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)
68 /* for MovePlayer() */
69 #define MP_NO_ACTION 0
72 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
74 /* for ScrollPlayer() */
76 #define SCROLL_GO_ON 1
78 /* for Bang()/Explode() */
79 #define EX_PHASE_START 0
80 #define EX_TYPE_NONE 0
81 #define EX_TYPE_NORMAL (1 << 0)
82 #define EX_TYPE_CENTER (1 << 1)
83 #define EX_TYPE_BORDER (1 << 2)
84 #define EX_TYPE_CROSS (1 << 3)
85 #define EX_TYPE_DYNA (1 << 4)
86 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
89 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0)
90 #define PANEL_XPOS(p) (DX + ALIGNED_MENU_XPOS(p))
91 #define PANEL_YPOS(p) (DY + ALIGNED_MENU_YPOS(p))
93 #define PANEL_DEACTIVATED(p) ((p).x < 0 || (p).y < 0)
94 #define PANEL_XPOS(p) (ALIGNED_XPOS((p).x, (p).width, (p).align))
95 #define PANEL_YPOS(p) ((p).y)
98 /* special positions in the game control window (relative to control window) */
99 #define XX_LEVEL1 (PANEL_XPOS(game.panel.level))
100 #define XX_LEVEL2 (PANEL_XPOS(game.panel.level) - 1)
101 #define XX_LEVEL (PANEL_XPOS(game.panel.level))
102 #define YY_LEVEL (PANEL_YPOS(game.panel.level))
103 #define XX_EMERALDS (PANEL_XPOS(game.panel.gems))
104 #define YY_EMERALDS (PANEL_YPOS(game.panel.gems))
105 #define XX_DYNAMITE (PANEL_XPOS(game.panel.inventory))
106 #define YY_DYNAMITE (PANEL_YPOS(game.panel.inventory))
107 #define XX_KEYS (PANEL_XPOS(game.panel.keys))
108 #define YY_KEYS (PANEL_YPOS(game.panel.keys))
109 #define XX_SCORE (PANEL_XPOS(game.panel.score))
110 #define YY_SCORE (PANEL_YPOS(game.panel.score))
111 #define XX_TIME1 (PANEL_XPOS(game.panel.time))
112 #define XX_TIME2 (PANEL_XPOS(game.panel.time) + 1)
113 #define XX_TIME (PANEL_XPOS(game.panel.time))
114 #define YY_TIME (PANEL_YPOS(game.panel.time))
116 /* special positions in the game control window (relative to main window) */
117 #define DX_LEVEL1 (DX + XX_LEVEL1)
118 #define DX_LEVEL2 (DX + XX_LEVEL2)
119 #define DX_LEVEL (DX + XX_LEVEL)
120 #define DY_LEVEL (DY + YY_LEVEL)
121 #define DX_EMERALDS (DX + XX_EMERALDS)
122 #define DY_EMERALDS (DY + YY_EMERALDS)
123 #define DX_DYNAMITE (DX + XX_DYNAMITE)
124 #define DY_DYNAMITE (DY + YY_DYNAMITE)
125 #define DX_KEYS (DX + XX_KEYS)
126 #define DY_KEYS (DY + YY_KEYS)
127 #define DX_SCORE (DX + XX_SCORE)
128 #define DY_SCORE (DY + YY_SCORE)
129 #define DX_TIME1 (DX + XX_TIME1)
130 #define DX_TIME2 (DX + XX_TIME2)
131 #define DX_TIME (DX + XX_TIME)
132 #define DY_TIME (DY + YY_TIME)
134 /* values for delayed check of falling and moving elements and for collision */
135 #define CHECK_DELAY_MOVING 3
136 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
137 #define CHECK_DELAY_COLLISION 2
138 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
140 /* values for initial player move delay (initial delay counter value) */
141 #define INITIAL_MOVE_DELAY_OFF -1
142 #define INITIAL_MOVE_DELAY_ON 0
144 /* values for player movement speed (which is in fact a delay value) */
145 #define MOVE_DELAY_MIN_SPEED 32
146 #define MOVE_DELAY_NORMAL_SPEED 8
147 #define MOVE_DELAY_HIGH_SPEED 4
148 #define MOVE_DELAY_MAX_SPEED 1
150 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
151 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
153 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
154 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
156 /* values for other actions */
157 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
158 #define MOVE_STEPSIZE_MIN (1)
159 #define MOVE_STEPSIZE_MAX (TILEX)
161 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
162 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
164 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
166 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
167 RND(element_info[e].push_delay_random))
168 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
169 RND(element_info[e].drop_delay_random))
170 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
171 RND(element_info[e].move_delay_random))
172 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
173 (element_info[e].move_delay_random))
174 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
175 RND(element_info[e].ce_value_random_initial))
176 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
177 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
178 RND((c)->delay_random * (c)->delay_frames))
179 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
180 RND((c)->delay_random))
183 #define GET_VALID_RUNTIME_ELEMENT(e) \
184 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
186 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
187 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
188 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
189 (be) + (e) - EL_SELF)
191 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
192 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
193 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
194 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
195 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
196 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
197 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
198 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
199 RESOLVED_REFERENCE_ELEMENT(be, e) : \
202 #define CAN_GROW_INTO(e) \
203 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
205 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
206 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
209 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
210 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
211 (CAN_MOVE_INTO_ACID(e) && \
212 Feld[x][y] == EL_ACID) || \
215 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
216 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
217 (CAN_MOVE_INTO_ACID(e) && \
218 Feld[x][y] == EL_ACID) || \
221 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
222 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
224 (CAN_MOVE_INTO_ACID(e) && \
225 Feld[x][y] == EL_ACID) || \
226 (DONT_COLLIDE_WITH(e) && \
228 !PLAYER_ENEMY_PROTECTED(x, y))))
230 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
231 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
233 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
234 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
236 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
237 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
239 #define ANDROID_CAN_CLONE_FIELD(x, y) \
240 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
241 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
243 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
244 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
246 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
247 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
249 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
250 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
252 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
253 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
255 #define PIG_CAN_ENTER_FIELD(e, x, y) \
256 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
258 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
259 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
260 Feld[x][y] == EL_EM_EXIT_OPEN || \
261 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
262 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
263 IS_FOOD_PENGUIN(Feld[x][y])))
264 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
265 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
267 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
268 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
270 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
271 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
273 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
274 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
275 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
277 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
279 #define CE_ENTER_FIELD_COND(e, x, y) \
280 (!IS_PLAYER(x, y) && \
281 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
283 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
284 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
286 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
287 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
289 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
290 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
291 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
292 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
294 /* game button identifiers */
295 #define GAME_CTRL_ID_STOP 0
296 #define GAME_CTRL_ID_PAUSE 1
297 #define GAME_CTRL_ID_PLAY 2
298 #define SOUND_CTRL_ID_MUSIC 3
299 #define SOUND_CTRL_ID_LOOPS 4
300 #define SOUND_CTRL_ID_SIMPLE 5
302 #define NUM_GAME_BUTTONS 6
305 /* forward declaration for internal use */
307 static void CreateField(int, int, int);
309 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
310 static void AdvanceFrameAndPlayerCounters(int);
312 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
313 static boolean MovePlayer(struct PlayerInfo *, int, int);
314 static void ScrollPlayer(struct PlayerInfo *, int);
315 static void ScrollScreen(struct PlayerInfo *, int);
317 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
319 static void InitBeltMovement(void);
320 static void CloseAllOpenTimegates(void);
321 static void CheckGravityMovement(struct PlayerInfo *);
322 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
323 static void KillPlayerUnlessEnemyProtected(int, int);
324 static void KillPlayerUnlessExplosionProtected(int, int);
326 static void TestIfPlayerTouchesCustomElement(int, int);
327 static void TestIfElementTouchesCustomElement(int, int);
328 static void TestIfElementHitsCustomElement(int, int, int);
330 static void TestIfElementSmashesCustomElement(int, int, int);
333 static void HandleElementChange(int, int, int);
334 static void ExecuteCustomElementAction(int, int, int, int);
335 static boolean ChangeElement(int, int, int, int);
337 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
338 #define CheckTriggeredElementChange(x, y, e, ev) \
339 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
340 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
341 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
342 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
343 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
344 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
345 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
347 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
348 #define CheckElementChange(x, y, e, te, ev) \
349 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
350 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
351 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
352 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
353 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
355 static void PlayLevelSound(int, int, int);
356 static void PlayLevelSoundNearest(int, int, int);
357 static void PlayLevelSoundAction(int, int, int);
358 static void PlayLevelSoundElementAction(int, int, int, int);
359 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
360 static void PlayLevelSoundActionIfLoop(int, int, int);
361 static void StopLevelSoundActionIfLoop(int, int, int);
362 static void PlayLevelMusic();
364 static void MapGameButtons();
365 static void HandleGameButtons(struct GadgetInfo *);
367 int AmoebeNachbarNr(int, int);
368 void AmoebeUmwandeln(int, int);
369 void ContinueMoving(int, int);
371 void InitMovDir(int, int);
372 void InitAmoebaNr(int, int);
373 int NewHiScore(void);
375 void TestIfGoodThingHitsBadThing(int, int, int);
376 void TestIfBadThingHitsGoodThing(int, int, int);
377 void TestIfPlayerTouchesBadThing(int, int);
378 void TestIfPlayerRunsIntoBadThing(int, int, int);
379 void TestIfBadThingTouchesPlayer(int, int);
380 void TestIfBadThingRunsIntoPlayer(int, int, int);
381 void TestIfFriendTouchesBadThing(int, int);
382 void TestIfBadThingTouchesFriend(int, int);
383 void TestIfBadThingTouchesOtherBadThing(int, int);
385 void KillPlayer(struct PlayerInfo *);
386 void BuryPlayer(struct PlayerInfo *);
387 void RemovePlayer(struct PlayerInfo *);
389 boolean SnapField(struct PlayerInfo *, int, int);
390 boolean DropElement(struct PlayerInfo *);
392 static int getInvisibleActiveFromInvisibleElement(int);
393 static int getInvisibleFromInvisibleActiveElement(int);
395 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
397 /* for detection of endless loops, caused by custom element programming */
398 /* (using maximal playfield width x 10 is just a rough approximation) */
399 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
401 #define RECURSION_LOOP_DETECTION_START(e, rc) \
403 if (recursion_loop_detected) \
406 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
408 recursion_loop_detected = TRUE; \
409 recursion_loop_element = (e); \
412 recursion_loop_depth++; \
415 #define RECURSION_LOOP_DETECTION_END() \
417 recursion_loop_depth--; \
420 static int recursion_loop_depth;
421 static boolean recursion_loop_detected;
422 static boolean recursion_loop_element;
425 /* ------------------------------------------------------------------------- */
426 /* definition of elements that automatically change to other elements after */
427 /* a specified time, eventually calling a function when changing */
428 /* ------------------------------------------------------------------------- */
430 /* forward declaration for changer functions */
431 static void InitBuggyBase(int, int);
432 static void WarnBuggyBase(int, int);
434 static void InitTrap(int, int);
435 static void ActivateTrap(int, int);
436 static void ChangeActiveTrap(int, int);
438 static void InitRobotWheel(int, int);
439 static void RunRobotWheel(int, int);
440 static void StopRobotWheel(int, int);
442 static void InitTimegateWheel(int, int);
443 static void RunTimegateWheel(int, int);
445 static void InitMagicBallDelay(int, int);
446 static void ActivateMagicBall(int, int);
448 struct ChangingElementInfo
453 void (*pre_change_function)(int x, int y);
454 void (*change_function)(int x, int y);
455 void (*post_change_function)(int x, int y);
458 static struct ChangingElementInfo change_delay_list[] =
493 EL_STEEL_EXIT_OPENING,
501 EL_STEEL_EXIT_CLOSING,
502 EL_STEEL_EXIT_CLOSED,
529 EL_EM_STEEL_EXIT_OPENING,
530 EL_EM_STEEL_EXIT_OPEN,
537 EL_EM_STEEL_EXIT_CLOSING,
541 EL_EM_STEEL_EXIT_CLOSED,
565 EL_SWITCHGATE_OPENING,
573 EL_SWITCHGATE_CLOSING,
574 EL_SWITCHGATE_CLOSED,
606 EL_ACID_SPLASH_RIGHT,
615 EL_SP_BUGGY_BASE_ACTIVATING,
622 EL_SP_BUGGY_BASE_ACTIVATING,
623 EL_SP_BUGGY_BASE_ACTIVE,
630 EL_SP_BUGGY_BASE_ACTIVE,
654 EL_ROBOT_WHEEL_ACTIVE,
662 EL_TIMEGATE_SWITCH_ACTIVE,
670 EL_DC_TIMEGATE_SWITCH_ACTIVE,
671 EL_DC_TIMEGATE_SWITCH,
678 EL_EMC_MAGIC_BALL_ACTIVE,
679 EL_EMC_MAGIC_BALL_ACTIVE,
686 EL_EMC_SPRING_BUMPER_ACTIVE,
687 EL_EMC_SPRING_BUMPER,
694 EL_DIAGONAL_SHRINKING,
723 int push_delay_fixed, push_delay_random;
728 { EL_BALLOON, 0, 0 },
730 { EL_SOKOBAN_OBJECT, 2, 0 },
731 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
732 { EL_SATELLITE, 2, 0 },
733 { EL_SP_DISK_YELLOW, 2, 0 },
735 { EL_UNDEFINED, 0, 0 },
743 move_stepsize_list[] =
745 { EL_AMOEBA_DROP, 2 },
746 { EL_AMOEBA_DROPPING, 2 },
747 { EL_QUICKSAND_FILLING, 1 },
748 { EL_QUICKSAND_EMPTYING, 1 },
749 { EL_QUICKSAND_FAST_FILLING, 2 },
750 { EL_QUICKSAND_FAST_EMPTYING, 2 },
751 { EL_MAGIC_WALL_FILLING, 2 },
752 { EL_MAGIC_WALL_EMPTYING, 2 },
753 { EL_BD_MAGIC_WALL_FILLING, 2 },
754 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
755 { EL_DC_MAGIC_WALL_FILLING, 2 },
756 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
766 collect_count_list[] =
769 { EL_BD_DIAMOND, 1 },
770 { EL_EMERALD_YELLOW, 1 },
771 { EL_EMERALD_RED, 1 },
772 { EL_EMERALD_PURPLE, 1 },
774 { EL_SP_INFOTRON, 1 },
786 access_direction_list[] =
788 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
789 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
790 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
791 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
792 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
793 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
794 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
795 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
796 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
797 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
798 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
800 { EL_SP_PORT_LEFT, MV_RIGHT },
801 { EL_SP_PORT_RIGHT, MV_LEFT },
802 { EL_SP_PORT_UP, MV_DOWN },
803 { EL_SP_PORT_DOWN, MV_UP },
804 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
805 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
806 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
807 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
808 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
809 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
810 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
811 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
812 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
813 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
814 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
815 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
816 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
817 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
818 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
820 { EL_UNDEFINED, MV_NONE }
823 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
825 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
826 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
827 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
828 IS_JUST_CHANGING(x, y))
830 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
832 /* static variables for playfield scan mode (scanning forward or backward) */
833 static int playfield_scan_start_x = 0;
834 static int playfield_scan_start_y = 0;
835 static int playfield_scan_delta_x = 1;
836 static int playfield_scan_delta_y = 1;
838 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
839 (y) >= 0 && (y) <= lev_fieldy - 1; \
840 (y) += playfield_scan_delta_y) \
841 for ((x) = playfield_scan_start_x; \
842 (x) >= 0 && (x) <= lev_fieldx - 1; \
843 (x) += playfield_scan_delta_x) \
846 void DEBUG_SetMaximumDynamite()
850 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
851 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
852 local_player->inventory_element[local_player->inventory_size++] =
857 static void InitPlayfieldScanModeVars()
859 if (game.use_reverse_scan_direction)
861 playfield_scan_start_x = lev_fieldx - 1;
862 playfield_scan_start_y = lev_fieldy - 1;
864 playfield_scan_delta_x = -1;
865 playfield_scan_delta_y = -1;
869 playfield_scan_start_x = 0;
870 playfield_scan_start_y = 0;
872 playfield_scan_delta_x = 1;
873 playfield_scan_delta_y = 1;
877 static void InitPlayfieldScanMode(int mode)
879 game.use_reverse_scan_direction =
880 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
882 InitPlayfieldScanModeVars();
885 static int get_move_delay_from_stepsize(int move_stepsize)
888 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
890 /* make sure that stepsize value is always a power of 2 */
891 move_stepsize = (1 << log_2(move_stepsize));
893 return TILEX / move_stepsize;
896 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
899 int player_nr = player->index_nr;
900 int move_delay = get_move_delay_from_stepsize(move_stepsize);
901 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
903 /* do no immediately change move delay -- the player might just be moving */
904 player->move_delay_value_next = move_delay;
906 /* information if player can move must be set separately */
907 player->cannot_move = cannot_move;
911 player->move_delay = game.initial_move_delay[player_nr];
912 player->move_delay_value = game.initial_move_delay_value[player_nr];
914 player->move_delay_value_next = -1;
916 player->move_delay_reset_counter = 0;
920 void GetPlayerConfig()
922 GameFrameDelay = setup.game_frame_delay;
924 if (!audio.sound_available)
925 setup.sound_simple = FALSE;
927 if (!audio.loops_available)
928 setup.sound_loops = FALSE;
930 if (!audio.music_available)
931 setup.sound_music = FALSE;
933 if (!video.fullscreen_available)
934 setup.fullscreen = FALSE;
936 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
938 SetAudioMode(setup.sound);
942 static int getBeltNrFromBeltElement(int element)
944 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
945 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
946 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
949 static int getBeltNrFromBeltActiveElement(int element)
951 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
952 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
953 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
956 static int getBeltNrFromBeltSwitchElement(int element)
958 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
959 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
960 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
963 static int getBeltDirNrFromBeltSwitchElement(int element)
965 static int belt_base_element[4] =
967 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
968 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
969 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
970 EL_CONVEYOR_BELT_4_SWITCH_LEFT
973 int belt_nr = getBeltNrFromBeltSwitchElement(element);
974 int belt_dir_nr = element - belt_base_element[belt_nr];
976 return (belt_dir_nr % 3);
979 static int getBeltDirFromBeltSwitchElement(int element)
981 static int belt_move_dir[3] =
988 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
990 return belt_move_dir[belt_dir_nr];
993 static int get_element_from_group_element(int element)
995 if (IS_GROUP_ELEMENT(element))
997 struct ElementGroupInfo *group = element_info[element].group;
998 int last_anim_random_frame = gfx.anim_random_frame;
1001 if (group->choice_mode == ANIM_RANDOM)
1002 gfx.anim_random_frame = RND(group->num_elements_resolved);
1004 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1005 group->choice_mode, 0,
1008 if (group->choice_mode == ANIM_RANDOM)
1009 gfx.anim_random_frame = last_anim_random_frame;
1011 group->choice_pos++;
1013 element = group->element_resolved[element_pos];
1019 static void InitPlayerField(int x, int y, int element, boolean init_game)
1021 if (element == EL_SP_MURPHY)
1025 if (stored_player[0].present)
1027 Feld[x][y] = EL_SP_MURPHY_CLONE;
1033 stored_player[0].use_murphy = TRUE;
1035 if (!level.use_artwork_element[0])
1036 stored_player[0].artwork_element = EL_SP_MURPHY;
1039 Feld[x][y] = EL_PLAYER_1;
1045 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1046 int jx = player->jx, jy = player->jy;
1048 player->present = TRUE;
1050 player->block_last_field = (element == EL_SP_MURPHY ?
1051 level.sp_block_last_field :
1052 level.block_last_field);
1054 /* ---------- initialize player's last field block delay --------------- */
1056 /* always start with reliable default value (no adjustment needed) */
1057 player->block_delay_adjustment = 0;
1059 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1060 if (player->block_last_field && element == EL_SP_MURPHY)
1061 player->block_delay_adjustment = 1;
1063 /* special case 2: in game engines before 3.1.1, blocking was different */
1064 if (game.use_block_last_field_bug)
1065 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1067 if (!options.network || player->connected)
1069 player->active = TRUE;
1071 /* remove potentially duplicate players */
1072 if (StorePlayer[jx][jy] == Feld[x][y])
1073 StorePlayer[jx][jy] = 0;
1075 StorePlayer[x][y] = Feld[x][y];
1079 printf("Player %d activated.\n", player->element_nr);
1080 printf("[Local player is %d and currently %s.]\n",
1081 local_player->element_nr,
1082 local_player->active ? "active" : "not active");
1086 Feld[x][y] = EL_EMPTY;
1088 player->jx = player->last_jx = x;
1089 player->jy = player->last_jy = y;
1093 static void InitField(int x, int y, boolean init_game)
1095 int element = Feld[x][y];
1104 InitPlayerField(x, y, element, init_game);
1107 case EL_SOKOBAN_FIELD_PLAYER:
1108 element = Feld[x][y] = EL_PLAYER_1;
1109 InitField(x, y, init_game);
1111 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1112 InitField(x, y, init_game);
1115 case EL_SOKOBAN_FIELD_EMPTY:
1116 local_player->sokobanfields_still_needed++;
1120 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1121 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1122 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1123 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1124 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1125 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1126 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1127 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1128 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1129 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1138 case EL_SPACESHIP_RIGHT:
1139 case EL_SPACESHIP_UP:
1140 case EL_SPACESHIP_LEFT:
1141 case EL_SPACESHIP_DOWN:
1142 case EL_BD_BUTTERFLY:
1143 case EL_BD_BUTTERFLY_RIGHT:
1144 case EL_BD_BUTTERFLY_UP:
1145 case EL_BD_BUTTERFLY_LEFT:
1146 case EL_BD_BUTTERFLY_DOWN:
1148 case EL_BD_FIREFLY_RIGHT:
1149 case EL_BD_FIREFLY_UP:
1150 case EL_BD_FIREFLY_LEFT:
1151 case EL_BD_FIREFLY_DOWN:
1152 case EL_PACMAN_RIGHT:
1154 case EL_PACMAN_LEFT:
1155 case EL_PACMAN_DOWN:
1157 case EL_YAMYAM_LEFT:
1158 case EL_YAMYAM_RIGHT:
1160 case EL_YAMYAM_DOWN:
1161 case EL_DARK_YAMYAM:
1164 case EL_SP_SNIKSNAK:
1165 case EL_SP_ELECTRON:
1174 case EL_AMOEBA_FULL:
1179 case EL_AMOEBA_DROP:
1180 if (y == lev_fieldy - 1)
1182 Feld[x][y] = EL_AMOEBA_GROWING;
1183 Store[x][y] = EL_AMOEBA_WET;
1187 case EL_DYNAMITE_ACTIVE:
1188 case EL_SP_DISK_RED_ACTIVE:
1189 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1190 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1191 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1192 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1193 MovDelay[x][y] = 96;
1196 case EL_EM_DYNAMITE_ACTIVE:
1197 MovDelay[x][y] = 32;
1201 local_player->lights_still_needed++;
1205 local_player->friends_still_needed++;
1210 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1213 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1214 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1215 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1216 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1217 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1218 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1219 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1220 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1221 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1222 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1223 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1224 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1227 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1228 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1229 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1231 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1233 game.belt_dir[belt_nr] = belt_dir;
1234 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1236 else /* more than one switch -- set it like the first switch */
1238 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1243 #if !USE_BOTH_SWITCHGATE_SWITCHES
1244 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
1246 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
1249 case EL_DC_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
1251 Feld[x][y] = EL_DC_SWITCHGATE_SWITCH_UP;
1255 case EL_LIGHT_SWITCH_ACTIVE:
1257 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1260 case EL_INVISIBLE_STEELWALL:
1261 case EL_INVISIBLE_WALL:
1262 case EL_INVISIBLE_SAND:
1263 if (game.light_time_left > 0 ||
1264 game.lenses_time_left > 0)
1265 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1268 case EL_EMC_MAGIC_BALL:
1269 if (game.ball_state)
1270 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1273 case EL_EMC_MAGIC_BALL_SWITCH:
1274 if (game.ball_state)
1275 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1279 if (IS_CUSTOM_ELEMENT(element))
1281 if (CAN_MOVE(element))
1284 #if USE_NEW_CUSTOM_VALUE
1285 if (!element_info[element].use_last_ce_value || init_game)
1286 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1289 else if (IS_GROUP_ELEMENT(element))
1291 Feld[x][y] = get_element_from_group_element(element);
1293 InitField(x, y, init_game);
1300 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1303 static inline void InitField_WithBug1(int x, int y, boolean init_game)
1305 InitField(x, y, init_game);
1307 /* not needed to call InitMovDir() -- already done by InitField()! */
1308 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1309 CAN_MOVE(Feld[x][y]))
1313 static inline void InitField_WithBug2(int x, int y, boolean init_game)
1315 int old_element = Feld[x][y];
1317 InitField(x, y, init_game);
1319 /* not needed to call InitMovDir() -- already done by InitField()! */
1320 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1321 CAN_MOVE(old_element) &&
1322 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1325 /* this case is in fact a combination of not less than three bugs:
1326 first, it calls InitMovDir() for elements that can move, although this is
1327 already done by InitField(); then, it checks the element that was at this
1328 field _before_ the call to InitField() (which can change it); lastly, it
1329 was not called for "mole with direction" elements, which were treated as
1330 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1336 void DrawGameValue_Emeralds(int value)
1338 struct TextPosInfo *pos = &game.panel.gems;
1339 int font_nr = FONT_TEXT_2;
1340 int font_width = getFontWidth(font_nr);
1341 int digits = pos->chars;
1343 if (PANEL_DEACTIVATED(pos))
1346 pos->width = digits * font_width;
1348 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, digits), font_nr);
1351 void DrawGameValue_Dynamite(int value)
1353 struct TextPosInfo *pos = &game.panel.inventory;
1354 int font_nr = FONT_TEXT_2;
1355 int font_width = getFontWidth(font_nr);
1356 int digits = pos->chars;
1358 if (PANEL_DEACTIVATED(pos))
1361 pos->width = digits * font_width;
1363 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, digits), font_nr);
1366 void DrawGameValue_Score(int value)
1368 struct TextPosInfo *pos = &game.panel.score;
1369 int font_nr = FONT_TEXT_2;
1370 int font_width = getFontWidth(font_nr);
1371 int digits = pos->chars;
1373 if (PANEL_DEACTIVATED(pos))
1376 pos->width = digits * font_width;
1378 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, digits), font_nr);
1381 void DrawGameValue_Time(int value)
1383 struct TextPosInfo *pos = &game.panel.time;
1384 static int last_value = -1;
1387 int digits = pos->chars;
1388 int font1_nr = FONT_TEXT_2;
1389 int font2_nr = FONT_TEXT_1;
1390 int font_nr = font1_nr;
1391 boolean use_dynamic_digits = (digits == -1 ? TRUE : FALSE);
1393 if (PANEL_DEACTIVATED(pos))
1396 if (use_dynamic_digits) /* use dynamic number of digits */
1398 digits = (value < 1000 ? digits1 : digits2);
1399 font_nr = (value < 1000 ? font1_nr : font2_nr);
1402 /* clear background if value just changed its size (dynamic digits only) */
1403 if (use_dynamic_digits && (last_value < 1000) != (value < 1000))
1405 int width1 = digits1 * getFontWidth(font1_nr);
1406 int width2 = digits2 * getFontWidth(font2_nr);
1407 int max_width = MAX(width1, width2);
1408 int max_height = MAX(getFontHeight(font1_nr), getFontHeight(font2_nr));
1410 pos->width = max_width;
1412 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
1413 max_width, max_height);
1416 pos->width = digits * getFontWidth(font_nr);
1418 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, digits), font_nr);
1423 void DrawGameValue_Level(int value)
1425 struct TextPosInfo *pos = &game.panel.level;
1428 int digits = pos->chars;
1429 int font1_nr = FONT_TEXT_2;
1430 int font2_nr = FONT_TEXT_1;
1431 int font_nr = font1_nr;
1432 boolean use_dynamic_digits = (digits == -1 ? TRUE : FALSE);
1434 if (PANEL_DEACTIVATED(pos))
1437 if (use_dynamic_digits) /* use dynamic number of digits */
1439 digits = (level_nr < 100 ? digits1 : digits2);
1440 font_nr = (level_nr < 100 ? font1_nr : font2_nr);
1443 pos->width = digits * getFontWidth(font_nr);
1445 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, digits), font_nr);
1448 void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
1450 struct TextPosInfo *pos = &game.panel.keys;
1451 int base_key_graphic = EL_KEY_1;
1454 if (PANEL_DEACTIVATED(pos))
1457 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1458 base_key_graphic = EL_EM_KEY_1;
1460 pos->width = 4 * MINI_TILEX;
1462 /* currently only 4 of 8 possible keys are displayed */
1463 for (i = 0; i < STD_NUM_KEYS; i++)
1465 int src_x = DOOR_GFX_PAGEX5 + 18;
1466 int src_y = DOOR_GFX_PAGEY1 + 123;
1467 int dst_x = PANEL_XPOS(pos) + i * MINI_TILEX;
1468 int dst_y = PANEL_YPOS(pos);
1471 DrawMiniGraphicExt(drawto, dst_x, dst_y, el2edimg(base_key_graphic + i));
1473 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
1474 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
1480 void DrawGameValue_Emeralds(int value)
1482 int font_nr = FONT_TEXT_2;
1483 int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
1485 if (PANEL_DEACTIVATED(game.panel.gems))
1488 DrawText(DX_EMERALDS + xpos, DY_EMERALDS, int2str(value, 3), font_nr);
1491 void DrawGameValue_Dynamite(int value)
1493 int font_nr = FONT_TEXT_2;
1494 int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
1496 if (PANEL_DEACTIVATED(game.panel.inventory))
1499 DrawText(DX_DYNAMITE + xpos, DY_DYNAMITE, int2str(value, 3), font_nr);
1502 void DrawGameValue_Score(int value)
1504 int font_nr = FONT_TEXT_2;
1505 int xpos = (5 * 14 - 5 * getFontWidth(font_nr)) / 2;
1507 if (PANEL_DEACTIVATED(game.panel.score))
1510 DrawText(DX_SCORE + xpos, DY_SCORE, int2str(value, 5), font_nr);
1513 void DrawGameValue_Time(int value)
1515 int font1_nr = FONT_TEXT_2;
1517 int font2_nr = FONT_TEXT_1;
1519 int font2_nr = FONT_LEVEL_NUMBER;
1521 int xpos3 = (3 * 14 - 3 * getFontWidth(font1_nr)) / 2;
1522 int xpos4 = (4 * 10 - 4 * getFontWidth(font2_nr)) / 2;
1524 if (PANEL_DEACTIVATED(game.panel.time))
1527 /* clear background if value just changed its size */
1528 if (value == 999 || value == 1000)
1529 ClearRectangleOnBackground(drawto, DX_TIME1, DY_TIME, 14 * 3, 14);
1532 DrawText(DX_TIME1 + xpos3, DY_TIME, int2str(value, 3), font1_nr);
1534 DrawText(DX_TIME2 + xpos4, DY_TIME, int2str(value, 4), font2_nr);
1537 void DrawGameValue_Level(int value)
1539 int font1_nr = FONT_TEXT_2;
1541 int font2_nr = FONT_TEXT_1;
1543 int font2_nr = FONT_LEVEL_NUMBER;
1546 if (PANEL_DEACTIVATED(game.panel.level))
1550 DrawText(DX_LEVEL1, DY_LEVEL, int2str(value, 2), font1_nr);
1552 DrawText(DX_LEVEL2, DY_LEVEL, int2str(value, 3), font2_nr);
1555 void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
1557 int base_key_graphic = EL_KEY_1;
1560 if (PANEL_DEACTIVATED(game.panel.keys))
1563 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1564 base_key_graphic = EL_EM_KEY_1;
1566 /* currently only 4 of 8 possible keys are displayed */
1567 for (i = 0; i < STD_NUM_KEYS; i++)
1569 int x = XX_KEYS + i * MINI_TILEX;
1573 DrawMiniGraphicExt(drawto, DX + x,DY + y, el2edimg(base_key_graphic + i));
1575 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1576 DOOR_GFX_PAGEX5 + x, y, MINI_TILEX, MINI_TILEY, DX + x,DY + y);
1582 void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
1585 int key[MAX_NUM_KEYS];
1588 /* prevent EM engine from updating time/score values parallel to GameWon() */
1589 if (level.game_engine_type == GAME_ENGINE_TYPE_EM &&
1590 local_player->LevelSolved)
1593 for (i = 0; i < MAX_NUM_KEYS; i++)
1594 key[i] = key_bits & (1 << i);
1596 DrawGameValue_Level(level_nr);
1598 DrawGameValue_Emeralds(emeralds);
1599 DrawGameValue_Dynamite(dynamite);
1600 DrawGameValue_Score(score);
1601 DrawGameValue_Time(time);
1603 DrawGameValue_Keys(key);
1606 void DrawGameDoorValues()
1608 int time_value = (level.time == 0 ? TimePlayed : TimeLeft);
1609 int dynamite_value = 0;
1610 int score_value = (local_player->LevelSolved ? local_player->score_final :
1611 local_player->score);
1612 int gems_value = local_player->gems_still_needed;
1616 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1618 DrawGameDoorValues_EM();
1623 if (game.centered_player_nr == -1)
1625 for (i = 0; i < MAX_PLAYERS; i++)
1627 for (j = 0; j < MAX_NUM_KEYS; j++)
1628 if (stored_player[i].key[j])
1629 key_bits |= (1 << j);
1631 dynamite_value += stored_player[i].inventory_size;
1636 int player_nr = game.centered_player_nr;
1638 for (i = 0; i < MAX_NUM_KEYS; i++)
1639 if (stored_player[player_nr].key[i])
1640 key_bits |= (1 << i);
1642 dynamite_value = stored_player[player_nr].inventory_size;
1645 DrawAllGameValues(gems_value, dynamite_value, score_value, time_value,
1651 =============================================================================
1653 -----------------------------------------------------------------------------
1654 initialize game engine due to level / tape version number
1655 =============================================================================
1658 static void InitGameEngine()
1660 int i, j, k, l, x, y;
1662 /* set game engine from tape file when re-playing, else from level file */
1663 game.engine_version = (tape.playing ? tape.engine_version :
1664 level.game_version);
1666 /* ---------------------------------------------------------------------- */
1667 /* set flags for bugs and changes according to active game engine version */
1668 /* ---------------------------------------------------------------------- */
1671 Summary of bugfix/change:
1672 Fixed handling for custom elements that change when pushed by the player.
1674 Fixed/changed in version:
1678 Before 3.1.0, custom elements that "change when pushing" changed directly
1679 after the player started pushing them (until then handled in "DigField()").
1680 Since 3.1.0, these custom elements are not changed until the "pushing"
1681 move of the element is finished (now handled in "ContinueMoving()").
1683 Affected levels/tapes:
1684 The first condition is generally needed for all levels/tapes before version
1685 3.1.0, which might use the old behaviour before it was changed; known tapes
1686 that are affected are some tapes from the level set "Walpurgis Gardens" by
1688 The second condition is an exception from the above case and is needed for
1689 the special case of tapes recorded with game (not engine!) version 3.1.0 or
1690 above (including some development versions of 3.1.0), but before it was
1691 known that this change would break tapes like the above and was fixed in
1692 3.1.1, so that the changed behaviour was active although the engine version
1693 while recording maybe was before 3.1.0. There is at least one tape that is
1694 affected by this exception, which is the tape for the one-level set "Bug
1695 Machine" by Juergen Bonhagen.
1698 game.use_change_when_pushing_bug =
1699 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1701 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
1702 tape.game_version < VERSION_IDENT(3,1,1,0)));
1705 Summary of bugfix/change:
1706 Fixed handling for blocking the field the player leaves when moving.
1708 Fixed/changed in version:
1712 Before 3.1.1, when "block last field when moving" was enabled, the field
1713 the player is leaving when moving was blocked for the time of the move,
1714 and was directly unblocked afterwards. This resulted in the last field
1715 being blocked for exactly one less than the number of frames of one player
1716 move. Additionally, even when blocking was disabled, the last field was
1717 blocked for exactly one frame.
1718 Since 3.1.1, due to changes in player movement handling, the last field
1719 is not blocked at all when blocking is disabled. When blocking is enabled,
1720 the last field is blocked for exactly the number of frames of one player
1721 move. Additionally, if the player is Murphy, the hero of Supaplex, the
1722 last field is blocked for exactly one more than the number of frames of
1725 Affected levels/tapes:
1726 (!!! yet to be determined -- probably many !!!)
1729 game.use_block_last_field_bug =
1730 (game.engine_version < VERSION_IDENT(3,1,1,0));
1733 Summary of bugfix/change:
1734 Changed behaviour of CE changes with multiple changes per single frame.
1736 Fixed/changed in version:
1740 Before 3.2.0-6, only one single CE change was allowed in each engine frame.
1741 This resulted in race conditions where CEs seem to behave strange in some
1742 situations (where triggered CE changes were just skipped because there was
1743 already a CE change on that tile in the playfield in that engine frame).
1744 Since 3.2.0-6, this was changed to allow up to MAX_NUM_CHANGES_PER_FRAME.
1745 (The number of changes per frame must be limited in any case, because else
1746 it is easily possible to define CE changes that would result in an infinite
1747 loop, causing the whole game to freeze. The MAX_NUM_CHANGES_PER_FRAME value
1748 should be set large enough so that it would only be reached in cases where
1749 the corresponding CE change conditions run into a loop. Therefore, it seems
1750 to be reasonable to set MAX_NUM_CHANGES_PER_FRAME to the same value as the
1751 maximal number of change pages for custom elements.)
