1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2006 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* EXPERIMENTAL STUFF */
25 #define USE_NEW_AMOEBA_CODE FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_STUFF ( 1)
30 #define USE_NEW_SP_SLIPPERY (USE_NEW_STUFF * 1)
31 #define USE_NEW_CUSTOM_VALUE (USE_NEW_STUFF * 1)
32 #define USE_NEW_PLAYER_ANIM (USE_NEW_STUFF * 1)
33 #define USE_NEW_ALL_SLIPPERY (USE_NEW_STUFF * 1)
34 #define USE_NEW_PLAYER_SPEED (USE_NEW_STUFF * 1)
35 #define USE_NEW_DELAYED_ACTION (USE_NEW_STUFF * 1)
36 #define USE_NEW_SNAP_DELAY (USE_NEW_STUFF * 1)
37 #define USE_ONLY_ONE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1)
38 #define USE_ONE_MORE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1)
39 #define USE_FIXED_DONT_RUN_INTO (USE_NEW_STUFF * 1)
40 #define USE_NEW_SPRING_BUMPER (USE_NEW_STUFF * 1)
41 #define USE_STOP_CHANGED_ELEMENTS (USE_NEW_STUFF * 1)
42 #define USE_ELEMENT_TOUCHING_BUGFIX (USE_NEW_STUFF * 1)
43 #define USE_NEW_CONTINUOUS_SNAPPING (USE_NEW_STUFF * 1)
44 #define USE_GFX_RESET_GFX_ANIMATION (USE_NEW_STUFF * 1)
45 #define USE_BOTH_SWITCHGATE_SWITCHES (USE_NEW_STUFF * 1)
46 #define USE_PLAYER_GRAVITY (USE_NEW_STUFF * 1)
47 #define USE_FIXED_BORDER_RUNNING_GFX (USE_NEW_STUFF * 1)
48 #define USE_QUICKSAND_BD_ROCK_BUGFIX (USE_NEW_STUFF * 0)
50 #define USE_QUICKSAND_IMPACT_BUGFIX (USE_NEW_STUFF * 0)
52 #define USE_CODE_THAT_BREAKS_SNAKE_BITE (USE_NEW_STUFF * 1)
54 #define USE_UFAST_PLAYER_EXIT_BUGFIX (USE_NEW_STUFF * 1)
56 #define USE_GFX_RESET_ONLY_WHEN_MOVING (USE_NEW_STUFF * 1)
57 #define USE_GFX_RESET_PLAYER_ARTWORK (USE_NEW_STUFF * 1)
59 #define USE_FIX_KILLED_BY_NON_WALKABLE (USE_NEW_STUFF * 1)
60 #define USE_FIX_IMPACT_COLLISION (USE_NEW_STUFF * 1)
62 #define USE_GFX_RESET_WHEN_NOT_MOVING (USE_NEW_STUFF * 1)
64 #define USE_DELAYED_GFX_REDRAW (USE_NEW_STUFF * 1)
66 #if USE_DELAYED_GFX_REDRAW
67 #define TEST_DrawLevelField(x, y) \
68 GfxRedraw[x][y] |= GFX_REDRAW_TILE
69 #define TEST_DrawLevelFieldCrumbledSand(x, y) \
70 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
71 #define TEST_DrawLevelFieldCrumbledSandNeighbours(x, y) \
72 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
73 #define TEST_DrawTwinkleOnField(x, y) \
74 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
76 #define TEST_DrawLevelField(x, y) \
78 #define TEST_DrawLevelFieldCrumbledSand(x, y) \
79 DrawLevelFieldCrumbledSand(x, y)
80 #define TEST_DrawLevelFieldCrumbledSandNeighbours(x, y) \
81 DrawLevelFieldCrumbledSandNeighbours(x, y)
82 #define TEST_DrawTwinkleOnField(x, y) \
83 DrawTwinkleOnField(x, y)
92 /* for MovePlayer() */
93 #define MP_NO_ACTION 0
96 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
98 /* for ScrollPlayer() */
100 #define SCROLL_GO_ON 1
102 /* for Bang()/Explode() */
103 #define EX_PHASE_START 0
104 #define EX_TYPE_NONE 0
105 #define EX_TYPE_NORMAL (1 << 0)
106 #define EX_TYPE_CENTER (1 << 1)
107 #define EX_TYPE_BORDER (1 << 2)
108 #define EX_TYPE_CROSS (1 << 3)
109 #define EX_TYPE_DYNA (1 << 4)
110 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
112 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
113 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
114 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
115 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
117 /* special positions in the game control window (relative to control window) */
118 #define XX_LEVEL1 (PANEL_XPOS(game.panel.level))
119 #define XX_LEVEL2 (PANEL_XPOS(game.panel.level) - 1)
120 #define XX_LEVEL (PANEL_XPOS(game.panel.level))
121 #define YY_LEVEL (PANEL_YPOS(game.panel.level))
122 #define XX_EMERALDS (PANEL_XPOS(game.panel.gems))
123 #define YY_EMERALDS (PANEL_YPOS(game.panel.gems))
124 #define XX_DYNAMITE (PANEL_XPOS(game.panel.inventory))
125 #define YY_DYNAMITE (PANEL_YPOS(game.panel.inventory))
126 #define XX_KEYS (PANEL_XPOS(game.panel.keys))
127 #define YY_KEYS (PANEL_YPOS(game.panel.keys))
128 #define XX_SCORE (PANEL_XPOS(game.panel.score))
129 #define YY_SCORE (PANEL_YPOS(game.panel.score))
130 #define XX_TIME1 (PANEL_XPOS(game.panel.time))
131 #define XX_TIME2 (PANEL_XPOS(game.panel.time) + 1)
132 #define XX_TIME (PANEL_XPOS(game.panel.time))
133 #define YY_TIME (PANEL_YPOS(game.panel.time))
135 /* special positions in the game control window (relative to main window) */
136 #define DX_LEVEL1 (DX + XX_LEVEL1)
137 #define DX_LEVEL2 (DX + XX_LEVEL2)
138 #define DX_LEVEL (DX + XX_LEVEL)
139 #define DY_LEVEL (DY + YY_LEVEL)
140 #define DX_EMERALDS (DX + XX_EMERALDS)
141 #define DY_EMERALDS (DY + YY_EMERALDS)
142 #define DX_DYNAMITE (DX + XX_DYNAMITE)
143 #define DY_DYNAMITE (DY + YY_DYNAMITE)
144 #define DX_KEYS (DX + XX_KEYS)
145 #define DY_KEYS (DY + YY_KEYS)
146 #define DX_SCORE (DX + XX_SCORE)
147 #define DY_SCORE (DY + YY_SCORE)
148 #define DX_TIME1 (DX + XX_TIME1)
149 #define DX_TIME2 (DX + XX_TIME2)
150 #define DX_TIME (DX + XX_TIME)
151 #define DY_TIME (DY + YY_TIME)
154 /* game panel display and control definitions */
156 #define GAME_PANEL_LEVEL_NUMBER 0
157 #define GAME_PANEL_GEMS 1
158 #define GAME_PANEL_INVENTORY_COUNT 2
159 #define GAME_PANEL_INVENTORY_FIRST_1 3
160 #define GAME_PANEL_INVENTORY_FIRST_2 4
161 #define GAME_PANEL_INVENTORY_FIRST_3 5
162 #define GAME_PANEL_INVENTORY_FIRST_4 6
163 #define GAME_PANEL_INVENTORY_FIRST_5 7
164 #define GAME_PANEL_INVENTORY_FIRST_6 8
165 #define GAME_PANEL_INVENTORY_FIRST_7 9
166 #define GAME_PANEL_INVENTORY_FIRST_8 10
167 #define GAME_PANEL_INVENTORY_LAST_1 11
168 #define GAME_PANEL_INVENTORY_LAST_2 12
169 #define GAME_PANEL_INVENTORY_LAST_3 13
170 #define GAME_PANEL_INVENTORY_LAST_4 14
171 #define GAME_PANEL_INVENTORY_LAST_5 15
172 #define GAME_PANEL_INVENTORY_LAST_6 16
173 #define GAME_PANEL_INVENTORY_LAST_7 17
174 #define GAME_PANEL_INVENTORY_LAST_8 18
175 #define GAME_PANEL_KEY_1 19
176 #define GAME_PANEL_KEY_2 20
177 #define GAME_PANEL_KEY_3 21
178 #define GAME_PANEL_KEY_4 22
179 #define GAME_PANEL_KEY_5 23
180 #define GAME_PANEL_KEY_6 24
181 #define GAME_PANEL_KEY_7 25
182 #define GAME_PANEL_KEY_8 26
183 #define GAME_PANEL_KEY_WHITE 27
184 #define GAME_PANEL_KEY_WHITE_COUNT 28
185 #define GAME_PANEL_SCORE 29
186 #define GAME_PANEL_HIGHSCORE 30
187 #define GAME_PANEL_TIME 31
188 #define GAME_PANEL_TIME_HH 32
189 #define GAME_PANEL_TIME_MM 33
190 #define GAME_PANEL_TIME_SS 34
191 #define GAME_PANEL_SHIELD_NORMAL 35
192 #define GAME_PANEL_SHIELD_NORMAL_TIME 36
193 #define GAME_PANEL_SHIELD_DEADLY 37
194 #define GAME_PANEL_SHIELD_DEADLY_TIME 38
195 #define GAME_PANEL_EXIT 39
196 #define GAME_PANEL_EMC_MAGIC_BALL 40
197 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 41
198 #define GAME_PANEL_LIGHT_SWITCH 42
199 #define GAME_PANEL_LIGHT_SWITCH_TIME 43
200 #define GAME_PANEL_TIMEGATE_SWITCH 44
201 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 45
202 #define GAME_PANEL_SWITCHGATE_SWITCH 46
203 #define GAME_PANEL_EMC_LENSES 47
204 #define GAME_PANEL_EMC_LENSES_TIME 48
205 #define GAME_PANEL_EMC_MAGNIFIER 49
206 #define GAME_PANEL_EMC_MAGNIFIER_TIME 50
207 #define GAME_PANEL_BALLOON_SWITCH 51
208 #define GAME_PANEL_DYNABOMB_NUMBER 52
209 #define GAME_PANEL_DYNABOMB_SIZE 53
210 #define GAME_PANEL_DYNABOMB_POWER 54
211 #define GAME_PANEL_PENGUINS 55
212 #define GAME_PANEL_SOKOBAN_OBJECTS 56
213 #define GAME_PANEL_SOKOBAN_FIELDS 57
214 #define GAME_PANEL_ROBOT_WHEEL 58
215 #define GAME_PANEL_CONVEYOR_BELT_1 59
216 #define GAME_PANEL_CONVEYOR_BELT_2 60
217 #define GAME_PANEL_CONVEYOR_BELT_3 61
218 #define GAME_PANEL_CONVEYOR_BELT_4 62
219 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 63
220 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 64
221 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 65
222 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 66
223 #define GAME_PANEL_MAGIC_WALL 67
224 #define GAME_PANEL_MAGIC_WALL_TIME 68
225 #define GAME_PANEL_GRAVITY_STATE 69
226 #define GAME_PANEL_GRAPHIC_1 70
227 #define GAME_PANEL_GRAPHIC_2 71
228 #define GAME_PANEL_GRAPHIC_3 72
229 #define GAME_PANEL_GRAPHIC_4 73
230 #define GAME_PANEL_GRAPHIC_5 74
231 #define GAME_PANEL_GRAPHIC_6 75
232 #define GAME_PANEL_GRAPHIC_7 76
233 #define GAME_PANEL_GRAPHIC_8 77
234 #define GAME_PANEL_ELEMENT_1 78
235 #define GAME_PANEL_ELEMENT_2 79
236 #define GAME_PANEL_ELEMENT_3 80
237 #define GAME_PANEL_ELEMENT_4 81
238 #define GAME_PANEL_ELEMENT_5 82
239 #define GAME_PANEL_ELEMENT_6 83
240 #define GAME_PANEL_ELEMENT_7 84
241 #define GAME_PANEL_ELEMENT_8 85
242 #define GAME_PANEL_ELEMENT_COUNT_1 86
243 #define GAME_PANEL_ELEMENT_COUNT_2 87
244 #define GAME_PANEL_ELEMENT_COUNT_3 88
245 #define GAME_PANEL_ELEMENT_COUNT_4 89
246 #define GAME_PANEL_ELEMENT_COUNT_5 90
247 #define GAME_PANEL_ELEMENT_COUNT_6 91
248 #define GAME_PANEL_ELEMENT_COUNT_7 92
249 #define GAME_PANEL_ELEMENT_COUNT_8 93
250 #define GAME_PANEL_CE_SCORE_1 94
251 #define GAME_PANEL_CE_SCORE_2 95
252 #define GAME_PANEL_CE_SCORE_3 96
253 #define GAME_PANEL_CE_SCORE_4 97
254 #define GAME_PANEL_CE_SCORE_5 98
255 #define GAME_PANEL_CE_SCORE_6 99
256 #define GAME_PANEL_CE_SCORE_7 100
257 #define GAME_PANEL_CE_SCORE_8 101
258 #define GAME_PANEL_CE_SCORE_1_ELEMENT 102
259 #define GAME_PANEL_CE_SCORE_2_ELEMENT 103
260 #define GAME_PANEL_CE_SCORE_3_ELEMENT 104
261 #define GAME_PANEL_CE_SCORE_4_ELEMENT 105
262 #define GAME_PANEL_CE_SCORE_5_ELEMENT 106
263 #define GAME_PANEL_CE_SCORE_6_ELEMENT 107
264 #define GAME_PANEL_CE_SCORE_7_ELEMENT 108
265 #define GAME_PANEL_CE_SCORE_8_ELEMENT 109
266 #define GAME_PANEL_PLAYER_NAME 110
267 #define GAME_PANEL_LEVEL_NAME 111
268 #define GAME_PANEL_LEVEL_AUTHOR 112
270 #define NUM_GAME_PANEL_CONTROLS 113
272 struct GamePanelOrderInfo
278 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
280 struct GamePanelControlInfo
284 struct TextPosInfo *pos;
287 int value, last_value;
288 int frame, last_frame;
293 static struct GamePanelControlInfo game_panel_controls[] =
296 GAME_PANEL_LEVEL_NUMBER,
297 &game.panel.level_number,
306 GAME_PANEL_INVENTORY_COUNT,
307 &game.panel.inventory_count,
311 GAME_PANEL_INVENTORY_FIRST_1,
312 &game.panel.inventory_first[0],
316 GAME_PANEL_INVENTORY_FIRST_2,
317 &game.panel.inventory_first[1],
321 GAME_PANEL_INVENTORY_FIRST_3,
322 &game.panel.inventory_first[2],
326 GAME_PANEL_INVENTORY_FIRST_4,
327 &game.panel.inventory_first[3],
331 GAME_PANEL_INVENTORY_FIRST_5,
332 &game.panel.inventory_first[4],
336 GAME_PANEL_INVENTORY_FIRST_6,
337 &game.panel.inventory_first[5],
341 GAME_PANEL_INVENTORY_FIRST_7,
342 &game.panel.inventory_first[6],
346 GAME_PANEL_INVENTORY_FIRST_8,
347 &game.panel.inventory_first[7],
351 GAME_PANEL_INVENTORY_LAST_1,
352 &game.panel.inventory_last[0],
356 GAME_PANEL_INVENTORY_LAST_2,
357 &game.panel.inventory_last[1],
361 GAME_PANEL_INVENTORY_LAST_3,
362 &game.panel.inventory_last[2],
366 GAME_PANEL_INVENTORY_LAST_4,
367 &game.panel.inventory_last[3],
371 GAME_PANEL_INVENTORY_LAST_5,
372 &game.panel.inventory_last[4],
376 GAME_PANEL_INVENTORY_LAST_6,
377 &game.panel.inventory_last[5],
381 GAME_PANEL_INVENTORY_LAST_7,
382 &game.panel.inventory_last[6],
386 GAME_PANEL_INVENTORY_LAST_8,
387 &game.panel.inventory_last[7],
431 GAME_PANEL_KEY_WHITE,
432 &game.panel.key_white,
436 GAME_PANEL_KEY_WHITE_COUNT,
437 &game.panel.key_white_count,
446 GAME_PANEL_HIGHSCORE,
447 &game.panel.highscore,
471 GAME_PANEL_SHIELD_NORMAL,
472 &game.panel.shield_normal,
476 GAME_PANEL_SHIELD_NORMAL_TIME,
477 &game.panel.shield_normal_time,
481 GAME_PANEL_SHIELD_DEADLY,
482 &game.panel.shield_deadly,
486 GAME_PANEL_SHIELD_DEADLY_TIME,
487 &game.panel.shield_deadly_time,
496 GAME_PANEL_EMC_MAGIC_BALL,
497 &game.panel.emc_magic_ball,
501 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
502 &game.panel.emc_magic_ball_switch,
506 GAME_PANEL_LIGHT_SWITCH,
507 &game.panel.light_switch,
511 GAME_PANEL_LIGHT_SWITCH_TIME,
512 &game.panel.light_switch_time,
516 GAME_PANEL_TIMEGATE_SWITCH,
517 &game.panel.timegate_switch,
521 GAME_PANEL_TIMEGATE_SWITCH_TIME,
522 &game.panel.timegate_switch_time,
526 GAME_PANEL_SWITCHGATE_SWITCH,
527 &game.panel.switchgate_switch,
531 GAME_PANEL_EMC_LENSES,
532 &game.panel.emc_lenses,
536 GAME_PANEL_EMC_LENSES_TIME,
537 &game.panel.emc_lenses_time,
541 GAME_PANEL_EMC_MAGNIFIER,
542 &game.panel.emc_magnifier,
546 GAME_PANEL_EMC_MAGNIFIER_TIME,
547 &game.panel.emc_magnifier_time,
551 GAME_PANEL_BALLOON_SWITCH,
552 &game.panel.balloon_switch,
556 GAME_PANEL_DYNABOMB_NUMBER,
557 &game.panel.dynabomb_number,
561 GAME_PANEL_DYNABOMB_SIZE,
562 &game.panel.dynabomb_size,
566 GAME_PANEL_DYNABOMB_POWER,
567 &game.panel.dynabomb_power,
572 &game.panel.penguins,
576 GAME_PANEL_SOKOBAN_OBJECTS,
577 &game.panel.sokoban_objects,
581 GAME_PANEL_SOKOBAN_FIELDS,
582 &game.panel.sokoban_fields,
586 GAME_PANEL_ROBOT_WHEEL,
587 &game.panel.robot_wheel,
591 GAME_PANEL_CONVEYOR_BELT_1,
592 &game.panel.conveyor_belt[0],
596 GAME_PANEL_CONVEYOR_BELT_2,
597 &game.panel.conveyor_belt[1],
601 GAME_PANEL_CONVEYOR_BELT_3,
602 &game.panel.conveyor_belt[2],
606 GAME_PANEL_CONVEYOR_BELT_4,
607 &game.panel.conveyor_belt[3],
611 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
612 &game.panel.conveyor_belt_switch[0],
616 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
617 &game.panel.conveyor_belt_switch[1],
621 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
622 &game.panel.conveyor_belt_switch[2],
626 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
627 &game.panel.conveyor_belt_switch[3],
631 GAME_PANEL_MAGIC_WALL,
632 &game.panel.magic_wall,
636 GAME_PANEL_MAGIC_WALL_TIME,
637 &game.panel.magic_wall_time,
641 GAME_PANEL_GRAVITY_STATE,
642 &game.panel.gravity_state,
646 GAME_PANEL_GRAPHIC_1,
647 &game.panel.graphic[0],
651 GAME_PANEL_GRAPHIC_2,
652 &game.panel.graphic[1],
656 GAME_PANEL_GRAPHIC_3,
657 &game.panel.graphic[2],
661 GAME_PANEL_GRAPHIC_4,
662 &game.panel.graphic[3],
666 GAME_PANEL_GRAPHIC_5,
667 &game.panel.graphic[4],
671 GAME_PANEL_GRAPHIC_6,
672 &game.panel.graphic[5],
676 GAME_PANEL_GRAPHIC_7,
677 &game.panel.graphic[6],
681 GAME_PANEL_GRAPHIC_8,
682 &game.panel.graphic[7],
686 GAME_PANEL_ELEMENT_1,
687 &game.panel.element[0],
691 GAME_PANEL_ELEMENT_2,
692 &game.panel.element[1],
696 GAME_PANEL_ELEMENT_3,
697 &game.panel.element[2],
701 GAME_PANEL_ELEMENT_4,
702 &game.panel.element[3],
706 GAME_PANEL_ELEMENT_5,
707 &game.panel.element[4],
711 GAME_PANEL_ELEMENT_6,
712 &game.panel.element[5],
716 GAME_PANEL_ELEMENT_7,
717 &game.panel.element[6],
721 GAME_PANEL_ELEMENT_8,
722 &game.panel.element[7],
726 GAME_PANEL_ELEMENT_COUNT_1,
727 &game.panel.element_count[0],
731 GAME_PANEL_ELEMENT_COUNT_2,
732 &game.panel.element_count[1],
736 GAME_PANEL_ELEMENT_COUNT_3,
737 &game.panel.element_count[2],
741 GAME_PANEL_ELEMENT_COUNT_4,
742 &game.panel.element_count[3],
746 GAME_PANEL_ELEMENT_COUNT_5,
747 &game.panel.element_count[4],
751 GAME_PANEL_ELEMENT_COUNT_6,
752 &game.panel.element_count[5],
756 GAME_PANEL_ELEMENT_COUNT_7,
757 &game.panel.element_count[6],
761 GAME_PANEL_ELEMENT_COUNT_8,
762 &game.panel.element_count[7],
766 GAME_PANEL_CE_SCORE_1,
767 &game.panel.ce_score[0],
771 GAME_PANEL_CE_SCORE_2,
772 &game.panel.ce_score[1],
776 GAME_PANEL_CE_SCORE_3,
777 &game.panel.ce_score[2],
781 GAME_PANEL_CE_SCORE_4,
782 &game.panel.ce_score[3],
786 GAME_PANEL_CE_SCORE_5,
787 &game.panel.ce_score[4],
791 GAME_PANEL_CE_SCORE_6,
792 &game.panel.ce_score[5],
796 GAME_PANEL_CE_SCORE_7,
797 &game.panel.ce_score[6],
801 GAME_PANEL_CE_SCORE_8,
802 &game.panel.ce_score[7],
806 GAME_PANEL_CE_SCORE_1_ELEMENT,
807 &game.panel.ce_score_element[0],
811 GAME_PANEL_CE_SCORE_2_ELEMENT,
812 &game.panel.ce_score_element[1],
816 GAME_PANEL_CE_SCORE_3_ELEMENT,
817 &game.panel.ce_score_element[2],
821 GAME_PANEL_CE_SCORE_4_ELEMENT,
822 &game.panel.ce_score_element[3],
826 GAME_PANEL_CE_SCORE_5_ELEMENT,
827 &game.panel.ce_score_element[4],
831 GAME_PANEL_CE_SCORE_6_ELEMENT,
832 &game.panel.ce_score_element[5],
836 GAME_PANEL_CE_SCORE_7_ELEMENT,
837 &game.panel.ce_score_element[6],
841 GAME_PANEL_CE_SCORE_8_ELEMENT,
842 &game.panel.ce_score_element[7],
846 GAME_PANEL_PLAYER_NAME,
847 &game.panel.player_name,
851 GAME_PANEL_LEVEL_NAME,
852 &game.panel.level_name,
856 GAME_PANEL_LEVEL_AUTHOR,
857 &game.panel.level_author,
870 /* values for delayed check of falling and moving elements and for collision */
871 #define CHECK_DELAY_MOVING 3
872 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
873 #define CHECK_DELAY_COLLISION 2
874 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
876 /* values for initial player move delay (initial delay counter value) */
877 #define INITIAL_MOVE_DELAY_OFF -1
878 #define INITIAL_MOVE_DELAY_ON 0
880 /* values for player movement speed (which is in fact a delay value) */
881 #define MOVE_DELAY_MIN_SPEED 32
882 #define MOVE_DELAY_NORMAL_SPEED 8
883 #define MOVE_DELAY_HIGH_SPEED 4
884 #define MOVE_DELAY_MAX_SPEED 1
886 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
887 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
889 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
890 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
892 /* values for other actions */
893 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
894 #define MOVE_STEPSIZE_MIN (1)
895 #define MOVE_STEPSIZE_MAX (TILEX)
897 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
898 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
900 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
902 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
903 RND(element_info[e].push_delay_random))
904 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
905 RND(element_info[e].drop_delay_random))
906 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
907 RND(element_info[e].move_delay_random))
908 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
909 (element_info[e].move_delay_random))
910 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
911 RND(element_info[e].ce_value_random_initial))
912 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
913 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
914 RND((c)->delay_random * (c)->delay_frames))
915 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
916 RND((c)->delay_random))
919 #define GET_VALID_RUNTIME_ELEMENT(e) \
920 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
922 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
923 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
924 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
925 (be) + (e) - EL_SELF)
927 #define GET_PLAYER_FROM_BITS(p) \
928 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
930 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
931 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
932 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
933 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
934 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
935 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
936 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
937 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
938 RESOLVED_REFERENCE_ELEMENT(be, e) : \
941 #define CAN_GROW_INTO(e) \
942 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
944 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
945 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
948 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
949 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
950 (CAN_MOVE_INTO_ACID(e) && \
951 Feld[x][y] == EL_ACID) || \
954 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
955 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
956 (CAN_MOVE_INTO_ACID(e) && \
957 Feld[x][y] == EL_ACID) || \
960 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
961 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
963 (CAN_MOVE_INTO_ACID(e) && \
964 Feld[x][y] == EL_ACID) || \
965 (DONT_COLLIDE_WITH(e) && \
967 !PLAYER_ENEMY_PROTECTED(x, y))))
969 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
970 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
972 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
973 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
975 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
976 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
978 #define ANDROID_CAN_CLONE_FIELD(x, y) \
979 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
980 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
982 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
983 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
985 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
986 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
988 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
989 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
991 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
992 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
994 #define PIG_CAN_ENTER_FIELD(e, x, y) \
995 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
997 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
998 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
999 Feld[x][y] == EL_EM_EXIT_OPEN || \
1000 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
1001 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
1002 IS_FOOD_PENGUIN(Feld[x][y])))
1003 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
1004 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
1006 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
1007 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
1009 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
1010 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
1012 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
1013 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
1014 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
1016 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
1018 #define CE_ENTER_FIELD_COND(e, x, y) \
1019 (!IS_PLAYER(x, y) && \
1020 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
1022 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
1023 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
1025 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
1026 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1028 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1029 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1030 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1031 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1033 /* game button identifiers */
1034 #define GAME_CTRL_ID_STOP 0
1035 #define GAME_CTRL_ID_PAUSE 1
1036 #define GAME_CTRL_ID_PLAY 2
1037 #define SOUND_CTRL_ID_MUSIC 3
1038 #define SOUND_CTRL_ID_LOOPS 4
1039 #define SOUND_CTRL_ID_SIMPLE 5
1041 #define NUM_GAME_BUTTONS 6
1044 /* forward declaration for internal use */
1046 static void CreateField(int, int, int);
1048 static void ResetGfxAnimation(int, int);
1050 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1051 static void AdvanceFrameAndPlayerCounters(int);
1053 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1054 static boolean MovePlayer(struct PlayerInfo *, int, int);
1055 static void ScrollPlayer(struct PlayerInfo *, int);
1056 static void ScrollScreen(struct PlayerInfo *, int);
1058 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1059 static boolean DigFieldByCE(int, int, int);
1060 static boolean SnapField(struct PlayerInfo *, int, int);
1061 static boolean DropElement(struct PlayerInfo *);
1063 static void InitBeltMovement(void);
1064 static void CloseAllOpenTimegates(void);
1065 static void CheckGravityMovement(struct PlayerInfo *);
1066 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1067 static void KillPlayerUnlessEnemyProtected(int, int);
1068 static void KillPlayerUnlessExplosionProtected(int, int);
1070 static void TestIfPlayerTouchesCustomElement(int, int);
1071 static void TestIfElementTouchesCustomElement(int, int);
1072 static void TestIfElementHitsCustomElement(int, int, int);
1074 static void TestIfElementSmashesCustomElement(int, int, int);
1077 static void HandleElementChange(int, int, int);
1078 static void ExecuteCustomElementAction(int, int, int, int);
1079 static boolean ChangeElement(int, int, int, int);
1081 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1082 #define CheckTriggeredElementChange(x, y, e, ev) \
1083 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1084 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1085 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1086 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1087 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1088 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1089 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1091 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1092 #define CheckElementChange(x, y, e, te, ev) \
1093 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1094 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1095 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1096 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1097 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1099 static void PlayLevelSound(int, int, int);
1100 static void PlayLevelSoundNearest(int, int, int);
1101 static void PlayLevelSoundAction(int, int, int);
1102 static void PlayLevelSoundElementAction(int, int, int, int);
1103 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1104 static void PlayLevelSoundActionIfLoop(int, int, int);
1105 static void StopLevelSoundActionIfLoop(int, int, int);
1106 static void PlayLevelMusic();
1108 static void MapGameButtons();
1109 static void HandleGameButtons(struct GadgetInfo *);
1111 int AmoebeNachbarNr(int, int);
1112 void AmoebeUmwandeln(int, int);
1113 void ContinueMoving(int, int);
1114 void Bang(int, int);
1115 void InitMovDir(int, int);
1116 void InitAmoebaNr(int, int);
1117 int NewHiScore(void);
1119 void TestIfGoodThingHitsBadThing(int, int, int);
1120 void TestIfBadThingHitsGoodThing(int, int, int);
1121 void TestIfPlayerTouchesBadThing(int, int);
1122 void TestIfPlayerRunsIntoBadThing(int, int, int);
1123 void TestIfBadThingTouchesPlayer(int, int);
1124 void TestIfBadThingRunsIntoPlayer(int, int, int);
1125 void TestIfFriendTouchesBadThing(int, int);
1126 void TestIfBadThingTouchesFriend(int, int);
1127 void TestIfBadThingTouchesOtherBadThing(int, int);
1129 void KillPlayer(struct PlayerInfo *);
1130 void BuryPlayer(struct PlayerInfo *);
1131 void RemovePlayer(struct PlayerInfo *);
1133 static int getInvisibleActiveFromInvisibleElement(int);
1134 static int getInvisibleFromInvisibleActiveElement(int);
1136 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1138 /* for detection of endless loops, caused by custom element programming */
1139 /* (using maximal playfield width x 10 is just a rough approximation) */
1140 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1142 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1144 if (recursion_loop_detected) \
1147 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1149 recursion_loop_detected = TRUE; \
1150 recursion_loop_element = (e); \
1153 recursion_loop_depth++; \
1156 #define RECURSION_LOOP_DETECTION_END() \
1158 recursion_loop_depth--; \
1161 static int recursion_loop_depth;
1162 static boolean recursion_loop_detected;
1163 static boolean recursion_loop_element;
1166 /* ------------------------------------------------------------------------- */
1167 /* definition of elements that automatically change to other elements after */
1168 /* a specified time, eventually calling a function when changing */
1169 /* ------------------------------------------------------------------------- */
1171 /* forward declaration for changer functions */
1172 static void InitBuggyBase(int, int);
1173 static void WarnBuggyBase(int, int);
1175 static void InitTrap(int, int);
1176 static void ActivateTrap(int, int);
1177 static void ChangeActiveTrap(int, int);
1179 static void InitRobotWheel(int, int);
1180 static void RunRobotWheel(int, int);
1181 static void StopRobotWheel(int, int);
1183 static void InitTimegateWheel(int, int);
1184 static void RunTimegateWheel(int, int);
1186 static void InitMagicBallDelay(int, int);
1187 static void ActivateMagicBall(int, int);
1189 struct ChangingElementInfo
1194 void (*pre_change_function)(int x, int y);
1195 void (*change_function)(int x, int y);
1196 void (*post_change_function)(int x, int y);
1199 static struct ChangingElementInfo change_delay_list[] =
1234 EL_STEEL_EXIT_OPENING,
1242 EL_STEEL_EXIT_CLOSING,
1243 EL_STEEL_EXIT_CLOSED,
1270 EL_EM_STEEL_EXIT_OPENING,
1271 EL_EM_STEEL_EXIT_OPEN,
1278 EL_EM_STEEL_EXIT_CLOSING,
1282 EL_EM_STEEL_EXIT_CLOSED,
1306 EL_SWITCHGATE_OPENING,
1314 EL_SWITCHGATE_CLOSING,
1315 EL_SWITCHGATE_CLOSED,
1322 EL_TIMEGATE_OPENING,
1330 EL_TIMEGATE_CLOSING,
1339 EL_ACID_SPLASH_LEFT,
1347 EL_ACID_SPLASH_RIGHT,
1356 EL_SP_BUGGY_BASE_ACTIVATING,
1363 EL_SP_BUGGY_BASE_ACTIVATING,
1364 EL_SP_BUGGY_BASE_ACTIVE,
1371 EL_SP_BUGGY_BASE_ACTIVE,
1395 EL_ROBOT_WHEEL_ACTIVE,
1403 EL_TIMEGATE_SWITCH_ACTIVE,
1411 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1412 EL_DC_TIMEGATE_SWITCH,
1419 EL_EMC_MAGIC_BALL_ACTIVE,
1420 EL_EMC_MAGIC_BALL_ACTIVE,
1427 EL_EMC_SPRING_BUMPER_ACTIVE,
1428 EL_EMC_SPRING_BUMPER,
1435 EL_DIAGONAL_SHRINKING,
1443 EL_DIAGONAL_GROWING,
1464 int push_delay_fixed, push_delay_random;
1468 { EL_SPRING, 0, 0 },
1469 { EL_BALLOON, 0, 0 },
1471 { EL_SOKOBAN_OBJECT, 2, 0 },
1472 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1473 { EL_SATELLITE, 2, 0 },
1474 { EL_SP_DISK_YELLOW, 2, 0 },
1476 { EL_UNDEFINED, 0, 0 },
1484 move_stepsize_list[] =
1486 { EL_AMOEBA_DROP, 2 },
1487 { EL_AMOEBA_DROPPING, 2 },
1488 { EL_QUICKSAND_FILLING, 1 },
1489 { EL_QUICKSAND_EMPTYING, 1 },
1490 { EL_QUICKSAND_FAST_FILLING, 2 },
1491 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1492 { EL_MAGIC_WALL_FILLING, 2 },
1493 { EL_MAGIC_WALL_EMPTYING, 2 },
1494 { EL_BD_MAGIC_WALL_FILLING, 2 },
1495 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1496 { EL_DC_MAGIC_WALL_FILLING, 2 },
1497 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1499 { EL_UNDEFINED, 0 },
1507 collect_count_list[] =
1510 { EL_BD_DIAMOND, 1 },
1511 { EL_EMERALD_YELLOW, 1 },
1512 { EL_EMERALD_RED, 1 },
1513 { EL_EMERALD_PURPLE, 1 },
1515 { EL_SP_INFOTRON, 1 },
1519 { EL_UNDEFINED, 0 },
1527 access_direction_list[] =
1529 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1530 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1531 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1532 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1533 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1534 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1535 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1536 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1537 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1538 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1539 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1541 { EL_SP_PORT_LEFT, MV_RIGHT },
1542 { EL_SP_PORT_RIGHT, MV_LEFT },
1543 { EL_SP_PORT_UP, MV_DOWN },
1544 { EL_SP_PORT_DOWN, MV_UP },
1545 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1546 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1547 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1548 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1549 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1550 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1551 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1552 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1553 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1554 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1555 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1556 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1557 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1558 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1559 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1561 { EL_UNDEFINED, MV_NONE }
1564 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1566 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1567 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1568 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1569 IS_JUST_CHANGING(x, y))
1571 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1573 /* static variables for playfield scan mode (scanning forward or backward) */
1574 static int playfield_scan_start_x = 0;
1575 static int playfield_scan_start_y = 0;
1576 static int playfield_scan_delta_x = 1;
1577 static int playfield_scan_delta_y = 1;
1579 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1580 (y) >= 0 && (y) <= lev_fieldy - 1; \
1581 (y) += playfield_scan_delta_y) \
1582 for ((x) = playfield_scan_start_x; \
1583 (x) >= 0 && (x) <= lev_fieldx - 1; \
1584 (x) += playfield_scan_delta_x)
1587 void DEBUG_SetMaximumDynamite()
1591 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1592 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1593 local_player->inventory_element[local_player->inventory_size++] =
1598 static void InitPlayfieldScanModeVars()
1600 if (game.use_reverse_scan_direction)
1602 playfield_scan_start_x = lev_fieldx - 1;
1603 playfield_scan_start_y = lev_fieldy - 1;
1605 playfield_scan_delta_x = -1;
1606 playfield_scan_delta_y = -1;
1610 playfield_scan_start_x = 0;
1611 playfield_scan_start_y = 0;
1613 playfield_scan_delta_x = 1;
1614 playfield_scan_delta_y = 1;
1618 static void InitPlayfieldScanMode(int mode)
1620 game.use_reverse_scan_direction =
1621 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1623 InitPlayfieldScanModeVars();
1626 static int get_move_delay_from_stepsize(int move_stepsize)
1629 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1631 /* make sure that stepsize value is always a power of 2 */
1632 move_stepsize = (1 << log_2(move_stepsize));
1634 return TILEX / move_stepsize;
1637 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1640 int player_nr = player->index_nr;
1641 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1642 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1644 /* do no immediately change move delay -- the player might just be moving */
1645 player->move_delay_value_next = move_delay;
1647 /* information if player can move must be set separately */
1648 player->cannot_move = cannot_move;
1652 player->move_delay = game.initial_move_delay[player_nr];
1653 player->move_delay_value = game.initial_move_delay_value[player_nr];
1655 player->move_delay_value_next = -1;
1657 player->move_delay_reset_counter = 0;
1661 void GetPlayerConfig()
1663 GameFrameDelay = setup.game_frame_delay;
1665 if (!audio.sound_available)
1666 setup.sound_simple = FALSE;
1668 if (!audio.loops_available)
1669 setup.sound_loops = FALSE;
1671 if (!audio.music_available)
1672 setup.sound_music = FALSE;
1674 if (!video.fullscreen_available)
1675 setup.fullscreen = FALSE;
1677 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1679 SetAudioMode(setup.sound);
1683 int GetElementFromGroupElement(int element)
1685 if (IS_GROUP_ELEMENT(element))
1687 struct ElementGroupInfo *group = element_info[element].group;
1688 int last_anim_random_frame = gfx.anim_random_frame;
1691 if (group->choice_mode == ANIM_RANDOM)
1692 gfx.anim_random_frame = RND(group->num_elements_resolved);
1694 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1695 group->choice_mode, 0,
1698 if (group->choice_mode == ANIM_RANDOM)
1699 gfx.anim_random_frame = last_anim_random_frame;
1701 group->choice_pos++;
1703 element = group->element_resolved[element_pos];
1709 static void InitPlayerField(int x, int y, int element, boolean init_game)
1711 if (element == EL_SP_MURPHY)
1715 if (stored_player[0].present)
1717 Feld[x][y] = EL_SP_MURPHY_CLONE;
1723 stored_player[0].use_murphy = TRUE;
1725 if (!level.use_artwork_element[0])
1726 stored_player[0].artwork_element = EL_SP_MURPHY;
1729 Feld[x][y] = EL_PLAYER_1;
1735 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1736 int jx = player->jx, jy = player->jy;
1738 player->present = TRUE;
1740 player->block_last_field = (element == EL_SP_MURPHY ?
