1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2006 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* EXPERIMENTAL STUFF */
25 #define USE_NEW_AMOEBA_CODE FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_STUFF ( 1)
30 #define USE_NEW_SP_SLIPPERY (USE_NEW_STUFF * 1)
31 #define USE_NEW_CUSTOM_VALUE (USE_NEW_STUFF * 1)
32 #define USE_NEW_PLAYER_ANIM (USE_NEW_STUFF * 1)
33 #define USE_NEW_ALL_SLIPPERY (USE_NEW_STUFF * 1)
34 #define USE_NEW_PLAYER_SPEED (USE_NEW_STUFF * 1)
35 #define USE_NEW_DELAYED_ACTION (USE_NEW_STUFF * 1)
36 #define USE_NEW_SNAP_DELAY (USE_NEW_STUFF * 1)
37 #define USE_ONLY_ONE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1)
38 #define USE_ONE_MORE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1)
39 #define USE_FIXED_DONT_RUN_INTO (USE_NEW_STUFF * 1)
40 #define USE_NEW_SPRING_BUMPER (USE_NEW_STUFF * 1)
41 #define USE_STOP_CHANGED_ELEMENTS (USE_NEW_STUFF * 1)
42 #define USE_ELEMENT_TOUCHING_BUGFIX (USE_NEW_STUFF * 1)
43 #define USE_NEW_CONTINUOUS_SNAPPING (USE_NEW_STUFF * 1)
44 #define USE_GFX_RESET_GFX_ANIMATION (USE_NEW_STUFF * 1)
45 #define USE_BOTH_SWITCHGATE_SWITCHES (USE_NEW_STUFF * 1)
46 #define USE_PLAYER_GRAVITY (USE_NEW_STUFF * 1)
47 #define USE_FIXED_BORDER_RUNNING_GFX (USE_NEW_STUFF * 1)
48 #define USE_QUICKSAND_BD_ROCK_BUGFIX (USE_NEW_STUFF * 0)
50 #define USE_QUICKSAND_IMPACT_BUGFIX (USE_NEW_STUFF * 0)
52 #define USE_CODE_THAT_BREAKS_SNAKE_BITE (USE_NEW_STUFF * 1)
54 #define USE_UFAST_PLAYER_EXIT_BUGFIX (USE_NEW_STUFF * 1)
56 #define USE_GFX_RESET_ONLY_WHEN_MOVING (USE_NEW_STUFF * 1)
57 #define USE_GFX_RESET_PLAYER_ARTWORK (USE_NEW_STUFF * 1)
59 #define USE_FIX_KILLED_BY_NON_WALKABLE (USE_NEW_STUFF * 1)
60 #define USE_FIX_IMPACT_COLLISION (USE_NEW_STUFF * 1)
62 #define USE_GFX_RESET_WHEN_NOT_MOVING (USE_NEW_STUFF * 1)
70 /* for MovePlayer() */
71 #define MP_NO_ACTION 0
74 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
76 /* for ScrollPlayer() */
78 #define SCROLL_GO_ON 1
80 /* for Bang()/Explode() */
81 #define EX_PHASE_START 0
82 #define EX_TYPE_NONE 0
83 #define EX_TYPE_NORMAL (1 << 0)
84 #define EX_TYPE_CENTER (1 << 1)
85 #define EX_TYPE_BORDER (1 << 2)
86 #define EX_TYPE_CROSS (1 << 3)
87 #define EX_TYPE_DYNA (1 << 4)
88 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
90 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
91 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
92 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
93 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
95 /* special positions in the game control window (relative to control window) */
96 #define XX_LEVEL1 (PANEL_XPOS(game.panel.level))
97 #define XX_LEVEL2 (PANEL_XPOS(game.panel.level) - 1)
98 #define XX_LEVEL (PANEL_XPOS(game.panel.level))
99 #define YY_LEVEL (PANEL_YPOS(game.panel.level))
100 #define XX_EMERALDS (PANEL_XPOS(game.panel.gems))
101 #define YY_EMERALDS (PANEL_YPOS(game.panel.gems))
102 #define XX_DYNAMITE (PANEL_XPOS(game.panel.inventory))
103 #define YY_DYNAMITE (PANEL_YPOS(game.panel.inventory))
104 #define XX_KEYS (PANEL_XPOS(game.panel.keys))
105 #define YY_KEYS (PANEL_YPOS(game.panel.keys))
106 #define XX_SCORE (PANEL_XPOS(game.panel.score))
107 #define YY_SCORE (PANEL_YPOS(game.panel.score))
108 #define XX_TIME1 (PANEL_XPOS(game.panel.time))
109 #define XX_TIME2 (PANEL_XPOS(game.panel.time) + 1)
110 #define XX_TIME (PANEL_XPOS(game.panel.time))
111 #define YY_TIME (PANEL_YPOS(game.panel.time))
113 /* special positions in the game control window (relative to main window) */
114 #define DX_LEVEL1 (DX + XX_LEVEL1)
115 #define DX_LEVEL2 (DX + XX_LEVEL2)
116 #define DX_LEVEL (DX + XX_LEVEL)
117 #define DY_LEVEL (DY + YY_LEVEL)
118 #define DX_EMERALDS (DX + XX_EMERALDS)
119 #define DY_EMERALDS (DY + YY_EMERALDS)
120 #define DX_DYNAMITE (DX + XX_DYNAMITE)
121 #define DY_DYNAMITE (DY + YY_DYNAMITE)
122 #define DX_KEYS (DX + XX_KEYS)
123 #define DY_KEYS (DY + YY_KEYS)
124 #define DX_SCORE (DX + XX_SCORE)
125 #define DY_SCORE (DY + YY_SCORE)
126 #define DX_TIME1 (DX + XX_TIME1)
127 #define DX_TIME2 (DX + XX_TIME2)
128 #define DX_TIME (DX + XX_TIME)
129 #define DY_TIME (DY + YY_TIME)
132 /* game panel display and control definitions */
134 #define GAME_PANEL_LEVEL_NUMBER 0
135 #define GAME_PANEL_GEMS 1
136 #define GAME_PANEL_INVENTORY_COUNT 2
137 #define GAME_PANEL_INVENTORY_FIRST_1 3
138 #define GAME_PANEL_INVENTORY_FIRST_2 4
139 #define GAME_PANEL_INVENTORY_FIRST_3 5
140 #define GAME_PANEL_INVENTORY_FIRST_4 6
141 #define GAME_PANEL_INVENTORY_FIRST_5 7
142 #define GAME_PANEL_INVENTORY_FIRST_6 8
143 #define GAME_PANEL_INVENTORY_FIRST_7 9
144 #define GAME_PANEL_INVENTORY_FIRST_8 10
145 #define GAME_PANEL_INVENTORY_LAST_1 11
146 #define GAME_PANEL_INVENTORY_LAST_2 12
147 #define GAME_PANEL_INVENTORY_LAST_3 13
148 #define GAME_PANEL_INVENTORY_LAST_4 14
149 #define GAME_PANEL_INVENTORY_LAST_5 15
150 #define GAME_PANEL_INVENTORY_LAST_6 16
151 #define GAME_PANEL_INVENTORY_LAST_7 17
152 #define GAME_PANEL_INVENTORY_LAST_8 18
153 #define GAME_PANEL_KEY_1 19
154 #define GAME_PANEL_KEY_2 20
155 #define GAME_PANEL_KEY_3 21
156 #define GAME_PANEL_KEY_4 22
157 #define GAME_PANEL_KEY_5 23
158 #define GAME_PANEL_KEY_6 24
159 #define GAME_PANEL_KEY_7 25
160 #define GAME_PANEL_KEY_8 26
161 #define GAME_PANEL_KEY_WHITE 27
162 #define GAME_PANEL_KEY_WHITE_COUNT 28
163 #define GAME_PANEL_SCORE 29
164 #define GAME_PANEL_TIME 30
165 #define GAME_PANEL_TIME_HH 31
166 #define GAME_PANEL_TIME_MM 32
167 #define GAME_PANEL_TIME_SS 33
168 #define GAME_PANEL_SHIELD_NORMAL 34
169 #define GAME_PANEL_SHIELD_NORMAL_TIME 35
170 #define GAME_PANEL_SHIELD_DEADLY 36
171 #define GAME_PANEL_SHIELD_DEADLY_TIME 37
172 #define GAME_PANEL_EXIT 38
173 #define GAME_PANEL_EMC_MAGIC_BALL 39
174 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 40
175 #define GAME_PANEL_LIGHT_SWITCH 41
176 #define GAME_PANEL_LIGHT_SWITCH_TIME 42
177 #define GAME_PANEL_TIMEGATE_SWITCH 43
178 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 44
179 #define GAME_PANEL_SWITCHGATE_SWITCH 45
180 #define GAME_PANEL_EMC_LENSES 46
181 #define GAME_PANEL_EMC_LENSES_TIME 47
182 #define GAME_PANEL_EMC_MAGNIFIER 48
183 #define GAME_PANEL_EMC_MAGNIFIER_TIME 49
184 #define GAME_PANEL_BALLOON_SWITCH 50
185 #define GAME_PANEL_DYNABOMB_NUMBER 51
186 #define GAME_PANEL_DYNABOMB_SIZE 52
187 #define GAME_PANEL_DYNABOMB_POWER 53
188 #define GAME_PANEL_PENGUINS 54
189 #define GAME_PANEL_SOKOBAN_OBJECTS 55
190 #define GAME_PANEL_SOKOBAN_FIELDS 56
191 #define GAME_PANEL_ROBOT_WHEEL 57
192 #define GAME_PANEL_CONVEYOR_BELT_1 58
193 #define GAME_PANEL_CONVEYOR_BELT_2 59
194 #define GAME_PANEL_CONVEYOR_BELT_3 60
195 #define GAME_PANEL_CONVEYOR_BELT_4 61
196 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 62
197 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 63
198 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 64
199 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 65
200 #define GAME_PANEL_MAGIC_WALL 66
201 #define GAME_PANEL_MAGIC_WALL_TIME 67
202 #define GAME_PANEL_GRAVITY_STATE 68
203 #define GAME_PANEL_ELEMENT_1 69
204 #define GAME_PANEL_ELEMENT_2 70
205 #define GAME_PANEL_ELEMENT_3 71
206 #define GAME_PANEL_ELEMENT_4 72
207 #define GAME_PANEL_ELEMENT_5 73
208 #define GAME_PANEL_ELEMENT_6 74
209 #define GAME_PANEL_ELEMENT_7 75
210 #define GAME_PANEL_ELEMENT_8 76
211 #define GAME_PANEL_CE_SCORE_1 77
212 #define GAME_PANEL_CE_SCORE_2 78
213 #define GAME_PANEL_CE_SCORE_3 79
214 #define GAME_PANEL_CE_SCORE_4 80
215 #define GAME_PANEL_CE_SCORE_5 81
216 #define GAME_PANEL_CE_SCORE_6 82
217 #define GAME_PANEL_CE_SCORE_7 83
218 #define GAME_PANEL_CE_SCORE_8 84
219 #define GAME_PANEL_CE_SCORE_1_ELEMENT 85
220 #define GAME_PANEL_CE_SCORE_2_ELEMENT 86
221 #define GAME_PANEL_CE_SCORE_3_ELEMENT 87
222 #define GAME_PANEL_CE_SCORE_4_ELEMENT 88
223 #define GAME_PANEL_CE_SCORE_5_ELEMENT 89
224 #define GAME_PANEL_CE_SCORE_6_ELEMENT 90
225 #define GAME_PANEL_CE_SCORE_7_ELEMENT 91
226 #define GAME_PANEL_CE_SCORE_8_ELEMENT 92
227 #define GAME_PANEL_PLAYER_NAME 93
228 #define GAME_PANEL_LEVEL_NAME 94
229 #define GAME_PANEL_LEVEL_AUTHOR 95
231 #define NUM_GAME_PANEL_CONTROLS 96
233 struct GamePanelOrderInfo
239 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
241 struct GamePanelControlInfo
245 struct TextPosInfo *pos;
248 int value, last_value;
249 int frame, last_frame;
254 static struct GamePanelControlInfo game_panel_controls[] =
257 GAME_PANEL_LEVEL_NUMBER,
258 &game.panel.level_number,
267 GAME_PANEL_INVENTORY_COUNT,
268 &game.panel.inventory_count,
272 GAME_PANEL_INVENTORY_FIRST_1,
273 &game.panel.inventory_first[0],
277 GAME_PANEL_INVENTORY_FIRST_2,
278 &game.panel.inventory_first[1],
282 GAME_PANEL_INVENTORY_FIRST_3,
283 &game.panel.inventory_first[2],
287 GAME_PANEL_INVENTORY_FIRST_4,
288 &game.panel.inventory_first[3],
292 GAME_PANEL_INVENTORY_FIRST_5,
293 &game.panel.inventory_first[4],
297 GAME_PANEL_INVENTORY_FIRST_6,
298 &game.panel.inventory_first[5],
302 GAME_PANEL_INVENTORY_FIRST_7,
303 &game.panel.inventory_first[6],
307 GAME_PANEL_INVENTORY_FIRST_8,
308 &game.panel.inventory_first[7],
312 GAME_PANEL_INVENTORY_LAST_1,
313 &game.panel.inventory_last[0],
317 GAME_PANEL_INVENTORY_LAST_2,
318 &game.panel.inventory_last[1],
322 GAME_PANEL_INVENTORY_LAST_3,
323 &game.panel.inventory_last[2],
327 GAME_PANEL_INVENTORY_LAST_4,
328 &game.panel.inventory_last[3],
332 GAME_PANEL_INVENTORY_LAST_5,
333 &game.panel.inventory_last[4],
337 GAME_PANEL_INVENTORY_LAST_6,
338 &game.panel.inventory_last[5],
342 GAME_PANEL_INVENTORY_LAST_7,
343 &game.panel.inventory_last[6],
347 GAME_PANEL_INVENTORY_LAST_8,
348 &game.panel.inventory_last[7],
392 GAME_PANEL_KEY_WHITE,
393 &game.panel.key_white,
397 GAME_PANEL_KEY_WHITE_COUNT,
398 &game.panel.key_white_count,
427 GAME_PANEL_SHIELD_NORMAL,
428 &game.panel.shield_normal,
432 GAME_PANEL_SHIELD_NORMAL_TIME,
433 &game.panel.shield_normal_time,
437 GAME_PANEL_SHIELD_DEADLY,
438 &game.panel.shield_deadly,
442 GAME_PANEL_SHIELD_DEADLY_TIME,
443 &game.panel.shield_deadly_time,
452 GAME_PANEL_EMC_MAGIC_BALL,
453 &game.panel.emc_magic_ball,
457 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
458 &game.panel.emc_magic_ball_switch,
462 GAME_PANEL_LIGHT_SWITCH,
463 &game.panel.light_switch,
467 GAME_PANEL_LIGHT_SWITCH_TIME,
468 &game.panel.light_switch_time,
472 GAME_PANEL_TIMEGATE_SWITCH,
473 &game.panel.timegate_switch,
477 GAME_PANEL_TIMEGATE_SWITCH_TIME,
478 &game.panel.timegate_switch_time,
482 GAME_PANEL_SWITCHGATE_SWITCH,
483 &game.panel.switchgate_switch,
487 GAME_PANEL_EMC_LENSES,
488 &game.panel.emc_lenses,
492 GAME_PANEL_EMC_LENSES_TIME,
493 &game.panel.emc_lenses_time,
497 GAME_PANEL_EMC_MAGNIFIER,
498 &game.panel.emc_magnifier,
502 GAME_PANEL_EMC_MAGNIFIER_TIME,
503 &game.panel.emc_magnifier_time,
507 GAME_PANEL_BALLOON_SWITCH,
508 &game.panel.balloon_switch,
512 GAME_PANEL_DYNABOMB_NUMBER,
513 &game.panel.dynabomb_number,
517 GAME_PANEL_DYNABOMB_SIZE,
518 &game.panel.dynabomb_size,
522 GAME_PANEL_DYNABOMB_POWER,
523 &game.panel.dynabomb_power,
528 &game.panel.penguins,
532 GAME_PANEL_SOKOBAN_OBJECTS,
533 &game.panel.sokoban_objects,
537 GAME_PANEL_SOKOBAN_FIELDS,
538 &game.panel.sokoban_fields,
542 GAME_PANEL_ROBOT_WHEEL,
543 &game.panel.robot_wheel,
547 GAME_PANEL_CONVEYOR_BELT_1,
548 &game.panel.conveyor_belt[0],
552 GAME_PANEL_CONVEYOR_BELT_2,
553 &game.panel.conveyor_belt[1],
557 GAME_PANEL_CONVEYOR_BELT_3,
558 &game.panel.conveyor_belt[2],
562 GAME_PANEL_CONVEYOR_BELT_4,
563 &game.panel.conveyor_belt[3],
567 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
568 &game.panel.conveyor_belt_switch[0],
572 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
573 &game.panel.conveyor_belt_switch[1],
577 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
578 &game.panel.conveyor_belt_switch[2],
582 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
583 &game.panel.conveyor_belt_switch[3],
587 GAME_PANEL_MAGIC_WALL,
588 &game.panel.magic_wall,
592 GAME_PANEL_MAGIC_WALL_TIME,
593 &game.panel.magic_wall_time,
597 GAME_PANEL_GRAVITY_STATE,
598 &game.panel.gravity_state,
602 GAME_PANEL_ELEMENT_1,
603 &game.panel.element[0],
607 GAME_PANEL_ELEMENT_2,
608 &game.panel.element[1],
612 GAME_PANEL_ELEMENT_3,
613 &game.panel.element[2],
617 GAME_PANEL_ELEMENT_4,
618 &game.panel.element[3],
622 GAME_PANEL_ELEMENT_5,
623 &game.panel.element[4],
627 GAME_PANEL_ELEMENT_6,
628 &game.panel.element[5],
632 GAME_PANEL_ELEMENT_7,
633 &game.panel.element[6],
637 GAME_PANEL_ELEMENT_8,
638 &game.panel.element[7],
642 GAME_PANEL_CE_SCORE_1,
643 &game.panel.ce_score[0],
647 GAME_PANEL_CE_SCORE_2,
648 &game.panel.ce_score[1],
652 GAME_PANEL_CE_SCORE_3,
653 &game.panel.ce_score[2],
657 GAME_PANEL_CE_SCORE_4,
658 &game.panel.ce_score[3],
662 GAME_PANEL_CE_SCORE_5,
663 &game.panel.ce_score[4],
667 GAME_PANEL_CE_SCORE_6,
668 &game.panel.ce_score[5],
672 GAME_PANEL_CE_SCORE_7,
673 &game.panel.ce_score[6],
677 GAME_PANEL_CE_SCORE_8,
678 &game.panel.ce_score[7],
682 GAME_PANEL_CE_SCORE_1_ELEMENT,
683 &game.panel.ce_score_element[0],
687 GAME_PANEL_CE_SCORE_2_ELEMENT,
688 &game.panel.ce_score_element[1],
692 GAME_PANEL_CE_SCORE_3_ELEMENT,
693 &game.panel.ce_score_element[2],
697 GAME_PANEL_CE_SCORE_4_ELEMENT,
698 &game.panel.ce_score_element[3],
702 GAME_PANEL_CE_SCORE_5_ELEMENT,
703 &game.panel.ce_score_element[4],
707 GAME_PANEL_CE_SCORE_6_ELEMENT,
708 &game.panel.ce_score_element[5],
712 GAME_PANEL_CE_SCORE_7_ELEMENT,
713 &game.panel.ce_score_element[6],
717 GAME_PANEL_CE_SCORE_8_ELEMENT,
718 &game.panel.ce_score_element[7],
722 GAME_PANEL_PLAYER_NAME,
723 &game.panel.player_name,
727 GAME_PANEL_LEVEL_NAME,
728 &game.panel.level_name,
732 GAME_PANEL_LEVEL_AUTHOR,
733 &game.panel.level_author,
746 /* values for delayed check of falling and moving elements and for collision */
747 #define CHECK_DELAY_MOVING 3
748 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
749 #define CHECK_DELAY_COLLISION 2
750 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
752 /* values for initial player move delay (initial delay counter value) */
753 #define INITIAL_MOVE_DELAY_OFF -1
754 #define INITIAL_MOVE_DELAY_ON 0
756 /* values for player movement speed (which is in fact a delay value) */
757 #define MOVE_DELAY_MIN_SPEED 32
758 #define MOVE_DELAY_NORMAL_SPEED 8
759 #define MOVE_DELAY_HIGH_SPEED 4
760 #define MOVE_DELAY_MAX_SPEED 1
762 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
763 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
765 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
766 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
768 /* values for other actions */
769 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
770 #define MOVE_STEPSIZE_MIN (1)
771 #define MOVE_STEPSIZE_MAX (TILEX)
773 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
774 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
776 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
778 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
779 RND(element_info[e].push_delay_random))
780 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
781 RND(element_info[e].drop_delay_random))
782 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
783 RND(element_info[e].move_delay_random))
784 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
785 (element_info[e].move_delay_random))
786 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
787 RND(element_info[e].ce_value_random_initial))
788 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
789 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
790 RND((c)->delay_random * (c)->delay_frames))
791 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
792 RND((c)->delay_random))
795 #define GET_VALID_RUNTIME_ELEMENT(e) \
796 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
798 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
799 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
800 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
801 (be) + (e) - EL_SELF)
803 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
804 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
805 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
806 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
807 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
808 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
809 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
810 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
811 RESOLVED_REFERENCE_ELEMENT(be, e) : \
814 #define CAN_GROW_INTO(e) \
815 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
817 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
818 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
821 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
822 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
823 (CAN_MOVE_INTO_ACID(e) && \
824 Feld[x][y] == EL_ACID) || \
827 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
828 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
829 (CAN_MOVE_INTO_ACID(e) && \
830 Feld[x][y] == EL_ACID) || \
833 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
834 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
836 (CAN_MOVE_INTO_ACID(e) && \
837 Feld[x][y] == EL_ACID) || \
838 (DONT_COLLIDE_WITH(e) && \
840 !PLAYER_ENEMY_PROTECTED(x, y))))
842 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
843 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
845 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
846 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
848 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
849 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
851 #define ANDROID_CAN_CLONE_FIELD(x, y) \
852 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
853 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
855 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
856 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
858 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
859 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
861 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
862 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
864 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
865 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
867 #define PIG_CAN_ENTER_FIELD(e, x, y) \
868 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
870 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
871 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
872 Feld[x][y] == EL_EM_EXIT_OPEN || \
873 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
874 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
875 IS_FOOD_PENGUIN(Feld[x][y])))
876 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
877 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
879 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
880 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
882 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
883 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
885 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
886 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
887 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
889 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
891 #define CE_ENTER_FIELD_COND(e, x, y) \
892 (!IS_PLAYER(x, y) && \
893 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
895 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
896 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
898 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
899 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
901 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
902 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
903 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
904 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
906 /* game button identifiers */
907 #define GAME_CTRL_ID_STOP 0
908 #define GAME_CTRL_ID_PAUSE 1
909 #define GAME_CTRL_ID_PLAY 2
910 #define SOUND_CTRL_ID_MUSIC 3
911 #define SOUND_CTRL_ID_LOOPS 4
912 #define SOUND_CTRL_ID_SIMPLE 5
914 #define NUM_GAME_BUTTONS 6
917 /* forward declaration for internal use */
919 static void CreateField(int, int, int);
921 static void ResetGfxAnimation(int, int);
923 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
924 static void AdvanceFrameAndPlayerCounters(int);
926 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
927 static boolean MovePlayer(struct PlayerInfo *, int, int);
928 static void ScrollPlayer(struct PlayerInfo *, int);
929 static void ScrollScreen(struct PlayerInfo *, int);
931 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
933 static void InitBeltMovement(void);
934 static void CloseAllOpenTimegates(void);
935 static void CheckGravityMovement(struct PlayerInfo *);
936 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
937 static void KillPlayerUnlessEnemyProtected(int, int);
938 static void KillPlayerUnlessExplosionProtected(int, int);
940 static void TestIfPlayerTouchesCustomElement(int, int);
941 static void TestIfElementTouchesCustomElement(int, int);
942 static void TestIfElementHitsCustomElement(int, int, int);
944 static void TestIfElementSmashesCustomElement(int, int, int);
947 static void HandleElementChange(int, int, int);
948 static void ExecuteCustomElementAction(int, int, int, int);
949 static boolean ChangeElement(int, int, int, int);
951 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
952 #define CheckTriggeredElementChange(x, y, e, ev) \
953 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
954 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
955 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
956 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
957 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
958 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
959 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
961 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
962 #define CheckElementChange(x, y, e, te, ev) \
963 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
964 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
965 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
966 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
967 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
969 static void PlayLevelSound(int, int, int);
970 static void PlayLevelSoundNearest(int, int, int);
971 static void PlayLevelSoundAction(int, int, int);
972 static void PlayLevelSoundElementAction(int, int, int, int);
973 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
974 static void PlayLevelSoundActionIfLoop(int, int, int);
975 static void StopLevelSoundActionIfLoop(int, int, int);
976 static void PlayLevelMusic();
978 static void MapGameButtons();
979 static void HandleGameButtons(struct GadgetInfo *);
981 int AmoebeNachbarNr(int, int);
982 void AmoebeUmwandeln(int, int);
983 void ContinueMoving(int, int);
985 void InitMovDir(int, int);
986 void InitAmoebaNr(int, int);
987 int NewHiScore(void);
989 void TestIfGoodThingHitsBadThing(int, int, int);
990 void TestIfBadThingHitsGoodThing(int, int, int);
991 void TestIfPlayerTouchesBadThing(int, int);
992 void TestIfPlayerRunsIntoBadThing(int, int, int);
993 void TestIfBadThingTouchesPlayer(int, int);
994 void TestIfBadThingRunsIntoPlayer(int, int, int);
995 void TestIfFriendTouchesBadThing(int, int);
996 void TestIfBadThingTouchesFriend(int, int);
997 void TestIfBadThingTouchesOtherBadThing(int, int);
999 void KillPlayer(struct PlayerInfo *);
1000 void BuryPlayer(struct PlayerInfo *);
1001 void RemovePlayer(struct PlayerInfo *);
1003 boolean SnapField(struct PlayerInfo *, int, int);
1004 boolean DropElement(struct PlayerInfo *);
1006 static int getInvisibleActiveFromInvisibleElement(int);
1007 static int getInvisibleFromInvisibleActiveElement(int);
1009 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1011 /* for detection of endless loops, caused by custom element programming */
1012 /* (using maximal playfield width x 10 is just a rough approximation) */
1013 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1015 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1017 if (recursion_loop_detected) \
1020 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1022 recursion_loop_detected = TRUE; \
1023 recursion_loop_element = (e); \
1026 recursion_loop_depth++; \
1029 #define RECURSION_LOOP_DETECTION_END() \
1031 recursion_loop_depth--; \
1034 static int recursion_loop_depth;
1035 static boolean recursion_loop_detected;
1036 static boolean recursion_loop_element;
1039 /* ------------------------------------------------------------------------- */
1040 /* definition of elements that automatically change to other elements after */
1041 /* a specified time, eventually calling a function when changing */
1042 /* ------------------------------------------------------------------------- */
1044 /* forward declaration for changer functions */
1045 static void InitBuggyBase(int, int);
1046 static void WarnBuggyBase(int, int);
1048 static void InitTrap(int, int);
1049 static void ActivateTrap(int, int);
1050 static void ChangeActiveTrap(int, int);
1052 static void InitRobotWheel(int, int);
1053 static void RunRobotWheel(int, int);
1054 static void StopRobotWheel(int, int);
1056 static void InitTimegateWheel(int, int);
1057 static void RunTimegateWheel(int, int);
1059 static void InitMagicBallDelay(int, int);
1060 static void ActivateMagicBall(int, int);
1062 struct ChangingElementInfo
1067 void (*pre_change_function)(int x, int y);
1068 void (*change_function)(int x, int y);
1069 void (*post_change_function)(int x, int y);
1072 static struct ChangingElementInfo change_delay_list[] =
1107 EL_STEEL_EXIT_OPENING,
1115 EL_STEEL_EXIT_CLOSING,
1116 EL_STEEL_EXIT_CLOSED,
1143 EL_EM_STEEL_EXIT_OPENING,
1144 EL_EM_STEEL_EXIT_OPEN,
1151 EL_EM_STEEL_EXIT_CLOSING,
1155 EL_EM_STEEL_EXIT_CLOSED,
1179 EL_SWITCHGATE_OPENING,
1187 EL_SWITCHGATE_CLOSING,
1188 EL_SWITCHGATE_CLOSED,
1195 EL_TIMEGATE_OPENING,
1203 EL_TIMEGATE_CLOSING,
1212 EL_ACID_SPLASH_LEFT,
1220 EL_ACID_SPLASH_RIGHT,
1229 EL_SP_BUGGY_BASE_ACTIVATING,
1236 EL_SP_BUGGY_BASE_ACTIVATING,
1237 EL_SP_BUGGY_BASE_ACTIVE,
1244 EL_SP_BUGGY_BASE_ACTIVE,
1268 EL_ROBOT_WHEEL_ACTIVE,
1276 EL_TIMEGATE_SWITCH_ACTIVE,
1284 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1285 EL_DC_TIMEGATE_SWITCH,
1292 EL_EMC_MAGIC_BALL_ACTIVE,
1293 EL_EMC_MAGIC_BALL_ACTIVE,
1300 EL_EMC_SPRING_BUMPER_ACTIVE,
1301 EL_EMC_SPRING_BUMPER,
1308 EL_DIAGONAL_SHRINKING,
1316 EL_DIAGONAL_GROWING,
1337 int push_delay_fixed, push_delay_random;
1341 { EL_SPRING, 0, 0 },
1342 { EL_BALLOON, 0, 0 },
1344 { EL_SOKOBAN_OBJECT, 2, 0 },
1345 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1346 { EL_SATELLITE, 2, 0 },
1347 { EL_SP_DISK_YELLOW, 2, 0 },
1349 { EL_UNDEFINED, 0, 0 },
1357 move_stepsize_list[] =
1359 { EL_AMOEBA_DROP, 2 },
1360 { EL_AMOEBA_DROPPING, 2 },
1361 { EL_QUICKSAND_FILLING, 1 },
1362 { EL_QUICKSAND_EMPTYING, 1 },
1363 { EL_QUICKSAND_FAST_FILLING, 2 },
1364 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1365 { EL_MAGIC_WALL_FILLING, 2 },
1366 { EL_MAGIC_WALL_EMPTYING, 2 },
1367 { EL_BD_MAGIC_WALL_FILLING, 2 },
1368 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1369 { EL_DC_MAGIC_WALL_FILLING, 2 },
1370 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1372 { EL_UNDEFINED, 0 },
1380 collect_count_list[] =
1383 { EL_BD_DIAMOND, 1 },
1384 { EL_EMERALD_YELLOW, 1 },
1385 { EL_EMERALD_RED, 1 },
1386 { EL_EMERALD_PURPLE, 1 },
1388 { EL_SP_INFOTRON, 1 },
1392 { EL_UNDEFINED, 0 },
1400 access_direction_list[] =
1402 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1403 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1404 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1405 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1406 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1407 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1408 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1409 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1410 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1411 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1412 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1414 { EL_SP_PORT_LEFT, MV_RIGHT },
1415 { EL_SP_PORT_RIGHT, MV_LEFT },
1416 { EL_SP_PORT_UP, MV_DOWN },
1417 { EL_SP_PORT_DOWN, MV_UP },
1418 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1419 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1420 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1421 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1422 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1423 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1424 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1425 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1426 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1427 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1428 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1429 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1430 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1431 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1432 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1434 { EL_UNDEFINED, MV_NONE }
1437 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1439 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1440 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1441 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1442 IS_JUST_CHANGING(x, y))
1444 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1446 /* static variables for playfield scan mode (scanning forward or backward) */
1447 static int playfield_scan_start_x = 0;
1448 static int playfield_scan_start_y = 0;
1449 static int playfield_scan_delta_x = 1;
1450 static int playfield_scan_delta_y = 1;
1452 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1453 (y) >= 0 && (y) <= lev_fieldy - 1; \
1454 (y) += playfield_scan_delta_y) \
1455 for ((x) = playfield_scan_start_x; \
1456 (x) >= 0 && (x) <= lev_fieldx - 1; \
1457 (x) += playfield_scan_delta_x)
1460 void DEBUG_SetMaximumDynamite()
1464 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1465 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1466 local_player->inventory_element[local_player->inventory_size++] =
1471 static void InitPlayfieldScanModeVars()
1473 if (game.use_reverse_scan_direction)
1475 playfield_scan_start_x = lev_fieldx - 1;
1476 playfield_scan_start_y = lev_fieldy - 1;
1478 playfield_scan_delta_x = -1;
1479 playfield_scan_delta_y = -1;
1483 playfield_scan_start_x = 0;
1484 playfield_scan_start_y = 0;
1486 playfield_scan_delta_x = 1;
1487 playfield_scan_delta_y = 1;
1491 static void InitPlayfieldScanMode(int mode)
1493 game.use_reverse_scan_direction =
1494 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1496 InitPlayfieldScanModeVars();
1499 static int get_move_delay_from_stepsize(int move_stepsize)
1502 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1504 /* make sure that stepsize value is always a power of 2 */
1505 move_stepsize = (1 << log_2(move_stepsize));
1507 return TILEX / move_stepsize;
1510 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1513 int player_nr = player->index_nr;
1514 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1515 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1517 /* do no immediately change move delay -- the player might just be moving */
1518 player->move_delay_value_next = move_delay;
1520 /* information if player can move must be set separately */
1521 player->cannot_move = cannot_move;
1525 player->move_delay = game.initial_move_delay[player_nr];
1526 player->move_delay_value = game.initial_move_delay_value[player_nr];
1528 player->move_delay_value_next = -1;
1530 player->move_delay_reset_counter = 0;
1534 void GetPlayerConfig()
1536 GameFrameDelay = setup.game_frame_delay;
1538 if (!audio.sound_available)
1539 setup.sound_simple = FALSE;
1541 if (!audio.loops_available)
1542 setup.sound_loops = FALSE;
1544 if (!audio.music_available)
1545 setup.sound_music = FALSE;
1547 if (!video.fullscreen_available)
1548 setup.fullscreen = FALSE;
1550 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1552 SetAudioMode(setup.sound);
1556 int GetElementFromGroupElement(int element)
1558 if (IS_GROUP_ELEMENT(element))
1560 struct ElementGroupInfo *group = element_info[element].group;
1561 int last_anim_random_frame = gfx.anim_random_frame;
1564 if (group->choice_mode == ANIM_RANDOM)
1565 gfx.anim_random_frame = RND(group->num_elements_resolved);
1567 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1568 group->choice_mode, 0,
1571 if (group->choice_mode == ANIM_RANDOM)
1572 gfx.anim_random_frame = last_anim_random_frame;
1574 group->choice_pos++;
1576 element = group->element_resolved[element_pos];
1582 static void InitPlayerField(int x, int y, int element, boolean init_game)
1584 if (element == EL_SP_MURPHY)
1588 if (stored_player[0].present)
1590 Feld[x][y] = EL_SP_MURPHY_CLONE;
1596 stored_player[0].use_murphy = TRUE;
1598 if (!level.use_artwork_element[0])
1599 stored_player[0].artwork_element = EL_SP_MURPHY;
1602 Feld[x][y] = EL_PLAYER_1;
1608 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1609 int jx = player->jx, jy = player->jy;
1611 player->present = TRUE;
1613 player->block_last_field = (element == EL_SP_MURPHY ?
1614 level.sp_block_last_field :
1615 level.block_last_field);
1617 /* ---------- initialize player's last field block delay --------------- */
1619 /* always start with reliable default value (no adjustment needed) */
1620 player->block_delay_adjustment = 0;
1622 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1623 if (player->block_last_field && element == EL_SP_MURPHY)
1624 player->block_delay_adjustment = 1;
1626 /* special case 2: in game engines before 3.1.1, blocking was different */
1627 if (game.use_block_last_field_bug)
1628 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1630 if (!options.network || player->connected)
1632 player->active = TRUE;
1634 /* remove potentially duplicate players */
1635 if (StorePlayer[jx][jy] == Feld[x][y])
1636 StorePlayer[jx][jy] = 0;
1638 StorePlayer[x][y] = Feld[x][y];
1642 printf("Player %d activated.\n", player->element_nr);
1643 printf("[Local player is %d and currently %s.]\n",
1644 local_player->element_nr,
1645 local_player->active ? "active" : "not active");
1649 Feld[x][y] = EL_EMPTY;
1651 player->jx = player->last_jx = x;
1652 player->jy = player->last_jy = y;
1656 static void InitField(int x, int y, boolean init_game)
1658 int element = Feld[x][y];
1667 InitPlayerField(x, y, element, init_game);
1670 case EL_SOKOBAN_FIELD_PLAYER:
1671 element = Feld[x][y] = EL_PLAYER_1;
1672 InitField(x, y, init_game);
1674 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1675 InitField(x, y, init_game);
1678 case EL_SOKOBAN_FIELD_EMPTY:
1679 local_player->sokobanfields_still_needed++;
1683 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1684 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1685 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1686 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1687 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1688 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1689 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1690 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1691 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1692 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1701 case EL_SPACESHIP_RIGHT:
1702 case EL_SPACESHIP_UP:
1703 case EL_SPACESHIP_LEFT:
1704 case EL_SPACESHIP_DOWN:
1705 case EL_BD_BUTTERFLY:
1706 case EL_BD_BUTTERFLY_RIGHT:
1707 case EL_BD_BUTTERFLY_UP:
1708 case EL_BD_BUTTERFLY_LEFT:
1709 case EL_BD_BUTTERFLY_DOWN:
1711 case EL_BD_FIREFLY_RIGHT:
1712 case EL_BD_FIREFLY_UP:
1713 case EL_BD_FIREFLY_LEFT:
1714 case EL_BD_FIREFLY_DOWN:
1715 case EL_PACMAN_RIGHT:
1717 case EL_PACMAN_LEFT:
1718 case EL_PACMAN_DOWN:
1720 case EL_YAMYAM_LEFT:
1721 case EL_YAMYAM_RIGHT:
1723 case EL_YAMYAM_DOWN:
1724 case EL_DARK_YAMYAM:
1727 case EL_SP_SNIKSNAK:
1728 case EL_SP_ELECTRON:
1737 case EL_AMOEBA_FULL:
1742 case EL_AMOEBA_DROP:
1743 if (y == lev_fieldy - 1)
1745 Feld[x][y] = EL_AMOEBA_GROWING;
1746 Store[x][y] = EL_AMOEBA_WET;
1750 case EL_DYNAMITE_ACTIVE:
1751 case EL_SP_DISK_RED_ACTIVE:
1752 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1753 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1754 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1755 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1756 MovDelay[x][y] = 96;
1759 case EL_EM_DYNAMITE_ACTIVE:
1760 MovDelay[x][y] = 32;
1764 local_player->lights_still_needed++;
1768 local_player->friends_still_needed++;
1773 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1776 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1777 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1778 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1779 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1780 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1781 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1782 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1783 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1784 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1785 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1786 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1787 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1790 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1791 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1792 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1794 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1796 game.belt_dir[belt_nr] = belt_dir;
1797 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1799 else /* more than one switch -- set it like the first switch */
1801 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1806 #if !USE_BOTH_SWITCHGATE_SWITCHES
1807 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
1809 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
1812 case EL_DC_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
1814 Feld[x][y] = EL_DC_SWITCHGATE_SWITCH_UP;
1818 case EL_LIGHT_SWITCH_ACTIVE:
1820 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1823 case EL_INVISIBLE_STEELWALL:
1824 case EL_INVISIBLE_WALL:
1825 case EL_INVISIBLE_SAND:
1826 if (game.light_time_left > 0 ||
1827 game.lenses_time_left > 0)
1828 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1831 case EL_EMC_MAGIC_BALL:
1832 if (game.ball_state)
1833 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1836 case EL_EMC_MAGIC_BALL_SWITCH:
1837 if (game.ball_state)
1838 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1842 if (IS_CUSTOM_ELEMENT(element))
1844 if (CAN_MOVE(element))
1847 #if USE_NEW_CUSTOM_VALUE
1848 if (!element_info[element].use_last_ce_value || init_game)
1849 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1852 else if (IS_GROUP_ELEMENT(element))
1854 Feld[x][y] = GetElementFromGroupElement(element);
1856 InitField(x, y, init_game);
1863 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1866 static inline void InitField_WithBug1(int x, int y, boolean init_game)
1868 InitField(x, y, init_game);
1870 /* not needed to call InitMovDir() -- already done by InitField()! */
1871 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1872 CAN_MOVE(Feld[x][y]))
1876 static inline void InitField_WithBug2(int x, int y, boolean init_game)
1878 int old_element = Feld[x][y];
1880 InitField(x, y, init_game);
1882 /* not needed to call InitMovDir() -- already done by InitField()! */
1883 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1884 CAN_MOVE(old_element) &&
1885 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1888 /* this case is in fact a combination of not less than three bugs:
1889 first, it calls InitMovDir() for elements that can move, although this is
1890 already done by InitField(); then, it checks the element that was at this
1891 field _before_ the call to InitField() (which can change it); lastly, it
1892 was not called for "mole with direction" elements, which were treated as
1893 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1899 static int get_key_element_from_nr(int key_nr)
1901 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
1902 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
1903 EL_EM_KEY_1 : EL_KEY_1);
1905 return key_base_element + key_nr;
1908 static int get_next_dropped_element(struct PlayerInfo *player)
1910 return (player->inventory_size > 0 ?
1911 player->inventory_element[player->inventory_size - 1] :
1912 player->inventory_infinite_element != EL_UNDEFINED ?