1753 Affected levels/tapes:
1757 #if USE_ONLY_ONE_CHANGE_PER_FRAME
1758 game.max_num_changes_per_frame = 1;
1760 game.max_num_changes_per_frame =
1761 (game.engine_version < VERSION_IDENT(3,2,0,6) ? 1 : 32);
1764 /* ---------------------------------------------------------------------- */
1766 /* default scan direction: scan playfield from top/left to bottom/right */
1767 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
1769 /* dynamically adjust element properties according to game engine version */
1770 InitElementPropertiesEngine(game.engine_version);
1773 printf("level %d: level version == %06d\n", level_nr, level.game_version);
1774 printf(" tape version == %06d [%s] [file: %06d]\n",
1775 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
1777 printf(" => game.engine_version == %06d\n", game.engine_version);
1780 /* ---------- initialize player's initial move delay --------------------- */
1782 /* dynamically adjust player properties according to level information */
1783 for (i = 0; i < MAX_PLAYERS; i++)
1784 game.initial_move_delay_value[i] =
1785 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
1787 /* dynamically adjust player properties according to game engine version */
1788 for (i = 0; i < MAX_PLAYERS; i++)
1789 game.initial_move_delay[i] =
1790 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
1791 game.initial_move_delay_value[i] : 0);
1793 /* ---------- initialize player's initial push delay --------------------- */
1795 /* dynamically adjust player properties according to game engine version */
1796 game.initial_push_delay_value =
1797 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
1799 /* ---------- initialize changing elements ------------------------------- */
1801 /* initialize changing elements information */
1802 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1804 struct ElementInfo *ei = &element_info[i];
1806 /* this pointer might have been changed in the level editor */
1807 ei->change = &ei->change_page[0];
1809 if (!IS_CUSTOM_ELEMENT(i))
1811 ei->change->target_element = EL_EMPTY_SPACE;
1812 ei->change->delay_fixed = 0;
1813 ei->change->delay_random = 0;
1814 ei->change->delay_frames = 1;
1817 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1819 ei->has_change_event[j] = FALSE;
1821 ei->event_page_nr[j] = 0;
1822 ei->event_page[j] = &ei->change_page[0];
1826 /* add changing elements from pre-defined list */
1827 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
1829 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
1830 struct ElementInfo *ei = &element_info[ch_delay->element];
1832 ei->change->target_element = ch_delay->target_element;
1833 ei->change->delay_fixed = ch_delay->change_delay;
1835 ei->change->pre_change_function = ch_delay->pre_change_function;
1836 ei->change->change_function = ch_delay->change_function;
1837 ei->change->post_change_function = ch_delay->post_change_function;
1839 ei->change->can_change = TRUE;
1840 ei->change->can_change_or_has_action = TRUE;
1842 ei->has_change_event[CE_DELAY] = TRUE;
1844 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
1845 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
1848 /* ---------- initialize internal run-time variables ------------- */
1850 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1852 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1854 for (j = 0; j < ei->num_change_pages; j++)
1856 ei->change_page[j].can_change_or_has_action =
1857 (ei->change_page[j].can_change |
1858 ei->change_page[j].has_action);
1862 /* add change events from custom element configuration */
1863 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1865 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1867 for (j = 0; j < ei->num_change_pages; j++)
1869 if (!ei->change_page[j].can_change_or_has_action)
1872 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1874 /* only add event page for the first page found with this event */
1875 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
1877 ei->has_change_event[k] = TRUE;
1879 ei->event_page_nr[k] = j;
1880 ei->event_page[k] = &ei->change_page[j];
1886 /* ---------- initialize run-time trigger player and element ------------- */
1888 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1890 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1892 for (j = 0; j < ei->num_change_pages; j++)
1894 ei->change_page[j].actual_trigger_element = EL_EMPTY;
1895 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
1896 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
1897 ei->change_page[j].actual_trigger_ce_value = 0;
1898 ei->change_page[j].actual_trigger_ce_score = 0;
1902 /* ---------- initialize trigger events ---------------------------------- */
1904 /* initialize trigger events information */
1905 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1906 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1907 trigger_events[i][j] = FALSE;
1909 /* add trigger events from element change event properties */
1910 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1912 struct ElementInfo *ei = &element_info[i];
1914 for (j = 0; j < ei->num_change_pages; j++)
1916 if (!ei->change_page[j].can_change_or_has_action)
1919 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
1921 int trigger_element = ei->change_page[j].trigger_element;
1923 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1925 if (ei->change_page[j].has_event[k])
1927 if (IS_GROUP_ELEMENT(trigger_element))
1929 struct ElementGroupInfo *group =
1930 element_info[trigger_element].group;
1932 for (l = 0; l < group->num_elements_resolved; l++)
1933 trigger_events[group->element_resolved[l]][k] = TRUE;
1935 else if (trigger_element == EL_ANY_ELEMENT)
1936 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
1937 trigger_events[l][k] = TRUE;
1939 trigger_events[trigger_element][k] = TRUE;
1946 /* ---------- initialize push delay -------------------------------------- */
1948 /* initialize push delay values to default */
1949 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1951 if (!IS_CUSTOM_ELEMENT(i))
1953 /* set default push delay values (corrected since version 3.0.7-1) */
1954 if (game.engine_version < VERSION_IDENT(3,0,7,1))
1956 element_info[i].push_delay_fixed = 2;
1957 element_info[i].push_delay_random = 8;
1961 element_info[i].push_delay_fixed = 8;
1962 element_info[i].push_delay_random = 8;
1967 /* set push delay value for certain elements from pre-defined list */
1968 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1970 int e = push_delay_list[i].element;
1972 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1973 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1976 /* set push delay value for Supaplex elements for newer engine versions */
1977 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
1979 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1981 if (IS_SP_ELEMENT(i))
1983 /* set SP push delay to just enough to push under a falling zonk */
1984 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
1986 element_info[i].push_delay_fixed = delay;
1987 element_info[i].push_delay_random = 0;
1992 /* ---------- initialize move stepsize ----------------------------------- */
1994 /* initialize move stepsize values to default */
1995 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1996 if (!IS_CUSTOM_ELEMENT(i))
1997 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1999 /* set move stepsize value for certain elements from pre-defined list */
2000 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2002 int e = move_stepsize_list[i].element;
2004 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2007 /* ---------- initialize collect score ----------------------------------- */
2009 /* initialize collect score values for custom elements from initial value */
2010 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2011 if (IS_CUSTOM_ELEMENT(i))
2012 element_info[i].collect_score = element_info[i].collect_score_initial;
2014 /* ---------- initialize collect count ----------------------------------- */
2016 /* initialize collect count values for non-custom elements */
2017 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2018 if (!IS_CUSTOM_ELEMENT(i))
2019 element_info[i].collect_count_initial = 0;
2021 /* add collect count values for all elements from pre-defined list */
2022 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2023 element_info[collect_count_list[i].element].collect_count_initial =
2024 collect_count_list[i].count;
2026 /* ---------- initialize access direction -------------------------------- */
2028 /* initialize access direction values to default (access from every side) */
2029 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2030 if (!IS_CUSTOM_ELEMENT(i))
2031 element_info[i].access_direction = MV_ALL_DIRECTIONS;
2033 /* set access direction value for certain elements from pre-defined list */
2034 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
2035 element_info[access_direction_list[i].element].access_direction =
2036 access_direction_list[i].direction;
2038 /* ---------- initialize explosion content ------------------------------- */
2039 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2041 if (IS_CUSTOM_ELEMENT(i))
2044 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
2046 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
2048 element_info[i].content.e[x][y] =
2049 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
2050 i == EL_PLAYER_2 ? EL_EMERALD_RED :
2051 i == EL_PLAYER_3 ? EL_EMERALD :
2052 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
2053 i == EL_MOLE ? EL_EMERALD_RED :
2054 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
2055 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
2056 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
2057 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
2058 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
2059 i == EL_WALL_EMERALD ? EL_EMERALD :
2060 i == EL_WALL_DIAMOND ? EL_DIAMOND :
2061 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
2062 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
2063 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
2064 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
2065 i == EL_WALL_PEARL ? EL_PEARL :
2066 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
2071 /* ---------- initialize recursion detection ------------------------------ */
2072 recursion_loop_depth = 0;
2073 recursion_loop_detected = FALSE;
2074 recursion_loop_element = EL_UNDEFINED;
2077 int get_num_special_action(int element, int action_first, int action_last)
2079 int num_special_action = 0;
2082 for (i = action_first; i <= action_last; i++)
2084 boolean found = FALSE;
2086 for (j = 0; j < NUM_DIRECTIONS; j++)
2087 if (el_act_dir2img(element, i, j) !=
2088 el_act_dir2img(element, ACTION_DEFAULT, j))
2092 num_special_action++;
2097 return num_special_action;
2102 =============================================================================
2104 -----------------------------------------------------------------------------
2105 initialize and start new game
2106 =============================================================================
2111 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
2112 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
2113 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
2114 boolean do_fading = (game_status == GAME_MODE_MAIN);
2117 game_status = GAME_MODE_PLAYING;
2121 /* don't play tapes over network */
2122 network_playing = (options.network && !tape.playing);
2124 for (i = 0; i < MAX_PLAYERS; i++)
2126 struct PlayerInfo *player = &stored_player[i];
2128 player->index_nr = i;
2129 player->index_bit = (1 << i);
2130 player->element_nr = EL_PLAYER_1 + i;
2132 player->present = FALSE;
2133 player->active = FALSE;
2134 player->killed = FALSE;
2137 player->effective_action = 0;
2138 player->programmed_action = 0;
2141 player->score_final = 0;
2143 player->gems_still_needed = level.gems_needed;
2144 player->sokobanfields_still_needed = 0;
2145 player->lights_still_needed = 0;
2146 player->friends_still_needed = 0;
2148 for (j = 0; j < MAX_NUM_KEYS; j++)
2149 player->key[j] = FALSE;
2151 player->num_white_keys = 0;
2153 player->dynabomb_count = 0;
2154 player->dynabomb_size = 1;
2155 player->dynabombs_left = 0;
2156 player->dynabomb_xl = FALSE;
2158 player->MovDir = MV_NONE;
2161 player->GfxDir = MV_NONE;
2162 player->GfxAction = ACTION_DEFAULT;
2164 player->StepFrame = 0;
2166 player->use_murphy = FALSE;
2167 player->artwork_element =
2168 (level.use_artwork_element[i] ? level.artwork_element[i] :
2169 player->element_nr);
2171 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
2172 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
2174 player->gravity = level.initial_player_gravity[i];
2176 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
2178 player->actual_frame_counter = 0;
2180 player->step_counter = 0;
2182 player->last_move_dir = MV_NONE;
2184 player->is_active = FALSE;
2186 player->is_waiting = FALSE;
2187 player->is_moving = FALSE;
2188 player->is_auto_moving = FALSE;
2189 player->is_digging = FALSE;
2190 player->is_snapping = FALSE;
2191 player->is_collecting = FALSE;
2192 player->is_pushing = FALSE;
2193 player->is_switching = FALSE;
2194 player->is_dropping = FALSE;
2195 player->is_dropping_pressed = FALSE;
2197 player->is_bored = FALSE;
2198 player->is_sleeping = FALSE;
2200 player->frame_counter_bored = -1;
2201 player->frame_counter_sleeping = -1;
2203 player->anim_delay_counter = 0;
2204 player->post_delay_counter = 0;
2206 player->dir_waiting = MV_NONE;
2207 player->action_waiting = ACTION_DEFAULT;
2208 player->last_action_waiting = ACTION_DEFAULT;
2209 player->special_action_bored = ACTION_DEFAULT;
2210 player->special_action_sleeping = ACTION_DEFAULT;
2212 player->switch_x = -1;
2213 player->switch_y = -1;
2215 player->drop_x = -1;
2216 player->drop_y = -1;
2218 player->show_envelope = 0;
2220 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
2222 player->push_delay = -1; /* initialized when pushing starts */
2223 player->push_delay_value = game.initial_push_delay_value;
2225 player->drop_delay = 0;
2226 player->drop_pressed_delay = 0;
2228 player->last_jx = -1;
2229 player->last_jy = -1;
2233 player->shield_normal_time_left = 0;
2234 player->shield_deadly_time_left = 0;
2236 player->inventory_infinite_element = EL_UNDEFINED;
2237 player->inventory_size = 0;
2239 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
2240 SnapField(player, 0, 0);
2242 player->LevelSolved = FALSE;
2243 player->GameOver = FALSE;
2245 player->LevelSolved_GameEnd = FALSE;
2246 player->LevelSolved_SaveTape = FALSE;
2247 player->LevelSolved_SaveScore = FALSE;
2250 network_player_action_received = FALSE;
2252 #if defined(NETWORK_AVALIABLE)
2253 /* initial null action */
2254 if (network_playing)
2255 SendToServer_MovePlayer(MV_NONE);
2264 TimeLeft = level.time;
2267 ScreenMovDir = MV_NONE;
2271 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
2273 AllPlayersGone = FALSE;
2275 game.yamyam_content_nr = 0;
2276 game.magic_wall_active = FALSE;
2277 game.magic_wall_time_left = 0;
2278 game.light_time_left = 0;
2279 game.timegate_time_left = 0;
2280 game.switchgate_pos = 0;
2281 game.wind_direction = level.wind_direction_initial;
2283 #if !USE_PLAYER_GRAVITY
2284 game.gravity = FALSE;
2285 game.explosions_delayed = TRUE;
2288 game.lenses_time_left = 0;
2289 game.magnify_time_left = 0;
2291 game.ball_state = level.ball_state_initial;
2292 game.ball_content_nr = 0;
2294 game.envelope_active = FALSE;
2296 /* set focus to local player for network games, else to all players */
2297 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
2298 game.centered_player_nr_next = game.centered_player_nr;
2299 game.set_centered_player = FALSE;
2301 if (network_playing && tape.recording)
2303 /* store client dependent player focus when recording network games */
2304 tape.centered_player_nr_next = game.centered_player_nr_next;
2305 tape.set_centered_player = TRUE;
2308 for (i = 0; i < NUM_BELTS; i++)
2310 game.belt_dir[i] = MV_NONE;
2311 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
2314 for (i = 0; i < MAX_NUM_AMOEBA; i++)
2315 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
2317 SCAN_PLAYFIELD(x, y)
2319 Feld[x][y] = level.field[x][y];
2320 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2321 ChangeDelay[x][y] = 0;
2322 ChangePage[x][y] = -1;
2323 #if USE_NEW_CUSTOM_VALUE
2324 CustomValue[x][y] = 0; /* initialized in InitField() */
2326 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
2328 WasJustMoving[x][y] = 0;
2329 WasJustFalling[x][y] = 0;
2330 CheckCollision[x][y] = 0;
2331 CheckImpact[x][y] = 0;
2333 Pushed[x][y] = FALSE;
2335 ChangeCount[x][y] = 0;
2336 ChangeEvent[x][y] = -1;
2338 ExplodePhase[x][y] = 0;
2339 ExplodeDelay[x][y] = 0;
2340 ExplodeField[x][y] = EX_TYPE_NONE;
2342 RunnerVisit[x][y] = 0;
2343 PlayerVisit[x][y] = 0;
2346 GfxRandom[x][y] = INIT_GFX_RANDOM();
2347 GfxElement[x][y] = EL_UNDEFINED;
2348 GfxAction[x][y] = ACTION_DEFAULT;
2349 GfxDir[x][y] = MV_NONE;
2352 SCAN_PLAYFIELD(x, y)
2354 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
2356 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
2358 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
2361 InitField(x, y, TRUE);
2366 for (i = 0; i < MAX_PLAYERS; i++)
2368 struct PlayerInfo *player = &stored_player[i];
2370 /* set number of special actions for bored and sleeping animation */
2371 player->num_special_action_bored =
2372 get_num_special_action(player->artwork_element,
2373 ACTION_BORING_1, ACTION_BORING_LAST);
2374 player->num_special_action_sleeping =
2375 get_num_special_action(player->artwork_element,
2376 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
2379 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
2380 emulate_sb ? EMU_SOKOBAN :
2381 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
2383 #if USE_NEW_ALL_SLIPPERY
2384 /* initialize type of slippery elements */
2385 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2387 if (!IS_CUSTOM_ELEMENT(i))
2389 /* default: elements slip down either to the left or right randomly */
2390 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
2392 /* SP style elements prefer to slip down on the left side */
2393 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
2394 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
2396 /* BD style elements prefer to slip down on the left side */
2397 if (game.emulation == EMU_BOULDERDASH)
2398 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
2403 /* initialize explosion and ignition delay */
2404 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2406 if (!IS_CUSTOM_ELEMENT(i))
2409 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
2410 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
2411 game.emulation == EMU_SUPAPLEX ? 3 : 2);
2412 int last_phase = (num_phase + 1) * delay;
2413 int half_phase = (num_phase / 2) * delay;
2415 element_info[i].explosion_delay = last_phase - 1;
2416 element_info[i].ignition_delay = half_phase;
2418 if (i == EL_BLACK_ORB)
2419 element_info[i].ignition_delay = 1;
2423 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
2424 element_info[i].explosion_delay = 1;
2426 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
2427 element_info[i].ignition_delay = 1;
2431 /* correct non-moving belts to start moving left */
2432 for (i = 0; i < NUM_BELTS; i++)
2433 if (game.belt_dir[i] == MV_NONE)
2434 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
2436 /* check if any connected player was not found in playfield */
2437 for (i = 0; i < MAX_PLAYERS; i++)
2439 struct PlayerInfo *player = &stored_player[i];
2441 if (player->connected && !player->present)
2443 for (j = 0; j < MAX_PLAYERS; j++)
2445 struct PlayerInfo *some_player = &stored_player[j];
2446 int jx = some_player->jx, jy = some_player->jy;
2448 /* assign first free player found that is present in the playfield */
2449 if (some_player->present && !some_player->connected)
2451 player->present = TRUE;
2452 player->active = TRUE;
2454 some_player->present = FALSE;
2455 some_player->active = FALSE;
2457 player->artwork_element = some_player->artwork_element;
2459 player->block_last_field = some_player->block_last_field;
2460 player->block_delay_adjustment = some_player->block_delay_adjustment;
2462 StorePlayer[jx][jy] = player->element_nr;
2463 player->jx = player->last_jx = jx;
2464 player->jy = player->last_jy = jy;
2474 /* when playing a tape, eliminate all players who do not participate */
2476 for (i = 0; i < MAX_PLAYERS; i++)
2478 if (stored_player[i].active && !tape.player_participates[i])
2480 struct PlayerInfo *player = &stored_player[i];
2481 int jx = player->jx, jy = player->jy;
2483 player->active = FALSE;
2484 StorePlayer[jx][jy] = 0;
2485 Feld[jx][jy] = EL_EMPTY;
2489 else if (!options.network && !setup.team_mode) /* && !tape.playing */
2491 /* when in single player mode, eliminate all but the first active player */
2493 for (i = 0; i < MAX_PLAYERS; i++)
2495 if (stored_player[i].active)
2497 for (j = i + 1; j < MAX_PLAYERS; j++)
2499 if (stored_player[j].active)
2501 struct PlayerInfo *player = &stored_player[j];
2502 int jx = player->jx, jy = player->jy;
2504 player->active = FALSE;
2505 player->present = FALSE;
2507 StorePlayer[jx][jy] = 0;
2508 Feld[jx][jy] = EL_EMPTY;
2515 /* when recording the game, store which players take part in the game */
2518 for (i = 0; i < MAX_PLAYERS; i++)
2519 if (stored_player[i].active)
2520 tape.player_participates[i] = TRUE;
2525 for (i = 0; i < MAX_PLAYERS; i++)
2527 struct PlayerInfo *player = &stored_player[i];
2529 printf("Player %d: present == %d, connected == %d, active == %d.\n",
2534 if (local_player == player)
2535 printf("Player %d is local player.\n", i+1);
2539 if (BorderElement == EL_EMPTY)
2542 SBX_Right = lev_fieldx - SCR_FIELDX;
2544 SBY_Lower = lev_fieldy - SCR_FIELDY;
2549 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
2551 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
2554 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
2555 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
2557 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
2558 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
2560 /* if local player not found, look for custom element that might create
2561 the player (make some assumptions about the right custom element) */
2562 if (!local_player->present)
2564 int start_x = 0, start_y = 0;
2565 int found_rating = 0;
2566 int found_element = EL_UNDEFINED;
2567 int player_nr = local_player->index_nr;
2569 SCAN_PLAYFIELD(x, y)
2571 int element = Feld[x][y];
2576 if (level.use_start_element[player_nr] &&
2577 level.start_element[player_nr] == element &&
2584 found_element = element;
2587 if (!IS_CUSTOM_ELEMENT(element))
2590 if (CAN_CHANGE(element))
2592 for (i = 0; i < element_info[element].num_change_pages; i++)
2594 /* check for player created from custom element as single target */
2595 content = element_info[element].change_page[i].target_element;
2596 is_player = ELEM_IS_PLAYER(content);
2598 if (is_player && (found_rating < 3 || element < found_element))
2604 found_element = element;
2609 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
2611 /* check for player created from custom element as explosion content */
2612 content = element_info[element].content.e[xx][yy];
2613 is_player = ELEM_IS_PLAYER(content);
2615 if (is_player && (found_rating < 2 || element < found_element))
2617 start_x = x + xx - 1;
2618 start_y = y + yy - 1;
2621 found_element = element;
2624 if (!CAN_CHANGE(element))
2627 for (i = 0; i < element_info[element].num_change_pages; i++)
2629 /* check for player created from custom element as extended target */
2631 element_info[element].change_page[i].target_content.e[xx][yy];
2633 is_player = ELEM_IS_PLAYER(content);
2635 if (is_player && (found_rating < 1 || element < found_element))
2637 start_x = x + xx - 1;
2638 start_y = y + yy - 1;
2641 found_element = element;
2647 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
2648 start_x > SBX_Right + MIDPOSX ? SBX_Right :
2651 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
2652 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
2657 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2658 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2659 local_player->jx - MIDPOSX);
2661 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2662 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2663 local_player->jy - MIDPOSY);
2668 if (!game.restart_level)
2669 CloseDoor(DOOR_CLOSE_1);
2672 FadeOut(REDRAW_FIELD);
2674 /* !!! FIX THIS (START) !!! */
2675 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2677 InitGameEngine_EM();
2679 /* blit playfield from scroll buffer to normal back buffer for fading in */
2680 BlitScreenToBitmap_EM(backbuffer);
2687 /* after drawing the level, correct some elements */
2688 if (game.timegate_time_left == 0)
2689 CloseAllOpenTimegates();
2691 /* blit playfield from scroll buffer to normal back buffer for fading in */
2692 if (setup.soft_scrolling)
2693 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
2695 redraw_mask |= REDRAW_FROM_BACKBUFFER;
2697 /* !!! FIX THIS (END) !!! */
2700 FadeIn(REDRAW_FIELD);
2704 if (!game.restart_level)
2706 /* copy default game door content to main double buffer */
2707 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
2708 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
2711 SetPanelBackground();
2712 SetDrawBackgroundMask(REDRAW_DOOR_1);
2714 DrawGameDoorValues();
2716 if (!game.restart_level)
2720 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
2721 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
2722 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
2726 /* copy actual game door content to door double buffer for OpenDoor() */
2727 BlitBitmap(drawto, bitmap_db_door,
2728 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
2730 OpenDoor(DOOR_OPEN_ALL);
2732 PlaySound(SND_GAME_STARTING);
2734 if (setup.sound_music)
2737 KeyboardAutoRepeatOffUnlessAutoplay();
2741 for (i = 0; i < MAX_PLAYERS; i++)
2742 printf("Player %d %sactive.\n",
2743 i + 1, (stored_player[i].active ? "" : "not "));
2754 game.restart_level = FALSE;
2757 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
2759 /* this is used for non-R'n'D game engines to update certain engine values */
2761 /* needed to determine if sounds are played within the visible screen area */
2762 scroll_x = actual_scroll_x;
2763 scroll_y = actual_scroll_y;
2766 void InitMovDir(int x, int y)
2768 int i, element = Feld[x][y];
2769 static int xy[4][2] =
2776 static int direction[3][4] =
2778 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
2779 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
2780 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
2789 Feld[x][y] = EL_BUG;
2790 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
2793 case EL_SPACESHIP_RIGHT:
2794 case EL_SPACESHIP_UP:
2795 case EL_SPACESHIP_LEFT:
2796 case EL_SPACESHIP_DOWN:
2797 Feld[x][y] = EL_SPACESHIP;
2798 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
2801 case EL_BD_BUTTERFLY_RIGHT:
2802 case EL_BD_BUTTERFLY_UP:
2803 case EL_BD_BUTTERFLY_LEFT:
2804 case EL_BD_BUTTERFLY_DOWN:
2805 Feld[x][y] = EL_BD_BUTTERFLY;
2806 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
2809 case EL_BD_FIREFLY_RIGHT:
2810 case EL_BD_FIREFLY_UP:
2811 case EL_BD_FIREFLY_LEFT:
2812 case EL_BD_FIREFLY_DOWN:
2813 Feld[x][y] = EL_BD_FIREFLY;
2814 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
2817 case EL_PACMAN_RIGHT:
2819 case EL_PACMAN_LEFT:
2820 case EL_PACMAN_DOWN:
2821 Feld[x][y] = EL_PACMAN;
2822 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
2825 case EL_YAMYAM_LEFT:
2826 case EL_YAMYAM_RIGHT:
2828 case EL_YAMYAM_DOWN:
2829 Feld[x][y] = EL_YAMYAM;
2830 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
2833 case EL_SP_SNIKSNAK:
2834 MovDir[x][y] = MV_UP;
2837 case EL_SP_ELECTRON:
2838 MovDir[x][y] = MV_LEFT;
2845 Feld[x][y] = EL_MOLE;
2846 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
2850 if (IS_CUSTOM_ELEMENT(element))
2852 struct ElementInfo *ei = &element_info[element];
2853 int move_direction_initial = ei->move_direction_initial;
2854 int move_pattern = ei->move_pattern;
2856 if (move_direction_initial == MV_START_PREVIOUS)
2858 if (MovDir[x][y] != MV_NONE)
2861 move_direction_initial = MV_START_AUTOMATIC;
2864 if (move_direction_initial == MV_START_RANDOM)
2865 MovDir[x][y] = 1 << RND(4);
2866 else if (move_direction_initial & MV_ANY_DIRECTION)
2867 MovDir[x][y] = move_direction_initial;
2868 else if (move_pattern == MV_ALL_DIRECTIONS ||
2869 move_pattern == MV_TURNING_LEFT ||
2870 move_pattern == MV_TURNING_RIGHT ||
2871 move_pattern == MV_TURNING_LEFT_RIGHT ||
2872 move_pattern == MV_TURNING_RIGHT_LEFT ||
2873 move_pattern == MV_TURNING_RANDOM)
2874 MovDir[x][y] = 1 << RND(4);
2875 else if (move_pattern == MV_HORIZONTAL)
2876 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2877 else if (move_pattern == MV_VERTICAL)
2878 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2879 else if (move_pattern & MV_ANY_DIRECTION)
2880 MovDir[x][y] = element_info[element].move_pattern;
2881 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
2882 move_pattern == MV_ALONG_RIGHT_SIDE)
2884 /* use random direction as default start direction */
2885 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2886 MovDir[x][y] = 1 << RND(4);
2888 for (i = 0; i < NUM_DIRECTIONS; i++)
2890 int x1 = x + xy[i][0];
2891 int y1 = y + xy[i][1];
2893 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2895 if (move_pattern == MV_ALONG_RIGHT_SIDE)
2896 MovDir[x][y] = direction[0][i];
2898 MovDir[x][y] = direction[1][i];
2907 MovDir[x][y] = 1 << RND(4);
2909 if (element != EL_BUG &&
2910 element != EL_SPACESHIP &&
2911 element != EL_BD_BUTTERFLY &&
2912 element != EL_BD_FIREFLY)
2915 for (i = 0; i < NUM_DIRECTIONS; i++)
2917 int x1 = x + xy[i][0];
2918 int y1 = y + xy[i][1];
2920 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2922 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2924 MovDir[x][y] = direction[0][i];
2927 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2928 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2930 MovDir[x][y] = direction[1][i];
2939 GfxDir[x][y] = MovDir[x][y];
2942 void InitAmoebaNr(int x, int y)
2945 int group_nr = AmoebeNachbarNr(x, y);
2949 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2951 if (AmoebaCnt[i] == 0)
2959 AmoebaNr[x][y] = group_nr;
2960 AmoebaCnt[group_nr]++;
2961 AmoebaCnt2[group_nr]++;
2964 static void PlayerWins(struct PlayerInfo *player)
2966 player->LevelSolved = TRUE;
2967 player->GameOver = TRUE;
2969 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2970 level.native_em_level->lev->score : player->score);
2975 static int time, time_final;
2976 static int score, score_final;
2977 static int game_over_delay = 0;
2978 int game_over_delay_value = 50;
2980 if (!local_player->LevelSolved_GameEnd)
2984 /* do not start end game actions before the player stops moving (to exit) */
2985 if (local_player->MovPos)
2988 local_player->LevelSolved_GameEnd = TRUE;
2989 local_player->LevelSolved_SaveTape = tape.recording;
2990 local_player->LevelSolved_SaveScore = !tape.playing;
2992 if (tape.auto_play) /* tape might already be stopped here */
2993 tape.auto_play_level_solved = TRUE;
2999 game_over_delay = game_over_delay_value;
3001 time = time_final = (level.time == 0 ? TimePlayed : TimeLeft);
3002 score = score_final = local_player->score_final;
3007 score_final += TimeLeft * level.score[SC_TIME_BONUS];
3009 else if (level.time == 0 && TimePlayed < 999)
3012 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
3015 local_player->score_final = score_final;
3017 if (level_editor_test_game)
3020 score = score_final;
3022 DrawGameValue_Time(time);
3023 DrawGameValue_Score(score);
3026 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3028 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
3030 /* close exit door after last player */
3031 if ((AllPlayersGone &&
3032 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
3033 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
3034 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
3035 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
3036 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
3038 int element = Feld[ExitX][ExitY];
3041 if (element == EL_EM_EXIT_OPEN ||
3042 element == EL_EM_STEEL_EXIT_OPEN)
3049 Feld[ExitX][ExitY] =
3050 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
3051 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
3052 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
3053 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
3054 EL_EM_STEEL_EXIT_CLOSING);
3056 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
3060 /* player disappears */
3061 DrawLevelField(ExitX, ExitY);
3064 for (i = 0; i < MAX_PLAYERS; i++)
3066 struct PlayerInfo *player = &stored_player[i];
3068 if (player->present)
3070 RemovePlayer(player);
3072 /* player disappears */
3073 DrawLevelField(player->jx, player->jy);
3078 PlaySound(SND_GAME_WINNING);
3081 if (game_over_delay > 0)
3088 if (time != time_final)
3090 int time_to_go = ABS(time_final - time);
3091 int time_count_dir = (time < time_final ? +1 : -1);
3092 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
3094 time += time_count_steps * time_count_dir;
3095 score += time_count_steps * level.score[SC_TIME_BONUS];
3097 DrawGameValue_Time(time);
3098 DrawGameValue_Score(score);
3100 if (time == time_final)
3101 StopSound(SND_GAME_LEVELTIME_BONUS);
3102 else if (setup.sound_loops)
3103 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
3105 PlaySound(SND_GAME_LEVELTIME_BONUS);
3112 boolean raise_level = FALSE;
3114 CloseDoor(DOOR_CLOSE_1);
3116 if (local_player->LevelSolved_SaveTape)
3123 SaveTapeChecked(tape.level_nr); /* ask to save tape */
3125 SaveTape(tape.level_nr); /* ask to save tape */
3129 if (level_editor_test_game)
3131 game_status = GAME_MODE_MAIN;
3138 if (!local_player->LevelSolved_SaveScore)
3140 FadeOut(REDRAW_FIELD);
3142 game_status = GAME_MODE_MAIN;
3144 DrawAndFadeInMainMenu(REDRAW_FIELD);
3149 if (level_nr == leveldir_current->handicap_level)
3151 leveldir_current->handicap_level++;
3152 SaveLevelSetup_SeriesInfo();
3155 if (level_nr < leveldir_current->last_level)
3156 raise_level = TRUE; /* advance to next level */
3158 if ((hi_pos = NewHiScore()) >= 0)
3160 game_status = GAME_MODE_SCORES;
3162 DrawHallOfFame(hi_pos);
3172 FadeOut(REDRAW_FIELD);
3174 game_status = GAME_MODE_MAIN;
3182 DrawAndFadeInMainMenu(REDRAW_FIELD);
3191 LoadScore(level_nr);
3193 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
3194 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
3197 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
3199 if (local_player->score_final > highscore[k].Score)
3201 /* player has made it to the hall of fame */
3203 if (k < MAX_SCORE_ENTRIES - 1)
3205 int m = MAX_SCORE_ENTRIES - 1;
3208 for (l = k; l < MAX_SCORE_ENTRIES; l++)
3209 if (strEqual(setup.player_name, highscore[l].Name))
3211 if (m == k) /* player's new highscore overwrites his old one */
3215 for (l = m; l > k; l--)
3217 strcpy(highscore[l].Name, highscore[l - 1].Name);
3218 highscore[l].Score = highscore[l - 1].Score;
3225 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
3226 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
3227 highscore[k].Score = local_player->score_final;
3233 else if (!strncmp(setup.player_name, highscore[k].Name,
3234 MAX_PLAYER_NAME_LEN))
3235 break; /* player already there with a higher score */
3241 SaveScore(level_nr);
3246 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
3248 int element = Feld[x][y];
3249 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3250 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3251 int horiz_move = (dx != 0);
3252 int sign = (horiz_move ? dx : dy);
3253 int step = sign * element_info[element].move_stepsize;
3255 /* special values for move stepsize for spring and things on conveyor belt */
3258 if (CAN_FALL(element) &&
3259 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
3260 step = sign * MOVE_STEPSIZE_NORMAL / 2;
3261 else if (element == EL_SPRING)
3262 step = sign * MOVE_STEPSIZE_NORMAL * 2;
3268 inline static int getElementMoveStepsize(int x, int y)
3270 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
3273 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
3275 if (player->GfxAction != action || player->GfxDir != dir)
3278 printf("Player frame reset! (%d => %d, %d => %d)\n",
3279 player->GfxAction, action, player->GfxDir, dir);
3282 player->GfxAction = action;
3283 player->GfxDir = dir;
3285 player->StepFrame = 0;
3289 #if USE_GFX_RESET_GFX_ANIMATION
3290 static void ResetGfxFrame(int x, int y, boolean redraw)
3292 int element = Feld[x][y];
3293 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
3294 int last_gfx_frame = GfxFrame[x][y];
3296 if (graphic_info[graphic].anim_global_sync)
3297 GfxFrame[x][y] = FrameCounter;
3298 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
3299 GfxFrame[x][y] = CustomValue[x][y];
3300 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
3301 GfxFrame[x][y] = element_info[element].collect_score;
3302 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
3303 GfxFrame[x][y] = ChangeDelay[x][y];
3305 if (redraw && GfxFrame[x][y] != last_gfx_frame)
3306 DrawLevelGraphicAnimation(x, y, graphic);
3310 static void ResetGfxAnimation(int x, int y)
3312 GfxAction[x][y] = ACTION_DEFAULT;
3313 GfxDir[x][y] = MovDir[x][y];
3316 #if USE_GFX_RESET_GFX_ANIMATION
3317 ResetGfxFrame(x, y, FALSE);
3321 static void ResetRandomAnimationValue(int x, int y)
3323 GfxRandom[x][y] = INIT_GFX_RANDOM();
3326 void InitMovingField(int x, int y, int direction)
3328 int element = Feld[x][y];
3329 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3330 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3333 boolean is_moving_before, is_moving_after;
3335 boolean continues_moving = (WasJustMoving[x][y] && direction == MovDir[x][y]);
3338 /* check if element was/is moving or being moved before/after mode change */
3340 is_moving_before = WasJustMoving[x][y];
3342 is_moving_before = (getElementMoveStepsizeExt(x, y, MovDir[x][y]) != 0);
3344 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
3346 /* reset animation only for moving elements which change direction of moving
3347 or which just started or stopped moving
3348 (else CEs with property "can move" / "not moving" are reset each frame) */
3349 #if USE_GFX_RESET_ONLY_WHEN_MOVING
3351 if (is_moving_before != is_moving_after ||
3352 direction != MovDir[x][y])
3353 ResetGfxAnimation(x, y);
3355 if ((is_moving_before || is_moving_after) && !continues_moving)
3356 ResetGfxAnimation(x, y);
3359 if (!continues_moving)
3360 ResetGfxAnimation(x, y);
3363 MovDir[x][y] = direction;
3364 GfxDir[x][y] = direction;
3366 #if USE_GFX_RESET_ONLY_WHEN_MOVING
3367 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
3368 direction == MV_DOWN && CAN_FALL(element) ?