1741 level.sp_block_last_field :
1742 level.block_last_field);
1744 /* ---------- initialize player's last field block delay --------------- */
1746 /* always start with reliable default value (no adjustment needed) */
1747 player->block_delay_adjustment = 0;
1749 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1750 if (player->block_last_field && element == EL_SP_MURPHY)
1751 player->block_delay_adjustment = 1;
1753 /* special case 2: in game engines before 3.1.1, blocking was different */
1754 if (game.use_block_last_field_bug)
1755 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1757 if (!options.network || player->connected)
1759 player->active = TRUE;
1761 /* remove potentially duplicate players */
1762 if (StorePlayer[jx][jy] == Feld[x][y])
1763 StorePlayer[jx][jy] = 0;
1765 StorePlayer[x][y] = Feld[x][y];
1769 printf("Player %d activated.\n", player->element_nr);
1770 printf("[Local player is %d and currently %s.]\n",
1771 local_player->element_nr,
1772 local_player->active ? "active" : "not active");
1776 Feld[x][y] = EL_EMPTY;
1778 player->jx = player->last_jx = x;
1779 player->jy = player->last_jy = y;
1783 static void InitField(int x, int y, boolean init_game)
1785 int element = Feld[x][y];
1794 InitPlayerField(x, y, element, init_game);
1797 case EL_SOKOBAN_FIELD_PLAYER:
1798 element = Feld[x][y] = EL_PLAYER_1;
1799 InitField(x, y, init_game);
1801 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1802 InitField(x, y, init_game);
1805 case EL_SOKOBAN_FIELD_EMPTY:
1806 local_player->sokobanfields_still_needed++;
1810 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1811 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1812 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1813 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1814 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1815 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1816 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1817 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1818 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1819 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1828 case EL_SPACESHIP_RIGHT:
1829 case EL_SPACESHIP_UP:
1830 case EL_SPACESHIP_LEFT:
1831 case EL_SPACESHIP_DOWN:
1832 case EL_BD_BUTTERFLY:
1833 case EL_BD_BUTTERFLY_RIGHT:
1834 case EL_BD_BUTTERFLY_UP:
1835 case EL_BD_BUTTERFLY_LEFT:
1836 case EL_BD_BUTTERFLY_DOWN:
1838 case EL_BD_FIREFLY_RIGHT:
1839 case EL_BD_FIREFLY_UP:
1840 case EL_BD_FIREFLY_LEFT:
1841 case EL_BD_FIREFLY_DOWN:
1842 case EL_PACMAN_RIGHT:
1844 case EL_PACMAN_LEFT:
1845 case EL_PACMAN_DOWN:
1847 case EL_YAMYAM_LEFT:
1848 case EL_YAMYAM_RIGHT:
1850 case EL_YAMYAM_DOWN:
1851 case EL_DARK_YAMYAM:
1854 case EL_SP_SNIKSNAK:
1855 case EL_SP_ELECTRON:
1864 case EL_AMOEBA_FULL:
1869 case EL_AMOEBA_DROP:
1870 if (y == lev_fieldy - 1)
1872 Feld[x][y] = EL_AMOEBA_GROWING;
1873 Store[x][y] = EL_AMOEBA_WET;
1877 case EL_DYNAMITE_ACTIVE:
1878 case EL_SP_DISK_RED_ACTIVE:
1879 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1880 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1881 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1882 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1883 MovDelay[x][y] = 96;
1886 case EL_EM_DYNAMITE_ACTIVE:
1887 MovDelay[x][y] = 32;
1891 local_player->lights_still_needed++;
1895 local_player->friends_still_needed++;
1900 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1903 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1904 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1905 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1906 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1907 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1908 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1909 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1910 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1911 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1912 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1913 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1914 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1917 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1918 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1919 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1921 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1923 game.belt_dir[belt_nr] = belt_dir;
1924 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1926 else /* more than one switch -- set it like the first switch */
1928 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1933 #if !USE_BOTH_SWITCHGATE_SWITCHES
1934 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
1936 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
1939 case EL_DC_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
1941 Feld[x][y] = EL_DC_SWITCHGATE_SWITCH_UP;
1945 case EL_LIGHT_SWITCH_ACTIVE:
1947 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1950 case EL_INVISIBLE_STEELWALL:
1951 case EL_INVISIBLE_WALL:
1952 case EL_INVISIBLE_SAND:
1953 if (game.light_time_left > 0 ||
1954 game.lenses_time_left > 0)
1955 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1958 case EL_EMC_MAGIC_BALL:
1959 if (game.ball_state)
1960 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1963 case EL_EMC_MAGIC_BALL_SWITCH:
1964 if (game.ball_state)
1965 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1968 case EL_TRIGGER_PLAYER:
1969 case EL_TRIGGER_ELEMENT:
1970 case EL_TRIGGER_CE_VALUE:
1971 case EL_TRIGGER_CE_SCORE:
1973 case EL_ANY_ELEMENT:
1974 case EL_CURRENT_CE_VALUE:
1975 case EL_CURRENT_CE_SCORE:
1992 /* reference elements should not be used on the playfield */
1993 Feld[x][y] = EL_EMPTY;
1997 if (IS_CUSTOM_ELEMENT(element))
1999 if (CAN_MOVE(element))
2002 #if USE_NEW_CUSTOM_VALUE
2003 if (!element_info[element].use_last_ce_value || init_game)
2004 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
2007 else if (IS_GROUP_ELEMENT(element))
2009 Feld[x][y] = GetElementFromGroupElement(element);
2011 InitField(x, y, init_game);
2018 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2021 static inline void InitField_WithBug1(int x, int y, boolean init_game)
2023 InitField(x, y, init_game);
2025 /* not needed to call InitMovDir() -- already done by InitField()! */
2026 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2027 CAN_MOVE(Feld[x][y]))
2031 static inline void InitField_WithBug2(int x, int y, boolean init_game)
2033 int old_element = Feld[x][y];
2035 InitField(x, y, init_game);
2037 /* not needed to call InitMovDir() -- already done by InitField()! */
2038 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2039 CAN_MOVE(old_element) &&
2040 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2043 /* this case is in fact a combination of not less than three bugs:
2044 first, it calls InitMovDir() for elements that can move, although this is
2045 already done by InitField(); then, it checks the element that was at this
2046 field _before_ the call to InitField() (which can change it); lastly, it
2047 was not called for "mole with direction" elements, which were treated as
2048 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2054 static int get_key_element_from_nr(int key_nr)
2056 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2057 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2058 EL_EM_KEY_1 : EL_KEY_1);
2060 return key_base_element + key_nr;
2063 static int get_next_dropped_element(struct PlayerInfo *player)
2065 return (player->inventory_size > 0 ?
2066 player->inventory_element[player->inventory_size - 1] :
2067 player->inventory_infinite_element != EL_UNDEFINED ?
2068 player->inventory_infinite_element :
2069 player->dynabombs_left > 0 ?
2070 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2074 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2076 /* pos >= 0: get element from bottom of the stack;
2077 pos < 0: get element from top of the stack */
2081 int min_inventory_size = -pos;
2082 int inventory_pos = player->inventory_size - min_inventory_size;
2083 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2085 return (player->inventory_size >= min_inventory_size ?
2086 player->inventory_element[inventory_pos] :
2087 player->inventory_infinite_element != EL_UNDEFINED ?
2088 player->inventory_infinite_element :
2089 player->dynabombs_left >= min_dynabombs_left ?
2090 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2095 int min_dynabombs_left = pos + 1;
2096 int min_inventory_size = pos + 1 - player->dynabombs_left;
2097 int inventory_pos = pos - player->dynabombs_left;
2099 return (player->inventory_infinite_element != EL_UNDEFINED ?
2100 player->inventory_infinite_element :
2101 player->dynabombs_left >= min_dynabombs_left ?
2102 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2103 player->inventory_size >= min_inventory_size ?
2104 player->inventory_element[inventory_pos] :
2109 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2111 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2112 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2115 if (gpo1->sort_priority != gpo2->sort_priority)
2116 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2118 compare_result = gpo1->nr - gpo2->nr;
2120 return compare_result;
2123 void InitGameControlValues()
2127 for (i = 0; game_panel_controls[i].nr != -1; i++)
2129 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2130 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2131 struct TextPosInfo *pos = gpc->pos;
2133 int type = gpc->type;
2137 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2138 Error(ERR_EXIT, "this should not happen -- please debug");
2141 /* force update of game controls after initialization */
2142 gpc->value = gpc->last_value = -1;
2143 gpc->frame = gpc->last_frame = -1;
2144 gpc->gfx_frame = -1;
2146 /* determine panel value width for later calculation of alignment */
2147 if (type == TYPE_INTEGER || type == TYPE_STRING)
2149 pos->width = pos->size * getFontWidth(pos->font);
2150 pos->height = getFontHeight(pos->font);
2152 else if (type == TYPE_ELEMENT)
2154 pos->width = pos->size;
2155 pos->height = pos->size;
2158 /* fill structure for game panel draw order */
2160 gpo->sort_priority = pos->sort_priority;
2163 /* sort game panel controls according to sort_priority and control number */
2164 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2165 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2168 void UpdatePlayfieldElementCount()
2170 boolean use_element_count = FALSE;
2173 /* first check if it is needed at all to calculate playfield element count */
2174 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2175 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2176 use_element_count = TRUE;
2178 if (!use_element_count)
2181 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2182 element_info[i].element_count = 0;
2184 SCAN_PLAYFIELD(x, y)
2186 element_info[Feld[x][y]].element_count++;
2189 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2190 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2191 if (IS_IN_GROUP(j, i))
2192 element_info[EL_GROUP_START + i].element_count +=
2193 element_info[j].element_count;
2196 void UpdateGameControlValues()
2199 int time = (local_player->LevelSolved ?
2200 local_player->LevelSolved_CountingTime :
2201 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2202 level.native_em_level->lev->time :
2203 level.time == 0 ? TimePlayed : TimeLeft);
2204 int score = (local_player->LevelSolved ?
2205 local_player->LevelSolved_CountingScore :
2206 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2207 level.native_em_level->lev->score :
2208 local_player->score);
2209 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2210 level.native_em_level->lev->required :
2211 local_player->gems_still_needed);
2212 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2213 level.native_em_level->lev->required > 0 :
2214 local_player->gems_still_needed > 0 ||
2215 local_player->sokobanfields_still_needed > 0 ||
2216 local_player->lights_still_needed > 0);
2218 UpdatePlayfieldElementCount();
2220 /* update game panel control values */
2222 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2223 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2225 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2226 for (i = 0; i < MAX_NUM_KEYS; i++)
2227 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2228 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2229 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2231 if (game.centered_player_nr == -1)
2233 for (i = 0; i < MAX_PLAYERS; i++)
2235 for (k = 0; k < MAX_NUM_KEYS; k++)
2237 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2239 if (level.native_em_level->ply[i]->keys & (1 << k))
2240 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2241 get_key_element_from_nr(k);
2243 else if (stored_player[i].key[k])
2244 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2245 get_key_element_from_nr(k);
2248 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2249 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2250 level.native_em_level->ply[i]->dynamite;
2252 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2253 stored_player[i].inventory_size;
2255 if (stored_player[i].num_white_keys > 0)
2256 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2259 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2260 stored_player[i].num_white_keys;
2265 int player_nr = game.centered_player_nr;
2267 for (k = 0; k < MAX_NUM_KEYS; k++)
2269 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2271 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2272 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2273 get_key_element_from_nr(k);
2275 else if (stored_player[player_nr].key[k])
2276 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2277 get_key_element_from_nr(k);
2280 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2281 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2282 level.native_em_level->ply[player_nr]->dynamite;
2284 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2285 stored_player[player_nr].inventory_size;
2287 if (stored_player[player_nr].num_white_keys > 0)
2288 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2290 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2291 stored_player[player_nr].num_white_keys;
2294 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2296 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2297 get_inventory_element_from_pos(local_player, i);
2298 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2299 get_inventory_element_from_pos(local_player, -i - 1);
2302 game_panel_controls[GAME_PANEL_SCORE].value = score;
2303 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2305 game_panel_controls[GAME_PANEL_TIME].value = time;
2307 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2308 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2309 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2311 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2312 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2314 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2315 local_player->shield_normal_time_left;
2316 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2317 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2319 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2320 local_player->shield_deadly_time_left;
2322 game_panel_controls[GAME_PANEL_EXIT].value =
2323 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2325 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2326 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2327 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2328 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2329 EL_EMC_MAGIC_BALL_SWITCH);
2331 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2332 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2333 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2334 game.light_time_left;
2336 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2337 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2338 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2339 game.timegate_time_left;
2341 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2342 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2344 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2345 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2346 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2347 game.lenses_time_left;
2349 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2350 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2351 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2352 game.magnify_time_left;
2354 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2355 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2356 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2357 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2358 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2359 EL_BALLOON_SWITCH_NONE);
2361 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2362 local_player->dynabomb_count;
2363 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2364 local_player->dynabomb_size;
2365 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2366 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2368 game_panel_controls[GAME_PANEL_PENGUINS].value =
2369 local_player->friends_still_needed;
2371 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2372 local_player->sokobanfields_still_needed;
2373 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2374 local_player->sokobanfields_still_needed;
2376 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2377 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2379 for (i = 0; i < NUM_BELTS; i++)
2381 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2382 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2383 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2384 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2385 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2388 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2389 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2390 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2391 game.magic_wall_time_left;
2393 #if USE_PLAYER_GRAVITY
2394 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2395 local_player->gravity;
2397 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value = game.gravity;
2400 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2401 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2403 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2404 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2405 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2406 game.panel.element[i].id : EL_UNDEFINED);
2408 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2409 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2410 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2411 element_info[game.panel.element_count[i].id].element_count : 0);
2413 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2414 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2415 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2416 element_info[game.panel.ce_score[i].id].collect_score : 0);
2418 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2419 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2420 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2421 element_info[game.panel.ce_score_element[i].id].collect_score :
2424 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2425 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2426 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2428 /* update game panel control frames */
2430 for (i = 0; game_panel_controls[i].nr != -1; i++)
2432 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2434 if (gpc->type == TYPE_ELEMENT)
2436 int last_anim_random_frame = gfx.anim_random_frame;
2437 int element = gpc->value;
2438 int graphic = el2panelimg(element);
2440 if (gpc->value != gpc->last_value)
2443 gpc->gfx_random = INIT_GFX_RANDOM();
2449 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2450 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2451 gpc->gfx_random = INIT_GFX_RANDOM();
2454 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2455 gfx.anim_random_frame = gpc->gfx_random;
2457 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2458 gpc->gfx_frame = element_info[element].collect_score;
2460 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2463 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2464 gfx.anim_random_frame = last_anim_random_frame;
2469 void DisplayGameControlValues()
2471 boolean redraw_panel = FALSE;
2474 for (i = 0; game_panel_controls[i].nr != -1; i++)
2476 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2478 if (PANEL_DEACTIVATED(gpc->pos))
2481 if (gpc->value == gpc->last_value &&
2482 gpc->frame == gpc->last_frame)
2485 redraw_panel = TRUE;
2491 /* copy default game door content to main double buffer */
2492 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
2493 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
2495 /* redraw game control buttons */
2497 RedrawGameButtons();
2503 game_status = GAME_MODE_PSEUDO_PANEL;
2506 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2508 for (i = 0; game_panel_controls[i].nr != -1; i++)
2512 int nr = game_panel_order[i].nr;
2513 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2515 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2518 struct TextPosInfo *pos = gpc->pos;
2519 int type = gpc->type;
2520 int value = gpc->value;
2521 int frame = gpc->frame;
2523 int last_value = gpc->last_value;
2524 int last_frame = gpc->last_frame;
2526 int size = pos->size;
2527 int font = pos->font;
2528 boolean draw_masked = pos->draw_masked;
2529 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2531 if (PANEL_DEACTIVATED(pos))
2535 if (value == last_value && frame == last_frame)
2539 gpc->last_value = value;
2540 gpc->last_frame = frame;
2543 printf("::: value %d changed from %d to %d\n", nr, last_value, value);
2546 if (type == TYPE_INTEGER)
2548 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2549 nr == GAME_PANEL_TIME)
2551 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2553 if (use_dynamic_size) /* use dynamic number of digits */
2555 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2556 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2557 int size2 = size1 + 1;
2558 int font1 = pos->font;
2559 int font2 = pos->font_alt;
2561 size = (value < value_change ? size1 : size2);
2562 font = (value < value_change ? font1 : font2);
2565 /* clear background if value just changed its size (dynamic digits) */
2566 if ((last_value < value_change) != (value < value_change))
2568 int width1 = size1 * getFontWidth(font1);
2569 int width2 = size2 * getFontWidth(font2);
2570 int max_width = MAX(width1, width2);
2571 int max_height = MAX(getFontHeight(font1), getFontHeight(font2));
2573 pos->width = max_width;
2575 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2576 max_width, max_height);
2583 /* correct text size if "digits" is zero or less */
2585 size = strlen(int2str(value, size));
2587 /* dynamically correct text alignment */
2588 pos->width = size * getFontWidth(font);
2591 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2592 int2str(value, size), font, mask_mode);
2594 else if (type == TYPE_ELEMENT)
2596 int element, graphic;
2600 int dst_x = PANEL_XPOS(pos);
2601 int dst_y = PANEL_YPOS(pos);
2604 if (value != EL_UNDEFINED && value != EL_EMPTY)
2607 graphic = el2panelimg(value);
2609 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2612 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2616 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2619 width = graphic_info[graphic].width * size / TILESIZE;
2620 height = graphic_info[graphic].height * size / TILESIZE;
2624 SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
2625 dst_x - src_x, dst_y - src_y);
2626 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2631 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2636 if (value == EL_UNDEFINED || value == EL_EMPTY)
2638 element = (last_value == EL_UNDEFINED ? EL_EMPTY : last_value);
2639 graphic = el2panelimg(element);
2641 src_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
2642 src_x = DOOR_GFX_PAGEX5 + ALIGNED_TEXT_XPOS(pos);
2643 src_y = DOOR_GFX_PAGEY1 + ALIGNED_TEXT_YPOS(pos);
2648 graphic = el2panelimg(value);
2650 getSizedGraphicSource(graphic, frame, size, &src_bitmap, &src_x,&src_y);
2653 width = graphic_info[graphic].width * size / TILESIZE;
2654 height = graphic_info[graphic].height * size / TILESIZE;
2656 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height, dst_x, dst_y);
2659 else if (type == TYPE_STRING)
2661 boolean active = (value != 0);
2662 char *state_normal = "off";
2663 char *state_active = "on";
2664 char *state = (active ? state_active : state_normal);
2665 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2666 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2667 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2668 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2670 if (nr == GAME_PANEL_GRAVITY_STATE)
2672 int font1 = pos->font; /* (used for normal state) */
2673 int font2 = pos->font_alt; /* (used for active state) */
2675 int size1 = strlen(state_normal);
2676 int size2 = strlen(state_active);
2677 int width1 = size1 * getFontWidth(font1);
2678 int width2 = size2 * getFontWidth(font2);
2679 int max_width = MAX(width1, width2);
2680 int max_height = MAX(getFontHeight(font1), getFontHeight(font2));
2682 pos->width = max_width;
2684 /* clear background for values that may have changed its size */
2685 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2686 max_width, max_height);
2689 font = (active ? font2 : font1);
2699 /* don't truncate output if "chars" is zero or less */
2702 /* dynamically correct text alignment */
2703 pos->width = size * getFontWidth(font);
2707 s_cut = getStringCopyN(s, size);
2709 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2710 s_cut, font, mask_mode);
2716 redraw_mask |= REDRAW_DOOR_1;
2719 game_status = GAME_MODE_PLAYING;
2722 void UpdateAndDisplayGameControlValues()
2724 if (tape.warp_forward)
2727 UpdateGameControlValues();
2728 DisplayGameControlValues();
2731 void DrawGameValue_Emeralds(int value)
2733 struct TextPosInfo *pos = &game.panel.gems;
2735 int font_nr = pos->font;
2737 int font_nr = FONT_TEXT_2;
2739 int font_width = getFontWidth(font_nr);
2740 int chars = pos->size;
2743 return; /* !!! USE NEW STUFF !!! */
2746 if (PANEL_DEACTIVATED(pos))
2749 pos->width = chars * font_width;
2751 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2754 void DrawGameValue_Dynamite(int value)
2756 struct TextPosInfo *pos = &game.panel.inventory_count;
2758 int font_nr = pos->font;
2760 int font_nr = FONT_TEXT_2;
2762 int font_width = getFontWidth(font_nr);
2763 int chars = pos->size;
2766 return; /* !!! USE NEW STUFF !!! */
2769 if (PANEL_DEACTIVATED(pos))
2772 pos->width = chars * font_width;
2774 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2777 void DrawGameValue_Score(int value)
2779 struct TextPosInfo *pos = &game.panel.score;
2781 int font_nr = pos->font;
2783 int font_nr = FONT_TEXT_2;
2785 int font_width = getFontWidth(font_nr);
2786 int chars = pos->size;
2789 return; /* !!! USE NEW STUFF !!! */
2792 if (PANEL_DEACTIVATED(pos))
2795 pos->width = chars * font_width;
2797 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2800 void DrawGameValue_Time(int value)
2802 struct TextPosInfo *pos = &game.panel.time;
2803 static int last_value = -1;
2806 int chars = pos->size;
2808 int font1_nr = pos->font;
2809 int font2_nr = pos->font_alt;
2811 int font1_nr = FONT_TEXT_2;
2812 int font2_nr = FONT_TEXT_1;
2814 int font_nr = font1_nr;
2815 boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
2818 return; /* !!! USE NEW STUFF !!! */
2821 if (PANEL_DEACTIVATED(pos))
2824 if (use_dynamic_chars) /* use dynamic number of chars */
2826 chars = (value < 1000 ? chars1 : chars2);
2827 font_nr = (value < 1000 ? font1_nr : font2_nr);
2830 /* clear background if value just changed its size (dynamic chars only) */
2831 if (use_dynamic_chars && (last_value < 1000) != (value < 1000))
2833 int width1 = chars1 * getFontWidth(font1_nr);
2834 int width2 = chars2 * getFontWidth(font2_nr);
2835 int max_width = MAX(width1, width2);
2836 int max_height = MAX(getFontHeight(font1_nr), getFontHeight(font2_nr));
2838 pos->width = max_width;
2840 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2841 max_width, max_height);
2844 pos->width = chars * getFontWidth(font_nr);
2846 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2851 void DrawGameValue_Level(int value)
2853 struct TextPosInfo *pos = &game.panel.level_number;
2856 int chars = pos->size;
2858 int font1_nr = pos->font;
2859 int font2_nr = pos->font_alt;
2861 int font1_nr = FONT_TEXT_2;
2862 int font2_nr = FONT_TEXT_1;
2864 int font_nr = font1_nr;
2865 boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
2868 return; /* !!! USE NEW STUFF !!! */
2871 if (PANEL_DEACTIVATED(pos))
2874 if (use_dynamic_chars) /* use dynamic number of chars */
2876 chars = (level_nr < 100 ? chars1 : chars2);
2877 font_nr = (level_nr < 100 ? font1_nr : font2_nr);
2880 pos->width = chars * getFontWidth(font_nr);
2882 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2885 void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
2888 struct TextPosInfo *pos = &game.panel.keys;
2891 int base_key_graphic = EL_KEY_1;
2896 return; /* !!! USE NEW STUFF !!! */
2900 if (PANEL_DEACTIVATED(pos))
2905 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2906 base_key_graphic = EL_EM_KEY_1;
2910 pos->width = 4 * MINI_TILEX;
2914 for (i = 0; i < MAX_NUM_KEYS; i++)
2916 /* currently only 4 of 8 possible keys are displayed */
2917 for (i = 0; i < STD_NUM_KEYS; i++)
2921 struct TextPosInfo *pos = &game.panel.key[i];
2923 int src_x = DOOR_GFX_PAGEX5 + 18 + (i % 4) * MINI_TILEX;
2924 int src_y = DOOR_GFX_PAGEY1 + 123;
2926 int dst_x = PANEL_XPOS(pos);
2927 int dst_y = PANEL_YPOS(pos);
2929 int dst_x = PANEL_XPOS(pos) + i * MINI_TILEX;
2930 int dst_y = PANEL_YPOS(pos);
2934 int element = (i >= STD_NUM_KEYS ? EL_EMC_KEY_5 - 4 :
2935 level.game_engine_type == GAME_ENGINE_TYPE_EM ? EL_EM_KEY_1 :
2937 int graphic = el2edimg(element);
2941 if (PANEL_DEACTIVATED(pos))
2946 /* masked blit with tiles from half-size scaled bitmap does not work yet
2947 (no mask bitmap created for these sizes after loading and scaling) --
2948 solution: load without creating mask, scale, then create final mask */
2950 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
2951 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
2956 int graphic = el2edimg(base_key_graphic + i);
2961 getMiniGraphicSource(graphic, &src_bitmap, &src_x, &src_y);
2963 SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
2964 dst_x - src_x, dst_y - src_y);
2965 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, MINI_TILEX, MINI_TILEY,
2971 DrawMiniGraphicExt(drawto, dst_x, dst_y, graphic);
2973 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
2974 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
2977 DrawMiniGraphicExt(drawto, dst_x, dst_y, el2edimg(base_key_graphic + i));
2979 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
2980 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
2988 void DrawGameValue_Emeralds(int value)
2990 int font_nr = FONT_TEXT_2;
2991 int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
2993 if (PANEL_DEACTIVATED(game.panel.gems))
2996 DrawText(DX_EMERALDS + xpos, DY_EMERALDS, int2str(value, 3), font_nr);
2999 void DrawGameValue_Dynamite(int value)
3001 int font_nr = FONT_TEXT_2;
3002 int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
3004 if (PANEL_DEACTIVATED(game.panel.inventory_count))
3007 DrawText(DX_DYNAMITE + xpos, DY_DYNAMITE, int2str(value, 3), font_nr);
3010 void DrawGameValue_Score(int value)
3012 int font_nr = FONT_TEXT_2;
3013 int xpos = (5 * 14 - 5 * getFontWidth(font_nr)) / 2;
3015 if (PANEL_DEACTIVATED(game.panel.score))
3018 DrawText(DX_SCORE + xpos, DY_SCORE, int2str(value, 5), font_nr);
3021 void DrawGameValue_Time(int value)
3023 int font1_nr = FONT_TEXT_2;
3025 int font2_nr = FONT_TEXT_1;
3027 int font2_nr = FONT_LEVEL_NUMBER;
3029 int xpos3 = (3 * 14 - 3 * getFontWidth(font1_nr)) / 2;
3030 int xpos4 = (4 * 10 - 4 * getFontWidth(font2_nr)) / 2;
3032 if (PANEL_DEACTIVATED(game.panel.time))
3035 /* clear background if value just changed its size */
3036 if (value == 999 || value == 1000)
3037 ClearRectangleOnBackground(drawto, DX_TIME1, DY_TIME, 14 * 3, 14);
3040 DrawText(DX_TIME1 + xpos3, DY_TIME, int2str(value, 3), font1_nr);
3042 DrawText(DX_TIME2 + xpos4, DY_TIME, int2str(value, 4), font2_nr);
3045 void DrawGameValue_Level(int value)
3047 int font1_nr = FONT_TEXT_2;
3049 int font2_nr = FONT_TEXT_1;
3051 int font2_nr = FONT_LEVEL_NUMBER;
3054 if (PANEL_DEACTIVATED(game.panel.level))
3058 DrawText(DX_LEVEL1, DY_LEVEL, int2str(value, 2), font1_nr);
3060 DrawText(DX_LEVEL2, DY_LEVEL, int2str(value, 3), font2_nr);
3063 void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
3065 int base_key_graphic = EL_KEY_1;
3068 if (PANEL_DEACTIVATED(game.panel.keys))
3071 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3072 base_key_graphic = EL_EM_KEY_1;
3074 /* currently only 4 of 8 possible keys are displayed */
3075 for (i = 0; i < STD_NUM_KEYS; i++)
3077 int x = XX_KEYS + i * MINI_TILEX;
3081 DrawMiniGraphicExt(drawto, DX + x,DY + y, el2edimg(base_key_graphic + i));
3083 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
3084 DOOR_GFX_PAGEX5 + x, y, MINI_TILEX, MINI_TILEY, DX + x,DY + y);
3090 void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
3093 int key[MAX_NUM_KEYS];
3096 /* prevent EM engine from updating time/score values parallel to GameWon() */
3097 if (level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3098 local_player->LevelSolved)
3101 for (i = 0; i < MAX_NUM_KEYS; i++)
3102 key[i] = key_bits & (1 << i);
3104 DrawGameValue_Level(level_nr);
3106 DrawGameValue_Emeralds(emeralds);
3107 DrawGameValue_Dynamite(dynamite);
3108 DrawGameValue_Score(score);
3109 DrawGameValue_Time(time);
3111 DrawGameValue_Keys(key);
3114 void UpdateGameDoorValues()
3116 UpdateGameControlValues();
3119 void DrawGameDoorValues()
3121 DisplayGameControlValues();
3124 void DrawGameDoorValues_OLD()
3126 int time_value = (level.time == 0 ? TimePlayed : TimeLeft);
3127 int dynamite_value = 0;
3128 int score_value = (local_player->LevelSolved ? local_player->score_final :
3129 local_player->score);
3130 int gems_value = local_player->gems_still_needed;
3134 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3136 DrawGameDoorValues_EM();
3141 if (game.centered_player_nr == -1)
3143 for (i = 0; i < MAX_PLAYERS; i++)
3145 for (j = 0; j < MAX_NUM_KEYS; j++)
3146 if (stored_player[i].key[j])
3147 key_bits |= (1 << j);
3149 dynamite_value += stored_player[i].inventory_size;
3154 int player_nr = game.centered_player_nr;
3156 for (i = 0; i < MAX_NUM_KEYS; i++)
3157 if (stored_player[player_nr].key[i])
3158 key_bits |= (1 << i);
3160 dynamite_value = stored_player[player_nr].inventory_size;
3163 DrawAllGameValues(gems_value, dynamite_value, score_value, time_value,
3169 =============================================================================
3171 -----------------------------------------------------------------------------
3172 initialize game engine due to level / tape version number
3173 =============================================================================
3176 static void InitGameEngine()
3178 int i, j, k, l, x, y;
3180 /* set game engine from tape file when re-playing, else from level file */
3181 game.engine_version = (tape.playing ? tape.engine_version :
3182 level.game_version);
3184 /* ---------------------------------------------------------------------- */
3185 /* set flags for bugs and changes according to active game engine version */
3186 /* ---------------------------------------------------------------------- */
3189 Summary of bugfix/change:
3190 Fixed handling for custom elements that change when pushed by the player.
3192 Fixed/changed in version:
3196 Before 3.1.0, custom elements that "change when pushing" changed directly
3197 after the player started pushing them (until then handled in "DigField()").
3198 Since 3.1.0, these custom elements are not changed until the "pushing"
3199 move of the element is finished (now handled in "ContinueMoving()").
3201 Affected levels/tapes:
3202 The first condition is generally needed for all levels/tapes before version
3203 3.1.0, which might use the old behaviour before it was changed; known tapes
3204 that are affected are some tapes from the level set "Walpurgis Gardens" by
3206 The second condition is an exception from the above case and is needed for
3207 the special case of tapes recorded with game (not engine!) version 3.1.0 or
3208 above (including some development versions of 3.1.0), but before it was
3209 known that this change would break tapes like the above and was fixed in
3210 3.1.1, so that the changed behaviour was active although the engine version
3211 while recording maybe was before 3.1.0. There is at least one tape that is
3212 affected by this exception, which is the tape for the one-level set "Bug
3213 Machine" by Juergen Bonhagen.
3216 game.use_change_when_pushing_bug =
3217 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3219 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3220 tape.game_version < VERSION_IDENT(3,1,1,0)));
3223 Summary of bugfix/change:
3224 Fixed handling for blocking the field the player leaves when moving.
3226 Fixed/changed in version:
3230 Before 3.1.1, when "block last field when moving" was enabled, the field
3231 the player is leaving when moving was blocked for the time of the move,
3232 and was directly unblocked afterwards. This resulted in the last field
3233 being blocked for exactly one less than the number of frames of one player
3234 move. Additionally, even when blocking was disabled, the last field was
3235 blocked for exactly one frame.
3236 Since 3.1.1, due to changes in player movement handling, the last field
3237 is not blocked at all when blocking is disabled. When blocking is enabled,
3238 the last field is blocked for exactly the number of frames of one player
3239 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3240 last field is blocked for exactly one more than the number of frames of
3243 Affected levels/tapes:
3244 (!!! yet to be determined -- probably many !!!)
3247 game.use_block_last_field_bug =
3248 (game.engine_version < VERSION_IDENT(3,1,1,0));
3251 Summary of bugfix/change:
3252 Changed behaviour of CE changes with multiple changes per single frame.
3254 Fixed/changed in version:
3258 Before 3.2.0-6, only one single CE change was allowed in each engine frame.
3259 This resulted in race conditions where CEs seem to behave strange in some
3260 situations (where triggered CE changes were just skipped because there was
3261 already a CE change on that tile in the playfield in that engine frame).
3262 Since 3.2.0-6, this was changed to allow up to MAX_NUM_CHANGES_PER_FRAME.
3263 (The number of changes per frame must be limited in any case, because else
3264 it is easily possible to define CE changes that would result in an infinite
3265 loop, causing the whole game to freeze. The MAX_NUM_CHANGES_PER_FRAME value
3266 should be set large enough so that it would only be reached in cases where
3267 the corresponding CE change conditions run into a loop. Therefore, it seems
3268 to be reasonable to set MAX_NUM_CHANGES_PER_FRAME to the same value as the
3269 maximal number of change pages for custom elements.)
