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_CONTROL_LEVEL_NUMBER 0
135 #define GAME_CONTROL_GEMS 1
136 #define GAME_CONTROL_INVENTORY 2
137 #define GAME_CONTROL_KEY_1 3
138 #define GAME_CONTROL_KEY_2 4
139 #define GAME_CONTROL_KEY_3 5
140 #define GAME_CONTROL_KEY_4 6
141 #define GAME_CONTROL_KEY_5 7
142 #define GAME_CONTROL_KEY_6 8
143 #define GAME_CONTROL_KEY_7 9
144 #define GAME_CONTROL_KEY_8 10
145 #define GAME_CONTROL_KEY_WHITE 11
146 #define GAME_CONTROL_KEY_WHITE_COUNT 12
147 #define GAME_CONTROL_SCORE 13
148 #define GAME_CONTROL_TIME 14
149 #define GAME_CONTROL_TIME_HH 15
150 #define GAME_CONTROL_TIME_MM 16
151 #define GAME_CONTROL_TIME_SS 17
152 #define GAME_CONTROL_DROP_NEXT_1 18
153 #define GAME_CONTROL_DROP_NEXT_2 19
154 #define GAME_CONTROL_DROP_NEXT_3 20
155 #define GAME_CONTROL_DROP_NEXT_4 21
156 #define GAME_CONTROL_DROP_NEXT_5 22
157 #define GAME_CONTROL_DROP_NEXT_6 23
158 #define GAME_CONTROL_DROP_NEXT_7 24
159 #define GAME_CONTROL_DROP_NEXT_8 25
160 #define GAME_CONTROL_SHIELD_NORMAL 26
161 #define GAME_CONTROL_SHIELD_NORMAL_TIME 27
162 #define GAME_CONTROL_SHIELD_DEADLY 28
163 #define GAME_CONTROL_SHIELD_DEADLY_TIME 29
164 #define GAME_CONTROL_EXIT 30
165 #define GAME_CONTROL_EM_EXIT 31
166 #define GAME_CONTROL_SP_EXIT 32
167 #define GAME_CONTROL_STEEL_EXIT 33
168 #define GAME_CONTROL_EM_STEEL_EXIT 34
169 #define GAME_CONTROL_EMC_MAGIC_BALL 35
170 #define GAME_CONTROL_EMC_MAGIC_BALL_SWITCH 36
171 #define GAME_CONTROL_LIGHT_SWITCH 37
172 #define GAME_CONTROL_LIGHT_SWITCH_TIME 38
173 #define GAME_CONTROL_TIMEGATE_SWITCH 39
174 #define GAME_CONTROL_TIMEGATE_SWITCH_TIME 40
175 #define GAME_CONTROL_SWITCHGATE_SWITCH 41
176 #define GAME_CONTROL_EMC_LENSES 42
177 #define GAME_CONTROL_EMC_LENSES_TIME 43
178 #define GAME_CONTROL_EMC_MAGNIFIER 44
179 #define GAME_CONTROL_EMC_MAGNIFIER_TIME 45
180 #define GAME_CONTROL_BALLOON_SWITCH 46
181 #define GAME_CONTROL_DYNABOMB_NUMBER 47
182 #define GAME_CONTROL_DYNABOMB_SIZE 48
183 #define GAME_CONTROL_DYNABOMB_POWER 49
184 #define GAME_CONTROL_PENGUINS 50
185 #define GAME_CONTROL_SOKOBAN_OBJECTS 51
186 #define GAME_CONTROL_SOKOBAN_FIELDS 52
187 #define GAME_CONTROL_ROBOT_WHEEL 53
188 #define GAME_CONTROL_CONVEYOR_BELT_1 54
189 #define GAME_CONTROL_CONVEYOR_BELT_1_SWITCH 55
190 #define GAME_CONTROL_CONVEYOR_BELT_2 56
191 #define GAME_CONTROL_CONVEYOR_BELT_2_SWITCH 57
192 #define GAME_CONTROL_CONVEYOR_BELT_3 58
193 #define GAME_CONTROL_CONVEYOR_BELT_3_SWITCH 59
194 #define GAME_CONTROL_CONVEYOR_BELT_4 60
195 #define GAME_CONTROL_CONVEYOR_BELT_4_SWITCH 61
196 #define GAME_CONTROL_MAGIC_WALL 62
197 #define GAME_CONTROL_MAGIC_WALL_TIME 63
198 #define GAME_CONTROL_BD_MAGIC_WALL 64
199 #define GAME_CONTROL_DC_MAGIC_WALL 65
200 #define GAME_CONTROL_PLAYER_NAME 66
201 #define GAME_CONTROL_LEVEL_NAME 67
202 #define GAME_CONTROL_LEVEL_AUTHOR 68
204 #define NUM_GAME_CONTROLS 69
206 int game_control_value[NUM_GAME_CONTROLS];
207 int last_game_control_value[NUM_GAME_CONTROLS];
209 struct GameControlInfo
213 struct TextPosInfo *pos;
217 static struct GameControlInfo game_controls[] =
220 GAME_CONTROL_LEVEL_NUMBER,
221 &game.panel.level_number,
230 GAME_CONTROL_INVENTORY,
231 &game.panel.inventory,
275 GAME_CONTROL_KEY_WHITE,
276 &game.panel.key_white,
280 GAME_CONTROL_KEY_WHITE_COUNT,
281 &game.panel.key_white_count,
295 GAME_CONTROL_TIME_HH,
300 GAME_CONTROL_TIME_MM,
305 GAME_CONTROL_TIME_SS,
310 GAME_CONTROL_DROP_NEXT_1,
311 &game.panel.drop_next_1,
315 GAME_CONTROL_DROP_NEXT_2,
316 &game.panel.drop_next_2,
320 GAME_CONTROL_DROP_NEXT_3,
321 &game.panel.drop_next_3,
325 GAME_CONTROL_DROP_NEXT_4,
326 &game.panel.drop_next_4,
330 GAME_CONTROL_DROP_NEXT_5,
331 &game.panel.drop_next_5,
335 GAME_CONTROL_DROP_NEXT_6,
336 &game.panel.drop_next_6,
340 GAME_CONTROL_DROP_NEXT_7,
341 &game.panel.drop_next_7,
345 GAME_CONTROL_DROP_NEXT_8,
346 &game.panel.drop_next_8,
350 GAME_CONTROL_SHIELD_NORMAL,
351 &game.panel.shield_normal,
355 GAME_CONTROL_SHIELD_NORMAL_TIME,
356 &game.panel.shield_normal_time,
360 GAME_CONTROL_SHIELD_DEADLY,
361 &game.panel.shield_deadly,
365 GAME_CONTROL_SHIELD_DEADLY_TIME,
366 &game.panel.shield_deadly_time,
375 GAME_CONTROL_EM_EXIT,
380 GAME_CONTROL_SP_EXIT,
385 GAME_CONTROL_STEEL_EXIT,
386 &game.panel.steel_exit,
390 GAME_CONTROL_EM_STEEL_EXIT,
391 &game.panel.em_steel_exit,
395 GAME_CONTROL_EMC_MAGIC_BALL,
396 &game.panel.emc_magic_ball,
400 GAME_CONTROL_EMC_MAGIC_BALL_SWITCH,
401 &game.panel.emc_magic_ball_switch,
405 GAME_CONTROL_LIGHT_SWITCH,
406 &game.panel.light_switch,
410 GAME_CONTROL_LIGHT_SWITCH_TIME,
411 &game.panel.light_switch_time,
415 GAME_CONTROL_TIMEGATE_SWITCH,
416 &game.panel.timegate_switch,
420 GAME_CONTROL_TIMEGATE_SWITCH_TIME,
421 &game.panel.timegate_switch_time,
425 GAME_CONTROL_SWITCHGATE_SWITCH,
426 &game.panel.switchgate_switch,
430 GAME_CONTROL_EMC_LENSES,
431 &game.panel.emc_lenses,
435 GAME_CONTROL_EMC_LENSES_TIME,
436 &game.panel.emc_lenses_time,
440 GAME_CONTROL_EMC_MAGNIFIER,
441 &game.panel.emc_magnifier,
445 GAME_CONTROL_EMC_MAGNIFIER_TIME,
446 &game.panel.emc_magnifier_time,
450 GAME_CONTROL_BALLOON_SWITCH,
451 &game.panel.balloon_switch,
455 GAME_CONTROL_DYNABOMB_NUMBER,
456 &game.panel.dynabomb_number,
460 GAME_CONTROL_DYNABOMB_SIZE,
461 &game.panel.dynabomb_size,
465 GAME_CONTROL_DYNABOMB_POWER,
466 &game.panel.dynabomb_power,
470 GAME_CONTROL_PENGUINS,
471 &game.panel.penguins,
475 GAME_CONTROL_SOKOBAN_OBJECTS,
476 &game.panel.sokoban_objects,
480 GAME_CONTROL_SOKOBAN_FIELDS,
481 &game.panel.sokoban_fields,
485 GAME_CONTROL_ROBOT_WHEEL,
486 &game.panel.robot_wheel,
490 GAME_CONTROL_CONVEYOR_BELT_1,
491 &game.panel.conveyor_belt_1,
495 GAME_CONTROL_CONVEYOR_BELT_1_SWITCH,
496 &game.panel.conveyor_belt_1_switch,
500 GAME_CONTROL_CONVEYOR_BELT_2,
501 &game.panel.conveyor_belt_2,
505 GAME_CONTROL_CONVEYOR_BELT_2_SWITCH,
506 &game.panel.conveyor_belt_2_switch,
510 GAME_CONTROL_CONVEYOR_BELT_3,
511 &game.panel.conveyor_belt_3,
515 GAME_CONTROL_CONVEYOR_BELT_3_SWITCH,
516 &game.panel.conveyor_belt_3_switch,
520 GAME_CONTROL_CONVEYOR_BELT_4,
521 &game.panel.conveyor_belt_4,
525 GAME_CONTROL_CONVEYOR_BELT_4_SWITCH,
526 &game.panel.conveyor_belt_4_switch,
530 GAME_CONTROL_MAGIC_WALL,
531 &game.panel.magic_wall,
535 GAME_CONTROL_MAGIC_WALL_TIME,
536 &game.panel.magic_wall_time,
540 GAME_CONTROL_BD_MAGIC_WALL,
541 &game.panel.bd_magic_wall,
545 GAME_CONTROL_DC_MAGIC_WALL,
546 &game.panel.dc_magic_wall,
550 GAME_CONTROL_PLAYER_NAME,
551 &game.panel.player_name,
555 GAME_CONTROL_LEVEL_NAME,
556 &game.panel.level_name,
560 GAME_CONTROL_LEVEL_AUTHOR,
561 &game.panel.level_author,
574 /* values for delayed check of falling and moving elements and for collision */
575 #define CHECK_DELAY_MOVING 3
576 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
577 #define CHECK_DELAY_COLLISION 2
578 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
580 /* values for initial player move delay (initial delay counter value) */
581 #define INITIAL_MOVE_DELAY_OFF -1
582 #define INITIAL_MOVE_DELAY_ON 0
584 /* values for player movement speed (which is in fact a delay value) */
585 #define MOVE_DELAY_MIN_SPEED 32
586 #define MOVE_DELAY_NORMAL_SPEED 8
587 #define MOVE_DELAY_HIGH_SPEED 4
588 #define MOVE_DELAY_MAX_SPEED 1
590 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
591 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
593 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
594 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
596 /* values for other actions */
597 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
598 #define MOVE_STEPSIZE_MIN (1)
599 #define MOVE_STEPSIZE_MAX (TILEX)
601 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
602 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
604 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
606 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
607 RND(element_info[e].push_delay_random))
608 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
609 RND(element_info[e].drop_delay_random))
610 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
611 RND(element_info[e].move_delay_random))
612 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
613 (element_info[e].move_delay_random))
614 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
615 RND(element_info[e].ce_value_random_initial))
616 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
617 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
618 RND((c)->delay_random * (c)->delay_frames))
619 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
620 RND((c)->delay_random))
623 #define GET_VALID_RUNTIME_ELEMENT(e) \
624 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
626 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
627 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
628 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
629 (be) + (e) - EL_SELF)
631 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
632 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
633 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
634 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
635 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
636 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
637 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
638 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
639 RESOLVED_REFERENCE_ELEMENT(be, e) : \
642 #define CAN_GROW_INTO(e) \
643 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
645 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
646 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
649 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
650 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
651 (CAN_MOVE_INTO_ACID(e) && \
652 Feld[x][y] == EL_ACID) || \
655 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
656 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
657 (CAN_MOVE_INTO_ACID(e) && \
658 Feld[x][y] == EL_ACID) || \
661 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
662 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
664 (CAN_MOVE_INTO_ACID(e) && \
665 Feld[x][y] == EL_ACID) || \
666 (DONT_COLLIDE_WITH(e) && \
668 !PLAYER_ENEMY_PROTECTED(x, y))))
670 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
671 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
673 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
674 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
676 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
677 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
679 #define ANDROID_CAN_CLONE_FIELD(x, y) \
680 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
681 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
683 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
684 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
686 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
687 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
689 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
690 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
692 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
693 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
695 #define PIG_CAN_ENTER_FIELD(e, x, y) \
696 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
698 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
699 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
700 Feld[x][y] == EL_EM_EXIT_OPEN || \
701 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
702 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
703 IS_FOOD_PENGUIN(Feld[x][y])))
704 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
705 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
707 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
708 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
710 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
711 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
713 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
714 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
715 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
717 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
719 #define CE_ENTER_FIELD_COND(e, x, y) \
720 (!IS_PLAYER(x, y) && \
721 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
723 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
724 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
726 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
727 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
729 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
730 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
731 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
732 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
734 /* game button identifiers */
735 #define GAME_CTRL_ID_STOP 0
736 #define GAME_CTRL_ID_PAUSE 1
737 #define GAME_CTRL_ID_PLAY 2
738 #define SOUND_CTRL_ID_MUSIC 3
739 #define SOUND_CTRL_ID_LOOPS 4
740 #define SOUND_CTRL_ID_SIMPLE 5
742 #define NUM_GAME_BUTTONS 6
745 /* forward declaration for internal use */
747 static void CreateField(int, int, int);
749 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
750 static void AdvanceFrameAndPlayerCounters(int);
752 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
753 static boolean MovePlayer(struct PlayerInfo *, int, int);
754 static void ScrollPlayer(struct PlayerInfo *, int);
755 static void ScrollScreen(struct PlayerInfo *, int);
757 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
759 static void InitBeltMovement(void);
760 static void CloseAllOpenTimegates(void);
761 static void CheckGravityMovement(struct PlayerInfo *);
762 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
763 static void KillPlayerUnlessEnemyProtected(int, int);
764 static void KillPlayerUnlessExplosionProtected(int, int);
766 static void TestIfPlayerTouchesCustomElement(int, int);
767 static void TestIfElementTouchesCustomElement(int, int);
768 static void TestIfElementHitsCustomElement(int, int, int);
770 static void TestIfElementSmashesCustomElement(int, int, int);
773 static void HandleElementChange(int, int, int);
774 static void ExecuteCustomElementAction(int, int, int, int);
775 static boolean ChangeElement(int, int, int, int);
777 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
778 #define CheckTriggeredElementChange(x, y, e, ev) \
779 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
780 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
781 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
782 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
783 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
784 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
785 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
787 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
788 #define CheckElementChange(x, y, e, te, ev) \
789 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
790 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
791 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
792 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
793 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
795 static void PlayLevelSound(int, int, int);
796 static void PlayLevelSoundNearest(int, int, int);
797 static void PlayLevelSoundAction(int, int, int);
798 static void PlayLevelSoundElementAction(int, int, int, int);
799 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
800 static void PlayLevelSoundActionIfLoop(int, int, int);
801 static void StopLevelSoundActionIfLoop(int, int, int);
802 static void PlayLevelMusic();
804 static void MapGameButtons();
805 static void HandleGameButtons(struct GadgetInfo *);
807 int AmoebeNachbarNr(int, int);
808 void AmoebeUmwandeln(int, int);
809 void ContinueMoving(int, int);
811 void InitMovDir(int, int);
812 void InitAmoebaNr(int, int);
813 int NewHiScore(void);
815 void TestIfGoodThingHitsBadThing(int, int, int);
816 void TestIfBadThingHitsGoodThing(int, int, int);
817 void TestIfPlayerTouchesBadThing(int, int);
818 void TestIfPlayerRunsIntoBadThing(int, int, int);
819 void TestIfBadThingTouchesPlayer(int, int);
820 void TestIfBadThingRunsIntoPlayer(int, int, int);
821 void TestIfFriendTouchesBadThing(int, int);
822 void TestIfBadThingTouchesFriend(int, int);
823 void TestIfBadThingTouchesOtherBadThing(int, int);
825 void KillPlayer(struct PlayerInfo *);
826 void BuryPlayer(struct PlayerInfo *);
827 void RemovePlayer(struct PlayerInfo *);
829 boolean SnapField(struct PlayerInfo *, int, int);
830 boolean DropElement(struct PlayerInfo *);
832 static int getInvisibleActiveFromInvisibleElement(int);
833 static int getInvisibleFromInvisibleActiveElement(int);
835 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
837 /* for detection of endless loops, caused by custom element programming */
838 /* (using maximal playfield width x 10 is just a rough approximation) */
839 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
841 #define RECURSION_LOOP_DETECTION_START(e, rc) \
843 if (recursion_loop_detected) \
846 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
848 recursion_loop_detected = TRUE; \
849 recursion_loop_element = (e); \
852 recursion_loop_depth++; \
855 #define RECURSION_LOOP_DETECTION_END() \
857 recursion_loop_depth--; \
860 static int recursion_loop_depth;
861 static boolean recursion_loop_detected;
862 static boolean recursion_loop_element;
865 /* ------------------------------------------------------------------------- */
866 /* definition of elements that automatically change to other elements after */
867 /* a specified time, eventually calling a function when changing */
868 /* ------------------------------------------------------------------------- */
870 /* forward declaration for changer functions */
871 static void InitBuggyBase(int, int);
872 static void WarnBuggyBase(int, int);
874 static void InitTrap(int, int);
875 static void ActivateTrap(int, int);
876 static void ChangeActiveTrap(int, int);
878 static void InitRobotWheel(int, int);
879 static void RunRobotWheel(int, int);
880 static void StopRobotWheel(int, int);
882 static void InitTimegateWheel(int, int);
883 static void RunTimegateWheel(int, int);
885 static void InitMagicBallDelay(int, int);
886 static void ActivateMagicBall(int, int);
888 struct ChangingElementInfo
893 void (*pre_change_function)(int x, int y);
894 void (*change_function)(int x, int y);
895 void (*post_change_function)(int x, int y);
898 static struct ChangingElementInfo change_delay_list[] =
933 EL_STEEL_EXIT_OPENING,
941 EL_STEEL_EXIT_CLOSING,
942 EL_STEEL_EXIT_CLOSED,
969 EL_EM_STEEL_EXIT_OPENING,
970 EL_EM_STEEL_EXIT_OPEN,
977 EL_EM_STEEL_EXIT_CLOSING,
981 EL_EM_STEEL_EXIT_CLOSED,
1005 EL_SWITCHGATE_OPENING,
1013 EL_SWITCHGATE_CLOSING,
1014 EL_SWITCHGATE_CLOSED,
1021 EL_TIMEGATE_OPENING,
1029 EL_TIMEGATE_CLOSING,
1038 EL_ACID_SPLASH_LEFT,
1046 EL_ACID_SPLASH_RIGHT,
1055 EL_SP_BUGGY_BASE_ACTIVATING,
1062 EL_SP_BUGGY_BASE_ACTIVATING,
1063 EL_SP_BUGGY_BASE_ACTIVE,
1070 EL_SP_BUGGY_BASE_ACTIVE,
1094 EL_ROBOT_WHEEL_ACTIVE,
1102 EL_TIMEGATE_SWITCH_ACTIVE,
1110 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1111 EL_DC_TIMEGATE_SWITCH,
1118 EL_EMC_MAGIC_BALL_ACTIVE,
1119 EL_EMC_MAGIC_BALL_ACTIVE,
1126 EL_EMC_SPRING_BUMPER_ACTIVE,
1127 EL_EMC_SPRING_BUMPER,
1134 EL_DIAGONAL_SHRINKING,
1142 EL_DIAGONAL_GROWING,
1163 int push_delay_fixed, push_delay_random;
1167 { EL_SPRING, 0, 0 },
1168 { EL_BALLOON, 0, 0 },
1170 { EL_SOKOBAN_OBJECT, 2, 0 },
1171 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1172 { EL_SATELLITE, 2, 0 },
1173 { EL_SP_DISK_YELLOW, 2, 0 },
1175 { EL_UNDEFINED, 0, 0 },
1183 move_stepsize_list[] =
1185 { EL_AMOEBA_DROP, 2 },
1186 { EL_AMOEBA_DROPPING, 2 },
1187 { EL_QUICKSAND_FILLING, 1 },
1188 { EL_QUICKSAND_EMPTYING, 1 },
1189 { EL_QUICKSAND_FAST_FILLING, 2 },
1190 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1191 { EL_MAGIC_WALL_FILLING, 2 },
1192 { EL_MAGIC_WALL_EMPTYING, 2 },
1193 { EL_BD_MAGIC_WALL_FILLING, 2 },
1194 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1195 { EL_DC_MAGIC_WALL_FILLING, 2 },
1196 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1198 { EL_UNDEFINED, 0 },
1206 collect_count_list[] =
1209 { EL_BD_DIAMOND, 1 },
1210 { EL_EMERALD_YELLOW, 1 },
1211 { EL_EMERALD_RED, 1 },
1212 { EL_EMERALD_PURPLE, 1 },
1214 { EL_SP_INFOTRON, 1 },
1218 { EL_UNDEFINED, 0 },
1226 access_direction_list[] =
1228 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1229 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1230 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1231 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1232 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1233 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1234 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1235 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1236 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1237 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1238 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1240 { EL_SP_PORT_LEFT, MV_RIGHT },
1241 { EL_SP_PORT_RIGHT, MV_LEFT },
1242 { EL_SP_PORT_UP, MV_DOWN },
1243 { EL_SP_PORT_DOWN, MV_UP },
1244 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1245 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1246 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1247 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1248 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1249 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1250 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1251 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1252 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1253 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1254 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1255 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1256 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1257 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1258 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1260 { EL_UNDEFINED, MV_NONE }
1263 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1265 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1266 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1267 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1268 IS_JUST_CHANGING(x, y))
1270 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1272 /* static variables for playfield scan mode (scanning forward or backward) */
1273 static int playfield_scan_start_x = 0;
1274 static int playfield_scan_start_y = 0;
1275 static int playfield_scan_delta_x = 1;
1276 static int playfield_scan_delta_y = 1;
1278 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1279 (y) >= 0 && (y) <= lev_fieldy - 1; \
1280 (y) += playfield_scan_delta_y) \
1281 for ((x) = playfield_scan_start_x; \
1282 (x) >= 0 && (x) <= lev_fieldx - 1; \
1283 (x) += playfield_scan_delta_x)
1286 void DEBUG_SetMaximumDynamite()
1290 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1291 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1292 local_player->inventory_element[local_player->inventory_size++] =
1297 static void InitPlayfieldScanModeVars()
1299 if (game.use_reverse_scan_direction)
1301 playfield_scan_start_x = lev_fieldx - 1;
1302 playfield_scan_start_y = lev_fieldy - 1;
1304 playfield_scan_delta_x = -1;
1305 playfield_scan_delta_y = -1;
1309 playfield_scan_start_x = 0;
1310 playfield_scan_start_y = 0;
1312 playfield_scan_delta_x = 1;
1313 playfield_scan_delta_y = 1;
1317 static void InitPlayfieldScanMode(int mode)
1319 game.use_reverse_scan_direction =
1320 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1322 InitPlayfieldScanModeVars();
1325 static int get_move_delay_from_stepsize(int move_stepsize)
1328 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1330 /* make sure that stepsize value is always a power of 2 */
1331 move_stepsize = (1 << log_2(move_stepsize));
1333 return TILEX / move_stepsize;
1336 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1339 int player_nr = player->index_nr;
1340 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1341 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1343 /* do no immediately change move delay -- the player might just be moving */
1344 player->move_delay_value_next = move_delay;
1346 /* information if player can move must be set separately */
1347 player->cannot_move = cannot_move;
1351 player->move_delay = game.initial_move_delay[player_nr];
1352 player->move_delay_value = game.initial_move_delay_value[player_nr];
1354 player->move_delay_value_next = -1;
1356 player->move_delay_reset_counter = 0;
1360 void GetPlayerConfig()
1362 GameFrameDelay = setup.game_frame_delay;
1364 if (!audio.sound_available)
1365 setup.sound_simple = FALSE;
1367 if (!audio.loops_available)
1368 setup.sound_loops = FALSE;
1370 if (!audio.music_available)
1371 setup.sound_music = FALSE;
1373 if (!video.fullscreen_available)
1374 setup.fullscreen = FALSE;
1376 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1378 SetAudioMode(setup.sound);
1382 int GetElementFromGroupElement(int element)
1384 if (IS_GROUP_ELEMENT(element))
1386 struct ElementGroupInfo *group = element_info[element].group;
1387 int last_anim_random_frame = gfx.anim_random_frame;
1390 if (group->choice_mode == ANIM_RANDOM)
1391 gfx.anim_random_frame = RND(group->num_elements_resolved);
1393 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1394 group->choice_mode, 0,
1397 if (group->choice_mode == ANIM_RANDOM)
1398 gfx.anim_random_frame = last_anim_random_frame;
1400 group->choice_pos++;
1402 element = group->element_resolved[element_pos];
1408 static void InitPlayerField(int x, int y, int element, boolean init_game)
1410 if (element == EL_SP_MURPHY)
1414 if (stored_player[0].present)
1416 Feld[x][y] = EL_SP_MURPHY_CLONE;
1422 stored_player[0].use_murphy = TRUE;
1424 if (!level.use_artwork_element[0])
1425 stored_player[0].artwork_element = EL_SP_MURPHY;
1428 Feld[x][y] = EL_PLAYER_1;
1434 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1435 int jx = player->jx, jy = player->jy;
1437 player->present = TRUE;
1439 player->block_last_field = (element == EL_SP_MURPHY ?
1440 level.sp_block_last_field :
1441 level.block_last_field);
1443 /* ---------- initialize player's last field block delay --------------- */
1445 /* always start with reliable default value (no adjustment needed) */
1446 player->block_delay_adjustment = 0;
1448 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1449 if (player->block_last_field && element == EL_SP_MURPHY)
1450 player->block_delay_adjustment = 1;
1452 /* special case 2: in game engines before 3.1.1, blocking was different */
1453 if (game.use_block_last_field_bug)
1454 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1456 if (!options.network || player->connected)
1458 player->active = TRUE;
1460 /* remove potentially duplicate players */
1461 if (StorePlayer[jx][jy] == Feld[x][y])
1462 StorePlayer[jx][jy] = 0;
1464 StorePlayer[x][y] = Feld[x][y];
1468 printf("Player %d activated.\n", player->element_nr);
1469 printf("[Local player is %d and currently %s.]\n",
1470 local_player->element_nr,
1471 local_player->active ? "active" : "not active");
1475 Feld[x][y] = EL_EMPTY;
1477 player->jx = player->last_jx = x;
1478 player->jy = player->last_jy = y;
1482 static void InitField(int x, int y, boolean init_game)
1484 int element = Feld[x][y];
1493 InitPlayerField(x, y, element, init_game);
1496 case EL_SOKOBAN_FIELD_PLAYER:
1497 element = Feld[x][y] = EL_PLAYER_1;
1498 InitField(x, y, init_game);
1500 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1501 InitField(x, y, init_game);
1504 case EL_SOKOBAN_FIELD_EMPTY:
1505 local_player->sokobanfields_still_needed++;
1509 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1510 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1511 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1512 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1513 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1514 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1515 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1516 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1517 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1518 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1527 case EL_SPACESHIP_RIGHT:
1528 case EL_SPACESHIP_UP:
1529 case EL_SPACESHIP_LEFT:
1530 case EL_SPACESHIP_DOWN:
1531 case EL_BD_BUTTERFLY:
1532 case EL_BD_BUTTERFLY_RIGHT:
1533 case EL_BD_BUTTERFLY_UP:
1534 case EL_BD_BUTTERFLY_LEFT:
1535 case EL_BD_BUTTERFLY_DOWN:
1537 case EL_BD_FIREFLY_RIGHT:
1538 case EL_BD_FIREFLY_UP:
1539 case EL_BD_FIREFLY_LEFT:
1540 case EL_BD_FIREFLY_DOWN:
1541 case EL_PACMAN_RIGHT:
1543 case EL_PACMAN_LEFT:
1544 case EL_PACMAN_DOWN:
1546 case EL_YAMYAM_LEFT:
1547 case EL_YAMYAM_RIGHT:
1549 case EL_YAMYAM_DOWN:
1550 case EL_DARK_YAMYAM:
1553 case EL_SP_SNIKSNAK:
1554 case EL_SP_ELECTRON:
1563 case EL_AMOEBA_FULL:
1568 case EL_AMOEBA_DROP:
1569 if (y == lev_fieldy - 1)
1571 Feld[x][y] = EL_AMOEBA_GROWING;
1572 Store[x][y] = EL_AMOEBA_WET;
1576 case EL_DYNAMITE_ACTIVE:
1577 case EL_SP_DISK_RED_ACTIVE:
1578 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1579 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1580 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1581 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1582 MovDelay[x][y] = 96;
1585 case EL_EM_DYNAMITE_ACTIVE:
1586 MovDelay[x][y] = 32;
1590 local_player->lights_still_needed++;
1594 local_player->friends_still_needed++;
1599 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1602 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1603 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1604 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1605 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1606 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1607 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1608 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1609 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1610 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1611 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1612 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1613 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1616 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1617 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1618 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1620 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1622 game.belt_dir[belt_nr] = belt_dir;
1623 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1625 else /* more than one switch -- set it like the first switch */
1627 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1632 #if !USE_BOTH_SWITCHGATE_SWITCHES
1633 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
1635 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
1638 case EL_DC_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
1640 Feld[x][y] = EL_DC_SWITCHGATE_SWITCH_UP;
1644 case EL_LIGHT_SWITCH_ACTIVE:
1646 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1649 case EL_INVISIBLE_STEELWALL:
1650 case EL_INVISIBLE_WALL:
1651 case EL_INVISIBLE_SAND:
1652 if (game.light_time_left > 0 ||
1653 game.lenses_time_left > 0)
1654 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1657 case EL_EMC_MAGIC_BALL:
1658 if (game.ball_state)
1659 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1662 case EL_EMC_MAGIC_BALL_SWITCH:
1663 if (game.ball_state)
1664 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1668 if (IS_CUSTOM_ELEMENT(element))
1670 if (CAN_MOVE(element))
1673 #if USE_NEW_CUSTOM_VALUE
1674 if (!element_info[element].use_last_ce_value || init_game)
1675 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1678 else if (IS_GROUP_ELEMENT(element))
1680 Feld[x][y] = GetElementFromGroupElement(element);
1682 InitField(x, y, init_game);
1689 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1692 static inline void InitField_WithBug1(int x, int y, boolean init_game)
1694 InitField(x, y, init_game);
1696 /* not needed to call InitMovDir() -- already done by InitField()! */
1697 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1698 CAN_MOVE(Feld[x][y]))
1702 static inline void InitField_WithBug2(int x, int y, boolean init_game)
1704 int old_element = Feld[x][y];
1706 InitField(x, y, init_game);
1708 /* not needed to call InitMovDir() -- already done by InitField()! */
1709 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1710 CAN_MOVE(old_element) &&
1711 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1714 /* this case is in fact a combination of not less than three bugs:
1715 first, it calls InitMovDir() for elements that can move, although this is
1716 already done by InitField(); then, it checks the element that was at this
1717 field _before_ the call to InitField() (which can change it); lastly, it
1718 was not called for "mole with direction" elements, which were treated as
1719 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1725 void InitGameControlValues()
1729 for (i = 0; i < NUM_GAME_CONTROLS; i++)
1730 game_control_value[i] = last_game_control_value[i] = -1;
1732 for (i = 0; game_controls[i].nr != -1; i++)
1734 int nr = game_controls[i].nr;
1735 int type = game_controls[i].type;
1736 struct TextPosInfo *pos = game_controls[i].pos;
1738 game_control_value[nr] = last_game_control_value[nr] = -1;
1740 /* determine panel value width for later calculation of alignment */
1741 if (type == TYPE_INTEGER || type == TYPE_STRING)
1742 pos->width = pos->chars * getFontWidth(pos->font);
1743 else if (type == TYPE_ELEMENT)
1744 pos->width = MINI_TILESIZE;
1748 void UpdateGameControlValues()
1752 game_control_value[GAME_CONTROL_LEVEL_NUMBER] = level_nr;
1753 game_control_value[GAME_CONTROL_GEMS] = local_player->gems_still_needed;
1755 game_control_value[GAME_CONTROL_INVENTORY] = 0;
1756 for (i = 0; i < MAX_NUM_KEYS; i++)
1757 game_control_value[GAME_CONTROL_KEY_1 + i] = 0;
1758 game_control_value[GAME_CONTROL_KEY_WHITE] = 0;
1759 game_control_value[GAME_CONTROL_KEY_WHITE_COUNT] = 0;
1761 if (game.centered_player_nr == -1)
1763 for (i = 0; i < MAX_PLAYERS; i++)
1765 for (j = 0; j < MAX_NUM_KEYS; j++)
1766 if (stored_player[i].key[j])
1767 game_control_value[GAME_CONTROL_KEY_1 + j] = 1;
1769 game_control_value[GAME_CONTROL_INVENTORY] +=
1770 stored_player[i].inventory_size;
1772 if (stored_player[i].num_white_keys > 0)
1773 game_control_value[GAME_CONTROL_KEY_WHITE] = 1;
1775 game_control_value[GAME_CONTROL_KEY_WHITE_COUNT] +=
1776 stored_player[i].num_white_keys;
1781 int player_nr = game.centered_player_nr;
1783 for (i = 0; i < MAX_NUM_KEYS; i++)
1784 if (stored_player[player_nr].key[i])
1785 game_control_value[GAME_CONTROL_KEY_1 + i] = 1;
1787 game_control_value[GAME_CONTROL_INVENTORY] +=
1788 stored_player[player_nr].inventory_size;
1790 if (stored_player[player_nr].num_white_keys > 0)
1791 game_control_value[GAME_CONTROL_KEY_WHITE] = 1;
1793 game_control_value[GAME_CONTROL_KEY_WHITE_COUNT] +=
1794 stored_player[player_nr].num_white_keys;
1797 game_control_value[GAME_CONTROL_SCORE] = (local_player->LevelSolved ?
1798 local_player->score_final :
1799 local_player->score);
1801 game_control_value[GAME_CONTROL_TIME] = (level.time == 0 ?