3369 ACTION_FALLING : ACTION_MOVING);
3371 GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
3372 ACTION_FALLING : ACTION_MOVING);
3375 /* this is needed for CEs with property "can move" / "not moving" */
3377 if (is_moving_after)
3379 if (Feld[newx][newy] == EL_EMPTY)
3380 Feld[newx][newy] = EL_BLOCKED;
3382 MovDir[newx][newy] = MovDir[x][y];
3384 #if USE_NEW_CUSTOM_VALUE
3385 CustomValue[newx][newy] = CustomValue[x][y];
3388 GfxFrame[newx][newy] = GfxFrame[x][y];
3389 GfxRandom[newx][newy] = GfxRandom[x][y];
3390 GfxAction[newx][newy] = GfxAction[x][y];
3391 GfxDir[newx][newy] = GfxDir[x][y];
3395 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
3397 int direction = MovDir[x][y];
3398 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
3399 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
3405 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
3407 int oldx = x, oldy = y;
3408 int direction = MovDir[x][y];
3410 if (direction == MV_LEFT)
3412 else if (direction == MV_RIGHT)
3414 else if (direction == MV_UP)
3416 else if (direction == MV_DOWN)
3419 *comes_from_x = oldx;
3420 *comes_from_y = oldy;
3423 int MovingOrBlocked2Element(int x, int y)
3425 int element = Feld[x][y];
3427 if (element == EL_BLOCKED)
3431 Blocked2Moving(x, y, &oldx, &oldy);
3432 return Feld[oldx][oldy];
3438 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
3440 /* like MovingOrBlocked2Element(), but if element is moving
3441 and (x,y) is the field the moving element is just leaving,
3442 return EL_BLOCKED instead of the element value */
3443 int element = Feld[x][y];
3445 if (IS_MOVING(x, y))
3447 if (element == EL_BLOCKED)
3451 Blocked2Moving(x, y, &oldx, &oldy);
3452 return Feld[oldx][oldy];
3461 static void RemoveField(int x, int y)
3463 Feld[x][y] = EL_EMPTY;
3469 #if USE_NEW_CUSTOM_VALUE
3470 CustomValue[x][y] = 0;
3474 ChangeDelay[x][y] = 0;
3475 ChangePage[x][y] = -1;
3476 Pushed[x][y] = FALSE;
3479 ExplodeField[x][y] = EX_TYPE_NONE;
3482 GfxElement[x][y] = EL_UNDEFINED;
3483 GfxAction[x][y] = ACTION_DEFAULT;
3484 GfxDir[x][y] = MV_NONE;
3487 void RemoveMovingField(int x, int y)
3489 int oldx = x, oldy = y, newx = x, newy = y;
3490 int element = Feld[x][y];
3491 int next_element = EL_UNDEFINED;
3493 if (element != EL_BLOCKED && !IS_MOVING(x, y))
3496 if (IS_MOVING(x, y))
3498 Moving2Blocked(x, y, &newx, &newy);
3500 if (Feld[newx][newy] != EL_BLOCKED)
3502 /* element is moving, but target field is not free (blocked), but
3503 already occupied by something different (example: acid pool);
3504 in this case, only remove the moving field, but not the target */
3506 RemoveField(oldx, oldy);
3508 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
3510 DrawLevelField(oldx, oldy);
3515 else if (element == EL_BLOCKED)
3517 Blocked2Moving(x, y, &oldx, &oldy);
3518 if (!IS_MOVING(oldx, oldy))
3522 if (element == EL_BLOCKED &&
3523 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
3524 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
3525 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
3526 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
3527 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
3528 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
3529 next_element = get_next_element(Feld[oldx][oldy]);
3531 RemoveField(oldx, oldy);
3532 RemoveField(newx, newy);
3534 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
3536 if (next_element != EL_UNDEFINED)
3537 Feld[oldx][oldy] = next_element;
3539 DrawLevelField(oldx, oldy);
3540 DrawLevelField(newx, newy);
3543 void DrawDynamite(int x, int y)
3545 int sx = SCREENX(x), sy = SCREENY(y);
3546 int graphic = el2img(Feld[x][y]);
3549 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
3552 if (IS_WALKABLE_INSIDE(Back[x][y]))
3556 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
3557 else if (Store[x][y])
3558 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
3560 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
3562 if (Back[x][y] || Store[x][y])
3563 DrawGraphicThruMask(sx, sy, graphic, frame);
3565 DrawGraphic(sx, sy, graphic, frame);
3568 void CheckDynamite(int x, int y)
3570 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
3574 if (MovDelay[x][y] != 0)
3577 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
3583 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
3588 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
3590 boolean num_checked_players = 0;
3593 for (i = 0; i < MAX_PLAYERS; i++)
3595 if (stored_player[i].active)
3597 int sx = stored_player[i].jx;
3598 int sy = stored_player[i].jy;
3600 if (num_checked_players == 0)
3607 *sx1 = MIN(*sx1, sx);
3608 *sy1 = MIN(*sy1, sy);
3609 *sx2 = MAX(*sx2, sx);
3610 *sy2 = MAX(*sy2, sy);
3613 num_checked_players++;
3618 static boolean checkIfAllPlayersFitToScreen_RND()
3620 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
3622 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
3624 return (sx2 - sx1 < SCR_FIELDX &&
3625 sy2 - sy1 < SCR_FIELDY);
3628 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
3630 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
3632 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
3634 *sx = (sx1 + sx2) / 2;
3635 *sy = (sy1 + sy2) / 2;
3638 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
3639 boolean center_screen, boolean quick_relocation)
3641 boolean ffwd_delay = (tape.playing && tape.fast_forward);
3642 boolean no_delay = (tape.warp_forward);
3643 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
3644 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
3646 if (quick_relocation)
3648 int offset = (setup.scroll_delay ? 3 : 0);
3650 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
3654 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
3655 x > SBX_Right + MIDPOSX ? SBX_Right :
3658 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
3659 y > SBY_Lower + MIDPOSY ? SBY_Lower :
3664 /* quick relocation (without scrolling), but do not center screen */
3666 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
3667 old_x > SBX_Right + MIDPOSX ? SBX_Right :
3670 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3671 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3674 int offset_x = x + (scroll_x - center_scroll_x);
3675 int offset_y = y + (scroll_y - center_scroll_y);
3677 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
3678 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
3679 offset_x - MIDPOSX);
3681 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3682 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3683 offset_y - MIDPOSY);
3688 if ((move_dir == MV_LEFT && scroll_x > x - MIDPOSX + offset) ||
3689 (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset))
3690 scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset);
3692 if ((move_dir == MV_UP && scroll_y > y - MIDPOSY + offset) ||
3693 (move_dir == MV_DOWN && scroll_y < y - MIDPOSY - offset))
3694 scroll_y = y - MIDPOSY + (scroll_y < y - MIDPOSY ? -offset : +offset);
3696 /* don't scroll over playfield boundaries */
3697 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
3698 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
3700 /* don't scroll over playfield boundaries */
3701 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
3702 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
3705 RedrawPlayfield(TRUE, 0,0,0,0);
3709 int scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
3710 x > SBX_Right + MIDPOSX ? SBX_Right :
3713 int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
3714 y > SBY_Lower + MIDPOSY ? SBY_Lower :
3717 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
3719 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
3722 int fx = FX, fy = FY;
3724 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
3725 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
3727 if (dx == 0 && dy == 0) /* no scrolling needed at all */
3733 fx += dx * TILEX / 2;
3734 fy += dy * TILEY / 2;
3736 ScrollLevel(dx, dy);
3739 /* scroll in two steps of half tile size to make things smoother */
3740 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
3742 Delay(wait_delay_value);
3744 /* scroll second step to align at full tile size */
3746 Delay(wait_delay_value);
3751 Delay(wait_delay_value);
3755 void RelocatePlayer(int jx, int jy, int el_player_raw)
3757 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
3758 int player_nr = GET_PLAYER_NR(el_player);
3759 struct PlayerInfo *player = &stored_player[player_nr];
3760 boolean ffwd_delay = (tape.playing && tape.fast_forward);
3761 boolean no_delay = (tape.warp_forward);
3762 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
3763 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
3764 int old_jx = player->jx;
3765 int old_jy = player->jy;
3766 int old_element = Feld[old_jx][old_jy];
3767 int element = Feld[jx][jy];
3768 boolean player_relocated = (old_jx != jx || old_jy != jy);
3770 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
3771 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
3772 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
3773 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
3774 int leave_side_horiz = move_dir_horiz;
3775 int leave_side_vert = move_dir_vert;
3776 int enter_side = enter_side_horiz | enter_side_vert;
3777 int leave_side = leave_side_horiz | leave_side_vert;
3779 if (player->GameOver) /* do not reanimate dead player */
3782 if (!player_relocated) /* no need to relocate the player */
3785 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
3787 RemoveField(jx, jy); /* temporarily remove newly placed player */
3788 DrawLevelField(jx, jy);
3791 if (player->present)
3793 while (player->MovPos)
3795 ScrollPlayer(player, SCROLL_GO_ON);
3796 ScrollScreen(NULL, SCROLL_GO_ON);
3798 AdvanceFrameAndPlayerCounters(player->index_nr);
3803 Delay(wait_delay_value);
3806 DrawPlayer(player); /* needed here only to cleanup last field */
3807 DrawLevelField(player->jx, player->jy); /* remove player graphic */
3809 player->is_moving = FALSE;
3812 if (IS_CUSTOM_ELEMENT(old_element))
3813 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
3815 player->index_bit, leave_side);
3817 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
3819 player->index_bit, leave_side);
3821 Feld[jx][jy] = el_player;
3822 InitPlayerField(jx, jy, el_player, TRUE);
3824 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
3826 Feld[jx][jy] = element;
3827 InitField(jx, jy, FALSE);
3830 /* only visually relocate centered player */
3831 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
3832 FALSE, level.instant_relocation);
3834 TestIfPlayerTouchesBadThing(jx, jy);
3835 TestIfPlayerTouchesCustomElement(jx, jy);
3837 if (IS_CUSTOM_ELEMENT(element))
3838 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
3839 player->index_bit, enter_side);
3841 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
3842 player->index_bit, enter_side);
3845 void Explode(int ex, int ey, int phase, int mode)
3851 /* !!! eliminate this variable !!! */
3852 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
3854 if (game.explosions_delayed)
3856 ExplodeField[ex][ey] = mode;
3860 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
3862 int center_element = Feld[ex][ey];
3863 int artwork_element, explosion_element; /* set these values later */
3866 /* --- This is only really needed (and now handled) in "Impact()". --- */
3867 /* do not explode moving elements that left the explode field in time */
3868 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
3869 center_element == EL_EMPTY &&
3870 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
3875 /* !!! at this place, the center element may be EL_BLOCKED !!! */
3876 if (mode == EX_TYPE_NORMAL ||
3877 mode == EX_TYPE_CENTER ||
3878 mode == EX_TYPE_CROSS)
3879 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
3882 /* remove things displayed in background while burning dynamite */
3883 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
3886 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
3888 /* put moving element to center field (and let it explode there) */
3889 center_element = MovingOrBlocked2Element(ex, ey);
3890 RemoveMovingField(ex, ey);
3891 Feld[ex][ey] = center_element;
3894 /* now "center_element" is finally determined -- set related values now */
3895 artwork_element = center_element; /* for custom player artwork */
3896 explosion_element = center_element; /* for custom player artwork */
3898 if (IS_PLAYER(ex, ey))
3900 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
3902 artwork_element = stored_player[player_nr].artwork_element;
3904 if (level.use_explosion_element[player_nr])
3906 explosion_element = level.explosion_element[player_nr];
3907 artwork_element = explosion_element;
3912 if (mode == EX_TYPE_NORMAL ||
3913 mode == EX_TYPE_CENTER ||
3914 mode == EX_TYPE_CROSS)
3915 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
3918 last_phase = element_info[explosion_element].explosion_delay + 1;
3920 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
3922 int xx = x - ex + 1;
3923 int yy = y - ey + 1;
3926 if (!IN_LEV_FIELD(x, y) ||
3927 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
3928 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
3931 element = Feld[x][y];
3933 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
3935 element = MovingOrBlocked2Element(x, y);
3937 if (!IS_EXPLOSION_PROOF(element))
3938 RemoveMovingField(x, y);
3941 /* indestructible elements can only explode in center (but not flames) */
3942 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
3943 mode == EX_TYPE_BORDER)) ||
3944 element == EL_FLAMES)
3947 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
3948 behaviour, for example when touching a yamyam that explodes to rocks
3949 with active deadly shield, a rock is created under the player !!! */
3950 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
3952 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
3953 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
3954 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
3956 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
3959 if (IS_ACTIVE_BOMB(element))
3961 /* re-activate things under the bomb like gate or penguin */
3962 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
3969 /* save walkable background elements while explosion on same tile */
3970 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
3971 (x != ex || y != ey || mode == EX_TYPE_BORDER))
3972 Back[x][y] = element;
3974 /* ignite explodable elements reached by other explosion */
3975 if (element == EL_EXPLOSION)
3976 element = Store2[x][y];
3978 if (AmoebaNr[x][y] &&
3979 (element == EL_AMOEBA_FULL ||
3980 element == EL_BD_AMOEBA ||
3981 element == EL_AMOEBA_GROWING))
3983 AmoebaCnt[AmoebaNr[x][y]]--;
3984 AmoebaCnt2[AmoebaNr[x][y]]--;
3989 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
3991 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
3993 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
3995 if (PLAYERINFO(ex, ey)->use_murphy)
3996 Store[x][y] = EL_EMPTY;
3999 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
4000 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
4001 else if (ELEM_IS_PLAYER(center_element))
4002 Store[x][y] = EL_EMPTY;
4003 else if (center_element == EL_YAMYAM)
4004 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
4005 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
4006 Store[x][y] = element_info[center_element].content.e[xx][yy];
4008 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
4009 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
4010 otherwise) -- FIX THIS !!! */
4011 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
4012 Store[x][y] = element_info[element].content.e[1][1];
4014 else if (!CAN_EXPLODE(element))
4015 Store[x][y] = element_info[element].content.e[1][1];
4018 Store[x][y] = EL_EMPTY;
4020 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
4021 center_element == EL_AMOEBA_TO_DIAMOND)
4022 Store2[x][y] = element;
4024 Feld[x][y] = EL_EXPLOSION;
4025 GfxElement[x][y] = artwork_element;
4027 ExplodePhase[x][y] = 1;
4028 ExplodeDelay[x][y] = last_phase;
4033 if (center_element == EL_YAMYAM)
4034 game.yamyam_content_nr =
4035 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
4047 GfxFrame[x][y] = 0; /* restart explosion animation */
4049 last_phase = ExplodeDelay[x][y];
4051 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
4055 /* activate this even in non-DEBUG version until cause for crash in
4056 getGraphicAnimationFrame() (see below) is found and eliminated */
4062 /* this can happen if the player leaves an explosion just in time */
4063 if (GfxElement[x][y] == EL_UNDEFINED)
4064 GfxElement[x][y] = EL_EMPTY;
4066 if (GfxElement[x][y] == EL_UNDEFINED)
4069 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
4070 printf("Explode(): This should never happen!\n");
4073 GfxElement[x][y] = EL_EMPTY;
4079 border_element = Store2[x][y];
4080 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
4081 border_element = StorePlayer[x][y];
4083 if (phase == element_info[border_element].ignition_delay ||
4084 phase == last_phase)
4086 boolean border_explosion = FALSE;
4088 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
4089 !PLAYER_EXPLOSION_PROTECTED(x, y))
4091 KillPlayerUnlessExplosionProtected(x, y);
4092 border_explosion = TRUE;
4094 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
4096 Feld[x][y] = Store2[x][y];
4099 border_explosion = TRUE;
4101 else if (border_element == EL_AMOEBA_TO_DIAMOND)
4103 AmoebeUmwandeln(x, y);
4105 border_explosion = TRUE;
4108 /* if an element just explodes due to another explosion (chain-reaction),
4109 do not immediately end the new explosion when it was the last frame of
4110 the explosion (as it would be done in the following "if"-statement!) */
4111 if (border_explosion && phase == last_phase)
4115 if (phase == last_phase)
4119 element = Feld[x][y] = Store[x][y];
4120 Store[x][y] = Store2[x][y] = 0;
4121 GfxElement[x][y] = EL_UNDEFINED;
4123 /* player can escape from explosions and might therefore be still alive */
4124 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
4125 element <= EL_PLAYER_IS_EXPLODING_4)
4127 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
4128 int explosion_element = EL_PLAYER_1 + player_nr;
4129 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
4130 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
4132 if (level.use_explosion_element[player_nr])
4133 explosion_element = level.explosion_element[player_nr];
4135 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
4136 element_info[explosion_element].content.e[xx][yy]);
4139 /* restore probably existing indestructible background element */
4140 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
4141 element = Feld[x][y] = Back[x][y];
4144 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
4145 GfxDir[x][y] = MV_NONE;
4146 ChangeDelay[x][y] = 0;
4147 ChangePage[x][y] = -1;
4149 #if USE_NEW_CUSTOM_VALUE
4150 CustomValue[x][y] = 0;
4153 InitField_WithBug2(x, y, FALSE);
4155 DrawLevelField(x, y);
4157 TestIfElementTouchesCustomElement(x, y);
4159 if (GFX_CRUMBLED(element))
4160 DrawLevelFieldCrumbledSandNeighbours(x, y);
4162 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
4163 StorePlayer[x][y] = 0;
4165 if (ELEM_IS_PLAYER(element))
4166 RelocatePlayer(x, y, element);
4168 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
4170 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
4171 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4174 DrawLevelFieldCrumbledSand(x, y);
4176 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
4178 DrawLevelElement(x, y, Back[x][y]);
4179 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
4181 else if (IS_WALKABLE_UNDER(Back[x][y]))
4183 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4184 DrawLevelElementThruMask(x, y, Back[x][y]);
4186 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
4187 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4191 void DynaExplode(int ex, int ey)
4194 int dynabomb_element = Feld[ex][ey];
4195 int dynabomb_size = 1;
4196 boolean dynabomb_xl = FALSE;
4197 struct PlayerInfo *player;
4198 static int xy[4][2] =
4206 if (IS_ACTIVE_BOMB(dynabomb_element))
4208 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
4209 dynabomb_size = player->dynabomb_size;
4210 dynabomb_xl = player->dynabomb_xl;
4211 player->dynabombs_left++;
4214 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
4216 for (i = 0; i < NUM_DIRECTIONS; i++)
4218 for (j = 1; j <= dynabomb_size; j++)
4220 int x = ex + j * xy[i][0];
4221 int y = ey + j * xy[i][1];
4224 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
4227 element = Feld[x][y];
4229 /* do not restart explosions of fields with active bombs */
4230 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
4233 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
4235 if (element != EL_EMPTY && element != EL_EXPLOSION &&
4236 !IS_DIGGABLE(element) && !dynabomb_xl)
4242 void Bang(int x, int y)
4244 int element = MovingOrBlocked2Element(x, y);
4245 int explosion_type = EX_TYPE_NORMAL;
4247 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
4249 struct PlayerInfo *player = PLAYERINFO(x, y);
4251 element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
4252 player->element_nr);
4254 if (level.use_explosion_element[player->index_nr])
4256 int explosion_element = level.explosion_element[player->index_nr];
4258 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
4259 explosion_type = EX_TYPE_CROSS;
4260 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
4261 explosion_type = EX_TYPE_CENTER;
4269 case EL_BD_BUTTERFLY:
4272 case EL_DARK_YAMYAM:
4276 RaiseScoreElement(element);
4279 case EL_DYNABOMB_PLAYER_1_ACTIVE:
4280 case EL_DYNABOMB_PLAYER_2_ACTIVE:
4281 case EL_DYNABOMB_PLAYER_3_ACTIVE:
4282 case EL_DYNABOMB_PLAYER_4_ACTIVE:
4283 case EL_DYNABOMB_INCREASE_NUMBER:
4284 case EL_DYNABOMB_INCREASE_SIZE:
4285 case EL_DYNABOMB_INCREASE_POWER:
4286 explosion_type = EX_TYPE_DYNA;
4289 case EL_DC_LANDMINE:
4291 case EL_EM_EXIT_OPEN:
4292 case EL_EM_STEEL_EXIT_OPEN:
4294 explosion_type = EX_TYPE_CENTER;
4299 case EL_LAMP_ACTIVE:
4300 case EL_AMOEBA_TO_DIAMOND:
4301 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
4302 explosion_type = EX_TYPE_CENTER;
4306 if (element_info[element].explosion_type == EXPLODES_CROSS)
4307 explosion_type = EX_TYPE_CROSS;
4308 else if (element_info[element].explosion_type == EXPLODES_1X1)
4309 explosion_type = EX_TYPE_CENTER;
4313 if (explosion_type == EX_TYPE_DYNA)
4316 Explode(x, y, EX_PHASE_START, explosion_type);
4318 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
4321 void SplashAcid(int x, int y)
4323 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
4324 (!IN_LEV_FIELD(x - 1, y - 2) ||
4325 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
4326 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
4328 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
4329 (!IN_LEV_FIELD(x + 1, y - 2) ||
4330 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
4331 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
4333 PlayLevelSound(x, y, SND_ACID_SPLASHING);
4336 static void InitBeltMovement()
4338 static int belt_base_element[4] =
4340 EL_CONVEYOR_BELT_1_LEFT,
4341 EL_CONVEYOR_BELT_2_LEFT,
4342 EL_CONVEYOR_BELT_3_LEFT,
4343 EL_CONVEYOR_BELT_4_LEFT
4345 static int belt_base_active_element[4] =
4347 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
4348 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
4349 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
4350 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
4355 /* set frame order for belt animation graphic according to belt direction */
4356 for (i = 0; i < NUM_BELTS; i++)
4360 for (j = 0; j < NUM_BELT_PARTS; j++)
4362 int element = belt_base_active_element[belt_nr] + j;
4363 int graphic = el2img(element);
4365 if (game.belt_dir[i] == MV_LEFT)
4366 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
4368 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
4372 SCAN_PLAYFIELD(x, y)
4374 int element = Feld[x][y];
4376 for (i = 0; i < NUM_BELTS; i++)
4378 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
4380 int e_belt_nr = getBeltNrFromBeltElement(element);
4383 if (e_belt_nr == belt_nr)
4385 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
4387 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
4394 static void ToggleBeltSwitch(int x, int y)
4396 static int belt_base_element[4] =
4398 EL_CONVEYOR_BELT_1_LEFT,
4399 EL_CONVEYOR_BELT_2_LEFT,
4400 EL_CONVEYOR_BELT_3_LEFT,
4401 EL_CONVEYOR_BELT_4_LEFT
4403 static int belt_base_active_element[4] =
4405 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
4406 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
4407 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
4408 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
4410 static int belt_base_switch_element[4] =
4412 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
4413 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
4414 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
4415 EL_CONVEYOR_BELT_4_SWITCH_LEFT
4417 static int belt_move_dir[4] =
4425 int element = Feld[x][y];
4426 int belt_nr = getBeltNrFromBeltSwitchElement(element);
4427 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
4428 int belt_dir = belt_move_dir[belt_dir_nr];
4431 if (!IS_BELT_SWITCH(element))
4434 game.belt_dir_nr[belt_nr] = belt_dir_nr;
4435 game.belt_dir[belt_nr] = belt_dir;
4437 if (belt_dir_nr == 3)
4440 /* set frame order for belt animation graphic according to belt direction */
4441 for (i = 0; i < NUM_BELT_PARTS; i++)
4443 int element = belt_base_active_element[belt_nr] + i;
4444 int graphic = el2img(element);
4446 if (belt_dir == MV_LEFT)
4447 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
4449 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
4452 SCAN_PLAYFIELD(xx, yy)
4454 int element = Feld[xx][yy];
4456 if (IS_BELT_SWITCH(element))
4458 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
4460 if (e_belt_nr == belt_nr)
4462 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
4463 DrawLevelField(xx, yy);
4466 else if (IS_BELT(element) && belt_dir != MV_NONE)
4468 int e_belt_nr = getBeltNrFromBeltElement(element);
4470 if (e_belt_nr == belt_nr)
4472 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
4474 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
4475 DrawLevelField(xx, yy);
4478 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
4480 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
4482 if (e_belt_nr == belt_nr)
4484 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
4486 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
4487 DrawLevelField(xx, yy);
4493 static void ToggleSwitchgateSwitch(int x, int y)
4497 game.switchgate_pos = !game.switchgate_pos;
4499 SCAN_PLAYFIELD(xx, yy)
4501 int element = Feld[xx][yy];
4503 #if !USE_BOTH_SWITCHGATE_SWITCHES
4504 if (element == EL_SWITCHGATE_SWITCH_UP ||
4505 element == EL_SWITCHGATE_SWITCH_DOWN)
4507 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
4508 DrawLevelField(xx, yy);
4510 else if (element == EL_DC_SWITCHGATE_SWITCH_UP ||
4511 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
4513 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
4514 DrawLevelField(xx, yy);
4517 if (element == EL_SWITCHGATE_SWITCH_UP)
4519 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
4520 DrawLevelField(xx, yy);
4522 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
4524 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
4525 DrawLevelField(xx, yy);
4527 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
4529 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
4530 DrawLevelField(xx, yy);
4532 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
4534 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
4535 DrawLevelField(xx, yy);
4538 else if (element == EL_SWITCHGATE_OPEN ||
4539 element == EL_SWITCHGATE_OPENING)
4541 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
4543 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
4545 else if (element == EL_SWITCHGATE_CLOSED ||
4546 element == EL_SWITCHGATE_CLOSING)
4548 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
4550 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
4555 static int getInvisibleActiveFromInvisibleElement(int element)
4557 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
4558 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
4559 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
4563 static int getInvisibleFromInvisibleActiveElement(int element)
4565 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
4566 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
4567 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
4571 static void RedrawAllLightSwitchesAndInvisibleElements()
4575 SCAN_PLAYFIELD(x, y)
4577 int element = Feld[x][y];
4579 if (element == EL_LIGHT_SWITCH &&
4580 game.light_time_left > 0)
4582 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
4583 DrawLevelField(x, y);
4585 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
4586 game.light_time_left == 0)
4588 Feld[x][y] = EL_LIGHT_SWITCH;
4589 DrawLevelField(x, y);
4591 else if (element == EL_EMC_DRIPPER &&
4592 game.light_time_left > 0)
4594 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
4595 DrawLevelField(x, y);
4597 else if (element == EL_EMC_DRIPPER_ACTIVE &&
4598 game.light_time_left == 0)
4600 Feld[x][y] = EL_EMC_DRIPPER;
4601 DrawLevelField(x, y);
4603 else if (element == EL_INVISIBLE_STEELWALL ||
4604 element == EL_INVISIBLE_WALL ||
4605 element == EL_INVISIBLE_SAND)
4607 if (game.light_time_left > 0)
4608 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
4610 DrawLevelField(x, y);
4612 /* uncrumble neighbour fields, if needed */
4613 if (element == EL_INVISIBLE_SAND)
4614 DrawLevelFieldCrumbledSandNeighbours(x, y);
4616 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
4617 element == EL_INVISIBLE_WALL_ACTIVE ||
4618 element == EL_INVISIBLE_SAND_ACTIVE)
4620 if (game.light_time_left == 0)
4621 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
4623 DrawLevelField(x, y);
4625 /* re-crumble neighbour fields, if needed */
4626 if (element == EL_INVISIBLE_SAND)
4627 DrawLevelFieldCrumbledSandNeighbours(x, y);
4632 static void RedrawAllInvisibleElementsForLenses()
4636 SCAN_PLAYFIELD(x, y)
4638 int element = Feld[x][y];
4640 if (element == EL_EMC_DRIPPER &&
4641 game.lenses_time_left > 0)
4643 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
4644 DrawLevelField(x, y);
4646 else if (element == EL_EMC_DRIPPER_ACTIVE &&
4647 game.lenses_time_left == 0)
4649 Feld[x][y] = EL_EMC_DRIPPER;
4650 DrawLevelField(x, y);
4652 else if (element == EL_INVISIBLE_STEELWALL ||
4653 element == EL_INVISIBLE_WALL ||
4654 element == EL_INVISIBLE_SAND)
4656 if (game.lenses_time_left > 0)
4657 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
4659 DrawLevelField(x, y);
4661 /* uncrumble neighbour fields, if needed */
4662 if (element == EL_INVISIBLE_SAND)
4663 DrawLevelFieldCrumbledSandNeighbours(x, y);
4665 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
4666 element == EL_INVISIBLE_WALL_ACTIVE ||
4667 element == EL_INVISIBLE_SAND_ACTIVE)
4669 if (game.lenses_time_left == 0)
4670 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
4672 DrawLevelField(x, y);
4674 /* re-crumble neighbour fields, if needed */
4675 if (element == EL_INVISIBLE_SAND)
4676 DrawLevelFieldCrumbledSandNeighbours(x, y);
4681 static void RedrawAllInvisibleElementsForMagnifier()
4685 SCAN_PLAYFIELD(x, y)
4687 int element = Feld[x][y];
4689 if (element == EL_EMC_FAKE_GRASS &&
4690 game.magnify_time_left > 0)
4692 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
4693 DrawLevelField(x, y);
4695 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
4696 game.magnify_time_left == 0)
4698 Feld[x][y] = EL_EMC_FAKE_GRASS;
4699 DrawLevelField(x, y);
4701 else if (IS_GATE_GRAY(element) &&
4702 game.magnify_time_left > 0)
4704 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
4705 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
4706 IS_EM_GATE_GRAY(element) ?
4707 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
4708 IS_EMC_GATE_GRAY(element) ?
4709 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
4711 DrawLevelField(x, y);
4713 else if (IS_GATE_GRAY_ACTIVE(element) &&
4714 game.magnify_time_left == 0)
4716 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
4717 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
4718 IS_EM_GATE_GRAY_ACTIVE(element) ?
4719 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
4720 IS_EMC_GATE_GRAY_ACTIVE(element) ?
4721 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
4723 DrawLevelField(x, y);
4728 static void ToggleLightSwitch(int x, int y)
4730 int element = Feld[x][y];
4732 game.light_time_left =
4733 (element == EL_LIGHT_SWITCH ?
4734 level.time_light * FRAMES_PER_SECOND : 0);
4736 RedrawAllLightSwitchesAndInvisibleElements();
4739 static void ActivateTimegateSwitch(int x, int y)
4743 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
4745 SCAN_PLAYFIELD(xx, yy)
4747 int element = Feld[xx][yy];
4749 if (element == EL_TIMEGATE_CLOSED ||
4750 element == EL_TIMEGATE_CLOSING)
4752 Feld[xx][yy] = EL_TIMEGATE_OPENING;
4753 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
4757 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
4759 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
4760 DrawLevelField(xx, yy);
4767 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
4768 EL_DC_TIMEGATE_SWITCH_ACTIVE);
4770 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
4774 void Impact(int x, int y)
4776 boolean last_line = (y == lev_fieldy - 1);
4777 boolean object_hit = FALSE;
4778 boolean impact = (last_line || object_hit);
4779 int element = Feld[x][y];
4780 int smashed = EL_STEELWALL;
4782 if (!last_line) /* check if element below was hit */
4784 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
4787 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
4788 MovDir[x][y + 1] != MV_DOWN ||
4789 MovPos[x][y + 1] <= TILEY / 2));
4791 /* do not smash moving elements that left the smashed field in time */
4792 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
4793 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
4796 #if USE_QUICKSAND_IMPACT_BUGFIX
4797 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
4799 RemoveMovingField(x, y + 1);
4800 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
4801 Feld[x][y + 2] = EL_ROCK;
4802 DrawLevelField(x, y + 2);
4807 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
4809 RemoveMovingField(x, y + 1);
4810 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
4811 Feld[x][y + 2] = EL_ROCK;
4812 DrawLevelField(x, y + 2);
4819 smashed = MovingOrBlocked2Element(x, y + 1);
4821 impact = (last_line || object_hit);
4824 if (!last_line && smashed == EL_ACID) /* element falls into acid */
4826 SplashAcid(x, y + 1);
4830 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
4831 /* only reset graphic animation if graphic really changes after impact */
4833 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
4835 ResetGfxAnimation(x, y);
4836 DrawLevelField(x, y);
4839 if (impact && CAN_EXPLODE_IMPACT(element))
4844 else if (impact && element == EL_PEARL &&
4845 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
4847 ResetGfxAnimation(x, y);
4849 Feld[x][y] = EL_PEARL_BREAKING;
4850 PlayLevelSound(x, y, SND_PEARL_BREAKING);
4853 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
4855 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
4860 if (impact && element == EL_AMOEBA_DROP)
4862 if (object_hit && IS_PLAYER(x, y + 1))
4863 KillPlayerUnlessEnemyProtected(x, y + 1);
4864 else if (object_hit && smashed == EL_PENGUIN)
4868 Feld[x][y] = EL_AMOEBA_GROWING;
4869 Store[x][y] = EL_AMOEBA_WET;
4871 ResetRandomAnimationValue(x, y);
4876 if (object_hit) /* check which object was hit */
4878 if ((CAN_PASS_MAGIC_WALL(element) &&
4879 (smashed == EL_MAGIC_WALL ||
4880 smashed == EL_BD_MAGIC_WALL)) ||
4881 (CAN_PASS_DC_MAGIC_WALL(element) &&
4882 smashed == EL_DC_MAGIC_WALL))
4885 int activated_magic_wall =
4886 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
4887 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
4888 EL_DC_MAGIC_WALL_ACTIVE);
4890 /* activate magic wall / mill */
4891 SCAN_PLAYFIELD(xx, yy)
4893 if (Feld[xx][yy] == smashed)
4894 Feld[xx][yy] = activated_magic_wall;
4897 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
4898 game.magic_wall_active = TRUE;
4900 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
4901 SND_MAGIC_WALL_ACTIVATING :
4902 smashed == EL_BD_MAGIC_WALL ?