3271 Affected levels/tapes:
3275 #if USE_ONLY_ONE_CHANGE_PER_FRAME
3276 game.max_num_changes_per_frame = 1;
3278 game.max_num_changes_per_frame =
3279 (game.engine_version < VERSION_IDENT(3,2,0,6) ? 1 : 32);
3282 /* ---------------------------------------------------------------------- */
3284 /* default scan direction: scan playfield from top/left to bottom/right */
3285 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3287 /* dynamically adjust element properties according to game engine version */
3288 InitElementPropertiesEngine(game.engine_version);
3291 printf("level %d: level version == %06d\n", level_nr, level.game_version);
3292 printf(" tape version == %06d [%s] [file: %06d]\n",
3293 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
3295 printf(" => game.engine_version == %06d\n", game.engine_version);
3298 /* ---------- initialize player's initial move delay --------------------- */
3300 /* dynamically adjust player properties according to level information */
3301 for (i = 0; i < MAX_PLAYERS; i++)
3302 game.initial_move_delay_value[i] =
3303 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3305 /* dynamically adjust player properties according to game engine version */
3306 for (i = 0; i < MAX_PLAYERS; i++)
3307 game.initial_move_delay[i] =
3308 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3309 game.initial_move_delay_value[i] : 0);
3311 /* ---------- initialize player's initial push delay --------------------- */
3313 /* dynamically adjust player properties according to game engine version */
3314 game.initial_push_delay_value =
3315 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3317 /* ---------- initialize changing elements ------------------------------- */
3319 /* initialize changing elements information */
3320 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3322 struct ElementInfo *ei = &element_info[i];
3324 /* this pointer might have been changed in the level editor */
3325 ei->change = &ei->change_page[0];
3327 if (!IS_CUSTOM_ELEMENT(i))
3329 ei->change->target_element = EL_EMPTY_SPACE;
3330 ei->change->delay_fixed = 0;
3331 ei->change->delay_random = 0;
3332 ei->change->delay_frames = 1;
3335 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3337 ei->has_change_event[j] = FALSE;
3339 ei->event_page_nr[j] = 0;
3340 ei->event_page[j] = &ei->change_page[0];
3344 /* add changing elements from pre-defined list */
3345 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3347 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3348 struct ElementInfo *ei = &element_info[ch_delay->element];
3350 ei->change->target_element = ch_delay->target_element;
3351 ei->change->delay_fixed = ch_delay->change_delay;
3353 ei->change->pre_change_function = ch_delay->pre_change_function;
3354 ei->change->change_function = ch_delay->change_function;
3355 ei->change->post_change_function = ch_delay->post_change_function;
3357 ei->change->can_change = TRUE;
3358 ei->change->can_change_or_has_action = TRUE;
3360 ei->has_change_event[CE_DELAY] = TRUE;
3362 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3363 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3366 /* ---------- initialize internal run-time variables --------------------- */
3368 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3370 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3372 for (j = 0; j < ei->num_change_pages; j++)
3374 ei->change_page[j].can_change_or_has_action =
3375 (ei->change_page[j].can_change |
3376 ei->change_page[j].has_action);
3380 /* add change events from custom element configuration */
3381 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3383 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3385 for (j = 0; j < ei->num_change_pages; j++)
3387 if (!ei->change_page[j].can_change_or_has_action)
3390 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3392 /* only add event page for the first page found with this event */
3393 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3395 ei->has_change_event[k] = TRUE;
3397 ei->event_page_nr[k] = j;
3398 ei->event_page[k] = &ei->change_page[j];
3405 /* ---------- initialize reference elements in change conditions --------- */
3407 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3409 int element = EL_CUSTOM_START + i;
3410 struct ElementInfo *ei = &element_info[element];
3412 for (j = 0; j < ei->num_change_pages; j++)
3414 int trigger_element = ei->change_page[j].initial_trigger_element;
3416 if (trigger_element >= EL_PREV_CE_8 &&
3417 trigger_element <= EL_NEXT_CE_8)
3418 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3420 ei->change_page[j].trigger_element = trigger_element;
3425 /* ---------- initialize run-time trigger player and element ------------- */
3427 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3429 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3431 for (j = 0; j < ei->num_change_pages; j++)
3433 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3434 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
3435 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_1;
3436 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3437 ei->change_page[j].actual_trigger_ce_value = 0;
3438 ei->change_page[j].actual_trigger_ce_score = 0;
3442 /* ---------- initialize trigger events ---------------------------------- */
3444 /* initialize trigger events information */
3445 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3446 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3447 trigger_events[i][j] = FALSE;
3449 /* add trigger events from element change event properties */
3450 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3452 struct ElementInfo *ei = &element_info[i];
3454 for (j = 0; j < ei->num_change_pages; j++)
3456 if (!ei->change_page[j].can_change_or_has_action)
3459 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3461 int trigger_element = ei->change_page[j].trigger_element;
3463 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3465 if (ei->change_page[j].has_event[k])
3467 if (IS_GROUP_ELEMENT(trigger_element))
3469 struct ElementGroupInfo *group =
3470 element_info[trigger_element].group;
3472 for (l = 0; l < group->num_elements_resolved; l++)
3473 trigger_events[group->element_resolved[l]][k] = TRUE;
3475 else if (trigger_element == EL_ANY_ELEMENT)
3476 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3477 trigger_events[l][k] = TRUE;
3479 trigger_events[trigger_element][k] = TRUE;
3486 /* ---------- initialize push delay -------------------------------------- */
3488 /* initialize push delay values to default */
3489 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3491 if (!IS_CUSTOM_ELEMENT(i))
3493 /* set default push delay values (corrected since version 3.0.7-1) */
3494 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3496 element_info[i].push_delay_fixed = 2;
3497 element_info[i].push_delay_random = 8;
3501 element_info[i].push_delay_fixed = 8;
3502 element_info[i].push_delay_random = 8;
3507 /* set push delay value for certain elements from pre-defined list */
3508 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3510 int e = push_delay_list[i].element;
3512 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3513 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3516 /* set push delay value for Supaplex elements for newer engine versions */
3517 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3519 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3521 if (IS_SP_ELEMENT(i))
3523 /* set SP push delay to just enough to push under a falling zonk */
3524 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3526 element_info[i].push_delay_fixed = delay;
3527 element_info[i].push_delay_random = 0;
3532 /* ---------- initialize move stepsize ----------------------------------- */
3534 /* initialize move stepsize values to default */
3535 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3536 if (!IS_CUSTOM_ELEMENT(i))
3537 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3539 /* set move stepsize value for certain elements from pre-defined list */
3540 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3542 int e = move_stepsize_list[i].element;
3544 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3547 /* ---------- initialize collect score ----------------------------------- */
3549 /* initialize collect score values for custom elements from initial value */
3550 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3551 if (IS_CUSTOM_ELEMENT(i))
3552 element_info[i].collect_score = element_info[i].collect_score_initial;
3554 /* ---------- initialize collect count ----------------------------------- */
3556 /* initialize collect count values for non-custom elements */
3557 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3558 if (!IS_CUSTOM_ELEMENT(i))
3559 element_info[i].collect_count_initial = 0;
3561 /* add collect count values for all elements from pre-defined list */
3562 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3563 element_info[collect_count_list[i].element].collect_count_initial =
3564 collect_count_list[i].count;
3566 /* ---------- initialize access direction -------------------------------- */
3568 /* initialize access direction values to default (access from every side) */
3569 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3570 if (!IS_CUSTOM_ELEMENT(i))
3571 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3573 /* set access direction value for certain elements from pre-defined list */
3574 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3575 element_info[access_direction_list[i].element].access_direction =
3576 access_direction_list[i].direction;
3578 /* ---------- initialize explosion content ------------------------------- */
3579 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3581 if (IS_CUSTOM_ELEMENT(i))
3584 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3586 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3588 element_info[i].content.e[x][y] =
3589 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3590 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3591 i == EL_PLAYER_3 ? EL_EMERALD :
3592 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3593 i == EL_MOLE ? EL_EMERALD_RED :
3594 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3595 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3596 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3597 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3598 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3599 i == EL_WALL_EMERALD ? EL_EMERALD :
3600 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3601 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3602 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3603 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3604 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3605 i == EL_WALL_PEARL ? EL_PEARL :
3606 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3611 /* ---------- initialize recursion detection ------------------------------ */
3612 recursion_loop_depth = 0;
3613 recursion_loop_detected = FALSE;
3614 recursion_loop_element = EL_UNDEFINED;
3616 /* ---------- initialize graphics engine ---------------------------------- */
3617 game.scroll_delay_value =
3618 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3619 setup.scroll_delay ? setup.scroll_delay_value : 0);
3620 game.scroll_delay_value =
3621 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3624 int get_num_special_action(int element, int action_first, int action_last)
3626 int num_special_action = 0;
3629 for (i = action_first; i <= action_last; i++)
3631 boolean found = FALSE;
3633 for (j = 0; j < NUM_DIRECTIONS; j++)
3634 if (el_act_dir2img(element, i, j) !=
3635 el_act_dir2img(element, ACTION_DEFAULT, j))
3639 num_special_action++;
3644 return num_special_action;
3649 =============================================================================
3651 -----------------------------------------------------------------------------
3652 initialize and start new game
3653 =============================================================================
3658 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3659 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3660 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3662 boolean do_fading = (game_status == GAME_MODE_MAIN);
3666 game_status = GAME_MODE_PLAYING;
3669 InitGameControlValues();
3671 /* don't play tapes over network */
3672 network_playing = (options.network && !tape.playing);
3674 for (i = 0; i < MAX_PLAYERS; i++)
3676 struct PlayerInfo *player = &stored_player[i];
3678 player->index_nr = i;
3679 player->index_bit = (1 << i);
3680 player->element_nr = EL_PLAYER_1 + i;
3682 player->present = FALSE;
3683 player->active = FALSE;
3684 player->killed = FALSE;
3687 player->effective_action = 0;
3688 player->programmed_action = 0;
3691 player->score_final = 0;
3693 player->gems_still_needed = level.gems_needed;
3694 player->sokobanfields_still_needed = 0;
3695 player->lights_still_needed = 0;
3696 player->friends_still_needed = 0;
3698 for (j = 0; j < MAX_NUM_KEYS; j++)
3699 player->key[j] = FALSE;
3701 player->num_white_keys = 0;
3703 player->dynabomb_count = 0;
3704 player->dynabomb_size = 1;
3705 player->dynabombs_left = 0;
3706 player->dynabomb_xl = FALSE;
3708 player->MovDir = MV_NONE;
3711 player->GfxDir = MV_NONE;
3712 player->GfxAction = ACTION_DEFAULT;
3714 player->StepFrame = 0;
3716 player->use_murphy = FALSE;
3717 player->artwork_element =
3718 (level.use_artwork_element[i] ? level.artwork_element[i] :
3719 player->element_nr);
3721 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3722 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3724 player->gravity = level.initial_player_gravity[i];
3726 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3728 player->actual_frame_counter = 0;
3730 player->step_counter = 0;
3732 player->last_move_dir = MV_NONE;
3734 player->is_active = FALSE;
3736 player->is_waiting = FALSE;
3737 player->is_moving = FALSE;
3738 player->is_auto_moving = FALSE;
3739 player->is_digging = FALSE;
3740 player->is_snapping = FALSE;
3741 player->is_collecting = FALSE;
3742 player->is_pushing = FALSE;
3743 player->is_switching = FALSE;
3744 player->is_dropping = FALSE;
3745 player->is_dropping_pressed = FALSE;
3747 player->is_bored = FALSE;
3748 player->is_sleeping = FALSE;
3750 player->frame_counter_bored = -1;
3751 player->frame_counter_sleeping = -1;
3753 player->anim_delay_counter = 0;
3754 player->post_delay_counter = 0;
3756 player->dir_waiting = MV_NONE;
3757 player->action_waiting = ACTION_DEFAULT;
3758 player->last_action_waiting = ACTION_DEFAULT;
3759 player->special_action_bored = ACTION_DEFAULT;
3760 player->special_action_sleeping = ACTION_DEFAULT;
3762 player->switch_x = -1;
3763 player->switch_y = -1;
3765 player->drop_x = -1;
3766 player->drop_y = -1;
3768 player->show_envelope = 0;
3770 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3772 player->push_delay = -1; /* initialized when pushing starts */
3773 player->push_delay_value = game.initial_push_delay_value;
3775 player->drop_delay = 0;
3776 player->drop_pressed_delay = 0;
3778 player->last_jx = -1;
3779 player->last_jy = -1;
3783 player->shield_normal_time_left = 0;
3784 player->shield_deadly_time_left = 0;
3786 player->inventory_infinite_element = EL_UNDEFINED;
3787 player->inventory_size = 0;
3789 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3790 SnapField(player, 0, 0);
3792 player->LevelSolved = FALSE;
3793 player->GameOver = FALSE;
3795 player->LevelSolved_GameWon = FALSE;
3796 player->LevelSolved_GameEnd = FALSE;
3797 player->LevelSolved_PanelOff = FALSE;
3798 player->LevelSolved_SaveTape = FALSE;
3799 player->LevelSolved_SaveScore = FALSE;
3800 player->LevelSolved_CountingTime = 0;
3801 player->LevelSolved_CountingScore = 0;
3804 network_player_action_received = FALSE;
3806 #if defined(NETWORK_AVALIABLE)
3807 /* initial null action */
3808 if (network_playing)
3809 SendToServer_MovePlayer(MV_NONE);
3818 TimeLeft = level.time;
3821 ScreenMovDir = MV_NONE;
3825 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3827 AllPlayersGone = FALSE;
3829 game.yamyam_content_nr = 0;
3830 game.robot_wheel_active = FALSE;
3831 game.magic_wall_active = FALSE;
3832 game.magic_wall_time_left = 0;
3833 game.light_time_left = 0;
3834 game.timegate_time_left = 0;
3835 game.switchgate_pos = 0;
3836 game.wind_direction = level.wind_direction_initial;
3838 #if !USE_PLAYER_GRAVITY
3839 game.gravity = FALSE;
3840 game.explosions_delayed = TRUE;
3843 game.lenses_time_left = 0;
3844 game.magnify_time_left = 0;
3846 game.ball_state = level.ball_state_initial;
3847 game.ball_content_nr = 0;
3849 game.envelope_active = FALSE;
3851 /* set focus to local player for network games, else to all players */
3852 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3853 game.centered_player_nr_next = game.centered_player_nr;
3854 game.set_centered_player = FALSE;
3856 if (network_playing && tape.recording)
3858 /* store client dependent player focus when recording network games */
3859 tape.centered_player_nr_next = game.centered_player_nr_next;
3860 tape.set_centered_player = TRUE;
3863 for (i = 0; i < NUM_BELTS; i++)
3865 game.belt_dir[i] = MV_NONE;
3866 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3869 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3870 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3872 SCAN_PLAYFIELD(x, y)
3874 Feld[x][y] = level.field[x][y];
3875 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3876 ChangeDelay[x][y] = 0;
3877 ChangePage[x][y] = -1;
3878 #if USE_NEW_CUSTOM_VALUE
3879 CustomValue[x][y] = 0; /* initialized in InitField() */
3881 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3883 WasJustMoving[x][y] = 0;
3884 WasJustFalling[x][y] = 0;
3885 CheckCollision[x][y] = 0;
3886 CheckImpact[x][y] = 0;
3888 Pushed[x][y] = FALSE;
3890 ChangeCount[x][y] = 0;
3891 ChangeEvent[x][y] = -1;
3893 ExplodePhase[x][y] = 0;
3894 ExplodeDelay[x][y] = 0;
3895 ExplodeField[x][y] = EX_TYPE_NONE;
3897 RunnerVisit[x][y] = 0;
3898 PlayerVisit[x][y] = 0;
3901 GfxRandom[x][y] = INIT_GFX_RANDOM();
3902 GfxElement[x][y] = EL_UNDEFINED;
3903 GfxAction[x][y] = ACTION_DEFAULT;
3904 GfxDir[x][y] = MV_NONE;
3905 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3908 SCAN_PLAYFIELD(x, y)
3910 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3912 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3914 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3917 InitField(x, y, TRUE);
3919 ResetGfxAnimation(x, y);
3924 for (i = 0; i < MAX_PLAYERS; i++)
3926 struct PlayerInfo *player = &stored_player[i];
3928 /* set number of special actions for bored and sleeping animation */
3929 player->num_special_action_bored =
3930 get_num_special_action(player->artwork_element,
3931 ACTION_BORING_1, ACTION_BORING_LAST);
3932 player->num_special_action_sleeping =
3933 get_num_special_action(player->artwork_element,
3934 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3937 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3938 emulate_sb ? EMU_SOKOBAN :
3939 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3941 #if USE_NEW_ALL_SLIPPERY
3942 /* initialize type of slippery elements */
3943 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3945 if (!IS_CUSTOM_ELEMENT(i))
3947 /* default: elements slip down either to the left or right randomly */
3948 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3950 /* SP style elements prefer to slip down on the left side */
3951 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3952 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3954 /* BD style elements prefer to slip down on the left side */
3955 if (game.emulation == EMU_BOULDERDASH)
3956 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3961 /* initialize explosion and ignition delay */
3962 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3964 if (!IS_CUSTOM_ELEMENT(i))
3967 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3968 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3969 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3970 int last_phase = (num_phase + 1) * delay;
3971 int half_phase = (num_phase / 2) * delay;
3973 element_info[i].explosion_delay = last_phase - 1;
3974 element_info[i].ignition_delay = half_phase;
3976 if (i == EL_BLACK_ORB)
3977 element_info[i].ignition_delay = 1;
3981 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
3982 element_info[i].explosion_delay = 1;
3984 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
3985 element_info[i].ignition_delay = 1;
3989 /* correct non-moving belts to start moving left */
3990 for (i = 0; i < NUM_BELTS; i++)
3991 if (game.belt_dir[i] == MV_NONE)
3992 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3994 /* check if any connected player was not found in playfield */
3995 for (i = 0; i < MAX_PLAYERS; i++)
3997 struct PlayerInfo *player = &stored_player[i];
3999 if (player->connected && !player->present)
4001 for (j = 0; j < MAX_PLAYERS; j++)
4003 struct PlayerInfo *some_player = &stored_player[j];
4004 int jx = some_player->jx, jy = some_player->jy;
4006 /* assign first free player found that is present in the playfield */
4007 if (some_player->present && !some_player->connected)
4009 player->present = TRUE;
4010 player->active = TRUE;
4012 some_player->present = FALSE;
4013 some_player->active = FALSE;
4015 player->artwork_element = some_player->artwork_element;
4017 player->block_last_field = some_player->block_last_field;
4018 player->block_delay_adjustment = some_player->block_delay_adjustment;
4020 StorePlayer[jx][jy] = player->element_nr;
4021 player->jx = player->last_jx = jx;
4022 player->jy = player->last_jy = jy;
4032 /* when playing a tape, eliminate all players who do not participate */
4034 for (i = 0; i < MAX_PLAYERS; i++)
4036 if (stored_player[i].active && !tape.player_participates[i])
4038 struct PlayerInfo *player = &stored_player[i];
4039 int jx = player->jx, jy = player->jy;
4041 player->active = FALSE;
4042 StorePlayer[jx][jy] = 0;
4043 Feld[jx][jy] = EL_EMPTY;
4047 else if (!options.network && !setup.team_mode) /* && !tape.playing */
4049 /* when in single player mode, eliminate all but the first active player */
4051 for (i = 0; i < MAX_PLAYERS; i++)
4053 if (stored_player[i].active)
4055 for (j = i + 1; j < MAX_PLAYERS; j++)
4057 if (stored_player[j].active)
4059 struct PlayerInfo *player = &stored_player[j];
4060 int jx = player->jx, jy = player->jy;
4062 player->active = FALSE;
4063 player->present = FALSE;
4065 StorePlayer[jx][jy] = 0;
4066 Feld[jx][jy] = EL_EMPTY;
4073 /* when recording the game, store which players take part in the game */
4076 for (i = 0; i < MAX_PLAYERS; i++)
4077 if (stored_player[i].active)
4078 tape.player_participates[i] = TRUE;
4083 for (i = 0; i < MAX_PLAYERS; i++)
4085 struct PlayerInfo *player = &stored_player[i];
4087 printf("Player %d: present == %d, connected == %d, active == %d.\n",
4092 if (local_player == player)
4093 printf("Player %d is local player.\n", i+1);
4097 if (BorderElement == EL_EMPTY)
4100 SBX_Right = lev_fieldx - SCR_FIELDX;
4102 SBY_Lower = lev_fieldy - SCR_FIELDY;
4107 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4109 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4112 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
4113 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4115 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
4116 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4118 /* if local player not found, look for custom element that might create
4119 the player (make some assumptions about the right custom element) */
4120 if (!local_player->present)
4122 int start_x = 0, start_y = 0;
4123 int found_rating = 0;
4124 int found_element = EL_UNDEFINED;
4125 int player_nr = local_player->index_nr;
4127 SCAN_PLAYFIELD(x, y)
4129 int element = Feld[x][y];
4134 if (level.use_start_element[player_nr] &&
4135 level.start_element[player_nr] == element &&
4142 found_element = element;
4145 if (!IS_CUSTOM_ELEMENT(element))
4148 if (CAN_CHANGE(element))
4150 for (i = 0; i < element_info[element].num_change_pages; i++)
4152 /* check for player created from custom element as single target */
4153 content = element_info[element].change_page[i].target_element;
4154 is_player = ELEM_IS_PLAYER(content);
4156 if (is_player && (found_rating < 3 ||
4157 (found_rating == 3 && element < found_element)))
4163 found_element = element;
4168 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4170 /* check for player created from custom element as explosion content */
4171 content = element_info[element].content.e[xx][yy];
4172 is_player = ELEM_IS_PLAYER(content);
4174 if (is_player && (found_rating < 2 ||
4175 (found_rating == 2 && element < found_element)))
4177 start_x = x + xx - 1;
4178 start_y = y + yy - 1;
4181 found_element = element;
4184 if (!CAN_CHANGE(element))
4187 for (i = 0; i < element_info[element].num_change_pages; i++)
4189 /* check for player created from custom element as extended target */
4191 element_info[element].change_page[i].target_content.e[xx][yy];
4193 is_player = ELEM_IS_PLAYER(content);
4195 if (is_player && (found_rating < 1 ||
4196 (found_rating == 1 && element < found_element)))
4198 start_x = x + xx - 1;
4199 start_y = y + yy - 1;
4202 found_element = element;
4208 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
4209 start_x > SBX_Right + MIDPOSX ? SBX_Right :
4212 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4213 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4218 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
4219 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
4220 local_player->jx - MIDPOSX);
4222 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
4223 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
4224 local_player->jy - MIDPOSY);
4228 /* do not use PLAYING mask for fading out from main screen */
4229 game_status = GAME_MODE_MAIN;
4234 if (!game.restart_level)
4235 CloseDoor(DOOR_CLOSE_1);
4238 if (level_editor_test_game)
4239 FadeSkipNextFadeIn();
4241 FadeSetEnterScreen();
4243 if (level_editor_test_game)
4244 fading = fading_none;
4246 fading = menu.destination;
4250 FadeOut(REDRAW_FIELD);
4253 FadeOut(REDRAW_FIELD);
4257 game_status = GAME_MODE_PLAYING;
4260 /* !!! FIX THIS (START) !!! */
4261 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4263 InitGameEngine_EM();
4265 /* blit playfield from scroll buffer to normal back buffer for fading in */
4266 BlitScreenToBitmap_EM(backbuffer);
4273 /* after drawing the level, correct some elements */
4274 if (game.timegate_time_left == 0)
4275 CloseAllOpenTimegates();
4277 /* blit playfield from scroll buffer to normal back buffer for fading in */
4278 if (setup.soft_scrolling)
4279 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
4281 redraw_mask |= REDRAW_FROM_BACKBUFFER;
4283 /* !!! FIX THIS (END) !!! */
4286 FadeIn(REDRAW_FIELD);
4289 FadeIn(REDRAW_FIELD);
4294 if (!game.restart_level)
4296 /* copy default game door content to main double buffer */
4297 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
4298 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
4301 SetPanelBackground();
4302 SetDrawBackgroundMask(REDRAW_DOOR_1);
4305 UpdateAndDisplayGameControlValues();
4307 UpdateGameDoorValues();
4308 DrawGameDoorValues();
4311 if (!game.restart_level)
4315 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
4316 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
4317 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
4321 /* copy actual game door content to door double buffer for OpenDoor() */
4322 BlitBitmap(drawto, bitmap_db_door,
4323 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
4325 OpenDoor(DOOR_OPEN_ALL);
4327 PlaySound(SND_GAME_STARTING);
4329 if (setup.sound_music)
4332 KeyboardAutoRepeatOffUnlessAutoplay();
4336 for (i = 0; i < MAX_PLAYERS; i++)
4337 printf("Player %d %sactive.\n",
4338 i + 1, (stored_player[i].active ? "" : "not "));
4349 game.restart_level = FALSE;
4352 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4354 /* this is used for non-R'n'D game engines to update certain engine values */
4356 /* needed to determine if sounds are played within the visible screen area */
4357 scroll_x = actual_scroll_x;
4358 scroll_y = actual_scroll_y;
4361 void InitMovDir(int x, int y)
4363 int i, element = Feld[x][y];
4364 static int xy[4][2] =
4371 static int direction[3][4] =
4373 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4374 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4375 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4384 Feld[x][y] = EL_BUG;
4385 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4388 case EL_SPACESHIP_RIGHT:
4389 case EL_SPACESHIP_UP:
4390 case EL_SPACESHIP_LEFT:
4391 case EL_SPACESHIP_DOWN:
4392 Feld[x][y] = EL_SPACESHIP;
4393 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4396 case EL_BD_BUTTERFLY_RIGHT:
4397 case EL_BD_BUTTERFLY_UP:
4398 case EL_BD_BUTTERFLY_LEFT:
4399 case EL_BD_BUTTERFLY_DOWN:
4400 Feld[x][y] = EL_BD_BUTTERFLY;
4401 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4404 case EL_BD_FIREFLY_RIGHT:
4405 case EL_BD_FIREFLY_UP:
4406 case EL_BD_FIREFLY_LEFT:
4407 case EL_BD_FIREFLY_DOWN:
4408 Feld[x][y] = EL_BD_FIREFLY;
4409 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4412 case EL_PACMAN_RIGHT:
4414 case EL_PACMAN_LEFT:
4415 case EL_PACMAN_DOWN:
4416 Feld[x][y] = EL_PACMAN;
4417 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4420 case EL_YAMYAM_LEFT:
4421 case EL_YAMYAM_RIGHT:
4423 case EL_YAMYAM_DOWN:
4424 Feld[x][y] = EL_YAMYAM;
4425 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4428 case EL_SP_SNIKSNAK:
4429 MovDir[x][y] = MV_UP;
4432 case EL_SP_ELECTRON:
4433 MovDir[x][y] = MV_LEFT;
4440 Feld[x][y] = EL_MOLE;
4441 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4445 if (IS_CUSTOM_ELEMENT(element))
4447 struct ElementInfo *ei = &element_info[element];
4448 int move_direction_initial = ei->move_direction_initial;
4449 int move_pattern = ei->move_pattern;
4451 if (move_direction_initial == MV_START_PREVIOUS)
4453 if (MovDir[x][y] != MV_NONE)
4456 move_direction_initial = MV_START_AUTOMATIC;
4459 if (move_direction_initial == MV_START_RANDOM)
4460 MovDir[x][y] = 1 << RND(4);
4461 else if (move_direction_initial & MV_ANY_DIRECTION)
4462 MovDir[x][y] = move_direction_initial;
4463 else if (move_pattern == MV_ALL_DIRECTIONS ||
4464 move_pattern == MV_TURNING_LEFT ||
4465 move_pattern == MV_TURNING_RIGHT ||
4466 move_pattern == MV_TURNING_LEFT_RIGHT ||
4467 move_pattern == MV_TURNING_RIGHT_LEFT ||
4468 move_pattern == MV_TURNING_RANDOM)
4469 MovDir[x][y] = 1 << RND(4);
4470 else if (move_pattern == MV_HORIZONTAL)
4471 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4472 else if (move_pattern == MV_VERTICAL)
4473 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4474 else if (move_pattern & MV_ANY_DIRECTION)
4475 MovDir[x][y] = element_info[element].move_pattern;
4476 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4477 move_pattern == MV_ALONG_RIGHT_SIDE)
4479 /* use random direction as default start direction */
4480 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4481 MovDir[x][y] = 1 << RND(4);
4483 for (i = 0; i < NUM_DIRECTIONS; i++)
4485 int x1 = x + xy[i][0];
4486 int y1 = y + xy[i][1];
4488 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4490 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4491 MovDir[x][y] = direction[0][i];
4493 MovDir[x][y] = direction[1][i];
4502 MovDir[x][y] = 1 << RND(4);
4504 if (element != EL_BUG &&
4505 element != EL_SPACESHIP &&
4506 element != EL_BD_BUTTERFLY &&
4507 element != EL_BD_FIREFLY)
4510 for (i = 0; i < NUM_DIRECTIONS; i++)
4512 int x1 = x + xy[i][0];
4513 int y1 = y + xy[i][1];
4515 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4517 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4519 MovDir[x][y] = direction[0][i];
4522 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4523 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4525 MovDir[x][y] = direction[1][i];
4534 GfxDir[x][y] = MovDir[x][y];
4537 void InitAmoebaNr(int x, int y)
4540 int group_nr = AmoebeNachbarNr(x, y);
4544 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4546 if (AmoebaCnt[i] == 0)
4554 AmoebaNr[x][y] = group_nr;
4555 AmoebaCnt[group_nr]++;
4556 AmoebaCnt2[group_nr]++;
4559 static void PlayerWins(struct PlayerInfo *player)
4561 player->LevelSolved = TRUE;
4562 player->GameOver = TRUE;
4564 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4565 level.native_em_level->lev->score : player->score);
4567 player->LevelSolved_CountingTime = (level.time == 0 ? TimePlayed : TimeLeft);
4568 player->LevelSolved_CountingScore = player->score_final;
4573 static int time, time_final;
4574 static int score, score_final;
4575 static int game_over_delay_1 = 0;
4576 static int game_over_delay_2 = 0;
4577 int game_over_delay_value_1 = 50;
4578 int game_over_delay_value_2 = 50;
4580 if (!local_player->LevelSolved_GameWon)
4584 /* do not start end game actions before the player stops moving (to exit) */
4585 if (local_player->MovPos)
4588 local_player->LevelSolved_GameWon = TRUE;
4589 local_player->LevelSolved_SaveTape = tape.recording;
4590 local_player->LevelSolved_SaveScore = !tape.playing;
4592 if (tape.auto_play) /* tape might already be stopped here */
4593 tape.auto_play_level_solved = TRUE;
4599 game_over_delay_1 = game_over_delay_value_1;
4600 game_over_delay_2 = game_over_delay_value_2;
4602 time = time_final = (level.time == 0 ? TimePlayed : TimeLeft);
4603 score = score_final = local_player->score_final;
4608 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4610 else if (level.time == 0 && TimePlayed < 999)
4613 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4616 local_player->score_final = score_final;
4618 if (level_editor_test_game)
4621 score = score_final;
4624 local_player->LevelSolved_CountingTime = time;
4625 local_player->LevelSolved_CountingScore = score;
4627 game_panel_controls[GAME_PANEL_TIME].value = time;
4628 game_panel_controls[GAME_PANEL_SCORE].value = score;
4630 DisplayGameControlValues();
4632 DrawGameValue_Time(time);
4633 DrawGameValue_Score(score);
4637 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4639 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4641 /* close exit door after last player */
4642 if ((AllPlayersGone &&
4643 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4644 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4645 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4646 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4647 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4649 int element = Feld[ExitX][ExitY];
4652 if (element == EL_EM_EXIT_OPEN ||
4653 element == EL_EM_STEEL_EXIT_OPEN)
4660 Feld[ExitX][ExitY] =
4661 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4662 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4663 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4664 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4665 EL_EM_STEEL_EXIT_CLOSING);
4667 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4671 /* player disappears */
4672 DrawLevelField(ExitX, ExitY);
4675 for (i = 0; i < MAX_PLAYERS; i++)
4677 struct PlayerInfo *player = &stored_player[i];
4679 if (player->present)
4681 RemovePlayer(player);
4683 /* player disappears */
4684 DrawLevelField(player->jx, player->jy);
4689 PlaySound(SND_GAME_WINNING);
4692 if (game_over_delay_1 > 0)
4694 game_over_delay_1--;
4699 if (time != time_final)
4701 int time_to_go = ABS(time_final - time);
4702 int time_count_dir = (time < time_final ? +1 : -1);
4703 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4705 time += time_count_steps * time_count_dir;
4706 score += time_count_steps * level.score[SC_TIME_BONUS];
4709 local_player->LevelSolved_CountingTime = time;
4710 local_player->LevelSolved_CountingScore = score;
4712 game_panel_controls[GAME_PANEL_TIME].value = time;
4713 game_panel_controls[GAME_PANEL_SCORE].value = score;
4715 DisplayGameControlValues();
4717 DrawGameValue_Time(time);
4718 DrawGameValue_Score(score);
4721 if (time == time_final)
4722 StopSound(SND_GAME_LEVELTIME_BONUS);
4723 else if (setup.sound_loops)
4724 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4726 PlaySound(SND_GAME_LEVELTIME_BONUS);
4731 local_player->LevelSolved_PanelOff = TRUE;
4733 if (game_over_delay_2 > 0)
4735 game_over_delay_2--;
4748 boolean raise_level = FALSE;
4750 local_player->LevelSolved_GameEnd = TRUE;
4752 CloseDoor(DOOR_CLOSE_1);
4754 if (local_player->LevelSolved_SaveTape)
4761 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4763 SaveTape(tape.level_nr); /* ask to save tape */
4767 if (level_editor_test_game)
4769 game_status = GAME_MODE_MAIN;
4772 DrawAndFadeInMainMenu(REDRAW_FIELD);
4780 if (!local_player->LevelSolved_SaveScore)
4783 FadeOut(REDRAW_FIELD);
4786 game_status = GAME_MODE_MAIN;
4788 DrawAndFadeInMainMenu(REDRAW_FIELD);
4793 if (level_nr == leveldir_current->handicap_level)
4795 leveldir_current->handicap_level++;
4796 SaveLevelSetup_SeriesInfo();
4799 if (level_nr < leveldir_current->last_level)
4800 raise_level = TRUE; /* advance to next level */
4802 if ((hi_pos = NewHiScore()) >= 0)
4804 game_status = GAME_MODE_SCORES;
4806 DrawHallOfFame(hi_pos);
4817 FadeOut(REDRAW_FIELD);
4820 game_status = GAME_MODE_MAIN;
4828 DrawAndFadeInMainMenu(REDRAW_FIELD);
4837 LoadScore(level_nr);
4839 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4840 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4843 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4845 if (local_player->score_final > highscore[k].Score)
4847 /* player has made it to the hall of fame */
4849 if (k < MAX_SCORE_ENTRIES - 1)
4851 int m = MAX_SCORE_ENTRIES - 1;
4854 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4855 if (strEqual(setup.player_name, highscore[l].Name))
4857 if (m == k) /* player's new highscore overwrites his old one */
4861 for (l = m; l > k; l--)
4863 strcpy(highscore[l].Name, highscore[l - 1].Name);
4864 highscore[l].Score = highscore[l - 1].Score;
4871 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4872 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4873 highscore[k].Score = local_player->score_final;
4879 else if (!strncmp(setup.player_name, highscore[k].Name,
4880 MAX_PLAYER_NAME_LEN))
4881 break; /* player already there with a higher score */
4887 SaveScore(level_nr);
4892 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4894 int element = Feld[x][y];
4895 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4896 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4897 int horiz_move = (dx != 0);
4898 int sign = (horiz_move ? dx : dy);
4899 int step = sign * element_info[element].move_stepsize;
4901 /* special values for move stepsize for spring and things on conveyor belt */
4904 if (CAN_FALL(element) &&
4905 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4906 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4907 else if (element == EL_SPRING)
4908 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4914 inline static int getElementMoveStepsize(int x, int y)
4916 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4919 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4921 if (player->GfxAction != action || player->GfxDir != dir)
4924 printf("Player frame reset! (%d => %d, %d => %d)\n",
4925 player->GfxAction, action, player->GfxDir, dir);
4928 player->GfxAction = action;
4929 player->GfxDir = dir;
4931 player->StepFrame = 0;
4935 #if USE_GFX_RESET_GFX_ANIMATION
4936 static void ResetGfxFrame(int x, int y, boolean redraw)
4938 int element = Feld[x][y];
4939 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4940 int last_gfx_frame = GfxFrame[x][y];
4942 if (graphic_info[graphic].anim_global_sync)
4943 GfxFrame[x][y] = FrameCounter;
4944 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4945 GfxFrame[x][y] = CustomValue[x][y];
4946 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4947 GfxFrame[x][y] = element_info[element].collect_score;
4948 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4949 GfxFrame[x][y] = ChangeDelay[x][y];
4951 if (redraw && GfxFrame[x][y] != last_gfx_frame)
4952 DrawLevelGraphicAnimation(x, y, graphic);
4956 static void ResetGfxAnimation(int x, int y)
4958 GfxAction[x][y] = ACTION_DEFAULT;
4959 GfxDir[x][y] = MovDir[x][y];
4962 #if USE_GFX_RESET_GFX_ANIMATION
4963 ResetGfxFrame(x, y, FALSE);
4967 static void ResetRandomAnimationValue(int x, int y)
4969 GfxRandom[x][y] = INIT_GFX_RANDOM();
4972 void InitMovingField(int x, int y, int direction)
4974 int element = Feld[x][y];
4975 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4976 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4979 boolean is_moving_before, is_moving_after;
4981 boolean continues_moving = (WasJustMoving[x][y] && direction == MovDir[x][y]);
4984 /* check if element was/is moving or being moved before/after mode change */
4987 is_moving_before = (WasJustMoving[x][y] != 0);
4989 /* (!!! this does not work -- WasJustMoving is NOT a boolean value !!!) */
4990 is_moving_before = WasJustMoving[x][y];
4993 is_moving_before = (getElementMoveStepsizeExt(x, y, MovDir[x][y]) != 0);
4995 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4997 /* reset animation only for moving elements which change direction of moving
4998 or which just started or stopped moving
4999 (else CEs with property "can move" / "not moving" are reset each frame) */
5000 #if USE_GFX_RESET_ONLY_WHEN_MOVING
5002 if (is_moving_before != is_moving_after ||
5003 direction != MovDir[x][y])
5004 ResetGfxAnimation(x, y);
5006 if ((is_moving_before || is_moving_after) && !continues_moving)
5007 ResetGfxAnimation(x, y);
5010 if (!continues_moving)
5011 ResetGfxAnimation(x, y);
5014 MovDir[x][y] = direction;
5015 GfxDir[x][y] = direction;
5017 #if USE_GFX_RESET_ONLY_WHEN_MOVING
5018 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5019 direction == MV_DOWN && CAN_FALL(element) ?