1913 player->inventory_infinite_element :
1914 player->dynabombs_left > 0 ?
1915 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
1919 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
1921 /* pos >= 0: get element from bottom of the stack;
1922 pos < 0: get element from top of the stack */
1926 int min_inventory_size = -pos;
1927 int inventory_pos = player->inventory_size - min_inventory_size;
1928 int min_dynabombs_left = min_inventory_size - player->inventory_size;
1930 return (player->inventory_size >= min_inventory_size ?
1931 player->inventory_element[inventory_pos] :
1932 player->inventory_infinite_element != EL_UNDEFINED ?
1933 player->inventory_infinite_element :
1934 player->dynabombs_left >= min_dynabombs_left ?
1935 EL_DYNABOMB_PLAYER_1 + player->index_nr :
1940 int min_dynabombs_left = pos + 1;
1941 int min_inventory_size = pos + 1 - player->dynabombs_left;
1942 int inventory_pos = pos - player->dynabombs_left;
1944 return (player->inventory_infinite_element != EL_UNDEFINED ?
1945 player->inventory_infinite_element :
1946 player->dynabombs_left >= min_dynabombs_left ?
1947 EL_DYNABOMB_PLAYER_1 + player->index_nr :
1948 player->inventory_size >= min_inventory_size ?
1949 player->inventory_element[inventory_pos] :
1954 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
1956 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
1957 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
1960 if (gpo1->sort_priority != gpo2->sort_priority)
1961 compare_result = gpo1->sort_priority - gpo2->sort_priority;
1963 compare_result = gpo1->nr - gpo2->nr;
1965 return compare_result;
1968 void InitGameControlValues()
1972 for (i = 0; game_panel_controls[i].nr != -1; i++)
1974 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
1975 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
1976 struct TextPosInfo *pos = gpc->pos;
1978 int type = gpc->type;
1982 Error(ERR_INFO, "'game_panel_controls' structure corrupted");
1983 Error(ERR_EXIT, "this should not happen -- please debug");
1986 /* force update of game controls after initialization */
1987 gpc->value = gpc->last_value = -1;
1988 gpc->frame = gpc->last_frame = -1;
1989 gpc->gfx_frame = -1;
1991 /* determine panel value width for later calculation of alignment */
1992 if (type == TYPE_INTEGER || type == TYPE_STRING)
1994 pos->width = pos->size * getFontWidth(pos->font);
1995 pos->height = getFontHeight(pos->font);
1997 else if (type == TYPE_ELEMENT)
1999 pos->width = pos->size;
2000 pos->height = pos->size;
2003 /* fill structure for game panel draw order */
2005 gpo->sort_priority = pos->sort_priority;
2008 /* sort game panel controls according to sort_priority and control number */
2009 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2010 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2013 void UpdateGameControlValues()
2016 int time = (local_player->LevelSolved ?
2017 local_player->LevelSolved_CountingTime :
2018 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2019 level.native_em_level->lev->time :
2020 level.time == 0 ? TimePlayed : TimeLeft);
2021 int score = (local_player->LevelSolved ?
2022 local_player->LevelSolved_CountingScore :
2023 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2024 level.native_em_level->lev->score :
2025 local_player->score);
2026 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2027 level.native_em_level->lev->required :
2028 local_player->gems_still_needed);
2029 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2030 level.native_em_level->lev->required > 0 :
2031 local_player->gems_still_needed > 0 ||
2032 local_player->sokobanfields_still_needed > 0 ||
2033 local_player->lights_still_needed > 0);
2035 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2036 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2038 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2039 for (i = 0; i < MAX_NUM_KEYS; i++)
2040 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2041 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2042 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2044 if (game.centered_player_nr == -1)
2046 for (i = 0; i < MAX_PLAYERS; i++)
2048 for (k = 0; k < MAX_NUM_KEYS; k++)
2050 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2052 if (level.native_em_level->ply[i]->keys & (1 << k))
2053 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2054 get_key_element_from_nr(k);
2056 else if (stored_player[i].key[k])
2057 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2058 get_key_element_from_nr(k);
2061 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2062 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2063 level.native_em_level->ply[i]->dynamite;
2065 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2066 stored_player[i].inventory_size;
2068 if (stored_player[i].num_white_keys > 0)
2069 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2072 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2073 stored_player[i].num_white_keys;
2078 int player_nr = game.centered_player_nr;
2080 for (k = 0; k < MAX_NUM_KEYS; k++)
2082 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2084 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2085 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2086 get_key_element_from_nr(k);
2088 else if (stored_player[player_nr].key[k])
2089 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2090 get_key_element_from_nr(k);
2093 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2094 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2095 level.native_em_level->ply[player_nr]->dynamite;
2097 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2098 stored_player[player_nr].inventory_size;
2100 if (stored_player[player_nr].num_white_keys > 0)
2101 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2103 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2104 stored_player[player_nr].num_white_keys;
2107 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2109 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2110 get_inventory_element_from_pos(local_player, i);
2111 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2112 get_inventory_element_from_pos(local_player, -i - 1);
2115 game_panel_controls[GAME_PANEL_SCORE].value = score;
2117 game_panel_controls[GAME_PANEL_TIME].value = time;
2119 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2120 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2121 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2123 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2124 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2126 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2127 local_player->shield_normal_time_left;
2128 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2129 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2131 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2132 local_player->shield_deadly_time_left;
2134 game_panel_controls[GAME_PANEL_EXIT].value =
2135 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2137 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2138 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2139 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2140 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2141 EL_EMC_MAGIC_BALL_SWITCH);
2143 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2144 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2145 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2146 game.light_time_left;
2148 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2149 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2150 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2151 game.timegate_time_left;
2153 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2154 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2156 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2157 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2158 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2159 game.lenses_time_left;
2161 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2162 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2163 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2164 game.magnify_time_left;
2166 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2167 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2168 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2169 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2170 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2171 EL_BALLOON_SWITCH_NONE);
2173 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2174 local_player->dynabomb_count;
2175 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2176 local_player->dynabomb_size;
2177 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2178 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2180 game_panel_controls[GAME_PANEL_PENGUINS].value =
2181 local_player->friends_still_needed;
2183 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2184 local_player->sokobanfields_still_needed;
2185 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2186 local_player->sokobanfields_still_needed;
2188 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2189 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2191 for (i = 0; i < NUM_BELTS; i++)
2193 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2194 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2195 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2196 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2197 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2200 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2201 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2202 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2203 game.magic_wall_time_left;
2205 #if USE_PLAYER_GRAVITY
2206 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2207 local_player->gravity;
2209 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value = game.gravity;
2212 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2213 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2214 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2215 game.panel.element[i].id : EL_UNDEFINED);
2217 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2218 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2219 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2220 element_info[game.panel.ce_score[i].id].collect_score : 0);
2222 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2223 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2224 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2225 element_info[game.panel.ce_score_element[i].id].collect_score :
2228 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2229 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2230 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2232 for (i = 0; game_panel_controls[i].nr != -1; i++)
2234 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2236 if (gpc->type == TYPE_ELEMENT)
2238 int last_anim_random_frame = gfx.anim_random_frame;
2239 int element = gpc->value;
2240 int graphic = el2panelimg(element);
2242 if (gpc->value != gpc->last_value)
2245 gpc->gfx_random = INIT_GFX_RANDOM();
2251 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2252 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2253 gpc->gfx_random = INIT_GFX_RANDOM();
2256 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2257 gfx.anim_random_frame = gpc->gfx_random;
2259 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2260 gpc->gfx_frame = element_info[element].collect_score;
2262 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2265 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2266 gfx.anim_random_frame = last_anim_random_frame;
2271 void DisplayGameControlValues()
2273 boolean redraw_panel = FALSE;
2276 for (i = 0; game_panel_controls[i].nr != -1; i++)
2278 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2280 if (PANEL_DEACTIVATED(gpc->pos))
2283 if (gpc->value == gpc->last_value &&
2284 gpc->frame == gpc->last_frame)
2287 redraw_panel = TRUE;
2293 /* copy default game door content to main double buffer */
2294 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
2295 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
2297 /* redraw game control buttons */
2299 RedrawGameButtons();
2305 game_status = GAME_MODE_PSEUDO_PANEL;
2308 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2310 for (i = 0; game_panel_controls[i].nr != -1; i++)
2314 int nr = game_panel_order[i].nr;
2315 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2317 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2320 struct TextPosInfo *pos = gpc->pos;
2321 int type = gpc->type;
2322 int value = gpc->value;
2323 int frame = gpc->frame;
2325 int last_value = gpc->last_value;
2326 int last_frame = gpc->last_frame;
2328 int size = pos->size;
2329 int font = pos->font;
2330 boolean draw_masked = pos->draw_masked;
2331 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2333 if (PANEL_DEACTIVATED(pos))
2337 if (value == last_value && frame == last_frame)
2341 gpc->last_value = value;
2342 gpc->last_frame = frame;
2345 printf("::: value %d changed from %d to %d\n", nr, last_value, value);
2348 if (type == TYPE_INTEGER)
2350 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2351 nr == GAME_PANEL_TIME)
2353 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2355 if (use_dynamic_size) /* use dynamic number of digits */
2357 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2358 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2359 int size2 = size1 + 1;
2360 int font1 = pos->font;
2361 int font2 = pos->font_alt;
2363 size = (value < value_change ? size1 : size2);
2364 font = (value < value_change ? font1 : font2);
2367 /* clear background if value just changed its size (dynamic digits) */
2368 if ((last_value < value_change) != (value < value_change))
2370 int width1 = size1 * getFontWidth(font1);
2371 int width2 = size2 * getFontWidth(font2);
2372 int max_width = MAX(width1, width2);
2373 int max_height = MAX(getFontHeight(font1), getFontHeight(font2));
2375 pos->width = max_width;
2377 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2378 max_width, max_height);
2385 /* correct text size if "digits" is zero or less */
2387 size = strlen(int2str(value, size));
2389 /* dynamically correct text alignment */
2390 pos->width = size * getFontWidth(font);
2393 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2394 int2str(value, size), font, mask_mode);
2396 else if (type == TYPE_ELEMENT)
2398 int element, graphic;
2402 int dst_x = PANEL_XPOS(pos);
2403 int dst_y = PANEL_YPOS(pos);
2406 if (value != EL_UNDEFINED && value != EL_EMPTY)
2409 graphic = el2panelimg(value);
2411 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2414 width = graphic_info[graphic].width * size / TILESIZE;
2415 height = graphic_info[graphic].height * size / TILESIZE;
2419 SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
2420 dst_x - src_x, dst_y - src_y);
2421 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2426 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2431 if (value == EL_UNDEFINED || value == EL_EMPTY)
2433 element = (last_value == EL_UNDEFINED ? EL_EMPTY : last_value);
2434 graphic = el2panelimg(element);
2436 src_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
2437 src_x = DOOR_GFX_PAGEX5 + ALIGNED_TEXT_XPOS(pos);
2438 src_y = DOOR_GFX_PAGEY1 + ALIGNED_TEXT_YPOS(pos);
2443 graphic = el2panelimg(value);
2445 getSizedGraphicSource(graphic, frame, size, &src_bitmap, &src_x,&src_y);
2448 width = graphic_info[graphic].width * size / TILESIZE;
2449 height = graphic_info[graphic].height * size / TILESIZE;
2451 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height, dst_x, dst_y);
2454 else if (type == TYPE_STRING)
2456 boolean active = (value != 0);
2457 char *state_normal = "off";
2458 char *state_active = "on";
2459 char *state = (active ? state_active : state_normal);
2460 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2461 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2462 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2463 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2465 if (nr == GAME_PANEL_GRAVITY_STATE)
2467 int font1 = pos->font; /* (used for normal state) */
2468 int font2 = pos->font_alt; /* (used for active state) */
2470 int size1 = strlen(state_normal);
2471 int size2 = strlen(state_active);
2472 int width1 = size1 * getFontWidth(font1);
2473 int width2 = size2 * getFontWidth(font2);
2474 int max_width = MAX(width1, width2);
2475 int max_height = MAX(getFontHeight(font1), getFontHeight(font2));
2477 pos->width = max_width;
2479 /* clear background for values that may have changed its size */
2480 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2481 max_width, max_height);
2484 font = (active ? font2 : font1);
2494 /* don't truncate output if "chars" is zero or less */
2497 /* dynamically correct text alignment */
2498 pos->width = size * getFontWidth(font);
2502 s_cut = getStringCopyN(s, size);
2504 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2505 s_cut, font, mask_mode);
2511 redraw_mask |= REDRAW_DOOR_1;
2514 game_status = GAME_MODE_PLAYING;
2517 void DrawGameValue_Emeralds(int value)
2519 struct TextPosInfo *pos = &game.panel.gems;
2521 int font_nr = pos->font;
2523 int font_nr = FONT_TEXT_2;
2525 int font_width = getFontWidth(font_nr);
2526 int chars = pos->size;
2529 return; /* !!! USE NEW STUFF !!! */
2532 if (PANEL_DEACTIVATED(pos))
2535 pos->width = chars * font_width;
2537 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2540 void DrawGameValue_Dynamite(int value)
2542 struct TextPosInfo *pos = &game.panel.inventory_count;
2544 int font_nr = pos->font;
2546 int font_nr = FONT_TEXT_2;
2548 int font_width = getFontWidth(font_nr);
2549 int chars = pos->size;
2552 return; /* !!! USE NEW STUFF !!! */
2555 if (PANEL_DEACTIVATED(pos))
2558 pos->width = chars * font_width;
2560 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2563 void DrawGameValue_Score(int value)
2565 struct TextPosInfo *pos = &game.panel.score;
2567 int font_nr = pos->font;
2569 int font_nr = FONT_TEXT_2;
2571 int font_width = getFontWidth(font_nr);
2572 int chars = pos->size;
2575 return; /* !!! USE NEW STUFF !!! */
2578 if (PANEL_DEACTIVATED(pos))
2581 pos->width = chars * font_width;
2583 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2586 void DrawGameValue_Time(int value)
2588 struct TextPosInfo *pos = &game.panel.time;
2589 static int last_value = -1;
2592 int chars = pos->size;
2594 int font1_nr = pos->font;
2595 int font2_nr = pos->font_alt;
2597 int font1_nr = FONT_TEXT_2;
2598 int font2_nr = FONT_TEXT_1;
2600 int font_nr = font1_nr;
2601 boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
2604 return; /* !!! USE NEW STUFF !!! */
2607 if (PANEL_DEACTIVATED(pos))
2610 if (use_dynamic_chars) /* use dynamic number of chars */
2612 chars = (value < 1000 ? chars1 : chars2);
2613 font_nr = (value < 1000 ? font1_nr : font2_nr);
2616 /* clear background if value just changed its size (dynamic chars only) */
2617 if (use_dynamic_chars && (last_value < 1000) != (value < 1000))
2619 int width1 = chars1 * getFontWidth(font1_nr);
2620 int width2 = chars2 * getFontWidth(font2_nr);
2621 int max_width = MAX(width1, width2);
2622 int max_height = MAX(getFontHeight(font1_nr), getFontHeight(font2_nr));
2624 pos->width = max_width;
2626 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2627 max_width, max_height);
2630 pos->width = chars * getFontWidth(font_nr);
2632 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2637 void DrawGameValue_Level(int value)
2639 struct TextPosInfo *pos = &game.panel.level_number;
2642 int chars = pos->size;
2644 int font1_nr = pos->font;
2645 int font2_nr = pos->font_alt;
2647 int font1_nr = FONT_TEXT_2;
2648 int font2_nr = FONT_TEXT_1;
2650 int font_nr = font1_nr;
2651 boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
2654 return; /* !!! USE NEW STUFF !!! */
2657 if (PANEL_DEACTIVATED(pos))
2660 if (use_dynamic_chars) /* use dynamic number of chars */
2662 chars = (level_nr < 100 ? chars1 : chars2);
2663 font_nr = (level_nr < 100 ? font1_nr : font2_nr);
2666 pos->width = chars * getFontWidth(font_nr);
2668 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2671 void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
2674 struct TextPosInfo *pos = &game.panel.keys;
2677 int base_key_graphic = EL_KEY_1;
2682 return; /* !!! USE NEW STUFF !!! */
2686 if (PANEL_DEACTIVATED(pos))
2691 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2692 base_key_graphic = EL_EM_KEY_1;
2696 pos->width = 4 * MINI_TILEX;
2700 for (i = 0; i < MAX_NUM_KEYS; i++)
2702 /* currently only 4 of 8 possible keys are displayed */
2703 for (i = 0; i < STD_NUM_KEYS; i++)
2707 struct TextPosInfo *pos = &game.panel.key[i];
2709 int src_x = DOOR_GFX_PAGEX5 + 18 + (i % 4) * MINI_TILEX;
2710 int src_y = DOOR_GFX_PAGEY1 + 123;
2712 int dst_x = PANEL_XPOS(pos);
2713 int dst_y = PANEL_YPOS(pos);
2715 int dst_x = PANEL_XPOS(pos) + i * MINI_TILEX;
2716 int dst_y = PANEL_YPOS(pos);
2720 int element = (i >= STD_NUM_KEYS ? EL_EMC_KEY_5 - 4 :
2721 level.game_engine_type == GAME_ENGINE_TYPE_EM ? EL_EM_KEY_1 :
2723 int graphic = el2edimg(element);
2727 if (PANEL_DEACTIVATED(pos))
2732 /* masked blit with tiles from half-size scaled bitmap does not work yet
2733 (no mask bitmap created for these sizes after loading and scaling) --
2734 solution: load without creating mask, scale, then create final mask */
2736 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
2737 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
2742 int graphic = el2edimg(base_key_graphic + i);
2747 getMiniGraphicSource(graphic, &src_bitmap, &src_x, &src_y);
2749 SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
2750 dst_x - src_x, dst_y - src_y);
2751 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, MINI_TILEX, MINI_TILEY,
2757 DrawMiniGraphicExt(drawto, dst_x, dst_y, graphic);
2759 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
2760 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
2763 DrawMiniGraphicExt(drawto, dst_x, dst_y, el2edimg(base_key_graphic + i));
2765 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
2766 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
2774 void DrawGameValue_Emeralds(int value)
2776 int font_nr = FONT_TEXT_2;
2777 int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
2779 if (PANEL_DEACTIVATED(game.panel.gems))
2782 DrawText(DX_EMERALDS + xpos, DY_EMERALDS, int2str(value, 3), font_nr);
2785 void DrawGameValue_Dynamite(int value)
2787 int font_nr = FONT_TEXT_2;
2788 int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
2790 if (PANEL_DEACTIVATED(game.panel.inventory_count))
2793 DrawText(DX_DYNAMITE + xpos, DY_DYNAMITE, int2str(value, 3), font_nr);
2796 void DrawGameValue_Score(int value)
2798 int font_nr = FONT_TEXT_2;
2799 int xpos = (5 * 14 - 5 * getFontWidth(font_nr)) / 2;
2801 if (PANEL_DEACTIVATED(game.panel.score))
2804 DrawText(DX_SCORE + xpos, DY_SCORE, int2str(value, 5), font_nr);
2807 void DrawGameValue_Time(int value)
2809 int font1_nr = FONT_TEXT_2;
2811 int font2_nr = FONT_TEXT_1;
2813 int font2_nr = FONT_LEVEL_NUMBER;
2815 int xpos3 = (3 * 14 - 3 * getFontWidth(font1_nr)) / 2;
2816 int xpos4 = (4 * 10 - 4 * getFontWidth(font2_nr)) / 2;
2818 if (PANEL_DEACTIVATED(game.panel.time))
2821 /* clear background if value just changed its size */
2822 if (value == 999 || value == 1000)
2823 ClearRectangleOnBackground(drawto, DX_TIME1, DY_TIME, 14 * 3, 14);
2826 DrawText(DX_TIME1 + xpos3, DY_TIME, int2str(value, 3), font1_nr);
2828 DrawText(DX_TIME2 + xpos4, DY_TIME, int2str(value, 4), font2_nr);
2831 void DrawGameValue_Level(int value)
2833 int font1_nr = FONT_TEXT_2;
2835 int font2_nr = FONT_TEXT_1;
2837 int font2_nr = FONT_LEVEL_NUMBER;
2840 if (PANEL_DEACTIVATED(game.panel.level))
2844 DrawText(DX_LEVEL1, DY_LEVEL, int2str(value, 2), font1_nr);
2846 DrawText(DX_LEVEL2, DY_LEVEL, int2str(value, 3), font2_nr);
2849 void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
2851 int base_key_graphic = EL_KEY_1;
2854 if (PANEL_DEACTIVATED(game.panel.keys))
2857 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2858 base_key_graphic = EL_EM_KEY_1;
2860 /* currently only 4 of 8 possible keys are displayed */
2861 for (i = 0; i < STD_NUM_KEYS; i++)
2863 int x = XX_KEYS + i * MINI_TILEX;
2867 DrawMiniGraphicExt(drawto, DX + x,DY + y, el2edimg(base_key_graphic + i));
2869 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
2870 DOOR_GFX_PAGEX5 + x, y, MINI_TILEX, MINI_TILEY, DX + x,DY + y);
2876 void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
2879 int key[MAX_NUM_KEYS];
2882 /* prevent EM engine from updating time/score values parallel to GameWon() */
2883 if (level.game_engine_type == GAME_ENGINE_TYPE_EM &&
2884 local_player->LevelSolved)
2887 for (i = 0; i < MAX_NUM_KEYS; i++)
2888 key[i] = key_bits & (1 << i);
2890 DrawGameValue_Level(level_nr);
2892 DrawGameValue_Emeralds(emeralds);
2893 DrawGameValue_Dynamite(dynamite);
2894 DrawGameValue_Score(score);
2895 DrawGameValue_Time(time);
2897 DrawGameValue_Keys(key);
2900 void UpdateGameDoorValues()
2902 UpdateGameControlValues();
2905 void DrawGameDoorValues()
2907 DisplayGameControlValues();
2910 void DrawGameDoorValues_OLD()
2912 int time_value = (level.time == 0 ? TimePlayed : TimeLeft);
2913 int dynamite_value = 0;
2914 int score_value = (local_player->LevelSolved ? local_player->score_final :
2915 local_player->score);
2916 int gems_value = local_player->gems_still_needed;
2920 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2922 DrawGameDoorValues_EM();
2927 if (game.centered_player_nr == -1)
2929 for (i = 0; i < MAX_PLAYERS; i++)
2931 for (j = 0; j < MAX_NUM_KEYS; j++)
2932 if (stored_player[i].key[j])
2933 key_bits |= (1 << j);
2935 dynamite_value += stored_player[i].inventory_size;
2940 int player_nr = game.centered_player_nr;
2942 for (i = 0; i < MAX_NUM_KEYS; i++)
2943 if (stored_player[player_nr].key[i])
2944 key_bits |= (1 << i);
2946 dynamite_value = stored_player[player_nr].inventory_size;
2949 DrawAllGameValues(gems_value, dynamite_value, score_value, time_value,
2955 =============================================================================
2957 -----------------------------------------------------------------------------
2958 initialize game engine due to level / tape version number
2959 =============================================================================
2962 static void InitGameEngine()
2964 int i, j, k, l, x, y;
2966 /* set game engine from tape file when re-playing, else from level file */
2967 game.engine_version = (tape.playing ? tape.engine_version :
2968 level.game_version);
2970 /* ---------------------------------------------------------------------- */
2971 /* set flags for bugs and changes according to active game engine version */
2972 /* ---------------------------------------------------------------------- */
2975 Summary of bugfix/change:
2976 Fixed handling for custom elements that change when pushed by the player.
2978 Fixed/changed in version:
2982 Before 3.1.0, custom elements that "change when pushing" changed directly
2983 after the player started pushing them (until then handled in "DigField()").
2984 Since 3.1.0, these custom elements are not changed until the "pushing"
2985 move of the element is finished (now handled in "ContinueMoving()").
2987 Affected levels/tapes:
2988 The first condition is generally needed for all levels/tapes before version
2989 3.1.0, which might use the old behaviour before it was changed; known tapes
2990 that are affected are some tapes from the level set "Walpurgis Gardens" by
2992 The second condition is an exception from the above case and is needed for
2993 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2994 above (including some development versions of 3.1.0), but before it was
2995 known that this change would break tapes like the above and was fixed in
2996 3.1.1, so that the changed behaviour was active although the engine version
2997 while recording maybe was before 3.1.0. There is at least one tape that is
2998 affected by this exception, which is the tape for the one-level set "Bug
2999 Machine" by Juergen Bonhagen.
3002 game.use_change_when_pushing_bug =
3003 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3005 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3006 tape.game_version < VERSION_IDENT(3,1,1,0)));
3009 Summary of bugfix/change:
3010 Fixed handling for blocking the field the player leaves when moving.
3012 Fixed/changed in version:
3016 Before 3.1.1, when "block last field when moving" was enabled, the field
3017 the player is leaving when moving was blocked for the time of the move,
3018 and was directly unblocked afterwards. This resulted in the last field
3019 being blocked for exactly one less than the number of frames of one player
3020 move. Additionally, even when blocking was disabled, the last field was
3021 blocked for exactly one frame.
3022 Since 3.1.1, due to changes in player movement handling, the last field
3023 is not blocked at all when blocking is disabled. When blocking is enabled,
3024 the last field is blocked for exactly the number of frames of one player
3025 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3026 last field is blocked for exactly one more than the number of frames of
3029 Affected levels/tapes:
3030 (!!! yet to be determined -- probably many !!!)
3033 game.use_block_last_field_bug =
3034 (game.engine_version < VERSION_IDENT(3,1,1,0));
3037 Summary of bugfix/change:
3038 Changed behaviour of CE changes with multiple changes per single frame.
3040 Fixed/changed in version:
3044 Before 3.2.0-6, only one single CE change was allowed in each engine frame.
3045 This resulted in race conditions where CEs seem to behave strange in some
3046 situations (where triggered CE changes were just skipped because there was
3047 already a CE change on that tile in the playfield in that engine frame).
3048 Since 3.2.0-6, this was changed to allow up to MAX_NUM_CHANGES_PER_FRAME.
3049 (The number of changes per frame must be limited in any case, because else
3050 it is easily possible to define CE changes that would result in an infinite
3051 loop, causing the whole game to freeze. The MAX_NUM_CHANGES_PER_FRAME value
3052 should be set large enough so that it would only be reached in cases where
3053 the corresponding CE change conditions run into a loop. Therefore, it seems
3054 to be reasonable to set MAX_NUM_CHANGES_PER_FRAME to the same value as the
3055 maximal number of change pages for custom elements.)
3057 Affected levels/tapes:
3061 #if USE_ONLY_ONE_CHANGE_PER_FRAME
3062 game.max_num_changes_per_frame = 1;
3064 game.max_num_changes_per_frame =
3065 (game.engine_version < VERSION_IDENT(3,2,0,6) ? 1 : 32);
3068 /* ---------------------------------------------------------------------- */
3070 /* default scan direction: scan playfield from top/left to bottom/right */
3071 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3073 /* dynamically adjust element properties according to game engine version */
3074 InitElementPropertiesEngine(game.engine_version);
3077 printf("level %d: level version == %06d\n", level_nr, level.game_version);
3078 printf(" tape version == %06d [%s] [file: %06d]\n",
3079 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
3081 printf(" => game.engine_version == %06d\n", game.engine_version);
3084 /* ---------- initialize player's initial move delay --------------------- */
3086 /* dynamically adjust player properties according to level information */
3087 for (i = 0; i < MAX_PLAYERS; i++)
3088 game.initial_move_delay_value[i] =
3089 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3091 /* dynamically adjust player properties according to game engine version */
3092 for (i = 0; i < MAX_PLAYERS; i++)
3093 game.initial_move_delay[i] =
3094 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3095 game.initial_move_delay_value[i] : 0);
3097 /* ---------- initialize player's initial push delay --------------------- */
3099 /* dynamically adjust player properties according to game engine version */
3100 game.initial_push_delay_value =
3101 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3103 /* ---------- initialize changing elements ------------------------------- */
3105 /* initialize changing elements information */
3106 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3108 struct ElementInfo *ei = &element_info[i];
3110 /* this pointer might have been changed in the level editor */
3111 ei->change = &ei->change_page[0];
3113 if (!IS_CUSTOM_ELEMENT(i))
3115 ei->change->target_element = EL_EMPTY_SPACE;
3116 ei->change->delay_fixed = 0;
3117 ei->change->delay_random = 0;
3118 ei->change->delay_frames = 1;
3121 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3123 ei->has_change_event[j] = FALSE;
3125 ei->event_page_nr[j] = 0;
3126 ei->event_page[j] = &ei->change_page[0];
3130 /* add changing elements from pre-defined list */
3131 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3133 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3134 struct ElementInfo *ei = &element_info[ch_delay->element];
3136 ei->change->target_element = ch_delay->target_element;
3137 ei->change->delay_fixed = ch_delay->change_delay;
3139 ei->change->pre_change_function = ch_delay->pre_change_function;
3140 ei->change->change_function = ch_delay->change_function;
3141 ei->change->post_change_function = ch_delay->post_change_function;
3143 ei->change->can_change = TRUE;
3144 ei->change->can_change_or_has_action = TRUE;
3146 ei->has_change_event[CE_DELAY] = TRUE;
3148 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3149 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3152 /* ---------- initialize internal run-time variables ------------- */
3154 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3156 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3158 for (j = 0; j < ei->num_change_pages; j++)
3160 ei->change_page[j].can_change_or_has_action =
3161 (ei->change_page[j].can_change |
3162 ei->change_page[j].has_action);
3166 /* add change events from custom element configuration */
3167 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3169 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3171 for (j = 0; j < ei->num_change_pages; j++)
3173 if (!ei->change_page[j].can_change_or_has_action)
3176 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3178 /* only add event page for the first page found with this event */
3179 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3181 ei->has_change_event[k] = TRUE;
3183 ei->event_page_nr[k] = j;
3184 ei->event_page[k] = &ei->change_page[j];
3190 /* ---------- initialize run-time trigger player and element ------------- */
3192 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3194 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3196 for (j = 0; j < ei->num_change_pages; j++)
3198 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3199 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
3200 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3201 ei->change_page[j].actual_trigger_ce_value = 0;
3202 ei->change_page[j].actual_trigger_ce_score = 0;
3206 /* ---------- initialize trigger events ---------------------------------- */
3208 /* initialize trigger events information */
3209 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3210 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3211 trigger_events[i][j] = FALSE;
3213 /* add trigger events from element change event properties */
3214 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3216 struct ElementInfo *ei = &element_info[i];
3218 for (j = 0; j < ei->num_change_pages; j++)
3220 if (!ei->change_page[j].can_change_or_has_action)
3223 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3225 int trigger_element = ei->change_page[j].trigger_element;
3227 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3229 if (ei->change_page[j].has_event[k])
3231 if (IS_GROUP_ELEMENT(trigger_element))
3233 struct ElementGroupInfo *group =
3234 element_info[trigger_element].group;
3236 for (l = 0; l < group->num_elements_resolved; l++)
3237 trigger_events[group->element_resolved[l]][k] = TRUE;
3239 else if (trigger_element == EL_ANY_ELEMENT)
3240 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3241 trigger_events[l][k] = TRUE;
3243 trigger_events[trigger_element][k] = TRUE;
3250 /* ---------- initialize push delay -------------------------------------- */
3252 /* initialize push delay values to default */
3253 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3255 if (!IS_CUSTOM_ELEMENT(i))
3257 /* set default push delay values (corrected since version 3.0.7-1) */
3258 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3260 element_info[i].push_delay_fixed = 2;
3261 element_info[i].push_delay_random = 8;
3265 element_info[i].push_delay_fixed = 8;
3266 element_info[i].push_delay_random = 8;
3271 /* set push delay value for certain elements from pre-defined list */
3272 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3274 int e = push_delay_list[i].element;
3276 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3277 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3280 /* set push delay value for Supaplex elements for newer engine versions */
3281 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3283 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3285 if (IS_SP_ELEMENT(i))
3287 /* set SP push delay to just enough to push under a falling zonk */
3288 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3290 element_info[i].push_delay_fixed = delay;
3291 element_info[i].push_delay_random = 0;
3296 /* ---------- initialize move stepsize ----------------------------------- */
3298 /* initialize move stepsize values to default */
3299 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3300 if (!IS_CUSTOM_ELEMENT(i))
3301 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3303 /* set move stepsize value for certain elements from pre-defined list */
3304 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3306 int e = move_stepsize_list[i].element;
3308 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3311 /* ---------- initialize collect score ----------------------------------- */
3313 /* initialize collect score values for custom elements from initial value */
3314 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3315 if (IS_CUSTOM_ELEMENT(i))
3316 element_info[i].collect_score = element_info[i].collect_score_initial;
3318 /* ---------- initialize collect count ----------------------------------- */
3320 /* initialize collect count values for non-custom elements */
3321 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3322 if (!IS_CUSTOM_ELEMENT(i))
3323 element_info[i].collect_count_initial = 0;
3325 /* add collect count values for all elements from pre-defined list */
3326 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3327 element_info[collect_count_list[i].element].collect_count_initial =
3328 collect_count_list[i].count;
3330 /* ---------- initialize access direction -------------------------------- */
3332 /* initialize access direction values to default (access from every side) */
3333 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3334 if (!IS_CUSTOM_ELEMENT(i))
3335 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3337 /* set access direction value for certain elements from pre-defined list */
3338 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3339 element_info[access_direction_list[i].element].access_direction =
3340 access_direction_list[i].direction;
3342 /* ---------- initialize explosion content ------------------------------- */
3343 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3345 if (IS_CUSTOM_ELEMENT(i))
3348 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3350 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3352 element_info[i].content.e[x][y] =
3353 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3354 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3355 i == EL_PLAYER_3 ? EL_EMERALD :
3356 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3357 i == EL_MOLE ? EL_EMERALD_RED :
3358 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3359 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3360 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3361 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3362 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3363 i == EL_WALL_EMERALD ? EL_EMERALD :
3364 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3365 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3366 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3367 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3368 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3369 i == EL_WALL_PEARL ? EL_PEARL :
3370 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3375 /* ---------- initialize recursion detection ------------------------------ */
3376 recursion_loop_depth = 0;
3377 recursion_loop_detected = FALSE;
3378 recursion_loop_element = EL_UNDEFINED;
3380 /* ---------- initialize graphics engine ---------------------------------- */
3381 game.scroll_delay_value =
3382 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3383 setup.scroll_delay ? setup.scroll_delay_value : 0);
3384 game.scroll_delay_value =
3385 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3388 int get_num_special_action(int element, int action_first, int action_last)
3390 int num_special_action = 0;
3393 for (i = action_first; i <= action_last; i++)
3395 boolean found = FALSE;
3397 for (j = 0; j < NUM_DIRECTIONS; j++)
3398 if (el_act_dir2img(element, i, j) !=
3399 el_act_dir2img(element, ACTION_DEFAULT, j))
3403 num_special_action++;
3408 return num_special_action;
3413 =============================================================================
3415 -----------------------------------------------------------------------------
3416 initialize and start new game
3417 =============================================================================
3422 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3423 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3424 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3426 boolean do_fading = (game_status == GAME_MODE_MAIN);
3430 game_status = GAME_MODE_PLAYING;
3433 InitGameControlValues();
3435 /* don't play tapes over network */
3436 network_playing = (options.network && !tape.playing);
3438 for (i = 0; i < MAX_PLAYERS; i++)
3440 struct PlayerInfo *player = &stored_player[i];
3442 player->index_nr = i;
3443 player->index_bit = (1 << i);
3444 player->element_nr = EL_PLAYER_1 + i;
3446 player->present = FALSE;
3447 player->active = FALSE;
3448 player->killed = FALSE;
3451 player->effective_action = 0;
3452 player->programmed_action = 0;
3455 player->score_final = 0;
3457 player->gems_still_needed = level.gems_needed;
3458 player->sokobanfields_still_needed = 0;
3459 player->lights_still_needed = 0;
3460 player->friends_still_needed = 0;
3462 for (j = 0; j < MAX_NUM_KEYS; j++)
3463 player->key[j] = FALSE;
3465 player->num_white_keys = 0;
3467 player->dynabomb_count = 0;
3468 player->dynabomb_size = 1;
3469 player->dynabombs_left = 0;
3470 player->dynabomb_xl = FALSE;
3472 player->MovDir = MV_NONE;
3475 player->GfxDir = MV_NONE;
3476 player->GfxAction = ACTION_DEFAULT;
3478 player->StepFrame = 0;
3480 player->use_murphy = FALSE;
3481 player->artwork_element =
3482 (level.use_artwork_element[i] ? level.artwork_element[i] :
3483 player->element_nr);
3485 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3486 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3488 player->gravity = level.initial_player_gravity[i];
3490 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3492 player->actual_frame_counter = 0;
3494 player->step_counter = 0;
3496 player->last_move_dir = MV_NONE;
3498 player->is_active = FALSE;
3500 player->is_waiting = FALSE;
3501 player->is_moving = FALSE;
3502 player->is_auto_moving = FALSE;
3503 player->is_digging = FALSE;
3504 player->is_snapping = FALSE;
3505 player->is_collecting = FALSE;
3506 player->is_pushing = FALSE;
3507 player->is_switching = FALSE;
3508 player->is_dropping = FALSE;
3509 player->is_dropping_pressed = FALSE;
3511 player->is_bored = FALSE;
3512 player->is_sleeping = FALSE;
3514 player->frame_counter_bored = -1;
3515 player->frame_counter_sleeping = -1;
3517 player->anim_delay_counter = 0;
3518 player->post_delay_counter = 0;
3520 player->dir_waiting = MV_NONE;
3521 player->action_waiting = ACTION_DEFAULT;
3522 player->last_action_waiting = ACTION_DEFAULT;
3523 player->special_action_bored = ACTION_DEFAULT;
3524 player->special_action_sleeping = ACTION_DEFAULT;
3526 player->switch_x = -1;
3527 player->switch_y = -1;
3529 player->drop_x = -1;
3530 player->drop_y = -1;
3532 player->show_envelope = 0;
3534 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3536 player->push_delay = -1; /* initialized when pushing starts */
3537 player->push_delay_value = game.initial_push_delay_value;
3539 player->drop_delay = 0;
3540 player->drop_pressed_delay = 0;
3542 player->last_jx = -1;
3543 player->last_jy = -1;
3547 player->shield_normal_time_left = 0;
3548 player->shield_deadly_time_left = 0;
3550 player->inventory_infinite_element = EL_UNDEFINED;
3551 player->inventory_size = 0;
3553 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3554 SnapField(player, 0, 0);
3556 player->LevelSolved = FALSE;
3557 player->GameOver = FALSE;
3559 player->LevelSolved_GameWon = FALSE;
3560 player->LevelSolved_GameEnd = FALSE;
3561 player->LevelSolved_PanelOff = FALSE;
3562 player->LevelSolved_SaveTape = FALSE;
3563 player->LevelSolved_SaveScore = FALSE;
3564 player->LevelSolved_CountingTime = 0;
3565 player->LevelSolved_CountingScore = 0;
3568 network_player_action_received = FALSE;
3570 #if defined(NETWORK_AVALIABLE)
3571 /* initial null action */
3572 if (network_playing)
3573 SendToServer_MovePlayer(MV_NONE);
3582 TimeLeft = level.time;
3585 ScreenMovDir = MV_NONE;
3589 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3591 AllPlayersGone = FALSE;
3593 game.yamyam_content_nr = 0;
3594 game.robot_wheel_active = FALSE;
3595 game.magic_wall_active = FALSE;
3596 game.magic_wall_time_left = 0;
3597 game.light_time_left = 0;
3598 game.timegate_time_left = 0;
3599 game.switchgate_pos = 0;
3600 game.wind_direction = level.wind_direction_initial;
3602 #if !USE_PLAYER_GRAVITY
3603 game.gravity = FALSE;
3604 game.explosions_delayed = TRUE;
3607 game.lenses_time_left = 0;
3608 game.magnify_time_left = 0;
3610 game.ball_state = level.ball_state_initial;
3611 game.ball_content_nr = 0;
3613 game.envelope_active = FALSE;
3615 /* set focus to local player for network games, else to all players */
3616 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3617 game.centered_player_nr_next = game.centered_player_nr;
3618 game.set_centered_player = FALSE;
3620 if (network_playing && tape.recording)
3622 /* store client dependent player focus when recording network games */
3623 tape.centered_player_nr_next = game.centered_player_nr_next;
3624 tape.set_centered_player = TRUE;
3627 for (i = 0; i < NUM_BELTS; i++)
3629 game.belt_dir[i] = MV_NONE;
3630 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3633 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3634 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3636 SCAN_PLAYFIELD(x, y)
3638 Feld[x][y] = level.field[x][y];
3639 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3640 ChangeDelay[x][y] = 0;
3641 ChangePage[x][y] = -1;
3642 #if USE_NEW_CUSTOM_VALUE
3643 CustomValue[x][y] = 0; /* initialized in InitField() */
3645 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3647 WasJustMoving[x][y] = 0;
3648 WasJustFalling[x][y] = 0;
3649 CheckCollision[x][y] = 0;
3650 CheckImpact[x][y] = 0;
3652 Pushed[x][y] = FALSE;
3654 ChangeCount[x][y] = 0;
3655 ChangeEvent[x][y] = -1;
3657 ExplodePhase[x][y] = 0;
3658 ExplodeDelay[x][y] = 0;
3659 ExplodeField[x][y] = EX_TYPE_NONE;
3661 RunnerVisit[x][y] = 0;
3662 PlayerVisit[x][y] = 0;
3665 GfxRandom[x][y] = INIT_GFX_RANDOM();
3666 GfxElement[x][y] = EL_UNDEFINED;
3667 GfxAction[x][y] = ACTION_DEFAULT;
3668 GfxDir[x][y] = MV_NONE;
3671 SCAN_PLAYFIELD(x, y)
3673 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3675 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3677 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3680 InitField(x, y, TRUE);
3682 ResetGfxAnimation(x, y);
3687 for (i = 0; i < MAX_PLAYERS; i++)
3689 struct PlayerInfo *player = &stored_player[i];
3691 /* set number of special actions for bored and sleeping animation */
3692 player->num_special_action_bored =
3693 get_num_special_action(player->artwork_element,
3694 ACTION_BORING_1, ACTION_BORING_LAST);
3695 player->num_special_action_sleeping =
3696 get_num_special_action(player->artwork_element,
3697 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3700 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3701 emulate_sb ? EMU_SOKOBAN :
3702 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3704 #if USE_NEW_ALL_SLIPPERY
3705 /* initialize type of slippery elements */
3706 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3708 if (!IS_CUSTOM_ELEMENT(i))
3710 /* default: elements slip down either to the left or right randomly */
3711 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3713 /* SP style elements prefer to slip down on the left side */
3714 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3715 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3717 /* BD style elements prefer to slip down on the left side */
3718 if (game.emulation == EMU_BOULDERDASH)
3719 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3724 /* initialize explosion and ignition delay */
3725 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3727 if (!IS_CUSTOM_ELEMENT(i))
3730 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3731 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3732 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3733 int last_phase = (num_phase + 1) * delay;
3734 int half_phase = (num_phase / 2) * delay;
3736 element_info[i].explosion_delay = last_phase - 1;
3737 element_info[i].ignition_delay = half_phase;
3739 if (i == EL_BLACK_ORB)
3740 element_info[i].ignition_delay = 1;
3744 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
3745 element_info[i].explosion_delay = 1;
3747 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
3748 element_info[i].ignition_delay = 1;
3752 /* correct non-moving belts to start moving left */
3753 for (i = 0; i < NUM_BELTS; i++)
3754 if (game.belt_dir[i] == MV_NONE)
3755 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3757 /* check if any connected player was not found in playfield */
3758 for (i = 0; i < MAX_PLAYERS; i++)
3760 struct PlayerInfo *player = &stored_player[i];
3762 if (player->connected && !player->present)
3764 for (j = 0; j < MAX_PLAYERS; j++)
3766 struct PlayerInfo *some_player = &stored_player[j];
3767 int jx = some_player->jx, jy = some_player->jy;
3769 /* assign first free player found that is present in the playfield */
3770 if (some_player->present && !some_player->connected)
3772 player->present = TRUE;
3773 player->active = TRUE;
3775 some_player->present = FALSE;
3776 some_player->active = FALSE;
3778 player->artwork_element = some_player->artwork_element;
3780 player->block_last_field = some_player->block_last_field;
3781 player->block_delay_adjustment = some_player->block_delay_adjustment;
3783 StorePlayer[jx][jy] = player->element_nr;
3784 player->jx = player->last_jx = jx;
3785 player->jy = player->last_jy = jy;
3795 /* when playing a tape, eliminate all players who do not participate */
3797 for (i = 0; i < MAX_PLAYERS; i++)
3799 if (stored_player[i].active && !tape.player_participates[i])
3801 struct PlayerInfo *player = &stored_player[i];
3802 int jx = player->jx, jy = player->jy;
3804 player->active = FALSE;
3805 StorePlayer[jx][jy] = 0;
3806 Feld[jx][jy] = EL_EMPTY;
3810 else if (!options.network && !setup.team_mode) /* && !tape.playing */
3812 /* when in single player mode, eliminate all but the first active player */
3814 for (i = 0; i < MAX_PLAYERS; i++)
3816 if (stored_player[i].active)
3818 for (j = i + 1; j < MAX_PLAYERS; j++)
3820 if (stored_player[j].active)
3822 struct PlayerInfo *player = &stored_player[j];
3823 int jx = player->jx, jy = player->jy;
3825 player->active = FALSE;
3826 player->present = FALSE;
3828 StorePlayer[jx][jy] = 0;
3829 Feld[jx][jy] = EL_EMPTY;
3836 /* when recording the game, store which players take part in the game */
3839 for (i = 0; i < MAX_PLAYERS; i++)
3840 if (stored_player[i].active)
3841 tape.player_participates[i] = TRUE;
3846 for (i = 0; i < MAX_PLAYERS; i++)
3848 struct PlayerInfo *player = &stored_player[i];
