1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2006 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* EXPERIMENTAL STUFF */
25 #define USE_NEW_AMOEBA_CODE FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_STUFF ( 1)
30 #define USE_NEW_SP_SLIPPERY (USE_NEW_STUFF * 1)
31 #define USE_NEW_CUSTOM_VALUE (USE_NEW_STUFF * 1)
32 #define USE_NEW_PLAYER_ANIM (USE_NEW_STUFF * 1)
33 #define USE_NEW_ALL_SLIPPERY (USE_NEW_STUFF * 1)
34 #define USE_NEW_PLAYER_SPEED (USE_NEW_STUFF * 1)
35 #define USE_NEW_DELAYED_ACTION (USE_NEW_STUFF * 1)
36 #define USE_NEW_SNAP_DELAY (USE_NEW_STUFF * 1)
37 #define USE_ONLY_ONE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1)
38 #define USE_ONE_MORE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1)
39 #define USE_FIXED_DONT_RUN_INTO (USE_NEW_STUFF * 1)
40 #define USE_NEW_SPRING_BUMPER (USE_NEW_STUFF * 1)
41 #define USE_STOP_CHANGED_ELEMENTS (USE_NEW_STUFF * 1)
42 #define USE_ELEMENT_TOUCHING_BUGFIX (USE_NEW_STUFF * 1)
43 #define USE_NEW_CONTINUOUS_SNAPPING (USE_NEW_STUFF * 1)
44 #define USE_GFX_RESET_GFX_ANIMATION (USE_NEW_STUFF * 1)
45 #define USE_BOTH_SWITCHGATE_SWITCHES (USE_NEW_STUFF * 1)
46 #define USE_PLAYER_GRAVITY (USE_NEW_STUFF * 1)
47 #define USE_FIXED_BORDER_RUNNING_GFX (USE_NEW_STUFF * 1)
48 #define USE_QUICKSAND_BD_ROCK_BUGFIX (USE_NEW_STUFF * 0)
50 #define USE_QUICKSAND_IMPACT_BUGFIX (USE_NEW_STUFF * 0)
52 #define USE_CODE_THAT_BREAKS_SNAKE_BITE (USE_NEW_STUFF * 1)
54 #define USE_UFAST_PLAYER_EXIT_BUGFIX (USE_NEW_STUFF * 1)
56 #define USE_GFX_RESET_ONLY_WHEN_MOVING (USE_NEW_STUFF * 1)
57 #define USE_GFX_RESET_PLAYER_ARTWORK (USE_NEW_STUFF * 1)
59 #define USE_FIX_KILLED_BY_NON_WALKABLE (USE_NEW_STUFF * 1)
60 #define USE_FIX_IMPACT_COLLISION (USE_NEW_STUFF * 1)
62 #define USE_GFX_RESET_WHEN_NOT_MOVING (USE_NEW_STUFF * 1)
64 #define USE_DELAYED_GFX_REDRAW (USE_NEW_STUFF * 1)
66 #if USE_DELAYED_GFX_REDRAW
67 #define TEST_DrawLevelField(x, y) \
68 GfxRedraw[x][y] |= GFX_REDRAW_TILE
69 #define TEST_DrawLevelFieldCrumbledSand(x, y) \
70 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
71 #define TEST_DrawLevelFieldCrumbledSandNeighbours(x, y) \
72 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
73 #define TEST_DrawTwinkleOnField(x, y) \
74 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
76 #define TEST_DrawLevelField(x, y) \
78 #define TEST_DrawLevelFieldCrumbledSand(x, y) \
79 DrawLevelFieldCrumbledSand(x, y)
80 #define TEST_DrawLevelFieldCrumbledSandNeighbours(x, y) \
81 DrawLevelFieldCrumbledSandNeighbours(x, y)
82 #define TEST_DrawTwinkleOnField(x, y) \
83 DrawTwinkleOnField(x, y)
92 /* for MovePlayer() */
93 #define MP_NO_ACTION 0
96 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
98 /* for ScrollPlayer() */
100 #define SCROLL_GO_ON 1
102 /* for Bang()/Explode() */
103 #define EX_PHASE_START 0
104 #define EX_TYPE_NONE 0
105 #define EX_TYPE_NORMAL (1 << 0)
106 #define EX_TYPE_CENTER (1 << 1)
107 #define EX_TYPE_BORDER (1 << 2)
108 #define EX_TYPE_CROSS (1 << 3)
109 #define EX_TYPE_DYNA (1 << 4)
110 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
112 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
113 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
114 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
115 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
117 /* special positions in the game control window (relative to control window) */
118 #define XX_LEVEL1 (PANEL_XPOS(game.panel.level))
119 #define XX_LEVEL2 (PANEL_XPOS(game.panel.level) - 1)
120 #define XX_LEVEL (PANEL_XPOS(game.panel.level))
121 #define YY_LEVEL (PANEL_YPOS(game.panel.level))
122 #define XX_EMERALDS (PANEL_XPOS(game.panel.gems))
123 #define YY_EMERALDS (PANEL_YPOS(game.panel.gems))
124 #define XX_DYNAMITE (PANEL_XPOS(game.panel.inventory))
125 #define YY_DYNAMITE (PANEL_YPOS(game.panel.inventory))
126 #define XX_KEYS (PANEL_XPOS(game.panel.keys))
127 #define YY_KEYS (PANEL_YPOS(game.panel.keys))
128 #define XX_SCORE (PANEL_XPOS(game.panel.score))
129 #define YY_SCORE (PANEL_YPOS(game.panel.score))
130 #define XX_TIME1 (PANEL_XPOS(game.panel.time))
131 #define XX_TIME2 (PANEL_XPOS(game.panel.time) + 1)
132 #define XX_TIME (PANEL_XPOS(game.panel.time))
133 #define YY_TIME (PANEL_YPOS(game.panel.time))
135 /* special positions in the game control window (relative to main window) */
136 #define DX_LEVEL1 (DX + XX_LEVEL1)
137 #define DX_LEVEL2 (DX + XX_LEVEL2)
138 #define DX_LEVEL (DX + XX_LEVEL)
139 #define DY_LEVEL (DY + YY_LEVEL)
140 #define DX_EMERALDS (DX + XX_EMERALDS)
141 #define DY_EMERALDS (DY + YY_EMERALDS)
142 #define DX_DYNAMITE (DX + XX_DYNAMITE)
143 #define DY_DYNAMITE (DY + YY_DYNAMITE)
144 #define DX_KEYS (DX + XX_KEYS)
145 #define DY_KEYS (DY + YY_KEYS)
146 #define DX_SCORE (DX + XX_SCORE)
147 #define DY_SCORE (DY + YY_SCORE)
148 #define DX_TIME1 (DX + XX_TIME1)
149 #define DX_TIME2 (DX + XX_TIME2)
150 #define DX_TIME (DX + XX_TIME)
151 #define DY_TIME (DY + YY_TIME)
154 /* game panel display and control definitions */
156 #define GAME_PANEL_LEVEL_NUMBER 0
157 #define GAME_PANEL_GEMS 1
158 #define GAME_PANEL_INVENTORY_COUNT 2
159 #define GAME_PANEL_INVENTORY_FIRST_1 3
160 #define GAME_PANEL_INVENTORY_FIRST_2 4
161 #define GAME_PANEL_INVENTORY_FIRST_3 5
162 #define GAME_PANEL_INVENTORY_FIRST_4 6
163 #define GAME_PANEL_INVENTORY_FIRST_5 7
164 #define GAME_PANEL_INVENTORY_FIRST_6 8
165 #define GAME_PANEL_INVENTORY_FIRST_7 9
166 #define GAME_PANEL_INVENTORY_FIRST_8 10
167 #define GAME_PANEL_INVENTORY_LAST_1 11
168 #define GAME_PANEL_INVENTORY_LAST_2 12
169 #define GAME_PANEL_INVENTORY_LAST_3 13
170 #define GAME_PANEL_INVENTORY_LAST_4 14
171 #define GAME_PANEL_INVENTORY_LAST_5 15
172 #define GAME_PANEL_INVENTORY_LAST_6 16
173 #define GAME_PANEL_INVENTORY_LAST_7 17
174 #define GAME_PANEL_INVENTORY_LAST_8 18
175 #define GAME_PANEL_KEY_1 19
176 #define GAME_PANEL_KEY_2 20
177 #define GAME_PANEL_KEY_3 21
178 #define GAME_PANEL_KEY_4 22
179 #define GAME_PANEL_KEY_5 23
180 #define GAME_PANEL_KEY_6 24
181 #define GAME_PANEL_KEY_7 25
182 #define GAME_PANEL_KEY_8 26
183 #define GAME_PANEL_KEY_WHITE 27
184 #define GAME_PANEL_KEY_WHITE_COUNT 28
185 #define GAME_PANEL_SCORE 29
186 #define GAME_PANEL_HIGHSCORE 30
187 #define GAME_PANEL_TIME 31
188 #define GAME_PANEL_TIME_HH 32
189 #define GAME_PANEL_TIME_MM 33
190 #define GAME_PANEL_TIME_SS 34
191 #define GAME_PANEL_SHIELD_NORMAL 35
192 #define GAME_PANEL_SHIELD_NORMAL_TIME 36
193 #define GAME_PANEL_SHIELD_DEADLY 37
194 #define GAME_PANEL_SHIELD_DEADLY_TIME 38
195 #define GAME_PANEL_EXIT 39
196 #define GAME_PANEL_EMC_MAGIC_BALL 40
197 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 41
198 #define GAME_PANEL_LIGHT_SWITCH 42
199 #define GAME_PANEL_LIGHT_SWITCH_TIME 43
200 #define GAME_PANEL_TIMEGATE_SWITCH 44
201 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 45
202 #define GAME_PANEL_SWITCHGATE_SWITCH 46
203 #define GAME_PANEL_EMC_LENSES 47
204 #define GAME_PANEL_EMC_LENSES_TIME 48
205 #define GAME_PANEL_EMC_MAGNIFIER 49
206 #define GAME_PANEL_EMC_MAGNIFIER_TIME 50
207 #define GAME_PANEL_BALLOON_SWITCH 51
208 #define GAME_PANEL_DYNABOMB_NUMBER 52
209 #define GAME_PANEL_DYNABOMB_SIZE 53
210 #define GAME_PANEL_DYNABOMB_POWER 54
211 #define GAME_PANEL_PENGUINS 55
212 #define GAME_PANEL_SOKOBAN_OBJECTS 56
213 #define GAME_PANEL_SOKOBAN_FIELDS 57
214 #define GAME_PANEL_ROBOT_WHEEL 58
215 #define GAME_PANEL_CONVEYOR_BELT_1 59
216 #define GAME_PANEL_CONVEYOR_BELT_2 60
217 #define GAME_PANEL_CONVEYOR_BELT_3 61
218 #define GAME_PANEL_CONVEYOR_BELT_4 62
219 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 63
220 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 64
221 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 65
222 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 66
223 #define GAME_PANEL_MAGIC_WALL 67
224 #define GAME_PANEL_MAGIC_WALL_TIME 68
225 #define GAME_PANEL_GRAVITY_STATE 69
226 #define GAME_PANEL_GRAPHIC_1 70
227 #define GAME_PANEL_GRAPHIC_2 71
228 #define GAME_PANEL_GRAPHIC_3 72
229 #define GAME_PANEL_GRAPHIC_4 73
230 #define GAME_PANEL_GRAPHIC_5 74
231 #define GAME_PANEL_GRAPHIC_6 75
232 #define GAME_PANEL_GRAPHIC_7 76
233 #define GAME_PANEL_GRAPHIC_8 77
234 #define GAME_PANEL_ELEMENT_1 78
235 #define GAME_PANEL_ELEMENT_2 79
236 #define GAME_PANEL_ELEMENT_3 80
237 #define GAME_PANEL_ELEMENT_4 81
238 #define GAME_PANEL_ELEMENT_5 82
239 #define GAME_PANEL_ELEMENT_6 83
240 #define GAME_PANEL_ELEMENT_7 84
241 #define GAME_PANEL_ELEMENT_8 85
242 #define GAME_PANEL_ELEMENT_COUNT_1 86
243 #define GAME_PANEL_ELEMENT_COUNT_2 87
244 #define GAME_PANEL_ELEMENT_COUNT_3 88
245 #define GAME_PANEL_ELEMENT_COUNT_4 89
246 #define GAME_PANEL_ELEMENT_COUNT_5 90
247 #define GAME_PANEL_ELEMENT_COUNT_6 91
248 #define GAME_PANEL_ELEMENT_COUNT_7 92
249 #define GAME_PANEL_ELEMENT_COUNT_8 93
250 #define GAME_PANEL_CE_SCORE_1 94
251 #define GAME_PANEL_CE_SCORE_2 95
252 #define GAME_PANEL_CE_SCORE_3 96
253 #define GAME_PANEL_CE_SCORE_4 97
254 #define GAME_PANEL_CE_SCORE_5 98
255 #define GAME_PANEL_CE_SCORE_6 99
256 #define GAME_PANEL_CE_SCORE_7 100
257 #define GAME_PANEL_CE_SCORE_8 101
258 #define GAME_PANEL_CE_SCORE_1_ELEMENT 102
259 #define GAME_PANEL_CE_SCORE_2_ELEMENT 103
260 #define GAME_PANEL_CE_SCORE_3_ELEMENT 104
261 #define GAME_PANEL_CE_SCORE_4_ELEMENT 105
262 #define GAME_PANEL_CE_SCORE_5_ELEMENT 106
263 #define GAME_PANEL_CE_SCORE_6_ELEMENT 107
264 #define GAME_PANEL_CE_SCORE_7_ELEMENT 108
265 #define GAME_PANEL_CE_SCORE_8_ELEMENT 109
266 #define GAME_PANEL_PLAYER_NAME 110
267 #define GAME_PANEL_LEVEL_NAME 111
268 #define GAME_PANEL_LEVEL_AUTHOR 112
270 #define NUM_GAME_PANEL_CONTROLS 113
272 struct GamePanelOrderInfo
278 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
280 struct GamePanelControlInfo
284 struct TextPosInfo *pos;
287 int value, last_value;
288 int frame, last_frame;
293 static struct GamePanelControlInfo game_panel_controls[] =
296 GAME_PANEL_LEVEL_NUMBER,
297 &game.panel.level_number,
306 GAME_PANEL_INVENTORY_COUNT,
307 &game.panel.inventory_count,
311 GAME_PANEL_INVENTORY_FIRST_1,
312 &game.panel.inventory_first[0],
316 GAME_PANEL_INVENTORY_FIRST_2,
317 &game.panel.inventory_first[1],
321 GAME_PANEL_INVENTORY_FIRST_3,
322 &game.panel.inventory_first[2],
326 GAME_PANEL_INVENTORY_FIRST_4,
327 &game.panel.inventory_first[3],
331 GAME_PANEL_INVENTORY_FIRST_5,
332 &game.panel.inventory_first[4],
336 GAME_PANEL_INVENTORY_FIRST_6,
337 &game.panel.inventory_first[5],
341 GAME_PANEL_INVENTORY_FIRST_7,
342 &game.panel.inventory_first[6],
346 GAME_PANEL_INVENTORY_FIRST_8,
347 &game.panel.inventory_first[7],
351 GAME_PANEL_INVENTORY_LAST_1,
352 &game.panel.inventory_last[0],
356 GAME_PANEL_INVENTORY_LAST_2,
357 &game.panel.inventory_last[1],
361 GAME_PANEL_INVENTORY_LAST_3,
362 &game.panel.inventory_last[2],
366 GAME_PANEL_INVENTORY_LAST_4,
367 &game.panel.inventory_last[3],
371 GAME_PANEL_INVENTORY_LAST_5,
372 &game.panel.inventory_last[4],
376 GAME_PANEL_INVENTORY_LAST_6,
377 &game.panel.inventory_last[5],
381 GAME_PANEL_INVENTORY_LAST_7,
382 &game.panel.inventory_last[6],
386 GAME_PANEL_INVENTORY_LAST_8,
387 &game.panel.inventory_last[7],
431 GAME_PANEL_KEY_WHITE,
432 &game.panel.key_white,
436 GAME_PANEL_KEY_WHITE_COUNT,
437 &game.panel.key_white_count,
446 GAME_PANEL_HIGHSCORE,
447 &game.panel.highscore,
471 GAME_PANEL_SHIELD_NORMAL,
472 &game.panel.shield_normal,
476 GAME_PANEL_SHIELD_NORMAL_TIME,
477 &game.panel.shield_normal_time,
481 GAME_PANEL_SHIELD_DEADLY,
482 &game.panel.shield_deadly,
486 GAME_PANEL_SHIELD_DEADLY_TIME,
487 &game.panel.shield_deadly_time,
496 GAME_PANEL_EMC_MAGIC_BALL,
497 &game.panel.emc_magic_ball,
501 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
502 &game.panel.emc_magic_ball_switch,
506 GAME_PANEL_LIGHT_SWITCH,
507 &game.panel.light_switch,
511 GAME_PANEL_LIGHT_SWITCH_TIME,
512 &game.panel.light_switch_time,
516 GAME_PANEL_TIMEGATE_SWITCH,
517 &game.panel.timegate_switch,
521 GAME_PANEL_TIMEGATE_SWITCH_TIME,
522 &game.panel.timegate_switch_time,
526 GAME_PANEL_SWITCHGATE_SWITCH,
527 &game.panel.switchgate_switch,
531 GAME_PANEL_EMC_LENSES,
532 &game.panel.emc_lenses,
536 GAME_PANEL_EMC_LENSES_TIME,
537 &game.panel.emc_lenses_time,
541 GAME_PANEL_EMC_MAGNIFIER,
542 &game.panel.emc_magnifier,
546 GAME_PANEL_EMC_MAGNIFIER_TIME,
547 &game.panel.emc_magnifier_time,
551 GAME_PANEL_BALLOON_SWITCH,
552 &game.panel.balloon_switch,
556 GAME_PANEL_DYNABOMB_NUMBER,
557 &game.panel.dynabomb_number,
561 GAME_PANEL_DYNABOMB_SIZE,
562 &game.panel.dynabomb_size,
566 GAME_PANEL_DYNABOMB_POWER,
567 &game.panel.dynabomb_power,
572 &game.panel.penguins,
576 GAME_PANEL_SOKOBAN_OBJECTS,
577 &game.panel.sokoban_objects,
581 GAME_PANEL_SOKOBAN_FIELDS,
582 &game.panel.sokoban_fields,
586 GAME_PANEL_ROBOT_WHEEL,
587 &game.panel.robot_wheel,
591 GAME_PANEL_CONVEYOR_BELT_1,
592 &game.panel.conveyor_belt[0],
596 GAME_PANEL_CONVEYOR_BELT_2,
597 &game.panel.conveyor_belt[1],
601 GAME_PANEL_CONVEYOR_BELT_3,
602 &game.panel.conveyor_belt[2],
606 GAME_PANEL_CONVEYOR_BELT_4,
607 &game.panel.conveyor_belt[3],
611 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
612 &game.panel.conveyor_belt_switch[0],
616 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
617 &game.panel.conveyor_belt_switch[1],
621 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
622 &game.panel.conveyor_belt_switch[2],
626 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
627 &game.panel.conveyor_belt_switch[3],
631 GAME_PANEL_MAGIC_WALL,
632 &game.panel.magic_wall,
636 GAME_PANEL_MAGIC_WALL_TIME,
637 &game.panel.magic_wall_time,
641 GAME_PANEL_GRAVITY_STATE,
642 &game.panel.gravity_state,
646 GAME_PANEL_GRAPHIC_1,
647 &game.panel.graphic[0],
651 GAME_PANEL_GRAPHIC_2,
652 &game.panel.graphic[1],
656 GAME_PANEL_GRAPHIC_3,
657 &game.panel.graphic[2],
661 GAME_PANEL_GRAPHIC_4,
662 &game.panel.graphic[3],
666 GAME_PANEL_GRAPHIC_5,
667 &game.panel.graphic[4],
671 GAME_PANEL_GRAPHIC_6,
672 &game.panel.graphic[5],
676 GAME_PANEL_GRAPHIC_7,
677 &game.panel.graphic[6],
681 GAME_PANEL_GRAPHIC_8,
682 &game.panel.graphic[7],
686 GAME_PANEL_ELEMENT_1,
687 &game.panel.element[0],
691 GAME_PANEL_ELEMENT_2,
692 &game.panel.element[1],
696 GAME_PANEL_ELEMENT_3,
697 &game.panel.element[2],
701 GAME_PANEL_ELEMENT_4,
702 &game.panel.element[3],
706 GAME_PANEL_ELEMENT_5,
707 &game.panel.element[4],
711 GAME_PANEL_ELEMENT_6,
712 &game.panel.element[5],
716 GAME_PANEL_ELEMENT_7,
717 &game.panel.element[6],
721 GAME_PANEL_ELEMENT_8,
722 &game.panel.element[7],
726 GAME_PANEL_ELEMENT_COUNT_1,
727 &game.panel.element_count[0],
731 GAME_PANEL_ELEMENT_COUNT_2,
732 &game.panel.element_count[1],
736 GAME_PANEL_ELEMENT_COUNT_3,
737 &game.panel.element_count[2],
741 GAME_PANEL_ELEMENT_COUNT_4,
742 &game.panel.element_count[3],
746 GAME_PANEL_ELEMENT_COUNT_5,
747 &game.panel.element_count[4],
751 GAME_PANEL_ELEMENT_COUNT_6,
752 &game.panel.element_count[5],
756 GAME_PANEL_ELEMENT_COUNT_7,
757 &game.panel.element_count[6],
761 GAME_PANEL_ELEMENT_COUNT_8,
762 &game.panel.element_count[7],
766 GAME_PANEL_CE_SCORE_1,
767 &game.panel.ce_score[0],
771 GAME_PANEL_CE_SCORE_2,
772 &game.panel.ce_score[1],
776 GAME_PANEL_CE_SCORE_3,
777 &game.panel.ce_score[2],
781 GAME_PANEL_CE_SCORE_4,
782 &game.panel.ce_score[3],
786 GAME_PANEL_CE_SCORE_5,
787 &game.panel.ce_score[4],
791 GAME_PANEL_CE_SCORE_6,
792 &game.panel.ce_score[5],
796 GAME_PANEL_CE_SCORE_7,
797 &game.panel.ce_score[6],
801 GAME_PANEL_CE_SCORE_8,
802 &game.panel.ce_score[7],
806 GAME_PANEL_CE_SCORE_1_ELEMENT,
807 &game.panel.ce_score_element[0],
811 GAME_PANEL_CE_SCORE_2_ELEMENT,
812 &game.panel.ce_score_element[1],
816 GAME_PANEL_CE_SCORE_3_ELEMENT,
817 &game.panel.ce_score_element[2],
821 GAME_PANEL_CE_SCORE_4_ELEMENT,
822 &game.panel.ce_score_element[3],
826 GAME_PANEL_CE_SCORE_5_ELEMENT,
827 &game.panel.ce_score_element[4],
831 GAME_PANEL_CE_SCORE_6_ELEMENT,
832 &game.panel.ce_score_element[5],
836 GAME_PANEL_CE_SCORE_7_ELEMENT,
837 &game.panel.ce_score_element[6],
841 GAME_PANEL_CE_SCORE_8_ELEMENT,
842 &game.panel.ce_score_element[7],
846 GAME_PANEL_PLAYER_NAME,
847 &game.panel.player_name,
851 GAME_PANEL_LEVEL_NAME,
852 &game.panel.level_name,
856 GAME_PANEL_LEVEL_AUTHOR,
857 &game.panel.level_author,
870 /* values for delayed check of falling and moving elements and for collision */
871 #define CHECK_DELAY_MOVING 3
872 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
873 #define CHECK_DELAY_COLLISION 2
874 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
876 /* values for initial player move delay (initial delay counter value) */
877 #define INITIAL_MOVE_DELAY_OFF -1
878 #define INITIAL_MOVE_DELAY_ON 0
880 /* values for player movement speed (which is in fact a delay value) */
881 #define MOVE_DELAY_MIN_SPEED 32
882 #define MOVE_DELAY_NORMAL_SPEED 8
883 #define MOVE_DELAY_HIGH_SPEED 4
884 #define MOVE_DELAY_MAX_SPEED 1
886 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
887 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
889 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
890 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
892 /* values for other actions */
893 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
894 #define MOVE_STEPSIZE_MIN (1)
895 #define MOVE_STEPSIZE_MAX (TILEX)
897 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
898 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
900 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
902 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
903 RND(element_info[e].push_delay_random))
904 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
905 RND(element_info[e].drop_delay_random))
906 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
907 RND(element_info[e].move_delay_random))
908 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
909 (element_info[e].move_delay_random))
910 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
911 RND(element_info[e].ce_value_random_initial))
912 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
913 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
914 RND((c)->delay_random * (c)->delay_frames))
915 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
916 RND((c)->delay_random))
919 #define GET_VALID_RUNTIME_ELEMENT(e) \
920 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
922 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
923 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
924 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
925 (be) + (e) - EL_SELF)
927 #define GET_PLAYER_FROM_BITS(p) \
928 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
930 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
931 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
932 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
933 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
934 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
935 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
936 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
937 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
938 RESOLVED_REFERENCE_ELEMENT(be, e) : \
941 #define CAN_GROW_INTO(e) \
942 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
944 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
945 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
948 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
949 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
950 (CAN_MOVE_INTO_ACID(e) && \
951 Feld[x][y] == EL_ACID) || \
954 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
955 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
956 (CAN_MOVE_INTO_ACID(e) && \
957 Feld[x][y] == EL_ACID) || \
960 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
961 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
963 (CAN_MOVE_INTO_ACID(e) && \
964 Feld[x][y] == EL_ACID) || \
965 (DONT_COLLIDE_WITH(e) && \
967 !PLAYER_ENEMY_PROTECTED(x, y))))
969 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
970 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
972 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
973 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
975 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
976 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
978 #define ANDROID_CAN_CLONE_FIELD(x, y) \
979 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
980 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
982 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
983 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
985 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
986 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
988 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
989 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
991 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
992 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
994 #define PIG_CAN_ENTER_FIELD(e, x, y) \
995 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
997 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
998 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
999 Feld[x][y] == EL_EM_EXIT_OPEN || \
1000 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
1001 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
1002 IS_FOOD_PENGUIN(Feld[x][y])))
1003 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
1004 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
1006 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
1007 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
1009 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
1010 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
1012 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
1013 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
1014 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
1016 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
1018 #define CE_ENTER_FIELD_COND(e, x, y) \
1019 (!IS_PLAYER(x, y) && \
1020 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
1022 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
1023 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
1025 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
1026 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1028 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1029 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1030 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1031 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1033 /* game button identifiers */
1034 #define GAME_CTRL_ID_STOP 0
1035 #define GAME_CTRL_ID_PAUSE 1
1036 #define GAME_CTRL_ID_PLAY 2
1037 #define SOUND_CTRL_ID_MUSIC 3
1038 #define SOUND_CTRL_ID_LOOPS 4
1039 #define SOUND_CTRL_ID_SIMPLE 5
1041 #define NUM_GAME_BUTTONS 6
1044 /* forward declaration for internal use */
1046 static void CreateField(int, int, int);
1048 static void ResetGfxAnimation(int, int);
1050 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1051 static void AdvanceFrameAndPlayerCounters(int);
1053 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1054 static boolean MovePlayer(struct PlayerInfo *, int, int);
1055 static void ScrollPlayer(struct PlayerInfo *, int);
1056 static void ScrollScreen(struct PlayerInfo *, int);
1058 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1059 static boolean DigFieldByCE(int, int, int);
1060 static boolean SnapField(struct PlayerInfo *, int, int);
1061 static boolean DropElement(struct PlayerInfo *);
1063 static void InitBeltMovement(void);
1064 static void CloseAllOpenTimegates(void);
1065 static void CheckGravityMovement(struct PlayerInfo *);
1066 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1067 static void KillPlayerUnlessEnemyProtected(int, int);
1068 static void KillPlayerUnlessExplosionProtected(int, int);
1070 static void TestIfPlayerTouchesCustomElement(int, int);
1071 static void TestIfElementTouchesCustomElement(int, int);
1072 static void TestIfElementHitsCustomElement(int, int, int);
1074 static void TestIfElementSmashesCustomElement(int, int, int);
1077 static void HandleElementChange(int, int, int);
1078 static void ExecuteCustomElementAction(int, int, int, int);
1079 static boolean ChangeElement(int, int, int, int);
1081 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1082 #define CheckTriggeredElementChange(x, y, e, ev) \
1083 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1084 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1085 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1086 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1087 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1088 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1089 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1091 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1092 #define CheckElementChange(x, y, e, te, ev) \
1093 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1094 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1095 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1096 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1097 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1099 static void PlayLevelSound(int, int, int);
1100 static void PlayLevelSoundNearest(int, int, int);
1101 static void PlayLevelSoundAction(int, int, int);
1102 static void PlayLevelSoundElementAction(int, int, int, int);
1103 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1104 static void PlayLevelSoundActionIfLoop(int, int, int);
1105 static void StopLevelSoundActionIfLoop(int, int, int);
1106 static void PlayLevelMusic();
1108 static void MapGameButtons();
1109 static void HandleGameButtons(struct GadgetInfo *);
1111 int AmoebeNachbarNr(int, int);
1112 void AmoebeUmwandeln(int, int);
1113 void ContinueMoving(int, int);
1114 void Bang(int, int);
1115 void InitMovDir(int, int);
1116 void InitAmoebaNr(int, int);
1117 int NewHiScore(void);
1119 void TestIfGoodThingHitsBadThing(int, int, int);
1120 void TestIfBadThingHitsGoodThing(int, int, int);
1121 void TestIfPlayerTouchesBadThing(int, int);
1122 void TestIfPlayerRunsIntoBadThing(int, int, int);
1123 void TestIfBadThingTouchesPlayer(int, int);
1124 void TestIfBadThingRunsIntoPlayer(int, int, int);
1125 void TestIfFriendTouchesBadThing(int, int);
1126 void TestIfBadThingTouchesFriend(int, int);
1127 void TestIfBadThingTouchesOtherBadThing(int, int);
1129 void KillPlayer(struct PlayerInfo *);
1130 void BuryPlayer(struct PlayerInfo *);
1131 void RemovePlayer(struct PlayerInfo *);
1133 static int getInvisibleActiveFromInvisibleElement(int);
1134 static int getInvisibleFromInvisibleActiveElement(int);
1136 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1138 /* for detection of endless loops, caused by custom element programming */
1139 /* (using maximal playfield width x 10 is just a rough approximation) */
1140 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1142 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1144 if (recursion_loop_detected) \
1147 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1149 recursion_loop_detected = TRUE; \
1150 recursion_loop_element = (e); \
1153 recursion_loop_depth++; \
1156 #define RECURSION_LOOP_DETECTION_END() \
1158 recursion_loop_depth--; \
1161 static int recursion_loop_depth;
1162 static boolean recursion_loop_detected;
1163 static boolean recursion_loop_element;
1166 /* ------------------------------------------------------------------------- */
1167 /* definition of elements that automatically change to other elements after */
1168 /* a specified time, eventually calling a function when changing */
1169 /* ------------------------------------------------------------------------- */
1171 /* forward declaration for changer functions */
1172 static void InitBuggyBase(int, int);
1173 static void WarnBuggyBase(int, int);
1175 static void InitTrap(int, int);
1176 static void ActivateTrap(int, int);
1177 static void ChangeActiveTrap(int, int);
1179 static void InitRobotWheel(int, int);
1180 static void RunRobotWheel(int, int);
1181 static void StopRobotWheel(int, int);
1183 static void InitTimegateWheel(int, int);
1184 static void RunTimegateWheel(int, int);
1186 static void InitMagicBallDelay(int, int);
1187 static void ActivateMagicBall(int, int);
1189 struct ChangingElementInfo
1194 void (*pre_change_function)(int x, int y);
1195 void (*change_function)(int x, int y);
1196 void (*post_change_function)(int x, int y);
1199 static struct ChangingElementInfo change_delay_list[] =
1234 EL_STEEL_EXIT_OPENING,
1242 EL_STEEL_EXIT_CLOSING,
1243 EL_STEEL_EXIT_CLOSED,
1270 EL_EM_STEEL_EXIT_OPENING,
1271 EL_EM_STEEL_EXIT_OPEN,
1278 EL_EM_STEEL_EXIT_CLOSING,
1282 EL_EM_STEEL_EXIT_CLOSED,
1306 EL_SWITCHGATE_OPENING,
1314 EL_SWITCHGATE_CLOSING,
1315 EL_SWITCHGATE_CLOSED,
1322 EL_TIMEGATE_OPENING,
1330 EL_TIMEGATE_CLOSING,
1339 EL_ACID_SPLASH_LEFT,
1347 EL_ACID_SPLASH_RIGHT,
1356 EL_SP_BUGGY_BASE_ACTIVATING,
1363 EL_SP_BUGGY_BASE_ACTIVATING,
1364 EL_SP_BUGGY_BASE_ACTIVE,
1371 EL_SP_BUGGY_BASE_ACTIVE,
1395 EL_ROBOT_WHEEL_ACTIVE,
1403 EL_TIMEGATE_SWITCH_ACTIVE,
1411 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1412 EL_DC_TIMEGATE_SWITCH,
1419 EL_EMC_MAGIC_BALL_ACTIVE,
1420 EL_EMC_MAGIC_BALL_ACTIVE,
1427 EL_EMC_SPRING_BUMPER_ACTIVE,
1428 EL_EMC_SPRING_BUMPER,
1435 EL_DIAGONAL_SHRINKING,
1443 EL_DIAGONAL_GROWING,
1464 int push_delay_fixed, push_delay_random;
1468 { EL_SPRING, 0, 0 },
1469 { EL_BALLOON, 0, 0 },
1471 { EL_SOKOBAN_OBJECT, 2, 0 },
1472 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1473 { EL_SATELLITE, 2, 0 },
1474 { EL_SP_DISK_YELLOW, 2, 0 },
1476 { EL_UNDEFINED, 0, 0 },
1484 move_stepsize_list[] =
1486 { EL_AMOEBA_DROP, 2 },
1487 { EL_AMOEBA_DROPPING, 2 },
1488 { EL_QUICKSAND_FILLING, 1 },
1489 { EL_QUICKSAND_EMPTYING, 1 },
1490 { EL_QUICKSAND_FAST_FILLING, 2 },
1491 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1492 { EL_MAGIC_WALL_FILLING, 2 },
1493 { EL_MAGIC_WALL_EMPTYING, 2 },
1494 { EL_BD_MAGIC_WALL_FILLING, 2 },
1495 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1496 { EL_DC_MAGIC_WALL_FILLING, 2 },
1497 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1499 { EL_UNDEFINED, 0 },
1507 collect_count_list[] =
1510 { EL_BD_DIAMOND, 1 },
1511 { EL_EMERALD_YELLOW, 1 },
1512 { EL_EMERALD_RED, 1 },
1513 { EL_EMERALD_PURPLE, 1 },
1515 { EL_SP_INFOTRON, 1 },
1519 { EL_UNDEFINED, 0 },
1527 access_direction_list[] =
1529 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1530 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1531 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1532 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1533 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1534 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1535 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1536 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1537 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1538 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1539 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1541 { EL_SP_PORT_LEFT, MV_RIGHT },
1542 { EL_SP_PORT_RIGHT, MV_LEFT },
1543 { EL_SP_PORT_UP, MV_DOWN },
1544 { EL_SP_PORT_DOWN, MV_UP },
1545 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1546 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1547 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1548 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1549 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1550 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1551 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1552 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1553 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1554 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1555 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1556 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1557 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1558 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1559 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1561 { EL_UNDEFINED, MV_NONE }
1564 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1566 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1567 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1568 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1569 IS_JUST_CHANGING(x, y))
1571 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1573 /* static variables for playfield scan mode (scanning forward or backward) */
1574 static int playfield_scan_start_x = 0;
1575 static int playfield_scan_start_y = 0;
1576 static int playfield_scan_delta_x = 1;
1577 static int playfield_scan_delta_y = 1;
1579 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1580 (y) >= 0 && (y) <= lev_fieldy - 1; \
1581 (y) += playfield_scan_delta_y) \
1582 for ((x) = playfield_scan_start_x; \
1583 (x) >= 0 && (x) <= lev_fieldx - 1; \
1584 (x) += playfield_scan_delta_x)
1587 void DEBUG_SetMaximumDynamite()
1591 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1592 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1593 local_player->inventory_element[local_player->inventory_size++] =
1598 static void InitPlayfieldScanModeVars()
1600 if (game.use_reverse_scan_direction)
1602 playfield_scan_start_x = lev_fieldx - 1;
1603 playfield_scan_start_y = lev_fieldy - 1;
1605 playfield_scan_delta_x = -1;
1606 playfield_scan_delta_y = -1;
1610 playfield_scan_start_x = 0;
1611 playfield_scan_start_y = 0;
1613 playfield_scan_delta_x = 1;
1614 playfield_scan_delta_y = 1;
1618 static void InitPlayfieldScanMode(int mode)
1620 game.use_reverse_scan_direction =
1621 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1623 InitPlayfieldScanModeVars();
1626 static int get_move_delay_from_stepsize(int move_stepsize)
1629 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1631 /* make sure that stepsize value is always a power of 2 */
1632 move_stepsize = (1 << log_2(move_stepsize));
1634 return TILEX / move_stepsize;
1637 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1640 int player_nr = player->index_nr;
1641 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1642 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1644 /* do no immediately change move delay -- the player might just be moving */
1645 player->move_delay_value_next = move_delay;
1647 /* information if player can move must be set separately */
1648 player->cannot_move = cannot_move;
1652 player->move_delay = game.initial_move_delay[player_nr];
1653 player->move_delay_value = game.initial_move_delay_value[player_nr];
1655 player->move_delay_value_next = -1;
1657 player->move_delay_reset_counter = 0;
1661 void GetPlayerConfig()
1663 GameFrameDelay = setup.game_frame_delay;
1665 if (!audio.sound_available)
1666 setup.sound_simple = FALSE;
1668 if (!audio.loops_available)
1669 setup.sound_loops = FALSE;
1671 if (!audio.music_available)
1672 setup.sound_music = FALSE;
1674 if (!video.fullscreen_available)
1675 setup.fullscreen = FALSE;
1677 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1679 SetAudioMode(setup.sound);
1683 int GetElementFromGroupElement(int element)
1685 if (IS_GROUP_ELEMENT(element))
1687 struct ElementGroupInfo *group = element_info[element].group;
1688 int last_anim_random_frame = gfx.anim_random_frame;
1691 if (group->choice_mode == ANIM_RANDOM)
1692 gfx.anim_random_frame = RND(group->num_elements_resolved);
1694 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1695 group->choice_mode, 0,
1698 if (group->choice_mode == ANIM_RANDOM)
1699 gfx.anim_random_frame = last_anim_random_frame;
1701 group->choice_pos++;
1703 element = group->element_resolved[element_pos];
1709 static void InitPlayerField(int x, int y, int element, boolean init_game)
1711 if (element == EL_SP_MURPHY)
1715 if (stored_player[0].present)
1717 Feld[x][y] = EL_SP_MURPHY_CLONE;
1723 stored_player[0].use_murphy = TRUE;
1725 if (!level.use_artwork_element[0])
1726 stored_player[0].artwork_element = EL_SP_MURPHY;
1729 Feld[x][y] = EL_PLAYER_1;
1735 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1736 int jx = player->jx, jy = player->jy;
1738 player->present = TRUE;
1740 player->block_last_field = (element == EL_SP_MURPHY ?
1741 level.sp_block_last_field :
1742 level.block_last_field);
1744 /* ---------- initialize player's last field block delay --------------- */
1746 /* always start with reliable default value (no adjustment needed) */
1747 player->block_delay_adjustment = 0;
1749 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1750 if (player->block_last_field && element == EL_SP_MURPHY)
1751 player->block_delay_adjustment = 1;
1753 /* special case 2: in game engines before 3.1.1, blocking was different */
1754 if (game.use_block_last_field_bug)
1755 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1757 if (!options.network || player->connected)
1759 player->active = TRUE;
1761 /* remove potentially duplicate players */
1762 if (StorePlayer[jx][jy] == Feld[x][y])
1763 StorePlayer[jx][jy] = 0;
1765 StorePlayer[x][y] = Feld[x][y];
1769 printf("Player %d activated.\n", player->element_nr);
1770 printf("[Local player is %d and currently %s.]\n",
1771 local_player->element_nr,
1772 local_player->active ? "active" : "not active");
1776 Feld[x][y] = EL_EMPTY;
1778 player->jx = player->last_jx = x;
1779 player->jy = player->last_jy = y;
1783 static void InitField(int x, int y, boolean init_game)
1785 int element = Feld[x][y];
1794 InitPlayerField(x, y, element, init_game);
1797 case EL_SOKOBAN_FIELD_PLAYER:
1798 element = Feld[x][y] = EL_PLAYER_1;
1799 InitField(x, y, init_game);
1801 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1802 InitField(x, y, init_game);
1805 case EL_SOKOBAN_FIELD_EMPTY:
1806 local_player->sokobanfields_still_needed++;
1810 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1811 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1812 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1813 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1814 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1815 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1816 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1817 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1818 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1819 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1828 case EL_SPACESHIP_RIGHT:
1829 case EL_SPACESHIP_UP:
1830 case EL_SPACESHIP_LEFT:
1831 case EL_SPACESHIP_DOWN:
1832 case EL_BD_BUTTERFLY:
1833 case EL_BD_BUTTERFLY_RIGHT:
1834 case EL_BD_BUTTERFLY_UP:
1835 case EL_BD_BUTTERFLY_LEFT:
1836 case EL_BD_BUTTERFLY_DOWN:
1838 case EL_BD_FIREFLY_RIGHT:
1839 case EL_BD_FIREFLY_UP:
1840 case EL_BD_FIREFLY_LEFT:
1841 case EL_BD_FIREFLY_DOWN:
1842 case EL_PACMAN_RIGHT:
1844 case EL_PACMAN_LEFT:
1845 case EL_PACMAN_DOWN:
1847 case EL_YAMYAM_LEFT:
1848 case EL_YAMYAM_RIGHT:
1850 case EL_YAMYAM_DOWN:
1851 case EL_DARK_YAMYAM:
1854 case EL_SP_SNIKSNAK:
1855 case EL_SP_ELECTRON:
1864 case EL_AMOEBA_FULL:
1869 case EL_AMOEBA_DROP:
1870 if (y == lev_fieldy - 1)
1872 Feld[x][y] = EL_AMOEBA_GROWING;
1873 Store[x][y] = EL_AMOEBA_WET;
1877 case EL_DYNAMITE_ACTIVE:
1878 case EL_SP_DISK_RED_ACTIVE:
1879 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1880 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1881 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1882 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1883 MovDelay[x][y] = 96;
1886 case EL_EM_DYNAMITE_ACTIVE:
1887 MovDelay[x][y] = 32;
1891 local_player->lights_still_needed++;
1895 local_player->friends_still_needed++;
1900 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1903 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1904 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1905 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1906 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1907 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1908 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1909 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1910 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1911 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1912 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1913 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1914 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1917 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1918 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1919 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1921 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1923 game.belt_dir[belt_nr] = belt_dir;
1924 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1926 else /* more than one switch -- set it like the first switch */
1928 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1933 #if !USE_BOTH_SWITCHGATE_SWITCHES
1934 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
1936 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
1939 case EL_DC_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
1941 Feld[x][y] = EL_DC_SWITCHGATE_SWITCH_UP;
1945 case EL_LIGHT_SWITCH_ACTIVE:
1947 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1950 case EL_INVISIBLE_STEELWALL:
1951 case EL_INVISIBLE_WALL:
1952 case EL_INVISIBLE_SAND:
1953 if (game.light_time_left > 0 ||
1954 game.lenses_time_left > 0)
1955 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1958 case EL_EMC_MAGIC_BALL:
1959 if (game.ball_state)
1960 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1963 case EL_EMC_MAGIC_BALL_SWITCH:
1964 if (game.ball_state)
1965 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1968 case EL_TRIGGER_PLAYER:
1969 case EL_TRIGGER_ELEMENT:
1970 case EL_TRIGGER_CE_VALUE:
1971 case EL_TRIGGER_CE_SCORE:
1973 case EL_ANY_ELEMENT:
1974 case EL_CURRENT_CE_VALUE:
1975 case EL_CURRENT_CE_SCORE:
1992 /* reference elements should not be used on the playfield */
1993 Feld[x][y] = EL_EMPTY;
1997 if (IS_CUSTOM_ELEMENT(element))
1999 if (CAN_MOVE(element))
2002 #if USE_NEW_CUSTOM_VALUE
2003 if (!element_info[element].use_last_ce_value || init_game)
2004 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
2007 else if (IS_GROUP_ELEMENT(element))
2009 Feld[x][y] = GetElementFromGroupElement(element);
2011 InitField(x, y, init_game);
2018 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2021 static inline void InitField_WithBug1(int x, int y, boolean init_game)
2023 InitField(x, y, init_game);
2025 /* not needed to call InitMovDir() -- already done by InitField()! */
2026 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2027 CAN_MOVE(Feld[x][y]))
2031 static inline void InitField_WithBug2(int x, int y, boolean init_game)
2033 int old_element = Feld[x][y];
2035 InitField(x, y, init_game);
2037 /* not needed to call InitMovDir() -- already done by InitField()! */
2038 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2039 CAN_MOVE(old_element) &&
2040 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2043 /* this case is in fact a combination of not less than three bugs:
2044 first, it calls InitMovDir() for elements that can move, although this is
2045 already done by InitField(); then, it checks the element that was at this
2046 field _before_ the call to InitField() (which can change it); lastly, it
2047 was not called for "mole with direction" elements, which were treated as
2048 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2054 static int get_key_element_from_nr(int key_nr)
2056 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2057 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2058 EL_EM_KEY_1 : EL_KEY_1);
2060 return key_base_element + key_nr;
2063 static int get_next_dropped_element(struct PlayerInfo *player)
2065 return (player->inventory_size > 0 ?
