
7029 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
7031 CheckElementChangeBySide(x, y + 1, smashed, element,
7032 CE_SWITCHED, CH_SIDE_TOP);
7033 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
7039 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
7044 /* play sound of magic wall / mill */
7046 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7047 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
7048 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
7050 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7051 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
7052 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7053 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
7054 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7055 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
7060 /* play sound of object that hits the ground */
7061 if (last_line || object_hit)
7062 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
7065 inline static void TurnRoundExt(int x, int y)
7077 { 0, 0 }, { 0, 0 }, { 0, 0 },
7082 int left, right, back;
7086 { MV_DOWN, MV_UP, MV_RIGHT },
7087 { MV_UP, MV_DOWN, MV_LEFT },
7089 { MV_LEFT, MV_RIGHT, MV_DOWN },
7093 { MV_RIGHT, MV_LEFT, MV_UP }
7096 int element = Feld[x][y];
7097 int move_pattern = element_info[element].move_pattern;
7099 int old_move_dir = MovDir[x][y];
7100 int left_dir = turn[old_move_dir].left;
7101 int right_dir = turn[old_move_dir].right;
7102 int back_dir = turn[old_move_dir].back;
7104 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
7105 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
7106 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
7107 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
7109 int left_x = x + left_dx, left_y = y + left_dy;
7110 int right_x = x + right_dx, right_y = y + right_dy;
7111 int move_x = x + move_dx, move_y = y + move_dy;
7115 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
7117 TestIfBadThingTouchesOtherBadThing(x, y);
7119 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
7120 MovDir[x][y] = right_dir;
7121 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7122 MovDir[x][y] = left_dir;
7124 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
7126 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
7129 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
7131 TestIfBadThingTouchesOtherBadThing(x, y);
7133 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
7134 MovDir[x][y] = left_dir;
7135 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
7136 MovDir[x][y] = right_dir;
7138 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
7140 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
7143 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
7145 TestIfBadThingTouchesOtherBadThing(x, y);
7147 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
7148 MovDir[x][y] = left_dir;
7149 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
7150 MovDir[x][y] = right_dir;
7152 if (MovDir[x][y] != old_move_dir)
7155 else if (element == EL_YAMYAM)
7157 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
7158 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
7160 if (can_turn_left && can_turn_right)
7161 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7162 else if (can_turn_left)
7163 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7164 else if (can_turn_right)
7165 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7167 MovDir[x][y] = back_dir;
7169 MovDelay[x][y] = 16 + 16 * RND(3);
7171 else if (element == EL_DARK_YAMYAM)
7173 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7175 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
7178 if (can_turn_left && can_turn_right)
7179 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7180 else if (can_turn_left)
7181 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7182 else if (can_turn_right)
7183 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7185 MovDir[x][y] = back_dir;
7187 MovDelay[x][y] = 16 + 16 * RND(3);
7189 else if (element == EL_PACMAN)
7191 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
7192 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
7194 if (can_turn_left && can_turn_right)
7195 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7196 else if (can_turn_left)
7197 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7198 else if (can_turn_right)
7199 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7201 MovDir[x][y] = back_dir;
7203 MovDelay[x][y] = 6 + RND(40);
7205 else if (element == EL_PIG)
7207 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
7208 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
7209 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
7210 boolean should_turn_left, should_turn_right, should_move_on;
7212 int rnd = RND(rnd_value);
7214 should_turn_left = (can_turn_left &&
7216 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
7217 y + back_dy + left_dy)));
7218 should_turn_right = (can_turn_right &&
7220 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
7221 y + back_dy + right_dy)));
7222 should_move_on = (can_move_on &&
7225 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
7226 y + move_dy + left_dy) ||
7227 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
7228 y + move_dy + right_dy)));
7230 if (should_turn_left || should_turn_right || should_move_on)
7232 if (should_turn_left && should_turn_right && should_move_on)
7233 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
7234 rnd < 2 * rnd_value / 3 ? right_dir :
7236 else if (should_turn_left && should_turn_right)
7237 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7238 else if (should_turn_left && should_move_on)
7239 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
7240 else if (should_turn_right && should_move_on)
7241 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
7242 else if (should_turn_left)
7243 MovDir[x][y] = left_dir;
7244 else if (should_turn_right)
7245 MovDir[x][y] = right_dir;
7246 else if (should_move_on)
7247 MovDir[x][y] = old_move_dir;
7249 else if (can_move_on && rnd > rnd_value / 8)
7250 MovDir[x][y] = old_move_dir;
7251 else if (can_turn_left && can_turn_right)
7252 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7253 else if (can_turn_left && rnd > rnd_value / 8)
7254 MovDir[x][y] = left_dir;
7255 else if (can_turn_right && rnd > rnd_value/8)
7256 MovDir[x][y] = right_dir;
7258 MovDir[x][y] = back_dir;
7260 xx = x + move_xy[MovDir[x][y]].dx;
7261 yy = y + move_xy[MovDir[x][y]].dy;
7263 if (!IN_LEV_FIELD(xx, yy) ||
7264 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
7265 MovDir[x][y] = old_move_dir;
7269 else if (element == EL_DRAGON)
7271 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
7272 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
7273 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
7275 int rnd = RND(rnd_value);
7277 if (can_move_on && rnd > rnd_value / 8)
7278 MovDir[x][y] = old_move_dir;
7279 else if (can_turn_left && can_turn_right)
7280 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7281 else if (can_turn_left && rnd > rnd_value / 8)
7282 MovDir[x][y] = left_dir;
7283 else if (can_turn_right && rnd > rnd_value / 8)
7284 MovDir[x][y] = right_dir;
7286 MovDir[x][y] = back_dir;
7288 xx = x + move_xy[MovDir[x][y]].dx;
7289 yy = y + move_xy[MovDir[x][y]].dy;
7291 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
7292 MovDir[x][y] = old_move_dir;
7296 else if (element == EL_MOLE)
7298 boolean can_move_on =
7299 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7300 IS_AMOEBOID(Feld[move_x][move_y]) ||
7301 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
7304 boolean can_turn_left =
7305 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7306 IS_AMOEBOID(Feld[left_x][left_y])));
7308 boolean can_turn_right =
7309 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7310 IS_AMOEBOID(Feld[right_x][right_y])));
7312 if (can_turn_left && can_turn_right)
7313 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7314 else if (can_turn_left)
7315 MovDir[x][y] = left_dir;
7317 MovDir[x][y] = right_dir;
7320 if (MovDir[x][y] != old_move_dir)
7323 else if (element == EL_BALLOON)
7325 MovDir[x][y] = game.wind_direction;
7328 else if (element == EL_SPRING)
7330 #if USE_NEW_SPRING_BUMPER
7331 if (MovDir[x][y] & MV_HORIZONTAL)
7333 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7334 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7336 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7337 ResetGfxAnimation(move_x, move_y);
7338 TEST_DrawLevelField(move_x, move_y);
7340 MovDir[x][y] = back_dir;
7342 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7343 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7344 MovDir[x][y] = MV_NONE;
7347 if (MovDir[x][y] & MV_HORIZONTAL &&
7348 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7349 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
7350 MovDir[x][y] = MV_NONE;
7355 else if (element == EL_ROBOT ||
7356 element == EL_SATELLITE ||
7357 element == EL_PENGUIN ||
7358 element == EL_EMC_ANDROID)
7360 int attr_x = -1, attr_y = -1;
7371 for (i = 0; i < MAX_PLAYERS; i++)
7373 struct PlayerInfo *player = &stored_player[i];
7374 int jx = player->jx, jy = player->jy;
7376 if (!player->active)
7380 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7388 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
7389 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
7390 game.engine_version < VERSION_IDENT(3,1,0,0)))
7396 if (element == EL_PENGUIN)
7399 static int xy[4][2] =
7407 for (i = 0; i < NUM_DIRECTIONS; i++)
7409 int ex = x + xy[i][0];
7410 int ey = y + xy[i][1];
7412 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
7413 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
7414 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
7415 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7424 MovDir[x][y] = MV_NONE;
7426 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
7427 else if (attr_x > x)
7428 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
7430 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
7431 else if (attr_y > y)
7432 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
7434 if (element == EL_ROBOT)
7438 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7439 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7440 Moving2Blocked(x, y, &newx, &newy);
7442 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7443 MovDelay[x][y] = 8 + 8 * !RND(3);
7445 MovDelay[x][y] = 16;
7447 else if (element == EL_PENGUIN)
7453 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7455 boolean first_horiz = RND(2);
7456 int new_move_dir = MovDir[x][y];
7459 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7460 Moving2Blocked(x, y, &newx, &newy);
7462 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7466 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7467 Moving2Blocked(x, y, &newx, &newy);
7469 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7472 MovDir[x][y] = old_move_dir;
7476 else if (element == EL_SATELLITE)
7482 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7484 boolean first_horiz = RND(2);
7485 int new_move_dir = MovDir[x][y];
7488 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7489 Moving2Blocked(x, y, &newx, &newy);
7491 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7495 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7496 Moving2Blocked(x, y, &newx, &newy);
7498 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7501 MovDir[x][y] = old_move_dir;
7505 else if (element == EL_EMC_ANDROID)
7507 static int check_pos[16] =
7509 -1, /* 0 => (invalid) */
7510 7, /* 1 => MV_LEFT */
7511 3, /* 2 => MV_RIGHT */
7512 -1, /* 3 => (invalid) */
7514 0, /* 5 => MV_LEFT | MV_UP */
7515 2, /* 6 => MV_RIGHT | MV_UP */
7516 -1, /* 7 => (invalid) */
7517 5, /* 8 => MV_DOWN */
7518 6, /* 9 => MV_LEFT | MV_DOWN */
7519 4, /* 10 => MV_RIGHT | MV_DOWN */
7520 -1, /* 11 => (invalid) */
7521 -1, /* 12 => (invalid) */
7522 -1, /* 13 => (invalid) */
7523 -1, /* 14 => (invalid) */
7524 -1, /* 15 => (invalid) */
7532 { -1, -1, MV_LEFT | MV_UP },
7534 { +1, -1, MV_RIGHT | MV_UP },
7535 { +1, 0, MV_RIGHT },
7536 { +1, +1, MV_RIGHT | MV_DOWN },
7538 { -1, +1, MV_LEFT | MV_DOWN },
7541 int start_pos, check_order;
7542 boolean can_clone = FALSE;
7545 /* check if there is any free field around current position */
7546 for (i = 0; i < 8; i++)
7548 int newx = x + check_xy[i].dx;
7549 int newy = y + check_xy[i].dy;
7551 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7559 if (can_clone) /* randomly find an element to clone */
7563 start_pos = check_pos[RND(8)];
7564 check_order = (RND(2) ? -1 : +1);
7566 for (i = 0; i < 8; i++)
7568 int pos_raw = start_pos + i * check_order;
7569 int pos = (pos_raw + 8) % 8;
7570 int newx = x + check_xy[pos].dx;
7571 int newy = y + check_xy[pos].dy;
7573 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7575 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7576 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7578 Store[x][y] = Feld[newx][newy];
7587 if (can_clone) /* randomly find a direction to move */
7591 start_pos = check_pos[RND(8)];
7592 check_order = (RND(2) ? -1 : +1);
7594 for (i = 0; i < 8; i++)
7596 int pos_raw = start_pos + i * check_order;
7597 int pos = (pos_raw + 8) % 8;
7598 int newx = x + check_xy[pos].dx;
7599 int newy = y + check_xy[pos].dy;
7600 int new_move_dir = check_xy[pos].dir;
7602 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7604 MovDir[x][y] = new_move_dir;
7605 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7614 if (can_clone) /* cloning and moving successful */
7617 /* cannot clone -- try to move towards player */
7619 start_pos = check_pos[MovDir[x][y] & 0x0f];
7620 check_order = (RND(2) ? -1 : +1);
7622 for (i = 0; i < 3; i++)
7624 /* first check start_pos, then previous/next or (next/previous) pos */
7625 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7626 int pos = (pos_raw + 8) % 8;
7627 int newx = x + check_xy[pos].dx;
7628 int newy = y + check_xy[pos].dy;
7629 int new_move_dir = check_xy[pos].dir;
7631 if (IS_PLAYER(newx, newy))
7634 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7636 MovDir[x][y] = new_move_dir;
7637 MovDelay[x][y] = level.android_move_time * 8 + 1;
7644 else if (move_pattern == MV_TURNING_LEFT ||
7645 move_pattern == MV_TURNING_RIGHT ||
7646 move_pattern == MV_TURNING_LEFT_RIGHT ||
7647 move_pattern == MV_TURNING_RIGHT_LEFT ||
7648 move_pattern == MV_TURNING_RANDOM ||
7649 move_pattern == MV_ALL_DIRECTIONS)
7651 boolean can_turn_left =
7652 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7653 boolean can_turn_right =
7654 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7656 if (element_info[element].move_stepsize == 0) /* "not moving" */
7659 if (move_pattern == MV_TURNING_LEFT)
7660 MovDir[x][y] = left_dir;
7661 else if (move_pattern == MV_TURNING_RIGHT)
7662 MovDir[x][y] = right_dir;
7663 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7664 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7665 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7666 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7667 else if (move_pattern == MV_TURNING_RANDOM)
7668 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7669 can_turn_right && !can_turn_left ? right_dir :
7670 RND(2) ? left_dir : right_dir);
7671 else if (can_turn_left && can_turn_right)
7672 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7673 else if (can_turn_left)
7674 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7675 else if (can_turn_right)
7676 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7678 MovDir[x][y] = back_dir;
7680 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7682 else if (move_pattern == MV_HORIZONTAL ||
7683 move_pattern == MV_VERTICAL)
7685 if (move_pattern & old_move_dir)
7686 MovDir[x][y] = back_dir;
7687 else if (move_pattern == MV_HORIZONTAL)
7688 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7689 else if (move_pattern == MV_VERTICAL)
7690 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7692 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7694 else if (move_pattern & MV_ANY_DIRECTION)
7696 MovDir[x][y] = move_pattern;
7697 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7699 else if (move_pattern & MV_WIND_DIRECTION)
7701 MovDir[x][y] = game.wind_direction;
7702 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7704 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7706 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7707 MovDir[x][y] = left_dir;
7708 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7709 MovDir[x][y] = right_dir;
7711 if (MovDir[x][y] != old_move_dir)
7712 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7714 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7716 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7717 MovDir[x][y] = right_dir;
7718 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7719 MovDir[x][y] = left_dir;
7721 if (MovDir[x][y] != old_move_dir)
7722 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7724 else if (move_pattern == MV_TOWARDS_PLAYER ||
7725 move_pattern == MV_AWAY_FROM_PLAYER)
7727 int attr_x = -1, attr_y = -1;
7729 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7740 for (i = 0; i < MAX_PLAYERS; i++)
7742 struct PlayerInfo *player = &stored_player[i];
7743 int jx = player->jx, jy = player->jy;
7745 if (!player->active)
7749 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7757 MovDir[x][y] = MV_NONE;
7759 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7760 else if (attr_x > x)
7761 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7763 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7764 else if (attr_y > y)
7765 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7767 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7769 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7771 boolean first_horiz = RND(2);
7772 int new_move_dir = MovDir[x][y];
7774 if (element_info[element].move_stepsize == 0) /* "not moving" */
7776 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7777 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7783 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7784 Moving2Blocked(x, y, &newx, &newy);
7786 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7790 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7791 Moving2Blocked(x, y, &newx, &newy);
7793 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7796 MovDir[x][y] = old_move_dir;
7799 else if (move_pattern == MV_WHEN_PUSHED ||
7800 move_pattern == MV_WHEN_DROPPED)
7802 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7803 MovDir[x][y] = MV_NONE;
7807 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7809 static int test_xy[7][2] =
7819 static int test_dir[7] =
7829 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7830 int move_preference = -1000000; /* start with very low preference */
7831 int new_move_dir = MV_NONE;
7832 int start_test = RND(4);
7835 for (i = 0; i < NUM_DIRECTIONS; i++)
7837 int move_dir = test_dir[start_test + i];
7838 int move_dir_preference;
7840 xx = x + test_xy[start_test + i][0];
7841 yy = y + test_xy[start_test + i][1];
7843 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7844 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7846 new_move_dir = move_dir;
7851 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7854 move_dir_preference = -1 * RunnerVisit[xx][yy];
7855 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7856 move_dir_preference = PlayerVisit[xx][yy];
7858 if (move_dir_preference > move_preference)
7860 /* prefer field that has not been visited for the longest time */
7861 move_preference = move_dir_preference;
7862 new_move_dir = move_dir;
7864 else if (move_dir_preference == move_preference &&
7865 move_dir == old_move_dir)
7867 /* prefer last direction when all directions are preferred equally */
7868 move_preference = move_dir_preference;
7869 new_move_dir = move_dir;
7873 MovDir[x][y] = new_move_dir;
7874 if (old_move_dir != new_move_dir)
7875 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7879 static void TurnRound(int x, int y)
7881 int direction = MovDir[x][y];
7885 GfxDir[x][y] = MovDir[x][y];
7887 if (direction != MovDir[x][y])
7891 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7893 ResetGfxFrame(x, y, FALSE);
7896 static boolean JustBeingPushed(int x, int y)
7900 for (i = 0; i < MAX_PLAYERS; i++)
7902 struct PlayerInfo *player = &stored_player[i];
7904 if (player->active && player->is_pushing && player->MovPos)
7906 int next_jx = player->jx + (player->jx - player->last_jx);
7907 int next_jy = player->jy + (player->jy - player->last_jy);
7909 if (x == next_jx && y == next_jy)
7917 void StartMoving(int x, int y)
7919 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7920 int element = Feld[x][y];
7925 if (MovDelay[x][y] == 0)
7926 GfxAction[x][y] = ACTION_DEFAULT;
7928 if (CAN_FALL(element) && y < lev_fieldy - 1)
7930 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7931 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7932 if (JustBeingPushed(x, y))
7935 if (element == EL_QUICKSAND_FULL)
7937 if (IS_FREE(x, y + 1))
7939 InitMovingField(x, y, MV_DOWN);
7940 started_moving = TRUE;
7942 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7943 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7944 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7945 Store[x][y] = EL_ROCK;
7947 Store[x][y] = EL_ROCK;
7950 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7952 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7954 if (!MovDelay[x][y])
7956 MovDelay[x][y] = TILEY + 1;
7958 ResetGfxAnimation(x, y);
7959 ResetGfxAnimation(x, y + 1);
7964 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7965 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7972 Feld[x][y] = EL_QUICKSAND_EMPTY;
7973 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7974 Store[x][y + 1] = Store[x][y];
7977 PlayLevelSoundAction(x, y, ACTION_FILLING);
7979 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7981 if (!MovDelay[x][y])
7983 MovDelay[x][y] = TILEY + 1;
7985 ResetGfxAnimation(x, y);
7986 ResetGfxAnimation(x, y + 1);
7991 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7992 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7999 Feld[x][y] = EL_QUICKSAND_EMPTY;
8000 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
8001 Store[x][y + 1] = Store[x][y];
8004 PlayLevelSoundAction(x, y, ACTION_FILLING);
8007 else if (element == EL_QUICKSAND_FAST_FULL)
8009 if (IS_FREE(x, y + 1))
8011 InitMovingField(x, y, MV_DOWN);
8012 started_moving = TRUE;
8014 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
8015 #if USE_QUICKSAND_BD_ROCK_BUGFIX
8016 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
8017 Store[x][y] = EL_ROCK;
8019 Store[x][y] = EL_ROCK;
8022 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
8024 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
8026 if (!MovDelay[x][y])
8028 MovDelay[x][y] = TILEY + 1;
8030 ResetGfxAnimation(x, y);
8031 ResetGfxAnimation(x, y + 1);
8036 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
8037 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
8044 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
8045 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
8046 Store[x][y + 1] = Store[x][y];
8049 PlayLevelSoundAction(x, y, ACTION_FILLING);
8051 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
8053 if (!MovDelay[x][y])
8055 MovDelay[x][y] = TILEY + 1;
8057 ResetGfxAnimation(x, y);
8058 ResetGfxAnimation(x, y + 1);
8063 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
8064 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
8071 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
8072 Feld[x][y + 1] = EL_QUICKSAND_FULL;
8073 Store[x][y + 1] = Store[x][y];
8076 PlayLevelSoundAction(x, y, ACTION_FILLING);
8079 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
8080 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
8082 InitMovingField(x, y, MV_DOWN);
8083 started_moving = TRUE;
8085 Feld[x][y] = EL_QUICKSAND_FILLING;
8086 Store[x][y] = element;
8088 PlayLevelSoundAction(x, y, ACTION_FILLING);
8090 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
8091 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
8093 InitMovingField(x, y, MV_DOWN);
8094 started_moving = TRUE;
8096 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
8097 Store[x][y] = element;
8099 PlayLevelSoundAction(x, y, ACTION_FILLING);
8101 else if (element == EL_MAGIC_WALL_FULL)
8103 if (IS_FREE(x, y + 1))
8105 InitMovingField(x, y, MV_DOWN);
8106 started_moving = TRUE;
8108 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
8109 Store[x][y] = EL_CHANGED(Store[x][y]);
8111 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
8113 if (!MovDelay[x][y])
8114 MovDelay[x][y] = TILEY/4 + 1;
8123 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
8124 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
8125 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
8129 else if (element == EL_BD_MAGIC_WALL_FULL)
8131 if (IS_FREE(x, y + 1))
8133 InitMovingField(x, y, MV_DOWN);
8134 started_moving = TRUE;
8136 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
8137 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
8139 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
8141 if (!MovDelay[x][y])
8142 MovDelay[x][y] = TILEY/4 + 1;
8151 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
8152 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
8153 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
8157 else if (element == EL_DC_MAGIC_WALL_FULL)
8159 if (IS_FREE(x, y + 1))
8161 InitMovingField(x, y, MV_DOWN);
8162 started_moving = TRUE;
8164 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
8165 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
8167 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
8169 if (!MovDelay[x][y])
8170 MovDelay[x][y] = TILEY/4 + 1;
8179 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
8180 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
8181 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
8185 else if ((CAN_PASS_MAGIC_WALL(element) &&
8186 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
8187 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
8188 (CAN_PASS_DC_MAGIC_WALL(element) &&
8189 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
8192 InitMovingField(x, y, MV_DOWN);
8193 started_moving = TRUE;
8196 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
8197 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
8198 EL_DC_MAGIC_WALL_FILLING);
8199 Store[x][y] = element;
8201 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
8203 SplashAcid(x, y + 1);
8205 InitMovingField(x, y, MV_DOWN);
8206 started_moving = TRUE;
8208 Store[x][y] = EL_ACID;
8211 #if USE_FIX_IMPACT_COLLISION
8212 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8213 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
8215 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8216 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
8218 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
8219 CAN_FALL(element) && WasJustFalling[x][y] &&
8220 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
8222 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
8223 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
8224 (Feld[x][y + 1] == EL_BLOCKED)))
8226 /* this is needed for a special case not covered by calling "Impact()"
8227 from "ContinueMoving()": if an element moves to a tile directly below
8228 another element which was just falling on that tile (which was empty
8229 in the previous frame), the falling element above would just stop
8230 instead of smashing the element below (in previous version, the above
8231 element was just checked for "moving" instead of "falling", resulting
8232 in incorrect smashes caused by horizontal movement of the above
8233 element; also, the case of the player being the element to smash was
8234 simply not covered here... :-/ ) */
8236 CheckCollision[x][y] = 0;
8237 CheckImpact[x][y] = 0;
8241 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
8243 if (MovDir[x][y] == MV_NONE)
8245 InitMovingField(x, y, MV_DOWN);
8246 started_moving = TRUE;
8249 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
8251 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
8252 MovDir[x][y] = MV_DOWN;
8254 InitMovingField(x, y, MV_DOWN);
8255 started_moving = TRUE;
8257 else if (element == EL_AMOEBA_DROP)
8259 Feld[x][y] = EL_AMOEBA_GROWING;
8260 Store[x][y] = EL_AMOEBA_WET;
8262 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
8263 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
8264 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
8265 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
8267 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
8268 (IS_FREE(x - 1, y + 1) ||
8269 Feld[x - 1][y + 1] == EL_ACID));
8270 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
8271 (IS_FREE(x + 1, y + 1) ||
8272 Feld[x + 1][y + 1] == EL_ACID));
8273 boolean can_fall_any = (can_fall_left || can_fall_right);
8274 boolean can_fall_both = (can_fall_left && can_fall_right);
8275 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
8277 #if USE_NEW_ALL_SLIPPERY
8278 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
8280 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8281 can_fall_right = FALSE;
8282 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8283 can_fall_left = FALSE;
8284 else if (slippery_type == SLIPPERY_ONLY_LEFT)
8285 can_fall_right = FALSE;
8286 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8287 can_fall_left = FALSE;
8289 can_fall_any = (can_fall_left || can_fall_right);
8290 can_fall_both = FALSE;
8293 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
8295 if (slippery_type == SLIPPERY_ONLY_LEFT)
8296 can_fall_right = FALSE;
8297 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8298 can_fall_left = FALSE;
8299 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8300 can_fall_right = FALSE;
8301 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8302 can_fall_left = FALSE;
8304 can_fall_any = (can_fall_left || can_fall_right);
8305 can_fall_both = (can_fall_left && can_fall_right);
8309 #if USE_NEW_ALL_SLIPPERY
8311 #if USE_NEW_SP_SLIPPERY
8312 /* !!! better use the same properties as for custom elements here !!! */
8313 else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
8314 can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
8316 can_fall_right = FALSE; /* slip down on left side */
8317 can_fall_both = FALSE;
8322 #if USE_NEW_ALL_SLIPPERY
8325 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8326 can_fall_right = FALSE; /* slip down on left side */
8328 can_fall_left = !(can_fall_right = RND(2));
8330 can_fall_both = FALSE;
8335 if (game.emulation == EMU_BOULDERDASH ||
8336 element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8337 can_fall_right = FALSE; /* slip down on left side */
8339 can_fall_left = !(can_fall_right = RND(2));
8341 can_fall_both = FALSE;