4903 SND_BD_MAGIC_WALL_ACTIVATING :
4904 SND_DC_MAGIC_WALL_ACTIVATING));
4907 if (IS_PLAYER(x, y + 1))
4909 if (CAN_SMASH_PLAYER(element))
4911 KillPlayerUnlessEnemyProtected(x, y + 1);
4915 else if (smashed == EL_PENGUIN)
4917 if (CAN_SMASH_PLAYER(element))
4923 else if (element == EL_BD_DIAMOND)
4925 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
4931 else if (((element == EL_SP_INFOTRON ||
4932 element == EL_SP_ZONK) &&
4933 (smashed == EL_SP_SNIKSNAK ||
4934 smashed == EL_SP_ELECTRON ||
4935 smashed == EL_SP_DISK_ORANGE)) ||
4936 (element == EL_SP_INFOTRON &&
4937 smashed == EL_SP_DISK_YELLOW))
4942 else if (CAN_SMASH_EVERYTHING(element))
4944 if (IS_CLASSIC_ENEMY(smashed) ||
4945 CAN_EXPLODE_SMASHED(smashed))
4950 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
4952 if (smashed == EL_LAMP ||
4953 smashed == EL_LAMP_ACTIVE)
4958 else if (smashed == EL_NUT)
4960 Feld[x][y + 1] = EL_NUT_BREAKING;
4961 PlayLevelSound(x, y, SND_NUT_BREAKING);
4962 RaiseScoreElement(EL_NUT);
4965 else if (smashed == EL_PEARL)
4967 ResetGfxAnimation(x, y);
4969 Feld[x][y + 1] = EL_PEARL_BREAKING;
4970 PlayLevelSound(x, y, SND_PEARL_BREAKING);
4973 else if (smashed == EL_DIAMOND)
4975 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
4976 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
4979 else if (IS_BELT_SWITCH(smashed))
4981 ToggleBeltSwitch(x, y + 1);
4983 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
4984 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
4985 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
4986 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
4988 ToggleSwitchgateSwitch(x, y + 1);
4990 else if (smashed == EL_LIGHT_SWITCH ||
4991 smashed == EL_LIGHT_SWITCH_ACTIVE)
4993 ToggleLightSwitch(x, y + 1);
4998 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
5001 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
5003 CheckElementChangeBySide(x, y + 1, smashed, element,
5004 CE_SWITCHED, CH_SIDE_TOP);
5005 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
5011 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
5016 /* play sound of magic wall / mill */
5018 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
5019 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
5020 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
5022 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
5023 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
5024 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
5025 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
5026 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
5027 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
5032 /* play sound of object that hits the ground */
5033 if (last_line || object_hit)
5034 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
5037 inline static void TurnRoundExt(int x, int y)
5049 { 0, 0 }, { 0, 0 }, { 0, 0 },
5054 int left, right, back;
5058 { MV_DOWN, MV_UP, MV_RIGHT },
5059 { MV_UP, MV_DOWN, MV_LEFT },
5061 { MV_LEFT, MV_RIGHT, MV_DOWN },
5065 { MV_RIGHT, MV_LEFT, MV_UP }
5068 int element = Feld[x][y];
5069 int move_pattern = element_info[element].move_pattern;
5071 int old_move_dir = MovDir[x][y];
5072 int left_dir = turn[old_move_dir].left;
5073 int right_dir = turn[old_move_dir].right;
5074 int back_dir = turn[old_move_dir].back;
5076 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
5077 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
5078 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
5079 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
5081 int left_x = x + left_dx, left_y = y + left_dy;
5082 int right_x = x + right_dx, right_y = y + right_dy;
5083 int move_x = x + move_dx, move_y = y + move_dy;
5087 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
5089 TestIfBadThingTouchesOtherBadThing(x, y);
5091 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
5092 MovDir[x][y] = right_dir;
5093 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
5094 MovDir[x][y] = left_dir;
5096 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
5098 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
5101 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
5103 TestIfBadThingTouchesOtherBadThing(x, y);
5105 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
5106 MovDir[x][y] = left_dir;
5107 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
5108 MovDir[x][y] = right_dir;
5110 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
5112 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
5115 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
5117 TestIfBadThingTouchesOtherBadThing(x, y);
5119 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
5120 MovDir[x][y] = left_dir;
5121 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
5122 MovDir[x][y] = right_dir;
5124 if (MovDir[x][y] != old_move_dir)
5127 else if (element == EL_YAMYAM)
5129 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
5130 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
5132 if (can_turn_left && can_turn_right)
5133 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
5134 else if (can_turn_left)
5135 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
5136 else if (can_turn_right)
5137 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
5139 MovDir[x][y] = back_dir;
5141 MovDelay[x][y] = 16 + 16 * RND(3);
5143 else if (element == EL_DARK_YAMYAM)
5145 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
5147 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
5150 if (can_turn_left && can_turn_right)
5151 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
5152 else if (can_turn_left)
5153 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
5154 else if (can_turn_right)
5155 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
5157 MovDir[x][y] = back_dir;
5159 MovDelay[x][y] = 16 + 16 * RND(3);
5161 else if (element == EL_PACMAN)
5163 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
5164 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
5166 if (can_turn_left && can_turn_right)
5167 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
5168 else if (can_turn_left)
5169 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
5170 else if (can_turn_right)
5171 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
5173 MovDir[x][y] = back_dir;
5175 MovDelay[x][y] = 6 + RND(40);
5177 else if (element == EL_PIG)
5179 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
5180 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
5181 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
5182 boolean should_turn_left, should_turn_right, should_move_on;
5184 int rnd = RND(rnd_value);
5186 should_turn_left = (can_turn_left &&
5188 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
5189 y + back_dy + left_dy)));
5190 should_turn_right = (can_turn_right &&
5192 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
5193 y + back_dy + right_dy)));
5194 should_move_on = (can_move_on &&
5197 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
5198 y + move_dy + left_dy) ||
5199 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
5200 y + move_dy + right_dy)));
5202 if (should_turn_left || should_turn_right || should_move_on)
5204 if (should_turn_left && should_turn_right && should_move_on)
5205 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
5206 rnd < 2 * rnd_value / 3 ? right_dir :
5208 else if (should_turn_left && should_turn_right)
5209 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
5210 else if (should_turn_left && should_move_on)
5211 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
5212 else if (should_turn_right && should_move_on)
5213 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
5214 else if (should_turn_left)
5215 MovDir[x][y] = left_dir;
5216 else if (should_turn_right)
5217 MovDir[x][y] = right_dir;
5218 else if (should_move_on)
5219 MovDir[x][y] = old_move_dir;
5221 else if (can_move_on && rnd > rnd_value / 8)
5222 MovDir[x][y] = old_move_dir;
5223 else if (can_turn_left && can_turn_right)
5224 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
5225 else if (can_turn_left && rnd > rnd_value / 8)
5226 MovDir[x][y] = left_dir;
5227 else if (can_turn_right && rnd > rnd_value/8)
5228 MovDir[x][y] = right_dir;
5230 MovDir[x][y] = back_dir;
5232 xx = x + move_xy[MovDir[x][y]].dx;
5233 yy = y + move_xy[MovDir[x][y]].dy;
5235 if (!IN_LEV_FIELD(xx, yy) ||
5236 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
5237 MovDir[x][y] = old_move_dir;
5241 else if (element == EL_DRAGON)
5243 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
5244 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
5245 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
5247 int rnd = RND(rnd_value);
5249 if (can_move_on && rnd > rnd_value / 8)
5250 MovDir[x][y] = old_move_dir;
5251 else if (can_turn_left && can_turn_right)
5252 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
5253 else if (can_turn_left && rnd > rnd_value / 8)
5254 MovDir[x][y] = left_dir;
5255 else if (can_turn_right && rnd > rnd_value / 8)
5256 MovDir[x][y] = right_dir;
5258 MovDir[x][y] = back_dir;
5260 xx = x + move_xy[MovDir[x][y]].dx;
5261 yy = y + move_xy[MovDir[x][y]].dy;
5263 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
5264 MovDir[x][y] = old_move_dir;
5268 else if (element == EL_MOLE)
5270 boolean can_move_on =
5271 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
5272 IS_AMOEBOID(Feld[move_x][move_y]) ||
5273 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
5276 boolean can_turn_left =
5277 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
5278 IS_AMOEBOID(Feld[left_x][left_y])));
5280 boolean can_turn_right =
5281 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
5282 IS_AMOEBOID(Feld[right_x][right_y])));
5284 if (can_turn_left && can_turn_right)
5285 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
5286 else if (can_turn_left)
5287 MovDir[x][y] = left_dir;
5289 MovDir[x][y] = right_dir;
5292 if (MovDir[x][y] != old_move_dir)
5295 else if (element == EL_BALLOON)
5297 MovDir[x][y] = game.wind_direction;
5300 else if (element == EL_SPRING)
5302 #if USE_NEW_SPRING_BUMPER
5303 if (MovDir[x][y] & MV_HORIZONTAL)
5305 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
5306 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
5308 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
5309 ResetGfxAnimation(move_x, move_y);
5310 DrawLevelField(move_x, move_y);
5312 MovDir[x][y] = back_dir;
5314 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
5315 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
5316 MovDir[x][y] = MV_NONE;
5319 if (MovDir[x][y] & MV_HORIZONTAL &&
5320 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
5321 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
5322 MovDir[x][y] = MV_NONE;
5327 else if (element == EL_ROBOT ||
5328 element == EL_SATELLITE ||
5329 element == EL_PENGUIN ||
5330 element == EL_EMC_ANDROID)
5332 int attr_x = -1, attr_y = -1;
5343 for (i = 0; i < MAX_PLAYERS; i++)
5345 struct PlayerInfo *player = &stored_player[i];
5346 int jx = player->jx, jy = player->jy;
5348 if (!player->active)
5352 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
5360 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
5361 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
5362 game.engine_version < VERSION_IDENT(3,1,0,0)))
5368 if (element == EL_PENGUIN)
5371 static int xy[4][2] =
5379 for (i = 0; i < NUM_DIRECTIONS; i++)
5381 int ex = x + xy[i][0];
5382 int ey = y + xy[i][1];
5384 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
5385 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
5386 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
5387 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
5396 MovDir[x][y] = MV_NONE;
5398 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
5399 else if (attr_x > x)
5400 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
5402 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
5403 else if (attr_y > y)
5404 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
5406 if (element == EL_ROBOT)
5410 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
5411 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
5412 Moving2Blocked(x, y, &newx, &newy);
5414 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
5415 MovDelay[x][y] = 8 + 8 * !RND(3);
5417 MovDelay[x][y] = 16;
5419 else if (element == EL_PENGUIN)
5425 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
5427 boolean first_horiz = RND(2);
5428 int new_move_dir = MovDir[x][y];
5431 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5432 Moving2Blocked(x, y, &newx, &newy);
5434 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
5438 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5439 Moving2Blocked(x, y, &newx, &newy);
5441 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
5444 MovDir[x][y] = old_move_dir;
5448 else if (element == EL_SATELLITE)
5454 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
5456 boolean first_horiz = RND(2);
5457 int new_move_dir = MovDir[x][y];
5460 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5461 Moving2Blocked(x, y, &newx, &newy);
5463 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
5467 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5468 Moving2Blocked(x, y, &newx, &newy);
5470 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
5473 MovDir[x][y] = old_move_dir;
5477 else if (element == EL_EMC_ANDROID)
5479 static int check_pos[16] =
5481 -1, /* 0 => (invalid) */
5482 7, /* 1 => MV_LEFT */
5483 3, /* 2 => MV_RIGHT */
5484 -1, /* 3 => (invalid) */
5486 0, /* 5 => MV_LEFT | MV_UP */
5487 2, /* 6 => MV_RIGHT | MV_UP */
5488 -1, /* 7 => (invalid) */
5489 5, /* 8 => MV_DOWN */
5490 6, /* 9 => MV_LEFT | MV_DOWN */
5491 4, /* 10 => MV_RIGHT | MV_DOWN */
5492 -1, /* 11 => (invalid) */
5493 -1, /* 12 => (invalid) */
5494 -1, /* 13 => (invalid) */
5495 -1, /* 14 => (invalid) */
5496 -1, /* 15 => (invalid) */
5504 { -1, -1, MV_LEFT | MV_UP },
5506 { +1, -1, MV_RIGHT | MV_UP },
5507 { +1, 0, MV_RIGHT },
5508 { +1, +1, MV_RIGHT | MV_DOWN },
5510 { -1, +1, MV_LEFT | MV_DOWN },
5513 int start_pos, check_order;
5514 boolean can_clone = FALSE;
5517 /* check if there is any free field around current position */
5518 for (i = 0; i < 8; i++)
5520 int newx = x + check_xy[i].dx;
5521 int newy = y + check_xy[i].dy;
5523 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
5531 if (can_clone) /* randomly find an element to clone */
5535 start_pos = check_pos[RND(8)];
5536 check_order = (RND(2) ? -1 : +1);
5538 for (i = 0; i < 8; i++)
5540 int pos_raw = start_pos + i * check_order;
5541 int pos = (pos_raw + 8) % 8;
5542 int newx = x + check_xy[pos].dx;
5543 int newy = y + check_xy[pos].dy;
5545 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
5547 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
5548 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
5550 Store[x][y] = Feld[newx][newy];
5559 if (can_clone) /* randomly find a direction to move */
5563 start_pos = check_pos[RND(8)];
5564 check_order = (RND(2) ? -1 : +1);
5566 for (i = 0; i < 8; i++)
5568 int pos_raw = start_pos + i * check_order;
5569 int pos = (pos_raw + 8) % 8;
5570 int newx = x + check_xy[pos].dx;
5571 int newy = y + check_xy[pos].dy;
5572 int new_move_dir = check_xy[pos].dir;
5574 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
5576 MovDir[x][y] = new_move_dir;
5577 MovDelay[x][y] = level.android_clone_time * 8 + 1;
5586 if (can_clone) /* cloning and moving successful */
5589 /* cannot clone -- try to move towards player */
5591 start_pos = check_pos[MovDir[x][y] & 0x0f];
5592 check_order = (RND(2) ? -1 : +1);
5594 for (i = 0; i < 3; i++)
5596 /* first check start_pos, then previous/next or (next/previous) pos */
5597 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
5598 int pos = (pos_raw + 8) % 8;
5599 int newx = x + check_xy[pos].dx;
5600 int newy = y + check_xy[pos].dy;
5601 int new_move_dir = check_xy[pos].dir;
5603 if (IS_PLAYER(newx, newy))
5606 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
5608 MovDir[x][y] = new_move_dir;
5609 MovDelay[x][y] = level.android_move_time * 8 + 1;
5616 else if (move_pattern == MV_TURNING_LEFT ||
5617 move_pattern == MV_TURNING_RIGHT ||
5618 move_pattern == MV_TURNING_LEFT_RIGHT ||
5619 move_pattern == MV_TURNING_RIGHT_LEFT ||
5620 move_pattern == MV_TURNING_RANDOM ||
5621 move_pattern == MV_ALL_DIRECTIONS)
5623 boolean can_turn_left =
5624 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
5625 boolean can_turn_right =
5626 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
5628 if (element_info[element].move_stepsize == 0) /* "not moving" */
5631 if (move_pattern == MV_TURNING_LEFT)
5632 MovDir[x][y] = left_dir;
5633 else if (move_pattern == MV_TURNING_RIGHT)
5634 MovDir[x][y] = right_dir;
5635 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
5636 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
5637 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
5638 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
5639 else if (move_pattern == MV_TURNING_RANDOM)
5640 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
5641 can_turn_right && !can_turn_left ? right_dir :
5642 RND(2) ? left_dir : right_dir);
5643 else if (can_turn_left && can_turn_right)
5644 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
5645 else if (can_turn_left)
5646 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
5647 else if (can_turn_right)
5648 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
5650 MovDir[x][y] = back_dir;
5652 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5654 else if (move_pattern == MV_HORIZONTAL ||
5655 move_pattern == MV_VERTICAL)
5657 if (move_pattern & old_move_dir)
5658 MovDir[x][y] = back_dir;
5659 else if (move_pattern == MV_HORIZONTAL)
5660 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
5661 else if (move_pattern == MV_VERTICAL)
5662 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
5664 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5666 else if (move_pattern & MV_ANY_DIRECTION)
5668 MovDir[x][y] = move_pattern;
5669 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5671 else if (move_pattern & MV_WIND_DIRECTION)
5673 MovDir[x][y] = game.wind_direction;
5674 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5676 else if (move_pattern == MV_ALONG_LEFT_SIDE)
5678 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
5679 MovDir[x][y] = left_dir;
5680 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
5681 MovDir[x][y] = right_dir;
5683 if (MovDir[x][y] != old_move_dir)
5684 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5686 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
5688 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
5689 MovDir[x][y] = right_dir;
5690 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
5691 MovDir[x][y] = left_dir;
5693 if (MovDir[x][y] != old_move_dir)
5694 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5696 else if (move_pattern == MV_TOWARDS_PLAYER ||
5697 move_pattern == MV_AWAY_FROM_PLAYER)
5699 int attr_x = -1, attr_y = -1;
5701 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
5712 for (i = 0; i < MAX_PLAYERS; i++)
5714 struct PlayerInfo *player = &stored_player[i];
5715 int jx = player->jx, jy = player->jy;
5717 if (!player->active)
5721 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
5729 MovDir[x][y] = MV_NONE;
5731 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
5732 else if (attr_x > x)
5733 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
5735 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
5736 else if (attr_y > y)
5737 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
5739 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5741 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
5743 boolean first_horiz = RND(2);
5744 int new_move_dir = MovDir[x][y];
5746 if (element_info[element].move_stepsize == 0) /* "not moving" */
5748 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
5749 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5755 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5756 Moving2Blocked(x, y, &newx, &newy);
5758 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
5762 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5763 Moving2Blocked(x, y, &newx, &newy);
5765 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
5768 MovDir[x][y] = old_move_dir;
5771 else if (move_pattern == MV_WHEN_PUSHED ||
5772 move_pattern == MV_WHEN_DROPPED)
5774 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
5775 MovDir[x][y] = MV_NONE;
5779 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
5781 static int test_xy[7][2] =
5791 static int test_dir[7] =
5801 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
5802 int move_preference = -1000000; /* start with very low preference */
5803 int new_move_dir = MV_NONE;
5804 int start_test = RND(4);
5807 for (i = 0; i < NUM_DIRECTIONS; i++)
5809 int move_dir = test_dir[start_test + i];
5810 int move_dir_preference;
5812 xx = x + test_xy[start_test + i][0];
5813 yy = y + test_xy[start_test + i][1];
5815 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
5816 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
5818 new_move_dir = move_dir;
5823 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
5826 move_dir_preference = -1 * RunnerVisit[xx][yy];
5827 if (hunter_mode && PlayerVisit[xx][yy] > 0)
5828 move_dir_preference = PlayerVisit[xx][yy];
5830 if (move_dir_preference > move_preference)
5832 /* prefer field that has not been visited for the longest time */
5833 move_preference = move_dir_preference;
5834 new_move_dir = move_dir;
5836 else if (move_dir_preference == move_preference &&
5837 move_dir == old_move_dir)
5839 /* prefer last direction when all directions are preferred equally */
5840 move_preference = move_dir_preference;
5841 new_move_dir = move_dir;
5845 MovDir[x][y] = new_move_dir;
5846 if (old_move_dir != new_move_dir)
5847 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5851 static void TurnRound(int x, int y)
5853 int direction = MovDir[x][y];
5857 GfxDir[x][y] = MovDir[x][y];
5859 if (direction != MovDir[x][y])
5863 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
5865 ResetGfxFrame(x, y, FALSE);
5868 static boolean JustBeingPushed(int x, int y)
5872 for (i = 0; i < MAX_PLAYERS; i++)
5874 struct PlayerInfo *player = &stored_player[i];
5876 if (player->active && player->is_pushing && player->MovPos)
5878 int next_jx = player->jx + (player->jx - player->last_jx);
5879 int next_jy = player->jy + (player->jy - player->last_jy);
5881 if (x == next_jx && y == next_jy)
5889 void StartMoving(int x, int y)
5891 boolean started_moving = FALSE; /* some elements can fall _and_ move */
5892 int element = Feld[x][y];
5897 if (MovDelay[x][y] == 0)
5898 GfxAction[x][y] = ACTION_DEFAULT;
5900 if (CAN_FALL(element) && y < lev_fieldy - 1)
5902 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
5903 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
5904 if (JustBeingPushed(x, y))
5907 if (element == EL_QUICKSAND_FULL)
5909 if (IS_FREE(x, y + 1))
5911 InitMovingField(x, y, MV_DOWN);
5912 started_moving = TRUE;
5914 Feld[x][y] = EL_QUICKSAND_EMPTYING;
5915 #if USE_QUICKSAND_BD_ROCK_BUGFIX
5916 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
5917 Store[x][y] = EL_ROCK;
5919 Store[x][y] = EL_ROCK;
5922 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
5924 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
5926 if (!MovDelay[x][y])
5927 MovDelay[x][y] = TILEY + 1;
5936 Feld[x][y] = EL_QUICKSAND_EMPTY;
5937 Feld[x][y + 1] = EL_QUICKSAND_FULL;
5938 Store[x][y + 1] = Store[x][y];
5941 PlayLevelSoundAction(x, y, ACTION_FILLING);
5944 else if (element == EL_QUICKSAND_FAST_FULL)
5946 if (IS_FREE(x, y + 1))
5948 InitMovingField(x, y, MV_DOWN);
5949 started_moving = TRUE;
5951 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
5952 #if USE_QUICKSAND_BD_ROCK_BUGFIX
5953 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
5954 Store[x][y] = EL_ROCK;
5956 Store[x][y] = EL_ROCK;
5959 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
5961 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
5963 if (!MovDelay[x][y])
5964 MovDelay[x][y] = TILEY + 1;
5973 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
5974 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
5975 Store[x][y + 1] = Store[x][y];
5978 PlayLevelSoundAction(x, y, ACTION_FILLING);
5981 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
5982 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
5984 InitMovingField(x, y, MV_DOWN);
5985 started_moving = TRUE;
5987 Feld[x][y] = EL_QUICKSAND_FILLING;
5988 Store[x][y] = element;
5990 PlayLevelSoundAction(x, y, ACTION_FILLING);
5992 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
5993 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
5995 InitMovingField(x, y, MV_DOWN);
5996 started_moving = TRUE;
5998 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
5999 Store[x][y] = element;
6001 PlayLevelSoundAction(x, y, ACTION_FILLING);
6003 else if (element == EL_MAGIC_WALL_FULL)
6005 if (IS_FREE(x, y + 1))
6007 InitMovingField(x, y, MV_DOWN);
6008 started_moving = TRUE;
6010 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
6011 Store[x][y] = EL_CHANGED(Store[x][y]);
6013 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6015 if (!MovDelay[x][y])
6016 MovDelay[x][y] = TILEY/4 + 1;
6025 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
6026 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
6027 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
6031 else if (element == EL_BD_MAGIC_WALL_FULL)
6033 if (IS_FREE(x, y + 1))
6035 InitMovingField(x, y, MV_DOWN);
6036 started_moving = TRUE;
6038 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
6039 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
6041 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6043 if (!MovDelay[x][y])
6044 MovDelay[x][y] = TILEY/4 + 1;
6053 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
6054 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
6055 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
6059 else if (element == EL_DC_MAGIC_WALL_FULL)
6061 if (IS_FREE(x, y + 1))
6063 InitMovingField(x, y, MV_DOWN);
6064 started_moving = TRUE;
6066 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
6067 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
6069 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6071 if (!MovDelay[x][y])
6072 MovDelay[x][y] = TILEY/4 + 1;
6081 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
6082 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
6083 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
6087 else if ((CAN_PASS_MAGIC_WALL(element) &&
6088 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6089 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
6090 (CAN_PASS_DC_MAGIC_WALL(element) &&
6091 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
6094 InitMovingField(x, y, MV_DOWN);
6095 started_moving = TRUE;
6098 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
6099 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
6100 EL_DC_MAGIC_WALL_FILLING);
6101 Store[x][y] = element;
6103 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
6105 SplashAcid(x, y + 1);
6107 InitMovingField(x, y, MV_DOWN);
6108 started_moving = TRUE;
6110 Store[x][y] = EL_ACID;
6113 #if USE_FIX_IMPACT_COLLISION
6114 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
6115 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
6117 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
6118 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
6120 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
6121 CAN_FALL(element) && WasJustFalling[x][y] &&
6122 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
6124 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
6125 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
6126 (Feld[x][y + 1] == EL_BLOCKED)))
6128 /* this is needed for a special case not covered by calling "Impact()"
6129 from "ContinueMoving()": if an element moves to a tile directly below
6130 another element which was just falling on that tile (which was empty
6131 in the previous frame), the falling element above would just stop
6132 instead of smashing the element below (in previous version, the above
6133 element was just checked for "moving" instead of "falling", resulting
6134 in incorrect smashes caused by horizontal movement of the above
6135 element; also, the case of the player being the element to smash was
6136 simply not covered here... :-/ ) */
6138 CheckCollision[x][y] = 0;
6139 CheckImpact[x][y] = 0;
6143 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
6145 if (MovDir[x][y] == MV_NONE)
6147 InitMovingField(x, y, MV_DOWN);
6148 started_moving = TRUE;
6151 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
6153 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
6154 MovDir[x][y] = MV_DOWN;
6156 InitMovingField(x, y, MV_DOWN);
6157 started_moving = TRUE;
6159 else if (element == EL_AMOEBA_DROP)
6161 Feld[x][y] = EL_AMOEBA_GROWING;
6162 Store[x][y] = EL_AMOEBA_WET;
6164 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
6165 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
6166 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
6167 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
6169 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
6170 (IS_FREE(x - 1, y + 1) ||
6171 Feld[x - 1][y + 1] == EL_ACID));
6172 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
6173 (IS_FREE(x + 1, y + 1) ||
6174 Feld[x + 1][y + 1] == EL_ACID));
6175 boolean can_fall_any = (can_fall_left || can_fall_right);
6176 boolean can_fall_both = (can_fall_left && can_fall_right);
6177 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
6179 #if USE_NEW_ALL_SLIPPERY
6180 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
6182 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
6183 can_fall_right = FALSE;
6184 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
6185 can_fall_left = FALSE;
6186 else if (slippery_type == SLIPPERY_ONLY_LEFT)
6187 can_fall_right = FALSE;
6188 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
6189 can_fall_left = FALSE;
6191 can_fall_any = (can_fall_left || can_fall_right);
6192 can_fall_both = FALSE;
6195 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
6197 if (slippery_type == SLIPPERY_ONLY_LEFT)
6198 can_fall_right = FALSE;
6199 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
6200 can_fall_left = FALSE;
6201 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
6202 can_fall_right = FALSE;
6203 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
6204 can_fall_left = FALSE;
6206 can_fall_any = (can_fall_left || can_fall_right);
6207 can_fall_both = (can_fall_left && can_fall_right);
6211 #if USE_NEW_ALL_SLIPPERY
6213 #if USE_NEW_SP_SLIPPERY
6214 /* !!! better use the same properties as for custom elements here !!! */
6215 else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
6216 can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
6218 can_fall_right = FALSE; /* slip down on left side */
6219 can_fall_both = FALSE;
6224 #if USE_NEW_ALL_SLIPPERY
6227 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
6228 can_fall_right = FALSE; /* slip down on left side */
6230 can_fall_left = !(can_fall_right = RND(2));
6232 can_fall_both = FALSE;
6237 if (game.emulation == EMU_BOULDERDASH ||
6238 element == EL_BD_ROCK || element == EL_BD_DIAMOND)
6239 can_fall_right = FALSE; /* slip down on left side */
6241 can_fall_left = !(can_fall_right = RND(2));
6243 can_fall_both = FALSE;
6249 /* if not determined otherwise, prefer left side for slipping down */
6250 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
6251 started_moving = TRUE;
6255 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
6257 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
6260 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
6261 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
6262 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
6263 int belt_dir = game.belt_dir[belt_nr];
6265 if ((belt_dir == MV_LEFT && left_is_free) ||
6266 (belt_dir == MV_RIGHT && right_is_free))
6268 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
6270 InitMovingField(x, y, belt_dir);
6271 started_moving = TRUE;
6273 Pushed[x][y] = TRUE;
6274 Pushed[nextx][y] = TRUE;
6276 GfxAction[x][y] = ACTION_DEFAULT;
6280 MovDir[x][y] = 0; /* if element was moving, stop it */
6285 /* not "else if" because of elements that can fall and move (EL_SPRING) */
6287 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE)
6289 if (CAN_MOVE(element) && !started_moving)
6292 int move_pattern = element_info[element].move_pattern;
6297 if (MovDir[x][y] == MV_NONE)
6299 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
6300 x, y, element, element_info[element].token_name);
6301 printf("StartMoving(): This should never happen!\n");
6306 Moving2Blocked(x, y, &newx, &newy);
6308 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
6311 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
6312 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6314 WasJustMoving[x][y] = 0;
6315 CheckCollision[x][y] = 0;
6317 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
6319 if (Feld[x][y] != element) /* element has changed */
6323 if (!MovDelay[x][y]) /* start new movement phase */
6325 /* all objects that can change their move direction after each step
6326 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
6328 if (element != EL_YAMYAM &&
6329 element != EL_DARK_YAMYAM &&
6330 element != EL_PACMAN &&
6331 !(move_pattern & MV_ANY_DIRECTION) &&
6332 move_pattern != MV_TURNING_LEFT &&
6333 move_pattern != MV_TURNING_RIGHT &&
6334 move_pattern != MV_TURNING_LEFT_RIGHT &&
6335 move_pattern != MV_TURNING_RIGHT_LEFT &&
6336 move_pattern != MV_TURNING_RANDOM)
6340 if (MovDelay[x][y] && (element == EL_BUG ||
6341 element == EL_SPACESHIP ||
6342 element == EL_SP_SNIKSNAK ||
6343 element == EL_SP_ELECTRON ||
6344 element == EL_MOLE))
6345 DrawLevelField(x, y);
6349 if (MovDelay[x][y]) /* wait some time before next movement */
6353 if (element == EL_ROBOT ||
6354 element == EL_YAMYAM ||
6355 element == EL_DARK_YAMYAM)
6357 DrawLevelElementAnimationIfNeeded(x, y, element);
6358 PlayLevelSoundAction(x, y, ACTION_WAITING);
6360 else if (element == EL_SP_ELECTRON)
6361 DrawLevelElementAnimationIfNeeded(x, y, element);
6362 else if (element == EL_DRAGON)
6365 int dir = MovDir[x][y];
6366 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6367 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6368 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
6369 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
6370 dir == MV_UP ? IMG_FLAMES_1_UP :
6371 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
6372 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
6374 GfxAction[x][y] = ACTION_ATTACKING;
6376 if (IS_PLAYER(x, y))
6377 DrawPlayerField(x, y);
6379 DrawLevelField(x, y);
6381 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
6383 for (i = 1; i <= 3; i++)
6385 int xx = x + i * dx;
6386 int yy = y + i * dy;
6387 int sx = SCREENX(xx);
6388 int sy = SCREENY(yy);
6389 int flame_graphic = graphic + (i - 1);
6391 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
6396 int flamed = MovingOrBlocked2Element(xx, yy);
6400 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
6402 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
6403 RemoveMovingField(xx, yy);
6405 RemoveField(xx, yy);
6407 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
6410 RemoveMovingField(xx, yy);
6413 ChangeDelay[xx][yy] = 0;
6415 Feld[xx][yy] = EL_FLAMES;
6417 if (IN_SCR_FIELD(sx, sy))
6419 DrawLevelFieldCrumbledSand(xx, yy);
6420 DrawGraphic(sx, sy, flame_graphic, frame);
6425 if (Feld[xx][yy] == EL_FLAMES)
6426 Feld[xx][yy] = EL_EMPTY;
6427 DrawLevelField(xx, yy);
6432 if (MovDelay[x][y]) /* element still has to wait some time */
6434 PlayLevelSoundAction(x, y, ACTION_WAITING);
6440 /* now make next step */
6442 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
6444 if (DONT_COLLIDE_WITH(element) &&
6445 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
6446 !PLAYER_ENEMY_PROTECTED(newx, newy))
6448 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
6453 else if (CAN_MOVE_INTO_ACID(element) &&
6454 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
6455 !IS_MV_DIAGONAL(MovDir[x][y]) &&
6456 (MovDir[x][y] == MV_DOWN ||
6457 game.engine_version >= VERSION_IDENT(3,1,0,0)))
6459 SplashAcid(newx, newy);
6460 Store[x][y] = EL_ACID;
6462 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
6464 if (Feld[newx][newy] == EL_EXIT_OPEN ||
6465 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
6466 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
6467 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
6470 DrawLevelField(x, y);
6472 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
6473 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
6474 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
6476 local_player->friends_still_needed--;
6477 if (!local_player->friends_still_needed &&
6478 !local_player->GameOver && AllPlayersGone)
6479 PlayerWins(local_player);
6483 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
6485 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
6486 DrawLevelField(newx, newy);
6488 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
6490 else if (!IS_FREE(newx, newy))
6492 GfxAction[x][y] = ACTION_WAITING;
6494 if (IS_PLAYER(x, y))
6495 DrawPlayerField(x, y);
6497 DrawLevelField(x, y);
6502 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
6504 if (IS_FOOD_PIG(Feld[newx][newy]))
6506 if (IS_MOVING(newx, newy))
6507 RemoveMovingField(newx, newy);
6510 Feld[newx][newy] = EL_EMPTY;
6511 DrawLevelField(newx, newy);
6514 PlayLevelSound(x, y, SND_PIG_DIGGING);
6516 else if (!IS_FREE(newx, newy))
6518 if (IS_PLAYER(x, y))
6519 DrawPlayerField(x, y);
6521 DrawLevelField(x, y);
6526 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
6528 if (Store[x][y] != EL_EMPTY)
6530 boolean can_clone = FALSE;
6533 /* check if element to clone is still there */
6534 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
6536 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
6544 /* cannot clone or target field not free anymore -- do not clone */
6545 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6546 Store[x][y] = EL_EMPTY;
6549 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6551 if (IS_MV_DIAGONAL(MovDir[x][y]))
6553 int diagonal_move_dir = MovDir[x][y];
6554 int stored = Store[x][y];
6555 int change_delay = 8;
6558 /* android is moving diagonally */
6560 CreateField(x, y, EL_DIAGONAL_SHRINKING);
6562 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
6563 GfxElement[x][y] = EL_EMC_ANDROID;
6564 GfxAction[x][y] = ACTION_SHRINKING;
6565 GfxDir[x][y] = diagonal_move_dir;
6566 ChangeDelay[x][y] = change_delay;
6568 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
6571 DrawLevelGraphicAnimation(x, y, graphic);
6572 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
6574 if (Feld[newx][newy] == EL_ACID)
6576 SplashAcid(newx, newy);
6581 CreateField(newx, newy, EL_DIAGONAL_GROWING);
6583 Store[newx][newy] = EL_EMC_ANDROID;
6584 GfxElement[newx][newy] = EL_EMC_ANDROID;
6585 GfxAction[newx][newy] = ACTION_GROWING;
6586 GfxDir[newx][newy] = diagonal_move_dir;
6587 ChangeDelay[newx][newy] = change_delay;
6589 graphic = el_act_dir2img(GfxElement[newx][newy],
6590 GfxAction[newx][newy], GfxDir[newx][newy]);
6592 DrawLevelGraphicAnimation(newx, newy, graphic);
6593 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
6599 Feld[newx][newy] = EL_EMPTY;
6600 DrawLevelField(newx, newy);
6602 PlayLevelSoundAction(x, y, ACTION_DIGGING);
6605 else if (!IS_FREE(newx, newy))
6608 if (IS_PLAYER(x, y))
6609 DrawPlayerField(x, y);
6611 DrawLevelField(x, y);
6617 else if (IS_CUSTOM_ELEMENT(element) &&
6618 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6620 int new_element = Feld[newx][newy];
6622 if (!IS_FREE(newx, newy))
6624 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
6625 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
6628 /* no element can dig solid indestructible elements */
6629 if (IS_INDESTRUCTIBLE(new_element) &&
6630 !IS_DIGGABLE(new_element) &&
6631 !IS_COLLECTIBLE(new_element))
6634 if (AmoebaNr[newx][newy] &&
6635 (new_element == EL_AMOEBA_FULL ||
6636 new_element == EL_BD_AMOEBA ||
6637 new_element == EL_AMOEBA_GROWING))
6639 AmoebaCnt[AmoebaNr[newx][newy]]--;
6640 AmoebaCnt2[AmoebaNr[newx][newy]]--;
6643 if (IS_MOVING(newx, newy))
6644 RemoveMovingField(newx, newy);
6647 RemoveField(newx, newy);
6648 DrawLevelField(newx, newy);
6651 /* if digged element was about to explode, prevent the explosion */
6652 ExplodeField[newx][newy] = EX_TYPE_NONE;
6654 PlayLevelSoundAction(x, y, action);
6657 Store[newx][newy] = EL_EMPTY;
6659 /* this makes it possible to leave the removed element again */
6660 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
6661 Store[newx][newy] = new_element;
6663 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
6665 int move_leave_element = element_info[element].move_leave_element;
6667 /* this makes it possible to leave the removed element again */
6668 Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
6669 new_element : move_leave_element);
6673 if (move_pattern & MV_MAZE_RUNNER_STYLE)
6675 RunnerVisit[x][y] = FrameCounter;
6676 PlayerVisit[x][y] /= 8; /* expire player visit path */
6679 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
6681 if (!IS_FREE(newx, newy))
6683 if (IS_PLAYER(x, y))
6684 DrawPlayerField(x, y);
6686 DrawLevelField(x, y);
6692 boolean wanna_flame = !RND(10);
6693 int dx = newx - x, dy = newy - y;
6694 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
6695 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
6696 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
6697 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
6698 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
6699 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
6702 IS_CLASSIC_ENEMY(element1) ||
6703 IS_CLASSIC_ENEMY(element2)) &&
6704 element1 != EL_DRAGON && element2 != EL_DRAGON &&
6705 element1 != EL_FLAMES && element2 != EL_FLAMES)
6707 ResetGfxAnimation(x, y);
6708 GfxAction[x][y] = ACTION_ATTACKING;
6710 if (IS_PLAYER(x, y))
6711 DrawPlayerField(x, y);
6713 DrawLevelField(x, y);
6715 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
6717 MovDelay[x][y] = 50;
6721 RemoveField(newx, newy);
6723 Feld[newx][newy] = EL_FLAMES;
6724 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
6727 RemoveField(newx1, newy1);
6729 Feld[newx1][newy1] = EL_FLAMES;
6731 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
6734 RemoveField(newx2, newy2);
6736 Feld[newx2][newy2] = EL_FLAMES;
6743 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
6744 Feld[newx][newy] == EL_DIAMOND)
6746 if (IS_MOVING(newx, newy))
6747 RemoveMovingField(newx, newy);
6750 Feld[newx][newy] = EL_EMPTY;
6751 DrawLevelField(newx, newy);
6754 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
6756 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
6757 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
6759 if (AmoebaNr[newx][newy])
6761 AmoebaCnt2[AmoebaNr[newx][newy]]--;
6762 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
6763 Feld[newx][newy] == EL_BD_AMOEBA)
6764 AmoebaCnt[AmoebaNr[newx][newy]]--;
6769 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
6771 RemoveMovingField(newx, newy);
6774 if (IS_MOVING(newx, newy))
6776 RemoveMovingField(newx, newy);
6781 Feld[newx][newy] = EL_EMPTY;
6782 DrawLevelField(newx, newy);
6785 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
6787 else if ((element == EL_PACMAN || element == EL_MOLE)
6788 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
6790 if (AmoebaNr[newx][newy])
6792 AmoebaCnt2[AmoebaNr[newx][newy]]--;
6793 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
6794 Feld[newx][newy] == EL_BD_AMOEBA)
6795 AmoebaCnt[AmoebaNr[newx][newy]]--;
6798 if (element == EL_MOLE)
6800 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
6801 PlayLevelSound(x, y, SND_MOLE_DIGGING);
6803 ResetGfxAnimation(x, y);
6804 GfxAction[x][y] = ACTION_DIGGING;
6805 DrawLevelField(x, y);
6807 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
6809 return; /* wait for shrinking amoeba */