3850 printf("Player %d: present == %d, connected == %d, active == %d.\n",
3855 if (local_player == player)
3856 printf("Player %d is local player.\n", i+1);
3860 if (BorderElement == EL_EMPTY)
3863 SBX_Right = lev_fieldx - SCR_FIELDX;
3865 SBY_Lower = lev_fieldy - SCR_FIELDY;
3870 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3872 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3875 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
3876 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3878 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
3879 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3881 /* if local player not found, look for custom element that might create
3882 the player (make some assumptions about the right custom element) */
3883 if (!local_player->present)
3885 int start_x = 0, start_y = 0;
3886 int found_rating = 0;
3887 int found_element = EL_UNDEFINED;
3888 int player_nr = local_player->index_nr;
3890 SCAN_PLAYFIELD(x, y)
3892 int element = Feld[x][y];
3897 if (level.use_start_element[player_nr] &&
3898 level.start_element[player_nr] == element &&
3905 found_element = element;
3908 if (!IS_CUSTOM_ELEMENT(element))
3911 if (CAN_CHANGE(element))
3913 for (i = 0; i < element_info[element].num_change_pages; i++)
3915 /* check for player created from custom element as single target */
3916 content = element_info[element].change_page[i].target_element;
3917 is_player = ELEM_IS_PLAYER(content);
3919 if (is_player && (found_rating < 3 ||
3920 (found_rating == 3 && element < found_element)))
3926 found_element = element;
3931 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3933 /* check for player created from custom element as explosion content */
3934 content = element_info[element].content.e[xx][yy];
3935 is_player = ELEM_IS_PLAYER(content);
3937 if (is_player && (found_rating < 2 ||
3938 (found_rating == 2 && element < found_element)))
3940 start_x = x + xx - 1;
3941 start_y = y + yy - 1;
3944 found_element = element;
3947 if (!CAN_CHANGE(element))
3950 for (i = 0; i < element_info[element].num_change_pages; i++)
3952 /* check for player created from custom element as extended target */
3954 element_info[element].change_page[i].target_content.e[xx][yy];
3956 is_player = ELEM_IS_PLAYER(content);
3958 if (is_player && (found_rating < 1 ||
3959 (found_rating == 1 && element < found_element)))
3961 start_x = x + xx - 1;
3962 start_y = y + yy - 1;
3965 found_element = element;
3971 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
3972 start_x > SBX_Right + MIDPOSX ? SBX_Right :
3975 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3976 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3981 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3982 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3983 local_player->jx - MIDPOSX);
3985 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3986 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3987 local_player->jy - MIDPOSY);
3990 /* do not use PLAYING mask for fading out from main screen */
3991 game_status = GAME_MODE_MAIN;
3995 if (!game.restart_level)
3996 CloseDoor(DOOR_CLOSE_1);
3999 if (level_editor_test_game)
4000 FadeSkipNextFadeIn();
4002 FadeSetEnterScreen();
4004 if (level_editor_test_game)
4005 fading = fading_none;
4007 fading = menu.destination;
4011 FadeOut(REDRAW_FIELD);
4014 FadeOut(REDRAW_FIELD);
4017 game_status = GAME_MODE_PLAYING;
4019 /* !!! FIX THIS (START) !!! */
4020 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4022 InitGameEngine_EM();
4024 /* blit playfield from scroll buffer to normal back buffer for fading in */
4025 BlitScreenToBitmap_EM(backbuffer);
4032 /* after drawing the level, correct some elements */
4033 if (game.timegate_time_left == 0)
4034 CloseAllOpenTimegates();
4036 /* blit playfield from scroll buffer to normal back buffer for fading in */
4037 if (setup.soft_scrolling)
4038 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
4040 redraw_mask |= REDRAW_FROM_BACKBUFFER;
4042 /* !!! FIX THIS (END) !!! */
4045 FadeIn(REDRAW_FIELD);
4048 FadeIn(REDRAW_FIELD);
4053 if (!game.restart_level)
4055 /* copy default game door content to main double buffer */
4056 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
4057 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
4060 SetPanelBackground();
4061 SetDrawBackgroundMask(REDRAW_DOOR_1);
4063 UpdateGameDoorValues();
4064 DrawGameDoorValues();
4066 if (!game.restart_level)
4070 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
4071 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
4072 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
4076 /* copy actual game door content to door double buffer for OpenDoor() */
4077 BlitBitmap(drawto, bitmap_db_door,
4078 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
4080 OpenDoor(DOOR_OPEN_ALL);
4082 PlaySound(SND_GAME_STARTING);
4084 if (setup.sound_music)
4087 KeyboardAutoRepeatOffUnlessAutoplay();
4091 for (i = 0; i < MAX_PLAYERS; i++)
4092 printf("Player %d %sactive.\n",
4093 i + 1, (stored_player[i].active ? "" : "not "));
4104 game.restart_level = FALSE;
4107 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4109 /* this is used for non-R'n'D game engines to update certain engine values */
4111 /* needed to determine if sounds are played within the visible screen area */
4112 scroll_x = actual_scroll_x;
4113 scroll_y = actual_scroll_y;
4116 void InitMovDir(int x, int y)
4118 int i, element = Feld[x][y];
4119 static int xy[4][2] =
4126 static int direction[3][4] =
4128 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4129 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4130 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4139 Feld[x][y] = EL_BUG;
4140 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4143 case EL_SPACESHIP_RIGHT:
4144 case EL_SPACESHIP_UP:
4145 case EL_SPACESHIP_LEFT:
4146 case EL_SPACESHIP_DOWN:
4147 Feld[x][y] = EL_SPACESHIP;
4148 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4151 case EL_BD_BUTTERFLY_RIGHT:
4152 case EL_BD_BUTTERFLY_UP:
4153 case EL_BD_BUTTERFLY_LEFT:
4154 case EL_BD_BUTTERFLY_DOWN:
4155 Feld[x][y] = EL_BD_BUTTERFLY;
4156 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4159 case EL_BD_FIREFLY_RIGHT:
4160 case EL_BD_FIREFLY_UP:
4161 case EL_BD_FIREFLY_LEFT:
4162 case EL_BD_FIREFLY_DOWN:
4163 Feld[x][y] = EL_BD_FIREFLY;
4164 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4167 case EL_PACMAN_RIGHT:
4169 case EL_PACMAN_LEFT:
4170 case EL_PACMAN_DOWN:
4171 Feld[x][y] = EL_PACMAN;
4172 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4175 case EL_YAMYAM_LEFT:
4176 case EL_YAMYAM_RIGHT:
4178 case EL_YAMYAM_DOWN:
4179 Feld[x][y] = EL_YAMYAM;
4180 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4183 case EL_SP_SNIKSNAK:
4184 MovDir[x][y] = MV_UP;
4187 case EL_SP_ELECTRON:
4188 MovDir[x][y] = MV_LEFT;
4195 Feld[x][y] = EL_MOLE;
4196 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4200 if (IS_CUSTOM_ELEMENT(element))
4202 struct ElementInfo *ei = &element_info[element];
4203 int move_direction_initial = ei->move_direction_initial;
4204 int move_pattern = ei->move_pattern;
4206 if (move_direction_initial == MV_START_PREVIOUS)
4208 if (MovDir[x][y] != MV_NONE)
4211 move_direction_initial = MV_START_AUTOMATIC;
4214 if (move_direction_initial == MV_START_RANDOM)
4215 MovDir[x][y] = 1 << RND(4);
4216 else if (move_direction_initial & MV_ANY_DIRECTION)
4217 MovDir[x][y] = move_direction_initial;
4218 else if (move_pattern == MV_ALL_DIRECTIONS ||
4219 move_pattern == MV_TURNING_LEFT ||
4220 move_pattern == MV_TURNING_RIGHT ||
4221 move_pattern == MV_TURNING_LEFT_RIGHT ||
4222 move_pattern == MV_TURNING_RIGHT_LEFT ||
4223 move_pattern == MV_TURNING_RANDOM)
4224 MovDir[x][y] = 1 << RND(4);
4225 else if (move_pattern == MV_HORIZONTAL)
4226 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4227 else if (move_pattern == MV_VERTICAL)
4228 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4229 else if (move_pattern & MV_ANY_DIRECTION)
4230 MovDir[x][y] = element_info[element].move_pattern;
4231 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4232 move_pattern == MV_ALONG_RIGHT_SIDE)
4234 /* use random direction as default start direction */
4235 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4236 MovDir[x][y] = 1 << RND(4);
4238 for (i = 0; i < NUM_DIRECTIONS; i++)
4240 int x1 = x + xy[i][0];
4241 int y1 = y + xy[i][1];
4243 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4245 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4246 MovDir[x][y] = direction[0][i];
4248 MovDir[x][y] = direction[1][i];
4257 MovDir[x][y] = 1 << RND(4);
4259 if (element != EL_BUG &&
4260 element != EL_SPACESHIP &&
4261 element != EL_BD_BUTTERFLY &&
4262 element != EL_BD_FIREFLY)
4265 for (i = 0; i < NUM_DIRECTIONS; i++)
4267 int x1 = x + xy[i][0];
4268 int y1 = y + xy[i][1];
4270 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4272 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4274 MovDir[x][y] = direction[0][i];
4277 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4278 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4280 MovDir[x][y] = direction[1][i];
4289 GfxDir[x][y] = MovDir[x][y];
4292 void InitAmoebaNr(int x, int y)
4295 int group_nr = AmoebeNachbarNr(x, y);
4299 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4301 if (AmoebaCnt[i] == 0)
4309 AmoebaNr[x][y] = group_nr;
4310 AmoebaCnt[group_nr]++;
4311 AmoebaCnt2[group_nr]++;
4314 static void PlayerWins(struct PlayerInfo *player)
4316 player->LevelSolved = TRUE;
4317 player->GameOver = TRUE;
4319 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4320 level.native_em_level->lev->score : player->score);
4322 player->LevelSolved_CountingTime = (level.time == 0 ? TimePlayed : TimeLeft);
4323 player->LevelSolved_CountingScore = player->score_final;
4328 static int time, time_final;
4329 static int score, score_final;
4330 static int game_over_delay_1 = 0;
4331 static int game_over_delay_2 = 0;
4332 int game_over_delay_value_1 = 50;
4333 int game_over_delay_value_2 = 50;
4335 if (!local_player->LevelSolved_GameWon)
4339 /* do not start end game actions before the player stops moving (to exit) */
4340 if (local_player->MovPos)
4343 local_player->LevelSolved_GameWon = TRUE;
4344 local_player->LevelSolved_SaveTape = tape.recording;
4345 local_player->LevelSolved_SaveScore = !tape.playing;
4347 if (tape.auto_play) /* tape might already be stopped here */
4348 tape.auto_play_level_solved = TRUE;
4354 game_over_delay_1 = game_over_delay_value_1;
4355 game_over_delay_2 = game_over_delay_value_2;
4357 time = time_final = (level.time == 0 ? TimePlayed : TimeLeft);
4358 score = score_final = local_player->score_final;
4363 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4365 else if (level.time == 0 && TimePlayed < 999)
4368 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4371 local_player->score_final = score_final;
4373 if (level_editor_test_game)
4376 score = score_final;
4379 local_player->LevelSolved_CountingTime = time;
4380 local_player->LevelSolved_CountingScore = score;
4382 game_panel_controls[GAME_PANEL_TIME].value = time;
4383 game_panel_controls[GAME_PANEL_SCORE].value = score;
4385 DisplayGameControlValues();
4387 DrawGameValue_Time(time);
4388 DrawGameValue_Score(score);
4392 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4394 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4396 /* close exit door after last player */
4397 if ((AllPlayersGone &&
4398 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4399 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4400 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4401 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4402 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4404 int element = Feld[ExitX][ExitY];
4407 if (element == EL_EM_EXIT_OPEN ||
4408 element == EL_EM_STEEL_EXIT_OPEN)
4415 Feld[ExitX][ExitY] =
4416 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4417 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4418 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4419 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4420 EL_EM_STEEL_EXIT_CLOSING);
4422 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4426 /* player disappears */
4427 DrawLevelField(ExitX, ExitY);
4430 for (i = 0; i < MAX_PLAYERS; i++)
4432 struct PlayerInfo *player = &stored_player[i];
4434 if (player->present)
4436 RemovePlayer(player);
4438 /* player disappears */
4439 DrawLevelField(player->jx, player->jy);
4444 PlaySound(SND_GAME_WINNING);
4447 if (game_over_delay_1 > 0)
4449 game_over_delay_1--;
4454 if (time != time_final)
4456 int time_to_go = ABS(time_final - time);
4457 int time_count_dir = (time < time_final ? +1 : -1);
4458 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4460 time += time_count_steps * time_count_dir;
4461 score += time_count_steps * level.score[SC_TIME_BONUS];
4464 local_player->LevelSolved_CountingTime = time;
4465 local_player->LevelSolved_CountingScore = score;
4467 game_panel_controls[GAME_PANEL_TIME].value = time;
4468 game_panel_controls[GAME_PANEL_SCORE].value = score;
4470 DisplayGameControlValues();
4472 DrawGameValue_Time(time);
4473 DrawGameValue_Score(score);
4476 if (time == time_final)
4477 StopSound(SND_GAME_LEVELTIME_BONUS);
4478 else if (setup.sound_loops)
4479 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4481 PlaySound(SND_GAME_LEVELTIME_BONUS);
4486 local_player->LevelSolved_PanelOff = TRUE;
4488 if (game_over_delay_2 > 0)
4490 game_over_delay_2--;
4503 boolean raise_level = FALSE;
4505 local_player->LevelSolved_GameEnd = TRUE;
4507 CloseDoor(DOOR_CLOSE_1);
4509 if (local_player->LevelSolved_SaveTape)
4516 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4518 SaveTape(tape.level_nr); /* ask to save tape */
4522 if (level_editor_test_game)
4524 game_status = GAME_MODE_MAIN;
4527 DrawAndFadeInMainMenu(REDRAW_FIELD);
4535 if (!local_player->LevelSolved_SaveScore)
4538 FadeOut(REDRAW_FIELD);
4541 game_status = GAME_MODE_MAIN;
4543 DrawAndFadeInMainMenu(REDRAW_FIELD);
4548 if (level_nr == leveldir_current->handicap_level)
4550 leveldir_current->handicap_level++;
4551 SaveLevelSetup_SeriesInfo();
4554 if (level_nr < leveldir_current->last_level)
4555 raise_level = TRUE; /* advance to next level */
4557 if ((hi_pos = NewHiScore()) >= 0)
4559 game_status = GAME_MODE_SCORES;
4561 DrawHallOfFame(hi_pos);
4572 FadeOut(REDRAW_FIELD);
4575 game_status = GAME_MODE_MAIN;
4583 DrawAndFadeInMainMenu(REDRAW_FIELD);
4592 LoadScore(level_nr);
4594 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4595 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4598 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4600 if (local_player->score_final > highscore[k].Score)
4602 /* player has made it to the hall of fame */
4604 if (k < MAX_SCORE_ENTRIES - 1)
4606 int m = MAX_SCORE_ENTRIES - 1;
4609 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4610 if (strEqual(setup.player_name, highscore[l].Name))
4612 if (m == k) /* player's new highscore overwrites his old one */
4616 for (l = m; l > k; l--)
4618 strcpy(highscore[l].Name, highscore[l - 1].Name);
4619 highscore[l].Score = highscore[l - 1].Score;
4626 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4627 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4628 highscore[k].Score = local_player->score_final;
4634 else if (!strncmp(setup.player_name, highscore[k].Name,
4635 MAX_PLAYER_NAME_LEN))
4636 break; /* player already there with a higher score */
4642 SaveScore(level_nr);
4647 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4649 int element = Feld[x][y];
4650 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4651 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4652 int horiz_move = (dx != 0);
4653 int sign = (horiz_move ? dx : dy);
4654 int step = sign * element_info[element].move_stepsize;
4656 /* special values for move stepsize for spring and things on conveyor belt */
4659 if (CAN_FALL(element) &&
4660 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4661 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4662 else if (element == EL_SPRING)
4663 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4669 inline static int getElementMoveStepsize(int x, int y)
4671 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4674 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4676 if (player->GfxAction != action || player->GfxDir != dir)
4679 printf("Player frame reset! (%d => %d, %d => %d)\n",
4680 player->GfxAction, action, player->GfxDir, dir);
4683 player->GfxAction = action;
4684 player->GfxDir = dir;
4686 player->StepFrame = 0;
4690 #if USE_GFX_RESET_GFX_ANIMATION
4691 static void ResetGfxFrame(int x, int y, boolean redraw)
4693 int element = Feld[x][y];
4694 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4695 int last_gfx_frame = GfxFrame[x][y];
4697 if (graphic_info[graphic].anim_global_sync)
4698 GfxFrame[x][y] = FrameCounter;
4699 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4700 GfxFrame[x][y] = CustomValue[x][y];
4701 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4702 GfxFrame[x][y] = element_info[element].collect_score;
4703 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4704 GfxFrame[x][y] = ChangeDelay[x][y];
4706 if (redraw && GfxFrame[x][y] != last_gfx_frame)
4707 DrawLevelGraphicAnimation(x, y, graphic);
4711 static void ResetGfxAnimation(int x, int y)
4713 GfxAction[x][y] = ACTION_DEFAULT;
4714 GfxDir[x][y] = MovDir[x][y];
4717 #if USE_GFX_RESET_GFX_ANIMATION
4718 ResetGfxFrame(x, y, FALSE);
4722 static void ResetRandomAnimationValue(int x, int y)
4724 GfxRandom[x][y] = INIT_GFX_RANDOM();
4727 void InitMovingField(int x, int y, int direction)
4729 int element = Feld[x][y];
4730 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4731 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4734 boolean is_moving_before, is_moving_after;
4736 boolean continues_moving = (WasJustMoving[x][y] && direction == MovDir[x][y]);
4739 /* check if element was/is moving or being moved before/after mode change */
4742 is_moving_before = (WasJustMoving[x][y] != 0);
4744 /* (!!! this does not work -- WasJustMoving is NOT a boolean value !!!) */
4745 is_moving_before = WasJustMoving[x][y];
4748 is_moving_before = (getElementMoveStepsizeExt(x, y, MovDir[x][y]) != 0);
4750 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4752 /* reset animation only for moving elements which change direction of moving
4753 or which just started or stopped moving
4754 (else CEs with property "can move" / "not moving" are reset each frame) */
4755 #if USE_GFX_RESET_ONLY_WHEN_MOVING
4757 if (is_moving_before != is_moving_after ||
4758 direction != MovDir[x][y])
4759 ResetGfxAnimation(x, y);
4761 if ((is_moving_before || is_moving_after) && !continues_moving)
4762 ResetGfxAnimation(x, y);
4765 if (!continues_moving)
4766 ResetGfxAnimation(x, y);
4769 MovDir[x][y] = direction;
4770 GfxDir[x][y] = direction;
4772 #if USE_GFX_RESET_ONLY_WHEN_MOVING
4773 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4774 direction == MV_DOWN && CAN_FALL(element) ?
4775 ACTION_FALLING : ACTION_MOVING);
4777 GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
4778 ACTION_FALLING : ACTION_MOVING);
4781 /* this is needed for CEs with property "can move" / "not moving" */
4783 if (is_moving_after)
4785 if (Feld[newx][newy] == EL_EMPTY)
4786 Feld[newx][newy] = EL_BLOCKED;
4788 MovDir[newx][newy] = MovDir[x][y];
4790 #if USE_NEW_CUSTOM_VALUE
4791 CustomValue[newx][newy] = CustomValue[x][y];
4794 GfxFrame[newx][newy] = GfxFrame[x][y];
4795 GfxRandom[newx][newy] = GfxRandom[x][y];
4796 GfxAction[newx][newy] = GfxAction[x][y];
4797 GfxDir[newx][newy] = GfxDir[x][y];
4801 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4803 int direction = MovDir[x][y];
4804 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4805 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4811 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4813 int oldx = x, oldy = y;
4814 int direction = MovDir[x][y];
4816 if (direction == MV_LEFT)
4818 else if (direction == MV_RIGHT)
4820 else if (direction == MV_UP)
4822 else if (direction == MV_DOWN)
4825 *comes_from_x = oldx;
4826 *comes_from_y = oldy;
4829 int MovingOrBlocked2Element(int x, int y)
4831 int element = Feld[x][y];
4833 if (element == EL_BLOCKED)
4837 Blocked2Moving(x, y, &oldx, &oldy);
4838 return Feld[oldx][oldy];
4844 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4846 /* like MovingOrBlocked2Element(), but if element is moving
4847 and (x,y) is the field the moving element is just leaving,
4848 return EL_BLOCKED instead of the element value */
4849 int element = Feld[x][y];
4851 if (IS_MOVING(x, y))
4853 if (element == EL_BLOCKED)
4857 Blocked2Moving(x, y, &oldx, &oldy);
4858 return Feld[oldx][oldy];
4867 static void RemoveField(int x, int y)
4869 Feld[x][y] = EL_EMPTY;
4875 #if USE_NEW_CUSTOM_VALUE
4876 CustomValue[x][y] = 0;
4880 ChangeDelay[x][y] = 0;
4881 ChangePage[x][y] = -1;
4882 Pushed[x][y] = FALSE;
4885 ExplodeField[x][y] = EX_TYPE_NONE;
4888 GfxElement[x][y] = EL_UNDEFINED;
4889 GfxAction[x][y] = ACTION_DEFAULT;
4890 GfxDir[x][y] = MV_NONE;
4893 void RemoveMovingField(int x, int y)
4895 int oldx = x, oldy = y, newx = x, newy = y;
4896 int element = Feld[x][y];
4897 int next_element = EL_UNDEFINED;
4899 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4902 if (IS_MOVING(x, y))
4904 Moving2Blocked(x, y, &newx, &newy);
4906 if (Feld[newx][newy] != EL_BLOCKED)
4908 /* element is moving, but target field is not free (blocked), but
4909 already occupied by something different (example: acid pool);
4910 in this case, only remove the moving field, but not the target */
4912 RemoveField(oldx, oldy);
4914 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4916 DrawLevelField(oldx, oldy);
4921 else if (element == EL_BLOCKED)
4923 Blocked2Moving(x, y, &oldx, &oldy);
4924 if (!IS_MOVING(oldx, oldy))
4928 if (element == EL_BLOCKED &&
4929 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4930 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4931 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4932 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4933 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4934 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4935 next_element = get_next_element(Feld[oldx][oldy]);
4937 RemoveField(oldx, oldy);
4938 RemoveField(newx, newy);
4940 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4942 if (next_element != EL_UNDEFINED)
4943 Feld[oldx][oldy] = next_element;
4945 DrawLevelField(oldx, oldy);
4946 DrawLevelField(newx, newy);
4949 void DrawDynamite(int x, int y)
4951 int sx = SCREENX(x), sy = SCREENY(y);
4952 int graphic = el2img(Feld[x][y]);
4955 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4958 if (IS_WALKABLE_INSIDE(Back[x][y]))
4962 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4963 else if (Store[x][y])
4964 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4966 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4968 if (Back[x][y] || Store[x][y])
4969 DrawGraphicThruMask(sx, sy, graphic, frame);
4971 DrawGraphic(sx, sy, graphic, frame);
4974 void CheckDynamite(int x, int y)
4976 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4980 if (MovDelay[x][y] != 0)
4983 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4989 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4994 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4996 boolean num_checked_players = 0;
4999 for (i = 0; i < MAX_PLAYERS; i++)
5001 if (stored_player[i].active)
5003 int sx = stored_player[i].jx;
5004 int sy = stored_player[i].jy;
5006 if (num_checked_players == 0)
5013 *sx1 = MIN(*sx1, sx);
5014 *sy1 = MIN(*sy1, sy);
5015 *sx2 = MAX(*sx2, sx);
5016 *sy2 = MAX(*sy2, sy);
5019 num_checked_players++;
5024 static boolean checkIfAllPlayersFitToScreen_RND()
5026 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5028 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5030 return (sx2 - sx1 < SCR_FIELDX &&
5031 sy2 - sy1 < SCR_FIELDY);
5034 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5036 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5038 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5040 *sx = (sx1 + sx2) / 2;
5041 *sy = (sy1 + sy2) / 2;
5044 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5045 boolean center_screen, boolean quick_relocation)
5047 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5048 boolean no_delay = (tape.warp_forward);
5049 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5050 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5052 if (quick_relocation)
5054 int offset = game.scroll_delay_value;
5056 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
5058 if (!level.shifted_relocation || center_screen)
5060 /* quick relocation (without scrolling), with centering of screen */
5062 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
5063 x > SBX_Right + MIDPOSX ? SBX_Right :
5066 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5067 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5072 /* quick relocation (without scrolling), but do not center screen */
5074 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
5075 old_x > SBX_Right + MIDPOSX ? SBX_Right :
5078 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5079 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5082 int offset_x = x + (scroll_x - center_scroll_x);
5083 int offset_y = y + (scroll_y - center_scroll_y);
5085 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5086 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5087 offset_x - MIDPOSX);
5089 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5090 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5091 offset_y - MIDPOSY);
5096 /* quick relocation (without scrolling), inside visible screen area */
5098 if ((move_dir == MV_LEFT && scroll_x > x - MIDPOSX + offset) ||
5099 (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset))
5100 scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset);
5102 if ((move_dir == MV_UP && scroll_y > y - MIDPOSY + offset) ||
5103 (move_dir == MV_DOWN && scroll_y < y - MIDPOSY - offset))
5104 scroll_y = y - MIDPOSY + (scroll_y < y - MIDPOSY ? -offset : +offset);
5106 /* don't scroll over playfield boundaries */
5107 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5108 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5110 /* don't scroll over playfield boundaries */
5111 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5112 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5115 RedrawPlayfield(TRUE, 0,0,0,0);
5120 int scroll_xx, scroll_yy;
5122 if (!level.shifted_relocation || center_screen)
5124 /* visible relocation (with scrolling), with centering of screen */
5126 scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
5127 x > SBX_Right + MIDPOSX ? SBX_Right :
5130 scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5131 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5136 /* visible relocation (with scrolling), but do not center screen */
5138 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
5139 old_x > SBX_Right + MIDPOSX ? SBX_Right :
5142 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5143 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5146 int offset_x = x + (scroll_x - center_scroll_x);
5147 int offset_y = y + (scroll_y - center_scroll_y);
5149 scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5150 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5151 offset_x - MIDPOSX);
5153 scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5154 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5155 offset_y - MIDPOSY);
5160 /* visible relocation (with scrolling), with centering of screen */
5162 int scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
5163 x > SBX_Right + MIDPOSX ? SBX_Right :
5166 int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5167 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5171 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5173 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
5176 int fx = FX, fy = FY;
5178 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
5179 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
5181 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5187 fx += dx * TILEX / 2;
5188 fy += dy * TILEY / 2;
5190 ScrollLevel(dx, dy);
5193 /* scroll in two steps of half tile size to make things smoother */
5194 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5196 Delay(wait_delay_value);
5198 /* scroll second step to align at full tile size */
5200 Delay(wait_delay_value);
5205 Delay(wait_delay_value);
5209 void RelocatePlayer(int jx, int jy, int el_player_raw)
5211 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5212 int player_nr = GET_PLAYER_NR(el_player);
5213 struct PlayerInfo *player = &stored_player[player_nr];
5214 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5215 boolean no_delay = (tape.warp_forward);
5216 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5217 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5218 int old_jx = player->jx;
5219 int old_jy = player->jy;
5220 int old_element = Feld[old_jx][old_jy];
5221 int element = Feld[jx][jy];
5222 boolean player_relocated = (old_jx != jx || old_jy != jy);
5224 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5225 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5226 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5227 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5228 int leave_side_horiz = move_dir_horiz;
5229 int leave_side_vert = move_dir_vert;
5230 int enter_side = enter_side_horiz | enter_side_vert;
5231 int leave_side = leave_side_horiz | leave_side_vert;
5233 if (player->GameOver) /* do not reanimate dead player */
5236 if (!player_relocated) /* no need to relocate the player */
5239 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5241 RemoveField(jx, jy); /* temporarily remove newly placed player */
5242 DrawLevelField(jx, jy);
5245 if (player->present)
5247 while (player->MovPos)
5249 ScrollPlayer(player, SCROLL_GO_ON);
5250 ScrollScreen(NULL, SCROLL_GO_ON);
5252 AdvanceFrameAndPlayerCounters(player->index_nr);
5257 Delay(wait_delay_value);
5260 DrawPlayer(player); /* needed here only to cleanup last field */
5261 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5263 player->is_moving = FALSE;
5266 if (IS_CUSTOM_ELEMENT(old_element))
5267 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5269 player->index_bit, leave_side);
5271 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5273 player->index_bit, leave_side);
5275 Feld[jx][jy] = el_player;
5276 InitPlayerField(jx, jy, el_player, TRUE);
5278 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5280 Feld[jx][jy] = element;
5281 InitField(jx, jy, FALSE);
5284 /* only visually relocate centered player */
5285 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5286 FALSE, level.instant_relocation);
5288 TestIfPlayerTouchesBadThing(jx, jy);
5289 TestIfPlayerTouchesCustomElement(jx, jy);
5291 if (IS_CUSTOM_ELEMENT(element))
5292 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5293 player->index_bit, enter_side);
5295 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5296 player->index_bit, enter_side);
5299 void Explode(int ex, int ey, int phase, int mode)
5305 /* !!! eliminate this variable !!! */
5306 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5308 if (game.explosions_delayed)
5310 ExplodeField[ex][ey] = mode;
5314 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5316 int center_element = Feld[ex][ey];
5317 int artwork_element, explosion_element; /* set these values later */
5320 /* --- This is only really needed (and now handled) in "Impact()". --- */
5321 /* do not explode moving elements that left the explode field in time */
5322 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
5323 center_element == EL_EMPTY &&
5324 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
5329 /* !!! at this place, the center element may be EL_BLOCKED !!! */
5330 if (mode == EX_TYPE_NORMAL ||
5331 mode == EX_TYPE_CENTER ||
5332 mode == EX_TYPE_CROSS)
5333 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5336 /* remove things displayed in background while burning dynamite */
5337 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5340 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5342 /* put moving element to center field (and let it explode there) */
5343 center_element = MovingOrBlocked2Element(ex, ey);
5344 RemoveMovingField(ex, ey);
5345 Feld[ex][ey] = center_element;
5348 /* now "center_element" is finally determined -- set related values now */
5349 artwork_element = center_element; /* for custom player artwork */
5350 explosion_element = center_element; /* for custom player artwork */
5352 if (IS_PLAYER(ex, ey))
5354 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5356 artwork_element = stored_player[player_nr].artwork_element;
5358 if (level.use_explosion_element[player_nr])
5360 explosion_element = level.explosion_element[player_nr];
5361 artwork_element = explosion_element;
5366 if (mode == EX_TYPE_NORMAL ||
5367 mode == EX_TYPE_CENTER ||
5368 mode == EX_TYPE_CROSS)
5369 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5372 last_phase = element_info[explosion_element].explosion_delay + 1;
5374 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5376 int xx = x - ex + 1;
5377 int yy = y - ey + 1;
5380 if (!IN_LEV_FIELD(x, y) ||
5381 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5382 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5385 element = Feld[x][y];
5387 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5389 element = MovingOrBlocked2Element(x, y);
5391 if (!IS_EXPLOSION_PROOF(element))
5392 RemoveMovingField(x, y);
5395 /* indestructible elements can only explode in center (but not flames) */
5396 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5397 mode == EX_TYPE_BORDER)) ||
5398 element == EL_FLAMES)
5401 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5402 behaviour, for example when touching a yamyam that explodes to rocks
5403 with active deadly shield, a rock is created under the player !!! */
5404 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5406 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5407 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5408 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5410 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5413 if (IS_ACTIVE_BOMB(element))
5415 /* re-activate things under the bomb like gate or penguin */
5416 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5423 /* save walkable background elements while explosion on same tile */
5424 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5425 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5426 Back[x][y] = element;
5428 /* ignite explodable elements reached by other explosion */
5429 if (element == EL_EXPLOSION)
5430 element = Store2[x][y];
5432 if (AmoebaNr[x][y] &&
5433 (element == EL_AMOEBA_FULL ||
5434 element == EL_BD_AMOEBA ||
5435 element == EL_AMOEBA_GROWING))
5437 AmoebaCnt[AmoebaNr[x][y]]--;
5438 AmoebaCnt2[AmoebaNr[x][y]]--;
5443 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5445 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5447 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5449 if (PLAYERINFO(ex, ey)->use_murphy)
5450 Store[x][y] = EL_EMPTY;
5453 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5454 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5455 else if (ELEM_IS_PLAYER(center_element))
5456 Store[x][y] = EL_EMPTY;
5457 else if (center_element == EL_YAMYAM)
5458 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5459 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5460 Store[x][y] = element_info[center_element].content.e[xx][yy];
5462 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5463 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5464 otherwise) -- FIX THIS !!! */
5465 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5466 Store[x][y] = element_info[element].content.e[1][1];
5468 else if (!CAN_EXPLODE(element))
5469 Store[x][y] = element_info[element].content.e[1][1];
5472 Store[x][y] = EL_EMPTY;
5474 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5475 center_element == EL_AMOEBA_TO_DIAMOND)
5476 Store2[x][y] = element;
5478 Feld[x][y] = EL_EXPLOSION;
5479 GfxElement[x][y] = artwork_element;
5481 ExplodePhase[x][y] = 1;
5482 ExplodeDelay[x][y] = last_phase;
5487 if (center_element == EL_YAMYAM)
5488 game.yamyam_content_nr =
5489 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5501 GfxFrame[x][y] = 0; /* restart explosion animation */
5503 last_phase = ExplodeDelay[x][y];
5505 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5509 /* activate this even in non-DEBUG version until cause for crash in
5510 getGraphicAnimationFrame() (see below) is found and eliminated */
5516 /* this can happen if the player leaves an explosion just in time */
5517 if (GfxElement[x][y] == EL_UNDEFINED)
5518 GfxElement[x][y] = EL_EMPTY;
5520 if (GfxElement[x][y] == EL_UNDEFINED)
5523 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
5524 printf("Explode(): This should never happen!\n");
5527 GfxElement[x][y] = EL_EMPTY;
5533 border_element = Store2[x][y];
5534 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5535 border_element = StorePlayer[x][y];
5537 if (phase == element_info[border_element].ignition_delay ||
5538 phase == last_phase)
5540 boolean border_explosion = FALSE;
5542 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5543 !PLAYER_EXPLOSION_PROTECTED(x, y))
5545 KillPlayerUnlessExplosionProtected(x, y);
5546 border_explosion = TRUE;
5548 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5550 Feld[x][y] = Store2[x][y];
5553 border_explosion = TRUE;
5555 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5557 AmoebeUmwandeln(x, y);
5559 border_explosion = TRUE;
5562 /* if an element just explodes due to another explosion (chain-reaction),
5563 do not immediately end the new explosion when it was the last frame of
5564 the explosion (as it would be done in the following "if"-statement!) */
5565 if (border_explosion && phase == last_phase)
5569 if (phase == last_phase)
5573 element = Feld[x][y] = Store[x][y];
5574 Store[x][y] = Store2[x][y] = 0;
5575 GfxElement[x][y] = EL_UNDEFINED;
5577 /* player can escape from explosions and might therefore be still alive */
5578 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5579 element <= EL_PLAYER_IS_EXPLODING_4)
5581 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5582 int explosion_element = EL_PLAYER_1 + player_nr;
5583 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5584 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5586 if (level.use_explosion_element[player_nr])
5587 explosion_element = level.explosion_element[player_nr];
5589 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5590 element_info[explosion_element].content.e[xx][yy]);
5593 /* restore probably existing indestructible background element */
5594 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5595 element = Feld[x][y] = Back[x][y];
5598 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5599 GfxDir[x][y] = MV_NONE;
5600 ChangeDelay[x][y] = 0;
5601 ChangePage[x][y] = -1;
5603 #if USE_NEW_CUSTOM_VALUE
5604 CustomValue[x][y] = 0;
5607 InitField_WithBug2(x, y, FALSE);
5609 DrawLevelField(x, y);
5611 TestIfElementTouchesCustomElement(x, y);
5613 if (GFX_CRUMBLED(element))
5614 DrawLevelFieldCrumbledSandNeighbours(x, y);
5616 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5617 StorePlayer[x][y] = 0;
5619 if (ELEM_IS_PLAYER(element))
5620 RelocatePlayer(x, y, element);
5622 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5624 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5625 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5628 DrawLevelFieldCrumbledSand(x, y);
5630 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5632 DrawLevelElement(x, y, Back[x][y]);
5633 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5635 else if (IS_WALKABLE_UNDER(Back[x][y]))
5637 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5638 DrawLevelElementThruMask(x, y, Back[x][y]);
5640 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5641 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5645 void DynaExplode(int ex, int ey)
5648 int dynabomb_element = Feld[ex][ey];
5649 int dynabomb_size = 1;
5650 boolean dynabomb_xl = FALSE;
5651 struct PlayerInfo *player;
5652 static int xy[4][2] =
5660 if (IS_ACTIVE_BOMB(dynabomb_element))
5662 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5663 dynabomb_size = player->dynabomb_size;
5664 dynabomb_xl = player->dynabomb_xl;
5665 player->dynabombs_left++;
5668 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5670 for (i = 0; i < NUM_DIRECTIONS; i++)
5672 for (j = 1; j <= dynabomb_size; j++)
5674 int x = ex + j * xy[i][0];
5675 int y = ey + j * xy[i][1];
5678 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5681 element = Feld[x][y];
5683 /* do not restart explosions of fields with active bombs */
5684 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5687 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5689 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5690 !IS_DIGGABLE(element) && !dynabomb_xl)
5696 void Bang(int x, int y)
5698 int element = MovingOrBlocked2Element(x, y);
5699 int explosion_type = EX_TYPE_NORMAL;
5701 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5703 struct PlayerInfo *player = PLAYERINFO(x, y);
5705 element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
5706 player->element_nr);
5708 if (level.use_explosion_element[player->index_nr])
5710 int explosion_element = level.explosion_element[player->index_nr];
5712 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5713 explosion_type = EX_TYPE_CROSS;
5714 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5715 explosion_type = EX_TYPE_CENTER;
5723 case EL_BD_BUTTERFLY:
5726 case EL_DARK_YAMYAM:
5730 RaiseScoreElement(element);
5733 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5734 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5735 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5736 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5737 case EL_DYNABOMB_INCREASE_NUMBER:
5738 case EL_DYNABOMB_INCREASE_SIZE:
5739 case EL_DYNABOMB_INCREASE_POWER:
5740 explosion_type = EX_TYPE_DYNA;
5743 case EL_DC_LANDMINE:
5745 case EL_EM_EXIT_OPEN:
5746 case EL_EM_STEEL_EXIT_OPEN:
5748 explosion_type = EX_TYPE_CENTER;
5753 case EL_LAMP_ACTIVE:
5754 case EL_AMOEBA_TO_DIAMOND:
5755 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5756 explosion_type = EX_TYPE_CENTER;
5760 if (element_info[element].explosion_type == EXPLODES_CROSS)
5761 explosion_type = EX_TYPE_CROSS;
5762 else if (element_info[element].explosion_type == EXPLODES_1X1)
5763 explosion_type = EX_TYPE_CENTER;
5767 if (explosion_type == EX_TYPE_DYNA)
5770 Explode(x, y, EX_PHASE_START, explosion_type);
5772 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5775 void SplashAcid(int x, int y)
5777 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5778 (!IN_LEV_FIELD(x - 1, y - 2) ||
5779 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5780 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5782 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5783 (!IN_LEV_FIELD(x + 1, y - 2) ||
5784 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5785 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5787 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5790 static void InitBeltMovement()
5792 static int belt_base_element[4] =
5794 EL_CONVEYOR_BELT_1_LEFT,
5795 EL_CONVEYOR_BELT_2_LEFT,
5796 EL_CONVEYOR_BELT_3_LEFT,
5797 EL_CONVEYOR_BELT_4_LEFT
5799 static int belt_base_active_element[4] =
5801 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5802 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5803 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5804 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5809 /* set frame order for belt animation graphic according to belt direction */
5810 for (i = 0; i < NUM_BELTS; i++)
5814 for (j = 0; j < NUM_BELT_PARTS; j++)
5816 int element = belt_base_active_element[belt_nr] + j;
5817 int graphic_1 = el2img(element);
5818 int graphic_2 = el2panelimg(element);
5820 if (game.belt_dir[i] == MV_LEFT)
5822 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5823 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5827 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5828 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5833 SCAN_PLAYFIELD(x, y)
5835 int element = Feld[x][y];
5837 for (i = 0; i < NUM_BELTS; i++)
5839 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5841 int e_belt_nr = getBeltNrFromBeltElement(element);
5844 if (e_belt_nr == belt_nr)
5846 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5848 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5855 static void ToggleBeltSwitch(int x, int y)
5857 static int belt_base_element[4] =
5859 EL_CONVEYOR_BELT_1_LEFT,
5860 EL_CONVEYOR_BELT_2_LEFT,
5861 EL_CONVEYOR_BELT_3_LEFT,
5862 EL_CONVEYOR_BELT_4_LEFT
5864 static int belt_base_active_element[4] =
5866 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5867 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5868 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5869 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5871 static int belt_base_switch_element[4] =
5873 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5874 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5875 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5876 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5878 static int belt_move_dir[4] =
5886 int element = Feld[x][y];
5887 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5888 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5889 int belt_dir = belt_move_dir[belt_dir_nr];
5892 if (!IS_BELT_SWITCH(element))
5895 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5896 game.belt_dir[belt_nr] = belt_dir;
5898 if (belt_dir_nr == 3)
5901 /* set frame order for belt animation graphic according to belt direction */
5902 for (i = 0; i < NUM_BELT_PARTS; i++)
5904 int element = belt_base_active_element[belt_nr] + i;
5905 int graphic_1 = el2img(element);
5906 int graphic_2 = el2panelimg(element);
5908 if (belt_dir == MV_LEFT)
5910 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5911 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5915 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5916 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5920 SCAN_PLAYFIELD(xx, yy)
5922 int element = Feld[xx][yy];
5924 if (IS_BELT_SWITCH(element))
5926 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5928 if (e_belt_nr == belt_nr)
5930 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5931 DrawLevelField(xx, yy);
5934 else if (IS_BELT(element) && belt_dir != MV_NONE)
5936 int e_belt_nr = getBeltNrFromBeltElement(element);
5938 if (e_belt_nr == belt_nr)
5940 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5942 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5943 DrawLevelField(xx, yy);
5946 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5948 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5950 if (e_belt_nr == belt_nr)
5952 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5954 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5955 DrawLevelField(xx, yy);
5961 static void ToggleSwitchgateSwitch(int x, int y)
5965 game.switchgate_pos = !game.switchgate_pos;
5967 SCAN_PLAYFIELD(xx, yy)
5969 int element = Feld[xx][yy];
5971 #if !USE_BOTH_SWITCHGATE_SWITCHES
5972 if (element == EL_SWITCHGATE_SWITCH_UP ||
5973 element == EL_SWITCHGATE_SWITCH_DOWN)
5975 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
5976 DrawLevelField(xx, yy);
5978 else if (element == EL_DC_SWITCHGATE_SWITCH_UP ||
5979 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5981 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
5982 DrawLevelField(xx, yy);
5985 if (element == EL_SWITCHGATE_SWITCH_UP)
5987 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5988 DrawLevelField(xx, yy);
5990 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5992 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5993 DrawLevelField(xx, yy);
5995 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5997 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5998 DrawLevelField(xx, yy);
6000 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6002 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6003 DrawLevelField(xx, yy);
6006 else if (element == EL_SWITCHGATE_OPEN ||
6007 element == EL_SWITCHGATE_OPENING)
6009 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6011 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6013 else if (element == EL_SWITCHGATE_CLOSED ||
6014 element == EL_SWITCHGATE_CLOSING)
6016 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6018 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6023 static int getInvisibleActiveFromInvisibleElement(int element)
6025 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6026 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6027 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6031 static int getInvisibleFromInvisibleActiveElement(int element)
6033 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6034 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6035 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6039 static void RedrawAllLightSwitchesAndInvisibleElements()
6043 SCAN_PLAYFIELD(x, y)
6045 int element = Feld[x][y];
6047 if (element == EL_LIGHT_SWITCH &&
6048 game.light_time_left > 0)
6050 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6051 DrawLevelField(x, y);
6053 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6054 game.light_time_left == 0)
6056 Feld[x][y] = EL_LIGHT_SWITCH;
6057 DrawLevelField(x, y);
6059 else if (element == EL_EMC_DRIPPER &&
6060 game.light_time_left > 0)
6062 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6063 DrawLevelField(x, y);
6065 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6066 game.light_time_left == 0)
6068 Feld[x][y] = EL_EMC_DRIPPER;
6069 DrawLevelField(x, y);
6071 else if (element == EL_INVISIBLE_STEELWALL ||
6072 element == EL_INVISIBLE_WALL ||
6073 element == EL_INVISIBLE_SAND)
6075 if (game.light_time_left > 0)
6076 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6078 DrawLevelField(x, y);
6080 /* uncrumble neighbour fields, if needed */
6081 if (element == EL_INVISIBLE_SAND)
6082 DrawLevelFieldCrumbledSandNeighbours(x, y);
6084 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6085 element == EL_INVISIBLE_WALL_ACTIVE ||
6086 element == EL_INVISIBLE_SAND_ACTIVE)
6088 if (game.light_time_left == 0)
6089 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6091 DrawLevelField(x, y);
6093 /* re-crumble neighbour fields, if needed */
6094 if (element == EL_INVISIBLE_SAND)
6095 DrawLevelFieldCrumbledSandNeighbours(x, y);
6100 static void RedrawAllInvisibleElementsForLenses()
6104 SCAN_PLAYFIELD(x, y)
6106 int element = Feld[x][y];
6108 if (element == EL_EMC_DRIPPER &&
6109 game.lenses_time_left > 0)
6111 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6112 DrawLevelField(x, y);
6114 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6115 game.lenses_time_left == 0)
6117 Feld[x][y] = EL_EMC_DRIPPER;
6118 DrawLevelField(x, y);
6120 else if (element == EL_INVISIBLE_STEELWALL ||
6121 element == EL_INVISIBLE_WALL ||
6122 element == EL_INVISIBLE_SAND)
6124 if (game.lenses_time_left > 0)
6125 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6127 DrawLevelField(x, y);
6129 /* uncrumble neighbour fields, if needed */
6130 if (element == EL_INVISIBLE_SAND)
6131 DrawLevelFieldCrumbledSandNeighbours(x, y);
6133 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6134 element == EL_INVISIBLE_WALL_ACTIVE ||
6135 element == EL_INVISIBLE_SAND_ACTIVE)
6137 if (game.lenses_time_left == 0)
6138 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6140 DrawLevelField(x, y);
6142 /* re-crumble neighbour fields, if needed */
6143 if (element == EL_INVISIBLE_SAND)
6144 DrawLevelFieldCrumbledSandNeighbours(x, y);
6149 static void RedrawAllInvisibleElementsForMagnifier()
6153 SCAN_PLAYFIELD(x, y)
6155 int element = Feld[x][y];
6157 if (element == EL_EMC_FAKE_GRASS &&
6158 game.magnify_time_left > 0)
6160 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6161 DrawLevelField(x, y);
6163 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6164 game.magnify_time_left == 0)
6166 Feld[x][y] = EL_EMC_FAKE_GRASS;
6167 DrawLevelField(x, y);
6169 else if (IS_GATE_GRAY(element) &&
6170 game.magnify_time_left > 0)
6172 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6173 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6174 IS_EM_GATE_GRAY(element) ?