1805 game_control_value[GAME_CONTROL_TIME_HH] = TapeTime / 3600;
1806 game_control_value[GAME_CONTROL_TIME_MM] = (TapeTime / 60) % 60;
1807 game_control_value[GAME_CONTROL_TIME_SS] = TapeTime % 60;
1809 for (i = 0; i < 8; i++)
1810 game_control_value[GAME_CONTROL_DROP_NEXT_1 + i] = EL_UNDEFINED;
1812 game_control_value[GAME_CONTROL_SHIELD_NORMAL] =
1813 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
1815 game_control_value[GAME_CONTROL_SHIELD_NORMAL_TIME] =
1816 local_player->shield_normal_time_left;
1817 game_control_value[GAME_CONTROL_SHIELD_DEADLY] =
1818 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
1820 game_control_value[GAME_CONTROL_SHIELD_DEADLY_TIME] =
1821 local_player->shield_deadly_time_left;
1823 if (local_player->gems_still_needed > 0 ||
1824 local_player->sokobanfields_still_needed > 0 ||
1825 local_player->lights_still_needed > 0)
1827 game_control_value[GAME_CONTROL_EXIT] = EL_EXIT_CLOSED;
1828 game_control_value[GAME_CONTROL_EM_EXIT] = EL_EM_EXIT_CLOSED;
1829 game_control_value[GAME_CONTROL_SP_EXIT] = EL_SP_EXIT_CLOSED;
1830 game_control_value[GAME_CONTROL_STEEL_EXIT] = EL_STEEL_EXIT_CLOSED;
1831 game_control_value[GAME_CONTROL_EM_STEEL_EXIT] = EL_EM_STEEL_EXIT_CLOSED;
1835 game_control_value[GAME_CONTROL_EXIT] = EL_EXIT_OPEN;
1836 game_control_value[GAME_CONTROL_EM_EXIT] = EL_EM_EXIT_OPEN;
1837 game_control_value[GAME_CONTROL_SP_EXIT] = EL_SP_EXIT_OPEN;
1838 game_control_value[GAME_CONTROL_STEEL_EXIT] = EL_STEEL_EXIT_OPEN;
1839 game_control_value[GAME_CONTROL_EM_STEEL_EXIT] = EL_EM_STEEL_EXIT_OPEN;
1842 game_control_value[GAME_CONTROL_EMC_MAGIC_BALL] = EL_UNDEFINED;
1843 game_control_value[GAME_CONTROL_EMC_MAGIC_BALL_SWITCH] = EL_UNDEFINED;
1845 game_control_value[GAME_CONTROL_LIGHT_SWITCH] =
1846 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
1847 game_control_value[GAME_CONTROL_LIGHT_SWITCH_TIME] = game.light_time_left;
1849 game_control_value[GAME_CONTROL_TIMEGATE_SWITCH] =
1850 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
1851 game_control_value[GAME_CONTROL_TIMEGATE_SWITCH_TIME] =
1852 game.timegate_time_left;
1854 game_control_value[GAME_CONTROL_SWITCHGATE_SWITCH] = EL_UNDEFINED;
1856 game_control_value[GAME_CONTROL_EMC_LENSES] =
1857 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
1858 game_control_value[GAME_CONTROL_EMC_LENSES_TIME] = game.lenses_time_left;
1860 game_control_value[GAME_CONTROL_EMC_MAGNIFIER] =
1861 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
1862 game_control_value[GAME_CONTROL_EMC_MAGNIFIER_TIME] = game.magnify_time_left;
1864 game_control_value[GAME_CONTROL_BALLOON_SWITCH] =
1865 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
1866 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
1867 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
1868 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
1869 EL_BALLOON_SWITCH_NONE);
1871 game_control_value[GAME_CONTROL_DYNABOMB_NUMBER] =
1872 local_player->dynabomb_count;
1873 game_control_value[GAME_CONTROL_DYNABOMB_SIZE] =
1874 local_player->dynabomb_size;
1875 game_control_value[GAME_CONTROL_DYNABOMB_POWER] =
1876 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
1878 game_control_value[GAME_CONTROL_PENGUINS] =
1879 local_player->friends_still_needed;
1881 game_control_value[GAME_CONTROL_SOKOBAN_OBJECTS] =
1882 local_player->sokobanfields_still_needed;
1883 game_control_value[GAME_CONTROL_SOKOBAN_FIELDS] =
1884 local_player->sokobanfields_still_needed;
1886 game_control_value[GAME_CONTROL_ROBOT_WHEEL] = EL_UNDEFINED;
1888 game_control_value[GAME_CONTROL_CONVEYOR_BELT_1] = EL_UNDEFINED;
1889 game_control_value[GAME_CONTROL_CONVEYOR_BELT_1_SWITCH] = EL_UNDEFINED;
1890 game_control_value[GAME_CONTROL_CONVEYOR_BELT_2] = EL_UNDEFINED;
1891 game_control_value[GAME_CONTROL_CONVEYOR_BELT_2_SWITCH] = EL_UNDEFINED;
1892 game_control_value[GAME_CONTROL_CONVEYOR_BELT_3] = EL_UNDEFINED;
1893 game_control_value[GAME_CONTROL_CONVEYOR_BELT_3_SWITCH] = EL_UNDEFINED;
1894 game_control_value[GAME_CONTROL_CONVEYOR_BELT_4] = EL_UNDEFINED;
1895 game_control_value[GAME_CONTROL_CONVEYOR_BELT_4_SWITCH] = EL_UNDEFINED;
1897 game_control_value[GAME_CONTROL_MAGIC_WALL] = EL_UNDEFINED;
1898 game_control_value[GAME_CONTROL_MAGIC_WALL_TIME] =
1899 game.magic_wall_time_left;
1900 game_control_value[GAME_CONTROL_BD_MAGIC_WALL] = EL_UNDEFINED;
1901 game_control_value[GAME_CONTROL_DC_MAGIC_WALL] = EL_UNDEFINED;
1903 game_control_value[GAME_CONTROL_PLAYER_NAME] = 0;
1904 game_control_value[GAME_CONTROL_LEVEL_NAME] = 0;
1905 game_control_value[GAME_CONTROL_LEVEL_AUTHOR] = 0;
1908 void DisplayGameControlValues()
1912 for (i = 0; game_controls[i].nr != -1; i++)
1914 int nr = game_controls[i].nr;
1915 int type = game_controls[i].type;
1916 struct TextPosInfo *pos = game_controls[i].pos;
1917 int value = game_control_value[nr];
1918 int last_value = last_game_control_value[nr];
1919 int chars = pos->chars;
1920 int font = pos->font;
1922 if (value == last_value)
1925 last_game_control_value[nr] = value;
1928 printf("::: value %d changed from %d to %d\n", nr, last_value, value);
1931 if (PANEL_DEACTIVATED(pos))
1934 if (type == TYPE_INTEGER)
1936 if (nr == GAME_CONTROL_LEVEL_NUMBER || nr == GAME_CONTROL_TIME)
1938 boolean use_dynamic_chars = (pos->chars == -1 ? TRUE : FALSE);
1940 if (use_dynamic_chars) /* use dynamic number of chars */
1942 int value_change = (nr == GAME_CONTROL_LEVEL_NUMBER ? 100 : 1000);
1943 int chars1 = (nr == GAME_CONTROL_LEVEL_NUMBER ? 2 : 3);
1944 int chars2 = chars1 + 1;
1945 int font1 = pos->font;
1946 int font2 = pos->font_alt;
1948 chars = (value < value_change ? chars1 : chars2);
1949 font = (value < value_change ? font1 : font2);
1951 /* clear background if value just changed its size (dynamic chars) */
1952 if ((last_value < value_change) != (value < value_change))
1954 int width1 = chars1 * getFontWidth(font1);
1955 int width2 = chars2 * getFontWidth(font2);
1956 int max_width = MAX(width1, width2);
1957 int max_height = MAX(getFontHeight(font1), getFontHeight(font2));
1959 pos->width = max_width;
1961 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
1962 max_width, max_height);
1966 pos->width = chars * getFontWidth(font);
1969 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font);
1971 else if (type == TYPE_ELEMENT)
1973 if (nr >= GAME_CONTROL_KEY_1 && nr <= GAME_CONTROL_KEY_8)
1975 int key_nr = nr - GAME_CONTROL_KEY_1;
1976 int src_x = DOOR_GFX_PAGEX5 + 18 + (key_nr % STD_NUM_KEYS) * MINI_TILEX;
1977 int src_y = DOOR_GFX_PAGEY1 + 123;
1978 int dst_x = PANEL_XPOS(pos);
1979 int dst_y = PANEL_YPOS(pos);
1980 int element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
1981 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
1982 EL_EM_KEY_1 : EL_KEY_1) + key_nr;
1983 int graphic = el2edimg(element);
1986 DrawMiniGraphicExt(drawto, dst_x, dst_y, graphic);
1988 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
1989 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
1991 else if (value != EL_UNDEFINED)
1993 int graphic = el2edimg(value);
1994 int dst_x = PANEL_XPOS(pos);
1995 int dst_y = PANEL_YPOS(pos);
1997 DrawMiniGraphicExt(drawto, dst_x, dst_y, graphic);
2000 else if (type == TYPE_STRING)
2002 char *s = (nr == GAME_CONTROL_PLAYER_NAME ? setup.player_name :
2003 nr == GAME_CONTROL_LEVEL_NAME ? level.name :
2004 nr == GAME_CONTROL_LEVEL_AUTHOR ? level.author : NULL);
2008 char *s_cut = getStringCopyN(s, pos->chars);
2010 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), s_cut, pos->font);
2016 redraw_mask |= REDRAW_DOOR_1;
2020 void DrawGameValue_Emeralds(int value)
2022 struct TextPosInfo *pos = &game.panel.gems;
2024 int font_nr = pos->font;
2026 int font_nr = FONT_TEXT_2;
2028 int font_width = getFontWidth(font_nr);
2029 int chars = pos->chars;
2032 return; /* !!! USE NEW STUFF !!! */
2035 if (PANEL_DEACTIVATED(pos))
2038 pos->width = chars * font_width;
2040 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2043 void DrawGameValue_Dynamite(int value)
2045 struct TextPosInfo *pos = &game.panel.inventory;
2047 int font_nr = pos->font;
2049 int font_nr = FONT_TEXT_2;
2051 int font_width = getFontWidth(font_nr);
2052 int chars = pos->chars;
2055 return; /* !!! USE NEW STUFF !!! */
2058 if (PANEL_DEACTIVATED(pos))
2061 pos->width = chars * font_width;
2063 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2066 void DrawGameValue_Score(int value)
2068 struct TextPosInfo *pos = &game.panel.score;
2070 int font_nr = pos->font;
2072 int font_nr = FONT_TEXT_2;
2074 int font_width = getFontWidth(font_nr);
2075 int chars = pos->chars;
2078 return; /* !!! USE NEW STUFF !!! */
2081 if (PANEL_DEACTIVATED(pos))
2084 pos->width = chars * font_width;
2086 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2089 void DrawGameValue_Time(int value)
2091 struct TextPosInfo *pos = &game.panel.time;
2092 static int last_value = -1;
2095 int chars = pos->chars;
2097 int font1_nr = pos->font;
2098 int font2_nr = pos->font_alt;
2100 int font1_nr = FONT_TEXT_2;
2101 int font2_nr = FONT_TEXT_1;
2103 int font_nr = font1_nr;
2104 boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
2107 return; /* !!! USE NEW STUFF !!! */
2110 if (PANEL_DEACTIVATED(pos))
2113 if (use_dynamic_chars) /* use dynamic number of chars */
2115 chars = (value < 1000 ? chars1 : chars2);
2116 font_nr = (value < 1000 ? font1_nr : font2_nr);
2119 /* clear background if value just changed its size (dynamic chars only) */
2120 if (use_dynamic_chars && (last_value < 1000) != (value < 1000))
2122 int width1 = chars1 * getFontWidth(font1_nr);
2123 int width2 = chars2 * getFontWidth(font2_nr);
2124 int max_width = MAX(width1, width2);
2125 int max_height = MAX(getFontHeight(font1_nr), getFontHeight(font2_nr));
2127 pos->width = max_width;
2129 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2130 max_width, max_height);
2133 pos->width = chars * getFontWidth(font_nr);
2135 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2140 void DrawGameValue_Level(int value)
2142 struct TextPosInfo *pos = &game.panel.level_number;
2145 int chars = pos->chars;
2147 int font1_nr = pos->font;
2148 int font2_nr = pos->font_alt;
2150 int font1_nr = FONT_TEXT_2;
2151 int font2_nr = FONT_TEXT_1;
2153 int font_nr = font1_nr;
2154 boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
2157 return; /* !!! USE NEW STUFF !!! */
2160 if (PANEL_DEACTIVATED(pos))
2163 if (use_dynamic_chars) /* use dynamic number of chars */
2165 chars = (level_nr < 100 ? chars1 : chars2);
2166 font_nr = (level_nr < 100 ? font1_nr : font2_nr);
2169 pos->width = chars * getFontWidth(font_nr);
2171 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2174 void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
2177 struct TextPosInfo *pos = &game.panel.keys;
2180 int base_key_graphic = EL_KEY_1;
2185 return; /* !!! USE NEW STUFF !!! */
2189 if (PANEL_DEACTIVATED(pos))
2194 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2195 base_key_graphic = EL_EM_KEY_1;
2199 pos->width = 4 * MINI_TILEX;
2203 for (i = 0; i < MAX_NUM_KEYS; i++)
2205 /* currently only 4 of 8 possible keys are displayed */
2206 for (i = 0; i < STD_NUM_KEYS; i++)
2210 struct TextPosInfo *pos = &game.panel.key[i];
2212 int src_x = DOOR_GFX_PAGEX5 + 18 + (i % 4) * MINI_TILEX;
2213 int src_y = DOOR_GFX_PAGEY1 + 123;
2215 int dst_x = PANEL_XPOS(pos);
2216 int dst_y = PANEL_YPOS(pos);
2218 int dst_x = PANEL_XPOS(pos) + i * MINI_TILEX;
2219 int dst_y = PANEL_YPOS(pos);
2223 int element = (i >= STD_NUM_KEYS ? EL_EMC_KEY_5 - 4 :
2224 level.game_engine_type == GAME_ENGINE_TYPE_EM ? EL_EM_KEY_1 :
2226 int graphic = el2edimg(element);
2230 if (PANEL_DEACTIVATED(pos))
2235 /* masked blit with tiles from half-size scaled bitmap does not work yet
2236 (no mask bitmap created for these sizes after loading and scaling) --
2237 solution: load without creating mask, scale, then create final mask */
2239 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
2240 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
2245 int graphic = el2edimg(base_key_graphic + i);
2250 getMiniGraphicSource(graphic, &src_bitmap, &src_x, &src_y);
2252 SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
2253 dst_x - src_x, dst_y - src_y);
2254 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, MINI_TILEX, MINI_TILEY,
2260 DrawMiniGraphicExt(drawto, dst_x, dst_y, graphic);
2262 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
2263 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
2266 DrawMiniGraphicExt(drawto, dst_x, dst_y, el2edimg(base_key_graphic + i));
2268 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
2269 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
2277 void DrawGameValue_Emeralds(int value)
2279 int font_nr = FONT_TEXT_2;
2280 int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
2282 if (PANEL_DEACTIVATED(game.panel.gems))
2285 DrawText(DX_EMERALDS + xpos, DY_EMERALDS, int2str(value, 3), font_nr);
2288 void DrawGameValue_Dynamite(int value)
2290 int font_nr = FONT_TEXT_2;
2291 int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
2293 if (PANEL_DEACTIVATED(game.panel.inventory))
2296 DrawText(DX_DYNAMITE + xpos, DY_DYNAMITE, int2str(value, 3), font_nr);
2299 void DrawGameValue_Score(int value)
2301 int font_nr = FONT_TEXT_2;
2302 int xpos = (5 * 14 - 5 * getFontWidth(font_nr)) / 2;
2304 if (PANEL_DEACTIVATED(game.panel.score))
2307 DrawText(DX_SCORE + xpos, DY_SCORE, int2str(value, 5), font_nr);
2310 void DrawGameValue_Time(int value)
2312 int font1_nr = FONT_TEXT_2;
2314 int font2_nr = FONT_TEXT_1;
2316 int font2_nr = FONT_LEVEL_NUMBER;
2318 int xpos3 = (3 * 14 - 3 * getFontWidth(font1_nr)) / 2;
2319 int xpos4 = (4 * 10 - 4 * getFontWidth(font2_nr)) / 2;
2321 if (PANEL_DEACTIVATED(game.panel.time))
2324 /* clear background if value just changed its size */
2325 if (value == 999 || value == 1000)
2326 ClearRectangleOnBackground(drawto, DX_TIME1, DY_TIME, 14 * 3, 14);
2329 DrawText(DX_TIME1 + xpos3, DY_TIME, int2str(value, 3), font1_nr);
2331 DrawText(DX_TIME2 + xpos4, DY_TIME, int2str(value, 4), font2_nr);
2334 void DrawGameValue_Level(int value)
2336 int font1_nr = FONT_TEXT_2;
2338 int font2_nr = FONT_TEXT_1;
2340 int font2_nr = FONT_LEVEL_NUMBER;
2343 if (PANEL_DEACTIVATED(game.panel.level))
2347 DrawText(DX_LEVEL1, DY_LEVEL, int2str(value, 2), font1_nr);
2349 DrawText(DX_LEVEL2, DY_LEVEL, int2str(value, 3), font2_nr);
2352 void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
2354 int base_key_graphic = EL_KEY_1;
2357 if (PANEL_DEACTIVATED(game.panel.keys))
2360 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2361 base_key_graphic = EL_EM_KEY_1;
2363 /* currently only 4 of 8 possible keys are displayed */
2364 for (i = 0; i < STD_NUM_KEYS; i++)
2366 int x = XX_KEYS + i * MINI_TILEX;
2370 DrawMiniGraphicExt(drawto, DX + x,DY + y, el2edimg(base_key_graphic + i));
2372 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
2373 DOOR_GFX_PAGEX5 + x, y, MINI_TILEX, MINI_TILEY, DX + x,DY + y);
2379 void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
2382 int key[MAX_NUM_KEYS];
2385 /* prevent EM engine from updating time/score values parallel to GameWon() */
2386 if (level.game_engine_type == GAME_ENGINE_TYPE_EM &&
2387 local_player->LevelSolved)
2390 for (i = 0; i < MAX_NUM_KEYS; i++)
2391 key[i] = key_bits & (1 << i);
2393 DrawGameValue_Level(level_nr);
2395 DrawGameValue_Emeralds(emeralds);
2396 DrawGameValue_Dynamite(dynamite);
2397 DrawGameValue_Score(score);
2398 DrawGameValue_Time(time);
2400 DrawGameValue_Keys(key);
2403 void DrawGameDoorValues()
2405 UpdateGameControlValues();
2406 DisplayGameControlValues();
2409 void DrawGameDoorValues_OLD()
2411 int time_value = (level.time == 0 ? TimePlayed : TimeLeft);
2412 int dynamite_value = 0;
2413 int score_value = (local_player->LevelSolved ? local_player->score_final :
2414 local_player->score);
2415 int gems_value = local_player->gems_still_needed;
2419 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2421 DrawGameDoorValues_EM();
2426 if (game.centered_player_nr == -1)
2428 for (i = 0; i < MAX_PLAYERS; i++)
2430 for (j = 0; j < MAX_NUM_KEYS; j++)
2431 if (stored_player[i].key[j])
2432 key_bits |= (1 << j);
2434 dynamite_value += stored_player[i].inventory_size;
2439 int player_nr = game.centered_player_nr;
2441 for (i = 0; i < MAX_NUM_KEYS; i++)
2442 if (stored_player[player_nr].key[i])
2443 key_bits |= (1 << i);
2445 dynamite_value = stored_player[player_nr].inventory_size;
2448 DrawAllGameValues(gems_value, dynamite_value, score_value, time_value,
2454 =============================================================================
2456 -----------------------------------------------------------------------------
2457 initialize game engine due to level / tape version number
2458 =============================================================================
2461 static void InitGameEngine()
2463 int i, j, k, l, x, y;
2465 /* set game engine from tape file when re-playing, else from level file */
2466 game.engine_version = (tape.playing ? tape.engine_version :
2467 level.game_version);
2469 /* ---------------------------------------------------------------------- */
2470 /* set flags for bugs and changes according to active game engine version */
2471 /* ---------------------------------------------------------------------- */
2474 Summary of bugfix/change:
2475 Fixed handling for custom elements that change when pushed by the player.
2477 Fixed/changed in version:
2481 Before 3.1.0, custom elements that "change when pushing" changed directly
2482 after the player started pushing them (until then handled in "DigField()").
2483 Since 3.1.0, these custom elements are not changed until the "pushing"
2484 move of the element is finished (now handled in "ContinueMoving()").
2486 Affected levels/tapes:
2487 The first condition is generally needed for all levels/tapes before version
2488 3.1.0, which might use the old behaviour before it was changed; known tapes
2489 that are affected are some tapes from the level set "Walpurgis Gardens" by
2491 The second condition is an exception from the above case and is needed for
2492 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2493 above (including some development versions of 3.1.0), but before it was
2494 known that this change would break tapes like the above and was fixed in
2495 3.1.1, so that the changed behaviour was active although the engine version
2496 while recording maybe was before 3.1.0. There is at least one tape that is
2497 affected by this exception, which is the tape for the one-level set "Bug
2498 Machine" by Juergen Bonhagen.
2501 game.use_change_when_pushing_bug =
2502 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2504 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2505 tape.game_version < VERSION_IDENT(3,1,1,0)));
2508 Summary of bugfix/change:
2509 Fixed handling for blocking the field the player leaves when moving.
2511 Fixed/changed in version:
2515 Before 3.1.1, when "block last field when moving" was enabled, the field
2516 the player is leaving when moving was blocked for the time of the move,
2517 and was directly unblocked afterwards. This resulted in the last field
2518 being blocked for exactly one less than the number of frames of one player
2519 move. Additionally, even when blocking was disabled, the last field was
2520 blocked for exactly one frame.
2521 Since 3.1.1, due to changes in player movement handling, the last field
2522 is not blocked at all when blocking is disabled. When blocking is enabled,
2523 the last field is blocked for exactly the number of frames of one player
2524 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2525 last field is blocked for exactly one more than the number of frames of
2528 Affected levels/tapes:
2529 (!!! yet to be determined -- probably many !!!)
2532 game.use_block_last_field_bug =
2533 (game.engine_version < VERSION_IDENT(3,1,1,0));
2536 Summary of bugfix/change:
2537 Changed behaviour of CE changes with multiple changes per single frame.
2539 Fixed/changed in version:
2543 Before 3.2.0-6, only one single CE change was allowed in each engine frame.
2544 This resulted in race conditions where CEs seem to behave strange in some
2545 situations (where triggered CE changes were just skipped because there was
2546 already a CE change on that tile in the playfield in that engine frame).
2547 Since 3.2.0-6, this was changed to allow up to MAX_NUM_CHANGES_PER_FRAME.
2548 (The number of changes per frame must be limited in any case, because else
2549 it is easily possible to define CE changes that would result in an infinite
2550 loop, causing the whole game to freeze. The MAX_NUM_CHANGES_PER_FRAME value
2551 should be set large enough so that it would only be reached in cases where
2552 the corresponding CE change conditions run into a loop. Therefore, it seems
2553 to be reasonable to set MAX_NUM_CHANGES_PER_FRAME to the same value as the
2554 maximal number of change pages for custom elements.)
2556 Affected levels/tapes:
2560 #if USE_ONLY_ONE_CHANGE_PER_FRAME
2561 game.max_num_changes_per_frame = 1;
2563 game.max_num_changes_per_frame =
2564 (game.engine_version < VERSION_IDENT(3,2,0,6) ? 1 : 32);
2567 /* ---------------------------------------------------------------------- */
2569 /* default scan direction: scan playfield from top/left to bottom/right */
2570 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2572 /* dynamically adjust element properties according to game engine version */
2573 InitElementPropertiesEngine(game.engine_version);
2576 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2577 printf(" tape version == %06d [%s] [file: %06d]\n",
2578 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2580 printf(" => game.engine_version == %06d\n", game.engine_version);
2583 /* ---------- initialize player's initial move delay --------------------- */
2585 /* dynamically adjust player properties according to level information */
2586 for (i = 0; i < MAX_PLAYERS; i++)
2587 game.initial_move_delay_value[i] =
2588 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2590 /* dynamically adjust player properties according to game engine version */
2591 for (i = 0; i < MAX_PLAYERS; i++)
2592 game.initial_move_delay[i] =
2593 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2594 game.initial_move_delay_value[i] : 0);
2596 /* ---------- initialize player's initial push delay --------------------- */
2598 /* dynamically adjust player properties according to game engine version */
2599 game.initial_push_delay_value =
2600 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2602 /* ---------- initialize changing elements ------------------------------- */
2604 /* initialize changing elements information */
2605 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2607 struct ElementInfo *ei = &element_info[i];
2609 /* this pointer might have been changed in the level editor */
2610 ei->change = &ei->change_page[0];
2612 if (!IS_CUSTOM_ELEMENT(i))
2614 ei->change->target_element = EL_EMPTY_SPACE;
2615 ei->change->delay_fixed = 0;
2616 ei->change->delay_random = 0;
2617 ei->change->delay_frames = 1;
2620 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2622 ei->has_change_event[j] = FALSE;
2624 ei->event_page_nr[j] = 0;
2625 ei->event_page[j] = &ei->change_page[0];
2629 /* add changing elements from pre-defined list */
2630 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2632 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2633 struct ElementInfo *ei = &element_info[ch_delay->element];
2635 ei->change->target_element = ch_delay->target_element;
2636 ei->change->delay_fixed = ch_delay->change_delay;
2638 ei->change->pre_change_function = ch_delay->pre_change_function;
2639 ei->change->change_function = ch_delay->change_function;
2640 ei->change->post_change_function = ch_delay->post_change_function;
2642 ei->change->can_change = TRUE;
2643 ei->change->can_change_or_has_action = TRUE;
2645 ei->has_change_event[CE_DELAY] = TRUE;
2647 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2648 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2651 /* ---------- initialize internal run-time variables ------------- */
2653 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2655 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2657 for (j = 0; j < ei->num_change_pages; j++)
2659 ei->change_page[j].can_change_or_has_action =
2660 (ei->change_page[j].can_change |
2661 ei->change_page[j].has_action);
2665 /* add change events from custom element configuration */
2666 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2668 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2670 for (j = 0; j < ei->num_change_pages; j++)
2672 if (!ei->change_page[j].can_change_or_has_action)
2675 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2677 /* only add event page for the first page found with this event */
2678 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2680 ei->has_change_event[k] = TRUE;
2682 ei->event_page_nr[k] = j;
2683 ei->event_page[k] = &ei->change_page[j];
2689 /* ---------- initialize run-time trigger player and element ------------- */
2691 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2693 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2695 for (j = 0; j < ei->num_change_pages; j++)
2697 ei->change_page[j].actual_trigger_element = EL_EMPTY;
2698 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
2699 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
2700 ei->change_page[j].actual_trigger_ce_value = 0;
2701 ei->change_page[j].actual_trigger_ce_score = 0;
2705 /* ---------- initialize trigger events ---------------------------------- */
2707 /* initialize trigger events information */
2708 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2709 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2710 trigger_events[i][j] = FALSE;
2712 /* add trigger events from element change event properties */
2713 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2715 struct ElementInfo *ei = &element_info[i];
2717 for (j = 0; j < ei->num_change_pages; j++)
2719 if (!ei->change_page[j].can_change_or_has_action)
2722 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
2724 int trigger_element = ei->change_page[j].trigger_element;
2726 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2728 if (ei->change_page[j].has_event[k])
2730 if (IS_GROUP_ELEMENT(trigger_element))
2732 struct ElementGroupInfo *group =
2733 element_info[trigger_element].group;
2735 for (l = 0; l < group->num_elements_resolved; l++)
2736 trigger_events[group->element_resolved[l]][k] = TRUE;
2738 else if (trigger_element == EL_ANY_ELEMENT)
2739 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
2740 trigger_events[l][k] = TRUE;
2742 trigger_events[trigger_element][k] = TRUE;
2749 /* ---------- initialize push delay -------------------------------------- */
2751 /* initialize push delay values to default */
2752 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2754 if (!IS_CUSTOM_ELEMENT(i))
2756 /* set default push delay values (corrected since version 3.0.7-1) */
2757 if (game.engine_version < VERSION_IDENT(3,0,7,1))
2759 element_info[i].push_delay_fixed = 2;
2760 element_info[i].push_delay_random = 8;
2764 element_info[i].push_delay_fixed = 8;
2765 element_info[i].push_delay_random = 8;
2770 /* set push delay value for certain elements from pre-defined list */
2771 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
2773 int e = push_delay_list[i].element;
2775 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
2776 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
2779 /* set push delay value for Supaplex elements for newer engine versions */
2780 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2782 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2784 if (IS_SP_ELEMENT(i))
2786 /* set SP push delay to just enough to push under a falling zonk */
2787 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
2789 element_info[i].push_delay_fixed = delay;
2790 element_info[i].push_delay_random = 0;
2795 /* ---------- initialize move stepsize ----------------------------------- */
2797 /* initialize move stepsize values to default */
2798 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2799 if (!IS_CUSTOM_ELEMENT(i))
2800 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
2802 /* set move stepsize value for certain elements from pre-defined list */
2803 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
2805 int e = move_stepsize_list[i].element;
2807 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
2810 /* ---------- initialize collect score ----------------------------------- */
2812 /* initialize collect score values for custom elements from initial value */
2813 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2814 if (IS_CUSTOM_ELEMENT(i))
2815 element_info[i].collect_score = element_info[i].collect_score_initial;
2817 /* ---------- initialize collect count ----------------------------------- */
2819 /* initialize collect count values for non-custom elements */
2820 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2821 if (!IS_CUSTOM_ELEMENT(i))
2822 element_info[i].collect_count_initial = 0;
2824 /* add collect count values for all elements from pre-defined list */
2825 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
2826 element_info[collect_count_list[i].element].collect_count_initial =
2827 collect_count_list[i].count;
2829 /* ---------- initialize access direction -------------------------------- */
2831 /* initialize access direction values to default (access from every side) */
2832 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2833 if (!IS_CUSTOM_ELEMENT(i))
2834 element_info[i].access_direction = MV_ALL_DIRECTIONS;
2836 /* set access direction value for certain elements from pre-defined list */
2837 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
2838 element_info[access_direction_list[i].element].access_direction =
2839 access_direction_list[i].direction;
2841 /* ---------- initialize explosion content ------------------------------- */
2842 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2844 if (IS_CUSTOM_ELEMENT(i))
2847 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
2849 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
2851 element_info[i].content.e[x][y] =
2852 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
2853 i == EL_PLAYER_2 ? EL_EMERALD_RED :
2854 i == EL_PLAYER_3 ? EL_EMERALD :
2855 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
2856 i == EL_MOLE ? EL_EMERALD_RED :
2857 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
2858 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
2859 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
2860 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
2861 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
2862 i == EL_WALL_EMERALD ? EL_EMERALD :
2863 i == EL_WALL_DIAMOND ? EL_DIAMOND :
2864 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
2865 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
2866 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
2867 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
2868 i == EL_WALL_PEARL ? EL_PEARL :
2869 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
2874 /* ---------- initialize recursion detection ------------------------------ */
2875 recursion_loop_depth = 0;
2876 recursion_loop_detected = FALSE;
2877 recursion_loop_element = EL_UNDEFINED;
2880 int get_num_special_action(int element, int action_first, int action_last)
2882 int num_special_action = 0;
2885 for (i = action_first; i <= action_last; i++)
2887 boolean found = FALSE;
2889 for (j = 0; j < NUM_DIRECTIONS; j++)
2890 if (el_act_dir2img(element, i, j) !=
2891 el_act_dir2img(element, ACTION_DEFAULT, j))
2895 num_special_action++;
2900 return num_special_action;
2905 =============================================================================
2907 -----------------------------------------------------------------------------
2908 initialize and start new game
2909 =============================================================================
2914 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
2915 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
2916 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
2918 boolean do_fading = (game_status == GAME_MODE_MAIN);
2922 game_status = GAME_MODE_PLAYING;
2925 InitGameControlValues();
2927 /* don't play tapes over network */
2928 network_playing = (options.network && !tape.playing);
2930 for (i = 0; i < MAX_PLAYERS; i++)
2932 struct PlayerInfo *player = &stored_player[i];
2934 player->index_nr = i;
2935 player->index_bit = (1 << i);
2936 player->element_nr = EL_PLAYER_1 + i;
2938 player->present = FALSE;
2939 player->active = FALSE;
2940 player->killed = FALSE;
2943 player->effective_action = 0;
2944 player->programmed_action = 0;
2947 player->score_final = 0;
2949 player->gems_still_needed = level.gems_needed;
2950 player->sokobanfields_still_needed = 0;
2951 player->lights_still_needed = 0;
2952 player->friends_still_needed = 0;
2954 for (j = 0; j < MAX_NUM_KEYS; j++)
2955 player->key[j] = FALSE;
2957 player->num_white_keys = 0;
2959 player->dynabomb_count = 0;
2960 player->dynabomb_size = 1;
2961 player->dynabombs_left = 0;
2962 player->dynabomb_xl = FALSE;
2964 player->MovDir = MV_NONE;
2967 player->GfxDir = MV_NONE;
2968 player->GfxAction = ACTION_DEFAULT;
2970 player->StepFrame = 0;
2972 player->use_murphy = FALSE;
2973 player->artwork_element =
2974 (level.use_artwork_element[i] ? level.artwork_element[i] :
2975 player->element_nr);
2977 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
2978 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
2980 player->gravity = level.initial_player_gravity[i];
2982 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
2984 player->actual_frame_counter = 0;
2986 player->step_counter = 0;
2988 player->last_move_dir = MV_NONE;
2990 player->is_active = FALSE;
2992 player->is_waiting = FALSE;
2993 player->is_moving = FALSE;
2994 player->is_auto_moving = FALSE;
2995 player->is_digging = FALSE;
2996 player->is_snapping = FALSE;
2997 player->is_collecting = FALSE;
2998 player->is_pushing = FALSE;
2999 player->is_switching = FALSE;
3000 player->is_dropping = FALSE;
3001 player->is_dropping_pressed = FALSE;
3003 player->is_bored = FALSE;
3004 player->is_sleeping = FALSE;
3006 player->frame_counter_bored = -1;
3007 player->frame_counter_sleeping = -1;
3009 player->anim_delay_counter = 0;
3010 player->post_delay_counter = 0;
3012 player->dir_waiting = MV_NONE;
3013 player->action_waiting = ACTION_DEFAULT;
3014 player->last_action_waiting = ACTION_DEFAULT;
3015 player->special_action_bored = ACTION_DEFAULT;
3016 player->special_action_sleeping = ACTION_DEFAULT;
3018 player->switch_x = -1;
3019 player->switch_y = -1;
3021 player->drop_x = -1;
3022 player->drop_y = -1;
3024 player->show_envelope = 0;
3026 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3028 player->push_delay = -1; /* initialized when pushing starts */
3029 player->push_delay_value = game.initial_push_delay_value;
3031 player->drop_delay = 0;
3032 player->drop_pressed_delay = 0;
3034 player->last_jx = -1;
3035 player->last_jy = -1;
3039 player->shield_normal_time_left = 0;
3040 player->shield_deadly_time_left = 0;
3042 player->inventory_infinite_element = EL_UNDEFINED;
3043 player->inventory_size = 0;
3045 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3046 SnapField(player, 0, 0);
3048 player->LevelSolved = FALSE;
3049 player->GameOver = FALSE;
3051 player->LevelSolved_GameWon = FALSE;
3052 player->LevelSolved_GameEnd = FALSE;
3053 player->LevelSolved_PanelOff = FALSE;
3054 player->LevelSolved_SaveTape = FALSE;
3055 player->LevelSolved_SaveScore = FALSE;
3058 network_player_action_received = FALSE;
3060 #if defined(NETWORK_AVALIABLE)
3061 /* initial null action */
3062 if (network_playing)
3063 SendToServer_MovePlayer(MV_NONE);
3072 TimeLeft = level.time;
3075 ScreenMovDir = MV_NONE;
3079 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3081 AllPlayersGone = FALSE;
3083 game.yamyam_content_nr = 0;
3084 game.magic_wall_active = FALSE;
3085 game.magic_wall_time_left = 0;
3086 game.light_time_left = 0;
3087 game.timegate_time_left = 0;
3088 game.switchgate_pos = 0;
3089 game.wind_direction = level.wind_direction_initial;
3091 #if !USE_PLAYER_GRAVITY
3092 game.gravity = FALSE;
3093 game.explosions_delayed = TRUE;
3096 game.lenses_time_left = 0;
3097 game.magnify_time_left = 0;
3099 game.ball_state = level.ball_state_initial;
3100 game.ball_content_nr = 0;
3102 game.envelope_active = FALSE;
3104 /* set focus to local player for network games, else to all players */
3105 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3106 game.centered_player_nr_next = game.centered_player_nr;
3107 game.set_centered_player = FALSE;
3109 if (network_playing && tape.recording)
3111 /* store client dependent player focus when recording network games */
3112 tape.centered_player_nr_next = game.centered_player_nr_next;
3113 tape.set_centered_player = TRUE;
3116 for (i = 0; i < NUM_BELTS; i++)
3118 game.belt_dir[i] = MV_NONE;
3119 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3122 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3123 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3125 SCAN_PLAYFIELD(x, y)
3127 Feld[x][y] = level.field[x][y];
3128 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3129 ChangeDelay[x][y] = 0;
3130 ChangePage[x][y] = -1;
3131 #if USE_NEW_CUSTOM_VALUE
3132 CustomValue[x][y] = 0; /* initialized in InitField() */
3134 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3136 WasJustMoving[x][y] = 0;
3137 WasJustFalling[x][y] = 0;
3138 CheckCollision[x][y] = 0;
3139 CheckImpact[x][y] = 0;
3141 Pushed[x][y] = FALSE;
3143 ChangeCount[x][y] = 0;
3144 ChangeEvent[x][y] = -1;
3146 ExplodePhase[x][y] = 0;
3147 ExplodeDelay[x][y] = 0;
3148 ExplodeField[x][y] = EX_TYPE_NONE;
3150 RunnerVisit[x][y] = 0;
3151 PlayerVisit[x][y] = 0;
3154 GfxRandom[x][y] = INIT_GFX_RANDOM();
3155 GfxElement[x][y] = EL_UNDEFINED;
3156 GfxAction[x][y] = ACTION_DEFAULT;
3157 GfxDir[x][y] = MV_NONE;
3160 SCAN_PLAYFIELD(x, y)
3162 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3164 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3166 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3169 InitField(x, y, TRUE);
3174 for (i = 0; i < MAX_PLAYERS; i++)
3176 struct PlayerInfo *player = &stored_player[i];
3178 /* set number of special actions for bored and sleeping animation */
3179 player->num_special_action_bored =
3180 get_num_special_action(player->artwork_element,
3181 ACTION_BORING_1, ACTION_BORING_LAST);
3182 player->num_special_action_sleeping =
3183 get_num_special_action(player->artwork_element,
3184 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3187 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3188 emulate_sb ? EMU_SOKOBAN :
3189 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3191 #if USE_NEW_ALL_SLIPPERY
3192 /* initialize type of slippery elements */
3193 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3195 if (!IS_CUSTOM_ELEMENT(i))
3197 /* default: elements slip down either to the left or right randomly */
3198 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3200 /* SP style elements prefer to slip down on the left side */
3201 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3202 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3204 /* BD style elements prefer to slip down on the left side */
3205 if (game.emulation == EMU_BOULDERDASH)
3206 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3211 /* initialize explosion and ignition delay */
3212 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3214 if (!IS_CUSTOM_ELEMENT(i))
3217 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3218 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3219 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3220 int last_phase = (num_phase + 1) * delay;
3221 int half_phase = (num_phase / 2) * delay;
3223 element_info[i].explosion_delay = last_phase - 1;
3224 element_info[i].ignition_delay = half_phase;
3226 if (i == EL_BLACK_ORB)
3227 element_info[i].ignition_delay = 1;
3231 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
3232 element_info[i].explosion_delay = 1;
3234 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
3235 element_info[i].ignition_delay = 1;
3239 /* correct non-moving belts to start moving left */
3240 for (i = 0; i < NUM_BELTS; i++)
3241 if (game.belt_dir[i] == MV_NONE)
3242 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3244 /* check if any connected player was not found in playfield */
3245 for (i = 0; i < MAX_PLAYERS; i++)
3247 struct PlayerInfo *player = &stored_player[i];
3249 if (player->connected && !player->present)
3251 for (j = 0; j < MAX_PLAYERS; j++)
3253 struct PlayerInfo *some_player = &stored_player[j];
3254 int jx = some_player->jx, jy = some_player->jy;
3256 /* assign first free player found that is present in the playfield */
3257 if (some_player->present && !some_player->connected)
3259 player->present = TRUE;
3260 player->active = TRUE;
3262 some_player->present = FALSE;
3263 some_player->active = FALSE;
3265 player->artwork_element = some_player->artwork_element;
3267 player->block_last_field = some_player->block_last_field;
3268 player->block_delay_adjustment = some_player->block_delay_adjustment;
3270 StorePlayer[jx][jy] = player->element_nr;
3271 player->jx = player->last_jx = jx;
3272 player->jy = player->last_jy = jy;
3282 /* when playing a tape, eliminate all players who do not participate */
3284 for (i = 0; i < MAX_PLAYERS; i++)
3286 if (stored_player[i].active && !tape.player_participates[i])
3288 struct PlayerInfo *player = &stored_player[i];
3289 int jx = player->jx, jy = player->jy;
3291 player->active = FALSE;
3292 StorePlayer[jx][jy] = 0;
3293 Feld[jx][jy] = EL_EMPTY;
3297 else if (!options.network && !setup.team_mode) /* && !tape.playing */
3299 /* when in single player mode, eliminate all but the first active player */
3301 for (i = 0; i < MAX_PLAYERS; i++)
3303 if (stored_player[i].active)
3305 for (j = i + 1; j < MAX_PLAYERS; j++)
3307 if (stored_player[j].active)
3309 struct PlayerInfo *player = &stored_player[j];
3310 int jx = player->jx, jy = player->jy;
3312 player->active = FALSE;
3313 player->present = FALSE;
3315 StorePlayer[jx][jy] = 0;
3316 Feld[jx][jy] = EL_EMPTY;
3323 /* when recording the game, store which players take part in the game */
3326 for (i = 0; i < MAX_PLAYERS; i++)
3327 if (stored_player[i].active)
3328 tape.player_participates[i] = TRUE;
3333 for (i = 0; i < MAX_PLAYERS; i++)
3335 struct PlayerInfo *player = &stored_player[i];
3337 printf("Player %d: present == %d, connected == %d, active == %d.\n",
3342 if (local_player == player)
3343 printf("Player %d is local player.\n", i+1);
3347 if (BorderElement == EL_EMPTY)
3350 SBX_Right = lev_fieldx - SCR_FIELDX;
3352 SBY_Lower = lev_fieldy - SCR_FIELDY;
3357 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3359 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3362 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
3363 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3365 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
3366 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3368 /* if local player not found, look for custom element that might create
3369 the player (make some assumptions about the right custom element) */
3370 if (!local_player->present)
3372 int start_x = 0, start_y = 0;
3373 int found_rating = 0;
3374 int found_element = EL_UNDEFINED;
3375 int player_nr = local_player->index_nr;
3377 SCAN_PLAYFIELD(x, y)
3379 int element = Feld[x][y];
3384 if (level.use_start_element[player_nr] &&
3385 level.start_element[player_nr] == element &&
3392 found_element = element;
3395 if (!IS_CUSTOM_ELEMENT(element))
3398 if (CAN_CHANGE(element))
3400 for (i = 0; i < element_info[element].num_change_pages; i++)
3402 /* check for player created from custom element as single target */
3403 content = element_info[element].change_page[i].target_element;
3404 is_player = ELEM_IS_PLAYER(content);
3406 if (is_player && (found_rating < 3 || element < found_element))
3412 found_element = element;
3417 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
3419 /* check for player created from custom element as explosion content */
3420 content = element_info[element].content.e[xx][yy];
3421 is_player = ELEM_IS_PLAYER(content);
3423 if (is_player && (found_rating < 2 || element < found_element))
3425 start_x = x + xx - 1;
3426 start_y = y + yy - 1;
3429 found_element = element;
3432 if (!CAN_CHANGE(element))
3435 for (i = 0; i < element_info[element].num_change_pages; i++)
3437 /* check for player created from custom element as extended target */
3439 element_info[element].change_page[i].target_content.e[xx][yy];
3441 is_player = ELEM_IS_PLAYER(content);
3443 if (is_player && (found_rating < 1 || element < found_element))
3445 start_x = x + xx - 1;
3446 start_y = y + yy - 1;
3449 found_element = element;
3455 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
3456 start_x > SBX_Right + MIDPOSX ? SBX_Right :
3459 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
3460 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
3465 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3466 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3467 local_player->jx - MIDPOSX);
3469 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3470 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3471 local_player->jy - MIDPOSY);
3476 if (!game.restart_level)
3477 CloseDoor(DOOR_CLOSE_1);
3480 if (level_editor_test_game)
3481 FadeSkipNextFadeIn();
3485 if (level_editor_test_game)
3486 fading = fading_none;
3488 fading = menu.destination;
3492 FadeOut(REDRAW_FIELD);
3495 FadeOut(REDRAW_FIELD);
3498 /* !!! FIX THIS (START) !!! */
3499 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3501 InitGameEngine_EM();
3503 /* blit playfield from scroll buffer to normal back buffer for fading in */
3504 BlitScreenToBitmap_EM(backbuffer);
3511 /* after drawing the level, correct some elements */
3512 if (game.timegate_time_left == 0)
3513 CloseAllOpenTimegates();
3515 /* blit playfield from scroll buffer to normal back buffer for fading in */
3516 if (setup.soft_scrolling)
3517 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
3519 redraw_mask |= REDRAW_FROM_BACKBUFFER;
3521 /* !!! FIX THIS (END) !!! */
3524 FadeIn(REDRAW_FIELD);
3527 FadeIn(REDRAW_FIELD);
3532 if (!game.restart_level)
3534 /* copy default game door content to main double buffer */
3535 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
3536 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
3539 SetPanelBackground();
3540 SetDrawBackgroundMask(REDRAW_DOOR_1);
3542 DrawGameDoorValues();
3544 if (!game.restart_level)
3548 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
3549 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
3550 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
3554 /* copy actual game door content to door double buffer for OpenDoor() */
3555 BlitBitmap(drawto, bitmap_db_door,
3556 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
3558 OpenDoor(DOOR_OPEN_ALL);
3560 PlaySound(SND_GAME_STARTING);
3562 if (setup.sound_music)
3565 KeyboardAutoRepeatOffUnlessAutoplay();
3569 for (i = 0; i < MAX_PLAYERS; i++)
3570 printf("Player %d %sactive.\n",
3571 i + 1, (stored_player[i].active ? "" : "not "));
3582 game.restart_level = FALSE;
3585 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
3587 /* this is used for non-R'n'D game engines to update certain engine values */
3589 /* needed to determine if sounds are played within the visible screen area */
3590 scroll_x = actual_scroll_x;