6811 else /* element == EL_PACMAN */
6813 Feld[newx][newy] = EL_EMPTY;
6814 DrawLevelField(newx, newy);
6815 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
6818 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
6819 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
6820 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
6822 /* wait for shrinking amoeba to completely disappear */
6825 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
6827 /* object was running against a wall */
6832 /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
6833 if (move_pattern & MV_ANY_DIRECTION &&
6834 move_pattern == MovDir[x][y])
6836 int blocking_element =
6837 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
6839 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
6842 element = Feld[x][y]; /* element might have changed */
6846 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
6847 DrawLevelElementAnimation(x, y, element);
6849 if (DONT_TOUCH(element))
6850 TestIfBadThingTouchesPlayer(x, y);
6855 InitMovingField(x, y, MovDir[x][y]);
6857 PlayLevelSoundAction(x, y, ACTION_MOVING);
6861 ContinueMoving(x, y);
6864 void ContinueMoving(int x, int y)
6866 int element = Feld[x][y];
6867 struct ElementInfo *ei = &element_info[element];
6868 int direction = MovDir[x][y];
6869 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
6870 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
6871 int newx = x + dx, newy = y + dy;
6872 int stored = Store[x][y];
6873 int stored_new = Store[newx][newy];
6874 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
6875 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
6876 boolean last_line = (newy == lev_fieldy - 1);
6878 MovPos[x][y] += getElementMoveStepsize(x, y);
6880 if (pushed_by_player) /* special case: moving object pushed by player */
6881 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
6883 if (ABS(MovPos[x][y]) < TILEX)
6885 DrawLevelField(x, y);
6887 return; /* element is still moving */
6890 /* element reached destination field */
6892 Feld[x][y] = EL_EMPTY;
6893 Feld[newx][newy] = element;
6894 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
6896 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
6898 element = Feld[newx][newy] = EL_ACID;
6900 else if (element == EL_MOLE)
6902 Feld[x][y] = EL_SAND;
6904 DrawLevelFieldCrumbledSandNeighbours(x, y);
6906 else if (element == EL_QUICKSAND_FILLING)
6908 element = Feld[newx][newy] = get_next_element(element);
6909 Store[newx][newy] = Store[x][y];
6911 else if (element == EL_QUICKSAND_EMPTYING)
6913 Feld[x][y] = get_next_element(element);
6914 element = Feld[newx][newy] = Store[x][y];
6916 else if (element == EL_QUICKSAND_FAST_FILLING)
6918 element = Feld[newx][newy] = get_next_element(element);
6919 Store[newx][newy] = Store[x][y];
6921 else if (element == EL_QUICKSAND_FAST_EMPTYING)
6923 Feld[x][y] = get_next_element(element);
6924 element = Feld[newx][newy] = Store[x][y];
6926 else if (element == EL_MAGIC_WALL_FILLING)
6928 element = Feld[newx][newy] = get_next_element(element);
6929 if (!game.magic_wall_active)
6930 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
6931 Store[newx][newy] = Store[x][y];
6933 else if (element == EL_MAGIC_WALL_EMPTYING)
6935 Feld[x][y] = get_next_element(element);
6936 if (!game.magic_wall_active)
6937 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6938 element = Feld[newx][newy] = Store[x][y];
6940 #if USE_NEW_CUSTOM_VALUE
6941 InitField(newx, newy, FALSE);
6944 else if (element == EL_BD_MAGIC_WALL_FILLING)
6946 element = Feld[newx][newy] = get_next_element(element);
6947 if (!game.magic_wall_active)
6948 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
6949 Store[newx][newy] = Store[x][y];
6951 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
6953 Feld[x][y] = get_next_element(element);
6954 if (!game.magic_wall_active)
6955 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6956 element = Feld[newx][newy] = Store[x][y];
6958 #if USE_NEW_CUSTOM_VALUE
6959 InitField(newx, newy, FALSE);
6962 else if (element == EL_DC_MAGIC_WALL_FILLING)
6964 element = Feld[newx][newy] = get_next_element(element);
6965 if (!game.magic_wall_active)
6966 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
6967 Store[newx][newy] = Store[x][y];
6969 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
6971 Feld[x][y] = get_next_element(element);
6972 if (!game.magic_wall_active)
6973 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
6974 element = Feld[newx][newy] = Store[x][y];
6976 #if USE_NEW_CUSTOM_VALUE
6977 InitField(newx, newy, FALSE);
6980 else if (element == EL_AMOEBA_DROPPING)
6982 Feld[x][y] = get_next_element(element);
6983 element = Feld[newx][newy] = Store[x][y];
6985 else if (element == EL_SOKOBAN_OBJECT)
6988 Feld[x][y] = Back[x][y];
6990 if (Back[newx][newy])
6991 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
6993 Back[x][y] = Back[newx][newy] = 0;
6996 Store[x][y] = EL_EMPTY;
7001 MovDelay[newx][newy] = 0;
7003 if (CAN_CHANGE_OR_HAS_ACTION(element))
7005 /* copy element change control values to new field */
7006 ChangeDelay[newx][newy] = ChangeDelay[x][y];
7007 ChangePage[newx][newy] = ChangePage[x][y];
7008 ChangeCount[newx][newy] = ChangeCount[x][y];
7009 ChangeEvent[newx][newy] = ChangeEvent[x][y];
7012 #if USE_NEW_CUSTOM_VALUE
7013 CustomValue[newx][newy] = CustomValue[x][y];
7016 ChangeDelay[x][y] = 0;
7017 ChangePage[x][y] = -1;
7018 ChangeCount[x][y] = 0;
7019 ChangeEvent[x][y] = -1;
7021 #if USE_NEW_CUSTOM_VALUE
7022 CustomValue[x][y] = 0;
7025 /* copy animation control values to new field */
7026 GfxFrame[newx][newy] = GfxFrame[x][y];
7027 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
7028 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
7029 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
7031 Pushed[x][y] = Pushed[newx][newy] = FALSE;
7033 /* some elements can leave other elements behind after moving */
7035 if (ei->move_leave_element != EL_EMPTY &&
7036 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
7037 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
7039 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
7040 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
7041 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
7044 int move_leave_element = ei->move_leave_element;
7048 /* this makes it possible to leave the removed element again */
7049 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
7050 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
7052 /* this makes it possible to leave the removed element again */
7053 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
7054 move_leave_element = stored;
7057 /* this makes it possible to leave the removed element again */
7058 if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
7059 ei->move_leave_element == EL_TRIGGER_ELEMENT)
7060 move_leave_element = stored;
7063 Feld[x][y] = move_leave_element;
7065 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
7066 MovDir[x][y] = direction;
7068 InitField(x, y, FALSE);
7070 if (GFX_CRUMBLED(Feld[x][y]))
7071 DrawLevelFieldCrumbledSandNeighbours(x, y);
7073 if (ELEM_IS_PLAYER(move_leave_element))
7074 RelocatePlayer(x, y, move_leave_element);
7077 /* do this after checking for left-behind element */
7078 ResetGfxAnimation(x, y); /* reset animation values for old field */
7080 if (!CAN_MOVE(element) ||
7081 (CAN_FALL(element) && direction == MV_DOWN &&
7082 (element == EL_SPRING ||
7083 element_info[element].move_pattern == MV_WHEN_PUSHED ||
7084 element_info[element].move_pattern == MV_WHEN_DROPPED)))
7085 GfxDir[x][y] = MovDir[newx][newy] = 0;
7087 DrawLevelField(x, y);
7088 DrawLevelField(newx, newy);
7090 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
7092 /* prevent pushed element from moving on in pushed direction */
7093 if (pushed_by_player && CAN_MOVE(element) &&
7094 element_info[element].move_pattern & MV_ANY_DIRECTION &&
7095 !(element_info[element].move_pattern & direction))
7096 TurnRound(newx, newy);
7098 /* prevent elements on conveyor belt from moving on in last direction */
7099 if (pushed_by_conveyor && CAN_FALL(element) &&
7100 direction & MV_HORIZONTAL)
7101 MovDir[newx][newy] = 0;
7103 if (!pushed_by_player)
7105 int nextx = newx + dx, nexty = newy + dy;
7106 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
7108 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
7110 if (CAN_FALL(element) && direction == MV_DOWN)
7111 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
7113 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
7114 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
7116 #if USE_FIX_IMPACT_COLLISION
7117 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
7118 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
7122 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
7124 TestIfBadThingTouchesPlayer(newx, newy);
7125 TestIfBadThingTouchesFriend(newx, newy);
7127 if (!IS_CUSTOM_ELEMENT(element))
7128 TestIfBadThingTouchesOtherBadThing(newx, newy);
7130 else if (element == EL_PENGUIN)
7131 TestIfFriendTouchesBadThing(newx, newy);
7133 /* give the player one last chance (one more frame) to move away */
7134 if (CAN_FALL(element) && direction == MV_DOWN &&
7135 (last_line || (!IS_FREE(x, newy + 1) &&
7136 (!IS_PLAYER(x, newy + 1) ||
7137 game.engine_version < VERSION_IDENT(3,1,1,0)))))
7140 if (pushed_by_player && !game.use_change_when_pushing_bug)
7142 int push_side = MV_DIR_OPPOSITE(direction);
7143 struct PlayerInfo *player = PLAYERINFO(x, y);
7145 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
7146 player->index_bit, push_side);
7147 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
7148 player->index_bit, push_side);
7151 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
7152 MovDelay[newx][newy] = 1;
7154 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
7156 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
7159 if (ChangePage[newx][newy] != -1) /* delayed change */
7161 int page = ChangePage[newx][newy];
7162 struct ElementChangeInfo *change = &ei->change_page[page];
7164 ChangePage[newx][newy] = -1;
7166 if (change->can_change)
7168 if (ChangeElement(newx, newy, element, page))
7170 if (change->post_change_function)
7171 change->post_change_function(newx, newy);
7175 if (change->has_action)
7176 ExecuteCustomElementAction(newx, newy, element, page);
7180 TestIfElementHitsCustomElement(newx, newy, direction);
7181 TestIfPlayerTouchesCustomElement(newx, newy);
7182 TestIfElementTouchesCustomElement(newx, newy);
7184 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
7185 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
7186 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
7187 MV_DIR_OPPOSITE(direction));
7190 int AmoebeNachbarNr(int ax, int ay)
7193 int element = Feld[ax][ay];
7195 static int xy[4][2] =
7203 for (i = 0; i < NUM_DIRECTIONS; i++)
7205 int x = ax + xy[i][0];
7206 int y = ay + xy[i][1];
7208 if (!IN_LEV_FIELD(x, y))
7211 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
7212 group_nr = AmoebaNr[x][y];
7218 void AmoebenVereinigen(int ax, int ay)
7220 int i, x, y, xx, yy;
7221 int new_group_nr = AmoebaNr[ax][ay];
7222 static int xy[4][2] =
7230 if (new_group_nr == 0)
7233 for (i = 0; i < NUM_DIRECTIONS; i++)
7238 if (!IN_LEV_FIELD(x, y))
7241 if ((Feld[x][y] == EL_AMOEBA_FULL ||
7242 Feld[x][y] == EL_BD_AMOEBA ||
7243 Feld[x][y] == EL_AMOEBA_DEAD) &&
7244 AmoebaNr[x][y] != new_group_nr)
7246 int old_group_nr = AmoebaNr[x][y];
7248 if (old_group_nr == 0)
7251 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
7252 AmoebaCnt[old_group_nr] = 0;
7253 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
7254 AmoebaCnt2[old_group_nr] = 0;
7256 SCAN_PLAYFIELD(xx, yy)
7258 if (AmoebaNr[xx][yy] == old_group_nr)
7259 AmoebaNr[xx][yy] = new_group_nr;
7265 void AmoebeUmwandeln(int ax, int ay)
7269 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
7271 int group_nr = AmoebaNr[ax][ay];
7276 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
7277 printf("AmoebeUmwandeln(): This should never happen!\n");
7282 SCAN_PLAYFIELD(x, y)
7284 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
7287 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
7291 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
7292 SND_AMOEBA_TURNING_TO_GEM :
7293 SND_AMOEBA_TURNING_TO_ROCK));
7298 static int xy[4][2] =
7306 for (i = 0; i < NUM_DIRECTIONS; i++)
7311 if (!IN_LEV_FIELD(x, y))
7314 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
7316 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
7317 SND_AMOEBA_TURNING_TO_GEM :
7318 SND_AMOEBA_TURNING_TO_ROCK));
7325 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
7328 int group_nr = AmoebaNr[ax][ay];
7329 boolean done = FALSE;
7334 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
7335 printf("AmoebeUmwandelnBD(): This should never happen!\n");
7340 SCAN_PLAYFIELD(x, y)
7342 if (AmoebaNr[x][y] == group_nr &&
7343 (Feld[x][y] == EL_AMOEBA_DEAD ||
7344 Feld[x][y] == EL_BD_AMOEBA ||
7345 Feld[x][y] == EL_AMOEBA_GROWING))
7348 Feld[x][y] = new_element;
7349 InitField(x, y, FALSE);
7350 DrawLevelField(x, y);
7356 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
7357 SND_BD_AMOEBA_TURNING_TO_ROCK :
7358 SND_BD_AMOEBA_TURNING_TO_GEM));
7361 void AmoebeWaechst(int x, int y)
7363 static unsigned long sound_delay = 0;
7364 static unsigned long sound_delay_value = 0;
7366 if (!MovDelay[x][y]) /* start new growing cycle */
7370 if (DelayReached(&sound_delay, sound_delay_value))
7372 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
7373 sound_delay_value = 30;
7377 if (MovDelay[x][y]) /* wait some time before growing bigger */
7380 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
7382 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
7383 6 - MovDelay[x][y]);
7385 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
7388 if (!MovDelay[x][y])
7390 Feld[x][y] = Store[x][y];
7392 DrawLevelField(x, y);
7397 void AmoebaDisappearing(int x, int y)
7399 static unsigned long sound_delay = 0;
7400 static unsigned long sound_delay_value = 0;
7402 if (!MovDelay[x][y]) /* start new shrinking cycle */
7406 if (DelayReached(&sound_delay, sound_delay_value))
7407 sound_delay_value = 30;
7410 if (MovDelay[x][y]) /* wait some time before shrinking */
7413 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
7415 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
7416 6 - MovDelay[x][y]);
7418 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
7421 if (!MovDelay[x][y])
7423 Feld[x][y] = EL_EMPTY;
7424 DrawLevelField(x, y);
7426 /* don't let mole enter this field in this cycle;
7427 (give priority to objects falling to this field from above) */
7433 void AmoebeAbleger(int ax, int ay)
7436 int element = Feld[ax][ay];
7437 int graphic = el2img(element);
7438 int newax = ax, neway = ay;
7439 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
7440 static int xy[4][2] =
7448 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
7450 Feld[ax][ay] = EL_AMOEBA_DEAD;
7451 DrawLevelField(ax, ay);
7455 if (IS_ANIMATED(graphic))
7456 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
7458 if (!MovDelay[ax][ay]) /* start making new amoeba field */
7459 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
7461 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
7464 if (MovDelay[ax][ay])
7468 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
7471 int x = ax + xy[start][0];
7472 int y = ay + xy[start][1];
7474 if (!IN_LEV_FIELD(x, y))
7477 if (IS_FREE(x, y) ||
7478 CAN_GROW_INTO(Feld[x][y]) ||
7479 Feld[x][y] == EL_QUICKSAND_EMPTY ||
7480 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
7486 if (newax == ax && neway == ay)
7489 else /* normal or "filled" (BD style) amoeba */
7492 boolean waiting_for_player = FALSE;
7494 for (i = 0; i < NUM_DIRECTIONS; i++)
7496 int j = (start + i) % 4;
7497 int x = ax + xy[j][0];
7498 int y = ay + xy[j][1];
7500 if (!IN_LEV_FIELD(x, y))
7503 if (IS_FREE(x, y) ||
7504 CAN_GROW_INTO(Feld[x][y]) ||
7505 Feld[x][y] == EL_QUICKSAND_EMPTY ||
7506 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
7512 else if (IS_PLAYER(x, y))
7513 waiting_for_player = TRUE;
7516 if (newax == ax && neway == ay) /* amoeba cannot grow */
7518 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
7520 Feld[ax][ay] = EL_AMOEBA_DEAD;
7521 DrawLevelField(ax, ay);
7522 AmoebaCnt[AmoebaNr[ax][ay]]--;
7524 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
7526 if (element == EL_AMOEBA_FULL)
7527 AmoebeUmwandeln(ax, ay);
7528 else if (element == EL_BD_AMOEBA)
7529 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
7534 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
7536 /* amoeba gets larger by growing in some direction */
7538 int new_group_nr = AmoebaNr[ax][ay];
7541 if (new_group_nr == 0)
7543 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
7544 printf("AmoebeAbleger(): This should never happen!\n");
7549 AmoebaNr[newax][neway] = new_group_nr;
7550 AmoebaCnt[new_group_nr]++;
7551 AmoebaCnt2[new_group_nr]++;
7553 /* if amoeba touches other amoeba(s) after growing, unify them */
7554 AmoebenVereinigen(newax, neway);
7556 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
7558 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
7564 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
7565 (neway == lev_fieldy - 1 && newax != ax))
7567 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
7568 Store[newax][neway] = element;
7570 else if (neway == ay || element == EL_EMC_DRIPPER)
7572 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
7574 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
7578 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
7579 Feld[ax][ay] = EL_AMOEBA_DROPPING;
7580 Store[ax][ay] = EL_AMOEBA_DROP;
7581 ContinueMoving(ax, ay);
7585 DrawLevelField(newax, neway);
7588 void Life(int ax, int ay)
7592 int element = Feld[ax][ay];
7593 int graphic = el2img(element);
7594 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
7596 boolean changed = FALSE;
7598 if (IS_ANIMATED(graphic))
7599 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
7604 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
7605 MovDelay[ax][ay] = life_time;
7607 if (MovDelay[ax][ay]) /* wait some time before next cycle */
7610 if (MovDelay[ax][ay])
7614 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
7616 int xx = ax+x1, yy = ay+y1;
7619 if (!IN_LEV_FIELD(xx, yy))
7622 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
7624 int x = xx+x2, y = yy+y2;
7626 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
7629 if (((Feld[x][y] == element ||
7630 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
7632 (IS_FREE(x, y) && Stop[x][y]))
7636 if (xx == ax && yy == ay) /* field in the middle */
7638 if (nachbarn < life_parameter[0] ||
7639 nachbarn > life_parameter[1])
7641 Feld[xx][yy] = EL_EMPTY;
7643 DrawLevelField(xx, yy);
7644 Stop[xx][yy] = TRUE;
7648 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
7649 { /* free border field */
7650 if (nachbarn >= life_parameter[2] &&
7651 nachbarn <= life_parameter[3])
7653 Feld[xx][yy] = element;
7654 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
7656 DrawLevelField(xx, yy);
7657 Stop[xx][yy] = TRUE;
7664 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
7665 SND_GAME_OF_LIFE_GROWING);
7668 static void InitRobotWheel(int x, int y)
7670 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
7673 static void RunRobotWheel(int x, int y)
7675 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
7678 static void StopRobotWheel(int x, int y)
7680 if (ZX == x && ZY == y)
7684 static void InitTimegateWheel(int x, int y)
7686 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
7689 static void RunTimegateWheel(int x, int y)
7691 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
7694 static void InitMagicBallDelay(int x, int y)
7697 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
7699 ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1;
7703 static void ActivateMagicBall(int bx, int by)
7707 if (level.ball_random)
7709 int pos_border = RND(8); /* select one of the eight border elements */
7710 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
7711 int xx = pos_content % 3;
7712 int yy = pos_content / 3;
7717 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
7718 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
7722 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
7724 int xx = x - bx + 1;
7725 int yy = y - by + 1;
7727 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
7728 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
7732 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
7735 void CheckExit(int x, int y)
7737 if (local_player->gems_still_needed > 0 ||
7738 local_player->sokobanfields_still_needed > 0 ||
7739 local_player->lights_still_needed > 0)
7741 int element = Feld[x][y];
7742 int graphic = el2img(element);
7744 if (IS_ANIMATED(graphic))
7745 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7750 if (AllPlayersGone) /* do not re-open exit door closed after last player */
7753 Feld[x][y] = EL_EXIT_OPENING;
7755 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
7758 void CheckExitEM(int x, int y)
7760 if (local_player->gems_still_needed > 0 ||
7761 local_player->sokobanfields_still_needed > 0 ||
7762 local_player->lights_still_needed > 0)
7764 int element = Feld[x][y];
7765 int graphic = el2img(element);
7767 if (IS_ANIMATED(graphic))
7768 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7773 if (AllPlayersGone) /* do not re-open exit door closed after last player */
7776 Feld[x][y] = EL_EM_EXIT_OPENING;
7778 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
7781 void CheckExitSteel(int x, int y)
7783 if (local_player->gems_still_needed > 0 ||
7784 local_player->sokobanfields_still_needed > 0 ||
7785 local_player->lights_still_needed > 0)
7787 int element = Feld[x][y];
7788 int graphic = el2img(element);
7790 if (IS_ANIMATED(graphic))
7791 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7796 if (AllPlayersGone) /* do not re-open exit door closed after last player */
7799 Feld[x][y] = EL_STEEL_EXIT_OPENING;
7801 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
7804 void CheckExitSteelEM(int x, int y)
7806 if (local_player->gems_still_needed > 0 ||
7807 local_player->sokobanfields_still_needed > 0 ||
7808 local_player->lights_still_needed > 0)
7810 int element = Feld[x][y];
7811 int graphic = el2img(element);
7813 if (IS_ANIMATED(graphic))
7814 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7819 if (AllPlayersGone) /* do not re-open exit door closed after last player */
7822 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
7824 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
7827 void CheckExitSP(int x, int y)
7829 if (local_player->gems_still_needed > 0)
7831 int element = Feld[x][y];
7832 int graphic = el2img(element);
7834 if (IS_ANIMATED(graphic))
7835 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7840 if (AllPlayersGone) /* do not re-open exit door closed after last player */
7843 Feld[x][y] = EL_SP_EXIT_OPENING;
7845 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
7848 static void CloseAllOpenTimegates()
7852 SCAN_PLAYFIELD(x, y)
7854 int element = Feld[x][y];
7856 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
7858 Feld[x][y] = EL_TIMEGATE_CLOSING;
7860 PlayLevelSoundAction(x, y, ACTION_CLOSING);
7865 void DrawTwinkleOnField(int x, int y)
7867 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
7870 if (Feld[x][y] == EL_BD_DIAMOND)
7873 if (MovDelay[x][y] == 0) /* next animation frame */
7874 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
7876 if (MovDelay[x][y] != 0) /* wait some time before next frame */
7880 if (setup.direct_draw && MovDelay[x][y])
7881 SetDrawtoField(DRAW_BUFFERED);
7883 DrawLevelElementAnimation(x, y, Feld[x][y]);
7885 if (MovDelay[x][y] != 0)
7887 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
7888 10 - MovDelay[x][y]);
7890 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
7892 if (setup.direct_draw)
7896 dest_x = FX + SCREENX(x) * TILEX;
7897 dest_y = FY + SCREENY(y) * TILEY;
7899 BlitBitmap(drawto_field, window,
7900 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
7901 SetDrawtoField(DRAW_DIRECT);
7907 void MauerWaechst(int x, int y)
7911 if (!MovDelay[x][y]) /* next animation frame */
7912 MovDelay[x][y] = 3 * delay;
7914 if (MovDelay[x][y]) /* wait some time before next frame */
7918 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
7920 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
7921 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
7923 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
7926 if (!MovDelay[x][y])
7928 if (MovDir[x][y] == MV_LEFT)
7930 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
7931 DrawLevelField(x - 1, y);
7933 else if (MovDir[x][y] == MV_RIGHT)
7935 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
7936 DrawLevelField(x + 1, y);
7938 else if (MovDir[x][y] == MV_UP)
7940 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
7941 DrawLevelField(x, y - 1);
7945 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
7946 DrawLevelField(x, y + 1);
7949 Feld[x][y] = Store[x][y];
7951 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7952 DrawLevelField(x, y);
7957 void MauerAbleger(int ax, int ay)
7959 int element = Feld[ax][ay];
7960 int graphic = el2img(element);
7961 boolean oben_frei = FALSE, unten_frei = FALSE;
7962 boolean links_frei = FALSE, rechts_frei = FALSE;
7963 boolean oben_massiv = FALSE, unten_massiv = FALSE;
7964 boolean links_massiv = FALSE, rechts_massiv = FALSE;
7965 boolean new_wall = FALSE;
7967 if (IS_ANIMATED(graphic))
7968 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
7970 if (!MovDelay[ax][ay]) /* start building new wall */
7971 MovDelay[ax][ay] = 6;
7973 if (MovDelay[ax][ay]) /* wait some time before building new wall */
7976 if (MovDelay[ax][ay])
7980 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
7982 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
7984 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
7986 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
7989 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
7990 element == EL_EXPANDABLE_WALL_ANY)
7994 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
7995 Store[ax][ay-1] = element;
7996 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
7997 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
7998 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
7999 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
8004 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
8005 Store[ax][ay+1] = element;
8006 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
8007 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
8008 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
8009 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
8014 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
8015 element == EL_EXPANDABLE_WALL_ANY ||
8016 element == EL_EXPANDABLE_WALL ||
8017 element == EL_BD_EXPANDABLE_WALL)
8021 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
8022 Store[ax-1][ay] = element;
8023 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
8024 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
8025 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
8026 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
8032 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
8033 Store[ax+1][ay] = element;
8034 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
8035 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
8036 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
8037 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
8042 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
8043 DrawLevelField(ax, ay);
8045 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
8047 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
8048 unten_massiv = TRUE;
8049 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
8050 links_massiv = TRUE;
8051 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
8052 rechts_massiv = TRUE;
8054 if (((oben_massiv && unten_massiv) ||
8055 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
8056 element == EL_EXPANDABLE_WALL) &&
8057 ((links_massiv && rechts_massiv) ||
8058 element == EL_EXPANDABLE_WALL_VERTICAL))
8059 Feld[ax][ay] = EL_WALL;
8062 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
8065 void MauerAblegerStahl(int ax, int ay)
8067 int element = Feld[ax][ay];
8068 int graphic = el2img(element);
8069 boolean oben_frei = FALSE, unten_frei = FALSE;
8070 boolean links_frei = FALSE, rechts_frei = FALSE;
8071 boolean oben_massiv = FALSE, unten_massiv = FALSE;
8072 boolean links_massiv = FALSE, rechts_massiv = FALSE;
8073 boolean new_wall = FALSE;
8075 if (IS_ANIMATED(graphic))
8076 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8078 if (!MovDelay[ax][ay]) /* start building new wall */
8079 MovDelay[ax][ay] = 6;
8081 if (MovDelay[ax][ay]) /* wait some time before building new wall */
8084 if (MovDelay[ax][ay])
8088 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
8090 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
8092 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
8094 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
8097 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
8098 element == EL_EXPANDABLE_STEELWALL_ANY)
8102 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
8103 Store[ax][ay-1] = element;
8104 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
8105 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
8106 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
8107 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
8112 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
8113 Store[ax][ay+1] = element;
8114 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
8115 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
8116 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
8117 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
8122 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
8123 element == EL_EXPANDABLE_STEELWALL_ANY)
8127 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
8128 Store[ax-1][ay] = element;
8129 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
8130 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
8131 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
8132 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
8138 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
8139 Store[ax+1][ay] = element;
8140 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
8141 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
8142 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
8143 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
8148 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
8150 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
8151 unten_massiv = TRUE;
8152 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
8153 links_massiv = TRUE;
8154 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
8155 rechts_massiv = TRUE;
8157 if (((oben_massiv && unten_massiv) ||
8158 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
8159 ((links_massiv && rechts_massiv) ||
8160 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
8161 Feld[ax][ay] = EL_WALL;
8164 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
8167 void CheckForDragon(int x, int y)
8170 boolean dragon_found = FALSE;
8171 static int xy[4][2] =
8179 for (i = 0; i < NUM_DIRECTIONS; i++)
8181 for (j = 0; j < 4; j++)
8183 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
8185 if (IN_LEV_FIELD(xx, yy) &&
8186 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
8188 if (Feld[xx][yy] == EL_DRAGON)
8189 dragon_found = TRUE;
8198 for (i = 0; i < NUM_DIRECTIONS; i++)
8200 for (j = 0; j < 3; j++)
8202 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
8204 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
8206 Feld[xx][yy] = EL_EMPTY;
8207 DrawLevelField(xx, yy);
8216 static void InitBuggyBase(int x, int y)
8218 int element = Feld[x][y];
8219 int activating_delay = FRAMES_PER_SECOND / 4;
8222 (element == EL_SP_BUGGY_BASE ?
8223 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
8224 element == EL_SP_BUGGY_BASE_ACTIVATING ?
8226 element == EL_SP_BUGGY_BASE_ACTIVE ?
8227 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
8230 static void WarnBuggyBase(int x, int y)
8233 static int xy[4][2] =
8241 for (i = 0; i < NUM_DIRECTIONS; i++)
8243 int xx = x + xy[i][0];
8244 int yy = y + xy[i][1];
8246 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
8248 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
8255 static void InitTrap(int x, int y)
8257 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
8260 static void ActivateTrap(int x, int y)
8262 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
8265 static void ChangeActiveTrap(int x, int y)
8267 int graphic = IMG_TRAP_ACTIVE;
8269 /* if new animation frame was drawn, correct crumbled sand border */
8270 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
8271 DrawLevelFieldCrumbledSand(x, y);
8274 static int getSpecialActionElement(int element, int number, int base_element)
8276 return (element != EL_EMPTY ? element :
8277 number != -1 ? base_element + number - 1 :
8281 static int getModifiedActionNumber(int value_old, int operator, int operand,
8282 int value_min, int value_max)
8284 int value_new = (operator == CA_MODE_SET ? operand :
8285 operator == CA_MODE_ADD ? value_old + operand :
8286 operator == CA_MODE_SUBTRACT ? value_old - operand :
8287 operator == CA_MODE_MULTIPLY ? value_old * operand :
8288 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
8289 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
8292 return (value_new < value_min ? value_min :
8293 value_new > value_max ? value_max :
8297 static void ExecuteCustomElementAction(int x, int y, int element, int page)
8299 struct ElementInfo *ei = &element_info[element];
8300 struct ElementChangeInfo *change = &ei->change_page[page];
8301 int target_element = change->target_element;
8302 int action_type = change->action_type;
8303 int action_mode = change->action_mode;
8304 int action_arg = change->action_arg;
8307 if (!change->has_action)
8310 /* ---------- determine action paramater values -------------------------- */
8312 int level_time_value =
8313 (level.time > 0 ? TimeLeft :
8316 int action_arg_element =
8317 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
8318 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
8319 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
8322 int action_arg_direction =
8323 (action_arg >= CA_ARG_DIRECTION_LEFT &&
8324 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
8325 action_arg == CA_ARG_DIRECTION_TRIGGER ?
8326 change->actual_trigger_side :
8327 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
8328 MV_DIR_OPPOSITE(change->actual_trigger_side) :
8331 int action_arg_number_min =
8332 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
8335 int action_arg_number_max =
8336 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
8337 action_type == CA_SET_LEVEL_GEMS ? 999 :
8338 action_type == CA_SET_LEVEL_TIME ? 9999 :
8339 action_type == CA_SET_LEVEL_SCORE ? 99999 :
8340 action_type == CA_SET_CE_VALUE ? 9999 :
8341 action_type == CA_SET_CE_SCORE ? 9999 :
8344 int action_arg_number_reset =
8345 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
8346 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
8347 action_type == CA_SET_LEVEL_TIME ? level.time :
8348 action_type == CA_SET_LEVEL_SCORE ? 0 :
8349 #if USE_NEW_CUSTOM_VALUE
8350 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
8352 action_type == CA_SET_CE_VALUE ? ei->custom_value_initial :
8354 action_type == CA_SET_CE_SCORE ? 0 :
8357 int action_arg_number =
8358 (action_arg <= CA_ARG_MAX ? action_arg :
8359 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
8360 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
8361 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
8362 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
8363 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
8364 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
8365 #if USE_NEW_CUSTOM_VALUE
8366 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
8368 action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
8370 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
8371 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
8372 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
8373 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
8374 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
8375 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
8376 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
8377 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
8378 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
8379 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
8380 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
8383 int action_arg_number_old =
8384 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
8385 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
8386 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
8387 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
8388 action_type == CA_SET_CE_SCORE ? ei->collect_score :
8391 int action_arg_number_new =
8392 getModifiedActionNumber(action_arg_number_old,
8393 action_mode, action_arg_number,
8394 action_arg_number_min, action_arg_number_max);
8396 int trigger_player_bits =
8397 (change->actual_trigger_player >= EL_PLAYER_1 &&
8398 change->actual_trigger_player <= EL_PLAYER_4 ?
8399 (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
8402 int action_arg_player_bits =
8403 (action_arg >= CA_ARG_PLAYER_1 &&
8404 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
8405 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
8408 /* ---------- execute action -------------------------------------------- */
8410 switch (action_type)
8417 /* ---------- level actions ------------------------------------------- */
8419 case CA_RESTART_LEVEL:
8421 game.restart_level = TRUE;
8426 case CA_SHOW_ENVELOPE:
8428 int element = getSpecialActionElement(action_arg_element,
8429 action_arg_number, EL_ENVELOPE_1);
8431 if (IS_ENVELOPE(element))
8432 local_player->show_envelope = element;
8437 case CA_SET_LEVEL_TIME:
8439 if (level.time > 0) /* only modify limited time value */
8441 TimeLeft = action_arg_number_new;
8443 DrawGameValue_Time(TimeLeft);
8445 if (!TimeLeft && setup.time_limit)
8446 for (i = 0; i < MAX_PLAYERS; i++)
8447 KillPlayer(&stored_player[i]);
8453 case CA_SET_LEVEL_SCORE:
8455 local_player->score = action_arg_number_new;
8457 DrawGameValue_Score(local_player->score);
8462 case CA_SET_LEVEL_GEMS:
8464 local_player->gems_still_needed = action_arg_number_new;
8466 DrawGameValue_Emeralds(local_player->gems_still_needed);
8471 #if !USE_PLAYER_GRAVITY
8472 case CA_SET_LEVEL_GRAVITY:
8474 game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
8475 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
8476 action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity :
8482 case CA_SET_LEVEL_WIND:
8484 game.wind_direction = action_arg_direction;
8489 /* ---------- player actions ------------------------------------------ */
8491 case CA_MOVE_PLAYER:
8493 /* automatically move to the next field in specified direction */
8494 for (i = 0; i < MAX_PLAYERS; i++)
8495 if (trigger_player_bits & (1 << i))
8496 stored_player[i].programmed_action = action_arg_direction;
8501 case CA_EXIT_PLAYER:
8503 for (i = 0; i < MAX_PLAYERS; i++)
8504 if (action_arg_player_bits & (1 << i))
8505 PlayerWins(&stored_player[i]);
8510 case CA_KILL_PLAYER:
8512 for (i = 0; i < MAX_PLAYERS; i++)
8513 if (action_arg_player_bits & (1 << i))
8514 KillPlayer(&stored_player[i]);
8519 case CA_SET_PLAYER_KEYS:
8521 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
8522 int element = getSpecialActionElement(action_arg_element,
8523 action_arg_number, EL_KEY_1);
8525 if (IS_KEY(element))
8527 for (i = 0; i < MAX_PLAYERS; i++)
8529 if (trigger_player_bits & (1 << i))
8531 stored_player[i].key[KEY_NR(element)] = key_state;
8533 DrawGameDoorValues();
8541 case CA_SET_PLAYER_SPEED:
8543 for (i = 0; i < MAX_PLAYERS; i++)
8545 if (trigger_player_bits & (1 << i))
8547 int move_stepsize = TILEX / stored_player[i].move_delay_value;
8549 if (action_arg == CA_ARG_SPEED_FASTER &&
8550 stored_player[i].cannot_move)
8552 action_arg_number = STEPSIZE_VERY_SLOW;
8554 else if (action_arg == CA_ARG_SPEED_SLOWER ||
8555 action_arg == CA_ARG_SPEED_FASTER)
8557 action_arg_number = 2;
8558 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
8561 else if (action_arg == CA_ARG_NUMBER_RESET)
8563 action_arg_number = level.initial_player_stepsize[i];
8567 getModifiedActionNumber(move_stepsize,
8570 action_arg_number_min,
8571 action_arg_number_max);
8573 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
8580 case CA_SET_PLAYER_SHIELD:
8582 for (i = 0; i < MAX_PLAYERS; i++)
8584 if (trigger_player_bits & (1 << i))
8586 if (action_arg == CA_ARG_SHIELD_OFF)
8588 stored_player[i].shield_normal_time_left = 0;
8589 stored_player[i].shield_deadly_time_left = 0;
8591 else if (action_arg == CA_ARG_SHIELD_NORMAL)
8593 stored_player[i].shield_normal_time_left = 999999;
8595 else if (action_arg == CA_ARG_SHIELD_DEADLY)
8597 stored_player[i].shield_normal_time_left = 999999;
8598 stored_player[i].shield_deadly_time_left = 999999;
8606 #if USE_PLAYER_GRAVITY
8607 case CA_SET_PLAYER_GRAVITY:
8609 for (i = 0; i < MAX_PLAYERS; i++)
8611 if (trigger_player_bits & (1 << i))
8613 stored_player[i].gravity =
8614 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
8615 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
8616 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
8617 stored_player[i].gravity);
8625 case CA_SET_PLAYER_ARTWORK:
8627 for (i = 0; i < MAX_PLAYERS; i++)
8629 if (trigger_player_bits & (1 << i))
8631 int artwork_element = action_arg_element;
8633 if (action_arg == CA_ARG_ELEMENT_RESET)
8635 (level.use_artwork_element[i] ? level.artwork_element[i] :
8636 stored_player[i].element_nr);
8638 #if USE_GFX_RESET_PLAYER_ARTWORK
8639 if (stored_player[i].artwork_element != artwork_element)
8640 stored_player[i].Frame = 0;
8643 stored_player[i].artwork_element = artwork_element;
8645 SetPlayerWaiting(&stored_player[i], FALSE);
8647 /* set number of special actions for bored and sleeping animation */
8648 stored_player[i].num_special_action_bored =
8649 get_num_special_action(artwork_element,
8650 ACTION_BORING_1, ACTION_BORING_LAST);
8651 stored_player[i].num_special_action_sleeping =
8652 get_num_special_action(artwork_element,
8653 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
8660 /* ---------- CE actions ---------------------------------------------- */
8662 case CA_SET_CE_VALUE:
8664 #if USE_NEW_CUSTOM_VALUE
8665 int last_ce_value = CustomValue[x][y];
8667 CustomValue[x][y] = action_arg_number_new;
8669 if (CustomValue[x][y] != last_ce_value)
8671 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
8672 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
8674 if (CustomValue[x][y] == 0)
8676 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
8677 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
8685 case CA_SET_CE_SCORE:
8687 #if USE_NEW_CUSTOM_VALUE
8688 int last_ce_score = ei->collect_score;
8690 ei->collect_score = action_arg_number_new;
8692 if (ei->collect_score != last_ce_score)
8694 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
8695 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
8697 if (ei->collect_score == 0)
8701 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
8702 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
8705 This is a very special case that seems to be a mixture between
8706 CheckElementChange() and CheckTriggeredElementChange(): while
8707 the first one only affects single elements that are triggered
8708 directly, the second one affects multiple elements in the playfield
8709 that are triggered indirectly by another element. This is a third
8710 case: Changing the CE score always affects multiple identical CEs,
8711 so every affected CE must be checked, not only the single CE for
8712 which the CE score was changed in the first place (as every instance
8713 of that CE shares the same CE score, and therefore also can change)!