2066 player->inventory_element[player->inventory_size - 1] :
2067 player->inventory_infinite_element != EL_UNDEFINED ?
2068 player->inventory_infinite_element :
2069 player->dynabombs_left > 0 ?
2070 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2074 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2076 /* pos >= 0: get element from bottom of the stack;
2077 pos < 0: get element from top of the stack */
2081 int min_inventory_size = -pos;
2082 int inventory_pos = player->inventory_size - min_inventory_size;
2083 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2085 return (player->inventory_size >= min_inventory_size ?
2086 player->inventory_element[inventory_pos] :
2087 player->inventory_infinite_element != EL_UNDEFINED ?
2088 player->inventory_infinite_element :
2089 player->dynabombs_left >= min_dynabombs_left ?
2090 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2095 int min_dynabombs_left = pos + 1;
2096 int min_inventory_size = pos + 1 - player->dynabombs_left;
2097 int inventory_pos = pos - player->dynabombs_left;
2099 return (player->inventory_infinite_element != EL_UNDEFINED ?
2100 player->inventory_infinite_element :
2101 player->dynabombs_left >= min_dynabombs_left ?
2102 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2103 player->inventory_size >= min_inventory_size ?
2104 player->inventory_element[inventory_pos] :
2109 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2111 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2112 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2115 if (gpo1->sort_priority != gpo2->sort_priority)
2116 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2118 compare_result = gpo1->nr - gpo2->nr;
2120 return compare_result;
2123 void InitGameControlValues()
2127 for (i = 0; game_panel_controls[i].nr != -1; i++)
2129 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2130 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2131 struct TextPosInfo *pos = gpc->pos;
2133 int type = gpc->type;
2137 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2138 Error(ERR_EXIT, "this should not happen -- please debug");
2141 /* force update of game controls after initialization */
2142 gpc->value = gpc->last_value = -1;
2143 gpc->frame = gpc->last_frame = -1;
2144 gpc->gfx_frame = -1;
2146 /* determine panel value width for later calculation of alignment */
2147 if (type == TYPE_INTEGER || type == TYPE_STRING)
2149 pos->width = pos->size * getFontWidth(pos->font);
2150 pos->height = getFontHeight(pos->font);
2152 else if (type == TYPE_ELEMENT)
2154 pos->width = pos->size;
2155 pos->height = pos->size;
2158 /* fill structure for game panel draw order */
2160 gpo->sort_priority = pos->sort_priority;
2163 /* sort game panel controls according to sort_priority and control number */
2164 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2165 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2168 void UpdatePlayfieldElementCount()
2170 boolean use_element_count = FALSE;
2173 /* first check if it is needed at all to calculate playfield element count */
2174 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2175 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2176 use_element_count = TRUE;
2178 if (!use_element_count)
2181 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2182 element_info[i].element_count = 0;
2184 SCAN_PLAYFIELD(x, y)
2186 element_info[Feld[x][y]].element_count++;
2189 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2190 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2191 if (IS_IN_GROUP(j, i))
2192 element_info[EL_GROUP_START + i].element_count +=
2193 element_info[j].element_count;
2196 void UpdateGameControlValues()
2199 int time = (local_player->LevelSolved ?
2200 local_player->LevelSolved_CountingTime :
2201 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2202 level.native_em_level->lev->time :
2203 level.time == 0 ? TimePlayed : TimeLeft);
2204 int score = (local_player->LevelSolved ?
2205 local_player->LevelSolved_CountingScore :
2206 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2207 level.native_em_level->lev->score :
2208 local_player->score);
2209 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2210 level.native_em_level->lev->required :
2211 local_player->gems_still_needed);
2212 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2213 level.native_em_level->lev->required > 0 :
2214 local_player->gems_still_needed > 0 ||
2215 local_player->sokobanfields_still_needed > 0 ||
2216 local_player->lights_still_needed > 0);
2218 UpdatePlayfieldElementCount();
2220 /* update game panel control values */
2222 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2223 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2225 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2226 for (i = 0; i < MAX_NUM_KEYS; i++)
2227 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2228 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2229 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2231 if (game.centered_player_nr == -1)
2233 for (i = 0; i < MAX_PLAYERS; i++)
2235 for (k = 0; k < MAX_NUM_KEYS; k++)
2237 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2239 if (level.native_em_level->ply[i]->keys & (1 << k))
2240 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2241 get_key_element_from_nr(k);
2243 else if (stored_player[i].key[k])
2244 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2245 get_key_element_from_nr(k);
2248 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2249 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2250 level.native_em_level->ply[i]->dynamite;
2252 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2253 stored_player[i].inventory_size;
2255 if (stored_player[i].num_white_keys > 0)
2256 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2259 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2260 stored_player[i].num_white_keys;
2265 int player_nr = game.centered_player_nr;
2267 for (k = 0; k < MAX_NUM_KEYS; k++)
2269 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2271 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2272 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2273 get_key_element_from_nr(k);
2275 else if (stored_player[player_nr].key[k])
2276 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2277 get_key_element_from_nr(k);
2280 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2281 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2282 level.native_em_level->ply[player_nr]->dynamite;
2284 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2285 stored_player[player_nr].inventory_size;
2287 if (stored_player[player_nr].num_white_keys > 0)
2288 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2290 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2291 stored_player[player_nr].num_white_keys;
2294 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2296 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2297 get_inventory_element_from_pos(local_player, i);
2298 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2299 get_inventory_element_from_pos(local_player, -i - 1);
2302 game_panel_controls[GAME_PANEL_SCORE].value = score;
2303 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2305 game_panel_controls[GAME_PANEL_TIME].value = time;
2307 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2308 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2309 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2311 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2312 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2314 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2315 local_player->shield_normal_time_left;
2316 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2317 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2319 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2320 local_player->shield_deadly_time_left;
2322 game_panel_controls[GAME_PANEL_EXIT].value =
2323 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2325 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2326 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2327 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2328 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2329 EL_EMC_MAGIC_BALL_SWITCH);
2331 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2332 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2333 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2334 game.light_time_left;
2336 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2337 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2338 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2339 game.timegate_time_left;
2341 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2342 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2344 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2345 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2346 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2347 game.lenses_time_left;
2349 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2350 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2351 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2352 game.magnify_time_left;
2354 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2355 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2356 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2357 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2358 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2359 EL_BALLOON_SWITCH_NONE);
2361 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2362 local_player->dynabomb_count;
2363 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2364 local_player->dynabomb_size;
2365 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2366 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2368 game_panel_controls[GAME_PANEL_PENGUINS].value =
2369 local_player->friends_still_needed;
2371 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2372 local_player->sokobanfields_still_needed;
2373 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2374 local_player->sokobanfields_still_needed;
2376 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2377 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2379 for (i = 0; i < NUM_BELTS; i++)
2381 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2382 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2383 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2384 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2385 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2388 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2389 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2390 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2391 game.magic_wall_time_left;
2393 #if USE_PLAYER_GRAVITY
2394 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2395 local_player->gravity;
2397 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value = game.gravity;
2400 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2401 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2403 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2404 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2405 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2406 game.panel.element[i].id : EL_UNDEFINED);
2408 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2409 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2410 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2411 element_info[game.panel.element_count[i].id].element_count : 0);
2413 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2414 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2415 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2416 element_info[game.panel.ce_score[i].id].collect_score : 0);
2418 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2419 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2420 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2421 element_info[game.panel.ce_score_element[i].id].collect_score :
2424 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2425 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2426 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2428 /* update game panel control frames */
2430 for (i = 0; game_panel_controls[i].nr != -1; i++)
2432 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2434 if (gpc->type == TYPE_ELEMENT)
2436 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2438 int last_anim_random_frame = gfx.anim_random_frame;
2439 int element = gpc->value;
2440 int graphic = el2panelimg(element);
2442 if (gpc->value != gpc->last_value)
2445 gpc->gfx_random = INIT_GFX_RANDOM();
2451 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2452 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2453 gpc->gfx_random = INIT_GFX_RANDOM();
2456 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2457 gfx.anim_random_frame = gpc->gfx_random;
2459 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2460 gpc->gfx_frame = element_info[element].collect_score;
2462 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2465 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2466 gfx.anim_random_frame = last_anim_random_frame;
2472 void DisplayGameControlValues()
2474 boolean redraw_panel = FALSE;
2477 for (i = 0; game_panel_controls[i].nr != -1; i++)
2479 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2481 if (PANEL_DEACTIVATED(gpc->pos))
2484 if (gpc->value == gpc->last_value &&
2485 gpc->frame == gpc->last_frame)
2488 redraw_panel = TRUE;
2494 /* copy default game door content to main double buffer */
2495 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
2496 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
2498 /* redraw game control buttons */
2500 RedrawGameButtons();
2506 game_status = GAME_MODE_PSEUDO_PANEL;
2509 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2511 for (i = 0; game_panel_controls[i].nr != -1; i++)
2515 int nr = game_panel_order[i].nr;
2516 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2518 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2521 struct TextPosInfo *pos = gpc->pos;
2522 int type = gpc->type;
2523 int value = gpc->value;
2524 int frame = gpc->frame;
2526 int last_value = gpc->last_value;
2527 int last_frame = gpc->last_frame;
2529 int size = pos->size;
2530 int font = pos->font;
2531 boolean draw_masked = pos->draw_masked;
2532 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2534 if (PANEL_DEACTIVATED(pos))
2538 if (value == last_value && frame == last_frame)
2542 gpc->last_value = value;
2543 gpc->last_frame = frame;
2546 printf("::: value %d changed from %d to %d\n", nr, last_value, value);
2549 if (type == TYPE_INTEGER)
2551 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2552 nr == GAME_PANEL_TIME)
2554 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2556 if (use_dynamic_size) /* use dynamic number of digits */
2558 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2559 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2560 int size2 = size1 + 1;
2561 int font1 = pos->font;
2562 int font2 = pos->font_alt;
2564 size = (value < value_change ? size1 : size2);
2565 font = (value < value_change ? font1 : font2);
2568 /* clear background if value just changed its size (dynamic digits) */
2569 if ((last_value < value_change) != (value < value_change))
2571 int width1 = size1 * getFontWidth(font1);
2572 int width2 = size2 * getFontWidth(font2);
2573 int max_width = MAX(width1, width2);
2574 int max_height = MAX(getFontHeight(font1), getFontHeight(font2));
2576 pos->width = max_width;
2578 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2579 max_width, max_height);
2586 /* correct text size if "digits" is zero or less */
2588 size = strlen(int2str(value, size));
2590 /* dynamically correct text alignment */
2591 pos->width = size * getFontWidth(font);
2594 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2595 int2str(value, size), font, mask_mode);
2597 else if (type == TYPE_ELEMENT)
2599 int element, graphic;
2603 int dst_x = PANEL_XPOS(pos);
2604 int dst_y = PANEL_YPOS(pos);
2607 if (value != EL_UNDEFINED && value != EL_EMPTY)
2610 graphic = el2panelimg(value);
2612 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2615 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2619 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2622 width = graphic_info[graphic].width * size / TILESIZE;
2623 height = graphic_info[graphic].height * size / TILESIZE;
2627 SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
2628 dst_x - src_x, dst_y - src_y);
2629 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2634 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2639 if (value == EL_UNDEFINED || value == EL_EMPTY)
2641 element = (last_value == EL_UNDEFINED ? EL_EMPTY : last_value);
2642 graphic = el2panelimg(element);
2644 src_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
2645 src_x = DOOR_GFX_PAGEX5 + ALIGNED_TEXT_XPOS(pos);
2646 src_y = DOOR_GFX_PAGEY1 + ALIGNED_TEXT_YPOS(pos);
2651 graphic = el2panelimg(value);
2653 getSizedGraphicSource(graphic, frame, size, &src_bitmap, &src_x,&src_y);
2656 width = graphic_info[graphic].width * size / TILESIZE;
2657 height = graphic_info[graphic].height * size / TILESIZE;
2659 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height, dst_x, dst_y);
2662 else if (type == TYPE_STRING)
2664 boolean active = (value != 0);
2665 char *state_normal = "off";
2666 char *state_active = "on";
2667 char *state = (active ? state_active : state_normal);
2668 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2669 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2670 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2671 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2673 if (nr == GAME_PANEL_GRAVITY_STATE)
2675 int font1 = pos->font; /* (used for normal state) */
2676 int font2 = pos->font_alt; /* (used for active state) */
2678 int size1 = strlen(state_normal);
2679 int size2 = strlen(state_active);
2680 int width1 = size1 * getFontWidth(font1);
2681 int width2 = size2 * getFontWidth(font2);
2682 int max_width = MAX(width1, width2);
2683 int max_height = MAX(getFontHeight(font1), getFontHeight(font2));
2685 pos->width = max_width;
2687 /* clear background for values that may have changed its size */
2688 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2689 max_width, max_height);
2692 font = (active ? font2 : font1);
2702 /* don't truncate output if "chars" is zero or less */
2705 /* dynamically correct text alignment */
2706 pos->width = size * getFontWidth(font);
2710 s_cut = getStringCopyN(s, size);
2712 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2713 s_cut, font, mask_mode);
2719 redraw_mask |= REDRAW_DOOR_1;
2722 game_status = GAME_MODE_PLAYING;
2725 void UpdateAndDisplayGameControlValues()
2727 if (tape.warp_forward)
2730 UpdateGameControlValues();
2731 DisplayGameControlValues();
2734 void DrawGameValue_Emeralds(int value)
2736 struct TextPosInfo *pos = &game.panel.gems;
2738 int font_nr = pos->font;
2740 int font_nr = FONT_TEXT_2;
2742 int font_width = getFontWidth(font_nr);
2743 int chars = pos->size;
2746 return; /* !!! USE NEW STUFF !!! */
2749 if (PANEL_DEACTIVATED(pos))
2752 pos->width = chars * font_width;
2754 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2757 void DrawGameValue_Dynamite(int value)
2759 struct TextPosInfo *pos = &game.panel.inventory_count;
2761 int font_nr = pos->font;
2763 int font_nr = FONT_TEXT_2;
2765 int font_width = getFontWidth(font_nr);
2766 int chars = pos->size;
2769 return; /* !!! USE NEW STUFF !!! */
2772 if (PANEL_DEACTIVATED(pos))
2775 pos->width = chars * font_width;
2777 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2780 void DrawGameValue_Score(int value)
2782 struct TextPosInfo *pos = &game.panel.score;
2784 int font_nr = pos->font;
2786 int font_nr = FONT_TEXT_2;
2788 int font_width = getFontWidth(font_nr);
2789 int chars = pos->size;
2792 return; /* !!! USE NEW STUFF !!! */
2795 if (PANEL_DEACTIVATED(pos))
2798 pos->width = chars * font_width;
2800 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2803 void DrawGameValue_Time(int value)
2805 struct TextPosInfo *pos = &game.panel.time;
2806 static int last_value = -1;
2809 int chars = pos->size;
2811 int font1_nr = pos->font;
2812 int font2_nr = pos->font_alt;
2814 int font1_nr = FONT_TEXT_2;
2815 int font2_nr = FONT_TEXT_1;
2817 int font_nr = font1_nr;
2818 boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
2821 return; /* !!! USE NEW STUFF !!! */
2824 if (PANEL_DEACTIVATED(pos))
2827 if (use_dynamic_chars) /* use dynamic number of chars */
2829 chars = (value < 1000 ? chars1 : chars2);
2830 font_nr = (value < 1000 ? font1_nr : font2_nr);
2833 /* clear background if value just changed its size (dynamic chars only) */
2834 if (use_dynamic_chars && (last_value < 1000) != (value < 1000))
2836 int width1 = chars1 * getFontWidth(font1_nr);
2837 int width2 = chars2 * getFontWidth(font2_nr);
2838 int max_width = MAX(width1, width2);
2839 int max_height = MAX(getFontHeight(font1_nr), getFontHeight(font2_nr));
2841 pos->width = max_width;
2843 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2844 max_width, max_height);
2847 pos->width = chars * getFontWidth(font_nr);
2849 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2854 void DrawGameValue_Level(int value)
2856 struct TextPosInfo *pos = &game.panel.level_number;
2859 int chars = pos->size;
2861 int font1_nr = pos->font;
2862 int font2_nr = pos->font_alt;
2864 int font1_nr = FONT_TEXT_2;
2865 int font2_nr = FONT_TEXT_1;
2867 int font_nr = font1_nr;
2868 boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
2871 return; /* !!! USE NEW STUFF !!! */
2874 if (PANEL_DEACTIVATED(pos))
2877 if (use_dynamic_chars) /* use dynamic number of chars */
2879 chars = (level_nr < 100 ? chars1 : chars2);
2880 font_nr = (level_nr < 100 ? font1_nr : font2_nr);
2883 pos->width = chars * getFontWidth(font_nr);
2885 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2888 void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
2891 struct TextPosInfo *pos = &game.panel.keys;
2894 int base_key_graphic = EL_KEY_1;
2899 return; /* !!! USE NEW STUFF !!! */
2903 if (PANEL_DEACTIVATED(pos))
2908 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2909 base_key_graphic = EL_EM_KEY_1;
2913 pos->width = 4 * MINI_TILEX;
2917 for (i = 0; i < MAX_NUM_KEYS; i++)
2919 /* currently only 4 of 8 possible keys are displayed */
2920 for (i = 0; i < STD_NUM_KEYS; i++)
2924 struct TextPosInfo *pos = &game.panel.key[i];
2926 int src_x = DOOR_GFX_PAGEX5 + 18 + (i % 4) * MINI_TILEX;
2927 int src_y = DOOR_GFX_PAGEY1 + 123;
2929 int dst_x = PANEL_XPOS(pos);
2930 int dst_y = PANEL_YPOS(pos);
2932 int dst_x = PANEL_XPOS(pos) + i * MINI_TILEX;
2933 int dst_y = PANEL_YPOS(pos);
2937 int element = (i >= STD_NUM_KEYS ? EL_EMC_KEY_5 - 4 :
2938 level.game_engine_type == GAME_ENGINE_TYPE_EM ? EL_EM_KEY_1 :
2940 int graphic = el2edimg(element);
2944 if (PANEL_DEACTIVATED(pos))
2949 /* masked blit with tiles from half-size scaled bitmap does not work yet
2950 (no mask bitmap created for these sizes after loading and scaling) --
2951 solution: load without creating mask, scale, then create final mask */
2953 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
2954 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
2959 int graphic = el2edimg(base_key_graphic + i);
2964 getMiniGraphicSource(graphic, &src_bitmap, &src_x, &src_y);
2966 SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
2967 dst_x - src_x, dst_y - src_y);
2968 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, MINI_TILEX, MINI_TILEY,
2974 DrawMiniGraphicExt(drawto, dst_x, dst_y, graphic);
2976 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
2977 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
2980 DrawMiniGraphicExt(drawto, dst_x, dst_y, el2edimg(base_key_graphic + i));
2982 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
2983 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
2991 void DrawGameValue_Emeralds(int value)
2993 int font_nr = FONT_TEXT_2;
2994 int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
2996 if (PANEL_DEACTIVATED(game.panel.gems))
2999 DrawText(DX_EMERALDS + xpos, DY_EMERALDS, int2str(value, 3), font_nr);
3002 void DrawGameValue_Dynamite(int value)
3004 int font_nr = FONT_TEXT_2;
3005 int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
3007 if (PANEL_DEACTIVATED(game.panel.inventory_count))
3010 DrawText(DX_DYNAMITE + xpos, DY_DYNAMITE, int2str(value, 3), font_nr);
3013 void DrawGameValue_Score(int value)
3015 int font_nr = FONT_TEXT_2;
3016 int xpos = (5 * 14 - 5 * getFontWidth(font_nr)) / 2;
3018 if (PANEL_DEACTIVATED(game.panel.score))
3021 DrawText(DX_SCORE + xpos, DY_SCORE, int2str(value, 5), font_nr);
3024 void DrawGameValue_Time(int value)
3026 int font1_nr = FONT_TEXT_2;
3028 int font2_nr = FONT_TEXT_1;
3030 int font2_nr = FONT_LEVEL_NUMBER;
3032 int xpos3 = (3 * 14 - 3 * getFontWidth(font1_nr)) / 2;
3033 int xpos4 = (4 * 10 - 4 * getFontWidth(font2_nr)) / 2;
3035 if (PANEL_DEACTIVATED(game.panel.time))
3038 /* clear background if value just changed its size */
3039 if (value == 999 || value == 1000)
3040 ClearRectangleOnBackground(drawto, DX_TIME1, DY_TIME, 14 * 3, 14);
3043 DrawText(DX_TIME1 + xpos3, DY_TIME, int2str(value, 3), font1_nr);
3045 DrawText(DX_TIME2 + xpos4, DY_TIME, int2str(value, 4), font2_nr);
3048 void DrawGameValue_Level(int value)
3050 int font1_nr = FONT_TEXT_2;
3052 int font2_nr = FONT_TEXT_1;
3054 int font2_nr = FONT_LEVEL_NUMBER;
3057 if (PANEL_DEACTIVATED(game.panel.level))
3061 DrawText(DX_LEVEL1, DY_LEVEL, int2str(value, 2), font1_nr);
3063 DrawText(DX_LEVEL2, DY_LEVEL, int2str(value, 3), font2_nr);
3066 void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
3068 int base_key_graphic = EL_KEY_1;
3071 if (PANEL_DEACTIVATED(game.panel.keys))
3074 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3075 base_key_graphic = EL_EM_KEY_1;
3077 /* currently only 4 of 8 possible keys are displayed */
3078 for (i = 0; i < STD_NUM_KEYS; i++)
3080 int x = XX_KEYS + i * MINI_TILEX;
3084 DrawMiniGraphicExt(drawto, DX + x,DY + y, el2edimg(base_key_graphic + i));
3086 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
3087 DOOR_GFX_PAGEX5 + x, y, MINI_TILEX, MINI_TILEY, DX + x,DY + y);
3093 void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
3096 int key[MAX_NUM_KEYS];
3099 /* prevent EM engine from updating time/score values parallel to GameWon() */
3100 if (level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3101 local_player->LevelSolved)
3104 for (i = 0; i < MAX_NUM_KEYS; i++)
3105 key[i] = key_bits & (1 << i);
3107 DrawGameValue_Level(level_nr);
3109 DrawGameValue_Emeralds(emeralds);
3110 DrawGameValue_Dynamite(dynamite);
3111 DrawGameValue_Score(score);
3112 DrawGameValue_Time(time);
3114 DrawGameValue_Keys(key);
3117 void UpdateGameDoorValues()
3119 UpdateGameControlValues();
3122 void DrawGameDoorValues()
3124 DisplayGameControlValues();
3127 void DrawGameDoorValues_OLD()
3129 int time_value = (level.time == 0 ? TimePlayed : TimeLeft);
3130 int dynamite_value = 0;
3131 int score_value = (local_player->LevelSolved ? local_player->score_final :
3132 local_player->score);
3133 int gems_value = local_player->gems_still_needed;
3137 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3139 DrawGameDoorValues_EM();
3144 if (game.centered_player_nr == -1)
3146 for (i = 0; i < MAX_PLAYERS; i++)
3148 for (j = 0; j < MAX_NUM_KEYS; j++)
3149 if (stored_player[i].key[j])
3150 key_bits |= (1 << j);
3152 dynamite_value += stored_player[i].inventory_size;
3157 int player_nr = game.centered_player_nr;
3159 for (i = 0; i < MAX_NUM_KEYS; i++)
3160 if (stored_player[player_nr].key[i])
3161 key_bits |= (1 << i);
3163 dynamite_value = stored_player[player_nr].inventory_size;
3166 DrawAllGameValues(gems_value, dynamite_value, score_value, time_value,
3172 =============================================================================
3174 -----------------------------------------------------------------------------
3175 initialize game engine due to level / tape version number
3176 =============================================================================
3179 static void InitGameEngine()
3181 int i, j, k, l, x, y;
3183 /* set game engine from tape file when re-playing, else from level file */
3184 game.engine_version = (tape.playing ? tape.engine_version :
3185 level.game_version);
3187 /* ---------------------------------------------------------------------- */
3188 /* set flags for bugs and changes according to active game engine version */
3189 /* ---------------------------------------------------------------------- */
3192 Summary of bugfix/change:
3193 Fixed handling for custom elements that change when pushed by the player.
3195 Fixed/changed in version:
3199 Before 3.1.0, custom elements that "change when pushing" changed directly
3200 after the player started pushing them (until then handled in "DigField()").
3201 Since 3.1.0, these custom elements are not changed until the "pushing"
3202 move of the element is finished (now handled in "ContinueMoving()").
3204 Affected levels/tapes:
3205 The first condition is generally needed for all levels/tapes before version
3206 3.1.0, which might use the old behaviour before it was changed; known tapes
3207 that are affected are some tapes from the level set "Walpurgis Gardens" by
3209 The second condition is an exception from the above case and is needed for
3210 the special case of tapes recorded with game (not engine!) version 3.1.0 or
3211 above (including some development versions of 3.1.0), but before it was
3212 known that this change would break tapes like the above and was fixed in
3213 3.1.1, so that the changed behaviour was active although the engine version
3214 while recording maybe was before 3.1.0. There is at least one tape that is
3215 affected by this exception, which is the tape for the one-level set "Bug
3216 Machine" by Juergen Bonhagen.
3219 game.use_change_when_pushing_bug =
3220 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3222 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3223 tape.game_version < VERSION_IDENT(3,1,1,0)));
3226 Summary of bugfix/change:
3227 Fixed handling for blocking the field the player leaves when moving.
3229 Fixed/changed in version:
3233 Before 3.1.1, when "block last field when moving" was enabled, the field
3234 the player is leaving when moving was blocked for the time of the move,
3235 and was directly unblocked afterwards. This resulted in the last field
3236 being blocked for exactly one less than the number of frames of one player
3237 move. Additionally, even when blocking was disabled, the last field was
3238 blocked for exactly one frame.
3239 Since 3.1.1, due to changes in player movement handling, the last field
3240 is not blocked at all when blocking is disabled. When blocking is enabled,
3241 the last field is blocked for exactly the number of frames of one player
3242 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3243 last field is blocked for exactly one more than the number of frames of
3246 Affected levels/tapes:
3247 (!!! yet to be determined -- probably many !!!)
3250 game.use_block_last_field_bug =
3251 (game.engine_version < VERSION_IDENT(3,1,1,0));
3254 Summary of bugfix/change:
3255 Changed behaviour of CE changes with multiple changes per single frame.
3257 Fixed/changed in version:
3261 Before 3.2.0-6, only one single CE change was allowed in each engine frame.
3262 This resulted in race conditions where CEs seem to behave strange in some
3263 situations (where triggered CE changes were just skipped because there was
3264 already a CE change on that tile in the playfield in that engine frame).
3265 Since 3.2.0-6, this was changed to allow up to MAX_NUM_CHANGES_PER_FRAME.
3266 (The number of changes per frame must be limited in any case, because else
3267 it is easily possible to define CE changes that would result in an infinite
3268 loop, causing the whole game to freeze. The MAX_NUM_CHANGES_PER_FRAME value
3269 should be set large enough so that it would only be reached in cases where
3270 the corresponding CE change conditions run into a loop. Therefore, it seems
3271 to be reasonable to set MAX_NUM_CHANGES_PER_FRAME to the same value as the
3272 maximal number of change pages for custom elements.)
3274 Affected levels/tapes:
3278 #if USE_ONLY_ONE_CHANGE_PER_FRAME
3279 game.max_num_changes_per_frame = 1;
3281 game.max_num_changes_per_frame =
3282 (game.engine_version < VERSION_IDENT(3,2,0,6) ? 1 : 32);
3285 /* ---------------------------------------------------------------------- */
3287 /* default scan direction: scan playfield from top/left to bottom/right */
3288 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3290 /* dynamically adjust element properties according to game engine version */
3291 InitElementPropertiesEngine(game.engine_version);
3294 printf("level %d: level version == %06d\n", level_nr, level.game_version);
3295 printf(" tape version == %06d [%s] [file: %06d]\n",
3296 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
3298 printf(" => game.engine_version == %06d\n", game.engine_version);
3301 /* ---------- initialize player's initial move delay --------------------- */
3303 /* dynamically adjust player properties according to level information */
3304 for (i = 0; i < MAX_PLAYERS; i++)
3305 game.initial_move_delay_value[i] =
3306 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3308 /* dynamically adjust player properties according to game engine version */
3309 for (i = 0; i < MAX_PLAYERS; i++)
3310 game.initial_move_delay[i] =
3311 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3312 game.initial_move_delay_value[i] : 0);
3314 /* ---------- initialize player's initial push delay --------------------- */
3316 /* dynamically adjust player properties according to game engine version */
3317 game.initial_push_delay_value =
3318 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3320 /* ---------- initialize changing elements ------------------------------- */
3322 /* initialize changing elements information */
3323 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3325 struct ElementInfo *ei = &element_info[i];
3327 /* this pointer might have been changed in the level editor */
3328 ei->change = &ei->change_page[0];
3330 if (!IS_CUSTOM_ELEMENT(i))
3332 ei->change->target_element = EL_EMPTY_SPACE;
3333 ei->change->delay_fixed = 0;
3334 ei->change->delay_random = 0;
3335 ei->change->delay_frames = 1;
3338 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3340 ei->has_change_event[j] = FALSE;
3342 ei->event_page_nr[j] = 0;
3343 ei->event_page[j] = &ei->change_page[0];
3347 /* add changing elements from pre-defined list */
3348 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3350 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3351 struct ElementInfo *ei = &element_info[ch_delay->element];
3353 ei->change->target_element = ch_delay->target_element;
3354 ei->change->delay_fixed = ch_delay->change_delay;
3356 ei->change->pre_change_function = ch_delay->pre_change_function;
3357 ei->change->change_function = ch_delay->change_function;
3358 ei->change->post_change_function = ch_delay->post_change_function;
3360 ei->change->can_change = TRUE;
3361 ei->change->can_change_or_has_action = TRUE;
3363 ei->has_change_event[CE_DELAY] = TRUE;
3365 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3366 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3369 /* ---------- initialize internal run-time variables --------------------- */
3371 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3373 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3375 for (j = 0; j < ei->num_change_pages; j++)
3377 ei->change_page[j].can_change_or_has_action =
3378 (ei->change_page[j].can_change |
3379 ei->change_page[j].has_action);
3383 /* add change events from custom element configuration */
3384 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3386 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3388 for (j = 0; j < ei->num_change_pages; j++)
3390 if (!ei->change_page[j].can_change_or_has_action)
3393 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3395 /* only add event page for the first page found with this event */
3396 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3398 ei->has_change_event[k] = TRUE;
3400 ei->event_page_nr[k] = j;
3401 ei->event_page[k] = &ei->change_page[j];
3408 /* ---------- initialize reference elements in change conditions --------- */
3410 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3412 int element = EL_CUSTOM_START + i;
3413 struct ElementInfo *ei = &element_info[element];
3415 for (j = 0; j < ei->num_change_pages; j++)
3417 int trigger_element = ei->change_page[j].initial_trigger_element;
3419 if (trigger_element >= EL_PREV_CE_8 &&
3420 trigger_element <= EL_NEXT_CE_8)
3421 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3423 ei->change_page[j].trigger_element = trigger_element;
3428 /* ---------- initialize run-time trigger player and element ------------- */
3430 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3432 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3434 for (j = 0; j < ei->num_change_pages; j++)
3436 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3437 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
3438 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_1;
3439 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3440 ei->change_page[j].actual_trigger_ce_value = 0;
3441 ei->change_page[j].actual_trigger_ce_score = 0;
3445 /* ---------- initialize trigger events ---------------------------------- */
3447 /* initialize trigger events information */
3448 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3449 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3450 trigger_events[i][j] = FALSE;
3452 /* add trigger events from element change event properties */
3453 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3455 struct ElementInfo *ei = &element_info[i];
3457 for (j = 0; j < ei->num_change_pages; j++)
3459 if (!ei->change_page[j].can_change_or_has_action)
3462 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3464 int trigger_element = ei->change_page[j].trigger_element;
3466 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3468 if (ei->change_page[j].has_event[k])
3470 if (IS_GROUP_ELEMENT(trigger_element))
3472 struct ElementGroupInfo *group =
3473 element_info[trigger_element].group;
3475 for (l = 0; l < group->num_elements_resolved; l++)
3476 trigger_events[group->element_resolved[l]][k] = TRUE;
3478 else if (trigger_element == EL_ANY_ELEMENT)
3479 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3480 trigger_events[l][k] = TRUE;
3482 trigger_events[trigger_element][k] = TRUE;
3489 /* ---------- initialize push delay -------------------------------------- */
3491 /* initialize push delay values to default */
3492 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3494 if (!IS_CUSTOM_ELEMENT(i))
3496 /* set default push delay values (corrected since version 3.0.7-1) */
3497 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3499 element_info[i].push_delay_fixed = 2;
3500 element_info[i].push_delay_random = 8;
3504 element_info[i].push_delay_fixed = 8;
3505 element_info[i].push_delay_random = 8;
3510 /* set push delay value for certain elements from pre-defined list */
3511 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3513 int e = push_delay_list[i].element;
3515 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3516 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3519 /* set push delay value for Supaplex elements for newer engine versions */
3520 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3522 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3524 if (IS_SP_ELEMENT(i))
3526 /* set SP push delay to just enough to push under a falling zonk */
3527 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3529 element_info[i].push_delay_fixed = delay;
3530 element_info[i].push_delay_random = 0;
3535 /* ---------- initialize move stepsize ----------------------------------- */
3537 /* initialize move stepsize values to default */
3538 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3539 if (!IS_CUSTOM_ELEMENT(i))
3540 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3542 /* set move stepsize value for certain elements from pre-defined list */
3543 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3545 int e = move_stepsize_list[i].element;
3547 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3550 /* ---------- initialize collect score ----------------------------------- */
3552 /* initialize collect score values for custom elements from initial value */
3553 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3554 if (IS_CUSTOM_ELEMENT(i))
3555 element_info[i].collect_score = element_info[i].collect_score_initial;
3557 /* ---------- initialize collect count ----------------------------------- */
3559 /* initialize collect count values for non-custom elements */
3560 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3561 if (!IS_CUSTOM_ELEMENT(i))
3562 element_info[i].collect_count_initial = 0;
3564 /* add collect count values for all elements from pre-defined list */
3565 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3566 element_info[collect_count_list[i].element].collect_count_initial =
3567 collect_count_list[i].count;
3569 /* ---------- initialize access direction -------------------------------- */
3571 /* initialize access direction values to default (access from every side) */
3572 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3573 if (!IS_CUSTOM_ELEMENT(i))
3574 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3576 /* set access direction value for certain elements from pre-defined list */
3577 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3578 element_info[access_direction_list[i].element].access_direction =
3579 access_direction_list[i].direction;
3581 /* ---------- initialize explosion content ------------------------------- */
3582 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3584 if (IS_CUSTOM_ELEMENT(i))
3587 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3589 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3591 element_info[i].content.e[x][y] =
3592 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3593 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3594 i == EL_PLAYER_3 ? EL_EMERALD :
3595 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3596 i == EL_MOLE ? EL_EMERALD_RED :
3597 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3598 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3599 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3600 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3601 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3602 i == EL_WALL_EMERALD ? EL_EMERALD :
3603 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3604 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3605 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3606 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3607 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3608 i == EL_WALL_PEARL ? EL_PEARL :
3609 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3614 /* ---------- initialize recursion detection ------------------------------ */
3615 recursion_loop_depth = 0;
3616 recursion_loop_detected = FALSE;
3617 recursion_loop_element = EL_UNDEFINED;
3619 /* ---------- initialize graphics engine ---------------------------------- */
3620 game.scroll_delay_value =
3621 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3622 setup.scroll_delay ? setup.scroll_delay_value : 0);
3623 game.scroll_delay_value =
3624 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3627 int get_num_special_action(int element, int action_first, int action_last)
3629 int num_special_action = 0;
3632 for (i = action_first; i <= action_last; i++)
3634 boolean found = FALSE;
3636 for (j = 0; j < NUM_DIRECTIONS; j++)
3637 if (el_act_dir2img(element, i, j) !=
3638 el_act_dir2img(element, ACTION_DEFAULT, j))
3642 num_special_action++;
3647 return num_special_action;
3652 =============================================================================
3654 -----------------------------------------------------------------------------
3655 initialize and start new game
3656 =============================================================================
3661 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3662 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3663 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3665 boolean do_fading = (game_status == GAME_MODE_MAIN);
3669 game_status = GAME_MODE_PLAYING;
3672 InitGameControlValues();
3674 /* don't play tapes over network */
3675 network_playing = (options.network && !tape.playing);
3677 for (i = 0; i < MAX_PLAYERS; i++)
3679 struct PlayerInfo *player = &stored_player[i];
3681 player->index_nr = i;
3682 player->index_bit = (1 << i);
3683 player->element_nr = EL_PLAYER_1 + i;
3685 player->present = FALSE;
3686 player->active = FALSE;
3687 player->killed = FALSE;
3690 player->effective_action = 0;
3691 player->programmed_action = 0;
3694 player->score_final = 0;
3696 player->gems_still_needed = level.gems_needed;
3697 player->sokobanfields_still_needed = 0;
3698 player->lights_still_needed = 0;
3699 player->friends_still_needed = 0;
3701 for (j = 0; j < MAX_NUM_KEYS; j++)
3702 player->key[j] = FALSE;
3704 player->num_white_keys = 0;
3706 player->dynabomb_count = 0;
3707 player->dynabomb_size = 1;
3708 player->dynabombs_left = 0;
3709 player->dynabomb_xl = FALSE;
3711 player->MovDir = MV_NONE;
3714 player->GfxDir = MV_NONE;
3715 player->GfxAction = ACTION_DEFAULT;
3717 player->StepFrame = 0;
3719 player->use_murphy = FALSE;
3720 player->artwork_element =
3721 (level.use_artwork_element[i] ? level.artwork_element[i] :
3722 player->element_nr);
3724 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3725 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3727 player->gravity = level.initial_player_gravity[i];
3729 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3731 player->actual_frame_counter = 0;
3733 player->step_counter = 0;
3735 player->last_move_dir = MV_NONE;
3737 player->is_active = FALSE;
3739 player->is_waiting = FALSE;
3740 player->is_moving = FALSE;
3741 player->is_auto_moving = FALSE;
3742 player->is_digging = FALSE;
3743 player->is_snapping = FALSE;
3744 player->is_collecting = FALSE;
3745 player->is_pushing = FALSE;
3746 player->is_switching = FALSE;
3747 player->is_dropping = FALSE;
3748 player->is_dropping_pressed = FALSE;
3750 player->is_bored = FALSE;
3751 player->is_sleeping = FALSE;
3753 player->frame_counter_bored = -1;
3754 player->frame_counter_sleeping = -1;
3756 player->anim_delay_counter = 0;
3757 player->post_delay_counter = 0;
3759 player->dir_waiting = MV_NONE;
3760 player->action_waiting = ACTION_DEFAULT;
3761 player->last_action_waiting = ACTION_DEFAULT;
3762 player->special_action_bored = ACTION_DEFAULT;
3763 player->special_action_sleeping = ACTION_DEFAULT;
3765 player->switch_x = -1;
3766 player->switch_y = -1;
3768 player->drop_x = -1;
3769 player->drop_y = -1;
3771 player->show_envelope = 0;
3773 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3775 player->push_delay = -1; /* initialized when pushing starts */
3776 player->push_delay_value = game.initial_push_delay_value;
3778 player->drop_delay = 0;
3779 player->drop_pressed_delay = 0;
3781 player->last_jx = -1;
3782 player->last_jy = -1;
3786 player->shield_normal_time_left = 0;
3787 player->shield_deadly_time_left = 0;
3789 player->inventory_infinite_element = EL_UNDEFINED;
3790 player->inventory_size = 0;
3792 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3793 SnapField(player, 0, 0);
3795 player->LevelSolved = FALSE;
3796 player->GameOver = FALSE;
3798 player->LevelSolved_GameWon = FALSE;
3799 player->LevelSolved_GameEnd = FALSE;
3800 player->LevelSolved_PanelOff = FALSE;
3801 player->LevelSolved_SaveTape = FALSE;
3802 player->LevelSolved_SaveScore = FALSE;
3803 player->LevelSolved_CountingTime = 0;
3804 player->LevelSolved_CountingScore = 0;
3807 network_player_action_received = FALSE;
3809 #if defined(NETWORK_AVALIABLE)
3810 /* initial null action */
3811 if (network_playing)
3812 SendToServer_MovePlayer(MV_NONE);
3821 TimeLeft = level.time;
3824 ScreenMovDir = MV_NONE;
3828 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3830 AllPlayersGone = FALSE;
3832 game.yamyam_content_nr = 0;
3833 game.robot_wheel_active = FALSE;
3834 game.magic_wall_active = FALSE;
3835 game.magic_wall_time_left = 0;
3836 game.light_time_left = 0;
3837 game.timegate_time_left = 0;
3838 game.switchgate_pos = 0;
3839 game.wind_direction = level.wind_direction_initial;
3841 #if !USE_PLAYER_GRAVITY
3842 game.gravity = FALSE;
3843 game.explosions_delayed = TRUE;
3846 game.lenses_time_left = 0;
3847 game.magnify_time_left = 0;
3849 game.ball_state = level.ball_state_initial;
3850 game.ball_content_nr = 0;
3852 game.envelope_active = FALSE;
3854 /* set focus to local player for network games, else to all players */
3855 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3856 game.centered_player_nr_next = game.centered_player_nr;
3857 game.set_centered_player = FALSE;
3859 if (network_playing && tape.recording)
3861 /* store client dependent player focus when recording network games */
3862 tape.centered_player_nr_next = game.centered_player_nr_next;
3863 tape.set_centered_player = TRUE;
3866 for (i = 0; i < NUM_BELTS; i++)
3868 game.belt_dir[i] = MV_NONE;
3869 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3872 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3873 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3875 SCAN_PLAYFIELD(x, y)
3877 Feld[x][y] = level.field[x][y];
3878 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3879 ChangeDelay[x][y] = 0;
3880 ChangePage[x][y] = -1;
3881 #if USE_NEW_CUSTOM_VALUE
3882 CustomValue[x][y] = 0; /* initialized in InitField() */
3884 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3886 WasJustMoving[x][y] = 0;
3887 WasJustFalling[x][y] = 0;
3888 CheckCollision[x][y] = 0;
3889 CheckImpact[x][y] = 0;
3891 Pushed[x][y] = FALSE;
3893 ChangeCount[x][y] = 0;
3894 ChangeEvent[x][y] = -1;
3896 ExplodePhase[x][y] = 0;
3897 ExplodeDelay[x][y] = 0;
3898 ExplodeField[x][y] = EX_TYPE_NONE;
3900 RunnerVisit[x][y] = 0;
3901 PlayerVisit[x][y] = 0;
3904 GfxRandom[x][y] = INIT_GFX_RANDOM();
3905 GfxElement[x][y] = EL_UNDEFINED;
3906 GfxAction[x][y] = ACTION_DEFAULT;
3907 GfxDir[x][y] = MV_NONE;
3908 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3911 SCAN_PLAYFIELD(x, y)
3913 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3915 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3917 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3920 InitField(x, y, TRUE);
3922 ResetGfxAnimation(x, y);
3927 for (i = 0; i < MAX_PLAYERS; i++)
3929 struct PlayerInfo *player = &stored_player[i];
3931 /* set number of special actions for bored and sleeping animation */
3932 player->num_special_action_bored =
3933 get_num_special_action(player->artwork_element,
3934 ACTION_BORING_1, ACTION_BORING_LAST);
3935 player->num_special_action_sleeping =
3936 get_num_special_action(player->artwork_element,
3937 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3940 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3941 emulate_sb ? EMU_SOKOBAN :
3942 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3944 #if USE_NEW_ALL_SLIPPERY
3945 /* initialize type of slippery elements */
3946 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3948 if (!IS_CUSTOM_ELEMENT(i))
3950 /* default: elements slip down either to the left or right randomly */
3951 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3953 /* SP style elements prefer to slip down on the left side */
3954 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3955 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3957 /* BD style elements prefer to slip down on the left side */
3958 if (game.emulation == EMU_BOULDERDASH)
3959 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3964 /* initialize explosion and ignition delay */
3965 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3967 if (!IS_CUSTOM_ELEMENT(i))
3970 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3971 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3972 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3973 int last_phase = (num_phase + 1) * delay;
3974 int half_phase = (num_phase / 2) * delay;
3976 element_info[i].explosion_delay = last_phase - 1;
3977 element_info[i].ignition_delay = half_phase;
3979 if (i == EL_BLACK_ORB)
3980 element_info[i].ignition_delay = 1;
3984 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
3985 element_info[i].explosion_delay = 1;
3987 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
3988 element_info[i].ignition_delay = 1;
3992 /* correct non-moving belts to start moving left */
3993 for (i = 0; i < NUM_BELTS; i++)
3994 if (game.belt_dir[i] == MV_NONE)
3995 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3997 /* check if any connected player was not found in playfield */
3998 for (i = 0; i < MAX_PLAYERS; i++)
4000 struct PlayerInfo *player = &stored_player[i];
4002 if (player->connected && !player->present)
4004 for (j = 0; j < MAX_PLAYERS; j++)
4006 struct PlayerInfo *some_player = &stored_player[j];
4007 int jx = some_player->jx, jy = some_player->jy;
4009 /* assign first free player found that is present in the playfield */
4010 if (some_player->present && !some_player->connected)
4012 player->present = TRUE;
4013 player->active = TRUE;
4015 some_player->present = FALSE;
4016 some_player->active = FALSE;
4018 player->artwork_element = some_player->artwork_element;
4020 player->block_last_field = some_player->block_last_field;
4021 player->block_delay_adjustment = some_player->block_delay_adjustment;
4023 StorePlayer[jx][jy] = player->element_nr;
4024 player->jx = player->last_jx = jx;
4025 player->jy = player->last_jy = jy;
4035 /* when playing a tape, eliminate all players who do not participate */
4037 for (i = 0; i < MAX_PLAYERS; i++)