8347 /* if not determined otherwise, prefer left side for slipping down */
8348 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8349 started_moving = TRUE;
8353 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
8355 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
8358 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8359 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8360 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
8361 int belt_dir = game.belt_dir[belt_nr];
8363 if ((belt_dir == MV_LEFT && left_is_free) ||
8364 (belt_dir == MV_RIGHT && right_is_free))
8366 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8368 InitMovingField(x, y, belt_dir);
8369 started_moving = TRUE;
8371 Pushed[x][y] = TRUE;
8372 Pushed[nextx][y] = TRUE;
8374 GfxAction[x][y] = ACTION_DEFAULT;
8378 MovDir[x][y] = 0; /* if element was moving, stop it */
8383 /* not "else if" because of elements that can fall and move (EL_SPRING) */
8385 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE)
8387 if (CAN_MOVE(element) && !started_moving)
8390 int move_pattern = element_info[element].move_pattern;
8395 if (MovDir[x][y] == MV_NONE)
8397 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
8398 x, y, element, element_info[element].token_name);
8399 printf("StartMoving(): This should never happen!\n");
8404 Moving2Blocked(x, y, &newx, &newy);
8406 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8409 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8410 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8412 WasJustMoving[x][y] = 0;
8413 CheckCollision[x][y] = 0;
8415 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8417 if (Feld[x][y] != element) /* element has changed */
8421 if (!MovDelay[x][y]) /* start new movement phase */
8423 /* all objects that can change their move direction after each step
8424 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
8426 if (element != EL_YAMYAM &&
8427 element != EL_DARK_YAMYAM &&
8428 element != EL_PACMAN &&
8429 !(move_pattern & MV_ANY_DIRECTION) &&
8430 move_pattern != MV_TURNING_LEFT &&
8431 move_pattern != MV_TURNING_RIGHT &&
8432 move_pattern != MV_TURNING_LEFT_RIGHT &&
8433 move_pattern != MV_TURNING_RIGHT_LEFT &&
8434 move_pattern != MV_TURNING_RANDOM)
8438 if (MovDelay[x][y] && (element == EL_BUG ||
8439 element == EL_SPACESHIP ||
8440 element == EL_SP_SNIKSNAK ||
8441 element == EL_SP_ELECTRON ||
8442 element == EL_MOLE))
8443 TEST_DrawLevelField(x, y);
8447 if (MovDelay[x][y]) /* wait some time before next movement */
8451 if (element == EL_ROBOT ||
8452 element == EL_YAMYAM ||
8453 element == EL_DARK_YAMYAM)
8455 DrawLevelElementAnimationIfNeeded(x, y, element);
8456 PlayLevelSoundAction(x, y, ACTION_WAITING);
8458 else if (element == EL_SP_ELECTRON)
8459 DrawLevelElementAnimationIfNeeded(x, y, element);
8460 else if (element == EL_DRAGON)
8463 int dir = MovDir[x][y];
8464 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8465 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8466 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8467 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8468 dir == MV_UP ? IMG_FLAMES_1_UP :
8469 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8470 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
8472 GfxAction[x][y] = ACTION_ATTACKING;
8474 if (IS_PLAYER(x, y))
8475 DrawPlayerField(x, y);
8477 TEST_DrawLevelField(x, y);
8479 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8481 for (i = 1; i <= 3; i++)
8483 int xx = x + i * dx;
8484 int yy = y + i * dy;
8485 int sx = SCREENX(xx);
8486 int sy = SCREENY(yy);
8487 int flame_graphic = graphic + (i - 1);
8489 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
8494 int flamed = MovingOrBlocked2Element(xx, yy);
8498 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8500 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
8501 RemoveMovingField(xx, yy);
8503 RemoveField(xx, yy);
8505 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8508 RemoveMovingField(xx, yy);
8511 ChangeDelay[xx][yy] = 0;
8513 Feld[xx][yy] = EL_FLAMES;
8515 if (IN_SCR_FIELD(sx, sy))
8517 TEST_DrawLevelFieldCrumbled(xx, yy);
8518 DrawGraphic(sx, sy, flame_graphic, frame);
8523 if (Feld[xx][yy] == EL_FLAMES)
8524 Feld[xx][yy] = EL_EMPTY;
8525 TEST_DrawLevelField(xx, yy);
8530 if (MovDelay[x][y]) /* element still has to wait some time */
8532 PlayLevelSoundAction(x, y, ACTION_WAITING);
8538 /* now make next step */
8540 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
8542 if (DONT_COLLIDE_WITH(element) &&
8543 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8544 !PLAYER_ENEMY_PROTECTED(newx, newy))
8546 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8551 else if (CAN_MOVE_INTO_ACID(element) &&
8552 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
8553 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8554 (MovDir[x][y] == MV_DOWN ||
8555 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8557 SplashAcid(newx, newy);
8558 Store[x][y] = EL_ACID;
8560 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8562 if (Feld[newx][newy] == EL_EXIT_OPEN ||
8563 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
8564 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
8565 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8568 TEST_DrawLevelField(x, y);
8570 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8571 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8572 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
8574 local_player->friends_still_needed--;
8575 if (!local_player->friends_still_needed &&
8576 !local_player->GameOver && AllPlayersGone)
8577 PlayerWins(local_player);
8581 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
8583 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
8584 TEST_DrawLevelField(newx, newy);
8586 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8588 else if (!IS_FREE(newx, newy))
8590 GfxAction[x][y] = ACTION_WAITING;
8592 if (IS_PLAYER(x, y))
8593 DrawPlayerField(x, y);
8595 TEST_DrawLevelField(x, y);
8600 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8602 if (IS_FOOD_PIG(Feld[newx][newy]))
8604 if (IS_MOVING(newx, newy))
8605 RemoveMovingField(newx, newy);
8608 Feld[newx][newy] = EL_EMPTY;
8609 TEST_DrawLevelField(newx, newy);
8612 PlayLevelSound(x, y, SND_PIG_DIGGING);
8614 else if (!IS_FREE(newx, newy))
8616 if (IS_PLAYER(x, y))
8617 DrawPlayerField(x, y);
8619 TEST_DrawLevelField(x, y);
8624 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8626 if (Store[x][y] != EL_EMPTY)
8628 boolean can_clone = FALSE;
8631 /* check if element to clone is still there */
8632 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8634 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
8642 /* cannot clone or target field not free anymore -- do not clone */
8643 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8644 Store[x][y] = EL_EMPTY;
8647 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8649 if (IS_MV_DIAGONAL(MovDir[x][y]))
8651 int diagonal_move_dir = MovDir[x][y];
8652 int stored = Store[x][y];
8653 int change_delay = 8;
8656 /* android is moving diagonally */
8658 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8660 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8661 GfxElement[x][y] = EL_EMC_ANDROID;
8662 GfxAction[x][y] = ACTION_SHRINKING;
8663 GfxDir[x][y] = diagonal_move_dir;
8664 ChangeDelay[x][y] = change_delay;
8666 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8669 DrawLevelGraphicAnimation(x, y, graphic);
8670 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8672 if (Feld[newx][newy] == EL_ACID)
8674 SplashAcid(newx, newy);
8679 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8681 Store[newx][newy] = EL_EMC_ANDROID;
8682 GfxElement[newx][newy] = EL_EMC_ANDROID;
8683 GfxAction[newx][newy] = ACTION_GROWING;
8684 GfxDir[newx][newy] = diagonal_move_dir;
8685 ChangeDelay[newx][newy] = change_delay;
8687 graphic = el_act_dir2img(GfxElement[newx][newy],
8688 GfxAction[newx][newy], GfxDir[newx][newy]);
8690 DrawLevelGraphicAnimation(newx, newy, graphic);
8691 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8697 Feld[newx][newy] = EL_EMPTY;
8698 TEST_DrawLevelField(newx, newy);
8700 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8703 else if (!IS_FREE(newx, newy))
8706 if (IS_PLAYER(x, y))
8707 DrawPlayerField(x, y);
8709 TEST_DrawLevelField(x, y);
8715 else if (IS_CUSTOM_ELEMENT(element) &&
8716 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8719 if (!DigFieldByCE(newx, newy, element))
8722 int new_element = Feld[newx][newy];
8724 if (!IS_FREE(newx, newy))
8726 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
8727 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
8730 /* no element can dig solid indestructible elements */
8731 if (IS_INDESTRUCTIBLE(new_element) &&
8732 !IS_DIGGABLE(new_element) &&
8733 !IS_COLLECTIBLE(new_element))
8736 if (AmoebaNr[newx][newy] &&
8737 (new_element == EL_AMOEBA_FULL ||
8738 new_element == EL_BD_AMOEBA ||
8739 new_element == EL_AMOEBA_GROWING))
8741 AmoebaCnt[AmoebaNr[newx][newy]]--;
8742 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8745 if (IS_MOVING(newx, newy))
8746 RemoveMovingField(newx, newy);
8749 RemoveField(newx, newy);
8750 TEST_DrawLevelField(newx, newy);
8753 /* if digged element was about to explode, prevent the explosion */
8754 ExplodeField[newx][newy] = EX_TYPE_NONE;
8756 PlayLevelSoundAction(x, y, action);
8759 Store[newx][newy] = EL_EMPTY;
8762 /* this makes it possible to leave the removed element again */
8763 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
8764 Store[newx][newy] = new_element;
8766 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
8768 int move_leave_element = element_info[element].move_leave_element;
8770 /* this makes it possible to leave the removed element again */
8771 Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
8772 new_element : move_leave_element);
8778 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8780 RunnerVisit[x][y] = FrameCounter;
8781 PlayerVisit[x][y] /= 8; /* expire player visit path */
8784 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8786 if (!IS_FREE(newx, newy))
8788 if (IS_PLAYER(x, y))
8789 DrawPlayerField(x, y);
8791 TEST_DrawLevelField(x, y);
8797 boolean wanna_flame = !RND(10);
8798 int dx = newx - x, dy = newy - y;
8799 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8800 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8801 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8802 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8803 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8804 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8807 IS_CLASSIC_ENEMY(element1) ||
8808 IS_CLASSIC_ENEMY(element2)) &&
8809 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8810 element1 != EL_FLAMES && element2 != EL_FLAMES)
8812 ResetGfxAnimation(x, y);
8813 GfxAction[x][y] = ACTION_ATTACKING;
8815 if (IS_PLAYER(x, y))
8816 DrawPlayerField(x, y);
8818 TEST_DrawLevelField(x, y);
8820 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8822 MovDelay[x][y] = 50;
8826 RemoveField(newx, newy);
8828 Feld[newx][newy] = EL_FLAMES;
8829 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8832 RemoveField(newx1, newy1);
8834 Feld[newx1][newy1] = EL_FLAMES;
8836 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8839 RemoveField(newx2, newy2);
8841 Feld[newx2][newy2] = EL_FLAMES;
8848 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8849 Feld[newx][newy] == EL_DIAMOND)
8851 if (IS_MOVING(newx, newy))
8852 RemoveMovingField(newx, newy);
8855 Feld[newx][newy] = EL_EMPTY;
8856 TEST_DrawLevelField(newx, newy);
8859 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8861 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8862 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8864 if (AmoebaNr[newx][newy])
8866 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8867 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8868 Feld[newx][newy] == EL_BD_AMOEBA)
8869 AmoebaCnt[AmoebaNr[newx][newy]]--;
8874 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
8876 RemoveMovingField(newx, newy);
8879 if (IS_MOVING(newx, newy))
8881 RemoveMovingField(newx, newy);
8886 Feld[newx][newy] = EL_EMPTY;
8887 TEST_DrawLevelField(newx, newy);
8890 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8892 else if ((element == EL_PACMAN || element == EL_MOLE)
8893 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8895 if (AmoebaNr[newx][newy])
8897 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8898 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8899 Feld[newx][newy] == EL_BD_AMOEBA)
8900 AmoebaCnt[AmoebaNr[newx][newy]]--;
8903 if (element == EL_MOLE)
8905 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8906 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8908 ResetGfxAnimation(x, y);
8909 GfxAction[x][y] = ACTION_DIGGING;
8910 TEST_DrawLevelField(x, y);
8912 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
8914 return; /* wait for shrinking amoeba */
8916 else /* element == EL_PACMAN */
8918 Feld[newx][newy] = EL_EMPTY;
8919 TEST_DrawLevelField(newx, newy);
8920 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8923 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8924 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8925 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8927 /* wait for shrinking amoeba to completely disappear */
8930 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8932 /* object was running against a wall */
8937 /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
8938 if (move_pattern & MV_ANY_DIRECTION &&
8939 move_pattern == MovDir[x][y])
8941 int blocking_element =
8942 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
8944 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
8947 element = Feld[x][y]; /* element might have changed */
8951 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
8952 DrawLevelElementAnimation(x, y, element);
8954 if (DONT_TOUCH(element))
8955 TestIfBadThingTouchesPlayer(x, y);
8960 InitMovingField(x, y, MovDir[x][y]);
8962 PlayLevelSoundAction(x, y, ACTION_MOVING);
8966 ContinueMoving(x, y);
8969 void ContinueMoving(int x, int y)
8971 int element = Feld[x][y];
8972 struct ElementInfo *ei = &element_info[element];
8973 int direction = MovDir[x][y];
8974 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8975 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8976 int newx = x + dx, newy = y + dy;
8977 int stored = Store[x][y];
8978 int stored_new = Store[newx][newy];
8979 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8980 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8981 boolean last_line = (newy == lev_fieldy - 1);
8983 MovPos[x][y] += getElementMoveStepsize(x, y);
8985 if (pushed_by_player) /* special case: moving object pushed by player */
8986 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8988 if (ABS(MovPos[x][y]) < TILEX)
8991 int ee = Feld[x][y];
8992 int gg = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8993 int ff = getGraphicAnimationFrame(gg, GfxFrame[x][y]);
8995 printf("::: %d.%d: moving %d ... [%d, %d, %d] [%d, %d, %d]\n",
8996 x, y, ABS(MovPos[x][y]),
8998 GfxAction[x][y], GfxDir[x][y], GfxFrame[x][y]);
9001 TEST_DrawLevelField(x, y);
9003 return; /* element is still moving */
9006 /* element reached destination field */
9008 Feld[x][y] = EL_EMPTY;
9009 Feld[newx][newy] = element;
9010 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
9012 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
9014 element = Feld[newx][newy] = EL_ACID;
9016 else if (element == EL_MOLE)
9018 Feld[x][y] = EL_SAND;
9020 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9022 else if (element == EL_QUICKSAND_FILLING)
9024 element = Feld[newx][newy] = get_next_element(element);
9025 Store[newx][newy] = Store[x][y];
9027 else if (element == EL_QUICKSAND_EMPTYING)
9029 Feld[x][y] = get_next_element(element);
9030 element = Feld[newx][newy] = Store[x][y];
9032 else if (element == EL_QUICKSAND_FAST_FILLING)
9034 element = Feld[newx][newy] = get_next_element(element);
9035 Store[newx][newy] = Store[x][y];
9037 else if (element == EL_QUICKSAND_FAST_EMPTYING)
9039 Feld[x][y] = get_next_element(element);
9040 element = Feld[newx][newy] = Store[x][y];
9042 else if (element == EL_MAGIC_WALL_FILLING)
9044 element = Feld[newx][newy] = get_next_element(element);
9045 if (!game.magic_wall_active)
9046 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
9047 Store[newx][newy] = Store[x][y];
9049 else if (element == EL_MAGIC_WALL_EMPTYING)
9051 Feld[x][y] = get_next_element(element);
9052 if (!game.magic_wall_active)
9053 Feld[x][y] = EL_MAGIC_WALL_DEAD;
9054 element = Feld[newx][newy] = Store[x][y];
9056 #if USE_NEW_CUSTOM_VALUE
9057 InitField(newx, newy, FALSE);
9060 else if (element == EL_BD_MAGIC_WALL_FILLING)
9062 element = Feld[newx][newy] = get_next_element(element);
9063 if (!game.magic_wall_active)
9064 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
9065 Store[newx][newy] = Store[x][y];
9067 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
9069 Feld[x][y] = get_next_element(element);
9070 if (!game.magic_wall_active)
9071 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
9072 element = Feld[newx][newy] = Store[x][y];
9074 #if USE_NEW_CUSTOM_VALUE
9075 InitField(newx, newy, FALSE);
9078 else if (element == EL_DC_MAGIC_WALL_FILLING)
9080 element = Feld[newx][newy] = get_next_element(element);
9081 if (!game.magic_wall_active)
9082 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
9083 Store[newx][newy] = Store[x][y];
9085 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
9087 Feld[x][y] = get_next_element(element);
9088 if (!game.magic_wall_active)
9089 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
9090 element = Feld[newx][newy] = Store[x][y];
9092 #if USE_NEW_CUSTOM_VALUE
9093 InitField(newx, newy, FALSE);
9096 else if (element == EL_AMOEBA_DROPPING)
9098 Feld[x][y] = get_next_element(element);
9099 element = Feld[newx][newy] = Store[x][y];
9101 else if (element == EL_SOKOBAN_OBJECT)
9104 Feld[x][y] = Back[x][y];
9106 if (Back[newx][newy])
9107 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
9109 Back[x][y] = Back[newx][newy] = 0;
9112 Store[x][y] = EL_EMPTY;
9117 MovDelay[newx][newy] = 0;
9119 if (CAN_CHANGE_OR_HAS_ACTION(element))
9121 /* copy element change control values to new field */
9122 ChangeDelay[newx][newy] = ChangeDelay[x][y];
9123 ChangePage[newx][newy] = ChangePage[x][y];
9124 ChangeCount[newx][newy] = ChangeCount[x][y];
9125 ChangeEvent[newx][newy] = ChangeEvent[x][y];
9128 #if USE_NEW_CUSTOM_VALUE
9129 CustomValue[newx][newy] = CustomValue[x][y];
9132 ChangeDelay[x][y] = 0;
9133 ChangePage[x][y] = -1;
9134 ChangeCount[x][y] = 0;
9135 ChangeEvent[x][y] = -1;
9137 #if USE_NEW_CUSTOM_VALUE
9138 CustomValue[x][y] = 0;
9141 /* copy animation control values to new field */
9142 GfxFrame[newx][newy] = GfxFrame[x][y];
9143 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
9144 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
9145 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
9147 Pushed[x][y] = Pushed[newx][newy] = FALSE;
9149 /* some elements can leave other elements behind after moving */
9151 if (ei->move_leave_element != EL_EMPTY &&
9152 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
9153 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
9155 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
9156 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
9157 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
9160 int move_leave_element = ei->move_leave_element;
9164 /* this makes it possible to leave the removed element again */
9165 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
9166 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
9168 /* this makes it possible to leave the removed element again */
9169 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
9170 move_leave_element = stored;
9173 /* this makes it possible to leave the removed element again */
9174 if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
9175 ei->move_leave_element == EL_TRIGGER_ELEMENT)
9176 move_leave_element = stored;
9179 Feld[x][y] = move_leave_element;
9181 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
9182 MovDir[x][y] = direction;
9184 InitField(x, y, FALSE);
9186 if (GFX_CRUMBLED(Feld[x][y]))
9187 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
9189 if (ELEM_IS_PLAYER(move_leave_element))
9190 RelocatePlayer(x, y, move_leave_element);
9193 /* do this after checking for left-behind element */
9194 ResetGfxAnimation(x, y); /* reset animation values for old field */
9196 if (!CAN_MOVE(element) ||
9197 (CAN_FALL(element) && direction == MV_DOWN &&
9198 (element == EL_SPRING ||
9199 element_info[element].move_pattern == MV_WHEN_PUSHED ||
9200 element_info[element].move_pattern == MV_WHEN_DROPPED)))
9201 GfxDir[x][y] = MovDir[newx][newy] = 0;
9203 TEST_DrawLevelField(x, y);
9204 TEST_DrawLevelField(newx, newy);
9206 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
9208 /* prevent pushed element from moving on in pushed direction */
9209 if (pushed_by_player && CAN_MOVE(element) &&
9210 element_info[element].move_pattern & MV_ANY_DIRECTION &&
9211 !(element_info[element].move_pattern & direction))
9212 TurnRound(newx, newy);
9214 /* prevent elements on conveyor belt from moving on in last direction */
9215 if (pushed_by_conveyor && CAN_FALL(element) &&
9216 direction & MV_HORIZONTAL)
9217 MovDir[newx][newy] = 0;
9219 if (!pushed_by_player)
9221 int nextx = newx + dx, nexty = newy + dy;
9222 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
9224 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
9226 if (CAN_FALL(element) && direction == MV_DOWN)
9227 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
9229 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
9230 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
9232 #if USE_FIX_IMPACT_COLLISION
9233 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
9234 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
9238 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
9240 TestIfBadThingTouchesPlayer(newx, newy);
9241 TestIfBadThingTouchesFriend(newx, newy);
9243 if (!IS_CUSTOM_ELEMENT(element))
9244 TestIfBadThingTouchesOtherBadThing(newx, newy);
9246 else if (element == EL_PENGUIN)
9247 TestIfFriendTouchesBadThing(newx, newy);
9249 if (DONT_GET_HIT_BY(element))
9251 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
9254 /* give the player one last chance (one more frame) to move away */
9255 if (CAN_FALL(element) && direction == MV_DOWN &&
9256 (last_line || (!IS_FREE(x, newy + 1) &&
9257 (!IS_PLAYER(x, newy + 1) ||
9258 game.engine_version < VERSION_IDENT(3,1,1,0)))))
9261 if (pushed_by_player && !game.use_change_when_pushing_bug)
9263 int push_side = MV_DIR_OPPOSITE(direction);
9264 struct PlayerInfo *player = PLAYERINFO(x, y);
9266 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
9267 player->index_bit, push_side);
9268 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
9269 player->index_bit, push_side);
9272 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
9273 MovDelay[newx][newy] = 1;
9275 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
9277 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
9280 if (ChangePage[newx][newy] != -1) /* delayed change */
9282 int page = ChangePage[newx][newy];
9283 struct ElementChangeInfo *change = &ei->change_page[page];
9285 ChangePage[newx][newy] = -1;
9287 if (change->can_change)
9289 if (ChangeElement(newx, newy, element, page))
9291 if (change->post_change_function)
9292 change->post_change_function(newx, newy);
9296 if (change->has_action)
9297 ExecuteCustomElementAction(newx, newy, element, page);
9301 TestIfElementHitsCustomElement(newx, newy, direction);
9302 TestIfPlayerTouchesCustomElement(newx, newy);
9303 TestIfElementTouchesCustomElement(newx, newy);
9305 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
9306 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
9307 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
9308 MV_DIR_OPPOSITE(direction));
9311 int AmoebeNachbarNr(int ax, int ay)
9314 int element = Feld[ax][ay];
9316 static int xy[4][2] =
9324 for (i = 0; i < NUM_DIRECTIONS; i++)
9326 int x = ax + xy[i][0];
9327 int y = ay + xy[i][1];
9329 if (!IN_LEV_FIELD(x, y))
9332 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
9333 group_nr = AmoebaNr[x][y];
9339 void AmoebenVereinigen(int ax, int ay)
9341 int i, x, y, xx, yy;
9342 int new_group_nr = AmoebaNr[ax][ay];
9343 static int xy[4][2] =
9351 if (new_group_nr == 0)
9354 for (i = 0; i < NUM_DIRECTIONS; i++)
9359 if (!IN_LEV_FIELD(x, y))
9362 if ((Feld[x][y] == EL_AMOEBA_FULL ||
9363 Feld[x][y] == EL_BD_AMOEBA ||
9364 Feld[x][y] == EL_AMOEBA_DEAD) &&
9365 AmoebaNr[x][y] != new_group_nr)
9367 int old_group_nr = AmoebaNr[x][y];
9369 if (old_group_nr == 0)
9372 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
9373 AmoebaCnt[old_group_nr] = 0;
9374 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
9375 AmoebaCnt2[old_group_nr] = 0;
9377 SCAN_PLAYFIELD(xx, yy)
9379 if (AmoebaNr[xx][yy] == old_group_nr)
9380 AmoebaNr[xx][yy] = new_group_nr;
9386 void AmoebeUmwandeln(int ax, int ay)
9390 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
9392 int group_nr = AmoebaNr[ax][ay];
9397 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
9398 printf("AmoebeUmwandeln(): This should never happen!\n");
9403 SCAN_PLAYFIELD(x, y)
9405 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9408 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
9412 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9413 SND_AMOEBA_TURNING_TO_GEM :
9414 SND_AMOEBA_TURNING_TO_ROCK));
9419 static int xy[4][2] =
9427 for (i = 0; i < NUM_DIRECTIONS; i++)
9432 if (!IN_LEV_FIELD(x, y))
9435 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
9437 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9438 SND_AMOEBA_TURNING_TO_GEM :
9439 SND_AMOEBA_TURNING_TO_ROCK));
9446 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
9449 int group_nr = AmoebaNr[ax][ay];
9450 boolean done = FALSE;
9455 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
9456 printf("AmoebeUmwandelnBD(): This should never happen!\n");
9461 SCAN_PLAYFIELD(x, y)
9463 if (AmoebaNr[x][y] == group_nr &&
9464 (Feld[x][y] == EL_AMOEBA_DEAD ||
9465 Feld[x][y] == EL_BD_AMOEBA ||
9466 Feld[x][y] == EL_AMOEBA_GROWING))
9469 Feld[x][y] = new_element;
9470 InitField(x, y, FALSE);
9471 TEST_DrawLevelField(x, y);
9477 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9478 SND_BD_AMOEBA_TURNING_TO_ROCK :
9479 SND_BD_AMOEBA_TURNING_TO_GEM));
9482 void AmoebeWaechst(int x, int y)
9484 static unsigned long sound_delay = 0;
9485 static unsigned long sound_delay_value = 0;
9487 if (!MovDelay[x][y]) /* start new growing cycle */
9491 if (DelayReached(&sound_delay, sound_delay_value))
9493 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9494 sound_delay_value = 30;
9498 if (MovDelay[x][y]) /* wait some time before growing bigger */
9501 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9503 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9504 6 - MovDelay[x][y]);
9506 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
9509 if (!MovDelay[x][y])
9511 Feld[x][y] = Store[x][y];
9513 TEST_DrawLevelField(x, y);
9518 void AmoebaDisappearing(int x, int y)
9520 static unsigned long sound_delay = 0;
9521 static unsigned long sound_delay_value = 0;
9523 if (!MovDelay[x][y]) /* start new shrinking cycle */
9527 if (DelayReached(&sound_delay, sound_delay_value))
9528 sound_delay_value = 30;
9531 if (MovDelay[x][y]) /* wait some time before shrinking */
9534 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9536 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9537 6 - MovDelay[x][y]);
9539 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
9542 if (!MovDelay[x][y])
9544 Feld[x][y] = EL_EMPTY;
9545 TEST_DrawLevelField(x, y);
9547 /* don't let mole enter this field in this cycle;
9548 (give priority to objects falling to this field from above) */
9554 void AmoebeAbleger(int ax, int ay)
9557 int element = Feld[ax][ay];
9558 int graphic = el2img(element);
9559 int newax = ax, neway = ay;
9560 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9561 static int xy[4][2] =
9569 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9571 Feld[ax][ay] = EL_AMOEBA_DEAD;
9572 TEST_DrawLevelField(ax, ay);
9576 if (IS_ANIMATED(graphic))
9577 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9579 if (!MovDelay[ax][ay]) /* start making new amoeba field */
9580 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9582 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
9585 if (MovDelay[ax][ay])
9589 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
9592 int x = ax + xy[start][0];
9593 int y = ay + xy[start][1];
9595 if (!IN_LEV_FIELD(x, y))
9598 if (IS_FREE(x, y) ||
9599 CAN_GROW_INTO(Feld[x][y]) ||
9600 Feld[x][y] == EL_QUICKSAND_EMPTY ||
9601 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
9607 if (newax == ax && neway == ay)
9610 else /* normal or "filled" (BD style) amoeba */
9613 boolean waiting_for_player = FALSE;
9615 for (i = 0; i < NUM_DIRECTIONS; i++)
9617 int j = (start + i) % 4;
9618 int x = ax + xy[j][0];
9619 int y = ay + xy[j][1];
9621 if (!IN_LEV_FIELD(x, y))
9624 if (IS_FREE(x, y) ||
9625 CAN_GROW_INTO(Feld[x][y]) ||
9626 Feld[x][y] == EL_QUICKSAND_EMPTY ||
9627 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
9633 else if (IS_PLAYER(x, y))
9634 waiting_for_player = TRUE;
9637 if (newax == ax && neway == ay) /* amoeba cannot grow */
9639 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9641 Feld[ax][ay] = EL_AMOEBA_DEAD;
9642 TEST_DrawLevelField(ax, ay);
9643 AmoebaCnt[AmoebaNr[ax][ay]]--;
9645 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
9647 if (element == EL_AMOEBA_FULL)
9648 AmoebeUmwandeln(ax, ay);
9649 else if (element == EL_BD_AMOEBA)
9650 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
9655 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9657 /* amoeba gets larger by growing in some direction */
9659 int new_group_nr = AmoebaNr[ax][ay];
9662 if (new_group_nr == 0)
9664 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
9665 printf("AmoebeAbleger(): This should never happen!\n");
9670 AmoebaNr[newax][neway] = new_group_nr;
9671 AmoebaCnt[new_group_nr]++;
9672 AmoebaCnt2[new_group_nr]++;
9674 /* if amoeba touches other amoeba(s) after growing, unify them */
9675 AmoebenVereinigen(newax, neway);
9677 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9679 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
9685 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9686 (neway == lev_fieldy - 1 && newax != ax))
9688 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
9689 Store[newax][neway] = element;
9691 else if (neway == ay || element == EL_EMC_DRIPPER)
9693 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
9695 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9699 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
9700 Feld[ax][ay] = EL_AMOEBA_DROPPING;