8715 SCAN_PLAYFIELD(xx, yy)
8717 if (Feld[xx][yy] == element)
8718 CheckElementChange(xx, yy, element, EL_UNDEFINED,
8719 CE_SCORE_GETS_ZERO);
8728 /* ---------- engine actions ------------------------------------------ */
8730 case CA_SET_ENGINE_SCAN_MODE:
8732 InitPlayfieldScanMode(action_arg);
8742 static void CreateFieldExt(int x, int y, int element, boolean is_change)
8744 int old_element = Feld[x][y];
8745 int new_element = get_element_from_group_element(element);
8746 int previous_move_direction = MovDir[x][y];
8747 #if USE_NEW_CUSTOM_VALUE
8748 int last_ce_value = CustomValue[x][y];
8750 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
8751 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
8752 boolean add_player_onto_element = (new_element_is_player &&
8753 #if USE_CODE_THAT_BREAKS_SNAKE_BITE
8754 /* this breaks SnakeBite when a snake is
8755 halfway through a door that closes */
8756 /* NOW FIXED AT LEVEL INIT IN files.c */
8757 new_element != EL_SOKOBAN_FIELD_PLAYER &&
8759 IS_WALKABLE(old_element));
8762 /* check if element under the player changes from accessible to unaccessible
8763 (needed for special case of dropping element which then changes) */
8764 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
8765 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
8773 if (!add_player_onto_element)
8775 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
8776 RemoveMovingField(x, y);
8780 Feld[x][y] = new_element;
8782 #if !USE_GFX_RESET_GFX_ANIMATION
8783 ResetGfxAnimation(x, y);
8784 ResetRandomAnimationValue(x, y);
8787 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
8788 MovDir[x][y] = previous_move_direction;
8790 #if USE_NEW_CUSTOM_VALUE
8791 if (element_info[new_element].use_last_ce_value)
8792 CustomValue[x][y] = last_ce_value;
8795 InitField_WithBug1(x, y, FALSE);
8797 new_element = Feld[x][y]; /* element may have changed */
8799 #if USE_GFX_RESET_GFX_ANIMATION
8800 ResetGfxAnimation(x, y);
8801 ResetRandomAnimationValue(x, y);
8804 DrawLevelField(x, y);
8806 if (GFX_CRUMBLED(new_element))
8807 DrawLevelFieldCrumbledSandNeighbours(x, y);
8811 /* check if element under the player changes from accessible to unaccessible
8812 (needed for special case of dropping element which then changes) */
8813 /* (must be checked after creating new element for walkable group elements) */
8814 #if USE_FIX_KILLED_BY_NON_WALKABLE
8815 if (IS_PLAYER(x, y) && !player_explosion_protected &&
8816 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
8823 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
8824 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
8833 /* "ChangeCount" not set yet to allow "entered by player" change one time */
8834 if (new_element_is_player)
8835 RelocatePlayer(x, y, new_element);
8838 ChangeCount[x][y]++; /* count number of changes in the same frame */
8840 TestIfBadThingTouchesPlayer(x, y);
8841 TestIfPlayerTouchesCustomElement(x, y);
8842 TestIfElementTouchesCustomElement(x, y);
8845 static void CreateField(int x, int y, int element)
8847 CreateFieldExt(x, y, element, FALSE);
8850 static void CreateElementFromChange(int x, int y, int element)
8852 element = GET_VALID_RUNTIME_ELEMENT(element);
8854 #if USE_STOP_CHANGED_ELEMENTS
8855 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
8857 int old_element = Feld[x][y];
8859 /* prevent changed element from moving in same engine frame
8860 unless both old and new element can either fall or move */
8861 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
8862 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
8867 CreateFieldExt(x, y, element, TRUE);
8870 static boolean ChangeElement(int x, int y, int element, int page)
8872 struct ElementInfo *ei = &element_info[element];
8873 struct ElementChangeInfo *change = &ei->change_page[page];
8874 int ce_value = CustomValue[x][y];
8875 int ce_score = ei->collect_score;
8877 int old_element = Feld[x][y];
8879 /* always use default change event to prevent running into a loop */
8880 if (ChangeEvent[x][y] == -1)
8881 ChangeEvent[x][y] = CE_DELAY;
8883 if (ChangeEvent[x][y] == CE_DELAY)
8885 /* reset actual trigger element, trigger player and action element */
8886 change->actual_trigger_element = EL_EMPTY;
8887 change->actual_trigger_player = EL_PLAYER_1;
8888 change->actual_trigger_side = CH_SIDE_NONE;
8889 change->actual_trigger_ce_value = 0;
8890 change->actual_trigger_ce_score = 0;
8893 /* do not change elements more than a specified maximum number of changes */
8894 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
8897 ChangeCount[x][y]++; /* count number of changes in the same frame */
8899 if (change->explode)
8906 if (change->use_target_content)
8908 boolean complete_replace = TRUE;
8909 boolean can_replace[3][3];
8912 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
8915 boolean is_walkable;
8916 boolean is_diggable;
8917 boolean is_collectible;
8918 boolean is_removable;
8919 boolean is_destructible;
8920 int ex = x + xx - 1;
8921 int ey = y + yy - 1;
8922 int content_element = change->target_content.e[xx][yy];
8925 can_replace[xx][yy] = TRUE;
8927 if (ex == x && ey == y) /* do not check changing element itself */
8930 if (content_element == EL_EMPTY_SPACE)
8932 can_replace[xx][yy] = FALSE; /* do not replace border with space */
8937 if (!IN_LEV_FIELD(ex, ey))
8939 can_replace[xx][yy] = FALSE;
8940 complete_replace = FALSE;
8947 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
8948 e = MovingOrBlocked2Element(ex, ey);
8950 is_empty = (IS_FREE(ex, ey) ||
8951 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
8953 is_walkable = (is_empty || IS_WALKABLE(e));
8954 is_diggable = (is_empty || IS_DIGGABLE(e));
8955 is_collectible = (is_empty || IS_COLLECTIBLE(e));
8956 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
8957 is_removable = (is_diggable || is_collectible);
8959 can_replace[xx][yy] =
8960 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
8961 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
8962 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
8963 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
8964 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
8965 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
8966 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
8968 if (!can_replace[xx][yy])
8969 complete_replace = FALSE;
8972 if (!change->only_if_complete || complete_replace)
8974 boolean something_has_changed = FALSE;
8976 if (change->only_if_complete && change->use_random_replace &&
8977 RND(100) < change->random_percentage)
8980 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
8982 int ex = x + xx - 1;
8983 int ey = y + yy - 1;
8984 int content_element;
8986 if (can_replace[xx][yy] && (!change->use_random_replace ||
8987 RND(100) < change->random_percentage))
8989 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
8990 RemoveMovingField(ex, ey);
8992 ChangeEvent[ex][ey] = ChangeEvent[x][y];
8994 content_element = change->target_content.e[xx][yy];
8995 target_element = GET_TARGET_ELEMENT(element, content_element, change,
8996 ce_value, ce_score);
8998 CreateElementFromChange(ex, ey, target_element);
9000 something_has_changed = TRUE;
9002 /* for symmetry reasons, freeze newly created border elements */
9003 if (ex != x || ey != y)
9004 Stop[ex][ey] = TRUE; /* no more moving in this frame */
9008 if (something_has_changed)
9010 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
9011 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
9017 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
9018 ce_value, ce_score);
9020 if (element == EL_DIAGONAL_GROWING ||
9021 element == EL_DIAGONAL_SHRINKING)
9023 target_element = Store[x][y];
9025 Store[x][y] = EL_EMPTY;
9028 CreateElementFromChange(x, y, target_element);
9030 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
9031 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
9034 /* this uses direct change before indirect change */
9035 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
9040 #if USE_NEW_DELAYED_ACTION
9042 static void HandleElementChange(int x, int y, int page)
9044 int element = MovingOrBlocked2Element(x, y);
9045 struct ElementInfo *ei = &element_info[element];
9046 struct ElementChangeInfo *change = &ei->change_page[page];
9049 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
9050 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
9053 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
9054 x, y, element, element_info[element].token_name);
9055 printf("HandleElementChange(): This should never happen!\n");
9060 /* this can happen with classic bombs on walkable, changing elements */
9061 if (!CAN_CHANGE_OR_HAS_ACTION(element))
9064 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
9065 ChangeDelay[x][y] = 0;
9071 if (ChangeDelay[x][y] == 0) /* initialize element change */
9073 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
9075 if (change->can_change)
9077 ResetGfxAnimation(x, y);
9078 ResetRandomAnimationValue(x, y);
9080 if (change->pre_change_function)
9081 change->pre_change_function(x, y);
9085 ChangeDelay[x][y]--;
9087 if (ChangeDelay[x][y] != 0) /* continue element change */
9089 if (change->can_change)
9091 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
9093 if (IS_ANIMATED(graphic))
9094 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9096 if (change->change_function)
9097 change->change_function(x, y);
9100 else /* finish element change */
9102 if (ChangePage[x][y] != -1) /* remember page from delayed change */
9104 page = ChangePage[x][y];
9105 ChangePage[x][y] = -1;
9107 change = &ei->change_page[page];
9110 if (IS_MOVING(x, y)) /* never change a running system ;-) */
9112 ChangeDelay[x][y] = 1; /* try change after next move step */
9113 ChangePage[x][y] = page; /* remember page to use for change */
9118 if (change->can_change)
9120 if (ChangeElement(x, y, element, page))
9122 if (change->post_change_function)
9123 change->post_change_function(x, y);
9127 if (change->has_action)
9128 ExecuteCustomElementAction(x, y, element, page);
9134 static void HandleElementChange(int x, int y, int page)
9136 int element = MovingOrBlocked2Element(x, y);
9137 struct ElementInfo *ei = &element_info[element];
9138 struct ElementChangeInfo *change = &ei->change_page[page];
9141 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
9144 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
9145 x, y, element, element_info[element].token_name);
9146 printf("HandleElementChange(): This should never happen!\n");
9151 /* this can happen with classic bombs on walkable, changing elements */
9152 if (!CAN_CHANGE(element))
9155 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
9156 ChangeDelay[x][y] = 0;
9162 if (ChangeDelay[x][y] == 0) /* initialize element change */
9164 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
9166 ResetGfxAnimation(x, y);
9167 ResetRandomAnimationValue(x, y);
9169 if (change->pre_change_function)
9170 change->pre_change_function(x, y);
9173 ChangeDelay[x][y]--;
9175 if (ChangeDelay[x][y] != 0) /* continue element change */
9177 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
9179 if (IS_ANIMATED(graphic))
9180 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9182 if (change->change_function)
9183 change->change_function(x, y);
9185 else /* finish element change */
9187 if (ChangePage[x][y] != -1) /* remember page from delayed change */
9189 page = ChangePage[x][y];
9190 ChangePage[x][y] = -1;
9192 change = &ei->change_page[page];
9195 if (IS_MOVING(x, y)) /* never change a running system ;-) */
9197 ChangeDelay[x][y] = 1; /* try change after next move step */
9198 ChangePage[x][y] = page; /* remember page to use for change */
9203 if (ChangeElement(x, y, element, page))
9205 if (change->post_change_function)
9206 change->post_change_function(x, y);
9213 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
9214 int trigger_element,
9220 boolean change_done_any = FALSE;
9221 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
9224 if (!(trigger_events[trigger_element][trigger_event]))
9228 printf("::: CheckTriggeredElementChangeExt %d ... [%d, %d, %d, '%s']\n",
9229 trigger_event, recursion_loop_depth, recursion_loop_detected,
9230 recursion_loop_element, EL_NAME(recursion_loop_element));
9233 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
9235 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
9237 int element = EL_CUSTOM_START + i;
9238 boolean change_done = FALSE;
9241 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
9242 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
9245 for (p = 0; p < element_info[element].num_change_pages; p++)
9247 struct ElementChangeInfo *change = &element_info[element].change_page[p];
9249 if (change->can_change_or_has_action &&
9250 change->has_event[trigger_event] &&
9251 change->trigger_side & trigger_side &&
9252 change->trigger_player & trigger_player &&
9253 change->trigger_page & trigger_page_bits &&
9254 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
9256 change->actual_trigger_element = trigger_element;
9257 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
9258 change->actual_trigger_side = trigger_side;
9259 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
9260 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
9262 if ((change->can_change && !change_done) || change->has_action)
9266 SCAN_PLAYFIELD(x, y)
9268 if (Feld[x][y] == element)
9270 if (change->can_change && !change_done)
9272 ChangeDelay[x][y] = 1;
9273 ChangeEvent[x][y] = trigger_event;
9275 HandleElementChange(x, y, p);
9277 #if USE_NEW_DELAYED_ACTION
9278 else if (change->has_action)
9280 ExecuteCustomElementAction(x, y, element, p);
9281 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
9284 if (change->has_action)
9286 ExecuteCustomElementAction(x, y, element, p);
9287 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
9293 if (change->can_change)
9296 change_done_any = TRUE;
9303 RECURSION_LOOP_DETECTION_END();
9305 return change_done_any;
9308 static boolean CheckElementChangeExt(int x, int y,
9310 int trigger_element,
9315 boolean change_done = FALSE;
9318 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
9319 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
9322 if (Feld[x][y] == EL_BLOCKED)
9324 Blocked2Moving(x, y, &x, &y);
9325 element = Feld[x][y];
9329 /* check if element has already changed */
9330 if (Feld[x][y] != element)
9333 /* check if element has already changed or is about to change after moving */
9334 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
9335 Feld[x][y] != element) ||
9337 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
9338 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
9339 ChangePage[x][y] != -1)))
9344 printf("::: CheckElementChangeExt %d ... [%d, %d, %d, '%s']\n",
9345 trigger_event, recursion_loop_depth, recursion_loop_detected,
9346 recursion_loop_element, EL_NAME(recursion_loop_element));
9349 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
9351 for (p = 0; p < element_info[element].num_change_pages; p++)
9353 struct ElementChangeInfo *change = &element_info[element].change_page[p];
9355 /* check trigger element for all events where the element that is checked
9356 for changing interacts with a directly adjacent element -- this is
9357 different to element changes that affect other elements to change on the
9358 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
9359 boolean check_trigger_element =
9360 (trigger_event == CE_TOUCHING_X ||
9361 trigger_event == CE_HITTING_X ||
9362 trigger_event == CE_HIT_BY_X ||
9364 /* this one was forgotten until 3.2.3 */
9365 trigger_event == CE_DIGGING_X);
9368 if (change->can_change_or_has_action &&
9369 change->has_event[trigger_event] &&
9370 change->trigger_side & trigger_side &&
9371 change->trigger_player & trigger_player &&
9372 (!check_trigger_element ||
9373 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
9375 change->actual_trigger_element = trigger_element;
9376 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
9377 change->actual_trigger_side = trigger_side;
9378 change->actual_trigger_ce_value = CustomValue[x][y];
9379 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
9381 /* special case: trigger element not at (x,y) position for some events */
9382 if (check_trigger_element)
9394 { 0, 0 }, { 0, 0 }, { 0, 0 },
9398 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
9399 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
9401 change->actual_trigger_ce_value = CustomValue[xx][yy];
9402 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
9405 if (change->can_change && !change_done)
9407 ChangeDelay[x][y] = 1;
9408 ChangeEvent[x][y] = trigger_event;
9410 HandleElementChange(x, y, p);
9414 #if USE_NEW_DELAYED_ACTION
9415 else if (change->has_action)
9417 ExecuteCustomElementAction(x, y, element, p);
9418 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
9421 if (change->has_action)
9423 ExecuteCustomElementAction(x, y, element, p);
9424 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
9430 RECURSION_LOOP_DETECTION_END();
9435 static void PlayPlayerSound(struct PlayerInfo *player)
9437 int jx = player->jx, jy = player->jy;
9438 int sound_element = player->artwork_element;
9439 int last_action = player->last_action_waiting;
9440 int action = player->action_waiting;
9442 if (player->is_waiting)
9444 if (action != last_action)
9445 PlayLevelSoundElementAction(jx, jy, sound_element, action);
9447 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
9451 if (action != last_action)
9452 StopSound(element_info[sound_element].sound[last_action]);
9454 if (last_action == ACTION_SLEEPING)
9455 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
9459 static void PlayAllPlayersSound()
9463 for (i = 0; i < MAX_PLAYERS; i++)
9464 if (stored_player[i].active)
9465 PlayPlayerSound(&stored_player[i]);
9468 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
9470 boolean last_waiting = player->is_waiting;
9471 int move_dir = player->MovDir;
9473 player->dir_waiting = move_dir;
9474 player->last_action_waiting = player->action_waiting;
9478 if (!last_waiting) /* not waiting -> waiting */
9480 player->is_waiting = TRUE;
9482 player->frame_counter_bored =
9484 game.player_boring_delay_fixed +
9485 GetSimpleRandom(game.player_boring_delay_random);
9486 player->frame_counter_sleeping =
9488 game.player_sleeping_delay_fixed +
9489 GetSimpleRandom(game.player_sleeping_delay_random);
9491 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
9494 if (game.player_sleeping_delay_fixed +
9495 game.player_sleeping_delay_random > 0 &&
9496 player->anim_delay_counter == 0 &&
9497 player->post_delay_counter == 0 &&
9498 FrameCounter >= player->frame_counter_sleeping)
9499 player->is_sleeping = TRUE;
9500 else if (game.player_boring_delay_fixed +
9501 game.player_boring_delay_random > 0 &&
9502 FrameCounter >= player->frame_counter_bored)
9503 player->is_bored = TRUE;
9505 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
9506 player->is_bored ? ACTION_BORING :
9509 if (player->is_sleeping && player->use_murphy)
9511 /* special case for sleeping Murphy when leaning against non-free tile */
9513 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
9514 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
9515 !IS_MOVING(player->jx - 1, player->jy)))
9517 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
9518 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
9519 !IS_MOVING(player->jx + 1, player->jy)))
9520 move_dir = MV_RIGHT;
9522 player->is_sleeping = FALSE;
9524 player->dir_waiting = move_dir;
9527 if (player->is_sleeping)
9529 if (player->num_special_action_sleeping > 0)
9531 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
9533 int last_special_action = player->special_action_sleeping;
9534 int num_special_action = player->num_special_action_sleeping;
9535 int special_action =
9536 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
9537 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
9538 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
9539 last_special_action + 1 : ACTION_SLEEPING);
9540 int special_graphic =
9541 el_act_dir2img(player->artwork_element, special_action, move_dir);
9543 player->anim_delay_counter =
9544 graphic_info[special_graphic].anim_delay_fixed +
9545 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
9546 player->post_delay_counter =
9547 graphic_info[special_graphic].post_delay_fixed +
9548 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
9550 player->special_action_sleeping = special_action;
9553 if (player->anim_delay_counter > 0)
9555 player->action_waiting = player->special_action_sleeping;
9556 player->anim_delay_counter--;
9558 else if (player->post_delay_counter > 0)
9560 player->post_delay_counter--;
9564 else if (player->is_bored)
9566 if (player->num_special_action_bored > 0)
9568 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
9570 int special_action =
9571 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
9572 int special_graphic =
9573 el_act_dir2img(player->artwork_element, special_action, move_dir);
9575 player->anim_delay_counter =
9576 graphic_info[special_graphic].anim_delay_fixed +
9577 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
9578 player->post_delay_counter =
9579 graphic_info[special_graphic].post_delay_fixed +
9580 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
9582 player->special_action_bored = special_action;
9585 if (player->anim_delay_counter > 0)
9587 player->action_waiting = player->special_action_bored;
9588 player->anim_delay_counter--;
9590 else if (player->post_delay_counter > 0)
9592 player->post_delay_counter--;
9597 else if (last_waiting) /* waiting -> not waiting */
9599 player->is_waiting = FALSE;
9600 player->is_bored = FALSE;
9601 player->is_sleeping = FALSE;
9603 player->frame_counter_bored = -1;
9604 player->frame_counter_sleeping = -1;
9606 player->anim_delay_counter = 0;
9607 player->post_delay_counter = 0;
9609 player->dir_waiting = player->MovDir;
9610 player->action_waiting = ACTION_DEFAULT;
9612 player->special_action_bored = ACTION_DEFAULT;
9613 player->special_action_sleeping = ACTION_DEFAULT;
9617 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
9619 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
9620 int left = player_action & JOY_LEFT;
9621 int right = player_action & JOY_RIGHT;
9622 int up = player_action & JOY_UP;
9623 int down = player_action & JOY_DOWN;
9624 int button1 = player_action & JOY_BUTTON_1;
9625 int button2 = player_action & JOY_BUTTON_2;
9626 int dx = (left ? -1 : right ? 1 : 0);
9627 int dy = (up ? -1 : down ? 1 : 0);
9629 if (!player->active || tape.pausing)
9635 snapped = SnapField(player, dx, dy);
9639 dropped = DropElement(player);
9641 moved = MovePlayer(player, dx, dy);
9644 if (tape.single_step && tape.recording && !tape.pausing)
9646 if (button1 || (dropped && !moved))
9648 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
9649 SnapField(player, 0, 0); /* stop snapping */
9653 SetPlayerWaiting(player, FALSE);
9655 return player_action;
9659 /* no actions for this player (no input at player's configured device) */
9661 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
9662 SnapField(player, 0, 0);
9663 CheckGravityMovementWhenNotMoving(player);
9665 if (player->MovPos == 0)
9666 SetPlayerWaiting(player, TRUE);
9668 if (player->MovPos == 0) /* needed for tape.playing */
9669 player->is_moving = FALSE;
9671 player->is_dropping = FALSE;
9672 player->is_dropping_pressed = FALSE;
9673 player->drop_pressed_delay = 0;
9679 static void CheckLevelTime()
9683 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
9685 if (level.native_em_level->lev->home == 0) /* all players at home */
9687 PlayerWins(local_player);
9689 AllPlayersGone = TRUE;
9691 level.native_em_level->lev->home = -1;
9694 if (level.native_em_level->ply[0]->alive == 0 &&
9695 level.native_em_level->ply[1]->alive == 0 &&
9696 level.native_em_level->ply[2]->alive == 0 &&
9697 level.native_em_level->ply[3]->alive == 0) /* all dead */
9698 AllPlayersGone = TRUE;
9701 if (TimeFrames >= FRAMES_PER_SECOND)
9706 for (i = 0; i < MAX_PLAYERS; i++)
9708 struct PlayerInfo *player = &stored_player[i];
9710 if (SHIELD_ON(player))
9712 player->shield_normal_time_left--;
9714 if (player->shield_deadly_time_left > 0)
9715 player->shield_deadly_time_left--;
9719 if (!local_player->LevelSolved && !level.use_step_counter)
9727 if (TimeLeft <= 10 && setup.time_limit)
9728 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
9730 DrawGameValue_Time(TimeLeft);
9732 if (!TimeLeft && setup.time_limit)
9734 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
9735 level.native_em_level->lev->killed_out_of_time = TRUE;
9737 for (i = 0; i < MAX_PLAYERS; i++)
9738 KillPlayer(&stored_player[i]);
9741 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
9742 DrawGameValue_Time(TimePlayed);
9744 level.native_em_level->lev->time =
9745 (level.time == 0 ? TimePlayed : TimeLeft);
9748 if (tape.recording || tape.playing)
9749 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
9753 void AdvanceFrameAndPlayerCounters(int player_nr)
9757 /* advance frame counters (global frame counter and time frame counter) */
9761 /* advance player counters (counters for move delay, move animation etc.) */
9762 for (i = 0; i < MAX_PLAYERS; i++)
9764 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
9765 int move_delay_value = stored_player[i].move_delay_value;
9766 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
9768 if (!advance_player_counters) /* not all players may be affected */
9771 #if USE_NEW_PLAYER_ANIM
9772 if (move_frames == 0) /* less than one move per game frame */
9774 int stepsize = TILEX / move_delay_value;
9775 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
9776 int count = (stored_player[i].is_moving ?
9777 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
9779 if (count % delay == 0)
9784 stored_player[i].Frame += move_frames;
9786 if (stored_player[i].MovPos != 0)
9787 stored_player[i].StepFrame += move_frames;
9789 if (stored_player[i].move_delay > 0)
9790 stored_player[i].move_delay--;
9792 /* due to bugs in previous versions, counter must count up, not down */
9793 if (stored_player[i].push_delay != -1)
9794 stored_player[i].push_delay++;
9796 if (stored_player[i].drop_delay > 0)
9797 stored_player[i].drop_delay--;
9799 if (stored_player[i].is_dropping_pressed)
9800 stored_player[i].drop_pressed_delay++;
9804 void StartGameActions(boolean init_network_game, boolean record_tape,
9807 unsigned long new_random_seed = InitRND(random_seed);
9810 TapeStartRecording(new_random_seed);
9812 #if defined(NETWORK_AVALIABLE)
9813 if (init_network_game)
9815 SendToServer_StartPlaying();
9826 static unsigned long game_frame_delay = 0;
9827 unsigned long game_frame_delay_value;
9828 byte *recorded_player_action;
9829 byte summarized_player_action = 0;
9830 byte tape_action[MAX_PLAYERS];
9833 /* detect endless loops, caused by custom element programming */
9834 if (recursion_loop_detected && recursion_loop_depth == 0)
9836 char *message = getStringCat3("Internal Error ! Element ",
9837 EL_NAME(recursion_loop_element),
9838 " caused endless loop ! Quit the game ?");
9840 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
9841 EL_NAME(recursion_loop_element));
9843 RequestQuitGameExt(FALSE, level_editor_test_game, message);
9845 recursion_loop_detected = FALSE; /* if game should be continued */
9852 if (game.restart_level)
9853 StartGameActions(options.network, setup.autorecord, NEW_RANDOMIZE);
9855 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
9857 if (level.native_em_level->lev->home == 0) /* all players at home */
9859 PlayerWins(local_player);
9861 AllPlayersGone = TRUE;
9863 level.native_em_level->lev->home = -1;
9866 if (level.native_em_level->ply[0]->alive == 0 &&
9867 level.native_em_level->ply[1]->alive == 0 &&
9868 level.native_em_level->ply[2]->alive == 0 &&
9869 level.native_em_level->ply[3]->alive == 0) /* all dead */
9870 AllPlayersGone = TRUE;
9873 if (local_player->LevelSolved)
9876 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
9879 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
9882 game_frame_delay_value =
9883 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
9885 if (tape.playing && tape.warp_forward && !tape.pausing)
9886 game_frame_delay_value = 0;
9888 /* ---------- main game synchronization point ---------- */
9890 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
9892 if (network_playing && !network_player_action_received)
9894 /* try to get network player actions in time */
9896 #if defined(NETWORK_AVALIABLE)
9897 /* last chance to get network player actions without main loop delay */
9901 /* game was quit by network peer */
9902 if (game_status != GAME_MODE_PLAYING)
9905 if (!network_player_action_received)
9906 return; /* failed to get network player actions in time */
9908 /* do not yet reset "network_player_action_received" (for tape.pausing) */
9914 /* at this point we know that we really continue executing the game */
9916 network_player_action_received = FALSE;
9918 /* when playing tape, read previously recorded player input from tape data */
9919 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
9922 /* TapePlayAction() may return NULL when toggling to "pause before death" */
9927 if (tape.set_centered_player)
9929 game.centered_player_nr_next = tape.centered_player_nr_next;
9930 game.set_centered_player = TRUE;
9933 for (i = 0; i < MAX_PLAYERS; i++)
9935 summarized_player_action |= stored_player[i].action;
9937 if (!network_playing)
9938 stored_player[i].effective_action = stored_player[i].action;
9941 #if defined(NETWORK_AVALIABLE)
9942 if (network_playing)
9943 SendToServer_MovePlayer(summarized_player_action);
9946 if (!options.network && !setup.team_mode)
9947 local_player->effective_action = summarized_player_action;
9949 if (setup.team_mode && setup.input_on_focus && game.centered_player_nr != -1)
9951 for (i = 0; i < MAX_PLAYERS; i++)
9952 stored_player[i].effective_action =
9953 (i == game.centered_player_nr ? summarized_player_action : 0);
9956 if (recorded_player_action != NULL)
9957 for (i = 0; i < MAX_PLAYERS; i++)
9958 stored_player[i].effective_action = recorded_player_action[i];
9960 for (i = 0; i < MAX_PLAYERS; i++)
9962 tape_action[i] = stored_player[i].effective_action;
9964 /* (this can only happen in the R'n'D game engine) */
9965 if (tape.recording && tape_action[i] && !tape.player_participates[i])
9966 tape.player_participates[i] = TRUE; /* player just appeared from CE */
9969 /* only record actions from input devices, but not programmed actions */
9971 TapeRecordAction(tape_action);
9973 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
9975 GameActions_EM_Main();
9983 void GameActions_EM_Main()
9985 byte effective_action[MAX_PLAYERS];
9986 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
9989 for (i = 0; i < MAX_PLAYERS; i++)
9990 effective_action[i] = stored_player[i].effective_action;
9992 GameActions_EM(effective_action, warp_mode);
9996 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
9999 void GameActions_RND()
10001 int magic_wall_x = 0, magic_wall_y = 0;
10002 int i, x, y, element, graphic;
10004 InitPlayfieldScanModeVars();
10006 #if USE_ONE_MORE_CHANGE_PER_FRAME
10007 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10009 SCAN_PLAYFIELD(x, y)
10011 ChangeCount[x][y] = 0;
10012 ChangeEvent[x][y] = -1;
10017 if (game.set_centered_player)
10019 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
10021 /* switching to "all players" only possible if all players fit to screen */
10022 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
10024 game.centered_player_nr_next = game.centered_player_nr;
10025 game.set_centered_player = FALSE;
10028 /* do not switch focus to non-existing (or non-active) player */
10029 if (game.centered_player_nr_next >= 0 &&
10030 !stored_player[game.centered_player_nr_next].active)
10032 game.centered_player_nr_next = game.centered_player_nr;
10033 game.set_centered_player = FALSE;
10037 if (game.set_centered_player &&
10038 ScreenMovPos == 0) /* screen currently aligned at tile position */
10042 if (game.centered_player_nr_next == -1)
10044 setScreenCenteredToAllPlayers(&sx, &sy);
10048 sx = stored_player[game.centered_player_nr_next].jx;
10049 sy = stored_player[game.centered_player_nr_next].jy;
10052 game.centered_player_nr = game.centered_player_nr_next;
10053 game.set_centered_player = FALSE;
10055 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
10056 DrawGameDoorValues();
10059 for (i = 0; i < MAX_PLAYERS; i++)
10061 int actual_player_action = stored_player[i].effective_action;
10064 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
10065 - rnd_equinox_tetrachloride 048
10066 - rnd_equinox_tetrachloride_ii 096
10067 - rnd_emanuel_schmieg 002
10068 - doctor_sloan_ww 001, 020
10070 if (stored_player[i].MovPos == 0)
10071 CheckGravityMovement(&stored_player[i]);
10074 /* overwrite programmed action with tape action */
10075 if (stored_player[i].programmed_action)
10076 actual_player_action = stored_player[i].programmed_action;
10078 PlayerActions(&stored_player[i], actual_player_action);
10080 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
10083 ScrollScreen(NULL, SCROLL_GO_ON);
10085 /* for backwards compatibility, the following code emulates a fixed bug that
10086 occured when pushing elements (causing elements that just made their last
10087 pushing step to already (if possible) make their first falling step in the
10088 same game frame, which is bad); this code is also needed to use the famous
10089 "spring push bug" which is used in older levels and might be wanted to be
10090 used also in newer levels, but in this case the buggy pushing code is only
10091 affecting the "spring" element and no other elements */
10093 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
10095 for (i = 0; i < MAX_PLAYERS; i++)
10097 struct PlayerInfo *player = &stored_player[i];
10098 int x = player->jx;
10099 int y = player->jy;
10101 if (player->active && player->is_pushing && player->is_moving &&
10103 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
10104 Feld[x][y] == EL_SPRING))
10106 ContinueMoving(x, y);
10108 /* continue moving after pushing (this is actually a bug) */
10109 if (!IS_MOVING(x, y))
10111 Stop[x][y] = FALSE;
10117 SCAN_PLAYFIELD(x, y)
10119 ChangeCount[x][y] = 0;
10120 ChangeEvent[x][y] = -1;
10122 /* this must be handled before main playfield loop */
10123 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
10126 if (MovDelay[x][y] <= 0)
10130 #if USE_NEW_SNAP_DELAY
10131 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
10134 if (MovDelay[x][y] <= 0)
10137 DrawLevelField(x, y);
10139 TestIfElementTouchesCustomElement(x, y); /* for empty space */
10145 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
10147 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
10148 printf("GameActions(): This should never happen!\n");
10150 ChangePage[x][y] = -1;
10154 Stop[x][y] = FALSE;
10155 if (WasJustMoving[x][y] > 0)
10156 WasJustMoving[x][y]--;
10157 if (WasJustFalling[x][y] > 0)
10158 WasJustFalling[x][y]--;
10159 if (CheckCollision[x][y] > 0)
10160 CheckCollision[x][y]--;
10161 if (CheckImpact[x][y] > 0)
10162 CheckImpact[x][y]--;
10166 /* reset finished pushing action (not done in ContinueMoving() to allow
10167 continuous pushing animation for elements with zero push delay) */
10168 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
10170 ResetGfxAnimation(x, y);
10171 DrawLevelField(x, y);
10175 if (IS_BLOCKED(x, y))
10179 Blocked2Moving(x, y, &oldx, &oldy);
10180 if (!IS_MOVING(oldx, oldy))
10182 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
10183 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
10184 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
10185 printf("GameActions(): This should never happen!\n");
10191 SCAN_PLAYFIELD(x, y)
10193 element = Feld[x][y];
10194 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10196 ResetGfxFrame(x, y, TRUE);
10198 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
10199 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
10200 ResetRandomAnimationValue(x, y);
10202 SetRandomAnimationValue(x, y);
10204 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
10206 if (IS_INACTIVE(element))
10208 if (IS_ANIMATED(graphic))
10209 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10214 /* this may take place after moving, so 'element' may have changed */
10215 if (IS_CHANGING(x, y) &&
10216 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
10218 int page = element_info[element].event_page_nr[CE_DELAY];
10221 HandleElementChange(x, y, page);
10223 if (CAN_CHANGE(element))
10224 HandleElementChange(x, y, page);
10226 if (HAS_ACTION(element))
10227 ExecuteCustomElementAction(x, y, element, page);
10230 element = Feld[x][y];
10231 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10234 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
10238 element = Feld[x][y];
10239 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10241 if (IS_ANIMATED(graphic) &&
10242 !IS_MOVING(x, y) &&
10244 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10246 if (IS_GEM(element) || element == EL_SP_INFOTRON)
10247 DrawTwinkleOnField(x, y);
10249 else if ((element == EL_ACID ||
10250 element == EL_EXIT_OPEN ||
10251 element == EL_EM_EXIT_OPEN ||
10252 element == EL_SP_EXIT_OPEN ||
10253 element == EL_STEEL_EXIT_OPEN ||
10254 element == EL_EM_STEEL_EXIT_OPEN ||
10255 element == EL_SP_TERMINAL ||
10256 element == EL_SP_TERMINAL_ACTIVE ||
10257 element == EL_EXTRA_TIME ||
10258 element == EL_SHIELD_NORMAL ||
10259 element == EL_SHIELD_DEADLY) &&
10260 IS_ANIMATED(graphic))
10261 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10262 else if (IS_MOVING(x, y))
10263 ContinueMoving(x, y);
10264 else if (IS_ACTIVE_BOMB(element))
10265 CheckDynamite(x, y);
10266 else if (element == EL_AMOEBA_GROWING)
10267 AmoebeWaechst(x, y);
10268 else if (element == EL_AMOEBA_SHRINKING)
10269 AmoebaDisappearing(x, y);
10271 #if !USE_NEW_AMOEBA_CODE
10272 else if (IS_AMOEBALIVE(element))
10273 AmoebeAbleger(x, y);
10276 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
10278 else if (element == EL_EXIT_CLOSED)
10280 else if (element == EL_EM_EXIT_CLOSED)
10282 else if (element == EL_STEEL_EXIT_CLOSED)
10283 CheckExitSteel(x, y);
10284 else if (element == EL_EM_STEEL_EXIT_CLOSED)
10285 CheckExitSteelEM(x, y);
10286 else if (element == EL_SP_EXIT_CLOSED)
10288 else if (element == EL_EXPANDABLE_WALL_GROWING ||
10289 element == EL_EXPANDABLE_STEELWALL_GROWING)
10290 MauerWaechst(x, y);
10291 else if (element == EL_EXPANDABLE_WALL ||
10292 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
10293 element == EL_EXPANDABLE_WALL_VERTICAL ||
10294 element == EL_EXPANDABLE_WALL_ANY ||
10295 element == EL_BD_EXPANDABLE_WALL)
10296 MauerAbleger(x, y);
10297 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
10298 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
10299 element == EL_EXPANDABLE_STEELWALL_ANY)
10300 MauerAblegerStahl(x, y);
10301 else if (element == EL_FLAMES)
10302 CheckForDragon(x, y);
10303 else if (element == EL_EXPLOSION)
10304 ; /* drawing of correct explosion animation is handled separately */
10305 else if (element == EL_ELEMENT_SNAPPING ||
10306 element == EL_DIAGONAL_SHRINKING ||
10307 element == EL_DIAGONAL_GROWING)
10309 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
10311 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10313 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
10314 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10316 if (IS_BELT_ACTIVE(element))
10317 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
10319 if (game.magic_wall_active)
10321 int jx = local_player->jx, jy = local_player->jy;
10323 /* play the element sound at the position nearest to the player */
10324 if ((element == EL_MAGIC_WALL_FULL ||
10325 element == EL_MAGIC_WALL_ACTIVE ||
10326 element == EL_MAGIC_WALL_EMPTYING ||
10327 element == EL_BD_MAGIC_WALL_FULL ||
10328 element == EL_BD_MAGIC_WALL_ACTIVE ||
10329 element == EL_BD_MAGIC_WALL_EMPTYING ||
10330 element == EL_DC_MAGIC_WALL_FULL ||
10331 element == EL_DC_MAGIC_WALL_ACTIVE ||
10332 element == EL_DC_MAGIC_WALL_EMPTYING) &&
10333 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
10341 #if USE_NEW_AMOEBA_CODE
10342 /* new experimental amoeba growth stuff */
10343 if (!(FrameCounter % 8))