4039 if (stored_player[i].active && !tape.player_participates[i])
4041 struct PlayerInfo *player = &stored_player[i];
4042 int jx = player->jx, jy = player->jy;
4044 player->active = FALSE;
4045 StorePlayer[jx][jy] = 0;
4046 Feld[jx][jy] = EL_EMPTY;
4050 else if (!options.network && !setup.team_mode) /* && !tape.playing */
4052 /* when in single player mode, eliminate all but the first active player */
4054 for (i = 0; i < MAX_PLAYERS; i++)
4056 if (stored_player[i].active)
4058 for (j = i + 1; j < MAX_PLAYERS; j++)
4060 if (stored_player[j].active)
4062 struct PlayerInfo *player = &stored_player[j];
4063 int jx = player->jx, jy = player->jy;
4065 player->active = FALSE;
4066 player->present = FALSE;
4068 StorePlayer[jx][jy] = 0;
4069 Feld[jx][jy] = EL_EMPTY;
4076 /* when recording the game, store which players take part in the game */
4079 for (i = 0; i < MAX_PLAYERS; i++)
4080 if (stored_player[i].active)
4081 tape.player_participates[i] = TRUE;
4086 for (i = 0; i < MAX_PLAYERS; i++)
4088 struct PlayerInfo *player = &stored_player[i];
4090 printf("Player %d: present == %d, connected == %d, active == %d.\n",
4095 if (local_player == player)
4096 printf("Player %d is local player.\n", i+1);
4100 if (BorderElement == EL_EMPTY)
4103 SBX_Right = lev_fieldx - SCR_FIELDX;
4105 SBY_Lower = lev_fieldy - SCR_FIELDY;
4110 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4112 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4115 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
4116 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4118 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
4119 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4121 /* if local player not found, look for custom element that might create
4122 the player (make some assumptions about the right custom element) */
4123 if (!local_player->present)
4125 int start_x = 0, start_y = 0;
4126 int found_rating = 0;
4127 int found_element = EL_UNDEFINED;
4128 int player_nr = local_player->index_nr;
4130 SCAN_PLAYFIELD(x, y)
4132 int element = Feld[x][y];
4137 if (level.use_start_element[player_nr] &&
4138 level.start_element[player_nr] == element &&
4145 found_element = element;
4148 if (!IS_CUSTOM_ELEMENT(element))
4151 if (CAN_CHANGE(element))
4153 for (i = 0; i < element_info[element].num_change_pages; i++)
4155 /* check for player created from custom element as single target */
4156 content = element_info[element].change_page[i].target_element;
4157 is_player = ELEM_IS_PLAYER(content);
4159 if (is_player && (found_rating < 3 ||
4160 (found_rating == 3 && element < found_element)))
4166 found_element = element;
4171 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4173 /* check for player created from custom element as explosion content */
4174 content = element_info[element].content.e[xx][yy];
4175 is_player = ELEM_IS_PLAYER(content);
4177 if (is_player && (found_rating < 2 ||
4178 (found_rating == 2 && element < found_element)))
4180 start_x = x + xx - 1;
4181 start_y = y + yy - 1;
4184 found_element = element;
4187 if (!CAN_CHANGE(element))
4190 for (i = 0; i < element_info[element].num_change_pages; i++)
4192 /* check for player created from custom element as extended target */
4194 element_info[element].change_page[i].target_content.e[xx][yy];
4196 is_player = ELEM_IS_PLAYER(content);
4198 if (is_player && (found_rating < 1 ||
4199 (found_rating == 1 && element < found_element)))
4201 start_x = x + xx - 1;
4202 start_y = y + yy - 1;
4205 found_element = element;
4211 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
4212 start_x > SBX_Right + MIDPOSX ? SBX_Right :
4215 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4216 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4221 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
4222 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
4223 local_player->jx - MIDPOSX);
4225 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
4226 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
4227 local_player->jy - MIDPOSY);
4231 /* do not use PLAYING mask for fading out from main screen */
4232 game_status = GAME_MODE_MAIN;
4237 if (!game.restart_level)
4238 CloseDoor(DOOR_CLOSE_1);
4241 if (level_editor_test_game)
4242 FadeSkipNextFadeIn();
4244 FadeSetEnterScreen();
4246 if (level_editor_test_game)
4247 fading = fading_none;
4249 fading = menu.destination;
4253 FadeOut(REDRAW_FIELD);
4256 FadeOut(REDRAW_FIELD);
4260 game_status = GAME_MODE_PLAYING;
4263 /* !!! FIX THIS (START) !!! */
4264 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4266 InitGameEngine_EM();
4268 /* blit playfield from scroll buffer to normal back buffer for fading in */
4269 BlitScreenToBitmap_EM(backbuffer);
4276 /* after drawing the level, correct some elements */
4277 if (game.timegate_time_left == 0)
4278 CloseAllOpenTimegates();
4280 /* blit playfield from scroll buffer to normal back buffer for fading in */
4281 if (setup.soft_scrolling)
4282 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
4284 redraw_mask |= REDRAW_FROM_BACKBUFFER;
4286 /* !!! FIX THIS (END) !!! */
4289 FadeIn(REDRAW_FIELD);
4292 FadeIn(REDRAW_FIELD);
4297 if (!game.restart_level)
4299 /* copy default game door content to main double buffer */
4300 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
4301 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
4304 SetPanelBackground();
4305 SetDrawBackgroundMask(REDRAW_DOOR_1);
4308 UpdateAndDisplayGameControlValues();
4310 UpdateGameDoorValues();
4311 DrawGameDoorValues();
4314 if (!game.restart_level)
4318 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
4319 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
4320 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
4324 /* copy actual game door content to door double buffer for OpenDoor() */
4325 BlitBitmap(drawto, bitmap_db_door,
4326 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
4328 OpenDoor(DOOR_OPEN_ALL);
4330 PlaySound(SND_GAME_STARTING);
4332 if (setup.sound_music)
4335 KeyboardAutoRepeatOffUnlessAutoplay();
4339 for (i = 0; i < MAX_PLAYERS; i++)
4340 printf("Player %d %sactive.\n",
4341 i + 1, (stored_player[i].active ? "" : "not "));
4352 game.restart_level = FALSE;
4355 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4357 /* this is used for non-R'n'D game engines to update certain engine values */
4359 /* needed to determine if sounds are played within the visible screen area */
4360 scroll_x = actual_scroll_x;
4361 scroll_y = actual_scroll_y;
4364 void InitMovDir(int x, int y)
4366 int i, element = Feld[x][y];
4367 static int xy[4][2] =
4374 static int direction[3][4] =
4376 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4377 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4378 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4387 Feld[x][y] = EL_BUG;
4388 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4391 case EL_SPACESHIP_RIGHT:
4392 case EL_SPACESHIP_UP:
4393 case EL_SPACESHIP_LEFT:
4394 case EL_SPACESHIP_DOWN:
4395 Feld[x][y] = EL_SPACESHIP;
4396 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4399 case EL_BD_BUTTERFLY_RIGHT:
4400 case EL_BD_BUTTERFLY_UP:
4401 case EL_BD_BUTTERFLY_LEFT:
4402 case EL_BD_BUTTERFLY_DOWN:
4403 Feld[x][y] = EL_BD_BUTTERFLY;
4404 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4407 case EL_BD_FIREFLY_RIGHT:
4408 case EL_BD_FIREFLY_UP:
4409 case EL_BD_FIREFLY_LEFT:
4410 case EL_BD_FIREFLY_DOWN:
4411 Feld[x][y] = EL_BD_FIREFLY;
4412 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4415 case EL_PACMAN_RIGHT:
4417 case EL_PACMAN_LEFT:
4418 case EL_PACMAN_DOWN:
4419 Feld[x][y] = EL_PACMAN;
4420 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4423 case EL_YAMYAM_LEFT:
4424 case EL_YAMYAM_RIGHT:
4426 case EL_YAMYAM_DOWN:
4427 Feld[x][y] = EL_YAMYAM;
4428 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4431 case EL_SP_SNIKSNAK:
4432 MovDir[x][y] = MV_UP;
4435 case EL_SP_ELECTRON:
4436 MovDir[x][y] = MV_LEFT;
4443 Feld[x][y] = EL_MOLE;
4444 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4448 if (IS_CUSTOM_ELEMENT(element))
4450 struct ElementInfo *ei = &element_info[element];
4451 int move_direction_initial = ei->move_direction_initial;
4452 int move_pattern = ei->move_pattern;
4454 if (move_direction_initial == MV_START_PREVIOUS)
4456 if (MovDir[x][y] != MV_NONE)
4459 move_direction_initial = MV_START_AUTOMATIC;
4462 if (move_direction_initial == MV_START_RANDOM)
4463 MovDir[x][y] = 1 << RND(4);
4464 else if (move_direction_initial & MV_ANY_DIRECTION)
4465 MovDir[x][y] = move_direction_initial;
4466 else if (move_pattern == MV_ALL_DIRECTIONS ||
4467 move_pattern == MV_TURNING_LEFT ||
4468 move_pattern == MV_TURNING_RIGHT ||
4469 move_pattern == MV_TURNING_LEFT_RIGHT ||
4470 move_pattern == MV_TURNING_RIGHT_LEFT ||
4471 move_pattern == MV_TURNING_RANDOM)
4472 MovDir[x][y] = 1 << RND(4);
4473 else if (move_pattern == MV_HORIZONTAL)
4474 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4475 else if (move_pattern == MV_VERTICAL)
4476 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4477 else if (move_pattern & MV_ANY_DIRECTION)
4478 MovDir[x][y] = element_info[element].move_pattern;
4479 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4480 move_pattern == MV_ALONG_RIGHT_SIDE)
4482 /* use random direction as default start direction */
4483 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4484 MovDir[x][y] = 1 << RND(4);
4486 for (i = 0; i < NUM_DIRECTIONS; i++)
4488 int x1 = x + xy[i][0];
4489 int y1 = y + xy[i][1];
4491 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4493 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4494 MovDir[x][y] = direction[0][i];
4496 MovDir[x][y] = direction[1][i];
4505 MovDir[x][y] = 1 << RND(4);
4507 if (element != EL_BUG &&
4508 element != EL_SPACESHIP &&
4509 element != EL_BD_BUTTERFLY &&
4510 element != EL_BD_FIREFLY)
4513 for (i = 0; i < NUM_DIRECTIONS; i++)
4515 int x1 = x + xy[i][0];
4516 int y1 = y + xy[i][1];
4518 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4520 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4522 MovDir[x][y] = direction[0][i];
4525 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4526 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4528 MovDir[x][y] = direction[1][i];
4537 GfxDir[x][y] = MovDir[x][y];
4540 void InitAmoebaNr(int x, int y)
4543 int group_nr = AmoebeNachbarNr(x, y);
4547 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4549 if (AmoebaCnt[i] == 0)
4557 AmoebaNr[x][y] = group_nr;
4558 AmoebaCnt[group_nr]++;
4559 AmoebaCnt2[group_nr]++;
4562 static void PlayerWins(struct PlayerInfo *player)
4564 player->LevelSolved = TRUE;
4565 player->GameOver = TRUE;
4567 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4568 level.native_em_level->lev->score : player->score);
4570 player->LevelSolved_CountingTime = (level.time == 0 ? TimePlayed : TimeLeft);
4571 player->LevelSolved_CountingScore = player->score_final;
4576 static int time, time_final;
4577 static int score, score_final;
4578 static int game_over_delay_1 = 0;
4579 static int game_over_delay_2 = 0;
4580 int game_over_delay_value_1 = 50;
4581 int game_over_delay_value_2 = 50;
4583 if (!local_player->LevelSolved_GameWon)
4587 /* do not start end game actions before the player stops moving (to exit) */
4588 if (local_player->MovPos)
4591 local_player->LevelSolved_GameWon = TRUE;
4592 local_player->LevelSolved_SaveTape = tape.recording;
4593 local_player->LevelSolved_SaveScore = !tape.playing;
4595 if (tape.auto_play) /* tape might already be stopped here */
4596 tape.auto_play_level_solved = TRUE;
4602 game_over_delay_1 = game_over_delay_value_1;
4603 game_over_delay_2 = game_over_delay_value_2;
4605 time = time_final = (level.time == 0 ? TimePlayed : TimeLeft);
4606 score = score_final = local_player->score_final;
4611 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4613 else if (level.time == 0 && TimePlayed < 999)
4616 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4619 local_player->score_final = score_final;
4621 if (level_editor_test_game)
4624 score = score_final;
4627 local_player->LevelSolved_CountingTime = time;
4628 local_player->LevelSolved_CountingScore = score;
4630 game_panel_controls[GAME_PANEL_TIME].value = time;
4631 game_panel_controls[GAME_PANEL_SCORE].value = score;
4633 DisplayGameControlValues();
4635 DrawGameValue_Time(time);
4636 DrawGameValue_Score(score);
4640 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4642 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4644 /* close exit door after last player */
4645 if ((AllPlayersGone &&
4646 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4647 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4648 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4649 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4650 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4652 int element = Feld[ExitX][ExitY];
4655 if (element == EL_EM_EXIT_OPEN ||
4656 element == EL_EM_STEEL_EXIT_OPEN)
4663 Feld[ExitX][ExitY] =
4664 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4665 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4666 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4667 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4668 EL_EM_STEEL_EXIT_CLOSING);
4670 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4674 /* player disappears */
4675 DrawLevelField(ExitX, ExitY);
4678 for (i = 0; i < MAX_PLAYERS; i++)
4680 struct PlayerInfo *player = &stored_player[i];
4682 if (player->present)
4684 RemovePlayer(player);
4686 /* player disappears */
4687 DrawLevelField(player->jx, player->jy);
4692 PlaySound(SND_GAME_WINNING);
4695 if (game_over_delay_1 > 0)
4697 game_over_delay_1--;
4702 if (time != time_final)
4704 int time_to_go = ABS(time_final - time);
4705 int time_count_dir = (time < time_final ? +1 : -1);
4706 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4708 time += time_count_steps * time_count_dir;
4709 score += time_count_steps * level.score[SC_TIME_BONUS];
4712 local_player->LevelSolved_CountingTime = time;
4713 local_player->LevelSolved_CountingScore = score;
4715 game_panel_controls[GAME_PANEL_TIME].value = time;
4716 game_panel_controls[GAME_PANEL_SCORE].value = score;
4718 DisplayGameControlValues();
4720 DrawGameValue_Time(time);
4721 DrawGameValue_Score(score);
4724 if (time == time_final)
4725 StopSound(SND_GAME_LEVELTIME_BONUS);
4726 else if (setup.sound_loops)
4727 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4729 PlaySound(SND_GAME_LEVELTIME_BONUS);
4734 local_player->LevelSolved_PanelOff = TRUE;
4736 if (game_over_delay_2 > 0)
4738 game_over_delay_2--;
4751 boolean raise_level = FALSE;
4753 local_player->LevelSolved_GameEnd = TRUE;
4755 CloseDoor(DOOR_CLOSE_1);
4757 if (local_player->LevelSolved_SaveTape)
4764 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4766 SaveTape(tape.level_nr); /* ask to save tape */
4770 if (level_editor_test_game)
4772 game_status = GAME_MODE_MAIN;
4775 DrawAndFadeInMainMenu(REDRAW_FIELD);
4783 if (!local_player->LevelSolved_SaveScore)
4786 FadeOut(REDRAW_FIELD);
4789 game_status = GAME_MODE_MAIN;
4791 DrawAndFadeInMainMenu(REDRAW_FIELD);
4796 if (level_nr == leveldir_current->handicap_level)
4798 leveldir_current->handicap_level++;
4799 SaveLevelSetup_SeriesInfo();
4802 if (level_nr < leveldir_current->last_level)
4803 raise_level = TRUE; /* advance to next level */
4805 if ((hi_pos = NewHiScore()) >= 0)
4807 game_status = GAME_MODE_SCORES;
4809 DrawHallOfFame(hi_pos);
4820 FadeOut(REDRAW_FIELD);
4823 game_status = GAME_MODE_MAIN;
4831 DrawAndFadeInMainMenu(REDRAW_FIELD);
4840 LoadScore(level_nr);
4842 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4843 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4846 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4848 if (local_player->score_final > highscore[k].Score)
4850 /* player has made it to the hall of fame */
4852 if (k < MAX_SCORE_ENTRIES - 1)
4854 int m = MAX_SCORE_ENTRIES - 1;
4857 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4858 if (strEqual(setup.player_name, highscore[l].Name))
4860 if (m == k) /* player's new highscore overwrites his old one */
4864 for (l = m; l > k; l--)
4866 strcpy(highscore[l].Name, highscore[l - 1].Name);
4867 highscore[l].Score = highscore[l - 1].Score;
4874 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4875 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4876 highscore[k].Score = local_player->score_final;
4882 else if (!strncmp(setup.player_name, highscore[k].Name,
4883 MAX_PLAYER_NAME_LEN))
4884 break; /* player already there with a higher score */
4890 SaveScore(level_nr);
4895 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4897 int element = Feld[x][y];
4898 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4899 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4900 int horiz_move = (dx != 0);
4901 int sign = (horiz_move ? dx : dy);
4902 int step = sign * element_info[element].move_stepsize;
4904 /* special values for move stepsize for spring and things on conveyor belt */
4907 if (CAN_FALL(element) &&
4908 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4909 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4910 else if (element == EL_SPRING)
4911 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4917 inline static int getElementMoveStepsize(int x, int y)
4919 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4922 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4924 if (player->GfxAction != action || player->GfxDir != dir)
4927 printf("Player frame reset! (%d => %d, %d => %d)\n",
4928 player->GfxAction, action, player->GfxDir, dir);
4931 player->GfxAction = action;
4932 player->GfxDir = dir;
4934 player->StepFrame = 0;
4938 #if USE_GFX_RESET_GFX_ANIMATION
4939 static void ResetGfxFrame(int x, int y, boolean redraw)
4941 int element = Feld[x][y];
4942 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4943 int last_gfx_frame = GfxFrame[x][y];
4945 if (graphic_info[graphic].anim_global_sync)
4946 GfxFrame[x][y] = FrameCounter;
4947 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4948 GfxFrame[x][y] = CustomValue[x][y];
4949 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4950 GfxFrame[x][y] = element_info[element].collect_score;
4951 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4952 GfxFrame[x][y] = ChangeDelay[x][y];
4954 if (redraw && GfxFrame[x][y] != last_gfx_frame)
4955 DrawLevelGraphicAnimation(x, y, graphic);
4959 static void ResetGfxAnimation(int x, int y)
4961 GfxAction[x][y] = ACTION_DEFAULT;
4962 GfxDir[x][y] = MovDir[x][y];
4965 #if USE_GFX_RESET_GFX_ANIMATION
4966 ResetGfxFrame(x, y, FALSE);
4970 static void ResetRandomAnimationValue(int x, int y)
4972 GfxRandom[x][y] = INIT_GFX_RANDOM();
4975 void InitMovingField(int x, int y, int direction)
4977 int element = Feld[x][y];
4978 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4979 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4982 boolean is_moving_before, is_moving_after;
4984 boolean continues_moving = (WasJustMoving[x][y] && direction == MovDir[x][y]);
4987 /* check if element was/is moving or being moved before/after mode change */
4990 is_moving_before = (WasJustMoving[x][y] != 0);
4992 /* (!!! this does not work -- WasJustMoving is NOT a boolean value !!!) */
4993 is_moving_before = WasJustMoving[x][y];
4996 is_moving_before = (getElementMoveStepsizeExt(x, y, MovDir[x][y]) != 0);
4998 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5000 /* reset animation only for moving elements which change direction of moving
5001 or which just started or stopped moving
5002 (else CEs with property "can move" / "not moving" are reset each frame) */
5003 #if USE_GFX_RESET_ONLY_WHEN_MOVING
5005 if (is_moving_before != is_moving_after ||
5006 direction != MovDir[x][y])
5007 ResetGfxAnimation(x, y);
5009 if ((is_moving_before || is_moving_after) && !continues_moving)
5010 ResetGfxAnimation(x, y);
5013 if (!continues_moving)
5014 ResetGfxAnimation(x, y);
5017 MovDir[x][y] = direction;
5018 GfxDir[x][y] = direction;
5020 #if USE_GFX_RESET_ONLY_WHEN_MOVING
5021 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5022 direction == MV_DOWN && CAN_FALL(element) ?
5023 ACTION_FALLING : ACTION_MOVING);
5025 GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
5026 ACTION_FALLING : ACTION_MOVING);
5029 /* this is needed for CEs with property "can move" / "not moving" */
5031 if (is_moving_after)
5033 if (Feld[newx][newy] == EL_EMPTY)
5034 Feld[newx][newy] = EL_BLOCKED;
5036 MovDir[newx][newy] = MovDir[x][y];
5038 #if USE_NEW_CUSTOM_VALUE
5039 CustomValue[newx][newy] = CustomValue[x][y];
5042 GfxFrame[newx][newy] = GfxFrame[x][y];
5043 GfxRandom[newx][newy] = GfxRandom[x][y];
5044 GfxAction[newx][newy] = GfxAction[x][y];
5045 GfxDir[newx][newy] = GfxDir[x][y];
5049 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5051 int direction = MovDir[x][y];
5052 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5053 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5059 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5061 int oldx = x, oldy = y;
5062 int direction = MovDir[x][y];
5064 if (direction == MV_LEFT)
5066 else if (direction == MV_RIGHT)
5068 else if (direction == MV_UP)
5070 else if (direction == MV_DOWN)
5073 *comes_from_x = oldx;
5074 *comes_from_y = oldy;
5077 int MovingOrBlocked2Element(int x, int y)
5079 int element = Feld[x][y];
5081 if (element == EL_BLOCKED)
5085 Blocked2Moving(x, y, &oldx, &oldy);
5086 return Feld[oldx][oldy];
5092 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5094 /* like MovingOrBlocked2Element(), but if element is moving
5095 and (x,y) is the field the moving element is just leaving,
5096 return EL_BLOCKED instead of the element value */
5097 int element = Feld[x][y];
5099 if (IS_MOVING(x, y))
5101 if (element == EL_BLOCKED)
5105 Blocked2Moving(x, y, &oldx, &oldy);
5106 return Feld[oldx][oldy];
5115 static void RemoveField(int x, int y)
5117 Feld[x][y] = EL_EMPTY;
5123 #if USE_NEW_CUSTOM_VALUE
5124 CustomValue[x][y] = 0;
5128 ChangeDelay[x][y] = 0;
5129 ChangePage[x][y] = -1;
5130 Pushed[x][y] = FALSE;
5133 ExplodeField[x][y] = EX_TYPE_NONE;
5136 GfxElement[x][y] = EL_UNDEFINED;
5137 GfxAction[x][y] = ACTION_DEFAULT;
5138 GfxDir[x][y] = MV_NONE;
5139 GfxRedraw[x][y] = GFX_REDRAW_NONE;
5142 void RemoveMovingField(int x, int y)
5144 int oldx = x, oldy = y, newx = x, newy = y;
5145 int element = Feld[x][y];
5146 int next_element = EL_UNDEFINED;
5148 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5151 if (IS_MOVING(x, y))
5153 Moving2Blocked(x, y, &newx, &newy);
5155 if (Feld[newx][newy] != EL_BLOCKED)
5157 /* element is moving, but target field is not free (blocked), but
5158 already occupied by something different (example: acid pool);
5159 in this case, only remove the moving field, but not the target */
5161 RemoveField(oldx, oldy);
5163 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5165 TEST_DrawLevelField(oldx, oldy);
5170 else if (element == EL_BLOCKED)
5172 Blocked2Moving(x, y, &oldx, &oldy);
5173 if (!IS_MOVING(oldx, oldy))
5177 if (element == EL_BLOCKED &&
5178 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5179 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5180 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5181 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5182 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5183 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5184 next_element = get_next_element(Feld[oldx][oldy]);
5186 RemoveField(oldx, oldy);
5187 RemoveField(newx, newy);
5189 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5191 if (next_element != EL_UNDEFINED)
5192 Feld[oldx][oldy] = next_element;
5194 TEST_DrawLevelField(oldx, oldy);
5195 TEST_DrawLevelField(newx, newy);
5198 void DrawDynamite(int x, int y)
5200 int sx = SCREENX(x), sy = SCREENY(y);
5201 int graphic = el2img(Feld[x][y]);
5204 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5207 if (IS_WALKABLE_INSIDE(Back[x][y]))
5211 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5212 else if (Store[x][y])
5213 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5215 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5217 if (Back[x][y] || Store[x][y])
5218 DrawGraphicThruMask(sx, sy, graphic, frame);
5220 DrawGraphic(sx, sy, graphic, frame);
5223 void CheckDynamite(int x, int y)
5225 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
5229 if (MovDelay[x][y] != 0)
5232 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5238 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5243 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5245 boolean num_checked_players = 0;
5248 for (i = 0; i < MAX_PLAYERS; i++)
5250 if (stored_player[i].active)
5252 int sx = stored_player[i].jx;
5253 int sy = stored_player[i].jy;
5255 if (num_checked_players == 0)
5262 *sx1 = MIN(*sx1, sx);
5263 *sy1 = MIN(*sy1, sy);
5264 *sx2 = MAX(*sx2, sx);
5265 *sy2 = MAX(*sy2, sy);
5268 num_checked_players++;
5273 static boolean checkIfAllPlayersFitToScreen_RND()
5275 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5277 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5279 return (sx2 - sx1 < SCR_FIELDX &&
5280 sy2 - sy1 < SCR_FIELDY);
5283 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5285 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5287 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5289 *sx = (sx1 + sx2) / 2;
5290 *sy = (sy1 + sy2) / 2;
5293 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5294 boolean center_screen, boolean quick_relocation)
5296 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5297 boolean no_delay = (tape.warp_forward);
5298 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5299 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5301 if (quick_relocation)
5303 int offset = game.scroll_delay_value;
5305 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
5307 if (!level.shifted_relocation || center_screen)
5309 /* quick relocation (without scrolling), with centering of screen */
5311 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
5312 x > SBX_Right + MIDPOSX ? SBX_Right :
5315 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5316 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5321 /* quick relocation (without scrolling), but do not center screen */
5323 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
5324 old_x > SBX_Right + MIDPOSX ? SBX_Right :
5327 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5328 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5331 int offset_x = x + (scroll_x - center_scroll_x);
5332 int offset_y = y + (scroll_y - center_scroll_y);
5334 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5335 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5336 offset_x - MIDPOSX);
5338 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5339 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5340 offset_y - MIDPOSY);
5345 /* quick relocation (without scrolling), inside visible screen area */
5347 if ((move_dir == MV_LEFT && scroll_x > x - MIDPOSX + offset) ||
5348 (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset))
5349 scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset);
5351 if ((move_dir == MV_UP && scroll_y > y - MIDPOSY + offset) ||
5352 (move_dir == MV_DOWN && scroll_y < y - MIDPOSY - offset))
5353 scroll_y = y - MIDPOSY + (scroll_y < y - MIDPOSY ? -offset : +offset);
5355 /* don't scroll over playfield boundaries */
5356 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5357 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5359 /* don't scroll over playfield boundaries */
5360 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5361 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5364 RedrawPlayfield(TRUE, 0,0,0,0);
5369 int scroll_xx, scroll_yy;
5371 if (!level.shifted_relocation || center_screen)
5373 /* visible relocation (with scrolling), with centering of screen */
5375 scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
5376 x > SBX_Right + MIDPOSX ? SBX_Right :
5379 scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5380 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5385 /* visible relocation (with scrolling), but do not center screen */
5387 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
5388 old_x > SBX_Right + MIDPOSX ? SBX_Right :
5391 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5392 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5395 int offset_x = x + (scroll_x - center_scroll_x);
5396 int offset_y = y + (scroll_y - center_scroll_y);
5398 scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5399 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5400 offset_x - MIDPOSX);
5402 scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5403 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5404 offset_y - MIDPOSY);
5409 /* visible relocation (with scrolling), with centering of screen */
5411 int scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
5412 x > SBX_Right + MIDPOSX ? SBX_Right :
5415 int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5416 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5420 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5422 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
5425 int fx = FX, fy = FY;
5427 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
5428 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
5430 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5436 fx += dx * TILEX / 2;
5437 fy += dy * TILEY / 2;
5439 ScrollLevel(dx, dy);
5442 /* scroll in two steps of half tile size to make things smoother */
5443 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5445 Delay(wait_delay_value);
5447 /* scroll second step to align at full tile size */
5449 Delay(wait_delay_value);
5454 Delay(wait_delay_value);
5458 void RelocatePlayer(int jx, int jy, int el_player_raw)
5460 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5461 int player_nr = GET_PLAYER_NR(el_player);
5462 struct PlayerInfo *player = &stored_player[player_nr];
5463 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5464 boolean no_delay = (tape.warp_forward);
5465 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5466 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5467 int old_jx = player->jx;
5468 int old_jy = player->jy;
5469 int old_element = Feld[old_jx][old_jy];
5470 int element = Feld[jx][jy];
5471 boolean player_relocated = (old_jx != jx || old_jy != jy);
5473 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5474 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5475 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5476 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5477 int leave_side_horiz = move_dir_horiz;
5478 int leave_side_vert = move_dir_vert;
5479 int enter_side = enter_side_horiz | enter_side_vert;
5480 int leave_side = leave_side_horiz | leave_side_vert;
5482 if (player->GameOver) /* do not reanimate dead player */
5485 if (!player_relocated) /* no need to relocate the player */
5488 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5490 RemoveField(jx, jy); /* temporarily remove newly placed player */
5491 DrawLevelField(jx, jy);
5494 if (player->present)
5496 while (player->MovPos)
5498 ScrollPlayer(player, SCROLL_GO_ON);
5499 ScrollScreen(NULL, SCROLL_GO_ON);
5501 AdvanceFrameAndPlayerCounters(player->index_nr);
5506 Delay(wait_delay_value);
5509 DrawPlayer(player); /* needed here only to cleanup last field */
5510 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5512 player->is_moving = FALSE;
5515 if (IS_CUSTOM_ELEMENT(old_element))
5516 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5518 player->index_bit, leave_side);
5520 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5522 player->index_bit, leave_side);
5524 Feld[jx][jy] = el_player;
5525 InitPlayerField(jx, jy, el_player, TRUE);
5527 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5529 Feld[jx][jy] = element;
5530 InitField(jx, jy, FALSE);
5533 /* only visually relocate centered player */
5534 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5535 FALSE, level.instant_relocation);
5537 TestIfPlayerTouchesBadThing(jx, jy);
5538 TestIfPlayerTouchesCustomElement(jx, jy);
5540 if (IS_CUSTOM_ELEMENT(element))
5541 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5542 player->index_bit, enter_side);
5544 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5545 player->index_bit, enter_side);
5548 void Explode(int ex, int ey, int phase, int mode)
5554 /* !!! eliminate this variable !!! */
5555 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5557 if (game.explosions_delayed)
5559 ExplodeField[ex][ey] = mode;
5563 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5565 int center_element = Feld[ex][ey];
5566 int artwork_element, explosion_element; /* set these values later */
5569 /* --- This is only really needed (and now handled) in "Impact()". --- */
5570 /* do not explode moving elements that left the explode field in time */
5571 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
5572 center_element == EL_EMPTY &&
5573 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
5578 /* !!! at this place, the center element may be EL_BLOCKED !!! */
5579 if (mode == EX_TYPE_NORMAL ||
5580 mode == EX_TYPE_CENTER ||
5581 mode == EX_TYPE_CROSS)
5582 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5585 /* remove things displayed in background while burning dynamite */
5586 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5589 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5591 /* put moving element to center field (and let it explode there) */
5592 center_element = MovingOrBlocked2Element(ex, ey);
5593 RemoveMovingField(ex, ey);
5594 Feld[ex][ey] = center_element;
5597 /* now "center_element" is finally determined -- set related values now */
5598 artwork_element = center_element; /* for custom player artwork */
5599 explosion_element = center_element; /* for custom player artwork */
5601 if (IS_PLAYER(ex, ey))
5603 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5605 artwork_element = stored_player[player_nr].artwork_element;
5607 if (level.use_explosion_element[player_nr])
5609 explosion_element = level.explosion_element[player_nr];
5610 artwork_element = explosion_element;
5615 if (mode == EX_TYPE_NORMAL ||
5616 mode == EX_TYPE_CENTER ||
5617 mode == EX_TYPE_CROSS)
5618 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5621 last_phase = element_info[explosion_element].explosion_delay + 1;
5623 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5625 int xx = x - ex + 1;
5626 int yy = y - ey + 1;
5629 if (!IN_LEV_FIELD(x, y) ||
5630 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5631 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5634 element = Feld[x][y];
5636 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5638 element = MovingOrBlocked2Element(x, y);
5640 if (!IS_EXPLOSION_PROOF(element))
5641 RemoveMovingField(x, y);
5644 /* indestructible elements can only explode in center (but not flames) */
5645 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5646 mode == EX_TYPE_BORDER)) ||
5647 element == EL_FLAMES)
5650 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5651 behaviour, for example when touching a yamyam that explodes to rocks
5652 with active deadly shield, a rock is created under the player !!! */
5653 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5655 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5656 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5657 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5659 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5662 if (IS_ACTIVE_BOMB(element))
5664 /* re-activate things under the bomb like gate or penguin */
5665 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5672 /* save walkable background elements while explosion on same tile */
5673 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5674 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5675 Back[x][y] = element;
5677 /* ignite explodable elements reached by other explosion */
5678 if (element == EL_EXPLOSION)
5679 element = Store2[x][y];
5681 if (AmoebaNr[x][y] &&
5682 (element == EL_AMOEBA_FULL ||
5683 element == EL_BD_AMOEBA ||
5684 element == EL_AMOEBA_GROWING))
5686 AmoebaCnt[AmoebaNr[x][y]]--;
5687 AmoebaCnt2[AmoebaNr[x][y]]--;
5692 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5694 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5696 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5698 if (PLAYERINFO(ex, ey)->use_murphy)
5699 Store[x][y] = EL_EMPTY;
5702 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5703 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5704 else if (ELEM_IS_PLAYER(center_element))
5705 Store[x][y] = EL_EMPTY;
5706 else if (center_element == EL_YAMYAM)
5707 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5708 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5709 Store[x][y] = element_info[center_element].content.e[xx][yy];
5711 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5712 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5713 otherwise) -- FIX THIS !!! */
5714 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5715 Store[x][y] = element_info[element].content.e[1][1];
5717 else if (!CAN_EXPLODE(element))
5718 Store[x][y] = element_info[element].content.e[1][1];
5721 Store[x][y] = EL_EMPTY;
5723 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5724 center_element == EL_AMOEBA_TO_DIAMOND)
5725 Store2[x][y] = element;
5727 Feld[x][y] = EL_EXPLOSION;
5728 GfxElement[x][y] = artwork_element;
5730 ExplodePhase[x][y] = 1;
5731 ExplodeDelay[x][y] = last_phase;
5736 if (center_element == EL_YAMYAM)
5737 game.yamyam_content_nr =
5738 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5750 GfxFrame[x][y] = 0; /* restart explosion animation */
5752 last_phase = ExplodeDelay[x][y];
5754 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5758 /* activate this even in non-DEBUG version until cause for crash in
5759 getGraphicAnimationFrame() (see below) is found and eliminated */
5765 /* this can happen if the player leaves an explosion just in time */
5766 if (GfxElement[x][y] == EL_UNDEFINED)
5767 GfxElement[x][y] = EL_EMPTY;
5769 if (GfxElement[x][y] == EL_UNDEFINED)
5772 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
5773 printf("Explode(): This should never happen!\n");
5776 GfxElement[x][y] = EL_EMPTY;
5782 border_element = Store2[x][y];
5783 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5784 border_element = StorePlayer[x][y];
5786 if (phase == element_info[border_element].ignition_delay ||
5787 phase == last_phase)
5789 boolean border_explosion = FALSE;
5791 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5792 !PLAYER_EXPLOSION_PROTECTED(x, y))
5794 KillPlayerUnlessExplosionProtected(x, y);
5795 border_explosion = TRUE;
5797 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5799 Feld[x][y] = Store2[x][y];
5802 border_explosion = TRUE;
5804 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5806 AmoebeUmwandeln(x, y);
5808 border_explosion = TRUE;
5811 /* if an element just explodes due to another explosion (chain-reaction),
5812 do not immediately end the new explosion when it was the last frame of
5813 the explosion (as it would be done in the following "if"-statement!) */
5814 if (border_explosion && phase == last_phase)
5818 if (phase == last_phase)
5822 element = Feld[x][y] = Store[x][y];
5823 Store[x][y] = Store2[x][y] = 0;
5824 GfxElement[x][y] = EL_UNDEFINED;
5826 /* player can escape from explosions and might therefore be still alive */
5827 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5828 element <= EL_PLAYER_IS_EXPLODING_4)
5830 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5831 int explosion_element = EL_PLAYER_1 + player_nr;
5832 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5833 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5835 if (level.use_explosion_element[player_nr])
5836 explosion_element = level.explosion_element[player_nr];
5838 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5839 element_info[explosion_element].content.e[xx][yy]);
5842 /* restore probably existing indestructible background element */
5843 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5844 element = Feld[x][y] = Back[x][y];
5847 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5848 GfxDir[x][y] = MV_NONE;
5849 ChangeDelay[x][y] = 0;
5850 ChangePage[x][y] = -1;
5852 #if USE_NEW_CUSTOM_VALUE
5853 CustomValue[x][y] = 0;
5856 InitField_WithBug2(x, y, FALSE);
5858 TEST_DrawLevelField(x, y);
5860 TestIfElementTouchesCustomElement(x, y);
5862 if (GFX_CRUMBLED(element))
5863 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
5865 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5866 StorePlayer[x][y] = 0;
5868 if (ELEM_IS_PLAYER(element))
5869 RelocatePlayer(x, y, element);
5871 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5873 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5874 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5877 TEST_DrawLevelFieldCrumbledSand(x, y);
5879 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5881 DrawLevelElement(x, y, Back[x][y]);
5882 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5884 else if (IS_WALKABLE_UNDER(Back[x][y]))
5886 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5887 DrawLevelElementThruMask(x, y, Back[x][y]);
5889 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5890 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5894 void DynaExplode(int ex, int ey)
5897 int dynabomb_element = Feld[ex][ey];
5898 int dynabomb_size = 1;
5899 boolean dynabomb_xl = FALSE;
5900 struct PlayerInfo *player;
5901 static int xy[4][2] =
5909 if (IS_ACTIVE_BOMB(dynabomb_element))
5911 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5912 dynabomb_size = player->dynabomb_size;
5913 dynabomb_xl = player->dynabomb_xl;
5914 player->dynabombs_left++;
5917 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5919 for (i = 0; i < NUM_DIRECTIONS; i++)
5921 for (j = 1; j <= dynabomb_size; j++)
5923 int x = ex + j * xy[i][0];
5924 int y = ey + j * xy[i][1];
5927 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5930 element = Feld[x][y];
5932 /* do not restart explosions of fields with active bombs */
5933 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5936 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5938 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5939 !IS_DIGGABLE(element) && !dynabomb_xl)
5945 void Bang(int x, int y)
5947 int element = MovingOrBlocked2Element(x, y);
5948 int explosion_type = EX_TYPE_NORMAL;
5950 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5952 struct PlayerInfo *player = PLAYERINFO(x, y);
5954 element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
5955 player->element_nr);
5957 if (level.use_explosion_element[player->index_nr])
5959 int explosion_element = level.explosion_element[player->index_nr];
5961 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5962 explosion_type = EX_TYPE_CROSS;
5963 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5964 explosion_type = EX_TYPE_CENTER;
5972 case EL_BD_BUTTERFLY:
5975 case EL_DARK_YAMYAM:
5979 RaiseScoreElement(element);
5982 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5983 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5984 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5985 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5986 case EL_DYNABOMB_INCREASE_NUMBER:
5987 case EL_DYNABOMB_INCREASE_SIZE:
5988 case EL_DYNABOMB_INCREASE_POWER:
5989 explosion_type = EX_TYPE_DYNA;
5992 case EL_DC_LANDMINE:
5994 case EL_EM_EXIT_OPEN:
5995 case EL_EM_STEEL_EXIT_OPEN:
5997 explosion_type = EX_TYPE_CENTER;
6002 case EL_LAMP_ACTIVE:
6003 case EL_AMOEBA_TO_DIAMOND:
6004 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
6005 explosion_type = EX_TYPE_CENTER;
6009 if (element_info[element].explosion_type == EXPLODES_CROSS)
6010 explosion_type = EX_TYPE_CROSS;
6011 else if (element_info[element].explosion_type == EXPLODES_1X1)
6012 explosion_type = EX_TYPE_CENTER;
6016 if (explosion_type == EX_TYPE_DYNA)
6019 Explode(x, y, EX_PHASE_START, explosion_type);
6021 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6024 void SplashAcid(int x, int y)
6026 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6027 (!IN_LEV_FIELD(x - 1, y - 2) ||
6028 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6029 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6031 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6032 (!IN_LEV_FIELD(x + 1, y - 2) ||
6033 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6034 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6036 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6039 static void InitBeltMovement()
6041 static int belt_base_element[4] =
6043 EL_CONVEYOR_BELT_1_LEFT,
6044 EL_CONVEYOR_BELT_2_LEFT,
6045 EL_CONVEYOR_BELT_3_LEFT,
6046 EL_CONVEYOR_BELT_4_LEFT
6048 static int belt_base_active_element[4] =
6050 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6051 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6052 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6053 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6058 /* set frame order for belt animation graphic according to belt direction */
6059 for (i = 0; i < NUM_BELTS; i++)
6063 for (j = 0; j < NUM_BELT_PARTS; j++)
6065 int element = belt_base_active_element[belt_nr] + j;
6066 int graphic_1 = el2img(element);
6067 int graphic_2 = el2panelimg(element);
6069 if (game.belt_dir[i] == MV_LEFT)
6071 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6072 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6076 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6077 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6082 SCAN_PLAYFIELD(x, y)
6084 int element = Feld[x][y];
6086 for (i = 0; i < NUM_BELTS; i++)
6088 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6090 int e_belt_nr = getBeltNrFromBeltElement(element);
6093 if (e_belt_nr == belt_nr)
6095 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
6097 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
6104 static void ToggleBeltSwitch(int x, int y)
6106 static int belt_base_element[4] =
6108 EL_CONVEYOR_BELT_1_LEFT,
6109 EL_CONVEYOR_BELT_2_LEFT,
6110 EL_CONVEYOR_BELT_3_LEFT,
6111 EL_CONVEYOR_BELT_4_LEFT
6113 static int belt_base_active_element[4] =
6115 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6116 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6117 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6118 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6120 static int belt_base_switch_element[4] =
6122 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6123 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6124 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6125 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6127 static int belt_move_dir[4] =
6135 int element = Feld[x][y];
6136 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6137 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6138 int belt_dir = belt_move_dir[belt_dir_nr];
6141 if (!IS_BELT_SWITCH(element))
6144 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6145 game.belt_dir[belt_nr] = belt_dir;
6147 if (belt_dir_nr == 3)
6150 /* set frame order for belt animation graphic according to belt direction */
6151 for (i = 0; i < NUM_BELT_PARTS; i++)
6153 int element = belt_base_active_element[belt_nr] + i;
6154 int graphic_1 = el2img(element);
6155 int graphic_2 = el2panelimg(element);
6157 if (belt_dir == MV_LEFT)
6159 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6160 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6164 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6165 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6169 SCAN_PLAYFIELD(xx, yy)
6171 int element = Feld[xx][yy];
6173 if (IS_BELT_SWITCH(element))
6175 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6177 if (e_belt_nr == belt_nr)
6179 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6180 TEST_DrawLevelField(xx, yy);
6183 else if (IS_BELT(element) && belt_dir != MV_NONE)
6185 int e_belt_nr = getBeltNrFromBeltElement(element);
6187 if (e_belt_nr == belt_nr)
6189 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
6191 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6192 TEST_DrawLevelField(xx, yy);
6195 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6197 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6199 if (e_belt_nr == belt_nr)
6201 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
6203 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
6204 TEST_DrawLevelField(xx, yy);
6210 static void ToggleSwitchgateSwitch(int x, int y)
6214 game.switchgate_pos = !game.switchgate_pos;
6216 SCAN_PLAYFIELD(xx, yy)
6218 int element = Feld[xx][yy];
6220 #if !USE_BOTH_SWITCHGATE_SWITCHES
6221 if (element == EL_SWITCHGATE_SWITCH_UP ||
6222 element == EL_SWITCHGATE_SWITCH_DOWN)
6224 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
6225 TEST_DrawLevelField(xx, yy);
6227 else if (element == EL_DC_SWITCHGATE_SWITCH_UP ||
6228 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6230 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
6231 TEST_DrawLevelField(xx, yy);
6234 if (element == EL_SWITCHGATE_SWITCH_UP)
6236 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6237 TEST_DrawLevelField(xx, yy);
6239 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6241 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6242 TEST_DrawLevelField(xx, yy);
6244 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6246 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6247 TEST_DrawLevelField(xx, yy);
6249 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6251 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6252 TEST_DrawLevelField(xx, yy);
6255 else if (element == EL_SWITCHGATE_OPEN ||
6256 element == EL_SWITCHGATE_OPENING)
6258 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6260 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6262 else if (element == EL_SWITCHGATE_CLOSED ||
6263 element == EL_SWITCHGATE_CLOSING)
6265 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6267 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6272 static int getInvisibleActiveFromInvisibleElement(int element)
6274 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6275 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6276 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6280 static int getInvisibleFromInvisibleActiveElement(int element)
6282 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6283 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6284 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6288 static void RedrawAllLightSwitchesAndInvisibleElements()
6292 SCAN_PLAYFIELD(x, y)
6294 int element = Feld[x][y];
6296 if (element == EL_LIGHT_SWITCH &&
6297 game.light_time_left > 0)
6299 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6300 TEST_DrawLevelField(x, y);
6302 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6303 game.light_time_left == 0)
6305 Feld[x][y] = EL_LIGHT_SWITCH;
6306 TEST_DrawLevelField(x, y);
6308 else if (element == EL_EMC_DRIPPER &&
6309 game.light_time_left > 0)
6311 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6312 TEST_DrawLevelField(x, y);
6314 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6315 game.light_time_left == 0)
6317 Feld[x][y] = EL_EMC_DRIPPER;
6318 TEST_DrawLevelField(x, y);
6320 else if (element == EL_INVISIBLE_STEELWALL ||
6321 element == EL_INVISIBLE_WALL ||
6322 element == EL_INVISIBLE_SAND)
6324 if (game.light_time_left > 0)
6325 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6327 TEST_DrawLevelField(x, y);
6329 /* uncrumble neighbour fields, if needed */
6330 if (element == EL_INVISIBLE_SAND)
6331 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
6333 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6334 element == EL_INVISIBLE_WALL_ACTIVE ||
6335 element == EL_INVISIBLE_SAND_ACTIVE)
6337 if (game.light_time_left == 0)
6338 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6340 TEST_DrawLevelField(x, y);
6342 /* re-crumble neighbour fields, if needed */
6343 if (element == EL_INVISIBLE_SAND)
6344 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
6349 static void RedrawAllInvisibleElementsForLenses()
6353 SCAN_PLAYFIELD(x, y)
6355 int element = Feld[x][y];
6357 if (element == EL_EMC_DRIPPER &&
6358 game.lenses_time_left > 0)
6360 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6361 TEST_DrawLevelField(x, y);
6363 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6364 game.lenses_time_left == 0)
6366 Feld[x][y] = EL_EMC_DRIPPER;
6367 TEST_DrawLevelField(x, y);
6369 else if (element == EL_INVISIBLE_STEELWALL ||
6370 element == EL_INVISIBLE_WALL ||
6371 element == EL_INVISIBLE_SAND)
6373 if (game.lenses_time_left > 0)
6374 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6376 TEST_DrawLevelField(x, y);
6378 /* uncrumble neighbour fields, if needed */
6379 if (element == EL_INVISIBLE_SAND)
6380 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
6382 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6383 element == EL_INVISIBLE_WALL_ACTIVE ||
6384 element == EL_INVISIBLE_SAND_ACTIVE)
6386 if (game.lenses_time_left == 0)
6387 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6389 TEST_DrawLevelField(x, y);
6391 /* re-crumble neighbour fields, if needed */
6392 if (element == EL_INVISIBLE_SAND)
6393 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
6398 static void RedrawAllInvisibleElementsForMagnifier()
6402 SCAN_PLAYFIELD(x, y)
6404 int element = Feld[x][y];
6406 if (element == EL_EMC_FAKE_GRASS &&
6407 game.magnify_time_left > 0)
6409 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6410 TEST_DrawLevelField(x, y);
6412 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6413 game.magnify_time_left == 0)
6415 Feld[x][y] = EL_EMC_FAKE_GRASS;
6416 TEST_DrawLevelField(x, y);
6418 else if (IS_GATE_GRAY(element) &&
6419 game.magnify_time_left > 0)
6421 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6422 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6423 IS_EM_GATE_GRAY(element) ?