5020 ACTION_FALLING : ACTION_MOVING);
5022 GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
5023 ACTION_FALLING : ACTION_MOVING);
5026 /* this is needed for CEs with property "can move" / "not moving" */
5028 if (is_moving_after)
5030 if (Feld[newx][newy] == EL_EMPTY)
5031 Feld[newx][newy] = EL_BLOCKED;
5033 MovDir[newx][newy] = MovDir[x][y];
5035 #if USE_NEW_CUSTOM_VALUE
5036 CustomValue[newx][newy] = CustomValue[x][y];
5039 GfxFrame[newx][newy] = GfxFrame[x][y];
5040 GfxRandom[newx][newy] = GfxRandom[x][y];
5041 GfxAction[newx][newy] = GfxAction[x][y];
5042 GfxDir[newx][newy] = GfxDir[x][y];
5046 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5048 int direction = MovDir[x][y];
5049 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5050 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5056 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5058 int oldx = x, oldy = y;
5059 int direction = MovDir[x][y];
5061 if (direction == MV_LEFT)
5063 else if (direction == MV_RIGHT)
5065 else if (direction == MV_UP)
5067 else if (direction == MV_DOWN)
5070 *comes_from_x = oldx;
5071 *comes_from_y = oldy;
5074 int MovingOrBlocked2Element(int x, int y)
5076 int element = Feld[x][y];
5078 if (element == EL_BLOCKED)
5082 Blocked2Moving(x, y, &oldx, &oldy);
5083 return Feld[oldx][oldy];
5089 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5091 /* like MovingOrBlocked2Element(), but if element is moving
5092 and (x,y) is the field the moving element is just leaving,
5093 return EL_BLOCKED instead of the element value */
5094 int element = Feld[x][y];
5096 if (IS_MOVING(x, y))
5098 if (element == EL_BLOCKED)
5102 Blocked2Moving(x, y, &oldx, &oldy);
5103 return Feld[oldx][oldy];
5112 static void RemoveField(int x, int y)
5114 Feld[x][y] = EL_EMPTY;
5120 #if USE_NEW_CUSTOM_VALUE
5121 CustomValue[x][y] = 0;
5125 ChangeDelay[x][y] = 0;
5126 ChangePage[x][y] = -1;
5127 Pushed[x][y] = FALSE;
5130 ExplodeField[x][y] = EX_TYPE_NONE;
5133 GfxElement[x][y] = EL_UNDEFINED;
5134 GfxAction[x][y] = ACTION_DEFAULT;
5135 GfxDir[x][y] = MV_NONE;
5136 GfxRedraw[x][y] = GFX_REDRAW_NONE;
5139 void RemoveMovingField(int x, int y)
5141 int oldx = x, oldy = y, newx = x, newy = y;
5142 int element = Feld[x][y];
5143 int next_element = EL_UNDEFINED;
5145 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5148 if (IS_MOVING(x, y))
5150 Moving2Blocked(x, y, &newx, &newy);
5152 if (Feld[newx][newy] != EL_BLOCKED)
5154 /* element is moving, but target field is not free (blocked), but
5155 already occupied by something different (example: acid pool);
5156 in this case, only remove the moving field, but not the target */
5158 RemoveField(oldx, oldy);
5160 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5162 TEST_DrawLevelField(oldx, oldy);
5167 else if (element == EL_BLOCKED)
5169 Blocked2Moving(x, y, &oldx, &oldy);
5170 if (!IS_MOVING(oldx, oldy))
5174 if (element == EL_BLOCKED &&
5175 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5176 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5177 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5178 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5179 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5180 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5181 next_element = get_next_element(Feld[oldx][oldy]);
5183 RemoveField(oldx, oldy);
5184 RemoveField(newx, newy);
5186 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5188 if (next_element != EL_UNDEFINED)
5189 Feld[oldx][oldy] = next_element;
5191 TEST_DrawLevelField(oldx, oldy);
5192 TEST_DrawLevelField(newx, newy);
5195 void DrawDynamite(int x, int y)
5197 int sx = SCREENX(x), sy = SCREENY(y);
5198 int graphic = el2img(Feld[x][y]);
5201 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5204 if (IS_WALKABLE_INSIDE(Back[x][y]))
5208 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5209 else if (Store[x][y])
5210 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5212 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5214 if (Back[x][y] || Store[x][y])
5215 DrawGraphicThruMask(sx, sy, graphic, frame);
5217 DrawGraphic(sx, sy, graphic, frame);
5220 void CheckDynamite(int x, int y)
5222 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
5226 if (MovDelay[x][y] != 0)
5229 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5235 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5240 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5242 boolean num_checked_players = 0;
5245 for (i = 0; i < MAX_PLAYERS; i++)
5247 if (stored_player[i].active)
5249 int sx = stored_player[i].jx;
5250 int sy = stored_player[i].jy;
5252 if (num_checked_players == 0)
5259 *sx1 = MIN(*sx1, sx);
5260 *sy1 = MIN(*sy1, sy);
5261 *sx2 = MAX(*sx2, sx);
5262 *sy2 = MAX(*sy2, sy);
5265 num_checked_players++;
5270 static boolean checkIfAllPlayersFitToScreen_RND()
5272 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5274 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5276 return (sx2 - sx1 < SCR_FIELDX &&
5277 sy2 - sy1 < SCR_FIELDY);
5280 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5282 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5284 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5286 *sx = (sx1 + sx2) / 2;
5287 *sy = (sy1 + sy2) / 2;
5290 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5291 boolean center_screen, boolean quick_relocation)
5293 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5294 boolean no_delay = (tape.warp_forward);
5295 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5296 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5298 if (quick_relocation)
5300 int offset = game.scroll_delay_value;
5302 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
5304 if (!level.shifted_relocation || center_screen)
5306 /* quick relocation (without scrolling), with centering of screen */
5308 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
5309 x > SBX_Right + MIDPOSX ? SBX_Right :
5312 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5313 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5318 /* quick relocation (without scrolling), but do not center screen */
5320 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
5321 old_x > SBX_Right + MIDPOSX ? SBX_Right :
5324 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5325 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5328 int offset_x = x + (scroll_x - center_scroll_x);
5329 int offset_y = y + (scroll_y - center_scroll_y);
5331 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5332 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5333 offset_x - MIDPOSX);
5335 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5336 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5337 offset_y - MIDPOSY);
5342 /* quick relocation (without scrolling), inside visible screen area */
5344 if ((move_dir == MV_LEFT && scroll_x > x - MIDPOSX + offset) ||
5345 (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset))
5346 scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset);
5348 if ((move_dir == MV_UP && scroll_y > y - MIDPOSY + offset) ||
5349 (move_dir == MV_DOWN && scroll_y < y - MIDPOSY - offset))
5350 scroll_y = y - MIDPOSY + (scroll_y < y - MIDPOSY ? -offset : +offset);
5352 /* don't scroll over playfield boundaries */
5353 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5354 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5356 /* don't scroll over playfield boundaries */
5357 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5358 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5361 RedrawPlayfield(TRUE, 0,0,0,0);
5366 int scroll_xx, scroll_yy;
5368 if (!level.shifted_relocation || center_screen)
5370 /* visible relocation (with scrolling), with centering of screen */
5372 scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
5373 x > SBX_Right + MIDPOSX ? SBX_Right :
5376 scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5377 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5382 /* visible relocation (with scrolling), but do not center screen */
5384 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
5385 old_x > SBX_Right + MIDPOSX ? SBX_Right :
5388 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5389 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5392 int offset_x = x + (scroll_x - center_scroll_x);
5393 int offset_y = y + (scroll_y - center_scroll_y);
5395 scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5396 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5397 offset_x - MIDPOSX);
5399 scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5400 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5401 offset_y - MIDPOSY);
5406 /* visible relocation (with scrolling), with centering of screen */
5408 int scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
5409 x > SBX_Right + MIDPOSX ? SBX_Right :
5412 int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5413 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5417 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5419 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
5422 int fx = FX, fy = FY;
5424 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
5425 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
5427 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5433 fx += dx * TILEX / 2;
5434 fy += dy * TILEY / 2;
5436 ScrollLevel(dx, dy);
5439 /* scroll in two steps of half tile size to make things smoother */
5440 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5442 Delay(wait_delay_value);
5444 /* scroll second step to align at full tile size */
5446 Delay(wait_delay_value);
5451 Delay(wait_delay_value);
5455 void RelocatePlayer(int jx, int jy, int el_player_raw)
5457 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5458 int player_nr = GET_PLAYER_NR(el_player);
5459 struct PlayerInfo *player = &stored_player[player_nr];
5460 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5461 boolean no_delay = (tape.warp_forward);
5462 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5463 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5464 int old_jx = player->jx;
5465 int old_jy = player->jy;
5466 int old_element = Feld[old_jx][old_jy];
5467 int element = Feld[jx][jy];
5468 boolean player_relocated = (old_jx != jx || old_jy != jy);
5470 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5471 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5472 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5473 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5474 int leave_side_horiz = move_dir_horiz;
5475 int leave_side_vert = move_dir_vert;
5476 int enter_side = enter_side_horiz | enter_side_vert;
5477 int leave_side = leave_side_horiz | leave_side_vert;
5479 if (player->GameOver) /* do not reanimate dead player */
5482 if (!player_relocated) /* no need to relocate the player */
5485 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5487 RemoveField(jx, jy); /* temporarily remove newly placed player */
5488 DrawLevelField(jx, jy);
5491 if (player->present)
5493 while (player->MovPos)
5495 ScrollPlayer(player, SCROLL_GO_ON);
5496 ScrollScreen(NULL, SCROLL_GO_ON);
5498 AdvanceFrameAndPlayerCounters(player->index_nr);
5503 Delay(wait_delay_value);
5506 DrawPlayer(player); /* needed here only to cleanup last field */
5507 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5509 player->is_moving = FALSE;
5512 if (IS_CUSTOM_ELEMENT(old_element))
5513 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5515 player->index_bit, leave_side);
5517 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5519 player->index_bit, leave_side);
5521 Feld[jx][jy] = el_player;
5522 InitPlayerField(jx, jy, el_player, TRUE);
5524 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5526 Feld[jx][jy] = element;
5527 InitField(jx, jy, FALSE);
5530 /* only visually relocate centered player */
5531 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5532 FALSE, level.instant_relocation);
5534 TestIfPlayerTouchesBadThing(jx, jy);
5535 TestIfPlayerTouchesCustomElement(jx, jy);
5537 if (IS_CUSTOM_ELEMENT(element))
5538 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5539 player->index_bit, enter_side);
5541 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5542 player->index_bit, enter_side);
5545 void Explode(int ex, int ey, int phase, int mode)
5551 /* !!! eliminate this variable !!! */
5552 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5554 if (game.explosions_delayed)
5556 ExplodeField[ex][ey] = mode;
5560 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5562 int center_element = Feld[ex][ey];
5563 int artwork_element, explosion_element; /* set these values later */
5566 /* --- This is only really needed (and now handled) in "Impact()". --- */
5567 /* do not explode moving elements that left the explode field in time */
5568 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
5569 center_element == EL_EMPTY &&
5570 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
5575 /* !!! at this place, the center element may be EL_BLOCKED !!! */
5576 if (mode == EX_TYPE_NORMAL ||
5577 mode == EX_TYPE_CENTER ||
5578 mode == EX_TYPE_CROSS)
5579 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5582 /* remove things displayed in background while burning dynamite */
5583 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5586 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5588 /* put moving element to center field (and let it explode there) */
5589 center_element = MovingOrBlocked2Element(ex, ey);
5590 RemoveMovingField(ex, ey);
5591 Feld[ex][ey] = center_element;
5594 /* now "center_element" is finally determined -- set related values now */
5595 artwork_element = center_element; /* for custom player artwork */
5596 explosion_element = center_element; /* for custom player artwork */
5598 if (IS_PLAYER(ex, ey))
5600 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5602 artwork_element = stored_player[player_nr].artwork_element;
5604 if (level.use_explosion_element[player_nr])
5606 explosion_element = level.explosion_element[player_nr];
5607 artwork_element = explosion_element;
5612 if (mode == EX_TYPE_NORMAL ||
5613 mode == EX_TYPE_CENTER ||
5614 mode == EX_TYPE_CROSS)
5615 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5618 last_phase = element_info[explosion_element].explosion_delay + 1;
5620 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5622 int xx = x - ex + 1;
5623 int yy = y - ey + 1;
5626 if (!IN_LEV_FIELD(x, y) ||
5627 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5628 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5631 element = Feld[x][y];
5633 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5635 element = MovingOrBlocked2Element(x, y);
5637 if (!IS_EXPLOSION_PROOF(element))
5638 RemoveMovingField(x, y);
5641 /* indestructible elements can only explode in center (but not flames) */
5642 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5643 mode == EX_TYPE_BORDER)) ||
5644 element == EL_FLAMES)
5647 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5648 behaviour, for example when touching a yamyam that explodes to rocks
5649 with active deadly shield, a rock is created under the player !!! */
5650 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5652 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5653 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5654 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5656 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5659 if (IS_ACTIVE_BOMB(element))
5661 /* re-activate things under the bomb like gate or penguin */
5662 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5669 /* save walkable background elements while explosion on same tile */
5670 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5671 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5672 Back[x][y] = element;
5674 /* ignite explodable elements reached by other explosion */
5675 if (element == EL_EXPLOSION)
5676 element = Store2[x][y];
5678 if (AmoebaNr[x][y] &&
5679 (element == EL_AMOEBA_FULL ||
5680 element == EL_BD_AMOEBA ||
5681 element == EL_AMOEBA_GROWING))
5683 AmoebaCnt[AmoebaNr[x][y]]--;
5684 AmoebaCnt2[AmoebaNr[x][y]]--;
5689 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5691 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5693 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5695 if (PLAYERINFO(ex, ey)->use_murphy)
5696 Store[x][y] = EL_EMPTY;
5699 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5700 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5701 else if (ELEM_IS_PLAYER(center_element))
5702 Store[x][y] = EL_EMPTY;
5703 else if (center_element == EL_YAMYAM)
5704 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5705 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5706 Store[x][y] = element_info[center_element].content.e[xx][yy];
5708 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5709 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5710 otherwise) -- FIX THIS !!! */
5711 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5712 Store[x][y] = element_info[element].content.e[1][1];
5714 else if (!CAN_EXPLODE(element))
5715 Store[x][y] = element_info[element].content.e[1][1];
5718 Store[x][y] = EL_EMPTY;
5720 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5721 center_element == EL_AMOEBA_TO_DIAMOND)
5722 Store2[x][y] = element;
5724 Feld[x][y] = EL_EXPLOSION;
5725 GfxElement[x][y] = artwork_element;
5727 ExplodePhase[x][y] = 1;
5728 ExplodeDelay[x][y] = last_phase;
5733 if (center_element == EL_YAMYAM)
5734 game.yamyam_content_nr =
5735 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5747 GfxFrame[x][y] = 0; /* restart explosion animation */
5749 last_phase = ExplodeDelay[x][y];
5751 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5755 /* activate this even in non-DEBUG version until cause for crash in
5756 getGraphicAnimationFrame() (see below) is found and eliminated */
5762 /* this can happen if the player leaves an explosion just in time */
5763 if (GfxElement[x][y] == EL_UNDEFINED)
5764 GfxElement[x][y] = EL_EMPTY;
5766 if (GfxElement[x][y] == EL_UNDEFINED)
5769 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
5770 printf("Explode(): This should never happen!\n");
5773 GfxElement[x][y] = EL_EMPTY;
5779 border_element = Store2[x][y];
5780 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5781 border_element = StorePlayer[x][y];
5783 if (phase == element_info[border_element].ignition_delay ||
5784 phase == last_phase)
5786 boolean border_explosion = FALSE;
5788 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5789 !PLAYER_EXPLOSION_PROTECTED(x, y))
5791 KillPlayerUnlessExplosionProtected(x, y);
5792 border_explosion = TRUE;
5794 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5796 Feld[x][y] = Store2[x][y];
5799 border_explosion = TRUE;
5801 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5803 AmoebeUmwandeln(x, y);
5805 border_explosion = TRUE;
5808 /* if an element just explodes due to another explosion (chain-reaction),
5809 do not immediately end the new explosion when it was the last frame of
5810 the explosion (as it would be done in the following "if"-statement!) */
5811 if (border_explosion && phase == last_phase)
5815 if (phase == last_phase)
5819 element = Feld[x][y] = Store[x][y];
5820 Store[x][y] = Store2[x][y] = 0;
5821 GfxElement[x][y] = EL_UNDEFINED;
5823 /* player can escape from explosions and might therefore be still alive */
5824 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5825 element <= EL_PLAYER_IS_EXPLODING_4)
5827 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5828 int explosion_element = EL_PLAYER_1 + player_nr;
5829 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5830 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5832 if (level.use_explosion_element[player_nr])
5833 explosion_element = level.explosion_element[player_nr];
5835 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5836 element_info[explosion_element].content.e[xx][yy]);
5839 /* restore probably existing indestructible background element */
5840 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5841 element = Feld[x][y] = Back[x][y];
5844 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5845 GfxDir[x][y] = MV_NONE;
5846 ChangeDelay[x][y] = 0;
5847 ChangePage[x][y] = -1;
5849 #if USE_NEW_CUSTOM_VALUE
5850 CustomValue[x][y] = 0;
5853 InitField_WithBug2(x, y, FALSE);
5855 TEST_DrawLevelField(x, y);
5857 TestIfElementTouchesCustomElement(x, y);
5859 if (GFX_CRUMBLED(element))
5860 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
5862 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5863 StorePlayer[x][y] = 0;
5865 if (ELEM_IS_PLAYER(element))
5866 RelocatePlayer(x, y, element);
5868 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5870 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5871 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5874 TEST_DrawLevelFieldCrumbledSand(x, y);
5876 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5878 DrawLevelElement(x, y, Back[x][y]);
5879 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5881 else if (IS_WALKABLE_UNDER(Back[x][y]))
5883 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5884 DrawLevelElementThruMask(x, y, Back[x][y]);
5886 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5887 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5891 void DynaExplode(int ex, int ey)
5894 int dynabomb_element = Feld[ex][ey];
5895 int dynabomb_size = 1;
5896 boolean dynabomb_xl = FALSE;
5897 struct PlayerInfo *player;
5898 static int xy[4][2] =
5906 if (IS_ACTIVE_BOMB(dynabomb_element))
5908 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5909 dynabomb_size = player->dynabomb_size;
5910 dynabomb_xl = player->dynabomb_xl;
5911 player->dynabombs_left++;
5914 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5916 for (i = 0; i < NUM_DIRECTIONS; i++)
5918 for (j = 1; j <= dynabomb_size; j++)
5920 int x = ex + j * xy[i][0];
5921 int y = ey + j * xy[i][1];
5924 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5927 element = Feld[x][y];
5929 /* do not restart explosions of fields with active bombs */
5930 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5933 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5935 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5936 !IS_DIGGABLE(element) && !dynabomb_xl)
5942 void Bang(int x, int y)
5944 int element = MovingOrBlocked2Element(x, y);
5945 int explosion_type = EX_TYPE_NORMAL;
5947 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5949 struct PlayerInfo *player = PLAYERINFO(x, y);
5951 element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
5952 player->element_nr);
5954 if (level.use_explosion_element[player->index_nr])
5956 int explosion_element = level.explosion_element[player->index_nr];
5958 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5959 explosion_type = EX_TYPE_CROSS;
5960 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5961 explosion_type = EX_TYPE_CENTER;
5969 case EL_BD_BUTTERFLY:
5972 case EL_DARK_YAMYAM:
5976 RaiseScoreElement(element);
5979 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5980 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5981 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5982 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5983 case EL_DYNABOMB_INCREASE_NUMBER:
5984 case EL_DYNABOMB_INCREASE_SIZE:
5985 case EL_DYNABOMB_INCREASE_POWER:
5986 explosion_type = EX_TYPE_DYNA;
5989 case EL_DC_LANDMINE:
5991 case EL_EM_EXIT_OPEN:
5992 case EL_EM_STEEL_EXIT_OPEN:
5994 explosion_type = EX_TYPE_CENTER;
5999 case EL_LAMP_ACTIVE:
6000 case EL_AMOEBA_TO_DIAMOND:
6001 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
6002 explosion_type = EX_TYPE_CENTER;
6006 if (element_info[element].explosion_type == EXPLODES_CROSS)
6007 explosion_type = EX_TYPE_CROSS;
6008 else if (element_info[element].explosion_type == EXPLODES_1X1)
6009 explosion_type = EX_TYPE_CENTER;
6013 if (explosion_type == EX_TYPE_DYNA)
6016 Explode(x, y, EX_PHASE_START, explosion_type);
6018 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6021 void SplashAcid(int x, int y)
6023 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6024 (!IN_LEV_FIELD(x - 1, y - 2) ||
6025 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6026 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6028 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6029 (!IN_LEV_FIELD(x + 1, y - 2) ||
6030 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6031 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6033 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6036 static void InitBeltMovement()
6038 static int belt_base_element[4] =
6040 EL_CONVEYOR_BELT_1_LEFT,
6041 EL_CONVEYOR_BELT_2_LEFT,
6042 EL_CONVEYOR_BELT_3_LEFT,
6043 EL_CONVEYOR_BELT_4_LEFT
6045 static int belt_base_active_element[4] =
6047 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6048 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6049 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6050 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6055 /* set frame order for belt animation graphic according to belt direction */
6056 for (i = 0; i < NUM_BELTS; i++)
6060 for (j = 0; j < NUM_BELT_PARTS; j++)
6062 int element = belt_base_active_element[belt_nr] + j;
6063 int graphic_1 = el2img(element);
6064 int graphic_2 = el2panelimg(element);
6066 if (game.belt_dir[i] == MV_LEFT)
6068 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6069 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6073 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6074 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6079 SCAN_PLAYFIELD(x, y)
6081 int element = Feld[x][y];
6083 for (i = 0; i < NUM_BELTS; i++)
6085 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6087 int e_belt_nr = getBeltNrFromBeltElement(element);
6090 if (e_belt_nr == belt_nr)
6092 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
6094 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
6101 static void ToggleBeltSwitch(int x, int y)
6103 static int belt_base_element[4] =
6105 EL_CONVEYOR_BELT_1_LEFT,
6106 EL_CONVEYOR_BELT_2_LEFT,
6107 EL_CONVEYOR_BELT_3_LEFT,
6108 EL_CONVEYOR_BELT_4_LEFT
6110 static int belt_base_active_element[4] =
6112 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6113 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6114 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6115 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6117 static int belt_base_switch_element[4] =
6119 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6120 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6121 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6122 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6124 static int belt_move_dir[4] =
6132 int element = Feld[x][y];
6133 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6134 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6135 int belt_dir = belt_move_dir[belt_dir_nr];
6138 if (!IS_BELT_SWITCH(element))
6141 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6142 game.belt_dir[belt_nr] = belt_dir;
6144 if (belt_dir_nr == 3)
6147 /* set frame order for belt animation graphic according to belt direction */
6148 for (i = 0; i < NUM_BELT_PARTS; i++)
6150 int element = belt_base_active_element[belt_nr] + i;
6151 int graphic_1 = el2img(element);
6152 int graphic_2 = el2panelimg(element);
6154 if (belt_dir == MV_LEFT)
6156 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6157 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6161 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6162 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6166 SCAN_PLAYFIELD(xx, yy)
6168 int element = Feld[xx][yy];
6170 if (IS_BELT_SWITCH(element))
6172 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6174 if (e_belt_nr == belt_nr)
6176 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6177 TEST_DrawLevelField(xx, yy);
6180 else if (IS_BELT(element) && belt_dir != MV_NONE)
6182 int e_belt_nr = getBeltNrFromBeltElement(element);
6184 if (e_belt_nr == belt_nr)
6186 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
6188 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6189 TEST_DrawLevelField(xx, yy);
6192 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6194 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6196 if (e_belt_nr == belt_nr)
6198 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
6200 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
6201 TEST_DrawLevelField(xx, yy);
6207 static void ToggleSwitchgateSwitch(int x, int y)
6211 game.switchgate_pos = !game.switchgate_pos;
6213 SCAN_PLAYFIELD(xx, yy)
6215 int element = Feld[xx][yy];
6217 #if !USE_BOTH_SWITCHGATE_SWITCHES
6218 if (element == EL_SWITCHGATE_SWITCH_UP ||
6219 element == EL_SWITCHGATE_SWITCH_DOWN)
6221 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
6222 TEST_DrawLevelField(xx, yy);
6224 else if (element == EL_DC_SWITCHGATE_SWITCH_UP ||
6225 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6227 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
6228 TEST_DrawLevelField(xx, yy);
6231 if (element == EL_SWITCHGATE_SWITCH_UP)
6233 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6234 TEST_DrawLevelField(xx, yy);
6236 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6238 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6239 TEST_DrawLevelField(xx, yy);
6241 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6243 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6244 TEST_DrawLevelField(xx, yy);
6246 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6248 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6249 TEST_DrawLevelField(xx, yy);
6252 else if (element == EL_SWITCHGATE_OPEN ||
6253 element == EL_SWITCHGATE_OPENING)
6255 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6257 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6259 else if (element == EL_SWITCHGATE_CLOSED ||
6260 element == EL_SWITCHGATE_CLOSING)
6262 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6264 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6269 static int getInvisibleActiveFromInvisibleElement(int element)
6271 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6272 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6273 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6277 static int getInvisibleFromInvisibleActiveElement(int element)
6279 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6280 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6281 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6285 static void RedrawAllLightSwitchesAndInvisibleElements()
6289 SCAN_PLAYFIELD(x, y)
6291 int element = Feld[x][y];
6293 if (element == EL_LIGHT_SWITCH &&
6294 game.light_time_left > 0)
6296 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6297 TEST_DrawLevelField(x, y);
6299 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6300 game.light_time_left == 0)
6302 Feld[x][y] = EL_LIGHT_SWITCH;
6303 TEST_DrawLevelField(x, y);
6305 else if (element == EL_EMC_DRIPPER &&
6306 game.light_time_left > 0)
6308 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6309 TEST_DrawLevelField(x, y);
6311 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6312 game.light_time_left == 0)
6314 Feld[x][y] = EL_EMC_DRIPPER;
6315 TEST_DrawLevelField(x, y);
6317 else if (element == EL_INVISIBLE_STEELWALL ||
6318 element == EL_INVISIBLE_WALL ||
6319 element == EL_INVISIBLE_SAND)
6321 if (game.light_time_left > 0)
6322 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6324 TEST_DrawLevelField(x, y);
6326 /* uncrumble neighbour fields, if needed */
6327 if (element == EL_INVISIBLE_SAND)
6328 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
6330 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6331 element == EL_INVISIBLE_WALL_ACTIVE ||
6332 element == EL_INVISIBLE_SAND_ACTIVE)
6334 if (game.light_time_left == 0)
6335 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6337 TEST_DrawLevelField(x, y);
6339 /* re-crumble neighbour fields, if needed */
6340 if (element == EL_INVISIBLE_SAND)
6341 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
6346 static void RedrawAllInvisibleElementsForLenses()
6350 SCAN_PLAYFIELD(x, y)
6352 int element = Feld[x][y];
6354 if (element == EL_EMC_DRIPPER &&
6355 game.lenses_time_left > 0)
6357 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6358 TEST_DrawLevelField(x, y);
6360 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6361 game.lenses_time_left == 0)
6363 Feld[x][y] = EL_EMC_DRIPPER;
6364 TEST_DrawLevelField(x, y);
6366 else if (element == EL_INVISIBLE_STEELWALL ||
6367 element == EL_INVISIBLE_WALL ||
6368 element == EL_INVISIBLE_SAND)
6370 if (game.lenses_time_left > 0)
6371 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6373 TEST_DrawLevelField(x, y);
6375 /* uncrumble neighbour fields, if needed */
6376 if (element == EL_INVISIBLE_SAND)
6377 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
6379 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6380 element == EL_INVISIBLE_WALL_ACTIVE ||
6381 element == EL_INVISIBLE_SAND_ACTIVE)
6383 if (game.lenses_time_left == 0)
6384 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6386 TEST_DrawLevelField(x, y);
6388 /* re-crumble neighbour fields, if needed */
6389 if (element == EL_INVISIBLE_SAND)
6390 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
6395 static void RedrawAllInvisibleElementsForMagnifier()
6399 SCAN_PLAYFIELD(x, y)
6401 int element = Feld[x][y];
6403 if (element == EL_EMC_FAKE_GRASS &&
6404 game.magnify_time_left > 0)
6406 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6407 TEST_DrawLevelField(x, y);
6409 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6410 game.magnify_time_left == 0)
6412 Feld[x][y] = EL_EMC_FAKE_GRASS;
6413 TEST_DrawLevelField(x, y);
6415 else if (IS_GATE_GRAY(element) &&
6416 game.magnify_time_left > 0)
6418 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6419 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6420 IS_EM_GATE_GRAY(element) ?
6421 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6422 IS_EMC_GATE_GRAY(element) ?
6423 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6425 TEST_DrawLevelField(x, y);
6427 else if (IS_GATE_GRAY_ACTIVE(element) &&
6428 game.magnify_time_left == 0)
6430 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6431 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6432 IS_EM_GATE_GRAY_ACTIVE(element) ?
6433 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6434 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6435 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6437 TEST_DrawLevelField(x, y);
6442 static void ToggleLightSwitch(int x, int y)
6444 int element = Feld[x][y];
6446 game.light_time_left =
6447 (element == EL_LIGHT_SWITCH ?
6448 level.time_light * FRAMES_PER_SECOND : 0);
6450 RedrawAllLightSwitchesAndInvisibleElements();
6453 static void ActivateTimegateSwitch(int x, int y)
6457 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6459 SCAN_PLAYFIELD(xx, yy)
6461 int element = Feld[xx][yy];
6463 if (element == EL_TIMEGATE_CLOSED ||
6464 element == EL_TIMEGATE_CLOSING)
6466 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6467 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6471 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6473 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6474 TEST_DrawLevelField(xx, yy);
6481 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6482 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6484 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
6488 void Impact(int x, int y)
6490 boolean last_line = (y == lev_fieldy - 1);
6491 boolean object_hit = FALSE;
6492 boolean impact = (last_line || object_hit);
6493 int element = Feld[x][y];
6494 int smashed = EL_STEELWALL;
6496 if (!last_line) /* check if element below was hit */
6498 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6501 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6502 MovDir[x][y + 1] != MV_DOWN ||
6503 MovPos[x][y + 1] <= TILEY / 2));
6505 /* do not smash moving elements that left the smashed field in time */
6506 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6507 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6510 #if USE_QUICKSAND_IMPACT_BUGFIX
6511 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6513 RemoveMovingField(x, y + 1);
6514 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6515 Feld[x][y + 2] = EL_ROCK;
6516 TEST_DrawLevelField(x, y + 2);
6521 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6523 RemoveMovingField(x, y + 1);
6524 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6525 Feld[x][y + 2] = EL_ROCK;
6526 TEST_DrawLevelField(x, y + 2);
6533 smashed = MovingOrBlocked2Element(x, y + 1);
6535 impact = (last_line || object_hit);
6538 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6540 SplashAcid(x, y + 1);
6544 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6545 /* only reset graphic animation if graphic really changes after impact */
6547 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6549 ResetGfxAnimation(x, y);
6550 TEST_DrawLevelField(x, y);
6553 if (impact && CAN_EXPLODE_IMPACT(element))
6558 else if (impact && element == EL_PEARL &&
6559 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6561 ResetGfxAnimation(x, y);
6563 Feld[x][y] = EL_PEARL_BREAKING;
6564 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6567 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6569 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6574 if (impact && element == EL_AMOEBA_DROP)
6576 if (object_hit && IS_PLAYER(x, y + 1))
6577 KillPlayerUnlessEnemyProtected(x, y + 1);
6578 else if (object_hit && smashed == EL_PENGUIN)
6582 Feld[x][y] = EL_AMOEBA_GROWING;
6583 Store[x][y] = EL_AMOEBA_WET;
6585 ResetRandomAnimationValue(x, y);
6590 if (object_hit) /* check which object was hit */
6592 if ((CAN_PASS_MAGIC_WALL(element) &&
6593 (smashed == EL_MAGIC_WALL ||
6594 smashed == EL_BD_MAGIC_WALL)) ||
6595 (CAN_PASS_DC_MAGIC_WALL(element) &&
6596 smashed == EL_DC_MAGIC_WALL))
6599 int activated_magic_wall =
6600 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6601 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6602 EL_DC_MAGIC_WALL_ACTIVE);
6604 /* activate magic wall / mill */
6605 SCAN_PLAYFIELD(xx, yy)
6607 if (Feld[xx][yy] == smashed)
6608 Feld[xx][yy] = activated_magic_wall;
6611 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6612 game.magic_wall_active = TRUE;
6614 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6615 SND_MAGIC_WALL_ACTIVATING :
6616 smashed == EL_BD_MAGIC_WALL ?
6617 SND_BD_MAGIC_WALL_ACTIVATING :
6618 SND_DC_MAGIC_WALL_ACTIVATING));
6621 if (IS_PLAYER(x, y + 1))
6623 if (CAN_SMASH_PLAYER(element))
6625 KillPlayerUnlessEnemyProtected(x, y + 1);
6629 else if (smashed == EL_PENGUIN)
6631 if (CAN_SMASH_PLAYER(element))
6637 else if (element == EL_BD_DIAMOND)
6639 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6645 else if (((element == EL_SP_INFOTRON ||
6646 element == EL_SP_ZONK) &&
6647 (smashed == EL_SP_SNIKSNAK ||
6648 smashed == EL_SP_ELECTRON ||
6649 smashed == EL_SP_DISK_ORANGE)) ||
6650 (element == EL_SP_INFOTRON &&
6651 smashed == EL_SP_DISK_YELLOW))
6656 else if (CAN_SMASH_EVERYTHING(element))
6658 if (IS_CLASSIC_ENEMY(smashed) ||
6659 CAN_EXPLODE_SMASHED(smashed))
6664 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6666 if (smashed == EL_LAMP ||
6667 smashed == EL_LAMP_ACTIVE)
6672 else if (smashed == EL_NUT)
6674 Feld[x][y + 1] = EL_NUT_BREAKING;
6675 PlayLevelSound(x, y, SND_NUT_BREAKING);
6676 RaiseScoreElement(EL_NUT);
6679 else if (smashed == EL_PEARL)
6681 ResetGfxAnimation(x, y);
6683 Feld[x][y + 1] = EL_PEARL_BREAKING;
6684 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6687 else if (smashed == EL_DIAMOND)
6689 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6690 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6693 else if (IS_BELT_SWITCH(smashed))
6695 ToggleBeltSwitch(x, y + 1);
6697 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6698 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6699 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6700 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6702 ToggleSwitchgateSwitch(x, y + 1);
6704 else if (smashed == EL_LIGHT_SWITCH ||
6705 smashed == EL_LIGHT_SWITCH_ACTIVE)
6707 ToggleLightSwitch(x, y + 1);
6712 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
6715 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6717 CheckElementChangeBySide(x, y + 1, smashed, element,
6718 CE_SWITCHED, CH_SIDE_TOP);
6719 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6725 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6730 /* play sound of magic wall / mill */
6732 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6733 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6734 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6736 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6737 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6738 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6739 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6740 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6741 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6746 /* play sound of object that hits the ground */
6747 if (last_line || object_hit)
6748 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6751 inline static void TurnRoundExt(int x, int y)
6763 { 0, 0 }, { 0, 0 }, { 0, 0 },
6768 int left, right, back;
6772 { MV_DOWN, MV_UP, MV_RIGHT },
6773 { MV_UP, MV_DOWN, MV_LEFT },
6775 { MV_LEFT, MV_RIGHT, MV_DOWN },
6779 { MV_RIGHT, MV_LEFT, MV_UP }
6782 int element = Feld[x][y];
6783 int move_pattern = element_info[element].move_pattern;
6785 int old_move_dir = MovDir[x][y];
6786 int left_dir = turn[old_move_dir].left;
6787 int right_dir = turn[old_move_dir].right;
6788 int back_dir = turn[old_move_dir].back;
6790 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6791 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6792 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6793 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6795 int left_x = x + left_dx, left_y = y + left_dy;
6796 int right_x = x + right_dx, right_y = y + right_dy;
6797 int move_x = x + move_dx, move_y = y + move_dy;
6801 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6803 TestIfBadThingTouchesOtherBadThing(x, y);
6805 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6806 MovDir[x][y] = right_dir;
6807 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6808 MovDir[x][y] = left_dir;
6810 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6812 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6815 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6817 TestIfBadThingTouchesOtherBadThing(x, y);
6819 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6820 MovDir[x][y] = left_dir;
6821 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6822 MovDir[x][y] = right_dir;
6824 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6826 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6829 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6831 TestIfBadThingTouchesOtherBadThing(x, y);
6833 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6834 MovDir[x][y] = left_dir;
6835 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6836 MovDir[x][y] = right_dir;
6838 if (MovDir[x][y] != old_move_dir)
6841 else if (element == EL_YAMYAM)
6843 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6844 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6846 if (can_turn_left && can_turn_right)
6847 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6848 else if (can_turn_left)
6849 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6850 else if (can_turn_right)
6851 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6853 MovDir[x][y] = back_dir;
6855 MovDelay[x][y] = 16 + 16 * RND(3);
6857 else if (element == EL_DARK_YAMYAM)
6859 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6861 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6864 if (can_turn_left && can_turn_right)
6865 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6866 else if (can_turn_left)
6867 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6868 else if (can_turn_right)
6869 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6871 MovDir[x][y] = back_dir;
6873 MovDelay[x][y] = 16 + 16 * RND(3);
6875 else if (element == EL_PACMAN)
6877 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6878 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6880 if (can_turn_left && can_turn_right)
6881 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6882 else if (can_turn_left)
6883 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6884 else if (can_turn_right)
6885 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6887 MovDir[x][y] = back_dir;
6889 MovDelay[x][y] = 6 + RND(40);
6891 else if (element == EL_PIG)
6893 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6894 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6895 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6896 boolean should_turn_left, should_turn_right, should_move_on;
6898 int rnd = RND(rnd_value);
6900 should_turn_left = (can_turn_left &&
6902 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6903 y + back_dy + left_dy)));
6904 should_turn_right = (can_turn_right &&
6906 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6907 y + back_dy + right_dy)));
6908 should_move_on = (can_move_on &&
6911 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6912 y + move_dy + left_dy) ||
6913 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6914 y + move_dy + right_dy)));
6916 if (should_turn_left || should_turn_right || should_move_on)
6918 if (should_turn_left && should_turn_right && should_move_on)
6919 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6920 rnd < 2 * rnd_value / 3 ? right_dir :
6922 else if (should_turn_left && should_turn_right)
6923 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6924 else if (should_turn_left && should_move_on)
6925 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6926 else if (should_turn_right && should_move_on)
6927 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6928 else if (should_turn_left)
6929 MovDir[x][y] = left_dir;
6930 else if (should_turn_right)
6931 MovDir[x][y] = right_dir;
6932 else if (should_move_on)
6933 MovDir[x][y] = old_move_dir;
6935 else if (can_move_on && rnd > rnd_value / 8)
6936 MovDir[x][y] = old_move_dir;
6937 else if (can_turn_left && can_turn_right)
6938 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6939 else if (can_turn_left && rnd > rnd_value / 8)
6940 MovDir[x][y] = left_dir;
6941 else if (can_turn_right && rnd > rnd_value/8)
6942 MovDir[x][y] = right_dir;
6944 MovDir[x][y] = back_dir;
6946 xx = x + move_xy[MovDir[x][y]].dx;
6947 yy = y + move_xy[MovDir[x][y]].dy;
6949 if (!IN_LEV_FIELD(xx, yy) ||
6950 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6951 MovDir[x][y] = old_move_dir;
6955 else if (element == EL_DRAGON)
6957 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6958 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6959 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6961 int rnd = RND(rnd_value);
6963 if (can_move_on && rnd > rnd_value / 8)
6964 MovDir[x][y] = old_move_dir;
6965 else if (can_turn_left && can_turn_right)
6966 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6967 else if (can_turn_left && rnd > rnd_value / 8)
6968 MovDir[x][y] = left_dir;
6969 else if (can_turn_right && rnd > rnd_value / 8)
6970 MovDir[x][y] = right_dir;
6972 MovDir[x][y] = back_dir;
6974 xx = x + move_xy[MovDir[x][y]].dx;
6975 yy = y + move_xy[MovDir[x][y]].dy;
6977 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6978 MovDir[x][y] = old_move_dir;
6982 else if (element == EL_MOLE)
6984 boolean can_move_on =
6985 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6986 IS_AMOEBOID(Feld[move_x][move_y]) ||
6987 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6990 boolean can_turn_left =
6991 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6992 IS_AMOEBOID(Feld[left_x][left_y])));
6994 boolean can_turn_right =
6995 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6996 IS_AMOEBOID(Feld[right_x][right_y])));
6998 if (can_turn_left && can_turn_right)
6999 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7000 else if (can_turn_left)
7001 MovDir[x][y] = left_dir;
7003 MovDir[x][y] = right_dir;
7006 if (MovDir[x][y] != old_move_dir)
7009 else if (element == EL_BALLOON)
7011 MovDir[x][y] = game.wind_direction;
7014 else if (element == EL_SPRING)
7016 #if USE_NEW_SPRING_BUMPER
7017 if (MovDir[x][y] & MV_HORIZONTAL)
7019 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7020 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7022 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7023 ResetGfxAnimation(move_x, move_y);
7024 TEST_DrawLevelField(move_x, move_y);
7026 MovDir[x][y] = back_dir;
7028 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7029 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7030 MovDir[x][y] = MV_NONE;
7033 if (MovDir[x][y] & MV_HORIZONTAL &&
7034 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7035 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
7036 MovDir[x][y] = MV_NONE;
7041 else if (element == EL_ROBOT ||
7042 element == EL_SATELLITE ||
7043 element == EL_PENGUIN ||
7044 element == EL_EMC_ANDROID)
7046 int attr_x = -1, attr_y = -1;
7057 for (i = 0; i < MAX_PLAYERS; i++)
7059 struct PlayerInfo *player = &stored_player[i];
7060 int jx = player->jx, jy = player->jy;
7062 if (!player->active)
7066 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7074 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
7075 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
7076 game.engine_version < VERSION_IDENT(3,1,0,0)))
7082 if (element == EL_PENGUIN)
7085 static int xy[4][2] =
7093 for (i = 0; i < NUM_DIRECTIONS; i++)
7095 int ex = x + xy[i][0];
7096 int ey = y + xy[i][1];
7098 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
7099 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
7100 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
7101 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7110 MovDir[x][y] = MV_NONE;
7112 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
7113 else if (attr_x > x)
7114 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
7116 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
7117 else if (attr_y > y)
7118 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
7120 if (element == EL_ROBOT)
7124 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7125 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7126 Moving2Blocked(x, y, &newx, &newy);
7128 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7129 MovDelay[x][y] = 8 + 8 * !RND(3);
7131 MovDelay[x][y] = 16;
7133 else if (element == EL_PENGUIN)
7139 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7141 boolean first_horiz = RND(2);
7142 int new_move_dir = MovDir[x][y];
7145 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7146 Moving2Blocked(x, y, &newx, &newy);
7148 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7152 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7153 Moving2Blocked(x, y, &newx, &newy);
7155 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7158 MovDir[x][y] = old_move_dir;
7162 else if (element == EL_SATELLITE)
7168 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7170 boolean first_horiz = RND(2);
7171 int new_move_dir = MovDir[x][y];
7174 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7175 Moving2Blocked(x, y, &newx, &newy);
7177 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7181 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7182 Moving2Blocked(x, y, &newx, &newy);
7184 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7187 MovDir[x][y] = old_move_dir;
7191 else if (element == EL_EMC_ANDROID)
7193 static int check_pos[16] =
7195 -1, /* 0 => (invalid) */
7196 7, /* 1 => MV_LEFT */
7197 3, /* 2 => MV_RIGHT */
7198 -1, /* 3 => (invalid) */
7200 0, /* 5 => MV_LEFT | MV_UP */
7201 2, /* 6 => MV_RIGHT | MV_UP */
7202 -1, /* 7 => (invalid) */
7203 5, /* 8 => MV_DOWN */
7204 6, /* 9 => MV_LEFT | MV_DOWN */
7205 4, /* 10 => MV_RIGHT | MV_DOWN */
7206 -1, /* 11 => (invalid) */
7207 -1, /* 12 => (invalid) */
7208 -1, /* 13 => (invalid) */
7209 -1, /* 14 => (invalid) */
7210 -1, /* 15 => (invalid) */
7218 { -1, -1, MV_LEFT | MV_UP },
7220 { +1, -1, MV_RIGHT | MV_UP },
7221 { +1, 0, MV_RIGHT },
7222 { +1, +1, MV_RIGHT | MV_DOWN },
7224 { -1, +1, MV_LEFT | MV_DOWN },
7227 int start_pos, check_order;
7228 boolean can_clone = FALSE;
7231 /* check if there is any free field around current position */
7232 for (i = 0; i < 8; i++)
7234 int newx = x + check_xy[i].dx;
7235 int newy = y + check_xy[i].dy;
7237 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7245 if (can_clone) /* randomly find an element to clone */
7249 start_pos = check_pos[RND(8)];
7250 check_order = (RND(2) ? -1 : +1);
7252 for (i = 0; i < 8; i++)
7254 int pos_raw = start_pos + i * check_order;
7255 int pos = (pos_raw + 8) % 8;
7256 int newx = x + check_xy[pos].dx;
7257 int newy = y + check_xy[pos].dy;
7259 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7261 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7262 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7264 Store[x][y] = Feld[newx][newy];
7273 if (can_clone) /* randomly find a direction to move */
7277 start_pos = check_pos[RND(8)];
7278 check_order = (RND(2) ? -1 : +1);
7280 for (i = 0; i < 8; i++)
7282 int pos_raw = start_pos + i * check_order;
7283 int pos = (pos_raw + 8) % 8;
7284 int newx = x + check_xy[pos].dx;
7285 int newy = y + check_xy[pos].dy;
7286 int new_move_dir = check_xy[pos].dir;
7288 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7290 MovDir[x][y] = new_move_dir;
7291 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7300 if (can_clone) /* cloning and moving successful */
7303 /* cannot clone -- try to move towards player */
7305 start_pos = check_pos[MovDir[x][y] & 0x0f];
7306 check_order = (RND(2) ? -1 : +1);
7308 for (i = 0; i < 3; i++)
7310 /* first check start_pos, then previous/next or (next/previous) pos */
7311 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7312 int pos = (pos_raw + 8) % 8;
7313 int newx = x + check_xy[pos].dx;
7314 int newy = y + check_xy[pos].dy;
7315 int new_move_dir = check_xy[pos].dir;
7317 if (IS_PLAYER(newx, newy))
7320 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7322 MovDir[x][y] = new_move_dir;
7323 MovDelay[x][y] = level.android_move_time * 8 + 1;
7330 else if (move_pattern == MV_TURNING_LEFT ||
7331 move_pattern == MV_TURNING_RIGHT ||
7332 move_pattern == MV_TURNING_LEFT_RIGHT ||
7333 move_pattern == MV_TURNING_RIGHT_LEFT ||
7334 move_pattern == MV_TURNING_RANDOM ||
7335 move_pattern == MV_ALL_DIRECTIONS)
7337 boolean can_turn_left =
7338 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7339 boolean can_turn_right =
7340 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7342 if (element_info[element].move_stepsize == 0) /* "not moving" */
7345 if (move_pattern == MV_TURNING_LEFT)
7346 MovDir[x][y] = left_dir;
7347 else if (move_pattern == MV_TURNING_RIGHT)
7348 MovDir[x][y] = right_dir;
7349 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7350 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7351 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7352 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7353 else if (move_pattern == MV_TURNING_RANDOM)
7354 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7355 can_turn_right && !can_turn_left ? right_dir :
7356 RND(2) ? left_dir : right_dir);
7357 else if (can_turn_left && can_turn_right)
7358 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7359 else if (can_turn_left)
7360 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7361 else if (can_turn_right)
7362 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7364 MovDir[x][y] = back_dir;
7366 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7368 else if (move_pattern == MV_HORIZONTAL ||
7369 move_pattern == MV_VERTICAL)
7371 if (move_pattern & old_move_dir)
7372 MovDir[x][y] = back_dir;
7373 else if (move_pattern == MV_HORIZONTAL)
7374 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7375 else if (move_pattern == MV_VERTICAL)
7376 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7378 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7380 else if (move_pattern & MV_ANY_DIRECTION)
7382 MovDir[x][y] = move_pattern;
7383 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7385 else if (move_pattern & MV_WIND_DIRECTION)
7387 MovDir[x][y] = game.wind_direction;
7388 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7390 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7392 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7393 MovDir[x][y] = left_dir;
7394 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7395 MovDir[x][y] = right_dir;
7397 if (MovDir[x][y] != old_move_dir)
7398 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7400 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7402 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7403 MovDir[x][y] = right_dir;
7404 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7405 MovDir[x][y] = left_dir;
7407 if (MovDir[x][y] != old_move_dir)
7408 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7410 else if (move_pattern == MV_TOWARDS_PLAYER ||
7411 move_pattern == MV_AWAY_FROM_PLAYER)
7413 int attr_x = -1, attr_y = -1;
7415 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7426 for (i = 0; i < MAX_PLAYERS; i++)
7428 struct PlayerInfo *player = &stored_player[i];
7429 int jx = player->jx, jy = player->jy;
7431 if (!player->active)
7435 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7443 MovDir[x][y] = MV_NONE;
7445 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7446 else if (attr_x > x)
7447 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7449 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7450 else if (attr_y > y)
7451 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7453 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7455 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7457 boolean first_horiz = RND(2);