9701 Store[ax][ay] = EL_AMOEBA_DROP;
9702 ContinueMoving(ax, ay);
9706 TEST_DrawLevelField(newax, neway);
9709 void Life(int ax, int ay)
9713 int element = Feld[ax][ay];
9714 int graphic = el2img(element);
9715 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9717 boolean changed = FALSE;
9719 if (IS_ANIMATED(graphic))
9720 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9725 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
9726 MovDelay[ax][ay] = life_time;
9728 if (MovDelay[ax][ay]) /* wait some time before next cycle */
9731 if (MovDelay[ax][ay])
9735 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9737 int xx = ax+x1, yy = ay+y1;
9740 if (!IN_LEV_FIELD(xx, yy))
9743 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9745 int x = xx+x2, y = yy+y2;
9747 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9750 if (((Feld[x][y] == element ||
9751 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
9753 (IS_FREE(x, y) && Stop[x][y]))
9757 if (xx == ax && yy == ay) /* field in the middle */
9759 if (nachbarn < life_parameter[0] ||
9760 nachbarn > life_parameter[1])
9762 Feld[xx][yy] = EL_EMPTY;
9764 TEST_DrawLevelField(xx, yy);
9765 Stop[xx][yy] = TRUE;
9769 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
9770 { /* free border field */
9771 if (nachbarn >= life_parameter[2] &&
9772 nachbarn <= life_parameter[3])
9774 Feld[xx][yy] = element;
9775 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9777 TEST_DrawLevelField(xx, yy);
9778 Stop[xx][yy] = TRUE;
9785 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9786 SND_GAME_OF_LIFE_GROWING);
9789 static void InitRobotWheel(int x, int y)
9791 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9794 static void RunRobotWheel(int x, int y)
9796 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9799 static void StopRobotWheel(int x, int y)
9801 if (ZX == x && ZY == y)
9805 game.robot_wheel_active = FALSE;
9809 static void InitTimegateWheel(int x, int y)
9811 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9814 static void RunTimegateWheel(int x, int y)
9816 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9819 static void InitMagicBallDelay(int x, int y)
9822 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9824 ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1;
9828 static void ActivateMagicBall(int bx, int by)
9832 if (level.ball_random)
9834 int pos_border = RND(8); /* select one of the eight border elements */
9835 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9836 int xx = pos_content % 3;
9837 int yy = pos_content / 3;
9842 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9843 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9847 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9849 int xx = x - bx + 1;
9850 int yy = y - by + 1;
9852 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9853 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9857 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9860 void CheckExit(int x, int y)
9862 if (local_player->gems_still_needed > 0 ||
9863 local_player->sokobanfields_still_needed > 0 ||
9864 local_player->lights_still_needed > 0)
9866 int element = Feld[x][y];
9867 int graphic = el2img(element);
9869 if (IS_ANIMATED(graphic))
9870 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9875 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9878 Feld[x][y] = EL_EXIT_OPENING;
9880 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9883 void CheckExitEM(int x, int y)
9885 if (local_player->gems_still_needed > 0 ||
9886 local_player->sokobanfields_still_needed > 0 ||
9887 local_player->lights_still_needed > 0)
9889 int element = Feld[x][y];
9890 int graphic = el2img(element);
9892 if (IS_ANIMATED(graphic))
9893 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9898 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9901 Feld[x][y] = EL_EM_EXIT_OPENING;
9903 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9906 void CheckExitSteel(int x, int y)
9908 if (local_player->gems_still_needed > 0 ||
9909 local_player->sokobanfields_still_needed > 0 ||
9910 local_player->lights_still_needed > 0)
9912 int element = Feld[x][y];
9913 int graphic = el2img(element);
9915 if (IS_ANIMATED(graphic))
9916 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9921 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9924 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9926 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9929 void CheckExitSteelEM(int x, int y)
9931 if (local_player->gems_still_needed > 0 ||
9932 local_player->sokobanfields_still_needed > 0 ||
9933 local_player->lights_still_needed > 0)
9935 int element = Feld[x][y];
9936 int graphic = el2img(element);
9938 if (IS_ANIMATED(graphic))
9939 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9944 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9947 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9949 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9952 void CheckExitSP(int x, int y)
9954 if (local_player->gems_still_needed > 0)
9956 int element = Feld[x][y];
9957 int graphic = el2img(element);
9959 if (IS_ANIMATED(graphic))
9960 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9965 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9968 Feld[x][y] = EL_SP_EXIT_OPENING;
9970 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9973 static void CloseAllOpenTimegates()
9977 SCAN_PLAYFIELD(x, y)
9979 int element = Feld[x][y];
9981 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9983 Feld[x][y] = EL_TIMEGATE_CLOSING;
9985 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9990 void DrawTwinkleOnField(int x, int y)
9992 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9995 if (Feld[x][y] == EL_BD_DIAMOND)
9998 if (MovDelay[x][y] == 0) /* next animation frame */
9999 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
10001 if (MovDelay[x][y] != 0) /* wait some time before next frame */
10005 DrawLevelElementAnimation(x, y, Feld[x][y]);
10007 if (MovDelay[x][y] != 0)
10009 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
10010 10 - MovDelay[x][y]);
10012 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
10017 void MauerWaechst(int x, int y)
10021 if (!MovDelay[x][y]) /* next animation frame */
10022 MovDelay[x][y] = 3 * delay;
10024 if (MovDelay[x][y]) /* wait some time before next frame */
10028 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
10030 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
10031 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
10033 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
10036 if (!MovDelay[x][y])
10038 if (MovDir[x][y] == MV_LEFT)
10040 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
10041 TEST_DrawLevelField(x - 1, y);
10043 else if (MovDir[x][y] == MV_RIGHT)
10045 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
10046 TEST_DrawLevelField(x + 1, y);
10048 else if (MovDir[x][y] == MV_UP)
10050 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
10051 TEST_DrawLevelField(x, y - 1);
10055 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
10056 TEST_DrawLevelField(x, y + 1);
10059 Feld[x][y] = Store[x][y];
10061 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
10062 TEST_DrawLevelField(x, y);
10067 void MauerAbleger(int ax, int ay)
10069 int element = Feld[ax][ay];
10070 int graphic = el2img(element);
10071 boolean oben_frei = FALSE, unten_frei = FALSE;
10072 boolean links_frei = FALSE, rechts_frei = FALSE;
10073 boolean oben_massiv = FALSE, unten_massiv = FALSE;
10074 boolean links_massiv = FALSE, rechts_massiv = FALSE;
10075 boolean new_wall = FALSE;
10077 if (IS_ANIMATED(graphic))
10078 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
10080 if (!MovDelay[ax][ay]) /* start building new wall */
10081 MovDelay[ax][ay] = 6;
10083 if (MovDelay[ax][ay]) /* wait some time before building new wall */
10085 MovDelay[ax][ay]--;
10086 if (MovDelay[ax][ay])
10090 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
10092 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
10094 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
10096 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
10097 rechts_frei = TRUE;
10099 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
10100 element == EL_EXPANDABLE_WALL_ANY)
10104 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
10105 Store[ax][ay-1] = element;
10106 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
10107 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
10108 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
10109 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
10114 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
10115 Store[ax][ay+1] = element;
10116 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
10117 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
10118 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
10119 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
10124 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
10125 element == EL_EXPANDABLE_WALL_ANY ||
10126 element == EL_EXPANDABLE_WALL ||
10127 element == EL_BD_EXPANDABLE_WALL)
10131 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
10132 Store[ax-1][ay] = element;
10133 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
10134 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
10135 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
10136 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
10142 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
10143 Store[ax+1][ay] = element;
10144 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
10145 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
10146 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
10147 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
10152 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
10153 TEST_DrawLevelField(ax, ay);
10155 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
10156 oben_massiv = TRUE;
10157 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
10158 unten_massiv = TRUE;
10159 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
10160 links_massiv = TRUE;
10161 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
10162 rechts_massiv = TRUE;
10164 if (((oben_massiv && unten_massiv) ||
10165 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
10166 element == EL_EXPANDABLE_WALL) &&
10167 ((links_massiv && rechts_massiv) ||
10168 element == EL_EXPANDABLE_WALL_VERTICAL))
10169 Feld[ax][ay] = EL_WALL;
10172 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
10175 void MauerAblegerStahl(int ax, int ay)
10177 int element = Feld[ax][ay];
10178 int graphic = el2img(element);
10179 boolean oben_frei = FALSE, unten_frei = FALSE;
10180 boolean links_frei = FALSE, rechts_frei = FALSE;
10181 boolean oben_massiv = FALSE, unten_massiv = FALSE;
10182 boolean links_massiv = FALSE, rechts_massiv = FALSE;
10183 boolean new_wall = FALSE;
10185 if (IS_ANIMATED(graphic))
10186 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
10188 if (!MovDelay[ax][ay]) /* start building new wall */
10189 MovDelay[ax][ay] = 6;
10191 if (MovDelay[ax][ay]) /* wait some time before building new wall */
10193 MovDelay[ax][ay]--;
10194 if (MovDelay[ax][ay])
10198 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
10200 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
10202 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
10204 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
10205 rechts_frei = TRUE;
10207 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
10208 element == EL_EXPANDABLE_STEELWALL_ANY)
10212 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
10213 Store[ax][ay-1] = element;
10214 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
10215 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
10216 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
10217 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
10222 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
10223 Store[ax][ay+1] = element;
10224 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
10225 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
10226 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
10227 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
10232 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
10233 element == EL_EXPANDABLE_STEELWALL_ANY)
10237 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
10238 Store[ax-1][ay] = element;
10239 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
10240 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
10241 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
10242 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
10248 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
10249 Store[ax+1][ay] = element;
10250 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
10251 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
10252 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
10253 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
10258 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
10259 oben_massiv = TRUE;
10260 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
10261 unten_massiv = TRUE;
10262 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
10263 links_massiv = TRUE;
10264 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
10265 rechts_massiv = TRUE;
10267 if (((oben_massiv && unten_massiv) ||
10268 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
10269 ((links_massiv && rechts_massiv) ||
10270 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
10271 Feld[ax][ay] = EL_STEELWALL;
10274 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
10277 void CheckForDragon(int x, int y)
10280 boolean dragon_found = FALSE;
10281 static int xy[4][2] =
10289 for (i = 0; i < NUM_DIRECTIONS; i++)
10291 for (j = 0; j < 4; j++)
10293 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
10295 if (IN_LEV_FIELD(xx, yy) &&
10296 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
10298 if (Feld[xx][yy] == EL_DRAGON)
10299 dragon_found = TRUE;
10308 for (i = 0; i < NUM_DIRECTIONS; i++)
10310 for (j = 0; j < 3; j++)
10312 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
10314 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
10316 Feld[xx][yy] = EL_EMPTY;
10317 TEST_DrawLevelField(xx, yy);
10326 static void InitBuggyBase(int x, int y)
10328 int element = Feld[x][y];
10329 int activating_delay = FRAMES_PER_SECOND / 4;
10331 ChangeDelay[x][y] =
10332 (element == EL_SP_BUGGY_BASE ?
10333 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
10334 element == EL_SP_BUGGY_BASE_ACTIVATING ?
10336 element == EL_SP_BUGGY_BASE_ACTIVE ?
10337 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
10340 static void WarnBuggyBase(int x, int y)
10343 static int xy[4][2] =
10351 for (i = 0; i < NUM_DIRECTIONS; i++)
10353 int xx = x + xy[i][0];
10354 int yy = y + xy[i][1];
10356 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
10358 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
10365 static void InitTrap(int x, int y)
10367 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
10370 static void ActivateTrap(int x, int y)
10372 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
10375 static void ChangeActiveTrap(int x, int y)
10377 int graphic = IMG_TRAP_ACTIVE;
10379 /* if new animation frame was drawn, correct crumbled sand border */
10380 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
10381 TEST_DrawLevelFieldCrumbled(x, y);
10384 static int getSpecialActionElement(int element, int number, int base_element)
10386 return (element != EL_EMPTY ? element :
10387 number != -1 ? base_element + number - 1 :
10391 static int getModifiedActionNumber(int value_old, int operator, int operand,
10392 int value_min, int value_max)
10394 int value_new = (operator == CA_MODE_SET ? operand :
10395 operator == CA_MODE_ADD ? value_old + operand :
10396 operator == CA_MODE_SUBTRACT ? value_old - operand :
10397 operator == CA_MODE_MULTIPLY ? value_old * operand :
10398 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
10399 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
10402 return (value_new < value_min ? value_min :
10403 value_new > value_max ? value_max :
10407 static void ExecuteCustomElementAction(int x, int y, int element, int page)
10409 struct ElementInfo *ei = &element_info[element];
10410 struct ElementChangeInfo *change = &ei->change_page[page];
10411 int target_element = change->target_element;
10412 int action_type = change->action_type;
10413 int action_mode = change->action_mode;
10414 int action_arg = change->action_arg;
10415 int action_element = change->action_element;
10418 if (!change->has_action)
10421 /* ---------- determine action paramater values -------------------------- */
10423 int level_time_value =
10424 (level.time > 0 ? TimeLeft :
10427 int action_arg_element_raw =
10428 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
10429 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10430 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
10431 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
10432 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
10433 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
10434 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
10436 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
10439 if (action_arg_element_raw == EL_GROUP_START)
10440 printf("::: %d,%d: %d ('%s')\n", x, y, element, EL_NAME(element));
10443 int action_arg_direction =
10444 (action_arg >= CA_ARG_DIRECTION_LEFT &&
10445 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10446 action_arg == CA_ARG_DIRECTION_TRIGGER ?
10447 change->actual_trigger_side :
10448 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10449 MV_DIR_OPPOSITE(change->actual_trigger_side) :
10452 int action_arg_number_min =
10453 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10456 int action_arg_number_max =
10457 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10458 action_type == CA_SET_LEVEL_GEMS ? 999 :
10459 action_type == CA_SET_LEVEL_TIME ? 9999 :
10460 action_type == CA_SET_LEVEL_SCORE ? 99999 :
10461 action_type == CA_SET_CE_VALUE ? 9999 :
10462 action_type == CA_SET_CE_SCORE ? 9999 :
10465 int action_arg_number_reset =
10466 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10467 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10468 action_type == CA_SET_LEVEL_TIME ? level.time :
10469 action_type == CA_SET_LEVEL_SCORE ? 0 :
10470 #if USE_NEW_CUSTOM_VALUE
10471 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10473 action_type == CA_SET_CE_VALUE ? ei->custom_value_initial :
10475 action_type == CA_SET_CE_SCORE ? 0 :
10478 int action_arg_number =
10479 (action_arg <= CA_ARG_MAX ? action_arg :
10480 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10481 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10482 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10483 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10484 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10485 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10486 #if USE_NEW_CUSTOM_VALUE
10487 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10489 action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
10491 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10492 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10493 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10494 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
10495 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
10496 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10497 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10498 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
10499 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10500 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10501 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
10502 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10503 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10504 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
10507 int action_arg_number_old =
10508 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
10509 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10510 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
10511 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10512 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10515 int action_arg_number_new =
10516 getModifiedActionNumber(action_arg_number_old,
10517 action_mode, action_arg_number,
10518 action_arg_number_min, action_arg_number_max);
10521 int trigger_player_bits =
10522 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
10523 change->actual_trigger_player_bits : change->trigger_player);
10525 int trigger_player_bits =
10526 (change->actual_trigger_player >= EL_PLAYER_1 &&
10527 change->actual_trigger_player <= EL_PLAYER_4 ?
10528 (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
10532 int action_arg_player_bits =
10533 (action_arg >= CA_ARG_PLAYER_1 &&
10534 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10535 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10536 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10539 /* ---------- execute action -------------------------------------------- */
10541 switch (action_type)
10548 /* ---------- level actions ------------------------------------------- */
10550 case CA_RESTART_LEVEL:
10552 game.restart_level = TRUE;
10557 case CA_SHOW_ENVELOPE:
10559 int element = getSpecialActionElement(action_arg_element,
10560 action_arg_number, EL_ENVELOPE_1);
10562 if (IS_ENVELOPE(element))
10563 local_player->show_envelope = element;
10568 case CA_SET_LEVEL_TIME:
10570 if (level.time > 0) /* only modify limited time value */
10572 TimeLeft = action_arg_number_new;
10575 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10577 DisplayGameControlValues();
10579 DrawGameValue_Time(TimeLeft);
10582 if (!TimeLeft && setup.time_limit)
10583 for (i = 0; i < MAX_PLAYERS; i++)
10584 KillPlayer(&stored_player[i]);
10590 case CA_SET_LEVEL_SCORE:
10592 local_player->score = action_arg_number_new;
10595 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
10597 DisplayGameControlValues();
10599 DrawGameValue_Score(local_player->score);
10605 case CA_SET_LEVEL_GEMS:
10607 local_player->gems_still_needed = action_arg_number_new;
10610 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
10612 DisplayGameControlValues();
10614 DrawGameValue_Emeralds(local_player->gems_still_needed);
10620 #if !USE_PLAYER_GRAVITY
10621 case CA_SET_LEVEL_GRAVITY:
10623 game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10624 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10625 action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity :
10631 case CA_SET_LEVEL_WIND:
10633 game.wind_direction = action_arg_direction;
10638 case CA_SET_LEVEL_RANDOM_SEED:
10641 /* ensure that setting a new random seed while playing is predictable */
10642 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10644 InitRND(action_arg_number_new);
10648 printf("::: %d -> %d\n", action_arg_number_new, RND(10));
10656 for (i = 0; i < 9; i++)
10657 printf("%d, ", RND(2));
10665 /* ---------- player actions ------------------------------------------ */
10667 case CA_MOVE_PLAYER:
10669 /* automatically move to the next field in specified direction */
10670 for (i = 0; i < MAX_PLAYERS; i++)
10671 if (trigger_player_bits & (1 << i))
10672 stored_player[i].programmed_action = action_arg_direction;
10677 case CA_EXIT_PLAYER:
10679 for (i = 0; i < MAX_PLAYERS; i++)
10680 if (action_arg_player_bits & (1 << i))
10681 PlayerWins(&stored_player[i]);
10686 case CA_KILL_PLAYER:
10688 for (i = 0; i < MAX_PLAYERS; i++)
10689 if (action_arg_player_bits & (1 << i))
10690 KillPlayer(&stored_player[i]);
10695 case CA_SET_PLAYER_KEYS:
10697 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10698 int element = getSpecialActionElement(action_arg_element,
10699 action_arg_number, EL_KEY_1);
10701 if (IS_KEY(element))
10703 for (i = 0; i < MAX_PLAYERS; i++)
10705 if (trigger_player_bits & (1 << i))
10707 stored_player[i].key[KEY_NR(element)] = key_state;
10709 DrawGameDoorValues();
10717 case CA_SET_PLAYER_SPEED:
10720 printf("::: trigger_player_bits == %d\n", trigger_player_bits);
10723 for (i = 0; i < MAX_PLAYERS; i++)
10725 if (trigger_player_bits & (1 << i))
10727 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10729 if (action_arg == CA_ARG_SPEED_FASTER &&
10730 stored_player[i].cannot_move)
10732 action_arg_number = STEPSIZE_VERY_SLOW;
10734 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10735 action_arg == CA_ARG_SPEED_FASTER)
10737 action_arg_number = 2;
10738 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10741 else if (action_arg == CA_ARG_NUMBER_RESET)
10743 action_arg_number = level.initial_player_stepsize[i];
10747 getModifiedActionNumber(move_stepsize,
10750 action_arg_number_min,
10751 action_arg_number_max);
10753 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10760 case CA_SET_PLAYER_SHIELD:
10762 for (i = 0; i < MAX_PLAYERS; i++)
10764 if (trigger_player_bits & (1 << i))
10766 if (action_arg == CA_ARG_SHIELD_OFF)
10768 stored_player[i].shield_normal_time_left = 0;
10769 stored_player[i].shield_deadly_time_left = 0;
10771 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10773 stored_player[i].shield_normal_time_left = 999999;
10775 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10777 stored_player[i].shield_normal_time_left = 999999;
10778 stored_player[i].shield_deadly_time_left = 999999;
10786 #if USE_PLAYER_GRAVITY
10787 case CA_SET_PLAYER_GRAVITY:
10789 for (i = 0; i < MAX_PLAYERS; i++)
10791 if (trigger_player_bits & (1 << i))
10793 stored_player[i].gravity =
10794 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10795 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10796 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10797 stored_player[i].gravity);
10805 case CA_SET_PLAYER_ARTWORK:
10807 for (i = 0; i < MAX_PLAYERS; i++)
10809 if (trigger_player_bits & (1 << i))
10811 int artwork_element = action_arg_element;
10813 if (action_arg == CA_ARG_ELEMENT_RESET)
10815 (level.use_artwork_element[i] ? level.artwork_element[i] :
10816 stored_player[i].element_nr);
10818 #if USE_GFX_RESET_PLAYER_ARTWORK
10819 if (stored_player[i].artwork_element != artwork_element)
10820 stored_player[i].Frame = 0;
10823 stored_player[i].artwork_element = artwork_element;
10825 SetPlayerWaiting(&stored_player[i], FALSE);
10827 /* set number of special actions for bored and sleeping animation */
10828 stored_player[i].num_special_action_bored =
10829 get_num_special_action(artwork_element,
10830 ACTION_BORING_1, ACTION_BORING_LAST);
10831 stored_player[i].num_special_action_sleeping =
10832 get_num_special_action(artwork_element,
10833 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10840 case CA_SET_PLAYER_INVENTORY:
10842 for (i = 0; i < MAX_PLAYERS; i++)
10844 struct PlayerInfo *player = &stored_player[i];
10847 if (trigger_player_bits & (1 << i))
10849 int inventory_element = action_arg_element;
10851 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10852 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10853 action_arg == CA_ARG_ELEMENT_ACTION)
10855 int element = inventory_element;
10856 int collect_count = element_info[element].collect_count_initial;
10858 if (!IS_CUSTOM_ELEMENT(element))
10861 if (collect_count == 0)
10862 player->inventory_infinite_element = element;
10864 for (k = 0; k < collect_count; k++)
10865 if (player->inventory_size < MAX_INVENTORY_SIZE)
10866 player->inventory_element[player->inventory_size++] =
10869 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10870 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10871 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10873 if (player->inventory_infinite_element != EL_UNDEFINED &&
10874 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10875 action_arg_element_raw))
10876 player->inventory_infinite_element = EL_UNDEFINED;
10878 for (k = 0, j = 0; j < player->inventory_size; j++)
10880 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10881 action_arg_element_raw))
10882 player->inventory_element[k++] = player->inventory_element[j];
10885 player->inventory_size = k;
10887 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10889 if (player->inventory_size > 0)
10891 for (j = 0; j < player->inventory_size - 1; j++)
10892 player->inventory_element[j] = player->inventory_element[j + 1];
10894 player->inventory_size--;
10897 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10899 if (player->inventory_size > 0)
10900 player->inventory_size--;
10902 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10904 player->inventory_infinite_element = EL_UNDEFINED;
10905 player->inventory_size = 0;
10907 else if (action_arg == CA_ARG_INVENTORY_RESET)
10909 player->inventory_infinite_element = EL_UNDEFINED;
10910 player->inventory_size = 0;
10912 if (level.use_initial_inventory[i])
10914 for (j = 0; j < level.initial_inventory_size[i]; j++)
10916 int element = level.initial_inventory_content[i][j];
10917 int collect_count = element_info[element].collect_count_initial;
10919 if (!IS_CUSTOM_ELEMENT(element))
10922 if (collect_count == 0)
10923 player->inventory_infinite_element = element;
10925 for (k = 0; k < collect_count; k++)
10926 if (player->inventory_size < MAX_INVENTORY_SIZE)
10927 player->inventory_element[player->inventory_size++] =
10938 /* ---------- CE actions ---------------------------------------------- */
10940 case CA_SET_CE_VALUE:
10942 #if USE_NEW_CUSTOM_VALUE
10943 int last_ce_value = CustomValue[x][y];
10945 CustomValue[x][y] = action_arg_number_new;
10947 if (CustomValue[x][y] != last_ce_value)
10949 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10950 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10952 if (CustomValue[x][y] == 0)
10954 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10955 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10963 case CA_SET_CE_SCORE:
10965 #if USE_NEW_CUSTOM_VALUE
10966 int last_ce_score = ei->collect_score;
10968 ei->collect_score = action_arg_number_new;
10970 if (ei->collect_score != last_ce_score)
10972 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10973 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10975 if (ei->collect_score == 0)
10979 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10980 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10983 This is a very special case that seems to be a mixture between
10984 CheckElementChange() and CheckTriggeredElementChange(): while
10985 the first one only affects single elements that are triggered
10986 directly, the second one affects multiple elements in the playfield
10987 that are triggered indirectly by another element. This is a third
10988 case: Changing the CE score always affects multiple identical CEs,
10989 so every affected CE must be checked, not only the single CE for
10990 which the CE score was changed in the first place (as every instance
10991 of that CE shares the same CE score, and therefore also can change)!