6424 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6425 IS_EMC_GATE_GRAY(element) ?
6426 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6428 TEST_DrawLevelField(x, y);
6430 else if (IS_GATE_GRAY_ACTIVE(element) &&
6431 game.magnify_time_left == 0)
6433 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6434 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6435 IS_EM_GATE_GRAY_ACTIVE(element) ?
6436 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6437 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6438 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6440 TEST_DrawLevelField(x, y);
6445 static void ToggleLightSwitch(int x, int y)
6447 int element = Feld[x][y];
6449 game.light_time_left =
6450 (element == EL_LIGHT_SWITCH ?
6451 level.time_light * FRAMES_PER_SECOND : 0);
6453 RedrawAllLightSwitchesAndInvisibleElements();
6456 static void ActivateTimegateSwitch(int x, int y)
6460 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6462 SCAN_PLAYFIELD(xx, yy)
6464 int element = Feld[xx][yy];
6466 if (element == EL_TIMEGATE_CLOSED ||
6467 element == EL_TIMEGATE_CLOSING)
6469 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6470 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6474 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6476 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6477 TEST_DrawLevelField(xx, yy);
6484 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6485 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6487 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
6491 void Impact(int x, int y)
6493 boolean last_line = (y == lev_fieldy - 1);
6494 boolean object_hit = FALSE;
6495 boolean impact = (last_line || object_hit);
6496 int element = Feld[x][y];
6497 int smashed = EL_STEELWALL;
6499 if (!last_line) /* check if element below was hit */
6501 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6504 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6505 MovDir[x][y + 1] != MV_DOWN ||
6506 MovPos[x][y + 1] <= TILEY / 2));
6508 /* do not smash moving elements that left the smashed field in time */
6509 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6510 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6513 #if USE_QUICKSAND_IMPACT_BUGFIX
6514 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6516 RemoveMovingField(x, y + 1);
6517 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6518 Feld[x][y + 2] = EL_ROCK;
6519 TEST_DrawLevelField(x, y + 2);
6524 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6526 RemoveMovingField(x, y + 1);
6527 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6528 Feld[x][y + 2] = EL_ROCK;
6529 TEST_DrawLevelField(x, y + 2);
6536 smashed = MovingOrBlocked2Element(x, y + 1);
6538 impact = (last_line || object_hit);
6541 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6543 SplashAcid(x, y + 1);
6547 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6548 /* only reset graphic animation if graphic really changes after impact */
6550 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6552 ResetGfxAnimation(x, y);
6553 TEST_DrawLevelField(x, y);
6556 if (impact && CAN_EXPLODE_IMPACT(element))
6561 else if (impact && element == EL_PEARL &&
6562 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6564 ResetGfxAnimation(x, y);
6566 Feld[x][y] = EL_PEARL_BREAKING;
6567 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6570 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6572 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6577 if (impact && element == EL_AMOEBA_DROP)
6579 if (object_hit && IS_PLAYER(x, y + 1))
6580 KillPlayerUnlessEnemyProtected(x, y + 1);
6581 else if (object_hit && smashed == EL_PENGUIN)
6585 Feld[x][y] = EL_AMOEBA_GROWING;
6586 Store[x][y] = EL_AMOEBA_WET;
6588 ResetRandomAnimationValue(x, y);
6593 if (object_hit) /* check which object was hit */
6595 if ((CAN_PASS_MAGIC_WALL(element) &&
6596 (smashed == EL_MAGIC_WALL ||
6597 smashed == EL_BD_MAGIC_WALL)) ||
6598 (CAN_PASS_DC_MAGIC_WALL(element) &&
6599 smashed == EL_DC_MAGIC_WALL))
6602 int activated_magic_wall =
6603 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6604 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6605 EL_DC_MAGIC_WALL_ACTIVE);
6607 /* activate magic wall / mill */
6608 SCAN_PLAYFIELD(xx, yy)
6610 if (Feld[xx][yy] == smashed)
6611 Feld[xx][yy] = activated_magic_wall;
6614 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6615 game.magic_wall_active = TRUE;
6617 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6618 SND_MAGIC_WALL_ACTIVATING :
6619 smashed == EL_BD_MAGIC_WALL ?
6620 SND_BD_MAGIC_WALL_ACTIVATING :
6621 SND_DC_MAGIC_WALL_ACTIVATING));
6624 if (IS_PLAYER(x, y + 1))
6626 if (CAN_SMASH_PLAYER(element))
6628 KillPlayerUnlessEnemyProtected(x, y + 1);
6632 else if (smashed == EL_PENGUIN)
6634 if (CAN_SMASH_PLAYER(element))
6640 else if (element == EL_BD_DIAMOND)
6642 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6648 else if (((element == EL_SP_INFOTRON ||
6649 element == EL_SP_ZONK) &&
6650 (smashed == EL_SP_SNIKSNAK ||
6651 smashed == EL_SP_ELECTRON ||
6652 smashed == EL_SP_DISK_ORANGE)) ||
6653 (element == EL_SP_INFOTRON &&
6654 smashed == EL_SP_DISK_YELLOW))
6659 else if (CAN_SMASH_EVERYTHING(element))
6661 if (IS_CLASSIC_ENEMY(smashed) ||
6662 CAN_EXPLODE_SMASHED(smashed))
6667 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6669 if (smashed == EL_LAMP ||
6670 smashed == EL_LAMP_ACTIVE)
6675 else if (smashed == EL_NUT)
6677 Feld[x][y + 1] = EL_NUT_BREAKING;
6678 PlayLevelSound(x, y, SND_NUT_BREAKING);
6679 RaiseScoreElement(EL_NUT);
6682 else if (smashed == EL_PEARL)
6684 ResetGfxAnimation(x, y);
6686 Feld[x][y + 1] = EL_PEARL_BREAKING;
6687 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6690 else if (smashed == EL_DIAMOND)
6692 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6693 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6696 else if (IS_BELT_SWITCH(smashed))
6698 ToggleBeltSwitch(x, y + 1);
6700 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6701 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6702 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6703 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6705 ToggleSwitchgateSwitch(x, y + 1);
6707 else if (smashed == EL_LIGHT_SWITCH ||
6708 smashed == EL_LIGHT_SWITCH_ACTIVE)
6710 ToggleLightSwitch(x, y + 1);
6715 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
6718 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6720 CheckElementChangeBySide(x, y + 1, smashed, element,
6721 CE_SWITCHED, CH_SIDE_TOP);
6722 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6728 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6733 /* play sound of magic wall / mill */
6735 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6736 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6737 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6739 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6740 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6741 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6742 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6743 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6744 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6749 /* play sound of object that hits the ground */
6750 if (last_line || object_hit)
6751 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6754 inline static void TurnRoundExt(int x, int y)
6766 { 0, 0 }, { 0, 0 }, { 0, 0 },
6771 int left, right, back;
6775 { MV_DOWN, MV_UP, MV_RIGHT },
6776 { MV_UP, MV_DOWN, MV_LEFT },
6778 { MV_LEFT, MV_RIGHT, MV_DOWN },
6782 { MV_RIGHT, MV_LEFT, MV_UP }
6785 int element = Feld[x][y];
6786 int move_pattern = element_info[element].move_pattern;
6788 int old_move_dir = MovDir[x][y];
6789 int left_dir = turn[old_move_dir].left;
6790 int right_dir = turn[old_move_dir].right;
6791 int back_dir = turn[old_move_dir].back;
6793 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6794 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6795 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6796 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6798 int left_x = x + left_dx, left_y = y + left_dy;
6799 int right_x = x + right_dx, right_y = y + right_dy;
6800 int move_x = x + move_dx, move_y = y + move_dy;
6804 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6806 TestIfBadThingTouchesOtherBadThing(x, y);
6808 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6809 MovDir[x][y] = right_dir;
6810 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6811 MovDir[x][y] = left_dir;
6813 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6815 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6818 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6820 TestIfBadThingTouchesOtherBadThing(x, y);
6822 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6823 MovDir[x][y] = left_dir;
6824 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6825 MovDir[x][y] = right_dir;
6827 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6829 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6832 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6834 TestIfBadThingTouchesOtherBadThing(x, y);
6836 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6837 MovDir[x][y] = left_dir;
6838 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6839 MovDir[x][y] = right_dir;
6841 if (MovDir[x][y] != old_move_dir)
6844 else if (element == EL_YAMYAM)
6846 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6847 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6849 if (can_turn_left && can_turn_right)
6850 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6851 else if (can_turn_left)
6852 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6853 else if (can_turn_right)
6854 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6856 MovDir[x][y] = back_dir;
6858 MovDelay[x][y] = 16 + 16 * RND(3);
6860 else if (element == EL_DARK_YAMYAM)
6862 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6864 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6867 if (can_turn_left && can_turn_right)
6868 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6869 else if (can_turn_left)
6870 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6871 else if (can_turn_right)
6872 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6874 MovDir[x][y] = back_dir;
6876 MovDelay[x][y] = 16 + 16 * RND(3);
6878 else if (element == EL_PACMAN)
6880 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6881 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6883 if (can_turn_left && can_turn_right)
6884 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6885 else if (can_turn_left)
6886 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6887 else if (can_turn_right)
6888 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6890 MovDir[x][y] = back_dir;
6892 MovDelay[x][y] = 6 + RND(40);
6894 else if (element == EL_PIG)
6896 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6897 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6898 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6899 boolean should_turn_left, should_turn_right, should_move_on;
6901 int rnd = RND(rnd_value);
6903 should_turn_left = (can_turn_left &&
6905 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6906 y + back_dy + left_dy)));
6907 should_turn_right = (can_turn_right &&
6909 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6910 y + back_dy + right_dy)));
6911 should_move_on = (can_move_on &&
6914 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6915 y + move_dy + left_dy) ||
6916 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6917 y + move_dy + right_dy)));
6919 if (should_turn_left || should_turn_right || should_move_on)
6921 if (should_turn_left && should_turn_right && should_move_on)
6922 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6923 rnd < 2 * rnd_value / 3 ? right_dir :
6925 else if (should_turn_left && should_turn_right)
6926 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6927 else if (should_turn_left && should_move_on)
6928 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6929 else if (should_turn_right && should_move_on)
6930 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6931 else if (should_turn_left)
6932 MovDir[x][y] = left_dir;
6933 else if (should_turn_right)
6934 MovDir[x][y] = right_dir;
6935 else if (should_move_on)
6936 MovDir[x][y] = old_move_dir;
6938 else if (can_move_on && rnd > rnd_value / 8)
6939 MovDir[x][y] = old_move_dir;
6940 else if (can_turn_left && can_turn_right)
6941 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6942 else if (can_turn_left && rnd > rnd_value / 8)
6943 MovDir[x][y] = left_dir;
6944 else if (can_turn_right && rnd > rnd_value/8)
6945 MovDir[x][y] = right_dir;
6947 MovDir[x][y] = back_dir;
6949 xx = x + move_xy[MovDir[x][y]].dx;
6950 yy = y + move_xy[MovDir[x][y]].dy;
6952 if (!IN_LEV_FIELD(xx, yy) ||
6953 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6954 MovDir[x][y] = old_move_dir;
6958 else if (element == EL_DRAGON)
6960 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6961 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6962 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6964 int rnd = RND(rnd_value);
6966 if (can_move_on && rnd > rnd_value / 8)
6967 MovDir[x][y] = old_move_dir;
6968 else if (can_turn_left && can_turn_right)
6969 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6970 else if (can_turn_left && rnd > rnd_value / 8)
6971 MovDir[x][y] = left_dir;
6972 else if (can_turn_right && rnd > rnd_value / 8)
6973 MovDir[x][y] = right_dir;
6975 MovDir[x][y] = back_dir;
6977 xx = x + move_xy[MovDir[x][y]].dx;
6978 yy = y + move_xy[MovDir[x][y]].dy;
6980 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6981 MovDir[x][y] = old_move_dir;
6985 else if (element == EL_MOLE)
6987 boolean can_move_on =
6988 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6989 IS_AMOEBOID(Feld[move_x][move_y]) ||
6990 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6993 boolean can_turn_left =
6994 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6995 IS_AMOEBOID(Feld[left_x][left_y])));
6997 boolean can_turn_right =
6998 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6999 IS_AMOEBOID(Feld[right_x][right_y])));
7001 if (can_turn_left && can_turn_right)
7002 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7003 else if (can_turn_left)
7004 MovDir[x][y] = left_dir;
7006 MovDir[x][y] = right_dir;
7009 if (MovDir[x][y] != old_move_dir)
7012 else if (element == EL_BALLOON)
7014 MovDir[x][y] = game.wind_direction;
7017 else if (element == EL_SPRING)
7019 #if USE_NEW_SPRING_BUMPER
7020 if (MovDir[x][y] & MV_HORIZONTAL)
7022 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7023 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7025 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7026 ResetGfxAnimation(move_x, move_y);
7027 TEST_DrawLevelField(move_x, move_y);
7029 MovDir[x][y] = back_dir;
7031 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7032 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7033 MovDir[x][y] = MV_NONE;
7036 if (MovDir[x][y] & MV_HORIZONTAL &&
7037 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7038 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
7039 MovDir[x][y] = MV_NONE;
7044 else if (element == EL_ROBOT ||
7045 element == EL_SATELLITE ||
7046 element == EL_PENGUIN ||
7047 element == EL_EMC_ANDROID)
7049 int attr_x = -1, attr_y = -1;
7060 for (i = 0; i < MAX_PLAYERS; i++)
7062 struct PlayerInfo *player = &stored_player[i];
7063 int jx = player->jx, jy = player->jy;
7065 if (!player->active)
7069 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7077 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
7078 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
7079 game.engine_version < VERSION_IDENT(3,1,0,0)))
7085 if (element == EL_PENGUIN)
7088 static int xy[4][2] =
7096 for (i = 0; i < NUM_DIRECTIONS; i++)
7098 int ex = x + xy[i][0];
7099 int ey = y + xy[i][1];
7101 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
7102 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
7103 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
7104 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7113 MovDir[x][y] = MV_NONE;
7115 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
7116 else if (attr_x > x)
7117 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
7119 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
7120 else if (attr_y > y)
7121 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
7123 if (element == EL_ROBOT)
7127 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7128 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7129 Moving2Blocked(x, y, &newx, &newy);
7131 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7132 MovDelay[x][y] = 8 + 8 * !RND(3);
7134 MovDelay[x][y] = 16;
7136 else if (element == EL_PENGUIN)
7142 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7144 boolean first_horiz = RND(2);
7145 int new_move_dir = MovDir[x][y];
7148 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7149 Moving2Blocked(x, y, &newx, &newy);
7151 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7155 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7156 Moving2Blocked(x, y, &newx, &newy);
7158 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7161 MovDir[x][y] = old_move_dir;
7165 else if (element == EL_SATELLITE)
7171 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7173 boolean first_horiz = RND(2);
7174 int new_move_dir = MovDir[x][y];
7177 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7178 Moving2Blocked(x, y, &newx, &newy);
7180 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7184 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7185 Moving2Blocked(x, y, &newx, &newy);
7187 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7190 MovDir[x][y] = old_move_dir;
7194 else if (element == EL_EMC_ANDROID)
7196 static int check_pos[16] =
7198 -1, /* 0 => (invalid) */
7199 7, /* 1 => MV_LEFT */
7200 3, /* 2 => MV_RIGHT */
7201 -1, /* 3 => (invalid) */
7203 0, /* 5 => MV_LEFT | MV_UP */
7204 2, /* 6 => MV_RIGHT | MV_UP */
7205 -1, /* 7 => (invalid) */
7206 5, /* 8 => MV_DOWN */
7207 6, /* 9 => MV_LEFT | MV_DOWN */
7208 4, /* 10 => MV_RIGHT | MV_DOWN */
7209 -1, /* 11 => (invalid) */
7210 -1, /* 12 => (invalid) */
7211 -1, /* 13 => (invalid) */
7212 -1, /* 14 => (invalid) */
7213 -1, /* 15 => (invalid) */
7221 { -1, -1, MV_LEFT | MV_UP },
7223 { +1, -1, MV_RIGHT | MV_UP },
7224 { +1, 0, MV_RIGHT },
7225 { +1, +1, MV_RIGHT | MV_DOWN },
7227 { -1, +1, MV_LEFT | MV_DOWN },
7230 int start_pos, check_order;
7231 boolean can_clone = FALSE;
7234 /* check if there is any free field around current position */
7235 for (i = 0; i < 8; i++)
7237 int newx = x + check_xy[i].dx;
7238 int newy = y + check_xy[i].dy;
7240 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7248 if (can_clone) /* randomly find an element to clone */
7252 start_pos = check_pos[RND(8)];
7253 check_order = (RND(2) ? -1 : +1);
7255 for (i = 0; i < 8; i++)
7257 int pos_raw = start_pos + i * check_order;
7258 int pos = (pos_raw + 8) % 8;
7259 int newx = x + check_xy[pos].dx;
7260 int newy = y + check_xy[pos].dy;
7262 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7264 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7265 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7267 Store[x][y] = Feld[newx][newy];
7276 if (can_clone) /* randomly find a direction to move */
7280 start_pos = check_pos[RND(8)];
7281 check_order = (RND(2) ? -1 : +1);
7283 for (i = 0; i < 8; i++)
7285 int pos_raw = start_pos + i * check_order;
7286 int pos = (pos_raw + 8) % 8;
7287 int newx = x + check_xy[pos].dx;
7288 int newy = y + check_xy[pos].dy;
7289 int new_move_dir = check_xy[pos].dir;
7291 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7293 MovDir[x][y] = new_move_dir;
7294 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7303 if (can_clone) /* cloning and moving successful */
7306 /* cannot clone -- try to move towards player */
7308 start_pos = check_pos[MovDir[x][y] & 0x0f];
7309 check_order = (RND(2) ? -1 : +1);
7311 for (i = 0; i < 3; i++)
7313 /* first check start_pos, then previous/next or (next/previous) pos */
7314 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7315 int pos = (pos_raw + 8) % 8;
7316 int newx = x + check_xy[pos].dx;
7317 int newy = y + check_xy[pos].dy;
7318 int new_move_dir = check_xy[pos].dir;
7320 if (IS_PLAYER(newx, newy))
7323 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7325 MovDir[x][y] = new_move_dir;
7326 MovDelay[x][y] = level.android_move_time * 8 + 1;
7333 else if (move_pattern == MV_TURNING_LEFT ||
7334 move_pattern == MV_TURNING_RIGHT ||
7335 move_pattern == MV_TURNING_LEFT_RIGHT ||
7336 move_pattern == MV_TURNING_RIGHT_LEFT ||
7337 move_pattern == MV_TURNING_RANDOM ||
7338 move_pattern == MV_ALL_DIRECTIONS)
7340 boolean can_turn_left =
7341 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7342 boolean can_turn_right =
7343 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7345 if (element_info[element].move_stepsize == 0) /* "not moving" */
7348 if (move_pattern == MV_TURNING_LEFT)
7349 MovDir[x][y] = left_dir;
7350 else if (move_pattern == MV_TURNING_RIGHT)
7351 MovDir[x][y] = right_dir;
7352 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7353 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7354 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7355 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7356 else if (move_pattern == MV_TURNING_RANDOM)
7357 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7358 can_turn_right && !can_turn_left ? right_dir :
7359 RND(2) ? left_dir : right_dir);
7360 else if (can_turn_left && can_turn_right)
7361 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7362 else if (can_turn_left)
7363 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7364 else if (can_turn_right)
7365 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7367 MovDir[x][y] = back_dir;
7369 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7371 else if (move_pattern == MV_HORIZONTAL ||
7372 move_pattern == MV_VERTICAL)
7374 if (move_pattern & old_move_dir)
7375 MovDir[x][y] = back_dir;
7376 else if (move_pattern == MV_HORIZONTAL)
7377 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7378 else if (move_pattern == MV_VERTICAL)
7379 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7381 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7383 else if (move_pattern & MV_ANY_DIRECTION)
7385 MovDir[x][y] = move_pattern;
7386 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7388 else if (move_pattern & MV_WIND_DIRECTION)
7390 MovDir[x][y] = game.wind_direction;
7391 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7393 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7395 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7396 MovDir[x][y] = left_dir;
7397 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7398 MovDir[x][y] = right_dir;
7400 if (MovDir[x][y] != old_move_dir)
7401 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7403 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7405 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7406 MovDir[x][y] = right_dir;
7407 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7408 MovDir[x][y] = left_dir;
7410 if (MovDir[x][y] != old_move_dir)
7411 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7413 else if (move_pattern == MV_TOWARDS_PLAYER ||
7414 move_pattern == MV_AWAY_FROM_PLAYER)
7416 int attr_x = -1, attr_y = -1;
7418 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7429 for (i = 0; i < MAX_PLAYERS; i++)
7431 struct PlayerInfo *player = &stored_player[i];
7432 int jx = player->jx, jy = player->jy;
7434 if (!player->active)
7438 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7446 MovDir[x][y] = MV_NONE;
7448 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7449 else if (attr_x > x)
7450 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7452 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7453 else if (attr_y > y)
7454 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7456 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7458 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7460 boolean first_horiz = RND(2);
7461 int new_move_dir = MovDir[x][y];
7463 if (element_info[element].move_stepsize == 0) /* "not moving" */
7465 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7466 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7472 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7473 Moving2Blocked(x, y, &newx, &newy);
7475 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7479 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7480 Moving2Blocked(x, y, &newx, &newy);
7482 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7485 MovDir[x][y] = old_move_dir;
7488 else if (move_pattern == MV_WHEN_PUSHED ||
7489 move_pattern == MV_WHEN_DROPPED)
7491 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7492 MovDir[x][y] = MV_NONE;
7496 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7498 static int test_xy[7][2] =
7508 static int test_dir[7] =
7518 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7519 int move_preference = -1000000; /* start with very low preference */
7520 int new_move_dir = MV_NONE;
7521 int start_test = RND(4);
7524 for (i = 0; i < NUM_DIRECTIONS; i++)
7526 int move_dir = test_dir[start_test + i];
7527 int move_dir_preference;
7529 xx = x + test_xy[start_test + i][0];
7530 yy = y + test_xy[start_test + i][1];
7532 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7533 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7535 new_move_dir = move_dir;
7540 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7543 move_dir_preference = -1 * RunnerVisit[xx][yy];
7544 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7545 move_dir_preference = PlayerVisit[xx][yy];
7547 if (move_dir_preference > move_preference)
7549 /* prefer field that has not been visited for the longest time */
7550 move_preference = move_dir_preference;
7551 new_move_dir = move_dir;
7553 else if (move_dir_preference == move_preference &&
7554 move_dir == old_move_dir)
7556 /* prefer last direction when all directions are preferred equally */
7557 move_preference = move_dir_preference;
7558 new_move_dir = move_dir;
7562 MovDir[x][y] = new_move_dir;
7563 if (old_move_dir != new_move_dir)
7564 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7568 static void TurnRound(int x, int y)
7570 int direction = MovDir[x][y];
7574 GfxDir[x][y] = MovDir[x][y];
7576 if (direction != MovDir[x][y])
7580 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7582 ResetGfxFrame(x, y, FALSE);
7585 static boolean JustBeingPushed(int x, int y)
7589 for (i = 0; i < MAX_PLAYERS; i++)
7591 struct PlayerInfo *player = &stored_player[i];
7593 if (player->active && player->is_pushing && player->MovPos)
7595 int next_jx = player->jx + (player->jx - player->last_jx);
7596 int next_jy = player->jy + (player->jy - player->last_jy);
7598 if (x == next_jx && y == next_jy)
7606 void StartMoving(int x, int y)
7608 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7609 int element = Feld[x][y];
7614 if (MovDelay[x][y] == 0)
7615 GfxAction[x][y] = ACTION_DEFAULT;
7617 if (CAN_FALL(element) && y < lev_fieldy - 1)
7619 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7620 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7621 if (JustBeingPushed(x, y))
7624 if (element == EL_QUICKSAND_FULL)
7626 if (IS_FREE(x, y + 1))
7628 InitMovingField(x, y, MV_DOWN);
7629 started_moving = TRUE;
7631 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7632 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7633 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7634 Store[x][y] = EL_ROCK;
7636 Store[x][y] = EL_ROCK;
7639 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7641 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7643 if (!MovDelay[x][y])
7645 MovDelay[x][y] = TILEY + 1;
7647 ResetGfxAnimation(x, y);
7648 ResetGfxAnimation(x, y + 1);
7653 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7654 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7661 Feld[x][y] = EL_QUICKSAND_EMPTY;
7662 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7663 Store[x][y + 1] = Store[x][y];
7666 PlayLevelSoundAction(x, y, ACTION_FILLING);
7668 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7670 if (!MovDelay[x][y])
7672 MovDelay[x][y] = TILEY + 1;
7674 ResetGfxAnimation(x, y);
7675 ResetGfxAnimation(x, y + 1);
7680 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7681 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7688 Feld[x][y] = EL_QUICKSAND_EMPTY;
7689 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7690 Store[x][y + 1] = Store[x][y];
7693 PlayLevelSoundAction(x, y, ACTION_FILLING);
7696 else if (element == EL_QUICKSAND_FAST_FULL)
7698 if (IS_FREE(x, y + 1))
7700 InitMovingField(x, y, MV_DOWN);
7701 started_moving = TRUE;
7703 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7704 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7705 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7706 Store[x][y] = EL_ROCK;
7708 Store[x][y] = EL_ROCK;
7711 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7713 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7715 if (!MovDelay[x][y])
7717 MovDelay[x][y] = TILEY + 1;
7719 ResetGfxAnimation(x, y);
7720 ResetGfxAnimation(x, y + 1);
7725 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7726 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7733 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7734 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7735 Store[x][y + 1] = Store[x][y];
7738 PlayLevelSoundAction(x, y, ACTION_FILLING);
7740 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7742 if (!MovDelay[x][y])
7744 MovDelay[x][y] = TILEY + 1;
7746 ResetGfxAnimation(x, y);
7747 ResetGfxAnimation(x, y + 1);
7752 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7753 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7760 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7761 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7762 Store[x][y + 1] = Store[x][y];
7765 PlayLevelSoundAction(x, y, ACTION_FILLING);
7768 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7769 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7771 InitMovingField(x, y, MV_DOWN);
7772 started_moving = TRUE;
7774 Feld[x][y] = EL_QUICKSAND_FILLING;
7775 Store[x][y] = element;
7777 PlayLevelSoundAction(x, y, ACTION_FILLING);
7779 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7780 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7782 InitMovingField(x, y, MV_DOWN);
7783 started_moving = TRUE;
7785 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7786 Store[x][y] = element;
7788 PlayLevelSoundAction(x, y, ACTION_FILLING);
7790 else if (element == EL_MAGIC_WALL_FULL)
7792 if (IS_FREE(x, y + 1))
7794 InitMovingField(x, y, MV_DOWN);
7795 started_moving = TRUE;
7797 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7798 Store[x][y] = EL_CHANGED(Store[x][y]);
7800 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7802 if (!MovDelay[x][y])
7803 MovDelay[x][y] = TILEY/4 + 1;
7812 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7813 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7814 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7818 else if (element == EL_BD_MAGIC_WALL_FULL)
7820 if (IS_FREE(x, y + 1))
7822 InitMovingField(x, y, MV_DOWN);
7823 started_moving = TRUE;
7825 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7826 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7828 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7830 if (!MovDelay[x][y])
7831 MovDelay[x][y] = TILEY/4 + 1;
7840 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7841 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7842 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7846 else if (element == EL_DC_MAGIC_WALL_FULL)
7848 if (IS_FREE(x, y + 1))
7850 InitMovingField(x, y, MV_DOWN);
7851 started_moving = TRUE;
7853 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7854 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7856 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7858 if (!MovDelay[x][y])
7859 MovDelay[x][y] = TILEY/4 + 1;
7868 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7869 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7870 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7874 else if ((CAN_PASS_MAGIC_WALL(element) &&
7875 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7876 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7877 (CAN_PASS_DC_MAGIC_WALL(element) &&
7878 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7881 InitMovingField(x, y, MV_DOWN);
7882 started_moving = TRUE;
7885 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7886 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7887 EL_DC_MAGIC_WALL_FILLING);
7888 Store[x][y] = element;
7890 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7892 SplashAcid(x, y + 1);
7894 InitMovingField(x, y, MV_DOWN);
7895 started_moving = TRUE;
7897 Store[x][y] = EL_ACID;
7900 #if USE_FIX_IMPACT_COLLISION
7901 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7902 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7904 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7905 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
7907 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7908 CAN_FALL(element) && WasJustFalling[x][y] &&
7909 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7911 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7912 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7913 (Feld[x][y + 1] == EL_BLOCKED)))
7915 /* this is needed for a special case not covered by calling "Impact()"
7916 from "ContinueMoving()": if an element moves to a tile directly below
7917 another element which was just falling on that tile (which was empty
7918 in the previous frame), the falling element above would just stop
7919 instead of smashing the element below (in previous version, the above
7920 element was just checked for "moving" instead of "falling", resulting
7921 in incorrect smashes caused by horizontal movement of the above
7922 element; also, the case of the player being the element to smash was
7923 simply not covered here... :-/ ) */
7925 CheckCollision[x][y] = 0;
7926 CheckImpact[x][y] = 0;
7930 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7932 if (MovDir[x][y] == MV_NONE)
7934 InitMovingField(x, y, MV_DOWN);
7935 started_moving = TRUE;
7938 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7940 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7941 MovDir[x][y] = MV_DOWN;
7943 InitMovingField(x, y, MV_DOWN);
7944 started_moving = TRUE;
7946 else if (element == EL_AMOEBA_DROP)
7948 Feld[x][y] = EL_AMOEBA_GROWING;
7949 Store[x][y] = EL_AMOEBA_WET;
7951 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7952 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7953 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7954 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7956 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7957 (IS_FREE(x - 1, y + 1) ||
7958 Feld[x - 1][y + 1] == EL_ACID));
7959 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7960 (IS_FREE(x + 1, y + 1) ||
7961 Feld[x + 1][y + 1] == EL_ACID));
7962 boolean can_fall_any = (can_fall_left || can_fall_right);
7963 boolean can_fall_both = (can_fall_left && can_fall_right);
7964 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7966 #if USE_NEW_ALL_SLIPPERY
7967 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7969 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7970 can_fall_right = FALSE;
7971 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7972 can_fall_left = FALSE;
7973 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7974 can_fall_right = FALSE;
7975 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7976 can_fall_left = FALSE;
7978 can_fall_any = (can_fall_left || can_fall_right);
7979 can_fall_both = FALSE;
7982 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
7984 if (slippery_type == SLIPPERY_ONLY_LEFT)
7985 can_fall_right = FALSE;
7986 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7987 can_fall_left = FALSE;
7988 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7989 can_fall_right = FALSE;
7990 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7991 can_fall_left = FALSE;
7993 can_fall_any = (can_fall_left || can_fall_right);
7994 can_fall_both = (can_fall_left && can_fall_right);
7998 #if USE_NEW_ALL_SLIPPERY
8000 #if USE_NEW_SP_SLIPPERY
8001 /* !!! better use the same properties as for custom elements here !!! */
8002 else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
8003 can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
8005 can_fall_right = FALSE; /* slip down on left side */
8006 can_fall_both = FALSE;
8011 #if USE_NEW_ALL_SLIPPERY
8014 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8015 can_fall_right = FALSE; /* slip down on left side */
8017 can_fall_left = !(can_fall_right = RND(2));
8019 can_fall_both = FALSE;
8024 if (game.emulation == EMU_BOULDERDASH ||
8025 element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8026 can_fall_right = FALSE; /* slip down on left side */
8028 can_fall_left = !(can_fall_right = RND(2));
8030 can_fall_both = FALSE;
8036 /* if not determined otherwise, prefer left side for slipping down */
8037 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8038 started_moving = TRUE;
8042 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
8044 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
8047 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8048 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8049 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
8050 int belt_dir = game.belt_dir[belt_nr];
8052 if ((belt_dir == MV_LEFT && left_is_free) ||
8053 (belt_dir == MV_RIGHT && right_is_free))
8055 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8057 InitMovingField(x, y, belt_dir);
8058 started_moving = TRUE;
8060 Pushed[x][y] = TRUE;
8061 Pushed[nextx][y] = TRUE;
8063 GfxAction[x][y] = ACTION_DEFAULT;
8067 MovDir[x][y] = 0; /* if element was moving, stop it */
8072 /* not "else if" because of elements that can fall and move (EL_SPRING) */
8074 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE)
8076 if (CAN_MOVE(element) && !started_moving)
8079 int move_pattern = element_info[element].move_pattern;
8084 if (MovDir[x][y] == MV_NONE)
8086 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
8087 x, y, element, element_info[element].token_name);
8088 printf("StartMoving(): This should never happen!\n");
8093 Moving2Blocked(x, y, &newx, &newy);
8095 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8098 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8099 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8101 WasJustMoving[x][y] = 0;
8102 CheckCollision[x][y] = 0;
8104 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8106 if (Feld[x][y] != element) /* element has changed */
8110 if (!MovDelay[x][y]) /* start new movement phase */
8112 /* all objects that can change their move direction after each step
8113 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
8115 if (element != EL_YAMYAM &&
8116 element != EL_DARK_YAMYAM &&
8117 element != EL_PACMAN &&
8118 !(move_pattern & MV_ANY_DIRECTION) &&
8119 move_pattern != MV_TURNING_LEFT &&
8120 move_pattern != MV_TURNING_RIGHT &&
8121 move_pattern != MV_TURNING_LEFT_RIGHT &&
8122 move_pattern != MV_TURNING_RIGHT_LEFT &&
8123 move_pattern != MV_TURNING_RANDOM)
8127 if (MovDelay[x][y] && (element == EL_BUG ||
8128 element == EL_SPACESHIP ||
8129 element == EL_SP_SNIKSNAK ||
8130 element == EL_SP_ELECTRON ||
8131 element == EL_MOLE))
8132 TEST_DrawLevelField(x, y);
8136 if (MovDelay[x][y]) /* wait some time before next movement */
8140 if (element == EL_ROBOT ||
8141 element == EL_YAMYAM ||
8142 element == EL_DARK_YAMYAM)
8144 DrawLevelElementAnimationIfNeeded(x, y, element);
8145 PlayLevelSoundAction(x, y, ACTION_WAITING);
8147 else if (element == EL_SP_ELECTRON)
8148 DrawLevelElementAnimationIfNeeded(x, y, element);
8149 else if (element == EL_DRAGON)
8152 int dir = MovDir[x][y];
8153 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8154 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8155 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8156 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8157 dir == MV_UP ? IMG_FLAMES_1_UP :
8158 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8159 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
8161 GfxAction[x][y] = ACTION_ATTACKING;
8163 if (IS_PLAYER(x, y))
8164 DrawPlayerField(x, y);
8166 TEST_DrawLevelField(x, y);
8168 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8170 for (i = 1; i <= 3; i++)
8172 int xx = x + i * dx;
8173 int yy = y + i * dy;
8174 int sx = SCREENX(xx);
8175 int sy = SCREENY(yy);
8176 int flame_graphic = graphic + (i - 1);
8178 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
8183 int flamed = MovingOrBlocked2Element(xx, yy);
8187 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8189 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
8190 RemoveMovingField(xx, yy);
8192 RemoveField(xx, yy);
8194 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8197 RemoveMovingField(xx, yy);
8200 ChangeDelay[xx][yy] = 0;
8202 Feld[xx][yy] = EL_FLAMES;
8204 if (IN_SCR_FIELD(sx, sy))
8206 TEST_DrawLevelFieldCrumbledSand(xx, yy);
8207 DrawGraphic(sx, sy, flame_graphic, frame);
8212 if (Feld[xx][yy] == EL_FLAMES)
8213 Feld[xx][yy] = EL_EMPTY;
8214 TEST_DrawLevelField(xx, yy);
8219 if (MovDelay[x][y]) /* element still has to wait some time */
8221 PlayLevelSoundAction(x, y, ACTION_WAITING);
8227 /* now make next step */
8229 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
8231 if (DONT_COLLIDE_WITH(element) &&
8232 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8233 !PLAYER_ENEMY_PROTECTED(newx, newy))
8235 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8240 else if (CAN_MOVE_INTO_ACID(element) &&
8241 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
8242 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8243 (MovDir[x][y] == MV_DOWN ||
8244 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8246 SplashAcid(newx, newy);
8247 Store[x][y] = EL_ACID;
8249 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8251 if (Feld[newx][newy] == EL_EXIT_OPEN ||
8252 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
8253 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
8254 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8257 TEST_DrawLevelField(x, y);
8259 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8260 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8261 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
8263 local_player->friends_still_needed--;
8264 if (!local_player->friends_still_needed &&
8265 !local_player->GameOver && AllPlayersGone)
8266 PlayerWins(local_player);
8270 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
8272 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
8273 TEST_DrawLevelField(newx, newy);
8275 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8277 else if (!IS_FREE(newx, newy))
8279 GfxAction[x][y] = ACTION_WAITING;
8281 if (IS_PLAYER(x, y))
8282 DrawPlayerField(x, y);
8284 TEST_DrawLevelField(x, y);
8289 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8291 if (IS_FOOD_PIG(Feld[newx][newy]))
8293 if (IS_MOVING(newx, newy))
8294 RemoveMovingField(newx, newy);
8297 Feld[newx][newy] = EL_EMPTY;
8298 TEST_DrawLevelField(newx, newy);
8301 PlayLevelSound(x, y, SND_PIG_DIGGING);
8303 else if (!IS_FREE(newx, newy))
8305 if (IS_PLAYER(x, y))
8306 DrawPlayerField(x, y);
8308 TEST_DrawLevelField(x, y);
8313 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8315 if (Store[x][y] != EL_EMPTY)
8317 boolean can_clone = FALSE;
8320 /* check if element to clone is still there */