7458 int new_move_dir = MovDir[x][y];
7460 if (element_info[element].move_stepsize == 0) /* "not moving" */
7462 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7463 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7469 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7470 Moving2Blocked(x, y, &newx, &newy);
7472 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7476 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7477 Moving2Blocked(x, y, &newx, &newy);
7479 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7482 MovDir[x][y] = old_move_dir;
7485 else if (move_pattern == MV_WHEN_PUSHED ||
7486 move_pattern == MV_WHEN_DROPPED)
7488 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7489 MovDir[x][y] = MV_NONE;
7493 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7495 static int test_xy[7][2] =
7505 static int test_dir[7] =
7515 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7516 int move_preference = -1000000; /* start with very low preference */
7517 int new_move_dir = MV_NONE;
7518 int start_test = RND(4);
7521 for (i = 0; i < NUM_DIRECTIONS; i++)
7523 int move_dir = test_dir[start_test + i];
7524 int move_dir_preference;
7526 xx = x + test_xy[start_test + i][0];
7527 yy = y + test_xy[start_test + i][1];
7529 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7530 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7532 new_move_dir = move_dir;
7537 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7540 move_dir_preference = -1 * RunnerVisit[xx][yy];
7541 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7542 move_dir_preference = PlayerVisit[xx][yy];
7544 if (move_dir_preference > move_preference)
7546 /* prefer field that has not been visited for the longest time */
7547 move_preference = move_dir_preference;
7548 new_move_dir = move_dir;
7550 else if (move_dir_preference == move_preference &&
7551 move_dir == old_move_dir)
7553 /* prefer last direction when all directions are preferred equally */
7554 move_preference = move_dir_preference;
7555 new_move_dir = move_dir;
7559 MovDir[x][y] = new_move_dir;
7560 if (old_move_dir != new_move_dir)
7561 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7565 static void TurnRound(int x, int y)
7567 int direction = MovDir[x][y];
7571 GfxDir[x][y] = MovDir[x][y];
7573 if (direction != MovDir[x][y])
7577 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7579 ResetGfxFrame(x, y, FALSE);
7582 static boolean JustBeingPushed(int x, int y)
7586 for (i = 0; i < MAX_PLAYERS; i++)
7588 struct PlayerInfo *player = &stored_player[i];
7590 if (player->active && player->is_pushing && player->MovPos)
7592 int next_jx = player->jx + (player->jx - player->last_jx);
7593 int next_jy = player->jy + (player->jy - player->last_jy);
7595 if (x == next_jx && y == next_jy)
7603 void StartMoving(int x, int y)
7605 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7606 int element = Feld[x][y];
7611 if (MovDelay[x][y] == 0)
7612 GfxAction[x][y] = ACTION_DEFAULT;
7614 if (CAN_FALL(element) && y < lev_fieldy - 1)
7616 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7617 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7618 if (JustBeingPushed(x, y))
7621 if (element == EL_QUICKSAND_FULL)
7623 if (IS_FREE(x, y + 1))
7625 InitMovingField(x, y, MV_DOWN);
7626 started_moving = TRUE;
7628 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7629 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7630 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7631 Store[x][y] = EL_ROCK;
7633 Store[x][y] = EL_ROCK;
7636 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7638 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7640 if (!MovDelay[x][y])
7642 MovDelay[x][y] = TILEY + 1;
7644 ResetGfxAnimation(x, y);
7645 ResetGfxAnimation(x, y + 1);
7650 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7651 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7658 Feld[x][y] = EL_QUICKSAND_EMPTY;
7659 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7660 Store[x][y + 1] = Store[x][y];
7663 PlayLevelSoundAction(x, y, ACTION_FILLING);
7665 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7667 if (!MovDelay[x][y])
7669 MovDelay[x][y] = TILEY + 1;
7671 ResetGfxAnimation(x, y);
7672 ResetGfxAnimation(x, y + 1);
7677 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7678 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7685 Feld[x][y] = EL_QUICKSAND_EMPTY;
7686 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7687 Store[x][y + 1] = Store[x][y];
7690 PlayLevelSoundAction(x, y, ACTION_FILLING);
7693 else if (element == EL_QUICKSAND_FAST_FULL)
7695 if (IS_FREE(x, y + 1))
7697 InitMovingField(x, y, MV_DOWN);
7698 started_moving = TRUE;
7700 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7701 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7702 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7703 Store[x][y] = EL_ROCK;
7705 Store[x][y] = EL_ROCK;
7708 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7710 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7712 if (!MovDelay[x][y])
7714 MovDelay[x][y] = TILEY + 1;
7716 ResetGfxAnimation(x, y);
7717 ResetGfxAnimation(x, y + 1);
7722 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7723 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7730 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7731 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7732 Store[x][y + 1] = Store[x][y];
7735 PlayLevelSoundAction(x, y, ACTION_FILLING);
7737 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7739 if (!MovDelay[x][y])
7741 MovDelay[x][y] = TILEY + 1;
7743 ResetGfxAnimation(x, y);
7744 ResetGfxAnimation(x, y + 1);
7749 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7750 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7757 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7758 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7759 Store[x][y + 1] = Store[x][y];
7762 PlayLevelSoundAction(x, y, ACTION_FILLING);
7765 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7766 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7768 InitMovingField(x, y, MV_DOWN);
7769 started_moving = TRUE;
7771 Feld[x][y] = EL_QUICKSAND_FILLING;
7772 Store[x][y] = element;
7774 PlayLevelSoundAction(x, y, ACTION_FILLING);
7776 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7777 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7779 InitMovingField(x, y, MV_DOWN);
7780 started_moving = TRUE;
7782 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7783 Store[x][y] = element;
7785 PlayLevelSoundAction(x, y, ACTION_FILLING);
7787 else if (element == EL_MAGIC_WALL_FULL)
7789 if (IS_FREE(x, y + 1))
7791 InitMovingField(x, y, MV_DOWN);
7792 started_moving = TRUE;
7794 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7795 Store[x][y] = EL_CHANGED(Store[x][y]);
7797 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7799 if (!MovDelay[x][y])
7800 MovDelay[x][y] = TILEY/4 + 1;
7809 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7810 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7811 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7815 else if (element == EL_BD_MAGIC_WALL_FULL)
7817 if (IS_FREE(x, y + 1))
7819 InitMovingField(x, y, MV_DOWN);
7820 started_moving = TRUE;
7822 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7823 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7825 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7827 if (!MovDelay[x][y])
7828 MovDelay[x][y] = TILEY/4 + 1;
7837 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7838 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7839 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7843 else if (element == EL_DC_MAGIC_WALL_FULL)
7845 if (IS_FREE(x, y + 1))
7847 InitMovingField(x, y, MV_DOWN);
7848 started_moving = TRUE;
7850 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7851 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7853 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7855 if (!MovDelay[x][y])
7856 MovDelay[x][y] = TILEY/4 + 1;
7865 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7866 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7867 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7871 else if ((CAN_PASS_MAGIC_WALL(element) &&
7872 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7873 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7874 (CAN_PASS_DC_MAGIC_WALL(element) &&
7875 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7878 InitMovingField(x, y, MV_DOWN);
7879 started_moving = TRUE;
7882 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7883 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7884 EL_DC_MAGIC_WALL_FILLING);
7885 Store[x][y] = element;
7887 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7889 SplashAcid(x, y + 1);
7891 InitMovingField(x, y, MV_DOWN);
7892 started_moving = TRUE;
7894 Store[x][y] = EL_ACID;
7897 #if USE_FIX_IMPACT_COLLISION
7898 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7899 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7901 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7902 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
7904 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7905 CAN_FALL(element) && WasJustFalling[x][y] &&
7906 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7908 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7909 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7910 (Feld[x][y + 1] == EL_BLOCKED)))
7912 /* this is needed for a special case not covered by calling "Impact()"
7913 from "ContinueMoving()": if an element moves to a tile directly below
7914 another element which was just falling on that tile (which was empty
7915 in the previous frame), the falling element above would just stop
7916 instead of smashing the element below (in previous version, the above
7917 element was just checked for "moving" instead of "falling", resulting
7918 in incorrect smashes caused by horizontal movement of the above
7919 element; also, the case of the player being the element to smash was
7920 simply not covered here... :-/ ) */
7922 CheckCollision[x][y] = 0;
7923 CheckImpact[x][y] = 0;
7927 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7929 if (MovDir[x][y] == MV_NONE)
7931 InitMovingField(x, y, MV_DOWN);
7932 started_moving = TRUE;
7935 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7937 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7938 MovDir[x][y] = MV_DOWN;
7940 InitMovingField(x, y, MV_DOWN);
7941 started_moving = TRUE;
7943 else if (element == EL_AMOEBA_DROP)
7945 Feld[x][y] = EL_AMOEBA_GROWING;
7946 Store[x][y] = EL_AMOEBA_WET;
7948 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7949 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7950 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7951 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7953 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7954 (IS_FREE(x - 1, y + 1) ||
7955 Feld[x - 1][y + 1] == EL_ACID));
7956 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7957 (IS_FREE(x + 1, y + 1) ||
7958 Feld[x + 1][y + 1] == EL_ACID));
7959 boolean can_fall_any = (can_fall_left || can_fall_right);
7960 boolean can_fall_both = (can_fall_left && can_fall_right);
7961 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7963 #if USE_NEW_ALL_SLIPPERY
7964 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7966 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7967 can_fall_right = FALSE;
7968 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7969 can_fall_left = FALSE;
7970 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7971 can_fall_right = FALSE;
7972 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7973 can_fall_left = FALSE;
7975 can_fall_any = (can_fall_left || can_fall_right);
7976 can_fall_both = FALSE;
7979 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
7981 if (slippery_type == SLIPPERY_ONLY_LEFT)
7982 can_fall_right = FALSE;
7983 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7984 can_fall_left = FALSE;
7985 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7986 can_fall_right = FALSE;
7987 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7988 can_fall_left = FALSE;
7990 can_fall_any = (can_fall_left || can_fall_right);
7991 can_fall_both = (can_fall_left && can_fall_right);
7995 #if USE_NEW_ALL_SLIPPERY
7997 #if USE_NEW_SP_SLIPPERY
7998 /* !!! better use the same properties as for custom elements here !!! */
7999 else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
8000 can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
8002 can_fall_right = FALSE; /* slip down on left side */
8003 can_fall_both = FALSE;
8008 #if USE_NEW_ALL_SLIPPERY
8011 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8012 can_fall_right = FALSE; /* slip down on left side */
8014 can_fall_left = !(can_fall_right = RND(2));
8016 can_fall_both = FALSE;
8021 if (game.emulation == EMU_BOULDERDASH ||
8022 element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8023 can_fall_right = FALSE; /* slip down on left side */
8025 can_fall_left = !(can_fall_right = RND(2));
8027 can_fall_both = FALSE;
8033 /* if not determined otherwise, prefer left side for slipping down */
8034 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8035 started_moving = TRUE;
8039 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
8041 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
8044 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8045 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8046 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
8047 int belt_dir = game.belt_dir[belt_nr];
8049 if ((belt_dir == MV_LEFT && left_is_free) ||
8050 (belt_dir == MV_RIGHT && right_is_free))
8052 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8054 InitMovingField(x, y, belt_dir);
8055 started_moving = TRUE;
8057 Pushed[x][y] = TRUE;
8058 Pushed[nextx][y] = TRUE;
8060 GfxAction[x][y] = ACTION_DEFAULT;
8064 MovDir[x][y] = 0; /* if element was moving, stop it */
8069 /* not "else if" because of elements that can fall and move (EL_SPRING) */
8071 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE)
8073 if (CAN_MOVE(element) && !started_moving)
8076 int move_pattern = element_info[element].move_pattern;
8081 if (MovDir[x][y] == MV_NONE)
8083 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
8084 x, y, element, element_info[element].token_name);
8085 printf("StartMoving(): This should never happen!\n");
8090 Moving2Blocked(x, y, &newx, &newy);
8092 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8095 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8096 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8098 WasJustMoving[x][y] = 0;
8099 CheckCollision[x][y] = 0;
8101 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8103 if (Feld[x][y] != element) /* element has changed */
8107 if (!MovDelay[x][y]) /* start new movement phase */
8109 /* all objects that can change their move direction after each step
8110 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
8112 if (element != EL_YAMYAM &&
8113 element != EL_DARK_YAMYAM &&
8114 element != EL_PACMAN &&
8115 !(move_pattern & MV_ANY_DIRECTION) &&
8116 move_pattern != MV_TURNING_LEFT &&
8117 move_pattern != MV_TURNING_RIGHT &&
8118 move_pattern != MV_TURNING_LEFT_RIGHT &&
8119 move_pattern != MV_TURNING_RIGHT_LEFT &&
8120 move_pattern != MV_TURNING_RANDOM)
8124 if (MovDelay[x][y] && (element == EL_BUG ||
8125 element == EL_SPACESHIP ||
8126 element == EL_SP_SNIKSNAK ||
8127 element == EL_SP_ELECTRON ||
8128 element == EL_MOLE))
8129 TEST_DrawLevelField(x, y);
8133 if (MovDelay[x][y]) /* wait some time before next movement */
8137 if (element == EL_ROBOT ||
8138 element == EL_YAMYAM ||
8139 element == EL_DARK_YAMYAM)
8141 DrawLevelElementAnimationIfNeeded(x, y, element);
8142 PlayLevelSoundAction(x, y, ACTION_WAITING);
8144 else if (element == EL_SP_ELECTRON)
8145 DrawLevelElementAnimationIfNeeded(x, y, element);
8146 else if (element == EL_DRAGON)
8149 int dir = MovDir[x][y];
8150 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8151 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8152 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8153 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8154 dir == MV_UP ? IMG_FLAMES_1_UP :
8155 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8156 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
8158 GfxAction[x][y] = ACTION_ATTACKING;
8160 if (IS_PLAYER(x, y))
8161 DrawPlayerField(x, y);
8163 TEST_DrawLevelField(x, y);
8165 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8167 for (i = 1; i <= 3; i++)
8169 int xx = x + i * dx;
8170 int yy = y + i * dy;
8171 int sx = SCREENX(xx);
8172 int sy = SCREENY(yy);
8173 int flame_graphic = graphic + (i - 1);
8175 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
8180 int flamed = MovingOrBlocked2Element(xx, yy);
8184 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8186 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
8187 RemoveMovingField(xx, yy);
8189 RemoveField(xx, yy);
8191 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8194 RemoveMovingField(xx, yy);
8197 ChangeDelay[xx][yy] = 0;
8199 Feld[xx][yy] = EL_FLAMES;
8201 if (IN_SCR_FIELD(sx, sy))
8203 TEST_DrawLevelFieldCrumbledSand(xx, yy);
8204 DrawGraphic(sx, sy, flame_graphic, frame);
8209 if (Feld[xx][yy] == EL_FLAMES)
8210 Feld[xx][yy] = EL_EMPTY;
8211 TEST_DrawLevelField(xx, yy);
8216 if (MovDelay[x][y]) /* element still has to wait some time */
8218 PlayLevelSoundAction(x, y, ACTION_WAITING);
8224 /* now make next step */
8226 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
8228 if (DONT_COLLIDE_WITH(element) &&
8229 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8230 !PLAYER_ENEMY_PROTECTED(newx, newy))
8232 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8237 else if (CAN_MOVE_INTO_ACID(element) &&
8238 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
8239 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8240 (MovDir[x][y] == MV_DOWN ||
8241 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8243 SplashAcid(newx, newy);
8244 Store[x][y] = EL_ACID;
8246 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8248 if (Feld[newx][newy] == EL_EXIT_OPEN ||
8249 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
8250 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
8251 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8254 TEST_DrawLevelField(x, y);
8256 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8257 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8258 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
8260 local_player->friends_still_needed--;
8261 if (!local_player->friends_still_needed &&
8262 !local_player->GameOver && AllPlayersGone)
8263 PlayerWins(local_player);
8267 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
8269 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
8270 TEST_DrawLevelField(newx, newy);
8272 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8274 else if (!IS_FREE(newx, newy))
8276 GfxAction[x][y] = ACTION_WAITING;
8278 if (IS_PLAYER(x, y))
8279 DrawPlayerField(x, y);
8281 TEST_DrawLevelField(x, y);
8286 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8288 if (IS_FOOD_PIG(Feld[newx][newy]))
8290 if (IS_MOVING(newx, newy))
8291 RemoveMovingField(newx, newy);
8294 Feld[newx][newy] = EL_EMPTY;
8295 TEST_DrawLevelField(newx, newy);
8298 PlayLevelSound(x, y, SND_PIG_DIGGING);
8300 else if (!IS_FREE(newx, newy))
8302 if (IS_PLAYER(x, y))
8303 DrawPlayerField(x, y);
8305 TEST_DrawLevelField(x, y);
8310 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8312 if (Store[x][y] != EL_EMPTY)
8314 boolean can_clone = FALSE;
8317 /* check if element to clone is still there */
8318 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8320 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
8328 /* cannot clone or target field not free anymore -- do not clone */
8329 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8330 Store[x][y] = EL_EMPTY;
8333 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8335 if (IS_MV_DIAGONAL(MovDir[x][y]))
8337 int diagonal_move_dir = MovDir[x][y];
8338 int stored = Store[x][y];
8339 int change_delay = 8;
8342 /* android is moving diagonally */
8344 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8346 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8347 GfxElement[x][y] = EL_EMC_ANDROID;
8348 GfxAction[x][y] = ACTION_SHRINKING;
8349 GfxDir[x][y] = diagonal_move_dir;
8350 ChangeDelay[x][y] = change_delay;
8352 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8355 DrawLevelGraphicAnimation(x, y, graphic);
8356 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8358 if (Feld[newx][newy] == EL_ACID)
8360 SplashAcid(newx, newy);
8365 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8367 Store[newx][newy] = EL_EMC_ANDROID;
8368 GfxElement[newx][newy] = EL_EMC_ANDROID;
8369 GfxAction[newx][newy] = ACTION_GROWING;
8370 GfxDir[newx][newy] = diagonal_move_dir;
8371 ChangeDelay[newx][newy] = change_delay;
8373 graphic = el_act_dir2img(GfxElement[newx][newy],
8374 GfxAction[newx][newy], GfxDir[newx][newy]);
8376 DrawLevelGraphicAnimation(newx, newy, graphic);
8377 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8383 Feld[newx][newy] = EL_EMPTY;
8384 TEST_DrawLevelField(newx, newy);
8386 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8389 else if (!IS_FREE(newx, newy))
8392 if (IS_PLAYER(x, y))
8393 DrawPlayerField(x, y);
8395 TEST_DrawLevelField(x, y);
8401 else if (IS_CUSTOM_ELEMENT(element) &&
8402 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8405 if (!DigFieldByCE(newx, newy, element))
8408 int new_element = Feld[newx][newy];
8410 if (!IS_FREE(newx, newy))
8412 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
8413 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
8416 /* no element can dig solid indestructible elements */
8417 if (IS_INDESTRUCTIBLE(new_element) &&
8418 !IS_DIGGABLE(new_element) &&
8419 !IS_COLLECTIBLE(new_element))
8422 if (AmoebaNr[newx][newy] &&
8423 (new_element == EL_AMOEBA_FULL ||
8424 new_element == EL_BD_AMOEBA ||
8425 new_element == EL_AMOEBA_GROWING))
8427 AmoebaCnt[AmoebaNr[newx][newy]]--;
8428 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8431 if (IS_MOVING(newx, newy))
8432 RemoveMovingField(newx, newy);
8435 RemoveField(newx, newy);
8436 TEST_DrawLevelField(newx, newy);
8439 /* if digged element was about to explode, prevent the explosion */
8440 ExplodeField[newx][newy] = EX_TYPE_NONE;
8442 PlayLevelSoundAction(x, y, action);
8445 Store[newx][newy] = EL_EMPTY;
8448 /* this makes it possible to leave the removed element again */
8449 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
8450 Store[newx][newy] = new_element;
8452 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
8454 int move_leave_element = element_info[element].move_leave_element;
8456 /* this makes it possible to leave the removed element again */
8457 Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
8458 new_element : move_leave_element);
8464 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8466 RunnerVisit[x][y] = FrameCounter;
8467 PlayerVisit[x][y] /= 8; /* expire player visit path */
8470 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8472 if (!IS_FREE(newx, newy))
8474 if (IS_PLAYER(x, y))
8475 DrawPlayerField(x, y);
8477 TEST_DrawLevelField(x, y);
8483 boolean wanna_flame = !RND(10);
8484 int dx = newx - x, dy = newy - y;
8485 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8486 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8487 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8488 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8489 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8490 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8493 IS_CLASSIC_ENEMY(element1) ||
8494 IS_CLASSIC_ENEMY(element2)) &&
8495 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8496 element1 != EL_FLAMES && element2 != EL_FLAMES)
8498 ResetGfxAnimation(x, y);
8499 GfxAction[x][y] = ACTION_ATTACKING;
8501 if (IS_PLAYER(x, y))
8502 DrawPlayerField(x, y);
8504 TEST_DrawLevelField(x, y);
8506 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8508 MovDelay[x][y] = 50;
8512 RemoveField(newx, newy);
8514 Feld[newx][newy] = EL_FLAMES;
8515 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8518 RemoveField(newx1, newy1);
8520 Feld[newx1][newy1] = EL_FLAMES;
8522 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8525 RemoveField(newx2, newy2);
8527 Feld[newx2][newy2] = EL_FLAMES;
8534 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8535 Feld[newx][newy] == EL_DIAMOND)
8537 if (IS_MOVING(newx, newy))
8538 RemoveMovingField(newx, newy);
8541 Feld[newx][newy] = EL_EMPTY;
8542 TEST_DrawLevelField(newx, newy);
8545 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8547 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8548 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8550 if (AmoebaNr[newx][newy])
8552 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8553 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8554 Feld[newx][newy] == EL_BD_AMOEBA)
8555 AmoebaCnt[AmoebaNr[newx][newy]]--;
8560 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
8562 RemoveMovingField(newx, newy);
8565 if (IS_MOVING(newx, newy))
8567 RemoveMovingField(newx, newy);
8572 Feld[newx][newy] = EL_EMPTY;
8573 TEST_DrawLevelField(newx, newy);
8576 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8578 else if ((element == EL_PACMAN || element == EL_MOLE)
8579 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8581 if (AmoebaNr[newx][newy])
8583 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8584 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8585 Feld[newx][newy] == EL_BD_AMOEBA)
8586 AmoebaCnt[AmoebaNr[newx][newy]]--;
8589 if (element == EL_MOLE)
8591 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8592 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8594 ResetGfxAnimation(x, y);
8595 GfxAction[x][y] = ACTION_DIGGING;
8596 TEST_DrawLevelField(x, y);
8598 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
8600 return; /* wait for shrinking amoeba */
8602 else /* element == EL_PACMAN */
8604 Feld[newx][newy] = EL_EMPTY;
8605 TEST_DrawLevelField(newx, newy);
8606 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8609 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8610 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8611 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8613 /* wait for shrinking amoeba to completely disappear */
8616 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8618 /* object was running against a wall */
8623 /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
8624 if (move_pattern & MV_ANY_DIRECTION &&
8625 move_pattern == MovDir[x][y])
8627 int blocking_element =
8628 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
8630 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
8633 element = Feld[x][y]; /* element might have changed */
8637 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
8638 DrawLevelElementAnimation(x, y, element);
8640 if (DONT_TOUCH(element))
8641 TestIfBadThingTouchesPlayer(x, y);
8646 InitMovingField(x, y, MovDir[x][y]);
8648 PlayLevelSoundAction(x, y, ACTION_MOVING);
8652 ContinueMoving(x, y);
8655 void ContinueMoving(int x, int y)
8657 int element = Feld[x][y];
8658 struct ElementInfo *ei = &element_info[element];
8659 int direction = MovDir[x][y];
8660 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8661 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8662 int newx = x + dx, newy = y + dy;
8663 int stored = Store[x][y];
8664 int stored_new = Store[newx][newy];
8665 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8666 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8667 boolean last_line = (newy == lev_fieldy - 1);
8669 MovPos[x][y] += getElementMoveStepsize(x, y);
8671 if (pushed_by_player) /* special case: moving object pushed by player */
8672 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8674 if (ABS(MovPos[x][y]) < TILEX)
8677 int ee = Feld[x][y];
8678 int gg = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8679 int ff = getGraphicAnimationFrame(gg, GfxFrame[x][y]);
8681 printf("::: %d.%d: moving %d ... [%d, %d, %d] [%d, %d, %d]\n",
8682 x, y, ABS(MovPos[x][y]),
8684 GfxAction[x][y], GfxDir[x][y], GfxFrame[x][y]);
8687 TEST_DrawLevelField(x, y);
8689 return; /* element is still moving */
8692 /* element reached destination field */
8694 Feld[x][y] = EL_EMPTY;
8695 Feld[newx][newy] = element;
8696 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8698 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8700 element = Feld[newx][newy] = EL_ACID;
8702 else if (element == EL_MOLE)
8704 Feld[x][y] = EL_SAND;
8706 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
8708 else if (element == EL_QUICKSAND_FILLING)
8710 element = Feld[newx][newy] = get_next_element(element);
8711 Store[newx][newy] = Store[x][y];
8713 else if (element == EL_QUICKSAND_EMPTYING)
8715 Feld[x][y] = get_next_element(element);
8716 element = Feld[newx][newy] = Store[x][y];
8718 else if (element == EL_QUICKSAND_FAST_FILLING)
8720 element = Feld[newx][newy] = get_next_element(element);
8721 Store[newx][newy] = Store[x][y];
8723 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8725 Feld[x][y] = get_next_element(element);
8726 element = Feld[newx][newy] = Store[x][y];
8728 else if (element == EL_MAGIC_WALL_FILLING)
8730 element = Feld[newx][newy] = get_next_element(element);
8731 if (!game.magic_wall_active)
8732 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8733 Store[newx][newy] = Store[x][y];
8735 else if (element == EL_MAGIC_WALL_EMPTYING)
8737 Feld[x][y] = get_next_element(element);
8738 if (!game.magic_wall_active)
8739 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8740 element = Feld[newx][newy] = Store[x][y];
8742 #if USE_NEW_CUSTOM_VALUE
8743 InitField(newx, newy, FALSE);
8746 else if (element == EL_BD_MAGIC_WALL_FILLING)
8748 element = Feld[newx][newy] = get_next_element(element);
8749 if (!game.magic_wall_active)
8750 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8751 Store[newx][newy] = Store[x][y];
8753 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8755 Feld[x][y] = get_next_element(element);
8756 if (!game.magic_wall_active)
8757 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8758 element = Feld[newx][newy] = Store[x][y];
8760 #if USE_NEW_CUSTOM_VALUE
8761 InitField(newx, newy, FALSE);
8764 else if (element == EL_DC_MAGIC_WALL_FILLING)
8766 element = Feld[newx][newy] = get_next_element(element);
8767 if (!game.magic_wall_active)
8768 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8769 Store[newx][newy] = Store[x][y];
8771 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8773 Feld[x][y] = get_next_element(element);
8774 if (!game.magic_wall_active)
8775 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8776 element = Feld[newx][newy] = Store[x][y];
8778 #if USE_NEW_CUSTOM_VALUE
8779 InitField(newx, newy, FALSE);
8782 else if (element == EL_AMOEBA_DROPPING)
8784 Feld[x][y] = get_next_element(element);
8785 element = Feld[newx][newy] = Store[x][y];
8787 else if (element == EL_SOKOBAN_OBJECT)
8790 Feld[x][y] = Back[x][y];
8792 if (Back[newx][newy])
8793 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8795 Back[x][y] = Back[newx][newy] = 0;
8798 Store[x][y] = EL_EMPTY;
8803 MovDelay[newx][newy] = 0;
8805 if (CAN_CHANGE_OR_HAS_ACTION(element))
8807 /* copy element change control values to new field */
8808 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8809 ChangePage[newx][newy] = ChangePage[x][y];
8810 ChangeCount[newx][newy] = ChangeCount[x][y];
8811 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8814 #if USE_NEW_CUSTOM_VALUE
8815 CustomValue[newx][newy] = CustomValue[x][y];
8818 ChangeDelay[x][y] = 0;
8819 ChangePage[x][y] = -1;
8820 ChangeCount[x][y] = 0;
8821 ChangeEvent[x][y] = -1;
8823 #if USE_NEW_CUSTOM_VALUE
8824 CustomValue[x][y] = 0;
8827 /* copy animation control values to new field */
8828 GfxFrame[newx][newy] = GfxFrame[x][y];
8829 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8830 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8831 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8833 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8835 /* some elements can leave other elements behind after moving */
8837 if (ei->move_leave_element != EL_EMPTY &&
8838 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8839 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8841 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
8842 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8843 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8846 int move_leave_element = ei->move_leave_element;
8850 /* this makes it possible to leave the removed element again */
8851 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8852 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8854 /* this makes it possible to leave the removed element again */
8855 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8856 move_leave_element = stored;
8859 /* this makes it possible to leave the removed element again */
8860 if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
8861 ei->move_leave_element == EL_TRIGGER_ELEMENT)
8862 move_leave_element = stored;
8865 Feld[x][y] = move_leave_element;
8867 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8868 MovDir[x][y] = direction;
8870 InitField(x, y, FALSE);
8872 if (GFX_CRUMBLED(Feld[x][y]))
8873 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
8875 if (ELEM_IS_PLAYER(move_leave_element))
8876 RelocatePlayer(x, y, move_leave_element);
8879 /* do this after checking for left-behind element */
8880 ResetGfxAnimation(x, y); /* reset animation values for old field */
8882 if (!CAN_MOVE(element) ||
8883 (CAN_FALL(element) && direction == MV_DOWN &&
8884 (element == EL_SPRING ||
8885 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8886 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8887 GfxDir[x][y] = MovDir[newx][newy] = 0;
8889 TEST_DrawLevelField(x, y);
8890 TEST_DrawLevelField(newx, newy);
8892 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8894 /* prevent pushed element from moving on in pushed direction */
8895 if (pushed_by_player && CAN_MOVE(element) &&
8896 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8897 !(element_info[element].move_pattern & direction))
8898 TurnRound(newx, newy);
8900 /* prevent elements on conveyor belt from moving on in last direction */
8901 if (pushed_by_conveyor && CAN_FALL(element) &&
8902 direction & MV_HORIZONTAL)
8903 MovDir[newx][newy] = 0;
8905 if (!pushed_by_player)
8907 int nextx = newx + dx, nexty = newy + dy;
8908 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8910 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8912 if (CAN_FALL(element) && direction == MV_DOWN)
8913 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8915 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8916 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8918 #if USE_FIX_IMPACT_COLLISION
8919 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8920 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8924 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8926 TestIfBadThingTouchesPlayer(newx, newy);
8927 TestIfBadThingTouchesFriend(newx, newy);
8929 if (!IS_CUSTOM_ELEMENT(element))
8930 TestIfBadThingTouchesOtherBadThing(newx, newy);
8932 else if (element == EL_PENGUIN)
8933 TestIfFriendTouchesBadThing(newx, newy);
8935 /* give the player one last chance (one more frame) to move away */
8936 if (CAN_FALL(element) && direction == MV_DOWN &&
8937 (last_line || (!IS_FREE(x, newy + 1) &&
8938 (!IS_PLAYER(x, newy + 1) ||
8939 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8942 if (pushed_by_player && !game.use_change_when_pushing_bug)
8944 int push_side = MV_DIR_OPPOSITE(direction);
8945 struct PlayerInfo *player = PLAYERINFO(x, y);
8947 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8948 player->index_bit, push_side);
8949 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8950 player->index_bit, push_side);
8953 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8954 MovDelay[newx][newy] = 1;
8956 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8958 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8961 if (ChangePage[newx][newy] != -1) /* delayed change */
8963 int page = ChangePage[newx][newy];
8964 struct ElementChangeInfo *change = &ei->change_page[page];
8966 ChangePage[newx][newy] = -1;
8968 if (change->can_change)
8970 if (ChangeElement(newx, newy, element, page))
8972 if (change->post_change_function)
8973 change->post_change_function(newx, newy);
8977 if (change->has_action)
8978 ExecuteCustomElementAction(newx, newy, element, page);
8982 TestIfElementHitsCustomElement(newx, newy, direction);
8983 TestIfPlayerTouchesCustomElement(newx, newy);
8984 TestIfElementTouchesCustomElement(newx, newy);
8986 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8987 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8988 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8989 MV_DIR_OPPOSITE(direction));
8992 int AmoebeNachbarNr(int ax, int ay)
8995 int element = Feld[ax][ay];
8997 static int xy[4][2] =
9005 for (i = 0; i < NUM_DIRECTIONS; i++)
9007 int x = ax + xy[i][0];
9008 int y = ay + xy[i][1];
9010 if (!IN_LEV_FIELD(x, y))
9013 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
9014 group_nr = AmoebaNr[x][y];
9020 void AmoebenVereinigen(int ax, int ay)
9022 int i, x, y, xx, yy;
9023 int new_group_nr = AmoebaNr[ax][ay];
9024 static int xy[4][2] =
9032 if (new_group_nr == 0)
9035 for (i = 0; i < NUM_DIRECTIONS; i++)
9040 if (!IN_LEV_FIELD(x, y))
9043 if ((Feld[x][y] == EL_AMOEBA_FULL ||
9044 Feld[x][y] == EL_BD_AMOEBA ||
9045 Feld[x][y] == EL_AMOEBA_DEAD) &&
9046 AmoebaNr[x][y] != new_group_nr)
9048 int old_group_nr = AmoebaNr[x][y];
9050 if (old_group_nr == 0)
9053 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
9054 AmoebaCnt[old_group_nr] = 0;
9055 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
9056 AmoebaCnt2[old_group_nr] = 0;
9058 SCAN_PLAYFIELD(xx, yy)
9060 if (AmoebaNr[xx][yy] == old_group_nr)
9061 AmoebaNr[xx][yy] = new_group_nr;
9067 void AmoebeUmwandeln(int ax, int ay)
9071 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
9073 int group_nr = AmoebaNr[ax][ay];
9078 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
9079 printf("AmoebeUmwandeln(): This should never happen!\n");
9084 SCAN_PLAYFIELD(x, y)
9086 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9089 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
9093 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9094 SND_AMOEBA_TURNING_TO_GEM :
9095 SND_AMOEBA_TURNING_TO_ROCK));
9100 static int xy[4][2] =
9108 for (i = 0; i < NUM_DIRECTIONS; i++)
9113 if (!IN_LEV_FIELD(x, y))
9116 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
9118 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9119 SND_AMOEBA_TURNING_TO_GEM :
9120 SND_AMOEBA_TURNING_TO_ROCK));
9127 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
9130 int group_nr = AmoebaNr[ax][ay];
9131 boolean done = FALSE;
9136 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
9137 printf("AmoebeUmwandelnBD(): This should never happen!\n");
9142 SCAN_PLAYFIELD(x, y)
9144 if (AmoebaNr[x][y] == group_nr &&
9145 (Feld[x][y] == EL_AMOEBA_DEAD ||
9146 Feld[x][y] == EL_BD_AMOEBA ||
9147 Feld[x][y] == EL_AMOEBA_GROWING))
9150 Feld[x][y] = new_element;
9151 InitField(x, y, FALSE);
9152 TEST_DrawLevelField(x, y);
9158 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9159 SND_BD_AMOEBA_TURNING_TO_ROCK :
9160 SND_BD_AMOEBA_TURNING_TO_GEM));
9163 void AmoebeWaechst(int x, int y)
9165 static unsigned long sound_delay = 0;
9166 static unsigned long sound_delay_value = 0;
9168 if (!MovDelay[x][y]) /* start new growing cycle */
9172 if (DelayReached(&sound_delay, sound_delay_value))
9174 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9175 sound_delay_value = 30;
9179 if (MovDelay[x][y]) /* wait some time before growing bigger */
9182 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9184 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9185 6 - MovDelay[x][y]);
9187 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
9190 if (!MovDelay[x][y])
9192 Feld[x][y] = Store[x][y];
9194 TEST_DrawLevelField(x, y);
9199 void AmoebaDisappearing(int x, int y)
9201 static unsigned long sound_delay = 0;
9202 static unsigned long sound_delay_value = 0;
9204 if (!MovDelay[x][y]) /* start new shrinking cycle */
9208 if (DelayReached(&sound_delay, sound_delay_value))
9209 sound_delay_value = 30;
9212 if (MovDelay[x][y]) /* wait some time before shrinking */
9215 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9217 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9218 6 - MovDelay[x][y]);
9220 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
9223 if (!MovDelay[x][y])
9225 Feld[x][y] = EL_EMPTY;
9226 TEST_DrawLevelField(x, y);
9228 /* don't let mole enter this field in this cycle;
9229 (give priority to objects falling to this field from above) */
9235 void AmoebeAbleger(int ax, int ay)
9238 int element = Feld[ax][ay];
9239 int graphic = el2img(element);
9240 int newax = ax, neway = ay;
9241 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9242 static int xy[4][2] =
9250 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9252 Feld[ax][ay] = EL_AMOEBA_DEAD;
9253 TEST_DrawLevelField(ax, ay);
9257 if (IS_ANIMATED(graphic))
9258 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9260 if (!MovDelay[ax][ay]) /* start making new amoeba field */
9261 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9263 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
9266 if (MovDelay[ax][ay])
9270 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
9273 int x = ax + xy[start][0];
9274 int y = ay + xy[start][1];
9276 if (!IN_LEV_FIELD(x, y))
9279 if (IS_FREE(x, y) ||
9280 CAN_GROW_INTO(Feld[x][y]) ||
9281 Feld[x][y] == EL_QUICKSAND_EMPTY ||
9282 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
9288 if (newax == ax && neway == ay)
9291 else /* normal or "filled" (BD style) amoeba */
9294 boolean waiting_for_player = FALSE;
9296 for (i = 0; i < NUM_DIRECTIONS; i++)
9298 int j = (start + i) % 4;
9299 int x = ax + xy[j][0];
9300 int y = ay + xy[j][1];
9302 if (!IN_LEV_FIELD(x, y))
9305 if (IS_FREE(x, y) ||
9306 CAN_GROW_INTO(Feld[x][y]) ||
9307 Feld[x][y] == EL_QUICKSAND_EMPTY ||
9308 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
9314 else if (IS_PLAYER(x, y))
9315 waiting_for_player = TRUE;
9318 if (newax == ax && neway == ay) /* amoeba cannot grow */
9320 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9322 Feld[ax][ay] = EL_AMOEBA_DEAD;
9323 TEST_DrawLevelField(ax, ay);
9324 AmoebaCnt[AmoebaNr[ax][ay]]--;
9326 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
9328 if (element == EL_AMOEBA_FULL)
9329 AmoebeUmwandeln(ax, ay);
9330 else if (element == EL_BD_AMOEBA)
9331 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
9336 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9338 /* amoeba gets larger by growing in some direction */
9340 int new_group_nr = AmoebaNr[ax][ay];
9343 if (new_group_nr == 0)
9345 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
9346 printf("AmoebeAbleger(): This should never happen!\n");
9351 AmoebaNr[newax][neway] = new_group_nr;
9352 AmoebaCnt[new_group_nr]++;
9353 AmoebaCnt2[new_group_nr]++;
9355 /* if amoeba touches other amoeba(s) after growing, unify them */
9356 AmoebenVereinigen(newax, neway);
9358 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9360 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
9366 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9367 (neway == lev_fieldy - 1 && newax != ax))
9369 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
9370 Store[newax][neway] = element;
9372 else if (neway == ay || element == EL_EMC_DRIPPER)
9374 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
9376 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9380 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
9381 Feld[ax][ay] = EL_AMOEBA_DROPPING;
9382 Store[ax][ay] = EL_AMOEBA_DROP;
9383 ContinueMoving(ax, ay);
9387 TEST_DrawLevelField(newax, neway);
9390 void Life(int ax, int ay)
9394 int element = Feld[ax][ay];
9395 int graphic = el2img(element);
9396 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9398 boolean changed = FALSE;
9400 if (IS_ANIMATED(graphic))
9401 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9406 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
9407 MovDelay[ax][ay] = life_time;
9409 if (MovDelay[ax][ay]) /* wait some time before next cycle */
9412 if (MovDelay[ax][ay])
9416 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9418 int xx = ax+x1, yy = ay+y1;
9421 if (!IN_LEV_FIELD(xx, yy))
9424 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9426 int x = xx+x2, y = yy+y2;
9428 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9431 if (((Feld[x][y] == element ||
9432 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
9434 (IS_FREE(x, y) && Stop[x][y]))
9438 if (xx == ax && yy == ay) /* field in the middle */
9440 if (nachbarn < life_parameter[0] ||
9441 nachbarn > life_parameter[1])
9443 Feld[xx][yy] = EL_EMPTY;
9445 TEST_DrawLevelField(xx, yy);
9446 Stop[xx][yy] = TRUE;
9450 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
9451 { /* free border field */
9452 if (nachbarn >= life_parameter[2] &&
9453 nachbarn <= life_parameter[3])
9455 Feld[xx][yy] = element;
9456 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9458 TEST_DrawLevelField(xx, yy);
9459 Stop[xx][yy] = TRUE;
9466 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9467 SND_GAME_OF_LIFE_GROWING);
9470 static void InitRobotWheel(int x, int y)
9472 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9475 static void RunRobotWheel(int x, int y)
9477 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9480 static void StopRobotWheel(int x, int y)
9482 if (ZX == x && ZY == y)
9486 game.robot_wheel_active = FALSE;
9490 static void InitTimegateWheel(int x, int y)
9492 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9495 static void RunTimegateWheel(int x, int y)
9497 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9500 static void InitMagicBallDelay(int x, int y)
9503 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9505 ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1;
9509 static void ActivateMagicBall(int bx, int by)
9513 if (level.ball_random)
9515 int pos_border = RND(8); /* select one of the eight border elements */
9516 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9517 int xx = pos_content % 3;
9518 int yy = pos_content / 3;
9523 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9524 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9528 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9530 int xx = x - bx + 1;
9531 int yy = y - by + 1;
9533 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9534 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9538 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9541 void CheckExit(int x, int y)
9543 if (local_player->gems_still_needed > 0 ||
9544 local_player->sokobanfields_still_needed > 0 ||
9545 local_player->lights_still_needed > 0)
9547 int element = Feld[x][y];
9548 int graphic = el2img(element);
9550 if (IS_ANIMATED(graphic))
9551 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9556 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9559 Feld[x][y] = EL_EXIT_OPENING;
9561 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9564 void CheckExitEM(int x, int y)
9566 if (local_player->gems_still_needed > 0 ||
9567 local_player->sokobanfields_still_needed > 0 ||
9568 local_player->lights_still_needed > 0)
9570 int element = Feld[x][y];
9571 int graphic = el2img(element);
9573 if (IS_ANIMATED(graphic))
9574 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9579 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9582 Feld[x][y] = EL_EM_EXIT_OPENING;
9584 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9587 void CheckExitSteel(int x, int y)
9589 if (local_player->gems_still_needed > 0 ||
9590 local_player->sokobanfields_still_needed > 0 ||
9591 local_player->lights_still_needed > 0)
9593 int element = Feld[x][y];
9594 int graphic = el2img(element);
9596 if (IS_ANIMATED(graphic))
9597 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9602 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9605 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9607 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9610 void CheckExitSteelEM(int x, int y)
9612 if (local_player->gems_still_needed > 0 ||
9613 local_player->sokobanfields_still_needed > 0 ||
9614 local_player->lights_still_needed > 0)
9616 int element = Feld[x][y];
9617 int graphic = el2img(element);
9619 if (IS_ANIMATED(graphic))
9620 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9625 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9628 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9630 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9633 void CheckExitSP(int x, int y)
9635 if (local_player->gems_still_needed > 0)
9637 int element = Feld[x][y];
9638 int graphic = el2img(element);
9640 if (IS_ANIMATED(graphic))
9641 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9646 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9649 Feld[x][y] = EL_SP_EXIT_OPENING;
9651 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9654 static void CloseAllOpenTimegates()
9658 SCAN_PLAYFIELD(x, y)
9660 int element = Feld[x][y];
9662 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9664 Feld[x][y] = EL_TIMEGATE_CLOSING;
9666 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9671 void DrawTwinkleOnField(int x, int y)
9673 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9676 if (Feld[x][y] == EL_BD_DIAMOND)
9679 if (MovDelay[x][y] == 0) /* next animation frame */
9680 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9682 if (MovDelay[x][y] != 0) /* wait some time before next frame */
9686 DrawLevelElementAnimation(x, y, Feld[x][y]);
9688 if (MovDelay[x][y] != 0)
9690 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9691 10 - MovDelay[x][y]);
9693 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9698 void MauerWaechst(int x, int y)
9702 if (!MovDelay[x][y]) /* next animation frame */
9703 MovDelay[x][y] = 3 * delay;
9705 if (MovDelay[x][y]) /* wait some time before next frame */
9709 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9711 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9712 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9714 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9717 if (!MovDelay[x][y])
9719 if (MovDir[x][y] == MV_LEFT)
9721 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9722 TEST_DrawLevelField(x - 1, y);
9724 else if (MovDir[x][y] == MV_RIGHT)
9726 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9727 TEST_DrawLevelField(x + 1, y);
9729 else if (MovDir[x][y] == MV_UP)
9731 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9732 TEST_DrawLevelField(x, y - 1);
9736 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9737 TEST_DrawLevelField(x, y + 1);
9740 Feld[x][y] = Store[x][y];
9742 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9743 TEST_DrawLevelField(x, y);
9748 void MauerAbleger(int ax, int ay)
9750 int element = Feld[ax][ay];
9751 int graphic = el2img(element);
9752 boolean oben_frei = FALSE, unten_frei = FALSE;
9753 boolean links_frei = FALSE, rechts_frei = FALSE;
9754 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9755 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9756 boolean new_wall = FALSE;
9758 if (IS_ANIMATED(graphic))
9759 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9761 if (!MovDelay[ax][ay]) /* start building new wall */
9762 MovDelay[ax][ay] = 6;
9764 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9767 if (MovDelay[ax][ay])
9771 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9773 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9775 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9777 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9780 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9781 element == EL_EXPANDABLE_WALL_ANY)
9785 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9786 Store[ax][ay-1] = element;
9787 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9788 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9789 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9790 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9795 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9796 Store[ax][ay+1] = element;
9797 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9798 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9799 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9800 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9805 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9806 element == EL_EXPANDABLE_WALL_ANY ||
9807 element == EL_EXPANDABLE_WALL ||
9808 element == EL_BD_EXPANDABLE_WALL)
9812 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9813 Store[ax-1][ay] = element;
9814 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9815 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9816 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9817 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9823 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9824 Store[ax+1][ay] = element;
9825 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9826 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9827 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9828 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9833 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9834 TEST_DrawLevelField(ax, ay);
9836 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9838 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9839 unten_massiv = TRUE;
9840 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9841 links_massiv = TRUE;
9842 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9843 rechts_massiv = TRUE;
9845 if (((oben_massiv && unten_massiv) ||
9846 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9847 element == EL_EXPANDABLE_WALL) &&
9848 ((links_massiv && rechts_massiv) ||
9849 element == EL_EXPANDABLE_WALL_VERTICAL))
9850 Feld[ax][ay] = EL_WALL;
9853 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9856 void MauerAblegerStahl(int ax, int ay)
9858 int element = Feld[ax][ay];
9859 int graphic = el2img(element);
9860 boolean oben_frei = FALSE, unten_frei = FALSE;
9861 boolean links_frei = FALSE, rechts_frei = FALSE;
9862 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9863 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9864 boolean new_wall = FALSE;
9866 if (IS_ANIMATED(graphic))
9867 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9869 if (!MovDelay[ax][ay]) /* start building new wall */
9870 MovDelay[ax][ay] = 6;
9872 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9875 if (MovDelay[ax][ay])
9879 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9881 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9883 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9885 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9888 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9889 element == EL_EXPANDABLE_STEELWALL_ANY)
9893 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9894 Store[ax][ay-1] = element;
9895 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9896 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9897 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9898 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9903 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9904 Store[ax][ay+1] = element;
9905 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9906 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9907 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9908 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9913 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9914 element == EL_EXPANDABLE_STEELWALL_ANY)
9918 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9919 Store[ax-1][ay] = element;
9920 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9921 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9922 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9923 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9929 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9930 Store[ax+1][ay] = element;
9931 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9932 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9933 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9934 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9939 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9941 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9942 unten_massiv = TRUE;
9943 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9944 links_massiv = TRUE;
9945 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9946 rechts_massiv = TRUE;
9948 if (((oben_massiv && unten_massiv) ||
9949 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9950 ((links_massiv && rechts_massiv) ||
9951 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9952 Feld[ax][ay] = EL_STEELWALL;
9955 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9958 void CheckForDragon(int x, int y)
9961 boolean dragon_found = FALSE;
9962 static int xy[4][2] =
9970 for (i = 0; i < NUM_DIRECTIONS; i++)
9972 for (j = 0; j < 4; j++)
9974 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9976 if (IN_LEV_FIELD(xx, yy) &&
9977 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9979 if (Feld[xx][yy] == EL_DRAGON)
9980 dragon_found = TRUE;
9989 for (i = 0; i < NUM_DIRECTIONS; i++)
9991 for (j = 0; j < 3; j++)
9993 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9995 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9997 Feld[xx][yy] = EL_EMPTY;
9998 TEST_DrawLevelField(xx, yy);
10007 static void InitBuggyBase(int x, int y)
10009 int element = Feld[x][y];
10010 int activating_delay = FRAMES_PER_SECOND / 4;
10012 ChangeDelay[x][y] =
10013 (element == EL_SP_BUGGY_BASE ?