3591 scroll_y = actual_scroll_y;
3594 void InitMovDir(int x, int y)
3596 int i, element = Feld[x][y];
3597 static int xy[4][2] =
3604 static int direction[3][4] =
3606 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
3607 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
3608 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
3617 Feld[x][y] = EL_BUG;
3618 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
3621 case EL_SPACESHIP_RIGHT:
3622 case EL_SPACESHIP_UP:
3623 case EL_SPACESHIP_LEFT:
3624 case EL_SPACESHIP_DOWN:
3625 Feld[x][y] = EL_SPACESHIP;
3626 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
3629 case EL_BD_BUTTERFLY_RIGHT:
3630 case EL_BD_BUTTERFLY_UP:
3631 case EL_BD_BUTTERFLY_LEFT:
3632 case EL_BD_BUTTERFLY_DOWN:
3633 Feld[x][y] = EL_BD_BUTTERFLY;
3634 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
3637 case EL_BD_FIREFLY_RIGHT:
3638 case EL_BD_FIREFLY_UP:
3639 case EL_BD_FIREFLY_LEFT:
3640 case EL_BD_FIREFLY_DOWN:
3641 Feld[x][y] = EL_BD_FIREFLY;
3642 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
3645 case EL_PACMAN_RIGHT:
3647 case EL_PACMAN_LEFT:
3648 case EL_PACMAN_DOWN:
3649 Feld[x][y] = EL_PACMAN;
3650 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
3653 case EL_YAMYAM_LEFT:
3654 case EL_YAMYAM_RIGHT:
3656 case EL_YAMYAM_DOWN:
3657 Feld[x][y] = EL_YAMYAM;
3658 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
3661 case EL_SP_SNIKSNAK:
3662 MovDir[x][y] = MV_UP;
3665 case EL_SP_ELECTRON:
3666 MovDir[x][y] = MV_LEFT;
3673 Feld[x][y] = EL_MOLE;
3674 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
3678 if (IS_CUSTOM_ELEMENT(element))
3680 struct ElementInfo *ei = &element_info[element];
3681 int move_direction_initial = ei->move_direction_initial;
3682 int move_pattern = ei->move_pattern;
3684 if (move_direction_initial == MV_START_PREVIOUS)
3686 if (MovDir[x][y] != MV_NONE)
3689 move_direction_initial = MV_START_AUTOMATIC;
3692 if (move_direction_initial == MV_START_RANDOM)
3693 MovDir[x][y] = 1 << RND(4);
3694 else if (move_direction_initial & MV_ANY_DIRECTION)
3695 MovDir[x][y] = move_direction_initial;
3696 else if (move_pattern == MV_ALL_DIRECTIONS ||
3697 move_pattern == MV_TURNING_LEFT ||
3698 move_pattern == MV_TURNING_RIGHT ||
3699 move_pattern == MV_TURNING_LEFT_RIGHT ||
3700 move_pattern == MV_TURNING_RIGHT_LEFT ||
3701 move_pattern == MV_TURNING_RANDOM)
3702 MovDir[x][y] = 1 << RND(4);
3703 else if (move_pattern == MV_HORIZONTAL)
3704 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
3705 else if (move_pattern == MV_VERTICAL)
3706 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
3707 else if (move_pattern & MV_ANY_DIRECTION)
3708 MovDir[x][y] = element_info[element].move_pattern;
3709 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
3710 move_pattern == MV_ALONG_RIGHT_SIDE)
3712 /* use random direction as default start direction */
3713 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3714 MovDir[x][y] = 1 << RND(4);
3716 for (i = 0; i < NUM_DIRECTIONS; i++)
3718 int x1 = x + xy[i][0];
3719 int y1 = y + xy[i][1];
3721 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
3723 if (move_pattern == MV_ALONG_RIGHT_SIDE)
3724 MovDir[x][y] = direction[0][i];
3726 MovDir[x][y] = direction[1][i];
3735 MovDir[x][y] = 1 << RND(4);
3737 if (element != EL_BUG &&
3738 element != EL_SPACESHIP &&
3739 element != EL_BD_BUTTERFLY &&
3740 element != EL_BD_FIREFLY)
3743 for (i = 0; i < NUM_DIRECTIONS; i++)
3745 int x1 = x + xy[i][0];
3746 int y1 = y + xy[i][1];
3748 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
3750 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3752 MovDir[x][y] = direction[0][i];
3755 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3756 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3758 MovDir[x][y] = direction[1][i];
3767 GfxDir[x][y] = MovDir[x][y];
3770 void InitAmoebaNr(int x, int y)
3773 int group_nr = AmoebeNachbarNr(x, y);
3777 for (i = 1; i < MAX_NUM_AMOEBA; i++)
3779 if (AmoebaCnt[i] == 0)
3787 AmoebaNr[x][y] = group_nr;
3788 AmoebaCnt[group_nr]++;
3789 AmoebaCnt2[group_nr]++;
3792 static void PlayerWins(struct PlayerInfo *player)
3794 player->LevelSolved = TRUE;
3795 player->GameOver = TRUE;
3797 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
3798 level.native_em_level->lev->score : player->score);
3803 static int time, time_final;
3804 static int score, score_final;
3805 static int game_over_delay_1 = 0;
3806 static int game_over_delay_2 = 0;
3807 int game_over_delay_value_1 = 50;
3808 int game_over_delay_value_2 = 50;
3810 if (!local_player->LevelSolved_GameWon)
3814 /* do not start end game actions before the player stops moving (to exit) */
3815 if (local_player->MovPos)
3818 local_player->LevelSolved_GameWon = TRUE;
3819 local_player->LevelSolved_SaveTape = tape.recording;
3820 local_player->LevelSolved_SaveScore = !tape.playing;
3822 if (tape.auto_play) /* tape might already be stopped here */
3823 tape.auto_play_level_solved = TRUE;
3829 game_over_delay_1 = game_over_delay_value_1;
3830 game_over_delay_2 = game_over_delay_value_2;
3832 time = time_final = (level.time == 0 ? TimePlayed : TimeLeft);
3833 score = score_final = local_player->score_final;
3838 score_final += TimeLeft * level.score[SC_TIME_BONUS];
3840 else if (level.time == 0 && TimePlayed < 999)
3843 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
3846 local_player->score_final = score_final;
3848 if (level_editor_test_game)
3851 score = score_final;
3854 game_control_value[GAME_CONTROL_TIME] = time;
3855 game_control_value[GAME_CONTROL_SCORE] = score;
3857 DisplayGameControlValues();
3859 DrawGameValue_Time(time);
3860 DrawGameValue_Score(score);
3864 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
3866 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
3868 /* close exit door after last player */
3869 if ((AllPlayersGone &&
3870 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
3871 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
3872 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
3873 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
3874 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
3876 int element = Feld[ExitX][ExitY];
3879 if (element == EL_EM_EXIT_OPEN ||
3880 element == EL_EM_STEEL_EXIT_OPEN)
3887 Feld[ExitX][ExitY] =
3888 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
3889 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
3890 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
3891 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
3892 EL_EM_STEEL_EXIT_CLOSING);
3894 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
3898 /* player disappears */
3899 DrawLevelField(ExitX, ExitY);
3902 for (i = 0; i < MAX_PLAYERS; i++)
3904 struct PlayerInfo *player = &stored_player[i];
3906 if (player->present)
3908 RemovePlayer(player);
3910 /* player disappears */
3911 DrawLevelField(player->jx, player->jy);
3916 PlaySound(SND_GAME_WINNING);
3919 if (game_over_delay_1 > 0)
3921 game_over_delay_1--;
3926 if (time != time_final)
3928 int time_to_go = ABS(time_final - time);
3929 int time_count_dir = (time < time_final ? +1 : -1);
3930 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
3932 time += time_count_steps * time_count_dir;
3933 score += time_count_steps * level.score[SC_TIME_BONUS];
3936 game_control_value[GAME_CONTROL_TIME] = time;
3937 game_control_value[GAME_CONTROL_SCORE] = score;
3939 DisplayGameControlValues();
3941 DrawGameValue_Time(time);
3942 DrawGameValue_Score(score);
3945 if (time == time_final)
3946 StopSound(SND_GAME_LEVELTIME_BONUS);
3947 else if (setup.sound_loops)
3948 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
3950 PlaySound(SND_GAME_LEVELTIME_BONUS);
3955 local_player->LevelSolved_PanelOff = TRUE;
3957 if (game_over_delay_2 > 0)
3959 game_over_delay_2--;
3972 boolean raise_level = FALSE;
3974 local_player->LevelSolved_GameEnd = TRUE;
3976 CloseDoor(DOOR_CLOSE_1);
3978 if (local_player->LevelSolved_SaveTape)
3985 SaveTapeChecked(tape.level_nr); /* ask to save tape */
3987 SaveTape(tape.level_nr); /* ask to save tape */
3991 if (level_editor_test_game)
3993 game_status = GAME_MODE_MAIN;
3996 DrawAndFadeInMainMenu(REDRAW_FIELD);
4004 if (!local_player->LevelSolved_SaveScore)
4007 FadeOut(REDRAW_FIELD);
4010 game_status = GAME_MODE_MAIN;
4012 DrawAndFadeInMainMenu(REDRAW_FIELD);
4017 if (level_nr == leveldir_current->handicap_level)
4019 leveldir_current->handicap_level++;
4020 SaveLevelSetup_SeriesInfo();
4023 if (level_nr < leveldir_current->last_level)
4024 raise_level = TRUE; /* advance to next level */
4026 if ((hi_pos = NewHiScore()) >= 0)
4028 game_status = GAME_MODE_SCORES;
4030 DrawHallOfFame(hi_pos);
4041 FadeOut(REDRAW_FIELD);
4044 game_status = GAME_MODE_MAIN;
4052 DrawAndFadeInMainMenu(REDRAW_FIELD);
4061 LoadScore(level_nr);
4063 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4064 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4067 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4069 if (local_player->score_final > highscore[k].Score)
4071 /* player has made it to the hall of fame */
4073 if (k < MAX_SCORE_ENTRIES - 1)
4075 int m = MAX_SCORE_ENTRIES - 1;
4078 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4079 if (strEqual(setup.player_name, highscore[l].Name))
4081 if (m == k) /* player's new highscore overwrites his old one */
4085 for (l = m; l > k; l--)
4087 strcpy(highscore[l].Name, highscore[l - 1].Name);
4088 highscore[l].Score = highscore[l - 1].Score;
4095 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4096 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4097 highscore[k].Score = local_player->score_final;
4103 else if (!strncmp(setup.player_name, highscore[k].Name,
4104 MAX_PLAYER_NAME_LEN))
4105 break; /* player already there with a higher score */
4111 SaveScore(level_nr);
4116 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4118 int element = Feld[x][y];
4119 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4120 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4121 int horiz_move = (dx != 0);
4122 int sign = (horiz_move ? dx : dy);
4123 int step = sign * element_info[element].move_stepsize;
4125 /* special values for move stepsize for spring and things on conveyor belt */
4128 if (CAN_FALL(element) &&
4129 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4130 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4131 else if (element == EL_SPRING)
4132 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4138 inline static int getElementMoveStepsize(int x, int y)
4140 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4143 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4145 if (player->GfxAction != action || player->GfxDir != dir)
4148 printf("Player frame reset! (%d => %d, %d => %d)\n",
4149 player->GfxAction, action, player->GfxDir, dir);
4152 player->GfxAction = action;
4153 player->GfxDir = dir;
4155 player->StepFrame = 0;
4159 #if USE_GFX_RESET_GFX_ANIMATION
4160 static void ResetGfxFrame(int x, int y, boolean redraw)
4162 int element = Feld[x][y];
4163 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4164 int last_gfx_frame = GfxFrame[x][y];
4166 if (graphic_info[graphic].anim_global_sync)
4167 GfxFrame[x][y] = FrameCounter;
4168 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4169 GfxFrame[x][y] = CustomValue[x][y];
4170 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4171 GfxFrame[x][y] = element_info[element].collect_score;
4172 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4173 GfxFrame[x][y] = ChangeDelay[x][y];
4175 if (redraw && GfxFrame[x][y] != last_gfx_frame)
4176 DrawLevelGraphicAnimation(x, y, graphic);
4180 static void ResetGfxAnimation(int x, int y)
4182 GfxAction[x][y] = ACTION_DEFAULT;
4183 GfxDir[x][y] = MovDir[x][y];
4186 #if USE_GFX_RESET_GFX_ANIMATION
4187 ResetGfxFrame(x, y, FALSE);
4191 static void ResetRandomAnimationValue(int x, int y)
4193 GfxRandom[x][y] = INIT_GFX_RANDOM();
4196 void InitMovingField(int x, int y, int direction)
4198 int element = Feld[x][y];
4199 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4200 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4203 boolean is_moving_before, is_moving_after;
4205 boolean continues_moving = (WasJustMoving[x][y] && direction == MovDir[x][y]);
4208 /* check if element was/is moving or being moved before/after mode change */
4211 is_moving_before = (WasJustMoving[x][y] != 0);
4213 /* (!!! this does not work -- WasJustMoving is NOT a boolean value !!!) */
4214 is_moving_before = WasJustMoving[x][y];
4217 is_moving_before = (getElementMoveStepsizeExt(x, y, MovDir[x][y]) != 0);
4219 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4221 /* reset animation only for moving elements which change direction of moving
4222 or which just started or stopped moving
4223 (else CEs with property "can move" / "not moving" are reset each frame) */
4224 #if USE_GFX_RESET_ONLY_WHEN_MOVING
4226 if (is_moving_before != is_moving_after ||
4227 direction != MovDir[x][y])
4228 ResetGfxAnimation(x, y);
4230 if ((is_moving_before || is_moving_after) && !continues_moving)
4231 ResetGfxAnimation(x, y);
4234 if (!continues_moving)
4235 ResetGfxAnimation(x, y);
4238 MovDir[x][y] = direction;
4239 GfxDir[x][y] = direction;
4241 #if USE_GFX_RESET_ONLY_WHEN_MOVING
4242 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4243 direction == MV_DOWN && CAN_FALL(element) ?
4244 ACTION_FALLING : ACTION_MOVING);
4246 GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
4247 ACTION_FALLING : ACTION_MOVING);
4250 /* this is needed for CEs with property "can move" / "not moving" */
4252 if (is_moving_after)
4254 if (Feld[newx][newy] == EL_EMPTY)
4255 Feld[newx][newy] = EL_BLOCKED;
4257 MovDir[newx][newy] = MovDir[x][y];
4259 #if USE_NEW_CUSTOM_VALUE
4260 CustomValue[newx][newy] = CustomValue[x][y];
4263 GfxFrame[newx][newy] = GfxFrame[x][y];
4264 GfxRandom[newx][newy] = GfxRandom[x][y];
4265 GfxAction[newx][newy] = GfxAction[x][y];
4266 GfxDir[newx][newy] = GfxDir[x][y];
4270 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4272 int direction = MovDir[x][y];
4273 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4274 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4280 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4282 int oldx = x, oldy = y;
4283 int direction = MovDir[x][y];
4285 if (direction == MV_LEFT)
4287 else if (direction == MV_RIGHT)
4289 else if (direction == MV_UP)
4291 else if (direction == MV_DOWN)
4294 *comes_from_x = oldx;
4295 *comes_from_y = oldy;
4298 int MovingOrBlocked2Element(int x, int y)
4300 int element = Feld[x][y];
4302 if (element == EL_BLOCKED)
4306 Blocked2Moving(x, y, &oldx, &oldy);
4307 return Feld[oldx][oldy];
4313 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4315 /* like MovingOrBlocked2Element(), but if element is moving
4316 and (x,y) is the field the moving element is just leaving,
4317 return EL_BLOCKED instead of the element value */
4318 int element = Feld[x][y];
4320 if (IS_MOVING(x, y))
4322 if (element == EL_BLOCKED)
4326 Blocked2Moving(x, y, &oldx, &oldy);
4327 return Feld[oldx][oldy];
4336 static void RemoveField(int x, int y)
4338 Feld[x][y] = EL_EMPTY;
4344 #if USE_NEW_CUSTOM_VALUE
4345 CustomValue[x][y] = 0;
4349 ChangeDelay[x][y] = 0;
4350 ChangePage[x][y] = -1;
4351 Pushed[x][y] = FALSE;
4354 ExplodeField[x][y] = EX_TYPE_NONE;
4357 GfxElement[x][y] = EL_UNDEFINED;
4358 GfxAction[x][y] = ACTION_DEFAULT;
4359 GfxDir[x][y] = MV_NONE;
4362 void RemoveMovingField(int x, int y)
4364 int oldx = x, oldy = y, newx = x, newy = y;
4365 int element = Feld[x][y];
4366 int next_element = EL_UNDEFINED;
4368 if (element != EL_BLOCKED && !IS_MOVING(x, y))
4371 if (IS_MOVING(x, y))
4373 Moving2Blocked(x, y, &newx, &newy);
4375 if (Feld[newx][newy] != EL_BLOCKED)
4377 /* element is moving, but target field is not free (blocked), but
4378 already occupied by something different (example: acid pool);
4379 in this case, only remove the moving field, but not the target */
4381 RemoveField(oldx, oldy);
4383 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4385 DrawLevelField(oldx, oldy);
4390 else if (element == EL_BLOCKED)
4392 Blocked2Moving(x, y, &oldx, &oldy);
4393 if (!IS_MOVING(oldx, oldy))
4397 if (element == EL_BLOCKED &&
4398 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
4399 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
4400 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
4401 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
4402 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
4403 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
4404 next_element = get_next_element(Feld[oldx][oldy]);
4406 RemoveField(oldx, oldy);
4407 RemoveField(newx, newy);
4409 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
4411 if (next_element != EL_UNDEFINED)
4412 Feld[oldx][oldy] = next_element;
4414 DrawLevelField(oldx, oldy);
4415 DrawLevelField(newx, newy);
4418 void DrawDynamite(int x, int y)
4420 int sx = SCREENX(x), sy = SCREENY(y);
4421 int graphic = el2img(Feld[x][y]);
4424 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
4427 if (IS_WALKABLE_INSIDE(Back[x][y]))
4431 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
4432 else if (Store[x][y])
4433 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
4435 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4437 if (Back[x][y] || Store[x][y])
4438 DrawGraphicThruMask(sx, sy, graphic, frame);
4440 DrawGraphic(sx, sy, graphic, frame);
4443 void CheckDynamite(int x, int y)
4445 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
4449 if (MovDelay[x][y] != 0)
4452 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4458 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
4463 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
4465 boolean num_checked_players = 0;
4468 for (i = 0; i < MAX_PLAYERS; i++)
4470 if (stored_player[i].active)
4472 int sx = stored_player[i].jx;
4473 int sy = stored_player[i].jy;
4475 if (num_checked_players == 0)
4482 *sx1 = MIN(*sx1, sx);
4483 *sy1 = MIN(*sy1, sy);
4484 *sx2 = MAX(*sx2, sx);
4485 *sy2 = MAX(*sy2, sy);
4488 num_checked_players++;
4493 static boolean checkIfAllPlayersFitToScreen_RND()
4495 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
4497 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4499 return (sx2 - sx1 < SCR_FIELDX &&
4500 sy2 - sy1 < SCR_FIELDY);
4503 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
4505 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
4507 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
4509 *sx = (sx1 + sx2) / 2;
4510 *sy = (sy1 + sy2) / 2;
4513 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
4514 boolean center_screen, boolean quick_relocation)
4516 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4517 boolean no_delay = (tape.warp_forward);
4518 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4519 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4521 if (quick_relocation)
4523 int offset = (setup.scroll_delay ? 3 : 0);
4525 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
4527 if (!level.shifted_relocation || center_screen)
4529 /* quick relocation (without scrolling), with centering of screen */
4531 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
4532 x > SBX_Right + MIDPOSX ? SBX_Right :
4535 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4536 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4541 /* quick relocation (without scrolling), but do not center screen */
4543 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4544 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4547 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4548 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4551 int offset_x = x + (scroll_x - center_scroll_x);
4552 int offset_y = y + (scroll_y - center_scroll_y);
4554 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4555 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4556 offset_x - MIDPOSX);
4558 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4559 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4560 offset_y - MIDPOSY);
4565 /* quick relocation (without scrolling), inside visible screen area */
4567 if ((move_dir == MV_LEFT && scroll_x > x - MIDPOSX + offset) ||
4568 (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset))
4569 scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset);
4571 if ((move_dir == MV_UP && scroll_y > y - MIDPOSY + offset) ||
4572 (move_dir == MV_DOWN && scroll_y < y - MIDPOSY - offset))
4573 scroll_y = y - MIDPOSY + (scroll_y < y - MIDPOSY ? -offset : +offset);
4575 /* don't scroll over playfield boundaries */
4576 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
4577 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
4579 /* don't scroll over playfield boundaries */
4580 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
4581 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
4584 RedrawPlayfield(TRUE, 0,0,0,0);
4589 int scroll_xx, scroll_yy;
4591 if (!level.shifted_relocation || center_screen)
4593 /* visible relocation (with scrolling), with centering of screen */
4595 scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
4596 x > SBX_Right + MIDPOSX ? SBX_Right :
4599 scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4600 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4605 /* visible relocation (with scrolling), but do not center screen */
4607 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
4608 old_x > SBX_Right + MIDPOSX ? SBX_Right :
4611 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4612 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4615 int offset_x = x + (scroll_x - center_scroll_x);
4616 int offset_y = y + (scroll_y - center_scroll_y);
4618 scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
4619 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
4620 offset_x - MIDPOSX);
4622 scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4623 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4624 offset_y - MIDPOSY);
4629 /* visible relocation (with scrolling), with centering of screen */
4631 int scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
4632 x > SBX_Right + MIDPOSX ? SBX_Right :
4635 int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
4636 y > SBY_Lower + MIDPOSY ? SBY_Lower :
4640 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
4642 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
4645 int fx = FX, fy = FY;
4647 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
4648 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
4650 if (dx == 0 && dy == 0) /* no scrolling needed at all */
4656 fx += dx * TILEX / 2;
4657 fy += dy * TILEY / 2;
4659 ScrollLevel(dx, dy);
4662 /* scroll in two steps of half tile size to make things smoother */
4663 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
4665 Delay(wait_delay_value);
4667 /* scroll second step to align at full tile size */
4669 Delay(wait_delay_value);
4674 Delay(wait_delay_value);
4678 void RelocatePlayer(int jx, int jy, int el_player_raw)
4680 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
4681 int player_nr = GET_PLAYER_NR(el_player);
4682 struct PlayerInfo *player = &stored_player[player_nr];
4683 boolean ffwd_delay = (tape.playing && tape.fast_forward);
4684 boolean no_delay = (tape.warp_forward);
4685 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
4686 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
4687 int old_jx = player->jx;
4688 int old_jy = player->jy;
4689 int old_element = Feld[old_jx][old_jy];
4690 int element = Feld[jx][jy];
4691 boolean player_relocated = (old_jx != jx || old_jy != jy);
4693 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
4694 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
4695 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
4696 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
4697 int leave_side_horiz = move_dir_horiz;
4698 int leave_side_vert = move_dir_vert;
4699 int enter_side = enter_side_horiz | enter_side_vert;
4700 int leave_side = leave_side_horiz | leave_side_vert;
4702 if (player->GameOver) /* do not reanimate dead player */
4705 if (!player_relocated) /* no need to relocate the player */
4708 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
4710 RemoveField(jx, jy); /* temporarily remove newly placed player */
4711 DrawLevelField(jx, jy);
4714 if (player->present)
4716 while (player->MovPos)
4718 ScrollPlayer(player, SCROLL_GO_ON);
4719 ScrollScreen(NULL, SCROLL_GO_ON);
4721 AdvanceFrameAndPlayerCounters(player->index_nr);
4726 Delay(wait_delay_value);
4729 DrawPlayer(player); /* needed here only to cleanup last field */
4730 DrawLevelField(player->jx, player->jy); /* remove player graphic */
4732 player->is_moving = FALSE;
4735 if (IS_CUSTOM_ELEMENT(old_element))
4736 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
4738 player->index_bit, leave_side);
4740 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
4742 player->index_bit, leave_side);
4744 Feld[jx][jy] = el_player;
4745 InitPlayerField(jx, jy, el_player, TRUE);
4747 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
4749 Feld[jx][jy] = element;
4750 InitField(jx, jy, FALSE);
4753 /* only visually relocate centered player */
4754 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
4755 FALSE, level.instant_relocation);
4757 TestIfPlayerTouchesBadThing(jx, jy);
4758 TestIfPlayerTouchesCustomElement(jx, jy);
4760 if (IS_CUSTOM_ELEMENT(element))
4761 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
4762 player->index_bit, enter_side);
4764 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
4765 player->index_bit, enter_side);
4768 void Explode(int ex, int ey, int phase, int mode)
4774 /* !!! eliminate this variable !!! */
4775 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
4777 if (game.explosions_delayed)
4779 ExplodeField[ex][ey] = mode;
4783 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
4785 int center_element = Feld[ex][ey];
4786 int artwork_element, explosion_element; /* set these values later */
4789 /* --- This is only really needed (and now handled) in "Impact()". --- */
4790 /* do not explode moving elements that left the explode field in time */
4791 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
4792 center_element == EL_EMPTY &&
4793 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
4798 /* !!! at this place, the center element may be EL_BLOCKED !!! */
4799 if (mode == EX_TYPE_NORMAL ||
4800 mode == EX_TYPE_CENTER ||
4801 mode == EX_TYPE_CROSS)
4802 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
4805 /* remove things displayed in background while burning dynamite */
4806 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
4809 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
4811 /* put moving element to center field (and let it explode there) */
4812 center_element = MovingOrBlocked2Element(ex, ey);
4813 RemoveMovingField(ex, ey);
4814 Feld[ex][ey] = center_element;
4817 /* now "center_element" is finally determined -- set related values now */
4818 artwork_element = center_element; /* for custom player artwork */
4819 explosion_element = center_element; /* for custom player artwork */
4821 if (IS_PLAYER(ex, ey))
4823 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
4825 artwork_element = stored_player[player_nr].artwork_element;
4827 if (level.use_explosion_element[player_nr])
4829 explosion_element = level.explosion_element[player_nr];
4830 artwork_element = explosion_element;
4835 if (mode == EX_TYPE_NORMAL ||
4836 mode == EX_TYPE_CENTER ||
4837 mode == EX_TYPE_CROSS)
4838 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
4841 last_phase = element_info[explosion_element].explosion_delay + 1;
4843 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
4845 int xx = x - ex + 1;
4846 int yy = y - ey + 1;
4849 if (!IN_LEV_FIELD(x, y) ||
4850 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
4851 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
4854 element = Feld[x][y];
4856 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
4858 element = MovingOrBlocked2Element(x, y);
4860 if (!IS_EXPLOSION_PROOF(element))
4861 RemoveMovingField(x, y);
4864 /* indestructible elements can only explode in center (but not flames) */
4865 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
4866 mode == EX_TYPE_BORDER)) ||
4867 element == EL_FLAMES)
4870 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
4871 behaviour, for example when touching a yamyam that explodes to rocks
4872 with active deadly shield, a rock is created under the player !!! */
4873 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
4875 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
4876 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
4877 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
4879 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
4882 if (IS_ACTIVE_BOMB(element))
4884 /* re-activate things under the bomb like gate or penguin */
4885 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
4892 /* save walkable background elements while explosion on same tile */
4893 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
4894 (x != ex || y != ey || mode == EX_TYPE_BORDER))
4895 Back[x][y] = element;
4897 /* ignite explodable elements reached by other explosion */
4898 if (element == EL_EXPLOSION)
4899 element = Store2[x][y];
4901 if (AmoebaNr[x][y] &&
4902 (element == EL_AMOEBA_FULL ||
4903 element == EL_BD_AMOEBA ||
4904 element == EL_AMOEBA_GROWING))
4906 AmoebaCnt[AmoebaNr[x][y]]--;
4907 AmoebaCnt2[AmoebaNr[x][y]]--;
4912 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
4914 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
4916 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
4918 if (PLAYERINFO(ex, ey)->use_murphy)
4919 Store[x][y] = EL_EMPTY;
4922 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
4923 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
4924 else if (ELEM_IS_PLAYER(center_element))
4925 Store[x][y] = EL_EMPTY;
4926 else if (center_element == EL_YAMYAM)
4927 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
4928 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
4929 Store[x][y] = element_info[center_element].content.e[xx][yy];
4931 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
4932 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
4933 otherwise) -- FIX THIS !!! */
4934 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
4935 Store[x][y] = element_info[element].content.e[1][1];
4937 else if (!CAN_EXPLODE(element))
4938 Store[x][y] = element_info[element].content.e[1][1];
4941 Store[x][y] = EL_EMPTY;
4943 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
4944 center_element == EL_AMOEBA_TO_DIAMOND)
4945 Store2[x][y] = element;
4947 Feld[x][y] = EL_EXPLOSION;
4948 GfxElement[x][y] = artwork_element;
4950 ExplodePhase[x][y] = 1;
4951 ExplodeDelay[x][y] = last_phase;
4956 if (center_element == EL_YAMYAM)
4957 game.yamyam_content_nr =
4958 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
4970 GfxFrame[x][y] = 0; /* restart explosion animation */
4972 last_phase = ExplodeDelay[x][y];
4974 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
4978 /* activate this even in non-DEBUG version until cause for crash in
4979 getGraphicAnimationFrame() (see below) is found and eliminated */
4985 /* this can happen if the player leaves an explosion just in time */
4986 if (GfxElement[x][y] == EL_UNDEFINED)
4987 GfxElement[x][y] = EL_EMPTY;
4989 if (GfxElement[x][y] == EL_UNDEFINED)
4992 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
4993 printf("Explode(): This should never happen!\n");
4996 GfxElement[x][y] = EL_EMPTY;
5002 border_element = Store2[x][y];
5003 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5004 border_element = StorePlayer[x][y];
5006 if (phase == element_info[border_element].ignition_delay ||
5007 phase == last_phase)
5009 boolean border_explosion = FALSE;
5011 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5012 !PLAYER_EXPLOSION_PROTECTED(x, y))
5014 KillPlayerUnlessExplosionProtected(x, y);
5015 border_explosion = TRUE;
5017 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5019 Feld[x][y] = Store2[x][y];
5022 border_explosion = TRUE;
5024 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5026 AmoebeUmwandeln(x, y);
5028 border_explosion = TRUE;
5031 /* if an element just explodes due to another explosion (chain-reaction),
5032 do not immediately end the new explosion when it was the last frame of
5033 the explosion (as it would be done in the following "if"-statement!) */
5034 if (border_explosion && phase == last_phase)
5038 if (phase == last_phase)
5042 element = Feld[x][y] = Store[x][y];
5043 Store[x][y] = Store2[x][y] = 0;
5044 GfxElement[x][y] = EL_UNDEFINED;
5046 /* player can escape from explosions and might therefore be still alive */
5047 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5048 element <= EL_PLAYER_IS_EXPLODING_4)
5050 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5051 int explosion_element = EL_PLAYER_1 + player_nr;
5052 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5053 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5055 if (level.use_explosion_element[player_nr])
5056 explosion_element = level.explosion_element[player_nr];
5058 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5059 element_info[explosion_element].content.e[xx][yy]);
5062 /* restore probably existing indestructible background element */
5063 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5064 element = Feld[x][y] = Back[x][y];
5067 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5068 GfxDir[x][y] = MV_NONE;
5069 ChangeDelay[x][y] = 0;
5070 ChangePage[x][y] = -1;
5072 #if USE_NEW_CUSTOM_VALUE
5073 CustomValue[x][y] = 0;
5076 InitField_WithBug2(x, y, FALSE);
5078 DrawLevelField(x, y);
5080 TestIfElementTouchesCustomElement(x, y);
5082 if (GFX_CRUMBLED(element))
5083 DrawLevelFieldCrumbledSandNeighbours(x, y);
5085 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5086 StorePlayer[x][y] = 0;
5088 if (ELEM_IS_PLAYER(element))
5089 RelocatePlayer(x, y, element);
5091 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5093 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5094 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5097 DrawLevelFieldCrumbledSand(x, y);
5099 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5101 DrawLevelElement(x, y, Back[x][y]);
5102 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5104 else if (IS_WALKABLE_UNDER(Back[x][y]))
5106 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5107 DrawLevelElementThruMask(x, y, Back[x][y]);
5109 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5110 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5114 void DynaExplode(int ex, int ey)
5117 int dynabomb_element = Feld[ex][ey];
5118 int dynabomb_size = 1;
5119 boolean dynabomb_xl = FALSE;
5120 struct PlayerInfo *player;
5121 static int xy[4][2] =
5129 if (IS_ACTIVE_BOMB(dynabomb_element))
5131 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5132 dynabomb_size = player->dynabomb_size;
5133 dynabomb_xl = player->dynabomb_xl;
5134 player->dynabombs_left++;
5137 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5139 for (i = 0; i < NUM_DIRECTIONS; i++)
5141 for (j = 1; j <= dynabomb_size; j++)
5143 int x = ex + j * xy[i][0];
5144 int y = ey + j * xy[i][1];
5147 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5150 element = Feld[x][y];
5152 /* do not restart explosions of fields with active bombs */
5153 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5156 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5158 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5159 !IS_DIGGABLE(element) && !dynabomb_xl)
5165 void Bang(int x, int y)
5167 int element = MovingOrBlocked2Element(x, y);
5168 int explosion_type = EX_TYPE_NORMAL;
5170 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5172 struct PlayerInfo *player = PLAYERINFO(x, y);
5174 element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
5175 player->element_nr);
5177 if (level.use_explosion_element[player->index_nr])
5179 int explosion_element = level.explosion_element[player->index_nr];
5181 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5182 explosion_type = EX_TYPE_CROSS;
5183 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5184 explosion_type = EX_TYPE_CENTER;
5192 case EL_BD_BUTTERFLY:
5195 case EL_DARK_YAMYAM:
5199 RaiseScoreElement(element);
5202 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5203 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5204 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5205 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5206 case EL_DYNABOMB_INCREASE_NUMBER:
5207 case EL_DYNABOMB_INCREASE_SIZE:
5208 case EL_DYNABOMB_INCREASE_POWER:
5209 explosion_type = EX_TYPE_DYNA;
5212 case EL_DC_LANDMINE:
5214 case EL_EM_EXIT_OPEN:
5215 case EL_EM_STEEL_EXIT_OPEN:
5217 explosion_type = EX_TYPE_CENTER;
5222 case EL_LAMP_ACTIVE:
5223 case EL_AMOEBA_TO_DIAMOND:
5224 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5225 explosion_type = EX_TYPE_CENTER;
5229 if (element_info[element].explosion_type == EXPLODES_CROSS)
5230 explosion_type = EX_TYPE_CROSS;
5231 else if (element_info[element].explosion_type == EXPLODES_1X1)
5232 explosion_type = EX_TYPE_CENTER;
5236 if (explosion_type == EX_TYPE_DYNA)
5239 Explode(x, y, EX_PHASE_START, explosion_type);
5241 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5244 void SplashAcid(int x, int y)
5246 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5247 (!IN_LEV_FIELD(x - 1, y - 2) ||
5248 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5249 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5251 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5252 (!IN_LEV_FIELD(x + 1, y - 2) ||
5253 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5254 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5256 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5259 static void InitBeltMovement()
5261 static int belt_base_element[4] =
5263 EL_CONVEYOR_BELT_1_LEFT,
5264 EL_CONVEYOR_BELT_2_LEFT,
5265 EL_CONVEYOR_BELT_3_LEFT,
5266 EL_CONVEYOR_BELT_4_LEFT
5268 static int belt_base_active_element[4] =
5270 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5271 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5272 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5273 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5278 /* set frame order for belt animation graphic according to belt direction */
5279 for (i = 0; i < NUM_BELTS; i++)
5283 for (j = 0; j < NUM_BELT_PARTS; j++)
5285 int element = belt_base_active_element[belt_nr] + j;
5286 int graphic = el2img(element);
5288 if (game.belt_dir[i] == MV_LEFT)
5289 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
5291 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
5295 SCAN_PLAYFIELD(x, y)
5297 int element = Feld[x][y];
5299 for (i = 0; i < NUM_BELTS; i++)
5301 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5303 int e_belt_nr = getBeltNrFromBeltElement(element);
5306 if (e_belt_nr == belt_nr)
5308 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5310 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5317 static void ToggleBeltSwitch(int x, int y)
5319 static int belt_base_element[4] =
5321 EL_CONVEYOR_BELT_1_LEFT,
5322 EL_CONVEYOR_BELT_2_LEFT,
5323 EL_CONVEYOR_BELT_3_LEFT,
5324 EL_CONVEYOR_BELT_4_LEFT
5326 static int belt_base_active_element[4] =
5328 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5329 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5330 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5331 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5333 static int belt_base_switch_element[4] =
5335 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5336 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5337 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5338 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5340 static int belt_move_dir[4] =
5348 int element = Feld[x][y];
5349 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5350 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5351 int belt_dir = belt_move_dir[belt_dir_nr];
5354 if (!IS_BELT_SWITCH(element))
5357 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5358 game.belt_dir[belt_nr] = belt_dir;
5360 if (belt_dir_nr == 3)
5363 /* set frame order for belt animation graphic according to belt direction */
5364 for (i = 0; i < NUM_BELT_PARTS; i++)
5366 int element = belt_base_active_element[belt_nr] + i;
5367 int graphic = el2img(element);
5369 if (belt_dir == MV_LEFT)
5370 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
5372 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
5375 SCAN_PLAYFIELD(xx, yy)
5377 int element = Feld[xx][yy];
5379 if (IS_BELT_SWITCH(element))
5381 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5383 if (e_belt_nr == belt_nr)
5385 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5386 DrawLevelField(xx, yy);
5389 else if (IS_BELT(element) && belt_dir != MV_NONE)
5391 int e_belt_nr = getBeltNrFromBeltElement(element);
5393 if (e_belt_nr == belt_nr)
5395 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5397 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5398 DrawLevelField(xx, yy);
5401 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5403 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5405 if (e_belt_nr == belt_nr)
5407 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5409 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5410 DrawLevelField(xx, yy);
5416 static void ToggleSwitchgateSwitch(int x, int y)
5420 game.switchgate_pos = !game.switchgate_pos;
5422 SCAN_PLAYFIELD(xx, yy)
5424 int element = Feld[xx][yy];
5426 #if !USE_BOTH_SWITCHGATE_SWITCHES
5427 if (element == EL_SWITCHGATE_SWITCH_UP ||
5428 element == EL_SWITCHGATE_SWITCH_DOWN)
5430 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
5431 DrawLevelField(xx, yy);
5433 else if (element == EL_DC_SWITCHGATE_SWITCH_UP ||
5434 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5436 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
5437 DrawLevelField(xx, yy);
5440 if (element == EL_SWITCHGATE_SWITCH_UP)
5442 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5443 DrawLevelField(xx, yy);
5445 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5447 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5448 DrawLevelField(xx, yy);
5450 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5452 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5453 DrawLevelField(xx, yy);
5455 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5457 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5458 DrawLevelField(xx, yy);
5461 else if (element == EL_SWITCHGATE_OPEN ||
5462 element == EL_SWITCHGATE_OPENING)
5464 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5466 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5468 else if (element == EL_SWITCHGATE_CLOSED ||
5469 element == EL_SWITCHGATE_CLOSING)
5471 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
5473 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
5478 static int getInvisibleActiveFromInvisibleElement(int element)
5480 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
5481 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
5482 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
5486 static int getInvisibleFromInvisibleActiveElement(int element)
5488 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
5489 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
5490 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
5494 static void RedrawAllLightSwitchesAndInvisibleElements()
5498 SCAN_PLAYFIELD(x, y)
5500 int element = Feld[x][y];
5502 if (element == EL_LIGHT_SWITCH &&
5503 game.light_time_left > 0)
5505 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
5506 DrawLevelField(x, y);
5508 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
5509 game.light_time_left == 0)
5511 Feld[x][y] = EL_LIGHT_SWITCH;
5512 DrawLevelField(x, y);
5514 else if (element == EL_EMC_DRIPPER &&
5515 game.light_time_left > 0)
5517 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5518 DrawLevelField(x, y);
5520 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5521 game.light_time_left == 0)
5523 Feld[x][y] = EL_EMC_DRIPPER;
5524 DrawLevelField(x, y);
5526 else if (element == EL_INVISIBLE_STEELWALL ||
5527 element == EL_INVISIBLE_WALL ||
5528 element == EL_INVISIBLE_SAND)
5530 if (game.light_time_left > 0)
5531 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5533 DrawLevelField(x, y);
5535 /* uncrumble neighbour fields, if needed */
5536 if (element == EL_INVISIBLE_SAND)
5537 DrawLevelFieldCrumbledSandNeighbours(x, y);
5539 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5540 element == EL_INVISIBLE_WALL_ACTIVE ||
5541 element == EL_INVISIBLE_SAND_ACTIVE)
5543 if (game.light_time_left == 0)
5544 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5546 DrawLevelField(x, y);
5548 /* re-crumble neighbour fields, if needed */
5549 if (element == EL_INVISIBLE_SAND)
5550 DrawLevelFieldCrumbledSandNeighbours(x, y);
5555 static void RedrawAllInvisibleElementsForLenses()
5559 SCAN_PLAYFIELD(x, y)
5561 int element = Feld[x][y];
5563 if (element == EL_EMC_DRIPPER &&
5564 game.lenses_time_left > 0)
5566 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
5567 DrawLevelField(x, y);
5569 else if (element == EL_EMC_DRIPPER_ACTIVE &&
5570 game.lenses_time_left == 0)
5572 Feld[x][y] = EL_EMC_DRIPPER;
5573 DrawLevelField(x, y);
5575 else if (element == EL_INVISIBLE_STEELWALL ||
5576 element == EL_INVISIBLE_WALL ||
5577 element == EL_INVISIBLE_SAND)
5579 if (game.lenses_time_left > 0)
5580 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
5582 DrawLevelField(x, y);
5584 /* uncrumble neighbour fields, if needed */
5585 if (element == EL_INVISIBLE_SAND)
5586 DrawLevelFieldCrumbledSandNeighbours(x, y);
5588 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
5589 element == EL_INVISIBLE_WALL_ACTIVE ||
5590 element == EL_INVISIBLE_SAND_ACTIVE)
5592 if (game.lenses_time_left == 0)
5593 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
5595 DrawLevelField(x, y);
5597 /* re-crumble neighbour fields, if needed */
5598 if (element == EL_INVISIBLE_SAND)
5599 DrawLevelFieldCrumbledSandNeighbours(x, y);
5604 static void RedrawAllInvisibleElementsForMagnifier()
5608 SCAN_PLAYFIELD(x, y)
5610 int element = Feld[x][y];
5612 if (element == EL_EMC_FAKE_GRASS &&
5613 game.magnify_time_left > 0)
5615 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
5616 DrawLevelField(x, y);
5618 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
5619 game.magnify_time_left == 0)
5621 Feld[x][y] = EL_EMC_FAKE_GRASS;
5622 DrawLevelField(x, y);
5624 else if (IS_GATE_GRAY(element) &&
5625 game.magnify_time_left > 0)
5627 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
5628 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
5629 IS_EM_GATE_GRAY(element) ?
5630 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
5631 IS_EMC_GATE_GRAY(element) ?
5632 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
5634 DrawLevelField(x, y);
5636 else if (IS_GATE_GRAY_ACTIVE(element) &&
5637 game.magnify_time_left == 0)
5639 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
5640 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
5641 IS_EM_GATE_GRAY_ACTIVE(element) ?
5642 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
5643 IS_EMC_GATE_GRAY_ACTIVE(element) ?
5644 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
5646 DrawLevelField(x, y);
5651 static void ToggleLightSwitch(int x, int y)
5653 int element = Feld[x][y];
5655 game.light_time_left =
5656 (element == EL_LIGHT_SWITCH ?