10993 SCAN_PLAYFIELD(xx, yy)
10995 if (Feld[xx][yy] == element)
10996 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10997 CE_SCORE_GETS_ZERO);
11006 case CA_SET_CE_ARTWORK:
11008 int artwork_element = action_arg_element;
11009 boolean reset_frame = FALSE;
11012 if (action_arg == CA_ARG_ELEMENT_RESET)
11013 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
11016 if (ei->gfx_element != artwork_element)
11017 reset_frame = TRUE;
11019 ei->gfx_element = artwork_element;
11021 SCAN_PLAYFIELD(xx, yy)
11023 if (Feld[xx][yy] == element)
11027 ResetGfxAnimation(xx, yy);
11028 ResetRandomAnimationValue(xx, yy);
11031 TEST_DrawLevelField(xx, yy);
11038 /* ---------- engine actions ------------------------------------------ */
11040 case CA_SET_ENGINE_SCAN_MODE:
11042 InitPlayfieldScanMode(action_arg);
11052 static void CreateFieldExt(int x, int y, int element, boolean is_change)
11054 int old_element = Feld[x][y];
11055 int new_element = GetElementFromGroupElement(element);
11056 int previous_move_direction = MovDir[x][y];
11057 #if USE_NEW_CUSTOM_VALUE
11058 int last_ce_value = CustomValue[x][y];
11060 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
11061 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
11062 boolean add_player_onto_element = (new_element_is_player &&
11063 #if USE_CODE_THAT_BREAKS_SNAKE_BITE
11064 /* this breaks SnakeBite when a snake is
11065 halfway through a door that closes */
11066 /* NOW FIXED AT LEVEL INIT IN files.c */
11067 new_element != EL_SOKOBAN_FIELD_PLAYER &&
11069 IS_WALKABLE(old_element));
11072 /* check if element under the player changes from accessible to unaccessible
11073 (needed for special case of dropping element which then changes) */
11074 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
11075 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
11083 if (!add_player_onto_element)
11085 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
11086 RemoveMovingField(x, y);
11090 Feld[x][y] = new_element;
11092 #if !USE_GFX_RESET_GFX_ANIMATION
11093 ResetGfxAnimation(x, y);
11094 ResetRandomAnimationValue(x, y);
11097 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
11098 MovDir[x][y] = previous_move_direction;
11100 #if USE_NEW_CUSTOM_VALUE
11101 if (element_info[new_element].use_last_ce_value)
11102 CustomValue[x][y] = last_ce_value;
11105 InitField_WithBug1(x, y, FALSE);
11107 new_element = Feld[x][y]; /* element may have changed */
11109 #if USE_GFX_RESET_GFX_ANIMATION
11110 ResetGfxAnimation(x, y);
11111 ResetRandomAnimationValue(x, y);
11114 TEST_DrawLevelField(x, y);
11116 if (GFX_CRUMBLED(new_element))
11117 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
11121 /* check if element under the player changes from accessible to unaccessible
11122 (needed for special case of dropping element which then changes) */
11123 /* (must be checked after creating new element for walkable group elements) */
11124 #if USE_FIX_KILLED_BY_NON_WALKABLE
11125 if (IS_PLAYER(x, y) && !player_explosion_protected &&
11126 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
11133 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
11134 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
11143 /* "ChangeCount" not set yet to allow "entered by player" change one time */
11144 if (new_element_is_player)
11145 RelocatePlayer(x, y, new_element);
11148 ChangeCount[x][y]++; /* count number of changes in the same frame */
11150 TestIfBadThingTouchesPlayer(x, y);
11151 TestIfPlayerTouchesCustomElement(x, y);
11152 TestIfElementTouchesCustomElement(x, y);
11155 static void CreateField(int x, int y, int element)
11157 CreateFieldExt(x, y, element, FALSE);
11160 static void CreateElementFromChange(int x, int y, int element)
11162 element = GET_VALID_RUNTIME_ELEMENT(element);
11164 #if USE_STOP_CHANGED_ELEMENTS
11165 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11167 int old_element = Feld[x][y];
11169 /* prevent changed element from moving in same engine frame
11170 unless both old and new element can either fall or move */
11171 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
11172 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
11177 CreateFieldExt(x, y, element, TRUE);
11180 static boolean ChangeElement(int x, int y, int element, int page)
11182 struct ElementInfo *ei = &element_info[element];
11183 struct ElementChangeInfo *change = &ei->change_page[page];
11184 int ce_value = CustomValue[x][y];
11185 int ce_score = ei->collect_score;
11186 int target_element;
11187 int old_element = Feld[x][y];
11189 /* always use default change event to prevent running into a loop */
11190 if (ChangeEvent[x][y] == -1)
11191 ChangeEvent[x][y] = CE_DELAY;
11193 if (ChangeEvent[x][y] == CE_DELAY)
11195 /* reset actual trigger element, trigger player and action element */
11196 change->actual_trigger_element = EL_EMPTY;
11197 change->actual_trigger_player = EL_EMPTY;
11198 change->actual_trigger_player_bits = CH_PLAYER_NONE;
11199 change->actual_trigger_side = CH_SIDE_NONE;
11200 change->actual_trigger_ce_value = 0;
11201 change->actual_trigger_ce_score = 0;
11204 /* do not change elements more than a specified maximum number of changes */
11205 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
11208 ChangeCount[x][y]++; /* count number of changes in the same frame */
11210 if (change->explode)
11217 if (change->use_target_content)
11219 boolean complete_replace = TRUE;
11220 boolean can_replace[3][3];
11223 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
11226 boolean is_walkable;
11227 boolean is_diggable;
11228 boolean is_collectible;
11229 boolean is_removable;
11230 boolean is_destructible;
11231 int ex = x + xx - 1;
11232 int ey = y + yy - 1;
11233 int content_element = change->target_content.e[xx][yy];
11236 can_replace[xx][yy] = TRUE;
11238 if (ex == x && ey == y) /* do not check changing element itself */
11241 if (content_element == EL_EMPTY_SPACE)
11243 can_replace[xx][yy] = FALSE; /* do not replace border with space */
11248 if (!IN_LEV_FIELD(ex, ey))
11250 can_replace[xx][yy] = FALSE;
11251 complete_replace = FALSE;
11258 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
11259 e = MovingOrBlocked2Element(ex, ey);
11261 is_empty = (IS_FREE(ex, ey) ||
11262 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
11264 is_walkable = (is_empty || IS_WALKABLE(e));
11265 is_diggable = (is_empty || IS_DIGGABLE(e));
11266 is_collectible = (is_empty || IS_COLLECTIBLE(e));
11267 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
11268 is_removable = (is_diggable || is_collectible);
11270 can_replace[xx][yy] =
11271 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
11272 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
11273 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
11274 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
11275 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
11276 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
11277 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
11279 if (!can_replace[xx][yy])
11280 complete_replace = FALSE;
11283 if (!change->only_if_complete || complete_replace)
11285 boolean something_has_changed = FALSE;
11287 if (change->only_if_complete && change->use_random_replace &&
11288 RND(100) < change->random_percentage)
11291 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
11293 int ex = x + xx - 1;
11294 int ey = y + yy - 1;
11295 int content_element;
11297 if (can_replace[xx][yy] && (!change->use_random_replace ||
11298 RND(100) < change->random_percentage))
11300 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
11301 RemoveMovingField(ex, ey);
11303 ChangeEvent[ex][ey] = ChangeEvent[x][y];
11305 content_element = change->target_content.e[xx][yy];
11306 target_element = GET_TARGET_ELEMENT(element, content_element, change,
11307 ce_value, ce_score);
11309 CreateElementFromChange(ex, ey, target_element);
11311 something_has_changed = TRUE;
11313 /* for symmetry reasons, freeze newly created border elements */
11314 if (ex != x || ey != y)
11315 Stop[ex][ey] = TRUE; /* no more moving in this frame */
11319 if (something_has_changed)
11321 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
11322 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
11328 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
11329 ce_value, ce_score);
11331 if (element == EL_DIAGONAL_GROWING ||
11332 element == EL_DIAGONAL_SHRINKING)
11334 target_element = Store[x][y];
11336 Store[x][y] = EL_EMPTY;
11339 CreateElementFromChange(x, y, target_element);
11341 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
11342 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
11345 /* this uses direct change before indirect change */
11346 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
11351 #if USE_NEW_DELAYED_ACTION
11353 static void HandleElementChange(int x, int y, int page)
11355 int element = MovingOrBlocked2Element(x, y);
11356 struct ElementInfo *ei = &element_info[element];
11357 struct ElementChangeInfo *change = &ei->change_page[page];
11358 boolean handle_action_before_change = FALSE;
11361 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
11362 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
11365 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
11366 x, y, element, element_info[element].token_name);
11367 printf("HandleElementChange(): This should never happen!\n");
11372 /* this can happen with classic bombs on walkable, changing elements */
11373 if (!CAN_CHANGE_OR_HAS_ACTION(element))
11376 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
11377 ChangeDelay[x][y] = 0;
11383 if (ChangeDelay[x][y] == 0) /* initialize element change */
11385 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
11387 if (change->can_change)
11390 /* !!! not clear why graphic animation should be reset at all here !!! */
11391 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
11392 #if USE_GFX_RESET_WHEN_NOT_MOVING
11393 /* when a custom element is about to change (for example by change delay),
11394 do not reset graphic animation when the custom element is moving */
11395 if (!IS_MOVING(x, y))
11398 ResetGfxAnimation(x, y);
11399 ResetRandomAnimationValue(x, y);
11403 if (change->pre_change_function)
11404 change->pre_change_function(x, y);
11408 ChangeDelay[x][y]--;
11410 if (ChangeDelay[x][y] != 0) /* continue element change */
11412 if (change->can_change)
11414 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11416 if (IS_ANIMATED(graphic))
11417 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11419 if (change->change_function)
11420 change->change_function(x, y);
11423 else /* finish element change */
11425 if (ChangePage[x][y] != -1) /* remember page from delayed change */
11427 page = ChangePage[x][y];
11428 ChangePage[x][y] = -1;
11430 change = &ei->change_page[page];
11433 if (IS_MOVING(x, y)) /* never change a running system ;-) */
11435 ChangeDelay[x][y] = 1; /* try change after next move step */
11436 ChangePage[x][y] = page; /* remember page to use for change */
11442 /* special case: set new level random seed before changing element */
11443 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
11444 handle_action_before_change = TRUE;
11446 if (change->has_action && handle_action_before_change)
11447 ExecuteCustomElementAction(x, y, element, page);
11450 if (change->can_change)
11452 if (ChangeElement(x, y, element, page))
11454 if (change->post_change_function)
11455 change->post_change_function(x, y);
11459 if (change->has_action && !handle_action_before_change)
11460 ExecuteCustomElementAction(x, y, element, page);
11466 static void HandleElementChange(int x, int y, int page)
11468 int element = MovingOrBlocked2Element(x, y);
11469 struct ElementInfo *ei = &element_info[element];
11470 struct ElementChangeInfo *change = &ei->change_page[page];
11473 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
11476 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
11477 x, y, element, element_info[element].token_name);
11478 printf("HandleElementChange(): This should never happen!\n");
11483 /* this can happen with classic bombs on walkable, changing elements */
11484 if (!CAN_CHANGE(element))
11487 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
11488 ChangeDelay[x][y] = 0;
11494 if (ChangeDelay[x][y] == 0) /* initialize element change */
11496 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
11498 ResetGfxAnimation(x, y);
11499 ResetRandomAnimationValue(x, y);
11501 if (change->pre_change_function)
11502 change->pre_change_function(x, y);
11505 ChangeDelay[x][y]--;
11507 if (ChangeDelay[x][y] != 0) /* continue element change */
11509 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11511 if (IS_ANIMATED(graphic))
11512 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11514 if (change->change_function)
11515 change->change_function(x, y);
11517 else /* finish element change */
11519 if (ChangePage[x][y] != -1) /* remember page from delayed change */
11521 page = ChangePage[x][y];
11522 ChangePage[x][y] = -1;
11524 change = &ei->change_page[page];
11527 if (IS_MOVING(x, y)) /* never change a running system ;-) */
11529 ChangeDelay[x][y] = 1; /* try change after next move step */
11530 ChangePage[x][y] = page; /* remember page to use for change */
11535 if (ChangeElement(x, y, element, page))
11537 if (change->post_change_function)
11538 change->post_change_function(x, y);
11545 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
11546 int trigger_element,
11548 int trigger_player,
11552 boolean change_done_any = FALSE;
11553 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
11556 if (!(trigger_events[trigger_element][trigger_event]))
11560 printf("::: CheckTriggeredElementChangeExt %d ... [%d, %d, %d, '%s']\n",
11561 trigger_event, recursion_loop_depth, recursion_loop_detected,
11562 recursion_loop_element, EL_NAME(recursion_loop_element));
11565 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11567 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
11569 int element = EL_CUSTOM_START + i;
11570 boolean change_done = FALSE;
11573 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11574 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11577 for (p = 0; p < element_info[element].num_change_pages; p++)
11579 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11581 if (change->can_change_or_has_action &&
11582 change->has_event[trigger_event] &&
11583 change->trigger_side & trigger_side &&
11584 change->trigger_player & trigger_player &&
11585 change->trigger_page & trigger_page_bits &&
11586 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11588 change->actual_trigger_element = trigger_element;
11589 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11590 change->actual_trigger_player_bits = trigger_player;
11591 change->actual_trigger_side = trigger_side;
11592 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11593 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11596 printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d\n",
11597 element, EL_NAME(element), p);
11600 if ((change->can_change && !change_done) || change->has_action)
11604 SCAN_PLAYFIELD(x, y)
11606 if (Feld[x][y] == element)
11608 if (change->can_change && !change_done)
11610 #if USE_FIX_NO_ACTION_AFTER_CHANGE
11611 /* if element already changed in this frame, not only prevent
11612 another element change (checked in ChangeElement()), but
11613 also prevent additional element actions for this element */
11615 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11616 !level.use_action_after_change_bug)
11621 printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- CHANGE\n",
11622 element, EL_NAME(element), p);
11625 ChangeDelay[x][y] = 1;
11626 ChangeEvent[x][y] = trigger_event;
11628 HandleElementChange(x, y, p);
11630 #if USE_NEW_DELAYED_ACTION
11631 else if (change->has_action)
11633 #if USE_FIX_NO_ACTION_AFTER_CHANGE
11634 /* if element already changed in this frame, not only prevent
11635 another element change (checked in ChangeElement()), but
11636 also prevent additional element actions for this element */
11638 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11639 !level.use_action_after_change_bug)
11645 printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- ACTION\n",
11646 element, EL_NAME(element), p);
11649 ExecuteCustomElementAction(x, y, element, p);
11650 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11653 if (change->has_action)
11655 ExecuteCustomElementAction(x, y, element, p);
11656 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11662 if (change->can_change)
11664 change_done = TRUE;
11665 change_done_any = TRUE;
11668 printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- DONE\n",
11669 element, EL_NAME(element), p);
11678 RECURSION_LOOP_DETECTION_END();
11680 return change_done_any;
11683 static boolean CheckElementChangeExt(int x, int y,
11685 int trigger_element,
11687 int trigger_player,
11690 boolean change_done = FALSE;
11693 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11694 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11697 if (Feld[x][y] == EL_BLOCKED)
11699 Blocked2Moving(x, y, &x, &y);
11700 element = Feld[x][y];
11704 /* check if element has already changed */
11705 if (Feld[x][y] != element)
11708 /* check if element has already changed or is about to change after moving */
11709 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11710 Feld[x][y] != element) ||
11712 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11713 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11714 ChangePage[x][y] != -1)))
11719 printf("::: CheckElementChangeExt %d ... [%d, %d, %d, '%s']\n",
11720 trigger_event, recursion_loop_depth, recursion_loop_detected,
11721 recursion_loop_element, EL_NAME(recursion_loop_element));
11724 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11727 printf("::: X: trigger_player_bits == %d\n", trigger_player);
11730 for (p = 0; p < element_info[element].num_change_pages; p++)
11732 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11734 /* check trigger element for all events where the element that is checked
11735 for changing interacts with a directly adjacent element -- this is
11736 different to element changes that affect other elements to change on the
11737 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11738 boolean check_trigger_element =
11739 (trigger_event == CE_TOUCHING_X ||
11740 trigger_event == CE_HITTING_X ||
11741 trigger_event == CE_HIT_BY_X ||
11743 /* this one was forgotten until 3.2.3 */
11744 trigger_event == CE_DIGGING_X);
11747 if (change->can_change_or_has_action &&
11748 change->has_event[trigger_event] &&
11749 change->trigger_side & trigger_side &&
11750 change->trigger_player & trigger_player &&
11751 (!check_trigger_element ||
11752 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11754 change->actual_trigger_element = trigger_element;
11755 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11756 change->actual_trigger_player_bits = trigger_player;
11757 change->actual_trigger_side = trigger_side;
11758 change->actual_trigger_ce_value = CustomValue[x][y];
11759 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11761 /* special case: trigger element not at (x,y) position for some events */
11762 if (check_trigger_element)
11774 { 0, 0 }, { 0, 0 }, { 0, 0 },
11778 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11779 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11781 change->actual_trigger_ce_value = CustomValue[xx][yy];
11782 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11785 if (change->can_change && !change_done)
11787 ChangeDelay[x][y] = 1;
11788 ChangeEvent[x][y] = trigger_event;
11790 HandleElementChange(x, y, p);
11792 change_done = TRUE;
11794 #if USE_NEW_DELAYED_ACTION
11795 else if (change->has_action)
11797 ExecuteCustomElementAction(x, y, element, p);
11798 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11801 if (change->has_action)
11803 ExecuteCustomElementAction(x, y, element, p);
11804 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11810 RECURSION_LOOP_DETECTION_END();
11812 return change_done;
11815 static void PlayPlayerSound(struct PlayerInfo *player)
11817 int jx = player->jx, jy = player->jy;
11818 int sound_element = player->artwork_element;
11819 int last_action = player->last_action_waiting;
11820 int action = player->action_waiting;
11822 if (player->is_waiting)
11824 if (action != last_action)
11825 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11827 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11831 if (action != last_action)
11832 StopSound(element_info[sound_element].sound[last_action]);
11834 if (last_action == ACTION_SLEEPING)
11835 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11839 static void PlayAllPlayersSound()
11843 for (i = 0; i < MAX_PLAYERS; i++)
11844 if (stored_player[i].active)
11845 PlayPlayerSound(&stored_player[i]);
11848 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11850 boolean last_waiting = player->is_waiting;
11851 int move_dir = player->MovDir;
11853 player->dir_waiting = move_dir;
11854 player->last_action_waiting = player->action_waiting;
11858 if (!last_waiting) /* not waiting -> waiting */
11860 player->is_waiting = TRUE;
11862 player->frame_counter_bored =
11864 game.player_boring_delay_fixed +
11865 GetSimpleRandom(game.player_boring_delay_random);
11866 player->frame_counter_sleeping =
11868 game.player_sleeping_delay_fixed +
11869 GetSimpleRandom(game.player_sleeping_delay_random);
11871 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11874 if (game.player_sleeping_delay_fixed +
11875 game.player_sleeping_delay_random > 0 &&
11876 player->anim_delay_counter == 0 &&
11877 player->post_delay_counter == 0 &&
11878 FrameCounter >= player->frame_counter_sleeping)
11879 player->is_sleeping = TRUE;
11880 else if (game.player_boring_delay_fixed +
11881 game.player_boring_delay_random > 0 &&
11882 FrameCounter >= player->frame_counter_bored)
11883 player->is_bored = TRUE;
11885 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11886 player->is_bored ? ACTION_BORING :
11889 if (player->is_sleeping && player->use_murphy)
11891 /* special case for sleeping Murphy when leaning against non-free tile */
11893 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11894 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
11895 !IS_MOVING(player->jx - 1, player->jy)))
11896 move_dir = MV_LEFT;
11897 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11898 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
11899 !IS_MOVING(player->jx + 1, player->jy)))
11900 move_dir = MV_RIGHT;
11902 player->is_sleeping = FALSE;
11904 player->dir_waiting = move_dir;
11907 if (player->is_sleeping)
11909 if (player->num_special_action_sleeping > 0)
11911 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11913 int last_special_action = player->special_action_sleeping;
11914 int num_special_action = player->num_special_action_sleeping;
11915 int special_action =
11916 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11917 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11918 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11919 last_special_action + 1 : ACTION_SLEEPING);
11920 int special_graphic =
11921 el_act_dir2img(player->artwork_element, special_action, move_dir);
11923 player->anim_delay_counter =
11924 graphic_info[special_graphic].anim_delay_fixed +
11925 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11926 player->post_delay_counter =
11927 graphic_info[special_graphic].post_delay_fixed +
11928 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11930 player->special_action_sleeping = special_action;
11933 if (player->anim_delay_counter > 0)
11935 player->action_waiting = player->special_action_sleeping;
11936 player->anim_delay_counter--;
11938 else if (player->post_delay_counter > 0)
11940 player->post_delay_counter--;
11944 else if (player->is_bored)
11946 if (player->num_special_action_bored > 0)
11948 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11950 int special_action =
11951 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11952 int special_graphic =
11953 el_act_dir2img(player->artwork_element, special_action, move_dir);
11955 player->anim_delay_counter =
11956 graphic_info[special_graphic].anim_delay_fixed +
11957 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11958 player->post_delay_counter =
11959 graphic_info[special_graphic].post_delay_fixed +
11960 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11962 player->special_action_bored = special_action;
11965 if (player->anim_delay_counter > 0)
11967 player->action_waiting = player->special_action_bored;
11968 player->anim_delay_counter--;
11970 else if (player->post_delay_counter > 0)
11972 player->post_delay_counter--;
11977 else if (last_waiting) /* waiting -> not waiting */
11979 player->is_waiting = FALSE;
11980 player->is_bored = FALSE;
11981 player->is_sleeping = FALSE;
11983 player->frame_counter_bored = -1;
11984 player->frame_counter_sleeping = -1;
11986 player->anim_delay_counter = 0;
11987 player->post_delay_counter = 0;
11989 player->dir_waiting = player->MovDir;
11990 player->action_waiting = ACTION_DEFAULT;
11992 player->special_action_bored = ACTION_DEFAULT;
11993 player->special_action_sleeping = ACTION_DEFAULT;
11997 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11999 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
12000 int left = player_action & JOY_LEFT;
12001 int right = player_action & JOY_RIGHT;
12002 int up = player_action & JOY_UP;
12003 int down = player_action & JOY_DOWN;
12004 int button1 = player_action & JOY_BUTTON_1;
12005 int button2 = player_action & JOY_BUTTON_2;
12006 int dx = (left ? -1 : right ? 1 : 0);
12007 int dy = (up ? -1 : down ? 1 : 0);
12009 if (!player->active || tape.pausing)
12015 snapped = SnapField(player, dx, dy);
12019 dropped = DropElement(player);
12021 moved = MovePlayer(player, dx, dy);
12024 if (tape.single_step && tape.recording && !tape.pausing)
12027 /* as it is called "single step mode", just return to pause mode when the
12028 player stopped moving after one tile (or never starts moving at all) */
12029 if (!player->is_moving)
12031 /* this is buggy: there are quite some cases where the single step mode
12032 does not return to pause mode (like pushing things that don't move
12033 or simply by trying to run against a wall) */
12034 if (button1 || (dropped && !moved))
12037 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12038 SnapField(player, 0, 0); /* stop snapping */
12042 SetPlayerWaiting(player, FALSE);
12044 return player_action;
12048 /* no actions for this player (no input at player's configured device) */
12050 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
12051 SnapField(player, 0, 0);
12052 CheckGravityMovementWhenNotMoving(player);
12054 if (player->MovPos == 0)
12055 SetPlayerWaiting(player, TRUE);
12057 if (player->MovPos == 0) /* needed for tape.playing */
12058 player->is_moving = FALSE;
12060 player->is_dropping = FALSE;
12061 player->is_dropping_pressed = FALSE;
12062 player->drop_pressed_delay = 0;
12068 static void CheckLevelTime()
12072 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
12073 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12075 if (level.native_em_level->lev->home == 0) /* all players at home */
12077 PlayerWins(local_player);
12079 AllPlayersGone = TRUE;
12081 level.native_em_level->lev->home = -1;
12084 if (level.native_em_level->ply[0]->alive == 0 &&
12085 level.native_em_level->ply[1]->alive == 0 &&
12086 level.native_em_level->ply[2]->alive == 0 &&
12087 level.native_em_level->ply[3]->alive == 0) /* all dead */
12088 AllPlayersGone = TRUE;
12090 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
12092 if (game_sp.LevelSolved &&
12093 !game_sp.GameOver) /* game won */
12095 PlayerWins(local_player);
12097 game_sp.GameOver = TRUE;
12099 AllPlayersGone = TRUE;
12102 if (game_sp.GameOver) /* game lost */
12103 AllPlayersGone = TRUE;
12106 if (TimeFrames >= FRAMES_PER_SECOND)
12111 for (i = 0; i < MAX_PLAYERS; i++)
12113 struct PlayerInfo *player = &stored_player[i];
12115 if (SHIELD_ON(player))
12117 player->shield_normal_time_left--;
12119 if (player->shield_deadly_time_left > 0)
12120 player->shield_deadly_time_left--;
12124 if (!local_player->LevelSolved && !level.use_step_counter)
12132 if (TimeLeft <= 10 && setup.time_limit)
12133 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12136 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12138 DisplayGameControlValues();
12140 DrawGameValue_Time(TimeLeft);
12143 if (!TimeLeft && setup.time_limit)
12145 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12146 level.native_em_level->lev->killed_out_of_time = TRUE;
12148 for (i = 0; i < MAX_PLAYERS; i++)
12149 KillPlayer(&stored_player[i]);
12153 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
12155 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12157 DisplayGameControlValues();
12160 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
12161 DrawGameValue_Time(TimePlayed);
12164 level.native_em_level->lev->time =
12165 (level.time == 0 ? TimePlayed : TimeLeft);
12168 if (tape.recording || tape.playing)
12169 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
12173 UpdateAndDisplayGameControlValues();
12175 UpdateGameDoorValues();
12176 DrawGameDoorValues();
12180 void AdvanceFrameAndPlayerCounters(int player_nr)
12184 /* advance frame counters (global frame counter and time frame counter) */
12188 /* advance player counters (counters for move delay, move animation etc.) */
12189 for (i = 0; i < MAX_PLAYERS; i++)
12191 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
12192 int move_delay_value = stored_player[i].move_delay_value;
12193 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
12195 if (!advance_player_counters) /* not all players may be affected */
12198 #if USE_NEW_PLAYER_ANIM
12199 if (move_frames == 0) /* less than one move per game frame */
12201 int stepsize = TILEX / move_delay_value;
12202 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
12203 int count = (stored_player[i].is_moving ?