10014 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
10015 element == EL_SP_BUGGY_BASE_ACTIVATING ?
10017 element == EL_SP_BUGGY_BASE_ACTIVE ?
10018 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
10021 static void WarnBuggyBase(int x, int y)
10024 static int xy[4][2] =
10032 for (i = 0; i < NUM_DIRECTIONS; i++)
10034 int xx = x + xy[i][0];
10035 int yy = y + xy[i][1];
10037 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
10039 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
10046 static void InitTrap(int x, int y)
10048 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
10051 static void ActivateTrap(int x, int y)
10053 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
10056 static void ChangeActiveTrap(int x, int y)
10058 int graphic = IMG_TRAP_ACTIVE;
10060 /* if new animation frame was drawn, correct crumbled sand border */
10061 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
10062 TEST_DrawLevelFieldCrumbledSand(x, y);
10065 static int getSpecialActionElement(int element, int number, int base_element)
10067 return (element != EL_EMPTY ? element :
10068 number != -1 ? base_element + number - 1 :
10072 static int getModifiedActionNumber(int value_old, int operator, int operand,
10073 int value_min, int value_max)
10075 int value_new = (operator == CA_MODE_SET ? operand :
10076 operator == CA_MODE_ADD ? value_old + operand :
10077 operator == CA_MODE_SUBTRACT ? value_old - operand :
10078 operator == CA_MODE_MULTIPLY ? value_old * operand :
10079 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
10080 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
10083 return (value_new < value_min ? value_min :
10084 value_new > value_max ? value_max :
10088 static void ExecuteCustomElementAction(int x, int y, int element, int page)
10090 struct ElementInfo *ei = &element_info[element];
10091 struct ElementChangeInfo *change = &ei->change_page[page];
10092 int target_element = change->target_element;
10093 int action_type = change->action_type;
10094 int action_mode = change->action_mode;
10095 int action_arg = change->action_arg;
10098 if (!change->has_action)
10101 /* ---------- determine action paramater values -------------------------- */
10103 int level_time_value =
10104 (level.time > 0 ? TimeLeft :
10107 int action_arg_element =
10108 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
10109 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10110 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
10113 int action_arg_direction =
10114 (action_arg >= CA_ARG_DIRECTION_LEFT &&
10115 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10116 action_arg == CA_ARG_DIRECTION_TRIGGER ?
10117 change->actual_trigger_side :
10118 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10119 MV_DIR_OPPOSITE(change->actual_trigger_side) :
10122 int action_arg_number_min =
10123 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10126 int action_arg_number_max =
10127 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10128 action_type == CA_SET_LEVEL_GEMS ? 999 :
10129 action_type == CA_SET_LEVEL_TIME ? 9999 :
10130 action_type == CA_SET_LEVEL_SCORE ? 99999 :
10131 action_type == CA_SET_CE_VALUE ? 9999 :
10132 action_type == CA_SET_CE_SCORE ? 9999 :
10135 int action_arg_number_reset =
10136 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10137 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10138 action_type == CA_SET_LEVEL_TIME ? level.time :
10139 action_type == CA_SET_LEVEL_SCORE ? 0 :
10140 #if USE_NEW_CUSTOM_VALUE
10141 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10143 action_type == CA_SET_CE_VALUE ? ei->custom_value_initial :
10145 action_type == CA_SET_CE_SCORE ? 0 :
10148 int action_arg_number =
10149 (action_arg <= CA_ARG_MAX ? action_arg :
10150 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10151 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10152 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10153 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10154 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10155 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10156 #if USE_NEW_CUSTOM_VALUE
10157 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10159 action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
10161 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10162 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10163 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10164 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
10165 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
10166 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10167 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10168 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10169 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10170 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10171 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10174 int action_arg_number_old =
10175 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
10176 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10177 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
10178 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10179 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10182 int action_arg_number_new =
10183 getModifiedActionNumber(action_arg_number_old,
10184 action_mode, action_arg_number,
10185 action_arg_number_min, action_arg_number_max);
10188 int trigger_player_bits = change->actual_trigger_player_bits;
10190 int trigger_player_bits =
10191 (change->actual_trigger_player >= EL_PLAYER_1 &&
10192 change->actual_trigger_player <= EL_PLAYER_4 ?
10193 (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
10197 int action_arg_player_bits =
10198 (action_arg >= CA_ARG_PLAYER_1 &&
10199 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10200 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10203 /* ---------- execute action -------------------------------------------- */
10205 switch (action_type)
10212 /* ---------- level actions ------------------------------------------- */
10214 case CA_RESTART_LEVEL:
10216 game.restart_level = TRUE;
10221 case CA_SHOW_ENVELOPE:
10223 int element = getSpecialActionElement(action_arg_element,
10224 action_arg_number, EL_ENVELOPE_1);
10226 if (IS_ENVELOPE(element))
10227 local_player->show_envelope = element;
10232 case CA_SET_LEVEL_TIME:
10234 if (level.time > 0) /* only modify limited time value */
10236 TimeLeft = action_arg_number_new;
10239 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10241 DisplayGameControlValues();
10243 DrawGameValue_Time(TimeLeft);
10246 if (!TimeLeft && setup.time_limit)
10247 for (i = 0; i < MAX_PLAYERS; i++)
10248 KillPlayer(&stored_player[i]);
10254 case CA_SET_LEVEL_SCORE:
10256 local_player->score = action_arg_number_new;
10259 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
10261 DisplayGameControlValues();
10263 DrawGameValue_Score(local_player->score);
10269 case CA_SET_LEVEL_GEMS:
10271 local_player->gems_still_needed = action_arg_number_new;
10274 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
10276 DisplayGameControlValues();
10278 DrawGameValue_Emeralds(local_player->gems_still_needed);
10284 #if !USE_PLAYER_GRAVITY
10285 case CA_SET_LEVEL_GRAVITY:
10287 game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10288 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10289 action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity :
10295 case CA_SET_LEVEL_WIND:
10297 game.wind_direction = action_arg_direction;
10302 /* ---------- player actions ------------------------------------------ */
10304 case CA_MOVE_PLAYER:
10306 /* automatically move to the next field in specified direction */
10307 for (i = 0; i < MAX_PLAYERS; i++)
10308 if (trigger_player_bits & (1 << i))
10309 stored_player[i].programmed_action = action_arg_direction;
10314 case CA_EXIT_PLAYER:
10316 for (i = 0; i < MAX_PLAYERS; i++)
10317 if (action_arg_player_bits & (1 << i))
10318 PlayerWins(&stored_player[i]);
10323 case CA_KILL_PLAYER:
10325 for (i = 0; i < MAX_PLAYERS; i++)
10326 if (action_arg_player_bits & (1 << i))
10327 KillPlayer(&stored_player[i]);
10332 case CA_SET_PLAYER_KEYS:
10334 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10335 int element = getSpecialActionElement(action_arg_element,
10336 action_arg_number, EL_KEY_1);
10338 if (IS_KEY(element))
10340 for (i = 0; i < MAX_PLAYERS; i++)
10342 if (trigger_player_bits & (1 << i))
10344 stored_player[i].key[KEY_NR(element)] = key_state;
10346 DrawGameDoorValues();
10354 case CA_SET_PLAYER_SPEED:
10356 for (i = 0; i < MAX_PLAYERS; i++)
10358 if (trigger_player_bits & (1 << i))
10360 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10362 if (action_arg == CA_ARG_SPEED_FASTER &&
10363 stored_player[i].cannot_move)
10365 action_arg_number = STEPSIZE_VERY_SLOW;
10367 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10368 action_arg == CA_ARG_SPEED_FASTER)
10370 action_arg_number = 2;
10371 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10374 else if (action_arg == CA_ARG_NUMBER_RESET)
10376 action_arg_number = level.initial_player_stepsize[i];
10380 getModifiedActionNumber(move_stepsize,
10383 action_arg_number_min,
10384 action_arg_number_max);
10386 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10393 case CA_SET_PLAYER_SHIELD:
10395 for (i = 0; i < MAX_PLAYERS; i++)
10397 if (trigger_player_bits & (1 << i))
10399 if (action_arg == CA_ARG_SHIELD_OFF)
10401 stored_player[i].shield_normal_time_left = 0;
10402 stored_player[i].shield_deadly_time_left = 0;
10404 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10406 stored_player[i].shield_normal_time_left = 999999;
10408 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10410 stored_player[i].shield_normal_time_left = 999999;
10411 stored_player[i].shield_deadly_time_left = 999999;
10419 #if USE_PLAYER_GRAVITY
10420 case CA_SET_PLAYER_GRAVITY:
10422 for (i = 0; i < MAX_PLAYERS; i++)
10424 if (trigger_player_bits & (1 << i))
10426 stored_player[i].gravity =
10427 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10428 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10429 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10430 stored_player[i].gravity);
10438 case CA_SET_PLAYER_ARTWORK:
10440 for (i = 0; i < MAX_PLAYERS; i++)
10442 if (trigger_player_bits & (1 << i))
10444 int artwork_element = action_arg_element;
10446 if (action_arg == CA_ARG_ELEMENT_RESET)
10448 (level.use_artwork_element[i] ? level.artwork_element[i] :
10449 stored_player[i].element_nr);
10451 #if USE_GFX_RESET_PLAYER_ARTWORK
10452 if (stored_player[i].artwork_element != artwork_element)
10453 stored_player[i].Frame = 0;
10456 stored_player[i].artwork_element = artwork_element;
10458 SetPlayerWaiting(&stored_player[i], FALSE);
10460 /* set number of special actions for bored and sleeping animation */
10461 stored_player[i].num_special_action_bored =
10462 get_num_special_action(artwork_element,
10463 ACTION_BORING_1, ACTION_BORING_LAST);
10464 stored_player[i].num_special_action_sleeping =
10465 get_num_special_action(artwork_element,
10466 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10473 /* ---------- CE actions ---------------------------------------------- */
10475 case CA_SET_CE_VALUE:
10477 #if USE_NEW_CUSTOM_VALUE
10478 int last_ce_value = CustomValue[x][y];
10480 CustomValue[x][y] = action_arg_number_new;
10482 if (CustomValue[x][y] != last_ce_value)
10484 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10485 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10487 if (CustomValue[x][y] == 0)
10489 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10490 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10498 case CA_SET_CE_SCORE:
10500 #if USE_NEW_CUSTOM_VALUE
10501 int last_ce_score = ei->collect_score;
10503 ei->collect_score = action_arg_number_new;
10505 if (ei->collect_score != last_ce_score)
10507 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10508 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10510 if (ei->collect_score == 0)
10514 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10515 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10518 This is a very special case that seems to be a mixture between
10519 CheckElementChange() and CheckTriggeredElementChange(): while
10520 the first one only affects single elements that are triggered
10521 directly, the second one affects multiple elements in the playfield
10522 that are triggered indirectly by another element. This is a third
10523 case: Changing the CE score always affects multiple identical CEs,
10524 so every affected CE must be checked, not only the single CE for
10525 which the CE score was changed in the first place (as every instance
10526 of that CE shares the same CE score, and therefore also can change)!
10528 SCAN_PLAYFIELD(xx, yy)
10530 if (Feld[xx][yy] == element)
10531 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10532 CE_SCORE_GETS_ZERO);
10541 /* ---------- engine actions ------------------------------------------ */
10543 case CA_SET_ENGINE_SCAN_MODE:
10545 InitPlayfieldScanMode(action_arg);
10555 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10557 int old_element = Feld[x][y];
10558 int new_element = GetElementFromGroupElement(element);
10559 int previous_move_direction = MovDir[x][y];
10560 #if USE_NEW_CUSTOM_VALUE
10561 int last_ce_value = CustomValue[x][y];
10563 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10564 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10565 boolean add_player_onto_element = (new_element_is_player &&
10566 #if USE_CODE_THAT_BREAKS_SNAKE_BITE
10567 /* this breaks SnakeBite when a snake is
10568 halfway through a door that closes */
10569 /* NOW FIXED AT LEVEL INIT IN files.c */
10570 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10572 IS_WALKABLE(old_element));
10575 /* check if element under the player changes from accessible to unaccessible
10576 (needed for special case of dropping element which then changes) */
10577 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
10578 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10586 if (!add_player_onto_element)
10588 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10589 RemoveMovingField(x, y);
10593 Feld[x][y] = new_element;
10595 #if !USE_GFX_RESET_GFX_ANIMATION
10596 ResetGfxAnimation(x, y);
10597 ResetRandomAnimationValue(x, y);
10600 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10601 MovDir[x][y] = previous_move_direction;
10603 #if USE_NEW_CUSTOM_VALUE
10604 if (element_info[new_element].use_last_ce_value)
10605 CustomValue[x][y] = last_ce_value;
10608 InitField_WithBug1(x, y, FALSE);
10610 new_element = Feld[x][y]; /* element may have changed */
10612 #if USE_GFX_RESET_GFX_ANIMATION
10613 ResetGfxAnimation(x, y);
10614 ResetRandomAnimationValue(x, y);
10617 TEST_DrawLevelField(x, y);
10619 if (GFX_CRUMBLED(new_element))
10620 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
10624 /* check if element under the player changes from accessible to unaccessible
10625 (needed for special case of dropping element which then changes) */
10626 /* (must be checked after creating new element for walkable group elements) */
10627 #if USE_FIX_KILLED_BY_NON_WALKABLE
10628 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10629 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10636 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
10637 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10646 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10647 if (new_element_is_player)
10648 RelocatePlayer(x, y, new_element);
10651 ChangeCount[x][y]++; /* count number of changes in the same frame */
10653 TestIfBadThingTouchesPlayer(x, y);
10654 TestIfPlayerTouchesCustomElement(x, y);
10655 TestIfElementTouchesCustomElement(x, y);
10658 static void CreateField(int x, int y, int element)
10660 CreateFieldExt(x, y, element, FALSE);
10663 static void CreateElementFromChange(int x, int y, int element)
10665 element = GET_VALID_RUNTIME_ELEMENT(element);
10667 #if USE_STOP_CHANGED_ELEMENTS
10668 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10670 int old_element = Feld[x][y];
10672 /* prevent changed element from moving in same engine frame
10673 unless both old and new element can either fall or move */
10674 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10675 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10680 CreateFieldExt(x, y, element, TRUE);
10683 static boolean ChangeElement(int x, int y, int element, int page)
10685 struct ElementInfo *ei = &element_info[element];
10686 struct ElementChangeInfo *change = &ei->change_page[page];
10687 int ce_value = CustomValue[x][y];
10688 int ce_score = ei->collect_score;
10689 int target_element;
10690 int old_element = Feld[x][y];
10692 /* always use default change event to prevent running into a loop */
10693 if (ChangeEvent[x][y] == -1)
10694 ChangeEvent[x][y] = CE_DELAY;
10696 if (ChangeEvent[x][y] == CE_DELAY)
10698 /* reset actual trigger element, trigger player and action element */
10699 change->actual_trigger_element = EL_EMPTY;
10700 change->actual_trigger_player = EL_PLAYER_1;
10701 change->actual_trigger_player_bits = CH_PLAYER_1;
10702 change->actual_trigger_side = CH_SIDE_NONE;
10703 change->actual_trigger_ce_value = 0;
10704 change->actual_trigger_ce_score = 0;
10707 /* do not change elements more than a specified maximum number of changes */
10708 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10711 ChangeCount[x][y]++; /* count number of changes in the same frame */
10713 if (change->explode)
10720 if (change->use_target_content)
10722 boolean complete_replace = TRUE;
10723 boolean can_replace[3][3];
10726 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10729 boolean is_walkable;
10730 boolean is_diggable;
10731 boolean is_collectible;
10732 boolean is_removable;
10733 boolean is_destructible;
10734 int ex = x + xx - 1;
10735 int ey = y + yy - 1;
10736 int content_element = change->target_content.e[xx][yy];
10739 can_replace[xx][yy] = TRUE;
10741 if (ex == x && ey == y) /* do not check changing element itself */
10744 if (content_element == EL_EMPTY_SPACE)
10746 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10751 if (!IN_LEV_FIELD(ex, ey))
10753 can_replace[xx][yy] = FALSE;
10754 complete_replace = FALSE;
10761 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10762 e = MovingOrBlocked2Element(ex, ey);
10764 is_empty = (IS_FREE(ex, ey) ||
10765 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10767 is_walkable = (is_empty || IS_WALKABLE(e));
10768 is_diggable = (is_empty || IS_DIGGABLE(e));
10769 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10770 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10771 is_removable = (is_diggable || is_collectible);
10773 can_replace[xx][yy] =
10774 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10775 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10776 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10777 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10778 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10779 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10780 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10782 if (!can_replace[xx][yy])
10783 complete_replace = FALSE;
10786 if (!change->only_if_complete || complete_replace)
10788 boolean something_has_changed = FALSE;
10790 if (change->only_if_complete && change->use_random_replace &&
10791 RND(100) < change->random_percentage)
10794 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10796 int ex = x + xx - 1;
10797 int ey = y + yy - 1;
10798 int content_element;
10800 if (can_replace[xx][yy] && (!change->use_random_replace ||
10801 RND(100) < change->random_percentage))
10803 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10804 RemoveMovingField(ex, ey);
10806 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10808 content_element = change->target_content.e[xx][yy];
10809 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10810 ce_value, ce_score);
10812 CreateElementFromChange(ex, ey, target_element);
10814 something_has_changed = TRUE;
10816 /* for symmetry reasons, freeze newly created border elements */
10817 if (ex != x || ey != y)
10818 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10822 if (something_has_changed)
10824 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10825 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10831 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10832 ce_value, ce_score);
10834 if (element == EL_DIAGONAL_GROWING ||
10835 element == EL_DIAGONAL_SHRINKING)
10837 target_element = Store[x][y];
10839 Store[x][y] = EL_EMPTY;
10842 CreateElementFromChange(x, y, target_element);
10844 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10845 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10848 /* this uses direct change before indirect change */
10849 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10854 #if USE_NEW_DELAYED_ACTION
10856 static void HandleElementChange(int x, int y, int page)
10858 int element = MovingOrBlocked2Element(x, y);
10859 struct ElementInfo *ei = &element_info[element];
10860 struct ElementChangeInfo *change = &ei->change_page[page];
10863 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10864 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10867 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10868 x, y, element, element_info[element].token_name);
10869 printf("HandleElementChange(): This should never happen!\n");
10874 /* this can happen with classic bombs on walkable, changing elements */
10875 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10878 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
10879 ChangeDelay[x][y] = 0;
10885 if (ChangeDelay[x][y] == 0) /* initialize element change */
10887 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10889 if (change->can_change)
10892 /* !!! not clear why graphic animation should be reset at all here !!! */
10893 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10894 #if USE_GFX_RESET_WHEN_NOT_MOVING
10895 /* when a custom element is about to change (for example by change delay),
10896 do not reset graphic animation when the custom element is moving */
10897 if (!IS_MOVING(x, y))
10900 ResetGfxAnimation(x, y);
10901 ResetRandomAnimationValue(x, y);
10905 if (change->pre_change_function)
10906 change->pre_change_function(x, y);
10910 ChangeDelay[x][y]--;
10912 if (ChangeDelay[x][y] != 0) /* continue element change */
10914 if (change->can_change)
10916 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10918 if (IS_ANIMATED(graphic))
10919 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10921 if (change->change_function)
10922 change->change_function(x, y);
10925 else /* finish element change */
10927 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10929 page = ChangePage[x][y];
10930 ChangePage[x][y] = -1;
10932 change = &ei->change_page[page];
10935 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10937 ChangeDelay[x][y] = 1; /* try change after next move step */
10938 ChangePage[x][y] = page; /* remember page to use for change */
10943 if (change->can_change)
10945 if (ChangeElement(x, y, element, page))
10947 if (change->post_change_function)
10948 change->post_change_function(x, y);
10952 if (change->has_action)
10953 ExecuteCustomElementAction(x, y, element, page);
10959 static void HandleElementChange(int x, int y, int page)
10961 int element = MovingOrBlocked2Element(x, y);
10962 struct ElementInfo *ei = &element_info[element];
10963 struct ElementChangeInfo *change = &ei->change_page[page];
10966 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
10969 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10970 x, y, element, element_info[element].token_name);
10971 printf("HandleElementChange(): This should never happen!\n");
10976 /* this can happen with classic bombs on walkable, changing elements */
10977 if (!CAN_CHANGE(element))
10980 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
10981 ChangeDelay[x][y] = 0;
10987 if (ChangeDelay[x][y] == 0) /* initialize element change */
10989 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10991 ResetGfxAnimation(x, y);
10992 ResetRandomAnimationValue(x, y);
10994 if (change->pre_change_function)
10995 change->pre_change_function(x, y);
10998 ChangeDelay[x][y]--;
11000 if (ChangeDelay[x][y] != 0) /* continue element change */
11002 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11004 if (IS_ANIMATED(graphic))
11005 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11007 if (change->change_function)
11008 change->change_function(x, y);
11010 else /* finish element change */
11012 if (ChangePage[x][y] != -1) /* remember page from delayed change */
11014 page = ChangePage[x][y];
11015 ChangePage[x][y] = -1;
11017 change = &ei->change_page[page];
11020 if (IS_MOVING(x, y)) /* never change a running system ;-) */
11022 ChangeDelay[x][y] = 1; /* try change after next move step */
11023 ChangePage[x][y] = page; /* remember page to use for change */
11028 if (ChangeElement(x, y, element, page))
11030 if (change->post_change_function)
11031 change->post_change_function(x, y);
11038 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
11039 int trigger_element,
11041 int trigger_player,
11045 boolean change_done_any = FALSE;
11046 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
11049 if (!(trigger_events[trigger_element][trigger_event]))
11053 printf("::: CheckTriggeredElementChangeExt %d ... [%d, %d, %d, '%s']\n",
11054 trigger_event, recursion_loop_depth, recursion_loop_detected,
11055 recursion_loop_element, EL_NAME(recursion_loop_element));
11058 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11060 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
11062 int element = EL_CUSTOM_START + i;
11063 boolean change_done = FALSE;
11066 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11067 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11070 for (p = 0; p < element_info[element].num_change_pages; p++)
11072 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11074 if (change->can_change_or_has_action &&
11075 change->has_event[trigger_event] &&
11076 change->trigger_side & trigger_side &&
11077 change->trigger_player & trigger_player &&
11078 change->trigger_page & trigger_page_bits &&
11079 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11081 change->actual_trigger_element = trigger_element;
11082 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11083 change->actual_trigger_player_bits = trigger_player;
11084 change->actual_trigger_side = trigger_side;
11085 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11086 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11088 if ((change->can_change && !change_done) || change->has_action)
11092 SCAN_PLAYFIELD(x, y)
11094 if (Feld[x][y] == element)
11096 if (change->can_change && !change_done)
11098 ChangeDelay[x][y] = 1;
11099 ChangeEvent[x][y] = trigger_event;
11101 HandleElementChange(x, y, p);
11103 #if USE_NEW_DELAYED_ACTION
11104 else if (change->has_action)
11106 ExecuteCustomElementAction(x, y, element, p);
11107 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11110 if (change->has_action)
11112 ExecuteCustomElementAction(x, y, element, p);
11113 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11119 if (change->can_change)
11121 change_done = TRUE;
11122 change_done_any = TRUE;
11129 RECURSION_LOOP_DETECTION_END();
11131 return change_done_any;
11134 static boolean CheckElementChangeExt(int x, int y,
11136 int trigger_element,
11138 int trigger_player,
11141 boolean change_done = FALSE;
11144 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11145 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11148 if (Feld[x][y] == EL_BLOCKED)
11150 Blocked2Moving(x, y, &x, &y);
11151 element = Feld[x][y];
11155 /* check if element has already changed */
11156 if (Feld[x][y] != element)
11159 /* check if element has already changed or is about to change after moving */
11160 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11161 Feld[x][y] != element) ||
11163 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11164 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11165 ChangePage[x][y] != -1)))
11170 printf("::: CheckElementChangeExt %d ... [%d, %d, %d, '%s']\n",
11171 trigger_event, recursion_loop_depth, recursion_loop_detected,
11172 recursion_loop_element, EL_NAME(recursion_loop_element));
11175 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11177 for (p = 0; p < element_info[element].num_change_pages; p++)
11179 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11181 /* check trigger element for all events where the element that is checked
11182 for changing interacts with a directly adjacent element -- this is
11183 different to element changes that affect other elements to change on the
11184 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11185 boolean check_trigger_element =
11186 (trigger_event == CE_TOUCHING_X ||
11187 trigger_event == CE_HITTING_X ||
11188 trigger_event == CE_HIT_BY_X ||
11190 /* this one was forgotten until 3.2.3 */
11191 trigger_event == CE_DIGGING_X);
11194 if (change->can_change_or_has_action &&
11195 change->has_event[trigger_event] &&
11196 change->trigger_side & trigger_side &&
11197 change->trigger_player & trigger_player &&
11198 (!check_trigger_element ||
11199 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11201 change->actual_trigger_element = trigger_element;
11202 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11203 change->actual_trigger_player_bits = trigger_player;
11204 change->actual_trigger_side = trigger_side;
11205 change->actual_trigger_ce_value = CustomValue[x][y];
11206 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11208 /* special case: trigger element not at (x,y) position for some events */
11209 if (check_trigger_element)
11221 { 0, 0 }, { 0, 0 }, { 0, 0 },
11225 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11226 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11228 change->actual_trigger_ce_value = CustomValue[xx][yy];
11229 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11232 if (change->can_change && !change_done)
11234 ChangeDelay[x][y] = 1;
11235 ChangeEvent[x][y] = trigger_event;
11237 HandleElementChange(x, y, p);
11239 change_done = TRUE;
11241 #if USE_NEW_DELAYED_ACTION
11242 else if (change->has_action)
11244 ExecuteCustomElementAction(x, y, element, p);
11245 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11248 if (change->has_action)
11250 ExecuteCustomElementAction(x, y, element, p);
11251 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11257 RECURSION_LOOP_DETECTION_END();
11259 return change_done;
11262 static void PlayPlayerSound(struct PlayerInfo *player)
11264 int jx = player->jx, jy = player->jy;
11265 int sound_element = player->artwork_element;
11266 int last_action = player->last_action_waiting;
11267 int action = player->action_waiting;
11269 if (player->is_waiting)
11271 if (action != last_action)
11272 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11274 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11278 if (action != last_action)
11279 StopSound(element_info[sound_element].sound[last_action]);
11281 if (last_action == ACTION_SLEEPING)
11282 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11286 static void PlayAllPlayersSound()
11290 for (i = 0; i < MAX_PLAYERS; i++)
11291 if (stored_player[i].active)
11292 PlayPlayerSound(&stored_player[i]);
11295 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11297 boolean last_waiting = player->is_waiting;
11298 int move_dir = player->MovDir;
11300 player->dir_waiting = move_dir;
11301 player->last_action_waiting = player->action_waiting;
11305 if (!last_waiting) /* not waiting -> waiting */
11307 player->is_waiting = TRUE;
11309 player->frame_counter_bored =
11311 game.player_boring_delay_fixed +
11312 GetSimpleRandom(game.player_boring_delay_random);
11313 player->frame_counter_sleeping =
11315 game.player_sleeping_delay_fixed +
11316 GetSimpleRandom(game.player_sleeping_delay_random);
11318 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11321 if (game.player_sleeping_delay_fixed +
11322 game.player_sleeping_delay_random > 0 &&
11323 player->anim_delay_counter == 0 &&
11324 player->post_delay_counter == 0 &&
11325 FrameCounter >= player->frame_counter_sleeping)
11326 player->is_sleeping = TRUE;
11327 else if (game.player_boring_delay_fixed +
11328 game.player_boring_delay_random > 0 &&
11329 FrameCounter >= player->frame_counter_bored)
11330 player->is_bored = TRUE;
11332 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11333 player->is_bored ? ACTION_BORING :
11336 if (player->is_sleeping && player->use_murphy)
11338 /* special case for sleeping Murphy when leaning against non-free tile */
11340 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11341 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
11342 !IS_MOVING(player->jx - 1, player->jy)))
11343 move_dir = MV_LEFT;
11344 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11345 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
11346 !IS_MOVING(player->jx + 1, player->jy)))
11347 move_dir = MV_RIGHT;
11349 player->is_sleeping = FALSE;
11351 player->dir_waiting = move_dir;
11354 if (player->is_sleeping)
11356 if (player->num_special_action_sleeping > 0)
11358 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11360 int last_special_action = player->special_action_sleeping;
11361 int num_special_action = player->num_special_action_sleeping;
11362 int special_action =
11363 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11364 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11365 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11366 last_special_action + 1 : ACTION_SLEEPING);
11367 int special_graphic =
11368 el_act_dir2img(player->artwork_element, special_action, move_dir);
11370 player->anim_delay_counter =
11371 graphic_info[special_graphic].anim_delay_fixed +
11372 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11373 player->post_delay_counter =
11374 graphic_info[special_graphic].post_delay_fixed +
11375 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11377 player->special_action_sleeping = special_action;
11380 if (player->anim_delay_counter > 0)
11382 player->action_waiting = player->special_action_sleeping;
11383 player->anim_delay_counter--;
11385 else if (player->post_delay_counter > 0)
11387 player->post_delay_counter--;
11391 else if (player->is_bored)
11393 if (player->num_special_action_bored > 0)
11395 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11397 int special_action =
11398 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11399 int special_graphic =
11400 el_act_dir2img(player->artwork_element, special_action, move_dir);
11402 player->anim_delay_counter =
11403 graphic_info[special_graphic].anim_delay_fixed +
11404 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11405 player->post_delay_counter =
11406 graphic_info[special_graphic].post_delay_fixed +
11407 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11409 player->special_action_bored = special_action;
11412 if (player->anim_delay_counter > 0)
11414 player->action_waiting = player->special_action_bored;
11415 player->anim_delay_counter--;
11417 else if (player->post_delay_counter > 0)
11419 player->post_delay_counter--;
11424 else if (last_waiting) /* waiting -> not waiting */
11426 player->is_waiting = FALSE;
11427 player->is_bored = FALSE;
11428 player->is_sleeping = FALSE;
11430 player->frame_counter_bored = -1;
11431 player->frame_counter_sleeping = -1;
11433 player->anim_delay_counter = 0;
11434 player->post_delay_counter = 0;
11436 player->dir_waiting = player->MovDir;
11437 player->action_waiting = ACTION_DEFAULT;
11439 player->special_action_bored = ACTION_DEFAULT;
11440 player->special_action_sleeping = ACTION_DEFAULT;
11444 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11446 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
11447 int left = player_action & JOY_LEFT;
11448 int right = player_action & JOY_RIGHT;
11449 int up = player_action & JOY_UP;
11450 int down = player_action & JOY_DOWN;
11451 int button1 = player_action & JOY_BUTTON_1;
11452 int button2 = player_action & JOY_BUTTON_2;
11453 int dx = (left ? -1 : right ? 1 : 0);
11454 int dy = (up ? -1 : down ? 1 : 0);
11456 if (!player->active || tape.pausing)
11462 snapped = SnapField(player, dx, dy);
11466 dropped = DropElement(player);
11468 moved = MovePlayer(player, dx, dy);
11471 if (tape.single_step && tape.recording && !tape.pausing)
11473 if (button1 || (dropped && !moved))
11475 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11476 SnapField(player, 0, 0); /* stop snapping */
11480 SetPlayerWaiting(player, FALSE);
11482 return player_action;
11486 /* no actions for this player (no input at player's configured device) */
11488 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11489 SnapField(player, 0, 0);
11490 CheckGravityMovementWhenNotMoving(player);
11492 if (player->MovPos == 0)
11493 SetPlayerWaiting(player, TRUE);
11495 if (player->MovPos == 0) /* needed for tape.playing */
11496 player->is_moving = FALSE;
11498 player->is_dropping = FALSE;
11499 player->is_dropping_pressed = FALSE;
11500 player->drop_pressed_delay = 0;
11506 static void CheckLevelTime()
11510 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11512 if (level.native_em_level->lev->home == 0) /* all players at home */
11514 PlayerWins(local_player);
11516 AllPlayersGone = TRUE;
11518 level.native_em_level->lev->home = -1;
11521 if (level.native_em_level->ply[0]->alive == 0 &&
11522 level.native_em_level->ply[1]->alive == 0 &&
11523 level.native_em_level->ply[2]->alive == 0 &&
11524 level.native_em_level->ply[3]->alive == 0) /* all dead */
11525 AllPlayersGone = TRUE;
11528 if (TimeFrames >= FRAMES_PER_SECOND)
11533 for (i = 0; i < MAX_PLAYERS; i++)
11535 struct PlayerInfo *player = &stored_player[i];
11537 if (SHIELD_ON(player))
11539 player->shield_normal_time_left--;
11541 if (player->shield_deadly_time_left > 0)
11542 player->shield_deadly_time_left--;
11546 if (!local_player->LevelSolved && !level.use_step_counter)
11554 if (TimeLeft <= 10 && setup.time_limit)
11555 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11558 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11560 DisplayGameControlValues();
11562 DrawGameValue_Time(TimeLeft);
11565 if (!TimeLeft && setup.time_limit)
11567 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11568 level.native_em_level->lev->killed_out_of_time = TRUE;
11570 for (i = 0; i < MAX_PLAYERS; i++)
11571 KillPlayer(&stored_player[i]);
11575 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
11577 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11579 DisplayGameControlValues();
11582 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
11583 DrawGameValue_Time(TimePlayed);
11586 level.native_em_level->lev->time =
11587 (level.time == 0 ? TimePlayed : TimeLeft);
11590 if (tape.recording || tape.playing)
11591 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11595 UpdateAndDisplayGameControlValues();
11597 UpdateGameDoorValues();
11598 DrawGameDoorValues();
11602 void AdvanceFrameAndPlayerCounters(int player_nr)
11606 /* advance frame counters (global frame counter and time frame counter) */
11610 /* advance player counters (counters for move delay, move animation etc.) */
11611 for (i = 0; i < MAX_PLAYERS; i++)
11613 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11614 int move_delay_value = stored_player[i].move_delay_value;
11615 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11617 if (!advance_player_counters) /* not all players may be affected */
11620 #if USE_NEW_PLAYER_ANIM
11621 if (move_frames == 0) /* less than one move per game frame */
11623 int stepsize = TILEX / move_delay_value;
11624 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11625 int count = (stored_player[i].is_moving ?