5657 level.time_light * FRAMES_PER_SECOND : 0);
5659 RedrawAllLightSwitchesAndInvisibleElements();
5662 static void ActivateTimegateSwitch(int x, int y)
5666 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
5668 SCAN_PLAYFIELD(xx, yy)
5670 int element = Feld[xx][yy];
5672 if (element == EL_TIMEGATE_CLOSED ||
5673 element == EL_TIMEGATE_CLOSING)
5675 Feld[xx][yy] = EL_TIMEGATE_OPENING;
5676 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
5680 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
5682 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
5683 DrawLevelField(xx, yy);
5690 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
5691 EL_DC_TIMEGATE_SWITCH_ACTIVE);
5693 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
5697 void Impact(int x, int y)
5699 boolean last_line = (y == lev_fieldy - 1);
5700 boolean object_hit = FALSE;
5701 boolean impact = (last_line || object_hit);
5702 int element = Feld[x][y];
5703 int smashed = EL_STEELWALL;
5705 if (!last_line) /* check if element below was hit */
5707 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
5710 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
5711 MovDir[x][y + 1] != MV_DOWN ||
5712 MovPos[x][y + 1] <= TILEY / 2));
5714 /* do not smash moving elements that left the smashed field in time */
5715 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
5716 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
5719 #if USE_QUICKSAND_IMPACT_BUGFIX
5720 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
5722 RemoveMovingField(x, y + 1);
5723 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
5724 Feld[x][y + 2] = EL_ROCK;
5725 DrawLevelField(x, y + 2);
5730 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
5732 RemoveMovingField(x, y + 1);
5733 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
5734 Feld[x][y + 2] = EL_ROCK;
5735 DrawLevelField(x, y + 2);
5742 smashed = MovingOrBlocked2Element(x, y + 1);
5744 impact = (last_line || object_hit);
5747 if (!last_line && smashed == EL_ACID) /* element falls into acid */
5749 SplashAcid(x, y + 1);
5753 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
5754 /* only reset graphic animation if graphic really changes after impact */
5756 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
5758 ResetGfxAnimation(x, y);
5759 DrawLevelField(x, y);
5762 if (impact && CAN_EXPLODE_IMPACT(element))
5767 else if (impact && element == EL_PEARL &&
5768 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
5770 ResetGfxAnimation(x, y);
5772 Feld[x][y] = EL_PEARL_BREAKING;
5773 PlayLevelSound(x, y, SND_PEARL_BREAKING);
5776 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
5778 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
5783 if (impact && element == EL_AMOEBA_DROP)
5785 if (object_hit && IS_PLAYER(x, y + 1))
5786 KillPlayerUnlessEnemyProtected(x, y + 1);
5787 else if (object_hit && smashed == EL_PENGUIN)
5791 Feld[x][y] = EL_AMOEBA_GROWING;
5792 Store[x][y] = EL_AMOEBA_WET;
5794 ResetRandomAnimationValue(x, y);
5799 if (object_hit) /* check which object was hit */
5801 if ((CAN_PASS_MAGIC_WALL(element) &&
5802 (smashed == EL_MAGIC_WALL ||
5803 smashed == EL_BD_MAGIC_WALL)) ||
5804 (CAN_PASS_DC_MAGIC_WALL(element) &&
5805 smashed == EL_DC_MAGIC_WALL))
5808 int activated_magic_wall =
5809 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
5810 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
5811 EL_DC_MAGIC_WALL_ACTIVE);
5813 /* activate magic wall / mill */
5814 SCAN_PLAYFIELD(xx, yy)
5816 if (Feld[xx][yy] == smashed)
5817 Feld[xx][yy] = activated_magic_wall;
5820 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
5821 game.magic_wall_active = TRUE;
5823 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
5824 SND_MAGIC_WALL_ACTIVATING :
5825 smashed == EL_BD_MAGIC_WALL ?
5826 SND_BD_MAGIC_WALL_ACTIVATING :
5827 SND_DC_MAGIC_WALL_ACTIVATING));
5830 if (IS_PLAYER(x, y + 1))
5832 if (CAN_SMASH_PLAYER(element))
5834 KillPlayerUnlessEnemyProtected(x, y + 1);
5838 else if (smashed == EL_PENGUIN)
5840 if (CAN_SMASH_PLAYER(element))
5846 else if (element == EL_BD_DIAMOND)
5848 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
5854 else if (((element == EL_SP_INFOTRON ||
5855 element == EL_SP_ZONK) &&
5856 (smashed == EL_SP_SNIKSNAK ||
5857 smashed == EL_SP_ELECTRON ||
5858 smashed == EL_SP_DISK_ORANGE)) ||
5859 (element == EL_SP_INFOTRON &&
5860 smashed == EL_SP_DISK_YELLOW))
5865 else if (CAN_SMASH_EVERYTHING(element))
5867 if (IS_CLASSIC_ENEMY(smashed) ||
5868 CAN_EXPLODE_SMASHED(smashed))
5873 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
5875 if (smashed == EL_LAMP ||
5876 smashed == EL_LAMP_ACTIVE)
5881 else if (smashed == EL_NUT)
5883 Feld[x][y + 1] = EL_NUT_BREAKING;
5884 PlayLevelSound(x, y, SND_NUT_BREAKING);
5885 RaiseScoreElement(EL_NUT);
5888 else if (smashed == EL_PEARL)
5890 ResetGfxAnimation(x, y);
5892 Feld[x][y + 1] = EL_PEARL_BREAKING;
5893 PlayLevelSound(x, y, SND_PEARL_BREAKING);
5896 else if (smashed == EL_DIAMOND)
5898 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
5899 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
5902 else if (IS_BELT_SWITCH(smashed))
5904 ToggleBeltSwitch(x, y + 1);
5906 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
5907 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
5908 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
5909 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
5911 ToggleSwitchgateSwitch(x, y + 1);
5913 else if (smashed == EL_LIGHT_SWITCH ||
5914 smashed == EL_LIGHT_SWITCH_ACTIVE)
5916 ToggleLightSwitch(x, y + 1);
5921 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
5924 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
5926 CheckElementChangeBySide(x, y + 1, smashed, element,
5927 CE_SWITCHED, CH_SIDE_TOP);
5928 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
5934 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
5939 /* play sound of magic wall / mill */
5941 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
5942 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
5943 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
5945 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
5946 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
5947 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
5948 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
5949 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
5950 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
5955 /* play sound of object that hits the ground */
5956 if (last_line || object_hit)
5957 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
5960 inline static void TurnRoundExt(int x, int y)
5972 { 0, 0 }, { 0, 0 }, { 0, 0 },
5977 int left, right, back;
5981 { MV_DOWN, MV_UP, MV_RIGHT },
5982 { MV_UP, MV_DOWN, MV_LEFT },
5984 { MV_LEFT, MV_RIGHT, MV_DOWN },
5988 { MV_RIGHT, MV_LEFT, MV_UP }
5991 int element = Feld[x][y];
5992 int move_pattern = element_info[element].move_pattern;
5994 int old_move_dir = MovDir[x][y];
5995 int left_dir = turn[old_move_dir].left;
5996 int right_dir = turn[old_move_dir].right;
5997 int back_dir = turn[old_move_dir].back;
5999 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6000 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6001 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6002 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6004 int left_x = x + left_dx, left_y = y + left_dy;
6005 int right_x = x + right_dx, right_y = y + right_dy;
6006 int move_x = x + move_dx, move_y = y + move_dy;
6010 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6012 TestIfBadThingTouchesOtherBadThing(x, y);
6014 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6015 MovDir[x][y] = right_dir;
6016 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6017 MovDir[x][y] = left_dir;
6019 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6021 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6024 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6026 TestIfBadThingTouchesOtherBadThing(x, y);
6028 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6029 MovDir[x][y] = left_dir;
6030 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6031 MovDir[x][y] = right_dir;
6033 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6035 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6038 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6040 TestIfBadThingTouchesOtherBadThing(x, y);
6042 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6043 MovDir[x][y] = left_dir;
6044 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6045 MovDir[x][y] = right_dir;
6047 if (MovDir[x][y] != old_move_dir)
6050 else if (element == EL_YAMYAM)
6052 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6053 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6055 if (can_turn_left && can_turn_right)
6056 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6057 else if (can_turn_left)
6058 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6059 else if (can_turn_right)
6060 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6062 MovDir[x][y] = back_dir;
6064 MovDelay[x][y] = 16 + 16 * RND(3);
6066 else if (element == EL_DARK_YAMYAM)
6068 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6070 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6073 if (can_turn_left && can_turn_right)
6074 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6075 else if (can_turn_left)
6076 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6077 else if (can_turn_right)
6078 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6080 MovDir[x][y] = back_dir;
6082 MovDelay[x][y] = 16 + 16 * RND(3);
6084 else if (element == EL_PACMAN)
6086 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6087 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6089 if (can_turn_left && can_turn_right)
6090 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6091 else if (can_turn_left)
6092 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6093 else if (can_turn_right)
6094 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6096 MovDir[x][y] = back_dir;
6098 MovDelay[x][y] = 6 + RND(40);
6100 else if (element == EL_PIG)
6102 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6103 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6104 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6105 boolean should_turn_left, should_turn_right, should_move_on;
6107 int rnd = RND(rnd_value);
6109 should_turn_left = (can_turn_left &&
6111 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6112 y + back_dy + left_dy)));
6113 should_turn_right = (can_turn_right &&
6115 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6116 y + back_dy + right_dy)));
6117 should_move_on = (can_move_on &&
6120 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6121 y + move_dy + left_dy) ||
6122 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6123 y + move_dy + right_dy)));
6125 if (should_turn_left || should_turn_right || should_move_on)
6127 if (should_turn_left && should_turn_right && should_move_on)
6128 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6129 rnd < 2 * rnd_value / 3 ? right_dir :
6131 else if (should_turn_left && should_turn_right)
6132 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6133 else if (should_turn_left && should_move_on)
6134 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6135 else if (should_turn_right && should_move_on)
6136 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6137 else if (should_turn_left)
6138 MovDir[x][y] = left_dir;
6139 else if (should_turn_right)
6140 MovDir[x][y] = right_dir;
6141 else if (should_move_on)
6142 MovDir[x][y] = old_move_dir;
6144 else if (can_move_on && rnd > rnd_value / 8)
6145 MovDir[x][y] = old_move_dir;
6146 else if (can_turn_left && can_turn_right)
6147 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6148 else if (can_turn_left && rnd > rnd_value / 8)
6149 MovDir[x][y] = left_dir;
6150 else if (can_turn_right && rnd > rnd_value/8)
6151 MovDir[x][y] = right_dir;
6153 MovDir[x][y] = back_dir;
6155 xx = x + move_xy[MovDir[x][y]].dx;
6156 yy = y + move_xy[MovDir[x][y]].dy;
6158 if (!IN_LEV_FIELD(xx, yy) ||
6159 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6160 MovDir[x][y] = old_move_dir;
6164 else if (element == EL_DRAGON)
6166 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6167 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6168 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6170 int rnd = RND(rnd_value);
6172 if (can_move_on && rnd > rnd_value / 8)
6173 MovDir[x][y] = old_move_dir;
6174 else if (can_turn_left && can_turn_right)
6175 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6176 else if (can_turn_left && rnd > rnd_value / 8)
6177 MovDir[x][y] = left_dir;
6178 else if (can_turn_right && rnd > rnd_value / 8)
6179 MovDir[x][y] = right_dir;
6181 MovDir[x][y] = back_dir;
6183 xx = x + move_xy[MovDir[x][y]].dx;
6184 yy = y + move_xy[MovDir[x][y]].dy;
6186 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6187 MovDir[x][y] = old_move_dir;
6191 else if (element == EL_MOLE)
6193 boolean can_move_on =
6194 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6195 IS_AMOEBOID(Feld[move_x][move_y]) ||
6196 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6199 boolean can_turn_left =
6200 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6201 IS_AMOEBOID(Feld[left_x][left_y])));
6203 boolean can_turn_right =
6204 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6205 IS_AMOEBOID(Feld[right_x][right_y])));
6207 if (can_turn_left && can_turn_right)
6208 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6209 else if (can_turn_left)
6210 MovDir[x][y] = left_dir;
6212 MovDir[x][y] = right_dir;
6215 if (MovDir[x][y] != old_move_dir)
6218 else if (element == EL_BALLOON)
6220 MovDir[x][y] = game.wind_direction;
6223 else if (element == EL_SPRING)
6225 #if USE_NEW_SPRING_BUMPER
6226 if (MovDir[x][y] & MV_HORIZONTAL)
6228 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6229 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6231 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6232 ResetGfxAnimation(move_x, move_y);
6233 DrawLevelField(move_x, move_y);
6235 MovDir[x][y] = back_dir;
6237 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6238 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6239 MovDir[x][y] = MV_NONE;
6242 if (MovDir[x][y] & MV_HORIZONTAL &&
6243 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6244 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
6245 MovDir[x][y] = MV_NONE;
6250 else if (element == EL_ROBOT ||
6251 element == EL_SATELLITE ||
6252 element == EL_PENGUIN ||
6253 element == EL_EMC_ANDROID)
6255 int attr_x = -1, attr_y = -1;
6266 for (i = 0; i < MAX_PLAYERS; i++)
6268 struct PlayerInfo *player = &stored_player[i];
6269 int jx = player->jx, jy = player->jy;
6271 if (!player->active)
6275 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6283 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6284 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6285 game.engine_version < VERSION_IDENT(3,1,0,0)))
6291 if (element == EL_PENGUIN)
6294 static int xy[4][2] =
6302 for (i = 0; i < NUM_DIRECTIONS; i++)
6304 int ex = x + xy[i][0];
6305 int ey = y + xy[i][1];
6307 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6308 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6309 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6310 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6319 MovDir[x][y] = MV_NONE;
6321 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6322 else if (attr_x > x)
6323 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6325 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6326 else if (attr_y > y)
6327 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6329 if (element == EL_ROBOT)
6333 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6334 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6335 Moving2Blocked(x, y, &newx, &newy);
6337 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6338 MovDelay[x][y] = 8 + 8 * !RND(3);
6340 MovDelay[x][y] = 16;
6342 else if (element == EL_PENGUIN)
6348 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6350 boolean first_horiz = RND(2);
6351 int new_move_dir = MovDir[x][y];
6354 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6355 Moving2Blocked(x, y, &newx, &newy);
6357 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6361 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6362 Moving2Blocked(x, y, &newx, &newy);
6364 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6367 MovDir[x][y] = old_move_dir;
6371 else if (element == EL_SATELLITE)
6377 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6379 boolean first_horiz = RND(2);
6380 int new_move_dir = MovDir[x][y];
6383 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6384 Moving2Blocked(x, y, &newx, &newy);
6386 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6390 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6391 Moving2Blocked(x, y, &newx, &newy);
6393 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6396 MovDir[x][y] = old_move_dir;
6400 else if (element == EL_EMC_ANDROID)
6402 static int check_pos[16] =
6404 -1, /* 0 => (invalid) */
6405 7, /* 1 => MV_LEFT */
6406 3, /* 2 => MV_RIGHT */
6407 -1, /* 3 => (invalid) */
6409 0, /* 5 => MV_LEFT | MV_UP */
6410 2, /* 6 => MV_RIGHT | MV_UP */
6411 -1, /* 7 => (invalid) */
6412 5, /* 8 => MV_DOWN */
6413 6, /* 9 => MV_LEFT | MV_DOWN */
6414 4, /* 10 => MV_RIGHT | MV_DOWN */
6415 -1, /* 11 => (invalid) */
6416 -1, /* 12 => (invalid) */
6417 -1, /* 13 => (invalid) */
6418 -1, /* 14 => (invalid) */
6419 -1, /* 15 => (invalid) */
6427 { -1, -1, MV_LEFT | MV_UP },
6429 { +1, -1, MV_RIGHT | MV_UP },
6430 { +1, 0, MV_RIGHT },
6431 { +1, +1, MV_RIGHT | MV_DOWN },
6433 { -1, +1, MV_LEFT | MV_DOWN },
6436 int start_pos, check_order;
6437 boolean can_clone = FALSE;
6440 /* check if there is any free field around current position */
6441 for (i = 0; i < 8; i++)
6443 int newx = x + check_xy[i].dx;
6444 int newy = y + check_xy[i].dy;
6446 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6454 if (can_clone) /* randomly find an element to clone */
6458 start_pos = check_pos[RND(8)];
6459 check_order = (RND(2) ? -1 : +1);
6461 for (i = 0; i < 8; i++)
6463 int pos_raw = start_pos + i * check_order;
6464 int pos = (pos_raw + 8) % 8;
6465 int newx = x + check_xy[pos].dx;
6466 int newy = y + check_xy[pos].dy;
6468 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6470 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6471 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6473 Store[x][y] = Feld[newx][newy];
6482 if (can_clone) /* randomly find a direction to move */
6486 start_pos = check_pos[RND(8)];
6487 check_order = (RND(2) ? -1 : +1);
6489 for (i = 0; i < 8; i++)
6491 int pos_raw = start_pos + i * check_order;
6492 int pos = (pos_raw + 8) % 8;
6493 int newx = x + check_xy[pos].dx;
6494 int newy = y + check_xy[pos].dy;
6495 int new_move_dir = check_xy[pos].dir;
6497 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6499 MovDir[x][y] = new_move_dir;
6500 MovDelay[x][y] = level.android_clone_time * 8 + 1;
6509 if (can_clone) /* cloning and moving successful */
6512 /* cannot clone -- try to move towards player */
6514 start_pos = check_pos[MovDir[x][y] & 0x0f];
6515 check_order = (RND(2) ? -1 : +1);
6517 for (i = 0; i < 3; i++)
6519 /* first check start_pos, then previous/next or (next/previous) pos */
6520 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
6521 int pos = (pos_raw + 8) % 8;
6522 int newx = x + check_xy[pos].dx;
6523 int newy = y + check_xy[pos].dy;
6524 int new_move_dir = check_xy[pos].dir;
6526 if (IS_PLAYER(newx, newy))
6529 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6531 MovDir[x][y] = new_move_dir;
6532 MovDelay[x][y] = level.android_move_time * 8 + 1;
6539 else if (move_pattern == MV_TURNING_LEFT ||
6540 move_pattern == MV_TURNING_RIGHT ||
6541 move_pattern == MV_TURNING_LEFT_RIGHT ||
6542 move_pattern == MV_TURNING_RIGHT_LEFT ||
6543 move_pattern == MV_TURNING_RANDOM ||
6544 move_pattern == MV_ALL_DIRECTIONS)
6546 boolean can_turn_left =
6547 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
6548 boolean can_turn_right =
6549 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
6551 if (element_info[element].move_stepsize == 0) /* "not moving" */
6554 if (move_pattern == MV_TURNING_LEFT)
6555 MovDir[x][y] = left_dir;
6556 else if (move_pattern == MV_TURNING_RIGHT)
6557 MovDir[x][y] = right_dir;
6558 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
6559 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
6560 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
6561 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
6562 else if (move_pattern == MV_TURNING_RANDOM)
6563 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
6564 can_turn_right && !can_turn_left ? right_dir :
6565 RND(2) ? left_dir : right_dir);
6566 else if (can_turn_left && can_turn_right)
6567 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6568 else if (can_turn_left)
6569 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6570 else if (can_turn_right)
6571 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6573 MovDir[x][y] = back_dir;
6575 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6577 else if (move_pattern == MV_HORIZONTAL ||
6578 move_pattern == MV_VERTICAL)
6580 if (move_pattern & old_move_dir)
6581 MovDir[x][y] = back_dir;
6582 else if (move_pattern == MV_HORIZONTAL)
6583 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
6584 else if (move_pattern == MV_VERTICAL)
6585 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
6587 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6589 else if (move_pattern & MV_ANY_DIRECTION)
6591 MovDir[x][y] = move_pattern;
6592 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6594 else if (move_pattern & MV_WIND_DIRECTION)
6596 MovDir[x][y] = game.wind_direction;
6597 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6599 else if (move_pattern == MV_ALONG_LEFT_SIDE)
6601 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
6602 MovDir[x][y] = left_dir;
6603 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6604 MovDir[x][y] = right_dir;
6606 if (MovDir[x][y] != old_move_dir)
6607 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6609 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
6611 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
6612 MovDir[x][y] = right_dir;
6613 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6614 MovDir[x][y] = left_dir;
6616 if (MovDir[x][y] != old_move_dir)
6617 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6619 else if (move_pattern == MV_TOWARDS_PLAYER ||
6620 move_pattern == MV_AWAY_FROM_PLAYER)
6622 int attr_x = -1, attr_y = -1;
6624 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
6635 for (i = 0; i < MAX_PLAYERS; i++)
6637 struct PlayerInfo *player = &stored_player[i];
6638 int jx = player->jx, jy = player->jy;
6640 if (!player->active)
6644 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6652 MovDir[x][y] = MV_NONE;
6654 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
6655 else if (attr_x > x)
6656 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
6658 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
6659 else if (attr_y > y)
6660 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
6662 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6664 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6666 boolean first_horiz = RND(2);
6667 int new_move_dir = MovDir[x][y];
6669 if (element_info[element].move_stepsize == 0) /* "not moving" */
6671 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
6672 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6678 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6679 Moving2Blocked(x, y, &newx, &newy);
6681 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6685 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6686 Moving2Blocked(x, y, &newx, &newy);
6688 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6691 MovDir[x][y] = old_move_dir;
6694 else if (move_pattern == MV_WHEN_PUSHED ||
6695 move_pattern == MV_WHEN_DROPPED)
6697 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
6698 MovDir[x][y] = MV_NONE;
6702 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
6704 static int test_xy[7][2] =
6714 static int test_dir[7] =
6724 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
6725 int move_preference = -1000000; /* start with very low preference */
6726 int new_move_dir = MV_NONE;
6727 int start_test = RND(4);
6730 for (i = 0; i < NUM_DIRECTIONS; i++)
6732 int move_dir = test_dir[start_test + i];
6733 int move_dir_preference;
6735 xx = x + test_xy[start_test + i][0];
6736 yy = y + test_xy[start_test + i][1];
6738 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
6739 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
6741 new_move_dir = move_dir;
6746 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
6749 move_dir_preference = -1 * RunnerVisit[xx][yy];
6750 if (hunter_mode && PlayerVisit[xx][yy] > 0)
6751 move_dir_preference = PlayerVisit[xx][yy];
6753 if (move_dir_preference > move_preference)
6755 /* prefer field that has not been visited for the longest time */
6756 move_preference = move_dir_preference;
6757 new_move_dir = move_dir;
6759 else if (move_dir_preference == move_preference &&
6760 move_dir == old_move_dir)
6762 /* prefer last direction when all directions are preferred equally */
6763 move_preference = move_dir_preference;
6764 new_move_dir = move_dir;
6768 MovDir[x][y] = new_move_dir;
6769 if (old_move_dir != new_move_dir)
6770 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
6774 static void TurnRound(int x, int y)
6776 int direction = MovDir[x][y];
6780 GfxDir[x][y] = MovDir[x][y];
6782 if (direction != MovDir[x][y])
6786 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
6788 ResetGfxFrame(x, y, FALSE);
6791 static boolean JustBeingPushed(int x, int y)
6795 for (i = 0; i < MAX_PLAYERS; i++)
6797 struct PlayerInfo *player = &stored_player[i];
6799 if (player->active && player->is_pushing && player->MovPos)
6801 int next_jx = player->jx + (player->jx - player->last_jx);
6802 int next_jy = player->jy + (player->jy - player->last_jy);
6804 if (x == next_jx && y == next_jy)
6812 void StartMoving(int x, int y)
6814 boolean started_moving = FALSE; /* some elements can fall _and_ move */
6815 int element = Feld[x][y];
6820 if (MovDelay[x][y] == 0)
6821 GfxAction[x][y] = ACTION_DEFAULT;
6823 if (CAN_FALL(element) && y < lev_fieldy - 1)
6825 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
6826 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
6827 if (JustBeingPushed(x, y))
6830 if (element == EL_QUICKSAND_FULL)
6832 if (IS_FREE(x, y + 1))
6834 InitMovingField(x, y, MV_DOWN);
6835 started_moving = TRUE;
6837 Feld[x][y] = EL_QUICKSAND_EMPTYING;
6838 #if USE_QUICKSAND_BD_ROCK_BUGFIX
6839 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
6840 Store[x][y] = EL_ROCK;
6842 Store[x][y] = EL_ROCK;
6845 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
6847 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
6849 if (!MovDelay[x][y])
6850 MovDelay[x][y] = TILEY + 1;
6859 Feld[x][y] = EL_QUICKSAND_EMPTY;
6860 Feld[x][y + 1] = EL_QUICKSAND_FULL;
6861 Store[x][y + 1] = Store[x][y];
6864 PlayLevelSoundAction(x, y, ACTION_FILLING);
6867 else if (element == EL_QUICKSAND_FAST_FULL)
6869 if (IS_FREE(x, y + 1))
6871 InitMovingField(x, y, MV_DOWN);
6872 started_moving = TRUE;
6874 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
6875 #if USE_QUICKSAND_BD_ROCK_BUGFIX
6876 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
6877 Store[x][y] = EL_ROCK;
6879 Store[x][y] = EL_ROCK;
6882 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
6884 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
6886 if (!MovDelay[x][y])
6887 MovDelay[x][y] = TILEY + 1;
6896 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
6897 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
6898 Store[x][y + 1] = Store[x][y];
6901 PlayLevelSoundAction(x, y, ACTION_FILLING);
6904 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
6905 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
6907 InitMovingField(x, y, MV_DOWN);
6908 started_moving = TRUE;
6910 Feld[x][y] = EL_QUICKSAND_FILLING;
6911 Store[x][y] = element;
6913 PlayLevelSoundAction(x, y, ACTION_FILLING);
6915 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
6916 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
6918 InitMovingField(x, y, MV_DOWN);
6919 started_moving = TRUE;
6921 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
6922 Store[x][y] = element;
6924 PlayLevelSoundAction(x, y, ACTION_FILLING);
6926 else if (element == EL_MAGIC_WALL_FULL)
6928 if (IS_FREE(x, y + 1))
6930 InitMovingField(x, y, MV_DOWN);
6931 started_moving = TRUE;
6933 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
6934 Store[x][y] = EL_CHANGED(Store[x][y]);
6936 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6938 if (!MovDelay[x][y])
6939 MovDelay[x][y] = TILEY/4 + 1;
6948 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
6949 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
6950 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
6954 else if (element == EL_BD_MAGIC_WALL_FULL)
6956 if (IS_FREE(x, y + 1))
6958 InitMovingField(x, y, MV_DOWN);
6959 started_moving = TRUE;
6961 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
6962 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
6964 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6966 if (!MovDelay[x][y])
6967 MovDelay[x][y] = TILEY/4 + 1;
6976 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
6977 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
6978 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
6982 else if (element == EL_DC_MAGIC_WALL_FULL)
6984 if (IS_FREE(x, y + 1))
6986 InitMovingField(x, y, MV_DOWN);
6987 started_moving = TRUE;
6989 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
6990 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
6992 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6994 if (!MovDelay[x][y])
6995 MovDelay[x][y] = TILEY/4 + 1;
7004 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7005 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7006 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7010 else if ((CAN_PASS_MAGIC_WALL(element) &&
7011 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7012 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7013 (CAN_PASS_DC_MAGIC_WALL(element) &&
7014 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7017 InitMovingField(x, y, MV_DOWN);
7018 started_moving = TRUE;
7021 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7022 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7023 EL_DC_MAGIC_WALL_FILLING);
7024 Store[x][y] = element;
7026 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7028 SplashAcid(x, y + 1);
7030 InitMovingField(x, y, MV_DOWN);
7031 started_moving = TRUE;
7033 Store[x][y] = EL_ACID;
7036 #if USE_FIX_IMPACT_COLLISION
7037 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7038 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7040 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7041 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
7043 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7044 CAN_FALL(element) && WasJustFalling[x][y] &&
7045 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7047 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7048 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7049 (Feld[x][y + 1] == EL_BLOCKED)))
7051 /* this is needed for a special case not covered by calling "Impact()"
7052 from "ContinueMoving()": if an element moves to a tile directly below
7053 another element which was just falling on that tile (which was empty
7054 in the previous frame), the falling element above would just stop
7055 instead of smashing the element below (in previous version, the above
7056 element was just checked for "moving" instead of "falling", resulting
7057 in incorrect smashes caused by horizontal movement of the above
7058 element; also, the case of the player being the element to smash was
7059 simply not covered here... :-/ ) */
7061 CheckCollision[x][y] = 0;
7062 CheckImpact[x][y] = 0;
7066 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7068 if (MovDir[x][y] == MV_NONE)
7070 InitMovingField(x, y, MV_DOWN);
7071 started_moving = TRUE;
7074 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7076 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7077 MovDir[x][y] = MV_DOWN;
7079 InitMovingField(x, y, MV_DOWN);
7080 started_moving = TRUE;
7082 else if (element == EL_AMOEBA_DROP)
7084 Feld[x][y] = EL_AMOEBA_GROWING;
7085 Store[x][y] = EL_AMOEBA_WET;
7087 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7088 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7089 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7090 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7092 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7093 (IS_FREE(x - 1, y + 1) ||
7094 Feld[x - 1][y + 1] == EL_ACID));
7095 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7096 (IS_FREE(x + 1, y + 1) ||
7097 Feld[x + 1][y + 1] == EL_ACID));
7098 boolean can_fall_any = (can_fall_left || can_fall_right);
7099 boolean can_fall_both = (can_fall_left && can_fall_right);
7100 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7102 #if USE_NEW_ALL_SLIPPERY
7103 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7105 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7106 can_fall_right = FALSE;
7107 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7108 can_fall_left = FALSE;
7109 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7110 can_fall_right = FALSE;
7111 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7112 can_fall_left = FALSE;
7114 can_fall_any = (can_fall_left || can_fall_right);
7115 can_fall_both = FALSE;
7118 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
7120 if (slippery_type == SLIPPERY_ONLY_LEFT)
7121 can_fall_right = FALSE;
7122 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7123 can_fall_left = FALSE;
7124 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7125 can_fall_right = FALSE;
7126 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7127 can_fall_left = FALSE;
7129 can_fall_any = (can_fall_left || can_fall_right);
7130 can_fall_both = (can_fall_left && can_fall_right);
7134 #if USE_NEW_ALL_SLIPPERY
7136 #if USE_NEW_SP_SLIPPERY
7137 /* !!! better use the same properties as for custom elements here !!! */
7138 else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
7139 can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
7141 can_fall_right = FALSE; /* slip down on left side */
7142 can_fall_both = FALSE;
7147 #if USE_NEW_ALL_SLIPPERY
7150 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7151 can_fall_right = FALSE; /* slip down on left side */
7153 can_fall_left = !(can_fall_right = RND(2));
7155 can_fall_both = FALSE;
7160 if (game.emulation == EMU_BOULDERDASH ||
7161 element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7162 can_fall_right = FALSE; /* slip down on left side */
7164 can_fall_left = !(can_fall_right = RND(2));
7166 can_fall_both = FALSE;
7172 /* if not determined otherwise, prefer left side for slipping down */
7173 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7174 started_moving = TRUE;
7178 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
7180 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7183 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7184 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7185 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7186 int belt_dir = game.belt_dir[belt_nr];
7188 if ((belt_dir == MV_LEFT && left_is_free) ||
7189 (belt_dir == MV_RIGHT && right_is_free))
7191 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7193 InitMovingField(x, y, belt_dir);
7194 started_moving = TRUE;
7196 Pushed[x][y] = TRUE;
7197 Pushed[nextx][y] = TRUE;
7199 GfxAction[x][y] = ACTION_DEFAULT;
7203 MovDir[x][y] = 0; /* if element was moving, stop it */
7208 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7210 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE)
7212 if (CAN_MOVE(element) && !started_moving)
7215 int move_pattern = element_info[element].move_pattern;
7220 if (MovDir[x][y] == MV_NONE)
7222 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
7223 x, y, element, element_info[element].token_name);
7224 printf("StartMoving(): This should never happen!\n");
7229 Moving2Blocked(x, y, &newx, &newy);
7231 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7234 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7235 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7237 WasJustMoving[x][y] = 0;
7238 CheckCollision[x][y] = 0;
7240 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7242 if (Feld[x][y] != element) /* element has changed */
7246 if (!MovDelay[x][y]) /* start new movement phase */
7248 /* all objects that can change their move direction after each step
7249 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7251 if (element != EL_YAMYAM &&
7252 element != EL_DARK_YAMYAM &&
7253 element != EL_PACMAN &&
7254 !(move_pattern & MV_ANY_DIRECTION) &&
7255 move_pattern != MV_TURNING_LEFT &&
7256 move_pattern != MV_TURNING_RIGHT &&
7257 move_pattern != MV_TURNING_LEFT_RIGHT &&
7258 move_pattern != MV_TURNING_RIGHT_LEFT &&
7259 move_pattern != MV_TURNING_RANDOM)
7263 if (MovDelay[x][y] && (element == EL_BUG ||
7264 element == EL_SPACESHIP ||
7265 element == EL_SP_SNIKSNAK ||
7266 element == EL_SP_ELECTRON ||
7267 element == EL_MOLE))
7268 DrawLevelField(x, y);
7272 if (MovDelay[x][y]) /* wait some time before next movement */
7276 if (element == EL_ROBOT ||
7277 element == EL_YAMYAM ||
7278 element == EL_DARK_YAMYAM)
7280 DrawLevelElementAnimationIfNeeded(x, y, element);
7281 PlayLevelSoundAction(x, y, ACTION_WAITING);
7283 else if (element == EL_SP_ELECTRON)
7284 DrawLevelElementAnimationIfNeeded(x, y, element);
7285 else if (element == EL_DRAGON)
7288 int dir = MovDir[x][y];
7289 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7290 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7291 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7292 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7293 dir == MV_UP ? IMG_FLAMES_1_UP :
7294 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7295 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7297 GfxAction[x][y] = ACTION_ATTACKING;
7299 if (IS_PLAYER(x, y))
7300 DrawPlayerField(x, y);
7302 DrawLevelField(x, y);
7304 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7306 for (i = 1; i <= 3; i++)
7308 int xx = x + i * dx;
7309 int yy = y + i * dy;
7310 int sx = SCREENX(xx);
7311 int sy = SCREENY(yy);
7312 int flame_graphic = graphic + (i - 1);
7314 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7319 int flamed = MovingOrBlocked2Element(xx, yy);
7323 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7325 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
7326 RemoveMovingField(xx, yy);
7328 RemoveField(xx, yy);
7330 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7333 RemoveMovingField(xx, yy);
7336 ChangeDelay[xx][yy] = 0;
7338 Feld[xx][yy] = EL_FLAMES;
7340 if (IN_SCR_FIELD(sx, sy))
7342 DrawLevelFieldCrumbledSand(xx, yy);
7343 DrawGraphic(sx, sy, flame_graphic, frame);
7348 if (Feld[xx][yy] == EL_FLAMES)
7349 Feld[xx][yy] = EL_EMPTY;
7350 DrawLevelField(xx, yy);
7355 if (MovDelay[x][y]) /* element still has to wait some time */
7357 PlayLevelSoundAction(x, y, ACTION_WAITING);
7363 /* now make next step */
7365 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7367 if (DONT_COLLIDE_WITH(element) &&
7368 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7369 !PLAYER_ENEMY_PROTECTED(newx, newy))
7371 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7376 else if (CAN_MOVE_INTO_ACID(element) &&
7377 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7378 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7379 (MovDir[x][y] == MV_DOWN ||
7380 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7382 SplashAcid(newx, newy);
7383 Store[x][y] = EL_ACID;
7385 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7387 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7388 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7389 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7390 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7393 DrawLevelField(x, y);
7395 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7396 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7397 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7399 local_player->friends_still_needed--;
7400 if (!local_player->friends_still_needed &&
7401 !local_player->GameOver && AllPlayersGone)
7402 PlayerWins(local_player);
7406 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7408 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7409 DrawLevelField(newx, newy);
7411 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7413 else if (!IS_FREE(newx, newy))
7415 GfxAction[x][y] = ACTION_WAITING;
7417 if (IS_PLAYER(x, y))
7418 DrawPlayerField(x, y);
7420 DrawLevelField(x, y);
7425 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7427 if (IS_FOOD_PIG(Feld[newx][newy]))
7429 if (IS_MOVING(newx, newy))
7430 RemoveMovingField(newx, newy);
7433 Feld[newx][newy] = EL_EMPTY;
7434 DrawLevelField(newx, newy);
7437 PlayLevelSound(x, y, SND_PIG_DIGGING);
7439 else if (!IS_FREE(newx, newy))
7441 if (IS_PLAYER(x, y))
7442 DrawPlayerField(x, y);
7444 DrawLevelField(x, y);
7449 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7451 if (Store[x][y] != EL_EMPTY)
7453 boolean can_clone = FALSE;
7456 /* check if element to clone is still there */
7457 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7459 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7467 /* cannot clone or target field not free anymore -- do not clone */
7468 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7469 Store[x][y] = EL_EMPTY;
7472 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7474 if (IS_MV_DIAGONAL(MovDir[x][y]))
7476 int diagonal_move_dir = MovDir[x][y];
7477 int stored = Store[x][y];
7478 int change_delay = 8;
7481 /* android is moving diagonally */
7483 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7485 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7486 GfxElement[x][y] = EL_EMC_ANDROID;
7487 GfxAction[x][y] = ACTION_SHRINKING;
7488 GfxDir[x][y] = diagonal_move_dir;
7489 ChangeDelay[x][y] = change_delay;
7491 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
7494 DrawLevelGraphicAnimation(x, y, graphic);
7495 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
7497 if (Feld[newx][newy] == EL_ACID)
7499 SplashAcid(newx, newy);
7504 CreateField(newx, newy, EL_DIAGONAL_GROWING);
7506 Store[newx][newy] = EL_EMC_ANDROID;
7507 GfxElement[newx][newy] = EL_EMC_ANDROID;
7508 GfxAction[newx][newy] = ACTION_GROWING;
7509 GfxDir[newx][newy] = diagonal_move_dir;
7510 ChangeDelay[newx][newy] = change_delay;
7512 graphic = el_act_dir2img(GfxElement[newx][newy],
7513 GfxAction[newx][newy], GfxDir[newx][newy]);
7515 DrawLevelGraphicAnimation(newx, newy, graphic);
7516 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
7522 Feld[newx][newy] = EL_EMPTY;
7523 DrawLevelField(newx, newy);
7525 PlayLevelSoundAction(x, y, ACTION_DIGGING);
7528 else if (!IS_FREE(newx, newy))
7531 if (IS_PLAYER(x, y))
7532 DrawPlayerField(x, y);
7534 DrawLevelField(x, y);
7540 else if (IS_CUSTOM_ELEMENT(element) &&
7541 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7543 int new_element = Feld[newx][newy];
7545 if (!IS_FREE(newx, newy))
7547 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
7548 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
7551 /* no element can dig solid indestructible elements */
7552 if (IS_INDESTRUCTIBLE(new_element) &&
7553 !IS_DIGGABLE(new_element) &&
7554 !IS_COLLECTIBLE(new_element))
7557 if (AmoebaNr[newx][newy] &&
7558 (new_element == EL_AMOEBA_FULL ||
7559 new_element == EL_BD_AMOEBA ||
7560 new_element == EL_AMOEBA_GROWING))
7562 AmoebaCnt[AmoebaNr[newx][newy]]--;
7563 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7566 if (IS_MOVING(newx, newy))
7567 RemoveMovingField(newx, newy);
7570 RemoveField(newx, newy);
7571 DrawLevelField(newx, newy);
7574 /* if digged element was about to explode, prevent the explosion */
7575 ExplodeField[newx][newy] = EX_TYPE_NONE;
7577 PlayLevelSoundAction(x, y, action);
7580 Store[newx][newy] = EL_EMPTY;
7582 /* this makes it possible to leave the removed element again */
7583 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
7584 Store[newx][newy] = new_element;
7586 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
7588 int move_leave_element = element_info[element].move_leave_element;
7590 /* this makes it possible to leave the removed element again */
7591 Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
7592 new_element : move_leave_element);
7596 if (move_pattern & MV_MAZE_RUNNER_STYLE)
7598 RunnerVisit[x][y] = FrameCounter;
7599 PlayerVisit[x][y] /= 8; /* expire player visit path */
7602 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
7604 if (!IS_FREE(newx, newy))
7606 if (IS_PLAYER(x, y))
7607 DrawPlayerField(x, y);
7609 DrawLevelField(x, y);
7615 boolean wanna_flame = !RND(10);
7616 int dx = newx - x, dy = newy - y;
7617 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
7618 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
7619 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
7620 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
7621 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
7622 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
7625 IS_CLASSIC_ENEMY(element1) ||
7626 IS_CLASSIC_ENEMY(element2)) &&
7627 element1 != EL_DRAGON && element2 != EL_DRAGON &&
7628 element1 != EL_FLAMES && element2 != EL_FLAMES)
7630 ResetGfxAnimation(x, y);
7631 GfxAction[x][y] = ACTION_ATTACKING;
7633 if (IS_PLAYER(x, y))
7634 DrawPlayerField(x, y);
7636 DrawLevelField(x, y);
7638 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
7640 MovDelay[x][y] = 50;
7644 RemoveField(newx, newy);
7646 Feld[newx][newy] = EL_FLAMES;
7647 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
7650 RemoveField(newx1, newy1);
7652 Feld[newx1][newy1] = EL_FLAMES;
7654 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