6175 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6176 IS_EMC_GATE_GRAY(element) ?
6177 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6179 DrawLevelField(x, y);
6181 else if (IS_GATE_GRAY_ACTIVE(element) &&
6182 game.magnify_time_left == 0)
6184 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6185 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6186 IS_EM_GATE_GRAY_ACTIVE(element) ?
6187 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6188 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6189 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6191 DrawLevelField(x, y);
6196 static void ToggleLightSwitch(int x, int y)
6198 int element = Feld[x][y];
6200 game.light_time_left =
6201 (element == EL_LIGHT_SWITCH ?
6202 level.time_light * FRAMES_PER_SECOND : 0);
6204 RedrawAllLightSwitchesAndInvisibleElements();
6207 static void ActivateTimegateSwitch(int x, int y)
6211 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6213 SCAN_PLAYFIELD(xx, yy)
6215 int element = Feld[xx][yy];
6217 if (element == EL_TIMEGATE_CLOSED ||
6218 element == EL_TIMEGATE_CLOSING)
6220 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6221 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6225 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6227 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6228 DrawLevelField(xx, yy);
6235 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6236 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6238 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
6242 void Impact(int x, int y)
6244 boolean last_line = (y == lev_fieldy - 1);
6245 boolean object_hit = FALSE;
6246 boolean impact = (last_line || object_hit);
6247 int element = Feld[x][y];
6248 int smashed = EL_STEELWALL;
6250 if (!last_line) /* check if element below was hit */
6252 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6255 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6256 MovDir[x][y + 1] != MV_DOWN ||
6257 MovPos[x][y + 1] <= TILEY / 2));
6259 /* do not smash moving elements that left the smashed field in time */
6260 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6261 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6264 #if USE_QUICKSAND_IMPACT_BUGFIX
6265 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6267 RemoveMovingField(x, y + 1);
6268 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6269 Feld[x][y + 2] = EL_ROCK;
6270 DrawLevelField(x, y + 2);
6275 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6277 RemoveMovingField(x, y + 1);
6278 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6279 Feld[x][y + 2] = EL_ROCK;
6280 DrawLevelField(x, y + 2);
6287 smashed = MovingOrBlocked2Element(x, y + 1);
6289 impact = (last_line || object_hit);
6292 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6294 SplashAcid(x, y + 1);
6298 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6299 /* only reset graphic animation if graphic really changes after impact */
6301 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6303 ResetGfxAnimation(x, y);
6304 DrawLevelField(x, y);
6307 if (impact && CAN_EXPLODE_IMPACT(element))
6312 else if (impact && element == EL_PEARL &&
6313 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6315 ResetGfxAnimation(x, y);
6317 Feld[x][y] = EL_PEARL_BREAKING;
6318 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6321 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6323 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6328 if (impact && element == EL_AMOEBA_DROP)
6330 if (object_hit && IS_PLAYER(x, y + 1))
6331 KillPlayerUnlessEnemyProtected(x, y + 1);
6332 else if (object_hit && smashed == EL_PENGUIN)
6336 Feld[x][y] = EL_AMOEBA_GROWING;
6337 Store[x][y] = EL_AMOEBA_WET;
6339 ResetRandomAnimationValue(x, y);
6344 if (object_hit) /* check which object was hit */
6346 if ((CAN_PASS_MAGIC_WALL(element) &&
6347 (smashed == EL_MAGIC_WALL ||
6348 smashed == EL_BD_MAGIC_WALL)) ||
6349 (CAN_PASS_DC_MAGIC_WALL(element) &&
6350 smashed == EL_DC_MAGIC_WALL))
6353 int activated_magic_wall =
6354 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6355 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6356 EL_DC_MAGIC_WALL_ACTIVE);
6358 /* activate magic wall / mill */
6359 SCAN_PLAYFIELD(xx, yy)
6361 if (Feld[xx][yy] == smashed)
6362 Feld[xx][yy] = activated_magic_wall;
6365 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6366 game.magic_wall_active = TRUE;
6368 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6369 SND_MAGIC_WALL_ACTIVATING :
6370 smashed == EL_BD_MAGIC_WALL ?
6371 SND_BD_MAGIC_WALL_ACTIVATING :
6372 SND_DC_MAGIC_WALL_ACTIVATING));
6375 if (IS_PLAYER(x, y + 1))
6377 if (CAN_SMASH_PLAYER(element))
6379 KillPlayerUnlessEnemyProtected(x, y + 1);
6383 else if (smashed == EL_PENGUIN)
6385 if (CAN_SMASH_PLAYER(element))
6391 else if (element == EL_BD_DIAMOND)
6393 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6399 else if (((element == EL_SP_INFOTRON ||
6400 element == EL_SP_ZONK) &&
6401 (smashed == EL_SP_SNIKSNAK ||
6402 smashed == EL_SP_ELECTRON ||
6403 smashed == EL_SP_DISK_ORANGE)) ||
6404 (element == EL_SP_INFOTRON &&
6405 smashed == EL_SP_DISK_YELLOW))
6410 else if (CAN_SMASH_EVERYTHING(element))
6412 if (IS_CLASSIC_ENEMY(smashed) ||
6413 CAN_EXPLODE_SMASHED(smashed))
6418 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6420 if (smashed == EL_LAMP ||
6421 smashed == EL_LAMP_ACTIVE)
6426 else if (smashed == EL_NUT)
6428 Feld[x][y + 1] = EL_NUT_BREAKING;
6429 PlayLevelSound(x, y, SND_NUT_BREAKING);
6430 RaiseScoreElement(EL_NUT);
6433 else if (smashed == EL_PEARL)
6435 ResetGfxAnimation(x, y);
6437 Feld[x][y + 1] = EL_PEARL_BREAKING;
6438 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6441 else if (smashed == EL_DIAMOND)
6443 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6444 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6447 else if (IS_BELT_SWITCH(smashed))
6449 ToggleBeltSwitch(x, y + 1);
6451 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6452 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6453 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6454 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6456 ToggleSwitchgateSwitch(x, y + 1);
6458 else if (smashed == EL_LIGHT_SWITCH ||
6459 smashed == EL_LIGHT_SWITCH_ACTIVE)
6461 ToggleLightSwitch(x, y + 1);
6466 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
6469 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6471 CheckElementChangeBySide(x, y + 1, smashed, element,
6472 CE_SWITCHED, CH_SIDE_TOP);
6473 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6479 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6484 /* play sound of magic wall / mill */
6486 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6487 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6488 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6490 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6491 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6492 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6493 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6494 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6495 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6500 /* play sound of object that hits the ground */
6501 if (last_line || object_hit)
6502 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6505 inline static void TurnRoundExt(int x, int y)
6517 { 0, 0 }, { 0, 0 }, { 0, 0 },
6522 int left, right, back;
6526 { MV_DOWN, MV_UP, MV_RIGHT },
6527 { MV_UP, MV_DOWN, MV_LEFT },
6529 { MV_LEFT, MV_RIGHT, MV_DOWN },
6533 { MV_RIGHT, MV_LEFT, MV_UP }
6536 int element = Feld[x][y];
6537 int move_pattern = element_info[element].move_pattern;
6539 int old_move_dir = MovDir[x][y];
6540 int left_dir = turn[old_move_dir].left;
6541 int right_dir = turn[old_move_dir].right;
6542 int back_dir = turn[old_move_dir].back;
6544 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6545 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6546 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6547 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6549 int left_x = x + left_dx, left_y = y + left_dy;
6550 int right_x = x + right_dx, right_y = y + right_dy;
6551 int move_x = x + move_dx, move_y = y + move_dy;
6555 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6557 TestIfBadThingTouchesOtherBadThing(x, y);
6559 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6560 MovDir[x][y] = right_dir;
6561 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6562 MovDir[x][y] = left_dir;
6564 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6566 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6569 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6571 TestIfBadThingTouchesOtherBadThing(x, y);
6573 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6574 MovDir[x][y] = left_dir;
6575 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6576 MovDir[x][y] = right_dir;
6578 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6580 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6583 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6585 TestIfBadThingTouchesOtherBadThing(x, y);
6587 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6588 MovDir[x][y] = left_dir;
6589 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6590 MovDir[x][y] = right_dir;
6592 if (MovDir[x][y] != old_move_dir)
6595 else if (element == EL_YAMYAM)
6597 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6598 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6600 if (can_turn_left && can_turn_right)
6601 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6602 else if (can_turn_left)
6603 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6604 else if (can_turn_right)
6605 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6607 MovDir[x][y] = back_dir;
6609 MovDelay[x][y] = 16 + 16 * RND(3);
6611 else if (element == EL_DARK_YAMYAM)
6613 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6615 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6618 if (can_turn_left && can_turn_right)
6619 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6620 else if (can_turn_left)
6621 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6622 else if (can_turn_right)
6623 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6625 MovDir[x][y] = back_dir;
6627 MovDelay[x][y] = 16 + 16 * RND(3);
6629 else if (element == EL_PACMAN)
6631 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6632 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6634 if (can_turn_left && can_turn_right)
6635 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6636 else if (can_turn_left)
6637 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6638 else if (can_turn_right)
6639 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6641 MovDir[x][y] = back_dir;
6643 MovDelay[x][y] = 6 + RND(40);
6645 else if (element == EL_PIG)
6647 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6648 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6649 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6650 boolean should_turn_left, should_turn_right, should_move_on;
6652 int rnd = RND(rnd_value);
6654 should_turn_left = (can_turn_left &&
6656 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6657 y + back_dy + left_dy)));
6658 should_turn_right = (can_turn_right &&
6660 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6661 y + back_dy + right_dy)));
6662 should_move_on = (can_move_on &&
6665 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6666 y + move_dy + left_dy) ||
6667 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6668 y + move_dy + right_dy)));
6670 if (should_turn_left || should_turn_right || should_move_on)
6672 if (should_turn_left && should_turn_right && should_move_on)
6673 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6674 rnd < 2 * rnd_value / 3 ? right_dir :
6676 else if (should_turn_left && should_turn_right)
6677 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6678 else if (should_turn_left && should_move_on)
6679 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6680 else if (should_turn_right && should_move_on)
6681 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6682 else if (should_turn_left)
6683 MovDir[x][y] = left_dir;
6684 else if (should_turn_right)
6685 MovDir[x][y] = right_dir;
6686 else if (should_move_on)
6687 MovDir[x][y] = old_move_dir;
6689 else if (can_move_on && rnd > rnd_value / 8)
6690 MovDir[x][y] = old_move_dir;
6691 else if (can_turn_left && can_turn_right)
6692 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6693 else if (can_turn_left && rnd > rnd_value / 8)
6694 MovDir[x][y] = left_dir;
6695 else if (can_turn_right && rnd > rnd_value/8)
6696 MovDir[x][y] = right_dir;
6698 MovDir[x][y] = back_dir;
6700 xx = x + move_xy[MovDir[x][y]].dx;
6701 yy = y + move_xy[MovDir[x][y]].dy;
6703 if (!IN_LEV_FIELD(xx, yy) ||
6704 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6705 MovDir[x][y] = old_move_dir;
6709 else if (element == EL_DRAGON)
6711 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6712 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6713 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6715 int rnd = RND(rnd_value);
6717 if (can_move_on && rnd > rnd_value / 8)
6718 MovDir[x][y] = old_move_dir;
6719 else if (can_turn_left && can_turn_right)
6720 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6721 else if (can_turn_left && rnd > rnd_value / 8)
6722 MovDir[x][y] = left_dir;
6723 else if (can_turn_right && rnd > rnd_value / 8)
6724 MovDir[x][y] = right_dir;
6726 MovDir[x][y] = back_dir;
6728 xx = x + move_xy[MovDir[x][y]].dx;
6729 yy = y + move_xy[MovDir[x][y]].dy;
6731 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6732 MovDir[x][y] = old_move_dir;
6736 else if (element == EL_MOLE)
6738 boolean can_move_on =
6739 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6740 IS_AMOEBOID(Feld[move_x][move_y]) ||
6741 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6744 boolean can_turn_left =
6745 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6746 IS_AMOEBOID(Feld[left_x][left_y])));
6748 boolean can_turn_right =
6749 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6750 IS_AMOEBOID(Feld[right_x][right_y])));
6752 if (can_turn_left && can_turn_right)
6753 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6754 else if (can_turn_left)
6755 MovDir[x][y] = left_dir;
6757 MovDir[x][y] = right_dir;
6760 if (MovDir[x][y] != old_move_dir)
6763 else if (element == EL_BALLOON)
6765 MovDir[x][y] = game.wind_direction;
6768 else if (element == EL_SPRING)
6770 #if USE_NEW_SPRING_BUMPER
6771 if (MovDir[x][y] & MV_HORIZONTAL)
6773 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6774 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6776 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6777 ResetGfxAnimation(move_x, move_y);
6778 DrawLevelField(move_x, move_y);
6780 MovDir[x][y] = back_dir;
6782 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6783 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6784 MovDir[x][y] = MV_NONE;
6787 if (MovDir[x][y] & MV_HORIZONTAL &&
6788 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6789 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
6790 MovDir[x][y] = MV_NONE;
6795 else if (element == EL_ROBOT ||
6796 element == EL_SATELLITE ||
6797 element == EL_PENGUIN ||
6798 element == EL_EMC_ANDROID)
6800 int attr_x = -1, attr_y = -1;
6811 for (i = 0; i < MAX_PLAYERS; i++)
6813 struct PlayerInfo *player = &stored_player[i];
6814 int jx = player->jx, jy = player->jy;
6816 if (!player->active)
6820 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6828 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6829 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6830 game.engine_version < VERSION_IDENT(3,1,0,0)))
6836 if (element == EL_PENGUIN)
6839 static int xy[4][2] =
6847 for (i = 0; i < NUM_DIRECTIONS; i++)
6849 int ex = x + xy[i][0];
6850 int ey = y + xy[i][1];
6852 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6853 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6854 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6855 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6864 MovDir[x][y] = MV_NONE;
6866 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6867 else if (attr_x > x)
6868 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6870 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6871 else if (attr_y > y)
6872 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6874 if (element == EL_ROBOT)
6878 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6879 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6880 Moving2Blocked(x, y, &newx, &newy);
6882 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6883 MovDelay[x][y] = 8 + 8 * !RND(3);
6885 MovDelay[x][y] = 16;
6887 else if (element == EL_PENGUIN)
6893 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6895 boolean first_horiz = RND(2);
6896 int new_move_dir = MovDir[x][y];
6899 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6900 Moving2Blocked(x, y, &newx, &newy);
6902 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6906 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6907 Moving2Blocked(x, y, &newx, &newy);
6909 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6912 MovDir[x][y] = old_move_dir;
6916 else if (element == EL_SATELLITE)
6922 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6924 boolean first_horiz = RND(2);
6925 int new_move_dir = MovDir[x][y];
6928 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6929 Moving2Blocked(x, y, &newx, &newy);
6931 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6935 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6936 Moving2Blocked(x, y, &newx, &newy);
6938 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6941 MovDir[x][y] = old_move_dir;
6945 else if (element == EL_EMC_ANDROID)
6947 static int check_pos[16] =
6949 -1, /* 0 => (invalid) */
6950 7, /* 1 => MV_LEFT */
6951 3, /* 2 => MV_RIGHT */
6952 -1, /* 3 => (invalid) */
6954 0, /* 5 => MV_LEFT | MV_UP */
6955 2, /* 6 => MV_RIGHT | MV_UP */
6956 -1, /* 7 => (invalid) */
6957 5, /* 8 => MV_DOWN */
6958 6, /* 9 => MV_LEFT | MV_DOWN */
6959 4, /* 10 => MV_RIGHT | MV_DOWN */
6960 -1, /* 11 => (invalid) */
6961 -1, /* 12 => (invalid) */
6962 -1, /* 13 => (invalid) */
6963 -1, /* 14 => (invalid) */
6964 -1, /* 15 => (invalid) */
6972 { -1, -1, MV_LEFT | MV_UP },
6974 { +1, -1, MV_RIGHT | MV_UP },
6975 { +1, 0, MV_RIGHT },
6976 { +1, +1, MV_RIGHT | MV_DOWN },
6978 { -1, +1, MV_LEFT | MV_DOWN },
6981 int start_pos, check_order;
6982 boolean can_clone = FALSE;
6985 /* check if there is any free field around current position */
6986 for (i = 0; i < 8; i++)
6988 int newx = x + check_xy[i].dx;
6989 int newy = y + check_xy[i].dy;
6991 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6999 if (can_clone) /* randomly find an element to clone */
7003 start_pos = check_pos[RND(8)];
7004 check_order = (RND(2) ? -1 : +1);
7006 for (i = 0; i < 8; i++)
7008 int pos_raw = start_pos + i * check_order;
7009 int pos = (pos_raw + 8) % 8;
7010 int newx = x + check_xy[pos].dx;
7011 int newy = y + check_xy[pos].dy;
7013 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7015 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7016 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7018 Store[x][y] = Feld[newx][newy];
7027 if (can_clone) /* randomly find a direction to move */
7031 start_pos = check_pos[RND(8)];
7032 check_order = (RND(2) ? -1 : +1);
7034 for (i = 0; i < 8; i++)
7036 int pos_raw = start_pos + i * check_order;
7037 int pos = (pos_raw + 8) % 8;
7038 int newx = x + check_xy[pos].dx;
7039 int newy = y + check_xy[pos].dy;
7040 int new_move_dir = check_xy[pos].dir;
7042 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7044 MovDir[x][y] = new_move_dir;
7045 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7054 if (can_clone) /* cloning and moving successful */
7057 /* cannot clone -- try to move towards player */
7059 start_pos = check_pos[MovDir[x][y] & 0x0f];
7060 check_order = (RND(2) ? -1 : +1);
7062 for (i = 0; i < 3; i++)
7064 /* first check start_pos, then previous/next or (next/previous) pos */
7065 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7066 int pos = (pos_raw + 8) % 8;
7067 int newx = x + check_xy[pos].dx;
7068 int newy = y + check_xy[pos].dy;
7069 int new_move_dir = check_xy[pos].dir;
7071 if (IS_PLAYER(newx, newy))
7074 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7076 MovDir[x][y] = new_move_dir;
7077 MovDelay[x][y] = level.android_move_time * 8 + 1;
7084 else if (move_pattern == MV_TURNING_LEFT ||
7085 move_pattern == MV_TURNING_RIGHT ||
7086 move_pattern == MV_TURNING_LEFT_RIGHT ||
7087 move_pattern == MV_TURNING_RIGHT_LEFT ||
7088 move_pattern == MV_TURNING_RANDOM ||
7089 move_pattern == MV_ALL_DIRECTIONS)
7091 boolean can_turn_left =
7092 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7093 boolean can_turn_right =
7094 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7096 if (element_info[element].move_stepsize == 0) /* "not moving" */
7099 if (move_pattern == MV_TURNING_LEFT)
7100 MovDir[x][y] = left_dir;
7101 else if (move_pattern == MV_TURNING_RIGHT)
7102 MovDir[x][y] = right_dir;
7103 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7104 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7105 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7106 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7107 else if (move_pattern == MV_TURNING_RANDOM)
7108 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7109 can_turn_right && !can_turn_left ? right_dir :
7110 RND(2) ? left_dir : right_dir);
7111 else if (can_turn_left && can_turn_right)
7112 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7113 else if (can_turn_left)
7114 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7115 else if (can_turn_right)
7116 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7118 MovDir[x][y] = back_dir;
7120 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7122 else if (move_pattern == MV_HORIZONTAL ||
7123 move_pattern == MV_VERTICAL)
7125 if (move_pattern & old_move_dir)
7126 MovDir[x][y] = back_dir;
7127 else if (move_pattern == MV_HORIZONTAL)
7128 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7129 else if (move_pattern == MV_VERTICAL)
7130 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7132 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7134 else if (move_pattern & MV_ANY_DIRECTION)
7136 MovDir[x][y] = move_pattern;
7137 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7139 else if (move_pattern & MV_WIND_DIRECTION)
7141 MovDir[x][y] = game.wind_direction;
7142 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7144 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7146 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7147 MovDir[x][y] = left_dir;
7148 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7149 MovDir[x][y] = right_dir;
7151 if (MovDir[x][y] != old_move_dir)
7152 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7154 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7156 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7157 MovDir[x][y] = right_dir;
7158 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7159 MovDir[x][y] = left_dir;
7161 if (MovDir[x][y] != old_move_dir)
7162 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7164 else if (move_pattern == MV_TOWARDS_PLAYER ||
7165 move_pattern == MV_AWAY_FROM_PLAYER)
7167 int attr_x = -1, attr_y = -1;
7169 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7180 for (i = 0; i < MAX_PLAYERS; i++)
7182 struct PlayerInfo *player = &stored_player[i];
7183 int jx = player->jx, jy = player->jy;
7185 if (!player->active)
7189 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7197 MovDir[x][y] = MV_NONE;
7199 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7200 else if (attr_x > x)
7201 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7203 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7204 else if (attr_y > y)
7205 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7207 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7209 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7211 boolean first_horiz = RND(2);
7212 int new_move_dir = MovDir[x][y];
7214 if (element_info[element].move_stepsize == 0) /* "not moving" */
7216 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7217 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7223 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7224 Moving2Blocked(x, y, &newx, &newy);
7226 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7230 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7231 Moving2Blocked(x, y, &newx, &newy);
7233 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7236 MovDir[x][y] = old_move_dir;
7239 else if (move_pattern == MV_WHEN_PUSHED ||
7240 move_pattern == MV_WHEN_DROPPED)
7242 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7243 MovDir[x][y] = MV_NONE;
7247 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7249 static int test_xy[7][2] =
7259 static int test_dir[7] =
7269 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7270 int move_preference = -1000000; /* start with very low preference */
7271 int new_move_dir = MV_NONE;
7272 int start_test = RND(4);
7275 for (i = 0; i < NUM_DIRECTIONS; i++)
7277 int move_dir = test_dir[start_test + i];
7278 int move_dir_preference;
7280 xx = x + test_xy[start_test + i][0];
7281 yy = y + test_xy[start_test + i][1];
7283 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7284 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7286 new_move_dir = move_dir;
7291 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7294 move_dir_preference = -1 * RunnerVisit[xx][yy];
7295 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7296 move_dir_preference = PlayerVisit[xx][yy];
7298 if (move_dir_preference > move_preference)
7300 /* prefer field that has not been visited for the longest time */
7301 move_preference = move_dir_preference;
7302 new_move_dir = move_dir;
7304 else if (move_dir_preference == move_preference &&
7305 move_dir == old_move_dir)
7307 /* prefer last direction when all directions are preferred equally */
7308 move_preference = move_dir_preference;
7309 new_move_dir = move_dir;
7313 MovDir[x][y] = new_move_dir;
7314 if (old_move_dir != new_move_dir)
7315 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7319 static void TurnRound(int x, int y)
7321 int direction = MovDir[x][y];
7325 GfxDir[x][y] = MovDir[x][y];
7327 if (direction != MovDir[x][y])
7331 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7333 ResetGfxFrame(x, y, FALSE);
7336 static boolean JustBeingPushed(int x, int y)
7340 for (i = 0; i < MAX_PLAYERS; i++)
7342 struct PlayerInfo *player = &stored_player[i];
7344 if (player->active && player->is_pushing && player->MovPos)
7346 int next_jx = player->jx + (player->jx - player->last_jx);
7347 int next_jy = player->jy + (player->jy - player->last_jy);
7349 if (x == next_jx && y == next_jy)
7357 void StartMoving(int x, int y)
7359 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7360 int element = Feld[x][y];
7365 if (MovDelay[x][y] == 0)
7366 GfxAction[x][y] = ACTION_DEFAULT;
7368 if (CAN_FALL(element) && y < lev_fieldy - 1)
7370 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7371 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7372 if (JustBeingPushed(x, y))
7375 if (element == EL_QUICKSAND_FULL)
7377 if (IS_FREE(x, y + 1))
7379 InitMovingField(x, y, MV_DOWN);
7380 started_moving = TRUE;
7382 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7383 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7384 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7385 Store[x][y] = EL_ROCK;
7387 Store[x][y] = EL_ROCK;
7390 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7392 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7394 if (!MovDelay[x][y])
7395 MovDelay[x][y] = TILEY + 1;
7404 Feld[x][y] = EL_QUICKSAND_EMPTY;
7405 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7406 Store[x][y + 1] = Store[x][y];
7409 PlayLevelSoundAction(x, y, ACTION_FILLING);
7412 else if (element == EL_QUICKSAND_FAST_FULL)
7414 if (IS_FREE(x, y + 1))
7416 InitMovingField(x, y, MV_DOWN);
7417 started_moving = TRUE;
7419 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7420 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7421 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7422 Store[x][y] = EL_ROCK;
7424 Store[x][y] = EL_ROCK;
7427 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7429 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7431 if (!MovDelay[x][y])
7432 MovDelay[x][y] = TILEY + 1;
7441 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7442 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7443 Store[x][y + 1] = Store[x][y];
7446 PlayLevelSoundAction(x, y, ACTION_FILLING);
7449 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7450 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7452 InitMovingField(x, y, MV_DOWN);
7453 started_moving = TRUE;
7455 Feld[x][y] = EL_QUICKSAND_FILLING;
7456 Store[x][y] = element;
7458 PlayLevelSoundAction(x, y, ACTION_FILLING);
7460 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7461 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7463 InitMovingField(x, y, MV_DOWN);
7464 started_moving = TRUE;
7466 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7467 Store[x][y] = element;
7469 PlayLevelSoundAction(x, y, ACTION_FILLING);
7471 else if (element == EL_MAGIC_WALL_FULL)
7473 if (IS_FREE(x, y + 1))
7475 InitMovingField(x, y, MV_DOWN);
7476 started_moving = TRUE;
7478 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7479 Store[x][y] = EL_CHANGED(Store[x][y]);
7481 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7483 if (!MovDelay[x][y])
7484 MovDelay[x][y] = TILEY/4 + 1;
7493 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7494 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7495 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7499 else if (element == EL_BD_MAGIC_WALL_FULL)
7501 if (IS_FREE(x, y + 1))
7503 InitMovingField(x, y, MV_DOWN);
7504 started_moving = TRUE;
7506 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7507 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7509 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7511 if (!MovDelay[x][y])
7512 MovDelay[x][y] = TILEY/4 + 1;
7521 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7522 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7523 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7527 else if (element == EL_DC_MAGIC_WALL_FULL)
7529 if (IS_FREE(x, y + 1))
7531 InitMovingField(x, y, MV_DOWN);
7532 started_moving = TRUE;
7534 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7535 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7537 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7539 if (!MovDelay[x][y])
7540 MovDelay[x][y] = TILEY/4 + 1;
7549 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7550 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7551 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7555 else if ((CAN_PASS_MAGIC_WALL(element) &&
7556 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7557 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7558 (CAN_PASS_DC_MAGIC_WALL(element) &&
7559 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7562 InitMovingField(x, y, MV_DOWN);
7563 started_moving = TRUE;
7566 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7567 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7568 EL_DC_MAGIC_WALL_FILLING);
7569 Store[x][y] = element;
7571 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7573 SplashAcid(x, y + 1);
7575 InitMovingField(x, y, MV_DOWN);
7576 started_moving = TRUE;
7578 Store[x][y] = EL_ACID;
7581 #if USE_FIX_IMPACT_COLLISION
7582 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7583 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7585 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7586 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
7588 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7589 CAN_FALL(element) && WasJustFalling[x][y] &&
7590 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7592 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7593 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7594 (Feld[x][y + 1] == EL_BLOCKED)))
7596 /* this is needed for a special case not covered by calling "Impact()"
7597 from "ContinueMoving()": if an element moves to a tile directly below
7598 another element which was just falling on that tile (which was empty
7599 in the previous frame), the falling element above would just stop
7600 instead of smashing the element below (in previous version, the above
7601 element was just checked for "moving" instead of "falling", resulting
7602 in incorrect smashes caused by horizontal movement of the above
7603 element; also, the case of the player being the element to smash was
7604 simply not covered here... :-/ ) */
7606 CheckCollision[x][y] = 0;
7607 CheckImpact[x][y] = 0;
7611 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7613 if (MovDir[x][y] == MV_NONE)
7615 InitMovingField(x, y, MV_DOWN);
7616 started_moving = TRUE;
7619 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7621 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7622 MovDir[x][y] = MV_DOWN;
7624 InitMovingField(x, y, MV_DOWN);
7625 started_moving = TRUE;
7627 else if (element == EL_AMOEBA_DROP)
7629 Feld[x][y] = EL_AMOEBA_GROWING;
7630 Store[x][y] = EL_AMOEBA_WET;
7632 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7633 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7634 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7635 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7637 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7638 (IS_FREE(x - 1, y + 1) ||
7639 Feld[x - 1][y + 1] == EL_ACID));
7640 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7641 (IS_FREE(x + 1, y + 1) ||
7642 Feld[x + 1][y + 1] == EL_ACID));
7643 boolean can_fall_any = (can_fall_left || can_fall_right);
7644 boolean can_fall_both = (can_fall_left && can_fall_right);
7645 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7647 #if USE_NEW_ALL_SLIPPERY
7648 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7650 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7651 can_fall_right = FALSE;
7652 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7653 can_fall_left = FALSE;
7654 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7655 can_fall_right = FALSE;
7656 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7657 can_fall_left = FALSE;
7659 can_fall_any = (can_fall_left || can_fall_right);
7660 can_fall_both = FALSE;
7663 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
7665 if (slippery_type == SLIPPERY_ONLY_LEFT)
7666 can_fall_right = FALSE;
7667 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7668 can_fall_left = FALSE;
7669 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7670 can_fall_right = FALSE;
7671 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7672 can_fall_left = FALSE;
7674 can_fall_any = (can_fall_left || can_fall_right);
7675 can_fall_both = (can_fall_left && can_fall_right);
7679 #if USE_NEW_ALL_SLIPPERY
7681 #if USE_NEW_SP_SLIPPERY
7682 /* !!! better use the same properties as for custom elements here !!! */
7683 else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
7684 can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
7686 can_fall_right = FALSE; /* slip down on left side */
7687 can_fall_both = FALSE;
7692 #if USE_NEW_ALL_SLIPPERY
7695 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7696 can_fall_right = FALSE; /* slip down on left side */
7698 can_fall_left = !(can_fall_right = RND(2));
7700 can_fall_both = FALSE;
7705 if (game.emulation == EMU_BOULDERDASH ||
7706 element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7707 can_fall_right = FALSE; /* slip down on left side */
7709 can_fall_left = !(can_fall_right = RND(2));
7711 can_fall_both = FALSE;
7717 /* if not determined otherwise, prefer left side for slipping down */
7718 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7719 started_moving = TRUE;
7723 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
7725 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7728 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7729 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7730 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7731 int belt_dir = game.belt_dir[belt_nr];
7733 if ((belt_dir == MV_LEFT && left_is_free) ||
7734 (belt_dir == MV_RIGHT && right_is_free))
7736 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7738 InitMovingField(x, y, belt_dir);
7739 started_moving = TRUE;
7741 Pushed[x][y] = TRUE;
7742 Pushed[nextx][y] = TRUE;
7744 GfxAction[x][y] = ACTION_DEFAULT;
7748 MovDir[x][y] = 0; /* if element was moving, stop it */
7753 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7755 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE)
7757 if (CAN_MOVE(element) && !started_moving)
7760 int move_pattern = element_info[element].move_pattern;
7765 if (MovDir[x][y] == MV_NONE)
7767 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
7768 x, y, element, element_info[element].token_name);
7769 printf("StartMoving(): This should never happen!\n");
7774 Moving2Blocked(x, y, &newx, &newy);
7776 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7779 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7780 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7782 WasJustMoving[x][y] = 0;
7783 CheckCollision[x][y] = 0;
7785 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7787 if (Feld[x][y] != element) /* element has changed */
7791 if (!MovDelay[x][y]) /* start new movement phase */
7793 /* all objects that can change their move direction after each step
7794 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7796 if (element != EL_YAMYAM &&
7797 element != EL_DARK_YAMYAM &&
7798 element != EL_PACMAN &&
7799 !(move_pattern & MV_ANY_DIRECTION) &&
7800 move_pattern != MV_TURNING_LEFT &&
7801 move_pattern != MV_TURNING_RIGHT &&
7802 move_pattern != MV_TURNING_LEFT_RIGHT &&
7803 move_pattern != MV_TURNING_RIGHT_LEFT &&
7804 move_pattern != MV_TURNING_RANDOM)
7808 if (MovDelay[x][y] && (element == EL_BUG ||
7809 element == EL_SPACESHIP ||
7810 element == EL_SP_SNIKSNAK ||
7811 element == EL_SP_ELECTRON ||
7812 element == EL_MOLE))
7813 DrawLevelField(x, y);
7817 if (MovDelay[x][y]) /* wait some time before next movement */
7821 if (element == EL_ROBOT ||
7822 element == EL_YAMYAM ||
7823 element == EL_DARK_YAMYAM)
7825 DrawLevelElementAnimationIfNeeded(x, y, element);
7826 PlayLevelSoundAction(x, y, ACTION_WAITING);
7828 else if (element == EL_SP_ELECTRON)
7829 DrawLevelElementAnimationIfNeeded(x, y, element);
7830 else if (element == EL_DRAGON)
7833 int dir = MovDir[x][y];
7834 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7835 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7836 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7837 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7838 dir == MV_UP ? IMG_FLAMES_1_UP :
7839 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7840 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7842 GfxAction[x][y] = ACTION_ATTACKING;
7844 if (IS_PLAYER(x, y))
7845 DrawPlayerField(x, y);
7847 DrawLevelField(x, y);
7849 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7851 for (i = 1; i <= 3; i++)
7853 int xx = x + i * dx;
7854 int yy = y + i * dy;
7855 int sx = SCREENX(xx);
7856 int sy = SCREENY(yy);
7857 int flame_graphic = graphic + (i - 1);
7859 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7864 int flamed = MovingOrBlocked2Element(xx, yy);
7868 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7870 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
7871 RemoveMovingField(xx, yy);
7873 RemoveField(xx, yy);
7875 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7878 RemoveMovingField(xx, yy);
7881 ChangeDelay[xx][yy] = 0;
7883 Feld[xx][yy] = EL_FLAMES;
7885 if (IN_SCR_FIELD(sx, sy))
7887 DrawLevelFieldCrumbledSand(xx, yy);
7888 DrawGraphic(sx, sy, flame_graphic, frame);
7893 if (Feld[xx][yy] == EL_FLAMES)
7894 Feld[xx][yy] = EL_EMPTY;
7895 DrawLevelField(xx, yy);
7900 if (MovDelay[x][y]) /* element still has to wait some time */
7902 PlayLevelSoundAction(x, y, ACTION_WAITING);
7908 /* now make next step */
7910 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7912 if (DONT_COLLIDE_WITH(element) &&
7913 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7914 !PLAYER_ENEMY_PROTECTED(newx, newy))
7916 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7921 else if (CAN_MOVE_INTO_ACID(element) &&
7922 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7923 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7924 (MovDir[x][y] == MV_DOWN ||
7925 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7927 SplashAcid(newx, newy);
7928 Store[x][y] = EL_ACID;
7930 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7932 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7933 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7934 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7935 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7938 DrawLevelField(x, y);
7940 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7941 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7942 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7944 local_player->friends_still_needed--;
7945 if (!local_player->friends_still_needed &&
7946 !local_player->GameOver && AllPlayersGone)
7947 PlayerWins(local_player);
7951 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7953 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7954 DrawLevelField(newx, newy);
7956 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7958 else if (!IS_FREE(newx, newy))
7960 GfxAction[x][y] = ACTION_WAITING;
7962 if (IS_PLAYER(x, y))
7963 DrawPlayerField(x, y);
7965 DrawLevelField(x, y);
7970 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7972 if (IS_FOOD_PIG(Feld[newx][newy]))
7974 if (IS_MOVING(newx, newy))
7975 RemoveMovingField(newx, newy);
7978 Feld[newx][newy] = EL_EMPTY;
7979 DrawLevelField(newx, newy);
7982 PlayLevelSound(x, y, SND_PIG_DIGGING);
7984 else if (!IS_FREE(newx, newy))
7986 if (IS_PLAYER(x, y))
7987 DrawPlayerField(x, y);
7989 DrawLevelField(x, y);
7994 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7996 if (Store[x][y] != EL_EMPTY)
7998 boolean can_clone = FALSE;
8001 /* check if element to clone is still there */
8002 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8004 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
8012 /* cannot clone or target field not free anymore -- do not clone */
8013 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8014 Store[x][y] = EL_EMPTY;
8017 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8019 if (IS_MV_DIAGONAL(MovDir[x][y]))
8021 int diagonal_move_dir = MovDir[x][y];
8022 int stored = Store[x][y];
8023 int change_delay = 8;
8026 /* android is moving diagonally */
8028 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8030 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8031 GfxElement[x][y] = EL_EMC_ANDROID;
8032 GfxAction[x][y] = ACTION_SHRINKING;
8033 GfxDir[x][y] = diagonal_move_dir;