8321 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8323 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
8331 /* cannot clone or target field not free anymore -- do not clone */
8332 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8333 Store[x][y] = EL_EMPTY;
8336 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8338 if (IS_MV_DIAGONAL(MovDir[x][y]))
8340 int diagonal_move_dir = MovDir[x][y];
8341 int stored = Store[x][y];
8342 int change_delay = 8;
8345 /* android is moving diagonally */
8347 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8349 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8350 GfxElement[x][y] = EL_EMC_ANDROID;
8351 GfxAction[x][y] = ACTION_SHRINKING;
8352 GfxDir[x][y] = diagonal_move_dir;
8353 ChangeDelay[x][y] = change_delay;
8355 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8358 DrawLevelGraphicAnimation(x, y, graphic);
8359 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8361 if (Feld[newx][newy] == EL_ACID)
8363 SplashAcid(newx, newy);
8368 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8370 Store[newx][newy] = EL_EMC_ANDROID;
8371 GfxElement[newx][newy] = EL_EMC_ANDROID;
8372 GfxAction[newx][newy] = ACTION_GROWING;
8373 GfxDir[newx][newy] = diagonal_move_dir;
8374 ChangeDelay[newx][newy] = change_delay;
8376 graphic = el_act_dir2img(GfxElement[newx][newy],
8377 GfxAction[newx][newy], GfxDir[newx][newy]);
8379 DrawLevelGraphicAnimation(newx, newy, graphic);
8380 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8386 Feld[newx][newy] = EL_EMPTY;
8387 TEST_DrawLevelField(newx, newy);
8389 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8392 else if (!IS_FREE(newx, newy))
8395 if (IS_PLAYER(x, y))
8396 DrawPlayerField(x, y);
8398 TEST_DrawLevelField(x, y);
8404 else if (IS_CUSTOM_ELEMENT(element) &&
8405 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8408 if (!DigFieldByCE(newx, newy, element))
8411 int new_element = Feld[newx][newy];
8413 if (!IS_FREE(newx, newy))
8415 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
8416 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
8419 /* no element can dig solid indestructible elements */
8420 if (IS_INDESTRUCTIBLE(new_element) &&
8421 !IS_DIGGABLE(new_element) &&
8422 !IS_COLLECTIBLE(new_element))
8425 if (AmoebaNr[newx][newy] &&
8426 (new_element == EL_AMOEBA_FULL ||
8427 new_element == EL_BD_AMOEBA ||
8428 new_element == EL_AMOEBA_GROWING))
8430 AmoebaCnt[AmoebaNr[newx][newy]]--;
8431 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8434 if (IS_MOVING(newx, newy))
8435 RemoveMovingField(newx, newy);
8438 RemoveField(newx, newy);
8439 TEST_DrawLevelField(newx, newy);
8442 /* if digged element was about to explode, prevent the explosion */
8443 ExplodeField[newx][newy] = EX_TYPE_NONE;
8445 PlayLevelSoundAction(x, y, action);
8448 Store[newx][newy] = EL_EMPTY;
8451 /* this makes it possible to leave the removed element again */
8452 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
8453 Store[newx][newy] = new_element;
8455 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
8457 int move_leave_element = element_info[element].move_leave_element;
8459 /* this makes it possible to leave the removed element again */
8460 Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
8461 new_element : move_leave_element);
8467 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8469 RunnerVisit[x][y] = FrameCounter;
8470 PlayerVisit[x][y] /= 8; /* expire player visit path */
8473 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8475 if (!IS_FREE(newx, newy))
8477 if (IS_PLAYER(x, y))
8478 DrawPlayerField(x, y);
8480 TEST_DrawLevelField(x, y);
8486 boolean wanna_flame = !RND(10);
8487 int dx = newx - x, dy = newy - y;
8488 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8489 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8490 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8491 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8492 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8493 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8496 IS_CLASSIC_ENEMY(element1) ||
8497 IS_CLASSIC_ENEMY(element2)) &&
8498 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8499 element1 != EL_FLAMES && element2 != EL_FLAMES)
8501 ResetGfxAnimation(x, y);
8502 GfxAction[x][y] = ACTION_ATTACKING;
8504 if (IS_PLAYER(x, y))
8505 DrawPlayerField(x, y);
8507 TEST_DrawLevelField(x, y);
8509 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8511 MovDelay[x][y] = 50;
8515 RemoveField(newx, newy);
8517 Feld[newx][newy] = EL_FLAMES;
8518 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8521 RemoveField(newx1, newy1);
8523 Feld[newx1][newy1] = EL_FLAMES;
8525 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8528 RemoveField(newx2, newy2);
8530 Feld[newx2][newy2] = EL_FLAMES;
8537 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8538 Feld[newx][newy] == EL_DIAMOND)
8540 if (IS_MOVING(newx, newy))
8541 RemoveMovingField(newx, newy);
8544 Feld[newx][newy] = EL_EMPTY;
8545 TEST_DrawLevelField(newx, newy);
8548 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8550 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8551 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8553 if (AmoebaNr[newx][newy])
8555 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8556 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8557 Feld[newx][newy] == EL_BD_AMOEBA)
8558 AmoebaCnt[AmoebaNr[newx][newy]]--;
8563 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
8565 RemoveMovingField(newx, newy);
8568 if (IS_MOVING(newx, newy))
8570 RemoveMovingField(newx, newy);
8575 Feld[newx][newy] = EL_EMPTY;
8576 TEST_DrawLevelField(newx, newy);
8579 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8581 else if ((element == EL_PACMAN || element == EL_MOLE)
8582 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8584 if (AmoebaNr[newx][newy])
8586 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8587 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8588 Feld[newx][newy] == EL_BD_AMOEBA)
8589 AmoebaCnt[AmoebaNr[newx][newy]]--;
8592 if (element == EL_MOLE)
8594 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8595 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8597 ResetGfxAnimation(x, y);
8598 GfxAction[x][y] = ACTION_DIGGING;
8599 TEST_DrawLevelField(x, y);
8601 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
8603 return; /* wait for shrinking amoeba */
8605 else /* element == EL_PACMAN */
8607 Feld[newx][newy] = EL_EMPTY;
8608 TEST_DrawLevelField(newx, newy);
8609 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8612 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8613 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8614 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8616 /* wait for shrinking amoeba to completely disappear */
8619 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8621 /* object was running against a wall */
8626 /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
8627 if (move_pattern & MV_ANY_DIRECTION &&
8628 move_pattern == MovDir[x][y])
8630 int blocking_element =
8631 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
8633 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
8636 element = Feld[x][y]; /* element might have changed */
8640 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
8641 DrawLevelElementAnimation(x, y, element);
8643 if (DONT_TOUCH(element))
8644 TestIfBadThingTouchesPlayer(x, y);
8649 InitMovingField(x, y, MovDir[x][y]);
8651 PlayLevelSoundAction(x, y, ACTION_MOVING);
8655 ContinueMoving(x, y);
8658 void ContinueMoving(int x, int y)
8660 int element = Feld[x][y];
8661 struct ElementInfo *ei = &element_info[element];
8662 int direction = MovDir[x][y];
8663 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8664 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8665 int newx = x + dx, newy = y + dy;
8666 int stored = Store[x][y];
8667 int stored_new = Store[newx][newy];
8668 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8669 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8670 boolean last_line = (newy == lev_fieldy - 1);
8672 MovPos[x][y] += getElementMoveStepsize(x, y);
8674 if (pushed_by_player) /* special case: moving object pushed by player */
8675 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8677 if (ABS(MovPos[x][y]) < TILEX)
8680 int ee = Feld[x][y];
8681 int gg = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8682 int ff = getGraphicAnimationFrame(gg, GfxFrame[x][y]);
8684 printf("::: %d.%d: moving %d ... [%d, %d, %d] [%d, %d, %d]\n",
8685 x, y, ABS(MovPos[x][y]),
8687 GfxAction[x][y], GfxDir[x][y], GfxFrame[x][y]);
8690 TEST_DrawLevelField(x, y);
8692 return; /* element is still moving */
8695 /* element reached destination field */
8697 Feld[x][y] = EL_EMPTY;
8698 Feld[newx][newy] = element;
8699 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8701 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8703 element = Feld[newx][newy] = EL_ACID;
8705 else if (element == EL_MOLE)
8707 Feld[x][y] = EL_SAND;
8709 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
8711 else if (element == EL_QUICKSAND_FILLING)
8713 element = Feld[newx][newy] = get_next_element(element);
8714 Store[newx][newy] = Store[x][y];
8716 else if (element == EL_QUICKSAND_EMPTYING)
8718 Feld[x][y] = get_next_element(element);
8719 element = Feld[newx][newy] = Store[x][y];
8721 else if (element == EL_QUICKSAND_FAST_FILLING)
8723 element = Feld[newx][newy] = get_next_element(element);
8724 Store[newx][newy] = Store[x][y];
8726 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8728 Feld[x][y] = get_next_element(element);
8729 element = Feld[newx][newy] = Store[x][y];
8731 else if (element == EL_MAGIC_WALL_FILLING)
8733 element = Feld[newx][newy] = get_next_element(element);
8734 if (!game.magic_wall_active)
8735 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8736 Store[newx][newy] = Store[x][y];
8738 else if (element == EL_MAGIC_WALL_EMPTYING)
8740 Feld[x][y] = get_next_element(element);
8741 if (!game.magic_wall_active)
8742 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8743 element = Feld[newx][newy] = Store[x][y];
8745 #if USE_NEW_CUSTOM_VALUE
8746 InitField(newx, newy, FALSE);
8749 else if (element == EL_BD_MAGIC_WALL_FILLING)
8751 element = Feld[newx][newy] = get_next_element(element);
8752 if (!game.magic_wall_active)
8753 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8754 Store[newx][newy] = Store[x][y];
8756 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8758 Feld[x][y] = get_next_element(element);
8759 if (!game.magic_wall_active)
8760 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8761 element = Feld[newx][newy] = Store[x][y];
8763 #if USE_NEW_CUSTOM_VALUE
8764 InitField(newx, newy, FALSE);
8767 else if (element == EL_DC_MAGIC_WALL_FILLING)
8769 element = Feld[newx][newy] = get_next_element(element);
8770 if (!game.magic_wall_active)
8771 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8772 Store[newx][newy] = Store[x][y];
8774 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8776 Feld[x][y] = get_next_element(element);
8777 if (!game.magic_wall_active)
8778 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8779 element = Feld[newx][newy] = Store[x][y];
8781 #if USE_NEW_CUSTOM_VALUE
8782 InitField(newx, newy, FALSE);
8785 else if (element == EL_AMOEBA_DROPPING)
8787 Feld[x][y] = get_next_element(element);
8788 element = Feld[newx][newy] = Store[x][y];
8790 else if (element == EL_SOKOBAN_OBJECT)
8793 Feld[x][y] = Back[x][y];
8795 if (Back[newx][newy])
8796 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8798 Back[x][y] = Back[newx][newy] = 0;
8801 Store[x][y] = EL_EMPTY;
8806 MovDelay[newx][newy] = 0;
8808 if (CAN_CHANGE_OR_HAS_ACTION(element))
8810 /* copy element change control values to new field */
8811 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8812 ChangePage[newx][newy] = ChangePage[x][y];
8813 ChangeCount[newx][newy] = ChangeCount[x][y];
8814 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8817 #if USE_NEW_CUSTOM_VALUE
8818 CustomValue[newx][newy] = CustomValue[x][y];
8821 ChangeDelay[x][y] = 0;
8822 ChangePage[x][y] = -1;
8823 ChangeCount[x][y] = 0;
8824 ChangeEvent[x][y] = -1;
8826 #if USE_NEW_CUSTOM_VALUE
8827 CustomValue[x][y] = 0;
8830 /* copy animation control values to new field */
8831 GfxFrame[newx][newy] = GfxFrame[x][y];
8832 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8833 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8834 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8836 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8838 /* some elements can leave other elements behind after moving */
8840 if (ei->move_leave_element != EL_EMPTY &&
8841 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8842 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8844 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
8845 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8846 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8849 int move_leave_element = ei->move_leave_element;
8853 /* this makes it possible to leave the removed element again */
8854 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8855 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8857 /* this makes it possible to leave the removed element again */
8858 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8859 move_leave_element = stored;
8862 /* this makes it possible to leave the removed element again */
8863 if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
8864 ei->move_leave_element == EL_TRIGGER_ELEMENT)
8865 move_leave_element = stored;
8868 Feld[x][y] = move_leave_element;
8870 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8871 MovDir[x][y] = direction;
8873 InitField(x, y, FALSE);
8875 if (GFX_CRUMBLED(Feld[x][y]))
8876 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
8878 if (ELEM_IS_PLAYER(move_leave_element))
8879 RelocatePlayer(x, y, move_leave_element);
8882 /* do this after checking for left-behind element */
8883 ResetGfxAnimation(x, y); /* reset animation values for old field */
8885 if (!CAN_MOVE(element) ||
8886 (CAN_FALL(element) && direction == MV_DOWN &&
8887 (element == EL_SPRING ||
8888 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8889 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8890 GfxDir[x][y] = MovDir[newx][newy] = 0;
8892 TEST_DrawLevelField(x, y);
8893 TEST_DrawLevelField(newx, newy);
8895 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8897 /* prevent pushed element from moving on in pushed direction */
8898 if (pushed_by_player && CAN_MOVE(element) &&
8899 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8900 !(element_info[element].move_pattern & direction))
8901 TurnRound(newx, newy);
8903 /* prevent elements on conveyor belt from moving on in last direction */
8904 if (pushed_by_conveyor && CAN_FALL(element) &&
8905 direction & MV_HORIZONTAL)
8906 MovDir[newx][newy] = 0;
8908 if (!pushed_by_player)
8910 int nextx = newx + dx, nexty = newy + dy;
8911 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8913 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8915 if (CAN_FALL(element) && direction == MV_DOWN)
8916 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8918 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8919 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8921 #if USE_FIX_IMPACT_COLLISION
8922 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8923 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8927 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8929 TestIfBadThingTouchesPlayer(newx, newy);
8930 TestIfBadThingTouchesFriend(newx, newy);
8932 if (!IS_CUSTOM_ELEMENT(element))
8933 TestIfBadThingTouchesOtherBadThing(newx, newy);
8935 else if (element == EL_PENGUIN)
8936 TestIfFriendTouchesBadThing(newx, newy);
8938 /* give the player one last chance (one more frame) to move away */
8939 if (CAN_FALL(element) && direction == MV_DOWN &&
8940 (last_line || (!IS_FREE(x, newy + 1) &&
8941 (!IS_PLAYER(x, newy + 1) ||
8942 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8945 if (pushed_by_player && !game.use_change_when_pushing_bug)
8947 int push_side = MV_DIR_OPPOSITE(direction);
8948 struct PlayerInfo *player = PLAYERINFO(x, y);
8950 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8951 player->index_bit, push_side);
8952 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8953 player->index_bit, push_side);
8956 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8957 MovDelay[newx][newy] = 1;
8959 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8961 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8964 if (ChangePage[newx][newy] != -1) /* delayed change */
8966 int page = ChangePage[newx][newy];
8967 struct ElementChangeInfo *change = &ei->change_page[page];
8969 ChangePage[newx][newy] = -1;
8971 if (change->can_change)
8973 if (ChangeElement(newx, newy, element, page))
8975 if (change->post_change_function)
8976 change->post_change_function(newx, newy);
8980 if (change->has_action)
8981 ExecuteCustomElementAction(newx, newy, element, page);
8985 TestIfElementHitsCustomElement(newx, newy, direction);
8986 TestIfPlayerTouchesCustomElement(newx, newy);
8987 TestIfElementTouchesCustomElement(newx, newy);
8989 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8990 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8991 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8992 MV_DIR_OPPOSITE(direction));
8995 int AmoebeNachbarNr(int ax, int ay)
8998 int element = Feld[ax][ay];
9000 static int xy[4][2] =
9008 for (i = 0; i < NUM_DIRECTIONS; i++)
9010 int x = ax + xy[i][0];
9011 int y = ay + xy[i][1];
9013 if (!IN_LEV_FIELD(x, y))
9016 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
9017 group_nr = AmoebaNr[x][y];
9023 void AmoebenVereinigen(int ax, int ay)
9025 int i, x, y, xx, yy;
9026 int new_group_nr = AmoebaNr[ax][ay];
9027 static int xy[4][2] =
9035 if (new_group_nr == 0)
9038 for (i = 0; i < NUM_DIRECTIONS; i++)
9043 if (!IN_LEV_FIELD(x, y))
9046 if ((Feld[x][y] == EL_AMOEBA_FULL ||
9047 Feld[x][y] == EL_BD_AMOEBA ||
9048 Feld[x][y] == EL_AMOEBA_DEAD) &&
9049 AmoebaNr[x][y] != new_group_nr)
9051 int old_group_nr = AmoebaNr[x][y];
9053 if (old_group_nr == 0)
9056 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
9057 AmoebaCnt[old_group_nr] = 0;
9058 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
9059 AmoebaCnt2[old_group_nr] = 0;
9061 SCAN_PLAYFIELD(xx, yy)
9063 if (AmoebaNr[xx][yy] == old_group_nr)
9064 AmoebaNr[xx][yy] = new_group_nr;
9070 void AmoebeUmwandeln(int ax, int ay)
9074 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
9076 int group_nr = AmoebaNr[ax][ay];
9081 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
9082 printf("AmoebeUmwandeln(): This should never happen!\n");
9087 SCAN_PLAYFIELD(x, y)
9089 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9092 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
9096 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9097 SND_AMOEBA_TURNING_TO_GEM :
9098 SND_AMOEBA_TURNING_TO_ROCK));
9103 static int xy[4][2] =
9111 for (i = 0; i < NUM_DIRECTIONS; i++)
9116 if (!IN_LEV_FIELD(x, y))
9119 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
9121 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9122 SND_AMOEBA_TURNING_TO_GEM :
9123 SND_AMOEBA_TURNING_TO_ROCK));
9130 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
9133 int group_nr = AmoebaNr[ax][ay];
9134 boolean done = FALSE;
9139 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
9140 printf("AmoebeUmwandelnBD(): This should never happen!\n");
9145 SCAN_PLAYFIELD(x, y)
9147 if (AmoebaNr[x][y] == group_nr &&
9148 (Feld[x][y] == EL_AMOEBA_DEAD ||
9149 Feld[x][y] == EL_BD_AMOEBA ||
9150 Feld[x][y] == EL_AMOEBA_GROWING))
9153 Feld[x][y] = new_element;
9154 InitField(x, y, FALSE);
9155 TEST_DrawLevelField(x, y);
9161 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9162 SND_BD_AMOEBA_TURNING_TO_ROCK :
9163 SND_BD_AMOEBA_TURNING_TO_GEM));
9166 void AmoebeWaechst(int x, int y)
9168 static unsigned long sound_delay = 0;
9169 static unsigned long sound_delay_value = 0;
9171 if (!MovDelay[x][y]) /* start new growing cycle */
9175 if (DelayReached(&sound_delay, sound_delay_value))
9177 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9178 sound_delay_value = 30;
9182 if (MovDelay[x][y]) /* wait some time before growing bigger */
9185 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9187 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9188 6 - MovDelay[x][y]);
9190 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
9193 if (!MovDelay[x][y])
9195 Feld[x][y] = Store[x][y];
9197 TEST_DrawLevelField(x, y);
9202 void AmoebaDisappearing(int x, int y)
9204 static unsigned long sound_delay = 0;
9205 static unsigned long sound_delay_value = 0;
9207 if (!MovDelay[x][y]) /* start new shrinking cycle */
9211 if (DelayReached(&sound_delay, sound_delay_value))
9212 sound_delay_value = 30;
9215 if (MovDelay[x][y]) /* wait some time before shrinking */
9218 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9220 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9221 6 - MovDelay[x][y]);
9223 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
9226 if (!MovDelay[x][y])
9228 Feld[x][y] = EL_EMPTY;
9229 TEST_DrawLevelField(x, y);
9231 /* don't let mole enter this field in this cycle;
9232 (give priority to objects falling to this field from above) */
9238 void AmoebeAbleger(int ax, int ay)
9241 int element = Feld[ax][ay];
9242 int graphic = el2img(element);
9243 int newax = ax, neway = ay;
9244 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9245 static int xy[4][2] =
9253 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9255 Feld[ax][ay] = EL_AMOEBA_DEAD;
9256 TEST_DrawLevelField(ax, ay);
9260 if (IS_ANIMATED(graphic))
9261 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9263 if (!MovDelay[ax][ay]) /* start making new amoeba field */
9264 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9266 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
9269 if (MovDelay[ax][ay])
9273 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
9276 int x = ax + xy[start][0];
9277 int y = ay + xy[start][1];
9279 if (!IN_LEV_FIELD(x, y))
9282 if (IS_FREE(x, y) ||
9283 CAN_GROW_INTO(Feld[x][y]) ||
9284 Feld[x][y] == EL_QUICKSAND_EMPTY ||
9285 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
9291 if (newax == ax && neway == ay)
9294 else /* normal or "filled" (BD style) amoeba */
9297 boolean waiting_for_player = FALSE;
9299 for (i = 0; i < NUM_DIRECTIONS; i++)
9301 int j = (start + i) % 4;
9302 int x = ax + xy[j][0];
9303 int y = ay + xy[j][1];
9305 if (!IN_LEV_FIELD(x, y))
9308 if (IS_FREE(x, y) ||
9309 CAN_GROW_INTO(Feld[x][y]) ||
9310 Feld[x][y] == EL_QUICKSAND_EMPTY ||
9311 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
9317 else if (IS_PLAYER(x, y))
9318 waiting_for_player = TRUE;
9321 if (newax == ax && neway == ay) /* amoeba cannot grow */
9323 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9325 Feld[ax][ay] = EL_AMOEBA_DEAD;
9326 TEST_DrawLevelField(ax, ay);
9327 AmoebaCnt[AmoebaNr[ax][ay]]--;
9329 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
9331 if (element == EL_AMOEBA_FULL)
9332 AmoebeUmwandeln(ax, ay);
9333 else if (element == EL_BD_AMOEBA)
9334 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
9339 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9341 /* amoeba gets larger by growing in some direction */
9343 int new_group_nr = AmoebaNr[ax][ay];
9346 if (new_group_nr == 0)
9348 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
9349 printf("AmoebeAbleger(): This should never happen!\n");
9354 AmoebaNr[newax][neway] = new_group_nr;
9355 AmoebaCnt[new_group_nr]++;
9356 AmoebaCnt2[new_group_nr]++;
9358 /* if amoeba touches other amoeba(s) after growing, unify them */
9359 AmoebenVereinigen(newax, neway);
9361 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9363 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
9369 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9370 (neway == lev_fieldy - 1 && newax != ax))
9372 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
9373 Store[newax][neway] = element;
9375 else if (neway == ay || element == EL_EMC_DRIPPER)
9377 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
9379 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9383 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
9384 Feld[ax][ay] = EL_AMOEBA_DROPPING;
9385 Store[ax][ay] = EL_AMOEBA_DROP;
9386 ContinueMoving(ax, ay);
9390 TEST_DrawLevelField(newax, neway);
9393 void Life(int ax, int ay)
9397 int element = Feld[ax][ay];
9398 int graphic = el2img(element);
9399 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9401 boolean changed = FALSE;
9403 if (IS_ANIMATED(graphic))
9404 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9409 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
9410 MovDelay[ax][ay] = life_time;
9412 if (MovDelay[ax][ay]) /* wait some time before next cycle */
9415 if (MovDelay[ax][ay])
9419 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9421 int xx = ax+x1, yy = ay+y1;
9424 if (!IN_LEV_FIELD(xx, yy))
9427 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9429 int x = xx+x2, y = yy+y2;
9431 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9434 if (((Feld[x][y] == element ||
9435 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
9437 (IS_FREE(x, y) && Stop[x][y]))
9441 if (xx == ax && yy == ay) /* field in the middle */
9443 if (nachbarn < life_parameter[0] ||
9444 nachbarn > life_parameter[1])
9446 Feld[xx][yy] = EL_EMPTY;
9448 TEST_DrawLevelField(xx, yy);
9449 Stop[xx][yy] = TRUE;
9453 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
9454 { /* free border field */
9455 if (nachbarn >= life_parameter[2] &&
9456 nachbarn <= life_parameter[3])
9458 Feld[xx][yy] = element;
9459 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9461 TEST_DrawLevelField(xx, yy);
9462 Stop[xx][yy] = TRUE;
9469 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9470 SND_GAME_OF_LIFE_GROWING);
9473 static void InitRobotWheel(int x, int y)
9475 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9478 static void RunRobotWheel(int x, int y)
9480 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9483 static void StopRobotWheel(int x, int y)
9485 if (ZX == x && ZY == y)
9489 game.robot_wheel_active = FALSE;
9493 static void InitTimegateWheel(int x, int y)
9495 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9498 static void RunTimegateWheel(int x, int y)
9500 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9503 static void InitMagicBallDelay(int x, int y)
9506 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9508 ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1;
9512 static void ActivateMagicBall(int bx, int by)
9516 if (level.ball_random)
9518 int pos_border = RND(8); /* select one of the eight border elements */
9519 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9520 int xx = pos_content % 3;
9521 int yy = pos_content / 3;
9526 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9527 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9531 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9533 int xx = x - bx + 1;
9534 int yy = y - by + 1;
9536 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9537 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9541 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9544 void CheckExit(int x, int y)
9546 if (local_player->gems_still_needed > 0 ||
9547 local_player->sokobanfields_still_needed > 0 ||
9548 local_player->lights_still_needed > 0)
9550 int element = Feld[x][y];
9551 int graphic = el2img(element);
9553 if (IS_ANIMATED(graphic))
9554 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9559 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9562 Feld[x][y] = EL_EXIT_OPENING;
9564 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9567 void CheckExitEM(int x, int y)
9569 if (local_player->gems_still_needed > 0 ||
9570 local_player->sokobanfields_still_needed > 0 ||
9571 local_player->lights_still_needed > 0)
9573 int element = Feld[x][y];
9574 int graphic = el2img(element);
9576 if (IS_ANIMATED(graphic))
9577 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9582 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9585 Feld[x][y] = EL_EM_EXIT_OPENING;
9587 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9590 void CheckExitSteel(int x, int y)
9592 if (local_player->gems_still_needed > 0 ||
9593 local_player->sokobanfields_still_needed > 0 ||
9594 local_player->lights_still_needed > 0)
9596 int element = Feld[x][y];
9597 int graphic = el2img(element);
9599 if (IS_ANIMATED(graphic))
9600 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9605 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9608 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9610 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9613 void CheckExitSteelEM(int x, int y)
9615 if (local_player->gems_still_needed > 0 ||
9616 local_player->sokobanfields_still_needed > 0 ||
9617 local_player->lights_still_needed > 0)
9619 int element = Feld[x][y];
9620 int graphic = el2img(element);
9622 if (IS_ANIMATED(graphic))
9623 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9628 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9631 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9633 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9636 void CheckExitSP(int x, int y)
9638 if (local_player->gems_still_needed > 0)
9640 int element = Feld[x][y];
9641 int graphic = el2img(element);
9643 if (IS_ANIMATED(graphic))
9644 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9649 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9652 Feld[x][y] = EL_SP_EXIT_OPENING;
9654 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9657 static void CloseAllOpenTimegates()
9661 SCAN_PLAYFIELD(x, y)
9663 int element = Feld[x][y];
9665 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9667 Feld[x][y] = EL_TIMEGATE_CLOSING;
9669 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9674 void DrawTwinkleOnField(int x, int y)
9676 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9679 if (Feld[x][y] == EL_BD_DIAMOND)
9682 if (MovDelay[x][y] == 0) /* next animation frame */
9683 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9685 if (MovDelay[x][y] != 0) /* wait some time before next frame */
9689 DrawLevelElementAnimation(x, y, Feld[x][y]);
9691 if (MovDelay[x][y] != 0)
9693 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9694 10 - MovDelay[x][y]);
9696 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9701 void MauerWaechst(int x, int y)
9705 if (!MovDelay[x][y]) /* next animation frame */
9706 MovDelay[x][y] = 3 * delay;
9708 if (MovDelay[x][y]) /* wait some time before next frame */
9712 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9714 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9715 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9717 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9720 if (!MovDelay[x][y])
9722 if (MovDir[x][y] == MV_LEFT)
9724 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9725 TEST_DrawLevelField(x - 1, y);
9727 else if (MovDir[x][y] == MV_RIGHT)
9729 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9730 TEST_DrawLevelField(x + 1, y);
9732 else if (MovDir[x][y] == MV_UP)
9734 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9735 TEST_DrawLevelField(x, y - 1);
9739 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9740 TEST_DrawLevelField(x, y + 1);
9743 Feld[x][y] = Store[x][y];
9745 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9746 TEST_DrawLevelField(x, y);
9751 void MauerAbleger(int ax, int ay)
9753 int element = Feld[ax][ay];
9754 int graphic = el2img(element);
9755 boolean oben_frei = FALSE, unten_frei = FALSE;
9756 boolean links_frei = FALSE, rechts_frei = FALSE;
9757 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9758 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9759 boolean new_wall = FALSE;
9761 if (IS_ANIMATED(graphic))
9762 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9764 if (!MovDelay[ax][ay]) /* start building new wall */
9765 MovDelay[ax][ay] = 6;
9767 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9770 if (MovDelay[ax][ay])
9774 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9776 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9778 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9780 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9783 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9784 element == EL_EXPANDABLE_WALL_ANY)
9788 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9789 Store[ax][ay-1] = element;
9790 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9791 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9792 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9793 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9798 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9799 Store[ax][ay+1] = element;
9800 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9801 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9802 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9803 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9808 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9809 element == EL_EXPANDABLE_WALL_ANY ||
9810 element == EL_EXPANDABLE_WALL ||
9811 element == EL_BD_EXPANDABLE_WALL)
9815 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9816 Store[ax-1][ay] = element;
9817 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9818 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9819 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9820 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9826 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9827 Store[ax+1][ay] = element;
9828 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9829 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9830 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9831 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9836 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9837 TEST_DrawLevelField(ax, ay);
9839 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9841 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9842 unten_massiv = TRUE;
9843 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9844 links_massiv = TRUE;
9845 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9846 rechts_massiv = TRUE;
9848 if (((oben_massiv && unten_massiv) ||
9849 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9850 element == EL_EXPANDABLE_WALL) &&
9851 ((links_massiv && rechts_massiv) ||
9852 element == EL_EXPANDABLE_WALL_VERTICAL))
9853 Feld[ax][ay] = EL_WALL;
9856 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9859 void MauerAblegerStahl(int ax, int ay)
9861 int element = Feld[ax][ay];
9862 int graphic = el2img(element);
9863 boolean oben_frei = FALSE, unten_frei = FALSE;
9864 boolean links_frei = FALSE, rechts_frei = FALSE;
9865 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9866 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9867 boolean new_wall = FALSE;
9869 if (IS_ANIMATED(graphic))
9870 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9872 if (!MovDelay[ax][ay]) /* start building new wall */
9873 MovDelay[ax][ay] = 6;
9875 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9878 if (MovDelay[ax][ay])
9882 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9884 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9886 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9888 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9891 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9892 element == EL_EXPANDABLE_STEELWALL_ANY)
9896 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9897 Store[ax][ay-1] = element;
9898 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9899 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9900 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9901 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9906 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9907 Store[ax][ay+1] = element;
9908 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9909 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9910 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9911 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9916 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9917 element == EL_EXPANDABLE_STEELWALL_ANY)
9921 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9922 Store[ax-1][ay] = element;
9923 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9924 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9925 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9926 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9932 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9933 Store[ax+1][ay] = element;
9934 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9935 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9936 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9937 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9942 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9944 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9945 unten_massiv = TRUE;
9946 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9947 links_massiv = TRUE;
9948 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9949 rechts_massiv = TRUE;
9951 if (((oben_massiv && unten_massiv) ||
9952 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9953 ((links_massiv && rechts_massiv) ||
9954 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9955 Feld[ax][ay] = EL_STEELWALL;
9958 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9961 void CheckForDragon(int x, int y)
9964 boolean dragon_found = FALSE;
9965 static int xy[4][2] =
9973 for (i = 0; i < NUM_DIRECTIONS; i++)
9975 for (j = 0; j < 4; j++)
9977 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9979 if (IN_LEV_FIELD(xx, yy) &&
9980 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9982 if (Feld[xx][yy] == EL_DRAGON)
9983 dragon_found = TRUE;
9992 for (i = 0; i < NUM_DIRECTIONS; i++)
9994 for (j = 0; j < 3; j++)
9996 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9998 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
10000 Feld[xx][yy] = EL_EMPTY;
10001 TEST_DrawLevelField(xx, yy);
10010 static void InitBuggyBase(int x, int y)
10012 int element = Feld[x][y];
10013 int activating_delay = FRAMES_PER_SECOND / 4;
10015 ChangeDelay[x][y] =
10016 (element == EL_SP_BUGGY_BASE ?
10017 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
10018 element == EL_SP_BUGGY_BASE_ACTIVATING ?
10020 element == EL_SP_BUGGY_BASE_ACTIVE ?
10021 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
10024 static void WarnBuggyBase(int x, int y)
10027 static int xy[4][2] =
10035 for (i = 0; i < NUM_DIRECTIONS; i++)
10037 int xx = x + xy[i][0];
10038 int yy = y + xy[i][1];
10040 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
10042 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
10049 static void InitTrap(int x, int y)
10051 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
10054 static void ActivateTrap(int x, int y)
10056 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
10059 static void ChangeActiveTrap(int x, int y)
10061 int graphic = IMG_TRAP_ACTIVE;
10063 /* if new animation frame was drawn, correct crumbled sand border */
10064 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
10065 TEST_DrawLevelFieldCrumbledSand(x, y);
10068 static int getSpecialActionElement(int element, int number, int base_element)
10070 return (element != EL_EMPTY ? element :
10071 number != -1 ? base_element + number - 1 :
10075 static int getModifiedActionNumber(int value_old, int operator, int operand,
10076 int value_min, int value_max)
10078 int value_new = (operator == CA_MODE_SET ? operand :
10079 operator == CA_MODE_ADD ? value_old + operand :
10080 operator == CA_MODE_SUBTRACT ? value_old - operand :
10081 operator == CA_MODE_MULTIPLY ? value_old * operand :
10082 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
10083 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
10086 return (value_new < value_min ? value_min :
10087 value_new > value_max ? value_max :
10091 static void ExecuteCustomElementAction(int x, int y, int element, int page)
10093 struct ElementInfo *ei = &element_info[element];
10094 struct ElementChangeInfo *change = &ei->change_page[page];
10095 int target_element = change->target_element;
10096 int action_type = change->action_type;
10097 int action_mode = change->action_mode;
10098 int action_arg = change->action_arg;
10101 if (!change->has_action)
10104 /* ---------- determine action paramater values -------------------------- */
10106 int level_time_value =
10107 (level.time > 0 ? TimeLeft :
10110 int action_arg_element =
10111 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
10112 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10113 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
10116 int action_arg_direction =
10117 (action_arg >= CA_ARG_DIRECTION_LEFT &&
10118 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10119 action_arg == CA_ARG_DIRECTION_TRIGGER ?
10120 change->actual_trigger_side :
10121 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10122 MV_DIR_OPPOSITE(change->actual_trigger_side) :
10125 int action_arg_number_min =
10126 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10129 int action_arg_number_max =
10130 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10131 action_type == CA_SET_LEVEL_GEMS ? 999 :
10132 action_type == CA_SET_LEVEL_TIME ? 9999 :
10133 action_type == CA_SET_LEVEL_SCORE ? 99999 :
10134 action_type == CA_SET_CE_VALUE ? 9999 :
10135 action_type == CA_SET_CE_SCORE ? 9999 :
10138 int action_arg_number_reset =
10139 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10140 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10141 action_type == CA_SET_LEVEL_TIME ? level.time :
10142 action_type == CA_SET_LEVEL_SCORE ? 0 :
10143 #if USE_NEW_CUSTOM_VALUE
10144 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10146 action_type == CA_SET_CE_VALUE ? ei->custom_value_initial :
10148 action_type == CA_SET_CE_SCORE ? 0 :
10151 int action_arg_number =
10152 (action_arg <= CA_ARG_MAX ? action_arg :
10153 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10154 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10155 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10156 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10157 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10158 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10159 #if USE_NEW_CUSTOM_VALUE
10160 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10162 action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
10164 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10165 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10166 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10167 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
10168 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
10169 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10170 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10171 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10172 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10173 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10174 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10177 int action_arg_number_old =
10178 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
10179 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10180 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
10181 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10182 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10185 int action_arg_number_new =
10186 getModifiedActionNumber(action_arg_number_old,
10187 action_mode, action_arg_number,
10188 action_arg_number_min, action_arg_number_max);
10191 int trigger_player_bits = change->actual_trigger_player_bits;
10193 int trigger_player_bits =
10194 (change->actual_trigger_player >= EL_PLAYER_1 &&
10195 change->actual_trigger_player <= EL_PLAYER_4 ?