7657 RemoveField(newx2, newy2);
7659 Feld[newx2][newy2] = EL_FLAMES;
7666 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7667 Feld[newx][newy] == EL_DIAMOND)
7669 if (IS_MOVING(newx, newy))
7670 RemoveMovingField(newx, newy);
7673 Feld[newx][newy] = EL_EMPTY;
7674 DrawLevelField(newx, newy);
7677 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
7679 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
7680 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
7682 if (AmoebaNr[newx][newy])
7684 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7685 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7686 Feld[newx][newy] == EL_BD_AMOEBA)
7687 AmoebaCnt[AmoebaNr[newx][newy]]--;
7692 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
7694 RemoveMovingField(newx, newy);
7697 if (IS_MOVING(newx, newy))
7699 RemoveMovingField(newx, newy);
7704 Feld[newx][newy] = EL_EMPTY;
7705 DrawLevelField(newx, newy);
7708 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
7710 else if ((element == EL_PACMAN || element == EL_MOLE)
7711 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
7713 if (AmoebaNr[newx][newy])
7715 AmoebaCnt2[AmoebaNr[newx][newy]]--;
7716 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
7717 Feld[newx][newy] == EL_BD_AMOEBA)
7718 AmoebaCnt[AmoebaNr[newx][newy]]--;
7721 if (element == EL_MOLE)
7723 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
7724 PlayLevelSound(x, y, SND_MOLE_DIGGING);
7726 ResetGfxAnimation(x, y);
7727 GfxAction[x][y] = ACTION_DIGGING;
7728 DrawLevelField(x, y);
7730 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
7732 return; /* wait for shrinking amoeba */
7734 else /* element == EL_PACMAN */
7736 Feld[newx][newy] = EL_EMPTY;
7737 DrawLevelField(newx, newy);
7738 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
7741 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
7742 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
7743 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
7745 /* wait for shrinking amoeba to completely disappear */
7748 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
7750 /* object was running against a wall */
7755 /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
7756 if (move_pattern & MV_ANY_DIRECTION &&
7757 move_pattern == MovDir[x][y])
7759 int blocking_element =
7760 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
7762 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
7765 element = Feld[x][y]; /* element might have changed */
7769 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
7770 DrawLevelElementAnimation(x, y, element);
7772 if (DONT_TOUCH(element))
7773 TestIfBadThingTouchesPlayer(x, y);
7778 InitMovingField(x, y, MovDir[x][y]);
7780 PlayLevelSoundAction(x, y, ACTION_MOVING);
7784 ContinueMoving(x, y);
7787 void ContinueMoving(int x, int y)
7789 int element = Feld[x][y];
7790 struct ElementInfo *ei = &element_info[element];
7791 int direction = MovDir[x][y];
7792 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
7793 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
7794 int newx = x + dx, newy = y + dy;
7795 int stored = Store[x][y];
7796 int stored_new = Store[newx][newy];
7797 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
7798 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
7799 boolean last_line = (newy == lev_fieldy - 1);
7801 MovPos[x][y] += getElementMoveStepsize(x, y);
7803 if (pushed_by_player) /* special case: moving object pushed by player */
7804 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
7806 if (ABS(MovPos[x][y]) < TILEX)
7809 int ee = Feld[x][y];
7810 int gg = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7811 int ff = getGraphicAnimationFrame(gg, GfxFrame[x][y]);
7813 printf("::: %d.%d: moving %d ... [%d, %d, %d] [%d, %d, %d]\n",
7814 x, y, ABS(MovPos[x][y]),
7816 GfxAction[x][y], GfxDir[x][y], GfxFrame[x][y]);
7819 DrawLevelField(x, y);
7821 return; /* element is still moving */
7824 /* element reached destination field */
7826 Feld[x][y] = EL_EMPTY;
7827 Feld[newx][newy] = element;
7828 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
7830 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
7832 element = Feld[newx][newy] = EL_ACID;
7834 else if (element == EL_MOLE)
7836 Feld[x][y] = EL_SAND;
7838 DrawLevelFieldCrumbledSandNeighbours(x, y);
7840 else if (element == EL_QUICKSAND_FILLING)
7842 element = Feld[newx][newy] = get_next_element(element);
7843 Store[newx][newy] = Store[x][y];
7845 else if (element == EL_QUICKSAND_EMPTYING)
7847 Feld[x][y] = get_next_element(element);
7848 element = Feld[newx][newy] = Store[x][y];
7850 else if (element == EL_QUICKSAND_FAST_FILLING)
7852 element = Feld[newx][newy] = get_next_element(element);
7853 Store[newx][newy] = Store[x][y];
7855 else if (element == EL_QUICKSAND_FAST_EMPTYING)
7857 Feld[x][y] = get_next_element(element);
7858 element = Feld[newx][newy] = Store[x][y];
7860 else if (element == EL_MAGIC_WALL_FILLING)
7862 element = Feld[newx][newy] = get_next_element(element);
7863 if (!game.magic_wall_active)
7864 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
7865 Store[newx][newy] = Store[x][y];
7867 else if (element == EL_MAGIC_WALL_EMPTYING)
7869 Feld[x][y] = get_next_element(element);
7870 if (!game.magic_wall_active)
7871 Feld[x][y] = EL_MAGIC_WALL_DEAD;
7872 element = Feld[newx][newy] = Store[x][y];
7874 #if USE_NEW_CUSTOM_VALUE
7875 InitField(newx, newy, FALSE);
7878 else if (element == EL_BD_MAGIC_WALL_FILLING)
7880 element = Feld[newx][newy] = get_next_element(element);
7881 if (!game.magic_wall_active)
7882 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
7883 Store[newx][newy] = Store[x][y];
7885 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
7887 Feld[x][y] = get_next_element(element);
7888 if (!game.magic_wall_active)
7889 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
7890 element = Feld[newx][newy] = Store[x][y];
7892 #if USE_NEW_CUSTOM_VALUE
7893 InitField(newx, newy, FALSE);
7896 else if (element == EL_DC_MAGIC_WALL_FILLING)
7898 element = Feld[newx][newy] = get_next_element(element);
7899 if (!game.magic_wall_active)
7900 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
7901 Store[newx][newy] = Store[x][y];
7903 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
7905 Feld[x][y] = get_next_element(element);
7906 if (!game.magic_wall_active)
7907 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
7908 element = Feld[newx][newy] = Store[x][y];
7910 #if USE_NEW_CUSTOM_VALUE
7911 InitField(newx, newy, FALSE);
7914 else if (element == EL_AMOEBA_DROPPING)
7916 Feld[x][y] = get_next_element(element);
7917 element = Feld[newx][newy] = Store[x][y];
7919 else if (element == EL_SOKOBAN_OBJECT)
7922 Feld[x][y] = Back[x][y];
7924 if (Back[newx][newy])
7925 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
7927 Back[x][y] = Back[newx][newy] = 0;
7930 Store[x][y] = EL_EMPTY;
7935 MovDelay[newx][newy] = 0;
7937 if (CAN_CHANGE_OR_HAS_ACTION(element))
7939 /* copy element change control values to new field */
7940 ChangeDelay[newx][newy] = ChangeDelay[x][y];
7941 ChangePage[newx][newy] = ChangePage[x][y];
7942 ChangeCount[newx][newy] = ChangeCount[x][y];
7943 ChangeEvent[newx][newy] = ChangeEvent[x][y];
7946 #if USE_NEW_CUSTOM_VALUE
7947 CustomValue[newx][newy] = CustomValue[x][y];
7950 ChangeDelay[x][y] = 0;
7951 ChangePage[x][y] = -1;
7952 ChangeCount[x][y] = 0;
7953 ChangeEvent[x][y] = -1;
7955 #if USE_NEW_CUSTOM_VALUE
7956 CustomValue[x][y] = 0;
7959 /* copy animation control values to new field */
7960 GfxFrame[newx][newy] = GfxFrame[x][y];
7961 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
7962 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
7963 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
7965 Pushed[x][y] = Pushed[newx][newy] = FALSE;
7967 /* some elements can leave other elements behind after moving */
7969 if (ei->move_leave_element != EL_EMPTY &&
7970 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
7971 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
7973 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
7974 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
7975 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
7978 int move_leave_element = ei->move_leave_element;
7982 /* this makes it possible to leave the removed element again */
7983 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
7984 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
7986 /* this makes it possible to leave the removed element again */
7987 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
7988 move_leave_element = stored;
7991 /* this makes it possible to leave the removed element again */
7992 if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
7993 ei->move_leave_element == EL_TRIGGER_ELEMENT)
7994 move_leave_element = stored;
7997 Feld[x][y] = move_leave_element;
7999 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8000 MovDir[x][y] = direction;
8002 InitField(x, y, FALSE);
8004 if (GFX_CRUMBLED(Feld[x][y]))
8005 DrawLevelFieldCrumbledSandNeighbours(x, y);
8007 if (ELEM_IS_PLAYER(move_leave_element))
8008 RelocatePlayer(x, y, move_leave_element);
8011 /* do this after checking for left-behind element */
8012 ResetGfxAnimation(x, y); /* reset animation values for old field */
8014 if (!CAN_MOVE(element) ||
8015 (CAN_FALL(element) && direction == MV_DOWN &&
8016 (element == EL_SPRING ||
8017 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8018 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8019 GfxDir[x][y] = MovDir[newx][newy] = 0;
8021 DrawLevelField(x, y);
8022 DrawLevelField(newx, newy);
8024 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8026 /* prevent pushed element from moving on in pushed direction */
8027 if (pushed_by_player && CAN_MOVE(element) &&
8028 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8029 !(element_info[element].move_pattern & direction))
8030 TurnRound(newx, newy);
8032 /* prevent elements on conveyor belt from moving on in last direction */
8033 if (pushed_by_conveyor && CAN_FALL(element) &&
8034 direction & MV_HORIZONTAL)
8035 MovDir[newx][newy] = 0;
8037 if (!pushed_by_player)
8039 int nextx = newx + dx, nexty = newy + dy;
8040 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8042 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8044 if (CAN_FALL(element) && direction == MV_DOWN)
8045 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8047 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8048 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8050 #if USE_FIX_IMPACT_COLLISION
8051 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8052 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8056 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8058 TestIfBadThingTouchesPlayer(newx, newy);
8059 TestIfBadThingTouchesFriend(newx, newy);
8061 if (!IS_CUSTOM_ELEMENT(element))
8062 TestIfBadThingTouchesOtherBadThing(newx, newy);
8064 else if (element == EL_PENGUIN)
8065 TestIfFriendTouchesBadThing(newx, newy);
8067 /* give the player one last chance (one more frame) to move away */
8068 if (CAN_FALL(element) && direction == MV_DOWN &&
8069 (last_line || (!IS_FREE(x, newy + 1) &&
8070 (!IS_PLAYER(x, newy + 1) ||
8071 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8074 if (pushed_by_player && !game.use_change_when_pushing_bug)
8076 int push_side = MV_DIR_OPPOSITE(direction);
8077 struct PlayerInfo *player = PLAYERINFO(x, y);
8079 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8080 player->index_bit, push_side);
8081 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8082 player->index_bit, push_side);
8085 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8086 MovDelay[newx][newy] = 1;
8088 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8090 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8093 if (ChangePage[newx][newy] != -1) /* delayed change */
8095 int page = ChangePage[newx][newy];
8096 struct ElementChangeInfo *change = &ei->change_page[page];
8098 ChangePage[newx][newy] = -1;
8100 if (change->can_change)
8102 if (ChangeElement(newx, newy, element, page))
8104 if (change->post_change_function)
8105 change->post_change_function(newx, newy);
8109 if (change->has_action)
8110 ExecuteCustomElementAction(newx, newy, element, page);
8114 TestIfElementHitsCustomElement(newx, newy, direction);
8115 TestIfPlayerTouchesCustomElement(newx, newy);
8116 TestIfElementTouchesCustomElement(newx, newy);
8118 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8119 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8120 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8121 MV_DIR_OPPOSITE(direction));
8124 int AmoebeNachbarNr(int ax, int ay)
8127 int element = Feld[ax][ay];
8129 static int xy[4][2] =
8137 for (i = 0; i < NUM_DIRECTIONS; i++)
8139 int x = ax + xy[i][0];
8140 int y = ay + xy[i][1];
8142 if (!IN_LEV_FIELD(x, y))
8145 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8146 group_nr = AmoebaNr[x][y];
8152 void AmoebenVereinigen(int ax, int ay)
8154 int i, x, y, xx, yy;
8155 int new_group_nr = AmoebaNr[ax][ay];
8156 static int xy[4][2] =
8164 if (new_group_nr == 0)
8167 for (i = 0; i < NUM_DIRECTIONS; i++)
8172 if (!IN_LEV_FIELD(x, y))
8175 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8176 Feld[x][y] == EL_BD_AMOEBA ||
8177 Feld[x][y] == EL_AMOEBA_DEAD) &&
8178 AmoebaNr[x][y] != new_group_nr)
8180 int old_group_nr = AmoebaNr[x][y];
8182 if (old_group_nr == 0)
8185 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8186 AmoebaCnt[old_group_nr] = 0;
8187 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8188 AmoebaCnt2[old_group_nr] = 0;
8190 SCAN_PLAYFIELD(xx, yy)
8192 if (AmoebaNr[xx][yy] == old_group_nr)
8193 AmoebaNr[xx][yy] = new_group_nr;
8199 void AmoebeUmwandeln(int ax, int ay)
8203 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8205 int group_nr = AmoebaNr[ax][ay];
8210 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8211 printf("AmoebeUmwandeln(): This should never happen!\n");
8216 SCAN_PLAYFIELD(x, y)
8218 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8221 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8225 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8226 SND_AMOEBA_TURNING_TO_GEM :
8227 SND_AMOEBA_TURNING_TO_ROCK));
8232 static int xy[4][2] =
8240 for (i = 0; i < NUM_DIRECTIONS; i++)
8245 if (!IN_LEV_FIELD(x, y))
8248 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8250 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8251 SND_AMOEBA_TURNING_TO_GEM :
8252 SND_AMOEBA_TURNING_TO_ROCK));
8259 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8262 int group_nr = AmoebaNr[ax][ay];
8263 boolean done = FALSE;
8268 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8269 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8274 SCAN_PLAYFIELD(x, y)
8276 if (AmoebaNr[x][y] == group_nr &&
8277 (Feld[x][y] == EL_AMOEBA_DEAD ||
8278 Feld[x][y] == EL_BD_AMOEBA ||
8279 Feld[x][y] == EL_AMOEBA_GROWING))
8282 Feld[x][y] = new_element;
8283 InitField(x, y, FALSE);
8284 DrawLevelField(x, y);
8290 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8291 SND_BD_AMOEBA_TURNING_TO_ROCK :
8292 SND_BD_AMOEBA_TURNING_TO_GEM));
8295 void AmoebeWaechst(int x, int y)
8297 static unsigned long sound_delay = 0;
8298 static unsigned long sound_delay_value = 0;
8300 if (!MovDelay[x][y]) /* start new growing cycle */
8304 if (DelayReached(&sound_delay, sound_delay_value))
8306 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8307 sound_delay_value = 30;
8311 if (MovDelay[x][y]) /* wait some time before growing bigger */
8314 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8316 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8317 6 - MovDelay[x][y]);
8319 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8322 if (!MovDelay[x][y])
8324 Feld[x][y] = Store[x][y];
8326 DrawLevelField(x, y);
8331 void AmoebaDisappearing(int x, int y)
8333 static unsigned long sound_delay = 0;
8334 static unsigned long sound_delay_value = 0;
8336 if (!MovDelay[x][y]) /* start new shrinking cycle */
8340 if (DelayReached(&sound_delay, sound_delay_value))
8341 sound_delay_value = 30;
8344 if (MovDelay[x][y]) /* wait some time before shrinking */
8347 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8349 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8350 6 - MovDelay[x][y]);
8352 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8355 if (!MovDelay[x][y])
8357 Feld[x][y] = EL_EMPTY;
8358 DrawLevelField(x, y);
8360 /* don't let mole enter this field in this cycle;
8361 (give priority to objects falling to this field from above) */
8367 void AmoebeAbleger(int ax, int ay)
8370 int element = Feld[ax][ay];
8371 int graphic = el2img(element);
8372 int newax = ax, neway = ay;
8373 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8374 static int xy[4][2] =
8382 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8384 Feld[ax][ay] = EL_AMOEBA_DEAD;
8385 DrawLevelField(ax, ay);
8389 if (IS_ANIMATED(graphic))
8390 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8392 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8393 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8395 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8398 if (MovDelay[ax][ay])
8402 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8405 int x = ax + xy[start][0];
8406 int y = ay + xy[start][1];
8408 if (!IN_LEV_FIELD(x, y))
8411 if (IS_FREE(x, y) ||
8412 CAN_GROW_INTO(Feld[x][y]) ||
8413 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8414 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8420 if (newax == ax && neway == ay)
8423 else /* normal or "filled" (BD style) amoeba */
8426 boolean waiting_for_player = FALSE;
8428 for (i = 0; i < NUM_DIRECTIONS; i++)
8430 int j = (start + i) % 4;
8431 int x = ax + xy[j][0];
8432 int y = ay + xy[j][1];
8434 if (!IN_LEV_FIELD(x, y))
8437 if (IS_FREE(x, y) ||
8438 CAN_GROW_INTO(Feld[x][y]) ||
8439 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8440 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8446 else if (IS_PLAYER(x, y))
8447 waiting_for_player = TRUE;
8450 if (newax == ax && neway == ay) /* amoeba cannot grow */
8452 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8454 Feld[ax][ay] = EL_AMOEBA_DEAD;
8455 DrawLevelField(ax, ay);
8456 AmoebaCnt[AmoebaNr[ax][ay]]--;
8458 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8460 if (element == EL_AMOEBA_FULL)
8461 AmoebeUmwandeln(ax, ay);
8462 else if (element == EL_BD_AMOEBA)
8463 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8468 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8470 /* amoeba gets larger by growing in some direction */
8472 int new_group_nr = AmoebaNr[ax][ay];
8475 if (new_group_nr == 0)
8477 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8478 printf("AmoebeAbleger(): This should never happen!\n");
8483 AmoebaNr[newax][neway] = new_group_nr;
8484 AmoebaCnt[new_group_nr]++;
8485 AmoebaCnt2[new_group_nr]++;
8487 /* if amoeba touches other amoeba(s) after growing, unify them */
8488 AmoebenVereinigen(newax, neway);
8490 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8492 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8498 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8499 (neway == lev_fieldy - 1 && newax != ax))
8501 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8502 Store[newax][neway] = element;
8504 else if (neway == ay || element == EL_EMC_DRIPPER)
8506 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8508 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8512 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8513 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8514 Store[ax][ay] = EL_AMOEBA_DROP;
8515 ContinueMoving(ax, ay);
8519 DrawLevelField(newax, neway);
8522 void Life(int ax, int ay)
8526 int element = Feld[ax][ay];
8527 int graphic = el2img(element);
8528 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8530 boolean changed = FALSE;
8532 if (IS_ANIMATED(graphic))
8533 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8538 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8539 MovDelay[ax][ay] = life_time;
8541 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8544 if (MovDelay[ax][ay])
8548 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8550 int xx = ax+x1, yy = ay+y1;
8553 if (!IN_LEV_FIELD(xx, yy))
8556 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8558 int x = xx+x2, y = yy+y2;
8560 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8563 if (((Feld[x][y] == element ||
8564 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8566 (IS_FREE(x, y) && Stop[x][y]))
8570 if (xx == ax && yy == ay) /* field in the middle */
8572 if (nachbarn < life_parameter[0] ||
8573 nachbarn > life_parameter[1])
8575 Feld[xx][yy] = EL_EMPTY;
8577 DrawLevelField(xx, yy);
8578 Stop[xx][yy] = TRUE;
8582 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8583 { /* free border field */
8584 if (nachbarn >= life_parameter[2] &&
8585 nachbarn <= life_parameter[3])
8587 Feld[xx][yy] = element;
8588 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8590 DrawLevelField(xx, yy);
8591 Stop[xx][yy] = TRUE;
8598 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8599 SND_GAME_OF_LIFE_GROWING);
8602 static void InitRobotWheel(int x, int y)
8604 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8607 static void RunRobotWheel(int x, int y)
8609 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8612 static void StopRobotWheel(int x, int y)
8614 if (ZX == x && ZY == y)
8618 static void InitTimegateWheel(int x, int y)
8620 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8623 static void RunTimegateWheel(int x, int y)
8625 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8628 static void InitMagicBallDelay(int x, int y)
8631 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8633 ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1;
8637 static void ActivateMagicBall(int bx, int by)
8641 if (level.ball_random)
8643 int pos_border = RND(8); /* select one of the eight border elements */
8644 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
8645 int xx = pos_content % 3;
8646 int yy = pos_content / 3;
8651 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8652 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8656 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
8658 int xx = x - bx + 1;
8659 int yy = y - by + 1;
8661 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
8662 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
8666 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
8669 void CheckExit(int x, int y)
8671 if (local_player->gems_still_needed > 0 ||
8672 local_player->sokobanfields_still_needed > 0 ||
8673 local_player->lights_still_needed > 0)
8675 int element = Feld[x][y];
8676 int graphic = el2img(element);
8678 if (IS_ANIMATED(graphic))
8679 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8684 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8687 Feld[x][y] = EL_EXIT_OPENING;
8689 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
8692 void CheckExitEM(int x, int y)
8694 if (local_player->gems_still_needed > 0 ||
8695 local_player->sokobanfields_still_needed > 0 ||
8696 local_player->lights_still_needed > 0)
8698 int element = Feld[x][y];
8699 int graphic = el2img(element);
8701 if (IS_ANIMATED(graphic))
8702 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8707 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8710 Feld[x][y] = EL_EM_EXIT_OPENING;
8712 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
8715 void CheckExitSteel(int x, int y)
8717 if (local_player->gems_still_needed > 0 ||
8718 local_player->sokobanfields_still_needed > 0 ||
8719 local_player->lights_still_needed > 0)
8721 int element = Feld[x][y];
8722 int graphic = el2img(element);
8724 if (IS_ANIMATED(graphic))
8725 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8730 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8733 Feld[x][y] = EL_STEEL_EXIT_OPENING;
8735 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
8738 void CheckExitSteelEM(int x, int y)
8740 if (local_player->gems_still_needed > 0 ||
8741 local_player->sokobanfields_still_needed > 0 ||
8742 local_player->lights_still_needed > 0)
8744 int element = Feld[x][y];
8745 int graphic = el2img(element);
8747 if (IS_ANIMATED(graphic))
8748 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8753 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8756 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
8758 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
8761 void CheckExitSP(int x, int y)
8763 if (local_player->gems_still_needed > 0)
8765 int element = Feld[x][y];
8766 int graphic = el2img(element);
8768 if (IS_ANIMATED(graphic))
8769 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8774 if (AllPlayersGone) /* do not re-open exit door closed after last player */
8777 Feld[x][y] = EL_SP_EXIT_OPENING;
8779 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
8782 static void CloseAllOpenTimegates()
8786 SCAN_PLAYFIELD(x, y)
8788 int element = Feld[x][y];
8790 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
8792 Feld[x][y] = EL_TIMEGATE_CLOSING;
8794 PlayLevelSoundAction(x, y, ACTION_CLOSING);
8799 void DrawTwinkleOnField(int x, int y)
8801 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
8804 if (Feld[x][y] == EL_BD_DIAMOND)
8807 if (MovDelay[x][y] == 0) /* next animation frame */
8808 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
8810 if (MovDelay[x][y] != 0) /* wait some time before next frame */
8814 if (setup.direct_draw && MovDelay[x][y])
8815 SetDrawtoField(DRAW_BUFFERED);
8817 DrawLevelElementAnimation(x, y, Feld[x][y]);
8819 if (MovDelay[x][y] != 0)
8821 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
8822 10 - MovDelay[x][y]);
8824 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
8826 if (setup.direct_draw)
8830 dest_x = FX + SCREENX(x) * TILEX;
8831 dest_y = FY + SCREENY(y) * TILEY;
8833 BlitBitmap(drawto_field, window,
8834 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
8835 SetDrawtoField(DRAW_DIRECT);
8841 void MauerWaechst(int x, int y)
8845 if (!MovDelay[x][y]) /* next animation frame */
8846 MovDelay[x][y] = 3 * delay;
8848 if (MovDelay[x][y]) /* wait some time before next frame */
8852 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8854 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
8855 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
8857 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
8860 if (!MovDelay[x][y])
8862 if (MovDir[x][y] == MV_LEFT)
8864 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
8865 DrawLevelField(x - 1, y);
8867 else if (MovDir[x][y] == MV_RIGHT)
8869 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
8870 DrawLevelField(x + 1, y);
8872 else if (MovDir[x][y] == MV_UP)
8874 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
8875 DrawLevelField(x, y - 1);
8879 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
8880 DrawLevelField(x, y + 1);
8883 Feld[x][y] = Store[x][y];
8885 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8886 DrawLevelField(x, y);
8891 void MauerAbleger(int ax, int ay)
8893 int element = Feld[ax][ay];
8894 int graphic = el2img(element);
8895 boolean oben_frei = FALSE, unten_frei = FALSE;
8896 boolean links_frei = FALSE, rechts_frei = FALSE;
8897 boolean oben_massiv = FALSE, unten_massiv = FALSE;
8898 boolean links_massiv = FALSE, rechts_massiv = FALSE;
8899 boolean new_wall = FALSE;
8901 if (IS_ANIMATED(graphic))
8902 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8904 if (!MovDelay[ax][ay]) /* start building new wall */
8905 MovDelay[ax][ay] = 6;
8907 if (MovDelay[ax][ay]) /* wait some time before building new wall */
8910 if (MovDelay[ax][ay])
8914 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
8916 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
8918 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
8920 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
8923 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
8924 element == EL_EXPANDABLE_WALL_ANY)
8928 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
8929 Store[ax][ay-1] = element;
8930 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
8931 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
8932 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
8933 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
8938 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
8939 Store[ax][ay+1] = element;
8940 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
8941 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
8942 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
8943 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
8948 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
8949 element == EL_EXPANDABLE_WALL_ANY ||
8950 element == EL_EXPANDABLE_WALL ||
8951 element == EL_BD_EXPANDABLE_WALL)
8955 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
8956 Store[ax-1][ay] = element;
8957 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
8958 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
8959 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
8960 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
8966 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
8967 Store[ax+1][ay] = element;
8968 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
8969 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
8970 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
8971 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
8976 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
8977 DrawLevelField(ax, ay);
8979 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
8981 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
8982 unten_massiv = TRUE;
8983 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
8984 links_massiv = TRUE;
8985 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
8986 rechts_massiv = TRUE;
8988 if (((oben_massiv && unten_massiv) ||
8989 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
8990 element == EL_EXPANDABLE_WALL) &&
8991 ((links_massiv && rechts_massiv) ||
8992 element == EL_EXPANDABLE_WALL_VERTICAL))
8993 Feld[ax][ay] = EL_WALL;
8996 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
8999 void MauerAblegerStahl(int ax, int ay)
9001 int element = Feld[ax][ay];
9002 int graphic = el2img(element);
9003 boolean oben_frei = FALSE, unten_frei = FALSE;
9004 boolean links_frei = FALSE, rechts_frei = FALSE;
9005 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9006 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9007 boolean new_wall = FALSE;
9009 if (IS_ANIMATED(graphic))
9010 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9012 if (!MovDelay[ax][ay]) /* start building new wall */
9013 MovDelay[ax][ay] = 6;
9015 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9018 if (MovDelay[ax][ay])
9022 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9024 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9026 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9028 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9031 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9032 element == EL_EXPANDABLE_STEELWALL_ANY)
9036 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9037 Store[ax][ay-1] = element;
9038 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9039 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9040 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9041 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9046 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9047 Store[ax][ay+1] = element;
9048 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9049 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9050 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9051 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9056 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9057 element == EL_EXPANDABLE_STEELWALL_ANY)
9061 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9062 Store[ax-1][ay] = element;
9063 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9064 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9065 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9066 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9072 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9073 Store[ax+1][ay] = element;
9074 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9075 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9076 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9077 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9082 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9084 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9085 unten_massiv = TRUE;
9086 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9087 links_massiv = TRUE;
9088 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9089 rechts_massiv = TRUE;
9091 if (((oben_massiv && unten_massiv) ||
9092 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9093 ((links_massiv && rechts_massiv) ||
9094 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9095 Feld[ax][ay] = EL_WALL;
9098 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9101 void CheckForDragon(int x, int y)
9104 boolean dragon_found = FALSE;
9105 static int xy[4][2] =
9113 for (i = 0; i < NUM_DIRECTIONS; i++)
9115 for (j = 0; j < 4; j++)
9117 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9119 if (IN_LEV_FIELD(xx, yy) &&
9120 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9122 if (Feld[xx][yy] == EL_DRAGON)
9123 dragon_found = TRUE;
9132 for (i = 0; i < NUM_DIRECTIONS; i++)
9134 for (j = 0; j < 3; j++)
9136 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9138 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9140 Feld[xx][yy] = EL_EMPTY;
9141 DrawLevelField(xx, yy);
9150 static void InitBuggyBase(int x, int y)
9152 int element = Feld[x][y];
9153 int activating_delay = FRAMES_PER_SECOND / 4;
9156 (element == EL_SP_BUGGY_BASE ?
9157 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9158 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9160 element == EL_SP_BUGGY_BASE_ACTIVE ?
9161 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9164 static void WarnBuggyBase(int x, int y)
9167 static int xy[4][2] =
9175 for (i = 0; i < NUM_DIRECTIONS; i++)
9177 int xx = x + xy[i][0];
9178 int yy = y + xy[i][1];
9180 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9182 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9189 static void InitTrap(int x, int y)
9191 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9194 static void ActivateTrap(int x, int y)
9196 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9199 static void ChangeActiveTrap(int x, int y)
9201 int graphic = IMG_TRAP_ACTIVE;
9203 /* if new animation frame was drawn, correct crumbled sand border */
9204 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9205 DrawLevelFieldCrumbledSand(x, y);
9208 static int getSpecialActionElement(int element, int number, int base_element)
9210 return (element != EL_EMPTY ? element :
9211 number != -1 ? base_element + number - 1 :
9215 static int getModifiedActionNumber(int value_old, int operator, int operand,
9216 int value_min, int value_max)
9218 int value_new = (operator == CA_MODE_SET ? operand :
9219 operator == CA_MODE_ADD ? value_old + operand :
9220 operator == CA_MODE_SUBTRACT ? value_old - operand :
9221 operator == CA_MODE_MULTIPLY ? value_old * operand :
9222 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9223 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9226 return (value_new < value_min ? value_min :
9227 value_new > value_max ? value_max :
9231 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9233 struct ElementInfo *ei = &element_info[element];
9234 struct ElementChangeInfo *change = &ei->change_page[page];
9235 int target_element = change->target_element;
9236 int action_type = change->action_type;
9237 int action_mode = change->action_mode;
9238 int action_arg = change->action_arg;
9241 if (!change->has_action)
9244 /* ---------- determine action paramater values -------------------------- */
9246 int level_time_value =
9247 (level.time > 0 ? TimeLeft :
9250 int action_arg_element =
9251 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9252 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9253 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9256 int action_arg_direction =
9257 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9258 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9259 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9260 change->actual_trigger_side :
9261 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9262 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9265 int action_arg_number_min =
9266 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9269 int action_arg_number_max =
9270 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9271 action_type == CA_SET_LEVEL_GEMS ? 999 :
9272 action_type == CA_SET_LEVEL_TIME ? 9999 :
9273 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9274 action_type == CA_SET_CE_VALUE ? 9999 :
9275 action_type == CA_SET_CE_SCORE ? 9999 :
9278 int action_arg_number_reset =
9279 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9280 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9281 action_type == CA_SET_LEVEL_TIME ? level.time :
9282 action_type == CA_SET_LEVEL_SCORE ? 0 :
9283 #if USE_NEW_CUSTOM_VALUE
9284 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9286 action_type == CA_SET_CE_VALUE ? ei->custom_value_initial :
9288 action_type == CA_SET_CE_SCORE ? 0 :
9291 int action_arg_number =
9292 (action_arg <= CA_ARG_MAX ? action_arg :
9293 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9294 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9295 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9296 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9297 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9298 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9299 #if USE_NEW_CUSTOM_VALUE
9300 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9302 action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
9304 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9305 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9306 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9307 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9308 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9309 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9310 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9311 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9312 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9313 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9314 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9317 int action_arg_number_old =
9318 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9319 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9320 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9321 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9322 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9325 int action_arg_number_new =
9326 getModifiedActionNumber(action_arg_number_old,
9327 action_mode, action_arg_number,
9328 action_arg_number_min, action_arg_number_max);
9330 int trigger_player_bits =
9331 (change->actual_trigger_player >= EL_PLAYER_1 &&
9332 change->actual_trigger_player <= EL_PLAYER_4 ?
9333 (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
9336 int action_arg_player_bits =
9337 (action_arg >= CA_ARG_PLAYER_1 &&
9338 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9339 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9342 /* ---------- execute action -------------------------------------------- */
9344 switch (action_type)
9351 /* ---------- level actions ------------------------------------------- */
9353 case CA_RESTART_LEVEL:
9355 game.restart_level = TRUE;
9360 case CA_SHOW_ENVELOPE:
9362 int element = getSpecialActionElement(action_arg_element,
9363 action_arg_number, EL_ENVELOPE_1);
9365 if (IS_ENVELOPE(element))
9366 local_player->show_envelope = element;
9371 case CA_SET_LEVEL_TIME:
9373 if (level.time > 0) /* only modify limited time value */
9375 TimeLeft = action_arg_number_new;
9378 game_control_value[GAME_CONTROL_TIME] = TimeLeft;
9380 DisplayGameControlValues();
9382 DrawGameValue_Time(TimeLeft);
9385 if (!TimeLeft && setup.time_limit)
9386 for (i = 0; i < MAX_PLAYERS; i++)
9387 KillPlayer(&stored_player[i]);
9393 case CA_SET_LEVEL_SCORE:
9395 local_player->score = action_arg_number_new;
9398 game_control_value[GAME_CONTROL_SCORE] = local_player->score;
9400 DisplayGameControlValues();
9402 DrawGameValue_Score(local_player->score);
9408 case CA_SET_LEVEL_GEMS:
9410 local_player->gems_still_needed = action_arg_number_new;
9413 game_control_value[GAME_CONTROL_GEMS] = local_player->gems_still_needed;
9415 DisplayGameControlValues();
9417 DrawGameValue_Emeralds(local_player->gems_still_needed);
9423 #if !USE_PLAYER_GRAVITY
9424 case CA_SET_LEVEL_GRAVITY:
9426 game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9427 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9428 action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity :
9434 case CA_SET_LEVEL_WIND:
9436 game.wind_direction = action_arg_direction;
9441 /* ---------- player actions ------------------------------------------ */
9443 case CA_MOVE_PLAYER:
9445 /* automatically move to the next field in specified direction */
9446 for (i = 0; i < MAX_PLAYERS; i++)
9447 if (trigger_player_bits & (1 << i))
9448 stored_player[i].programmed_action = action_arg_direction;
9453 case CA_EXIT_PLAYER:
9455 for (i = 0; i < MAX_PLAYERS; i++)
9456 if (action_arg_player_bits & (1 << i))
9457 PlayerWins(&stored_player[i]);
9462 case CA_KILL_PLAYER:
9464 for (i = 0; i < MAX_PLAYERS; i++)
9465 if (action_arg_player_bits & (1 << i))
9466 KillPlayer(&stored_player[i]);
9471 case CA_SET_PLAYER_KEYS:
9473 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9474 int element = getSpecialActionElement(action_arg_element,
9475 action_arg_number, EL_KEY_1);
9477 if (IS_KEY(element))
9479 for (i = 0; i < MAX_PLAYERS; i++)
9481 if (trigger_player_bits & (1 << i))
9483 stored_player[i].key[KEY_NR(element)] = key_state;
9485 DrawGameDoorValues();
9493 case CA_SET_PLAYER_SPEED:
9495 for (i = 0; i < MAX_PLAYERS; i++)
9497 if (trigger_player_bits & (1 << i))
9499 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9501 if (action_arg == CA_ARG_SPEED_FASTER &&
9502 stored_player[i].cannot_move)
9504 action_arg_number = STEPSIZE_VERY_SLOW;
9506 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9507 action_arg == CA_ARG_SPEED_FASTER)
9509 action_arg_number = 2;
9510 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9513 else if (action_arg == CA_ARG_NUMBER_RESET)
9515 action_arg_number = level.initial_player_stepsize[i];
9519 getModifiedActionNumber(move_stepsize,
9522 action_arg_number_min,
9523 action_arg_number_max);
9525 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9532 case CA_SET_PLAYER_SHIELD:
9534 for (i = 0; i < MAX_PLAYERS; i++)
9536 if (trigger_player_bits & (1 << i))
9538 if (action_arg == CA_ARG_SHIELD_OFF)
9540 stored_player[i].shield_normal_time_left = 0;
9541 stored_player[i].shield_deadly_time_left = 0;
9543 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9545 stored_player[i].shield_normal_time_left = 999999;
9547 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9549 stored_player[i].shield_normal_time_left = 999999;
9550 stored_player[i].shield_deadly_time_left = 999999;
9558 #if USE_PLAYER_GRAVITY
9559 case CA_SET_PLAYER_GRAVITY:
9561 for (i = 0; i < MAX_PLAYERS; i++)
9563 if (trigger_player_bits & (1 << i))
9565 stored_player[i].gravity =
9566 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9567 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9568 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9569 stored_player[i].gravity);
9577 case CA_SET_PLAYER_ARTWORK:
9579 for (i = 0; i < MAX_PLAYERS; i++)
9581 if (trigger_player_bits & (1 << i))
9583 int artwork_element = action_arg_element;
9585 if (action_arg == CA_ARG_ELEMENT_RESET)
9587 (level.use_artwork_element[i] ? level.artwork_element[i] :
9588 stored_player[i].element_nr);
9590 #if USE_GFX_RESET_PLAYER_ARTWORK
9591 if (stored_player[i].artwork_element != artwork_element)
9592 stored_player[i].Frame = 0;
9595 stored_player[i].artwork_element = artwork_element;
9597 SetPlayerWaiting(&stored_player[i], FALSE);
9599 /* set number of special actions for bored and sleeping animation */
9600 stored_player[i].num_special_action_bored =
9601 get_num_special_action(artwork_element,
9602 ACTION_BORING_1, ACTION_BORING_LAST);
9603 stored_player[i].num_special_action_sleeping =
9604 get_num_special_action(artwork_element,
9605 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9612 /* ---------- CE actions ---------------------------------------------- */
9614 case CA_SET_CE_VALUE:
9616 #if USE_NEW_CUSTOM_VALUE
9617 int last_ce_value = CustomValue[x][y];
9619 CustomValue[x][y] = action_arg_number_new;
9621 if (CustomValue[x][y] != last_ce_value)
9623 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
9624 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
9626 if (CustomValue[x][y] == 0)
9628 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
9629 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
9637 case CA_SET_CE_SCORE:
9639 #if USE_NEW_CUSTOM_VALUE
9640 int last_ce_score = ei->collect_score;
9642 ei->collect_score = action_arg_number_new;
9644 if (ei->collect_score != last_ce_score)
9646 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
9647 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
9649 if (ei->collect_score == 0)
9653 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
9654 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
9657 This is a very special case that seems to be a mixture between
9658 CheckElementChange() and CheckTriggeredElementChange(): while
9659 the first one only affects single elements that are triggered
9660 directly, the second one affects multiple elements in the playfield
9661 that are triggered indirectly by another element. This is a third
9662 case: Changing the CE score always affects multiple identical CEs,
9663 so every affected CE must be checked, not only the single CE for
9664 which the CE score was changed in the first place (as every instance
9665 of that CE shares the same CE score, and therefore also can change)!