8034 ChangeDelay[x][y] = change_delay;
8036 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8039 DrawLevelGraphicAnimation(x, y, graphic);
8040 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8042 if (Feld[newx][newy] == EL_ACID)
8044 SplashAcid(newx, newy);
8049 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8051 Store[newx][newy] = EL_EMC_ANDROID;
8052 GfxElement[newx][newy] = EL_EMC_ANDROID;
8053 GfxAction[newx][newy] = ACTION_GROWING;
8054 GfxDir[newx][newy] = diagonal_move_dir;
8055 ChangeDelay[newx][newy] = change_delay;
8057 graphic = el_act_dir2img(GfxElement[newx][newy],
8058 GfxAction[newx][newy], GfxDir[newx][newy]);
8060 DrawLevelGraphicAnimation(newx, newy, graphic);
8061 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8067 Feld[newx][newy] = EL_EMPTY;
8068 DrawLevelField(newx, newy);
8070 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8073 else if (!IS_FREE(newx, newy))
8076 if (IS_PLAYER(x, y))
8077 DrawPlayerField(x, y);
8079 DrawLevelField(x, y);
8085 else if (IS_CUSTOM_ELEMENT(element) &&
8086 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8088 int new_element = Feld[newx][newy];
8090 if (!IS_FREE(newx, newy))
8092 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
8093 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
8096 /* no element can dig solid indestructible elements */
8097 if (IS_INDESTRUCTIBLE(new_element) &&
8098 !IS_DIGGABLE(new_element) &&
8099 !IS_COLLECTIBLE(new_element))
8102 if (AmoebaNr[newx][newy] &&
8103 (new_element == EL_AMOEBA_FULL ||
8104 new_element == EL_BD_AMOEBA ||
8105 new_element == EL_AMOEBA_GROWING))
8107 AmoebaCnt[AmoebaNr[newx][newy]]--;
8108 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8111 if (IS_MOVING(newx, newy))
8112 RemoveMovingField(newx, newy);
8115 RemoveField(newx, newy);
8116 DrawLevelField(newx, newy);
8119 /* if digged element was about to explode, prevent the explosion */
8120 ExplodeField[newx][newy] = EX_TYPE_NONE;
8122 PlayLevelSoundAction(x, y, action);
8125 Store[newx][newy] = EL_EMPTY;
8127 /* this makes it possible to leave the removed element again */
8128 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
8129 Store[newx][newy] = new_element;
8131 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
8133 int move_leave_element = element_info[element].move_leave_element;
8135 /* this makes it possible to leave the removed element again */
8136 Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
8137 new_element : move_leave_element);
8141 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8143 RunnerVisit[x][y] = FrameCounter;
8144 PlayerVisit[x][y] /= 8; /* expire player visit path */
8147 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8149 if (!IS_FREE(newx, newy))
8151 if (IS_PLAYER(x, y))
8152 DrawPlayerField(x, y);
8154 DrawLevelField(x, y);
8160 boolean wanna_flame = !RND(10);
8161 int dx = newx - x, dy = newy - y;
8162 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8163 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8164 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8165 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8166 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8167 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8170 IS_CLASSIC_ENEMY(element1) ||
8171 IS_CLASSIC_ENEMY(element2)) &&
8172 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8173 element1 != EL_FLAMES && element2 != EL_FLAMES)
8175 ResetGfxAnimation(x, y);
8176 GfxAction[x][y] = ACTION_ATTACKING;
8178 if (IS_PLAYER(x, y))
8179 DrawPlayerField(x, y);
8181 DrawLevelField(x, y);
8183 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8185 MovDelay[x][y] = 50;
8189 RemoveField(newx, newy);
8191 Feld[newx][newy] = EL_FLAMES;
8192 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8195 RemoveField(newx1, newy1);
8197 Feld[newx1][newy1] = EL_FLAMES;
8199 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8202 RemoveField(newx2, newy2);
8204 Feld[newx2][newy2] = EL_FLAMES;
8211 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8212 Feld[newx][newy] == EL_DIAMOND)
8214 if (IS_MOVING(newx, newy))
8215 RemoveMovingField(newx, newy);
8218 Feld[newx][newy] = EL_EMPTY;
8219 DrawLevelField(newx, newy);
8222 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8224 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8225 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8227 if (AmoebaNr[newx][newy])
8229 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8230 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8231 Feld[newx][newy] == EL_BD_AMOEBA)
8232 AmoebaCnt[AmoebaNr[newx][newy]]--;
8237 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
8239 RemoveMovingField(newx, newy);
8242 if (IS_MOVING(newx, newy))
8244 RemoveMovingField(newx, newy);
8249 Feld[newx][newy] = EL_EMPTY;
8250 DrawLevelField(newx, newy);
8253 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8255 else if ((element == EL_PACMAN || element == EL_MOLE)
8256 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8258 if (AmoebaNr[newx][newy])
8260 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8261 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8262 Feld[newx][newy] == EL_BD_AMOEBA)
8263 AmoebaCnt[AmoebaNr[newx][newy]]--;
8266 if (element == EL_MOLE)
8268 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8269 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8271 ResetGfxAnimation(x, y);
8272 GfxAction[x][y] = ACTION_DIGGING;
8273 DrawLevelField(x, y);
8275 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
8277 return; /* wait for shrinking amoeba */
8279 else /* element == EL_PACMAN */
8281 Feld[newx][newy] = EL_EMPTY;
8282 DrawLevelField(newx, newy);
8283 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8286 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8287 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8288 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8290 /* wait for shrinking amoeba to completely disappear */
8293 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8295 /* object was running against a wall */
8300 /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
8301 if (move_pattern & MV_ANY_DIRECTION &&
8302 move_pattern == MovDir[x][y])
8304 int blocking_element =
8305 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
8307 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
8310 element = Feld[x][y]; /* element might have changed */
8314 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
8315 DrawLevelElementAnimation(x, y, element);
8317 if (DONT_TOUCH(element))
8318 TestIfBadThingTouchesPlayer(x, y);
8323 InitMovingField(x, y, MovDir[x][y]);
8325 PlayLevelSoundAction(x, y, ACTION_MOVING);
8329 ContinueMoving(x, y);
8332 void ContinueMoving(int x, int y)
8334 int element = Feld[x][y];
8335 struct ElementInfo *ei = &element_info[element];
8336 int direction = MovDir[x][y];
8337 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8338 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8339 int newx = x + dx, newy = y + dy;
8340 int stored = Store[x][y];
8341 int stored_new = Store[newx][newy];
8342 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8343 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8344 boolean last_line = (newy == lev_fieldy - 1);
8346 MovPos[x][y] += getElementMoveStepsize(x, y);
8348 if (pushed_by_player) /* special case: moving object pushed by player */
8349 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8351 if (ABS(MovPos[x][y]) < TILEX)
8354 int ee = Feld[x][y];
8355 int gg = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8356 int ff = getGraphicAnimationFrame(gg, GfxFrame[x][y]);
8358 printf("::: %d.%d: moving %d ... [%d, %d, %d] [%d, %d, %d]\n",
8359 x, y, ABS(MovPos[x][y]),
8361 GfxAction[x][y], GfxDir[x][y], GfxFrame[x][y]);
8364 DrawLevelField(x, y);
8366 return; /* element is still moving */
8369 /* element reached destination field */
8371 Feld[x][y] = EL_EMPTY;
8372 Feld[newx][newy] = element;
8373 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8375 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8377 element = Feld[newx][newy] = EL_ACID;
8379 else if (element == EL_MOLE)
8381 Feld[x][y] = EL_SAND;
8383 DrawLevelFieldCrumbledSandNeighbours(x, y);
8385 else if (element == EL_QUICKSAND_FILLING)
8387 element = Feld[newx][newy] = get_next_element(element);
8388 Store[newx][newy] = Store[x][y];
8390 else if (element == EL_QUICKSAND_EMPTYING)
8392 Feld[x][y] = get_next_element(element);
8393 element = Feld[newx][newy] = Store[x][y];
8395 else if (element == EL_QUICKSAND_FAST_FILLING)
8397 element = Feld[newx][newy] = get_next_element(element);
8398 Store[newx][newy] = Store[x][y];
8400 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8402 Feld[x][y] = get_next_element(element);
8403 element = Feld[newx][newy] = Store[x][y];
8405 else if (element == EL_MAGIC_WALL_FILLING)
8407 element = Feld[newx][newy] = get_next_element(element);
8408 if (!game.magic_wall_active)
8409 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8410 Store[newx][newy] = Store[x][y];
8412 else if (element == EL_MAGIC_WALL_EMPTYING)
8414 Feld[x][y] = get_next_element(element);
8415 if (!game.magic_wall_active)
8416 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8417 element = Feld[newx][newy] = Store[x][y];
8419 #if USE_NEW_CUSTOM_VALUE
8420 InitField(newx, newy, FALSE);
8423 else if (element == EL_BD_MAGIC_WALL_FILLING)
8425 element = Feld[newx][newy] = get_next_element(element);
8426 if (!game.magic_wall_active)
8427 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8428 Store[newx][newy] = Store[x][y];
8430 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8432 Feld[x][y] = get_next_element(element);
8433 if (!game.magic_wall_active)
8434 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8435 element = Feld[newx][newy] = Store[x][y];
8437 #if USE_NEW_CUSTOM_VALUE
8438 InitField(newx, newy, FALSE);
8441 else if (element == EL_DC_MAGIC_WALL_FILLING)
8443 element = Feld[newx][newy] = get_next_element(element);
8444 if (!game.magic_wall_active)
8445 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8446 Store[newx][newy] = Store[x][y];
8448 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8450 Feld[x][y] = get_next_element(element);
8451 if (!game.magic_wall_active)
8452 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8453 element = Feld[newx][newy] = Store[x][y];
8455 #if USE_NEW_CUSTOM_VALUE
8456 InitField(newx, newy, FALSE);
8459 else if (element == EL_AMOEBA_DROPPING)
8461 Feld[x][y] = get_next_element(element);
8462 element = Feld[newx][newy] = Store[x][y];
8464 else if (element == EL_SOKOBAN_OBJECT)
8467 Feld[x][y] = Back[x][y];
8469 if (Back[newx][newy])
8470 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8472 Back[x][y] = Back[newx][newy] = 0;
8475 Store[x][y] = EL_EMPTY;
8480 MovDelay[newx][newy] = 0;
8482 if (CAN_CHANGE_OR_HAS_ACTION(element))
8484 /* copy element change control values to new field */
8485 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8486 ChangePage[newx][newy] = ChangePage[x][y];
8487 ChangeCount[newx][newy] = ChangeCount[x][y];
8488 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8491 #if USE_NEW_CUSTOM_VALUE
8492 CustomValue[newx][newy] = CustomValue[x][y];
8495 ChangeDelay[x][y] = 0;
8496 ChangePage[x][y] = -1;
8497 ChangeCount[x][y] = 0;
8498 ChangeEvent[x][y] = -1;
8500 #if USE_NEW_CUSTOM_VALUE
8501 CustomValue[x][y] = 0;
8504 /* copy animation control values to new field */
8505 GfxFrame[newx][newy] = GfxFrame[x][y];
8506 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8507 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8508 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8510 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8512 /* some elements can leave other elements behind after moving */
8514 if (ei->move_leave_element != EL_EMPTY &&
8515 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8516 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8518 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
8519 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8520 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8523 int move_leave_element = ei->move_leave_element;
8527 /* this makes it possible to leave the removed element again */
8528 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8529 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8531 /* this makes it possible to leave the removed element again */
8532 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8533 move_leave_element = stored;
8536 /* this makes it possible to leave the removed element again */
8537 if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
8538 ei->move_leave_element == EL_TRIGGER_ELEMENT)
8539 move_leave_element = stored;
8542 Feld[x][y] = move_leave_element;
8544 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8545 MovDir[x][y] = direction;
8547 InitField(x, y, FALSE);
8549 if (GFX_CRUMBLED(Feld[x][y]))
8550 DrawLevelFieldCrumbledSandNeighbours(x, y);
8552 if (ELEM_IS_PLAYER(move_leave_element))
8553 RelocatePlayer(x, y, move_leave_element);
8556 /* do this after checking for left-behind element */
8557 ResetGfxAnimation(x, y); /* reset animation values for old field */
8559 if (!CAN_MOVE(element) ||
8560 (CAN_FALL(element) && direction == MV_DOWN &&
8561 (element == EL_SPRING ||
8562 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8563 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8564 GfxDir[x][y] = MovDir[newx][newy] = 0;
8566 DrawLevelField(x, y);
8567 DrawLevelField(newx, newy);
8569 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8571 /* prevent pushed element from moving on in pushed direction */
8572 if (pushed_by_player && CAN_MOVE(element) &&
8573 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8574 !(element_info[element].move_pattern & direction))
8575 TurnRound(newx, newy);
8577 /* prevent elements on conveyor belt from moving on in last direction */
8578 if (pushed_by_conveyor && CAN_FALL(element) &&
8579 direction & MV_HORIZONTAL)
8580 MovDir[newx][newy] = 0;
8582 if (!pushed_by_player)
8584 int nextx = newx + dx, nexty = newy + dy;
8585 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8587 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8589 if (CAN_FALL(element) && direction == MV_DOWN)
8590 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8592 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8593 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8595 #if USE_FIX_IMPACT_COLLISION
8596 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8597 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8601 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8603 TestIfBadThingTouchesPlayer(newx, newy);
8604 TestIfBadThingTouchesFriend(newx, newy);
8606 if (!IS_CUSTOM_ELEMENT(element))
8607 TestIfBadThingTouchesOtherBadThing(newx, newy);
8609 else if (element == EL_PENGUIN)
8610 TestIfFriendTouchesBadThing(newx, newy);
8612 /* give the player one last chance (one more frame) to move away */
8613 if (CAN_FALL(element) && direction == MV_DOWN &&
8614 (last_line || (!IS_FREE(x, newy + 1) &&
8615 (!IS_PLAYER(x, newy + 1) ||
8616 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8619 if (pushed_by_player && !game.use_change_when_pushing_bug)
8621 int push_side = MV_DIR_OPPOSITE(direction);
8622 struct PlayerInfo *player = PLAYERINFO(x, y);
8624 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8625 player->index_bit, push_side);
8626 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8627 player->index_bit, push_side);
8630 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8631 MovDelay[newx][newy] = 1;
8633 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8635 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8638 if (ChangePage[newx][newy] != -1) /* delayed change */
8640 int page = ChangePage[newx][newy];
8641 struct ElementChangeInfo *change = &ei->change_page[page];
8643 ChangePage[newx][newy] = -1;
8645 if (change->can_change)
8647 if (ChangeElement(newx, newy, element, page))
8649 if (change->post_change_function)
8650 change->post_change_function(newx, newy);
8654 if (change->has_action)
8655 ExecuteCustomElementAction(newx, newy, element, page);
8659 TestIfElementHitsCustomElement(newx, newy, direction);
8660 TestIfPlayerTouchesCustomElement(newx, newy);
8661 TestIfElementTouchesCustomElement(newx, newy);
8663 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8664 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8665 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8666 MV_DIR_OPPOSITE(direction));
8669 int AmoebeNachbarNr(int ax, int ay)
8672 int element = Feld[ax][ay];
8674 static int xy[4][2] =
8682 for (i = 0; i < NUM_DIRECTIONS; i++)
8684 int x = ax + xy[i][0];
8685 int y = ay + xy[i][1];
8687 if (!IN_LEV_FIELD(x, y))
8690 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8691 group_nr = AmoebaNr[x][y];
8697 void AmoebenVereinigen(int ax, int ay)
8699 int i, x, y, xx, yy;
8700 int new_group_nr = AmoebaNr[ax][ay];
8701 static int xy[4][2] =
8709 if (new_group_nr == 0)
8712 for (i = 0; i < NUM_DIRECTIONS; i++)
8717 if (!IN_LEV_FIELD(x, y))
8720 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8721 Feld[x][y] == EL_BD_AMOEBA ||
8722 Feld[x][y] == EL_AMOEBA_DEAD) &&
8723 AmoebaNr[x][y] != new_group_nr)
8725 int old_group_nr = AmoebaNr[x][y];
8727 if (old_group_nr == 0)
8730 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8731 AmoebaCnt[old_group_nr] = 0;
8732 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8733 AmoebaCnt2[old_group_nr] = 0;
8735 SCAN_PLAYFIELD(xx, yy)
8737 if (AmoebaNr[xx][yy] == old_group_nr)
8738 AmoebaNr[xx][yy] = new_group_nr;
8744 void AmoebeUmwandeln(int ax, int ay)
8748 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8750 int group_nr = AmoebaNr[ax][ay];
8755 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8756 printf("AmoebeUmwandeln(): This should never happen!\n");
8761 SCAN_PLAYFIELD(x, y)
8763 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8766 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8770 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8771 SND_AMOEBA_TURNING_TO_GEM :
8772 SND_AMOEBA_TURNING_TO_ROCK));
8777 static int xy[4][2] =
8785 for (i = 0; i < NUM_DIRECTIONS; i++)
8790 if (!IN_LEV_FIELD(x, y))
8793 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8795 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8796 SND_AMOEBA_TURNING_TO_GEM :
8797 SND_AMOEBA_TURNING_TO_ROCK));
8804 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8807 int group_nr = AmoebaNr[ax][ay];
8808 boolean done = FALSE;
8813 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8814 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8819 SCAN_PLAYFIELD(x, y)
8821 if (AmoebaNr[x][y] == group_nr &&
8822 (Feld[x][y] == EL_AMOEBA_DEAD ||
8823 Feld[x][y] == EL_BD_AMOEBA ||
8824 Feld[x][y] == EL_AMOEBA_GROWING))
8827 Feld[x][y] = new_element;
8828 InitField(x, y, FALSE);
8829 DrawLevelField(x, y);
8835 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8836 SND_BD_AMOEBA_TURNING_TO_ROCK :
8837 SND_BD_AMOEBA_TURNING_TO_GEM));
8840 void AmoebeWaechst(int x, int y)
8842 static unsigned long sound_delay = 0;
8843 static unsigned long sound_delay_value = 0;
8845 if (!MovDelay[x][y]) /* start new growing cycle */
8849 if (DelayReached(&sound_delay, sound_delay_value))
8851 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8852 sound_delay_value = 30;
8856 if (MovDelay[x][y]) /* wait some time before growing bigger */
8859 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8861 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8862 6 - MovDelay[x][y]);
8864 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8867 if (!MovDelay[x][y])
8869 Feld[x][y] = Store[x][y];
8871 DrawLevelField(x, y);
8876 void AmoebaDisappearing(int x, int y)
8878 static unsigned long sound_delay = 0;
8879 static unsigned long sound_delay_value = 0;
8881 if (!MovDelay[x][y]) /* start new shrinking cycle */
8885 if (DelayReached(&sound_delay, sound_delay_value))
8886 sound_delay_value = 30;
8889 if (MovDelay[x][y]) /* wait some time before shrinking */
8892 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8894 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8895 6 - MovDelay[x][y]);
8897 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8900 if (!MovDelay[x][y])
8902 Feld[x][y] = EL_EMPTY;
8903 DrawLevelField(x, y);
8905 /* don't let mole enter this field in this cycle;
8906 (give priority to objects falling to this field from above) */
8912 void AmoebeAbleger(int ax, int ay)
8915 int element = Feld[ax][ay];
8916 int graphic = el2img(element);
8917 int newax = ax, neway = ay;
8918 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8919 static int xy[4][2] =
8927 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8929 Feld[ax][ay] = EL_AMOEBA_DEAD;
8930 DrawLevelField(ax, ay);
8934 if (IS_ANIMATED(graphic))
8935 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8937 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8938 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8940 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8943 if (MovDelay[ax][ay])
8947 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8950 int x = ax + xy[start][0];
8951 int y = ay + xy[start][1];
8953 if (!IN_LEV_FIELD(x, y))
8956 if (IS_FREE(x, y) ||
8957 CAN_GROW_INTO(Feld[x][y]) ||
8958 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8959 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8965 if (newax == ax && neway == ay)
8968 else /* normal or "filled" (BD style) amoeba */
8971 boolean waiting_for_player = FALSE;
8973 for (i = 0; i < NUM_DIRECTIONS; i++)
8975 int j = (start + i) % 4;
8976 int x = ax + xy[j][0];
8977 int y = ay + xy[j][1];
8979 if (!IN_LEV_FIELD(x, y))
8982 if (IS_FREE(x, y) ||
8983 CAN_GROW_INTO(Feld[x][y]) ||
8984 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8985 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8991 else if (IS_PLAYER(x, y))
8992 waiting_for_player = TRUE;
8995 if (newax == ax && neway == ay) /* amoeba cannot grow */
8997 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8999 Feld[ax][ay] = EL_AMOEBA_DEAD;
9000 DrawLevelField(ax, ay);
9001 AmoebaCnt[AmoebaNr[ax][ay]]--;
9003 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
9005 if (element == EL_AMOEBA_FULL)
9006 AmoebeUmwandeln(ax, ay);
9007 else if (element == EL_BD_AMOEBA)
9008 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
9013 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9015 /* amoeba gets larger by growing in some direction */
9017 int new_group_nr = AmoebaNr[ax][ay];
9020 if (new_group_nr == 0)
9022 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
9023 printf("AmoebeAbleger(): This should never happen!\n");
9028 AmoebaNr[newax][neway] = new_group_nr;
9029 AmoebaCnt[new_group_nr]++;
9030 AmoebaCnt2[new_group_nr]++;
9032 /* if amoeba touches other amoeba(s) after growing, unify them */
9033 AmoebenVereinigen(newax, neway);
9035 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9037 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
9043 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9044 (neway == lev_fieldy - 1 && newax != ax))
9046 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
9047 Store[newax][neway] = element;
9049 else if (neway == ay || element == EL_EMC_DRIPPER)
9051 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
9053 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9057 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
9058 Feld[ax][ay] = EL_AMOEBA_DROPPING;
9059 Store[ax][ay] = EL_AMOEBA_DROP;
9060 ContinueMoving(ax, ay);
9064 DrawLevelField(newax, neway);
9067 void Life(int ax, int ay)
9071 int element = Feld[ax][ay];
9072 int graphic = el2img(element);
9073 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9075 boolean changed = FALSE;
9077 if (IS_ANIMATED(graphic))
9078 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9083 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
9084 MovDelay[ax][ay] = life_time;
9086 if (MovDelay[ax][ay]) /* wait some time before next cycle */
9089 if (MovDelay[ax][ay])
9093 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9095 int xx = ax+x1, yy = ay+y1;
9098 if (!IN_LEV_FIELD(xx, yy))
9101 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9103 int x = xx+x2, y = yy+y2;
9105 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9108 if (((Feld[x][y] == element ||
9109 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
9111 (IS_FREE(x, y) && Stop[x][y]))
9115 if (xx == ax && yy == ay) /* field in the middle */
9117 if (nachbarn < life_parameter[0] ||
9118 nachbarn > life_parameter[1])
9120 Feld[xx][yy] = EL_EMPTY;
9122 DrawLevelField(xx, yy);
9123 Stop[xx][yy] = TRUE;
9127 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
9128 { /* free border field */
9129 if (nachbarn >= life_parameter[2] &&
9130 nachbarn <= life_parameter[3])
9132 Feld[xx][yy] = element;
9133 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9135 DrawLevelField(xx, yy);
9136 Stop[xx][yy] = TRUE;
9143 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9144 SND_GAME_OF_LIFE_GROWING);
9147 static void InitRobotWheel(int x, int y)
9149 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9152 static void RunRobotWheel(int x, int y)
9154 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9157 static void StopRobotWheel(int x, int y)
9159 if (ZX == x && ZY == y)
9163 game.robot_wheel_active = FALSE;
9167 static void InitTimegateWheel(int x, int y)
9169 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9172 static void RunTimegateWheel(int x, int y)
9174 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9177 static void InitMagicBallDelay(int x, int y)
9180 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9182 ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1;
9186 static void ActivateMagicBall(int bx, int by)
9190 if (level.ball_random)
9192 int pos_border = RND(8); /* select one of the eight border elements */
9193 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9194 int xx = pos_content % 3;
9195 int yy = pos_content / 3;
9200 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9201 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9205 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9207 int xx = x - bx + 1;
9208 int yy = y - by + 1;
9210 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9211 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9215 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9218 void CheckExit(int x, int y)
9220 if (local_player->gems_still_needed > 0 ||
9221 local_player->sokobanfields_still_needed > 0 ||
9222 local_player->lights_still_needed > 0)
9224 int element = Feld[x][y];
9225 int graphic = el2img(element);
9227 if (IS_ANIMATED(graphic))
9228 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9233 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9236 Feld[x][y] = EL_EXIT_OPENING;
9238 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9241 void CheckExitEM(int x, int y)
9243 if (local_player->gems_still_needed > 0 ||
9244 local_player->sokobanfields_still_needed > 0 ||
9245 local_player->lights_still_needed > 0)
9247 int element = Feld[x][y];
9248 int graphic = el2img(element);
9250 if (IS_ANIMATED(graphic))
9251 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9256 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9259 Feld[x][y] = EL_EM_EXIT_OPENING;
9261 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9264 void CheckExitSteel(int x, int y)
9266 if (local_player->gems_still_needed > 0 ||
9267 local_player->sokobanfields_still_needed > 0 ||
9268 local_player->lights_still_needed > 0)
9270 int element = Feld[x][y];
9271 int graphic = el2img(element);
9273 if (IS_ANIMATED(graphic))
9274 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9279 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9282 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9284 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9287 void CheckExitSteelEM(int x, int y)
9289 if (local_player->gems_still_needed > 0 ||
9290 local_player->sokobanfields_still_needed > 0 ||
9291 local_player->lights_still_needed > 0)
9293 int element = Feld[x][y];
9294 int graphic = el2img(element);
9296 if (IS_ANIMATED(graphic))
9297 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9302 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9305 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9307 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9310 void CheckExitSP(int x, int y)
9312 if (local_player->gems_still_needed > 0)
9314 int element = Feld[x][y];
9315 int graphic = el2img(element);
9317 if (IS_ANIMATED(graphic))
9318 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9323 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9326 Feld[x][y] = EL_SP_EXIT_OPENING;
9328 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9331 static void CloseAllOpenTimegates()
9335 SCAN_PLAYFIELD(x, y)
9337 int element = Feld[x][y];
9339 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9341 Feld[x][y] = EL_TIMEGATE_CLOSING;
9343 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9348 void DrawTwinkleOnField(int x, int y)
9350 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9353 if (Feld[x][y] == EL_BD_DIAMOND)
9356 if (MovDelay[x][y] == 0) /* next animation frame */
9357 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9359 if (MovDelay[x][y] != 0) /* wait some time before next frame */
9363 if (setup.direct_draw && MovDelay[x][y])
9364 SetDrawtoField(DRAW_BUFFERED);
9366 DrawLevelElementAnimation(x, y, Feld[x][y]);
9368 if (MovDelay[x][y] != 0)
9370 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9371 10 - MovDelay[x][y]);
9373 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9375 if (setup.direct_draw)
9379 dest_x = FX + SCREENX(x) * TILEX;
9380 dest_y = FY + SCREENY(y) * TILEY;
9382 BlitBitmap(drawto_field, window,
9383 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
9384 SetDrawtoField(DRAW_DIRECT);
9390 void MauerWaechst(int x, int y)
9394 if (!MovDelay[x][y]) /* next animation frame */
9395 MovDelay[x][y] = 3 * delay;
9397 if (MovDelay[x][y]) /* wait some time before next frame */
9401 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9403 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9404 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9406 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9409 if (!MovDelay[x][y])
9411 if (MovDir[x][y] == MV_LEFT)
9413 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9414 DrawLevelField(x - 1, y);
9416 else if (MovDir[x][y] == MV_RIGHT)
9418 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9419 DrawLevelField(x + 1, y);
9421 else if (MovDir[x][y] == MV_UP)
9423 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9424 DrawLevelField(x, y - 1);
9428 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9429 DrawLevelField(x, y + 1);
9432 Feld[x][y] = Store[x][y];
9434 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9435 DrawLevelField(x, y);
9440 void MauerAbleger(int ax, int ay)
9442 int element = Feld[ax][ay];
9443 int graphic = el2img(element);
9444 boolean oben_frei = FALSE, unten_frei = FALSE;
9445 boolean links_frei = FALSE, rechts_frei = FALSE;
9446 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9447 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9448 boolean new_wall = FALSE;
9450 if (IS_ANIMATED(graphic))
9451 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9453 if (!MovDelay[ax][ay]) /* start building new wall */
9454 MovDelay[ax][ay] = 6;
9456 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9459 if (MovDelay[ax][ay])
9463 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9465 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9467 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9469 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9472 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9473 element == EL_EXPANDABLE_WALL_ANY)
9477 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9478 Store[ax][ay-1] = element;
9479 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9480 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9481 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9482 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9487 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9488 Store[ax][ay+1] = element;
9489 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9490 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9491 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9492 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9497 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9498 element == EL_EXPANDABLE_WALL_ANY ||
9499 element == EL_EXPANDABLE_WALL ||
9500 element == EL_BD_EXPANDABLE_WALL)
9504 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9505 Store[ax-1][ay] = element;
9506 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9507 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9508 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9509 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9515 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9516 Store[ax+1][ay] = element;
9517 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9518 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9519 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9520 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9525 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9526 DrawLevelField(ax, ay);
9528 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9530 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9531 unten_massiv = TRUE;
9532 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9533 links_massiv = TRUE;
9534 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9535 rechts_massiv = TRUE;
9537 if (((oben_massiv && unten_massiv) ||
9538 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9539 element == EL_EXPANDABLE_WALL) &&
9540 ((links_massiv && rechts_massiv) ||
9541 element == EL_EXPANDABLE_WALL_VERTICAL))
9542 Feld[ax][ay] = EL_WALL;
9545 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9548 void MauerAblegerStahl(int ax, int ay)
9550 int element = Feld[ax][ay];
9551 int graphic = el2img(element);
9552 boolean oben_frei = FALSE, unten_frei = FALSE;
9553 boolean links_frei = FALSE, rechts_frei = FALSE;
9554 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9555 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9556 boolean new_wall = FALSE;
9558 if (IS_ANIMATED(graphic))
9559 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9561 if (!MovDelay[ax][ay]) /* start building new wall */
9562 MovDelay[ax][ay] = 6;
9564 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9567 if (MovDelay[ax][ay])
9571 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9573 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9575 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9577 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9580 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9581 element == EL_EXPANDABLE_STEELWALL_ANY)
9585 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9586 Store[ax][ay-1] = element;
9587 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9588 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9589 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9590 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9595 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9596 Store[ax][ay+1] = element;
9597 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9598 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9599 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9600 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9605 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9606 element == EL_EXPANDABLE_STEELWALL_ANY)
9610 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9611 Store[ax-1][ay] = element;
9612 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9613 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9614 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9615 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9621 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9622 Store[ax+1][ay] = element;
9623 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9624 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9625 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9626 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9631 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9633 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9634 unten_massiv = TRUE;
9635 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9636 links_massiv = TRUE;
9637 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9638 rechts_massiv = TRUE;
9640 if (((oben_massiv && unten_massiv) ||
9641 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9642 ((links_massiv && rechts_massiv) ||
9643 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9644 Feld[ax][ay] = EL_WALL;
9647 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9650 void CheckForDragon(int x, int y)
9653 boolean dragon_found = FALSE;
9654 static int xy[4][2] =
9662 for (i = 0; i < NUM_DIRECTIONS; i++)
9664 for (j = 0; j < 4; j++)
9666 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9668 if (IN_LEV_FIELD(xx, yy) &&
9669 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9671 if (Feld[xx][yy] == EL_DRAGON)
9672 dragon_found = TRUE;
9681 for (i = 0; i < NUM_DIRECTIONS; i++)
9683 for (j = 0; j < 3; j++)
9685 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9687 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9689 Feld[xx][yy] = EL_EMPTY;
9690 DrawLevelField(xx, yy);
9699 static void InitBuggyBase(int x, int y)
9701 int element = Feld[x][y];
9702 int activating_delay = FRAMES_PER_SECOND / 4;
9705 (element == EL_SP_BUGGY_BASE ?
9706 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9707 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9709 element == EL_SP_BUGGY_BASE_ACTIVE ?
9710 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9713 static void WarnBuggyBase(int x, int y)
9716 static int xy[4][2] =
9724 for (i = 0; i < NUM_DIRECTIONS; i++)
9726 int xx = x + xy[i][0];
9727 int yy = y + xy[i][1];
9729 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9731 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9738 static void InitTrap(int x, int y)
9740 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9743 static void ActivateTrap(int x, int y)
9745 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9748 static void ChangeActiveTrap(int x, int y)
9750 int graphic = IMG_TRAP_ACTIVE;
9752 /* if new animation frame was drawn, correct crumbled sand border */
9753 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9754 DrawLevelFieldCrumbledSand(x, y);
9757 static int getSpecialActionElement(int element, int number, int base_element)
9759 return (element != EL_EMPTY ? element :
9760 number != -1 ? base_element + number - 1 :
9764 static int getModifiedActionNumber(int value_old, int operator, int operand,
9765 int value_min, int value_max)
9767 int value_new = (operator == CA_MODE_SET ? operand :
9768 operator == CA_MODE_ADD ? value_old + operand :
9769 operator == CA_MODE_SUBTRACT ? value_old - operand :
9770 operator == CA_MODE_MULTIPLY ? value_old * operand :
9771 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9772 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9775 return (value_new < value_min ? value_min :
9776 value_new > value_max ? value_max :
9780 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9782 struct ElementInfo *ei = &element_info[element];
9783 struct ElementChangeInfo *change = &ei->change_page[page];
9784 int target_element = change->target_element;
9785 int action_type = change->action_type;
9786 int action_mode = change->action_mode;
9787 int action_arg = change->action_arg;
9790 if (!change->has_action)
9793 /* ---------- determine action paramater values -------------------------- */
9795 int level_time_value =
9796 (level.time > 0 ? TimeLeft :
9799 int action_arg_element =
9800 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9801 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9802 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9805 int action_arg_direction =
9806 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9807 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9808 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9809 change->actual_trigger_side :
9810 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9811 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9814 int action_arg_number_min =
9815 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9818 int action_arg_number_max =
9819 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9820 action_type == CA_SET_LEVEL_GEMS ? 999 :
9821 action_type == CA_SET_LEVEL_TIME ? 9999 :
9822 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9823 action_type == CA_SET_CE_VALUE ? 9999 :
9824 action_type == CA_SET_CE_SCORE ? 9999 :
9827 int action_arg_number_reset =
9828 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9829 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9830 action_type == CA_SET_LEVEL_TIME ? level.time :
9831 action_type == CA_SET_LEVEL_SCORE ? 0 :
9832 #if USE_NEW_CUSTOM_VALUE
9833 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9835 action_type == CA_SET_CE_VALUE ? ei->custom_value_initial :
9837 action_type == CA_SET_CE_SCORE ? 0 :
9840 int action_arg_number =
9841 (action_arg <= CA_ARG_MAX ? action_arg :
9842 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9843 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9844 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9845 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9846 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9847 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9848 #if USE_NEW_CUSTOM_VALUE
9849 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9851 action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
9853 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9854 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9855 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9856 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9857 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9858 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9859 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9860 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9861 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9862 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9863 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9866 int action_arg_number_old =
9867 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9868 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9869 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9870 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9871 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9874 int action_arg_number_new =
9875 getModifiedActionNumber(action_arg_number_old,
9876 action_mode, action_arg_number,
9877 action_arg_number_min, action_arg_number_max);
9879 int trigger_player_bits =
9880 (change->actual_trigger_player >= EL_PLAYER_1 &&
9881 change->actual_trigger_player <= EL_PLAYER_4 ?