10196 (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
10200 int action_arg_player_bits =
10201 (action_arg >= CA_ARG_PLAYER_1 &&
10202 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10203 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10206 /* ---------- execute action -------------------------------------------- */
10208 switch (action_type)
10215 /* ---------- level actions ------------------------------------------- */
10217 case CA_RESTART_LEVEL:
10219 game.restart_level = TRUE;
10224 case CA_SHOW_ENVELOPE:
10226 int element = getSpecialActionElement(action_arg_element,
10227 action_arg_number, EL_ENVELOPE_1);
10229 if (IS_ENVELOPE(element))
10230 local_player->show_envelope = element;
10235 case CA_SET_LEVEL_TIME:
10237 if (level.time > 0) /* only modify limited time value */
10239 TimeLeft = action_arg_number_new;
10242 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10244 DisplayGameControlValues();
10246 DrawGameValue_Time(TimeLeft);
10249 if (!TimeLeft && setup.time_limit)
10250 for (i = 0; i < MAX_PLAYERS; i++)
10251 KillPlayer(&stored_player[i]);
10257 case CA_SET_LEVEL_SCORE:
10259 local_player->score = action_arg_number_new;
10262 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
10264 DisplayGameControlValues();
10266 DrawGameValue_Score(local_player->score);
10272 case CA_SET_LEVEL_GEMS:
10274 local_player->gems_still_needed = action_arg_number_new;
10277 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
10279 DisplayGameControlValues();
10281 DrawGameValue_Emeralds(local_player->gems_still_needed);
10287 #if !USE_PLAYER_GRAVITY
10288 case CA_SET_LEVEL_GRAVITY:
10290 game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10291 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10292 action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity :
10298 case CA_SET_LEVEL_WIND:
10300 game.wind_direction = action_arg_direction;
10305 /* ---------- player actions ------------------------------------------ */
10307 case CA_MOVE_PLAYER:
10309 /* automatically move to the next field in specified direction */
10310 for (i = 0; i < MAX_PLAYERS; i++)
10311 if (trigger_player_bits & (1 << i))
10312 stored_player[i].programmed_action = action_arg_direction;
10317 case CA_EXIT_PLAYER:
10319 for (i = 0; i < MAX_PLAYERS; i++)
10320 if (action_arg_player_bits & (1 << i))
10321 PlayerWins(&stored_player[i]);
10326 case CA_KILL_PLAYER:
10328 for (i = 0; i < MAX_PLAYERS; i++)
10329 if (action_arg_player_bits & (1 << i))
10330 KillPlayer(&stored_player[i]);
10335 case CA_SET_PLAYER_KEYS:
10337 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10338 int element = getSpecialActionElement(action_arg_element,
10339 action_arg_number, EL_KEY_1);
10341 if (IS_KEY(element))
10343 for (i = 0; i < MAX_PLAYERS; i++)
10345 if (trigger_player_bits & (1 << i))
10347 stored_player[i].key[KEY_NR(element)] = key_state;
10349 DrawGameDoorValues();
10357 case CA_SET_PLAYER_SPEED:
10359 for (i = 0; i < MAX_PLAYERS; i++)
10361 if (trigger_player_bits & (1 << i))
10363 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10365 if (action_arg == CA_ARG_SPEED_FASTER &&
10366 stored_player[i].cannot_move)
10368 action_arg_number = STEPSIZE_VERY_SLOW;
10370 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10371 action_arg == CA_ARG_SPEED_FASTER)
10373 action_arg_number = 2;
10374 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10377 else if (action_arg == CA_ARG_NUMBER_RESET)
10379 action_arg_number = level.initial_player_stepsize[i];
10383 getModifiedActionNumber(move_stepsize,
10386 action_arg_number_min,
10387 action_arg_number_max);
10389 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10396 case CA_SET_PLAYER_SHIELD:
10398 for (i = 0; i < MAX_PLAYERS; i++)
10400 if (trigger_player_bits & (1 << i))
10402 if (action_arg == CA_ARG_SHIELD_OFF)
10404 stored_player[i].shield_normal_time_left = 0;
10405 stored_player[i].shield_deadly_time_left = 0;
10407 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10409 stored_player[i].shield_normal_time_left = 999999;
10411 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10413 stored_player[i].shield_normal_time_left = 999999;
10414 stored_player[i].shield_deadly_time_left = 999999;
10422 #if USE_PLAYER_GRAVITY
10423 case CA_SET_PLAYER_GRAVITY:
10425 for (i = 0; i < MAX_PLAYERS; i++)
10427 if (trigger_player_bits & (1 << i))
10429 stored_player[i].gravity =
10430 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10431 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10432 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10433 stored_player[i].gravity);
10441 case CA_SET_PLAYER_ARTWORK:
10443 for (i = 0; i < MAX_PLAYERS; i++)
10445 if (trigger_player_bits & (1 << i))
10447 int artwork_element = action_arg_element;
10449 if (action_arg == CA_ARG_ELEMENT_RESET)
10451 (level.use_artwork_element[i] ? level.artwork_element[i] :
10452 stored_player[i].element_nr);
10454 #if USE_GFX_RESET_PLAYER_ARTWORK
10455 if (stored_player[i].artwork_element != artwork_element)
10456 stored_player[i].Frame = 0;
10459 stored_player[i].artwork_element = artwork_element;
10461 SetPlayerWaiting(&stored_player[i], FALSE);
10463 /* set number of special actions for bored and sleeping animation */
10464 stored_player[i].num_special_action_bored =
10465 get_num_special_action(artwork_element,
10466 ACTION_BORING_1, ACTION_BORING_LAST);
10467 stored_player[i].num_special_action_sleeping =
10468 get_num_special_action(artwork_element,
10469 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10476 /* ---------- CE actions ---------------------------------------------- */
10478 case CA_SET_CE_VALUE:
10480 #if USE_NEW_CUSTOM_VALUE
10481 int last_ce_value = CustomValue[x][y];
10483 CustomValue[x][y] = action_arg_number_new;
10485 if (CustomValue[x][y] != last_ce_value)
10487 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10488 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10490 if (CustomValue[x][y] == 0)
10492 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10493 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10501 case CA_SET_CE_SCORE:
10503 #if USE_NEW_CUSTOM_VALUE
10504 int last_ce_score = ei->collect_score;
10506 ei->collect_score = action_arg_number_new;
10508 if (ei->collect_score != last_ce_score)
10510 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10511 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10513 if (ei->collect_score == 0)
10517 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10518 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10521 This is a very special case that seems to be a mixture between
10522 CheckElementChange() and CheckTriggeredElementChange(): while
10523 the first one only affects single elements that are triggered
10524 directly, the second one affects multiple elements in the playfield
10525 that are triggered indirectly by another element. This is a third
10526 case: Changing the CE score always affects multiple identical CEs,
10527 so every affected CE must be checked, not only the single CE for
10528 which the CE score was changed in the first place (as every instance
10529 of that CE shares the same CE score, and therefore also can change)!
10531 SCAN_PLAYFIELD(xx, yy)
10533 if (Feld[xx][yy] == element)
10534 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10535 CE_SCORE_GETS_ZERO);
10544 /* ---------- engine actions ------------------------------------------ */
10546 case CA_SET_ENGINE_SCAN_MODE:
10548 InitPlayfieldScanMode(action_arg);
10558 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10560 int old_element = Feld[x][y];
10561 int new_element = GetElementFromGroupElement(element);
10562 int previous_move_direction = MovDir[x][y];
10563 #if USE_NEW_CUSTOM_VALUE
10564 int last_ce_value = CustomValue[x][y];
10566 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10567 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10568 boolean add_player_onto_element = (new_element_is_player &&
10569 #if USE_CODE_THAT_BREAKS_SNAKE_BITE
10570 /* this breaks SnakeBite when a snake is
10571 halfway through a door that closes */
10572 /* NOW FIXED AT LEVEL INIT IN files.c */
10573 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10575 IS_WALKABLE(old_element));
10578 /* check if element under the player changes from accessible to unaccessible
10579 (needed for special case of dropping element which then changes) */
10580 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
10581 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10589 if (!add_player_onto_element)
10591 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10592 RemoveMovingField(x, y);
10596 Feld[x][y] = new_element;
10598 #if !USE_GFX_RESET_GFX_ANIMATION
10599 ResetGfxAnimation(x, y);
10600 ResetRandomAnimationValue(x, y);
10603 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10604 MovDir[x][y] = previous_move_direction;
10606 #if USE_NEW_CUSTOM_VALUE
10607 if (element_info[new_element].use_last_ce_value)
10608 CustomValue[x][y] = last_ce_value;
10611 InitField_WithBug1(x, y, FALSE);
10613 new_element = Feld[x][y]; /* element may have changed */
10615 #if USE_GFX_RESET_GFX_ANIMATION
10616 ResetGfxAnimation(x, y);
10617 ResetRandomAnimationValue(x, y);
10620 TEST_DrawLevelField(x, y);
10622 if (GFX_CRUMBLED(new_element))
10623 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
10627 /* check if element under the player changes from accessible to unaccessible
10628 (needed for special case of dropping element which then changes) */
10629 /* (must be checked after creating new element for walkable group elements) */
10630 #if USE_FIX_KILLED_BY_NON_WALKABLE
10631 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10632 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10639 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
10640 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10649 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10650 if (new_element_is_player)
10651 RelocatePlayer(x, y, new_element);
10654 ChangeCount[x][y]++; /* count number of changes in the same frame */
10656 TestIfBadThingTouchesPlayer(x, y);
10657 TestIfPlayerTouchesCustomElement(x, y);
10658 TestIfElementTouchesCustomElement(x, y);
10661 static void CreateField(int x, int y, int element)
10663 CreateFieldExt(x, y, element, FALSE);
10666 static void CreateElementFromChange(int x, int y, int element)
10668 element = GET_VALID_RUNTIME_ELEMENT(element);
10670 #if USE_STOP_CHANGED_ELEMENTS
10671 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10673 int old_element = Feld[x][y];
10675 /* prevent changed element from moving in same engine frame
10676 unless both old and new element can either fall or move */
10677 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10678 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10683 CreateFieldExt(x, y, element, TRUE);
10686 static boolean ChangeElement(int x, int y, int element, int page)
10688 struct ElementInfo *ei = &element_info[element];
10689 struct ElementChangeInfo *change = &ei->change_page[page];
10690 int ce_value = CustomValue[x][y];
10691 int ce_score = ei->collect_score;
10692 int target_element;
10693 int old_element = Feld[x][y];
10695 /* always use default change event to prevent running into a loop */
10696 if (ChangeEvent[x][y] == -1)
10697 ChangeEvent[x][y] = CE_DELAY;
10699 if (ChangeEvent[x][y] == CE_DELAY)
10701 /* reset actual trigger element, trigger player and action element */
10702 change->actual_trigger_element = EL_EMPTY;
10703 change->actual_trigger_player = EL_PLAYER_1;
10704 change->actual_trigger_player_bits = CH_PLAYER_1;
10705 change->actual_trigger_side = CH_SIDE_NONE;
10706 change->actual_trigger_ce_value = 0;
10707 change->actual_trigger_ce_score = 0;
10710 /* do not change elements more than a specified maximum number of changes */
10711 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10714 ChangeCount[x][y]++; /* count number of changes in the same frame */
10716 if (change->explode)
10723 if (change->use_target_content)
10725 boolean complete_replace = TRUE;
10726 boolean can_replace[3][3];
10729 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10732 boolean is_walkable;
10733 boolean is_diggable;
10734 boolean is_collectible;
10735 boolean is_removable;
10736 boolean is_destructible;
10737 int ex = x + xx - 1;
10738 int ey = y + yy - 1;
10739 int content_element = change->target_content.e[xx][yy];
10742 can_replace[xx][yy] = TRUE;
10744 if (ex == x && ey == y) /* do not check changing element itself */
10747 if (content_element == EL_EMPTY_SPACE)
10749 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10754 if (!IN_LEV_FIELD(ex, ey))
10756 can_replace[xx][yy] = FALSE;
10757 complete_replace = FALSE;
10764 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10765 e = MovingOrBlocked2Element(ex, ey);
10767 is_empty = (IS_FREE(ex, ey) ||
10768 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10770 is_walkable = (is_empty || IS_WALKABLE(e));
10771 is_diggable = (is_empty || IS_DIGGABLE(e));
10772 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10773 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10774 is_removable = (is_diggable || is_collectible);
10776 can_replace[xx][yy] =
10777 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10778 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10779 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10780 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10781 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10782 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10783 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10785 if (!can_replace[xx][yy])
10786 complete_replace = FALSE;
10789 if (!change->only_if_complete || complete_replace)
10791 boolean something_has_changed = FALSE;
10793 if (change->only_if_complete && change->use_random_replace &&
10794 RND(100) < change->random_percentage)
10797 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10799 int ex = x + xx - 1;
10800 int ey = y + yy - 1;
10801 int content_element;
10803 if (can_replace[xx][yy] && (!change->use_random_replace ||
10804 RND(100) < change->random_percentage))
10806 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10807 RemoveMovingField(ex, ey);
10809 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10811 content_element = change->target_content.e[xx][yy];
10812 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10813 ce_value, ce_score);
10815 CreateElementFromChange(ex, ey, target_element);
10817 something_has_changed = TRUE;
10819 /* for symmetry reasons, freeze newly created border elements */
10820 if (ex != x || ey != y)
10821 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10825 if (something_has_changed)
10827 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10828 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10834 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10835 ce_value, ce_score);
10837 if (element == EL_DIAGONAL_GROWING ||
10838 element == EL_DIAGONAL_SHRINKING)
10840 target_element = Store[x][y];
10842 Store[x][y] = EL_EMPTY;
10845 CreateElementFromChange(x, y, target_element);
10847 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10848 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10851 /* this uses direct change before indirect change */
10852 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10857 #if USE_NEW_DELAYED_ACTION
10859 static void HandleElementChange(int x, int y, int page)
10861 int element = MovingOrBlocked2Element(x, y);
10862 struct ElementInfo *ei = &element_info[element];
10863 struct ElementChangeInfo *change = &ei->change_page[page];
10866 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10867 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10870 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10871 x, y, element, element_info[element].token_name);
10872 printf("HandleElementChange(): This should never happen!\n");
10877 /* this can happen with classic bombs on walkable, changing elements */
10878 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10881 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
10882 ChangeDelay[x][y] = 0;
10888 if (ChangeDelay[x][y] == 0) /* initialize element change */
10890 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10892 if (change->can_change)
10895 /* !!! not clear why graphic animation should be reset at all here !!! */
10896 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10897 #if USE_GFX_RESET_WHEN_NOT_MOVING
10898 /* when a custom element is about to change (for example by change delay),
10899 do not reset graphic animation when the custom element is moving */
10900 if (!IS_MOVING(x, y))
10903 ResetGfxAnimation(x, y);
10904 ResetRandomAnimationValue(x, y);
10908 if (change->pre_change_function)
10909 change->pre_change_function(x, y);
10913 ChangeDelay[x][y]--;
10915 if (ChangeDelay[x][y] != 0) /* continue element change */
10917 if (change->can_change)
10919 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10921 if (IS_ANIMATED(graphic))
10922 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10924 if (change->change_function)
10925 change->change_function(x, y);
10928 else /* finish element change */
10930 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10932 page = ChangePage[x][y];
10933 ChangePage[x][y] = -1;
10935 change = &ei->change_page[page];
10938 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10940 ChangeDelay[x][y] = 1; /* try change after next move step */
10941 ChangePage[x][y] = page; /* remember page to use for change */
10946 if (change->can_change)
10948 if (ChangeElement(x, y, element, page))
10950 if (change->post_change_function)
10951 change->post_change_function(x, y);
10955 if (change->has_action)
10956 ExecuteCustomElementAction(x, y, element, page);
10962 static void HandleElementChange(int x, int y, int page)
10964 int element = MovingOrBlocked2Element(x, y);
10965 struct ElementInfo *ei = &element_info[element];
10966 struct ElementChangeInfo *change = &ei->change_page[page];
10969 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
10972 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10973 x, y, element, element_info[element].token_name);
10974 printf("HandleElementChange(): This should never happen!\n");
10979 /* this can happen with classic bombs on walkable, changing elements */
10980 if (!CAN_CHANGE(element))
10983 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
10984 ChangeDelay[x][y] = 0;
10990 if (ChangeDelay[x][y] == 0) /* initialize element change */
10992 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10994 ResetGfxAnimation(x, y);
10995 ResetRandomAnimationValue(x, y);
10997 if (change->pre_change_function)
10998 change->pre_change_function(x, y);
11001 ChangeDelay[x][y]--;
11003 if (ChangeDelay[x][y] != 0) /* continue element change */
11005 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11007 if (IS_ANIMATED(graphic))
11008 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11010 if (change->change_function)
11011 change->change_function(x, y);
11013 else /* finish element change */
11015 if (ChangePage[x][y] != -1) /* remember page from delayed change */
11017 page = ChangePage[x][y];
11018 ChangePage[x][y] = -1;
11020 change = &ei->change_page[page];
11023 if (IS_MOVING(x, y)) /* never change a running system ;-) */
11025 ChangeDelay[x][y] = 1; /* try change after next move step */
11026 ChangePage[x][y] = page; /* remember page to use for change */
11031 if (ChangeElement(x, y, element, page))
11033 if (change->post_change_function)
11034 change->post_change_function(x, y);
11041 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
11042 int trigger_element,
11044 int trigger_player,
11048 boolean change_done_any = FALSE;
11049 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
11052 if (!(trigger_events[trigger_element][trigger_event]))
11056 printf("::: CheckTriggeredElementChangeExt %d ... [%d, %d, %d, '%s']\n",
11057 trigger_event, recursion_loop_depth, recursion_loop_detected,
11058 recursion_loop_element, EL_NAME(recursion_loop_element));
11061 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11063 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
11065 int element = EL_CUSTOM_START + i;
11066 boolean change_done = FALSE;
11069 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11070 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11073 for (p = 0; p < element_info[element].num_change_pages; p++)
11075 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11077 if (change->can_change_or_has_action &&
11078 change->has_event[trigger_event] &&
11079 change->trigger_side & trigger_side &&
11080 change->trigger_player & trigger_player &&
11081 change->trigger_page & trigger_page_bits &&
11082 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11084 change->actual_trigger_element = trigger_element;
11085 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11086 change->actual_trigger_player_bits = trigger_player;
11087 change->actual_trigger_side = trigger_side;
11088 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11089 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11091 if ((change->can_change && !change_done) || change->has_action)
11095 SCAN_PLAYFIELD(x, y)
11097 if (Feld[x][y] == element)
11099 if (change->can_change && !change_done)
11101 ChangeDelay[x][y] = 1;
11102 ChangeEvent[x][y] = trigger_event;
11104 HandleElementChange(x, y, p);
11106 #if USE_NEW_DELAYED_ACTION
11107 else if (change->has_action)
11109 ExecuteCustomElementAction(x, y, element, p);
11110 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11113 if (change->has_action)
11115 ExecuteCustomElementAction(x, y, element, p);
11116 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11122 if (change->can_change)
11124 change_done = TRUE;
11125 change_done_any = TRUE;
11132 RECURSION_LOOP_DETECTION_END();
11134 return change_done_any;
11137 static boolean CheckElementChangeExt(int x, int y,
11139 int trigger_element,
11141 int trigger_player,
11144 boolean change_done = FALSE;
11147 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11148 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11151 if (Feld[x][y] == EL_BLOCKED)
11153 Blocked2Moving(x, y, &x, &y);
11154 element = Feld[x][y];
11158 /* check if element has already changed */
11159 if (Feld[x][y] != element)
11162 /* check if element has already changed or is about to change after moving */
11163 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11164 Feld[x][y] != element) ||
11166 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11167 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11168 ChangePage[x][y] != -1)))
11173 printf("::: CheckElementChangeExt %d ... [%d, %d, %d, '%s']\n",
11174 trigger_event, recursion_loop_depth, recursion_loop_detected,
11175 recursion_loop_element, EL_NAME(recursion_loop_element));
11178 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11180 for (p = 0; p < element_info[element].num_change_pages; p++)
11182 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11184 /* check trigger element for all events where the element that is checked
11185 for changing interacts with a directly adjacent element -- this is
11186 different to element changes that affect other elements to change on the
11187 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11188 boolean check_trigger_element =
11189 (trigger_event == CE_TOUCHING_X ||
11190 trigger_event == CE_HITTING_X ||
11191 trigger_event == CE_HIT_BY_X ||
11193 /* this one was forgotten until 3.2.3 */
11194 trigger_event == CE_DIGGING_X);
11197 if (change->can_change_or_has_action &&
11198 change->has_event[trigger_event] &&
11199 change->trigger_side & trigger_side &&
11200 change->trigger_player & trigger_player &&
11201 (!check_trigger_element ||
11202 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11204 change->actual_trigger_element = trigger_element;
11205 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11206 change->actual_trigger_player_bits = trigger_player;
11207 change->actual_trigger_side = trigger_side;
11208 change->actual_trigger_ce_value = CustomValue[x][y];
11209 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11211 /* special case: trigger element not at (x,y) position for some events */
11212 if (check_trigger_element)
11224 { 0, 0 }, { 0, 0 }, { 0, 0 },
11228 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11229 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11231 change->actual_trigger_ce_value = CustomValue[xx][yy];
11232 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11235 if (change->can_change && !change_done)
11237 ChangeDelay[x][y] = 1;
11238 ChangeEvent[x][y] = trigger_event;
11240 HandleElementChange(x, y, p);
11242 change_done = TRUE;
11244 #if USE_NEW_DELAYED_ACTION
11245 else if (change->has_action)
11247 ExecuteCustomElementAction(x, y, element, p);
11248 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11251 if (change->has_action)
11253 ExecuteCustomElementAction(x, y, element, p);
11254 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11260 RECURSION_LOOP_DETECTION_END();
11262 return change_done;
11265 static void PlayPlayerSound(struct PlayerInfo *player)
11267 int jx = player->jx, jy = player->jy;
11268 int sound_element = player->artwork_element;
11269 int last_action = player->last_action_waiting;
11270 int action = player->action_waiting;
11272 if (player->is_waiting)
11274 if (action != last_action)
11275 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11277 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11281 if (action != last_action)
11282 StopSound(element_info[sound_element].sound[last_action]);
11284 if (last_action == ACTION_SLEEPING)
11285 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11289 static void PlayAllPlayersSound()
11293 for (i = 0; i < MAX_PLAYERS; i++)
11294 if (stored_player[i].active)
11295 PlayPlayerSound(&stored_player[i]);
11298 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11300 boolean last_waiting = player->is_waiting;
11301 int move_dir = player->MovDir;
11303 player->dir_waiting = move_dir;
11304 player->last_action_waiting = player->action_waiting;
11308 if (!last_waiting) /* not waiting -> waiting */
11310 player->is_waiting = TRUE;
11312 player->frame_counter_bored =
11314 game.player_boring_delay_fixed +
11315 GetSimpleRandom(game.player_boring_delay_random);
11316 player->frame_counter_sleeping =
11318 game.player_sleeping_delay_fixed +
11319 GetSimpleRandom(game.player_sleeping_delay_random);
11321 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11324 if (game.player_sleeping_delay_fixed +
11325 game.player_sleeping_delay_random > 0 &&
11326 player->anim_delay_counter == 0 &&
11327 player->post_delay_counter == 0 &&
11328 FrameCounter >= player->frame_counter_sleeping)
11329 player->is_sleeping = TRUE;
11330 else if (game.player_boring_delay_fixed +
11331 game.player_boring_delay_random > 0 &&
11332 FrameCounter >= player->frame_counter_bored)
11333 player->is_bored = TRUE;
11335 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11336 player->is_bored ? ACTION_BORING :
11339 if (player->is_sleeping && player->use_murphy)
11341 /* special case for sleeping Murphy when leaning against non-free tile */
11343 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11344 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
11345 !IS_MOVING(player->jx - 1, player->jy)))
11346 move_dir = MV_LEFT;
11347 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11348 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
11349 !IS_MOVING(player->jx + 1, player->jy)))
11350 move_dir = MV_RIGHT;
11352 player->is_sleeping = FALSE;
11354 player->dir_waiting = move_dir;
11357 if (player->is_sleeping)
11359 if (player->num_special_action_sleeping > 0)
11361 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11363 int last_special_action = player->special_action_sleeping;
11364 int num_special_action = player->num_special_action_sleeping;
11365 int special_action =
11366 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11367 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11368 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11369 last_special_action + 1 : ACTION_SLEEPING);
11370 int special_graphic =
11371 el_act_dir2img(player->artwork_element, special_action, move_dir);
11373 player->anim_delay_counter =
11374 graphic_info[special_graphic].anim_delay_fixed +
11375 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11376 player->post_delay_counter =
11377 graphic_info[special_graphic].post_delay_fixed +
11378 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11380 player->special_action_sleeping = special_action;
11383 if (player->anim_delay_counter > 0)
11385 player->action_waiting = player->special_action_sleeping;
11386 player->anim_delay_counter--;
11388 else if (player->post_delay_counter > 0)
11390 player->post_delay_counter--;
11394 else if (player->is_bored)
11396 if (player->num_special_action_bored > 0)
11398 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11400 int special_action =
11401 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11402 int special_graphic =
11403 el_act_dir2img(player->artwork_element, special_action, move_dir);
11405 player->anim_delay_counter =
11406 graphic_info[special_graphic].anim_delay_fixed +
11407 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11408 player->post_delay_counter =
11409 graphic_info[special_graphic].post_delay_fixed +
11410 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11412 player->special_action_bored = special_action;
11415 if (player->anim_delay_counter > 0)
11417 player->action_waiting = player->special_action_bored;
11418 player->anim_delay_counter--;
11420 else if (player->post_delay_counter > 0)
11422 player->post_delay_counter--;
11427 else if (last_waiting) /* waiting -> not waiting */
11429 player->is_waiting = FALSE;
11430 player->is_bored = FALSE;
11431 player->is_sleeping = FALSE;
11433 player->frame_counter_bored = -1;
11434 player->frame_counter_sleeping = -1;
11436 player->anim_delay_counter = 0;
11437 player->post_delay_counter = 0;
11439 player->dir_waiting = player->MovDir;
11440 player->action_waiting = ACTION_DEFAULT;
11442 player->special_action_bored = ACTION_DEFAULT;
11443 player->special_action_sleeping = ACTION_DEFAULT;
11447 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11449 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
11450 int left = player_action & JOY_LEFT;
11451 int right = player_action & JOY_RIGHT;
11452 int up = player_action & JOY_UP;
11453 int down = player_action & JOY_DOWN;
11454 int button1 = player_action & JOY_BUTTON_1;
11455 int button2 = player_action & JOY_BUTTON_2;
11456 int dx = (left ? -1 : right ? 1 : 0);
11457 int dy = (up ? -1 : down ? 1 : 0);
11459 if (!player->active || tape.pausing)
11465 snapped = SnapField(player, dx, dy);
11469 dropped = DropElement(player);
11471 moved = MovePlayer(player, dx, dy);
11474 if (tape.single_step && tape.recording && !tape.pausing)
11476 if (button1 || (dropped && !moved))
11478 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11479 SnapField(player, 0, 0); /* stop snapping */
11483 SetPlayerWaiting(player, FALSE);
11485 return player_action;
11489 /* no actions for this player (no input at player's configured device) */
11491 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11492 SnapField(player, 0, 0);
11493 CheckGravityMovementWhenNotMoving(player);
11495 if (player->MovPos == 0)
11496 SetPlayerWaiting(player, TRUE);
11498 if (player->MovPos == 0) /* needed for tape.playing */
11499 player->is_moving = FALSE;
11501 player->is_dropping = FALSE;
11502 player->is_dropping_pressed = FALSE;
11503 player->drop_pressed_delay = 0;
11509 static void CheckLevelTime()
11513 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11515 if (level.native_em_level->lev->home == 0) /* all players at home */
11517 PlayerWins(local_player);
11519 AllPlayersGone = TRUE;
11521 level.native_em_level->lev->home = -1;
11524 if (level.native_em_level->ply[0]->alive == 0 &&
11525 level.native_em_level->ply[1]->alive == 0 &&
11526 level.native_em_level->ply[2]->alive == 0 &&
11527 level.native_em_level->ply[3]->alive == 0) /* all dead */
11528 AllPlayersGone = TRUE;
11531 if (TimeFrames >= FRAMES_PER_SECOND)
11536 for (i = 0; i < MAX_PLAYERS; i++)
11538 struct PlayerInfo *player = &stored_player[i];
11540 if (SHIELD_ON(player))
11542 player->shield_normal_time_left--;
11544 if (player->shield_deadly_time_left > 0)
11545 player->shield_deadly_time_left--;
11549 if (!local_player->LevelSolved && !level.use_step_counter)
11557 if (TimeLeft <= 10 && setup.time_limit)
11558 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11561 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11563 DisplayGameControlValues();
11565 DrawGameValue_Time(TimeLeft);
11568 if (!TimeLeft && setup.time_limit)
11570 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11571 level.native_em_level->lev->killed_out_of_time = TRUE;
11573 for (i = 0; i < MAX_PLAYERS; i++)
11574 KillPlayer(&stored_player[i]);
11578 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
11580 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11582 DisplayGameControlValues();
11585 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
11586 DrawGameValue_Time(TimePlayed);
11589 level.native_em_level->lev->time =
11590 (level.time == 0 ? TimePlayed : TimeLeft);
11593 if (tape.recording || tape.playing)
11594 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11598 UpdateAndDisplayGameControlValues();
11600 UpdateGameDoorValues();
11601 DrawGameDoorValues();
11605 void AdvanceFrameAndPlayerCounters(int player_nr)
11609 /* advance frame counters (global frame counter and time frame counter) */
11613 /* advance player counters (counters for move delay, move animation etc.) */
11614 for (i = 0; i < MAX_PLAYERS; i++)
11616 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11617 int move_delay_value = stored_player[i].move_delay_value;
11618 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11620 if (!advance_player_counters) /* not all players may be affected */
11623 #if USE_NEW_PLAYER_ANIM
11624 if (move_frames == 0) /* less than one move per game frame */
11626 int stepsize = TILEX / move_delay_value;
11627 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11628 int count = (stored_player[i].is_moving ?
11629 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11631 if (count % delay == 0)
11636 stored_player[i].Frame += move_frames;
11638 if (stored_player[i].MovPos != 0)
11639 stored_player[i].StepFrame += move_frames;
11641 if (stored_player[i].move_delay > 0)
11642 stored_player[i].move_delay--;
11644 /* due to bugs in previous versions, counter must count up, not down */
11645 if (stored_player[i].push_delay != -1)
11646 stored_player[i].push_delay++;
11648 if (stored_player[i].drop_delay > 0)
11649 stored_player[i].drop_delay--;
11651 if (stored_player[i].is_dropping_pressed)
11652 stored_player[i].drop_pressed_delay++;
11656 void StartGameActions(boolean init_network_game, boolean record_tape,
11659 unsigned long new_random_seed = InitRND(random_seed);
11662 TapeStartRecording(new_random_seed);
11664 #if defined(NETWORK_AVALIABLE)
11665 if (init_network_game)
11667 SendToServer_StartPlaying();
11678 static unsigned long game_frame_delay = 0;
11679 unsigned long game_frame_delay_value;
11680 byte *recorded_player_action;
11681 byte summarized_player_action = 0;
11682 byte tape_action[MAX_PLAYERS];
11685 /* detect endless loops, caused by custom element programming */
11686 if (recursion_loop_detected && recursion_loop_depth == 0)
11688 char *message = getStringCat3("Internal Error ! Element ",
11689 EL_NAME(recursion_loop_element),
11690 " caused endless loop ! Quit the game ?");
11692 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11693 EL_NAME(recursion_loop_element));
11695 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11697 recursion_loop_detected = FALSE; /* if game should be continued */
11704 if (game.restart_level)
11705 StartGameActions(options.network, setup.autorecord, NEW_RANDOMIZE);
11707 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11709 if (level.native_em_level->lev->home == 0) /* all players at home */
11711 PlayerWins(local_player);
11713 AllPlayersGone = TRUE;
11715 level.native_em_level->lev->home = -1;
11718 if (level.native_em_level->ply[0]->alive == 0 &&
11719 level.native_em_level->ply[1]->alive == 0 &&
11720 level.native_em_level->ply[2]->alive == 0 &&
11721 level.native_em_level->ply[3]->alive == 0) /* all dead */
11722 AllPlayersGone = TRUE;
11725 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11728 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11731 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11734 game_frame_delay_value =
11735 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11737 if (tape.playing && tape.warp_forward && !tape.pausing)
11738 game_frame_delay_value = 0;
11740 /* ---------- main game synchronization point ---------- */
11742 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11744 if (network_playing && !network_player_action_received)
11746 /* try to get network player actions in time */
11748 #if defined(NETWORK_AVALIABLE)
11749 /* last chance to get network player actions without main loop delay */
11750 HandleNetworking();
11753 /* game was quit by network peer */
11754 if (game_status != GAME_MODE_PLAYING)
11757 if (!network_player_action_received)
11758 return; /* failed to get network player actions in time */
11760 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11766 /* at this point we know that we really continue executing the game */
11768 network_player_action_received = FALSE;
11770 /* when playing tape, read previously recorded player input from tape data */
11771 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11774 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11779 if (tape.set_centered_player)
11781 game.centered_player_nr_next = tape.centered_player_nr_next;
11782 game.set_centered_player = TRUE;
11785 for (i = 0; i < MAX_PLAYERS; i++)
11787 summarized_player_action |= stored_player[i].action;
11789 if (!network_playing)
11790 stored_player[i].effective_action = stored_player[i].action;
11793 #if defined(NETWORK_AVALIABLE)
11794 if (network_playing)
11795 SendToServer_MovePlayer(summarized_player_action);
11798 if (!options.network && !setup.team_mode)
11799 local_player->effective_action = summarized_player_action;
11801 if (setup.team_mode && setup.input_on_focus && game.centered_player_nr != -1)
11803 for (i = 0; i < MAX_PLAYERS; i++)
11804 stored_player[i].effective_action =
11805 (i == game.centered_player_nr ? summarized_player_action : 0);
11808 if (recorded_player_action != NULL)
11809 for (i = 0; i < MAX_PLAYERS; i++)
11810 stored_player[i].effective_action = recorded_player_action[i];
11812 for (i = 0; i < MAX_PLAYERS; i++)
11814 tape_action[i] = stored_player[i].effective_action;
11816 /* (this can only happen in the R'n'D game engine) */
11817 if (tape.recording && tape_action[i] && !tape.player_participates[i])
11818 tape.player_participates[i] = TRUE; /* player just appeared from CE */
11821 /* only record actions from input devices, but not programmed actions */
11822 if (tape.recording)
11823 TapeRecordAction(tape_action);
11825 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11827 GameActions_EM_Main();
11835 void GameActions_EM_Main()
11837 byte effective_action[MAX_PLAYERS];
11838 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11841 for (i = 0; i < MAX_PLAYERS; i++)
11842 effective_action[i] = stored_player[i].effective_action;
11844 GameActions_EM(effective_action, warp_mode);
11848 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11851 void GameActions_RND()
11853 int magic_wall_x = 0, magic_wall_y = 0;
11854 int i, x, y, element, graphic;
11856 InitPlayfieldScanModeVars();
11858 #if USE_ONE_MORE_CHANGE_PER_FRAME
11859 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11861 SCAN_PLAYFIELD(x, y)
11863 ChangeCount[x][y] = 0;
11864 ChangeEvent[x][y] = -1;
11869 if (game.set_centered_player)
11871 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11873 /* switching to "all players" only possible if all players fit to screen */
11874 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11876 game.centered_player_nr_next = game.centered_player_nr;
11877 game.set_centered_player = FALSE;
11880 /* do not switch focus to non-existing (or non-active) player */
11881 if (game.centered_player_nr_next >= 0 &&
11882 !stored_player[game.centered_player_nr_next].active)
11884 game.centered_player_nr_next = game.centered_player_nr;
11885 game.set_centered_player = FALSE;
11889 if (game.set_centered_player &&
11890 ScreenMovPos == 0) /* screen currently aligned at tile position */
11894 if (game.centered_player_nr_next == -1)
11896 setScreenCenteredToAllPlayers(&sx, &sy);
11900 sx = stored_player[game.centered_player_nr_next].jx;
11901 sy = stored_player[game.centered_player_nr_next].jy;
11904 game.centered_player_nr = game.centered_player_nr_next;
11905 game.set_centered_player = FALSE;
11907 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11908 DrawGameDoorValues();
11911 for (i = 0; i < MAX_PLAYERS; i++)
11913 int actual_player_action = stored_player[i].effective_action;
11916 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11917 - rnd_equinox_tetrachloride 048
11918 - rnd_equinox_tetrachloride_ii 096
11919 - rnd_emanuel_schmieg 002
11920 - doctor_sloan_ww 001, 020
11922 if (stored_player[i].MovPos == 0)
11923 CheckGravityMovement(&stored_player[i]);
11926 /* overwrite programmed action with tape action */
11927 if (stored_player[i].programmed_action)
11928 actual_player_action = stored_player[i].programmed_action;
11930 PlayerActions(&stored_player[i], actual_player_action);
11932 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11935 ScrollScreen(NULL, SCROLL_GO_ON);
11937 /* for backwards compatibility, the following code emulates a fixed bug that
11938 occured when pushing elements (causing elements that just made their last
11939 pushing step to already (if possible) make their first falling step in the
11940 same game frame, which is bad); this code is also needed to use the famous
11941 "spring push bug" which is used in older levels and might be wanted to be
11942 used also in newer levels, but in this case the buggy pushing code is only
11943 affecting the "spring" element and no other elements */
11945 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11947 for (i = 0; i < MAX_PLAYERS; i++)
11949 struct PlayerInfo *player = &stored_player[i];
11950 int x = player->jx;
11951 int y = player->jy;
11953 if (player->active && player->is_pushing && player->is_moving &&
11955 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11956 Feld[x][y] == EL_SPRING))
11958 ContinueMoving(x, y);
11960 /* continue moving after pushing (this is actually a bug) */
11961 if (!IS_MOVING(x, y))
11962 Stop[x][y] = FALSE;
11968 debug_print_timestamp(0, "start main loop profiling");
11971 SCAN_PLAYFIELD(x, y)
11973 ChangeCount[x][y] = 0;
11974 ChangeEvent[x][y] = -1;
11976 /* this must be handled before main playfield loop */
11977 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11980 if (MovDelay[x][y] <= 0)
11984 #if USE_NEW_SNAP_DELAY
11985 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11988 if (MovDelay[x][y] <= 0)
11991 TEST_DrawLevelField(x, y);
11993 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11999 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12001 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
12002 printf("GameActions(): This should never happen!\n");
12004 ChangePage[x][y] = -1;
12008 Stop[x][y] = FALSE;
12009 if (WasJustMoving[x][y] > 0)
12010 WasJustMoving[x][y]--;
12011 if (WasJustFalling[x][y] > 0)
12012 WasJustFalling[x][y]--;
12013 if (CheckCollision[x][y] > 0)
12014 CheckCollision[x][y]--;
12015 if (CheckImpact[x][y] > 0)
12016 CheckImpact[x][y]--;
12020 /* reset finished pushing action (not done in ContinueMoving() to allow
12021 continuous pushing animation for elements with zero push delay) */
12022 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12024 ResetGfxAnimation(x, y);
12025 TEST_DrawLevelField(x, y);
12029 if (IS_BLOCKED(x, y))
12033 Blocked2Moving(x, y, &oldx, &oldy);
12034 if (!IS_MOVING(oldx, oldy))
12036 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
12037 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
12038 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
12039 printf("GameActions(): This should never happen!\n");
12046 debug_print_timestamp(0, "- time for pre-main loop:");
12049 #if 0 // -------------------- !!! TEST ONLY !!! --------------------
12050 SCAN_PLAYFIELD(x, y)
12052 element = Feld[x][y];
12053 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12058 int element2 = element;
12059 int graphic2 = graphic;
12061 int element2 = Feld[x][y];
12062 int graphic2 = el_act_dir2img(element2, GfxAction[x][y], GfxDir[x][y]);
12064 int last_gfx_frame = GfxFrame[x][y];
12066 if (graphic_info[graphic2].anim_global_sync)
12067 GfxFrame[x][y] = FrameCounter;
12068 else if (ANIM_MODE(graphic2) == ANIM_CE_VALUE)
12069 GfxFrame[x][y] = CustomValue[x][y];
12070 else if (ANIM_MODE(graphic2) == ANIM_CE_SCORE)
12071 GfxFrame[x][y] = element_info[element2].collect_score;
12072 else if (ANIM_MODE(graphic2) == ANIM_CE_DELAY)
12073 GfxFrame[x][y] = ChangeDelay[x][y];
12075 if (redraw && GfxFrame[x][y] != last_gfx_frame)
12076 DrawLevelGraphicAnimation(x, y, graphic2);
12079 ResetGfxFrame(x, y, TRUE);
12083 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12084 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12085 ResetRandomAnimationValue(x, y);
12089 SetRandomAnimationValue(x, y);
12093 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12096 #endif // -------------------- !!! TEST ONLY !!! --------------------
12099 debug_print_timestamp(0, "- time for TEST loop: -->");
12102 SCAN_PLAYFIELD(x, y)
12104 element = Feld[x][y];
12105 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12107 ResetGfxFrame(x, y, TRUE);
12109 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12110 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12111 ResetRandomAnimationValue(x, y);
12113 SetRandomAnimationValue(x, y);
12115 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12117 if (IS_INACTIVE(element))
12119 if (IS_ANIMATED(graphic))
12120 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12125 /* this may take place after moving, so 'element' may have changed */
12126 if (IS_CHANGING(x, y) &&
12127 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12129 int page = element_info[element].event_page_nr[CE_DELAY];
12132 HandleElementChange(x, y, page);
12134 if (CAN_CHANGE(element))
12135 HandleElementChange(x, y, page);
12137 if (HAS_ACTION(element))
12138 ExecuteCustomElementAction(x, y, element, page);
12141 element = Feld[x][y];
12142 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12145 #if 0 // ---------------------------------------------------------------------
12147 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12151 element = Feld[x][y];
12152 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12154 if (IS_ANIMATED(graphic) &&
12155 !IS_MOVING(x, y) &&
12157 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12159 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12160 TEST_DrawTwinkleOnField(x, y);
12162 else if (IS_MOVING(x, y))