9667 SCAN_PLAYFIELD(xx, yy)
9669 if (Feld[xx][yy] == element)
9670 CheckElementChange(xx, yy, element, EL_UNDEFINED,
9671 CE_SCORE_GETS_ZERO);
9680 /* ---------- engine actions ------------------------------------------ */
9682 case CA_SET_ENGINE_SCAN_MODE:
9684 InitPlayfieldScanMode(action_arg);
9694 static void CreateFieldExt(int x, int y, int element, boolean is_change)
9696 int old_element = Feld[x][y];
9697 int new_element = GetElementFromGroupElement(element);
9698 int previous_move_direction = MovDir[x][y];
9699 #if USE_NEW_CUSTOM_VALUE
9700 int last_ce_value = CustomValue[x][y];
9702 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
9703 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
9704 boolean add_player_onto_element = (new_element_is_player &&
9705 #if USE_CODE_THAT_BREAKS_SNAKE_BITE
9706 /* this breaks SnakeBite when a snake is
9707 halfway through a door that closes */
9708 /* NOW FIXED AT LEVEL INIT IN files.c */
9709 new_element != EL_SOKOBAN_FIELD_PLAYER &&
9711 IS_WALKABLE(old_element));
9714 /* check if element under the player changes from accessible to unaccessible
9715 (needed for special case of dropping element which then changes) */
9716 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
9717 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
9725 if (!add_player_onto_element)
9727 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
9728 RemoveMovingField(x, y);
9732 Feld[x][y] = new_element;
9734 #if !USE_GFX_RESET_GFX_ANIMATION
9735 ResetGfxAnimation(x, y);
9736 ResetRandomAnimationValue(x, y);
9739 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
9740 MovDir[x][y] = previous_move_direction;
9742 #if USE_NEW_CUSTOM_VALUE
9743 if (element_info[new_element].use_last_ce_value)
9744 CustomValue[x][y] = last_ce_value;
9747 InitField_WithBug1(x, y, FALSE);
9749 new_element = Feld[x][y]; /* element may have changed */
9751 #if USE_GFX_RESET_GFX_ANIMATION
9752 ResetGfxAnimation(x, y);
9753 ResetRandomAnimationValue(x, y);
9756 DrawLevelField(x, y);
9758 if (GFX_CRUMBLED(new_element))
9759 DrawLevelFieldCrumbledSandNeighbours(x, y);
9763 /* check if element under the player changes from accessible to unaccessible
9764 (needed for special case of dropping element which then changes) */
9765 /* (must be checked after creating new element for walkable group elements) */
9766 #if USE_FIX_KILLED_BY_NON_WALKABLE
9767 if (IS_PLAYER(x, y) && !player_explosion_protected &&
9768 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
9775 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
9776 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
9785 /* "ChangeCount" not set yet to allow "entered by player" change one time */
9786 if (new_element_is_player)
9787 RelocatePlayer(x, y, new_element);
9790 ChangeCount[x][y]++; /* count number of changes in the same frame */
9792 TestIfBadThingTouchesPlayer(x, y);
9793 TestIfPlayerTouchesCustomElement(x, y);
9794 TestIfElementTouchesCustomElement(x, y);
9797 static void CreateField(int x, int y, int element)
9799 CreateFieldExt(x, y, element, FALSE);
9802 static void CreateElementFromChange(int x, int y, int element)
9804 element = GET_VALID_RUNTIME_ELEMENT(element);
9806 #if USE_STOP_CHANGED_ELEMENTS
9807 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
9809 int old_element = Feld[x][y];
9811 /* prevent changed element from moving in same engine frame
9812 unless both old and new element can either fall or move */
9813 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
9814 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
9819 CreateFieldExt(x, y, element, TRUE);
9822 static boolean ChangeElement(int x, int y, int element, int page)
9824 struct ElementInfo *ei = &element_info[element];
9825 struct ElementChangeInfo *change = &ei->change_page[page];
9826 int ce_value = CustomValue[x][y];
9827 int ce_score = ei->collect_score;
9829 int old_element = Feld[x][y];
9831 /* always use default change event to prevent running into a loop */
9832 if (ChangeEvent[x][y] == -1)
9833 ChangeEvent[x][y] = CE_DELAY;
9835 if (ChangeEvent[x][y] == CE_DELAY)
9837 /* reset actual trigger element, trigger player and action element */
9838 change->actual_trigger_element = EL_EMPTY;
9839 change->actual_trigger_player = EL_PLAYER_1;
9840 change->actual_trigger_side = CH_SIDE_NONE;
9841 change->actual_trigger_ce_value = 0;
9842 change->actual_trigger_ce_score = 0;
9845 /* do not change elements more than a specified maximum number of changes */
9846 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
9849 ChangeCount[x][y]++; /* count number of changes in the same frame */
9851 if (change->explode)
9858 if (change->use_target_content)
9860 boolean complete_replace = TRUE;
9861 boolean can_replace[3][3];
9864 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
9867 boolean is_walkable;
9868 boolean is_diggable;
9869 boolean is_collectible;
9870 boolean is_removable;
9871 boolean is_destructible;
9872 int ex = x + xx - 1;
9873 int ey = y + yy - 1;
9874 int content_element = change->target_content.e[xx][yy];
9877 can_replace[xx][yy] = TRUE;
9879 if (ex == x && ey == y) /* do not check changing element itself */
9882 if (content_element == EL_EMPTY_SPACE)
9884 can_replace[xx][yy] = FALSE; /* do not replace border with space */
9889 if (!IN_LEV_FIELD(ex, ey))
9891 can_replace[xx][yy] = FALSE;
9892 complete_replace = FALSE;
9899 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
9900 e = MovingOrBlocked2Element(ex, ey);
9902 is_empty = (IS_FREE(ex, ey) ||
9903 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
9905 is_walkable = (is_empty || IS_WALKABLE(e));
9906 is_diggable = (is_empty || IS_DIGGABLE(e));
9907 is_collectible = (is_empty || IS_COLLECTIBLE(e));
9908 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
9909 is_removable = (is_diggable || is_collectible);
9911 can_replace[xx][yy] =
9912 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
9913 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
9914 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
9915 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
9916 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
9917 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
9918 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
9920 if (!can_replace[xx][yy])
9921 complete_replace = FALSE;
9924 if (!change->only_if_complete || complete_replace)
9926 boolean something_has_changed = FALSE;
9928 if (change->only_if_complete && change->use_random_replace &&
9929 RND(100) < change->random_percentage)
9932 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
9934 int ex = x + xx - 1;
9935 int ey = y + yy - 1;
9936 int content_element;
9938 if (can_replace[xx][yy] && (!change->use_random_replace ||
9939 RND(100) < change->random_percentage))
9941 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
9942 RemoveMovingField(ex, ey);
9944 ChangeEvent[ex][ey] = ChangeEvent[x][y];
9946 content_element = change->target_content.e[xx][yy];
9947 target_element = GET_TARGET_ELEMENT(element, content_element, change,
9948 ce_value, ce_score);
9950 CreateElementFromChange(ex, ey, target_element);
9952 something_has_changed = TRUE;
9954 /* for symmetry reasons, freeze newly created border elements */
9955 if (ex != x || ey != y)
9956 Stop[ex][ey] = TRUE; /* no more moving in this frame */
9960 if (something_has_changed)
9962 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
9963 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
9969 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
9970 ce_value, ce_score);
9972 if (element == EL_DIAGONAL_GROWING ||
9973 element == EL_DIAGONAL_SHRINKING)
9975 target_element = Store[x][y];
9977 Store[x][y] = EL_EMPTY;
9980 CreateElementFromChange(x, y, target_element);
9982 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
9983 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
9986 /* this uses direct change before indirect change */
9987 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
9992 #if USE_NEW_DELAYED_ACTION
9994 static void HandleElementChange(int x, int y, int page)
9996 int element = MovingOrBlocked2Element(x, y);
9997 struct ElementInfo *ei = &element_info[element];
9998 struct ElementChangeInfo *change = &ei->change_page[page];
10001 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10002 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10005 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10006 x, y, element, element_info[element].token_name);
10007 printf("HandleElementChange(): This should never happen!\n");
10012 /* this can happen with classic bombs on walkable, changing elements */
10013 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10016 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
10017 ChangeDelay[x][y] = 0;
10023 if (ChangeDelay[x][y] == 0) /* initialize element change */
10025 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10027 if (change->can_change)
10030 /* !!! not clear why graphic animation should be reset at all here !!! */
10031 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10032 #if USE_GFX_RESET_WHEN_NOT_MOVING
10033 /* when a custom element is about to change (for example by change delay),
10034 do not reset graphic animation when the custom element is moving */
10035 if (!IS_MOVING(x, y))
10038 ResetGfxAnimation(x, y);
10039 ResetRandomAnimationValue(x, y);
10043 if (change->pre_change_function)
10044 change->pre_change_function(x, y);
10048 ChangeDelay[x][y]--;
10050 if (ChangeDelay[x][y] != 0) /* continue element change */
10052 if (change->can_change)
10054 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10056 if (IS_ANIMATED(graphic))
10057 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10059 if (change->change_function)
10060 change->change_function(x, y);
10063 else /* finish element change */
10065 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10067 page = ChangePage[x][y];
10068 ChangePage[x][y] = -1;
10070 change = &ei->change_page[page];
10073 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10075 ChangeDelay[x][y] = 1; /* try change after next move step */
10076 ChangePage[x][y] = page; /* remember page to use for change */
10081 if (change->can_change)
10083 if (ChangeElement(x, y, element, page))
10085 if (change->post_change_function)
10086 change->post_change_function(x, y);
10090 if (change->has_action)
10091 ExecuteCustomElementAction(x, y, element, page);
10097 static void HandleElementChange(int x, int y, int page)
10099 int element = MovingOrBlocked2Element(x, y);
10100 struct ElementInfo *ei = &element_info[element];
10101 struct ElementChangeInfo *change = &ei->change_page[page];
10104 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
10107 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10108 x, y, element, element_info[element].token_name);
10109 printf("HandleElementChange(): This should never happen!\n");
10114 /* this can happen with classic bombs on walkable, changing elements */
10115 if (!CAN_CHANGE(element))
10118 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
10119 ChangeDelay[x][y] = 0;
10125 if (ChangeDelay[x][y] == 0) /* initialize element change */
10127 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10129 ResetGfxAnimation(x, y);
10130 ResetRandomAnimationValue(x, y);
10132 if (change->pre_change_function)
10133 change->pre_change_function(x, y);
10136 ChangeDelay[x][y]--;
10138 if (ChangeDelay[x][y] != 0) /* continue element change */
10140 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10142 if (IS_ANIMATED(graphic))
10143 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10145 if (change->change_function)
10146 change->change_function(x, y);
10148 else /* finish element change */
10150 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10152 page = ChangePage[x][y];
10153 ChangePage[x][y] = -1;
10155 change = &ei->change_page[page];
10158 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10160 ChangeDelay[x][y] = 1; /* try change after next move step */
10161 ChangePage[x][y] = page; /* remember page to use for change */
10166 if (ChangeElement(x, y, element, page))
10168 if (change->post_change_function)
10169 change->post_change_function(x, y);
10176 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10177 int trigger_element,
10179 int trigger_player,
10183 boolean change_done_any = FALSE;
10184 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10187 if (!(trigger_events[trigger_element][trigger_event]))
10191 printf("::: CheckTriggeredElementChangeExt %d ... [%d, %d, %d, '%s']\n",
10192 trigger_event, recursion_loop_depth, recursion_loop_detected,
10193 recursion_loop_element, EL_NAME(recursion_loop_element));
10196 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10198 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10200 int element = EL_CUSTOM_START + i;
10201 boolean change_done = FALSE;
10204 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10205 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10208 for (p = 0; p < element_info[element].num_change_pages; p++)
10210 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10212 if (change->can_change_or_has_action &&
10213 change->has_event[trigger_event] &&
10214 change->trigger_side & trigger_side &&
10215 change->trigger_player & trigger_player &&
10216 change->trigger_page & trigger_page_bits &&
10217 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10219 change->actual_trigger_element = trigger_element;
10220 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
10221 change->actual_trigger_side = trigger_side;
10222 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10223 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10225 if ((change->can_change && !change_done) || change->has_action)
10229 SCAN_PLAYFIELD(x, y)
10231 if (Feld[x][y] == element)
10233 if (change->can_change && !change_done)
10235 ChangeDelay[x][y] = 1;
10236 ChangeEvent[x][y] = trigger_event;
10238 HandleElementChange(x, y, p);
10240 #if USE_NEW_DELAYED_ACTION
10241 else if (change->has_action)
10243 ExecuteCustomElementAction(x, y, element, p);
10244 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10247 if (change->has_action)
10249 ExecuteCustomElementAction(x, y, element, p);
10250 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10256 if (change->can_change)
10258 change_done = TRUE;
10259 change_done_any = TRUE;
10266 RECURSION_LOOP_DETECTION_END();
10268 return change_done_any;
10271 static boolean CheckElementChangeExt(int x, int y,
10273 int trigger_element,
10275 int trigger_player,
10278 boolean change_done = FALSE;
10281 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10282 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10285 if (Feld[x][y] == EL_BLOCKED)
10287 Blocked2Moving(x, y, &x, &y);
10288 element = Feld[x][y];
10292 /* check if element has already changed */
10293 if (Feld[x][y] != element)
10296 /* check if element has already changed or is about to change after moving */
10297 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10298 Feld[x][y] != element) ||
10300 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10301 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10302 ChangePage[x][y] != -1)))
10307 printf("::: CheckElementChangeExt %d ... [%d, %d, %d, '%s']\n",
10308 trigger_event, recursion_loop_depth, recursion_loop_detected,
10309 recursion_loop_element, EL_NAME(recursion_loop_element));
10312 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10314 for (p = 0; p < element_info[element].num_change_pages; p++)
10316 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10318 /* check trigger element for all events where the element that is checked
10319 for changing interacts with a directly adjacent element -- this is
10320 different to element changes that affect other elements to change on the
10321 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10322 boolean check_trigger_element =
10323 (trigger_event == CE_TOUCHING_X ||
10324 trigger_event == CE_HITTING_X ||
10325 trigger_event == CE_HIT_BY_X ||
10327 /* this one was forgotten until 3.2.3 */
10328 trigger_event == CE_DIGGING_X);
10331 if (change->can_change_or_has_action &&
10332 change->has_event[trigger_event] &&
10333 change->trigger_side & trigger_side &&
10334 change->trigger_player & trigger_player &&
10335 (!check_trigger_element ||
10336 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10338 change->actual_trigger_element = trigger_element;
10339 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
10340 change->actual_trigger_side = trigger_side;
10341 change->actual_trigger_ce_value = CustomValue[x][y];
10342 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10344 /* special case: trigger element not at (x,y) position for some events */
10345 if (check_trigger_element)
10357 { 0, 0 }, { 0, 0 }, { 0, 0 },
10361 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10362 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10364 change->actual_trigger_ce_value = CustomValue[xx][yy];
10365 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10368 if (change->can_change && !change_done)
10370 ChangeDelay[x][y] = 1;
10371 ChangeEvent[x][y] = trigger_event;
10373 HandleElementChange(x, y, p);
10375 change_done = TRUE;
10377 #if USE_NEW_DELAYED_ACTION
10378 else if (change->has_action)
10380 ExecuteCustomElementAction(x, y, element, p);
10381 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10384 if (change->has_action)
10386 ExecuteCustomElementAction(x, y, element, p);
10387 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10393 RECURSION_LOOP_DETECTION_END();
10395 return change_done;
10398 static void PlayPlayerSound(struct PlayerInfo *player)
10400 int jx = player->jx, jy = player->jy;
10401 int sound_element = player->artwork_element;
10402 int last_action = player->last_action_waiting;
10403 int action = player->action_waiting;
10405 if (player->is_waiting)
10407 if (action != last_action)
10408 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10410 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10414 if (action != last_action)
10415 StopSound(element_info[sound_element].sound[last_action]);
10417 if (last_action == ACTION_SLEEPING)
10418 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10422 static void PlayAllPlayersSound()
10426 for (i = 0; i < MAX_PLAYERS; i++)
10427 if (stored_player[i].active)
10428 PlayPlayerSound(&stored_player[i]);
10431 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10433 boolean last_waiting = player->is_waiting;
10434 int move_dir = player->MovDir;
10436 player->dir_waiting = move_dir;
10437 player->last_action_waiting = player->action_waiting;
10441 if (!last_waiting) /* not waiting -> waiting */
10443 player->is_waiting = TRUE;
10445 player->frame_counter_bored =
10447 game.player_boring_delay_fixed +
10448 GetSimpleRandom(game.player_boring_delay_random);
10449 player->frame_counter_sleeping =
10451 game.player_sleeping_delay_fixed +
10452 GetSimpleRandom(game.player_sleeping_delay_random);
10454 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10457 if (game.player_sleeping_delay_fixed +
10458 game.player_sleeping_delay_random > 0 &&
10459 player->anim_delay_counter == 0 &&
10460 player->post_delay_counter == 0 &&
10461 FrameCounter >= player->frame_counter_sleeping)
10462 player->is_sleeping = TRUE;
10463 else if (game.player_boring_delay_fixed +
10464 game.player_boring_delay_random > 0 &&
10465 FrameCounter >= player->frame_counter_bored)
10466 player->is_bored = TRUE;
10468 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10469 player->is_bored ? ACTION_BORING :
10472 if (player->is_sleeping && player->use_murphy)
10474 /* special case for sleeping Murphy when leaning against non-free tile */
10476 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10477 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10478 !IS_MOVING(player->jx - 1, player->jy)))
10479 move_dir = MV_LEFT;
10480 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10481 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10482 !IS_MOVING(player->jx + 1, player->jy)))
10483 move_dir = MV_RIGHT;
10485 player->is_sleeping = FALSE;
10487 player->dir_waiting = move_dir;
10490 if (player->is_sleeping)
10492 if (player->num_special_action_sleeping > 0)
10494 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10496 int last_special_action = player->special_action_sleeping;
10497 int num_special_action = player->num_special_action_sleeping;
10498 int special_action =
10499 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10500 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10501 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10502 last_special_action + 1 : ACTION_SLEEPING);
10503 int special_graphic =
10504 el_act_dir2img(player->artwork_element, special_action, move_dir);
10506 player->anim_delay_counter =
10507 graphic_info[special_graphic].anim_delay_fixed +
10508 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10509 player->post_delay_counter =
10510 graphic_info[special_graphic].post_delay_fixed +
10511 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10513 player->special_action_sleeping = special_action;
10516 if (player->anim_delay_counter > 0)
10518 player->action_waiting = player->special_action_sleeping;
10519 player->anim_delay_counter--;
10521 else if (player->post_delay_counter > 0)
10523 player->post_delay_counter--;
10527 else if (player->is_bored)
10529 if (player->num_special_action_bored > 0)
10531 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10533 int special_action =
10534 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10535 int special_graphic =
10536 el_act_dir2img(player->artwork_element, special_action, move_dir);
10538 player->anim_delay_counter =
10539 graphic_info[special_graphic].anim_delay_fixed +
10540 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10541 player->post_delay_counter =
10542 graphic_info[special_graphic].post_delay_fixed +
10543 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10545 player->special_action_bored = special_action;
10548 if (player->anim_delay_counter > 0)
10550 player->action_waiting = player->special_action_bored;
10551 player->anim_delay_counter--;
10553 else if (player->post_delay_counter > 0)
10555 player->post_delay_counter--;
10560 else if (last_waiting) /* waiting -> not waiting */
10562 player->is_waiting = FALSE;
10563 player->is_bored = FALSE;
10564 player->is_sleeping = FALSE;
10566 player->frame_counter_bored = -1;
10567 player->frame_counter_sleeping = -1;
10569 player->anim_delay_counter = 0;
10570 player->post_delay_counter = 0;
10572 player->dir_waiting = player->MovDir;
10573 player->action_waiting = ACTION_DEFAULT;
10575 player->special_action_bored = ACTION_DEFAULT;
10576 player->special_action_sleeping = ACTION_DEFAULT;
10580 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10582 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
10583 int left = player_action & JOY_LEFT;
10584 int right = player_action & JOY_RIGHT;
10585 int up = player_action & JOY_UP;
10586 int down = player_action & JOY_DOWN;
10587 int button1 = player_action & JOY_BUTTON_1;
10588 int button2 = player_action & JOY_BUTTON_2;
10589 int dx = (left ? -1 : right ? 1 : 0);
10590 int dy = (up ? -1 : down ? 1 : 0);
10592 if (!player->active || tape.pausing)
10598 snapped = SnapField(player, dx, dy);
10602 dropped = DropElement(player);
10604 moved = MovePlayer(player, dx, dy);
10607 if (tape.single_step && tape.recording && !tape.pausing)
10609 if (button1 || (dropped && !moved))
10611 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10612 SnapField(player, 0, 0); /* stop snapping */
10616 SetPlayerWaiting(player, FALSE);
10618 return player_action;
10622 /* no actions for this player (no input at player's configured device) */
10624 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10625 SnapField(player, 0, 0);
10626 CheckGravityMovementWhenNotMoving(player);
10628 if (player->MovPos == 0)
10629 SetPlayerWaiting(player, TRUE);
10631 if (player->MovPos == 0) /* needed for tape.playing */
10632 player->is_moving = FALSE;
10634 player->is_dropping = FALSE;
10635 player->is_dropping_pressed = FALSE;
10636 player->drop_pressed_delay = 0;
10642 static void CheckLevelTime()
10646 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10648 if (level.native_em_level->lev->home == 0) /* all players at home */
10650 PlayerWins(local_player);
10652 AllPlayersGone = TRUE;
10654 level.native_em_level->lev->home = -1;
10657 if (level.native_em_level->ply[0]->alive == 0 &&
10658 level.native_em_level->ply[1]->alive == 0 &&
10659 level.native_em_level->ply[2]->alive == 0 &&
10660 level.native_em_level->ply[3]->alive == 0) /* all dead */
10661 AllPlayersGone = TRUE;
10664 if (TimeFrames >= FRAMES_PER_SECOND)
10669 for (i = 0; i < MAX_PLAYERS; i++)
10671 struct PlayerInfo *player = &stored_player[i];
10673 if (SHIELD_ON(player))
10675 player->shield_normal_time_left--;
10677 if (player->shield_deadly_time_left > 0)
10678 player->shield_deadly_time_left--;
10682 if (!local_player->LevelSolved && !level.use_step_counter)
10690 if (TimeLeft <= 10 && setup.time_limit)
10691 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
10694 game_control_value[GAME_CONTROL_TIME] = TimeLeft;
10696 DisplayGameControlValues();
10698 DrawGameValue_Time(TimeLeft);
10701 if (!TimeLeft && setup.time_limit)
10703 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10704 level.native_em_level->lev->killed_out_of_time = TRUE;
10706 for (i = 0; i < MAX_PLAYERS; i++)
10707 KillPlayer(&stored_player[i]);
10711 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
10713 game_control_value[GAME_CONTROL_TIME] = TimePlayed;
10715 DisplayGameControlValues();
10718 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
10719 DrawGameValue_Time(TimePlayed);
10722 level.native_em_level->lev->time =
10723 (level.time == 0 ? TimePlayed : TimeLeft);
10726 if (tape.recording || tape.playing)
10727 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
10730 DrawGameDoorValues();
10733 void AdvanceFrameAndPlayerCounters(int player_nr)
10737 /* advance frame counters (global frame counter and time frame counter) */
10741 /* advance player counters (counters for move delay, move animation etc.) */
10742 for (i = 0; i < MAX_PLAYERS; i++)
10744 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
10745 int move_delay_value = stored_player[i].move_delay_value;
10746 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
10748 if (!advance_player_counters) /* not all players may be affected */
10751 #if USE_NEW_PLAYER_ANIM
10752 if (move_frames == 0) /* less than one move per game frame */
10754 int stepsize = TILEX / move_delay_value;
10755 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
10756 int count = (stored_player[i].is_moving ?
10757 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
10759 if (count % delay == 0)
10764 stored_player[i].Frame += move_frames;
10766 if (stored_player[i].MovPos != 0)
10767 stored_player[i].StepFrame += move_frames;
10769 if (stored_player[i].move_delay > 0)
10770 stored_player[i].move_delay--;
10772 /* due to bugs in previous versions, counter must count up, not down */
10773 if (stored_player[i].push_delay != -1)
10774 stored_player[i].push_delay++;
10776 if (stored_player[i].drop_delay > 0)
10777 stored_player[i].drop_delay--;
10779 if (stored_player[i].is_dropping_pressed)
10780 stored_player[i].drop_pressed_delay++;
10784 void StartGameActions(boolean init_network_game, boolean record_tape,
10787 unsigned long new_random_seed = InitRND(random_seed);
10790 TapeStartRecording(new_random_seed);
10792 #if defined(NETWORK_AVALIABLE)
10793 if (init_network_game)
10795 SendToServer_StartPlaying();
10806 static unsigned long game_frame_delay = 0;
10807 unsigned long game_frame_delay_value;
10808 byte *recorded_player_action;
10809 byte summarized_player_action = 0;
10810 byte tape_action[MAX_PLAYERS];
10813 /* detect endless loops, caused by custom element programming */
10814 if (recursion_loop_detected && recursion_loop_depth == 0)
10816 char *message = getStringCat3("Internal Error ! Element ",
10817 EL_NAME(recursion_loop_element),
10818 " caused endless loop ! Quit the game ?");
10820 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
10821 EL_NAME(recursion_loop_element));
10823 RequestQuitGameExt(FALSE, level_editor_test_game, message);
10825 recursion_loop_detected = FALSE; /* if game should be continued */
10832 if (game.restart_level)
10833 StartGameActions(options.network, setup.autorecord, NEW_RANDOMIZE);
10835 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10837 if (level.native_em_level->lev->home == 0) /* all players at home */
10839 PlayerWins(local_player);
10841 AllPlayersGone = TRUE;
10843 level.native_em_level->lev->home = -1;
10846 if (level.native_em_level->ply[0]->alive == 0 &&
10847 level.native_em_level->ply[1]->alive == 0 &&
10848 level.native_em_level->ply[2]->alive == 0 &&
10849 level.native_em_level->ply[3]->alive == 0) /* all dead */
10850 AllPlayersGone = TRUE;
10853 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
10856 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
10859 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
10862 game_frame_delay_value =
10863 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
10865 if (tape.playing && tape.warp_forward && !tape.pausing)
10866 game_frame_delay_value = 0;
10868 /* ---------- main game synchronization point ---------- */
10870 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
10872 if (network_playing && !network_player_action_received)
10874 /* try to get network player actions in time */
10876 #if defined(NETWORK_AVALIABLE)
10877 /* last chance to get network player actions without main loop delay */
10878 HandleNetworking();
10881 /* game was quit by network peer */
10882 if (game_status != GAME_MODE_PLAYING)
10885 if (!network_player_action_received)
10886 return; /* failed to get network player actions in time */
10888 /* do not yet reset "network_player_action_received" (for tape.pausing) */
10894 /* at this point we know that we really continue executing the game */
10896 network_player_action_received = FALSE;
10898 /* when playing tape, read previously recorded player input from tape data */
10899 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
10902 /* TapePlayAction() may return NULL when toggling to "pause before death" */
10907 if (tape.set_centered_player)
10909 game.centered_player_nr_next = tape.centered_player_nr_next;
10910 game.set_centered_player = TRUE;
10913 for (i = 0; i < MAX_PLAYERS; i++)
10915 summarized_player_action |= stored_player[i].action;
10917 if (!network_playing)
10918 stored_player[i].effective_action = stored_player[i].action;
10921 #if defined(NETWORK_AVALIABLE)
10922 if (network_playing)
10923 SendToServer_MovePlayer(summarized_player_action);
10926 if (!options.network && !setup.team_mode)
10927 local_player->effective_action = summarized_player_action;
10929 if (setup.team_mode && setup.input_on_focus && game.centered_player_nr != -1)
10931 for (i = 0; i < MAX_PLAYERS; i++)
10932 stored_player[i].effective_action =
10933 (i == game.centered_player_nr ? summarized_player_action : 0);
10936 if (recorded_player_action != NULL)
10937 for (i = 0; i < MAX_PLAYERS; i++)
10938 stored_player[i].effective_action = recorded_player_action[i];
10940 for (i = 0; i < MAX_PLAYERS; i++)
10942 tape_action[i] = stored_player[i].effective_action;
10944 /* (this can only happen in the R'n'D game engine) */
10945 if (tape.recording && tape_action[i] && !tape.player_participates[i])
10946 tape.player_participates[i] = TRUE; /* player just appeared from CE */
10949 /* only record actions from input devices, but not programmed actions */
10950 if (tape.recording)
10951 TapeRecordAction(tape_action);
10953 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
10955 GameActions_EM_Main();
10963 void GameActions_EM_Main()
10965 byte effective_action[MAX_PLAYERS];
10966 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
10969 for (i = 0; i < MAX_PLAYERS; i++)
10970 effective_action[i] = stored_player[i].effective_action;
10972 GameActions_EM(effective_action, warp_mode);
10976 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
10979 void GameActions_RND()
10981 int magic_wall_x = 0, magic_wall_y = 0;
10982 int i, x, y, element, graphic;
10984 InitPlayfieldScanModeVars();
10986 #if USE_ONE_MORE_CHANGE_PER_FRAME
10987 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10989 SCAN_PLAYFIELD(x, y)
10991 ChangeCount[x][y] = 0;
10992 ChangeEvent[x][y] = -1;
10997 if (game.set_centered_player)
10999 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11001 /* switching to "all players" only possible if all players fit to screen */
11002 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11004 game.centered_player_nr_next = game.centered_player_nr;
11005 game.set_centered_player = FALSE;
11008 /* do not switch focus to non-existing (or non-active) player */
11009 if (game.centered_player_nr_next >= 0 &&
11010 !stored_player[game.centered_player_nr_next].active)
11012 game.centered_player_nr_next = game.centered_player_nr;
11013 game.set_centered_player = FALSE;
11017 if (game.set_centered_player &&
11018 ScreenMovPos == 0) /* screen currently aligned at tile position */
11022 if (game.centered_player_nr_next == -1)
11024 setScreenCenteredToAllPlayers(&sx, &sy);
11028 sx = stored_player[game.centered_player_nr_next].jx;
11029 sy = stored_player[game.centered_player_nr_next].jy;
11032 game.centered_player_nr = game.centered_player_nr_next;
11033 game.set_centered_player = FALSE;
11035 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11036 DrawGameDoorValues();
11039 for (i = 0; i < MAX_PLAYERS; i++)
11041 int actual_player_action = stored_player[i].effective_action;
11044 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11045 - rnd_equinox_tetrachloride 048
11046 - rnd_equinox_tetrachloride_ii 096
11047 - rnd_emanuel_schmieg 002
11048 - doctor_sloan_ww 001, 020
11050 if (stored_player[i].MovPos == 0)
11051 CheckGravityMovement(&stored_player[i]);
11054 /* overwrite programmed action with tape action */
11055 if (stored_player[i].programmed_action)
11056 actual_player_action = stored_player[i].programmed_action;
11058 PlayerActions(&stored_player[i], actual_player_action);
11060 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11063 ScrollScreen(NULL, SCROLL_GO_ON);
11065 /* for backwards compatibility, the following code emulates a fixed bug that
11066 occured when pushing elements (causing elements that just made their last
11067 pushing step to already (if possible) make their first falling step in the
11068 same game frame, which is bad); this code is also needed to use the famous
11069 "spring push bug" which is used in older levels and might be wanted to be
11070 used also in newer levels, but in this case the buggy pushing code is only
11071 affecting the "spring" element and no other elements */
11073 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11075 for (i = 0; i < MAX_PLAYERS; i++)
11077 struct PlayerInfo *player = &stored_player[i];
11078 int x = player->jx;
11079 int y = player->jy;
11081 if (player->active && player->is_pushing && player->is_moving &&
11083 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11084 Feld[x][y] == EL_SPRING))
11086 ContinueMoving(x, y);
11088 /* continue moving after pushing (this is actually a bug) */
11089 if (!IS_MOVING(x, y))
11090 Stop[x][y] = FALSE;
11096 debug_print_timestamp(0, "start main loop profiling");
11099 SCAN_PLAYFIELD(x, y)
11101 ChangeCount[x][y] = 0;
11102 ChangeEvent[x][y] = -1;
11104 /* this must be handled before main playfield loop */
11105 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11108 if (MovDelay[x][y] <= 0)
11112 #if USE_NEW_SNAP_DELAY
11113 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11116 if (MovDelay[x][y] <= 0)
11119 DrawLevelField(x, y);
11121 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11127 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11129 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11130 printf("GameActions(): This should never happen!\n");
11132 ChangePage[x][y] = -1;
11136 Stop[x][y] = FALSE;
11137 if (WasJustMoving[x][y] > 0)
11138 WasJustMoving[x][y]--;
11139 if (WasJustFalling[x][y] > 0)
11140 WasJustFalling[x][y]--;
11141 if (CheckCollision[x][y] > 0)
11142 CheckCollision[x][y]--;
11143 if (CheckImpact[x][y] > 0)
11144 CheckImpact[x][y]--;
11148 /* reset finished pushing action (not done in ContinueMoving() to allow
11149 continuous pushing animation for elements with zero push delay) */
11150 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11152 ResetGfxAnimation(x, y);
11153 DrawLevelField(x, y);
11157 if (IS_BLOCKED(x, y))
11161 Blocked2Moving(x, y, &oldx, &oldy);
11162 if (!IS_MOVING(oldx, oldy))
11164 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11165 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11166 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11167 printf("GameActions(): This should never happen!\n");
11174 debug_print_timestamp(0, "- time for pre-main loop:");
11177 #if 0 // -------------------- !!! TEST ONLY !!! --------------------
11178 SCAN_PLAYFIELD(x, y)
11180 element = Feld[x][y];
11181 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11186 int element2 = element;
11187 int graphic2 = graphic;
11189 int element2 = Feld[x][y];
11190 int graphic2 = el_act_dir2img(element2, GfxAction[x][y], GfxDir[x][y]);
11192 int last_gfx_frame = GfxFrame[x][y];
11194 if (graphic_info[graphic2].anim_global_sync)
11195 GfxFrame[x][y] = FrameCounter;
11196 else if (ANIM_MODE(graphic2) == ANIM_CE_VALUE)
11197 GfxFrame[x][y] = CustomValue[x][y];
11198 else if (ANIM_MODE(graphic2) == ANIM_CE_SCORE)
11199 GfxFrame[x][y] = element_info[element2].collect_score;
11200 else if (ANIM_MODE(graphic2) == ANIM_CE_DELAY)
11201 GfxFrame[x][y] = ChangeDelay[x][y];
11203 if (redraw && GfxFrame[x][y] != last_gfx_frame)
11204 DrawLevelGraphicAnimation(x, y, graphic2);
11207 ResetGfxFrame(x, y, TRUE);
11211 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11212 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11213 ResetRandomAnimationValue(x, y);
11217 SetRandomAnimationValue(x, y);
11221 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11224 #endif // -------------------- !!! TEST ONLY !!! --------------------
11227 debug_print_timestamp(0, "- time for TEST loop: -->");
11230 SCAN_PLAYFIELD(x, y)
11232 element = Feld[x][y];
11233 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11235 ResetGfxFrame(x, y, TRUE);
11237 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11238 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11239 ResetRandomAnimationValue(x, y);
11241 SetRandomAnimationValue(x, y);
11243 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11245 if (IS_INACTIVE(element))
11247 if (IS_ANIMATED(graphic))
11248 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11253 /* this may take place after moving, so 'element' may have changed */
11254 if (IS_CHANGING(x, y) &&
11255 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11257 int page = element_info[element].event_page_nr[CE_DELAY];
11260 HandleElementChange(x, y, page);
11262 if (CAN_CHANGE(element))
11263 HandleElementChange(x, y, page);
11265 if (HAS_ACTION(element))
11266 ExecuteCustomElementAction(x, y, element, page);
11269 element = Feld[x][y];
11270 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11273 #if 0 // ---------------------------------------------------------------------
11275 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11279 element = Feld[x][y];
11280 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11282 if (IS_ANIMATED(graphic) &&
11283 !IS_MOVING(x, y) &&
11285 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11287 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11288 DrawTwinkleOnField(x, y);
11290 else if (IS_MOVING(x, y))
11291 ContinueMoving(x, y);
11298 case EL_EM_EXIT_OPEN:
11299 case EL_SP_EXIT_OPEN:
11300 case EL_STEEL_EXIT_OPEN:
11301 case EL_EM_STEEL_EXIT_OPEN:
11302 case EL_SP_TERMINAL:
11303 case EL_SP_TERMINAL_ACTIVE:
11304 case EL_EXTRA_TIME:
11305 case EL_SHIELD_NORMAL:
11306 case EL_SHIELD_DEADLY:
11307 if (IS_ANIMATED(graphic))
11308 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11311 case EL_DYNAMITE_ACTIVE:
11312 case EL_EM_DYNAMITE_ACTIVE:
11313 case EL_DYNABOMB_PLAYER_1_ACTIVE:
11314 case EL_DYNABOMB_PLAYER_2_ACTIVE:
11315 case EL_DYNABOMB_PLAYER_3_ACTIVE:
11316 case EL_DYNABOMB_PLAYER_4_ACTIVE:
11317 case EL_SP_DISK_RED_ACTIVE:
11318 CheckDynamite(x, y);
11321 case EL_AMOEBA_GROWING:
11322 AmoebeWaechst(x, y);
11325 case EL_AMOEBA_SHRINKING:
11326 AmoebaDisappearing(x, y);
11329 #if !USE_NEW_AMOEBA_CODE
11330 case EL_AMOEBA_WET:
11331 case EL_AMOEBA_DRY:
11332 case EL_AMOEBA_FULL:
11334 case EL_EMC_DRIPPER:
11335 AmoebeAbleger(x, y);
11339 case EL_GAME_OF_LIFE:
11344 case EL_EXIT_CLOSED:
11348 case EL_EM_EXIT_CLOSED:
11352 case EL_STEEL_EXIT_CLOSED:
11353 CheckExitSteel(x, y);
11356 case EL_EM_STEEL_EXIT_CLOSED:
11357 CheckExitSteelEM(x, y);
11360 case EL_SP_EXIT_CLOSED:
11364 case EL_EXPANDABLE_WALL_GROWING:
11365 case EL_EXPANDABLE_STEELWALL_GROWING:
11366 MauerWaechst(x, y);
11369 case EL_EXPANDABLE_WALL:
11370 case EL_EXPANDABLE_WALL_HORIZONTAL:
11371 case EL_EXPANDABLE_WALL_VERTICAL:
11372 case EL_EXPANDABLE_WALL_ANY:
11373 case EL_BD_EXPANDABLE_WALL:
11374 MauerAbleger(x, y);
11377 case EL_EXPANDABLE_STEELWALL_HORIZONTAL:
11378 case EL_EXPANDABLE_STEELWALL_VERTICAL:
11379 case EL_EXPANDABLE_STEELWALL_ANY:
11380 MauerAblegerStahl(x, y);
11384 CheckForDragon(x, y);
11390 case EL_ELEMENT_SNAPPING:
11391 case EL_DIAGONAL_SHRINKING:
11392 case EL_DIAGONAL_GROWING:
11395 el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11397 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11402 if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11403 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11408 #else // ---------------------------------------------------------------------
11410 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11414 element = Feld[x][y];
11415 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11417 if (IS_ANIMATED(graphic) &&
11418 !IS_MOVING(x, y) &&
11420 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11422 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11423 DrawTwinkleOnField(x, y);
11425 else if ((element == EL_ACID ||
11426 element == EL_EXIT_OPEN ||
11427 element == EL_EM_EXIT_OPEN ||
11428 element == EL_SP_EXIT_OPEN ||
11429 element == EL_STEEL_EXIT_OPEN ||
11430 element == EL_EM_STEEL_EXIT_OPEN ||
11431 element == EL_SP_TERMINAL ||
11432 element == EL_SP_TERMINAL_ACTIVE ||
11433 element == EL_EXTRA_TIME ||
11434 element == EL_SHIELD_NORMAL ||
11435 element == EL_SHIELD_DEADLY) &&
11436 IS_ANIMATED(graphic))
11437 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11438 else if (IS_MOVING(x, y))
11439 ContinueMoving(x, y);
11440 else if (IS_ACTIVE_BOMB(element))
11441 CheckDynamite(x, y);
11442 else if (element == EL_AMOEBA_GROWING)
11443 AmoebeWaechst(x, y);
11444 else if (element == EL_AMOEBA_SHRINKING)
11445 AmoebaDisappearing(x, y);
11447 #if !USE_NEW_AMOEBA_CODE
11448 else if (IS_AMOEBALIVE(element))
11449 AmoebeAbleger(x, y);
11452 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11454 else if (element == EL_EXIT_CLOSED)