11626 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11628 if (count % delay == 0)
11633 stored_player[i].Frame += move_frames;
11635 if (stored_player[i].MovPos != 0)
11636 stored_player[i].StepFrame += move_frames;
11638 if (stored_player[i].move_delay > 0)
11639 stored_player[i].move_delay--;
11641 /* due to bugs in previous versions, counter must count up, not down */
11642 if (stored_player[i].push_delay != -1)
11643 stored_player[i].push_delay++;
11645 if (stored_player[i].drop_delay > 0)
11646 stored_player[i].drop_delay--;
11648 if (stored_player[i].is_dropping_pressed)
11649 stored_player[i].drop_pressed_delay++;
11653 void StartGameActions(boolean init_network_game, boolean record_tape,
11656 unsigned long new_random_seed = InitRND(random_seed);
11659 TapeStartRecording(new_random_seed);
11661 #if defined(NETWORK_AVALIABLE)
11662 if (init_network_game)
11664 SendToServer_StartPlaying();
11675 static unsigned long game_frame_delay = 0;
11676 unsigned long game_frame_delay_value;
11677 byte *recorded_player_action;
11678 byte summarized_player_action = 0;
11679 byte tape_action[MAX_PLAYERS];
11682 /* detect endless loops, caused by custom element programming */
11683 if (recursion_loop_detected && recursion_loop_depth == 0)
11685 char *message = getStringCat3("Internal Error ! Element ",
11686 EL_NAME(recursion_loop_element),
11687 " caused endless loop ! Quit the game ?");
11689 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11690 EL_NAME(recursion_loop_element));
11692 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11694 recursion_loop_detected = FALSE; /* if game should be continued */
11701 if (game.restart_level)
11702 StartGameActions(options.network, setup.autorecord, NEW_RANDOMIZE);
11704 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11706 if (level.native_em_level->lev->home == 0) /* all players at home */
11708 PlayerWins(local_player);
11710 AllPlayersGone = TRUE;
11712 level.native_em_level->lev->home = -1;
11715 if (level.native_em_level->ply[0]->alive == 0 &&
11716 level.native_em_level->ply[1]->alive == 0 &&
11717 level.native_em_level->ply[2]->alive == 0 &&
11718 level.native_em_level->ply[3]->alive == 0) /* all dead */
11719 AllPlayersGone = TRUE;
11722 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11725 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11728 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11731 game_frame_delay_value =
11732 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11734 if (tape.playing && tape.warp_forward && !tape.pausing)
11735 game_frame_delay_value = 0;
11737 /* ---------- main game synchronization point ---------- */
11739 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11741 if (network_playing && !network_player_action_received)
11743 /* try to get network player actions in time */
11745 #if defined(NETWORK_AVALIABLE)
11746 /* last chance to get network player actions without main loop delay */
11747 HandleNetworking();
11750 /* game was quit by network peer */
11751 if (game_status != GAME_MODE_PLAYING)
11754 if (!network_player_action_received)
11755 return; /* failed to get network player actions in time */
11757 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11763 /* at this point we know that we really continue executing the game */
11765 network_player_action_received = FALSE;
11767 /* when playing tape, read previously recorded player input from tape data */
11768 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11771 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11776 if (tape.set_centered_player)
11778 game.centered_player_nr_next = tape.centered_player_nr_next;
11779 game.set_centered_player = TRUE;
11782 for (i = 0; i < MAX_PLAYERS; i++)
11784 summarized_player_action |= stored_player[i].action;
11786 if (!network_playing)
11787 stored_player[i].effective_action = stored_player[i].action;
11790 #if defined(NETWORK_AVALIABLE)
11791 if (network_playing)
11792 SendToServer_MovePlayer(summarized_player_action);
11795 if (!options.network && !setup.team_mode)
11796 local_player->effective_action = summarized_player_action;
11798 if (setup.team_mode && setup.input_on_focus && game.centered_player_nr != -1)
11800 for (i = 0; i < MAX_PLAYERS; i++)
11801 stored_player[i].effective_action =
11802 (i == game.centered_player_nr ? summarized_player_action : 0);
11805 if (recorded_player_action != NULL)
11806 for (i = 0; i < MAX_PLAYERS; i++)
11807 stored_player[i].effective_action = recorded_player_action[i];
11809 for (i = 0; i < MAX_PLAYERS; i++)
11811 tape_action[i] = stored_player[i].effective_action;
11813 /* (this can only happen in the R'n'D game engine) */
11814 if (tape.recording && tape_action[i] && !tape.player_participates[i])
11815 tape.player_participates[i] = TRUE; /* player just appeared from CE */
11818 /* only record actions from input devices, but not programmed actions */
11819 if (tape.recording)
11820 TapeRecordAction(tape_action);
11822 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11824 GameActions_EM_Main();
11832 void GameActions_EM_Main()
11834 byte effective_action[MAX_PLAYERS];
11835 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11838 for (i = 0; i < MAX_PLAYERS; i++)
11839 effective_action[i] = stored_player[i].effective_action;
11841 GameActions_EM(effective_action, warp_mode);
11845 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11848 void GameActions_RND()
11850 int magic_wall_x = 0, magic_wall_y = 0;
11851 int i, x, y, element, graphic;
11853 InitPlayfieldScanModeVars();
11855 #if USE_ONE_MORE_CHANGE_PER_FRAME
11856 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11858 SCAN_PLAYFIELD(x, y)
11860 ChangeCount[x][y] = 0;
11861 ChangeEvent[x][y] = -1;
11866 if (game.set_centered_player)
11868 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11870 /* switching to "all players" only possible if all players fit to screen */
11871 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11873 game.centered_player_nr_next = game.centered_player_nr;
11874 game.set_centered_player = FALSE;
11877 /* do not switch focus to non-existing (or non-active) player */
11878 if (game.centered_player_nr_next >= 0 &&
11879 !stored_player[game.centered_player_nr_next].active)
11881 game.centered_player_nr_next = game.centered_player_nr;
11882 game.set_centered_player = FALSE;
11886 if (game.set_centered_player &&
11887 ScreenMovPos == 0) /* screen currently aligned at tile position */
11891 if (game.centered_player_nr_next == -1)
11893 setScreenCenteredToAllPlayers(&sx, &sy);
11897 sx = stored_player[game.centered_player_nr_next].jx;
11898 sy = stored_player[game.centered_player_nr_next].jy;
11901 game.centered_player_nr = game.centered_player_nr_next;
11902 game.set_centered_player = FALSE;
11904 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11905 DrawGameDoorValues();
11908 for (i = 0; i < MAX_PLAYERS; i++)
11910 int actual_player_action = stored_player[i].effective_action;
11913 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11914 - rnd_equinox_tetrachloride 048
11915 - rnd_equinox_tetrachloride_ii 096
11916 - rnd_emanuel_schmieg 002
11917 - doctor_sloan_ww 001, 020
11919 if (stored_player[i].MovPos == 0)
11920 CheckGravityMovement(&stored_player[i]);
11923 /* overwrite programmed action with tape action */
11924 if (stored_player[i].programmed_action)
11925 actual_player_action = stored_player[i].programmed_action;
11927 PlayerActions(&stored_player[i], actual_player_action);
11929 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11932 ScrollScreen(NULL, SCROLL_GO_ON);
11934 /* for backwards compatibility, the following code emulates a fixed bug that
11935 occured when pushing elements (causing elements that just made their last
11936 pushing step to already (if possible) make their first falling step in the
11937 same game frame, which is bad); this code is also needed to use the famous
11938 "spring push bug" which is used in older levels and might be wanted to be
11939 used also in newer levels, but in this case the buggy pushing code is only
11940 affecting the "spring" element and no other elements */
11942 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11944 for (i = 0; i < MAX_PLAYERS; i++)
11946 struct PlayerInfo *player = &stored_player[i];
11947 int x = player->jx;
11948 int y = player->jy;
11950 if (player->active && player->is_pushing && player->is_moving &&
11952 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11953 Feld[x][y] == EL_SPRING))
11955 ContinueMoving(x, y);
11957 /* continue moving after pushing (this is actually a bug) */
11958 if (!IS_MOVING(x, y))
11959 Stop[x][y] = FALSE;
11965 debug_print_timestamp(0, "start main loop profiling");
11968 SCAN_PLAYFIELD(x, y)
11970 ChangeCount[x][y] = 0;
11971 ChangeEvent[x][y] = -1;
11973 /* this must be handled before main playfield loop */
11974 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11977 if (MovDelay[x][y] <= 0)
11981 #if USE_NEW_SNAP_DELAY
11982 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11985 if (MovDelay[x][y] <= 0)
11988 TEST_DrawLevelField(x, y);
11990 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11996 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11998 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11999 printf("GameActions(): This should never happen!\n");
12001 ChangePage[x][y] = -1;
12005 Stop[x][y] = FALSE;
12006 if (WasJustMoving[x][y] > 0)
12007 WasJustMoving[x][y]--;
12008 if (WasJustFalling[x][y] > 0)
12009 WasJustFalling[x][y]--;
12010 if (CheckCollision[x][y] > 0)
12011 CheckCollision[x][y]--;
12012 if (CheckImpact[x][y] > 0)
12013 CheckImpact[x][y]--;
12017 /* reset finished pushing action (not done in ContinueMoving() to allow
12018 continuous pushing animation for elements with zero push delay) */
12019 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12021 ResetGfxAnimation(x, y);
12022 TEST_DrawLevelField(x, y);
12026 if (IS_BLOCKED(x, y))
12030 Blocked2Moving(x, y, &oldx, &oldy);
12031 if (!IS_MOVING(oldx, oldy))
12033 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
12034 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
12035 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
12036 printf("GameActions(): This should never happen!\n");
12043 debug_print_timestamp(0, "- time for pre-main loop:");
12046 #if 0 // -------------------- !!! TEST ONLY !!! --------------------
12047 SCAN_PLAYFIELD(x, y)
12049 element = Feld[x][y];
12050 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12055 int element2 = element;
12056 int graphic2 = graphic;
12058 int element2 = Feld[x][y];
12059 int graphic2 = el_act_dir2img(element2, GfxAction[x][y], GfxDir[x][y]);
12061 int last_gfx_frame = GfxFrame[x][y];
12063 if (graphic_info[graphic2].anim_global_sync)
12064 GfxFrame[x][y] = FrameCounter;
12065 else if (ANIM_MODE(graphic2) == ANIM_CE_VALUE)
12066 GfxFrame[x][y] = CustomValue[x][y];
12067 else if (ANIM_MODE(graphic2) == ANIM_CE_SCORE)
12068 GfxFrame[x][y] = element_info[element2].collect_score;
12069 else if (ANIM_MODE(graphic2) == ANIM_CE_DELAY)
12070 GfxFrame[x][y] = ChangeDelay[x][y];
12072 if (redraw && GfxFrame[x][y] != last_gfx_frame)
12073 DrawLevelGraphicAnimation(x, y, graphic2);
12076 ResetGfxFrame(x, y, TRUE);
12080 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12081 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12082 ResetRandomAnimationValue(x, y);
12086 SetRandomAnimationValue(x, y);
12090 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12093 #endif // -------------------- !!! TEST ONLY !!! --------------------
12096 debug_print_timestamp(0, "- time for TEST loop: -->");
12099 SCAN_PLAYFIELD(x, y)
12101 element = Feld[x][y];
12102 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12104 ResetGfxFrame(x, y, TRUE);
12106 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12107 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12108 ResetRandomAnimationValue(x, y);
12110 SetRandomAnimationValue(x, y);
12112 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12114 if (IS_INACTIVE(element))
12116 if (IS_ANIMATED(graphic))
12117 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12122 /* this may take place after moving, so 'element' may have changed */
12123 if (IS_CHANGING(x, y) &&
12124 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12126 int page = element_info[element].event_page_nr[CE_DELAY];
12129 HandleElementChange(x, y, page);
12131 if (CAN_CHANGE(element))
12132 HandleElementChange(x, y, page);
12134 if (HAS_ACTION(element))
12135 ExecuteCustomElementAction(x, y, element, page);
12138 element = Feld[x][y];
12139 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12142 #if 0 // ---------------------------------------------------------------------
12144 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12148 element = Feld[x][y];
12149 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12151 if (IS_ANIMATED(graphic) &&
12152 !IS_MOVING(x, y) &&
12154 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12156 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12157 TEST_DrawTwinkleOnField(x, y);
12159 else if (IS_MOVING(x, y))
12160 ContinueMoving(x, y);
12167 case EL_EM_EXIT_OPEN:
12168 case EL_SP_EXIT_OPEN:
12169 case EL_STEEL_EXIT_OPEN:
12170 case EL_EM_STEEL_EXIT_OPEN:
12171 case EL_SP_TERMINAL:
12172 case EL_SP_TERMINAL_ACTIVE:
12173 case EL_EXTRA_TIME:
12174 case EL_SHIELD_NORMAL:
12175 case EL_SHIELD_DEADLY:
12176 if (IS_ANIMATED(graphic))
12177 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12180 case EL_DYNAMITE_ACTIVE:
12181 case EL_EM_DYNAMITE_ACTIVE:
12182 case EL_DYNABOMB_PLAYER_1_ACTIVE:
12183 case EL_DYNABOMB_PLAYER_2_ACTIVE:
12184 case EL_DYNABOMB_PLAYER_3_ACTIVE:
12185 case EL_DYNABOMB_PLAYER_4_ACTIVE:
12186 case EL_SP_DISK_RED_ACTIVE:
12187 CheckDynamite(x, y);
12190 case EL_AMOEBA_GROWING:
12191 AmoebeWaechst(x, y);
12194 case EL_AMOEBA_SHRINKING:
12195 AmoebaDisappearing(x, y);
12198 #if !USE_NEW_AMOEBA_CODE
12199 case EL_AMOEBA_WET:
12200 case EL_AMOEBA_DRY:
12201 case EL_AMOEBA_FULL:
12203 case EL_EMC_DRIPPER:
12204 AmoebeAbleger(x, y);
12208 case EL_GAME_OF_LIFE:
12213 case EL_EXIT_CLOSED:
12217 case EL_EM_EXIT_CLOSED:
12221 case EL_STEEL_EXIT_CLOSED:
12222 CheckExitSteel(x, y);
12225 case EL_EM_STEEL_EXIT_CLOSED:
12226 CheckExitSteelEM(x, y);
12229 case EL_SP_EXIT_CLOSED:
12233 case EL_EXPANDABLE_WALL_GROWING:
12234 case EL_EXPANDABLE_STEELWALL_GROWING:
12235 MauerWaechst(x, y);
12238 case EL_EXPANDABLE_WALL:
12239 case EL_EXPANDABLE_WALL_HORIZONTAL:
12240 case EL_EXPANDABLE_WALL_VERTICAL:
12241 case EL_EXPANDABLE_WALL_ANY:
12242 case EL_BD_EXPANDABLE_WALL:
12243 MauerAbleger(x, y);
12246 case EL_EXPANDABLE_STEELWALL_HORIZONTAL:
12247 case EL_EXPANDABLE_STEELWALL_VERTICAL:
12248 case EL_EXPANDABLE_STEELWALL_ANY:
12249 MauerAblegerStahl(x, y);
12253 CheckForDragon(x, y);
12259 case EL_ELEMENT_SNAPPING:
12260 case EL_DIAGONAL_SHRINKING:
12261 case EL_DIAGONAL_GROWING:
12264 el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12266 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12271 if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12272 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12277 #else // ---------------------------------------------------------------------
12279 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12283 element = Feld[x][y];
12284 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12286 if (IS_ANIMATED(graphic) &&
12287 !IS_MOVING(x, y) &&
12289 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12291 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12292 TEST_DrawTwinkleOnField(x, y);
12294 else if ((element == EL_ACID ||
12295 element == EL_EXIT_OPEN ||
12296 element == EL_EM_EXIT_OPEN ||
12297 element == EL_SP_EXIT_OPEN ||
12298 element == EL_STEEL_EXIT_OPEN ||
12299 element == EL_EM_STEEL_EXIT_OPEN ||
12300 element == EL_SP_TERMINAL ||
12301 element == EL_SP_TERMINAL_ACTIVE ||
12302 element == EL_EXTRA_TIME ||
12303 element == EL_SHIELD_NORMAL ||
12304 element == EL_SHIELD_DEADLY) &&
12305 IS_ANIMATED(graphic))
12306 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12307 else if (IS_MOVING(x, y))
12308 ContinueMoving(x, y);
12309 else if (IS_ACTIVE_BOMB(element))
12310 CheckDynamite(x, y);
12311 else if (element == EL_AMOEBA_GROWING)
12312 AmoebeWaechst(x, y);
12313 else if (element == EL_AMOEBA_SHRINKING)
12314 AmoebaDisappearing(x, y);
12316 #if !USE_NEW_AMOEBA_CODE
12317 else if (IS_AMOEBALIVE(element))
12318 AmoebeAbleger(x, y);
12321 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12323 else if (element == EL_EXIT_CLOSED)
12325 else if (element == EL_EM_EXIT_CLOSED)
12327 else if (element == EL_STEEL_EXIT_CLOSED)
12328 CheckExitSteel(x, y);
12329 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12330 CheckExitSteelEM(x, y);
12331 else if (element == EL_SP_EXIT_CLOSED)
12333 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12334 element == EL_EXPANDABLE_STEELWALL_GROWING)
12335 MauerWaechst(x, y);
12336 else if (element == EL_EXPANDABLE_WALL ||
12337 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12338 element == EL_EXPANDABLE_WALL_VERTICAL ||
12339 element == EL_EXPANDABLE_WALL_ANY ||
12340 element == EL_BD_EXPANDABLE_WALL)
12341 MauerAbleger(x, y);
12342 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12343 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12344 element == EL_EXPANDABLE_STEELWALL_ANY)
12345 MauerAblegerStahl(x, y);
12346 else if (element == EL_FLAMES)
12347 CheckForDragon(x, y);
12348 else if (element == EL_EXPLOSION)
12349 ; /* drawing of correct explosion animation is handled separately */
12350 else if (element == EL_ELEMENT_SNAPPING ||
12351 element == EL_DIAGONAL_SHRINKING ||
12352 element == EL_DIAGONAL_GROWING)
12354 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12356 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12358 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12359 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12361 #endif // ---------------------------------------------------------------------
12363 if (IS_BELT_ACTIVE(element))
12364 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12366 if (game.magic_wall_active)
12368 int jx = local_player->jx, jy = local_player->jy;
12370 /* play the element sound at the position nearest to the player */
12371 if ((element == EL_MAGIC_WALL_FULL ||
12372 element == EL_MAGIC_WALL_ACTIVE ||
12373 element == EL_MAGIC_WALL_EMPTYING ||
12374 element == EL_BD_MAGIC_WALL_FULL ||
12375 element == EL_BD_MAGIC_WALL_ACTIVE ||
12376 element == EL_BD_MAGIC_WALL_EMPTYING ||
12377 element == EL_DC_MAGIC_WALL_FULL ||
12378 element == EL_DC_MAGIC_WALL_ACTIVE ||
12379 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12380 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
12389 debug_print_timestamp(0, "- time for MAIN loop: -->");
12392 #if USE_NEW_AMOEBA_CODE
12393 /* new experimental amoeba growth stuff */
12394 if (!(FrameCounter % 8))
12396 static unsigned long random = 1684108901;
12398 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12400 x = RND(lev_fieldx);
12401 y = RND(lev_fieldy);
12402 element = Feld[x][y];
12404 if (!IS_PLAYER(x,y) &&
12405 (element == EL_EMPTY ||
12406 CAN_GROW_INTO(element) ||
12407 element == EL_QUICKSAND_EMPTY ||
12408 element == EL_QUICKSAND_FAST_EMPTY ||
12409 element == EL_ACID_SPLASH_LEFT ||
12410 element == EL_ACID_SPLASH_RIGHT))
12412 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
12413 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
12414 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
12415 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
12416 Feld[x][y] = EL_AMOEBA_DROP;
12419 random = random * 129 + 1;
12425 if (game.explosions_delayed)
12428 game.explosions_delayed = FALSE;
12430 SCAN_PLAYFIELD(x, y)
12432 element = Feld[x][y];
12434 if (ExplodeField[x][y])
12435 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12436 else if (element == EL_EXPLOSION)
12437 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12439 ExplodeField[x][y] = EX_TYPE_NONE;
12442 game.explosions_delayed = TRUE;
12445 if (game.magic_wall_active)
12447 if (!(game.magic_wall_time_left % 4))
12449 int element = Feld[magic_wall_x][magic_wall_y];
12451 if (element == EL_BD_MAGIC_WALL_FULL ||
12452 element == EL_BD_MAGIC_WALL_ACTIVE ||
12453 element == EL_BD_MAGIC_WALL_EMPTYING)
12454 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12455 else if (element == EL_DC_MAGIC_WALL_FULL ||
12456 element == EL_DC_MAGIC_WALL_ACTIVE ||
12457 element == EL_DC_MAGIC_WALL_EMPTYING)
12458 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12460 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12463 if (game.magic_wall_time_left > 0)
12465 game.magic_wall_time_left--;
12467 if (!game.magic_wall_time_left)
12469 SCAN_PLAYFIELD(x, y)
12471 element = Feld[x][y];
12473 if (element == EL_MAGIC_WALL_ACTIVE ||
12474 element == EL_MAGIC_WALL_FULL)
12476 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12477 TEST_DrawLevelField(x, y);
12479 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12480 element == EL_BD_MAGIC_WALL_FULL)
12482 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12483 TEST_DrawLevelField(x, y);
12485 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12486 element == EL_DC_MAGIC_WALL_FULL)
12488 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12489 TEST_DrawLevelField(x, y);
12493 game.magic_wall_active = FALSE;
12498 if (game.light_time_left > 0)
12500 game.light_time_left--;
12502 if (game.light_time_left == 0)
12503 RedrawAllLightSwitchesAndInvisibleElements();
12506 if (game.timegate_time_left > 0)
12508 game.timegate_time_left--;
12510 if (game.timegate_time_left == 0)
12511 CloseAllOpenTimegates();
12514 if (game.lenses_time_left > 0)
12516 game.lenses_time_left--;
12518 if (game.lenses_time_left == 0)
12519 RedrawAllInvisibleElementsForLenses();
12522 if (game.magnify_time_left > 0)
12524 game.magnify_time_left--;
12526 if (game.magnify_time_left == 0)
12527 RedrawAllInvisibleElementsForMagnifier();
12530 for (i = 0; i < MAX_PLAYERS; i++)
12532 struct PlayerInfo *player = &stored_player[i];
12534 if (SHIELD_ON(player))
12536 if (player->shield_deadly_time_left)
12537 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12538 else if (player->shield_normal_time_left)
12539 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12543 #if USE_DELAYED_GFX_REDRAW
12544 SCAN_PLAYFIELD(x, y)
12547 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12549 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)) &&
12550 GfxRedraw[x][y] != GFX_REDRAW_NONE)
12553 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12554 DrawLevelField(x, y);
12556 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12557 DrawLevelFieldCrumbledSand(x, y);
12559 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12560 DrawLevelFieldCrumbledSandNeighbours(x, y);
12562 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12563 DrawTwinkleOnField(x, y);
12566 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12573 PlayAllPlayersSound();
12575 if (options.debug) /* calculate frames per second */
12577 static unsigned long fps_counter = 0;
12578 static int fps_frames = 0;
12579 unsigned long fps_delay_ms = Counter() - fps_counter;
12583 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
12585 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
12588 fps_counter = Counter();
12591 redraw_mask |= REDRAW_FPS;
12594 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
12596 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
12598 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12600 local_player->show_envelope = 0;
12604 debug_print_timestamp(0, "stop main loop profiling ");
12605 printf("----------------------------------------------------------\n");
12608 /* use random number generator in every frame to make it less predictable */
12609 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12613 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12615 int min_x = x, min_y = y, max_x = x, max_y = y;
12618 for (i = 0; i < MAX_PLAYERS; i++)
12620 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12622 if (!stored_player[i].active || &stored_player[i] == player)
12625 min_x = MIN(min_x, jx);
12626 min_y = MIN(min_y, jy);
12627 max_x = MAX(max_x, jx);
12628 max_y = MAX(max_y, jy);
12631 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12634 static boolean AllPlayersInVisibleScreen()
12638 for (i = 0; i < MAX_PLAYERS; i++)
12640 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12642 if (!stored_player[i].active)
12645 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12652 void ScrollLevel(int dx, int dy)
12655 static Bitmap *bitmap_db_field2 = NULL;
12656 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
12663 /* !!! THIS IS APPARENTLY WRONG FOR PLAYER RELOCATION !!! */
12664 /* only horizontal XOR vertical scroll direction allowed */
12665 if ((dx == 0 && dy == 0) || (dx != 0 && dy != 0))
12670 if (bitmap_db_field2 == NULL)
12671 bitmap_db_field2 = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH);
12673 /* needed when blitting directly to same bitmap -- should not be needed with
12674 recent SDL libraries, but apparently does not work in 1.2.11 directly */
12675 BlitBitmap(drawto_field, bitmap_db_field2,
12676 FX + TILEX * (dx == -1) - softscroll_offset,
12677 FY + TILEY * (dy == -1) - softscroll_offset,
12678 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
12679 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
12680 FX + TILEX * (dx == 1) - softscroll_offset,
12681 FY + TILEY * (dy == 1) - softscroll_offset);
12682 BlitBitmap(bitmap_db_field2, drawto_field,
12683 FX + TILEX * (dx == 1) - softscroll_offset,
12684 FY + TILEY * (dy == 1) - softscroll_offset,
12685 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
12686 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
12687 FX + TILEX * (dx == 1) - softscroll_offset,
12688 FY + TILEY * (dy == 1) - softscroll_offset);
12693 /* !!! DOES NOT WORK FOR DIAGONAL PLAYER RELOCATION !!! */
12694 int xsize = (BX2 - BX1 + 1);
12695 int ysize = (BY2 - BY1 + 1);
12696 int start = (dx != 0 ? (dx == -1 ? BX1 : BX2) : (dy == -1 ? BY1 : BY2));
12697 int end = (dx != 0 ? (dx == -1 ? BX2 : BX1) : (dy == -1 ? BY2 : BY1));
12698 int step = (start < end ? +1 : -1);
12700 for (i = start; i != end; i += step)
12702 BlitBitmap(drawto_field, drawto_field,
12703 FX + TILEX * (dx != 0 ? i + step : 0),
12704 FY + TILEY * (dy != 0 ? i + step : 0),
12705 TILEX * (dx != 0 ? 1 : xsize),
12706 TILEY * (dy != 0 ? 1 : ysize),
12707 FX + TILEX * (dx != 0 ? i : 0),
12708 FY + TILEY * (dy != 0 ? i : 0));
12713 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
12715 BlitBitmap(drawto_field, drawto_field,
12716 FX + TILEX * (dx == -1) - softscroll_offset,
12717 FY + TILEY * (dy == -1) - softscroll_offset,
12718 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
12719 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
12720 FX + TILEX * (dx == 1) - softscroll_offset,
12721 FY + TILEY * (dy == 1) - softscroll_offset);
12727 x = (dx == 1 ? BX1 : BX2);
12728 for (y = BY1; y <= BY2; y++)
12729 DrawScreenField(x, y);
12734 y = (dy == 1 ? BY1 : BY2);
12735 for (x = BX1; x <= BX2; x++)
12736 DrawScreenField(x, y);
12739 redraw_mask |= REDRAW_FIELD;
12742 static boolean canFallDown(struct PlayerInfo *player)
12744 int jx = player->jx, jy = player->jy;
12746 return (IN_LEV_FIELD(jx, jy + 1) &&
12747 (IS_FREE(jx, jy + 1) ||
12748 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12749 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12750 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12753 static boolean canPassField(int x, int y, int move_dir)
12755 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12756 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12757 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12758 int nextx = x + dx;
12759 int nexty = y + dy;
12760 int element = Feld[x][y];
12762 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12763 !CAN_MOVE(element) &&
12764 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12765 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12766 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12769 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12771 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12772 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12773 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12777 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12778 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12779 (IS_DIGGABLE(Feld[newx][newy]) ||
12780 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12781 canPassField(newx, newy, move_dir)));
12784 static void CheckGravityMovement(struct PlayerInfo *player)
12786 #if USE_PLAYER_GRAVITY
12787 if (player->gravity && !player->programmed_action)
12789 if (game.gravity && !player->programmed_action)
12792 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12793 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12794 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12795 int jx = player->jx, jy = player->jy;
12796 boolean player_is_moving_to_valid_field =
12797 (!player_is_snapping &&
12798 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12799 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12800 boolean player_can_fall_down = canFallDown(player);
12802 if (player_can_fall_down &&
12803 !player_is_moving_to_valid_field)
12804 player->programmed_action = MV_DOWN;
12808 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12810 return CheckGravityMovement(player);
12812 #if USE_PLAYER_GRAVITY
12813 if (player->gravity && !player->programmed_action)
12815 if (game.gravity && !player->programmed_action)
12818 int jx = player->jx, jy = player->jy;
12819 boolean field_under_player_is_free =
12820 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12821 boolean player_is_standing_on_valid_field =
12822 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12823 (IS_WALKABLE(Feld[jx][jy]) &&
12824 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12826 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12827 player->programmed_action = MV_DOWN;
12832 MovePlayerOneStep()
12833 -----------------------------------------------------------------------------
12834 dx, dy: direction (non-diagonal) to try to move the player to
12835 real_dx, real_dy: direction as read from input device (can be diagonal)
12838 boolean MovePlayerOneStep(struct PlayerInfo *player,
12839 int dx, int dy, int real_dx, int real_dy)
12841 int jx = player->jx, jy = player->jy;
12842 int new_jx = jx + dx, new_jy = jy + dy;
12843 #if !USE_FIXED_DONT_RUN_INTO
12847 boolean player_can_move = !player->cannot_move;
12849 if (!player->active || (!dx && !dy))
12850 return MP_NO_ACTION;
12852 player->MovDir = (dx < 0 ? MV_LEFT :
12853 dx > 0 ? MV_RIGHT :
12855 dy > 0 ? MV_DOWN : MV_NONE);
12857 if (!IN_LEV_FIELD(new_jx, new_jy))
12858 return MP_NO_ACTION;
12860 if (!player_can_move)
12862 if (player->MovPos == 0)
12864 player->is_moving = FALSE;
12865 player->is_digging = FALSE;
12866 player->is_collecting = FALSE;
12867 player->is_snapping = FALSE;
12868 player->is_pushing = FALSE;
12873 if (!options.network && game.centered_player_nr == -1 &&
12874 !AllPlayersInSight(player, new_jx, new_jy))
12875 return MP_NO_ACTION;
12877 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
12878 return MP_NO_ACTION;
12881 #if !USE_FIXED_DONT_RUN_INTO
12882 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
12884 /* (moved to DigField()) */
12885 if (player_can_move && DONT_RUN_INTO(element))
12887 if (element == EL_ACID && dx == 0 && dy == 1)
12889 SplashAcid(new_jx, new_jy);
12890 Feld[jx][jy] = EL_PLAYER_1;
12891 InitMovingField(jx, jy, MV_DOWN);
12892 Store[jx][jy] = EL_ACID;
12893 ContinueMoving(jx, jy);
12894 BuryPlayer(player);
12897 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
12903 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12904 if (can_move != MP_MOVING)
12907 /* check if DigField() has caused relocation of the player */
12908 if (player->jx != jx || player->jy != jy)
12909 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
12911 StorePlayer[jx][jy] = 0;
12912 player->last_jx = jx;
12913 player->last_jy = jy;
12914 player->jx = new_jx;
12915 player->jy = new_jy;
12916 StorePlayer[new_jx][new_jy] = player->element_nr;
12918 if (player->move_delay_value_next != -1)
12920 player->move_delay_value = player->move_delay_value_next;
12921 player->move_delay_value_next = -1;
12925 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12927 player->step_counter++;
12929 PlayerVisit[jx][jy] = FrameCounter;
12931 #if USE_UFAST_PLAYER_EXIT_BUGFIX
12932 player->is_moving = TRUE;
12936 /* should better be called in MovePlayer(), but this breaks some tapes */
12937 ScrollPlayer(player, SCROLL_INIT);
12943 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12945 int jx = player->jx, jy = player->jy;
12946 int old_jx = jx, old_jy = jy;
12947 int moved = MP_NO_ACTION;
12949 if (!player->active)
12954 if (player->MovPos == 0)
12956 player->is_moving = FALSE;
12957 player->is_digging = FALSE;
12958 player->is_collecting = FALSE;
12959 player->is_snapping = FALSE;
12960 player->is_pushing = FALSE;
12966 if (player->move_delay > 0)
12969 player->move_delay = -1; /* set to "uninitialized" value */
12971 /* store if player is automatically moved to next field */
12972 player->is_auto_moving = (player->programmed_action != MV_NONE);
12974 /* remove the last programmed player action */
12975 player->programmed_action = 0;
12977 if (player->MovPos)
12979 /* should only happen if pre-1.2 tape recordings are played */
12980 /* this is only for backward compatibility */
12982 int original_move_delay_value = player->move_delay_value;
12985 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
12989 /* scroll remaining steps with finest movement resolution */
12990 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12992 while (player->MovPos)
12994 ScrollPlayer(player, SCROLL_GO_ON);
12995 ScrollScreen(NULL, SCROLL_GO_ON);
12997 AdvanceFrameAndPlayerCounters(player->index_nr);
13003 player->move_delay_value = original_move_delay_value;
13006 player->is_active = FALSE;
13008 if (player->last_move_dir & MV_HORIZONTAL)
13010 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
13011 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
13015 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
13016 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
13019 #if USE_FIXED_BORDER_RUNNING_GFX
13020 if (!moved && !player->is_active)
13022 player->is_moving = FALSE;
13023 player->is_digging = FALSE;
13024 player->is_collecting = FALSE;
13025 player->is_snapping = FALSE;
13026 player->is_pushing = FALSE;
13034 if (moved & MP_MOVING && !ScreenMovPos &&
13035 (player->index_nr == game.centered_player_nr ||
13036 game.centered_player_nr == -1))
13038 if (moved & MP_MOVING && !ScreenMovPos &&
13039 (player == local_player || !options.network))
13042 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
13043 int offset = game.scroll_delay_value;
13045 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
13047 /* actual player has left the screen -- scroll in that direction */
13048 if (jx != old_jx) /* player has moved horizontally */
13049 scroll_x += (jx - old_jx);
13050 else /* player has moved vertically */
13051 scroll_y += (jy - old_jy);
13055 if (jx != old_jx) /* player has moved horizontally */
13057 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
13058 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
13059 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
13061 /* don't scroll over playfield boundaries */
13062 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
13063 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
13065 /* don't scroll more than one field at a time */
13066 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
13068 /* don't scroll against the player's moving direction */
13069 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
13070 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
13071 scroll_x = old_scroll_x;
13073 else /* player has moved vertically */
13075 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
13076 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
13077 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
13079 /* don't scroll over playfield boundaries */
13080 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
13081 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
13083 /* don't scroll more than one field at a time */
13084 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
13086 /* don't scroll against the player's moving direction */
13087 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
13088 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
13089 scroll_y = old_scroll_y;
13093 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
13096 if (!options.network && game.centered_player_nr == -1 &&
13097 !AllPlayersInVisibleScreen())
13099 scroll_x = old_scroll_x;
13100 scroll_y = old_scroll_y;
13104 if (!options.network && !AllPlayersInVisibleScreen())
13106 scroll_x = old_scroll_x;
13107 scroll_y = old_scroll_y;
13112 ScrollScreen(player, SCROLL_INIT);
13113 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13118 player->StepFrame = 0;
13120 if (moved & MP_MOVING)
13122 if (old_jx != jx && old_jy == jy)
13123 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13124 else if (old_jx == jx && old_jy != jy)
13125 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13127 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
13129 player->last_move_dir = player->MovDir;
13130 player->is_moving = TRUE;
13131 player->is_snapping = FALSE;
13132 player->is_switching = FALSE;
13133 player->is_dropping = FALSE;
13134 player->is_dropping_pressed = FALSE;
13135 player->drop_pressed_delay = 0;
13138 /* should better be called here than above, but this breaks some tapes */
13139 ScrollPlayer(player, SCROLL_INIT);
13144 CheckGravityMovementWhenNotMoving(player);
13146 player->is_moving = FALSE;
13148 /* at this point, the player is allowed to move, but cannot move right now
13149 (e.g. because of something blocking the way) -- ensure that the player
13150 is also allowed to move in the next frame (in old versions before 3.1.1,
13151 the player was forced to wait again for eight frames before next try) */
13153 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13154 player->move_delay = 0; /* allow direct movement in the next frame */
13157 if (player->move_delay == -1) /* not yet initialized by DigField() */
13158 player->move_delay = player->move_delay_value;
13160 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13162 TestIfPlayerTouchesBadThing(jx, jy);
13163 TestIfPlayerTouchesCustomElement(jx, jy);
13166 if (!player->active)
13167 RemovePlayer(player);
13172 void ScrollPlayer(struct PlayerInfo *player, int mode)
13174 int jx = player->jx, jy = player->jy;
13175 int last_jx = player->last_jx, last_jy = player->last_jy;
13176 int move_stepsize = TILEX / player->move_delay_value;
13178 #if USE_NEW_PLAYER_SPEED
13179 if (!player->active)
13182 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
13185 if (!player->active || player->MovPos == 0)
13189 if (mode == SCROLL_INIT)
13191 player->actual_frame_counter = FrameCounter;
13192 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13194 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13195 Feld[last_jx][last_jy] == EL_EMPTY)
13197 int last_field_block_delay = 0; /* start with no blocking at all */
13198 int block_delay_adjustment = player->block_delay_adjustment;
13200 /* if player blocks last field, add delay for exactly one move */
13201 if (player->block_last_field)
13203 last_field_block_delay += player->move_delay_value;
13205 /* when blocking enabled, prevent moving up despite gravity */
13206 #if USE_PLAYER_GRAVITY
13207 if (player->gravity && player->MovDir == MV_UP)
13208 block_delay_adjustment = -1;
13210 if (game.gravity && player->MovDir == MV_UP)
13211 block_delay_adjustment = -1;
13215 /* add block delay adjustment (also possible when not blocking) */
13216 last_field_block_delay += block_delay_adjustment;
13218 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13219 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13222 #if USE_NEW_PLAYER_SPEED
13223 if (player->MovPos != 0) /* player has not yet reached destination */
13229 else if (!FrameReached(&player->actual_frame_counter, 1))
13232 #if USE_NEW_PLAYER_SPEED
13233 if (player->MovPos != 0)
13235 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13236 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13238 /* before DrawPlayer() to draw correct player graphic for this case */
13239 if (player->MovPos == 0)
13240 CheckGravityMovement(player);
13243 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13244 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13246 /* before DrawPlayer() to draw correct player graphic for this case */
13247 if (player->MovPos == 0)
13248 CheckGravityMovement(player);
13251 if (player->MovPos == 0) /* player reached destination field */
13253 if (player->move_delay_reset_counter > 0)
13255 player->move_delay_reset_counter--;
13257 if (player->move_delay_reset_counter == 0)
13259 /* continue with normal speed after quickly moving through gate */
13260 HALVE_PLAYER_SPEED(player);
13262 /* be able to make the next move without delay */
13263 player->move_delay = 0;
13267 player->last_jx = jx;
13268 player->last_jy = jy;
13270 if (Feld[jx][jy] == EL_EXIT_OPEN ||
13271 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
13272 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
13273 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13274 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
13275 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
13277 DrawPlayer(player); /* needed here only to cleanup last field */
13278 RemovePlayer(player);
13280 if (local_player->friends_still_needed == 0 ||
13281 IS_SP_ELEMENT(Feld[jx][jy]))
13282 PlayerWins(player);
13285 /* this breaks one level: "machine", level 000 */
13287 int move_direction = player->MovDir;
13288 int enter_side = MV_DIR_OPPOSITE(move_direction);
13289 int leave_side = move_direction;
13290 int old_jx = last_jx;
13291 int old_jy = last_jy;
13292 int old_element = Feld[old_jx][old_jy];
13293 int new_element = Feld[jx][jy];
13295 if (IS_CUSTOM_ELEMENT(old_element))
13296 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13298 player->index_bit, leave_side);
13300 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13301 CE_PLAYER_LEAVES_X,
13302 player->index_bit, leave_side);
13304 if (IS_CUSTOM_ELEMENT(new_element))
13305 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13306 player->index_bit, enter_side);
13308 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13309 CE_PLAYER_ENTERS_X,
13310 player->index_bit, enter_side);
13312 CheckTriggeredElementChangeBySide(jx, jy, player->element_nr,
13313 CE_MOVE_OF_X, move_direction);
13316 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13318 TestIfPlayerTouchesBadThing(jx, jy);
13319 TestIfPlayerTouchesCustomElement(jx, jy);
13321 /* needed because pushed element has not yet reached its destination,
13322 so it would trigger a change event at its previous field location */
13323 if (!player->is_pushing)
13324 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
13326 if (!player->active)
13327 RemovePlayer(player);
13330 if (!local_player->LevelSolved && level.use_step_counter)
13340 if (TimeLeft <= 10 && setup.time_limit)
13341 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
13344 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13346 DisplayGameControlValues();
13348 DrawGameValue_Time(TimeLeft);
13351 if (!TimeLeft && setup.time_limit)
13352 for (i = 0; i < MAX_PLAYERS; i++)
13353 KillPlayer(&stored_player[i]);
13356 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
13358 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
13360 DisplayGameControlValues();
13363 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
13364 DrawGameValue_Time(TimePlayed);
13368 if (tape.single_step && tape.recording && !tape.pausing &&
13369 !player->programmed_action)
13370 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13374 void ScrollScreen(struct PlayerInfo *player, int mode)
13376 static unsigned long screen_frame_counter = 0;
13378 if (mode == SCROLL_INIT)
13380 /* set scrolling step size according to actual player's moving speed */
13381 ScrollStepSize = TILEX / player->move_delay_value;
13383 screen_frame_counter = FrameCounter;
13384 ScreenMovDir = player->MovDir;
13385 ScreenMovPos = player->MovPos;
13386 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13389 else if (!FrameReached(&screen_frame_counter, 1))
13394 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13395 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13396 redraw_mask |= REDRAW_FIELD;
13399 ScreenMovDir = MV_NONE;
13402 void TestIfPlayerTouchesCustomElement(int x, int y)
13404 static int xy[4][2] =
13411 static int trigger_sides[4][2] =