10345 static unsigned long random = 1684108901;
10347 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
10349 x = RND(lev_fieldx);
10350 y = RND(lev_fieldy);
10351 element = Feld[x][y];
10353 if (!IS_PLAYER(x,y) &&
10354 (element == EL_EMPTY ||
10355 CAN_GROW_INTO(element) ||
10356 element == EL_QUICKSAND_EMPTY ||
10357 element == EL_QUICKSAND_FAST_EMPTY ||
10358 element == EL_ACID_SPLASH_LEFT ||
10359 element == EL_ACID_SPLASH_RIGHT))
10361 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
10362 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
10363 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
10364 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
10365 Feld[x][y] = EL_AMOEBA_DROP;
10368 random = random * 129 + 1;
10374 if (game.explosions_delayed)
10377 game.explosions_delayed = FALSE;
10379 SCAN_PLAYFIELD(x, y)
10381 element = Feld[x][y];
10383 if (ExplodeField[x][y])
10384 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
10385 else if (element == EL_EXPLOSION)
10386 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
10388 ExplodeField[x][y] = EX_TYPE_NONE;
10391 game.explosions_delayed = TRUE;
10394 if (game.magic_wall_active)
10396 if (!(game.magic_wall_time_left % 4))
10398 int element = Feld[magic_wall_x][magic_wall_y];
10400 if (element == EL_BD_MAGIC_WALL_FULL ||
10401 element == EL_BD_MAGIC_WALL_ACTIVE ||
10402 element == EL_BD_MAGIC_WALL_EMPTYING)
10403 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
10404 else if (element == EL_DC_MAGIC_WALL_FULL ||
10405 element == EL_DC_MAGIC_WALL_ACTIVE ||
10406 element == EL_DC_MAGIC_WALL_EMPTYING)
10407 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
10409 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
10412 if (game.magic_wall_time_left > 0)
10414 game.magic_wall_time_left--;
10415 if (!game.magic_wall_time_left)
10417 SCAN_PLAYFIELD(x, y)
10419 element = Feld[x][y];
10421 if (element == EL_MAGIC_WALL_ACTIVE ||
10422 element == EL_MAGIC_WALL_FULL)
10424 Feld[x][y] = EL_MAGIC_WALL_DEAD;
10425 DrawLevelField(x, y);
10427 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
10428 element == EL_BD_MAGIC_WALL_FULL)
10430 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
10431 DrawLevelField(x, y);
10433 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
10434 element == EL_DC_MAGIC_WALL_FULL)
10436 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
10437 DrawLevelField(x, y);
10441 game.magic_wall_active = FALSE;
10446 if (game.light_time_left > 0)
10448 game.light_time_left--;
10450 if (game.light_time_left == 0)
10451 RedrawAllLightSwitchesAndInvisibleElements();
10454 if (game.timegate_time_left > 0)
10456 game.timegate_time_left--;
10458 if (game.timegate_time_left == 0)
10459 CloseAllOpenTimegates();
10462 if (game.lenses_time_left > 0)
10464 game.lenses_time_left--;
10466 if (game.lenses_time_left == 0)
10467 RedrawAllInvisibleElementsForLenses();
10470 if (game.magnify_time_left > 0)
10472 game.magnify_time_left--;
10474 if (game.magnify_time_left == 0)
10475 RedrawAllInvisibleElementsForMagnifier();
10478 for (i = 0; i < MAX_PLAYERS; i++)
10480 struct PlayerInfo *player = &stored_player[i];
10482 if (SHIELD_ON(player))
10484 if (player->shield_deadly_time_left)
10485 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
10486 else if (player->shield_normal_time_left)
10487 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
10494 PlayAllPlayersSound();
10496 if (options.debug) /* calculate frames per second */
10498 static unsigned long fps_counter = 0;
10499 static int fps_frames = 0;
10500 unsigned long fps_delay_ms = Counter() - fps_counter;
10504 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
10506 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
10509 fps_counter = Counter();
10512 redraw_mask |= REDRAW_FPS;
10515 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
10517 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
10519 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
10521 local_player->show_envelope = 0;
10524 /* use random number generator in every frame to make it less predictable */
10525 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
10529 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
10531 int min_x = x, min_y = y, max_x = x, max_y = y;
10534 for (i = 0; i < MAX_PLAYERS; i++)
10536 int jx = stored_player[i].jx, jy = stored_player[i].jy;
10538 if (!stored_player[i].active || &stored_player[i] == player)
10541 min_x = MIN(min_x, jx);
10542 min_y = MIN(min_y, jy);
10543 max_x = MAX(max_x, jx);
10544 max_y = MAX(max_y, jy);
10547 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
10550 static boolean AllPlayersInVisibleScreen()
10554 for (i = 0; i < MAX_PLAYERS; i++)
10556 int jx = stored_player[i].jx, jy = stored_player[i].jy;
10558 if (!stored_player[i].active)
10561 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
10568 void ScrollLevel(int dx, int dy)
10571 static Bitmap *bitmap_db_field2 = NULL;
10572 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
10578 /* only horizontal XOR vertical scroll direction allowed */
10579 if ((dx == 0 && dy == 0) || (dx != 0 && dy != 0))
10583 if (bitmap_db_field2 == NULL)
10584 bitmap_db_field2 = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH);
10586 BlitBitmap(drawto_field, bitmap_db_field2,
10587 FX + TILEX * (dx == -1) - softscroll_offset,
10588 FY + TILEY * (dy == -1) - softscroll_offset,
10589 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
10590 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
10591 FX + TILEX * (dx == 1) - softscroll_offset,
10592 FY + TILEY * (dy == 1) - softscroll_offset);
10593 BlitBitmap(bitmap_db_field2, drawto_field,
10594 FX + TILEX * (dx == 1) - softscroll_offset,
10595 FY + TILEY * (dy == 1) - softscroll_offset,
10596 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
10597 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
10598 FX + TILEX * (dx == 1) - softscroll_offset,
10599 FY + TILEY * (dy == 1) - softscroll_offset);
10604 int xsize = (BX2 - BX1 + 1);
10605 int ysize = (BY2 - BY1 + 1);
10606 int start = (dx != 0 ? (dx == -1 ? BX1 : BX2) : (dy == -1 ? BY1 : BY2));
10607 int end = (dx != 0 ? (dx == -1 ? BX2 : BX1) : (dy == -1 ? BY2 : BY1));
10608 int step = (start < end ? +1 : -1);
10610 for (i = start; i != end; i += step)
10612 BlitBitmap(drawto_field, drawto_field,
10613 FX + TILEX * (dx != 0 ? i + step : 0),
10614 FY + TILEY * (dy != 0 ? i + step : 0),
10615 TILEX * (dx != 0 ? 1 : xsize),
10616 TILEY * (dy != 0 ? 1 : ysize),
10617 FX + TILEX * (dx != 0 ? i : 0),
10618 FY + TILEY * (dy != 0 ? i : 0));
10623 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
10625 BlitBitmap(drawto_field, drawto_field,
10626 FX + TILEX * (dx == -1) - softscroll_offset,
10627 FY + TILEY * (dy == -1) - softscroll_offset,
10628 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
10629 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
10630 FX + TILEX * (dx == 1) - softscroll_offset,
10631 FY + TILEY * (dy == 1) - softscroll_offset);
10637 x = (dx == 1 ? BX1 : BX2);
10638 for (y = BY1; y <= BY2; y++)
10639 DrawScreenField(x, y);
10644 y = (dy == 1 ? BY1 : BY2);
10645 for (x = BX1; x <= BX2; x++)
10646 DrawScreenField(x, y);
10649 redraw_mask |= REDRAW_FIELD;
10652 static boolean canFallDown(struct PlayerInfo *player)
10654 int jx = player->jx, jy = player->jy;
10656 return (IN_LEV_FIELD(jx, jy + 1) &&
10657 (IS_FREE(jx, jy + 1) ||
10658 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
10659 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
10660 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
10663 static boolean canPassField(int x, int y, int move_dir)
10665 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
10666 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
10667 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
10668 int nextx = x + dx;
10669 int nexty = y + dy;
10670 int element = Feld[x][y];
10672 return (IS_PASSABLE_FROM(element, opposite_dir) &&
10673 !CAN_MOVE(element) &&
10674 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
10675 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
10676 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
10679 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
10681 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
10682 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
10683 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
10687 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
10688 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
10689 (IS_DIGGABLE(Feld[newx][newy]) ||
10690 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
10691 canPassField(newx, newy, move_dir)));
10694 static void CheckGravityMovement(struct PlayerInfo *player)
10696 #if USE_PLAYER_GRAVITY
10697 if (player->gravity && !player->programmed_action)
10699 if (game.gravity && !player->programmed_action)
10702 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
10703 int move_dir_vertical = player->effective_action & MV_VERTICAL;
10704 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
10705 int jx = player->jx, jy = player->jy;
10706 boolean player_is_moving_to_valid_field =
10707 (!player_is_snapping &&
10708 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
10709 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
10710 boolean player_can_fall_down = canFallDown(player);
10712 if (player_can_fall_down &&
10713 !player_is_moving_to_valid_field)
10714 player->programmed_action = MV_DOWN;
10718 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
10720 return CheckGravityMovement(player);
10722 #if USE_PLAYER_GRAVITY
10723 if (player->gravity && !player->programmed_action)
10725 if (game.gravity && !player->programmed_action)
10728 int jx = player->jx, jy = player->jy;
10729 boolean field_under_player_is_free =
10730 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
10731 boolean player_is_standing_on_valid_field =
10732 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
10733 (IS_WALKABLE(Feld[jx][jy]) &&
10734 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
10736 if (field_under_player_is_free && !player_is_standing_on_valid_field)
10737 player->programmed_action = MV_DOWN;
10742 MovePlayerOneStep()
10743 -----------------------------------------------------------------------------
10744 dx, dy: direction (non-diagonal) to try to move the player to
10745 real_dx, real_dy: direction as read from input device (can be diagonal)
10748 boolean MovePlayerOneStep(struct PlayerInfo *player,
10749 int dx, int dy, int real_dx, int real_dy)
10751 int jx = player->jx, jy = player->jy;
10752 int new_jx = jx + dx, new_jy = jy + dy;
10753 #if !USE_FIXED_DONT_RUN_INTO
10757 boolean player_can_move = !player->cannot_move;
10759 if (!player->active || (!dx && !dy))
10760 return MP_NO_ACTION;
10762 player->MovDir = (dx < 0 ? MV_LEFT :
10763 dx > 0 ? MV_RIGHT :
10765 dy > 0 ? MV_DOWN : MV_NONE);
10767 if (!IN_LEV_FIELD(new_jx, new_jy))
10768 return MP_NO_ACTION;
10770 if (!player_can_move)
10772 if (player->MovPos == 0)
10774 player->is_moving = FALSE;
10775 player->is_digging = FALSE;
10776 player->is_collecting = FALSE;
10777 player->is_snapping = FALSE;
10778 player->is_pushing = FALSE;
10783 if (!options.network && game.centered_player_nr == -1 &&
10784 !AllPlayersInSight(player, new_jx, new_jy))
10785 return MP_NO_ACTION;
10787 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
10788 return MP_NO_ACTION;
10791 #if !USE_FIXED_DONT_RUN_INTO
10792 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
10794 /* (moved to DigField()) */
10795 if (player_can_move && DONT_RUN_INTO(element))
10797 if (element == EL_ACID && dx == 0 && dy == 1)
10799 SplashAcid(new_jx, new_jy);
10800 Feld[jx][jy] = EL_PLAYER_1;
10801 InitMovingField(jx, jy, MV_DOWN);
10802 Store[jx][jy] = EL_ACID;
10803 ContinueMoving(jx, jy);
10804 BuryPlayer(player);
10807 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
10813 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
10814 if (can_move != MP_MOVING)
10817 /* check if DigField() has caused relocation of the player */
10818 if (player->jx != jx || player->jy != jy)
10819 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
10821 StorePlayer[jx][jy] = 0;
10822 player->last_jx = jx;
10823 player->last_jy = jy;
10824 player->jx = new_jx;
10825 player->jy = new_jy;
10826 StorePlayer[new_jx][new_jy] = player->element_nr;
10828 if (player->move_delay_value_next != -1)
10830 player->move_delay_value = player->move_delay_value_next;
10831 player->move_delay_value_next = -1;
10835 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
10837 player->step_counter++;
10839 PlayerVisit[jx][jy] = FrameCounter;
10841 #if USE_UFAST_PLAYER_EXIT_BUGFIX
10842 player->is_moving = TRUE;
10846 /* should better be called in MovePlayer(), but this breaks some tapes */
10847 ScrollPlayer(player, SCROLL_INIT);
10853 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
10855 int jx = player->jx, jy = player->jy;
10856 int old_jx = jx, old_jy = jy;
10857 int moved = MP_NO_ACTION;
10859 if (!player->active)
10864 if (player->MovPos == 0)
10866 player->is_moving = FALSE;
10867 player->is_digging = FALSE;
10868 player->is_collecting = FALSE;
10869 player->is_snapping = FALSE;
10870 player->is_pushing = FALSE;
10876 if (player->move_delay > 0)
10879 player->move_delay = -1; /* set to "uninitialized" value */
10881 /* store if player is automatically moved to next field */
10882 player->is_auto_moving = (player->programmed_action != MV_NONE);
10884 /* remove the last programmed player action */
10885 player->programmed_action = 0;
10887 if (player->MovPos)
10889 /* should only happen if pre-1.2 tape recordings are played */
10890 /* this is only for backward compatibility */
10892 int original_move_delay_value = player->move_delay_value;
10895 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
10899 /* scroll remaining steps with finest movement resolution */
10900 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
10902 while (player->MovPos)
10904 ScrollPlayer(player, SCROLL_GO_ON);
10905 ScrollScreen(NULL, SCROLL_GO_ON);
10907 AdvanceFrameAndPlayerCounters(player->index_nr);
10913 player->move_delay_value = original_move_delay_value;
10916 player->is_active = FALSE;
10918 if (player->last_move_dir & MV_HORIZONTAL)
10920 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
10921 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
10925 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
10926 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
10929 #if USE_FIXED_BORDER_RUNNING_GFX
10930 if (!moved && !player->is_active)
10932 player->is_moving = FALSE;
10933 player->is_digging = FALSE;
10934 player->is_collecting = FALSE;
10935 player->is_snapping = FALSE;
10936 player->is_pushing = FALSE;
10944 if (moved & MP_MOVING && !ScreenMovPos &&
10945 (player->index_nr == game.centered_player_nr ||
10946 game.centered_player_nr == -1))
10948 if (moved & MP_MOVING && !ScreenMovPos &&
10949 (player == local_player || !options.network))
10952 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
10953 int offset = (setup.scroll_delay ? 3 : 0);
10955 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
10957 /* actual player has left the screen -- scroll in that direction */
10958 if (jx != old_jx) /* player has moved horizontally */
10959 scroll_x += (jx - old_jx);
10960 else /* player has moved vertically */
10961 scroll_y += (jy - old_jy);
10965 if (jx != old_jx) /* player has moved horizontally */
10967 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
10968 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
10969 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
10971 /* don't scroll over playfield boundaries */
10972 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
10973 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
10975 /* don't scroll more than one field at a time */
10976 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
10978 /* don't scroll against the player's moving direction */
10979 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
10980 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
10981 scroll_x = old_scroll_x;
10983 else /* player has moved vertically */
10985 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
10986 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
10987 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
10989 /* don't scroll over playfield boundaries */
10990 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
10991 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
10993 /* don't scroll more than one field at a time */
10994 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
10996 /* don't scroll against the player's moving direction */
10997 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
10998 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
10999 scroll_y = old_scroll_y;
11003 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
11006 if (!options.network && game.centered_player_nr == -1 &&
11007 !AllPlayersInVisibleScreen())
11009 scroll_x = old_scroll_x;
11010 scroll_y = old_scroll_y;
11014 if (!options.network && !AllPlayersInVisibleScreen())
11016 scroll_x = old_scroll_x;
11017 scroll_y = old_scroll_y;
11022 ScrollScreen(player, SCROLL_INIT);
11023 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
11028 player->StepFrame = 0;
11030 if (moved & MP_MOVING)
11032 if (old_jx != jx && old_jy == jy)
11033 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
11034 else if (old_jx == jx && old_jy != jy)
11035 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
11037 DrawLevelField(jx, jy); /* for "crumbled sand" */
11039 player->last_move_dir = player->MovDir;
11040 player->is_moving = TRUE;
11041 player->is_snapping = FALSE;
11042 player->is_switching = FALSE;
11043 player->is_dropping = FALSE;
11044 player->is_dropping_pressed = FALSE;
11045 player->drop_pressed_delay = 0;
11048 /* should better be called here than above, but this breaks some tapes */
11049 ScrollPlayer(player, SCROLL_INIT);
11054 CheckGravityMovementWhenNotMoving(player);
11056 player->is_moving = FALSE;
11058 /* at this point, the player is allowed to move, but cannot move right now
11059 (e.g. because of something blocking the way) -- ensure that the player
11060 is also allowed to move in the next frame (in old versions before 3.1.1,
11061 the player was forced to wait again for eight frames before next try) */
11063 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11064 player->move_delay = 0; /* allow direct movement in the next frame */
11067 if (player->move_delay == -1) /* not yet initialized by DigField() */
11068 player->move_delay = player->move_delay_value;
11070 if (game.engine_version < VERSION_IDENT(3,0,7,0))
11072 TestIfPlayerTouchesBadThing(jx, jy);
11073 TestIfPlayerTouchesCustomElement(jx, jy);
11076 if (!player->active)
11077 RemovePlayer(player);
11082 void ScrollPlayer(struct PlayerInfo *player, int mode)
11084 int jx = player->jx, jy = player->jy;
11085 int last_jx = player->last_jx, last_jy = player->last_jy;
11086 int move_stepsize = TILEX / player->move_delay_value;
11088 #if USE_NEW_PLAYER_SPEED
11089 if (!player->active)
11092 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
11095 if (!player->active || player->MovPos == 0)
11099 if (mode == SCROLL_INIT)
11101 player->actual_frame_counter = FrameCounter;
11102 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
11104 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
11105 Feld[last_jx][last_jy] == EL_EMPTY)
11107 int last_field_block_delay = 0; /* start with no blocking at all */
11108 int block_delay_adjustment = player->block_delay_adjustment;
11110 /* if player blocks last field, add delay for exactly one move */
11111 if (player->block_last_field)
11113 last_field_block_delay += player->move_delay_value;
11115 /* when blocking enabled, prevent moving up despite gravity */
11116 #if USE_PLAYER_GRAVITY
11117 if (player->gravity && player->MovDir == MV_UP)
11118 block_delay_adjustment = -1;
11120 if (game.gravity && player->MovDir == MV_UP)
11121 block_delay_adjustment = -1;
11125 /* add block delay adjustment (also possible when not blocking) */
11126 last_field_block_delay += block_delay_adjustment;
11128 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
11129 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
11132 #if USE_NEW_PLAYER_SPEED
11133 if (player->MovPos != 0) /* player has not yet reached destination */
11139 else if (!FrameReached(&player->actual_frame_counter, 1))
11142 #if USE_NEW_PLAYER_SPEED
11143 if (player->MovPos != 0)
11145 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
11146 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
11148 /* before DrawPlayer() to draw correct player graphic for this case */
11149 if (player->MovPos == 0)
11150 CheckGravityMovement(player);
11153 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
11154 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
11156 /* before DrawPlayer() to draw correct player graphic for this case */
11157 if (player->MovPos == 0)
11158 CheckGravityMovement(player);
11161 if (player->MovPos == 0) /* player reached destination field */
11163 if (player->move_delay_reset_counter > 0)
11165 player->move_delay_reset_counter--;
11167 if (player->move_delay_reset_counter == 0)
11169 /* continue with normal speed after quickly moving through gate */
11170 HALVE_PLAYER_SPEED(player);
11172 /* be able to make the next move without delay */
11173 player->move_delay = 0;
11177 player->last_jx = jx;
11178 player->last_jy = jy;
11180 if (Feld[jx][jy] == EL_EXIT_OPEN ||
11181 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
11182 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
11183 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
11184 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
11185 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
11187 DrawPlayer(player); /* needed here only to cleanup last field */
11188 RemovePlayer(player);
11190 if (local_player->friends_still_needed == 0 ||
11191 IS_SP_ELEMENT(Feld[jx][jy]))
11192 PlayerWins(player);
11195 /* this breaks one level: "machine", level 000 */
11197 int move_direction = player->MovDir;
11198 int enter_side = MV_DIR_OPPOSITE(move_direction);
11199 int leave_side = move_direction;
11200 int old_jx = last_jx;
11201 int old_jy = last_jy;
11202 int old_element = Feld[old_jx][old_jy];
11203 int new_element = Feld[jx][jy];
11205 if (IS_CUSTOM_ELEMENT(old_element))
11206 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
11208 player->index_bit, leave_side);
11210 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
11211 CE_PLAYER_LEAVES_X,
11212 player->index_bit, leave_side);
11214 if (IS_CUSTOM_ELEMENT(new_element))
11215 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
11216 player->index_bit, enter_side);
11218 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
11219 CE_PLAYER_ENTERS_X,
11220 player->index_bit, enter_side);
11222 CheckTriggeredElementChangeBySide(jx, jy, player->element_nr,
11223 CE_MOVE_OF_X, move_direction);
11226 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
11228 TestIfPlayerTouchesBadThing(jx, jy);
11229 TestIfPlayerTouchesCustomElement(jx, jy);
11231 /* needed because pushed element has not yet reached its destination,
11232 so it would trigger a change event at its previous field location */
11233 if (!player->is_pushing)
11234 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
11236 if (!player->active)
11237 RemovePlayer(player);
11240 if (!local_player->LevelSolved && level.use_step_counter)
11250 if (TimeLeft <= 10 && setup.time_limit)
11251 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11253 DrawGameValue_Time(TimeLeft);
11255 if (!TimeLeft && setup.time_limit)
11256 for (i = 0; i < MAX_PLAYERS; i++)
11257 KillPlayer(&stored_player[i]);
11259 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
11260 DrawGameValue_Time(TimePlayed);
11263 if (tape.single_step && tape.recording && !tape.pausing &&
11264 !player->programmed_action)
11265 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11269 void ScrollScreen(struct PlayerInfo *player, int mode)
11271 static unsigned long screen_frame_counter = 0;
11273 if (mode == SCROLL_INIT)
11275 /* set scrolling step size according to actual player's moving speed */
11276 ScrollStepSize = TILEX / player->move_delay_value;
11278 screen_frame_counter = FrameCounter;
11279 ScreenMovDir = player->MovDir;
11280 ScreenMovPos = player->MovPos;
11281 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
11284 else if (!FrameReached(&screen_frame_counter, 1))
11289 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
11290 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
11291 redraw_mask |= REDRAW_FIELD;
11294 ScreenMovDir = MV_NONE;
11297 void TestIfPlayerTouchesCustomElement(int x, int y)
11299 static int xy[4][2] =
11306 static int trigger_sides[4][2] =
11308 /* center side border side */
11309 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
11310 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
11311 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
11312 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
11314 static int touch_dir[4] =
11316 MV_LEFT | MV_RIGHT,
11321 int center_element = Feld[x][y]; /* should always be non-moving! */
11324 for (i = 0; i < NUM_DIRECTIONS; i++)
11326 int xx = x + xy[i][0];
11327 int yy = y + xy[i][1];
11328 int center_side = trigger_sides[i][0];
11329 int border_side = trigger_sides[i][1];
11330 int border_element;
11332 if (!IN_LEV_FIELD(xx, yy))
11335 if (IS_PLAYER(x, y))
11337 struct PlayerInfo *player = PLAYERINFO(x, y);
11339 if (game.engine_version < VERSION_IDENT(3,0,7,0))
11340 border_element = Feld[xx][yy]; /* may be moving! */
11341 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
11342 border_element = Feld[xx][yy];
11343 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
11344 border_element = MovingOrBlocked2Element(xx, yy);
11346 continue; /* center and border element do not touch */
11348 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
11349 player->index_bit, border_side);
11350 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
11351 CE_PLAYER_TOUCHES_X,
11352 player->index_bit, border_side);
11354 else if (IS_PLAYER(xx, yy))
11356 struct PlayerInfo *player = PLAYERINFO(xx, yy);
11358 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
11360 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
11361 continue; /* center and border element do not touch */
11364 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
11365 player->index_bit, center_side);
11366 CheckTriggeredElementChangeByPlayer(x, y, center_element,
11367 CE_PLAYER_TOUCHES_X,
11368 player->index_bit, center_side);
11374 #if USE_ELEMENT_TOUCHING_BUGFIX
11376 void TestIfElementTouchesCustomElement(int x, int y)
11378 static int xy[4][2] =
11385 static int trigger_sides[4][2] =
11387 /* center side border side */
11388 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
11389 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
11390 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
11391 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
11393 static int touch_dir[4] =
11395 MV_LEFT | MV_RIGHT,
11400 boolean change_center_element = FALSE;
11401 int center_element = Feld[x][y]; /* should always be non-moving! */
11402 int border_element_old[NUM_DIRECTIONS];
11405 for (i = 0; i < NUM_DIRECTIONS; i++)
11407 int xx = x + xy[i][0];
11408 int yy = y + xy[i][1];
11409 int border_element;
11411 border_element_old[i] = -1;
11413 if (!IN_LEV_FIELD(xx, yy))
11416 if (game.engine_version < VERSION_IDENT(3,0,7,0))
11417 border_element = Feld[xx][yy]; /* may be moving! */
11418 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
11419 border_element = Feld[xx][yy];
11420 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
11421 border_element = MovingOrBlocked2Element(xx, yy);
11423 continue; /* center and border element do not touch */
11425 border_element_old[i] = border_element;
11428 for (i = 0; i < NUM_DIRECTIONS; i++)
11430 int xx = x + xy[i][0];
11431 int yy = y + xy[i][1];
11432 int center_side = trigger_sides[i][0];
11433 int border_element = border_element_old[i];
11435 if (border_element == -1)
11438 /* check for change of border element */
11439 CheckElementChangeBySide(xx, yy, border_element, center_element,
11440 CE_TOUCHING_X, center_side);
11443 for (i = 0; i < NUM_DIRECTIONS; i++)
11445 int border_side = trigger_sides[i][1];
11446 int border_element = border_element_old[i];
11448 if (border_element == -1)
11451 /* check for change of center element (but change it only once) */
11452 if (!change_center_element)
11453 change_center_element =
11454 CheckElementChangeBySide(x, y, center_element, border_element,
11455 CE_TOUCHING_X, border_side);
11461 void TestIfElementTouchesCustomElement_OLD(int x, int y)
11463 static int xy[4][2] =
11470 static int trigger_sides[4][2] =
11472 /* center side border side */
11473 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
11474 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
11475 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
11476 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
11478 static int touch_dir[4] =
11480 MV_LEFT | MV_RIGHT,
11485 boolean change_center_element = FALSE;
11486 int center_element = Feld[x][y]; /* should always be non-moving! */
11489 for (i = 0; i < NUM_DIRECTIONS; i++)
11491 int xx = x + xy[i][0];
11492 int yy = y + xy[i][1];
11493 int center_side = trigger_sides[i][0];
11494 int border_side = trigger_sides[i][1];
11495 int border_element;
11497 if (!IN_LEV_FIELD(xx, yy))
11500 if (game.engine_version < VERSION_IDENT(3,0,7,0))
11501 border_element = Feld[xx][yy]; /* may be moving! */
11502 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
11503 border_element = Feld[xx][yy];
11504 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
11505 border_element = MovingOrBlocked2Element(xx, yy);
11507 continue; /* center and border element do not touch */
11509 /* check for change of center element (but change it only once) */
11510 if (!change_center_element)
11511 change_center_element =
11512 CheckElementChangeBySide(x, y, center_element, border_element,
11513 CE_TOUCHING_X, border_side);
11515 /* check for change of border element */
11516 CheckElementChangeBySide(xx, yy, border_element, center_element,
11517 CE_TOUCHING_X, center_side);
11523 void TestIfElementHitsCustomElement(int x, int y, int direction)
11525 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
11526 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
11527 int hitx = x + dx, hity = y + dy;
11528 int hitting_element = Feld[x][y];
11529 int touched_element;
11531 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
11534 touched_element = (IN_LEV_FIELD(hitx, hity) ?
11535 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
11537 if (IN_LEV_FIELD(hitx, hity))
11539 int opposite_direction = MV_DIR_OPPOSITE(direction);
11540 int hitting_side = direction;
11541 int touched_side = opposite_direction;
11542 boolean object_hit = (!IS_MOVING(hitx, hity) ||
11543 MovDir[hitx][hity] != direction ||
11544 ABS(MovPos[hitx][hity]) <= TILEY / 2);
11550 CheckElementChangeBySide(x, y, hitting_element, touched_element,
11551 CE_HITTING_X, touched_side);
11553 CheckElementChangeBySide(hitx, hity, touched_element,
11554 hitting_element, CE_HIT_BY_X, hitting_side);
11556 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
11557 CE_HIT_BY_SOMETHING, opposite_direction);
11561 /* "hitting something" is also true when hitting the playfield border */
11562 CheckElementChangeBySide(x, y, hitting_element, touched_element,
11563 CE_HITTING_SOMETHING, direction);
11567 void TestIfElementSmashesCustomElement(int x, int y, int direction)
11569 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
11570 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
11571 int hitx = x + dx, hity = y + dy;
11572 int hitting_element = Feld[x][y];
11573 int touched_element;
11575 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
11576 !IS_FREE(hitx, hity) &&
11577 (!IS_MOVING(hitx, hity) ||
11578 MovDir[hitx][hity] != direction ||
11579 ABS(MovPos[hitx][hity]) <= TILEY / 2));
11582 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
11586 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
11590 touched_element = (IN_LEV_FIELD(hitx, hity) ?
11591 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
11593 CheckElementChangeBySide(x, y, hitting_element, touched_element,
11594 EP_CAN_SMASH_EVERYTHING, direction);
11596 if (IN_LEV_FIELD(hitx, hity))
11598 int opposite_direction = MV_DIR_OPPOSITE(direction);
11599 int hitting_side = direction;
11600 int touched_side = opposite_direction;
11602 int touched_element = MovingOrBlocked2Element(hitx, hity);
11605 boolean object_hit = (!IS_MOVING(hitx, hity) ||
11606 MovDir[hitx][hity] != direction ||
11607 ABS(MovPos[hitx][hity]) <= TILEY / 2);
11616 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
11617 CE_SMASHED_BY_SOMETHING, opposite_direction);
11619 CheckElementChangeBySide(x, y, hitting_element, touched_element,
11620 CE_OTHER_IS_SMASHING, touched_side);
11622 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
11623 CE_OTHER_GETS_SMASHED, hitting_side);
11629 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
11631 int i, kill_x = -1, kill_y = -1;
11633 int bad_element = -1;
11634 static int test_xy[4][2] =
11641 static int test_dir[4] =
11649 for (i = 0; i < NUM_DIRECTIONS; i++)
11651 int test_x, test_y, test_move_dir, test_element;
11653 test_x = good_x + test_xy[i][0];
11654 test_y = good_y + test_xy[i][1];
11656 if (!IN_LEV_FIELD(test_x, test_y))
11660 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
11662 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
11664 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
11665 2nd case: DONT_TOUCH style bad thing does not move away from good thing
11667 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
11668 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
11672 bad_element = test_element;
11678 if (kill_x != -1 || kill_y != -1)
11680 if (IS_PLAYER(good_x, good_y))
11682 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
11684 if (player->shield_deadly_time_left > 0 &&
11685 !IS_INDESTRUCTIBLE(bad_element))
11686 Bang(kill_x, kill_y);
11687 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
11688 KillPlayer(player);
11691 Bang(good_x, good_y);
11695 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
11697 int i, kill_x = -1, kill_y = -1;
11698 int bad_element = Feld[bad_x][bad_y];
11699 static int test_xy[4][2] =
11706 static int touch_dir[4] =
11708 MV_LEFT | MV_RIGHT,
11713 static int test_dir[4] =
11721 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
11724 for (i = 0; i < NUM_DIRECTIONS; i++)
11726 int test_x, test_y, test_move_dir, test_element;
11728 test_x = bad_x + test_xy[i][0];
11729 test_y = bad_y + test_xy[i][1];
11730 if (!IN_LEV_FIELD(test_x, test_y))
11734 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
11736 test_element = Feld[test_x][test_y];
11738 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
11739 2nd case: DONT_TOUCH style bad thing does not move away from good thing
11741 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
11742 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
11744 /* good thing is player or penguin that does not move away */
11745 if (IS_PLAYER(test_x, test_y))
11747 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
11749 if (bad_element == EL_ROBOT && player->is_moving)
11750 continue; /* robot does not kill player if he is moving */
11752 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
11754 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
11755 continue; /* center and border element do not touch */
11762 else if (test_element == EL_PENGUIN)
11771 if (kill_x != -1 || kill_y != -1)
11773 if (IS_PLAYER(kill_x, kill_y))
11775 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
11777 if (player->shield_deadly_time_left > 0 &&
11778 !IS_INDESTRUCTIBLE(bad_element))
11779 Bang(bad_x, bad_y);
11780 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
11781 KillPlayer(player);
11784 Bang(kill_x, kill_y);
11788 void TestIfPlayerTouchesBadThing(int x, int y)
11790 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
11793 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
11795 TestIfGoodThingHitsBadThing(x, y, move_dir);
11798 void TestIfBadThingTouchesPlayer(int x, int y)
11800 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
11803 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
11805 TestIfBadThingHitsGoodThing(x, y, move_dir);
11808 void TestIfFriendTouchesBadThing(int x, int y)
11810 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
11813 void TestIfBadThingTouchesFriend(int x, int y)
11815 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
11818 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
11820 int i, kill_x = bad_x, kill_y = bad_y;
11821 static int xy[4][2] =
11829 for (i = 0; i < NUM_DIRECTIONS; i++)
11833 x = bad_x + xy[i][0];
11834 y = bad_y + xy[i][1];
11835 if (!IN_LEV_FIELD(x, y))
11838 element = Feld[x][y];
11839 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
11840 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
11848 if (kill_x != bad_x || kill_y != bad_y)
11849 Bang(bad_x, bad_y);
11852 void KillPlayer(struct PlayerInfo *player)
11854 int jx = player->jx, jy = player->jy;
11856 if (!player->active)
11859 /* the following code was introduced to prevent an infinite loop when calling
11861 -> CheckTriggeredElementChangeExt()
11862 -> ExecuteCustomElementAction()
11864 -> (infinitely repeating the above sequence of function calls)
11865 which occurs when killing the player while having a CE with the setting
11866 "kill player X when explosion of <player X>"; the solution using a new
11867 field "player->killed" was chosen for backwards compatibility, although
11868 clever use of the fields "player->active" etc. would probably also work */
11870 if (player->killed)
11874 player->killed = TRUE;
11876 /* remove accessible field at the player's position */
11877 Feld[jx][jy] = EL_EMPTY;
11879 /* deactivate shield (else Bang()/Explode() would not work right) */
11880 player->shield_normal_time_left = 0;
11881 player->shield_deadly_time_left = 0;
11884 BuryPlayer(player);
11887 static void KillPlayerUnlessEnemyProtected(int x, int y)
11889 if (!PLAYER_ENEMY_PROTECTED(x, y))
11890 KillPlayer(PLAYERINFO(x, y));
11893 static void KillPlayerUnlessExplosionProtected(int x, int y)
11895 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
11896 KillPlayer(PLAYERINFO(x, y));
11899 void BuryPlayer(struct PlayerInfo *player)
11901 int jx = player->jx, jy = player->jy;
11903 if (!player->active)
11906 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
11907 PlayLevelSound(jx, jy, SND_GAME_LOSING);
11909 player->GameOver = TRUE;
11910 RemovePlayer(player);
11913 void RemovePlayer(struct PlayerInfo *player)
11915 int jx = player->jx, jy = player->jy;
11916 int i, found = FALSE;
11918 player->present = FALSE;
11919 player->active = FALSE;
11921 if (!ExplodeField[jx][jy])
11922 StorePlayer[jx][jy] = 0;
11924 if (player->is_moving)
11925 DrawLevelField(player->last_jx, player->last_jy);
11927 for (i = 0; i < MAX_PLAYERS; i++)
11928 if (stored_player[i].active)
11932 AllPlayersGone = TRUE;
11938 #if USE_NEW_SNAP_DELAY
11939 static void setFieldForSnapping(int x, int y, int element, int direction)
11941 struct ElementInfo *ei = &element_info[element];
11942 int direction_bit = MV_DIR_TO_BIT(direction);
11943 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
11944 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
11945 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
11947 Feld[x][y] = EL_ELEMENT_SNAPPING;
11948 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
11950 ResetGfxAnimation(x, y);
11952 GfxElement[x][y] = element;
11953 GfxAction[x][y] = action;
11954 GfxDir[x][y] = direction;
11955 GfxFrame[x][y] = -1;
11960 =============================================================================
11961 checkDiagonalPushing()
11962 -----------------------------------------------------------------------------
11963 check if diagonal input device direction results in pushing of object
11964 (by checking if the alternative direction is walkable, diggable, ...)