11456 else if (element == EL_EM_EXIT_CLOSED)
11458 else if (element == EL_STEEL_EXIT_CLOSED)
11459 CheckExitSteel(x, y);
11460 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11461 CheckExitSteelEM(x, y);
11462 else if (element == EL_SP_EXIT_CLOSED)
11464 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11465 element == EL_EXPANDABLE_STEELWALL_GROWING)
11466 MauerWaechst(x, y);
11467 else if (element == EL_EXPANDABLE_WALL ||
11468 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11469 element == EL_EXPANDABLE_WALL_VERTICAL ||
11470 element == EL_EXPANDABLE_WALL_ANY ||
11471 element == EL_BD_EXPANDABLE_WALL)
11472 MauerAbleger(x, y);
11473 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11474 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11475 element == EL_EXPANDABLE_STEELWALL_ANY)
11476 MauerAblegerStahl(x, y);
11477 else if (element == EL_FLAMES)
11478 CheckForDragon(x, y);
11479 else if (element == EL_EXPLOSION)
11480 ; /* drawing of correct explosion animation is handled separately */
11481 else if (element == EL_ELEMENT_SNAPPING ||
11482 element == EL_DIAGONAL_SHRINKING ||
11483 element == EL_DIAGONAL_GROWING)
11485 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11487 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11489 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11490 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11492 #endif // ---------------------------------------------------------------------
11494 if (IS_BELT_ACTIVE(element))
11495 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11497 if (game.magic_wall_active)
11499 int jx = local_player->jx, jy = local_player->jy;
11501 /* play the element sound at the position nearest to the player */
11502 if ((element == EL_MAGIC_WALL_FULL ||
11503 element == EL_MAGIC_WALL_ACTIVE ||
11504 element == EL_MAGIC_WALL_EMPTYING ||
11505 element == EL_BD_MAGIC_WALL_FULL ||
11506 element == EL_BD_MAGIC_WALL_ACTIVE ||
11507 element == EL_BD_MAGIC_WALL_EMPTYING ||
11508 element == EL_DC_MAGIC_WALL_FULL ||
11509 element == EL_DC_MAGIC_WALL_ACTIVE ||
11510 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11511 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11520 debug_print_timestamp(0, "- time for MAIN loop: -->");
11523 #if USE_NEW_AMOEBA_CODE
11524 /* new experimental amoeba growth stuff */
11525 if (!(FrameCounter % 8))
11527 static unsigned long random = 1684108901;
11529 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11531 x = RND(lev_fieldx);
11532 y = RND(lev_fieldy);
11533 element = Feld[x][y];
11535 if (!IS_PLAYER(x,y) &&
11536 (element == EL_EMPTY ||
11537 CAN_GROW_INTO(element) ||
11538 element == EL_QUICKSAND_EMPTY ||
11539 element == EL_QUICKSAND_FAST_EMPTY ||
11540 element == EL_ACID_SPLASH_LEFT ||
11541 element == EL_ACID_SPLASH_RIGHT))
11543 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11544 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11545 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11546 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11547 Feld[x][y] = EL_AMOEBA_DROP;
11550 random = random * 129 + 1;
11556 if (game.explosions_delayed)
11559 game.explosions_delayed = FALSE;
11561 SCAN_PLAYFIELD(x, y)
11563 element = Feld[x][y];
11565 if (ExplodeField[x][y])
11566 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11567 else if (element == EL_EXPLOSION)
11568 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11570 ExplodeField[x][y] = EX_TYPE_NONE;
11573 game.explosions_delayed = TRUE;
11576 if (game.magic_wall_active)
11578 if (!(game.magic_wall_time_left % 4))
11580 int element = Feld[magic_wall_x][magic_wall_y];
11582 if (element == EL_BD_MAGIC_WALL_FULL ||
11583 element == EL_BD_MAGIC_WALL_ACTIVE ||
11584 element == EL_BD_MAGIC_WALL_EMPTYING)
11585 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11586 else if (element == EL_DC_MAGIC_WALL_FULL ||
11587 element == EL_DC_MAGIC_WALL_ACTIVE ||
11588 element == EL_DC_MAGIC_WALL_EMPTYING)
11589 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11591 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11594 if (game.magic_wall_time_left > 0)
11596 game.magic_wall_time_left--;
11597 if (!game.magic_wall_time_left)
11599 SCAN_PLAYFIELD(x, y)
11601 element = Feld[x][y];
11603 if (element == EL_MAGIC_WALL_ACTIVE ||
11604 element == EL_MAGIC_WALL_FULL)
11606 Feld[x][y] = EL_MAGIC_WALL_DEAD;
11607 DrawLevelField(x, y);
11609 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
11610 element == EL_BD_MAGIC_WALL_FULL)
11612 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
11613 DrawLevelField(x, y);
11615 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
11616 element == EL_DC_MAGIC_WALL_FULL)
11618 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
11619 DrawLevelField(x, y);
11623 game.magic_wall_active = FALSE;
11628 if (game.light_time_left > 0)
11630 game.light_time_left--;
11632 if (game.light_time_left == 0)
11633 RedrawAllLightSwitchesAndInvisibleElements();
11636 if (game.timegate_time_left > 0)
11638 game.timegate_time_left--;
11640 if (game.timegate_time_left == 0)
11641 CloseAllOpenTimegates();
11644 if (game.lenses_time_left > 0)
11646 game.lenses_time_left--;
11648 if (game.lenses_time_left == 0)
11649 RedrawAllInvisibleElementsForLenses();
11652 if (game.magnify_time_left > 0)
11654 game.magnify_time_left--;
11656 if (game.magnify_time_left == 0)
11657 RedrawAllInvisibleElementsForMagnifier();
11660 for (i = 0; i < MAX_PLAYERS; i++)
11662 struct PlayerInfo *player = &stored_player[i];
11664 if (SHIELD_ON(player))
11666 if (player->shield_deadly_time_left)
11667 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
11668 else if (player->shield_normal_time_left)
11669 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
11676 PlayAllPlayersSound();
11678 if (options.debug) /* calculate frames per second */
11680 static unsigned long fps_counter = 0;
11681 static int fps_frames = 0;
11682 unsigned long fps_delay_ms = Counter() - fps_counter;
11686 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
11688 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11691 fps_counter = Counter();
11694 redraw_mask |= REDRAW_FPS;
11697 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11699 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
11701 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
11703 local_player->show_envelope = 0;
11707 debug_print_timestamp(0, "stop main loop profiling ");
11708 printf("----------------------------------------------------------\n");
11711 /* use random number generator in every frame to make it less predictable */
11712 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
11716 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
11718 int min_x = x, min_y = y, max_x = x, max_y = y;
11721 for (i = 0; i < MAX_PLAYERS; i++)
11723 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11725 if (!stored_player[i].active || &stored_player[i] == player)
11728 min_x = MIN(min_x, jx);
11729 min_y = MIN(min_y, jy);
11730 max_x = MAX(max_x, jx);
11731 max_y = MAX(max_y, jy);
11734 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
11737 static boolean AllPlayersInVisibleScreen()
11741 for (i = 0; i < MAX_PLAYERS; i++)
11743 int jx = stored_player[i].jx, jy = stored_player[i].jy;
11745 if (!stored_player[i].active)
11748 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
11755 void ScrollLevel(int dx, int dy)
11758 static Bitmap *bitmap_db_field2 = NULL;
11759 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
11766 /* !!! THIS IS APPARENTLY WRONG FOR PLAYER RELOCATION !!! */
11767 /* only horizontal XOR vertical scroll direction allowed */
11768 if ((dx == 0 && dy == 0) || (dx != 0 && dy != 0))
11773 if (bitmap_db_field2 == NULL)
11774 bitmap_db_field2 = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH);
11776 /* needed when blitting directly to same bitmap -- should not be needed with
11777 recent SDL libraries, but apparently does not work in 1.2.11 directly */
11778 BlitBitmap(drawto_field, bitmap_db_field2,
11779 FX + TILEX * (dx == -1) - softscroll_offset,
11780 FY + TILEY * (dy == -1) - softscroll_offset,
11781 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
11782 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
11783 FX + TILEX * (dx == 1) - softscroll_offset,
11784 FY + TILEY * (dy == 1) - softscroll_offset);
11785 BlitBitmap(bitmap_db_field2, drawto_field,
11786 FX + TILEX * (dx == 1) - softscroll_offset,
11787 FY + TILEY * (dy == 1) - softscroll_offset,
11788 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
11789 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
11790 FX + TILEX * (dx == 1) - softscroll_offset,
11791 FY + TILEY * (dy == 1) - softscroll_offset);
11796 /* !!! DOES NOT WORK FOR DIAGONAL PLAYER RELOCATION !!! */
11797 int xsize = (BX2 - BX1 + 1);
11798 int ysize = (BY2 - BY1 + 1);
11799 int start = (dx != 0 ? (dx == -1 ? BX1 : BX2) : (dy == -1 ? BY1 : BY2));
11800 int end = (dx != 0 ? (dx == -1 ? BX2 : BX1) : (dy == -1 ? BY2 : BY1));
11801 int step = (start < end ? +1 : -1);
11803 for (i = start; i != end; i += step)
11805 BlitBitmap(drawto_field, drawto_field,
11806 FX + TILEX * (dx != 0 ? i + step : 0),
11807 FY + TILEY * (dy != 0 ? i + step : 0),
11808 TILEX * (dx != 0 ? 1 : xsize),
11809 TILEY * (dy != 0 ? 1 : ysize),
11810 FX + TILEX * (dx != 0 ? i : 0),
11811 FY + TILEY * (dy != 0 ? i : 0));
11816 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
11818 BlitBitmap(drawto_field, drawto_field,
11819 FX + TILEX * (dx == -1) - softscroll_offset,
11820 FY + TILEY * (dy == -1) - softscroll_offset,
11821 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
11822 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
11823 FX + TILEX * (dx == 1) - softscroll_offset,
11824 FY + TILEY * (dy == 1) - softscroll_offset);
11830 x = (dx == 1 ? BX1 : BX2);
11831 for (y = BY1; y <= BY2; y++)
11832 DrawScreenField(x, y);
11837 y = (dy == 1 ? BY1 : BY2);
11838 for (x = BX1; x <= BX2; x++)
11839 DrawScreenField(x, y);
11842 redraw_mask |= REDRAW_FIELD;
11845 static boolean canFallDown(struct PlayerInfo *player)
11847 int jx = player->jx, jy = player->jy;
11849 return (IN_LEV_FIELD(jx, jy + 1) &&
11850 (IS_FREE(jx, jy + 1) ||
11851 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
11852 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
11853 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
11856 static boolean canPassField(int x, int y, int move_dir)
11858 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11859 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11860 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11861 int nextx = x + dx;
11862 int nexty = y + dy;
11863 int element = Feld[x][y];
11865 return (IS_PASSABLE_FROM(element, opposite_dir) &&
11866 !CAN_MOVE(element) &&
11867 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
11868 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
11869 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
11872 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
11874 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
11875 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
11876 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
11880 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
11881 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
11882 (IS_DIGGABLE(Feld[newx][newy]) ||
11883 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
11884 canPassField(newx, newy, move_dir)));
11887 static void CheckGravityMovement(struct PlayerInfo *player)
11889 #if USE_PLAYER_GRAVITY
11890 if (player->gravity && !player->programmed_action)
11892 if (game.gravity && !player->programmed_action)
11895 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
11896 int move_dir_vertical = player->effective_action & MV_VERTICAL;
11897 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
11898 int jx = player->jx, jy = player->jy;
11899 boolean player_is_moving_to_valid_field =
11900 (!player_is_snapping &&
11901 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
11902 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
11903 boolean player_can_fall_down = canFallDown(player);
11905 if (player_can_fall_down &&
11906 !player_is_moving_to_valid_field)
11907 player->programmed_action = MV_DOWN;
11911 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
11913 return CheckGravityMovement(player);
11915 #if USE_PLAYER_GRAVITY
11916 if (player->gravity && !player->programmed_action)
11918 if (game.gravity && !player->programmed_action)
11921 int jx = player->jx, jy = player->jy;
11922 boolean field_under_player_is_free =
11923 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
11924 boolean player_is_standing_on_valid_field =
11925 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
11926 (IS_WALKABLE(Feld[jx][jy]) &&
11927 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
11929 if (field_under_player_is_free && !player_is_standing_on_valid_field)
11930 player->programmed_action = MV_DOWN;
11935 MovePlayerOneStep()
11936 -----------------------------------------------------------------------------
11937 dx, dy: direction (non-diagonal) to try to move the player to
11938 real_dx, real_dy: direction as read from input device (can be diagonal)
11941 boolean MovePlayerOneStep(struct PlayerInfo *player,
11942 int dx, int dy, int real_dx, int real_dy)
11944 int jx = player->jx, jy = player->jy;
11945 int new_jx = jx + dx, new_jy = jy + dy;
11946 #if !USE_FIXED_DONT_RUN_INTO
11950 boolean player_can_move = !player->cannot_move;
11952 if (!player->active || (!dx && !dy))
11953 return MP_NO_ACTION;
11955 player->MovDir = (dx < 0 ? MV_LEFT :
11956 dx > 0 ? MV_RIGHT :
11958 dy > 0 ? MV_DOWN : MV_NONE);
11960 if (!IN_LEV_FIELD(new_jx, new_jy))
11961 return MP_NO_ACTION;
11963 if (!player_can_move)
11965 if (player->MovPos == 0)
11967 player->is_moving = FALSE;
11968 player->is_digging = FALSE;
11969 player->is_collecting = FALSE;
11970 player->is_snapping = FALSE;
11971 player->is_pushing = FALSE;
11976 if (!options.network && game.centered_player_nr == -1 &&
11977 !AllPlayersInSight(player, new_jx, new_jy))
11978 return MP_NO_ACTION;
11980 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
11981 return MP_NO_ACTION;
11984 #if !USE_FIXED_DONT_RUN_INTO
11985 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
11987 /* (moved to DigField()) */
11988 if (player_can_move && DONT_RUN_INTO(element))
11990 if (element == EL_ACID && dx == 0 && dy == 1)
11992 SplashAcid(new_jx, new_jy);
11993 Feld[jx][jy] = EL_PLAYER_1;
11994 InitMovingField(jx, jy, MV_DOWN);
11995 Store[jx][jy] = EL_ACID;
11996 ContinueMoving(jx, jy);
11997 BuryPlayer(player);
12000 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
12006 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12007 if (can_move != MP_MOVING)
12010 /* check if DigField() has caused relocation of the player */
12011 if (player->jx != jx || player->jy != jy)
12012 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
12014 StorePlayer[jx][jy] = 0;
12015 player->last_jx = jx;
12016 player->last_jy = jy;
12017 player->jx = new_jx;
12018 player->jy = new_jy;
12019 StorePlayer[new_jx][new_jy] = player->element_nr;
12021 if (player->move_delay_value_next != -1)
12023 player->move_delay_value = player->move_delay_value_next;
12024 player->move_delay_value_next = -1;
12028 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12030 player->step_counter++;
12032 PlayerVisit[jx][jy] = FrameCounter;
12034 #if USE_UFAST_PLAYER_EXIT_BUGFIX
12035 player->is_moving = TRUE;
12039 /* should better be called in MovePlayer(), but this breaks some tapes */
12040 ScrollPlayer(player, SCROLL_INIT);
12046 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12048 int jx = player->jx, jy = player->jy;
12049 int old_jx = jx, old_jy = jy;
12050 int moved = MP_NO_ACTION;
12052 if (!player->active)
12057 if (player->MovPos == 0)
12059 player->is_moving = FALSE;
12060 player->is_digging = FALSE;
12061 player->is_collecting = FALSE;
12062 player->is_snapping = FALSE;
12063 player->is_pushing = FALSE;
12069 if (player->move_delay > 0)
12072 player->move_delay = -1; /* set to "uninitialized" value */
12074 /* store if player is automatically moved to next field */
12075 player->is_auto_moving = (player->programmed_action != MV_NONE);
12077 /* remove the last programmed player action */
12078 player->programmed_action = 0;
12080 if (player->MovPos)
12082 /* should only happen if pre-1.2 tape recordings are played */
12083 /* this is only for backward compatibility */
12085 int original_move_delay_value = player->move_delay_value;
12088 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
12092 /* scroll remaining steps with finest movement resolution */
12093 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12095 while (player->MovPos)
12097 ScrollPlayer(player, SCROLL_GO_ON);
12098 ScrollScreen(NULL, SCROLL_GO_ON);
12100 AdvanceFrameAndPlayerCounters(player->index_nr);
12106 player->move_delay_value = original_move_delay_value;
12109 player->is_active = FALSE;
12111 if (player->last_move_dir & MV_HORIZONTAL)
12113 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12114 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12118 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12119 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12122 #if USE_FIXED_BORDER_RUNNING_GFX
12123 if (!moved && !player->is_active)
12125 player->is_moving = FALSE;
12126 player->is_digging = FALSE;
12127 player->is_collecting = FALSE;
12128 player->is_snapping = FALSE;
12129 player->is_pushing = FALSE;
12137 if (moved & MP_MOVING && !ScreenMovPos &&
12138 (player->index_nr == game.centered_player_nr ||
12139 game.centered_player_nr == -1))
12141 if (moved & MP_MOVING && !ScreenMovPos &&
12142 (player == local_player || !options.network))
12145 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12146 int offset = (setup.scroll_delay ? 3 : 0);
12148 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12150 /* actual player has left the screen -- scroll in that direction */
12151 if (jx != old_jx) /* player has moved horizontally */
12152 scroll_x += (jx - old_jx);
12153 else /* player has moved vertically */
12154 scroll_y += (jy - old_jy);
12158 if (jx != old_jx) /* player has moved horizontally */
12160 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12161 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12162 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12164 /* don't scroll over playfield boundaries */
12165 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12166 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12168 /* don't scroll more than one field at a time */
12169 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12171 /* don't scroll against the player's moving direction */
12172 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12173 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12174 scroll_x = old_scroll_x;
12176 else /* player has moved vertically */
12178 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12179 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12180 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12182 /* don't scroll over playfield boundaries */
12183 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12184 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12186 /* don't scroll more than one field at a time */
12187 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12189 /* don't scroll against the player's moving direction */
12190 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12191 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12192 scroll_y = old_scroll_y;
12196 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12199 if (!options.network && game.centered_player_nr == -1 &&
12200 !AllPlayersInVisibleScreen())
12202 scroll_x = old_scroll_x;
12203 scroll_y = old_scroll_y;
12207 if (!options.network && !AllPlayersInVisibleScreen())
12209 scroll_x = old_scroll_x;
12210 scroll_y = old_scroll_y;
12215 ScrollScreen(player, SCROLL_INIT);
12216 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12221 player->StepFrame = 0;
12223 if (moved & MP_MOVING)
12225 if (old_jx != jx && old_jy == jy)
12226 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12227 else if (old_jx == jx && old_jy != jy)
12228 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12230 DrawLevelField(jx, jy); /* for "crumbled sand" */
12232 player->last_move_dir = player->MovDir;
12233 player->is_moving = TRUE;
12234 player->is_snapping = FALSE;
12235 player->is_switching = FALSE;
12236 player->is_dropping = FALSE;
12237 player->is_dropping_pressed = FALSE;
12238 player->drop_pressed_delay = 0;
12241 /* should better be called here than above, but this breaks some tapes */
12242 ScrollPlayer(player, SCROLL_INIT);
12247 CheckGravityMovementWhenNotMoving(player);
12249 player->is_moving = FALSE;
12251 /* at this point, the player is allowed to move, but cannot move right now
12252 (e.g. because of something blocking the way) -- ensure that the player
12253 is also allowed to move in the next frame (in old versions before 3.1.1,
12254 the player was forced to wait again for eight frames before next try) */
12256 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12257 player->move_delay = 0; /* allow direct movement in the next frame */
12260 if (player->move_delay == -1) /* not yet initialized by DigField() */
12261 player->move_delay = player->move_delay_value;
12263 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12265 TestIfPlayerTouchesBadThing(jx, jy);
12266 TestIfPlayerTouchesCustomElement(jx, jy);
12269 if (!player->active)
12270 RemovePlayer(player);
12275 void ScrollPlayer(struct PlayerInfo *player, int mode)
12277 int jx = player->jx, jy = player->jy;
12278 int last_jx = player->last_jx, last_jy = player->last_jy;
12279 int move_stepsize = TILEX / player->move_delay_value;
12281 #if USE_NEW_PLAYER_SPEED
12282 if (!player->active)
12285 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12288 if (!player->active || player->MovPos == 0)
12292 if (mode == SCROLL_INIT)
12294 player->actual_frame_counter = FrameCounter;
12295 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12297 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12298 Feld[last_jx][last_jy] == EL_EMPTY)
12300 int last_field_block_delay = 0; /* start with no blocking at all */
12301 int block_delay_adjustment = player->block_delay_adjustment;
12303 /* if player blocks last field, add delay for exactly one move */
12304 if (player->block_last_field)
12306 last_field_block_delay += player->move_delay_value;
12308 /* when blocking enabled, prevent moving up despite gravity */
12309 #if USE_PLAYER_GRAVITY
12310 if (player->gravity && player->MovDir == MV_UP)
12311 block_delay_adjustment = -1;
12313 if (game.gravity && player->MovDir == MV_UP)
12314 block_delay_adjustment = -1;
12318 /* add block delay adjustment (also possible when not blocking) */
12319 last_field_block_delay += block_delay_adjustment;
12321 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12322 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12325 #if USE_NEW_PLAYER_SPEED
12326 if (player->MovPos != 0) /* player has not yet reached destination */
12332 else if (!FrameReached(&player->actual_frame_counter, 1))
12335 #if USE_NEW_PLAYER_SPEED
12336 if (player->MovPos != 0)
12338 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12339 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12341 /* before DrawPlayer() to draw correct player graphic for this case */
12342 if (player->MovPos == 0)
12343 CheckGravityMovement(player);
12346 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12347 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12349 /* before DrawPlayer() to draw correct player graphic for this case */
12350 if (player->MovPos == 0)
12351 CheckGravityMovement(player);
12354 if (player->MovPos == 0) /* player reached destination field */
12356 if (player->move_delay_reset_counter > 0)
12358 player->move_delay_reset_counter--;
12360 if (player->move_delay_reset_counter == 0)
12362 /* continue with normal speed after quickly moving through gate */
12363 HALVE_PLAYER_SPEED(player);
12365 /* be able to make the next move without delay */
12366 player->move_delay = 0;
12370 player->last_jx = jx;
12371 player->last_jy = jy;
12373 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12374 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12375 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12376 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12377 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12378 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12380 DrawPlayer(player); /* needed here only to cleanup last field */
12381 RemovePlayer(player);
12383 if (local_player->friends_still_needed == 0 ||
12384 IS_SP_ELEMENT(Feld[jx][jy]))
12385 PlayerWins(player);
12388 /* this breaks one level: "machine", level 000 */
12390 int move_direction = player->MovDir;
12391 int enter_side = MV_DIR_OPPOSITE(move_direction);
12392 int leave_side = move_direction;
12393 int old_jx = last_jx;
12394 int old_jy = last_jy;
12395 int old_element = Feld[old_jx][old_jy];
12396 int new_element = Feld[jx][jy];
12398 if (IS_CUSTOM_ELEMENT(old_element))
12399 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12401 player->index_bit, leave_side);
12403 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12404 CE_PLAYER_LEAVES_X,
12405 player->index_bit, leave_side);
12407 if (IS_CUSTOM_ELEMENT(new_element))
12408 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12409 player->index_bit, enter_side);
12411 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12412 CE_PLAYER_ENTERS_X,
12413 player->index_bit, enter_side);
12415 CheckTriggeredElementChangeBySide(jx, jy, player->element_nr,
12416 CE_MOVE_OF_X, move_direction);
12419 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12421 TestIfPlayerTouchesBadThing(jx, jy);
12422 TestIfPlayerTouchesCustomElement(jx, jy);
12424 /* needed because pushed element has not yet reached its destination,
12425 so it would trigger a change event at its previous field location */
12426 if (!player->is_pushing)
12427 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12429 if (!player->active)
12430 RemovePlayer(player);
12433 if (!local_player->LevelSolved && level.use_step_counter)
12443 if (TimeLeft <= 10 && setup.time_limit)
12444 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12447 game_control_value[GAME_CONTROL_TIME] = TimeLeft;
12449 DisplayGameControlValues();
12451 DrawGameValue_Time(TimeLeft);
12454 if (!TimeLeft && setup.time_limit)
12455 for (i = 0; i < MAX_PLAYERS; i++)
12456 KillPlayer(&stored_player[i]);
12459 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
12461 game_control_value[GAME_CONTROL_TIME] = TimePlayed;
12463 DisplayGameControlValues();
12466 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
12467 DrawGameValue_Time(TimePlayed);
12471 if (tape.single_step && tape.recording && !tape.pausing &&
12472 !player->programmed_action)
12473 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12477 void ScrollScreen(struct PlayerInfo *player, int mode)
12479 static unsigned long screen_frame_counter = 0;
12481 if (mode == SCROLL_INIT)
12483 /* set scrolling step size according to actual player's moving speed */
12484 ScrollStepSize = TILEX / player->move_delay_value;
12486 screen_frame_counter = FrameCounter;
12487 ScreenMovDir = player->MovDir;
12488 ScreenMovPos = player->MovPos;
12489 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12492 else if (!FrameReached(&screen_frame_counter, 1))
12497 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12498 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12499 redraw_mask |= REDRAW_FIELD;
12502 ScreenMovDir = MV_NONE;
12505 void TestIfPlayerTouchesCustomElement(int x, int y)
12507 static int xy[4][2] =
12514 static int trigger_sides[4][2] =
12516 /* center side border side */
12517 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12518 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12519 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12520 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12522 static int touch_dir[4] =
12524 MV_LEFT | MV_RIGHT,
12529 int center_element = Feld[x][y]; /* should always be non-moving! */
12532 for (i = 0; i < NUM_DIRECTIONS; i++)
12534 int xx = x + xy[i][0];
12535 int yy = y + xy[i][1];
12536 int center_side = trigger_sides[i][0];
12537 int border_side = trigger_sides[i][1];
12538 int border_element;
12540 if (!IN_LEV_FIELD(xx, yy))
12543 if (IS_PLAYER(x, y))
12545 struct PlayerInfo *player = PLAYERINFO(x, y);
12547 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12548 border_element = Feld[xx][yy]; /* may be moving! */
12549 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12550 border_element = Feld[xx][yy];
12551 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12552 border_element = MovingOrBlocked2Element(xx, yy);
12554 continue; /* center and border element do not touch */
12556 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12557 player->index_bit, border_side);
12558 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12559 CE_PLAYER_TOUCHES_X,
12560 player->index_bit, border_side);
12562 else if (IS_PLAYER(xx, yy))
12564 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12566 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12568 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12569 continue; /* center and border element do not touch */
12572 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12573 player->index_bit, center_side);
12574 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12575 CE_PLAYER_TOUCHES_X,
12576 player->index_bit, center_side);
12582 #if USE_ELEMENT_TOUCHING_BUGFIX
12584 void TestIfElementTouchesCustomElement(int x, int y)
12586 static int xy[4][2] =
12593 static int trigger_sides[4][2] =
12595 /* center side border side */
12596 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12597 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12598 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12599 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12601 static int touch_dir[4] =
12603 MV_LEFT | MV_RIGHT,
12608 boolean change_center_element = FALSE;
12609 int center_element = Feld[x][y]; /* should always be non-moving! */
12610 int border_element_old[NUM_DIRECTIONS];
12613 for (i = 0; i < NUM_DIRECTIONS; i++)
12615 int xx = x + xy[i][0];
12616 int yy = y + xy[i][1];
12617 int border_element;
12619 border_element_old[i] = -1;
12621 if (!IN_LEV_FIELD(xx, yy))
12624 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12625 border_element = Feld[xx][yy]; /* may be moving! */
12626 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12627 border_element = Feld[xx][yy];
12628 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12629 border_element = MovingOrBlocked2Element(xx, yy);
12631 continue; /* center and border element do not touch */
12633 border_element_old[i] = border_element;
12636 for (i = 0; i < NUM_DIRECTIONS; i++)
12638 int xx = x + xy[i][0];
12639 int yy = y + xy[i][1];
12640 int center_side = trigger_sides[i][0];
12641 int border_element = border_element_old[i];
12643 if (border_element == -1)
12646 /* check for change of border element */
12647 CheckElementChangeBySide(xx, yy, border_element, center_element,
12648 CE_TOUCHING_X, center_side);
12651 for (i = 0; i < NUM_DIRECTIONS; i++)
12653 int border_side = trigger_sides[i][1];
12654 int border_element = border_element_old[i];
12656 if (border_element == -1)
12659 /* check for change of center element (but change it only once) */
12660 if (!change_center_element)
12661 change_center_element =
12662 CheckElementChangeBySide(x, y, center_element, border_element,
12663 CE_TOUCHING_X, border_side);
12669 void TestIfElementTouchesCustomElement_OLD(int x, int y)
12671 static int xy[4][2] =
12678 static int trigger_sides[4][2] =
12680 /* center side border side */
12681 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12682 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12683 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12684 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12686 static int touch_dir[4] =
12688 MV_LEFT | MV_RIGHT,
12693 boolean change_center_element = FALSE;
12694 int center_element = Feld[x][y]; /* should always be non-moving! */
12697 for (i = 0; i < NUM_DIRECTIONS; i++)
12699 int xx = x + xy[i][0];
12700 int yy = y + xy[i][1];
12701 int center_side = trigger_sides[i][0];
12702 int border_side = trigger_sides[i][1];
12703 int border_element;
12705 if (!IN_LEV_FIELD(xx, yy))
12708 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12709 border_element = Feld[xx][yy]; /* may be moving! */
12710 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12711 border_element = Feld[xx][yy];
12712 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12713 border_element = MovingOrBlocked2Element(xx, yy);
12715 continue; /* center and border element do not touch */
12717 /* check for change of center element (but change it only once) */
12718 if (!change_center_element)
12719 change_center_element =
12720 CheckElementChangeBySide(x, y, center_element, border_element,
12721 CE_TOUCHING_X, border_side);
12723 /* check for change of border element */
12724 CheckElementChangeBySide(xx, yy, border_element, center_element,
12725 CE_TOUCHING_X, center_side);
12731 void TestIfElementHitsCustomElement(int x, int y, int direction)
12733 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12734 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12735 int hitx = x + dx, hity = y + dy;
12736 int hitting_element = Feld[x][y];
12737 int touched_element;
12739 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12742 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12743 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12745 if (IN_LEV_FIELD(hitx, hity))
12747 int opposite_direction = MV_DIR_OPPOSITE(direction);
12748 int hitting_side = direction;
12749 int touched_side = opposite_direction;
12750 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12751 MovDir[hitx][hity] != direction ||
12752 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12758 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12759 CE_HITTING_X, touched_side);
12761 CheckElementChangeBySide(hitx, hity, touched_element,
12762 hitting_element, CE_HIT_BY_X, hitting_side);
12764 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12765 CE_HIT_BY_SOMETHING, opposite_direction);
12769 /* "hitting something" is also true when hitting the playfield border */
12770 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12771 CE_HITTING_SOMETHING, direction);
12775 void TestIfElementSmashesCustomElement(int x, int y, int direction)
12777 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12778 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12779 int hitx = x + dx, hity = y + dy;
12780 int hitting_element = Feld[x][y];
12781 int touched_element;
12783 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
12784 !IS_FREE(hitx, hity) &&
12785 (!IS_MOVING(hitx, hity) ||
12786 MovDir[hitx][hity] != direction ||
12787 ABS(MovPos[hitx][hity]) <= TILEY / 2));
12790 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12794 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
12798 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12799 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12801 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12802 EP_CAN_SMASH_EVERYTHING, direction);
12804 if (IN_LEV_FIELD(hitx, hity))
12806 int opposite_direction = MV_DIR_OPPOSITE(direction);
12807 int hitting_side = direction;
12808 int touched_side = opposite_direction;
12810 int touched_element = MovingOrBlocked2Element(hitx, hity);
12813 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12814 MovDir[hitx][hity] != direction ||
12815 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12824 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12825 CE_SMASHED_BY_SOMETHING, opposite_direction);
12827 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12828 CE_OTHER_IS_SMASHING, touched_side);
12830 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12831 CE_OTHER_GETS_SMASHED, hitting_side);
12837 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
12839 int i, kill_x = -1, kill_y = -1;
12841 int bad_element = -1;
12842 static int test_xy[4][2] =
12849 static int test_dir[4] =
12857 for (i = 0; i < NUM_DIRECTIONS; i++)
12859 int test_x, test_y, test_move_dir, test_element;
12861 test_x = good_x + test_xy[i][0];
12862 test_y = good_y + test_xy[i][1];
12864 if (!IN_LEV_FIELD(test_x, test_y))
12868 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12870 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
12872 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12873 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12875 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
12876 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
12880 bad_element = test_element;
12886 if (kill_x != -1 || kill_y != -1)
12888 if (IS_PLAYER(good_x, good_y))
12890 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
12892 if (player->shield_deadly_time_left > 0 &&
12893 !IS_INDESTRUCTIBLE(bad_element))
12894 Bang(kill_x, kill_y);
12895 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
12896 KillPlayer(player);
12899 Bang(good_x, good_y);
12903 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
12905 int i, kill_x = -1, kill_y = -1;
12906 int bad_element = Feld[bad_x][bad_y];
12907 static int test_xy[4][2] =
12914 static int touch_dir[4] =
12916 MV_LEFT | MV_RIGHT,
12921 static int test_dir[4] =
12929 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
12932 for (i = 0; i < NUM_DIRECTIONS; i++)
12934 int test_x, test_y, test_move_dir, test_element;
12936 test_x = bad_x + test_xy[i][0];
12937 test_y = bad_y + test_xy[i][1];
12938 if (!IN_LEV_FIELD(test_x, test_y))
12942 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
12944 test_element = Feld[test_x][test_y];
12946 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
12947 2nd case: DONT_TOUCH style bad thing does not move away from good thing
12949 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
12950 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
12952 /* good thing is player or penguin that does not move away */
12953 if (IS_PLAYER(test_x, test_y))
12955 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
12957 if (bad_element == EL_ROBOT && player->is_moving)
12958 continue; /* robot does not kill player if he is moving */
12960 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12962 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12963 continue; /* center and border element do not touch */
12970 else if (test_element == EL_PENGUIN)
12979 if (kill_x != -1 || kill_y != -1)
12981 if (IS_PLAYER(kill_x, kill_y))
12983 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
12985 if (player->shield_deadly_time_left > 0 &&
12986 !IS_INDESTRUCTIBLE(bad_element))
12987 Bang(bad_x, bad_y);
12988 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
12989 KillPlayer(player);
12992 Bang(kill_x, kill_y);
12996 void TestIfPlayerTouchesBadThing(int x, int y)
12998 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13001 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13003 TestIfGoodThingHitsBadThing(x, y, move_dir);
13006 void TestIfBadThingTouchesPlayer(int x, int y)
13008 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13011 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13013 TestIfBadThingHitsGoodThing(x, y, move_dir);
13016 void TestIfFriendTouchesBadThing(int x, int y)
13018 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13021 void TestIfBadThingTouchesFriend(int x, int y)
13023 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13026 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13028 int i, kill_x = bad_x, kill_y = bad_y;
13029 static int xy[4][2] =
13037 for (i = 0; i < NUM_DIRECTIONS; i++)
13041 x = bad_x + xy[i][0];
13042 y = bad_y + xy[i][1];
13043 if (!IN_LEV_FIELD(x, y))
13046 element = Feld[x][y];
13047 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13048 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13056 if (kill_x != bad_x || kill_y != bad_y)
13057 Bang(bad_x, bad_y);
13060 void KillPlayer(struct PlayerInfo *player)
13062 int jx = player->jx, jy = player->jy;
13064 if (!player->active)
13067 /* the following code was introduced to prevent an infinite loop when calling
13069 -> CheckTriggeredElementChangeExt()
13070 -> ExecuteCustomElementAction()
13072 -> (infinitely repeating the above sequence of function calls)
13073 which occurs when killing the player while having a CE with the setting
13074 "kill player X when explosion of <player X>"; the solution using a new
13075 field "player->killed" was chosen for backwards compatibility, although
13076 clever use of the fields "player->active" etc. would probably also work */
13078 if (player->killed)
13082 player->killed = TRUE;
13084 /* remove accessible field at the player's position */
13085 Feld[jx][jy] = EL_EMPTY;
13087 /* deactivate shield (else Bang()/Explode() would not work right) */
13088 player->shield_normal_time_left = 0;
13089 player->shield_deadly_time_left = 0;
13092 BuryPlayer(player);
13095 static void KillPlayerUnlessEnemyProtected(int x, int y)
13097 if (!PLAYER_ENEMY_PROTECTED(x, y))
13098 KillPlayer(PLAYERINFO(x, y));
13101 static void KillPlayerUnlessExplosionProtected(int x, int y)
13103 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13104 KillPlayer(PLAYERINFO(x, y));
13107 void BuryPlayer(struct PlayerInfo *player)
13109 int jx = player->jx, jy = player->jy;
13111 if (!player->active)
13114 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13115 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13117 player->GameOver = TRUE;
13118 RemovePlayer(player);
13121 void RemovePlayer(struct PlayerInfo *player)
13123 int jx = player->jx, jy = player->jy;
13124 int i, found = FALSE;
13126 player->present = FALSE;
13127 player->active = FALSE;
13129 if (!ExplodeField[jx][jy])
13130 StorePlayer[jx][jy] = 0;
13132 if (player->is_moving)
13133 DrawLevelField(player->last_jx, player->last_jy);
13135 for (i = 0; i < MAX_PLAYERS; i++)
13136 if (stored_player[i].active)
13140 AllPlayersGone = TRUE;
13146 #if USE_NEW_SNAP_DELAY
13147 static void setFieldForSnapping(int x, int y, int element, int direction)
13149 struct ElementInfo *ei = &element_info[element];
13150 int direction_bit = MV_DIR_TO_BIT(direction);
13151 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13152 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13153 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13155 Feld[x][y] = EL_ELEMENT_SNAPPING;
13156 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13158 ResetGfxAnimation(x, y);
13160 GfxElement[x][y] = element;
13161 GfxAction[x][y] = action;
13162 GfxDir[x][y] = direction;
13163 GfxFrame[x][y] = -1;
13168 =============================================================================
13169 checkDiagonalPushing()
13170 -----------------------------------------------------------------------------
13171 check if diagonal input device direction results in pushing of object
13172 (by checking if the alternative direction is walkable, diggable, ...)