9882 (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
9885 int action_arg_player_bits =
9886 (action_arg >= CA_ARG_PLAYER_1 &&
9887 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9888 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9891 /* ---------- execute action -------------------------------------------- */
9893 switch (action_type)
9900 /* ---------- level actions ------------------------------------------- */
9902 case CA_RESTART_LEVEL:
9904 game.restart_level = TRUE;
9909 case CA_SHOW_ENVELOPE:
9911 int element = getSpecialActionElement(action_arg_element,
9912 action_arg_number, EL_ENVELOPE_1);
9914 if (IS_ENVELOPE(element))
9915 local_player->show_envelope = element;
9920 case CA_SET_LEVEL_TIME:
9922 if (level.time > 0) /* only modify limited time value */
9924 TimeLeft = action_arg_number_new;
9927 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9929 DisplayGameControlValues();
9931 DrawGameValue_Time(TimeLeft);
9934 if (!TimeLeft && setup.time_limit)
9935 for (i = 0; i < MAX_PLAYERS; i++)
9936 KillPlayer(&stored_player[i]);
9942 case CA_SET_LEVEL_SCORE:
9944 local_player->score = action_arg_number_new;
9947 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9949 DisplayGameControlValues();
9951 DrawGameValue_Score(local_player->score);
9957 case CA_SET_LEVEL_GEMS:
9959 local_player->gems_still_needed = action_arg_number_new;
9962 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
9964 DisplayGameControlValues();
9966 DrawGameValue_Emeralds(local_player->gems_still_needed);
9972 #if !USE_PLAYER_GRAVITY
9973 case CA_SET_LEVEL_GRAVITY:
9975 game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9976 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9977 action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity :
9983 case CA_SET_LEVEL_WIND:
9985 game.wind_direction = action_arg_direction;
9990 /* ---------- player actions ------------------------------------------ */
9992 case CA_MOVE_PLAYER:
9994 /* automatically move to the next field in specified direction */
9995 for (i = 0; i < MAX_PLAYERS; i++)
9996 if (trigger_player_bits & (1 << i))
9997 stored_player[i].programmed_action = action_arg_direction;
10002 case CA_EXIT_PLAYER:
10004 for (i = 0; i < MAX_PLAYERS; i++)
10005 if (action_arg_player_bits & (1 << i))
10006 PlayerWins(&stored_player[i]);
10011 case CA_KILL_PLAYER:
10013 for (i = 0; i < MAX_PLAYERS; i++)
10014 if (action_arg_player_bits & (1 << i))
10015 KillPlayer(&stored_player[i]);
10020 case CA_SET_PLAYER_KEYS:
10022 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10023 int element = getSpecialActionElement(action_arg_element,
10024 action_arg_number, EL_KEY_1);
10026 if (IS_KEY(element))
10028 for (i = 0; i < MAX_PLAYERS; i++)
10030 if (trigger_player_bits & (1 << i))
10032 stored_player[i].key[KEY_NR(element)] = key_state;
10034 DrawGameDoorValues();
10042 case CA_SET_PLAYER_SPEED:
10044 for (i = 0; i < MAX_PLAYERS; i++)
10046 if (trigger_player_bits & (1 << i))
10048 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10050 if (action_arg == CA_ARG_SPEED_FASTER &&
10051 stored_player[i].cannot_move)
10053 action_arg_number = STEPSIZE_VERY_SLOW;
10055 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10056 action_arg == CA_ARG_SPEED_FASTER)
10058 action_arg_number = 2;
10059 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10062 else if (action_arg == CA_ARG_NUMBER_RESET)
10064 action_arg_number = level.initial_player_stepsize[i];
10068 getModifiedActionNumber(move_stepsize,
10071 action_arg_number_min,
10072 action_arg_number_max);
10074 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10081 case CA_SET_PLAYER_SHIELD:
10083 for (i = 0; i < MAX_PLAYERS; i++)
10085 if (trigger_player_bits & (1 << i))
10087 if (action_arg == CA_ARG_SHIELD_OFF)
10089 stored_player[i].shield_normal_time_left = 0;
10090 stored_player[i].shield_deadly_time_left = 0;
10092 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10094 stored_player[i].shield_normal_time_left = 999999;
10096 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10098 stored_player[i].shield_normal_time_left = 999999;
10099 stored_player[i].shield_deadly_time_left = 999999;
10107 #if USE_PLAYER_GRAVITY
10108 case CA_SET_PLAYER_GRAVITY:
10110 for (i = 0; i < MAX_PLAYERS; i++)
10112 if (trigger_player_bits & (1 << i))
10114 stored_player[i].gravity =
10115 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10116 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10117 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10118 stored_player[i].gravity);
10126 case CA_SET_PLAYER_ARTWORK:
10128 for (i = 0; i < MAX_PLAYERS; i++)
10130 if (trigger_player_bits & (1 << i))
10132 int artwork_element = action_arg_element;
10134 if (action_arg == CA_ARG_ELEMENT_RESET)
10136 (level.use_artwork_element[i] ? level.artwork_element[i] :
10137 stored_player[i].element_nr);
10139 #if USE_GFX_RESET_PLAYER_ARTWORK
10140 if (stored_player[i].artwork_element != artwork_element)
10141 stored_player[i].Frame = 0;
10144 stored_player[i].artwork_element = artwork_element;
10146 SetPlayerWaiting(&stored_player[i], FALSE);
10148 /* set number of special actions for bored and sleeping animation */
10149 stored_player[i].num_special_action_bored =
10150 get_num_special_action(artwork_element,
10151 ACTION_BORING_1, ACTION_BORING_LAST);
10152 stored_player[i].num_special_action_sleeping =
10153 get_num_special_action(artwork_element,
10154 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10161 /* ---------- CE actions ---------------------------------------------- */
10163 case CA_SET_CE_VALUE:
10165 #if USE_NEW_CUSTOM_VALUE
10166 int last_ce_value = CustomValue[x][y];
10168 CustomValue[x][y] = action_arg_number_new;
10170 if (CustomValue[x][y] != last_ce_value)
10172 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10173 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10175 if (CustomValue[x][y] == 0)
10177 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10178 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10186 case CA_SET_CE_SCORE:
10188 #if USE_NEW_CUSTOM_VALUE
10189 int last_ce_score = ei->collect_score;
10191 ei->collect_score = action_arg_number_new;
10193 if (ei->collect_score != last_ce_score)
10195 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10196 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10198 if (ei->collect_score == 0)
10202 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10203 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10206 This is a very special case that seems to be a mixture between
10207 CheckElementChange() and CheckTriggeredElementChange(): while
10208 the first one only affects single elements that are triggered
10209 directly, the second one affects multiple elements in the playfield
10210 that are triggered indirectly by another element. This is a third
10211 case: Changing the CE score always affects multiple identical CEs,
10212 so every affected CE must be checked, not only the single CE for
10213 which the CE score was changed in the first place (as every instance
10214 of that CE shares the same CE score, and therefore also can change)!
10216 SCAN_PLAYFIELD(xx, yy)
10218 if (Feld[xx][yy] == element)
10219 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10220 CE_SCORE_GETS_ZERO);
10229 /* ---------- engine actions ------------------------------------------ */
10231 case CA_SET_ENGINE_SCAN_MODE:
10233 InitPlayfieldScanMode(action_arg);
10243 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10245 int old_element = Feld[x][y];
10246 int new_element = GetElementFromGroupElement(element);
10247 int previous_move_direction = MovDir[x][y];
10248 #if USE_NEW_CUSTOM_VALUE
10249 int last_ce_value = CustomValue[x][y];
10251 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10252 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10253 boolean add_player_onto_element = (new_element_is_player &&
10254 #if USE_CODE_THAT_BREAKS_SNAKE_BITE
10255 /* this breaks SnakeBite when a snake is
10256 halfway through a door that closes */
10257 /* NOW FIXED AT LEVEL INIT IN files.c */
10258 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10260 IS_WALKABLE(old_element));
10263 /* check if element under the player changes from accessible to unaccessible
10264 (needed for special case of dropping element which then changes) */
10265 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
10266 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10274 if (!add_player_onto_element)
10276 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10277 RemoveMovingField(x, y);
10281 Feld[x][y] = new_element;
10283 #if !USE_GFX_RESET_GFX_ANIMATION
10284 ResetGfxAnimation(x, y);
10285 ResetRandomAnimationValue(x, y);
10288 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10289 MovDir[x][y] = previous_move_direction;
10291 #if USE_NEW_CUSTOM_VALUE
10292 if (element_info[new_element].use_last_ce_value)
10293 CustomValue[x][y] = last_ce_value;
10296 InitField_WithBug1(x, y, FALSE);
10298 new_element = Feld[x][y]; /* element may have changed */
10300 #if USE_GFX_RESET_GFX_ANIMATION
10301 ResetGfxAnimation(x, y);
10302 ResetRandomAnimationValue(x, y);
10305 DrawLevelField(x, y);
10307 if (GFX_CRUMBLED(new_element))
10308 DrawLevelFieldCrumbledSandNeighbours(x, y);
10312 /* check if element under the player changes from accessible to unaccessible
10313 (needed for special case of dropping element which then changes) */
10314 /* (must be checked after creating new element for walkable group elements) */
10315 #if USE_FIX_KILLED_BY_NON_WALKABLE
10316 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10317 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10324 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
10325 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10334 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10335 if (new_element_is_player)
10336 RelocatePlayer(x, y, new_element);
10339 ChangeCount[x][y]++; /* count number of changes in the same frame */
10341 TestIfBadThingTouchesPlayer(x, y);
10342 TestIfPlayerTouchesCustomElement(x, y);
10343 TestIfElementTouchesCustomElement(x, y);
10346 static void CreateField(int x, int y, int element)
10348 CreateFieldExt(x, y, element, FALSE);
10351 static void CreateElementFromChange(int x, int y, int element)
10353 element = GET_VALID_RUNTIME_ELEMENT(element);
10355 #if USE_STOP_CHANGED_ELEMENTS
10356 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10358 int old_element = Feld[x][y];
10360 /* prevent changed element from moving in same engine frame
10361 unless both old and new element can either fall or move */
10362 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10363 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10368 CreateFieldExt(x, y, element, TRUE);
10371 static boolean ChangeElement(int x, int y, int element, int page)
10373 struct ElementInfo *ei = &element_info[element];
10374 struct ElementChangeInfo *change = &ei->change_page[page];
10375 int ce_value = CustomValue[x][y];
10376 int ce_score = ei->collect_score;
10377 int target_element;
10378 int old_element = Feld[x][y];
10380 /* always use default change event to prevent running into a loop */
10381 if (ChangeEvent[x][y] == -1)
10382 ChangeEvent[x][y] = CE_DELAY;
10384 if (ChangeEvent[x][y] == CE_DELAY)
10386 /* reset actual trigger element, trigger player and action element */
10387 change->actual_trigger_element = EL_EMPTY;
10388 change->actual_trigger_player = EL_PLAYER_1;
10389 change->actual_trigger_side = CH_SIDE_NONE;
10390 change->actual_trigger_ce_value = 0;
10391 change->actual_trigger_ce_score = 0;
10394 /* do not change elements more than a specified maximum number of changes */
10395 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10398 ChangeCount[x][y]++; /* count number of changes in the same frame */
10400 if (change->explode)
10407 if (change->use_target_content)
10409 boolean complete_replace = TRUE;
10410 boolean can_replace[3][3];
10413 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10416 boolean is_walkable;
10417 boolean is_diggable;
10418 boolean is_collectible;
10419 boolean is_removable;
10420 boolean is_destructible;
10421 int ex = x + xx - 1;
10422 int ey = y + yy - 1;
10423 int content_element = change->target_content.e[xx][yy];
10426 can_replace[xx][yy] = TRUE;
10428 if (ex == x && ey == y) /* do not check changing element itself */
10431 if (content_element == EL_EMPTY_SPACE)
10433 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10438 if (!IN_LEV_FIELD(ex, ey))
10440 can_replace[xx][yy] = FALSE;
10441 complete_replace = FALSE;
10448 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10449 e = MovingOrBlocked2Element(ex, ey);
10451 is_empty = (IS_FREE(ex, ey) ||
10452 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10454 is_walkable = (is_empty || IS_WALKABLE(e));
10455 is_diggable = (is_empty || IS_DIGGABLE(e));
10456 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10457 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10458 is_removable = (is_diggable || is_collectible);
10460 can_replace[xx][yy] =
10461 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10462 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10463 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10464 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10465 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10466 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10467 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10469 if (!can_replace[xx][yy])
10470 complete_replace = FALSE;
10473 if (!change->only_if_complete || complete_replace)
10475 boolean something_has_changed = FALSE;
10477 if (change->only_if_complete && change->use_random_replace &&
10478 RND(100) < change->random_percentage)
10481 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10483 int ex = x + xx - 1;
10484 int ey = y + yy - 1;
10485 int content_element;
10487 if (can_replace[xx][yy] && (!change->use_random_replace ||
10488 RND(100) < change->random_percentage))
10490 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10491 RemoveMovingField(ex, ey);
10493 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10495 content_element = change->target_content.e[xx][yy];
10496 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10497 ce_value, ce_score);
10499 CreateElementFromChange(ex, ey, target_element);
10501 something_has_changed = TRUE;
10503 /* for symmetry reasons, freeze newly created border elements */
10504 if (ex != x || ey != y)
10505 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10509 if (something_has_changed)
10511 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10512 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10518 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10519 ce_value, ce_score);
10521 if (element == EL_DIAGONAL_GROWING ||
10522 element == EL_DIAGONAL_SHRINKING)
10524 target_element = Store[x][y];
10526 Store[x][y] = EL_EMPTY;
10529 CreateElementFromChange(x, y, target_element);
10531 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10532 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10535 /* this uses direct change before indirect change */
10536 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10541 #if USE_NEW_DELAYED_ACTION
10543 static void HandleElementChange(int x, int y, int page)
10545 int element = MovingOrBlocked2Element(x, y);
10546 struct ElementInfo *ei = &element_info[element];
10547 struct ElementChangeInfo *change = &ei->change_page[page];
10550 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10551 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10554 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10555 x, y, element, element_info[element].token_name);
10556 printf("HandleElementChange(): This should never happen!\n");
10561 /* this can happen with classic bombs on walkable, changing elements */
10562 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10565 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
10566 ChangeDelay[x][y] = 0;
10572 if (ChangeDelay[x][y] == 0) /* initialize element change */
10574 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10576 if (change->can_change)
10579 /* !!! not clear why graphic animation should be reset at all here !!! */
10580 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10581 #if USE_GFX_RESET_WHEN_NOT_MOVING
10582 /* when a custom element is about to change (for example by change delay),
10583 do not reset graphic animation when the custom element is moving */
10584 if (!IS_MOVING(x, y))
10587 ResetGfxAnimation(x, y);
10588 ResetRandomAnimationValue(x, y);
10592 if (change->pre_change_function)
10593 change->pre_change_function(x, y);
10597 ChangeDelay[x][y]--;
10599 if (ChangeDelay[x][y] != 0) /* continue element change */
10601 if (change->can_change)
10603 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10605 if (IS_ANIMATED(graphic))
10606 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10608 if (change->change_function)
10609 change->change_function(x, y);
10612 else /* finish element change */
10614 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10616 page = ChangePage[x][y];
10617 ChangePage[x][y] = -1;
10619 change = &ei->change_page[page];
10622 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10624 ChangeDelay[x][y] = 1; /* try change after next move step */
10625 ChangePage[x][y] = page; /* remember page to use for change */
10630 if (change->can_change)
10632 if (ChangeElement(x, y, element, page))
10634 if (change->post_change_function)
10635 change->post_change_function(x, y);
10639 if (change->has_action)
10640 ExecuteCustomElementAction(x, y, element, page);
10646 static void HandleElementChange(int x, int y, int page)
10648 int element = MovingOrBlocked2Element(x, y);
10649 struct ElementInfo *ei = &element_info[element];
10650 struct ElementChangeInfo *change = &ei->change_page[page];
10653 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
10656 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10657 x, y, element, element_info[element].token_name);
10658 printf("HandleElementChange(): This should never happen!\n");
10663 /* this can happen with classic bombs on walkable, changing elements */
10664 if (!CAN_CHANGE(element))
10667 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
10668 ChangeDelay[x][y] = 0;
10674 if (ChangeDelay[x][y] == 0) /* initialize element change */
10676 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10678 ResetGfxAnimation(x, y);
10679 ResetRandomAnimationValue(x, y);
10681 if (change->pre_change_function)
10682 change->pre_change_function(x, y);
10685 ChangeDelay[x][y]--;
10687 if (ChangeDelay[x][y] != 0) /* continue element change */
10689 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10691 if (IS_ANIMATED(graphic))
10692 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10694 if (change->change_function)
10695 change->change_function(x, y);
10697 else /* finish element change */
10699 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10701 page = ChangePage[x][y];
10702 ChangePage[x][y] = -1;
10704 change = &ei->change_page[page];
10707 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10709 ChangeDelay[x][y] = 1; /* try change after next move step */
10710 ChangePage[x][y] = page; /* remember page to use for change */
10715 if (ChangeElement(x, y, element, page))
10717 if (change->post_change_function)
10718 change->post_change_function(x, y);
10725 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10726 int trigger_element,
10728 int trigger_player,
10732 boolean change_done_any = FALSE;
10733 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10736 if (!(trigger_events[trigger_element][trigger_event]))
10740 printf("::: CheckTriggeredElementChangeExt %d ... [%d, %d, %d, '%s']\n",
10741 trigger_event, recursion_loop_depth, recursion_loop_detected,
10742 recursion_loop_element, EL_NAME(recursion_loop_element));
10745 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10747 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10749 int element = EL_CUSTOM_START + i;
10750 boolean change_done = FALSE;
10753 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10754 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10757 for (p = 0; p < element_info[element].num_change_pages; p++)
10759 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10761 if (change->can_change_or_has_action &&
10762 change->has_event[trigger_event] &&
10763 change->trigger_side & trigger_side &&
10764 change->trigger_player & trigger_player &&
10765 change->trigger_page & trigger_page_bits &&
10766 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10768 change->actual_trigger_element = trigger_element;
10769 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
10770 change->actual_trigger_side = trigger_side;
10771 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10772 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10774 if ((change->can_change && !change_done) || change->has_action)
10778 SCAN_PLAYFIELD(x, y)
10780 if (Feld[x][y] == element)
10782 if (change->can_change && !change_done)
10784 ChangeDelay[x][y] = 1;
10785 ChangeEvent[x][y] = trigger_event;
10787 HandleElementChange(x, y, p);
10789 #if USE_NEW_DELAYED_ACTION
10790 else if (change->has_action)
10792 ExecuteCustomElementAction(x, y, element, p);
10793 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10796 if (change->has_action)
10798 ExecuteCustomElementAction(x, y, element, p);
10799 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10805 if (change->can_change)
10807 change_done = TRUE;
10808 change_done_any = TRUE;
10815 RECURSION_LOOP_DETECTION_END();
10817 return change_done_any;
10820 static boolean CheckElementChangeExt(int x, int y,
10822 int trigger_element,
10824 int trigger_player,
10827 boolean change_done = FALSE;
10830 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10831 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10834 if (Feld[x][y] == EL_BLOCKED)
10836 Blocked2Moving(x, y, &x, &y);
10837 element = Feld[x][y];
10841 /* check if element has already changed */
10842 if (Feld[x][y] != element)
10845 /* check if element has already changed or is about to change after moving */
10846 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10847 Feld[x][y] != element) ||
10849 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10850 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10851 ChangePage[x][y] != -1)))
10856 printf("::: CheckElementChangeExt %d ... [%d, %d, %d, '%s']\n",
10857 trigger_event, recursion_loop_depth, recursion_loop_detected,
10858 recursion_loop_element, EL_NAME(recursion_loop_element));
10861 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10863 for (p = 0; p < element_info[element].num_change_pages; p++)
10865 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10867 /* check trigger element for all events where the element that is checked
10868 for changing interacts with a directly adjacent element -- this is
10869 different to element changes that affect other elements to change on the
10870 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10871 boolean check_trigger_element =
10872 (trigger_event == CE_TOUCHING_X ||
10873 trigger_event == CE_HITTING_X ||
10874 trigger_event == CE_HIT_BY_X ||
10876 /* this one was forgotten until 3.2.3 */
10877 trigger_event == CE_DIGGING_X);
10880 if (change->can_change_or_has_action &&
10881 change->has_event[trigger_event] &&
10882 change->trigger_side & trigger_side &&
10883 change->trigger_player & trigger_player &&
10884 (!check_trigger_element ||
10885 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10887 change->actual_trigger_element = trigger_element;
10888 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
10889 change->actual_trigger_side = trigger_side;
10890 change->actual_trigger_ce_value = CustomValue[x][y];
10891 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10893 /* special case: trigger element not at (x,y) position for some events */
10894 if (check_trigger_element)
10906 { 0, 0 }, { 0, 0 }, { 0, 0 },
10910 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10911 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10913 change->actual_trigger_ce_value = CustomValue[xx][yy];
10914 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10917 if (change->can_change && !change_done)
10919 ChangeDelay[x][y] = 1;
10920 ChangeEvent[x][y] = trigger_event;
10922 HandleElementChange(x, y, p);
10924 change_done = TRUE;
10926 #if USE_NEW_DELAYED_ACTION
10927 else if (change->has_action)
10929 ExecuteCustomElementAction(x, y, element, p);
10930 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10933 if (change->has_action)
10935 ExecuteCustomElementAction(x, y, element, p);
10936 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10942 RECURSION_LOOP_DETECTION_END();
10944 return change_done;
10947 static void PlayPlayerSound(struct PlayerInfo *player)
10949 int jx = player->jx, jy = player->jy;
10950 int sound_element = player->artwork_element;
10951 int last_action = player->last_action_waiting;
10952 int action = player->action_waiting;
10954 if (player->is_waiting)
10956 if (action != last_action)
10957 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10959 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10963 if (action != last_action)
10964 StopSound(element_info[sound_element].sound[last_action]);
10966 if (last_action == ACTION_SLEEPING)
10967 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10971 static void PlayAllPlayersSound()
10975 for (i = 0; i < MAX_PLAYERS; i++)
10976 if (stored_player[i].active)
10977 PlayPlayerSound(&stored_player[i]);
10980 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10982 boolean last_waiting = player->is_waiting;
10983 int move_dir = player->MovDir;
10985 player->dir_waiting = move_dir;
10986 player->last_action_waiting = player->action_waiting;
10990 if (!last_waiting) /* not waiting -> waiting */
10992 player->is_waiting = TRUE;
10994 player->frame_counter_bored =
10996 game.player_boring_delay_fixed +
10997 GetSimpleRandom(game.player_boring_delay_random);
10998 player->frame_counter_sleeping =
11000 game.player_sleeping_delay_fixed +
11001 GetSimpleRandom(game.player_sleeping_delay_random);
11003 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11006 if (game.player_sleeping_delay_fixed +
11007 game.player_sleeping_delay_random > 0 &&
11008 player->anim_delay_counter == 0 &&
11009 player->post_delay_counter == 0 &&
11010 FrameCounter >= player->frame_counter_sleeping)
11011 player->is_sleeping = TRUE;
11012 else if (game.player_boring_delay_fixed +
11013 game.player_boring_delay_random > 0 &&
11014 FrameCounter >= player->frame_counter_bored)
11015 player->is_bored = TRUE;
11017 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11018 player->is_bored ? ACTION_BORING :
11021 if (player->is_sleeping && player->use_murphy)
11023 /* special case for sleeping Murphy when leaning against non-free tile */
11025 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11026 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
11027 !IS_MOVING(player->jx - 1, player->jy)))
11028 move_dir = MV_LEFT;
11029 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11030 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
11031 !IS_MOVING(player->jx + 1, player->jy)))
11032 move_dir = MV_RIGHT;
11034 player->is_sleeping = FALSE;
11036 player->dir_waiting = move_dir;
11039 if (player->is_sleeping)
11041 if (player->num_special_action_sleeping > 0)
11043 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11045 int last_special_action = player->special_action_sleeping;
11046 int num_special_action = player->num_special_action_sleeping;
11047 int special_action =
11048 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11049 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11050 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11051 last_special_action + 1 : ACTION_SLEEPING);
11052 int special_graphic =
11053 el_act_dir2img(player->artwork_element, special_action, move_dir);
11055 player->anim_delay_counter =
11056 graphic_info[special_graphic].anim_delay_fixed +
11057 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11058 player->post_delay_counter =
11059 graphic_info[special_graphic].post_delay_fixed +
11060 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11062 player->special_action_sleeping = special_action;
11065 if (player->anim_delay_counter > 0)
11067 player->action_waiting = player->special_action_sleeping;
11068 player->anim_delay_counter--;
11070 else if (player->post_delay_counter > 0)
11072 player->post_delay_counter--;
11076 else if (player->is_bored)
11078 if (player->num_special_action_bored > 0)
11080 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11082 int special_action =
11083 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11084 int special_graphic =
11085 el_act_dir2img(player->artwork_element, special_action, move_dir);
11087 player->anim_delay_counter =
11088 graphic_info[special_graphic].anim_delay_fixed +
11089 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11090 player->post_delay_counter =
11091 graphic_info[special_graphic].post_delay_fixed +
11092 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11094 player->special_action_bored = special_action;
11097 if (player->anim_delay_counter > 0)
11099 player->action_waiting = player->special_action_bored;
11100 player->anim_delay_counter--;
11102 else if (player->post_delay_counter > 0)
11104 player->post_delay_counter--;
11109 else if (last_waiting) /* waiting -> not waiting */
11111 player->is_waiting = FALSE;
11112 player->is_bored = FALSE;
11113 player->is_sleeping = FALSE;
11115 player->frame_counter_bored = -1;
11116 player->frame_counter_sleeping = -1;
11118 player->anim_delay_counter = 0;
11119 player->post_delay_counter = 0;
11121 player->dir_waiting = player->MovDir;
11122 player->action_waiting = ACTION_DEFAULT;
11124 player->special_action_bored = ACTION_DEFAULT;
11125 player->special_action_sleeping = ACTION_DEFAULT;
11129 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11131 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
11132 int left = player_action & JOY_LEFT;
11133 int right = player_action & JOY_RIGHT;
11134 int up = player_action & JOY_UP;
11135 int down = player_action & JOY_DOWN;
11136 int button1 = player_action & JOY_BUTTON_1;
11137 int button2 = player_action & JOY_BUTTON_2;
11138 int dx = (left ? -1 : right ? 1 : 0);
11139 int dy = (up ? -1 : down ? 1 : 0);
11141 if (!player->active || tape.pausing)
11147 snapped = SnapField(player, dx, dy);
11151 dropped = DropElement(player);
11153 moved = MovePlayer(player, dx, dy);
11156 if (tape.single_step && tape.recording && !tape.pausing)
11158 if (button1 || (dropped && !moved))
11160 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11161 SnapField(player, 0, 0); /* stop snapping */
11165 SetPlayerWaiting(player, FALSE);
11167 return player_action;
11171 /* no actions for this player (no input at player's configured device) */
11173 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11174 SnapField(player, 0, 0);
11175 CheckGravityMovementWhenNotMoving(player);
11177 if (player->MovPos == 0)
11178 SetPlayerWaiting(player, TRUE);
11180 if (player->MovPos == 0) /* needed for tape.playing */
11181 player->is_moving = FALSE;
11183 player->is_dropping = FALSE;
11184 player->is_dropping_pressed = FALSE;
11185 player->drop_pressed_delay = 0;
11191 static void CheckLevelTime()
11195 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11197 if (level.native_em_level->lev->home == 0) /* all players at home */
11199 PlayerWins(local_player);
11201 AllPlayersGone = TRUE;
11203 level.native_em_level->lev->home = -1;
11206 if (level.native_em_level->ply[0]->alive == 0 &&
11207 level.native_em_level->ply[1]->alive == 0 &&
11208 level.native_em_level->ply[2]->alive == 0 &&
11209 level.native_em_level->ply[3]->alive == 0) /* all dead */
11210 AllPlayersGone = TRUE;
11213 if (TimeFrames >= FRAMES_PER_SECOND)
11218 for (i = 0; i < MAX_PLAYERS; i++)
11220 struct PlayerInfo *player = &stored_player[i];
11222 if (SHIELD_ON(player))
11224 player->shield_normal_time_left--;
11226 if (player->shield_deadly_time_left > 0)
11227 player->shield_deadly_time_left--;
11231 if (!local_player->LevelSolved && !level.use_step_counter)
11239 if (TimeLeft <= 10 && setup.time_limit)
11240 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11243 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11245 DisplayGameControlValues();
11247 DrawGameValue_Time(TimeLeft);
11250 if (!TimeLeft && setup.time_limit)
11252 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11253 level.native_em_level->lev->killed_out_of_time = TRUE;
11255 for (i = 0; i < MAX_PLAYERS; i++)
11256 KillPlayer(&stored_player[i]);
11260 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
11262 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11264 DisplayGameControlValues();
11267 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
11268 DrawGameValue_Time(TimePlayed);
11271 level.native_em_level->lev->time =
11272 (level.time == 0 ? TimePlayed : TimeLeft);
11275 if (tape.recording || tape.playing)
11276 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11279 UpdateGameDoorValues();
11280 DrawGameDoorValues();
11283 void AdvanceFrameAndPlayerCounters(int player_nr)
11287 /* advance frame counters (global frame counter and time frame counter) */
11291 /* advance player counters (counters for move delay, move animation etc.) */
11292 for (i = 0; i < MAX_PLAYERS; i++)
11294 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11295 int move_delay_value = stored_player[i].move_delay_value;
11296 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11298 if (!advance_player_counters) /* not all players may be affected */
11301 #if USE_NEW_PLAYER_ANIM
11302 if (move_frames == 0) /* less than one move per game frame */
11304 int stepsize = TILEX / move_delay_value;
11305 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11306 int count = (stored_player[i].is_moving ?