12204 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
12206 if (count % delay == 0)
12211 stored_player[i].Frame += move_frames;
12213 if (stored_player[i].MovPos != 0)
12214 stored_player[i].StepFrame += move_frames;
12216 if (stored_player[i].move_delay > 0)
12217 stored_player[i].move_delay--;
12219 /* due to bugs in previous versions, counter must count up, not down */
12220 if (stored_player[i].push_delay != -1)
12221 stored_player[i].push_delay++;
12223 if (stored_player[i].drop_delay > 0)
12224 stored_player[i].drop_delay--;
12226 if (stored_player[i].is_dropping_pressed)
12227 stored_player[i].drop_pressed_delay++;
12231 void StartGameActions(boolean init_network_game, boolean record_tape,
12234 unsigned long new_random_seed = InitRND(random_seed);
12237 TapeStartRecording(new_random_seed);
12239 #if defined(NETWORK_AVALIABLE)
12240 if (init_network_game)
12242 SendToServer_StartPlaying();
12253 static unsigned long game_frame_delay = 0;
12254 unsigned long game_frame_delay_value;
12255 byte *recorded_player_action;
12256 byte summarized_player_action = 0;
12257 byte tape_action[MAX_PLAYERS];
12260 /* detect endless loops, caused by custom element programming */
12261 if (recursion_loop_detected && recursion_loop_depth == 0)
12263 char *message = getStringCat3("Internal Error ! Element ",
12264 EL_NAME(recursion_loop_element),
12265 " caused endless loop ! Quit the game ?");
12267 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
12268 EL_NAME(recursion_loop_element));
12270 RequestQuitGameExt(FALSE, level_editor_test_game, message);
12272 recursion_loop_detected = FALSE; /* if game should be continued */
12279 if (game.restart_level)
12280 StartGameActions(options.network, setup.autorecord, level.random_seed);
12282 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
12283 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12285 if (level.native_em_level->lev->home == 0) /* all players at home */
12287 PlayerWins(local_player);
12289 AllPlayersGone = TRUE;
12291 level.native_em_level->lev->home = -1;
12294 if (level.native_em_level->ply[0]->alive == 0 &&
12295 level.native_em_level->ply[1]->alive == 0 &&
12296 level.native_em_level->ply[2]->alive == 0 &&
12297 level.native_em_level->ply[3]->alive == 0) /* all dead */
12298 AllPlayersGone = TRUE;
12300 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
12302 if (game_sp.LevelSolved &&
12303 !game_sp.GameOver) /* game won */
12305 PlayerWins(local_player);
12307 game_sp.GameOver = TRUE;
12309 AllPlayersGone = TRUE;
12312 if (game_sp.GameOver) /* game lost */
12313 AllPlayersGone = TRUE;
12316 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
12319 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
12322 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
12325 game_frame_delay_value =
12326 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
12328 if (tape.playing && tape.warp_forward && !tape.pausing)
12329 game_frame_delay_value = 0;
12331 /* ---------- main game synchronization point ---------- */
12333 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
12335 if (network_playing && !network_player_action_received)
12337 /* try to get network player actions in time */
12339 #if defined(NETWORK_AVALIABLE)
12340 /* last chance to get network player actions without main loop delay */
12341 HandleNetworking();
12344 /* game was quit by network peer */
12345 if (game_status != GAME_MODE_PLAYING)
12348 if (!network_player_action_received)
12349 return; /* failed to get network player actions in time */
12351 /* do not yet reset "network_player_action_received" (for tape.pausing) */
12357 /* at this point we know that we really continue executing the game */
12359 network_player_action_received = FALSE;
12361 /* when playing tape, read previously recorded player input from tape data */
12362 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
12365 /* TapePlayAction() may return NULL when toggling to "pause before death" */
12370 if (tape.set_centered_player)
12372 game.centered_player_nr_next = tape.centered_player_nr_next;
12373 game.set_centered_player = TRUE;
12376 for (i = 0; i < MAX_PLAYERS; i++)
12378 summarized_player_action |= stored_player[i].action;
12380 if (!network_playing)
12381 stored_player[i].effective_action = stored_player[i].action;
12384 #if defined(NETWORK_AVALIABLE)
12385 if (network_playing)
12386 SendToServer_MovePlayer(summarized_player_action);
12389 if (!options.network && !setup.team_mode)
12390 local_player->effective_action = summarized_player_action;
12392 if (setup.team_mode && setup.input_on_focus && game.centered_player_nr != -1)
12394 for (i = 0; i < MAX_PLAYERS; i++)
12395 stored_player[i].effective_action =
12396 (i == game.centered_player_nr ? summarized_player_action : 0);
12399 if (recorded_player_action != NULL)
12400 for (i = 0; i < MAX_PLAYERS; i++)
12401 stored_player[i].effective_action = recorded_player_action[i];
12403 for (i = 0; i < MAX_PLAYERS; i++)
12405 tape_action[i] = stored_player[i].effective_action;
12407 /* (this can only happen in the R'n'D game engine) */
12408 if (tape.recording && tape_action[i] && !tape.player_participates[i])
12409 tape.player_participates[i] = TRUE; /* player just appeared from CE */
12412 /* only record actions from input devices, but not programmed actions */
12413 if (tape.recording)
12414 TapeRecordAction(tape_action);
12416 #if USE_NEW_PLAYER_ASSIGNMENTS
12418 byte mapped_action[MAX_PLAYERS];
12420 for (i = 0; i < MAX_PLAYERS; i++)
12421 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
12423 for (i = 0; i < MAX_PLAYERS; i++)
12424 stored_player[i].effective_action = mapped_action[i];
12428 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12430 GameActions_EM_Main();
12432 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
12434 GameActions_SP_Main();
12442 void GameActions_EM_Main()
12444 byte effective_action[MAX_PLAYERS];
12445 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
12448 for (i = 0; i < MAX_PLAYERS; i++)
12449 effective_action[i] = stored_player[i].effective_action;
12451 GameActions_EM(effective_action, warp_mode);
12455 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
12458 void GameActions_SP_Main()
12460 byte effective_action[MAX_PLAYERS];
12461 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
12464 for (i = 0; i < MAX_PLAYERS; i++)
12465 effective_action[i] = stored_player[i].effective_action;
12467 GameActions_SP(effective_action, warp_mode);
12471 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
12474 void GameActions_RND()
12476 int magic_wall_x = 0, magic_wall_y = 0;
12477 int i, x, y, element, graphic;
12479 InitPlayfieldScanModeVars();
12481 #if USE_ONE_MORE_CHANGE_PER_FRAME
12482 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
12484 SCAN_PLAYFIELD(x, y)
12486 ChangeCount[x][y] = 0;
12487 ChangeEvent[x][y] = -1;
12492 if (game.set_centered_player)
12494 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
12496 /* switching to "all players" only possible if all players fit to screen */
12497 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
12499 game.centered_player_nr_next = game.centered_player_nr;
12500 game.set_centered_player = FALSE;
12503 /* do not switch focus to non-existing (or non-active) player */
12504 if (game.centered_player_nr_next >= 0 &&
12505 !stored_player[game.centered_player_nr_next].active)
12507 game.centered_player_nr_next = game.centered_player_nr;
12508 game.set_centered_player = FALSE;
12512 if (game.set_centered_player &&
12513 ScreenMovPos == 0) /* screen currently aligned at tile position */
12517 if (game.centered_player_nr_next == -1)
12519 setScreenCenteredToAllPlayers(&sx, &sy);
12523 sx = stored_player[game.centered_player_nr_next].jx;
12524 sy = stored_player[game.centered_player_nr_next].jy;
12527 game.centered_player_nr = game.centered_player_nr_next;
12528 game.set_centered_player = FALSE;
12530 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
12531 DrawGameDoorValues();
12534 for (i = 0; i < MAX_PLAYERS; i++)
12536 int actual_player_action = stored_player[i].effective_action;
12539 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
12540 - rnd_equinox_tetrachloride 048
12541 - rnd_equinox_tetrachloride_ii 096
12542 - rnd_emanuel_schmieg 002
12543 - doctor_sloan_ww 001, 020
12545 if (stored_player[i].MovPos == 0)
12546 CheckGravityMovement(&stored_player[i]);
12549 /* overwrite programmed action with tape action */
12550 if (stored_player[i].programmed_action)
12551 actual_player_action = stored_player[i].programmed_action;
12553 PlayerActions(&stored_player[i], actual_player_action);
12555 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
12558 ScrollScreen(NULL, SCROLL_GO_ON);
12560 /* for backwards compatibility, the following code emulates a fixed bug that
12561 occured when pushing elements (causing elements that just made their last
12562 pushing step to already (if possible) make their first falling step in the
12563 same game frame, which is bad); this code is also needed to use the famous
12564 "spring push bug" which is used in older levels and might be wanted to be
12565 used also in newer levels, but in this case the buggy pushing code is only
12566 affecting the "spring" element and no other elements */
12568 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12570 for (i = 0; i < MAX_PLAYERS; i++)
12572 struct PlayerInfo *player = &stored_player[i];
12573 int x = player->jx;
12574 int y = player->jy;
12576 if (player->active && player->is_pushing && player->is_moving &&
12578 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12579 Feld[x][y] == EL_SPRING))
12581 ContinueMoving(x, y);
12583 /* continue moving after pushing (this is actually a bug) */
12584 if (!IS_MOVING(x, y))
12585 Stop[x][y] = FALSE;
12591 debug_print_timestamp(0, "start main loop profiling");
12594 SCAN_PLAYFIELD(x, y)
12596 ChangeCount[x][y] = 0;
12597 ChangeEvent[x][y] = -1;
12599 /* this must be handled before main playfield loop */
12600 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
12603 if (MovDelay[x][y] <= 0)
12607 #if USE_NEW_SNAP_DELAY
12608 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
12611 if (MovDelay[x][y] <= 0)
12614 TEST_DrawLevelField(x, y);
12616 TestIfElementTouchesCustomElement(x, y); /* for empty space */
12622 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12624 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
12625 printf("GameActions(): This should never happen!\n");
12627 ChangePage[x][y] = -1;
12631 Stop[x][y] = FALSE;
12632 if (WasJustMoving[x][y] > 0)
12633 WasJustMoving[x][y]--;
12634 if (WasJustFalling[x][y] > 0)
12635 WasJustFalling[x][y]--;
12636 if (CheckCollision[x][y] > 0)
12637 CheckCollision[x][y]--;
12638 if (CheckImpact[x][y] > 0)
12639 CheckImpact[x][y]--;
12643 /* reset finished pushing action (not done in ContinueMoving() to allow
12644 continuous pushing animation for elements with zero push delay) */
12645 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12647 ResetGfxAnimation(x, y);
12648 TEST_DrawLevelField(x, y);
12652 if (IS_BLOCKED(x, y))
12656 Blocked2Moving(x, y, &oldx, &oldy);
12657 if (!IS_MOVING(oldx, oldy))
12659 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
12660 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
12661 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
12662 printf("GameActions(): This should never happen!\n");
12669 debug_print_timestamp(0, "- time for pre-main loop:");
12672 #if 0 // -------------------- !!! TEST ONLY !!! --------------------
12673 SCAN_PLAYFIELD(x, y)
12675 element = Feld[x][y];
12676 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12681 int element2 = element;
12682 int graphic2 = graphic;
12684 int element2 = Feld[x][y];
12685 int graphic2 = el_act_dir2img(element2, GfxAction[x][y], GfxDir[x][y]);
12687 int last_gfx_frame = GfxFrame[x][y];
12689 if (graphic_info[graphic2].anim_global_sync)
12690 GfxFrame[x][y] = FrameCounter;
12691 else if (ANIM_MODE(graphic2) == ANIM_CE_VALUE)
12692 GfxFrame[x][y] = CustomValue[x][y];
12693 else if (ANIM_MODE(graphic2) == ANIM_CE_SCORE)
12694 GfxFrame[x][y] = element_info[element2].collect_score;
12695 else if (ANIM_MODE(graphic2) == ANIM_CE_DELAY)
12696 GfxFrame[x][y] = ChangeDelay[x][y];
12698 if (redraw && GfxFrame[x][y] != last_gfx_frame)
12699 DrawLevelGraphicAnimation(x, y, graphic2);
12702 ResetGfxFrame(x, y, TRUE);
12706 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12707 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12708 ResetRandomAnimationValue(x, y);
12712 SetRandomAnimationValue(x, y);
12716 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12719 #endif // -------------------- !!! TEST ONLY !!! --------------------
12722 debug_print_timestamp(0, "- time for TEST loop: -->");
12725 SCAN_PLAYFIELD(x, y)
12727 element = Feld[x][y];
12728 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12730 ResetGfxFrame(x, y, TRUE);
12732 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12733 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12734 ResetRandomAnimationValue(x, y);
12736 SetRandomAnimationValue(x, y);
12738 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12740 if (IS_INACTIVE(element))
12742 if (IS_ANIMATED(graphic))
12743 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12748 /* this may take place after moving, so 'element' may have changed */
12749 if (IS_CHANGING(x, y) &&
12750 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12752 int page = element_info[element].event_page_nr[CE_DELAY];
12755 HandleElementChange(x, y, page);
12757 if (CAN_CHANGE(element))
12758 HandleElementChange(x, y, page);
12760 if (HAS_ACTION(element))
12761 ExecuteCustomElementAction(x, y, element, page);
12764 element = Feld[x][y];
12765 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12768 #if 0 // ---------------------------------------------------------------------
12770 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12774 element = Feld[x][y];
12775 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12777 if (IS_ANIMATED(graphic) &&
12778 !IS_MOVING(x, y) &&
12780 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12782 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12783 TEST_DrawTwinkleOnField(x, y);
12785 else if (IS_MOVING(x, y))
12786 ContinueMoving(x, y);
12793 case EL_EM_EXIT_OPEN:
12794 case EL_SP_EXIT_OPEN:
12795 case EL_STEEL_EXIT_OPEN:
12796 case EL_EM_STEEL_EXIT_OPEN:
12797 case EL_SP_TERMINAL:
12798 case EL_SP_TERMINAL_ACTIVE:
12799 case EL_EXTRA_TIME:
12800 case EL_SHIELD_NORMAL:
12801 case EL_SHIELD_DEADLY:
12802 if (IS_ANIMATED(graphic))
12803 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12806 case EL_DYNAMITE_ACTIVE:
12807 case EL_EM_DYNAMITE_ACTIVE:
12808 case EL_DYNABOMB_PLAYER_1_ACTIVE:
12809 case EL_DYNABOMB_PLAYER_2_ACTIVE:
12810 case EL_DYNABOMB_PLAYER_3_ACTIVE:
12811 case EL_DYNABOMB_PLAYER_4_ACTIVE:
12812 case EL_SP_DISK_RED_ACTIVE:
12813 CheckDynamite(x, y);
12816 case EL_AMOEBA_GROWING:
12817 AmoebeWaechst(x, y);
12820 case EL_AMOEBA_SHRINKING:
12821 AmoebaDisappearing(x, y);
12824 #if !USE_NEW_AMOEBA_CODE
12825 case EL_AMOEBA_WET:
12826 case EL_AMOEBA_DRY:
12827 case EL_AMOEBA_FULL:
12829 case EL_EMC_DRIPPER:
12830 AmoebeAbleger(x, y);
12834 case EL_GAME_OF_LIFE:
12839 case EL_EXIT_CLOSED:
12843 case EL_EM_EXIT_CLOSED:
12847 case EL_STEEL_EXIT_CLOSED:
12848 CheckExitSteel(x, y);
12851 case EL_EM_STEEL_EXIT_CLOSED:
12852 CheckExitSteelEM(x, y);
12855 case EL_SP_EXIT_CLOSED:
12859 case EL_EXPANDABLE_WALL_GROWING:
12860 case EL_EXPANDABLE_STEELWALL_GROWING:
12861 MauerWaechst(x, y);
12864 case EL_EXPANDABLE_WALL:
12865 case EL_EXPANDABLE_WALL_HORIZONTAL:
12866 case EL_EXPANDABLE_WALL_VERTICAL:
12867 case EL_EXPANDABLE_WALL_ANY:
12868 case EL_BD_EXPANDABLE_WALL:
12869 MauerAbleger(x, y);
12872 case EL_EXPANDABLE_STEELWALL_HORIZONTAL:
12873 case EL_EXPANDABLE_STEELWALL_VERTICAL:
12874 case EL_EXPANDABLE_STEELWALL_ANY:
12875 MauerAblegerStahl(x, y);
12879 CheckForDragon(x, y);
12885 case EL_ELEMENT_SNAPPING:
12886 case EL_DIAGONAL_SHRINKING:
12887 case EL_DIAGONAL_GROWING:
12890 el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12892 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12897 if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12898 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12903 #else // ---------------------------------------------------------------------
12905 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12909 element = Feld[x][y];
12910 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12912 if (IS_ANIMATED(graphic) &&
12913 !IS_MOVING(x, y) &&
12915 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12917 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12918 TEST_DrawTwinkleOnField(x, y);
12920 else if ((element == EL_ACID ||
12921 element == EL_EXIT_OPEN ||
12922 element == EL_EM_EXIT_OPEN ||
12923 element == EL_SP_EXIT_OPEN ||
12924 element == EL_STEEL_EXIT_OPEN ||
12925 element == EL_EM_STEEL_EXIT_OPEN ||
12926 element == EL_SP_TERMINAL ||
12927 element == EL_SP_TERMINAL_ACTIVE ||
12928 element == EL_EXTRA_TIME ||
12929 element == EL_SHIELD_NORMAL ||
12930 element == EL_SHIELD_DEADLY) &&
12931 IS_ANIMATED(graphic))
12932 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12933 else if (IS_MOVING(x, y))
12934 ContinueMoving(x, y);
12935 else if (IS_ACTIVE_BOMB(element))
12936 CheckDynamite(x, y);
12937 else if (element == EL_AMOEBA_GROWING)
12938 AmoebeWaechst(x, y);
12939 else if (element == EL_AMOEBA_SHRINKING)
12940 AmoebaDisappearing(x, y);
12942 #if !USE_NEW_AMOEBA_CODE
12943 else if (IS_AMOEBALIVE(element))
12944 AmoebeAbleger(x, y);
12947 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12949 else if (element == EL_EXIT_CLOSED)
12951 else if (element == EL_EM_EXIT_CLOSED)
12953 else if (element == EL_STEEL_EXIT_CLOSED)
12954 CheckExitSteel(x, y);
12955 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12956 CheckExitSteelEM(x, y);
12957 else if (element == EL_SP_EXIT_CLOSED)
12959 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12960 element == EL_EXPANDABLE_STEELWALL_GROWING)
12961 MauerWaechst(x, y);
12962 else if (element == EL_EXPANDABLE_WALL ||
12963 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12964 element == EL_EXPANDABLE_WALL_VERTICAL ||
12965 element == EL_EXPANDABLE_WALL_ANY ||
12966 element == EL_BD_EXPANDABLE_WALL)
12967 MauerAbleger(x, y);
12968 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12969 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12970 element == EL_EXPANDABLE_STEELWALL_ANY)
12971 MauerAblegerStahl(x, y);
12972 else if (element == EL_FLAMES)
12973 CheckForDragon(x, y);
12974 else if (element == EL_EXPLOSION)
12975 ; /* drawing of correct explosion animation is handled separately */
12976 else if (element == EL_ELEMENT_SNAPPING ||
12977 element == EL_DIAGONAL_SHRINKING ||
12978 element == EL_DIAGONAL_GROWING)
12980 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12982 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12984 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12985 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12987 #endif // ---------------------------------------------------------------------
12989 if (IS_BELT_ACTIVE(element))
12990 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12992 if (game.magic_wall_active)
12994 int jx = local_player->jx, jy = local_player->jy;
12996 /* play the element sound at the position nearest to the player */
12997 if ((element == EL_MAGIC_WALL_FULL ||
12998 element == EL_MAGIC_WALL_ACTIVE ||
12999 element == EL_MAGIC_WALL_EMPTYING ||
13000 element == EL_BD_MAGIC_WALL_FULL ||
13001 element == EL_BD_MAGIC_WALL_ACTIVE ||
13002 element == EL_BD_MAGIC_WALL_EMPTYING ||
13003 element == EL_DC_MAGIC_WALL_FULL ||
13004 element == EL_DC_MAGIC_WALL_ACTIVE ||
13005 element == EL_DC_MAGIC_WALL_EMPTYING) &&
13006 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
13015 debug_print_timestamp(0, "- time for MAIN loop: -->");
13018 #if USE_NEW_AMOEBA_CODE
13019 /* new experimental amoeba growth stuff */
13020 if (!(FrameCounter % 8))
13022 static unsigned long random = 1684108901;
13024 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
13026 x = RND(lev_fieldx);
13027 y = RND(lev_fieldy);
13028 element = Feld[x][y];
13030 if (!IS_PLAYER(x,y) &&
13031 (element == EL_EMPTY ||
13032 CAN_GROW_INTO(element) ||
13033 element == EL_QUICKSAND_EMPTY ||
13034 element == EL_QUICKSAND_FAST_EMPTY ||
13035 element == EL_ACID_SPLASH_LEFT ||
13036 element == EL_ACID_SPLASH_RIGHT))
13038 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
13039 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
13040 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
13041 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
13042 Feld[x][y] = EL_AMOEBA_DROP;
13045 random = random * 129 + 1;
13051 if (game.explosions_delayed)
13054 game.explosions_delayed = FALSE;
13056 SCAN_PLAYFIELD(x, y)
13058 element = Feld[x][y];
13060 if (ExplodeField[x][y])
13061 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
13062 else if (element == EL_EXPLOSION)
13063 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
13065 ExplodeField[x][y] = EX_TYPE_NONE;
13068 game.explosions_delayed = TRUE;
13071 if (game.magic_wall_active)
13073 if (!(game.magic_wall_time_left % 4))
13075 int element = Feld[magic_wall_x][magic_wall_y];
13077 if (element == EL_BD_MAGIC_WALL_FULL ||
13078 element == EL_BD_MAGIC_WALL_ACTIVE ||
13079 element == EL_BD_MAGIC_WALL_EMPTYING)
13080 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
13081 else if (element == EL_DC_MAGIC_WALL_FULL ||
13082 element == EL_DC_MAGIC_WALL_ACTIVE ||
13083 element == EL_DC_MAGIC_WALL_EMPTYING)
13084 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
13086 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
13089 if (game.magic_wall_time_left > 0)
13091 game.magic_wall_time_left--;
13093 if (!game.magic_wall_time_left)
13095 SCAN_PLAYFIELD(x, y)
13097 element = Feld[x][y];
13099 if (element == EL_MAGIC_WALL_ACTIVE ||
13100 element == EL_MAGIC_WALL_FULL)
13102 Feld[x][y] = EL_MAGIC_WALL_DEAD;
13103 TEST_DrawLevelField(x, y);
13105 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
13106 element == EL_BD_MAGIC_WALL_FULL)
13108 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
13109 TEST_DrawLevelField(x, y);
13111 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
13112 element == EL_DC_MAGIC_WALL_FULL)
13114 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
13115 TEST_DrawLevelField(x, y);
13119 game.magic_wall_active = FALSE;
13124 if (game.light_time_left > 0)
13126 game.light_time_left--;
13128 if (game.light_time_left == 0)
13129 RedrawAllLightSwitchesAndInvisibleElements();
13132 if (game.timegate_time_left > 0)
13134 game.timegate_time_left--;
13136 if (game.timegate_time_left == 0)
13137 CloseAllOpenTimegates();
13140 if (game.lenses_time_left > 0)
13142 game.lenses_time_left--;
13144 if (game.lenses_time_left == 0)
13145 RedrawAllInvisibleElementsForLenses();
13148 if (game.magnify_time_left > 0)
13150 game.magnify_time_left--;
13152 if (game.magnify_time_left == 0)
13153 RedrawAllInvisibleElementsForMagnifier();
13156 for (i = 0; i < MAX_PLAYERS; i++)
13158 struct PlayerInfo *player = &stored_player[i];
13160 if (SHIELD_ON(player))
13162 if (player->shield_deadly_time_left)
13163 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
13164 else if (player->shield_normal_time_left)
13165 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
13169 #if USE_DELAYED_GFX_REDRAW
13170 SCAN_PLAYFIELD(x, y)
13173 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
13175 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)) &&
13176 GfxRedraw[x][y] != GFX_REDRAW_NONE)
13179 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
13180 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
13182 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
13183 DrawLevelField(x, y);
13185 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
13186 DrawLevelFieldCrumbled(x, y);
13188 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
13189 DrawLevelFieldCrumbledNeighbours(x, y);
13191 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
13192 DrawTwinkleOnField(x, y);
13195 GfxRedraw[x][y] = GFX_REDRAW_NONE;
13202 PlayAllPlayersSound();
13204 if (options.debug) /* calculate frames per second */
13206 static unsigned long fps_counter = 0;
13207 static int fps_frames = 0;
13208 unsigned long fps_delay_ms = Counter() - fps_counter;
13212 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
13214 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
13217 fps_counter = Counter();
13220 redraw_mask |= REDRAW_FPS;
13223 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
13225 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
13227 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
13229 local_player->show_envelope = 0;
13233 debug_print_timestamp(0, "stop main loop profiling ");
13234 printf("----------------------------------------------------------\n");
13237 /* use random number generator in every frame to make it less predictable */
13238 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13242 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
13244 int min_x = x, min_y = y, max_x = x, max_y = y;
13247 for (i = 0; i < MAX_PLAYERS; i++)
13249 int jx = stored_player[i].jx, jy = stored_player[i].jy;
13251 if (!stored_player[i].active || &stored_player[i] == player)
13254 min_x = MIN(min_x, jx);
13255 min_y = MIN(min_y, jy);
13256 max_x = MAX(max_x, jx);
13257 max_y = MAX(max_y, jy);
13260 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
13263 static boolean AllPlayersInVisibleScreen()
13267 for (i = 0; i < MAX_PLAYERS; i++)
13269 int jx = stored_player[i].jx, jy = stored_player[i].jy;
13271 if (!stored_player[i].active)
13274 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
13281 void ScrollLevel(int dx, int dy)
13284 /* (directly solved in BlitBitmap() now) */
13285 static Bitmap *bitmap_db_field2 = NULL;
13286 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
13293 /* !!! THIS IS APPARENTLY WRONG FOR PLAYER RELOCATION !!! */
13294 /* only horizontal XOR vertical scroll direction allowed */
13295 if ((dx == 0 && dy == 0) || (dx != 0 && dy != 0))
13300 /* (directly solved in BlitBitmap() now) */
13301 if (bitmap_db_field2 == NULL)
13302 bitmap_db_field2 = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH);
13304 /* needed when blitting directly to same bitmap -- should not be needed with
13305 recent SDL libraries, but apparently does not work in 1.2.11 directly */
13306 BlitBitmap(drawto_field, bitmap_db_field2,
13307 FX + TILEX * (dx == -1) - softscroll_offset,
13308 FY + TILEY * (dy == -1) - softscroll_offset,
13309 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
13310 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
13311 FX + TILEX * (dx == 1) - softscroll_offset,
13312 FY + TILEY * (dy == 1) - softscroll_offset);
13313 BlitBitmap(bitmap_db_field2, drawto_field,
13314 FX + TILEX * (dx == 1) - softscroll_offset,
13315 FY + TILEY * (dy == 1) - softscroll_offset,
13316 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
13317 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
13318 FX + TILEX * (dx == 1) - softscroll_offset,
13319 FY + TILEY * (dy == 1) - softscroll_offset);
13324 /* !!! DOES NOT WORK FOR DIAGONAL PLAYER RELOCATION !!! */
13325 int xsize = (BX2 - BX1 + 1);
13326 int ysize = (BY2 - BY1 + 1);
13327 int start = (dx != 0 ? (dx == -1 ? BX1 : BX2) : (dy == -1 ? BY1 : BY2));
13328 int end = (dx != 0 ? (dx == -1 ? BX2 : BX1) : (dy == -1 ? BY2 : BY1));
13329 int step = (start < end ? +1 : -1);
13331 for (i = start; i != end; i += step)
13333 BlitBitmap(drawto_field, drawto_field,
13334 FX + TILEX * (dx != 0 ? i + step : 0),
13335 FY + TILEY * (dy != 0 ? i + step : 0),
13336 TILEX * (dx != 0 ? 1 : xsize),
13337 TILEY * (dy != 0 ? 1 : ysize),
13338 FX + TILEX * (dx != 0 ? i : 0),
13339 FY + TILEY * (dy != 0 ? i : 0));
13344 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
13346 BlitBitmap(drawto_field, drawto_field,
13347 FX + TILEX * (dx == -1) - softscroll_offset,
13348 FY + TILEY * (dy == -1) - softscroll_offset,
13349 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
13350 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