12163 ContinueMoving(x, y);
12170 case EL_EM_EXIT_OPEN:
12171 case EL_SP_EXIT_OPEN:
12172 case EL_STEEL_EXIT_OPEN:
12173 case EL_EM_STEEL_EXIT_OPEN:
12174 case EL_SP_TERMINAL:
12175 case EL_SP_TERMINAL_ACTIVE:
12176 case EL_EXTRA_TIME:
12177 case EL_SHIELD_NORMAL:
12178 case EL_SHIELD_DEADLY:
12179 if (IS_ANIMATED(graphic))
12180 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12183 case EL_DYNAMITE_ACTIVE:
12184 case EL_EM_DYNAMITE_ACTIVE:
12185 case EL_DYNABOMB_PLAYER_1_ACTIVE:
12186 case EL_DYNABOMB_PLAYER_2_ACTIVE:
12187 case EL_DYNABOMB_PLAYER_3_ACTIVE:
12188 case EL_DYNABOMB_PLAYER_4_ACTIVE:
12189 case EL_SP_DISK_RED_ACTIVE:
12190 CheckDynamite(x, y);
12193 case EL_AMOEBA_GROWING:
12194 AmoebeWaechst(x, y);
12197 case EL_AMOEBA_SHRINKING:
12198 AmoebaDisappearing(x, y);
12201 #if !USE_NEW_AMOEBA_CODE
12202 case EL_AMOEBA_WET:
12203 case EL_AMOEBA_DRY:
12204 case EL_AMOEBA_FULL:
12206 case EL_EMC_DRIPPER:
12207 AmoebeAbleger(x, y);
12211 case EL_GAME_OF_LIFE:
12216 case EL_EXIT_CLOSED:
12220 case EL_EM_EXIT_CLOSED:
12224 case EL_STEEL_EXIT_CLOSED:
12225 CheckExitSteel(x, y);
12228 case EL_EM_STEEL_EXIT_CLOSED:
12229 CheckExitSteelEM(x, y);
12232 case EL_SP_EXIT_CLOSED:
12236 case EL_EXPANDABLE_WALL_GROWING:
12237 case EL_EXPANDABLE_STEELWALL_GROWING:
12238 MauerWaechst(x, y);
12241 case EL_EXPANDABLE_WALL:
12242 case EL_EXPANDABLE_WALL_HORIZONTAL:
12243 case EL_EXPANDABLE_WALL_VERTICAL:
12244 case EL_EXPANDABLE_WALL_ANY:
12245 case EL_BD_EXPANDABLE_WALL:
12246 MauerAbleger(x, y);
12249 case EL_EXPANDABLE_STEELWALL_HORIZONTAL:
12250 case EL_EXPANDABLE_STEELWALL_VERTICAL:
12251 case EL_EXPANDABLE_STEELWALL_ANY:
12252 MauerAblegerStahl(x, y);
12256 CheckForDragon(x, y);
12262 case EL_ELEMENT_SNAPPING:
12263 case EL_DIAGONAL_SHRINKING:
12264 case EL_DIAGONAL_GROWING:
12267 el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12269 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12274 if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12275 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12280 #else // ---------------------------------------------------------------------
12282 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12286 element = Feld[x][y];
12287 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12289 if (IS_ANIMATED(graphic) &&
12290 !IS_MOVING(x, y) &&
12292 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12294 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12295 TEST_DrawTwinkleOnField(x, y);
12297 else if ((element == EL_ACID ||
12298 element == EL_EXIT_OPEN ||
12299 element == EL_EM_EXIT_OPEN ||
12300 element == EL_SP_EXIT_OPEN ||
12301 element == EL_STEEL_EXIT_OPEN ||
12302 element == EL_EM_STEEL_EXIT_OPEN ||
12303 element == EL_SP_TERMINAL ||
12304 element == EL_SP_TERMINAL_ACTIVE ||
12305 element == EL_EXTRA_TIME ||
12306 element == EL_SHIELD_NORMAL ||
12307 element == EL_SHIELD_DEADLY) &&
12308 IS_ANIMATED(graphic))
12309 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12310 else if (IS_MOVING(x, y))
12311 ContinueMoving(x, y);
12312 else if (IS_ACTIVE_BOMB(element))
12313 CheckDynamite(x, y);
12314 else if (element == EL_AMOEBA_GROWING)
12315 AmoebeWaechst(x, y);
12316 else if (element == EL_AMOEBA_SHRINKING)
12317 AmoebaDisappearing(x, y);
12319 #if !USE_NEW_AMOEBA_CODE
12320 else if (IS_AMOEBALIVE(element))
12321 AmoebeAbleger(x, y);
12324 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12326 else if (element == EL_EXIT_CLOSED)
12328 else if (element == EL_EM_EXIT_CLOSED)
12330 else if (element == EL_STEEL_EXIT_CLOSED)
12331 CheckExitSteel(x, y);
12332 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12333 CheckExitSteelEM(x, y);
12334 else if (element == EL_SP_EXIT_CLOSED)
12336 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12337 element == EL_EXPANDABLE_STEELWALL_GROWING)
12338 MauerWaechst(x, y);
12339 else if (element == EL_EXPANDABLE_WALL ||
12340 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12341 element == EL_EXPANDABLE_WALL_VERTICAL ||
12342 element == EL_EXPANDABLE_WALL_ANY ||
12343 element == EL_BD_EXPANDABLE_WALL)
12344 MauerAbleger(x, y);
12345 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12346 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12347 element == EL_EXPANDABLE_STEELWALL_ANY)
12348 MauerAblegerStahl(x, y);
12349 else if (element == EL_FLAMES)
12350 CheckForDragon(x, y);
12351 else if (element == EL_EXPLOSION)
12352 ; /* drawing of correct explosion animation is handled separately */
12353 else if (element == EL_ELEMENT_SNAPPING ||
12354 element == EL_DIAGONAL_SHRINKING ||
12355 element == EL_DIAGONAL_GROWING)
12357 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12359 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12361 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12362 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12364 #endif // ---------------------------------------------------------------------
12366 if (IS_BELT_ACTIVE(element))
12367 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12369 if (game.magic_wall_active)
12371 int jx = local_player->jx, jy = local_player->jy;
12373 /* play the element sound at the position nearest to the player */
12374 if ((element == EL_MAGIC_WALL_FULL ||
12375 element == EL_MAGIC_WALL_ACTIVE ||
12376 element == EL_MAGIC_WALL_EMPTYING ||
12377 element == EL_BD_MAGIC_WALL_FULL ||
12378 element == EL_BD_MAGIC_WALL_ACTIVE ||
12379 element == EL_BD_MAGIC_WALL_EMPTYING ||
12380 element == EL_DC_MAGIC_WALL_FULL ||
12381 element == EL_DC_MAGIC_WALL_ACTIVE ||
12382 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12383 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
12392 debug_print_timestamp(0, "- time for MAIN loop: -->");
12395 #if USE_NEW_AMOEBA_CODE
12396 /* new experimental amoeba growth stuff */
12397 if (!(FrameCounter % 8))
12399 static unsigned long random = 1684108901;
12401 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12403 x = RND(lev_fieldx);
12404 y = RND(lev_fieldy);
12405 element = Feld[x][y];
12407 if (!IS_PLAYER(x,y) &&
12408 (element == EL_EMPTY ||
12409 CAN_GROW_INTO(element) ||
12410 element == EL_QUICKSAND_EMPTY ||
12411 element == EL_QUICKSAND_FAST_EMPTY ||
12412 element == EL_ACID_SPLASH_LEFT ||
12413 element == EL_ACID_SPLASH_RIGHT))
12415 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
12416 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
12417 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
12418 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
12419 Feld[x][y] = EL_AMOEBA_DROP;
12422 random = random * 129 + 1;
12428 if (game.explosions_delayed)
12431 game.explosions_delayed = FALSE;
12433 SCAN_PLAYFIELD(x, y)
12435 element = Feld[x][y];
12437 if (ExplodeField[x][y])
12438 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12439 else if (element == EL_EXPLOSION)
12440 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12442 ExplodeField[x][y] = EX_TYPE_NONE;
12445 game.explosions_delayed = TRUE;
12448 if (game.magic_wall_active)
12450 if (!(game.magic_wall_time_left % 4))
12452 int element = Feld[magic_wall_x][magic_wall_y];
12454 if (element == EL_BD_MAGIC_WALL_FULL ||
12455 element == EL_BD_MAGIC_WALL_ACTIVE ||
12456 element == EL_BD_MAGIC_WALL_EMPTYING)
12457 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12458 else if (element == EL_DC_MAGIC_WALL_FULL ||
12459 element == EL_DC_MAGIC_WALL_ACTIVE ||
12460 element == EL_DC_MAGIC_WALL_EMPTYING)
12461 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12463 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12466 if (game.magic_wall_time_left > 0)
12468 game.magic_wall_time_left--;
12470 if (!game.magic_wall_time_left)
12472 SCAN_PLAYFIELD(x, y)
12474 element = Feld[x][y];
12476 if (element == EL_MAGIC_WALL_ACTIVE ||
12477 element == EL_MAGIC_WALL_FULL)
12479 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12480 TEST_DrawLevelField(x, y);
12482 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12483 element == EL_BD_MAGIC_WALL_FULL)
12485 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12486 TEST_DrawLevelField(x, y);
12488 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12489 element == EL_DC_MAGIC_WALL_FULL)
12491 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12492 TEST_DrawLevelField(x, y);
12496 game.magic_wall_active = FALSE;
12501 if (game.light_time_left > 0)
12503 game.light_time_left--;
12505 if (game.light_time_left == 0)
12506 RedrawAllLightSwitchesAndInvisibleElements();
12509 if (game.timegate_time_left > 0)
12511 game.timegate_time_left--;
12513 if (game.timegate_time_left == 0)
12514 CloseAllOpenTimegates();
12517 if (game.lenses_time_left > 0)
12519 game.lenses_time_left--;
12521 if (game.lenses_time_left == 0)
12522 RedrawAllInvisibleElementsForLenses();
12525 if (game.magnify_time_left > 0)
12527 game.magnify_time_left--;
12529 if (game.magnify_time_left == 0)
12530 RedrawAllInvisibleElementsForMagnifier();
12533 for (i = 0; i < MAX_PLAYERS; i++)
12535 struct PlayerInfo *player = &stored_player[i];
12537 if (SHIELD_ON(player))
12539 if (player->shield_deadly_time_left)
12540 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12541 else if (player->shield_normal_time_left)
12542 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12546 #if USE_DELAYED_GFX_REDRAW
12547 SCAN_PLAYFIELD(x, y)
12550 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12552 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)) &&
12553 GfxRedraw[x][y] != GFX_REDRAW_NONE)
12556 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12557 DrawLevelField(x, y);
12559 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12560 DrawLevelFieldCrumbledSand(x, y);
12562 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12563 DrawLevelFieldCrumbledSandNeighbours(x, y);
12565 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12566 DrawTwinkleOnField(x, y);
12569 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12576 PlayAllPlayersSound();
12578 if (options.debug) /* calculate frames per second */
12580 static unsigned long fps_counter = 0;
12581 static int fps_frames = 0;
12582 unsigned long fps_delay_ms = Counter() - fps_counter;
12586 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
12588 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
12591 fps_counter = Counter();
12594 redraw_mask |= REDRAW_FPS;
12597 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
12599 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
12601 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12603 local_player->show_envelope = 0;
12607 debug_print_timestamp(0, "stop main loop profiling ");
12608 printf("----------------------------------------------------------\n");
12611 /* use random number generator in every frame to make it less predictable */
12612 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12616 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12618 int min_x = x, min_y = y, max_x = x, max_y = y;
12621 for (i = 0; i < MAX_PLAYERS; i++)
12623 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12625 if (!stored_player[i].active || &stored_player[i] == player)
12628 min_x = MIN(min_x, jx);
12629 min_y = MIN(min_y, jy);
12630 max_x = MAX(max_x, jx);
12631 max_y = MAX(max_y, jy);
12634 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12637 static boolean AllPlayersInVisibleScreen()
12641 for (i = 0; i < MAX_PLAYERS; i++)
12643 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12645 if (!stored_player[i].active)
12648 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12655 void ScrollLevel(int dx, int dy)
12658 static Bitmap *bitmap_db_field2 = NULL;
12659 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
12666 /* !!! THIS IS APPARENTLY WRONG FOR PLAYER RELOCATION !!! */
12667 /* only horizontal XOR vertical scroll direction allowed */
12668 if ((dx == 0 && dy == 0) || (dx != 0 && dy != 0))
12673 if (bitmap_db_field2 == NULL)
12674 bitmap_db_field2 = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH);
12676 /* needed when blitting directly to same bitmap -- should not be needed with
12677 recent SDL libraries, but apparently does not work in 1.2.11 directly */
12678 BlitBitmap(drawto_field, bitmap_db_field2,
12679 FX + TILEX * (dx == -1) - softscroll_offset,
12680 FY + TILEY * (dy == -1) - softscroll_offset,
12681 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
12682 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
12683 FX + TILEX * (dx == 1) - softscroll_offset,
12684 FY + TILEY * (dy == 1) - softscroll_offset);
12685 BlitBitmap(bitmap_db_field2, drawto_field,
12686 FX + TILEX * (dx == 1) - softscroll_offset,
12687 FY + TILEY * (dy == 1) - softscroll_offset,
12688 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
12689 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
12690 FX + TILEX * (dx == 1) - softscroll_offset,
12691 FY + TILEY * (dy == 1) - softscroll_offset);
12696 /* !!! DOES NOT WORK FOR DIAGONAL PLAYER RELOCATION !!! */
12697 int xsize = (BX2 - BX1 + 1);
12698 int ysize = (BY2 - BY1 + 1);
12699 int start = (dx != 0 ? (dx == -1 ? BX1 : BX2) : (dy == -1 ? BY1 : BY2));
12700 int end = (dx != 0 ? (dx == -1 ? BX2 : BX1) : (dy == -1 ? BY2 : BY1));
12701 int step = (start < end ? +1 : -1);
12703 for (i = start; i != end; i += step)
12705 BlitBitmap(drawto_field, drawto_field,
12706 FX + TILEX * (dx != 0 ? i + step : 0),
12707 FY + TILEY * (dy != 0 ? i + step : 0),
12708 TILEX * (dx != 0 ? 1 : xsize),
12709 TILEY * (dy != 0 ? 1 : ysize),
12710 FX + TILEX * (dx != 0 ? i : 0),
12711 FY + TILEY * (dy != 0 ? i : 0));
12716 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
12718 BlitBitmap(drawto_field, drawto_field,
12719 FX + TILEX * (dx == -1) - softscroll_offset,
12720 FY + TILEY * (dy == -1) - softscroll_offset,
12721 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
12722 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
12723 FX + TILEX * (dx == 1) - softscroll_offset,
12724 FY + TILEY * (dy == 1) - softscroll_offset);
12730 x = (dx == 1 ? BX1 : BX2);
12731 for (y = BY1; y <= BY2; y++)
12732 DrawScreenField(x, y);
12737 y = (dy == 1 ? BY1 : BY2);
12738 for (x = BX1; x <= BX2; x++)
12739 DrawScreenField(x, y);
12742 redraw_mask |= REDRAW_FIELD;
12745 static boolean canFallDown(struct PlayerInfo *player)
12747 int jx = player->jx, jy = player->jy;
12749 return (IN_LEV_FIELD(jx, jy + 1) &&
12750 (IS_FREE(jx, jy + 1) ||
12751 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12752 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12753 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12756 static boolean canPassField(int x, int y, int move_dir)
12758 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12759 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12760 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12761 int nextx = x + dx;
12762 int nexty = y + dy;
12763 int element = Feld[x][y];
12765 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12766 !CAN_MOVE(element) &&
12767 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12768 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12769 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12772 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12774 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12775 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12776 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12780 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12781 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12782 (IS_DIGGABLE(Feld[newx][newy]) ||
12783 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12784 canPassField(newx, newy, move_dir)));
12787 static void CheckGravityMovement(struct PlayerInfo *player)
12789 #if USE_PLAYER_GRAVITY
12790 if (player->gravity && !player->programmed_action)
12792 if (game.gravity && !player->programmed_action)
12795 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12796 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12797 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12798 int jx = player->jx, jy = player->jy;
12799 boolean player_is_moving_to_valid_field =
12800 (!player_is_snapping &&
12801 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12802 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12803 boolean player_can_fall_down = canFallDown(player);
12805 if (player_can_fall_down &&
12806 !player_is_moving_to_valid_field)
12807 player->programmed_action = MV_DOWN;
12811 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12813 return CheckGravityMovement(player);
12815 #if USE_PLAYER_GRAVITY
12816 if (player->gravity && !player->programmed_action)
12818 if (game.gravity && !player->programmed_action)
12821 int jx = player->jx, jy = player->jy;
12822 boolean field_under_player_is_free =
12823 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12824 boolean player_is_standing_on_valid_field =
12825 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12826 (IS_WALKABLE(Feld[jx][jy]) &&
12827 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12829 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12830 player->programmed_action = MV_DOWN;
12835 MovePlayerOneStep()
12836 -----------------------------------------------------------------------------
12837 dx, dy: direction (non-diagonal) to try to move the player to
12838 real_dx, real_dy: direction as read from input device (can be diagonal)
12841 boolean MovePlayerOneStep(struct PlayerInfo *player,
12842 int dx, int dy, int real_dx, int real_dy)
12844 int jx = player->jx, jy = player->jy;
12845 int new_jx = jx + dx, new_jy = jy + dy;
12846 #if !USE_FIXED_DONT_RUN_INTO
12850 boolean player_can_move = !player->cannot_move;
12852 if (!player->active || (!dx && !dy))
12853 return MP_NO_ACTION;
12855 player->MovDir = (dx < 0 ? MV_LEFT :
12856 dx > 0 ? MV_RIGHT :
12858 dy > 0 ? MV_DOWN : MV_NONE);
12860 if (!IN_LEV_FIELD(new_jx, new_jy))
12861 return MP_NO_ACTION;
12863 if (!player_can_move)
12865 if (player->MovPos == 0)
12867 player->is_moving = FALSE;
12868 player->is_digging = FALSE;
12869 player->is_collecting = FALSE;
12870 player->is_snapping = FALSE;
12871 player->is_pushing = FALSE;
12876 if (!options.network && game.centered_player_nr == -1 &&
12877 !AllPlayersInSight(player, new_jx, new_jy))
12878 return MP_NO_ACTION;
12880 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
12881 return MP_NO_ACTION;
12884 #if !USE_FIXED_DONT_RUN_INTO
12885 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
12887 /* (moved to DigField()) */
12888 if (player_can_move && DONT_RUN_INTO(element))
12890 if (element == EL_ACID && dx == 0 && dy == 1)
12892 SplashAcid(new_jx, new_jy);
12893 Feld[jx][jy] = EL_PLAYER_1;
12894 InitMovingField(jx, jy, MV_DOWN);
12895 Store[jx][jy] = EL_ACID;
12896 ContinueMoving(jx, jy);
12897 BuryPlayer(player);
12900 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
12906 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12907 if (can_move != MP_MOVING)
12910 /* check if DigField() has caused relocation of the player */
12911 if (player->jx != jx || player->jy != jy)
12912 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
12914 StorePlayer[jx][jy] = 0;
12915 player->last_jx = jx;
12916 player->last_jy = jy;
12917 player->jx = new_jx;
12918 player->jy = new_jy;
12919 StorePlayer[new_jx][new_jy] = player->element_nr;
12921 if (player->move_delay_value_next != -1)
12923 player->move_delay_value = player->move_delay_value_next;
12924 player->move_delay_value_next = -1;
12928 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12930 player->step_counter++;
12932 PlayerVisit[jx][jy] = FrameCounter;
12934 #if USE_UFAST_PLAYER_EXIT_BUGFIX
12935 player->is_moving = TRUE;
12939 /* should better be called in MovePlayer(), but this breaks some tapes */
12940 ScrollPlayer(player, SCROLL_INIT);
12946 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12948 int jx = player->jx, jy = player->jy;
12949 int old_jx = jx, old_jy = jy;
12950 int moved = MP_NO_ACTION;
12952 if (!player->active)
12957 if (player->MovPos == 0)
12959 player->is_moving = FALSE;
12960 player->is_digging = FALSE;
12961 player->is_collecting = FALSE;
12962 player->is_snapping = FALSE;
12963 player->is_pushing = FALSE;
12969 if (player->move_delay > 0)
12972 player->move_delay = -1; /* set to "uninitialized" value */
12974 /* store if player is automatically moved to next field */
12975 player->is_auto_moving = (player->programmed_action != MV_NONE);
12977 /* remove the last programmed player action */
12978 player->programmed_action = 0;
12980 if (player->MovPos)
12982 /* should only happen if pre-1.2 tape recordings are played */
12983 /* this is only for backward compatibility */
12985 int original_move_delay_value = player->move_delay_value;
12988 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
12992 /* scroll remaining steps with finest movement resolution */
12993 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12995 while (player->MovPos)
12997 ScrollPlayer(player, SCROLL_GO_ON);
12998 ScrollScreen(NULL, SCROLL_GO_ON);
13000 AdvanceFrameAndPlayerCounters(player->index_nr);
13006 player->move_delay_value = original_move_delay_value;
13009 player->is_active = FALSE;
13011 if (player->last_move_dir & MV_HORIZONTAL)
13013 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
13014 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
13018 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
13019 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
13022 #if USE_FIXED_BORDER_RUNNING_GFX
13023 if (!moved && !player->is_active)
13025 player->is_moving = FALSE;
13026 player->is_digging = FALSE;
13027 player->is_collecting = FALSE;
13028 player->is_snapping = FALSE;
13029 player->is_pushing = FALSE;
13037 if (moved & MP_MOVING && !ScreenMovPos &&
13038 (player->index_nr == game.centered_player_nr ||
13039 game.centered_player_nr == -1))
13041 if (moved & MP_MOVING && !ScreenMovPos &&
13042 (player == local_player || !options.network))
13045 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
13046 int offset = game.scroll_delay_value;
13048 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
13050 /* actual player has left the screen -- scroll in that direction */
13051 if (jx != old_jx) /* player has moved horizontally */
13052 scroll_x += (jx - old_jx);
13053 else /* player has moved vertically */
13054 scroll_y += (jy - old_jy);
13058 if (jx != old_jx) /* player has moved horizontally */
13060 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
13061 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
13062 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
13064 /* don't scroll over playfield boundaries */
13065 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
13066 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
13068 /* don't scroll more than one field at a time */
13069 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
13071 /* don't scroll against the player's moving direction */
13072 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
13073 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
13074 scroll_x = old_scroll_x;
13076 else /* player has moved vertically */
13078 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
13079 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
13080 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
13082 /* don't scroll over playfield boundaries */
13083 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
13084 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
13086 /* don't scroll more than one field at a time */
13087 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
13089 /* don't scroll against the player's moving direction */
13090 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
13091 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
13092 scroll_y = old_scroll_y;
13096 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
13099 if (!options.network && game.centered_player_nr == -1 &&
13100 !AllPlayersInVisibleScreen())
13102 scroll_x = old_scroll_x;
13103 scroll_y = old_scroll_y;
13107 if (!options.network && !AllPlayersInVisibleScreen())
13109 scroll_x = old_scroll_x;
13110 scroll_y = old_scroll_y;
13115 ScrollScreen(player, SCROLL_INIT);
13116 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13121 player->StepFrame = 0;
13123 if (moved & MP_MOVING)
13125 if (old_jx != jx && old_jy == jy)
13126 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13127 else if (old_jx == jx && old_jy != jy)
13128 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13130 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
13132 player->last_move_dir = player->MovDir;
13133 player->is_moving = TRUE;
13134 player->is_snapping = FALSE;
13135 player->is_switching = FALSE;
13136 player->is_dropping = FALSE;
13137 player->is_dropping_pressed = FALSE;
13138 player->drop_pressed_delay = 0;
13141 /* should better be called here than above, but this breaks some tapes */
13142 ScrollPlayer(player, SCROLL_INIT);
13147 CheckGravityMovementWhenNotMoving(player);
13149 player->is_moving = FALSE;
13151 /* at this point, the player is allowed to move, but cannot move right now
13152 (e.g. because of something blocking the way) -- ensure that the player
13153 is also allowed to move in the next frame (in old versions before 3.1.1,
13154 the player was forced to wait again for eight frames before next try) */
13156 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13157 player->move_delay = 0; /* allow direct movement in the next frame */
13160 if (player->move_delay == -1) /* not yet initialized by DigField() */
13161 player->move_delay = player->move_delay_value;
13163 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13165 TestIfPlayerTouchesBadThing(jx, jy);
13166 TestIfPlayerTouchesCustomElement(jx, jy);
13169 if (!player->active)
13170 RemovePlayer(player);
13175 void ScrollPlayer(struct PlayerInfo *player, int mode)
13177 int jx = player->jx, jy = player->jy;
13178 int last_jx = player->last_jx, last_jy = player->last_jy;
13179 int move_stepsize = TILEX / player->move_delay_value;
13181 #if USE_NEW_PLAYER_SPEED
13182 if (!player->active)
13185 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
13188 if (!player->active || player->MovPos == 0)
13192 if (mode == SCROLL_INIT)
13194 player->actual_frame_counter = FrameCounter;
13195 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13197 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13198 Feld[last_jx][last_jy] == EL_EMPTY)
13200 int last_field_block_delay = 0; /* start with no blocking at all */
13201 int block_delay_adjustment = player->block_delay_adjustment;
13203 /* if player blocks last field, add delay for exactly one move */
13204 if (player->block_last_field)
13206 last_field_block_delay += player->move_delay_value;
13208 /* when blocking enabled, prevent moving up despite gravity */
13209 #if USE_PLAYER_GRAVITY
13210 if (player->gravity && player->MovDir == MV_UP)
13211 block_delay_adjustment = -1;
13213 if (game.gravity && player->MovDir == MV_UP)
13214 block_delay_adjustment = -1;
13218 /* add block delay adjustment (also possible when not blocking) */
13219 last_field_block_delay += block_delay_adjustment;
13221 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13222 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13225 #if USE_NEW_PLAYER_SPEED
13226 if (player->MovPos != 0) /* player has not yet reached destination */
13232 else if (!FrameReached(&player->actual_frame_counter, 1))
13235 #if USE_NEW_PLAYER_SPEED
13236 if (player->MovPos != 0)
13238 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13239 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13241 /* before DrawPlayer() to draw correct player graphic for this case */
13242 if (player->MovPos == 0)
13243 CheckGravityMovement(player);
13246 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13247 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13249 /* before DrawPlayer() to draw correct player graphic for this case */
13250 if (player->MovPos == 0)
13251 CheckGravityMovement(player);
13254 if (player->MovPos == 0) /* player reached destination field */
13256 if (player->move_delay_reset_counter > 0)
13258 player->move_delay_reset_counter--;
13260 if (player->move_delay_reset_counter == 0)
13262 /* continue with normal speed after quickly moving through gate */
13263 HALVE_PLAYER_SPEED(player);
13265 /* be able to make the next move without delay */
13266 player->move_delay = 0;
13270 player->last_jx = jx;
13271 player->last_jy = jy;
13273 if (Feld[jx][jy] == EL_EXIT_OPEN ||
13274 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
13275 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
13276 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13277 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
13278 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
13280 DrawPlayer(player); /* needed here only to cleanup last field */
13281 RemovePlayer(player);
13283 if (local_player->friends_still_needed == 0 ||
13284 IS_SP_ELEMENT(Feld[jx][jy]))
13285 PlayerWins(player);
13288 /* this breaks one level: "machine", level 000 */
13290 int move_direction = player->MovDir;
13291 int enter_side = MV_DIR_OPPOSITE(move_direction);
13292 int leave_side = move_direction;
13293 int old_jx = last_jx;
13294 int old_jy = last_jy;
13295 int old_element = Feld[old_jx][old_jy];
13296 int new_element = Feld[jx][jy];
13298 if (IS_CUSTOM_ELEMENT(old_element))
13299 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13301 player->index_bit, leave_side);
13303 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13304 CE_PLAYER_LEAVES_X,
13305 player->index_bit, leave_side);
13307 if (IS_CUSTOM_ELEMENT(new_element))
13308 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13309 player->index_bit, enter_side);
13311 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13312 CE_PLAYER_ENTERS_X,
13313 player->index_bit, enter_side);
13315 CheckTriggeredElementChangeBySide(jx, jy, player->element_nr,
13316 CE_MOVE_OF_X, move_direction);
13319 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13321 TestIfPlayerTouchesBadThing(jx, jy);
13322 TestIfPlayerTouchesCustomElement(jx, jy);
13324 /* needed because pushed element has not yet reached its destination,
13325 so it would trigger a change event at its previous field location */
13326 if (!player->is_pushing)
13327 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
13329 if (!player->active)
13330 RemovePlayer(player);
13333 if (!local_player->LevelSolved && level.use_step_counter)
13343 if (TimeLeft <= 10 && setup.time_limit)
13344 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
13347 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13349 DisplayGameControlValues();
13351 DrawGameValue_Time(TimeLeft);
13354 if (!TimeLeft && setup.time_limit)
13355 for (i = 0; i < MAX_PLAYERS; i++)
13356 KillPlayer(&stored_player[i]);
13359 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
13361 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
13363 DisplayGameControlValues();
13366 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
13367 DrawGameValue_Time(TimePlayed);
13371 if (tape.single_step && tape.recording && !tape.pausing &&
13372 !player->programmed_action)
13373 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13377 void ScrollScreen(struct PlayerInfo *player, int mode)
13379 static unsigned long screen_frame_counter = 0;
13381 if (mode == SCROLL_INIT)
13383 /* set scrolling step size according to actual player's moving speed */
13384 ScrollStepSize = TILEX / player->move_delay_value;
13386 screen_frame_counter = FrameCounter;
13387 ScreenMovDir = player->MovDir;
13388 ScreenMovPos = player->MovPos;
13389 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13392 else if (!FrameReached(&screen_frame_counter, 1))
13397 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13398 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13399 redraw_mask |= REDRAW_FIELD;
13402 ScreenMovDir = MV_NONE;
13405 void TestIfPlayerTouchesCustomElement(int x, int y)
13407 static int xy[4][2] =
13414 static int trigger_sides[4][2] =
13416 /* center side border side */
13417 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
13418 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
13419 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
13420 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
13422 static int touch_dir[4] =
13424 MV_LEFT | MV_RIGHT,
13429 int center_element = Feld[x][y]; /* should always be non-moving! */
13432 for (i = 0; i < NUM_DIRECTIONS; i++)
13434 int xx = x + xy[i][0];
13435 int yy = y + xy[i][1];
13436 int center_side = trigger_sides[i][0];
13437 int border_side = trigger_sides[i][1];
13438 int border_element;
13440 if (!IN_LEV_FIELD(xx, yy))
13443 if (IS_PLAYER(x, y))
13445 struct PlayerInfo *player = PLAYERINFO(x, y);
13447 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13448 border_element = Feld[xx][yy]; /* may be moving! */
13449 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13450 border_element = Feld[xx][yy];
13451 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
13452 border_element = MovingOrBlocked2Element(xx, yy);
13454 continue; /* center and border element do not touch */
13456 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13457 player->index_bit, border_side);
13458 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13459 CE_PLAYER_TOUCHES_X,
13460 player->index_bit, border_side);
13462 else if (IS_PLAYER(xx, yy))
13464 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13466 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13468 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13469 continue; /* center and border element do not touch */
13472 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13473 player->index_bit, center_side);
13474 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13475 CE_PLAYER_TOUCHES_X,
13476 player->index_bit, center_side);
13482 #if USE_ELEMENT_TOUCHING_BUGFIX
13484 void TestIfElementTouchesCustomElement(int x, int y)
13486 static int xy[4][2] =
13493 static int trigger_sides[4][2] =
13495 /* center side border side */
13496 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
13497 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
13498 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
13499 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
13501 static int touch_dir[4] =
13503 MV_LEFT | MV_RIGHT,
13508 boolean change_center_element = FALSE;
13509 int center_element = Feld[x][y]; /* should always be non-moving! */
13510 int border_element_old[NUM_DIRECTIONS];
13513 for (i = 0; i < NUM_DIRECTIONS; i++)
13515 int xx = x + xy[i][0];
13516 int yy = y + xy[i][1];
13517 int border_element;
13519 border_element_old[i] = -1;
13521 if (!IN_LEV_FIELD(xx, yy))
13524 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13525 border_element = Feld[xx][yy]; /* may be moving! */
13526 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13527 border_element = Feld[xx][yy];
13528 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
13529 border_element = MovingOrBlocked2Element(xx, yy);
13531 continue; /* center and border element do not touch */
13533 border_element_old[i] = border_element;
13536 for (i = 0; i < NUM_DIRECTIONS; i++)
13538 int xx = x + xy[i][0];
13539 int yy = y + xy[i][1];
13540 int center_side = trigger_sides[i][0];
13541 int border_element = border_element_old[i];
13543 if (border_element == -1)
13546 /* check for change of border element */
13547 CheckElementChangeBySide(xx, yy, border_element, center_element,
13548 CE_TOUCHING_X, center_side);
13551 for (i = 0; i < NUM_DIRECTIONS; i++)
13553 int border_side = trigger_sides[i][1];
13554 int border_element = border_element_old[i];
13556 if (border_element == -1)
13559 /* check for change of center element (but change it only once) */
13560 if (!change_center_element)
13561 change_center_element =
13562 CheckElementChangeBySide(x, y, center_element, border_element,
13563 CE_TOUCHING_X, border_side);
13569 void TestIfElementTouchesCustomElement_OLD(int x, int y)
13571 static int xy[4][2] =
13578 static int trigger_sides[4][2] =
13580 /* center side border side */
13581 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
13582 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
13583 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
13584 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
13586 static int touch_dir[4] =
13588 MV_LEFT | MV_RIGHT,
13593 boolean change_center_element = FALSE;
13594 int center_element = Feld[x][y]; /* should always be non-moving! */
13597 for (i = 0; i < NUM_DIRECTIONS; i++)
13599 int xx = x + xy[i][0];
13600 int yy = y + xy[i][1];
13601 int center_side = trigger_sides[i][0];
13602 int border_side = trigger_sides[i][1];
13603 int border_element;
13605 if (!IN_LEV_FIELD(xx, yy))
13608 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13609 border_element = Feld[xx][yy]; /* may be moving! */
13610 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13611 border_element = Feld[xx][yy];
13612 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
13613 border_element = MovingOrBlocked2Element(xx, yy);
13615 continue; /* center and border element do not touch */
13617 /* check for change of center element (but change it only once) */
13618 if (!change_center_element)
13619 change_center_element =
13620 CheckElementChangeBySide(x, y, center_element, border_element,
13621 CE_TOUCHING_X, border_side);
13623 /* check for change of border element */
13624 CheckElementChangeBySide(xx, yy, border_element, center_element,
13625 CE_TOUCHING_X, center_side);
13631 void TestIfElementHitsCustomElement(int x, int y, int direction)
13633 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13634 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13635 int hitx = x + dx, hity = y + dy;
13636 int hitting_element = Feld[x][y];
13637 int touched_element;
13639 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13642 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13643 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13645 if (IN_LEV_FIELD(hitx, hity))
13647 int opposite_direction = MV_DIR_OPPOSITE(direction);
13648 int hitting_side = direction;
13649 int touched_side = opposite_direction;
13650 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13651 MovDir[hitx][hity] != direction ||
13652 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13658 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13659 CE_HITTING_X, touched_side);
13661 CheckElementChangeBySide(hitx, hity, touched_element,
13662 hitting_element, CE_HIT_BY_X, hitting_side);
13664 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13665 CE_HIT_BY_SOMETHING, opposite_direction);
13669 /* "hitting something" is also true when hitting the playfield border */
13670 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13671 CE_HITTING_SOMETHING, direction);
13675 void TestIfElementSmashesCustomElement(int x, int y, int direction)
13677 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13678 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13679 int hitx = x + dx, hity = y + dy;
13680 int hitting_element = Feld[x][y];
13681 int touched_element;
13683 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
13684 !IS_FREE(hitx, hity) &&
13685 (!IS_MOVING(hitx, hity) ||
13686 MovDir[hitx][hity] != direction ||
13687 ABS(MovPos[hitx][hity]) <= TILEY / 2));
13690 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13694 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
13698 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13699 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13701 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13702 EP_CAN_SMASH_EVERYTHING, direction);
13704 if (IN_LEV_FIELD(hitx, hity))
13706 int opposite_direction = MV_DIR_OPPOSITE(direction);
13707 int hitting_side = direction;
13708 int touched_side = opposite_direction;
13710 int touched_element = MovingOrBlocked2Element(hitx, hity);
13713 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13714 MovDir[hitx][hity] != direction ||
13715 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13724 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13725 CE_SMASHED_BY_SOMETHING, opposite_direction);
13727 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13728 CE_OTHER_IS_SMASHING, touched_side);
13730 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13731 CE_OTHER_GETS_SMASHED, hitting_side);
13737 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13739 int i, kill_x = -1, kill_y = -1;
13741 int bad_element = -1;
13742 static int test_xy[4][2] =
13749 static int test_dir[4] =
13757 for (i = 0; i < NUM_DIRECTIONS; i++)
13759 int test_x, test_y, test_move_dir, test_element;
13761 test_x = good_x + test_xy[i][0];
13762 test_y = good_y + test_xy[i][1];
13764 if (!IN_LEV_FIELD(test_x, test_y))
13768 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13770 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13772 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13773 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13775 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13776 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13780 bad_element = test_element;
13786 if (kill_x != -1 || kill_y != -1)
13788 if (IS_PLAYER(good_x, good_y))
13790 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13792 if (player->shield_deadly_time_left > 0 &&
13793 !IS_INDESTRUCTIBLE(bad_element))
13794 Bang(kill_x, kill_y);
13795 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13796 KillPlayer(player);
13799 Bang(good_x, good_y);
13803 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13805 int i, kill_x = -1, kill_y = -1;
13806 int bad_element = Feld[bad_x][bad_y];
13807 static int test_xy[4][2] =
13814 static int touch_dir[4] =
13816 MV_LEFT | MV_RIGHT,
13821 static int test_dir[4] =
13829 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
13832 for (i = 0; i < NUM_DIRECTIONS; i++)
13834 int test_x, test_y, test_move_dir, test_element;
13836 test_x = bad_x + test_xy[i][0];
13837 test_y = bad_y + test_xy[i][1];
13838 if (!IN_LEV_FIELD(test_x, test_y))
13842 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13844 test_element = Feld[test_x][test_y];
13846 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13847 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13849 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13850 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13852 /* good thing is player or penguin that does not move away */
13853 if (IS_PLAYER(test_x, test_y))
13855 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13857 if (bad_element == EL_ROBOT && player->is_moving)
13858 continue; /* robot does not kill player if he is moving */
13860 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13862 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13863 continue; /* center and border element do not touch */
13870 else if (test_element == EL_PENGUIN)
13879 if (kill_x != -1 || kill_y != -1)
13881 if (IS_PLAYER(kill_x, kill_y))
13883 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13885 if (player->shield_deadly_time_left > 0 &&
13886 !IS_INDESTRUCTIBLE(bad_element))
13887 Bang(bad_x, bad_y);
13888 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13889 KillPlayer(player);
13892 Bang(kill_x, kill_y);
13896 void TestIfPlayerTouchesBadThing(int x, int y)
13898 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13901 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13903 TestIfGoodThingHitsBadThing(x, y, move_dir);
13906 void TestIfBadThingTouchesPlayer(int x, int y)
13908 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13911 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13913 TestIfBadThingHitsGoodThing(x, y, move_dir);
13916 void TestIfFriendTouchesBadThing(int x, int y)
13918 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13921 void TestIfBadThingTouchesFriend(int x, int y)
13923 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13926 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13928 int i, kill_x = bad_x, kill_y = bad_y;
13929 static int xy[4][2] =
13937 for (i = 0; i < NUM_DIRECTIONS; i++)
13941 x = bad_x + xy[i][0];
13942 y = bad_y + xy[i][1];
13943 if (!IN_LEV_FIELD(x, y))
13946 element = Feld[x][y];
13947 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13948 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13956 if (kill_x != bad_x || kill_y != bad_y)
13957 Bang(bad_x, bad_y);
13960 void KillPlayer(struct PlayerInfo *player)
13962 int jx = player->jx, jy = player->jy;
13964 if (!player->active)
13967 /* the following code was introduced to prevent an infinite loop when calling
13969 -> CheckTriggeredElementChangeExt()
13970 -> ExecuteCustomElementAction()
13972 -> (infinitely repeating the above sequence of function calls)
13973 which occurs when killing the player while having a CE with the setting
13974 "kill player X when explosion of <player X>"; the solution using a new
13975 field "player->killed" was chosen for backwards compatibility, although
13976 clever use of the fields "player->active" etc. would probably also work */
13978 if (player->killed)
13982 player->killed = TRUE;
13984 /* remove accessible field at the player's position */
13985 Feld[jx][jy] = EL_EMPTY;
13987 /* deactivate shield (else Bang()/Explode() would not work right) */
13988 player->shield_normal_time_left = 0;
13989 player->shield_deadly_time_left = 0;
13992 BuryPlayer(player);
13995 static void KillPlayerUnlessEnemyProtected(int x, int y)
13997 if (!PLAYER_ENEMY_PROTECTED(x, y))
13998 KillPlayer(PLAYERINFO(x, y));
14001 static void KillPlayerUnlessExplosionProtected(int x, int y)
14003 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
14004 KillPlayer(PLAYERINFO(x, y));
14007 void BuryPlayer(struct PlayerInfo *player)
14009 int jx = player->jx, jy = player->jy;
14011 if (!player->active)
14014 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
14015 PlayLevelSound(jx, jy, SND_GAME_LOSING);
14017 player->GameOver = TRUE;
14018 RemovePlayer(player);
14021 void RemovePlayer(struct PlayerInfo *player)
14023 int jx = player->jx, jy = player->jy;
14024 int i, found = FALSE;
14026 player->present = FALSE;
14027 player->active = FALSE;
14029 if (!ExplodeField[jx][jy])
14030 StorePlayer[jx][jy] = 0;
14032 if (player->is_moving)
14033 TEST_DrawLevelField(player->last_jx, player->last_jy);
14035 for (i = 0; i < MAX_PLAYERS; i++)
14036 if (stored_player[i].active)
14040 AllPlayersGone = TRUE;
14046 #if USE_NEW_SNAP_DELAY
14047 static void setFieldForSnapping(int x, int y, int element, int direction)
14049 struct ElementInfo *ei = &element_info[element];
14050 int direction_bit = MV_DIR_TO_BIT(direction);
14051 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
14052 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
14053 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
14055 Feld[x][y] = EL_ELEMENT_SNAPPING;
14056 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
14058 ResetGfxAnimation(x, y);
14060 GfxElement[x][y] = element;
14061 GfxAction[x][y] = action;
14062 GfxDir[x][y] = direction;
14063 GfxFrame[x][y] = -1;
14068 =============================================================================
14069 checkDiagonalPushing()
14070 -----------------------------------------------------------------------------
14071 check if diagonal input device direction results in pushing of object
14072 (by checking if the alternative direction is walkable, diggable, ...)