11307 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11309 if (count % delay == 0)
11314 stored_player[i].Frame += move_frames;
11316 if (stored_player[i].MovPos != 0)
11317 stored_player[i].StepFrame += move_frames;
11319 if (stored_player[i].move_delay > 0)
11320 stored_player[i].move_delay--;
11322 /* due to bugs in previous versions, counter must count up, not down */
11323 if (stored_player[i].push_delay != -1)
11324 stored_player[i].push_delay++;
11326 if (stored_player[i].drop_delay > 0)
11327 stored_player[i].drop_delay--;
11329 if (stored_player[i].is_dropping_pressed)
11330 stored_player[i].drop_pressed_delay++;
11334 void StartGameActions(boolean init_network_game, boolean record_tape,
11337 unsigned long new_random_seed = InitRND(random_seed);
11340 TapeStartRecording(new_random_seed);
11342 #if defined(NETWORK_AVALIABLE)
11343 if (init_network_game)
11345 SendToServer_StartPlaying();
11356 static unsigned long game_frame_delay = 0;
11357 unsigned long game_frame_delay_value;
11358 byte *recorded_player_action;
11359 byte summarized_player_action = 0;
11360 byte tape_action[MAX_PLAYERS];
11363 /* detect endless loops, caused by custom element programming */
11364 if (recursion_loop_detected && recursion_loop_depth == 0)
11366 char *message = getStringCat3("Internal Error ! Element ",
11367 EL_NAME(recursion_loop_element),
11368 " caused endless loop ! Quit the game ?");
11370 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11371 EL_NAME(recursion_loop_element));
11373 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11375 recursion_loop_detected = FALSE; /* if game should be continued */
11382 if (game.restart_level)
11383 StartGameActions(options.network, setup.autorecord, NEW_RANDOMIZE);
11385 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11387 if (level.native_em_level->lev->home == 0) /* all players at home */
11389 PlayerWins(local_player);
11391 AllPlayersGone = TRUE;
11393 level.native_em_level->lev->home = -1;
11396 if (level.native_em_level->ply[0]->alive == 0 &&
11397 level.native_em_level->ply[1]->alive == 0 &&
11398 level.native_em_level->ply[2]->alive == 0 &&
11399 level.native_em_level->ply[3]->alive == 0) /* all dead */
11400 AllPlayersGone = TRUE;
11403 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11406 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11409 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11412 game_frame_delay_value =
11413 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11415 if (tape.playing && tape.warp_forward && !tape.pausing)
11416 game_frame_delay_value = 0;
11418 /* ---------- main game synchronization point ---------- */
11420 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11422 if (network_playing && !network_player_action_received)
11424 /* try to get network player actions in time */
11426 #if defined(NETWORK_AVALIABLE)
11427 /* last chance to get network player actions without main loop delay */
11428 HandleNetworking();
11431 /* game was quit by network peer */
11432 if (game_status != GAME_MODE_PLAYING)
11435 if (!network_player_action_received)
11436 return; /* failed to get network player actions in time */
11438 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11444 /* at this point we know that we really continue executing the game */
11446 network_player_action_received = FALSE;
11448 /* when playing tape, read previously recorded player input from tape data */
11449 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11452 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11457 if (tape.set_centered_player)
11459 game.centered_player_nr_next = tape.centered_player_nr_next;
11460 game.set_centered_player = TRUE;
11463 for (i = 0; i < MAX_PLAYERS; i++)
11465 summarized_player_action |= stored_player[i].action;
11467 if (!network_playing)
11468 stored_player[i].effective_action = stored_player[i].action;
11471 #if defined(NETWORK_AVALIABLE)
11472 if (network_playing)
11473 SendToServer_MovePlayer(summarized_player_action);
11476 if (!options.network && !setup.team_mode)
11477 local_player->effective_action = summarized_player_action;
11479 if (setup.team_mode && setup.input_on_focus && game.centered_player_nr != -1)
11481 for (i = 0; i < MAX_PLAYERS; i++)
11482 stored_player[i].effective_action =
11483 (i == game.centered_player_nr ? summarized_player_action : 0);
11486 if (recorded_player_action != NULL)
11487 for (i = 0; i < MAX_PLAYERS; i++)
11488 stored_player[i].effective_action = recorded_player_action[i];
11490 for (i = 0; i < MAX_PLAYERS; i++)
11492 tape_action[i] = stored_player[i].effective_action;
11494 /* (this can only happen in the R'n'D game engine) */
11495 if (tape.recording && tape_action[i] && !tape.player_participates[i])
11496 tape.player_participates[i] = TRUE; /* player just appeared from CE */
11499 /* only record actions from input devices, but not programmed actions */
11500 if (tape.recording)
11501 TapeRecordAction(tape_action);
11503 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11505 GameActions_EM_Main();
11513 void GameActions_EM_Main()
11515 byte effective_action[MAX_PLAYERS];
11516 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11519 for (i = 0; i < MAX_PLAYERS; i++)
11520 effective_action[i] = stored_player[i].effective_action;
11522 GameActions_EM(effective_action, warp_mode);
11526 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11529 void GameActions_RND()
11531 int magic_wall_x = 0, magic_wall_y = 0;
11532 int i, x, y, element, graphic;
11534 InitPlayfieldScanModeVars();
11536 #if USE_ONE_MORE_CHANGE_PER_FRAME
11537 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11539 SCAN_PLAYFIELD(x, y)
11541 ChangeCount[x][y] = 0;
11542 ChangeEvent[x][y] = -1;
11547 if (game.set_centered_player)
11549 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11551 /* switching to "all players" only possible if all players fit to screen */
11552 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11554 game.centered_player_nr_next = game.centered_player_nr;
11555 game.set_centered_player = FALSE;
11558 /* do not switch focus to non-existing (or non-active) player */
11559 if (game.centered_player_nr_next >= 0 &&
11560 !stored_player[game.centered_player_nr_next].active)
11562 game.centered_player_nr_next = game.centered_player_nr;
11563 game.set_centered_player = FALSE;
11567 if (game.set_centered_player &&
11568 ScreenMovPos == 0) /* screen currently aligned at tile position */
11572 if (game.centered_player_nr_next == -1)
11574 setScreenCenteredToAllPlayers(&sx, &sy);
11578 sx = stored_player[game.centered_player_nr_next].jx;
11579 sy = stored_player[game.centered_player_nr_next].jy;
11582 game.centered_player_nr = game.centered_player_nr_next;
11583 game.set_centered_player = FALSE;
11585 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11586 DrawGameDoorValues();
11589 for (i = 0; i < MAX_PLAYERS; i++)
11591 int actual_player_action = stored_player[i].effective_action;
11594 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11595 - rnd_equinox_tetrachloride 048
11596 - rnd_equinox_tetrachloride_ii 096
11597 - rnd_emanuel_schmieg 002
11598 - doctor_sloan_ww 001, 020
11600 if (stored_player[i].MovPos == 0)
11601 CheckGravityMovement(&stored_player[i]);
11604 /* overwrite programmed action with tape action */
11605 if (stored_player[i].programmed_action)
11606 actual_player_action = stored_player[i].programmed_action;
11608 PlayerActions(&stored_player[i], actual_player_action);
11610 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11613 ScrollScreen(NULL, SCROLL_GO_ON);
11615 /* for backwards compatibility, the following code emulates a fixed bug that
11616 occured when pushing elements (causing elements that just made their last
11617 pushing step to already (if possible) make their first falling step in the
11618 same game frame, which is bad); this code is also needed to use the famous
11619 "spring push bug" which is used in older levels and might be wanted to be
11620 used also in newer levels, but in this case the buggy pushing code is only
11621 affecting the "spring" element and no other elements */
11623 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11625 for (i = 0; i < MAX_PLAYERS; i++)
11627 struct PlayerInfo *player = &stored_player[i];
11628 int x = player->jx;
11629 int y = player->jy;
11631 if (player->active && player->is_pushing && player->is_moving &&
11633 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11634 Feld[x][y] == EL_SPRING))
11636 ContinueMoving(x, y);
11638 /* continue moving after pushing (this is actually a bug) */
11639 if (!IS_MOVING(x, y))
11640 Stop[x][y] = FALSE;
11646 debug_print_timestamp(0, "start main loop profiling");
11649 SCAN_PLAYFIELD(x, y)
11651 ChangeCount[x][y] = 0;
11652 ChangeEvent[x][y] = -1;
11654 /* this must be handled before main playfield loop */
11655 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11658 if (MovDelay[x][y] <= 0)
11662 #if USE_NEW_SNAP_DELAY
11663 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11666 if (MovDelay[x][y] <= 0)
11669 DrawLevelField(x, y);
11671 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11677 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11679 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11680 printf("GameActions(): This should never happen!\n");
11682 ChangePage[x][y] = -1;
11686 Stop[x][y] = FALSE;
11687 if (WasJustMoving[x][y] > 0)
11688 WasJustMoving[x][y]--;
11689 if (WasJustFalling[x][y] > 0)
11690 WasJustFalling[x][y]--;
11691 if (CheckCollision[x][y] > 0)
11692 CheckCollision[x][y]--;
11693 if (CheckImpact[x][y] > 0)
11694 CheckImpact[x][y]--;
11698 /* reset finished pushing action (not done in ContinueMoving() to allow
11699 continuous pushing animation for elements with zero push delay) */
11700 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11702 ResetGfxAnimation(x, y);
11703 DrawLevelField(x, y);
11707 if (IS_BLOCKED(x, y))
11711 Blocked2Moving(x, y, &oldx, &oldy);
11712 if (!IS_MOVING(oldx, oldy))
11714 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11715 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11716 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11717 printf("GameActions(): This should never happen!\n");
11724 debug_print_timestamp(0, "- time for pre-main loop:");
11727 #if 0 // -------------------- !!! TEST ONLY !!! --------------------
11728 SCAN_PLAYFIELD(x, y)
11730 element = Feld[x][y];
11731 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11736 int element2 = element;
11737 int graphic2 = graphic;
11739 int element2 = Feld[x][y];
11740 int graphic2 = el_act_dir2img(element2, GfxAction[x][y], GfxDir[x][y]);
11742 int last_gfx_frame = GfxFrame[x][y];
11744 if (graphic_info[graphic2].anim_global_sync)
11745 GfxFrame[x][y] = FrameCounter;
11746 else if (ANIM_MODE(graphic2) == ANIM_CE_VALUE)
11747 GfxFrame[x][y] = CustomValue[x][y];
11748 else if (ANIM_MODE(graphic2) == ANIM_CE_SCORE)
11749 GfxFrame[x][y] = element_info[element2].collect_score;
11750 else if (ANIM_MODE(graphic2) == ANIM_CE_DELAY)
11751 GfxFrame[x][y] = ChangeDelay[x][y];
11753 if (redraw && GfxFrame[x][y] != last_gfx_frame)
11754 DrawLevelGraphicAnimation(x, y, graphic2);
11757 ResetGfxFrame(x, y, TRUE);
11761 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11762 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11763 ResetRandomAnimationValue(x, y);
11767 SetRandomAnimationValue(x, y);
11771 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11774 #endif // -------------------- !!! TEST ONLY !!! --------------------
11777 debug_print_timestamp(0, "- time for TEST loop: -->");
11780 SCAN_PLAYFIELD(x, y)
11782 element = Feld[x][y];
11783 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11785 ResetGfxFrame(x, y, TRUE);
11787 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11788 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11789 ResetRandomAnimationValue(x, y);
11791 SetRandomAnimationValue(x, y);
11793 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11795 if (IS_INACTIVE(element))
11797 if (IS_ANIMATED(graphic))
11798 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11803 /* this may take place after moving, so 'element' may have changed */
11804 if (IS_CHANGING(x, y) &&
11805 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11807 int page = element_info[element].event_page_nr[CE_DELAY];
11810 HandleElementChange(x, y, page);
11812 if (CAN_CHANGE(element))
11813 HandleElementChange(x, y, page);
11815 if (HAS_ACTION(element))
11816 ExecuteCustomElementAction(x, y, element, page);
11819 element = Feld[x][y];
11820 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11823 #if 0 // ---------------------------------------------------------------------
11825 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11829 element = Feld[x][y];
11830 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11832 if (IS_ANIMATED(graphic) &&
11833 !IS_MOVING(x, y) &&
11835 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11837 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11838 DrawTwinkleOnField(x, y);
11840 else if (IS_MOVING(x, y))
11841 ContinueMoving(x, y);
11848 case EL_EM_EXIT_OPEN:
11849 case EL_SP_EXIT_OPEN:
11850 case EL_STEEL_EXIT_OPEN:
11851 case EL_EM_STEEL_EXIT_OPEN:
11852 case EL_SP_TERMINAL:
11853 case EL_SP_TERMINAL_ACTIVE:
11854 case EL_EXTRA_TIME:
11855 case EL_SHIELD_NORMAL:
11856 case EL_SHIELD_DEADLY:
11857 if (IS_ANIMATED(graphic))
11858 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11861 case EL_DYNAMITE_ACTIVE:
11862 case EL_EM_DYNAMITE_ACTIVE:
11863 case EL_DYNABOMB_PLAYER_1_ACTIVE:
11864 case EL_DYNABOMB_PLAYER_2_ACTIVE:
11865 case EL_DYNABOMB_PLAYER_3_ACTIVE:
11866 case EL_DYNABOMB_PLAYER_4_ACTIVE:
11867 case EL_SP_DISK_RED_ACTIVE:
11868 CheckDynamite(x, y);
11871 case EL_AMOEBA_GROWING:
11872 AmoebeWaechst(x, y);
11875 case EL_AMOEBA_SHRINKING:
11876 AmoebaDisappearing(x, y);
11879 #if !USE_NEW_AMOEBA_CODE
11880 case EL_AMOEBA_WET:
11881 case EL_AMOEBA_DRY:
11882 case EL_AMOEBA_FULL:
11884 case EL_EMC_DRIPPER:
11885 AmoebeAbleger(x, y);
11889 case EL_GAME_OF_LIFE:
11894 case EL_EXIT_CLOSED:
11898 case EL_EM_EXIT_CLOSED:
11902 case EL_STEEL_EXIT_CLOSED:
11903 CheckExitSteel(x, y);
11906 case EL_EM_STEEL_EXIT_CLOSED:
11907 CheckExitSteelEM(x, y);
11910 case EL_SP_EXIT_CLOSED:
11914 case EL_EXPANDABLE_WALL_GROWING:
11915 case EL_EXPANDABLE_STEELWALL_GROWING:
11916 MauerWaechst(x, y);
11919 case EL_EXPANDABLE_WALL:
11920 case EL_EXPANDABLE_WALL_HORIZONTAL:
11921 case EL_EXPANDABLE_WALL_VERTICAL:
11922 case EL_EXPANDABLE_WALL_ANY:
11923 case EL_BD_EXPANDABLE_WALL:
11924 MauerAbleger(x, y);
11927 case EL_EXPANDABLE_STEELWALL_HORIZONTAL:
11928 case EL_EXPANDABLE_STEELWALL_VERTICAL:
11929 case EL_EXPANDABLE_STEELWALL_ANY:
11930 MauerAblegerStahl(x, y);
11934 CheckForDragon(x, y);
11940 case EL_ELEMENT_SNAPPING:
11941 case EL_DIAGONAL_SHRINKING:
11942 case EL_DIAGONAL_GROWING:
11945 el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11947 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11952 if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11953 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11958 #else // ---------------------------------------------------------------------
11960 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11964 element = Feld[x][y];
11965 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11967 if (IS_ANIMATED(graphic) &&
11968 !IS_MOVING(x, y) &&
11970 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11972 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11973 DrawTwinkleOnField(x, y);
11975 else if ((element == EL_ACID ||
11976 element == EL_EXIT_OPEN ||
11977 element == EL_EM_EXIT_OPEN ||
11978 element == EL_SP_EXIT_OPEN ||
11979 element == EL_STEEL_EXIT_OPEN ||
11980 element == EL_EM_STEEL_EXIT_OPEN ||
11981 element == EL_SP_TERMINAL ||
11982 element == EL_SP_TERMINAL_ACTIVE ||
11983 element == EL_EXTRA_TIME ||
11984 element == EL_SHIELD_NORMAL ||
11985 element == EL_SHIELD_DEADLY) &&
11986 IS_ANIMATED(graphic))
11987 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11988 else if (IS_MOVING(x, y))
11989 ContinueMoving(x, y);
11990 else if (IS_ACTIVE_BOMB(element))
11991 CheckDynamite(x, y);
11992 else if (element == EL_AMOEBA_GROWING)
11993 AmoebeWaechst(x, y);
11994 else if (element == EL_AMOEBA_SHRINKING)
11995 AmoebaDisappearing(x, y);
11997 #if !USE_NEW_AMOEBA_CODE
11998 else if (IS_AMOEBALIVE(element))
11999 AmoebeAbleger(x, y);
12002 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12004 else if (element == EL_EXIT_CLOSED)
12006 else if (element == EL_EM_EXIT_CLOSED)
12008 else if (element == EL_STEEL_EXIT_CLOSED)
12009 CheckExitSteel(x, y);
12010 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12011 CheckExitSteelEM(x, y);
12012 else if (element == EL_SP_EXIT_CLOSED)
12014 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12015 element == EL_EXPANDABLE_STEELWALL_GROWING)
12016 MauerWaechst(x, y);
12017 else if (element == EL_EXPANDABLE_WALL ||
12018 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12019 element == EL_EXPANDABLE_WALL_VERTICAL ||
12020 element == EL_EXPANDABLE_WALL_ANY ||
12021 element == EL_BD_EXPANDABLE_WALL)
12022 MauerAbleger(x, y);
12023 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12024 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12025 element == EL_EXPANDABLE_STEELWALL_ANY)
12026 MauerAblegerStahl(x, y);
12027 else if (element == EL_FLAMES)
12028 CheckForDragon(x, y);
12029 else if (element == EL_EXPLOSION)
12030 ; /* drawing of correct explosion animation is handled separately */
12031 else if (element == EL_ELEMENT_SNAPPING ||
12032 element == EL_DIAGONAL_SHRINKING ||
12033 element == EL_DIAGONAL_GROWING)
12035 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12037 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12039 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12040 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12042 #endif // ---------------------------------------------------------------------
12044 if (IS_BELT_ACTIVE(element))
12045 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12047 if (game.magic_wall_active)
12049 int jx = local_player->jx, jy = local_player->jy;
12051 /* play the element sound at the position nearest to the player */
12052 if ((element == EL_MAGIC_WALL_FULL ||
12053 element == EL_MAGIC_WALL_ACTIVE ||
12054 element == EL_MAGIC_WALL_EMPTYING ||
12055 element == EL_BD_MAGIC_WALL_FULL ||
12056 element == EL_BD_MAGIC_WALL_ACTIVE ||
12057 element == EL_BD_MAGIC_WALL_EMPTYING ||
12058 element == EL_DC_MAGIC_WALL_FULL ||
12059 element == EL_DC_MAGIC_WALL_ACTIVE ||
12060 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12061 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
12070 debug_print_timestamp(0, "- time for MAIN loop: -->");
12073 #if USE_NEW_AMOEBA_CODE
12074 /* new experimental amoeba growth stuff */
12075 if (!(FrameCounter % 8))
12077 static unsigned long random = 1684108901;
12079 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12081 x = RND(lev_fieldx);
12082 y = RND(lev_fieldy);
12083 element = Feld[x][y];
12085 if (!IS_PLAYER(x,y) &&
12086 (element == EL_EMPTY ||
12087 CAN_GROW_INTO(element) ||
12088 element == EL_QUICKSAND_EMPTY ||
12089 element == EL_QUICKSAND_FAST_EMPTY ||
12090 element == EL_ACID_SPLASH_LEFT ||
12091 element == EL_ACID_SPLASH_RIGHT))
12093 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
12094 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
12095 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
12096 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
12097 Feld[x][y] = EL_AMOEBA_DROP;
12100 random = random * 129 + 1;
12106 if (game.explosions_delayed)
12109 game.explosions_delayed = FALSE;
12111 SCAN_PLAYFIELD(x, y)
12113 element = Feld[x][y];
12115 if (ExplodeField[x][y])
12116 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12117 else if (element == EL_EXPLOSION)
12118 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12120 ExplodeField[x][y] = EX_TYPE_NONE;
12123 game.explosions_delayed = TRUE;
12126 if (game.magic_wall_active)
12128 if (!(game.magic_wall_time_left % 4))
12130 int element = Feld[magic_wall_x][magic_wall_y];
12132 if (element == EL_BD_MAGIC_WALL_FULL ||
12133 element == EL_BD_MAGIC_WALL_ACTIVE ||
12134 element == EL_BD_MAGIC_WALL_EMPTYING)
12135 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12136 else if (element == EL_DC_MAGIC_WALL_FULL ||
12137 element == EL_DC_MAGIC_WALL_ACTIVE ||
12138 element == EL_DC_MAGIC_WALL_EMPTYING)
12139 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12141 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12144 if (game.magic_wall_time_left > 0)
12146 game.magic_wall_time_left--;
12148 if (!game.magic_wall_time_left)
12150 SCAN_PLAYFIELD(x, y)
12152 element = Feld[x][y];
12154 if (element == EL_MAGIC_WALL_ACTIVE ||
12155 element == EL_MAGIC_WALL_FULL)
12157 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12158 DrawLevelField(x, y);
12160 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12161 element == EL_BD_MAGIC_WALL_FULL)
12163 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12164 DrawLevelField(x, y);
12166 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12167 element == EL_DC_MAGIC_WALL_FULL)
12169 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12170 DrawLevelField(x, y);
12174 game.magic_wall_active = FALSE;
12179 if (game.light_time_left > 0)
12181 game.light_time_left--;
12183 if (game.light_time_left == 0)
12184 RedrawAllLightSwitchesAndInvisibleElements();
12187 if (game.timegate_time_left > 0)
12189 game.timegate_time_left--;
12191 if (game.timegate_time_left == 0)
12192 CloseAllOpenTimegates();
12195 if (game.lenses_time_left > 0)
12197 game.lenses_time_left--;
12199 if (game.lenses_time_left == 0)
12200 RedrawAllInvisibleElementsForLenses();
12203 if (game.magnify_time_left > 0)
12205 game.magnify_time_left--;
12207 if (game.magnify_time_left == 0)
12208 RedrawAllInvisibleElementsForMagnifier();
12211 for (i = 0; i < MAX_PLAYERS; i++)
12213 struct PlayerInfo *player = &stored_player[i];
12215 if (SHIELD_ON(player))
12217 if (player->shield_deadly_time_left)
12218 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12219 else if (player->shield_normal_time_left)
12220 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12227 PlayAllPlayersSound();
12229 if (options.debug) /* calculate frames per second */
12231 static unsigned long fps_counter = 0;
12232 static int fps_frames = 0;
12233 unsigned long fps_delay_ms = Counter() - fps_counter;
12237 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
12239 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
12242 fps_counter = Counter();
12245 redraw_mask |= REDRAW_FPS;
12248 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
12250 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
12252 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12254 local_player->show_envelope = 0;
12258 debug_print_timestamp(0, "stop main loop profiling ");
12259 printf("----------------------------------------------------------\n");
12262 /* use random number generator in every frame to make it less predictable */
12263 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12267 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12269 int min_x = x, min_y = y, max_x = x, max_y = y;
12272 for (i = 0; i < MAX_PLAYERS; i++)
12274 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12276 if (!stored_player[i].active || &stored_player[i] == player)
12279 min_x = MIN(min_x, jx);
12280 min_y = MIN(min_y, jy);
12281 max_x = MAX(max_x, jx);
12282 max_y = MAX(max_y, jy);
12285 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12288 static boolean AllPlayersInVisibleScreen()
12292 for (i = 0; i < MAX_PLAYERS; i++)
12294 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12296 if (!stored_player[i].active)
12299 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12306 void ScrollLevel(int dx, int dy)
12309 static Bitmap *bitmap_db_field2 = NULL;
12310 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
12317 /* !!! THIS IS APPARENTLY WRONG FOR PLAYER RELOCATION !!! */
12318 /* only horizontal XOR vertical scroll direction allowed */
12319 if ((dx == 0 && dy == 0) || (dx != 0 && dy != 0))
12324 if (bitmap_db_field2 == NULL)
12325 bitmap_db_field2 = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH);
12327 /* needed when blitting directly to same bitmap -- should not be needed with
12328 recent SDL libraries, but apparently does not work in 1.2.11 directly */
12329 BlitBitmap(drawto_field, bitmap_db_field2,
12330 FX + TILEX * (dx == -1) - softscroll_offset,
12331 FY + TILEY * (dy == -1) - softscroll_offset,
12332 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
12333 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
12334 FX + TILEX * (dx == 1) - softscroll_offset,
12335 FY + TILEY * (dy == 1) - softscroll_offset);
12336 BlitBitmap(bitmap_db_field2, drawto_field,
12337 FX + TILEX * (dx == 1) - softscroll_offset,
12338 FY + TILEY * (dy == 1) - softscroll_offset,
12339 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
12340 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
12341 FX + TILEX * (dx == 1) - softscroll_offset,
12342 FY + TILEY * (dy == 1) - softscroll_offset);
12347 /* !!! DOES NOT WORK FOR DIAGONAL PLAYER RELOCATION !!! */
12348 int xsize = (BX2 - BX1 + 1);
12349 int ysize = (BY2 - BY1 + 1);
12350 int start = (dx != 0 ? (dx == -1 ? BX1 : BX2) : (dy == -1 ? BY1 : BY2));
12351 int end = (dx != 0 ? (dx == -1 ? BX2 : BX1) : (dy == -1 ? BY2 : BY1));
12352 int step = (start < end ? +1 : -1);
12354 for (i = start; i != end; i += step)
12356 BlitBitmap(drawto_field, drawto_field,
12357 FX + TILEX * (dx != 0 ? i + step : 0),
12358 FY + TILEY * (dy != 0 ? i + step : 0),
12359 TILEX * (dx != 0 ? 1 : xsize),
12360 TILEY * (dy != 0 ? 1 : ysize),
12361 FX + TILEX * (dx != 0 ? i : 0),
12362 FY + TILEY * (dy != 0 ? i : 0));
12367 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
12369 BlitBitmap(drawto_field, drawto_field,
12370 FX + TILEX * (dx == -1) - softscroll_offset,
12371 FY + TILEY * (dy == -1) - softscroll_offset,
12372 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
12373 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
12374 FX + TILEX * (dx == 1) - softscroll_offset,
12375 FY + TILEY * (dy == 1) - softscroll_offset);
12381 x = (dx == 1 ? BX1 : BX2);
12382 for (y = BY1; y <= BY2; y++)
12383 DrawScreenField(x, y);
12388 y = (dy == 1 ? BY1 : BY2);
12389 for (x = BX1; x <= BX2; x++)
12390 DrawScreenField(x, y);
12393 redraw_mask |= REDRAW_FIELD;
12396 static boolean canFallDown(struct PlayerInfo *player)
12398 int jx = player->jx, jy = player->jy;
12400 return (IN_LEV_FIELD(jx, jy + 1) &&
12401 (IS_FREE(jx, jy + 1) ||
12402 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12403 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12404 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12407 static boolean canPassField(int x, int y, int move_dir)
12409 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12410 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12411 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12412 int nextx = x + dx;
12413 int nexty = y + dy;
12414 int element = Feld[x][y];
12416 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12417 !CAN_MOVE(element) &&
12418 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12419 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12420 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12423 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12425 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12426 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12427 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12431 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12432 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12433 (IS_DIGGABLE(Feld[newx][newy]) ||
12434 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12435 canPassField(newx, newy, move_dir)));
12438 static void CheckGravityMovement(struct PlayerInfo *player)
12440 #if USE_PLAYER_GRAVITY
12441 if (player->gravity && !player->programmed_action)
12443 if (game.gravity && !player->programmed_action)
12446 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12447 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12448 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12449 int jx = player->jx, jy = player->jy;
12450 boolean player_is_moving_to_valid_field =
12451 (!player_is_snapping &&
12452 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12453 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12454 boolean player_can_fall_down = canFallDown(player);
12456 if (player_can_fall_down &&
12457 !player_is_moving_to_valid_field)
12458 player->programmed_action = MV_DOWN;
12462 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12464 return CheckGravityMovement(player);
12466 #if USE_PLAYER_GRAVITY
12467 if (player->gravity && !player->programmed_action)
12469 if (game.gravity && !player->programmed_action)
12472 int jx = player->jx, jy = player->jy;
12473 boolean field_under_player_is_free =
12474 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12475 boolean player_is_standing_on_valid_field =
12476 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12477 (IS_WALKABLE(Feld[jx][jy]) &&
12478 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12480 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12481 player->programmed_action = MV_DOWN;
12486 MovePlayerOneStep()
12487 -----------------------------------------------------------------------------
12488 dx, dy: direction (non-diagonal) to try to move the player to
12489 real_dx, real_dy: direction as read from input device (can be diagonal)
12492 boolean MovePlayerOneStep(struct PlayerInfo *player,
12493 int dx, int dy, int real_dx, int real_dy)
12495 int jx = player->jx, jy = player->jy;
12496 int new_jx = jx + dx, new_jy = jy + dy;
12497 #if !USE_FIXED_DONT_RUN_INTO
12501 boolean player_can_move = !player->cannot_move;
12503 if (!player->active || (!dx && !dy))
12504 return MP_NO_ACTION;
12506 player->MovDir = (dx < 0 ? MV_LEFT :
12507 dx > 0 ? MV_RIGHT :
12509 dy > 0 ? MV_DOWN : MV_NONE);
12511 if (!IN_LEV_FIELD(new_jx, new_jy))
12512 return MP_NO_ACTION;
12514 if (!player_can_move)
12516 if (player->MovPos == 0)
12518 player->is_moving = FALSE;
12519 player->is_digging = FALSE;
12520 player->is_collecting = FALSE;
12521 player->is_snapping = FALSE;
12522 player->is_pushing = FALSE;
12527 if (!options.network && game.centered_player_nr == -1 &&
12528 !AllPlayersInSight(player, new_jx, new_jy))
12529 return MP_NO_ACTION;
12531 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
12532 return MP_NO_ACTION;
12535 #if !USE_FIXED_DONT_RUN_INTO
12536 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
12538 /* (moved to DigField()) */
12539 if (player_can_move && DONT_RUN_INTO(element))
12541 if (element == EL_ACID && dx == 0 && dy == 1)
12543 SplashAcid(new_jx, new_jy);
12544 Feld[jx][jy] = EL_PLAYER_1;
12545 InitMovingField(jx, jy, MV_DOWN);
12546 Store[jx][jy] = EL_ACID;
12547 ContinueMoving(jx, jy);
12548 BuryPlayer(player);
12551 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
12557 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12558 if (can_move != MP_MOVING)
12561 /* check if DigField() has caused relocation of the player */
12562 if (player->jx != jx || player->jy != jy)
12563 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
12565 StorePlayer[jx][jy] = 0;
12566 player->last_jx = jx;
12567 player->last_jy = jy;
12568 player->jx = new_jx;
12569 player->jy = new_jy;
12570 StorePlayer[new_jx][new_jy] = player->element_nr;
12572 if (player->move_delay_value_next != -1)
12574 player->move_delay_value = player->move_delay_value_next;
12575 player->move_delay_value_next = -1;
12579 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12581 player->step_counter++;
12583 PlayerVisit[jx][jy] = FrameCounter;
12585 #if USE_UFAST_PLAYER_EXIT_BUGFIX
12586 player->is_moving = TRUE;
12590 /* should better be called in MovePlayer(), but this breaks some tapes */
12591 ScrollPlayer(player, SCROLL_INIT);
12597 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12599 int jx = player->jx, jy = player->jy;
12600 int old_jx = jx, old_jy = jy;
12601 int moved = MP_NO_ACTION;
12603 if (!player->active)
12608 if (player->MovPos == 0)
12610 player->is_moving = FALSE;
12611 player->is_digging = FALSE;
12612 player->is_collecting = FALSE;
12613 player->is_snapping = FALSE;
12614 player->is_pushing = FALSE;
12620 if (player->move_delay > 0)
12623 player->move_delay = -1; /* set to "uninitialized" value */
12625 /* store if player is automatically moved to next field */
12626 player->is_auto_moving = (player->programmed_action != MV_NONE);
12628 /* remove the last programmed player action */
12629 player->programmed_action = 0;
12631 if (player->MovPos)
12633 /* should only happen if pre-1.2 tape recordings are played */
12634 /* this is only for backward compatibility */
12636 int original_move_delay_value = player->move_delay_value;
12639 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
12643 /* scroll remaining steps with finest movement resolution */
12644 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12646 while (player->MovPos)
12648 ScrollPlayer(player, SCROLL_GO_ON);
12649 ScrollScreen(NULL, SCROLL_GO_ON);
12651 AdvanceFrameAndPlayerCounters(player->index_nr);
12657 player->move_delay_value = original_move_delay_value;
12660 player->is_active = FALSE;
12662 if (player->last_move_dir & MV_HORIZONTAL)
12664 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12665 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12669 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12670 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12673 #if USE_FIXED_BORDER_RUNNING_GFX
12674 if (!moved && !player->is_active)
12676 player->is_moving = FALSE;
12677 player->is_digging = FALSE;
12678 player->is_collecting = FALSE;
12679 player->is_snapping = FALSE;
12680 player->is_pushing = FALSE;
12688 if (moved & MP_MOVING && !ScreenMovPos &&
12689 (player->index_nr == game.centered_player_nr ||
12690 game.centered_player_nr == -1))
12692 if (moved & MP_MOVING && !ScreenMovPos &&
12693 (player == local_player || !options.network))
12696 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12697 int offset = game.scroll_delay_value;
12699 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12701 /* actual player has left the screen -- scroll in that direction */
12702 if (jx != old_jx) /* player has moved horizontally */
12703 scroll_x += (jx - old_jx);
12704 else /* player has moved vertically */
12705 scroll_y += (jy - old_jy);
12709 if (jx != old_jx) /* player has moved horizontally */
12711 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12712 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12713 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12715 /* don't scroll over playfield boundaries */
12716 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12717 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12719 /* don't scroll more than one field at a time */
12720 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12722 /* don't scroll against the player's moving direction */
12723 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12724 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12725 scroll_x = old_scroll_x;
12727 else /* player has moved vertically */
12729 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12730 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12731 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12733 /* don't scroll over playfield boundaries */
12734 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12735 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12737 /* don't scroll more than one field at a time */
12738 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12740 /* don't scroll against the player's moving direction */
12741 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12742 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12743 scroll_y = old_scroll_y;
12747 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12750 if (!options.network && game.centered_player_nr == -1 &&
12751 !AllPlayersInVisibleScreen())
12753 scroll_x = old_scroll_x;
12754 scroll_y = old_scroll_y;
12758 if (!options.network && !AllPlayersInVisibleScreen())
12760 scroll_x = old_scroll_x;
12761 scroll_y = old_scroll_y;
12766 ScrollScreen(player, SCROLL_INIT);
12767 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12772 player->StepFrame = 0;
12774 if (moved & MP_MOVING)
12776 if (old_jx != jx && old_jy == jy)
12777 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12778 else if (old_jx == jx && old_jy != jy)
12779 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12781 DrawLevelField(jx, jy); /* for "crumbled sand" */
12783 player->last_move_dir = player->MovDir;
12784 player->is_moving = TRUE;
12785 player->is_snapping = FALSE;
12786 player->is_switching = FALSE;
12787 player->is_dropping = FALSE;
12788 player->is_dropping_pressed = FALSE;
12789 player->drop_pressed_delay = 0;
12792 /* should better be called here than above, but this breaks some tapes */
12793 ScrollPlayer(player, SCROLL_INIT);
12798 CheckGravityMovementWhenNotMoving(player);
12800 player->is_moving = FALSE;
12802 /* at this point, the player is allowed to move, but cannot move right now
12803 (e.g. because of something blocking the way) -- ensure that the player
12804 is also allowed to move in the next frame (in old versions before 3.1.1,
12805 the player was forced to wait again for eight frames before next try) */
12807 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12808 player->move_delay = 0; /* allow direct movement in the next frame */
12811 if (player->move_delay == -1) /* not yet initialized by DigField() */
12812 player->move_delay = player->move_delay_value;
12814 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12816 TestIfPlayerTouchesBadThing(jx, jy);
12817 TestIfPlayerTouchesCustomElement(jx, jy);
12820 if (!player->active)
12821 RemovePlayer(player);
12826 void ScrollPlayer(struct PlayerInfo *player, int mode)
12828 int jx = player->jx, jy = player->jy;
12829 int last_jx = player->last_jx, last_jy = player->last_jy;
12830 int move_stepsize = TILEX / player->move_delay_value;
12832 #if USE_NEW_PLAYER_SPEED
12833 if (!player->active)
12836 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12839 if (!player->active || player->MovPos == 0)
12843 if (mode == SCROLL_INIT)
12845 player->actual_frame_counter = FrameCounter;
12846 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12848 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12849 Feld[last_jx][last_jy] == EL_EMPTY)
12851 int last_field_block_delay = 0; /* start with no blocking at all */
12852 int block_delay_adjustment = player->block_delay_adjustment;
12854 /* if player blocks last field, add delay for exactly one move */
12855 if (player->block_last_field)
12857 last_field_block_delay += player->move_delay_value;
12859 /* when blocking enabled, prevent moving up despite gravity */
12860 #if USE_PLAYER_GRAVITY
12861 if (player->gravity && player->MovDir == MV_UP)
12862 block_delay_adjustment = -1;
12864 if (game.gravity && player->MovDir == MV_UP)
12865 block_delay_adjustment = -1;
12869 /* add block delay adjustment (also possible when not blocking) */
12870 last_field_block_delay += block_delay_adjustment;
12872 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12873 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12876 #if USE_NEW_PLAYER_SPEED
12877 if (player->MovPos != 0) /* player has not yet reached destination */
12883 else if (!FrameReached(&player->actual_frame_counter, 1))
12886 #if USE_NEW_PLAYER_SPEED
12887 if (player->MovPos != 0)
12889 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12890 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12892 /* before DrawPlayer() to draw correct player graphic for this case */
12893 if (player->MovPos == 0)
12894 CheckGravityMovement(player);
12897 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12898 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12900 /* before DrawPlayer() to draw correct player graphic for this case */
12901 if (player->MovPos == 0)
12902 CheckGravityMovement(player);
12905 if (player->MovPos == 0) /* player reached destination field */
12907 if (player->move_delay_reset_counter > 0)
12909 player->move_delay_reset_counter--;
12911 if (player->move_delay_reset_counter == 0)
12913 /* continue with normal speed after quickly moving through gate */
12914 HALVE_PLAYER_SPEED(player);
12916 /* be able to make the next move without delay */
12917 player->move_delay = 0;
12921 player->last_jx = jx;
12922 player->last_jy = jy;
12924 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12925 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12926 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12927 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12928 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12929 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12931 DrawPlayer(player); /* needed here only to cleanup last field */
12932 RemovePlayer(player);
12934 if (local_player->friends_still_needed == 0 ||
12935 IS_SP_ELEMENT(Feld[jx][jy]))
12936 PlayerWins(player);
12939 /* this breaks one level: "machine", level 000 */
12941 int move_direction = player->MovDir;
12942 int enter_side = MV_DIR_OPPOSITE(move_direction);
12943 int leave_side = move_direction;
12944 int old_jx = last_jx;
12945 int old_jy = last_jy;
12946 int old_element = Feld[old_jx][old_jy];
12947 int new_element = Feld[jx][jy];
12949 if (IS_CUSTOM_ELEMENT(old_element))
12950 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12952 player->index_bit, leave_side);
12954 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12955 CE_PLAYER_LEAVES_X,
12956 player->index_bit, leave_side);
12958 if (IS_CUSTOM_ELEMENT(new_element))
12959 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12960 player->index_bit, enter_side);
12962 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12963 CE_PLAYER_ENTERS_X,
12964 player->index_bit, enter_side);
12966 CheckTriggeredElementChangeBySide(jx, jy, player->element_nr,
12967 CE_MOVE_OF_X, move_direction);
12970 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12972 TestIfPlayerTouchesBadThing(jx, jy);
12973 TestIfPlayerTouchesCustomElement(jx, jy);
12975 /* needed because pushed element has not yet reached its destination,
12976 so it would trigger a change event at its previous field location */
12977 if (!player->is_pushing)
12978 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12980 if (!player->active)
12981 RemovePlayer(player);
12984 if (!local_player->LevelSolved && level.use_step_counter)
12994 if (TimeLeft <= 10 && setup.time_limit)
12995 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12998 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13000 DisplayGameControlValues();
13002 DrawGameValue_Time(TimeLeft);
13005 if (!TimeLeft && setup.time_limit)
13006 for (i = 0; i < MAX_PLAYERS; i++)
13007 KillPlayer(&stored_player[i]);
13010 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
13012 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
13014 DisplayGameControlValues();
13017 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
13018 DrawGameValue_Time(TimePlayed);
13022 if (tape.single_step && tape.recording && !tape.pausing &&
13023 !player->programmed_action)
13024 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13028 void ScrollScreen(struct PlayerInfo *player, int mode)
13030 static unsigned long screen_frame_counter = 0;
13032 if (mode == SCROLL_INIT)
13034 /* set scrolling step size according to actual player's moving speed */
13035 ScrollStepSize = TILEX / player->move_delay_value;
13037 screen_frame_counter = FrameCounter;
13038 ScreenMovDir = player->MovDir;
13039 ScreenMovPos = player->MovPos;
13040 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13043 else if (!FrameReached(&screen_frame_counter, 1))
13048 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13049 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13050 redraw_mask |= REDRAW_FIELD;
13053 ScreenMovDir = MV_NONE;
13056 void TestIfPlayerTouchesCustomElement(int x, int y)
13058 static int xy[4][2] =
13065 static int trigger_sides[4][2] =
13067 /* center side border side */
13068 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
13069 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
13070 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
13071 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
13073 static int touch_dir[4] =
13075 MV_LEFT | MV_RIGHT,
13080 int center_element = Feld[x][y]; /* should always be non-moving! */
13083 for (i = 0; i < NUM_DIRECTIONS; i++)
13085 int xx = x + xy[i][0];
13086 int yy = y + xy[i][1];
13087 int center_side = trigger_sides[i][0];
13088 int border_side = trigger_sides[i][1];
13089 int border_element;
13091 if (!IN_LEV_FIELD(xx, yy))
13094 if (IS_PLAYER(x, y))
13096 struct PlayerInfo *player = PLAYERINFO(x, y);
13098 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13099 border_element = Feld[xx][yy]; /* may be moving! */
13100 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13101 border_element = Feld[xx][yy];
13102 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
13103 border_element = MovingOrBlocked2Element(xx, yy);
13105 continue; /* center and border element do not touch */
13107 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13108 player->index_bit, border_side);
13109 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13110 CE_PLAYER_TOUCHES_X,
13111 player->index_bit, border_side);
13113 else if (IS_PLAYER(xx, yy))
13115 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13117 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13119 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13120 continue; /* center and border element do not touch */
13123 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13124 player->index_bit, center_side);
13125 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13126 CE_PLAYER_TOUCHES_X,
13127 player->index_bit, center_side);
13133 #if USE_ELEMENT_TOUCHING_BUGFIX
13135 void TestIfElementTouchesCustomElement(int x, int y)
13137 static int xy[4][2] =
13144 static int trigger_sides[4][2] =
13146 /* center side border side */
13147 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
13148 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
13149 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
13150 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
13152 static int touch_dir[4] =
13154 MV_LEFT | MV_RIGHT,
13159 boolean change_center_element = FALSE;
13160 int center_element = Feld[x][y]; /* should always be non-moving! */
13161 int border_element_old[NUM_DIRECTIONS];
13164 for (i = 0; i < NUM_DIRECTIONS; i++)
13166 int xx = x + xy[i][0];
13167 int yy = y + xy[i][1];
13168 int border_element;
13170 border_element_old[i] = -1;
13172 if (!IN_LEV_FIELD(xx, yy))
13175 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13176 border_element = Feld[xx][yy]; /* may be moving! */
13177 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13178 border_element = Feld[xx][yy];
13179 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
13180 border_element = MovingOrBlocked2Element(xx, yy);
13182 continue; /* center and border element do not touch */
13184 border_element_old[i] = border_element;
13187 for (i = 0; i < NUM_DIRECTIONS; i++)
13189 int xx = x + xy[i][0];
13190 int yy = y + xy[i][1];
13191 int center_side = trigger_sides[i][0];
13192 int border_element = border_element_old[i];
13194 if (border_element == -1)
13197 /* check for change of border element */
13198 CheckElementChangeBySide(xx, yy, border_element, center_element,
13199 CE_TOUCHING_X, center_side);
13202 for (i = 0; i < NUM_DIRECTIONS; i++)
13204 int border_side = trigger_sides[i][1];
13205 int border_element = border_element_old[i];
13207 if (border_element == -1)
13210 /* check for change of center element (but change it only once) */
13211 if (!change_center_element)
13212 change_center_element =
13213 CheckElementChangeBySide(x, y, center_element, border_element,
13214 CE_TOUCHING_X, border_side);
13220 void TestIfElementTouchesCustomElement_OLD(int x, int y)
13222 static int xy[4][2] =
13229 static int trigger_sides[4][2] =
13231 /* center side border side */
13232 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
13233 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
13234 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
13235 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
13237 static int touch_dir[4] =
13239 MV_LEFT | MV_RIGHT,
13244 boolean change_center_element = FALSE;
13245 int center_element = Feld[x][y]; /* should always be non-moving! */
13248 for (i = 0; i < NUM_DIRECTIONS; i++)
13250 int xx = x + xy[i][0];
13251 int yy = y + xy[i][1];
13252 int center_side = trigger_sides[i][0];
13253 int border_side = trigger_sides[i][1];
13254 int border_element;
13256 if (!IN_LEV_FIELD(xx, yy))
13259 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13260 border_element = Feld[xx][yy]; /* may be moving! */
13261 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13262 border_element = Feld[xx][yy];
13263 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
13264 border_element = MovingOrBlocked2Element(xx, yy);
13266 continue; /* center and border element do not touch */
13268 /* check for change of center element (but change it only once) */
13269 if (!change_center_element)
13270 change_center_element =
13271 CheckElementChangeBySide(x, y, center_element, border_element,
13272 CE_TOUCHING_X, border_side);
13274 /* check for change of border element */
13275 CheckElementChangeBySide(xx, yy, border_element, center_element,
13276 CE_TOUCHING_X, center_side);
13282 void TestIfElementHitsCustomElement(int x, int y, int direction)
13284 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13285 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13286 int hitx = x + dx, hity = y + dy;
13287 int hitting_element = Feld[x][y];
13288 int touched_element;
13290 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13293 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13294 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13296 if (IN_LEV_FIELD(hitx, hity))
13298 int opposite_direction = MV_DIR_OPPOSITE(direction);
13299 int hitting_side = direction;
13300 int touched_side = opposite_direction;
13301 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13302 MovDir[hitx][hity] != direction ||
13303 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13309 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13310 CE_HITTING_X, touched_side);
13312 CheckElementChangeBySide(hitx, hity, touched_element,
13313 hitting_element, CE_HIT_BY_X, hitting_side);
13315 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13316 CE_HIT_BY_SOMETHING, opposite_direction);
13320 /* "hitting something" is also true when hitting the playfield border */
13321 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13322 CE_HITTING_SOMETHING, direction);
13326 void TestIfElementSmashesCustomElement(int x, int y, int direction)
13328 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13329 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13330 int hitx = x + dx, hity = y + dy;
13331 int hitting_element = Feld[x][y];
13332 int touched_element;
13334 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
13335 !IS_FREE(hitx, hity) &&
13336 (!IS_MOVING(hitx, hity) ||
13337 MovDir[hitx][hity] != direction ||
13338 ABS(MovPos[hitx][hity]) <= TILEY / 2));
13341 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13345 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
13349 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13350 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13352 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13353 EP_CAN_SMASH_EVERYTHING, direction);
13355 if (IN_LEV_FIELD(hitx, hity))
13357 int opposite_direction = MV_DIR_OPPOSITE(direction);
13358 int hitting_side = direction;
13359 int touched_side = opposite_direction;
13361 int touched_element = MovingOrBlocked2Element(hitx, hity);
13364 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13365 MovDir[hitx][hity] != direction ||
13366 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13375 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13376 CE_SMASHED_BY_SOMETHING, opposite_direction);
13378 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13379 CE_OTHER_IS_SMASHING, touched_side);
13381 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13382 CE_OTHER_GETS_SMASHED, hitting_side);
13388 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13390 int i, kill_x = -1, kill_y = -1;
13392 int bad_element = -1;
13393 static int test_xy[4][2] =
13400 static int test_dir[4] =
13408 for (i = 0; i < NUM_DIRECTIONS; i++)
13410 int test_x, test_y, test_move_dir, test_element;
13412 test_x = good_x + test_xy[i][0];
13413 test_y = good_y + test_xy[i][1];
13415 if (!IN_LEV_FIELD(test_x, test_y))
13419 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13421 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13423 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13424 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13426 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13427 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13431 bad_element = test_element;
13437 if (kill_x != -1 || kill_y != -1)
13439 if (IS_PLAYER(good_x, good_y))
13441 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13443 if (player->shield_deadly_time_left > 0 &&
13444 !IS_INDESTRUCTIBLE(bad_element))
13445 Bang(kill_x, kill_y);
13446 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13447 KillPlayer(player);
13450 Bang(good_x, good_y);
13454 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13456 int i, kill_x = -1, kill_y = -1;
13457 int bad_element = Feld[bad_x][bad_y];
13458 static int test_xy[4][2] =
13465 static int touch_dir[4] =
13467 MV_LEFT | MV_RIGHT,
13472 static int test_dir[4] =
13480 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
13483 for (i = 0; i < NUM_DIRECTIONS; i++)
13485 int test_x, test_y, test_move_dir, test_element;
13487 test_x = bad_x + test_xy[i][0];
13488 test_y = bad_y + test_xy[i][1];
13489 if (!IN_LEV_FIELD(test_x, test_y))
13493 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13495 test_element = Feld[test_x][test_y];
13497 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13498 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13500 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13501 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13503 /* good thing is player or penguin that does not move away */
13504 if (IS_PLAYER(test_x, test_y))
13506 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13508 if (bad_element == EL_ROBOT && player->is_moving)
13509 continue; /* robot does not kill player if he is moving */
13511 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13513 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13514 continue; /* center and border element do not touch */
13521 else if (test_element == EL_PENGUIN)
13530 if (kill_x != -1 || kill_y != -1)
13532 if (IS_PLAYER(kill_x, kill_y))
13534 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13536 if (player->shield_deadly_time_left > 0 &&
13537 !IS_INDESTRUCTIBLE(bad_element))
13538 Bang(bad_x, bad_y);
13539 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13540 KillPlayer(player);
13543 Bang(kill_x, kill_y);
13547 void TestIfPlayerTouchesBadThing(int x, int y)
13549 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13552 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13554 TestIfGoodThingHitsBadThing(x, y, move_dir);
13557 void TestIfBadThingTouchesPlayer(int x, int y)
13559 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13562 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13564 TestIfBadThingHitsGoodThing(x, y, move_dir);
13567 void TestIfFriendTouchesBadThing(int x, int y)
13569 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13572 void TestIfBadThingTouchesFriend(int x, int y)
13574 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13577 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13579 int i, kill_x = bad_x, kill_y = bad_y;
13580 static int xy[4][2] =
13588 for (i = 0; i < NUM_DIRECTIONS; i++)
13592 x = bad_x + xy[i][0];
13593 y = bad_y + xy[i][1];
13594 if (!IN_LEV_FIELD(x, y))
13597 element = Feld[x][y];
13598 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13599 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13607 if (kill_x != bad_x || kill_y != bad_y)
13608 Bang(bad_x, bad_y);
13611 void KillPlayer(struct PlayerInfo *player)
13613 int jx = player->jx, jy = player->jy;
13615 if (!player->active)
13618 /* the following code was introduced to prevent an infinite loop when calling
13620 -> CheckTriggeredElementChangeExt()
13621 -> ExecuteCustomElementAction()
13623 -> (infinitely repeating the above sequence of function calls)
13624 which occurs when killing the player while having a CE with the setting
13625 "kill player X when explosion of <player X>"; the solution using a new
13626 field "player->killed" was chosen for backwards compatibility, although
13627 clever use of the fields "player->active" etc. would probably also work */
13629 if (player->killed)
13633 player->killed = TRUE;
13635 /* remove accessible field at the player's position */
13636 Feld[jx][jy] = EL_EMPTY;
13638 /* deactivate shield (else Bang()/Explode() would not work right) */
13639 player->shield_normal_time_left = 0;
13640 player->shield_deadly_time_left = 0;
13643 BuryPlayer(player);
13646 static void KillPlayerUnlessEnemyProtected(int x, int y)
13648 if (!PLAYER_ENEMY_PROTECTED(x, y))
13649 KillPlayer(PLAYERINFO(x, y));
13652 static void KillPlayerUnlessExplosionProtected(int x, int y)
13654 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13655 KillPlayer(PLAYERINFO(x, y));
13658 void BuryPlayer(struct PlayerInfo *player)
13660 int jx = player->jx, jy = player->jy;
13662 if (!player->active)
13665 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13666 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13668 player->GameOver = TRUE;
13669 RemovePlayer(player);
13672 void RemovePlayer(struct PlayerInfo *player)
13674 int jx = player->jx, jy = player->jy;
13675 int i, found = FALSE;
13677 player->present = FALSE;
13678 player->active = FALSE;
13680 if (!ExplodeField[jx][jy])
13681 StorePlayer[jx][jy] = 0;
13683 if (player->is_moving)
13684 DrawLevelField(player->last_jx, player->last_jy);
13686 for (i = 0; i < MAX_PLAYERS; i++)
13687 if (stored_player[i].active)
13691 AllPlayersGone = TRUE;
13697 #if USE_NEW_SNAP_DELAY
13698 static void setFieldForSnapping(int x, int y, int element, int direction)
13700 struct ElementInfo *ei = &element_info[element];
13701 int direction_bit = MV_DIR_TO_BIT(direction);
13702 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13703 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13704 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13706 Feld[x][y] = EL_ELEMENT_SNAPPING;
13707 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13709 ResetGfxAnimation(x, y);
13711 GfxElement[x][y] = element;
13712 GfxAction[x][y] = action;
13713 GfxDir[x][y] = direction;
13714 GfxFrame[x][y] = -1;
13719 =============================================================================
13720 checkDiagonalPushing()
13721 -----------------------------------------------------------------------------
13722 check if diagonal input device direction results in pushing of object
13723 (by checking if the alternative direction is walkable, diggable, ...)