13351 FX + TILEX * (dx == 1) - softscroll_offset,
13352 FY + TILEY * (dy == 1) - softscroll_offset);
13358 x = (dx == 1 ? BX1 : BX2);
13359 for (y = BY1; y <= BY2; y++)
13360 DrawScreenField(x, y);
13365 y = (dy == 1 ? BY1 : BY2);
13366 for (x = BX1; x <= BX2; x++)
13367 DrawScreenField(x, y);
13370 redraw_mask |= REDRAW_FIELD;
13373 static boolean canFallDown(struct PlayerInfo *player)
13375 int jx = player->jx, jy = player->jy;
13377 return (IN_LEV_FIELD(jx, jy + 1) &&
13378 (IS_FREE(jx, jy + 1) ||
13379 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
13380 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
13381 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
13384 static boolean canPassField(int x, int y, int move_dir)
13386 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
13387 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
13388 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
13389 int nextx = x + dx;
13390 int nexty = y + dy;
13391 int element = Feld[x][y];
13393 return (IS_PASSABLE_FROM(element, opposite_dir) &&
13394 !CAN_MOVE(element) &&
13395 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
13396 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
13397 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
13400 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
13402 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
13403 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
13404 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
13408 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
13409 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
13410 (IS_DIGGABLE(Feld[newx][newy]) ||
13411 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
13412 canPassField(newx, newy, move_dir)));
13415 static void CheckGravityMovement(struct PlayerInfo *player)
13417 #if USE_PLAYER_GRAVITY
13418 if (player->gravity && !player->programmed_action)
13420 if (game.gravity && !player->programmed_action)
13423 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
13424 int move_dir_vertical = player->effective_action & MV_VERTICAL;
13425 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
13426 int jx = player->jx, jy = player->jy;
13427 boolean player_is_moving_to_valid_field =
13428 (!player_is_snapping &&
13429 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
13430 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
13431 boolean player_can_fall_down = canFallDown(player);
13433 if (player_can_fall_down &&
13434 !player_is_moving_to_valid_field)
13435 player->programmed_action = MV_DOWN;
13439 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
13441 return CheckGravityMovement(player);
13443 #if USE_PLAYER_GRAVITY
13444 if (player->gravity && !player->programmed_action)
13446 if (game.gravity && !player->programmed_action)
13449 int jx = player->jx, jy = player->jy;
13450 boolean field_under_player_is_free =
13451 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
13452 boolean player_is_standing_on_valid_field =
13453 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
13454 (IS_WALKABLE(Feld[jx][jy]) &&
13455 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
13457 if (field_under_player_is_free && !player_is_standing_on_valid_field)
13458 player->programmed_action = MV_DOWN;
13463 MovePlayerOneStep()
13464 -----------------------------------------------------------------------------
13465 dx, dy: direction (non-diagonal) to try to move the player to
13466 real_dx, real_dy: direction as read from input device (can be diagonal)
13469 boolean MovePlayerOneStep(struct PlayerInfo *player,
13470 int dx, int dy, int real_dx, int real_dy)
13472 int jx = player->jx, jy = player->jy;
13473 int new_jx = jx + dx, new_jy = jy + dy;
13474 #if !USE_FIXED_DONT_RUN_INTO
13478 boolean player_can_move = !player->cannot_move;
13480 if (!player->active || (!dx && !dy))
13481 return MP_NO_ACTION;
13483 player->MovDir = (dx < 0 ? MV_LEFT :
13484 dx > 0 ? MV_RIGHT :
13486 dy > 0 ? MV_DOWN : MV_NONE);
13488 if (!IN_LEV_FIELD(new_jx, new_jy))
13489 return MP_NO_ACTION;
13491 if (!player_can_move)
13493 if (player->MovPos == 0)
13495 player->is_moving = FALSE;
13496 player->is_digging = FALSE;
13497 player->is_collecting = FALSE;
13498 player->is_snapping = FALSE;
13499 player->is_pushing = FALSE;
13504 if (!options.network && game.centered_player_nr == -1 &&
13505 !AllPlayersInSight(player, new_jx, new_jy))
13506 return MP_NO_ACTION;
13508 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
13509 return MP_NO_ACTION;
13512 #if !USE_FIXED_DONT_RUN_INTO
13513 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
13515 /* (moved to DigField()) */
13516 if (player_can_move && DONT_RUN_INTO(element))
13518 if (element == EL_ACID && dx == 0 && dy == 1)
13520 SplashAcid(new_jx, new_jy);
13521 Feld[jx][jy] = EL_PLAYER_1;
13522 InitMovingField(jx, jy, MV_DOWN);
13523 Store[jx][jy] = EL_ACID;
13524 ContinueMoving(jx, jy);
13525 BuryPlayer(player);
13528 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13534 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
13535 if (can_move != MP_MOVING)
13538 /* check if DigField() has caused relocation of the player */
13539 if (player->jx != jx || player->jy != jy)
13540 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
13542 StorePlayer[jx][jy] = 0;
13543 player->last_jx = jx;
13544 player->last_jy = jy;
13545 player->jx = new_jx;
13546 player->jy = new_jy;
13547 StorePlayer[new_jx][new_jy] = player->element_nr;
13549 if (player->move_delay_value_next != -1)
13551 player->move_delay_value = player->move_delay_value_next;
13552 player->move_delay_value_next = -1;
13556 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
13558 player->step_counter++;
13560 PlayerVisit[jx][jy] = FrameCounter;
13562 #if USE_UFAST_PLAYER_EXIT_BUGFIX
13563 player->is_moving = TRUE;
13567 /* should better be called in MovePlayer(), but this breaks some tapes */
13568 ScrollPlayer(player, SCROLL_INIT);
13574 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
13576 int jx = player->jx, jy = player->jy;
13577 int old_jx = jx, old_jy = jy;
13578 int moved = MP_NO_ACTION;
13580 if (!player->active)
13585 if (player->MovPos == 0)
13587 player->is_moving = FALSE;
13588 player->is_digging = FALSE;
13589 player->is_collecting = FALSE;
13590 player->is_snapping = FALSE;
13591 player->is_pushing = FALSE;
13597 if (player->move_delay > 0)
13600 player->move_delay = -1; /* set to "uninitialized" value */
13602 /* store if player is automatically moved to next field */
13603 player->is_auto_moving = (player->programmed_action != MV_NONE);
13605 /* remove the last programmed player action */
13606 player->programmed_action = 0;
13608 if (player->MovPos)
13610 /* should only happen if pre-1.2 tape recordings are played */
13611 /* this is only for backward compatibility */
13613 int original_move_delay_value = player->move_delay_value;
13616 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
13620 /* scroll remaining steps with finest movement resolution */
13621 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
13623 while (player->MovPos)
13625 ScrollPlayer(player, SCROLL_GO_ON);
13626 ScrollScreen(NULL, SCROLL_GO_ON);
13628 AdvanceFrameAndPlayerCounters(player->index_nr);
13634 player->move_delay_value = original_move_delay_value;
13637 player->is_active = FALSE;
13639 if (player->last_move_dir & MV_HORIZONTAL)
13641 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
13642 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
13646 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
13647 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
13650 #if USE_FIXED_BORDER_RUNNING_GFX
13651 if (!moved && !player->is_active)
13653 player->is_moving = FALSE;
13654 player->is_digging = FALSE;
13655 player->is_collecting = FALSE;
13656 player->is_snapping = FALSE;
13657 player->is_pushing = FALSE;
13665 if (moved & MP_MOVING && !ScreenMovPos &&
13666 (player->index_nr == game.centered_player_nr ||
13667 game.centered_player_nr == -1))
13669 if (moved & MP_MOVING && !ScreenMovPos &&
13670 (player == local_player || !options.network))
13673 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
13674 int offset = game.scroll_delay_value;
13676 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
13678 /* actual player has left the screen -- scroll in that direction */
13679 if (jx != old_jx) /* player has moved horizontally */
13680 scroll_x += (jx - old_jx);
13681 else /* player has moved vertically */
13682 scroll_y += (jy - old_jy);
13686 if (jx != old_jx) /* player has moved horizontally */
13688 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
13689 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
13690 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
13692 /* don't scroll over playfield boundaries */
13693 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
13694 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
13696 /* don't scroll more than one field at a time */
13697 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
13699 /* don't scroll against the player's moving direction */
13700 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
13701 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
13702 scroll_x = old_scroll_x;
13704 else /* player has moved vertically */
13706 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
13707 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
13708 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
13710 /* don't scroll over playfield boundaries */
13711 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
13712 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
13714 /* don't scroll more than one field at a time */
13715 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
13717 /* don't scroll against the player's moving direction */
13718 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
13719 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
13720 scroll_y = old_scroll_y;
13724 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
13727 if (!options.network && game.centered_player_nr == -1 &&
13728 !AllPlayersInVisibleScreen())
13730 scroll_x = old_scroll_x;
13731 scroll_y = old_scroll_y;
13735 if (!options.network && !AllPlayersInVisibleScreen())
13737 scroll_x = old_scroll_x;
13738 scroll_y = old_scroll_y;
13743 ScrollScreen(player, SCROLL_INIT);
13744 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13749 player->StepFrame = 0;
13751 if (moved & MP_MOVING)
13753 if (old_jx != jx && old_jy == jy)
13754 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13755 else if (old_jx == jx && old_jy != jy)
13756 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13758 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
13760 player->last_move_dir = player->MovDir;
13761 player->is_moving = TRUE;
13762 player->is_snapping = FALSE;
13763 player->is_switching = FALSE;
13764 player->is_dropping = FALSE;
13765 player->is_dropping_pressed = FALSE;
13766 player->drop_pressed_delay = 0;
13769 /* should better be called here than above, but this breaks some tapes */
13770 ScrollPlayer(player, SCROLL_INIT);
13775 CheckGravityMovementWhenNotMoving(player);
13777 player->is_moving = FALSE;
13779 /* at this point, the player is allowed to move, but cannot move right now
13780 (e.g. because of something blocking the way) -- ensure that the player
13781 is also allowed to move in the next frame (in old versions before 3.1.1,
13782 the player was forced to wait again for eight frames before next try) */
13784 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13785 player->move_delay = 0; /* allow direct movement in the next frame */
13788 if (player->move_delay == -1) /* not yet initialized by DigField() */
13789 player->move_delay = player->move_delay_value;
13791 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13793 TestIfPlayerTouchesBadThing(jx, jy);
13794 TestIfPlayerTouchesCustomElement(jx, jy);
13797 if (!player->active)
13798 RemovePlayer(player);
13803 void ScrollPlayer(struct PlayerInfo *player, int mode)
13805 int jx = player->jx, jy = player->jy;
13806 int last_jx = player->last_jx, last_jy = player->last_jy;
13807 int move_stepsize = TILEX / player->move_delay_value;
13809 #if USE_NEW_PLAYER_SPEED
13810 if (!player->active)
13813 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
13816 if (!player->active || player->MovPos == 0)
13820 if (mode == SCROLL_INIT)
13822 player->actual_frame_counter = FrameCounter;
13823 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13825 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13826 Feld[last_jx][last_jy] == EL_EMPTY)
13828 int last_field_block_delay = 0; /* start with no blocking at all */
13829 int block_delay_adjustment = player->block_delay_adjustment;
13831 /* if player blocks last field, add delay for exactly one move */
13832 if (player->block_last_field)
13834 last_field_block_delay += player->move_delay_value;
13836 /* when blocking enabled, prevent moving up despite gravity */
13837 #if USE_PLAYER_GRAVITY
13838 if (player->gravity && player->MovDir == MV_UP)
13839 block_delay_adjustment = -1;
13841 if (game.gravity && player->MovDir == MV_UP)
13842 block_delay_adjustment = -1;
13846 /* add block delay adjustment (also possible when not blocking) */
13847 last_field_block_delay += block_delay_adjustment;
13849 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13850 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13853 #if USE_NEW_PLAYER_SPEED
13854 if (player->MovPos != 0) /* player has not yet reached destination */
13860 else if (!FrameReached(&player->actual_frame_counter, 1))
13863 #if USE_NEW_PLAYER_SPEED
13864 if (player->MovPos != 0)
13866 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13867 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13869 /* before DrawPlayer() to draw correct player graphic for this case */
13870 if (player->MovPos == 0)
13871 CheckGravityMovement(player);
13874 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13875 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13877 /* before DrawPlayer() to draw correct player graphic for this case */
13878 if (player->MovPos == 0)
13879 CheckGravityMovement(player);
13882 if (player->MovPos == 0) /* player reached destination field */
13884 if (player->move_delay_reset_counter > 0)
13886 player->move_delay_reset_counter--;
13888 if (player->move_delay_reset_counter == 0)
13890 /* continue with normal speed after quickly moving through gate */
13891 HALVE_PLAYER_SPEED(player);
13893 /* be able to make the next move without delay */
13894 player->move_delay = 0;
13898 player->last_jx = jx;
13899 player->last_jy = jy;
13901 if (Feld[jx][jy] == EL_EXIT_OPEN ||
13902 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
13904 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
13906 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
13907 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13909 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
13911 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
13912 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
13914 DrawPlayer(player); /* needed here only to cleanup last field */
13915 RemovePlayer(player);
13917 if (local_player->friends_still_needed == 0 ||
13918 IS_SP_ELEMENT(Feld[jx][jy]))
13919 PlayerWins(player);
13922 /* this breaks one level: "machine", level 000 */
13924 int move_direction = player->MovDir;
13925 int enter_side = MV_DIR_OPPOSITE(move_direction);
13926 int leave_side = move_direction;
13927 int old_jx = last_jx;
13928 int old_jy = last_jy;
13929 int old_element = Feld[old_jx][old_jy];
13930 int new_element = Feld[jx][jy];
13932 if (IS_CUSTOM_ELEMENT(old_element))
13933 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13935 player->index_bit, leave_side);
13937 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13938 CE_PLAYER_LEAVES_X,
13939 player->index_bit, leave_side);
13941 if (IS_CUSTOM_ELEMENT(new_element))
13942 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13943 player->index_bit, enter_side);
13945 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13946 CE_PLAYER_ENTERS_X,
13947 player->index_bit, enter_side);
13949 #if USE_FIX_CE_ACTION_WITH_PLAYER
13950 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13951 CE_MOVE_OF_X, move_direction);
13953 CheckTriggeredElementChangeBySide(jx, jy, player->element_nr,
13954 CE_MOVE_OF_X, move_direction);
13958 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13960 TestIfPlayerTouchesBadThing(jx, jy);
13961 TestIfPlayerTouchesCustomElement(jx, jy);
13963 /* needed because pushed element has not yet reached its destination,
13964 so it would trigger a change event at its previous field location */
13965 if (!player->is_pushing)
13966 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
13968 if (!player->active)
13969 RemovePlayer(player);
13972 if (!local_player->LevelSolved && level.use_step_counter)
13982 if (TimeLeft <= 10 && setup.time_limit)
13983 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
13986 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13988 DisplayGameControlValues();
13990 DrawGameValue_Time(TimeLeft);
13993 if (!TimeLeft && setup.time_limit)
13994 for (i = 0; i < MAX_PLAYERS; i++)
13995 KillPlayer(&stored_player[i]);
13998 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
14000 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
14002 DisplayGameControlValues();
14005 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
14006 DrawGameValue_Time(TimePlayed);
14010 if (tape.single_step && tape.recording && !tape.pausing &&
14011 !player->programmed_action)
14012 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
14016 void ScrollScreen(struct PlayerInfo *player, int mode)
14018 static unsigned long screen_frame_counter = 0;
14020 if (mode == SCROLL_INIT)
14022 /* set scrolling step size according to actual player's moving speed */
14023 ScrollStepSize = TILEX / player->move_delay_value;
14025 screen_frame_counter = FrameCounter;
14026 ScreenMovDir = player->MovDir;
14027 ScreenMovPos = player->MovPos;
14028 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
14031 else if (!FrameReached(&screen_frame_counter, 1))
14036 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
14037 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
14038 redraw_mask |= REDRAW_FIELD;
14041 ScreenMovDir = MV_NONE;
14044 void TestIfPlayerTouchesCustomElement(int x, int y)
14046 static int xy[4][2] =
14053 static int trigger_sides[4][2] =
14055 /* center side border side */
14056 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
14057 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
14058 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
14059 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
14061 static int touch_dir[4] =
14063 MV_LEFT | MV_RIGHT,
14068 int center_element = Feld[x][y]; /* should always be non-moving! */
14071 for (i = 0; i < NUM_DIRECTIONS; i++)
14073 int xx = x + xy[i][0];
14074 int yy = y + xy[i][1];
14075 int center_side = trigger_sides[i][0];
14076 int border_side = trigger_sides[i][1];
14077 int border_element;
14079 if (!IN_LEV_FIELD(xx, yy))
14082 if (IS_PLAYER(x, y)) /* player found at center element */
14084 struct PlayerInfo *player = PLAYERINFO(x, y);
14086 if (game.engine_version < VERSION_IDENT(3,0,7,0))
14087 border_element = Feld[xx][yy]; /* may be moving! */
14088 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
14089 border_element = Feld[xx][yy];
14090 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
14091 border_element = MovingOrBlocked2Element(xx, yy);
14093 continue; /* center and border element do not touch */
14095 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
14096 player->index_bit, border_side);
14097 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
14098 CE_PLAYER_TOUCHES_X,
14099 player->index_bit, border_side);
14101 #if USE_FIX_CE_ACTION_WITH_PLAYER
14103 /* use player element that is initially defined in the level playfield,
14104 not the player element that corresponds to the runtime player number
14105 (example: a level that contains EL_PLAYER_3 as the only player would
14106 incorrectly give EL_PLAYER_1 for "player->element_nr") */
14107 int player_element = PLAYERINFO(x, y)->initial_element;
14109 CheckElementChangeBySide(xx, yy, border_element, player_element,
14110 CE_TOUCHING_X, border_side);
14114 else if (IS_PLAYER(xx, yy)) /* player found at border element */
14116 struct PlayerInfo *player = PLAYERINFO(xx, yy);
14118 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
14120 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
14121 continue; /* center and border element do not touch */
14124 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
14125 player->index_bit, center_side);
14126 CheckTriggeredElementChangeByPlayer(x, y, center_element,
14127 CE_PLAYER_TOUCHES_X,
14128 player->index_bit, center_side);
14130 #if USE_FIX_CE_ACTION_WITH_PLAYER
14132 /* use player element that is initially defined in the level playfield,
14133 not the player element that corresponds to the runtime player number
14134 (example: a level that contains EL_PLAYER_3 as the only player would
14135 incorrectly give EL_PLAYER_1 for "player->element_nr") */
14136 int player_element = PLAYERINFO(xx, yy)->initial_element;
14138 CheckElementChangeBySide(x, y, center_element, player_element,
14139 CE_TOUCHING_X, center_side);
14148 #if USE_ELEMENT_TOUCHING_BUGFIX
14150 void TestIfElementTouchesCustomElement(int x, int y)
14152 static int xy[4][2] =
14159 static int trigger_sides[4][2] =
14161 /* center side border side */
14162 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
14163 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
14164 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
14165 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
14167 static int touch_dir[4] =
14169 MV_LEFT | MV_RIGHT,
14174 boolean change_center_element = FALSE;
14175 int center_element = Feld[x][y]; /* should always be non-moving! */
14176 int border_element_old[NUM_DIRECTIONS];
14179 for (i = 0; i < NUM_DIRECTIONS; i++)
14181 int xx = x + xy[i][0];
14182 int yy = y + xy[i][1];
14183 int border_element;
14185 border_element_old[i] = -1;
14187 if (!IN_LEV_FIELD(xx, yy))
14190 if (game.engine_version < VERSION_IDENT(3,0,7,0))
14191 border_element = Feld[xx][yy]; /* may be moving! */
14192 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
14193 border_element = Feld[xx][yy];
14194 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
14195 border_element = MovingOrBlocked2Element(xx, yy);
14197 continue; /* center and border element do not touch */
14199 border_element_old[i] = border_element;
14202 for (i = 0; i < NUM_DIRECTIONS; i++)
14204 int xx = x + xy[i][0];
14205 int yy = y + xy[i][1];
14206 int center_side = trigger_sides[i][0];
14207 int border_element = border_element_old[i];
14209 if (border_element == -1)
14212 /* check for change of border element */
14213 CheckElementChangeBySide(xx, yy, border_element, center_element,
14214 CE_TOUCHING_X, center_side);
14216 /* (center element cannot be player, so we dont have to check this here) */
14219 for (i = 0; i < NUM_DIRECTIONS; i++)
14221 int xx = x + xy[i][0];
14222 int yy = y + xy[i][1];
14223 int border_side = trigger_sides[i][1];
14224 int border_element = border_element_old[i];
14226 if (border_element == -1)
14229 /* check for change of center element (but change it only once) */
14230 if (!change_center_element)
14231 change_center_element =
14232 CheckElementChangeBySide(x, y, center_element, border_element,
14233 CE_TOUCHING_X, border_side);
14235 #if USE_FIX_CE_ACTION_WITH_PLAYER
14236 if (IS_PLAYER(xx, yy))
14238 /* use player element that is initially defined in the level playfield,
14239 not the player element that corresponds to the runtime player number
14240 (example: a level that contains EL_PLAYER_3 as the only player would
14241 incorrectly give EL_PLAYER_1 for "player->element_nr") */
14242 int player_element = PLAYERINFO(xx, yy)->initial_element;
14244 CheckElementChangeBySide(x, y, center_element, player_element,
14245 CE_TOUCHING_X, border_side);
14253 void TestIfElementTouchesCustomElement_OLD(int x, int y)
14255 static int xy[4][2] =
14262 static int trigger_sides[4][2] =
14264 /* center side border side */
14265 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
14266 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
14267 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
14268 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
14270 static int touch_dir[4] =
14272 MV_LEFT | MV_RIGHT,
14277 boolean change_center_element = FALSE;
14278 int center_element = Feld[x][y]; /* should always be non-moving! */
14281 for (i = 0; i < NUM_DIRECTIONS; i++)
14283 int xx = x + xy[i][0];
14284 int yy = y + xy[i][1];
14285 int center_side = trigger_sides[i][0];
14286 int border_side = trigger_sides[i][1];
14287 int border_element;
14289 if (!IN_LEV_FIELD(xx, yy))
14292 if (game.engine_version < VERSION_IDENT(3,0,7,0))
14293 border_element = Feld[xx][yy]; /* may be moving! */
14294 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
14295 border_element = Feld[xx][yy];
14296 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
14297 border_element = MovingOrBlocked2Element(xx, yy);
14299 continue; /* center and border element do not touch */
14301 /* check for change of center element (but change it only once) */
14302 if (!change_center_element)
14303 change_center_element =
14304 CheckElementChangeBySide(x, y, center_element, border_element,
14305 CE_TOUCHING_X, border_side);
14307 /* check for change of border element */
14308 CheckElementChangeBySide(xx, yy, border_element, center_element,
14309 CE_TOUCHING_X, center_side);
14315 void TestIfElementHitsCustomElement(int x, int y, int direction)
14317 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
14318 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
14319 int hitx = x + dx, hity = y + dy;
14320 int hitting_element = Feld[x][y];
14321 int touched_element;
14323 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
14326 touched_element = (IN_LEV_FIELD(hitx, hity) ?
14327 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
14329 if (IN_LEV_FIELD(hitx, hity))
14331 int opposite_direction = MV_DIR_OPPOSITE(direction);
14332 int hitting_side = direction;
14333 int touched_side = opposite_direction;
14334 boolean object_hit = (!IS_MOVING(hitx, hity) ||
14335 MovDir[hitx][hity] != direction ||
14336 ABS(MovPos[hitx][hity]) <= TILEY / 2);
14342 CheckElementChangeBySide(x, y, hitting_element, touched_element,
14343 CE_HITTING_X, touched_side);
14345 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
14346 CE_HIT_BY_X, hitting_side);
14348 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
14349 CE_HIT_BY_SOMETHING, opposite_direction);
14351 #if USE_FIX_CE_ACTION_WITH_PLAYER
14352 if (IS_PLAYER(hitx, hity))
14354 /* use player element that is initially defined in the level playfield,
14355 not the player element that corresponds to the runtime player number
14356 (example: a level that contains EL_PLAYER_3 as the only player would
14357 incorrectly give EL_PLAYER_1 for "player->element_nr") */
14358 int player_element = PLAYERINFO(hitx, hity)->initial_element;
14360 CheckElementChangeBySide(x, y, hitting_element, player_element,
14361 CE_HITTING_X, touched_side);
14367 /* "hitting something" is also true when hitting the playfield border */
14368 CheckElementChangeBySide(x, y, hitting_element, touched_element,
14369 CE_HITTING_SOMETHING, direction);
14373 void TestIfElementSmashesCustomElement(int x, int y, int direction)
14375 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
14376 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
14377 int hitx = x + dx, hity = y + dy;
14378 int hitting_element = Feld[x][y];
14379 int touched_element;
14381 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
14382 !IS_FREE(hitx, hity) &&
14383 (!IS_MOVING(hitx, hity) ||
14384 MovDir[hitx][hity] != direction ||
14385 ABS(MovPos[hitx][hity]) <= TILEY / 2));
14388 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
14392 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
14396 touched_element = (IN_LEV_FIELD(hitx, hity) ?