13173 =============================================================================
13176 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13177 int x, int y, int real_dx, int real_dy)
13179 int jx, jy, dx, dy, xx, yy;
13181 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13184 /* diagonal direction: check alternative direction */
13189 xx = jx + (dx == 0 ? real_dx : 0);
13190 yy = jy + (dy == 0 ? real_dy : 0);
13192 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13196 =============================================================================
13198 -----------------------------------------------------------------------------
13199 x, y: field next to player (non-diagonal) to try to dig to
13200 real_dx, real_dy: direction as read from input device (can be diagonal)
13201 =============================================================================
13204 int DigField(struct PlayerInfo *player,
13205 int oldx, int oldy, int x, int y,
13206 int real_dx, int real_dy, int mode)
13208 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13209 boolean player_was_pushing = player->is_pushing;
13210 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13211 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13212 int jx = oldx, jy = oldy;
13213 int dx = x - jx, dy = y - jy;
13214 int nextx = x + dx, nexty = y + dy;
13215 int move_direction = (dx == -1 ? MV_LEFT :
13216 dx == +1 ? MV_RIGHT :
13218 dy == +1 ? MV_DOWN : MV_NONE);
13219 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13220 int dig_side = MV_DIR_OPPOSITE(move_direction);
13221 int old_element = Feld[jx][jy];
13222 #if USE_FIXED_DONT_RUN_INTO
13223 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13229 if (is_player) /* function can also be called by EL_PENGUIN */
13231 if (player->MovPos == 0)
13233 player->is_digging = FALSE;
13234 player->is_collecting = FALSE;
13237 if (player->MovPos == 0) /* last pushing move finished */
13238 player->is_pushing = FALSE;
13240 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13242 player->is_switching = FALSE;
13243 player->push_delay = -1;
13245 return MP_NO_ACTION;
13249 #if !USE_FIXED_DONT_RUN_INTO
13250 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13251 return MP_NO_ACTION;
13254 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13255 old_element = Back[jx][jy];
13257 /* in case of element dropped at player position, check background */
13258 else if (Back[jx][jy] != EL_EMPTY &&
13259 game.engine_version >= VERSION_IDENT(2,2,0,0))
13260 old_element = Back[jx][jy];
13262 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13263 return MP_NO_ACTION; /* field has no opening in this direction */
13265 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13266 return MP_NO_ACTION; /* field has no opening in this direction */
13268 #if USE_FIXED_DONT_RUN_INTO
13269 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13273 Feld[jx][jy] = player->artwork_element;
13274 InitMovingField(jx, jy, MV_DOWN);
13275 Store[jx][jy] = EL_ACID;
13276 ContinueMoving(jx, jy);
13277 BuryPlayer(player);
13279 return MP_DONT_RUN_INTO;
13283 #if USE_FIXED_DONT_RUN_INTO
13284 if (player_can_move && DONT_RUN_INTO(element))
13286 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13288 return MP_DONT_RUN_INTO;
13292 #if USE_FIXED_DONT_RUN_INTO
13293 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13294 return MP_NO_ACTION;
13297 #if !USE_FIXED_DONT_RUN_INTO
13298 element = Feld[x][y];
13301 collect_count = element_info[element].collect_count_initial;
13303 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13304 return MP_NO_ACTION;
13306 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13307 player_can_move = player_can_move_or_snap;
13309 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13310 game.engine_version >= VERSION_IDENT(2,2,0,0))
13312 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13313 player->index_bit, dig_side);
13314 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13315 player->index_bit, dig_side);
13317 if (element == EL_DC_LANDMINE)
13320 if (Feld[x][y] != element) /* field changed by snapping */
13323 return MP_NO_ACTION;
13326 #if USE_PLAYER_GRAVITY
13327 if (player->gravity && is_player && !player->is_auto_moving &&
13328 canFallDown(player) && move_direction != MV_DOWN &&
13329 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13330 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13332 if (game.gravity && is_player && !player->is_auto_moving &&
13333 canFallDown(player) && move_direction != MV_DOWN &&
13334 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13335 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13338 if (player_can_move &&
13339 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13341 int sound_element = SND_ELEMENT(element);
13342 int sound_action = ACTION_WALKING;
13344 if (IS_RND_GATE(element))
13346 if (!player->key[RND_GATE_NR(element)])
13347 return MP_NO_ACTION;
13349 else if (IS_RND_GATE_GRAY(element))
13351 if (!player->key[RND_GATE_GRAY_NR(element)])
13352 return MP_NO_ACTION;
13354 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13356 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13357 return MP_NO_ACTION;
13359 else if (element == EL_EXIT_OPEN ||
13360 element == EL_EM_EXIT_OPEN ||
13361 element == EL_STEEL_EXIT_OPEN ||
13362 element == EL_EM_STEEL_EXIT_OPEN ||
13363 element == EL_SP_EXIT_OPEN ||
13364 element == EL_SP_EXIT_OPENING)
13366 sound_action = ACTION_PASSING; /* player is passing exit */
13368 else if (element == EL_EMPTY)
13370 sound_action = ACTION_MOVING; /* nothing to walk on */
13373 /* play sound from background or player, whatever is available */
13374 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13375 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13377 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13379 else if (player_can_move &&
13380 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13382 if (!ACCESS_FROM(element, opposite_direction))
13383 return MP_NO_ACTION; /* field not accessible from this direction */
13385 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13386 return MP_NO_ACTION;
13388 if (IS_EM_GATE(element))
13390 if (!player->key[EM_GATE_NR(element)])
13391 return MP_NO_ACTION;
13393 else if (IS_EM_GATE_GRAY(element))
13395 if (!player->key[EM_GATE_GRAY_NR(element)])
13396 return MP_NO_ACTION;
13398 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13400 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13401 return MP_NO_ACTION;
13403 else if (IS_EMC_GATE(element))
13405 if (!player->key[EMC_GATE_NR(element)])
13406 return MP_NO_ACTION;
13408 else if (IS_EMC_GATE_GRAY(element))
13410 if (!player->key[EMC_GATE_GRAY_NR(element)])
13411 return MP_NO_ACTION;
13413 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13415 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13416 return MP_NO_ACTION;
13418 else if (element == EL_DC_GATE_WHITE ||
13419 element == EL_DC_GATE_WHITE_GRAY ||
13420 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13422 if (player->num_white_keys == 0)
13423 return MP_NO_ACTION;
13425 player->num_white_keys--;
13427 else if (IS_SP_PORT(element))
13429 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13430 element == EL_SP_GRAVITY_PORT_RIGHT ||
13431 element == EL_SP_GRAVITY_PORT_UP ||
13432 element == EL_SP_GRAVITY_PORT_DOWN)
13433 #if USE_PLAYER_GRAVITY
13434 player->gravity = !player->gravity;
13436 game.gravity = !game.gravity;
13438 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13439 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13440 element == EL_SP_GRAVITY_ON_PORT_UP ||
13441 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13442 #if USE_PLAYER_GRAVITY
13443 player->gravity = TRUE;
13445 game.gravity = TRUE;
13447 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13448 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13449 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13450 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13451 #if USE_PLAYER_GRAVITY
13452 player->gravity = FALSE;
13454 game.gravity = FALSE;
13458 /* automatically move to the next field with double speed */
13459 player->programmed_action = move_direction;
13461 if (player->move_delay_reset_counter == 0)
13463 player->move_delay_reset_counter = 2; /* two double speed steps */
13465 DOUBLE_PLAYER_SPEED(player);
13468 PlayLevelSoundAction(x, y, ACTION_PASSING);
13470 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13474 if (mode != DF_SNAP)
13476 GfxElement[x][y] = GFX_ELEMENT(element);
13477 player->is_digging = TRUE;
13480 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13482 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13483 player->index_bit, dig_side);
13485 if (mode == DF_SNAP)
13487 #if USE_NEW_SNAP_DELAY
13488 if (level.block_snap_field)
13489 setFieldForSnapping(x, y, element, move_direction);
13491 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13493 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13496 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13497 player->index_bit, dig_side);
13500 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13504 if (is_player && mode != DF_SNAP)
13506 GfxElement[x][y] = element;
13507 player->is_collecting = TRUE;
13510 if (element == EL_SPEED_PILL)
13512 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13514 else if (element == EL_EXTRA_TIME && level.time > 0)
13516 TimeLeft += level.extra_time;
13519 game_control_value[GAME_CONTROL_TIME] = TimeLeft;
13521 DisplayGameControlValues();
13523 DrawGameValue_Time(TimeLeft);
13526 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13528 player->shield_normal_time_left += level.shield_normal_time;
13529 if (element == EL_SHIELD_DEADLY)
13530 player->shield_deadly_time_left += level.shield_deadly_time;
13532 else if (element == EL_DYNAMITE ||
13533 element == EL_EM_DYNAMITE ||
13534 element == EL_SP_DISK_RED)
13536 if (player->inventory_size < MAX_INVENTORY_SIZE)
13537 player->inventory_element[player->inventory_size++] = element;
13539 DrawGameDoorValues();
13541 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13543 player->dynabomb_count++;
13544 player->dynabombs_left++;
13546 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13548 player->dynabomb_size++;
13550 else if (element == EL_DYNABOMB_INCREASE_POWER)
13552 player->dynabomb_xl = TRUE;
13554 else if (IS_KEY(element))
13556 player->key[KEY_NR(element)] = TRUE;
13558 DrawGameDoorValues();
13560 else if (element == EL_DC_KEY_WHITE)
13562 player->num_white_keys++;
13564 /* display white keys? */
13565 /* DrawGameDoorValues(); */
13567 else if (IS_ENVELOPE(element))
13569 player->show_envelope = element;
13571 else if (element == EL_EMC_LENSES)
13573 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13575 RedrawAllInvisibleElementsForLenses();
13577 else if (element == EL_EMC_MAGNIFIER)
13579 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13581 RedrawAllInvisibleElementsForMagnifier();
13583 else if (IS_DROPPABLE(element) ||
13584 IS_THROWABLE(element)) /* can be collected and dropped */
13588 if (collect_count == 0)
13589 player->inventory_infinite_element = element;
13591 for (i = 0; i < collect_count; i++)
13592 if (player->inventory_size < MAX_INVENTORY_SIZE)
13593 player->inventory_element[player->inventory_size++] = element;
13595 DrawGameDoorValues();
13597 else if (collect_count > 0)
13599 local_player->gems_still_needed -= collect_count;
13600 if (local_player->gems_still_needed < 0)
13601 local_player->gems_still_needed = 0;
13604 game_control_value[GAME_CONTROL_GEMS] = local_player->gems_still_needed;
13606 DisplayGameControlValues();
13608 DrawGameValue_Emeralds(local_player->gems_still_needed);
13612 RaiseScoreElement(element);
13613 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13616 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13617 player->index_bit, dig_side);
13619 if (mode == DF_SNAP)
13621 #if USE_NEW_SNAP_DELAY
13622 if (level.block_snap_field)
13623 setFieldForSnapping(x, y, element, move_direction);
13625 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13627 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13630 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13631 player->index_bit, dig_side);
13634 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13636 if (mode == DF_SNAP && element != EL_BD_ROCK)
13637 return MP_NO_ACTION;
13639 if (CAN_FALL(element) && dy)
13640 return MP_NO_ACTION;
13642 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13643 !(element == EL_SPRING && level.use_spring_bug))
13644 return MP_NO_ACTION;
13646 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13647 ((move_direction & MV_VERTICAL &&
13648 ((element_info[element].move_pattern & MV_LEFT &&
13649 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13650 (element_info[element].move_pattern & MV_RIGHT &&
13651 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13652 (move_direction & MV_HORIZONTAL &&
13653 ((element_info[element].move_pattern & MV_UP &&
13654 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13655 (element_info[element].move_pattern & MV_DOWN &&
13656 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13657 return MP_NO_ACTION;
13659 /* do not push elements already moving away faster than player */
13660 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13661 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13662 return MP_NO_ACTION;
13664 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13666 if (player->push_delay_value == -1 || !player_was_pushing)
13667 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13669 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13671 if (player->push_delay_value == -1)
13672 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13674 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13676 if (!player->is_pushing)
13677 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13680 player->is_pushing = TRUE;
13681 player->is_active = TRUE;
13683 if (!(IN_LEV_FIELD(nextx, nexty) &&
13684 (IS_FREE(nextx, nexty) ||
13685 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
13686 IS_SB_ELEMENT(element)))))
13687 return MP_NO_ACTION;
13689 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13690 return MP_NO_ACTION;
13692 if (player->push_delay == -1) /* new pushing; restart delay */
13693 player->push_delay = 0;
13695 if (player->push_delay < player->push_delay_value &&
13696 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13697 element != EL_SPRING && element != EL_BALLOON)
13699 /* make sure that there is no move delay before next try to push */
13700 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13701 player->move_delay = 0;
13703 return MP_NO_ACTION;
13706 if (IS_SB_ELEMENT(element))
13708 if (element == EL_SOKOBAN_FIELD_FULL)
13710 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13711 local_player->sokobanfields_still_needed++;
13714 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13716 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13717 local_player->sokobanfields_still_needed--;
13720 Feld[x][y] = EL_SOKOBAN_OBJECT;
13722 if (Back[x][y] == Back[nextx][nexty])
13723 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13724 else if (Back[x][y] != 0)
13725 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13728 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13731 if (local_player->sokobanfields_still_needed == 0 &&
13732 game.emulation == EMU_SOKOBAN)
13734 PlayerWins(player);
13736 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13740 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13742 InitMovingField(x, y, move_direction);
13743 GfxAction[x][y] = ACTION_PUSHING;
13745 if (mode == DF_SNAP)
13746 ContinueMoving(x, y);
13748 MovPos[x][y] = (dx != 0 ? dx : dy);
13750 Pushed[x][y] = TRUE;
13751 Pushed[nextx][nexty] = TRUE;
13753 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13754 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13756 player->push_delay_value = -1; /* get new value later */
13758 /* check for element change _after_ element has been pushed */
13759 if (game.use_change_when_pushing_bug)
13761 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13762 player->index_bit, dig_side);
13763 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13764 player->index_bit, dig_side);
13767 else if (IS_SWITCHABLE(element))
13769 if (PLAYER_SWITCHING(player, x, y))
13771 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13772 player->index_bit, dig_side);
13777 player->is_switching = TRUE;
13778 player->switch_x = x;
13779 player->switch_y = y;
13781 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
13783 if (element == EL_ROBOT_WHEEL)
13785 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
13789 DrawLevelField(x, y);
13791 else if (element == EL_SP_TERMINAL)
13795 SCAN_PLAYFIELD(xx, yy)
13797 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
13799 else if (Feld[xx][yy] == EL_SP_TERMINAL)
13800 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
13803 else if (IS_BELT_SWITCH(element))
13805 ToggleBeltSwitch(x, y);
13807 else if (element == EL_SWITCHGATE_SWITCH_UP ||
13808 element == EL_SWITCHGATE_SWITCH_DOWN ||
13809 element == EL_DC_SWITCHGATE_SWITCH_UP ||
13810 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
13812 ToggleSwitchgateSwitch(x, y);
13814 else if (element == EL_LIGHT_SWITCH ||
13815 element == EL_LIGHT_SWITCH_ACTIVE)
13817 ToggleLightSwitch(x, y);
13819 else if (element == EL_TIMEGATE_SWITCH ||
13820 element == EL_DC_TIMEGATE_SWITCH)
13822 ActivateTimegateSwitch(x, y);
13824 else if (element == EL_BALLOON_SWITCH_LEFT ||
13825 element == EL_BALLOON_SWITCH_RIGHT ||
13826 element == EL_BALLOON_SWITCH_UP ||
13827 element == EL_BALLOON_SWITCH_DOWN ||
13828 element == EL_BALLOON_SWITCH_NONE ||
13829 element == EL_BALLOON_SWITCH_ANY)
13831 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
13832 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
13833 element == EL_BALLOON_SWITCH_UP ? MV_UP :
13834 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
13835 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
13838 else if (element == EL_LAMP)
13840 Feld[x][y] = EL_LAMP_ACTIVE;
13841 local_player->lights_still_needed--;
13843 ResetGfxAnimation(x, y);
13844 DrawLevelField(x, y);
13846 else if (element == EL_TIME_ORB_FULL)
13848 Feld[x][y] = EL_TIME_ORB_EMPTY;
13850 if (level.time > 0 || level.use_time_orb_bug)
13852 TimeLeft += level.time_orb_time;
13855 game_control_value[GAME_CONTROL_TIME] = TimeLeft;
13857 DisplayGameControlValues();
13859 DrawGameValue_Time(TimeLeft);
13863 ResetGfxAnimation(x, y);
13864 DrawLevelField(x, y);
13866 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
13867 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13871 game.ball_state = !game.ball_state;
13873 SCAN_PLAYFIELD(xx, yy)
13875 int e = Feld[xx][yy];
13877 if (game.ball_state)
13879 if (e == EL_EMC_MAGIC_BALL)
13880 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
13881 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
13882 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
13886 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
13887 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
13888 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
13889 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
13894 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13895 player->index_bit, dig_side);
13897 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13898 player->index_bit, dig_side);
13900 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13901 player->index_bit, dig_side);
13907 if (!PLAYER_SWITCHING(player, x, y))
13909 player->is_switching = TRUE;
13910 player->switch_x = x;
13911 player->switch_y = y;
13913 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
13914 player->index_bit, dig_side);
13915 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
13916 player->index_bit, dig_side);
13918 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
13919 player->index_bit, dig_side);
13920 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
13921 player->index_bit, dig_side);
13924 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
13925 player->index_bit, dig_side);
13926 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
13927 player->index_bit, dig_side);
13929 return MP_NO_ACTION;
13932 player->push_delay = -1;
13934 if (is_player) /* function can also be called by EL_PENGUIN */
13936 if (Feld[x][y] != element) /* really digged/collected something */
13938 player->is_collecting = !player->is_digging;
13939 player->is_active = TRUE;
13946 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
13948 int jx = player->jx, jy = player->jy;
13949 int x = jx + dx, y = jy + dy;
13950 int snap_direction = (dx == -1 ? MV_LEFT :
13951 dx == +1 ? MV_RIGHT :
13953 dy == +1 ? MV_DOWN : MV_NONE);
13954 boolean can_continue_snapping = (level.continuous_snapping &&
13955 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
13957 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
13960 if (!player->active || !IN_LEV_FIELD(x, y))
13968 if (player->MovPos == 0)
13969 player->is_pushing = FALSE;
13971 player->is_snapping = FALSE;
13973 if (player->MovPos == 0)
13975 player->is_moving = FALSE;
13976 player->is_digging = FALSE;
13977 player->is_collecting = FALSE;
13983 #if USE_NEW_CONTINUOUS_SNAPPING
13984 /* prevent snapping with already pressed snap key when not allowed */
13985 if (player->is_snapping && !can_continue_snapping)
13988 if (player->is_snapping)
13992 player->MovDir = snap_direction;
13994 if (player->MovPos == 0)
13996 player->is_moving = FALSE;
13997 player->is_digging = FALSE;
13998 player->is_collecting = FALSE;
14001 player->is_dropping = FALSE;
14002 player->is_dropping_pressed = FALSE;
14003 player->drop_pressed_delay = 0;
14005 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14008 player->is_snapping = TRUE;
14009 player->is_active = TRUE;
14011 if (player->MovPos == 0)
14013 player->is_moving = FALSE;
14014 player->is_digging = FALSE;
14015 player->is_collecting = FALSE;
14018 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
14019 DrawLevelField(player->last_jx, player->last_jy);
14021 DrawLevelField(x, y);
14026 boolean DropElement(struct PlayerInfo *player)
14028 int old_element, new_element;
14029 int dropx = player->jx, dropy = player->jy;
14030 int drop_direction = player->MovDir;
14031 int drop_side = drop_direction;
14032 int drop_element = (player->inventory_size > 0 ?
14033 player->inventory_element[player->inventory_size - 1] :
14034 player->inventory_infinite_element != EL_UNDEFINED ?
14035 player->inventory_infinite_element :
14036 player->dynabombs_left > 0 ?
14037 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
14040 player->is_dropping_pressed = TRUE;
14042 /* do not drop an element on top of another element; when holding drop key
14043 pressed without moving, dropped element must move away before the next
14044 element can be dropped (this is especially important if the next element
14045 is dynamite, which can be placed on background for historical reasons) */
14046 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14049 if (IS_THROWABLE(drop_element))
14051 dropx += GET_DX_FROM_DIR(drop_direction);
14052 dropy += GET_DY_FROM_DIR(drop_direction);
14054 if (!IN_LEV_FIELD(dropx, dropy))
14058 old_element = Feld[dropx][dropy]; /* old element at dropping position */
14059 new_element = drop_element; /* default: no change when dropping */
14061 /* check if player is active, not moving and ready to drop */
14062 if (!player->active || player->MovPos || player->drop_delay > 0)
14065 /* check if player has anything that can be dropped */
14066 if (new_element == EL_UNDEFINED)
14069 /* check if drop key was pressed long enough for EM style dynamite */
14070 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14073 /* check if anything can be dropped at the current position */
14074 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14077 /* collected custom elements can only be dropped on empty fields */
14078 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14081 if (old_element != EL_EMPTY)
14082 Back[dropx][dropy] = old_element; /* store old element on this field */
14084 ResetGfxAnimation(dropx, dropy);
14085 ResetRandomAnimationValue(dropx, dropy);
14087 if (player->inventory_size > 0 ||
14088 player->inventory_infinite_element != EL_UNDEFINED)
14090 if (player->inventory_size > 0)
14092 player->inventory_size--;
14094 DrawGameDoorValues();
14096 if (new_element == EL_DYNAMITE)
14097 new_element = EL_DYNAMITE_ACTIVE;
14098 else if (new_element == EL_EM_DYNAMITE)
14099 new_element = EL_EM_DYNAMITE_ACTIVE;
14100 else if (new_element == EL_SP_DISK_RED)
14101 new_element = EL_SP_DISK_RED_ACTIVE;
14104 Feld[dropx][dropy] = new_element;
14106 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14107 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14108 el2img(Feld[dropx][dropy]), 0);
14110 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14112 /* needed if previous element just changed to "empty" in the last frame */
14113 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14115 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14116 player->index_bit, drop_side);
14117 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14119 player->index_bit, drop_side);
14121 TestIfElementTouchesCustomElement(dropx, dropy);
14123 else /* player is dropping a dyna bomb */
14125 player->dynabombs_left--;
14127 Feld[dropx][dropy] = new_element;
14129 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14130 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14131 el2img(Feld[dropx][dropy]), 0);
14133 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14136 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14137 InitField_WithBug1(dropx, dropy, FALSE);
14139 new_element = Feld[dropx][dropy]; /* element might have changed */
14141 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14142 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14144 int move_direction, nextx, nexty;
14146 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14147 MovDir[dropx][dropy] = drop_direction;
14149 move_direction = MovDir[dropx][dropy];
14150 nextx = dropx + GET_DX_FROM_DIR(move_direction);
14151 nexty = dropy + GET_DY_FROM_DIR(move_direction);
14153 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14155 #if USE_FIX_IMPACT_COLLISION
14156 /* do not cause impact style collision by dropping elements that can fall */
14157 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14159 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14163 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14164 player->is_dropping = TRUE;
14166 player->drop_pressed_delay = 0;
14167 player->is_dropping_pressed = FALSE;
14169 player->drop_x = dropx;
14170 player->drop_y = dropy;
14175 /* ------------------------------------------------------------------------- */
14176 /* game sound playing functions */
14177 /* ------------------------------------------------------------------------- */
14179 static int *loop_sound_frame = NULL;
14180 static int *loop_sound_volume = NULL;
14182 void InitPlayLevelSound()
14184 int num_sounds = getSoundListSize();
14186 checked_free(loop_sound_frame);
14187 checked_free(loop_sound_volume);
14189 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14190 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14193 static void PlayLevelSound(int x, int y, int nr)
14195 int sx = SCREENX(x), sy = SCREENY(y);
14196 int volume, stereo_position;
14197 int max_distance = 8;
14198 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14200 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14201 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14204 if (!IN_LEV_FIELD(x, y) ||
14205 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14206 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14209 volume = SOUND_MAX_VOLUME;
14211 if (!IN_SCR_FIELD(sx, sy))
14213 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14214 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14216 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14219 stereo_position = (SOUND_MAX_LEFT +
14220 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14221 (SCR_FIELDX + 2 * max_distance));
14223 if (IS_LOOP_SOUND(nr))
14225 /* This assures that quieter loop sounds do not overwrite louder ones,
14226 while restarting sound volume comparison with each new game frame. */
14228 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14231 loop_sound_volume[nr] = volume;
14232 loop_sound_frame[nr] = FrameCounter;
14235 PlaySoundExt(nr, volume, stereo_position, type);
14238 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14240 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14241 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14242 y < LEVELY(BY1) ? LEVELY(BY1) :
14243 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14247 static void PlayLevelSoundAction(int x, int y, int action)
14249 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14252 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14254 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14256 if (sound_effect != SND_UNDEFINED)
14257 PlayLevelSound(x, y, sound_effect);
14260 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14263 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14265 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14266 PlayLevelSound(x, y, sound_effect);
14269 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14271 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14273 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14274 PlayLevelSound(x, y, sound_effect);
14277 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14279 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14281 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14282 StopSound(sound_effect);
14285 static void PlayLevelMusic()
14287 if (levelset.music[level_nr] != MUS_UNDEFINED)
14288 PlayMusic(levelset.music[level_nr]); /* from config file */
14290 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
14293 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14295 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14296 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14297 int x = xx - 1 - offset;
14298 int y = yy - 1 - offset;
14303 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14307 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14311 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14315 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14319 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14323 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14327 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14330 case SAMPLE_android_clone:
14331 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14334 case SAMPLE_android_move:
14335 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14338 case SAMPLE_spring:
14339 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14343 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14347 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14350 case SAMPLE_eater_eat:
14351 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14355 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14358 case SAMPLE_collect:
14359 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14362 case SAMPLE_diamond:
14363 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14366 case SAMPLE_squash:
14367 /* !!! CHECK THIS !!! */
14369 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14371 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14375 case SAMPLE_wonderfall:
14376 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14380 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14384 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14388 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14392 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14396 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14400 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14403 case SAMPLE_wonder:
14404 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14408 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14411 case SAMPLE_exit_open:
14412 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14415 case SAMPLE_exit_leave:
14416 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14419 case SAMPLE_dynamite:
14420 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14424 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14428 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14432 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14436 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14440 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14444 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14448 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14454 void ChangeTime(int value)
14456 int *time = (level.time == 0 ? &TimePlayed : &TimeLeft);
14460 /* EMC game engine uses value from time counter of RND game engine */
14461 level.native_em_level->lev->time = *time;
14463 DrawGameValue_Time(*time);
14466 void RaiseScore(int value)
14468 /* EMC game engine and RND game engine have separate score counters */
14469 int *score = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
14470 &level.native_em_level->lev->score : &local_player->score);
14474 DrawGameValue_Score(*score);
14478 void RaiseScore(int value)
14480 local_player->score += value;
14483 game_control_value[GAME_CONTROL_SCORE] = local_player->score;
14485 DisplayGameControlValues();
14487 DrawGameValue_Score(local_player->score);
14491 void RaiseScoreElement(int element)
14496 case EL_BD_DIAMOND:
14497 case EL_EMERALD_YELLOW:
14498 case EL_EMERALD_RED:
14499 case EL_EMERALD_PURPLE:
14500 case EL_SP_INFOTRON:
14501 RaiseScore(level.score[SC_EMERALD]);
14504 RaiseScore(level.score[SC_DIAMOND]);
14507 RaiseScore(level.score[SC_CRYSTAL]);
14510 RaiseScore(level.score[SC_PEARL]);
14513 case EL_BD_BUTTERFLY:
14514 case EL_SP_ELECTRON:
14515 RaiseScore(level.score[SC_BUG]);
14518 case EL_BD_FIREFLY:
14519 case EL_SP_SNIKSNAK:
14520 RaiseScore(level.score[SC_SPACESHIP]);
14523 case EL_DARK_YAMYAM:
14524 RaiseScore(level.score[SC_YAMYAM]);
14527 RaiseScore(level.score[SC_ROBOT]);
14530 RaiseScore(level.score[SC_PACMAN]);
14533 RaiseScore(level.score[SC_NUT]);
14536 case EL_EM_DYNAMITE:
14537 case EL_SP_DISK_RED:
14538 case EL_DYNABOMB_INCREASE_NUMBER:
14539 case EL_DYNABOMB_INCREASE_SIZE:
14540 case EL_DYNABOMB_INCREASE_POWER:
14541 RaiseScore(level.score[SC_DYNAMITE]);
14543 case EL_SHIELD_NORMAL:
14544 case EL_SHIELD_DEADLY:
14545 RaiseScore(level.score[SC_SHIELD]);
14547 case EL_EXTRA_TIME:
14548 RaiseScore(level.extra_time_score);
14562 case EL_DC_KEY_WHITE:
14563 RaiseScore(level.score[SC_KEY]);
14566 RaiseScore(element_info[element].collect_score);
14571 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14573 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14575 #if defined(NETWORK_AVALIABLE)
14576 if (options.network)
14577 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14586 FadeSkipNextFadeIn();
14588 fading = fading_none;
14592 OpenDoor(DOOR_CLOSE_1);
14595 game_status = GAME_MODE_MAIN;
14598 DrawAndFadeInMainMenu(REDRAW_FIELD);
14606 FadeOut(REDRAW_FIELD);
14609 game_status = GAME_MODE_MAIN;
14611 DrawAndFadeInMainMenu(REDRAW_FIELD);
14615 else /* continue playing the game */
14617 if (tape.playing && tape.deactivate_display)
14618 TapeDeactivateDisplayOff(TRUE);
14620 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14622 if (tape.playing && tape.deactivate_display)
14623 TapeDeactivateDisplayOn();
14627 void RequestQuitGame(boolean ask_if_really_quit)
14629 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14630 boolean skip_request = AllPlayersGone || quick_quit;
14632 RequestQuitGameExt(skip_request, quick_quit,
14633 "Do you really want to quit the game ?");
14637 /* ------------------------------------------------------------------------- */
14638 /* random generator functions */
14639 /* ------------------------------------------------------------------------- */
14641 unsigned int InitEngineRandom_RND(long seed)
14643 game.num_random_calls = 0;
14646 unsigned int rnd_seed = InitEngineRandom(seed);
14648 printf("::: START RND: %d\n", rnd_seed);
14653 return InitEngineRandom(seed);
14659 unsigned int RND(int max)
14663 game.num_random_calls++;
14665 return GetEngineRandom(max);
14672 /* ------------------------------------------------------------------------- */
14673 /* game engine snapshot handling functions */
14674 /* ------------------------------------------------------------------------- */
14676 #define ARGS_ADDRESS_AND_SIZEOF(x) (&(x)), (sizeof(x))
14678 struct EngineSnapshotInfo
14680 /* runtime values for custom element collect score */
14681 int collect_score[NUM_CUSTOM_ELEMENTS];
14683 /* runtime values for group element choice position */
14684 int choice_pos[NUM_GROUP_ELEMENTS];
14686 /* runtime values for belt position animations */
14687 int belt_graphic[4 * NUM_BELT_PARTS];
14688 int belt_anim_mode[4 * NUM_BELT_PARTS];
14691 struct EngineSnapshotNodeInfo
14698 static struct EngineSnapshotInfo engine_snapshot_rnd;
14699 static ListNode *engine_snapshot_list = NULL;
14700 static char *snapshot_level_identifier = NULL;
14701 static int snapshot_level_nr = -1;
14703 void FreeEngineSnapshot()
14705 while (engine_snapshot_list != NULL)
14706 deleteNodeFromList(&engine_snapshot_list, engine_snapshot_list->key,
14709 setString(&snapshot_level_identifier, NULL);
14710 snapshot_level_nr = -1;
14713 static void SaveEngineSnapshotValues_RND()
14715 static int belt_base_active_element[4] =
14717 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
14718 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
14719 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
14720 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
14724 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14726 int element = EL_CUSTOM_START + i;
14728 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
14731 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14733 int element = EL_GROUP_START + i;
14735 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
14738 for (i = 0; i < 4; i++)
14740 for (j = 0; j < NUM_BELT_PARTS; j++)
14742 int element = belt_base_active_element[i] + j;
14743 int graphic = el2img(element);
14744 int anim_mode = graphic_info[graphic].anim_mode;
14746 engine_snapshot_rnd.belt_graphic[i * 4 + j] = graphic;
14747 engine_snapshot_rnd.belt_anim_mode[i * 4 + j] = anim_mode;
14752 static void LoadEngineSnapshotValues_RND()
14754 unsigned long num_random_calls = game.num_random_calls;
14757 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
14759 int element = EL_CUSTOM_START + i;
14761 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
14764 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
14766 int element = EL_GROUP_START + i;
14768 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
14771 for (i = 0; i < 4; i++)
14773 for (j = 0; j < NUM_BELT_PARTS; j++)
14775 int graphic = engine_snapshot_rnd.belt_graphic[i * 4 + j];
14776 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i * 4 + j];
14778 graphic_info[graphic].anim_mode = anim_mode;
14782 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
14784 InitRND(tape.random_seed);
14785 for (i = 0; i < num_random_calls; i++)
14789 if (game.num_random_calls != num_random_calls)
14791 Error(ERR_INFO, "number of random calls out of sync");
14792 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
14793 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
14794 Error(ERR_EXIT, "this should not happen -- please debug");
14798 static void SaveEngineSnapshotBuffer(void *buffer, int size)
14800 struct EngineSnapshotNodeInfo *bi =
14801 checked_calloc(sizeof(struct EngineSnapshotNodeInfo));
14803 bi->buffer_orig = buffer;
14804 bi->buffer_copy = checked_malloc(size);
14807 memcpy(bi->buffer_copy, buffer, size);
14809 addNodeToList(&engine_snapshot_list, NULL, bi);
14812 void SaveEngineSnapshot()
14814 FreeEngineSnapshot(); /* free previous snapshot, if needed */
14816 if (level_editor_test_game) /* do not save snapshots from editor */
14819 /* copy some special values to a structure better suited for the snapshot */
14821 SaveEngineSnapshotValues_RND();
14822 SaveEngineSnapshotValues_EM();
14824 /* save values stored in special snapshot structure */
14826 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
14827 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
14829 /* save further RND engine values */
14831 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(stored_player));
14832 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(game));
14833 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(tape));
14835 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZX));
14836 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZY));
14837 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitX));
14838 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitY));
14840 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
14841 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
14842 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
14843 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
14844 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TapeTime));
14846 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
14847 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
14848 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
14850 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
14852 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
14854 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
14855 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
14857 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Feld));
14858 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovPos));
14859 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDir));
14860 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDelay));
14861 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
14862 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangePage));
14863 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CustomValue));
14864 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store));
14865 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store2));
14866 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
14867 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Back));
14868 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
14869 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
14870 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
14871 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
14872 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
14873 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Stop));
14874 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Pushed));
14876 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
14877 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
14879 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
14880 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
14881 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
14883 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
14884 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
14886 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
14887 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
14888 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxElement));
14889 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxAction));
14890 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxDir));
14892 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_x));
14893 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_y));
14895 /* save level identification information */
14897 setString(&snapshot_level_identifier, leveldir_current->identifier);
14898 snapshot_level_nr = level_nr;
14901 ListNode *node = engine_snapshot_list;
14904 while (node != NULL)
14906 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
14911 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
14915 static void LoadEngineSnapshotBuffer(struct EngineSnapshotNodeInfo *bi)
14917 memcpy(bi->buffer_orig, bi->buffer_copy, bi->size);
14920 void LoadEngineSnapshot()
14922 ListNode *node = engine_snapshot_list;
14924 if (engine_snapshot_list == NULL)
14927 while (node != NULL)
14929 LoadEngineSnapshotBuffer((struct EngineSnapshotNodeInfo *)node->content);
14934 /* restore special values from snapshot structure */
14936 LoadEngineSnapshotValues_RND();
14937 LoadEngineSnapshotValues_EM();
14940 boolean CheckEngineSnapshot()
14942 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
14943 snapshot_level_nr == level_nr);
14947 /* ---------- new game button stuff ---------------------------------------- */
14949 /* graphic position values for game buttons */
14950 #define GAME_BUTTON_XSIZE 30
14951 #define GAME_BUTTON_YSIZE 30
14952 #define GAME_BUTTON_XPOS 5
14953 #define GAME_BUTTON_YPOS 215
14954 #define SOUND_BUTTON_XPOS 5
14955 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
14957 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
14958 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
14959 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
14960 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
14961 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
14962 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
14970 } gamebutton_info[NUM_GAME_BUTTONS] =
14974 &game.button.stop.x, &game.button.stop.y,
14975 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
14980 &game.button.pause.x, &game.button.pause.y,
14981 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
14982 GAME_CTRL_ID_PAUSE,
14986 &game.button.play.x, &game.button.play.y,
14987 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
14992 &game.button.sound_music.x, &game.button.sound_music.y,
14993 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
14994 SOUND_CTRL_ID_MUSIC,
14995 "background music on/off"
14998 &game.button.sound_loops.x, &game.button.sound_loops.y,
14999 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
15000 SOUND_CTRL_ID_LOOPS,
15001 "sound loops on/off"
15004 &game.button.sound_simple.x,&game.button.sound_simple.y,
15005 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
15006 SOUND_CTRL_ID_SIMPLE,
15007 "normal sounds on/off"
15011 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
15016 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
15017 GAME_CTRL_ID_PAUSE,
15021 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
15026 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
15027 SOUND_CTRL_ID_MUSIC,
15028 "background music on/off"
15031 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
15032 SOUND_CTRL_ID_LOOPS,
15033 "sound loops on/off"
15036 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
15037 SOUND_CTRL_ID_SIMPLE,
15038 "normal sounds on/off"
15043 void CreateGameButtons()
15047 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15049 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
15050 struct GadgetInfo *gi;
15053 unsigned long event_mask;
15055 int gd_xoffset, gd_yoffset;
15056 int gd_x1, gd_x2, gd_y1, gd_y2;
15059 x = DX + *gamebutton_info[i].x;
15060 y = DY + *gamebutton_info[i].y;
15061 gd_xoffset = gamebutton_info[i].gd_x;
15062 gd_yoffset = gamebutton_info[i].gd_y;
15063 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
15064 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
15066 if (id == GAME_CTRL_ID_STOP ||
15067 id == GAME_CTRL_ID_PAUSE ||
15068 id == GAME_CTRL_ID_PLAY)
15070 button_type = GD_TYPE_NORMAL_BUTTON;
15072 event_mask = GD_EVENT_RELEASED;
15073 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
15074 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
15078 button_type = GD_TYPE_CHECK_BUTTON;
15080 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
15081 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
15082 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
15083 event_mask = GD_EVENT_PRESSED;
15084 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
15085 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
15088 gi = CreateGadget(GDI_CUSTOM_ID, id,
15089 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15094 GDI_X, DX + gd_xoffset,
15095 GDI_Y, DY + gd_yoffset,
15097 GDI_WIDTH, GAME_BUTTON_XSIZE,
15098 GDI_HEIGHT, GAME_BUTTON_YSIZE,
15099 GDI_TYPE, button_type,
15100 GDI_STATE, GD_BUTTON_UNPRESSED,
15101 GDI_CHECKED, checked,
15102 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
15103 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
15104 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
15105 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
15106 GDI_EVENT_MASK, event_mask,
15107 GDI_CALLBACK_ACTION, HandleGameButtons,
15111 Error(ERR_EXIT, "cannot create gadget");
15113 game_gadget[id] = gi;
15117 void FreeGameButtons()
15121 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15122 FreeGadget(game_gadget[i]);
15125 static void MapGameButtons()
15129 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15130 MapGadget(game_gadget[i]);
15133 void UnmapGameButtons()
15137 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15138 UnmapGadget(game_gadget[i]);
15141 static void HandleGameButtons(struct GadgetInfo *gi)
15143 int id = gi->custom_id;
15145 if (game_status != GAME_MODE_PLAYING)
15150 case GAME_CTRL_ID_STOP:
15154 RequestQuitGame(TRUE);
15157 case GAME_CTRL_ID_PAUSE:
15158 if (options.network)
15160 #if defined(NETWORK_AVALIABLE)
15162 SendToServer_ContinuePlaying();
15164 SendToServer_PausePlaying();
15168 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15171 case GAME_CTRL_ID_PLAY:
15174 #if defined(NETWORK_AVALIABLE)
15175 if (options.network)
15176 SendToServer_ContinuePlaying();
15180 tape.pausing = FALSE;
15181 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0);
15186 case SOUND_CTRL_ID_MUSIC:
15187 if (setup.sound_music)
15189 setup.sound_music = FALSE;
15192 else if (audio.music_available)
15194 setup.sound = setup.sound_music = TRUE;
15196 SetAudioMode(setup.sound);
15202 case SOUND_CTRL_ID_LOOPS:
15203 if (setup.sound_loops)
15204 setup.sound_loops = FALSE;
15205 else if (audio.loops_available)
15207 setup.sound = setup.sound_loops = TRUE;
15208 SetAudioMode(setup.sound);
15212 case SOUND_CTRL_ID_SIMPLE:
15213 if (setup.sound_simple)
15214 setup.sound_simple = FALSE;
15215 else if (audio.sound_available)
15217 setup.sound = setup.sound_simple = TRUE;
15218 SetAudioMode(setup.sound);