11965 =============================================================================
11968 static boolean checkDiagonalPushing(struct PlayerInfo *player,
11969 int x, int y, int real_dx, int real_dy)
11971 int jx, jy, dx, dy, xx, yy;
11973 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
11976 /* diagonal direction: check alternative direction */
11981 xx = jx + (dx == 0 ? real_dx : 0);
11982 yy = jy + (dy == 0 ? real_dy : 0);
11984 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
11988 =============================================================================
11990 -----------------------------------------------------------------------------
11991 x, y: field next to player (non-diagonal) to try to dig to
11992 real_dx, real_dy: direction as read from input device (can be diagonal)
11993 =============================================================================
11996 int DigField(struct PlayerInfo *player,
11997 int oldx, int oldy, int x, int y,
11998 int real_dx, int real_dy, int mode)
12000 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
12001 boolean player_was_pushing = player->is_pushing;
12002 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
12003 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
12004 int jx = oldx, jy = oldy;
12005 int dx = x - jx, dy = y - jy;
12006 int nextx = x + dx, nexty = y + dy;
12007 int move_direction = (dx == -1 ? MV_LEFT :
12008 dx == +1 ? MV_RIGHT :
12010 dy == +1 ? MV_DOWN : MV_NONE);
12011 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
12012 int dig_side = MV_DIR_OPPOSITE(move_direction);
12013 int old_element = Feld[jx][jy];
12014 #if USE_FIXED_DONT_RUN_INTO
12015 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
12021 if (is_player) /* function can also be called by EL_PENGUIN */
12023 if (player->MovPos == 0)
12025 player->is_digging = FALSE;
12026 player->is_collecting = FALSE;
12029 if (player->MovPos == 0) /* last pushing move finished */
12030 player->is_pushing = FALSE;
12032 if (mode == DF_NO_PUSH) /* player just stopped pushing */
12034 player->is_switching = FALSE;
12035 player->push_delay = -1;
12037 return MP_NO_ACTION;
12041 #if !USE_FIXED_DONT_RUN_INTO
12042 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
12043 return MP_NO_ACTION;
12046 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
12047 old_element = Back[jx][jy];
12049 /* in case of element dropped at player position, check background */
12050 else if (Back[jx][jy] != EL_EMPTY &&
12051 game.engine_version >= VERSION_IDENT(2,2,0,0))
12052 old_element = Back[jx][jy];
12054 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
12055 return MP_NO_ACTION; /* field has no opening in this direction */
12057 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
12058 return MP_NO_ACTION; /* field has no opening in this direction */
12060 #if USE_FIXED_DONT_RUN_INTO
12061 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
12065 Feld[jx][jy] = player->artwork_element;
12066 InitMovingField(jx, jy, MV_DOWN);
12067 Store[jx][jy] = EL_ACID;
12068 ContinueMoving(jx, jy);
12069 BuryPlayer(player);
12071 return MP_DONT_RUN_INTO;
12075 #if USE_FIXED_DONT_RUN_INTO
12076 if (player_can_move && DONT_RUN_INTO(element))
12078 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
12080 return MP_DONT_RUN_INTO;
12084 #if USE_FIXED_DONT_RUN_INTO
12085 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
12086 return MP_NO_ACTION;
12089 #if !USE_FIXED_DONT_RUN_INTO
12090 element = Feld[x][y];
12093 collect_count = element_info[element].collect_count_initial;
12095 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
12096 return MP_NO_ACTION;
12098 if (game.engine_version < VERSION_IDENT(2,2,0,0))
12099 player_can_move = player_can_move_or_snap;
12101 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
12102 game.engine_version >= VERSION_IDENT(2,2,0,0))
12104 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
12105 player->index_bit, dig_side);
12106 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
12107 player->index_bit, dig_side);
12109 if (element == EL_DC_LANDMINE)
12112 if (Feld[x][y] != element) /* field changed by snapping */
12115 return MP_NO_ACTION;
12118 #if USE_PLAYER_GRAVITY
12119 if (player->gravity && is_player && !player->is_auto_moving &&
12120 canFallDown(player) && move_direction != MV_DOWN &&
12121 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
12122 return MP_NO_ACTION; /* player cannot walk here due to gravity */
12124 if (game.gravity && is_player && !player->is_auto_moving &&
12125 canFallDown(player) && move_direction != MV_DOWN &&
12126 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
12127 return MP_NO_ACTION; /* player cannot walk here due to gravity */
12130 if (player_can_move &&
12131 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
12133 int sound_element = SND_ELEMENT(element);
12134 int sound_action = ACTION_WALKING;
12136 if (IS_RND_GATE(element))
12138 if (!player->key[RND_GATE_NR(element)])
12139 return MP_NO_ACTION;
12141 else if (IS_RND_GATE_GRAY(element))
12143 if (!player->key[RND_GATE_GRAY_NR(element)])
12144 return MP_NO_ACTION;
12146 else if (IS_RND_GATE_GRAY_ACTIVE(element))
12148 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
12149 return MP_NO_ACTION;
12151 else if (element == EL_EXIT_OPEN ||
12152 element == EL_EM_EXIT_OPEN ||
12153 element == EL_STEEL_EXIT_OPEN ||
12154 element == EL_EM_STEEL_EXIT_OPEN ||
12155 element == EL_SP_EXIT_OPEN ||
12156 element == EL_SP_EXIT_OPENING)
12158 sound_action = ACTION_PASSING; /* player is passing exit */
12160 else if (element == EL_EMPTY)
12162 sound_action = ACTION_MOVING; /* nothing to walk on */
12165 /* play sound from background or player, whatever is available */
12166 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
12167 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
12169 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
12171 else if (player_can_move &&
12172 IS_PASSABLE(element) && canPassField(x, y, move_direction))
12174 if (!ACCESS_FROM(element, opposite_direction))
12175 return MP_NO_ACTION; /* field not accessible from this direction */
12177 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
12178 return MP_NO_ACTION;
12180 if (IS_EM_GATE(element))
12182 if (!player->key[EM_GATE_NR(element)])
12183 return MP_NO_ACTION;
12185 else if (IS_EM_GATE_GRAY(element))
12187 if (!player->key[EM_GATE_GRAY_NR(element)])
12188 return MP_NO_ACTION;
12190 else if (IS_EM_GATE_GRAY_ACTIVE(element))
12192 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
12193 return MP_NO_ACTION;
12195 else if (IS_EMC_GATE(element))
12197 if (!player->key[EMC_GATE_NR(element)])
12198 return MP_NO_ACTION;
12200 else if (IS_EMC_GATE_GRAY(element))
12202 if (!player->key[EMC_GATE_GRAY_NR(element)])
12203 return MP_NO_ACTION;
12205 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
12207 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
12208 return MP_NO_ACTION;
12210 else if (element == EL_DC_GATE_WHITE ||
12211 element == EL_DC_GATE_WHITE_GRAY ||
12212 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
12214 if (player->num_white_keys == 0)
12215 return MP_NO_ACTION;
12217 player->num_white_keys--;
12219 else if (IS_SP_PORT(element))
12221 if (element == EL_SP_GRAVITY_PORT_LEFT ||
12222 element == EL_SP_GRAVITY_PORT_RIGHT ||
12223 element == EL_SP_GRAVITY_PORT_UP ||
12224 element == EL_SP_GRAVITY_PORT_DOWN)
12225 #if USE_PLAYER_GRAVITY
12226 player->gravity = !player->gravity;
12228 game.gravity = !game.gravity;
12230 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
12231 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
12232 element == EL_SP_GRAVITY_ON_PORT_UP ||
12233 element == EL_SP_GRAVITY_ON_PORT_DOWN)
12234 #if USE_PLAYER_GRAVITY
12235 player->gravity = TRUE;
12237 game.gravity = TRUE;
12239 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
12240 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
12241 element == EL_SP_GRAVITY_OFF_PORT_UP ||
12242 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
12243 #if USE_PLAYER_GRAVITY
12244 player->gravity = FALSE;
12246 game.gravity = FALSE;
12250 /* automatically move to the next field with double speed */
12251 player->programmed_action = move_direction;
12253 if (player->move_delay_reset_counter == 0)
12255 player->move_delay_reset_counter = 2; /* two double speed steps */
12257 DOUBLE_PLAYER_SPEED(player);
12260 PlayLevelSoundAction(x, y, ACTION_PASSING);
12262 else if (player_can_move_or_snap && IS_DIGGABLE(element))
12266 if (mode != DF_SNAP)
12268 GfxElement[x][y] = GFX_ELEMENT(element);
12269 player->is_digging = TRUE;
12272 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
12274 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
12275 player->index_bit, dig_side);
12277 if (mode == DF_SNAP)
12279 #if USE_NEW_SNAP_DELAY
12280 if (level.block_snap_field)
12281 setFieldForSnapping(x, y, element, move_direction);
12283 TestIfElementTouchesCustomElement(x, y); /* for empty space */
12285 TestIfElementTouchesCustomElement(x, y); /* for empty space */
12288 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
12289 player->index_bit, dig_side);
12292 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
12296 if (is_player && mode != DF_SNAP)
12298 GfxElement[x][y] = element;
12299 player->is_collecting = TRUE;
12302 if (element == EL_SPEED_PILL)
12304 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
12306 else if (element == EL_EXTRA_TIME && level.time > 0)
12308 TimeLeft += level.extra_time;
12309 DrawGameValue_Time(TimeLeft);
12311 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
12313 player->shield_normal_time_left += level.shield_normal_time;
12314 if (element == EL_SHIELD_DEADLY)
12315 player->shield_deadly_time_left += level.shield_deadly_time;
12317 else if (element == EL_DYNAMITE ||
12318 element == EL_EM_DYNAMITE ||
12319 element == EL_SP_DISK_RED)
12321 if (player->inventory_size < MAX_INVENTORY_SIZE)
12322 player->inventory_element[player->inventory_size++] = element;
12324 DrawGameDoorValues();
12326 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
12328 player->dynabomb_count++;
12329 player->dynabombs_left++;
12331 else if (element == EL_DYNABOMB_INCREASE_SIZE)
12333 player->dynabomb_size++;
12335 else if (element == EL_DYNABOMB_INCREASE_POWER)
12337 player->dynabomb_xl = TRUE;
12339 else if (IS_KEY(element))
12341 player->key[KEY_NR(element)] = TRUE;
12343 DrawGameDoorValues();
12345 else if (element == EL_DC_KEY_WHITE)
12347 player->num_white_keys++;
12349 /* display white keys? */
12350 /* DrawGameDoorValues(); */
12352 else if (IS_ENVELOPE(element))
12354 player->show_envelope = element;
12356 else if (element == EL_EMC_LENSES)
12358 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
12360 RedrawAllInvisibleElementsForLenses();
12362 else if (element == EL_EMC_MAGNIFIER)
12364 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
12366 RedrawAllInvisibleElementsForMagnifier();
12368 else if (IS_DROPPABLE(element) ||
12369 IS_THROWABLE(element)) /* can be collected and dropped */
12373 if (collect_count == 0)
12374 player->inventory_infinite_element = element;
12376 for (i = 0; i < collect_count; i++)
12377 if (player->inventory_size < MAX_INVENTORY_SIZE)
12378 player->inventory_element[player->inventory_size++] = element;
12380 DrawGameDoorValues();
12382 else if (collect_count > 0)
12384 local_player->gems_still_needed -= collect_count;
12385 if (local_player->gems_still_needed < 0)
12386 local_player->gems_still_needed = 0;
12388 DrawGameValue_Emeralds(local_player->gems_still_needed);
12391 RaiseScoreElement(element);
12392 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
12395 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
12396 player->index_bit, dig_side);
12398 if (mode == DF_SNAP)
12400 #if USE_NEW_SNAP_DELAY
12401 if (level.block_snap_field)
12402 setFieldForSnapping(x, y, element, move_direction);
12404 TestIfElementTouchesCustomElement(x, y); /* for empty space */
12406 TestIfElementTouchesCustomElement(x, y); /* for empty space */
12409 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
12410 player->index_bit, dig_side);
12413 else if (player_can_move_or_snap && IS_PUSHABLE(element))
12415 if (mode == DF_SNAP && element != EL_BD_ROCK)
12416 return MP_NO_ACTION;
12418 if (CAN_FALL(element) && dy)
12419 return MP_NO_ACTION;
12421 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
12422 !(element == EL_SPRING && level.use_spring_bug))
12423 return MP_NO_ACTION;
12425 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
12426 ((move_direction & MV_VERTICAL &&
12427 ((element_info[element].move_pattern & MV_LEFT &&
12428 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
12429 (element_info[element].move_pattern & MV_RIGHT &&
12430 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
12431 (move_direction & MV_HORIZONTAL &&
12432 ((element_info[element].move_pattern & MV_UP &&
12433 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
12434 (element_info[element].move_pattern & MV_DOWN &&
12435 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
12436 return MP_NO_ACTION;
12438 /* do not push elements already moving away faster than player */
12439 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
12440 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
12441 return MP_NO_ACTION;
12443 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
12445 if (player->push_delay_value == -1 || !player_was_pushing)
12446 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
12448 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
12450 if (player->push_delay_value == -1)
12451 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
12453 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
12455 if (!player->is_pushing)
12456 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
12459 player->is_pushing = TRUE;
12460 player->is_active = TRUE;
12462 if (!(IN_LEV_FIELD(nextx, nexty) &&
12463 (IS_FREE(nextx, nexty) ||
12464 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
12465 IS_SB_ELEMENT(element)))))
12466 return MP_NO_ACTION;
12468 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
12469 return MP_NO_ACTION;
12471 if (player->push_delay == -1) /* new pushing; restart delay */
12472 player->push_delay = 0;
12474 if (player->push_delay < player->push_delay_value &&
12475 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
12476 element != EL_SPRING && element != EL_BALLOON)
12478 /* make sure that there is no move delay before next try to push */
12479 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
12480 player->move_delay = 0;
12482 return MP_NO_ACTION;
12485 if (IS_SB_ELEMENT(element))
12487 if (element == EL_SOKOBAN_FIELD_FULL)
12489 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
12490 local_player->sokobanfields_still_needed++;
12493 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
12495 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
12496 local_player->sokobanfields_still_needed--;
12499 Feld[x][y] = EL_SOKOBAN_OBJECT;
12501 if (Back[x][y] == Back[nextx][nexty])
12502 PlayLevelSoundAction(x, y, ACTION_PUSHING);
12503 else if (Back[x][y] != 0)
12504 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
12507 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
12510 if (local_player->sokobanfields_still_needed == 0 &&
12511 game.emulation == EMU_SOKOBAN)
12513 PlayerWins(player);
12515 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
12519 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
12521 InitMovingField(x, y, move_direction);
12522 GfxAction[x][y] = ACTION_PUSHING;
12524 if (mode == DF_SNAP)
12525 ContinueMoving(x, y);
12527 MovPos[x][y] = (dx != 0 ? dx : dy);
12529 Pushed[x][y] = TRUE;
12530 Pushed[nextx][nexty] = TRUE;
12532 if (game.engine_version < VERSION_IDENT(2,2,0,7))
12533 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
12535 player->push_delay_value = -1; /* get new value later */
12537 /* check for element change _after_ element has been pushed */
12538 if (game.use_change_when_pushing_bug)
12540 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
12541 player->index_bit, dig_side);
12542 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
12543 player->index_bit, dig_side);
12546 else if (IS_SWITCHABLE(element))
12548 if (PLAYER_SWITCHING(player, x, y))
12550 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
12551 player->index_bit, dig_side);
12556 player->is_switching = TRUE;
12557 player->switch_x = x;
12558 player->switch_y = y;
12560 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
12562 if (element == EL_ROBOT_WHEEL)
12564 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
12568 DrawLevelField(x, y);
12570 else if (element == EL_SP_TERMINAL)
12574 SCAN_PLAYFIELD(xx, yy)
12576 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
12578 else if (Feld[xx][yy] == EL_SP_TERMINAL)
12579 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
12582 else if (IS_BELT_SWITCH(element))
12584 ToggleBeltSwitch(x, y);
12586 else if (element == EL_SWITCHGATE_SWITCH_UP ||
12587 element == EL_SWITCHGATE_SWITCH_DOWN ||
12588 element == EL_DC_SWITCHGATE_SWITCH_UP ||
12589 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
12591 ToggleSwitchgateSwitch(x, y);
12593 else if (element == EL_LIGHT_SWITCH ||
12594 element == EL_LIGHT_SWITCH_ACTIVE)
12596 ToggleLightSwitch(x, y);
12598 else if (element == EL_TIMEGATE_SWITCH ||
12599 element == EL_DC_TIMEGATE_SWITCH)
12601 ActivateTimegateSwitch(x, y);
12603 else if (element == EL_BALLOON_SWITCH_LEFT ||
12604 element == EL_BALLOON_SWITCH_RIGHT ||
12605 element == EL_BALLOON_SWITCH_UP ||
12606 element == EL_BALLOON_SWITCH_DOWN ||
12607 element == EL_BALLOON_SWITCH_NONE ||
12608 element == EL_BALLOON_SWITCH_ANY)
12610 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
12611 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
12612 element == EL_BALLOON_SWITCH_UP ? MV_UP :
12613 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
12614 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
12617 else if (element == EL_LAMP)
12619 Feld[x][y] = EL_LAMP_ACTIVE;
12620 local_player->lights_still_needed--;
12622 ResetGfxAnimation(x, y);
12623 DrawLevelField(x, y);
12625 else if (element == EL_TIME_ORB_FULL)
12627 Feld[x][y] = EL_TIME_ORB_EMPTY;
12629 if (level.time > 0 || level.use_time_orb_bug)
12631 TimeLeft += level.time_orb_time;
12632 DrawGameValue_Time(TimeLeft);
12635 ResetGfxAnimation(x, y);
12636 DrawLevelField(x, y);
12638 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
12639 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
12643 game.ball_state = !game.ball_state;
12645 SCAN_PLAYFIELD(xx, yy)
12647 int e = Feld[xx][yy];
12649 if (game.ball_state)
12651 if (e == EL_EMC_MAGIC_BALL)
12652 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
12653 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
12654 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
12658 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
12659 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
12660 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
12661 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
12666 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
12667 player->index_bit, dig_side);
12669 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
12670 player->index_bit, dig_side);
12672 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
12673 player->index_bit, dig_side);
12679 if (!PLAYER_SWITCHING(player, x, y))
12681 player->is_switching = TRUE;
12682 player->switch_x = x;
12683 player->switch_y = y;
12685 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
12686 player->index_bit, dig_side);
12687 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
12688 player->index_bit, dig_side);
12690 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
12691 player->index_bit, dig_side);
12692 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
12693 player->index_bit, dig_side);
12696 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
12697 player->index_bit, dig_side);
12698 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
12699 player->index_bit, dig_side);
12701 return MP_NO_ACTION;
12704 player->push_delay = -1;
12706 if (is_player) /* function can also be called by EL_PENGUIN */
12708 if (Feld[x][y] != element) /* really digged/collected something */
12710 player->is_collecting = !player->is_digging;
12711 player->is_active = TRUE;
12718 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
12720 int jx = player->jx, jy = player->jy;
12721 int x = jx + dx, y = jy + dy;
12722 int snap_direction = (dx == -1 ? MV_LEFT :
12723 dx == +1 ? MV_RIGHT :
12725 dy == +1 ? MV_DOWN : MV_NONE);
12726 boolean can_continue_snapping = (level.continuous_snapping &&
12727 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
12729 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
12732 if (!player->active || !IN_LEV_FIELD(x, y))
12740 if (player->MovPos == 0)
12741 player->is_pushing = FALSE;
12743 player->is_snapping = FALSE;
12745 if (player->MovPos == 0)
12747 player->is_moving = FALSE;
12748 player->is_digging = FALSE;
12749 player->is_collecting = FALSE;
12755 #if USE_NEW_CONTINUOUS_SNAPPING
12756 /* prevent snapping with already pressed snap key when not allowed */
12757 if (player->is_snapping && !can_continue_snapping)
12760 if (player->is_snapping)
12764 player->MovDir = snap_direction;
12766 if (player->MovPos == 0)
12768 player->is_moving = FALSE;
12769 player->is_digging = FALSE;
12770 player->is_collecting = FALSE;
12773 player->is_dropping = FALSE;
12774 player->is_dropping_pressed = FALSE;
12775 player->drop_pressed_delay = 0;
12777 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
12780 player->is_snapping = TRUE;
12781 player->is_active = TRUE;
12783 if (player->MovPos == 0)
12785 player->is_moving = FALSE;
12786 player->is_digging = FALSE;
12787 player->is_collecting = FALSE;
12790 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
12791 DrawLevelField(player->last_jx, player->last_jy);
12793 DrawLevelField(x, y);
12798 boolean DropElement(struct PlayerInfo *player)
12800 int old_element, new_element;
12801 int dropx = player->jx, dropy = player->jy;
12802 int drop_direction = player->MovDir;
12803 int drop_side = drop_direction;
12804 int drop_element = (player->inventory_size > 0 ?
12805 player->inventory_element[player->inventory_size - 1] :
12806 player->inventory_infinite_element != EL_UNDEFINED ?
12807 player->inventory_infinite_element :
12808 player->dynabombs_left > 0 ?
12809 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
12812 player->is_dropping_pressed = TRUE;
12814 /* do not drop an element on top of another element; when holding drop key
12815 pressed without moving, dropped element must move away before the next
12816 element can be dropped (this is especially important if the next element
12817 is dynamite, which can be placed on background for historical reasons) */
12818 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
12821 if (IS_THROWABLE(drop_element))
12823 dropx += GET_DX_FROM_DIR(drop_direction);
12824 dropy += GET_DY_FROM_DIR(drop_direction);
12826 if (!IN_LEV_FIELD(dropx, dropy))
12830 old_element = Feld[dropx][dropy]; /* old element at dropping position */
12831 new_element = drop_element; /* default: no change when dropping */
12833 /* check if player is active, not moving and ready to drop */
12834 if (!player->active || player->MovPos || player->drop_delay > 0)
12837 /* check if player has anything that can be dropped */
12838 if (new_element == EL_UNDEFINED)
12841 /* check if drop key was pressed long enough for EM style dynamite */
12842 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
12845 /* check if anything can be dropped at the current position */
12846 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
12849 /* collected custom elements can only be dropped on empty fields */
12850 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
12853 if (old_element != EL_EMPTY)
12854 Back[dropx][dropy] = old_element; /* store old element on this field */
12856 ResetGfxAnimation(dropx, dropy);
12857 ResetRandomAnimationValue(dropx, dropy);
12859 if (player->inventory_size > 0 ||
12860 player->inventory_infinite_element != EL_UNDEFINED)
12862 if (player->inventory_size > 0)
12864 player->inventory_size--;
12866 DrawGameDoorValues();
12868 if (new_element == EL_DYNAMITE)
12869 new_element = EL_DYNAMITE_ACTIVE;
12870 else if (new_element == EL_EM_DYNAMITE)
12871 new_element = EL_EM_DYNAMITE_ACTIVE;
12872 else if (new_element == EL_SP_DISK_RED)
12873 new_element = EL_SP_DISK_RED_ACTIVE;
12876 Feld[dropx][dropy] = new_element;
12878 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
12879 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
12880 el2img(Feld[dropx][dropy]), 0);
12882 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
12884 /* needed if previous element just changed to "empty" in the last frame */
12885 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
12887 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
12888 player->index_bit, drop_side);
12889 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
12891 player->index_bit, drop_side);
12893 TestIfElementTouchesCustomElement(dropx, dropy);
12895 else /* player is dropping a dyna bomb */
12897 player->dynabombs_left--;
12899 Feld[dropx][dropy] = new_element;
12901 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
12902 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
12903 el2img(Feld[dropx][dropy]), 0);
12905 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
12908 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
12909 InitField_WithBug1(dropx, dropy, FALSE);
12911 new_element = Feld[dropx][dropy]; /* element might have changed */
12913 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
12914 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
12916 int move_direction, nextx, nexty;
12918 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
12919 MovDir[dropx][dropy] = drop_direction;
12921 move_direction = MovDir[dropx][dropy];
12922 nextx = dropx + GET_DX_FROM_DIR(move_direction);
12923 nexty = dropy + GET_DY_FROM_DIR(move_direction);
12925 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
12927 #if USE_FIX_IMPACT_COLLISION
12928 /* do not cause impact style collision by dropping elements that can fall */
12929 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
12931 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
12935 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
12936 player->is_dropping = TRUE;
12938 player->drop_pressed_delay = 0;
12939 player->is_dropping_pressed = FALSE;
12941 player->drop_x = dropx;
12942 player->drop_y = dropy;
12947 /* ------------------------------------------------------------------------- */
12948 /* game sound playing functions */
12949 /* ------------------------------------------------------------------------- */
12951 static int *loop_sound_frame = NULL;
12952 static int *loop_sound_volume = NULL;
12954 void InitPlayLevelSound()
12956 int num_sounds = getSoundListSize();
12958 checked_free(loop_sound_frame);
12959 checked_free(loop_sound_volume);
12961 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
12962 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
12965 static void PlayLevelSound(int x, int y, int nr)
12967 int sx = SCREENX(x), sy = SCREENY(y);
12968 int volume, stereo_position;
12969 int max_distance = 8;
12970 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
12972 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
12973 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
12976 if (!IN_LEV_FIELD(x, y) ||
12977 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
12978 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
12981 volume = SOUND_MAX_VOLUME;
12983 if (!IN_SCR_FIELD(sx, sy))
12985 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
12986 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
12988 volume -= volume * (dx > dy ? dx : dy) / max_distance;
12991 stereo_position = (SOUND_MAX_LEFT +
12992 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
12993 (SCR_FIELDX + 2 * max_distance));
12995 if (IS_LOOP_SOUND(nr))
12997 /* This assures that quieter loop sounds do not overwrite louder ones,
12998 while restarting sound volume comparison with each new game frame. */
13000 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
13003 loop_sound_volume[nr] = volume;
13004 loop_sound_frame[nr] = FrameCounter;
13007 PlaySoundExt(nr, volume, stereo_position, type);
13010 static void PlayLevelSoundNearest(int x, int y, int sound_action)
13012 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
13013 x > LEVELX(BX2) ? LEVELX(BX2) : x,
13014 y < LEVELY(BY1) ? LEVELY(BY1) :
13015 y > LEVELY(BY2) ? LEVELY(BY2) : y,
13019 static void PlayLevelSoundAction(int x, int y, int action)
13021 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
13024 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
13026 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
13028 if (sound_effect != SND_UNDEFINED)
13029 PlayLevelSound(x, y, sound_effect);
13032 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
13035 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
13037 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
13038 PlayLevelSound(x, y, sound_effect);
13041 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
13043 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
13045 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
13046 PlayLevelSound(x, y, sound_effect);
13049 static void StopLevelSoundActionIfLoop(int x, int y, int action)
13051 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
13053 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
13054 StopSound(sound_effect);
13057 static void PlayLevelMusic()
13059 if (levelset.music[level_nr] != MUS_UNDEFINED)
13060 PlayMusic(levelset.music[level_nr]); /* from config file */
13062 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
13065 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
13067 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
13068 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
13069 int x = xx - 1 - offset;
13070 int y = yy - 1 - offset;
13075 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
13079 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13083 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
13087 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
13091 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
13095 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
13099 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
13102 case SAMPLE_android_clone:
13103 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
13106 case SAMPLE_android_move:
13107 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
13110 case SAMPLE_spring:
13111 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
13115 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
13119 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
13122 case SAMPLE_eater_eat:
13123 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13127 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
13130 case SAMPLE_collect:
13131 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13134 case SAMPLE_diamond:
13135 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
13138 case SAMPLE_squash:
13139 /* !!! CHECK THIS !!! */
13141 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
13143 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
13147 case SAMPLE_wonderfall:
13148 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
13152 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
13156 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13160 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13164 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
13168 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
13172 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
13175 case SAMPLE_wonder:
13176 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
13180 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
13183 case SAMPLE_exit_open:
13184 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
13187 case SAMPLE_exit_leave:
13188 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
13191 case SAMPLE_dynamite:
13192 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
13196 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
13200 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13204 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
13208 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
13212 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
13216 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
13220 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
13226 void ChangeTime(int value)
13228 int *time = (level.time == 0 ? &TimePlayed : &TimeLeft);
13232 /* EMC game engine uses value from time counter of RND game engine */
13233 level.native_em_level->lev->time = *time;
13235 DrawGameValue_Time(*time);
13238 void RaiseScore(int value)
13240 /* EMC game engine and RND game engine have separate score counters */
13241 int *score = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
13242 &level.native_em_level->lev->score : &local_player->score);
13246 DrawGameValue_Score(*score);
13250 void RaiseScore(int value)
13252 local_player->score += value;
13254 DrawGameValue_Score(local_player->score);
13257 void RaiseScoreElement(int element)
13262 case EL_BD_DIAMOND:
13263 case EL_EMERALD_YELLOW:
13264 case EL_EMERALD_RED:
13265 case EL_EMERALD_PURPLE:
13266 case EL_SP_INFOTRON:
13267 RaiseScore(level.score[SC_EMERALD]);
13270 RaiseScore(level.score[SC_DIAMOND]);
13273 RaiseScore(level.score[SC_CRYSTAL]);
13276 RaiseScore(level.score[SC_PEARL]);
13279 case EL_BD_BUTTERFLY:
13280 case EL_SP_ELECTRON:
13281 RaiseScore(level.score[SC_BUG]);
13284 case EL_BD_FIREFLY:
13285 case EL_SP_SNIKSNAK:
13286 RaiseScore(level.score[SC_SPACESHIP]);
13289 case EL_DARK_YAMYAM:
13290 RaiseScore(level.score[SC_YAMYAM]);
13293 RaiseScore(level.score[SC_ROBOT]);
13296 RaiseScore(level.score[SC_PACMAN]);
13299 RaiseScore(level.score[SC_NUT]);
13302 case EL_EM_DYNAMITE:
13303 case EL_SP_DISK_RED:
13304 case EL_DYNABOMB_INCREASE_NUMBER:
13305 case EL_DYNABOMB_INCREASE_SIZE:
13306 case EL_DYNABOMB_INCREASE_POWER:
13307 RaiseScore(level.score[SC_DYNAMITE]);
13309 case EL_SHIELD_NORMAL:
13310 case EL_SHIELD_DEADLY:
13311 RaiseScore(level.score[SC_SHIELD]);
13313 case EL_EXTRA_TIME:
13314 RaiseScore(level.extra_time_score);
13328 case EL_DC_KEY_WHITE:
13329 RaiseScore(level.score[SC_KEY]);
13332 RaiseScore(element_info[element].collect_score);
13337 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
13339 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
13341 #if defined(NETWORK_AVALIABLE)
13342 if (options.network)
13343 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
13349 game_status = GAME_MODE_MAIN;
13355 FadeOut(REDRAW_FIELD);
13357 game_status = GAME_MODE_MAIN;
13359 DrawAndFadeInMainMenu(REDRAW_FIELD);
13363 else /* continue playing the game */
13365 if (tape.playing && tape.deactivate_display)
13366 TapeDeactivateDisplayOff(TRUE);
13368 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
13370 if (tape.playing && tape.deactivate_display)
13371 TapeDeactivateDisplayOn();
13375 void RequestQuitGame(boolean ask_if_really_quit)
13377 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
13378 boolean skip_request = AllPlayersGone || quick_quit;
13380 RequestQuitGameExt(skip_request, quick_quit,
13381 "Do you really want to quit the game ?");
13385 /* ------------------------------------------------------------------------- */
13386 /* random generator functions */
13387 /* ------------------------------------------------------------------------- */
13389 unsigned int InitEngineRandom_RND(long seed)
13391 game.num_random_calls = 0;
13394 unsigned int rnd_seed = InitEngineRandom(seed);
13396 printf("::: START RND: %d\n", rnd_seed);
13401 return InitEngineRandom(seed);
13407 unsigned int RND(int max)
13411 game.num_random_calls++;
13413 return GetEngineRandom(max);
13420 /* ------------------------------------------------------------------------- */
13421 /* game engine snapshot handling functions */
13422 /* ------------------------------------------------------------------------- */
13424 #define ARGS_ADDRESS_AND_SIZEOF(x) (&(x)), (sizeof(x))
13426 struct EngineSnapshotInfo
13428 /* runtime values for custom element collect score */
13429 int collect_score[NUM_CUSTOM_ELEMENTS];
13431 /* runtime values for group element choice position */
13432 int choice_pos[NUM_GROUP_ELEMENTS];
13434 /* runtime values for belt position animations */
13435 int belt_graphic[4 * NUM_BELT_PARTS];
13436 int belt_anim_mode[4 * NUM_BELT_PARTS];
13439 struct EngineSnapshotNodeInfo
13446 static struct EngineSnapshotInfo engine_snapshot_rnd;
13447 static ListNode *engine_snapshot_list = NULL;
13448 static char *snapshot_level_identifier = NULL;
13449 static int snapshot_level_nr = -1;
13451 void FreeEngineSnapshot()
13453 while (engine_snapshot_list != NULL)
13454 deleteNodeFromList(&engine_snapshot_list, engine_snapshot_list->key,
13457 setString(&snapshot_level_identifier, NULL);
13458 snapshot_level_nr = -1;
13461 static void SaveEngineSnapshotValues_RND()
13463 static int belt_base_active_element[4] =
13465 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
13466 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
13467 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
13468 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
13472 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
13474 int element = EL_CUSTOM_START + i;
13476 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
13479 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
13481 int element = EL_GROUP_START + i;
13483 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
13486 for (i = 0; i < 4; i++)
13488 for (j = 0; j < NUM_BELT_PARTS; j++)
13490 int element = belt_base_active_element[i] + j;
13491 int graphic = el2img(element);
13492 int anim_mode = graphic_info[graphic].anim_mode;
13494 engine_snapshot_rnd.belt_graphic[i * 4 + j] = graphic;
13495 engine_snapshot_rnd.belt_anim_mode[i * 4 + j] = anim_mode;
13500 static void LoadEngineSnapshotValues_RND()
13502 unsigned long num_random_calls = game.num_random_calls;
13505 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
13507 int element = EL_CUSTOM_START + i;
13509 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
13512 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
13514 int element = EL_GROUP_START + i;
13516 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
13519 for (i = 0; i < 4; i++)
13521 for (j = 0; j < NUM_BELT_PARTS; j++)
13523 int graphic = engine_snapshot_rnd.belt_graphic[i * 4 + j];
13524 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i * 4 + j];
13526 graphic_info[graphic].anim_mode = anim_mode;
13530 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
13532 InitRND(tape.random_seed);
13533 for (i = 0; i < num_random_calls; i++)
13537 if (game.num_random_calls != num_random_calls)
13539 Error(ERR_RETURN, "number of random calls out of sync");
13540 Error(ERR_RETURN, "number of random calls should be %d", num_random_calls);
13541 Error(ERR_RETURN, "number of random calls is %d", game.num_random_calls);
13542 Error(ERR_EXIT, "this should not happen -- please debug");
13546 static void SaveEngineSnapshotBuffer(void *buffer, int size)
13548 struct EngineSnapshotNodeInfo *bi =
13549 checked_calloc(sizeof(struct EngineSnapshotNodeInfo));
13551 bi->buffer_orig = buffer;
13552 bi->buffer_copy = checked_malloc(size);
13555 memcpy(bi->buffer_copy, buffer, size);
13557 addNodeToList(&engine_snapshot_list, NULL, bi);
13560 void SaveEngineSnapshot()
13562 FreeEngineSnapshot(); /* free previous snapshot, if needed */
13564 if (level_editor_test_game) /* do not save snapshots from editor */
13567 /* copy some special values to a structure better suited for the snapshot */
13569 SaveEngineSnapshotValues_RND();
13570 SaveEngineSnapshotValues_EM();
13572 /* save values stored in special snapshot structure */
13574 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
13575 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
13577 /* save further RND engine values */
13579 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(stored_player));
13580 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(game));
13581 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(tape));
13583 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZX));
13584 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZY));
13585 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitX));
13586 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitY));
13588 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
13589 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
13590 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
13591 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
13592 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TapeTime));
13594 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
13595 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
13596 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
13598 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
13600 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
13602 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
13603 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
13605 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Feld));
13606 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovPos));
13607 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDir));
13608 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDelay));
13609 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
13610 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangePage));
13611 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CustomValue));
13612 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store));
13613 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store2));
13614 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
13615 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Back));
13616 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
13617 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
13618 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
13619 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
13620 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
13621 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Stop));
13622 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Pushed));
13624 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
13625 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
13627 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
13628 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
13629 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
13631 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
13632 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
13634 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
13635 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
13636 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxElement));
13637 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxAction));
13638 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxDir));
13640 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_x));
13641 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_y));
13643 /* save level identification information */
13645 setString(&snapshot_level_identifier, leveldir_current->identifier);
13646 snapshot_level_nr = level_nr;
13649 ListNode *node = engine_snapshot_list;
13652 while (node != NULL)
13654 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
13659 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
13663 static void LoadEngineSnapshotBuffer(struct EngineSnapshotNodeInfo *bi)
13665 memcpy(bi->buffer_orig, bi->buffer_copy, bi->size);
13668 void LoadEngineSnapshot()
13670 ListNode *node = engine_snapshot_list;
13672 if (engine_snapshot_list == NULL)
13675 while (node != NULL)
13677 LoadEngineSnapshotBuffer((struct EngineSnapshotNodeInfo *)node->content);
13682 /* restore special values from snapshot structure */
13684 LoadEngineSnapshotValues_RND();
13685 LoadEngineSnapshotValues_EM();
13688 boolean CheckEngineSnapshot()
13690 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
13691 snapshot_level_nr == level_nr);
13695 /* ---------- new game button stuff ---------------------------------------- */
13697 /* graphic position values for game buttons */
13698 #define GAME_BUTTON_XSIZE 30
13699 #define GAME_BUTTON_YSIZE 30
13700 #define GAME_BUTTON_XPOS 5
13701 #define GAME_BUTTON_YPOS 215
13702 #define SOUND_BUTTON_XPOS 5
13703 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
13705 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
13706 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
13707 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
13708 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
13709 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
13710 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
13717 } gamebutton_info[NUM_GAME_BUTTONS] =
13720 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
13725 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
13726 GAME_CTRL_ID_PAUSE,
13730 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
13735 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
13736 SOUND_CTRL_ID_MUSIC,
13737 "background music on/off"
13740 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
13741 SOUND_CTRL_ID_LOOPS,
13742 "sound loops on/off"
13745 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
13746 SOUND_CTRL_ID_SIMPLE,
13747 "normal sounds on/off"
13751 void CreateGameButtons()
13755 for (i = 0; i < NUM_GAME_BUTTONS; i++)
13757 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
13758 struct GadgetInfo *gi;
13761 unsigned long event_mask;
13762 int gd_xoffset, gd_yoffset;
13763 int gd_x1, gd_x2, gd_y1, gd_y2;
13766 gd_xoffset = gamebutton_info[i].x;
13767 gd_yoffset = gamebutton_info[i].y;
13768 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
13769 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
13771 if (id == GAME_CTRL_ID_STOP ||
13772 id == GAME_CTRL_ID_PAUSE ||
13773 id == GAME_CTRL_ID_PLAY)
13775 button_type = GD_TYPE_NORMAL_BUTTON;
13777 event_mask = GD_EVENT_RELEASED;
13778 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
13779 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
13783 button_type = GD_TYPE_CHECK_BUTTON;
13785 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
13786 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
13787 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
13788 event_mask = GD_EVENT_PRESSED;
13789 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
13790 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
13793 gi = CreateGadget(GDI_CUSTOM_ID, id,
13794 GDI_INFO_TEXT, gamebutton_info[i].infotext,
13795 GDI_X, DX + gd_xoffset,
13796 GDI_Y, DY + gd_yoffset,
13797 GDI_WIDTH, GAME_BUTTON_XSIZE,
13798 GDI_HEIGHT, GAME_BUTTON_YSIZE,
13799 GDI_TYPE, button_type,
13800 GDI_STATE, GD_BUTTON_UNPRESSED,
13801 GDI_CHECKED, checked,
13802 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
13803 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
13804 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
13805 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
13806 GDI_EVENT_MASK, event_mask,
13807 GDI_CALLBACK_ACTION, HandleGameButtons,
13811 Error(ERR_EXIT, "cannot create gadget");
13813 game_gadget[id] = gi;
13817 void FreeGameButtons()
13821 for (i = 0; i < NUM_GAME_BUTTONS; i++)
13822 FreeGadget(game_gadget[i]);
13825 static void MapGameButtons()
13829 for (i = 0; i < NUM_GAME_BUTTONS; i++)
13830 MapGadget(game_gadget[i]);
13833 void UnmapGameButtons()
13837 for (i = 0; i < NUM_GAME_BUTTONS; i++)
13838 UnmapGadget(game_gadget[i]);
13841 static void HandleGameButtons(struct GadgetInfo *gi)
13843 int id = gi->custom_id;
13845 if (game_status != GAME_MODE_PLAYING)
13850 case GAME_CTRL_ID_STOP:
13854 RequestQuitGame(TRUE);
13857 case GAME_CTRL_ID_PAUSE:
13858 if (options.network)
13860 #if defined(NETWORK_AVALIABLE)
13862 SendToServer_ContinuePlaying();
13864 SendToServer_PausePlaying();
13868 TapeTogglePause(TAPE_TOGGLE_MANUAL);
13871 case GAME_CTRL_ID_PLAY:
13874 #if defined(NETWORK_AVALIABLE)
13875 if (options.network)
13876 SendToServer_ContinuePlaying();
13880 tape.pausing = FALSE;
13881 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0);
13886 case SOUND_CTRL_ID_MUSIC:
13887 if (setup.sound_music)
13889 setup.sound_music = FALSE;
13892 else if (audio.music_available)
13894 setup.sound = setup.sound_music = TRUE;
13896 SetAudioMode(setup.sound);
13902 case SOUND_CTRL_ID_LOOPS:
13903 if (setup.sound_loops)
13904 setup.sound_loops = FALSE;
13905 else if (audio.loops_available)
13907 setup.sound = setup.sound_loops = TRUE;
13908 SetAudioMode(setup.sound);
13912 case SOUND_CTRL_ID_SIMPLE:
13913 if (setup.sound_simple)
13914 setup.sound_simple = FALSE;
13915 else if (audio.sound_available)
13917 setup.sound = setup.sound_simple = TRUE;
13918 SetAudioMode(setup.sound);