14397 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
14399 CheckElementChangeBySide(x, y, hitting_element, touched_element,
14400 EP_CAN_SMASH_EVERYTHING, direction);
14402 if (IN_LEV_FIELD(hitx, hity))
14404 int opposite_direction = MV_DIR_OPPOSITE(direction);
14405 int hitting_side = direction;
14406 int touched_side = opposite_direction;
14408 int touched_element = MovingOrBlocked2Element(hitx, hity);
14411 boolean object_hit = (!IS_MOVING(hitx, hity) ||
14412 MovDir[hitx][hity] != direction ||
14413 ABS(MovPos[hitx][hity]) <= TILEY / 2);
14422 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
14423 CE_SMASHED_BY_SOMETHING, opposite_direction);
14425 CheckElementChangeBySide(x, y, hitting_element, touched_element,
14426 CE_OTHER_IS_SMASHING, touched_side);
14428 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
14429 CE_OTHER_GETS_SMASHED, hitting_side);
14435 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
14437 int i, kill_x = -1, kill_y = -1;
14439 int bad_element = -1;
14440 static int test_xy[4][2] =
14447 static int test_dir[4] =
14455 for (i = 0; i < NUM_DIRECTIONS; i++)
14457 int test_x, test_y, test_move_dir, test_element;
14459 test_x = good_x + test_xy[i][0];
14460 test_y = good_y + test_xy[i][1];
14462 if (!IN_LEV_FIELD(test_x, test_y))
14466 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
14468 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
14470 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
14471 2nd case: DONT_TOUCH style bad thing does not move away from good thing
14473 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
14474 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
14478 bad_element = test_element;
14484 if (kill_x != -1 || kill_y != -1)
14486 if (IS_PLAYER(good_x, good_y))
14488 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
14490 if (player->shield_deadly_time_left > 0 &&
14491 !IS_INDESTRUCTIBLE(bad_element))
14492 Bang(kill_x, kill_y);
14493 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
14494 KillPlayer(player);
14497 Bang(good_x, good_y);
14501 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
14503 int i, kill_x = -1, kill_y = -1;
14504 int bad_element = Feld[bad_x][bad_y];
14505 static int test_xy[4][2] =
14512 static int touch_dir[4] =
14514 MV_LEFT | MV_RIGHT,
14519 static int test_dir[4] =
14527 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
14530 for (i = 0; i < NUM_DIRECTIONS; i++)
14532 int test_x, test_y, test_move_dir, test_element;
14534 test_x = bad_x + test_xy[i][0];
14535 test_y = bad_y + test_xy[i][1];
14537 if (!IN_LEV_FIELD(test_x, test_y))
14541 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
14543 test_element = Feld[test_x][test_y];
14545 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
14546 2nd case: DONT_TOUCH style bad thing does not move away from good thing
14548 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
14549 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
14551 /* good thing is player or penguin that does not move away */
14552 if (IS_PLAYER(test_x, test_y))
14554 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
14556 if (bad_element == EL_ROBOT && player->is_moving)
14557 continue; /* robot does not kill player if he is moving */
14559 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
14561 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
14562 continue; /* center and border element do not touch */
14570 else if (test_element == EL_PENGUIN)
14580 if (kill_x != -1 || kill_y != -1)
14582 if (IS_PLAYER(kill_x, kill_y))
14584 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
14586 if (player->shield_deadly_time_left > 0 &&
14587 !IS_INDESTRUCTIBLE(bad_element))
14588 Bang(bad_x, bad_y);
14589 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
14590 KillPlayer(player);
14593 Bang(kill_x, kill_y);
14597 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
14599 int bad_element = Feld[bad_x][bad_y];
14600 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
14601 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
14602 int test_x = bad_x + dx, test_y = bad_y + dy;
14603 int test_move_dir, test_element;
14604 int kill_x = -1, kill_y = -1;
14606 if (!IN_LEV_FIELD(test_x, test_y))
14610 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
14612 test_element = Feld[test_x][test_y];
14614 if (test_move_dir != bad_move_dir)
14616 /* good thing can be player or penguin that does not move away */
14617 if (IS_PLAYER(test_x, test_y))
14619 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
14621 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
14622 player as being hit when he is moving towards the bad thing, because
14623 the "get hit by" condition would be lost after the player stops) */
14624 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
14625 return; /* player moves away from bad thing */
14630 else if (test_element == EL_PENGUIN)
14637 if (kill_x != -1 || kill_y != -1)
14639 if (IS_PLAYER(kill_x, kill_y))
14641 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
14643 if (player->shield_deadly_time_left > 0 &&
14644 !IS_INDESTRUCTIBLE(bad_element))
14645 Bang(bad_x, bad_y);
14646 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
14647 KillPlayer(player);
14650 Bang(kill_x, kill_y);
14654 void TestIfPlayerTouchesBadThing(int x, int y)
14656 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
14659 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
14661 TestIfGoodThingHitsBadThing(x, y, move_dir);
14664 void TestIfBadThingTouchesPlayer(int x, int y)
14666 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
14669 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
14671 TestIfBadThingHitsGoodThing(x, y, move_dir);
14674 void TestIfFriendTouchesBadThing(int x, int y)
14676 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
14679 void TestIfBadThingTouchesFriend(int x, int y)
14681 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
14684 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
14686 int i, kill_x = bad_x, kill_y = bad_y;
14687 static int xy[4][2] =
14695 for (i = 0; i < NUM_DIRECTIONS; i++)
14699 x = bad_x + xy[i][0];
14700 y = bad_y + xy[i][1];
14701 if (!IN_LEV_FIELD(x, y))
14704 element = Feld[x][y];
14705 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
14706 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
14714 if (kill_x != bad_x || kill_y != bad_y)
14715 Bang(bad_x, bad_y);
14718 void KillPlayer(struct PlayerInfo *player)
14720 int jx = player->jx, jy = player->jy;
14722 if (!player->active)
14726 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
14727 player->killed, player->active, player->reanimated);
14730 /* the following code was introduced to prevent an infinite loop when calling
14732 -> CheckTriggeredElementChangeExt()
14733 -> ExecuteCustomElementAction()
14735 -> (infinitely repeating the above sequence of function calls)
14736 which occurs when killing the player while having a CE with the setting
14737 "kill player X when explosion of <player X>"; the solution using a new
14738 field "player->killed" was chosen for backwards compatibility, although
14739 clever use of the fields "player->active" etc. would probably also work */
14741 if (player->killed)
14745 player->killed = TRUE;
14747 /* remove accessible field at the player's position */
14748 Feld[jx][jy] = EL_EMPTY;
14750 /* deactivate shield (else Bang()/Explode() would not work right) */
14751 player->shield_normal_time_left = 0;
14752 player->shield_deadly_time_left = 0;
14755 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
14756 player->killed, player->active, player->reanimated);
14762 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
14763 player->killed, player->active, player->reanimated);
14766 #if USE_PLAYER_REANIMATION
14768 if (player->reanimated) /* killed player may have been reanimated */
14769 player->killed = player->reanimated = FALSE;
14771 BuryPlayer(player);
14773 if (player->killed) /* player may have been reanimated */
14774 BuryPlayer(player);
14777 BuryPlayer(player);
14781 static void KillPlayerUnlessEnemyProtected(int x, int y)
14783 if (!PLAYER_ENEMY_PROTECTED(x, y))
14784 KillPlayer(PLAYERINFO(x, y));
14787 static void KillPlayerUnlessExplosionProtected(int x, int y)
14789 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
14790 KillPlayer(PLAYERINFO(x, y));
14793 void BuryPlayer(struct PlayerInfo *player)
14795 int jx = player->jx, jy = player->jy;
14797 if (!player->active)
14800 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
14801 PlayLevelSound(jx, jy, SND_GAME_LOSING);
14803 player->GameOver = TRUE;
14804 RemovePlayer(player);
14807 void RemovePlayer(struct PlayerInfo *player)
14809 int jx = player->jx, jy = player->jy;
14810 int i, found = FALSE;
14812 player->present = FALSE;
14813 player->active = FALSE;
14815 if (!ExplodeField[jx][jy])
14816 StorePlayer[jx][jy] = 0;
14818 if (player->is_moving)
14819 TEST_DrawLevelField(player->last_jx, player->last_jy);
14821 for (i = 0; i < MAX_PLAYERS; i++)
14822 if (stored_player[i].active)
14826 AllPlayersGone = TRUE;
14832 #if USE_NEW_SNAP_DELAY
14833 static void setFieldForSnapping(int x, int y, int element, int direction)
14835 struct ElementInfo *ei = &element_info[element];
14836 int direction_bit = MV_DIR_TO_BIT(direction);
14837 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
14838 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
14839 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
14841 Feld[x][y] = EL_ELEMENT_SNAPPING;
14842 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
14844 ResetGfxAnimation(x, y);
14846 GfxElement[x][y] = element;
14847 GfxAction[x][y] = action;
14848 GfxDir[x][y] = direction;
14849 GfxFrame[x][y] = -1;
14854 =============================================================================
14855 checkDiagonalPushing()
14856 -----------------------------------------------------------------------------
14857 check if diagonal input device direction results in pushing of object
14858 (by checking if the alternative direction is walkable, diggable, ...)
14859 =============================================================================
14862 static boolean checkDiagonalPushing(struct PlayerInfo *player,
14863 int x, int y, int real_dx, int real_dy)
14865 int jx, jy, dx, dy, xx, yy;
14867 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
14870 /* diagonal direction: check alternative direction */
14875 xx = jx + (dx == 0 ? real_dx : 0);
14876 yy = jy + (dy == 0 ? real_dy : 0);
14878 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
14882 =============================================================================
14884 -----------------------------------------------------------------------------
14885 x, y: field next to player (non-diagonal) to try to dig to
14886 real_dx, real_dy: direction as read from input device (can be diagonal)
14887 =============================================================================
14890 static int DigField(struct PlayerInfo *player,
14891 int oldx, int oldy, int x, int y,
14892 int real_dx, int real_dy, int mode)
14894 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
14895 boolean player_was_pushing = player->is_pushing;
14896 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14897 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14898 int jx = oldx, jy = oldy;
14899 int dx = x - jx, dy = y - jy;
14900 int nextx = x + dx, nexty = y + dy;
14901 int move_direction = (dx == -1 ? MV_LEFT :
14902 dx == +1 ? MV_RIGHT :
14904 dy == +1 ? MV_DOWN : MV_NONE);
14905 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
14906 int dig_side = MV_DIR_OPPOSITE(move_direction);
14907 int old_element = Feld[jx][jy];
14908 #if USE_FIXED_DONT_RUN_INTO
14909 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
14915 if (is_player) /* function can also be called by EL_PENGUIN */
14917 if (player->MovPos == 0)
14919 player->is_digging = FALSE;
14920 player->is_collecting = FALSE;
14923 if (player->MovPos == 0) /* last pushing move finished */
14924 player->is_pushing = FALSE;
14926 if (mode == DF_NO_PUSH) /* player just stopped pushing */
14928 player->is_switching = FALSE;
14929 player->push_delay = -1;
14931 return MP_NO_ACTION;
14935 #if !USE_FIXED_DONT_RUN_INTO
14936 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14937 return MP_NO_ACTION;
14940 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
14941 old_element = Back[jx][jy];
14943 /* in case of element dropped at player position, check background */
14944 else if (Back[jx][jy] != EL_EMPTY &&
14945 game.engine_version >= VERSION_IDENT(2,2,0,0))
14946 old_element = Back[jx][jy];
14948 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
14949 return MP_NO_ACTION; /* field has no opening in this direction */
14951 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
14952 return MP_NO_ACTION; /* field has no opening in this direction */
14954 #if USE_FIXED_DONT_RUN_INTO
14955 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
14959 Feld[jx][jy] = player->artwork_element;
14960 InitMovingField(jx, jy, MV_DOWN);
14961 Store[jx][jy] = EL_ACID;
14962 ContinueMoving(jx, jy);
14963 BuryPlayer(player);
14965 return MP_DONT_RUN_INTO;
14969 #if USE_FIXED_DONT_RUN_INTO
14970 if (player_can_move && DONT_RUN_INTO(element))
14972 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
14974 return MP_DONT_RUN_INTO;
14978 #if USE_FIXED_DONT_RUN_INTO
14979 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14980 return MP_NO_ACTION;
14983 #if !USE_FIXED_DONT_RUN_INTO
14984 element = Feld[x][y];
14987 collect_count = element_info[element].collect_count_initial;
14989 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
14990 return MP_NO_ACTION;
14992 if (game.engine_version < VERSION_IDENT(2,2,0,0))
14993 player_can_move = player_can_move_or_snap;
14995 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
14996 game.engine_version >= VERSION_IDENT(2,2,0,0))
14998 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
14999 player->index_bit, dig_side);
15000 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
15001 player->index_bit, dig_side);
15003 if (element == EL_DC_LANDMINE)
15006 if (Feld[x][y] != element) /* field changed by snapping */
15009 return MP_NO_ACTION;
15012 #if USE_PLAYER_GRAVITY
15013 if (player->gravity && is_player && !player->is_auto_moving &&
15014 canFallDown(player) && move_direction != MV_DOWN &&
15015 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
15016 return MP_NO_ACTION; /* player cannot walk here due to gravity */
15018 if (game.gravity && is_player && !player->is_auto_moving &&
15019 canFallDown(player) && move_direction != MV_DOWN &&
15020 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
15021 return MP_NO_ACTION; /* player cannot walk here due to gravity */
15024 if (player_can_move &&
15025 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
15027 int sound_element = SND_ELEMENT(element);
15028 int sound_action = ACTION_WALKING;
15030 if (IS_RND_GATE(element))
15032 if (!player->key[RND_GATE_NR(element)])
15033 return MP_NO_ACTION;
15035 else if (IS_RND_GATE_GRAY(element))
15037 if (!player->key[RND_GATE_GRAY_NR(element)])
15038 return MP_NO_ACTION;
15040 else if (IS_RND_GATE_GRAY_ACTIVE(element))
15042 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
15043 return MP_NO_ACTION;
15045 else if (element == EL_EXIT_OPEN ||
15046 element == EL_EM_EXIT_OPEN ||
15048 element == EL_EM_EXIT_OPENING ||
15050 element == EL_STEEL_EXIT_OPEN ||
15051 element == EL_EM_STEEL_EXIT_OPEN ||
15053 element == EL_EM_STEEL_EXIT_OPENING ||
15055 element == EL_SP_EXIT_OPEN ||
15056 element == EL_SP_EXIT_OPENING)
15058 sound_action = ACTION_PASSING; /* player is passing exit */
15060 else if (element == EL_EMPTY)
15062 sound_action = ACTION_MOVING; /* nothing to walk on */
15065 /* play sound from background or player, whatever is available */
15066 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
15067 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
15069 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
15071 else if (player_can_move &&
15072 IS_PASSABLE(element) && canPassField(x, y, move_direction))
15074 if (!ACCESS_FROM(element, opposite_direction))
15075 return MP_NO_ACTION; /* field not accessible from this direction */
15077 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
15078 return MP_NO_ACTION;
15080 if (IS_EM_GATE(element))
15082 if (!player->key[EM_GATE_NR(element)])
15083 return MP_NO_ACTION;
15085 else if (IS_EM_GATE_GRAY(element))
15087 if (!player->key[EM_GATE_GRAY_NR(element)])
15088 return MP_NO_ACTION;
15090 else if (IS_EM_GATE_GRAY_ACTIVE(element))
15092 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
15093 return MP_NO_ACTION;
15095 else if (IS_EMC_GATE(element))
15097 if (!player->key[EMC_GATE_NR(element)])
15098 return MP_NO_ACTION;
15100 else if (IS_EMC_GATE_GRAY(element))
15102 if (!player->key[EMC_GATE_GRAY_NR(element)])
15103 return MP_NO_ACTION;
15105 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
15107 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
15108 return MP_NO_ACTION;
15110 else if (element == EL_DC_GATE_WHITE ||
15111 element == EL_DC_GATE_WHITE_GRAY ||
15112 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
15114 if (player->num_white_keys == 0)
15115 return MP_NO_ACTION;
15117 player->num_white_keys--;
15119 else if (IS_SP_PORT(element))
15121 if (element == EL_SP_GRAVITY_PORT_LEFT ||
15122 element == EL_SP_GRAVITY_PORT_RIGHT ||
15123 element == EL_SP_GRAVITY_PORT_UP ||
15124 element == EL_SP_GRAVITY_PORT_DOWN)
15125 #if USE_PLAYER_GRAVITY
15126 player->gravity = !player->gravity;
15128 game.gravity = !game.gravity;
15130 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
15131 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
15132 element == EL_SP_GRAVITY_ON_PORT_UP ||
15133 element == EL_SP_GRAVITY_ON_PORT_DOWN)
15134 #if USE_PLAYER_GRAVITY
15135 player->gravity = TRUE;
15137 game.gravity = TRUE;
15139 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
15140 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
15141 element == EL_SP_GRAVITY_OFF_PORT_UP ||
15142 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
15143 #if USE_PLAYER_GRAVITY
15144 player->gravity = FALSE;
15146 game.gravity = FALSE;
15150 /* automatically move to the next field with double speed */
15151 player->programmed_action = move_direction;
15153 if (player->move_delay_reset_counter == 0)
15155 player->move_delay_reset_counter = 2; /* two double speed steps */
15157 DOUBLE_PLAYER_SPEED(player);
15160 PlayLevelSoundAction(x, y, ACTION_PASSING);
15162 else if (player_can_move_or_snap && IS_DIGGABLE(element))
15166 if (mode != DF_SNAP)
15168 GfxElement[x][y] = GFX_ELEMENT(element);
15169 player->is_digging = TRUE;
15172 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15174 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
15175 player->index_bit, dig_side);
15177 if (mode == DF_SNAP)
15179 #if USE_NEW_SNAP_DELAY
15180 if (level.block_snap_field)
15181 setFieldForSnapping(x, y, element, move_direction);
15183 TestIfElementTouchesCustomElement(x, y); /* for empty space */
15185 TestIfElementTouchesCustomElement(x, y); /* for empty space */
15188 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
15189 player->index_bit, dig_side);
15192 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
15196 if (is_player && mode != DF_SNAP)
15198 GfxElement[x][y] = element;
15199 player->is_collecting = TRUE;
15202 if (element == EL_SPEED_PILL)
15204 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
15206 else if (element == EL_EXTRA_TIME && level.time > 0)
15208 TimeLeft += level.extra_time;
15211 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
15213 DisplayGameControlValues();
15215 DrawGameValue_Time(TimeLeft);
15218 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
15220 player->shield_normal_time_left += level.shield_normal_time;
15221 if (element == EL_SHIELD_DEADLY)
15222 player->shield_deadly_time_left += level.shield_deadly_time;
15224 else if (element == EL_DYNAMITE ||
15225 element == EL_EM_DYNAMITE ||
15226 element == EL_SP_DISK_RED)
15228 if (player->inventory_size < MAX_INVENTORY_SIZE)
15229 player->inventory_element[player->inventory_size++] = element;
15231 DrawGameDoorValues();
15233 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
15235 player->dynabomb_count++;
15236 player->dynabombs_left++;
15238 else if (element == EL_DYNABOMB_INCREASE_SIZE)
15240 player->dynabomb_size++;
15242 else if (element == EL_DYNABOMB_INCREASE_POWER)
15244 player->dynabomb_xl = TRUE;
15246 else if (IS_KEY(element))
15248 player->key[KEY_NR(element)] = TRUE;
15250 DrawGameDoorValues();
15252 else if (element == EL_DC_KEY_WHITE)
15254 player->num_white_keys++;
15256 /* display white keys? */
15257 /* DrawGameDoorValues(); */
15259 else if (IS_ENVELOPE(element))
15261 player->show_envelope = element;
15263 else if (element == EL_EMC_LENSES)
15265 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
15267 RedrawAllInvisibleElementsForLenses();
15269 else if (element == EL_EMC_MAGNIFIER)
15271 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
15273 RedrawAllInvisibleElementsForMagnifier();
15275 else if (IS_DROPPABLE(element) ||
15276 IS_THROWABLE(element)) /* can be collected and dropped */
15280 if (collect_count == 0)
15281 player->inventory_infinite_element = element;
15283 for (i = 0; i < collect_count; i++)
15284 if (player->inventory_size < MAX_INVENTORY_SIZE)
15285 player->inventory_element[player->inventory_size++] = element;
15287 DrawGameDoorValues();
15289 else if (collect_count > 0)
15291 local_player->gems_still_needed -= collect_count;
15292 if (local_player->gems_still_needed < 0)
15293 local_player->gems_still_needed = 0;
15296 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
15298 DisplayGameControlValues();
15300 DrawGameValue_Emeralds(local_player->gems_still_needed);
15304 RaiseScoreElement(element);
15305 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15308 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
15309 player->index_bit, dig_side);
15311 if (mode == DF_SNAP)
15313 #if USE_NEW_SNAP_DELAY
15314 if (level.block_snap_field)
15315 setFieldForSnapping(x, y, element, move_direction);
15317 TestIfElementTouchesCustomElement(x, y); /* for empty space */
15319 TestIfElementTouchesCustomElement(x, y); /* for empty space */
15322 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
15323 player->index_bit, dig_side);
15326 else if (player_can_move_or_snap && IS_PUSHABLE(element))
15328 if (mode == DF_SNAP && element != EL_BD_ROCK)
15329 return MP_NO_ACTION;
15331 if (CAN_FALL(element) && dy)
15332 return MP_NO_ACTION;
15334 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
15335 !(element == EL_SPRING && level.use_spring_bug))
15336 return MP_NO_ACTION;
15338 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
15339 ((move_direction & MV_VERTICAL &&
15340 ((element_info[element].move_pattern & MV_LEFT &&
15341 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
15342 (element_info[element].move_pattern & MV_RIGHT &&
15343 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
15344 (move_direction & MV_HORIZONTAL &&
15345 ((element_info[element].move_pattern & MV_UP &&
15346 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
15347 (element_info[element].move_pattern & MV_DOWN &&
15348 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
15349 return MP_NO_ACTION;
15351 /* do not push elements already moving away faster than player */
15352 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
15353 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
15354 return MP_NO_ACTION;
15356 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
15358 if (player->push_delay_value == -1 || !player_was_pushing)
15359 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
15361 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
15363 if (player->push_delay_value == -1)
15364 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
15366 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
15368 if (!player->is_pushing)
15369 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
15372 player->is_pushing = TRUE;
15373 player->is_active = TRUE;
15375 if (!(IN_LEV_FIELD(nextx, nexty) &&
15376 (IS_FREE(nextx, nexty) ||
15377 (IS_SB_ELEMENT(element) &&
15378 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
15379 (IS_CUSTOM_ELEMENT(element) &&
15380 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
15381 return MP_NO_ACTION;
15383 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
15384 return MP_NO_ACTION;
15386 if (player->push_delay == -1) /* new pushing; restart delay */
15387 player->push_delay = 0;
15389 if (player->push_delay < player->push_delay_value &&
15390 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
15391 element != EL_SPRING && element != EL_BALLOON)
15393 /* make sure that there is no move delay before next try to push */
15394 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
15395 player->move_delay = 0;
15397 return MP_NO_ACTION;
15400 if (IS_CUSTOM_ELEMENT(element) &&
15401 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
15403 if (!DigFieldByCE(nextx, nexty, element))
15404 return MP_NO_ACTION;
15407 if (IS_SB_ELEMENT(element))
15409 if (element == EL_SOKOBAN_FIELD_FULL)
15411 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
15412 local_player->sokobanfields_still_needed++;
15415 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
15417 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
15418 local_player->sokobanfields_still_needed--;
15421 Feld[x][y] = EL_SOKOBAN_OBJECT;
15423 if (Back[x][y] == Back[nextx][nexty])
15424 PlayLevelSoundAction(x, y, ACTION_PUSHING);
15425 else if (Back[x][y] != 0)
15426 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
15429 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
15433 if (local_player->sokobanfields_still_needed == 0 &&
15434 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
15436 if (local_player->sokobanfields_still_needed == 0 &&
15437 game.emulation == EMU_SOKOBAN)
15440 PlayerWins(player);
15442 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
15446 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15448 InitMovingField(x, y, move_direction);
15449 GfxAction[x][y] = ACTION_PUSHING;
15451 if (mode == DF_SNAP)
15452 ContinueMoving(x, y);
15454 MovPos[x][y] = (dx != 0 ? dx : dy);
15456 Pushed[x][y] = TRUE;
15457 Pushed[nextx][nexty] = TRUE;
15459 if (game.engine_version < VERSION_IDENT(2,2,0,7))
15460 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
15462 player->push_delay_value = -1; /* get new value later */
15464 /* check for element change _after_ element has been pushed */
15465 if (game.use_change_when_pushing_bug)
15467 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
15468 player->index_bit, dig_side);
15469 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
15470 player->index_bit, dig_side);
15473 else if (IS_SWITCHABLE(element))
15475 if (PLAYER_SWITCHING(player, x, y))
15477 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
15478 player->index_bit, dig_side);
15483 player->is_switching = TRUE;
15484 player->switch_x = x;
15485 player->switch_y = y;
15487 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15489 if (element == EL_ROBOT_WHEEL)
15491 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
15495 game.robot_wheel_active = TRUE;
15497 TEST_DrawLevelField(x, y);
15499 else if (element == EL_SP_TERMINAL)
15503 SCAN_PLAYFIELD(xx, yy)
15505 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
15507 else if (Feld[xx][yy] == EL_SP_TERMINAL)
15508 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
15511 else if (IS_BELT_SWITCH(element))
15513 ToggleBeltSwitch(x, y);
15515 else if (element == EL_SWITCHGATE_SWITCH_UP ||
15516 element == EL_SWITCHGATE_SWITCH_DOWN ||
15517 element == EL_DC_SWITCHGATE_SWITCH_UP ||
15518 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
15520 ToggleSwitchgateSwitch(x, y);
15522 else if (element == EL_LIGHT_SWITCH ||
15523 element == EL_LIGHT_SWITCH_ACTIVE)
15525 ToggleLightSwitch(x, y);
15527 else if (element == EL_TIMEGATE_SWITCH ||
15528 element == EL_DC_TIMEGATE_SWITCH)
15530 ActivateTimegateSwitch(x, y);
15532 else if (element == EL_BALLOON_SWITCH_LEFT ||
15533 element == EL_BALLOON_SWITCH_RIGHT ||
15534 element == EL_BALLOON_SWITCH_UP ||
15535 element == EL_BALLOON_SWITCH_DOWN ||
15536 element == EL_BALLOON_SWITCH_NONE ||
15537 element == EL_BALLOON_SWITCH_ANY)
15539 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
15540 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
15541 element == EL_BALLOON_SWITCH_UP ? MV_UP :
15542 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
15543 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
15546 else if (element == EL_LAMP)
15548 Feld[x][y] = EL_LAMP_ACTIVE;
15549 local_player->lights_still_needed--;
15551 ResetGfxAnimation(x, y);
15552 TEST_DrawLevelField(x, y);
15554 else if (element == EL_TIME_ORB_FULL)
15556 Feld[x][y] = EL_TIME_ORB_EMPTY;
15558 if (level.time > 0 || level.use_time_orb_bug)
15560 TimeLeft += level.time_orb_time;
15563 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
15565 DisplayGameControlValues();
15567 DrawGameValue_Time(TimeLeft);
15571 ResetGfxAnimation(x, y);
15572 TEST_DrawLevelField(x, y);
15574 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
15575 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
15579 game.ball_state = !game.ball_state;
15581 SCAN_PLAYFIELD(xx, yy)
15583 int e = Feld[xx][yy];
15585 if (game.ball_state)
15587 if (e == EL_EMC_MAGIC_BALL)
15588 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
15589 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
15590 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
15594 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
15595 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
15596 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
15597 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
15602 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
15603 player->index_bit, dig_side);
15605 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
15606 player->index_bit, dig_side);
15608 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
15609 player->index_bit, dig_side);
15615 if (!PLAYER_SWITCHING(player, x, y))
15617 player->is_switching = TRUE;
15618 player->switch_x = x;
15619 player->switch_y = y;
15621 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
15622 player->index_bit, dig_side);
15623 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
15624 player->index_bit, dig_side);
15626 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
15627 player->index_bit, dig_side);
15628 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
15629 player->index_bit, dig_side);
15632 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
15633 player->index_bit, dig_side);
15634 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
15635 player->index_bit, dig_side);
15637 return MP_NO_ACTION;
15640 player->push_delay = -1;
15642 if (is_player) /* function can also be called by EL_PENGUIN */
15644 if (Feld[x][y] != element) /* really digged/collected something */
15646 player->is_collecting = !player->is_digging;
15647 player->is_active = TRUE;
15654 static boolean DigFieldByCE(int x, int y, int digging_element)
15656 int element = Feld[x][y];
15658 if (!IS_FREE(x, y))
15660 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
15661 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
15664 /* no element can dig solid indestructible elements */
15665 if (IS_INDESTRUCTIBLE(element) &&
15666 !IS_DIGGABLE(element) &&
15667 !IS_COLLECTIBLE(element))
15670 if (AmoebaNr[x][y] &&
15671 (element == EL_AMOEBA_FULL ||
15672 element == EL_BD_AMOEBA ||
15673 element == EL_AMOEBA_GROWING))
15675 AmoebaCnt[AmoebaNr[x][y]]--;
15676 AmoebaCnt2[AmoebaNr[x][y]]--;
15679 if (IS_MOVING(x, y))
15680 RemoveMovingField(x, y);
15684 TEST_DrawLevelField(x, y);
15687 /* if digged element was about to explode, prevent the explosion */
15688 ExplodeField[x][y] = EX_TYPE_NONE;
15690 PlayLevelSoundAction(x, y, action);
15693 Store[x][y] = EL_EMPTY;
15696 /* this makes it possible to leave the removed element again */
15697 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
15698 Store[x][y] = element;
15700 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
15702 int move_leave_element = element_info[digging_element].move_leave_element;