14073 =============================================================================
14076 static boolean checkDiagonalPushing(struct PlayerInfo *player,
14077 int x, int y, int real_dx, int real_dy)
14079 int jx, jy, dx, dy, xx, yy;
14081 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
14084 /* diagonal direction: check alternative direction */
14089 xx = jx + (dx == 0 ? real_dx : 0);
14090 yy = jy + (dy == 0 ? real_dy : 0);
14092 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
14096 =============================================================================
14098 -----------------------------------------------------------------------------
14099 x, y: field next to player (non-diagonal) to try to dig to
14100 real_dx, real_dy: direction as read from input device (can be diagonal)
14101 =============================================================================
14104 static int DigField(struct PlayerInfo *player,
14105 int oldx, int oldy, int x, int y,
14106 int real_dx, int real_dy, int mode)
14108 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
14109 boolean player_was_pushing = player->is_pushing;
14110 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14111 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14112 int jx = oldx, jy = oldy;
14113 int dx = x - jx, dy = y - jy;
14114 int nextx = x + dx, nexty = y + dy;
14115 int move_direction = (dx == -1 ? MV_LEFT :
14116 dx == +1 ? MV_RIGHT :
14118 dy == +1 ? MV_DOWN : MV_NONE);
14119 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
14120 int dig_side = MV_DIR_OPPOSITE(move_direction);
14121 int old_element = Feld[jx][jy];
14122 #if USE_FIXED_DONT_RUN_INTO
14123 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
14129 if (is_player) /* function can also be called by EL_PENGUIN */
14131 if (player->MovPos == 0)
14133 player->is_digging = FALSE;
14134 player->is_collecting = FALSE;
14137 if (player->MovPos == 0) /* last pushing move finished */
14138 player->is_pushing = FALSE;
14140 if (mode == DF_NO_PUSH) /* player just stopped pushing */
14142 player->is_switching = FALSE;
14143 player->push_delay = -1;
14145 return MP_NO_ACTION;
14149 #if !USE_FIXED_DONT_RUN_INTO
14150 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14151 return MP_NO_ACTION;
14154 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
14155 old_element = Back[jx][jy];
14157 /* in case of element dropped at player position, check background */
14158 else if (Back[jx][jy] != EL_EMPTY &&
14159 game.engine_version >= VERSION_IDENT(2,2,0,0))
14160 old_element = Back[jx][jy];
14162 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
14163 return MP_NO_ACTION; /* field has no opening in this direction */
14165 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
14166 return MP_NO_ACTION; /* field has no opening in this direction */
14168 #if USE_FIXED_DONT_RUN_INTO
14169 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
14173 Feld[jx][jy] = player->artwork_element;
14174 InitMovingField(jx, jy, MV_DOWN);
14175 Store[jx][jy] = EL_ACID;
14176 ContinueMoving(jx, jy);
14177 BuryPlayer(player);
14179 return MP_DONT_RUN_INTO;
14183 #if USE_FIXED_DONT_RUN_INTO
14184 if (player_can_move && DONT_RUN_INTO(element))
14186 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
14188 return MP_DONT_RUN_INTO;
14192 #if USE_FIXED_DONT_RUN_INTO
14193 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14194 return MP_NO_ACTION;
14197 #if !USE_FIXED_DONT_RUN_INTO
14198 element = Feld[x][y];
14201 collect_count = element_info[element].collect_count_initial;
14203 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
14204 return MP_NO_ACTION;
14206 if (game.engine_version < VERSION_IDENT(2,2,0,0))
14207 player_can_move = player_can_move_or_snap;
14209 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
14210 game.engine_version >= VERSION_IDENT(2,2,0,0))
14212 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
14213 player->index_bit, dig_side);
14214 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14215 player->index_bit, dig_side);
14217 if (element == EL_DC_LANDMINE)
14220 if (Feld[x][y] != element) /* field changed by snapping */
14223 return MP_NO_ACTION;
14226 #if USE_PLAYER_GRAVITY
14227 if (player->gravity && is_player && !player->is_auto_moving &&
14228 canFallDown(player) && move_direction != MV_DOWN &&
14229 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14230 return MP_NO_ACTION; /* player cannot walk here due to gravity */
14232 if (game.gravity && is_player && !player->is_auto_moving &&
14233 canFallDown(player) && move_direction != MV_DOWN &&
14234 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14235 return MP_NO_ACTION; /* player cannot walk here due to gravity */
14238 if (player_can_move &&
14239 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
14241 int sound_element = SND_ELEMENT(element);
14242 int sound_action = ACTION_WALKING;
14244 if (IS_RND_GATE(element))
14246 if (!player->key[RND_GATE_NR(element)])
14247 return MP_NO_ACTION;
14249 else if (IS_RND_GATE_GRAY(element))
14251 if (!player->key[RND_GATE_GRAY_NR(element)])
14252 return MP_NO_ACTION;
14254 else if (IS_RND_GATE_GRAY_ACTIVE(element))
14256 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
14257 return MP_NO_ACTION;
14259 else if (element == EL_EXIT_OPEN ||
14260 element == EL_EM_EXIT_OPEN ||
14261 element == EL_STEEL_EXIT_OPEN ||
14262 element == EL_EM_STEEL_EXIT_OPEN ||
14263 element == EL_SP_EXIT_OPEN ||
14264 element == EL_SP_EXIT_OPENING)
14266 sound_action = ACTION_PASSING; /* player is passing exit */
14268 else if (element == EL_EMPTY)
14270 sound_action = ACTION_MOVING; /* nothing to walk on */
14273 /* play sound from background or player, whatever is available */
14274 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
14275 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
14277 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
14279 else if (player_can_move &&
14280 IS_PASSABLE(element) && canPassField(x, y, move_direction))
14282 if (!ACCESS_FROM(element, opposite_direction))
14283 return MP_NO_ACTION; /* field not accessible from this direction */
14285 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
14286 return MP_NO_ACTION;
14288 if (IS_EM_GATE(element))
14290 if (!player->key[EM_GATE_NR(element)])
14291 return MP_NO_ACTION;
14293 else if (IS_EM_GATE_GRAY(element))
14295 if (!player->key[EM_GATE_GRAY_NR(element)])
14296 return MP_NO_ACTION;
14298 else if (IS_EM_GATE_GRAY_ACTIVE(element))
14300 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14301 return MP_NO_ACTION;
14303 else if (IS_EMC_GATE(element))
14305 if (!player->key[EMC_GATE_NR(element)])
14306 return MP_NO_ACTION;
14308 else if (IS_EMC_GATE_GRAY(element))
14310 if (!player->key[EMC_GATE_GRAY_NR(element)])
14311 return MP_NO_ACTION;
14313 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14315 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14316 return MP_NO_ACTION;
14318 else if (element == EL_DC_GATE_WHITE ||
14319 element == EL_DC_GATE_WHITE_GRAY ||
14320 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14322 if (player->num_white_keys == 0)
14323 return MP_NO_ACTION;
14325 player->num_white_keys--;
14327 else if (IS_SP_PORT(element))
14329 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14330 element == EL_SP_GRAVITY_PORT_RIGHT ||
14331 element == EL_SP_GRAVITY_PORT_UP ||
14332 element == EL_SP_GRAVITY_PORT_DOWN)
14333 #if USE_PLAYER_GRAVITY
14334 player->gravity = !player->gravity;
14336 game.gravity = !game.gravity;
14338 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14339 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14340 element == EL_SP_GRAVITY_ON_PORT_UP ||
14341 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14342 #if USE_PLAYER_GRAVITY
14343 player->gravity = TRUE;
14345 game.gravity = TRUE;
14347 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14348 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14349 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14350 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14351 #if USE_PLAYER_GRAVITY
14352 player->gravity = FALSE;
14354 game.gravity = FALSE;
14358 /* automatically move to the next field with double speed */
14359 player->programmed_action = move_direction;
14361 if (player->move_delay_reset_counter == 0)
14363 player->move_delay_reset_counter = 2; /* two double speed steps */
14365 DOUBLE_PLAYER_SPEED(player);
14368 PlayLevelSoundAction(x, y, ACTION_PASSING);
14370 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14374 if (mode != DF_SNAP)
14376 GfxElement[x][y] = GFX_ELEMENT(element);
14377 player->is_digging = TRUE;
14380 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14382 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14383 player->index_bit, dig_side);
14385 if (mode == DF_SNAP)
14387 #if USE_NEW_SNAP_DELAY
14388 if (level.block_snap_field)
14389 setFieldForSnapping(x, y, element, move_direction);
14391 TestIfElementTouchesCustomElement(x, y); /* for empty space */
14393 TestIfElementTouchesCustomElement(x, y); /* for empty space */
14396 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14397 player->index_bit, dig_side);
14400 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14404 if (is_player && mode != DF_SNAP)
14406 GfxElement[x][y] = element;
14407 player->is_collecting = TRUE;
14410 if (element == EL_SPEED_PILL)
14412 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14414 else if (element == EL_EXTRA_TIME && level.time > 0)
14416 TimeLeft += level.extra_time;
14419 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14421 DisplayGameControlValues();
14423 DrawGameValue_Time(TimeLeft);
14426 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14428 player->shield_normal_time_left += level.shield_normal_time;
14429 if (element == EL_SHIELD_DEADLY)
14430 player->shield_deadly_time_left += level.shield_deadly_time;
14432 else if (element == EL_DYNAMITE ||
14433 element == EL_EM_DYNAMITE ||
14434 element == EL_SP_DISK_RED)
14436 if (player->inventory_size < MAX_INVENTORY_SIZE)
14437 player->inventory_element[player->inventory_size++] = element;
14439 DrawGameDoorValues();
14441 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14443 player->dynabomb_count++;
14444 player->dynabombs_left++;
14446 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14448 player->dynabomb_size++;
14450 else if (element == EL_DYNABOMB_INCREASE_POWER)
14452 player->dynabomb_xl = TRUE;
14454 else if (IS_KEY(element))
14456 player->key[KEY_NR(element)] = TRUE;
14458 DrawGameDoorValues();
14460 else if (element == EL_DC_KEY_WHITE)
14462 player->num_white_keys++;
14464 /* display white keys? */
14465 /* DrawGameDoorValues(); */
14467 else if (IS_ENVELOPE(element))
14469 player->show_envelope = element;
14471 else if (element == EL_EMC_LENSES)
14473 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14475 RedrawAllInvisibleElementsForLenses();
14477 else if (element == EL_EMC_MAGNIFIER)
14479 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14481 RedrawAllInvisibleElementsForMagnifier();
14483 else if (IS_DROPPABLE(element) ||
14484 IS_THROWABLE(element)) /* can be collected and dropped */
14488 if (collect_count == 0)
14489 player->inventory_infinite_element = element;
14491 for (i = 0; i < collect_count; i++)
14492 if (player->inventory_size < MAX_INVENTORY_SIZE)
14493 player->inventory_element[player->inventory_size++] = element;
14495 DrawGameDoorValues();
14497 else if (collect_count > 0)
14499 local_player->gems_still_needed -= collect_count;
14500 if (local_player->gems_still_needed < 0)
14501 local_player->gems_still_needed = 0;
14504 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
14506 DisplayGameControlValues();
14508 DrawGameValue_Emeralds(local_player->gems_still_needed);
14512 RaiseScoreElement(element);
14513 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14516 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14517 player->index_bit, dig_side);
14519 if (mode == DF_SNAP)
14521 #if USE_NEW_SNAP_DELAY
14522 if (level.block_snap_field)
14523 setFieldForSnapping(x, y, element, move_direction);
14525 TestIfElementTouchesCustomElement(x, y); /* for empty space */
14527 TestIfElementTouchesCustomElement(x, y); /* for empty space */
14530 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14531 player->index_bit, dig_side);
14534 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14536 if (mode == DF_SNAP && element != EL_BD_ROCK)
14537 return MP_NO_ACTION;
14539 if (CAN_FALL(element) && dy)
14540 return MP_NO_ACTION;
14542 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14543 !(element == EL_SPRING && level.use_spring_bug))
14544 return MP_NO_ACTION;
14546 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14547 ((move_direction & MV_VERTICAL &&
14548 ((element_info[element].move_pattern & MV_LEFT &&
14549 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14550 (element_info[element].move_pattern & MV_RIGHT &&
14551 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14552 (move_direction & MV_HORIZONTAL &&
14553 ((element_info[element].move_pattern & MV_UP &&
14554 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14555 (element_info[element].move_pattern & MV_DOWN &&
14556 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14557 return MP_NO_ACTION;
14559 /* do not push elements already moving away faster than player */
14560 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14561 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14562 return MP_NO_ACTION;
14564 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14566 if (player->push_delay_value == -1 || !player_was_pushing)
14567 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14569 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14571 if (player->push_delay_value == -1)
14572 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14574 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14576 if (!player->is_pushing)
14577 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14580 player->is_pushing = TRUE;
14581 player->is_active = TRUE;
14583 if (!(IN_LEV_FIELD(nextx, nexty) &&
14584 (IS_FREE(nextx, nexty) ||
14585 (IS_SB_ELEMENT(element) &&
14586 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14587 (IS_CUSTOM_ELEMENT(element) &&
14588 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14589 return MP_NO_ACTION;
14591 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14592 return MP_NO_ACTION;
14594 if (player->push_delay == -1) /* new pushing; restart delay */
14595 player->push_delay = 0;
14597 if (player->push_delay < player->push_delay_value &&
14598 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14599 element != EL_SPRING && element != EL_BALLOON)
14601 /* make sure that there is no move delay before next try to push */
14602 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14603 player->move_delay = 0;
14605 return MP_NO_ACTION;
14608 if (IS_CUSTOM_ELEMENT(element) &&
14609 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14611 if (!DigFieldByCE(nextx, nexty, element))
14612 return MP_NO_ACTION;
14615 if (IS_SB_ELEMENT(element))
14617 if (element == EL_SOKOBAN_FIELD_FULL)
14619 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14620 local_player->sokobanfields_still_needed++;
14623 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14625 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14626 local_player->sokobanfields_still_needed--;
14629 Feld[x][y] = EL_SOKOBAN_OBJECT;
14631 if (Back[x][y] == Back[nextx][nexty])
14632 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14633 else if (Back[x][y] != 0)
14634 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14637 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14640 if (local_player->sokobanfields_still_needed == 0 &&
14641 game.emulation == EMU_SOKOBAN)
14643 PlayerWins(player);
14645 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14649 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14651 InitMovingField(x, y, move_direction);
14652 GfxAction[x][y] = ACTION_PUSHING;
14654 if (mode == DF_SNAP)
14655 ContinueMoving(x, y);
14657 MovPos[x][y] = (dx != 0 ? dx : dy);
14659 Pushed[x][y] = TRUE;
14660 Pushed[nextx][nexty] = TRUE;
14662 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14663 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14665 player->push_delay_value = -1; /* get new value later */
14667 /* check for element change _after_ element has been pushed */
14668 if (game.use_change_when_pushing_bug)
14670 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14671 player->index_bit, dig_side);
14672 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14673 player->index_bit, dig_side);
14676 else if (IS_SWITCHABLE(element))
14678 if (PLAYER_SWITCHING(player, x, y))
14680 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14681 player->index_bit, dig_side);
14686 player->is_switching = TRUE;
14687 player->switch_x = x;
14688 player->switch_y = y;
14690 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14692 if (element == EL_ROBOT_WHEEL)
14694 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14698 game.robot_wheel_active = TRUE;
14700 TEST_DrawLevelField(x, y);
14702 else if (element == EL_SP_TERMINAL)
14706 SCAN_PLAYFIELD(xx, yy)
14708 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14710 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14711 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14714 else if (IS_BELT_SWITCH(element))
14716 ToggleBeltSwitch(x, y);
14718 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14719 element == EL_SWITCHGATE_SWITCH_DOWN ||
14720 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14721 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14723 ToggleSwitchgateSwitch(x, y);
14725 else if (element == EL_LIGHT_SWITCH ||
14726 element == EL_LIGHT_SWITCH_ACTIVE)
14728 ToggleLightSwitch(x, y);
14730 else if (element == EL_TIMEGATE_SWITCH ||
14731 element == EL_DC_TIMEGATE_SWITCH)
14733 ActivateTimegateSwitch(x, y);
14735 else if (element == EL_BALLOON_SWITCH_LEFT ||
14736 element == EL_BALLOON_SWITCH_RIGHT ||
14737 element == EL_BALLOON_SWITCH_UP ||
14738 element == EL_BALLOON_SWITCH_DOWN ||
14739 element == EL_BALLOON_SWITCH_NONE ||
14740 element == EL_BALLOON_SWITCH_ANY)
14742 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14743 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14744 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14745 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14746 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14749 else if (element == EL_LAMP)
14751 Feld[x][y] = EL_LAMP_ACTIVE;
14752 local_player->lights_still_needed--;
14754 ResetGfxAnimation(x, y);
14755 TEST_DrawLevelField(x, y);
14757 else if (element == EL_TIME_ORB_FULL)
14759 Feld[x][y] = EL_TIME_ORB_EMPTY;
14761 if (level.time > 0 || level.use_time_orb_bug)
14763 TimeLeft += level.time_orb_time;
14766 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14768 DisplayGameControlValues();
14770 DrawGameValue_Time(TimeLeft);
14774 ResetGfxAnimation(x, y);
14775 TEST_DrawLevelField(x, y);
14777 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14778 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14782 game.ball_state = !game.ball_state;
14784 SCAN_PLAYFIELD(xx, yy)
14786 int e = Feld[xx][yy];
14788 if (game.ball_state)
14790 if (e == EL_EMC_MAGIC_BALL)
14791 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14792 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14793 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14797 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14798 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14799 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14800 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14805 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14806 player->index_bit, dig_side);
14808 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14809 player->index_bit, dig_side);
14811 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14812 player->index_bit, dig_side);
14818 if (!PLAYER_SWITCHING(player, x, y))
14820 player->is_switching = TRUE;
14821 player->switch_x = x;
14822 player->switch_y = y;
14824 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14825 player->index_bit, dig_side);
14826 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14827 player->index_bit, dig_side);
14829 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14830 player->index_bit, dig_side);
14831 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14832 player->index_bit, dig_side);
14835 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14836 player->index_bit, dig_side);
14837 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14838 player->index_bit, dig_side);
14840 return MP_NO_ACTION;
14843 player->push_delay = -1;
14845 if (is_player) /* function can also be called by EL_PENGUIN */
14847 if (Feld[x][y] != element) /* really digged/collected something */
14849 player->is_collecting = !player->is_digging;
14850 player->is_active = TRUE;
14857 static boolean DigFieldByCE(int x, int y, int digging_element)
14859 int element = Feld[x][y];
14861 if (!IS_FREE(x, y))
14863 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14864 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14867 /* no element can dig solid indestructible elements */
14868 if (IS_INDESTRUCTIBLE(element) &&
14869 !IS_DIGGABLE(element) &&
14870 !IS_COLLECTIBLE(element))
14873 if (AmoebaNr[x][y] &&
14874 (element == EL_AMOEBA_FULL ||
14875 element == EL_BD_AMOEBA ||
14876 element == EL_AMOEBA_GROWING))
14878 AmoebaCnt[AmoebaNr[x][y]]--;
14879 AmoebaCnt2[AmoebaNr[x][y]]--;
14882 if (IS_MOVING(x, y))
14883 RemoveMovingField(x, y);
14887 TEST_DrawLevelField(x, y);
14890 /* if digged element was about to explode, prevent the explosion */
14891 ExplodeField[x][y] = EX_TYPE_NONE;
14893 PlayLevelSoundAction(x, y, action);
14896 Store[x][y] = EL_EMPTY;
14899 /* this makes it possible to leave the removed element again */
14900 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14901 Store[x][y] = element;
14903 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14905 int move_leave_element = element_info[digging_element].move_leave_element;
14907 /* this makes it possible to leave the removed element again */
14908 Store[x][y] = (move_leave_element == EL_TRIGGER_ELEMENT ?
14909 element : move_leave_element);
14916 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14918 int jx = player->jx, jy = player->jy;
14919 int x = jx + dx, y = jy + dy;
14920 int snap_direction = (dx == -1 ? MV_LEFT :
14921 dx == +1 ? MV_RIGHT :
14923 dy == +1 ? MV_DOWN : MV_NONE);
14924 boolean can_continue_snapping = (level.continuous_snapping &&
14925 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14927 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14930 if (!player->active || !IN_LEV_FIELD(x, y))
14938 if (player->MovPos == 0)
14939 player->is_pushing = FALSE;
14941 player->is_snapping = FALSE;
14943 if (player->MovPos == 0)
14945 player->is_moving = FALSE;
14946 player->is_digging = FALSE;
14947 player->is_collecting = FALSE;
14953 #if USE_NEW_CONTINUOUS_SNAPPING
14954 /* prevent snapping with already pressed snap key when not allowed */
14955 if (player->is_snapping && !can_continue_snapping)
14958 if (player->is_snapping)
14962 player->MovDir = snap_direction;
14964 if (player->MovPos == 0)
14966 player->is_moving = FALSE;
14967 player->is_digging = FALSE;
14968 player->is_collecting = FALSE;
14971 player->is_dropping = FALSE;
14972 player->is_dropping_pressed = FALSE;
14973 player->drop_pressed_delay = 0;
14975 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14978 player->is_snapping = TRUE;
14979 player->is_active = TRUE;
14981 if (player->MovPos == 0)
14983 player->is_moving = FALSE;
14984 player->is_digging = FALSE;
14985 player->is_collecting = FALSE;
14988 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
14989 TEST_DrawLevelField(player->last_jx, player->last_jy);
14991 TEST_DrawLevelField(x, y);
14996 static boolean DropElement(struct PlayerInfo *player)
14998 int old_element, new_element;
14999 int dropx = player->jx, dropy = player->jy;
15000 int drop_direction = player->MovDir;
15001 int drop_side = drop_direction;
15003 int drop_element = get_next_dropped_element(player);
15005 int drop_element = (player->inventory_size > 0 ?
15006 player->inventory_element[player->inventory_size - 1] :
15007 player->inventory_infinite_element != EL_UNDEFINED ?
15008 player->inventory_infinite_element :
15009 player->dynabombs_left > 0 ?
15010 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
15014 player->is_dropping_pressed = TRUE;
15016 /* do not drop an element on top of another element; when holding drop key
15017 pressed without moving, dropped element must move away before the next
15018 element can be dropped (this is especially important if the next element
15019 is dynamite, which can be placed on background for historical reasons) */
15020 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
15023 if (IS_THROWABLE(drop_element))
15025 dropx += GET_DX_FROM_DIR(drop_direction);
15026 dropy += GET_DY_FROM_DIR(drop_direction);
15028 if (!IN_LEV_FIELD(dropx, dropy))
15032 old_element = Feld[dropx][dropy]; /* old element at dropping position */
15033 new_element = drop_element; /* default: no change when dropping */
15035 /* check if player is active, not moving and ready to drop */
15036 if (!player->active || player->MovPos || player->drop_delay > 0)
15039 /* check if player has anything that can be dropped */
15040 if (new_element == EL_UNDEFINED)
15043 /* check if drop key was pressed long enough for EM style dynamite */
15044 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
15047 /* check if anything can be dropped at the current position */
15048 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
15051 /* collected custom elements can only be dropped on empty fields */
15052 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
15055 if (old_element != EL_EMPTY)
15056 Back[dropx][dropy] = old_element; /* store old element on this field */
15058 ResetGfxAnimation(dropx, dropy);
15059 ResetRandomAnimationValue(dropx, dropy);
15061 if (player->inventory_size > 0 ||
15062 player->inventory_infinite_element != EL_UNDEFINED)
15064 if (player->inventory_size > 0)
15066 player->inventory_size--;
15068 DrawGameDoorValues();
15070 if (new_element == EL_DYNAMITE)
15071 new_element = EL_DYNAMITE_ACTIVE;
15072 else if (new_element == EL_EM_DYNAMITE)
15073 new_element = EL_EM_DYNAMITE_ACTIVE;
15074 else if (new_element == EL_SP_DISK_RED)
15075 new_element = EL_SP_DISK_RED_ACTIVE;
15078 Feld[dropx][dropy] = new_element;
15080 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15081 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15082 el2img(Feld[dropx][dropy]), 0);
15084 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15086 /* needed if previous element just changed to "empty" in the last frame */
15087 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
15089 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
15090 player->index_bit, drop_side);
15091 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
15093 player->index_bit, drop_side);
15095 TestIfElementTouchesCustomElement(dropx, dropy);
15097 else /* player is dropping a dyna bomb */
15099 player->dynabombs_left--;
15101 Feld[dropx][dropy] = new_element;
15103 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15104 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15105 el2img(Feld[dropx][dropy]), 0);
15107 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15110 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
15111 InitField_WithBug1(dropx, dropy, FALSE);
15113 new_element = Feld[dropx][dropy]; /* element might have changed */
15115 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
15116 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
15118 int move_direction, nextx, nexty;
15120 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
15121 MovDir[dropx][dropy] = drop_direction;
15123 move_direction = MovDir[dropx][dropy];
15124 nextx = dropx + GET_DX_FROM_DIR(move_direction);
15125 nexty = dropy + GET_DY_FROM_DIR(move_direction);
15127 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
15129 #if USE_FIX_IMPACT_COLLISION
15130 /* do not cause impact style collision by dropping elements that can fall */
15131 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15133 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15137 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
15138 player->is_dropping = TRUE;
15140 player->drop_pressed_delay = 0;
15141 player->is_dropping_pressed = FALSE;
15143 player->drop_x = dropx;
15144 player->drop_y = dropy;
15149 /* ------------------------------------------------------------------------- */
15150 /* game sound playing functions */
15151 /* ------------------------------------------------------------------------- */
15153 static int *loop_sound_frame = NULL;
15154 static int *loop_sound_volume = NULL;
15156 void InitPlayLevelSound()
15158 int num_sounds = getSoundListSize();
15160 checked_free(loop_sound_frame);
15161 checked_free(loop_sound_volume);
15163 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
15164 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
15167 static void PlayLevelSound(int x, int y, int nr)
15169 int sx = SCREENX(x), sy = SCREENY(y);
15170 int volume, stereo_position;
15171 int max_distance = 8;
15172 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
15174 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
15175 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
15178 if (!IN_LEV_FIELD(x, y) ||
15179 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
15180 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
15183 volume = SOUND_MAX_VOLUME;
15185 if (!IN_SCR_FIELD(sx, sy))
15187 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
15188 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
15190 volume -= volume * (dx > dy ? dx : dy) / max_distance;
15193 stereo_position = (SOUND_MAX_LEFT +
15194 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
15195 (SCR_FIELDX + 2 * max_distance));
15197 if (IS_LOOP_SOUND(nr))
15199 /* This assures that quieter loop sounds do not overwrite louder ones,
15200 while restarting sound volume comparison with each new game frame. */
15202 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
15205 loop_sound_volume[nr] = volume;
15206 loop_sound_frame[nr] = FrameCounter;
15209 PlaySoundExt(nr, volume, stereo_position, type);
15212 static void PlayLevelSoundNearest(int x, int y, int sound_action)
15214 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
15215 x > LEVELX(BX2) ? LEVELX(BX2) : x,
15216 y < LEVELY(BY1) ? LEVELY(BY1) :
15217 y > LEVELY(BY2) ? LEVELY(BY2) : y,
15221 static void PlayLevelSoundAction(int x, int y, int action)
15223 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
15226 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
15228 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15230 if (sound_effect != SND_UNDEFINED)
15231 PlayLevelSound(x, y, sound_effect);
15234 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
15237 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15239 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15240 PlayLevelSound(x, y, sound_effect);
15243 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
15245 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
15247 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15248 PlayLevelSound(x, y, sound_effect);
15251 static void StopLevelSoundActionIfLoop(int x, int y, int action)
15253 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
15255 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15256 StopSound(sound_effect);
15259 static void PlayLevelMusic()
15261 if (levelset.music[level_nr] != MUS_UNDEFINED)
15262 PlayMusic(levelset.music[level_nr]); /* from config file */
15264 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
15267 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
15269 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
15270 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
15271 int x = xx - 1 - offset;
15272 int y = yy - 1 - offset;
15277 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
15281 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15285 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15289 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15293 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15297 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15301 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15304 case SAMPLE_android_clone:
15305 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15308 case SAMPLE_android_move:
15309 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15312 case SAMPLE_spring:
15313 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15317 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15321 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15324 case SAMPLE_eater_eat:
15325 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15329 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15332 case SAMPLE_collect:
15333 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15336 case SAMPLE_diamond:
15337 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15340 case SAMPLE_squash:
15341 /* !!! CHECK THIS !!! */
15343 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15345 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15349 case SAMPLE_wonderfall:
15350 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15354 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15358 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15362 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15366 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15370 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15374 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15377 case SAMPLE_wonder:
15378 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15382 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15385 case SAMPLE_exit_open:
15386 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15389 case SAMPLE_exit_leave:
15390 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15393 case SAMPLE_dynamite:
15394 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15398 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15402 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15406 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15410 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15414 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15418 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15422 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15428 void ChangeTime(int value)
15430 int *time = (level.time == 0 ? &TimePlayed : &TimeLeft);
15434 /* EMC game engine uses value from time counter of RND game engine */
15435 level.native_em_level->lev->time = *time;
15437 DrawGameValue_Time(*time);
15440 void RaiseScore(int value)
15442 /* EMC game engine and RND game engine have separate score counters */
15443 int *score = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
15444 &level.native_em_level->lev->score : &local_player->score);
15448 DrawGameValue_Score(*score);
15452 void RaiseScore(int value)
15454 local_player->score += value;
15457 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
15459 DisplayGameControlValues();
15461 DrawGameValue_Score(local_player->score);
15465 void RaiseScoreElement(int element)
15470 case EL_BD_DIAMOND:
15471 case EL_EMERALD_YELLOW:
15472 case EL_EMERALD_RED:
15473 case EL_EMERALD_PURPLE:
15474 case EL_SP_INFOTRON:
15475 RaiseScore(level.score[SC_EMERALD]);
15478 RaiseScore(level.score[SC_DIAMOND]);
15481 RaiseScore(level.score[SC_CRYSTAL]);
15484 RaiseScore(level.score[SC_PEARL]);
15487 case EL_BD_BUTTERFLY:
15488 case EL_SP_ELECTRON:
15489 RaiseScore(level.score[SC_BUG]);
15492 case EL_BD_FIREFLY:
15493 case EL_SP_SNIKSNAK:
15494 RaiseScore(level.score[SC_SPACESHIP]);
15497 case EL_DARK_YAMYAM:
15498 RaiseScore(level.score[SC_YAMYAM]);
15501 RaiseScore(level.score[SC_ROBOT]);
15504 RaiseScore(level.score[SC_PACMAN]);
15507 RaiseScore(level.score[SC_NUT]);
15510 case EL_EM_DYNAMITE:
15511 case EL_SP_DISK_RED:
15512 case EL_DYNABOMB_INCREASE_NUMBER:
15513 case EL_DYNABOMB_INCREASE_SIZE:
15514 case EL_DYNABOMB_INCREASE_POWER:
15515 RaiseScore(level.score[SC_DYNAMITE]);
15517 case EL_SHIELD_NORMAL:
15518 case EL_SHIELD_DEADLY:
15519 RaiseScore(level.score[SC_SHIELD]);
15521 case EL_EXTRA_TIME:
15522 RaiseScore(level.extra_time_score);
15536 case EL_DC_KEY_WHITE:
15537 RaiseScore(level.score[SC_KEY]);
15540 RaiseScore(element_info[element].collect_score);
15545 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15547 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15549 #if defined(NETWORK_AVALIABLE)
15550 if (options.network)
15551 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15560 FadeSkipNextFadeIn();
15562 fading = fading_none;
15566 OpenDoor(DOOR_CLOSE_1);
15569 game_status = GAME_MODE_MAIN;
15572 DrawAndFadeInMainMenu(REDRAW_FIELD);
15580 FadeOut(REDRAW_FIELD);
15583 game_status = GAME_MODE_MAIN;
15585 DrawAndFadeInMainMenu(REDRAW_FIELD);
15589 else /* continue playing the game */
15591 if (tape.playing && tape.deactivate_display)
15592 TapeDeactivateDisplayOff(TRUE);
15594 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15596 if (tape.playing && tape.deactivate_display)
15597 TapeDeactivateDisplayOn();
15601 void RequestQuitGame(boolean ask_if_really_quit)
15603 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
15604 boolean skip_request = AllPlayersGone || quick_quit;
15606 RequestQuitGameExt(skip_request, quick_quit,
15607 "Do you really want to quit the game ?");
15611 /* ------------------------------------------------------------------------- */
15612 /* random generator functions */
15613 /* ------------------------------------------------------------------------- */
15615 unsigned int InitEngineRandom_RND(long seed)
15617 game.num_random_calls = 0;
15620 unsigned int rnd_seed = InitEngineRandom(seed);
15622 printf("::: START RND: %d\n", rnd_seed);
15627 return InitEngineRandom(seed);
15633 unsigned int RND(int max)
15637 game.num_random_calls++;
15639 return GetEngineRandom(max);
15646 /* ------------------------------------------------------------------------- */
15647 /* game engine snapshot handling functions */
15648 /* ------------------------------------------------------------------------- */
15650 #define ARGS_ADDRESS_AND_SIZEOF(x) (&(x)), (sizeof(x))
15652 struct EngineSnapshotInfo
15654 /* runtime values for custom element collect score */
15655 int collect_score[NUM_CUSTOM_ELEMENTS];
15657 /* runtime values for group element choice position */
15658 int choice_pos[NUM_GROUP_ELEMENTS];
15660 /* runtime values for belt position animations */
15661 int belt_graphic[4 * NUM_BELT_PARTS];
15662 int belt_anim_mode[4 * NUM_BELT_PARTS];
15665 struct EngineSnapshotNodeInfo
15672 static struct EngineSnapshotInfo engine_snapshot_rnd;
15673 static ListNode *engine_snapshot_list = NULL;
15674 static char *snapshot_level_identifier = NULL;
15675 static int snapshot_level_nr = -1;
15677 void FreeEngineSnapshot()
15679 while (engine_snapshot_list != NULL)
15680 deleteNodeFromList(&engine_snapshot_list, engine_snapshot_list->key,
15683 setString(&snapshot_level_identifier, NULL);
15684 snapshot_level_nr = -1;
15687 static void SaveEngineSnapshotValues_RND()
15689 static int belt_base_active_element[4] =
15691 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15692 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15693 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15694 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15698 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15700 int element = EL_CUSTOM_START + i;
15702 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15705 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15707 int element = EL_GROUP_START + i;
15709 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15712 for (i = 0; i < 4; i++)
15714 for (j = 0; j < NUM_BELT_PARTS; j++)
15716 int element = belt_base_active_element[i] + j;
15717 int graphic = el2img(element);
15718 int anim_mode = graphic_info[graphic].anim_mode;
15720 engine_snapshot_rnd.belt_graphic[i * 4 + j] = graphic;
15721 engine_snapshot_rnd.belt_anim_mode[i * 4 + j] = anim_mode;
15726 static void LoadEngineSnapshotValues_RND()
15728 unsigned long num_random_calls = game.num_random_calls;
15731 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15733 int element = EL_CUSTOM_START + i;
15735 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15738 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15740 int element = EL_GROUP_START + i;
15742 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15745 for (i = 0; i < 4; i++)
15747 for (j = 0; j < NUM_BELT_PARTS; j++)
15749 int graphic = engine_snapshot_rnd.belt_graphic[i * 4 + j];
15750 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i * 4 + j];
15752 graphic_info[graphic].anim_mode = anim_mode;
15756 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15758 InitRND(tape.random_seed);
15759 for (i = 0; i < num_random_calls; i++)
15763 if (game.num_random_calls != num_random_calls)
15765 Error(ERR_INFO, "number of random calls out of sync");
15766 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15767 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15768 Error(ERR_EXIT, "this should not happen -- please debug");
15772 static void SaveEngineSnapshotBuffer(void *buffer, int size)
15774 struct EngineSnapshotNodeInfo *bi =
15775 checked_calloc(sizeof(struct EngineSnapshotNodeInfo));
15777 bi->buffer_orig = buffer;
15778 bi->buffer_copy = checked_malloc(size);
15781 memcpy(bi->buffer_copy, buffer, size);
15783 addNodeToList(&engine_snapshot_list, NULL, bi);
15786 void SaveEngineSnapshot()
15788 FreeEngineSnapshot(); /* free previous snapshot, if needed */
15790 if (level_editor_test_game) /* do not save snapshots from editor */
15793 /* copy some special values to a structure better suited for the snapshot */
15795 SaveEngineSnapshotValues_RND();
15796 SaveEngineSnapshotValues_EM();
15798 /* save values stored in special snapshot structure */
15800 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15801 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15803 /* save further RND engine values */
15805 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(stored_player));
15806 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(game));
15807 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(tape));
15809 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZX));
15810 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZY));
15811 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitX));
15812 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitY));
15814 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15815 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15816 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15817 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15818 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15820 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15821 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15822 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15824 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15826 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
15828 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15829 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15831 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Feld));
15832 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovPos));
15833 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDir));
15834 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15835 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15836 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15837 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15838 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store));
15839 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store2));
15840 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15841 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Back));
15842 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15843 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15844 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15845 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15846 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15847 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Stop));
15848 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Pushed));
15850 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15851 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15853 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15854 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15855 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15857 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15858 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15860 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15861 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15862 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15863 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15864 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15866 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15867 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15869 /* save level identification information */
15871 setString(&snapshot_level_identifier, leveldir_current->identifier);
15872 snapshot_level_nr = level_nr;
15875 ListNode *node = engine_snapshot_list;
15878 while (node != NULL)
15880 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15885 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15889 static void LoadEngineSnapshotBuffer(struct EngineSnapshotNodeInfo *bi)
15891 memcpy(bi->buffer_orig, bi->buffer_copy, bi->size);
15894 void LoadEngineSnapshot()
15896 ListNode *node = engine_snapshot_list;
15898 if (engine_snapshot_list == NULL)
15901 while (node != NULL)
15903 LoadEngineSnapshotBuffer((struct EngineSnapshotNodeInfo *)node->content);
15908 /* restore special values from snapshot structure */
15910 LoadEngineSnapshotValues_RND();
15911 LoadEngineSnapshotValues_EM();
15914 boolean CheckEngineSnapshot()
15916 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15917 snapshot_level_nr == level_nr);
15921 /* ---------- new game button stuff ---------------------------------------- */
15923 /* graphic position values for game buttons */
15924 #define GAME_BUTTON_XSIZE 30
15925 #define GAME_BUTTON_YSIZE 30
15926 #define GAME_BUTTON_XPOS 5
15927 #define GAME_BUTTON_YPOS 215
15928 #define SOUND_BUTTON_XPOS 5
15929 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
15931 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
15932 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
15933 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
15934 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
15935 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
15936 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
15944 } gamebutton_info[NUM_GAME_BUTTONS] =
15948 &game.button.stop.x, &game.button.stop.y,
15949 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
15954 &game.button.pause.x, &game.button.pause.y,
15955 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
15956 GAME_CTRL_ID_PAUSE,
15960 &game.button.play.x, &game.button.play.y,
15961 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
15966 &game.button.sound_music.x, &game.button.sound_music.y,
15967 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
15968 SOUND_CTRL_ID_MUSIC,
15969 "background music on/off"
15972 &game.button.sound_loops.x, &game.button.sound_loops.y,
15973 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
15974 SOUND_CTRL_ID_LOOPS,
15975 "sound loops on/off"
15978 &game.button.sound_simple.x,&game.button.sound_simple.y,
15979 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
15980 SOUND_CTRL_ID_SIMPLE,
15981 "normal sounds on/off"
15985 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
15990 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
15991 GAME_CTRL_ID_PAUSE,
15995 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
16000 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
16001 SOUND_CTRL_ID_MUSIC,
16002 "background music on/off"
16005 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
16006 SOUND_CTRL_ID_LOOPS,
16007 "sound loops on/off"
16010 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
16011 SOUND_CTRL_ID_SIMPLE,
16012 "normal sounds on/off"
16017 void CreateGameButtons()
16021 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16023 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
16024 struct GadgetInfo *gi;
16027 unsigned long event_mask;
16029 int gd_xoffset, gd_yoffset;
16030 int gd_x1, gd_x2, gd_y1, gd_y2;
16033 x = DX + *gamebutton_info[i].x;
16034 y = DY + *gamebutton_info[i].y;
16035 gd_xoffset = gamebutton_info[i].gd_x;
16036 gd_yoffset = gamebutton_info[i].gd_y;
16037 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
16038 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
16040 if (id == GAME_CTRL_ID_STOP ||
16041 id == GAME_CTRL_ID_PAUSE ||
16042 id == GAME_CTRL_ID_PLAY)
16044 button_type = GD_TYPE_NORMAL_BUTTON;
16046 event_mask = GD_EVENT_RELEASED;
16047 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
16048 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
16052 button_type = GD_TYPE_CHECK_BUTTON;
16054 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
16055 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
16056 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
16057 event_mask = GD_EVENT_PRESSED;
16058 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
16059 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
16062 gi = CreateGadget(GDI_CUSTOM_ID, id,
16063 GDI_INFO_TEXT, gamebutton_info[i].infotext,
16068 GDI_X, DX + gd_xoffset,
16069 GDI_Y, DY + gd_yoffset,
16071 GDI_WIDTH, GAME_BUTTON_XSIZE,
16072 GDI_HEIGHT, GAME_BUTTON_YSIZE,
16073 GDI_TYPE, button_type,
16074 GDI_STATE, GD_BUTTON_UNPRESSED,
16075 GDI_CHECKED, checked,
16076 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
16077 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
16078 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
16079 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
16080 GDI_DIRECT_DRAW, FALSE,
16081 GDI_EVENT_MASK, event_mask,
16082 GDI_CALLBACK_ACTION, HandleGameButtons,
16086 Error(ERR_EXIT, "cannot create gadget");
16088 game_gadget[id] = gi;
16092 void FreeGameButtons()
16096 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16097 FreeGadget(game_gadget[i]);
16100 static void MapGameButtons()
16104 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16105 MapGadget(game_gadget[i]);
16108 void UnmapGameButtons()
16112 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16113 UnmapGadget(game_gadget[i]);
16116 void RedrawGameButtons()
16120 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16121 RedrawGadget(game_gadget[i]);
16124 static void HandleGameButtons(struct GadgetInfo *gi)
16126 int id = gi->custom_id;
16128 if (game_status != GAME_MODE_PLAYING)
16133 case GAME_CTRL_ID_STOP:
16137 RequestQuitGame(TRUE);
16140 case GAME_CTRL_ID_PAUSE:
16141 if (options.network)
16143 #if defined(NETWORK_AVALIABLE)
16145 SendToServer_ContinuePlaying();
16147 SendToServer_PausePlaying();
16151 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16154 case GAME_CTRL_ID_PLAY:
16157 #if defined(NETWORK_AVALIABLE)
16158 if (options.network)
16159 SendToServer_ContinuePlaying();
16163 tape.pausing = FALSE;
16164 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0);
16169 case SOUND_CTRL_ID_MUSIC:
16170 if (setup.sound_music)
16172 setup.sound_music = FALSE;
16175 else if (audio.music_available)
16177 setup.sound = setup.sound_music = TRUE;
16179 SetAudioMode(setup.sound);
16185 case SOUND_CTRL_ID_LOOPS:
16186 if (setup.sound_loops)
16187 setup.sound_loops = FALSE;
16188 else if (audio.loops_available)
16190 setup.sound = setup.sound_loops = TRUE;
16191 SetAudioMode(setup.sound);
16195 case SOUND_CTRL_ID_SIMPLE:
16196 if (setup.sound_simple)
16197 setup.sound_simple = FALSE;
16198 else if (audio.sound_available)
16200 setup.sound = setup.sound_simple = TRUE;
16201 SetAudioMode(setup.sound);