13724 =============================================================================
13727 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13728 int x, int y, int real_dx, int real_dy)
13730 int jx, jy, dx, dy, xx, yy;
13732 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13735 /* diagonal direction: check alternative direction */
13740 xx = jx + (dx == 0 ? real_dx : 0);
13741 yy = jy + (dy == 0 ? real_dy : 0);
13743 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13747 =============================================================================
13749 -----------------------------------------------------------------------------
13750 x, y: field next to player (non-diagonal) to try to dig to
13751 real_dx, real_dy: direction as read from input device (can be diagonal)
13752 =============================================================================
13755 int DigField(struct PlayerInfo *player,
13756 int oldx, int oldy, int x, int y,
13757 int real_dx, int real_dy, int mode)
13759 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13760 boolean player_was_pushing = player->is_pushing;
13761 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13762 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13763 int jx = oldx, jy = oldy;
13764 int dx = x - jx, dy = y - jy;
13765 int nextx = x + dx, nexty = y + dy;
13766 int move_direction = (dx == -1 ? MV_LEFT :
13767 dx == +1 ? MV_RIGHT :
13769 dy == +1 ? MV_DOWN : MV_NONE);
13770 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13771 int dig_side = MV_DIR_OPPOSITE(move_direction);
13772 int old_element = Feld[jx][jy];
13773 #if USE_FIXED_DONT_RUN_INTO
13774 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13780 if (is_player) /* function can also be called by EL_PENGUIN */
13782 if (player->MovPos == 0)
13784 player->is_digging = FALSE;
13785 player->is_collecting = FALSE;
13788 if (player->MovPos == 0) /* last pushing move finished */
13789 player->is_pushing = FALSE;
13791 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13793 player->is_switching = FALSE;
13794 player->push_delay = -1;
13796 return MP_NO_ACTION;
13800 #if !USE_FIXED_DONT_RUN_INTO
13801 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13802 return MP_NO_ACTION;
13805 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13806 old_element = Back[jx][jy];
13808 /* in case of element dropped at player position, check background */
13809 else if (Back[jx][jy] != EL_EMPTY &&
13810 game.engine_version >= VERSION_IDENT(2,2,0,0))
13811 old_element = Back[jx][jy];
13813 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13814 return MP_NO_ACTION; /* field has no opening in this direction */
13816 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13817 return MP_NO_ACTION; /* field has no opening in this direction */
13819 #if USE_FIXED_DONT_RUN_INTO
13820 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13824 Feld[jx][jy] = player->artwork_element;
13825 InitMovingField(jx, jy, MV_DOWN);
13826 Store[jx][jy] = EL_ACID;
13827 ContinueMoving(jx, jy);
13828 BuryPlayer(player);
13830 return MP_DONT_RUN_INTO;
13834 #if USE_FIXED_DONT_RUN_INTO
13835 if (player_can_move && DONT_RUN_INTO(element))
13837 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13839 return MP_DONT_RUN_INTO;
13843 #if USE_FIXED_DONT_RUN_INTO
13844 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13845 return MP_NO_ACTION;
13848 #if !USE_FIXED_DONT_RUN_INTO
13849 element = Feld[x][y];
13852 collect_count = element_info[element].collect_count_initial;
13854 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13855 return MP_NO_ACTION;
13857 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13858 player_can_move = player_can_move_or_snap;
13860 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13861 game.engine_version >= VERSION_IDENT(2,2,0,0))
13863 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13864 player->index_bit, dig_side);
13865 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13866 player->index_bit, dig_side);
13868 if (element == EL_DC_LANDMINE)
13871 if (Feld[x][y] != element) /* field changed by snapping */
13874 return MP_NO_ACTION;
13877 #if USE_PLAYER_GRAVITY
13878 if (player->gravity && is_player && !player->is_auto_moving &&
13879 canFallDown(player) && move_direction != MV_DOWN &&
13880 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13881 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13883 if (game.gravity && is_player && !player->is_auto_moving &&
13884 canFallDown(player) && move_direction != MV_DOWN &&
13885 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13886 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13889 if (player_can_move &&
13890 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13892 int sound_element = SND_ELEMENT(element);
13893 int sound_action = ACTION_WALKING;
13895 if (IS_RND_GATE(element))
13897 if (!player->key[RND_GATE_NR(element)])
13898 return MP_NO_ACTION;
13900 else if (IS_RND_GATE_GRAY(element))
13902 if (!player->key[RND_GATE_GRAY_NR(element)])
13903 return MP_NO_ACTION;
13905 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13907 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13908 return MP_NO_ACTION;
13910 else if (element == EL_EXIT_OPEN ||
13911 element == EL_EM_EXIT_OPEN ||
13912 element == EL_STEEL_EXIT_OPEN ||
13913 element == EL_EM_STEEL_EXIT_OPEN ||
13914 element == EL_SP_EXIT_OPEN ||
13915 element == EL_SP_EXIT_OPENING)
13917 sound_action = ACTION_PASSING; /* player is passing exit */
13919 else if (element == EL_EMPTY)
13921 sound_action = ACTION_MOVING; /* nothing to walk on */
13924 /* play sound from background or player, whatever is available */
13925 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13926 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13928 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13930 else if (player_can_move &&
13931 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13933 if (!ACCESS_FROM(element, opposite_direction))
13934 return MP_NO_ACTION; /* field not accessible from this direction */
13936 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13937 return MP_NO_ACTION;
13939 if (IS_EM_GATE(element))
13941 if (!player->key[EM_GATE_NR(element)])
13942 return MP_NO_ACTION;
13944 else if (IS_EM_GATE_GRAY(element))
13946 if (!player->key[EM_GATE_GRAY_NR(element)])
13947 return MP_NO_ACTION;
13949 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13951 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13952 return MP_NO_ACTION;
13954 else if (IS_EMC_GATE(element))
13956 if (!player->key[EMC_GATE_NR(element)])
13957 return MP_NO_ACTION;
13959 else if (IS_EMC_GATE_GRAY(element))
13961 if (!player->key[EMC_GATE_GRAY_NR(element)])
13962 return MP_NO_ACTION;
13964 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13966 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13967 return MP_NO_ACTION;
13969 else if (element == EL_DC_GATE_WHITE ||
13970 element == EL_DC_GATE_WHITE_GRAY ||
13971 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13973 if (player->num_white_keys == 0)
13974 return MP_NO_ACTION;
13976 player->num_white_keys--;
13978 else if (IS_SP_PORT(element))
13980 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13981 element == EL_SP_GRAVITY_PORT_RIGHT ||
13982 element == EL_SP_GRAVITY_PORT_UP ||
13983 element == EL_SP_GRAVITY_PORT_DOWN)
13984 #if USE_PLAYER_GRAVITY
13985 player->gravity = !player->gravity;
13987 game.gravity = !game.gravity;
13989 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13990 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13991 element == EL_SP_GRAVITY_ON_PORT_UP ||
13992 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13993 #if USE_PLAYER_GRAVITY
13994 player->gravity = TRUE;
13996 game.gravity = TRUE;
13998 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13999 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14000 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14001 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14002 #if USE_PLAYER_GRAVITY
14003 player->gravity = FALSE;
14005 game.gravity = FALSE;
14009 /* automatically move to the next field with double speed */
14010 player->programmed_action = move_direction;
14012 if (player->move_delay_reset_counter == 0)
14014 player->move_delay_reset_counter = 2; /* two double speed steps */
14016 DOUBLE_PLAYER_SPEED(player);
14019 PlayLevelSoundAction(x, y, ACTION_PASSING);
14021 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14025 if (mode != DF_SNAP)
14027 GfxElement[x][y] = GFX_ELEMENT(element);
14028 player->is_digging = TRUE;
14031 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14033 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14034 player->index_bit, dig_side);
14036 if (mode == DF_SNAP)
14038 #if USE_NEW_SNAP_DELAY
14039 if (level.block_snap_field)
14040 setFieldForSnapping(x, y, element, move_direction);
14042 TestIfElementTouchesCustomElement(x, y); /* for empty space */
14044 TestIfElementTouchesCustomElement(x, y); /* for empty space */
14047 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14048 player->index_bit, dig_side);
14051 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14055 if (is_player && mode != DF_SNAP)
14057 GfxElement[x][y] = element;
14058 player->is_collecting = TRUE;
14061 if (element == EL_SPEED_PILL)
14063 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14065 else if (element == EL_EXTRA_TIME && level.time > 0)
14067 TimeLeft += level.extra_time;
14070 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14072 DisplayGameControlValues();
14074 DrawGameValue_Time(TimeLeft);
14077 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14079 player->shield_normal_time_left += level.shield_normal_time;
14080 if (element == EL_SHIELD_DEADLY)
14081 player->shield_deadly_time_left += level.shield_deadly_time;
14083 else if (element == EL_DYNAMITE ||
14084 element == EL_EM_DYNAMITE ||
14085 element == EL_SP_DISK_RED)
14087 if (player->inventory_size < MAX_INVENTORY_SIZE)
14088 player->inventory_element[player->inventory_size++] = element;
14090 DrawGameDoorValues();
14092 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14094 player->dynabomb_count++;
14095 player->dynabombs_left++;
14097 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14099 player->dynabomb_size++;
14101 else if (element == EL_DYNABOMB_INCREASE_POWER)
14103 player->dynabomb_xl = TRUE;
14105 else if (IS_KEY(element))
14107 player->key[KEY_NR(element)] = TRUE;
14109 DrawGameDoorValues();
14111 else if (element == EL_DC_KEY_WHITE)
14113 player->num_white_keys++;
14115 /* display white keys? */
14116 /* DrawGameDoorValues(); */
14118 else if (IS_ENVELOPE(element))
14120 player->show_envelope = element;
14122 else if (element == EL_EMC_LENSES)
14124 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14126 RedrawAllInvisibleElementsForLenses();
14128 else if (element == EL_EMC_MAGNIFIER)
14130 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14132 RedrawAllInvisibleElementsForMagnifier();
14134 else if (IS_DROPPABLE(element) ||
14135 IS_THROWABLE(element)) /* can be collected and dropped */
14139 if (collect_count == 0)
14140 player->inventory_infinite_element = element;
14142 for (i = 0; i < collect_count; i++)
14143 if (player->inventory_size < MAX_INVENTORY_SIZE)
14144 player->inventory_element[player->inventory_size++] = element;
14146 DrawGameDoorValues();
14148 else if (collect_count > 0)
14150 local_player->gems_still_needed -= collect_count;
14151 if (local_player->gems_still_needed < 0)
14152 local_player->gems_still_needed = 0;
14155 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
14157 DisplayGameControlValues();
14159 DrawGameValue_Emeralds(local_player->gems_still_needed);
14163 RaiseScoreElement(element);
14164 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14167 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14168 player->index_bit, dig_side);
14170 if (mode == DF_SNAP)
14172 #if USE_NEW_SNAP_DELAY
14173 if (level.block_snap_field)
14174 setFieldForSnapping(x, y, element, move_direction);
14176 TestIfElementTouchesCustomElement(x, y); /* for empty space */
14178 TestIfElementTouchesCustomElement(x, y); /* for empty space */
14181 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14182 player->index_bit, dig_side);
14185 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14187 if (mode == DF_SNAP && element != EL_BD_ROCK)
14188 return MP_NO_ACTION;
14190 if (CAN_FALL(element) && dy)
14191 return MP_NO_ACTION;
14193 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14194 !(element == EL_SPRING && level.use_spring_bug))
14195 return MP_NO_ACTION;
14197 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14198 ((move_direction & MV_VERTICAL &&
14199 ((element_info[element].move_pattern & MV_LEFT &&
14200 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14201 (element_info[element].move_pattern & MV_RIGHT &&
14202 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14203 (move_direction & MV_HORIZONTAL &&
14204 ((element_info[element].move_pattern & MV_UP &&
14205 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14206 (element_info[element].move_pattern & MV_DOWN &&
14207 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14208 return MP_NO_ACTION;
14210 /* do not push elements already moving away faster than player */
14211 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14212 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14213 return MP_NO_ACTION;
14215 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14217 if (player->push_delay_value == -1 || !player_was_pushing)
14218 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14220 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14222 if (player->push_delay_value == -1)
14223 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14225 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14227 if (!player->is_pushing)
14228 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14231 player->is_pushing = TRUE;
14232 player->is_active = TRUE;
14234 if (!(IN_LEV_FIELD(nextx, nexty) &&
14235 (IS_FREE(nextx, nexty) ||
14236 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
14237 IS_SB_ELEMENT(element)))))
14238 return MP_NO_ACTION;
14240 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14241 return MP_NO_ACTION;
14243 if (player->push_delay == -1) /* new pushing; restart delay */
14244 player->push_delay = 0;
14246 if (player->push_delay < player->push_delay_value &&
14247 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14248 element != EL_SPRING && element != EL_BALLOON)
14250 /* make sure that there is no move delay before next try to push */
14251 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14252 player->move_delay = 0;
14254 return MP_NO_ACTION;
14257 if (IS_SB_ELEMENT(element))
14259 if (element == EL_SOKOBAN_FIELD_FULL)
14261 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14262 local_player->sokobanfields_still_needed++;
14265 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14267 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14268 local_player->sokobanfields_still_needed--;
14271 Feld[x][y] = EL_SOKOBAN_OBJECT;
14273 if (Back[x][y] == Back[nextx][nexty])
14274 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14275 else if (Back[x][y] != 0)
14276 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14279 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14282 if (local_player->sokobanfields_still_needed == 0 &&
14283 game.emulation == EMU_SOKOBAN)
14285 PlayerWins(player);
14287 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14291 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14293 InitMovingField(x, y, move_direction);
14294 GfxAction[x][y] = ACTION_PUSHING;
14296 if (mode == DF_SNAP)
14297 ContinueMoving(x, y);
14299 MovPos[x][y] = (dx != 0 ? dx : dy);
14301 Pushed[x][y] = TRUE;
14302 Pushed[nextx][nexty] = TRUE;
14304 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14305 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14307 player->push_delay_value = -1; /* get new value later */
14309 /* check for element change _after_ element has been pushed */
14310 if (game.use_change_when_pushing_bug)
14312 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14313 player->index_bit, dig_side);
14314 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14315 player->index_bit, dig_side);
14318 else if (IS_SWITCHABLE(element))
14320 if (PLAYER_SWITCHING(player, x, y))
14322 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14323 player->index_bit, dig_side);
14328 player->is_switching = TRUE;
14329 player->switch_x = x;
14330 player->switch_y = y;
14332 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14334 if (element == EL_ROBOT_WHEEL)
14336 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14340 game.robot_wheel_active = TRUE;
14342 DrawLevelField(x, y);
14344 else if (element == EL_SP_TERMINAL)
14348 SCAN_PLAYFIELD(xx, yy)
14350 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14352 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14353 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14356 else if (IS_BELT_SWITCH(element))
14358 ToggleBeltSwitch(x, y);
14360 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14361 element == EL_SWITCHGATE_SWITCH_DOWN ||
14362 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14363 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14365 ToggleSwitchgateSwitch(x, y);
14367 else if (element == EL_LIGHT_SWITCH ||
14368 element == EL_LIGHT_SWITCH_ACTIVE)
14370 ToggleLightSwitch(x, y);
14372 else if (element == EL_TIMEGATE_SWITCH ||
14373 element == EL_DC_TIMEGATE_SWITCH)
14375 ActivateTimegateSwitch(x, y);
14377 else if (element == EL_BALLOON_SWITCH_LEFT ||
14378 element == EL_BALLOON_SWITCH_RIGHT ||
14379 element == EL_BALLOON_SWITCH_UP ||
14380 element == EL_BALLOON_SWITCH_DOWN ||
14381 element == EL_BALLOON_SWITCH_NONE ||
14382 element == EL_BALLOON_SWITCH_ANY)
14384 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14385 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14386 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14387 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14388 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14391 else if (element == EL_LAMP)
14393 Feld[x][y] = EL_LAMP_ACTIVE;
14394 local_player->lights_still_needed--;
14396 ResetGfxAnimation(x, y);
14397 DrawLevelField(x, y);
14399 else if (element == EL_TIME_ORB_FULL)
14401 Feld[x][y] = EL_TIME_ORB_EMPTY;
14403 if (level.time > 0 || level.use_time_orb_bug)
14405 TimeLeft += level.time_orb_time;
14408 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14410 DisplayGameControlValues();
14412 DrawGameValue_Time(TimeLeft);
14416 ResetGfxAnimation(x, y);
14417 DrawLevelField(x, y);
14419 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14420 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14424 game.ball_state = !game.ball_state;
14426 SCAN_PLAYFIELD(xx, yy)
14428 int e = Feld[xx][yy];
14430 if (game.ball_state)
14432 if (e == EL_EMC_MAGIC_BALL)
14433 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14434 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14435 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14439 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14440 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14441 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14442 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14447 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14448 player->index_bit, dig_side);
14450 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14451 player->index_bit, dig_side);
14453 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14454 player->index_bit, dig_side);
14460 if (!PLAYER_SWITCHING(player, x, y))
14462 player->is_switching = TRUE;
14463 player->switch_x = x;
14464 player->switch_y = y;
14466 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14467 player->index_bit, dig_side);
14468 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14469 player->index_bit, dig_side);
14471 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14472 player->index_bit, dig_side);
14473 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14474 player->index_bit, dig_side);
14477 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14478 player->index_bit, dig_side);
14479 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14480 player->index_bit, dig_side);
14482 return MP_NO_ACTION;
14485 player->push_delay = -1;
14487 if (is_player) /* function can also be called by EL_PENGUIN */
14489 if (Feld[x][y] != element) /* really digged/collected something */
14491 player->is_collecting = !player->is_digging;
14492 player->is_active = TRUE;
14499 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14501 int jx = player->jx, jy = player->jy;
14502 int x = jx + dx, y = jy + dy;
14503 int snap_direction = (dx == -1 ? MV_LEFT :
14504 dx == +1 ? MV_RIGHT :
14506 dy == +1 ? MV_DOWN : MV_NONE);
14507 boolean can_continue_snapping = (level.continuous_snapping &&
14508 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14510 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14513 if (!player->active || !IN_LEV_FIELD(x, y))
14521 if (player->MovPos == 0)
14522 player->is_pushing = FALSE;
14524 player->is_snapping = FALSE;
14526 if (player->MovPos == 0)
14528 player->is_moving = FALSE;
14529 player->is_digging = FALSE;
14530 player->is_collecting = FALSE;
14536 #if USE_NEW_CONTINUOUS_SNAPPING
14537 /* prevent snapping with already pressed snap key when not allowed */
14538 if (player->is_snapping && !can_continue_snapping)
14541 if (player->is_snapping)
14545 player->MovDir = snap_direction;
14547 if (player->MovPos == 0)
14549 player->is_moving = FALSE;
14550 player->is_digging = FALSE;
14551 player->is_collecting = FALSE;
14554 player->is_dropping = FALSE;
14555 player->is_dropping_pressed = FALSE;
14556 player->drop_pressed_delay = 0;
14558 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14561 player->is_snapping = TRUE;
14562 player->is_active = TRUE;
14564 if (player->MovPos == 0)
14566 player->is_moving = FALSE;
14567 player->is_digging = FALSE;
14568 player->is_collecting = FALSE;
14571 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
14572 DrawLevelField(player->last_jx, player->last_jy);
14574 DrawLevelField(x, y);
14579 boolean DropElement(struct PlayerInfo *player)
14581 int old_element, new_element;
14582 int dropx = player->jx, dropy = player->jy;
14583 int drop_direction = player->MovDir;
14584 int drop_side = drop_direction;
14586 int drop_element = get_next_dropped_element(player);
14588 int drop_element = (player->inventory_size > 0 ?
14589 player->inventory_element[player->inventory_size - 1] :
14590 player->inventory_infinite_element != EL_UNDEFINED ?
14591 player->inventory_infinite_element :
14592 player->dynabombs_left > 0 ?
14593 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
14597 player->is_dropping_pressed = TRUE;
14599 /* do not drop an element on top of another element; when holding drop key
14600 pressed without moving, dropped element must move away before the next
14601 element can be dropped (this is especially important if the next element
14602 is dynamite, which can be placed on background for historical reasons) */
14603 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14606 if (IS_THROWABLE(drop_element))
14608 dropx += GET_DX_FROM_DIR(drop_direction);
14609 dropy += GET_DY_FROM_DIR(drop_direction);
14611 if (!IN_LEV_FIELD(dropx, dropy))
14615 old_element = Feld[dropx][dropy]; /* old element at dropping position */
14616 new_element = drop_element; /* default: no change when dropping */
14618 /* check if player is active, not moving and ready to drop */
14619 if (!player->active || player->MovPos || player->drop_delay > 0)
14622 /* check if player has anything that can be dropped */
14623 if (new_element == EL_UNDEFINED)
14626 /* check if drop key was pressed long enough for EM style dynamite */
14627 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14630 /* check if anything can be dropped at the current position */
14631 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14634 /* collected custom elements can only be dropped on empty fields */
14635 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14638 if (old_element != EL_EMPTY)
14639 Back[dropx][dropy] = old_element; /* store old element on this field */
14641 ResetGfxAnimation(dropx, dropy);
14642 ResetRandomAnimationValue(dropx, dropy);
14644 if (player->inventory_size > 0 ||
14645 player->inventory_infinite_element != EL_UNDEFINED)
14647 if (player->inventory_size > 0)
14649 player->inventory_size--;
14651 DrawGameDoorValues();
14653 if (new_element == EL_DYNAMITE)
14654 new_element = EL_DYNAMITE_ACTIVE;
14655 else if (new_element == EL_EM_DYNAMITE)
14656 new_element = EL_EM_DYNAMITE_ACTIVE;
14657 else if (new_element == EL_SP_DISK_RED)
14658 new_element = EL_SP_DISK_RED_ACTIVE;
14661 Feld[dropx][dropy] = new_element;
14663 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14664 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14665 el2img(Feld[dropx][dropy]), 0);
14667 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14669 /* needed if previous element just changed to "empty" in the last frame */
14670 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14672 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14673 player->index_bit, drop_side);
14674 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14676 player->index_bit, drop_side);
14678 TestIfElementTouchesCustomElement(dropx, dropy);
14680 else /* player is dropping a dyna bomb */
14682 player->dynabombs_left--;
14684 Feld[dropx][dropy] = new_element;
14686 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14687 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14688 el2img(Feld[dropx][dropy]), 0);
14690 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14693 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14694 InitField_WithBug1(dropx, dropy, FALSE);
14696 new_element = Feld[dropx][dropy]; /* element might have changed */
14698 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14699 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14701 int move_direction, nextx, nexty;
14703 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14704 MovDir[dropx][dropy] = drop_direction;
14706 move_direction = MovDir[dropx][dropy];
14707 nextx = dropx + GET_DX_FROM_DIR(move_direction);
14708 nexty = dropy + GET_DY_FROM_DIR(move_direction);
14710 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14712 #if USE_FIX_IMPACT_COLLISION
14713 /* do not cause impact style collision by dropping elements that can fall */
14714 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14716 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14720 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14721 player->is_dropping = TRUE;
14723 player->drop_pressed_delay = 0;
14724 player->is_dropping_pressed = FALSE;
14726 player->drop_x = dropx;
14727 player->drop_y = dropy;
14732 /* ------------------------------------------------------------------------- */
14733 /* game sound playing functions */
14734 /* ------------------------------------------------------------------------- */
14736 static int *loop_sound_frame = NULL;
14737 static int *loop_sound_volume = NULL;
14739 void InitPlayLevelSound()
14741 int num_sounds = getSoundListSize();
14743 checked_free(loop_sound_frame);
14744 checked_free(loop_sound_volume);
14746 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14747 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14750 static void PlayLevelSound(int x, int y, int nr)
14752 int sx = SCREENX(x), sy = SCREENY(y);
14753 int volume, stereo_position;
14754 int max_distance = 8;
14755 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14757 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14758 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14761 if (!IN_LEV_FIELD(x, y) ||
14762 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14763 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14766 volume = SOUND_MAX_VOLUME;
14768 if (!IN_SCR_FIELD(sx, sy))
14770 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14771 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14773 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14776 stereo_position = (SOUND_MAX_LEFT +
14777 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14778 (SCR_FIELDX + 2 * max_distance));
14780 if (IS_LOOP_SOUND(nr))
14782 /* This assures that quieter loop sounds do not overwrite louder ones,
14783 while restarting sound volume comparison with each new game frame. */
14785 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14788 loop_sound_volume[nr] = volume;
14789 loop_sound_frame[nr] = FrameCounter;
14792 PlaySoundExt(nr, volume, stereo_position, type);
14795 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14797 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14798 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14799 y < LEVELY(BY1) ? LEVELY(BY1) :
14800 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14804 static void PlayLevelSoundAction(int x, int y, int action)
14806 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14809 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14811 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14813 if (sound_effect != SND_UNDEFINED)
14814 PlayLevelSound(x, y, sound_effect);
14817 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14820 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14822 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14823 PlayLevelSound(x, y, sound_effect);
14826 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14828 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14830 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14831 PlayLevelSound(x, y, sound_effect);
14834 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14836 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14838 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14839 StopSound(sound_effect);
14842 static void PlayLevelMusic()
14844 if (levelset.music[level_nr] != MUS_UNDEFINED)
14845 PlayMusic(levelset.music[level_nr]); /* from config file */
14847 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
14850 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14852 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14853 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14854 int x = xx - 1 - offset;
14855 int y = yy - 1 - offset;
14860 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14864 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14868 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14872 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14876 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14880 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14884 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14887 case SAMPLE_android_clone:
14888 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14891 case SAMPLE_android_move:
14892 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14895 case SAMPLE_spring:
14896 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14900 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14904 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14907 case SAMPLE_eater_eat:
14908 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14912 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14915 case SAMPLE_collect:
14916 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14919 case SAMPLE_diamond:
14920 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14923 case SAMPLE_squash:
14924 /* !!! CHECK THIS !!! */
14926 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14928 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14932 case SAMPLE_wonderfall:
14933 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14937 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14941 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14945 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14949 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14953 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14957 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14960 case SAMPLE_wonder:
14961 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14965 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14968 case SAMPLE_exit_open:
14969 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14972 case SAMPLE_exit_leave:
14973 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14976 case SAMPLE_dynamite:
14977 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14981 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14985 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14989 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14993 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14997 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15001 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15005 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15011 void ChangeTime(int value)
15013 int *time = (level.time == 0 ? &TimePlayed : &TimeLeft);
15017 /* EMC game engine uses value from time counter of RND game engine */
15018 level.native_em_level->lev->time = *time;
15020 DrawGameValue_Time(*time);
15023 void RaiseScore(int value)
15025 /* EMC game engine and RND game engine have separate score counters */
15026 int *score = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
15027 &level.native_em_level->lev->score : &local_player->score);
15031 DrawGameValue_Score(*score);
15035 void RaiseScore(int value)
15037 local_player->score += value;
15040 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
15042 DisplayGameControlValues();
15044 DrawGameValue_Score(local_player->score);
15048 void RaiseScoreElement(int element)
15053 case EL_BD_DIAMOND:
15054 case EL_EMERALD_YELLOW:
15055 case EL_EMERALD_RED:
15056 case EL_EMERALD_PURPLE:
15057 case EL_SP_INFOTRON:
15058 RaiseScore(level.score[SC_EMERALD]);
15061 RaiseScore(level.score[SC_DIAMOND]);
15064 RaiseScore(level.score[SC_CRYSTAL]);
15067 RaiseScore(level.score[SC_PEARL]);
15070 case EL_BD_BUTTERFLY:
15071 case EL_SP_ELECTRON:
15072 RaiseScore(level.score[SC_BUG]);
15075 case EL_BD_FIREFLY:
15076 case EL_SP_SNIKSNAK:
15077 RaiseScore(level.score[SC_SPACESHIP]);
15080 case EL_DARK_YAMYAM:
15081 RaiseScore(level.score[SC_YAMYAM]);
15084 RaiseScore(level.score[SC_ROBOT]);
15087 RaiseScore(level.score[SC_PACMAN]);
15090 RaiseScore(level.score[SC_NUT]);
15093 case EL_EM_DYNAMITE:
15094 case EL_SP_DISK_RED:
15095 case EL_DYNABOMB_INCREASE_NUMBER:
15096 case EL_DYNABOMB_INCREASE_SIZE:
15097 case EL_DYNABOMB_INCREASE_POWER:
15098 RaiseScore(level.score[SC_DYNAMITE]);
15100 case EL_SHIELD_NORMAL:
15101 case EL_SHIELD_DEADLY:
15102 RaiseScore(level.score[SC_SHIELD]);
15104 case EL_EXTRA_TIME:
15105 RaiseScore(level.extra_time_score);
15119 case EL_DC_KEY_WHITE:
15120 RaiseScore(level.score[SC_KEY]);
15123 RaiseScore(element_info[element].collect_score);
15128 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15130 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15132 #if defined(NETWORK_AVALIABLE)
15133 if (options.network)
15134 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15143 FadeSkipNextFadeIn();
15145 fading = fading_none;
15149 OpenDoor(DOOR_CLOSE_1);
15152 game_status = GAME_MODE_MAIN;
15155 DrawAndFadeInMainMenu(REDRAW_FIELD);
15163 FadeOut(REDRAW_FIELD);
15166 game_status = GAME_MODE_MAIN;
15168 DrawAndFadeInMainMenu(REDRAW_FIELD);
15172 else /* continue playing the game */
15174 if (tape.playing && tape.deactivate_display)
15175 TapeDeactivateDisplayOff(TRUE);
15177 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15179 if (tape.playing && tape.deactivate_display)
15180 TapeDeactivateDisplayOn();
15184 void RequestQuitGame(boolean ask_if_really_quit)
15186 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
15187 boolean skip_request = AllPlayersGone || quick_quit;
15189 RequestQuitGameExt(skip_request, quick_quit,
15190 "Do you really want to quit the game ?");
15194 /* ------------------------------------------------------------------------- */
15195 /* random generator functions */
15196 /* ------------------------------------------------------------------------- */
15198 unsigned int InitEngineRandom_RND(long seed)
15200 game.num_random_calls = 0;
15203 unsigned int rnd_seed = InitEngineRandom(seed);
15205 printf("::: START RND: %d\n", rnd_seed);
15210 return InitEngineRandom(seed);
15216 unsigned int RND(int max)
15220 game.num_random_calls++;
15222 return GetEngineRandom(max);
15229 /* ------------------------------------------------------------------------- */
15230 /* game engine snapshot handling functions */
15231 /* ------------------------------------------------------------------------- */
15233 #define ARGS_ADDRESS_AND_SIZEOF(x) (&(x)), (sizeof(x))
15235 struct EngineSnapshotInfo
15237 /* runtime values for custom element collect score */
15238 int collect_score[NUM_CUSTOM_ELEMENTS];
15240 /* runtime values for group element choice position */
15241 int choice_pos[NUM_GROUP_ELEMENTS];
15243 /* runtime values for belt position animations */
15244 int belt_graphic[4 * NUM_BELT_PARTS];
15245 int belt_anim_mode[4 * NUM_BELT_PARTS];
15248 struct EngineSnapshotNodeInfo
15255 static struct EngineSnapshotInfo engine_snapshot_rnd;
15256 static ListNode *engine_snapshot_list = NULL;
15257 static char *snapshot_level_identifier = NULL;
15258 static int snapshot_level_nr = -1;
15260 void FreeEngineSnapshot()
15262 while (engine_snapshot_list != NULL)
15263 deleteNodeFromList(&engine_snapshot_list, engine_snapshot_list->key,
15266 setString(&snapshot_level_identifier, NULL);
15267 snapshot_level_nr = -1;
15270 static void SaveEngineSnapshotValues_RND()
15272 static int belt_base_active_element[4] =
15274 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15275 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15276 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15277 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15281 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15283 int element = EL_CUSTOM_START + i;
15285 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15288 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15290 int element = EL_GROUP_START + i;
15292 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15295 for (i = 0; i < 4; i++)
15297 for (j = 0; j < NUM_BELT_PARTS; j++)
15299 int element = belt_base_active_element[i] + j;
15300 int graphic = el2img(element);
15301 int anim_mode = graphic_info[graphic].anim_mode;
15303 engine_snapshot_rnd.belt_graphic[i * 4 + j] = graphic;
15304 engine_snapshot_rnd.belt_anim_mode[i * 4 + j] = anim_mode;
15309 static void LoadEngineSnapshotValues_RND()
15311 unsigned long num_random_calls = game.num_random_calls;
15314 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15316 int element = EL_CUSTOM_START + i;
15318 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15321 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15323 int element = EL_GROUP_START + i;
15325 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15328 for (i = 0; i < 4; i++)
15330 for (j = 0; j < NUM_BELT_PARTS; j++)
15332 int graphic = engine_snapshot_rnd.belt_graphic[i * 4 + j];
15333 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i * 4 + j];
15335 graphic_info[graphic].anim_mode = anim_mode;
15339 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15341 InitRND(tape.random_seed);
15342 for (i = 0; i < num_random_calls; i++)
15346 if (game.num_random_calls != num_random_calls)
15348 Error(ERR_INFO, "number of random calls out of sync");
15349 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15350 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15351 Error(ERR_EXIT, "this should not happen -- please debug");
15355 static void SaveEngineSnapshotBuffer(void *buffer, int size)
15357 struct EngineSnapshotNodeInfo *bi =
15358 checked_calloc(sizeof(struct EngineSnapshotNodeInfo));
15360 bi->buffer_orig = buffer;
15361 bi->buffer_copy = checked_malloc(size);
15364 memcpy(bi->buffer_copy, buffer, size);
15366 addNodeToList(&engine_snapshot_list, NULL, bi);
15369 void SaveEngineSnapshot()
15371 FreeEngineSnapshot(); /* free previous snapshot, if needed */
15373 if (level_editor_test_game) /* do not save snapshots from editor */
15376 /* copy some special values to a structure better suited for the snapshot */
15378 SaveEngineSnapshotValues_RND();
15379 SaveEngineSnapshotValues_EM();
15381 /* save values stored in special snapshot structure */
15383 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15384 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15386 /* save further RND engine values */
15388 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(stored_player));
15389 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(game));
15390 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(tape));
15392 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZX));
15393 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZY));
15394 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitX));
15395 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitY));
15397 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15398 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15399 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15400 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15401 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15403 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15404 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15405 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15407 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15409 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
15411 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15412 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15414 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Feld));
15415 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovPos));
15416 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDir));
15417 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15418 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15419 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15420 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15421 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store));
15422 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store2));
15423 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15424 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Back));
15425 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15426 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15427 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15428 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15429 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15430 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Stop));
15431 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Pushed));
15433 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15434 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15436 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15437 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15438 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15440 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15441 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15443 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15444 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15445 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15446 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15447 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15449 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15450 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15452 /* save level identification information */
15454 setString(&snapshot_level_identifier, leveldir_current->identifier);
15455 snapshot_level_nr = level_nr;
15458 ListNode *node = engine_snapshot_list;
15461 while (node != NULL)
15463 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15468 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15472 static void LoadEngineSnapshotBuffer(struct EngineSnapshotNodeInfo *bi)
15474 memcpy(bi->buffer_orig, bi->buffer_copy, bi->size);
15477 void LoadEngineSnapshot()
15479 ListNode *node = engine_snapshot_list;
15481 if (engine_snapshot_list == NULL)
15484 while (node != NULL)
15486 LoadEngineSnapshotBuffer((struct EngineSnapshotNodeInfo *)node->content);
15491 /* restore special values from snapshot structure */
15493 LoadEngineSnapshotValues_RND();
15494 LoadEngineSnapshotValues_EM();
15497 boolean CheckEngineSnapshot()
15499 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15500 snapshot_level_nr == level_nr);
15504 /* ---------- new game button stuff ---------------------------------------- */
15506 /* graphic position values for game buttons */
15507 #define GAME_BUTTON_XSIZE 30
15508 #define GAME_BUTTON_YSIZE 30
15509 #define GAME_BUTTON_XPOS 5
15510 #define GAME_BUTTON_YPOS 215
15511 #define SOUND_BUTTON_XPOS 5
15512 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
15514 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
15515 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
15516 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
15517 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
15518 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
15519 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
15527 } gamebutton_info[NUM_GAME_BUTTONS] =
15531 &game.button.stop.x, &game.button.stop.y,
15532 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
15537 &game.button.pause.x, &game.button.pause.y,
15538 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
15539 GAME_CTRL_ID_PAUSE,
15543 &game.button.play.x, &game.button.play.y,
15544 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
15549 &game.button.sound_music.x, &game.button.sound_music.y,
15550 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
15551 SOUND_CTRL_ID_MUSIC,
15552 "background music on/off"
15555 &game.button.sound_loops.x, &game.button.sound_loops.y,
15556 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
15557 SOUND_CTRL_ID_LOOPS,
15558 "sound loops on/off"
15561 &game.button.sound_simple.x,&game.button.sound_simple.y,
15562 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
15563 SOUND_CTRL_ID_SIMPLE,
15564 "normal sounds on/off"
15568 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
15573 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
15574 GAME_CTRL_ID_PAUSE,
15578 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
15583 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
15584 SOUND_CTRL_ID_MUSIC,
15585 "background music on/off"
15588 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
15589 SOUND_CTRL_ID_LOOPS,
15590 "sound loops on/off"
15593 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
15594 SOUND_CTRL_ID_SIMPLE,
15595 "normal sounds on/off"
15600 void CreateGameButtons()
15604 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15606 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
15607 struct GadgetInfo *gi;
15610 unsigned long event_mask;
15612 int gd_xoffset, gd_yoffset;
15613 int gd_x1, gd_x2, gd_y1, gd_y2;
15616 x = DX + *gamebutton_info[i].x;
15617 y = DY + *gamebutton_info[i].y;
15618 gd_xoffset = gamebutton_info[i].gd_x;
15619 gd_yoffset = gamebutton_info[i].gd_y;
15620 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
15621 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
15623 if (id == GAME_CTRL_ID_STOP ||
15624 id == GAME_CTRL_ID_PAUSE ||
15625 id == GAME_CTRL_ID_PLAY)
15627 button_type = GD_TYPE_NORMAL_BUTTON;
15629 event_mask = GD_EVENT_RELEASED;
15630 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
15631 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
15635 button_type = GD_TYPE_CHECK_BUTTON;
15637 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
15638 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
15639 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
15640 event_mask = GD_EVENT_PRESSED;
15641 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
15642 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
15645 gi = CreateGadget(GDI_CUSTOM_ID, id,
15646 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15651 GDI_X, DX + gd_xoffset,
15652 GDI_Y, DY + gd_yoffset,
15654 GDI_WIDTH, GAME_BUTTON_XSIZE,
15655 GDI_HEIGHT, GAME_BUTTON_YSIZE,
15656 GDI_TYPE, button_type,
15657 GDI_STATE, GD_BUTTON_UNPRESSED,
15658 GDI_CHECKED, checked,
15659 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
15660 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
15661 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
15662 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
15663 GDI_DIRECT_DRAW, FALSE,
15664 GDI_EVENT_MASK, event_mask,
15665 GDI_CALLBACK_ACTION, HandleGameButtons,
15669 Error(ERR_EXIT, "cannot create gadget");
15671 game_gadget[id] = gi;
15675 void FreeGameButtons()
15679 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15680 FreeGadget(game_gadget[i]);
15683 static void MapGameButtons()
15687 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15688 MapGadget(game_gadget[i]);
15691 void UnmapGameButtons()
15695 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15696 UnmapGadget(game_gadget[i]);
15699 void RedrawGameButtons()
15703 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15704 RedrawGadget(game_gadget[i]);
15707 static void HandleGameButtons(struct GadgetInfo *gi)
15709 int id = gi->custom_id;
15711 if (game_status != GAME_MODE_PLAYING)
15716 case GAME_CTRL_ID_STOP:
15720 RequestQuitGame(TRUE);
15723 case GAME_CTRL_ID_PAUSE:
15724 if (options.network)
15726 #if defined(NETWORK_AVALIABLE)
15728 SendToServer_ContinuePlaying();
15730 SendToServer_PausePlaying();
15734 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15737 case GAME_CTRL_ID_PLAY:
15740 #if defined(NETWORK_AVALIABLE)
15741 if (options.network)
15742 SendToServer_ContinuePlaying();
15746 tape.pausing = FALSE;
15747 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0);
15752 case SOUND_CTRL_ID_MUSIC:
15753 if (setup.sound_music)
15755 setup.sound_music = FALSE;
15758 else if (audio.music_available)
15760 setup.sound = setup.sound_music = TRUE;
15762 SetAudioMode(setup.sound);
15768 case SOUND_CTRL_ID_LOOPS:
15769 if (setup.sound_loops)
15770 setup.sound_loops = FALSE;
15771 else if (audio.loops_available)
15773 setup.sound = setup.sound_loops = TRUE;
15774 SetAudioMode(setup.sound);
15778 case SOUND_CTRL_ID_SIMPLE:
15779 if (setup.sound_simple)
15780 setup.sound_simple = FALSE;
15781 else if (audio.sound_available)
15783 setup.sound = setup.sound_simple = TRUE;
15784 SetAudioMode(setup.sound);