15704 /* this makes it possible to leave the removed element again */
15705 Store[x][y] = (move_leave_element == EL_TRIGGER_ELEMENT ?
15706 element : move_leave_element);
15713 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
15715 int jx = player->jx, jy = player->jy;
15716 int x = jx + dx, y = jy + dy;
15717 int snap_direction = (dx == -1 ? MV_LEFT :
15718 dx == +1 ? MV_RIGHT :
15720 dy == +1 ? MV_DOWN : MV_NONE);
15721 boolean can_continue_snapping = (level.continuous_snapping &&
15722 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
15724 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
15727 if (!player->active || !IN_LEV_FIELD(x, y))
15735 if (player->MovPos == 0)
15736 player->is_pushing = FALSE;
15738 player->is_snapping = FALSE;
15740 if (player->MovPos == 0)
15742 player->is_moving = FALSE;
15743 player->is_digging = FALSE;
15744 player->is_collecting = FALSE;
15750 #if USE_NEW_CONTINUOUS_SNAPPING
15751 /* prevent snapping with already pressed snap key when not allowed */
15752 if (player->is_snapping && !can_continue_snapping)
15755 if (player->is_snapping)
15759 player->MovDir = snap_direction;
15761 if (player->MovPos == 0)
15763 player->is_moving = FALSE;
15764 player->is_digging = FALSE;
15765 player->is_collecting = FALSE;
15768 player->is_dropping = FALSE;
15769 player->is_dropping_pressed = FALSE;
15770 player->drop_pressed_delay = 0;
15772 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
15775 player->is_snapping = TRUE;
15776 player->is_active = TRUE;
15778 if (player->MovPos == 0)
15780 player->is_moving = FALSE;
15781 player->is_digging = FALSE;
15782 player->is_collecting = FALSE;
15785 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
15786 TEST_DrawLevelField(player->last_jx, player->last_jy);
15788 TEST_DrawLevelField(x, y);
15793 static boolean DropElement(struct PlayerInfo *player)
15795 int old_element, new_element;
15796 int dropx = player->jx, dropy = player->jy;
15797 int drop_direction = player->MovDir;
15798 int drop_side = drop_direction;
15800 int drop_element = get_next_dropped_element(player);
15802 int drop_element = (player->inventory_size > 0 ?
15803 player->inventory_element[player->inventory_size - 1] :
15804 player->inventory_infinite_element != EL_UNDEFINED ?
15805 player->inventory_infinite_element :
15806 player->dynabombs_left > 0 ?
15807 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
15811 player->is_dropping_pressed = TRUE;
15813 /* do not drop an element on top of another element; when holding drop key
15814 pressed without moving, dropped element must move away before the next
15815 element can be dropped (this is especially important if the next element
15816 is dynamite, which can be placed on background for historical reasons) */
15817 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
15820 if (IS_THROWABLE(drop_element))
15822 dropx += GET_DX_FROM_DIR(drop_direction);
15823 dropy += GET_DY_FROM_DIR(drop_direction);
15825 if (!IN_LEV_FIELD(dropx, dropy))
15829 old_element = Feld[dropx][dropy]; /* old element at dropping position */
15830 new_element = drop_element; /* default: no change when dropping */
15832 /* check if player is active, not moving and ready to drop */
15833 if (!player->active || player->MovPos || player->drop_delay > 0)
15836 /* check if player has anything that can be dropped */
15837 if (new_element == EL_UNDEFINED)
15840 /* check if drop key was pressed long enough for EM style dynamite */
15841 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
15844 /* check if anything can be dropped at the current position */
15845 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
15848 /* collected custom elements can only be dropped on empty fields */
15849 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
15852 if (old_element != EL_EMPTY)
15853 Back[dropx][dropy] = old_element; /* store old element on this field */
15855 ResetGfxAnimation(dropx, dropy);
15856 ResetRandomAnimationValue(dropx, dropy);
15858 if (player->inventory_size > 0 ||
15859 player->inventory_infinite_element != EL_UNDEFINED)
15861 if (player->inventory_size > 0)
15863 player->inventory_size--;
15865 DrawGameDoorValues();
15867 if (new_element == EL_DYNAMITE)
15868 new_element = EL_DYNAMITE_ACTIVE;
15869 else if (new_element == EL_EM_DYNAMITE)
15870 new_element = EL_EM_DYNAMITE_ACTIVE;
15871 else if (new_element == EL_SP_DISK_RED)
15872 new_element = EL_SP_DISK_RED_ACTIVE;
15875 Feld[dropx][dropy] = new_element;
15877 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15878 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15879 el2img(Feld[dropx][dropy]), 0);
15881 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15883 /* needed if previous element just changed to "empty" in the last frame */
15884 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
15886 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
15887 player->index_bit, drop_side);
15888 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
15890 player->index_bit, drop_side);
15892 TestIfElementTouchesCustomElement(dropx, dropy);
15894 else /* player is dropping a dyna bomb */
15896 player->dynabombs_left--;
15898 Feld[dropx][dropy] = new_element;
15900 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15901 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15902 el2img(Feld[dropx][dropy]), 0);
15904 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15907 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
15908 InitField_WithBug1(dropx, dropy, FALSE);
15910 new_element = Feld[dropx][dropy]; /* element might have changed */
15912 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
15913 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
15915 int move_direction, nextx, nexty;
15917 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
15918 MovDir[dropx][dropy] = drop_direction;
15920 move_direction = MovDir[dropx][dropy];
15921 nextx = dropx + GET_DX_FROM_DIR(move_direction);
15922 nexty = dropy + GET_DY_FROM_DIR(move_direction);
15924 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
15926 #if USE_FIX_IMPACT_COLLISION
15927 /* do not cause impact style collision by dropping elements that can fall */
15928 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15930 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15934 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
15935 player->is_dropping = TRUE;
15937 player->drop_pressed_delay = 0;
15938 player->is_dropping_pressed = FALSE;
15940 player->drop_x = dropx;
15941 player->drop_y = dropy;
15946 /* ------------------------------------------------------------------------- */
15947 /* game sound playing functions */
15948 /* ------------------------------------------------------------------------- */
15950 static int *loop_sound_frame = NULL;
15951 static int *loop_sound_volume = NULL;
15953 void InitPlayLevelSound()
15955 int num_sounds = getSoundListSize();
15957 checked_free(loop_sound_frame);
15958 checked_free(loop_sound_volume);
15960 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
15961 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
15964 static void PlayLevelSound(int x, int y, int nr)
15966 int sx = SCREENX(x), sy = SCREENY(y);
15967 int volume, stereo_position;
15968 int max_distance = 8;
15969 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
15971 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
15972 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
15975 if (!IN_LEV_FIELD(x, y) ||
15976 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
15977 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
15980 volume = SOUND_MAX_VOLUME;
15982 if (!IN_SCR_FIELD(sx, sy))
15984 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
15985 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
15987 volume -= volume * (dx > dy ? dx : dy) / max_distance;
15990 stereo_position = (SOUND_MAX_LEFT +
15991 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
15992 (SCR_FIELDX + 2 * max_distance));
15994 if (IS_LOOP_SOUND(nr))
15996 /* This assures that quieter loop sounds do not overwrite louder ones,
15997 while restarting sound volume comparison with each new game frame. */
15999 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
16002 loop_sound_volume[nr] = volume;
16003 loop_sound_frame[nr] = FrameCounter;
16006 PlaySoundExt(nr, volume, stereo_position, type);
16009 static void PlayLevelSoundNearest(int x, int y, int sound_action)
16011 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
16012 x > LEVELX(BX2) ? LEVELX(BX2) : x,
16013 y < LEVELY(BY1) ? LEVELY(BY1) :
16014 y > LEVELY(BY2) ? LEVELY(BY2) : y,
16018 static void PlayLevelSoundAction(int x, int y, int action)
16020 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
16023 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
16025 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
16027 if (sound_effect != SND_UNDEFINED)
16028 PlayLevelSound(x, y, sound_effect);
16031 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
16034 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
16036 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
16037 PlayLevelSound(x, y, sound_effect);
16040 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
16042 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
16044 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
16045 PlayLevelSound(x, y, sound_effect);
16048 static void StopLevelSoundActionIfLoop(int x, int y, int action)
16050 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
16052 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
16053 StopSound(sound_effect);
16056 static void PlayLevelMusic()
16058 if (levelset.music[level_nr] != MUS_UNDEFINED)
16059 PlayMusic(levelset.music[level_nr]); /* from config file */
16061 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
16064 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
16066 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
16067 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
16068 int x = xx - 1 - offset;
16069 int y = yy - 1 - offset;
16074 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
16078 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
16082 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
16086 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
16090 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
16094 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
16098 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
16101 case SAMPLE_android_clone:
16102 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
16105 case SAMPLE_android_move:
16106 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
16109 case SAMPLE_spring:
16110 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
16114 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
16118 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
16121 case SAMPLE_eater_eat:
16122 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
16126 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
16129 case SAMPLE_collect:
16130 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
16133 case SAMPLE_diamond:
16134 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
16137 case SAMPLE_squash:
16138 /* !!! CHECK THIS !!! */
16140 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
16142 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
16146 case SAMPLE_wonderfall:
16147 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
16151 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
16155 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
16159 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
16163 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
16167 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
16171 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
16174 case SAMPLE_wonder:
16175 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
16179 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
16182 case SAMPLE_exit_open:
16183 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
16186 case SAMPLE_exit_leave:
16187 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
16190 case SAMPLE_dynamite:
16191 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
16195 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
16199 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
16203 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
16207 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
16211 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
16215 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
16219 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
16224 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
16226 int element = map_element_SP_to_RND(element_sp);
16227 int action = map_action_SP_to_RND(action_sp);
16228 int offset = (setup.sp_show_border_elements ? 0 : 1);
16229 int x = xx - offset;
16230 int y = yy - offset;
16233 printf("::: %d -> %d\n", element_sp, action_sp);
16236 PlayLevelSoundElementAction(x, y, element, action);
16240 void ChangeTime(int value)
16242 int *time = (level.time == 0 ? &TimePlayed : &TimeLeft);
16246 /* EMC game engine uses value from time counter of RND game engine */
16247 level.native_em_level->lev->time = *time;
16249 DrawGameValue_Time(*time);
16252 void RaiseScore(int value)
16254 /* EMC game engine and RND game engine have separate score counters */
16255 int *score = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
16256 &level.native_em_level->lev->score : &local_player->score);
16260 DrawGameValue_Score(*score);
16264 void RaiseScore(int value)
16266 local_player->score += value;
16269 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
16271 DisplayGameControlValues();
16273 DrawGameValue_Score(local_player->score);
16277 void RaiseScoreElement(int element)
16282 case EL_BD_DIAMOND:
16283 case EL_EMERALD_YELLOW:
16284 case EL_EMERALD_RED:
16285 case EL_EMERALD_PURPLE:
16286 case EL_SP_INFOTRON:
16287 RaiseScore(level.score[SC_EMERALD]);
16290 RaiseScore(level.score[SC_DIAMOND]);
16293 RaiseScore(level.score[SC_CRYSTAL]);
16296 RaiseScore(level.score[SC_PEARL]);
16299 case EL_BD_BUTTERFLY:
16300 case EL_SP_ELECTRON:
16301 RaiseScore(level.score[SC_BUG]);
16304 case EL_BD_FIREFLY:
16305 case EL_SP_SNIKSNAK:
16306 RaiseScore(level.score[SC_SPACESHIP]);
16309 case EL_DARK_YAMYAM:
16310 RaiseScore(level.score[SC_YAMYAM]);
16313 RaiseScore(level.score[SC_ROBOT]);
16316 RaiseScore(level.score[SC_PACMAN]);
16319 RaiseScore(level.score[SC_NUT]);
16322 case EL_EM_DYNAMITE:
16323 case EL_SP_DISK_RED:
16324 case EL_DYNABOMB_INCREASE_NUMBER:
16325 case EL_DYNABOMB_INCREASE_SIZE:
16326 case EL_DYNABOMB_INCREASE_POWER:
16327 RaiseScore(level.score[SC_DYNAMITE]);
16329 case EL_SHIELD_NORMAL:
16330 case EL_SHIELD_DEADLY:
16331 RaiseScore(level.score[SC_SHIELD]);
16333 case EL_EXTRA_TIME:
16334 RaiseScore(level.extra_time_score);
16348 case EL_DC_KEY_WHITE:
16349 RaiseScore(level.score[SC_KEY]);
16352 RaiseScore(element_info[element].collect_score);
16357 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
16359 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
16361 #if defined(NETWORK_AVALIABLE)
16362 if (options.network)
16363 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
16372 FadeSkipNextFadeIn();
16374 fading = fading_none;
16378 OpenDoor(DOOR_CLOSE_1);
16381 game_status = GAME_MODE_MAIN;
16384 DrawAndFadeInMainMenu(REDRAW_FIELD);
16392 FadeOut(REDRAW_FIELD);
16395 game_status = GAME_MODE_MAIN;
16397 DrawAndFadeInMainMenu(REDRAW_FIELD);
16401 else /* continue playing the game */
16403 if (tape.playing && tape.deactivate_display)
16404 TapeDeactivateDisplayOff(TRUE);
16406 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
16408 if (tape.playing && tape.deactivate_display)
16409 TapeDeactivateDisplayOn();
16413 void RequestQuitGame(boolean ask_if_really_quit)
16415 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
16416 boolean skip_request = AllPlayersGone || quick_quit;
16418 RequestQuitGameExt(skip_request, quick_quit,
16419 "Do you really want to quit the game ?");
16423 /* ------------------------------------------------------------------------- */
16424 /* random generator functions */
16425 /* ------------------------------------------------------------------------- */
16427 unsigned int InitEngineRandom_RND(long seed)
16429 game.num_random_calls = 0;
16432 unsigned int rnd_seed = InitEngineRandom(seed);
16434 printf("::: START RND: %d\n", rnd_seed);
16439 return InitEngineRandom(seed);
16445 unsigned int RND(int max)
16449 game.num_random_calls++;
16451 return GetEngineRandom(max);
16458 /* ------------------------------------------------------------------------- */
16459 /* game engine snapshot handling functions */
16460 /* ------------------------------------------------------------------------- */
16462 struct EngineSnapshotInfo
16464 /* runtime values for custom element collect score */
16465 int collect_score[NUM_CUSTOM_ELEMENTS];
16467 /* runtime values for group element choice position */
16468 int choice_pos[NUM_GROUP_ELEMENTS];
16470 /* runtime values for belt position animations */
16471 int belt_graphic[4][NUM_BELT_PARTS];
16472 int belt_anim_mode[4][NUM_BELT_PARTS];
16475 static struct EngineSnapshotInfo engine_snapshot_rnd;
16476 static char *snapshot_level_identifier = NULL;
16477 static int snapshot_level_nr = -1;
16479 static void SaveEngineSnapshotValues_RND()
16481 static int belt_base_active_element[4] =
16483 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
16484 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
16485 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
16486 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
16490 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
16492 int element = EL_CUSTOM_START + i;
16494 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
16497 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
16499 int element = EL_GROUP_START + i;
16501 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
16504 for (i = 0; i < 4; i++)
16506 for (j = 0; j < NUM_BELT_PARTS; j++)
16508 int element = belt_base_active_element[i] + j;
16509 int graphic = el2img(element);
16510 int anim_mode = graphic_info[graphic].anim_mode;
16512 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
16513 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
16518 static void LoadEngineSnapshotValues_RND()
16520 unsigned long num_random_calls = game.num_random_calls;
16523 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
16525 int element = EL_CUSTOM_START + i;
16527 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
16530 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
16532 int element = EL_GROUP_START + i;
16534 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
16537 for (i = 0; i < 4; i++)
16539 for (j = 0; j < NUM_BELT_PARTS; j++)
16541 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
16542 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
16544 graphic_info[graphic].anim_mode = anim_mode;
16548 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16550 InitRND(tape.random_seed);
16551 for (i = 0; i < num_random_calls; i++)
16555 if (game.num_random_calls != num_random_calls)
16557 Error(ERR_INFO, "number of random calls out of sync");
16558 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
16559 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
16560 Error(ERR_EXIT, "this should not happen -- please debug");
16564 void SaveEngineSnapshot()
16566 /* do not save snapshots from editor */
16567 if (level_editor_test_game)
16570 /* free previous snapshot buffers, if needed */
16571 FreeEngineSnapshotBuffers();
16573 /* copy some special values to a structure better suited for the snapshot */
16575 SaveEngineSnapshotValues_RND();
16576 SaveEngineSnapshotValues_EM();
16577 SaveEngineSnapshotValues_SP();
16579 /* save values stored in special snapshot structure */
16581 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
16582 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
16583 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
16585 /* save further RND engine values */
16587 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(stored_player));
16588 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(game));
16589 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(tape));
16591 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZX));
16592 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZY));
16593 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitX));
16594 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitY));
16596 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
16597 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
16598 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
16599 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
16600 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TapeTime));
16602 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
16603 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
16604 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
16606 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
16608 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
16610 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
16611 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
16613 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Feld));
16614 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovPos));
16615 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDir));
16616 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDelay));
16617 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
16618 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangePage));
16619 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CustomValue));
16620 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store));
16621 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store2));
16622 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
16623 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Back));
16624 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
16625 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
16626 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
16627 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
16628 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
16629 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Stop));
16630 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Pushed));
16632 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
16633 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
16635 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
16636 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
16637 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
16639 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
16640 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
16642 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
16643 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
16644 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxElement));
16645 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxAction));
16646 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxDir));
16648 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_x));
16649 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_y));
16651 /* save level identification information */
16653 setString(&snapshot_level_identifier, leveldir_current->identifier);
16654 snapshot_level_nr = level_nr;
16657 ListNode *node = engine_snapshot_list_rnd;
16660 while (node != NULL)
16662 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
16667 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
16671 void LoadEngineSnapshot()
16673 /* restore generically stored snapshot buffers */
16675 LoadEngineSnapshotBuffers();
16677 /* restore special values from snapshot structure */
16679 LoadEngineSnapshotValues_RND();
16680 LoadEngineSnapshotValues_EM();
16681 LoadEngineSnapshotValues_SP();
16684 boolean CheckEngineSnapshot()
16686 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
16687 snapshot_level_nr == level_nr);
16691 /* ---------- new game button stuff ---------------------------------------- */
16693 /* graphic position values for game buttons */
16694 #define GAME_BUTTON_XSIZE 30
16695 #define GAME_BUTTON_YSIZE 30
16696 #define GAME_BUTTON_XPOS 5
16697 #define GAME_BUTTON_YPOS 215
16698 #define SOUND_BUTTON_XPOS 5
16699 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
16701 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
16702 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
16703 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
16704 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
16705 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
16706 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
16714 } gamebutton_info[NUM_GAME_BUTTONS] =
16718 &game.button.stop.x, &game.button.stop.y,
16719 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
16724 &game.button.pause.x, &game.button.pause.y,
16725 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
16726 GAME_CTRL_ID_PAUSE,
16730 &game.button.play.x, &game.button.play.y,
16731 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
16736 &game.button.sound_music.x, &game.button.sound_music.y,
16737 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
16738 SOUND_CTRL_ID_MUSIC,
16739 "background music on/off"
16742 &game.button.sound_loops.x, &game.button.sound_loops.y,
16743 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
16744 SOUND_CTRL_ID_LOOPS,
16745 "sound loops on/off"
16748 &game.button.sound_simple.x,&game.button.sound_simple.y,
16749 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
16750 SOUND_CTRL_ID_SIMPLE,
16751 "normal sounds on/off"
16755 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
16760 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
16761 GAME_CTRL_ID_PAUSE,
16765 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
16770 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
16771 SOUND_CTRL_ID_MUSIC,
16772 "background music on/off"
16775 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
16776 SOUND_CTRL_ID_LOOPS,
16777 "sound loops on/off"
16780 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
16781 SOUND_CTRL_ID_SIMPLE,
16782 "normal sounds on/off"
16787 void CreateGameButtons()
16791 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16793 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
16794 struct GadgetInfo *gi;
16797 unsigned long event_mask;
16799 int gd_xoffset, gd_yoffset;
16800 int gd_x1, gd_x2, gd_y1, gd_y2;
16803 x = DX + *gamebutton_info[i].x;
16804 y = DY + *gamebutton_info[i].y;
16805 gd_xoffset = gamebutton_info[i].gd_x;
16806 gd_yoffset = gamebutton_info[i].gd_y;
16807 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
16808 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
16810 if (id == GAME_CTRL_ID_STOP ||
16811 id == GAME_CTRL_ID_PAUSE ||
16812 id == GAME_CTRL_ID_PLAY)
16814 button_type = GD_TYPE_NORMAL_BUTTON;
16816 event_mask = GD_EVENT_RELEASED;
16817 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
16818 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
16822 button_type = GD_TYPE_CHECK_BUTTON;
16824 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
16825 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
16826 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
16827 event_mask = GD_EVENT_PRESSED;
16828 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
16829 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
16832 gi = CreateGadget(GDI_CUSTOM_ID, id,
16833 GDI_INFO_TEXT, gamebutton_info[i].infotext,
16838 GDI_X, DX + gd_xoffset,
16839 GDI_Y, DY + gd_yoffset,
16841 GDI_WIDTH, GAME_BUTTON_XSIZE,
16842 GDI_HEIGHT, GAME_BUTTON_YSIZE,
16843 GDI_TYPE, button_type,
16844 GDI_STATE, GD_BUTTON_UNPRESSED,
16845 GDI_CHECKED, checked,
16846 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
16847 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
16848 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
16849 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
16850 GDI_DIRECT_DRAW, FALSE,
16851 GDI_EVENT_MASK, event_mask,
16852 GDI_CALLBACK_ACTION, HandleGameButtons,
16856 Error(ERR_EXIT, "cannot create gadget");
16858 game_gadget[id] = gi;
16862 void FreeGameButtons()
16866 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16867 FreeGadget(game_gadget[i]);
16870 static void MapGameButtons()
16874 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16875 MapGadget(game_gadget[i]);
16878 void UnmapGameButtons()
16882 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16883 UnmapGadget(game_gadget[i]);
16886 void RedrawGameButtons()
16890 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16891 RedrawGadget(game_gadget[i]);
16894 static void HandleGameButtonsExt(int id)
16896 if (game_status != GAME_MODE_PLAYING)
16901 case GAME_CTRL_ID_STOP:
16905 RequestQuitGame(TRUE);
16908 case GAME_CTRL_ID_PAUSE:
16909 if (options.network)
16911 #if defined(NETWORK_AVALIABLE)
16913 SendToServer_ContinuePlaying();
16915 SendToServer_PausePlaying();
16919 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16922 case GAME_CTRL_ID_PLAY:
16925 #if defined(NETWORK_AVALIABLE)
16926 if (options.network)
16927 SendToServer_ContinuePlaying();
16931 tape.pausing = FALSE;
16932 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0);
16937 case SOUND_CTRL_ID_MUSIC:
16938 if (setup.sound_music)
16940 setup.sound_music = FALSE;
16944 else if (audio.music_available)
16946 setup.sound = setup.sound_music = TRUE;
16948 SetAudioMode(setup.sound);
16954 case SOUND_CTRL_ID_LOOPS:
16955 if (setup.sound_loops)
16956 setup.sound_loops = FALSE;
16957 else if (audio.loops_available)
16959 setup.sound = setup.sound_loops = TRUE;
16961 SetAudioMode(setup.sound);
16965 case SOUND_CTRL_ID_SIMPLE:
16966 if (setup.sound_simple)
16967 setup.sound_simple = FALSE;
16968 else if (audio.sound_available)
16970 setup.sound = setup.sound_simple = TRUE;
16972 SetAudioMode(setup.sound);
16981 static void HandleGameButtons(struct GadgetInfo *gi)
16983 HandleGameButtonsExt(gi->custom_id);
16986 void HandleSoundButtonKeys(Key key)
16989 if (key == setup.shortcut.sound_simple)
16990 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16991 else if (key == setup.shortcut.sound_loops)
16992 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16993 else if (key == setup.shortcut.sound_music)
16994 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);
16996 if (key == setup.shortcut.sound_simple)
16997 HandleGameButtonsExt(SOUND_CTRL_ID_SIMPLE);
16998 else if (key == setup.shortcut.sound_loops)
16999 HandleGameButtonsExt(SOUND_CTRL_ID_LOOPS);
17000 else if (key == setup.shortcut.sound_music)
17001 HandleGameButtonsExt(SOUND_CTRL_ID_MUSIC);