13413 /* center side border side */
13414 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
13415 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
13416 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
13417 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
13419 static int touch_dir[4] =
13421 MV_LEFT | MV_RIGHT,
13426 int center_element = Feld[x][y]; /* should always be non-moving! */
13429 for (i = 0; i < NUM_DIRECTIONS; i++)
13431 int xx = x + xy[i][0];
13432 int yy = y + xy[i][1];
13433 int center_side = trigger_sides[i][0];
13434 int border_side = trigger_sides[i][1];
13435 int border_element;
13437 if (!IN_LEV_FIELD(xx, yy))
13440 if (IS_PLAYER(x, y))
13442 struct PlayerInfo *player = PLAYERINFO(x, y);
13444 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13445 border_element = Feld[xx][yy]; /* may be moving! */
13446 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13447 border_element = Feld[xx][yy];
13448 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
13449 border_element = MovingOrBlocked2Element(xx, yy);
13451 continue; /* center and border element do not touch */
13453 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13454 player->index_bit, border_side);
13455 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13456 CE_PLAYER_TOUCHES_X,
13457 player->index_bit, border_side);
13459 else if (IS_PLAYER(xx, yy))
13461 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13463 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13465 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13466 continue; /* center and border element do not touch */
13469 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13470 player->index_bit, center_side);
13471 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13472 CE_PLAYER_TOUCHES_X,
13473 player->index_bit, center_side);
13479 #if USE_ELEMENT_TOUCHING_BUGFIX
13481 void TestIfElementTouchesCustomElement(int x, int y)
13483 static int xy[4][2] =
13490 static int trigger_sides[4][2] =
13492 /* center side border side */
13493 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
13494 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
13495 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
13496 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
13498 static int touch_dir[4] =
13500 MV_LEFT | MV_RIGHT,
13505 boolean change_center_element = FALSE;
13506 int center_element = Feld[x][y]; /* should always be non-moving! */
13507 int border_element_old[NUM_DIRECTIONS];
13510 for (i = 0; i < NUM_DIRECTIONS; i++)
13512 int xx = x + xy[i][0];
13513 int yy = y + xy[i][1];
13514 int border_element;
13516 border_element_old[i] = -1;
13518 if (!IN_LEV_FIELD(xx, yy))
13521 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13522 border_element = Feld[xx][yy]; /* may be moving! */
13523 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13524 border_element = Feld[xx][yy];
13525 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
13526 border_element = MovingOrBlocked2Element(xx, yy);
13528 continue; /* center and border element do not touch */
13530 border_element_old[i] = border_element;
13533 for (i = 0; i < NUM_DIRECTIONS; i++)
13535 int xx = x + xy[i][0];
13536 int yy = y + xy[i][1];
13537 int center_side = trigger_sides[i][0];
13538 int border_element = border_element_old[i];
13540 if (border_element == -1)
13543 /* check for change of border element */
13544 CheckElementChangeBySide(xx, yy, border_element, center_element,
13545 CE_TOUCHING_X, center_side);
13548 for (i = 0; i < NUM_DIRECTIONS; i++)
13550 int border_side = trigger_sides[i][1];
13551 int border_element = border_element_old[i];
13553 if (border_element == -1)
13556 /* check for change of center element (but change it only once) */
13557 if (!change_center_element)
13558 change_center_element =
13559 CheckElementChangeBySide(x, y, center_element, border_element,
13560 CE_TOUCHING_X, border_side);
13566 void TestIfElementTouchesCustomElement_OLD(int x, int y)
13568 static int xy[4][2] =
13575 static int trigger_sides[4][2] =
13577 /* center side border side */
13578 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
13579 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
13580 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
13581 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
13583 static int touch_dir[4] =
13585 MV_LEFT | MV_RIGHT,
13590 boolean change_center_element = FALSE;
13591 int center_element = Feld[x][y]; /* should always be non-moving! */
13594 for (i = 0; i < NUM_DIRECTIONS; i++)
13596 int xx = x + xy[i][0];
13597 int yy = y + xy[i][1];
13598 int center_side = trigger_sides[i][0];
13599 int border_side = trigger_sides[i][1];
13600 int border_element;
13602 if (!IN_LEV_FIELD(xx, yy))
13605 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13606 border_element = Feld[xx][yy]; /* may be moving! */
13607 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13608 border_element = Feld[xx][yy];
13609 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
13610 border_element = MovingOrBlocked2Element(xx, yy);
13612 continue; /* center and border element do not touch */
13614 /* check for change of center element (but change it only once) */
13615 if (!change_center_element)
13616 change_center_element =
13617 CheckElementChangeBySide(x, y, center_element, border_element,
13618 CE_TOUCHING_X, border_side);
13620 /* check for change of border element */
13621 CheckElementChangeBySide(xx, yy, border_element, center_element,
13622 CE_TOUCHING_X, center_side);
13628 void TestIfElementHitsCustomElement(int x, int y, int direction)
13630 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13631 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13632 int hitx = x + dx, hity = y + dy;
13633 int hitting_element = Feld[x][y];
13634 int touched_element;
13636 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13639 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13640 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13642 if (IN_LEV_FIELD(hitx, hity))
13644 int opposite_direction = MV_DIR_OPPOSITE(direction);
13645 int hitting_side = direction;
13646 int touched_side = opposite_direction;
13647 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13648 MovDir[hitx][hity] != direction ||
13649 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13655 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13656 CE_HITTING_X, touched_side);
13658 CheckElementChangeBySide(hitx, hity, touched_element,
13659 hitting_element, CE_HIT_BY_X, hitting_side);
13661 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13662 CE_HIT_BY_SOMETHING, opposite_direction);
13666 /* "hitting something" is also true when hitting the playfield border */
13667 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13668 CE_HITTING_SOMETHING, direction);
13672 void TestIfElementSmashesCustomElement(int x, int y, int direction)
13674 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13675 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13676 int hitx = x + dx, hity = y + dy;
13677 int hitting_element = Feld[x][y];
13678 int touched_element;
13680 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
13681 !IS_FREE(hitx, hity) &&
13682 (!IS_MOVING(hitx, hity) ||
13683 MovDir[hitx][hity] != direction ||
13684 ABS(MovPos[hitx][hity]) <= TILEY / 2));
13687 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13691 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
13695 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13696 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13698 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13699 EP_CAN_SMASH_EVERYTHING, direction);
13701 if (IN_LEV_FIELD(hitx, hity))
13703 int opposite_direction = MV_DIR_OPPOSITE(direction);
13704 int hitting_side = direction;
13705 int touched_side = opposite_direction;
13707 int touched_element = MovingOrBlocked2Element(hitx, hity);
13710 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13711 MovDir[hitx][hity] != direction ||
13712 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13721 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13722 CE_SMASHED_BY_SOMETHING, opposite_direction);
13724 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13725 CE_OTHER_IS_SMASHING, touched_side);
13727 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13728 CE_OTHER_GETS_SMASHED, hitting_side);
13734 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13736 int i, kill_x = -1, kill_y = -1;
13738 int bad_element = -1;
13739 static int test_xy[4][2] =
13746 static int test_dir[4] =
13754 for (i = 0; i < NUM_DIRECTIONS; i++)
13756 int test_x, test_y, test_move_dir, test_element;
13758 test_x = good_x + test_xy[i][0];
13759 test_y = good_y + test_xy[i][1];
13761 if (!IN_LEV_FIELD(test_x, test_y))
13765 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13767 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13769 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13770 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13772 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13773 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13777 bad_element = test_element;
13783 if (kill_x != -1 || kill_y != -1)
13785 if (IS_PLAYER(good_x, good_y))
13787 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13789 if (player->shield_deadly_time_left > 0 &&
13790 !IS_INDESTRUCTIBLE(bad_element))
13791 Bang(kill_x, kill_y);
13792 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13793 KillPlayer(player);
13796 Bang(good_x, good_y);
13800 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13802 int i, kill_x = -1, kill_y = -1;
13803 int bad_element = Feld[bad_x][bad_y];
13804 static int test_xy[4][2] =
13811 static int touch_dir[4] =
13813 MV_LEFT | MV_RIGHT,
13818 static int test_dir[4] =
13826 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
13829 for (i = 0; i < NUM_DIRECTIONS; i++)
13831 int test_x, test_y, test_move_dir, test_element;
13833 test_x = bad_x + test_xy[i][0];
13834 test_y = bad_y + test_xy[i][1];
13835 if (!IN_LEV_FIELD(test_x, test_y))
13839 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13841 test_element = Feld[test_x][test_y];
13843 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13844 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13846 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13847 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13849 /* good thing is player or penguin that does not move away */
13850 if (IS_PLAYER(test_x, test_y))
13852 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13854 if (bad_element == EL_ROBOT && player->is_moving)
13855 continue; /* robot does not kill player if he is moving */
13857 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13859 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13860 continue; /* center and border element do not touch */
13867 else if (test_element == EL_PENGUIN)
13876 if (kill_x != -1 || kill_y != -1)
13878 if (IS_PLAYER(kill_x, kill_y))
13880 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13882 if (player->shield_deadly_time_left > 0 &&
13883 !IS_INDESTRUCTIBLE(bad_element))
13884 Bang(bad_x, bad_y);
13885 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13886 KillPlayer(player);
13889 Bang(kill_x, kill_y);
13893 void TestIfPlayerTouchesBadThing(int x, int y)
13895 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13898 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13900 TestIfGoodThingHitsBadThing(x, y, move_dir);
13903 void TestIfBadThingTouchesPlayer(int x, int y)
13905 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13908 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13910 TestIfBadThingHitsGoodThing(x, y, move_dir);
13913 void TestIfFriendTouchesBadThing(int x, int y)
13915 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13918 void TestIfBadThingTouchesFriend(int x, int y)
13920 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13923 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13925 int i, kill_x = bad_x, kill_y = bad_y;
13926 static int xy[4][2] =
13934 for (i = 0; i < NUM_DIRECTIONS; i++)
13938 x = bad_x + xy[i][0];
13939 y = bad_y + xy[i][1];
13940 if (!IN_LEV_FIELD(x, y))
13943 element = Feld[x][y];
13944 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13945 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13953 if (kill_x != bad_x || kill_y != bad_y)
13954 Bang(bad_x, bad_y);
13957 void KillPlayer(struct PlayerInfo *player)
13959 int jx = player->jx, jy = player->jy;
13961 if (!player->active)
13964 /* the following code was introduced to prevent an infinite loop when calling
13966 -> CheckTriggeredElementChangeExt()
13967 -> ExecuteCustomElementAction()
13969 -> (infinitely repeating the above sequence of function calls)
13970 which occurs when killing the player while having a CE with the setting
13971 "kill player X when explosion of <player X>"; the solution using a new
13972 field "player->killed" was chosen for backwards compatibility, although
13973 clever use of the fields "player->active" etc. would probably also work */
13975 if (player->killed)
13979 player->killed = TRUE;
13981 /* remove accessible field at the player's position */
13982 Feld[jx][jy] = EL_EMPTY;
13984 /* deactivate shield (else Bang()/Explode() would not work right) */
13985 player->shield_normal_time_left = 0;
13986 player->shield_deadly_time_left = 0;
13989 BuryPlayer(player);
13992 static void KillPlayerUnlessEnemyProtected(int x, int y)
13994 if (!PLAYER_ENEMY_PROTECTED(x, y))
13995 KillPlayer(PLAYERINFO(x, y));
13998 static void KillPlayerUnlessExplosionProtected(int x, int y)
14000 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
14001 KillPlayer(PLAYERINFO(x, y));
14004 void BuryPlayer(struct PlayerInfo *player)
14006 int jx = player->jx, jy = player->jy;
14008 if (!player->active)
14011 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
14012 PlayLevelSound(jx, jy, SND_GAME_LOSING);
14014 player->GameOver = TRUE;
14015 RemovePlayer(player);
14018 void RemovePlayer(struct PlayerInfo *player)
14020 int jx = player->jx, jy = player->jy;
14021 int i, found = FALSE;
14023 player->present = FALSE;
14024 player->active = FALSE;
14026 if (!ExplodeField[jx][jy])
14027 StorePlayer[jx][jy] = 0;
14029 if (player->is_moving)
14030 TEST_DrawLevelField(player->last_jx, player->last_jy);
14032 for (i = 0; i < MAX_PLAYERS; i++)
14033 if (stored_player[i].active)
14037 AllPlayersGone = TRUE;
14043 #if USE_NEW_SNAP_DELAY
14044 static void setFieldForSnapping(int x, int y, int element, int direction)
14046 struct ElementInfo *ei = &element_info[element];
14047 int direction_bit = MV_DIR_TO_BIT(direction);
14048 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
14049 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
14050 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
14052 Feld[x][y] = EL_ELEMENT_SNAPPING;
14053 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
14055 ResetGfxAnimation(x, y);
14057 GfxElement[x][y] = element;
14058 GfxAction[x][y] = action;
14059 GfxDir[x][y] = direction;
14060 GfxFrame[x][y] = -1;
14065 =============================================================================
14066 checkDiagonalPushing()
14067 -----------------------------------------------------------------------------
14068 check if diagonal input device direction results in pushing of object
14069 (by checking if the alternative direction is walkable, diggable, ...)
14070 =============================================================================
14073 static boolean checkDiagonalPushing(struct PlayerInfo *player,
14074 int x, int y, int real_dx, int real_dy)
14076 int jx, jy, dx, dy, xx, yy;
14078 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
14081 /* diagonal direction: check alternative direction */
14086 xx = jx + (dx == 0 ? real_dx : 0);
14087 yy = jy + (dy == 0 ? real_dy : 0);
14089 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
14093 =============================================================================
14095 -----------------------------------------------------------------------------
14096 x, y: field next to player (non-diagonal) to try to dig to
14097 real_dx, real_dy: direction as read from input device (can be diagonal)
14098 =============================================================================
14101 static int DigField(struct PlayerInfo *player,
14102 int oldx, int oldy, int x, int y,
14103 int real_dx, int real_dy, int mode)
14105 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
14106 boolean player_was_pushing = player->is_pushing;
14107 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14108 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14109 int jx = oldx, jy = oldy;
14110 int dx = x - jx, dy = y - jy;
14111 int nextx = x + dx, nexty = y + dy;
14112 int move_direction = (dx == -1 ? MV_LEFT :
14113 dx == +1 ? MV_RIGHT :
14115 dy == +1 ? MV_DOWN : MV_NONE);
14116 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
14117 int dig_side = MV_DIR_OPPOSITE(move_direction);
14118 int old_element = Feld[jx][jy];
14119 #if USE_FIXED_DONT_RUN_INTO
14120 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
14126 if (is_player) /* function can also be called by EL_PENGUIN */
14128 if (player->MovPos == 0)
14130 player->is_digging = FALSE;
14131 player->is_collecting = FALSE;
14134 if (player->MovPos == 0) /* last pushing move finished */
14135 player->is_pushing = FALSE;
14137 if (mode == DF_NO_PUSH) /* player just stopped pushing */
14139 player->is_switching = FALSE;
14140 player->push_delay = -1;
14142 return MP_NO_ACTION;
14146 #if !USE_FIXED_DONT_RUN_INTO
14147 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14148 return MP_NO_ACTION;
14151 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
14152 old_element = Back[jx][jy];
14154 /* in case of element dropped at player position, check background */
14155 else if (Back[jx][jy] != EL_EMPTY &&
14156 game.engine_version >= VERSION_IDENT(2,2,0,0))
14157 old_element = Back[jx][jy];
14159 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
14160 return MP_NO_ACTION; /* field has no opening in this direction */
14162 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
14163 return MP_NO_ACTION; /* field has no opening in this direction */
14165 #if USE_FIXED_DONT_RUN_INTO
14166 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
14170 Feld[jx][jy] = player->artwork_element;
14171 InitMovingField(jx, jy, MV_DOWN);
14172 Store[jx][jy] = EL_ACID;
14173 ContinueMoving(jx, jy);
14174 BuryPlayer(player);
14176 return MP_DONT_RUN_INTO;
14180 #if USE_FIXED_DONT_RUN_INTO
14181 if (player_can_move && DONT_RUN_INTO(element))
14183 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
14185 return MP_DONT_RUN_INTO;
14189 #if USE_FIXED_DONT_RUN_INTO
14190 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14191 return MP_NO_ACTION;
14194 #if !USE_FIXED_DONT_RUN_INTO
14195 element = Feld[x][y];
14198 collect_count = element_info[element].collect_count_initial;
14200 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
14201 return MP_NO_ACTION;
14203 if (game.engine_version < VERSION_IDENT(2,2,0,0))
14204 player_can_move = player_can_move_or_snap;
14206 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
14207 game.engine_version >= VERSION_IDENT(2,2,0,0))
14209 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
14210 player->index_bit, dig_side);
14211 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14212 player->index_bit, dig_side);
14214 if (element == EL_DC_LANDMINE)
14217 if (Feld[x][y] != element) /* field changed by snapping */
14220 return MP_NO_ACTION;
14223 #if USE_PLAYER_GRAVITY
14224 if (player->gravity && is_player && !player->is_auto_moving &&
14225 canFallDown(player) && move_direction != MV_DOWN &&
14226 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14227 return MP_NO_ACTION; /* player cannot walk here due to gravity */
14229 if (game.gravity && is_player && !player->is_auto_moving &&
14230 canFallDown(player) && move_direction != MV_DOWN &&
14231 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14232 return MP_NO_ACTION; /* player cannot walk here due to gravity */
14235 if (player_can_move &&
14236 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
14238 int sound_element = SND_ELEMENT(element);
14239 int sound_action = ACTION_WALKING;
14241 if (IS_RND_GATE(element))
14243 if (!player->key[RND_GATE_NR(element)])
14244 return MP_NO_ACTION;
14246 else if (IS_RND_GATE_GRAY(element))
14248 if (!player->key[RND_GATE_GRAY_NR(element)])
14249 return MP_NO_ACTION;
14251 else if (IS_RND_GATE_GRAY_ACTIVE(element))
14253 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
14254 return MP_NO_ACTION;
14256 else if (element == EL_EXIT_OPEN ||
14257 element == EL_EM_EXIT_OPEN ||
14258 element == EL_STEEL_EXIT_OPEN ||
14259 element == EL_EM_STEEL_EXIT_OPEN ||
14260 element == EL_SP_EXIT_OPEN ||
14261 element == EL_SP_EXIT_OPENING)
14263 sound_action = ACTION_PASSING; /* player is passing exit */
14265 else if (element == EL_EMPTY)
14267 sound_action = ACTION_MOVING; /* nothing to walk on */
14270 /* play sound from background or player, whatever is available */
14271 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
14272 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
14274 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
14276 else if (player_can_move &&
14277 IS_PASSABLE(element) && canPassField(x, y, move_direction))
14279 if (!ACCESS_FROM(element, opposite_direction))
14280 return MP_NO_ACTION; /* field not accessible from this direction */
14282 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
14283 return MP_NO_ACTION;
14285 if (IS_EM_GATE(element))
14287 if (!player->key[EM_GATE_NR(element)])
14288 return MP_NO_ACTION;
14290 else if (IS_EM_GATE_GRAY(element))
14292 if (!player->key[EM_GATE_GRAY_NR(element)])
14293 return MP_NO_ACTION;
14295 else if (IS_EM_GATE_GRAY_ACTIVE(element))
14297 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14298 return MP_NO_ACTION;
14300 else if (IS_EMC_GATE(element))
14302 if (!player->key[EMC_GATE_NR(element)])
14303 return MP_NO_ACTION;
14305 else if (IS_EMC_GATE_GRAY(element))
14307 if (!player->key[EMC_GATE_GRAY_NR(element)])
14308 return MP_NO_ACTION;
14310 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14312 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14313 return MP_NO_ACTION;
14315 else if (element == EL_DC_GATE_WHITE ||
14316 element == EL_DC_GATE_WHITE_GRAY ||
14317 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14319 if (player->num_white_keys == 0)
14320 return MP_NO_ACTION;
14322 player->num_white_keys--;
14324 else if (IS_SP_PORT(element))
14326 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14327 element == EL_SP_GRAVITY_PORT_RIGHT ||
14328 element == EL_SP_GRAVITY_PORT_UP ||
14329 element == EL_SP_GRAVITY_PORT_DOWN)
14330 #if USE_PLAYER_GRAVITY
14331 player->gravity = !player->gravity;
14333 game.gravity = !game.gravity;
14335 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14336 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14337 element == EL_SP_GRAVITY_ON_PORT_UP ||
14338 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14339 #if USE_PLAYER_GRAVITY
14340 player->gravity = TRUE;
14342 game.gravity = TRUE;
14344 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14345 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14346 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14347 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14348 #if USE_PLAYER_GRAVITY
14349 player->gravity = FALSE;
14351 game.gravity = FALSE;
14355 /* automatically move to the next field with double speed */
14356 player->programmed_action = move_direction;
14358 if (player->move_delay_reset_counter == 0)
14360 player->move_delay_reset_counter = 2; /* two double speed steps */
14362 DOUBLE_PLAYER_SPEED(player);
14365 PlayLevelSoundAction(x, y, ACTION_PASSING);
14367 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14371 if (mode != DF_SNAP)
14373 GfxElement[x][y] = GFX_ELEMENT(element);
14374 player->is_digging = TRUE;
14377 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14379 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14380 player->index_bit, dig_side);
14382 if (mode == DF_SNAP)
14384 #if USE_NEW_SNAP_DELAY
14385 if (level.block_snap_field)
14386 setFieldForSnapping(x, y, element, move_direction);
14388 TestIfElementTouchesCustomElement(x, y); /* for empty space */
14390 TestIfElementTouchesCustomElement(x, y); /* for empty space */
14393 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14394 player->index_bit, dig_side);
14397 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14401 if (is_player && mode != DF_SNAP)
14403 GfxElement[x][y] = element;
14404 player->is_collecting = TRUE;
14407 if (element == EL_SPEED_PILL)
14409 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14411 else if (element == EL_EXTRA_TIME && level.time > 0)
14413 TimeLeft += level.extra_time;
14416 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14418 DisplayGameControlValues();
14420 DrawGameValue_Time(TimeLeft);
14423 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14425 player->shield_normal_time_left += level.shield_normal_time;
14426 if (element == EL_SHIELD_DEADLY)
14427 player->shield_deadly_time_left += level.shield_deadly_time;
14429 else if (element == EL_DYNAMITE ||
14430 element == EL_EM_DYNAMITE ||
14431 element == EL_SP_DISK_RED)
14433 if (player->inventory_size < MAX_INVENTORY_SIZE)
14434 player->inventory_element[player->inventory_size++] = element;
14436 DrawGameDoorValues();
14438 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14440 player->dynabomb_count++;
14441 player->dynabombs_left++;
14443 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14445 player->dynabomb_size++;
14447 else if (element == EL_DYNABOMB_INCREASE_POWER)
14449 player->dynabomb_xl = TRUE;
14451 else if (IS_KEY(element))
14453 player->key[KEY_NR(element)] = TRUE;
14455 DrawGameDoorValues();
14457 else if (element == EL_DC_KEY_WHITE)
14459 player->num_white_keys++;
14461 /* display white keys? */
14462 /* DrawGameDoorValues(); */
14464 else if (IS_ENVELOPE(element))
14466 player->show_envelope = element;
14468 else if (element == EL_EMC_LENSES)
14470 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
14472 RedrawAllInvisibleElementsForLenses();
14474 else if (element == EL_EMC_MAGNIFIER)
14476 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
14478 RedrawAllInvisibleElementsForMagnifier();
14480 else if (IS_DROPPABLE(element) ||
14481 IS_THROWABLE(element)) /* can be collected and dropped */
14485 if (collect_count == 0)
14486 player->inventory_infinite_element = element;
14488 for (i = 0; i < collect_count; i++)
14489 if (player->inventory_size < MAX_INVENTORY_SIZE)
14490 player->inventory_element[player->inventory_size++] = element;
14492 DrawGameDoorValues();
14494 else if (collect_count > 0)
14496 local_player->gems_still_needed -= collect_count;
14497 if (local_player->gems_still_needed < 0)
14498 local_player->gems_still_needed = 0;
14501 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
14503 DisplayGameControlValues();
14505 DrawGameValue_Emeralds(local_player->gems_still_needed);
14509 RaiseScoreElement(element);
14510 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14513 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
14514 player->index_bit, dig_side);
14516 if (mode == DF_SNAP)
14518 #if USE_NEW_SNAP_DELAY
14519 if (level.block_snap_field)
14520 setFieldForSnapping(x, y, element, move_direction);
14522 TestIfElementTouchesCustomElement(x, y); /* for empty space */
14524 TestIfElementTouchesCustomElement(x, y); /* for empty space */
14527 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14528 player->index_bit, dig_side);
14531 else if (player_can_move_or_snap && IS_PUSHABLE(element))
14533 if (mode == DF_SNAP && element != EL_BD_ROCK)
14534 return MP_NO_ACTION;
14536 if (CAN_FALL(element) && dy)
14537 return MP_NO_ACTION;
14539 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
14540 !(element == EL_SPRING && level.use_spring_bug))
14541 return MP_NO_ACTION;
14543 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
14544 ((move_direction & MV_VERTICAL &&
14545 ((element_info[element].move_pattern & MV_LEFT &&
14546 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
14547 (element_info[element].move_pattern & MV_RIGHT &&
14548 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
14549 (move_direction & MV_HORIZONTAL &&
14550 ((element_info[element].move_pattern & MV_UP &&
14551 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
14552 (element_info[element].move_pattern & MV_DOWN &&
14553 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
14554 return MP_NO_ACTION;
14556 /* do not push elements already moving away faster than player */
14557 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
14558 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
14559 return MP_NO_ACTION;
14561 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
14563 if (player->push_delay_value == -1 || !player_was_pushing)
14564 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14566 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14568 if (player->push_delay_value == -1)
14569 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14571 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14573 if (!player->is_pushing)
14574 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14577 player->is_pushing = TRUE;
14578 player->is_active = TRUE;
14580 if (!(IN_LEV_FIELD(nextx, nexty) &&
14581 (IS_FREE(nextx, nexty) ||
14582 (IS_SB_ELEMENT(element) &&
14583 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14584 (IS_CUSTOM_ELEMENT(element) &&
14585 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14586 return MP_NO_ACTION;
14588 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14589 return MP_NO_ACTION;
14591 if (player->push_delay == -1) /* new pushing; restart delay */
14592 player->push_delay = 0;
14594 if (player->push_delay < player->push_delay_value &&
14595 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14596 element != EL_SPRING && element != EL_BALLOON)
14598 /* make sure that there is no move delay before next try to push */
14599 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14600 player->move_delay = 0;
14602 return MP_NO_ACTION;
14605 if (IS_CUSTOM_ELEMENT(element) &&
14606 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14608 if (!DigFieldByCE(nextx, nexty, element))
14609 return MP_NO_ACTION;
14612 if (IS_SB_ELEMENT(element))
14614 if (element == EL_SOKOBAN_FIELD_FULL)
14616 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14617 local_player->sokobanfields_still_needed++;
14620 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14622 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14623 local_player->sokobanfields_still_needed--;
14626 Feld[x][y] = EL_SOKOBAN_OBJECT;
14628 if (Back[x][y] == Back[nextx][nexty])
14629 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14630 else if (Back[x][y] != 0)
14631 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14634 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14637 if (local_player->sokobanfields_still_needed == 0 &&
14638 game.emulation == EMU_SOKOBAN)
14640 PlayerWins(player);
14642 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14646 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14648 InitMovingField(x, y, move_direction);
14649 GfxAction[x][y] = ACTION_PUSHING;
14651 if (mode == DF_SNAP)
14652 ContinueMoving(x, y);
14654 MovPos[x][y] = (dx != 0 ? dx : dy);
14656 Pushed[x][y] = TRUE;
14657 Pushed[nextx][nexty] = TRUE;
14659 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14660 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14662 player->push_delay_value = -1; /* get new value later */
14664 /* check for element change _after_ element has been pushed */
14665 if (game.use_change_when_pushing_bug)
14667 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14668 player->index_bit, dig_side);
14669 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14670 player->index_bit, dig_side);
14673 else if (IS_SWITCHABLE(element))
14675 if (PLAYER_SWITCHING(player, x, y))
14677 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14678 player->index_bit, dig_side);
14683 player->is_switching = TRUE;
14684 player->switch_x = x;
14685 player->switch_y = y;
14687 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14689 if (element == EL_ROBOT_WHEEL)
14691 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14695 game.robot_wheel_active = TRUE;
14697 TEST_DrawLevelField(x, y);
14699 else if (element == EL_SP_TERMINAL)
14703 SCAN_PLAYFIELD(xx, yy)
14705 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14707 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14708 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14711 else if (IS_BELT_SWITCH(element))
14713 ToggleBeltSwitch(x, y);
14715 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14716 element == EL_SWITCHGATE_SWITCH_DOWN ||
14717 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14718 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14720 ToggleSwitchgateSwitch(x, y);
14722 else if (element == EL_LIGHT_SWITCH ||
14723 element == EL_LIGHT_SWITCH_ACTIVE)
14725 ToggleLightSwitch(x, y);
14727 else if (element == EL_TIMEGATE_SWITCH ||
14728 element == EL_DC_TIMEGATE_SWITCH)
14730 ActivateTimegateSwitch(x, y);
14732 else if (element == EL_BALLOON_SWITCH_LEFT ||
14733 element == EL_BALLOON_SWITCH_RIGHT ||
14734 element == EL_BALLOON_SWITCH_UP ||
14735 element == EL_BALLOON_SWITCH_DOWN ||
14736 element == EL_BALLOON_SWITCH_NONE ||
14737 element == EL_BALLOON_SWITCH_ANY)
14739 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14740 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14741 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14742 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14743 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14746 else if (element == EL_LAMP)
14748 Feld[x][y] = EL_LAMP_ACTIVE;
14749 local_player->lights_still_needed--;
14751 ResetGfxAnimation(x, y);
14752 TEST_DrawLevelField(x, y);
14754 else if (element == EL_TIME_ORB_FULL)
14756 Feld[x][y] = EL_TIME_ORB_EMPTY;
14758 if (level.time > 0 || level.use_time_orb_bug)
14760 TimeLeft += level.time_orb_time;
14763 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14765 DisplayGameControlValues();
14767 DrawGameValue_Time(TimeLeft);
14771 ResetGfxAnimation(x, y);
14772 TEST_DrawLevelField(x, y);
14774 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14775 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14779 game.ball_state = !game.ball_state;
14781 SCAN_PLAYFIELD(xx, yy)
14783 int e = Feld[xx][yy];
14785 if (game.ball_state)
14787 if (e == EL_EMC_MAGIC_BALL)
14788 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14789 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14790 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14794 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14795 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14796 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14797 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14802 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14803 player->index_bit, dig_side);
14805 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14806 player->index_bit, dig_side);
14808 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14809 player->index_bit, dig_side);
14815 if (!PLAYER_SWITCHING(player, x, y))
14817 player->is_switching = TRUE;
14818 player->switch_x = x;
14819 player->switch_y = y;
14821 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14822 player->index_bit, dig_side);
14823 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14824 player->index_bit, dig_side);
14826 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14827 player->index_bit, dig_side);
14828 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14829 player->index_bit, dig_side);
14832 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14833 player->index_bit, dig_side);
14834 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14835 player->index_bit, dig_side);
14837 return MP_NO_ACTION;
14840 player->push_delay = -1;
14842 if (is_player) /* function can also be called by EL_PENGUIN */
14844 if (Feld[x][y] != element) /* really digged/collected something */
14846 player->is_collecting = !player->is_digging;
14847 player->is_active = TRUE;
14854 static boolean DigFieldByCE(int x, int y, int digging_element)
14856 int element = Feld[x][y];
14858 if (!IS_FREE(x, y))
14860 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14861 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14864 /* no element can dig solid indestructible elements */
14865 if (IS_INDESTRUCTIBLE(element) &&
14866 !IS_DIGGABLE(element) &&
14867 !IS_COLLECTIBLE(element))
14870 if (AmoebaNr[x][y] &&
14871 (element == EL_AMOEBA_FULL ||
14872 element == EL_BD_AMOEBA ||
14873 element == EL_AMOEBA_GROWING))
14875 AmoebaCnt[AmoebaNr[x][y]]--;
14876 AmoebaCnt2[AmoebaNr[x][y]]--;
14879 if (IS_MOVING(x, y))
14880 RemoveMovingField(x, y);
14884 TEST_DrawLevelField(x, y);
14887 /* if digged element was about to explode, prevent the explosion */
14888 ExplodeField[x][y] = EX_TYPE_NONE;
14890 PlayLevelSoundAction(x, y, action);
14893 Store[x][y] = EL_EMPTY;
14896 /* this makes it possible to leave the removed element again */
14897 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14898 Store[x][y] = element;
14900 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14902 int move_leave_element = element_info[digging_element].move_leave_element;
14904 /* this makes it possible to leave the removed element again */
14905 Store[x][y] = (move_leave_element == EL_TRIGGER_ELEMENT ?
14906 element : move_leave_element);
14913 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14915 int jx = player->jx, jy = player->jy;
14916 int x = jx + dx, y = jy + dy;
14917 int snap_direction = (dx == -1 ? MV_LEFT :
14918 dx == +1 ? MV_RIGHT :
14920 dy == +1 ? MV_DOWN : MV_NONE);
14921 boolean can_continue_snapping = (level.continuous_snapping &&
14922 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14924 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14927 if (!player->active || !IN_LEV_FIELD(x, y))
14935 if (player->MovPos == 0)
14936 player->is_pushing = FALSE;
14938 player->is_snapping = FALSE;
14940 if (player->MovPos == 0)
14942 player->is_moving = FALSE;
14943 player->is_digging = FALSE;
14944 player->is_collecting = FALSE;
14950 #if USE_NEW_CONTINUOUS_SNAPPING
14951 /* prevent snapping with already pressed snap key when not allowed */
14952 if (player->is_snapping && !can_continue_snapping)
14955 if (player->is_snapping)
14959 player->MovDir = snap_direction;
14961 if (player->MovPos == 0)
14963 player->is_moving = FALSE;
14964 player->is_digging = FALSE;
14965 player->is_collecting = FALSE;
14968 player->is_dropping = FALSE;
14969 player->is_dropping_pressed = FALSE;
14970 player->drop_pressed_delay = 0;
14972 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14975 player->is_snapping = TRUE;
14976 player->is_active = TRUE;
14978 if (player->MovPos == 0)
14980 player->is_moving = FALSE;
14981 player->is_digging = FALSE;
14982 player->is_collecting = FALSE;
14985 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
14986 TEST_DrawLevelField(player->last_jx, player->last_jy);
14988 TEST_DrawLevelField(x, y);
14993 static boolean DropElement(struct PlayerInfo *player)
14995 int old_element, new_element;
14996 int dropx = player->jx, dropy = player->jy;
14997 int drop_direction = player->MovDir;
14998 int drop_side = drop_direction;
15000 int drop_element = get_next_dropped_element(player);
15002 int drop_element = (player->inventory_size > 0 ?
15003 player->inventory_element[player->inventory_size - 1] :
15004 player->inventory_infinite_element != EL_UNDEFINED ?
15005 player->inventory_infinite_element :
15006 player->dynabombs_left > 0 ?
15007 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
15011 player->is_dropping_pressed = TRUE;
15013 /* do not drop an element on top of another element; when holding drop key
15014 pressed without moving, dropped element must move away before the next
15015 element can be dropped (this is especially important if the next element
15016 is dynamite, which can be placed on background for historical reasons) */
15017 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
15020 if (IS_THROWABLE(drop_element))
15022 dropx += GET_DX_FROM_DIR(drop_direction);
15023 dropy += GET_DY_FROM_DIR(drop_direction);
15025 if (!IN_LEV_FIELD(dropx, dropy))
15029 old_element = Feld[dropx][dropy]; /* old element at dropping position */
15030 new_element = drop_element; /* default: no change when dropping */
15032 /* check if player is active, not moving and ready to drop */
15033 if (!player->active || player->MovPos || player->drop_delay > 0)
15036 /* check if player has anything that can be dropped */
15037 if (new_element == EL_UNDEFINED)
15040 /* check if drop key was pressed long enough for EM style dynamite */
15041 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
15044 /* check if anything can be dropped at the current position */
15045 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
15048 /* collected custom elements can only be dropped on empty fields */
15049 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
15052 if (old_element != EL_EMPTY)
15053 Back[dropx][dropy] = old_element; /* store old element on this field */
15055 ResetGfxAnimation(dropx, dropy);
15056 ResetRandomAnimationValue(dropx, dropy);
15058 if (player->inventory_size > 0 ||
15059 player->inventory_infinite_element != EL_UNDEFINED)
15061 if (player->inventory_size > 0)
15063 player->inventory_size--;
15065 DrawGameDoorValues();
15067 if (new_element == EL_DYNAMITE)
15068 new_element = EL_DYNAMITE_ACTIVE;
15069 else if (new_element == EL_EM_DYNAMITE)
15070 new_element = EL_EM_DYNAMITE_ACTIVE;
15071 else if (new_element == EL_SP_DISK_RED)
15072 new_element = EL_SP_DISK_RED_ACTIVE;
15075 Feld[dropx][dropy] = new_element;
15077 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15078 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15079 el2img(Feld[dropx][dropy]), 0);
15081 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15083 /* needed if previous element just changed to "empty" in the last frame */
15084 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
15086 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
15087 player->index_bit, drop_side);
15088 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
15090 player->index_bit, drop_side);
15092 TestIfElementTouchesCustomElement(dropx, dropy);
15094 else /* player is dropping a dyna bomb */
15096 player->dynabombs_left--;
15098 Feld[dropx][dropy] = new_element;
15100 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15101 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15102 el2img(Feld[dropx][dropy]), 0);
15104 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15107 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
15108 InitField_WithBug1(dropx, dropy, FALSE);
15110 new_element = Feld[dropx][dropy]; /* element might have changed */
15112 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
15113 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
15115 int move_direction, nextx, nexty;
15117 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
15118 MovDir[dropx][dropy] = drop_direction;
15120 move_direction = MovDir[dropx][dropy];
15121 nextx = dropx + GET_DX_FROM_DIR(move_direction);
15122 nexty = dropy + GET_DY_FROM_DIR(move_direction);
15124 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
15126 #if USE_FIX_IMPACT_COLLISION
15127 /* do not cause impact style collision by dropping elements that can fall */
15128 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15130 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15134 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
15135 player->is_dropping = TRUE;
15137 player->drop_pressed_delay = 0;
15138 player->is_dropping_pressed = FALSE;
15140 player->drop_x = dropx;
15141 player->drop_y = dropy;
15146 /* ------------------------------------------------------------------------- */
15147 /* game sound playing functions */
15148 /* ------------------------------------------------------------------------- */
15150 static int *loop_sound_frame = NULL;
15151 static int *loop_sound_volume = NULL;
15153 void InitPlayLevelSound()
15155 int num_sounds = getSoundListSize();
15157 checked_free(loop_sound_frame);
15158 checked_free(loop_sound_volume);
15160 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
15161 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
15164 static void PlayLevelSound(int x, int y, int nr)
15166 int sx = SCREENX(x), sy = SCREENY(y);
15167 int volume, stereo_position;
15168 int max_distance = 8;
15169 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
15171 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
15172 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
15175 if (!IN_LEV_FIELD(x, y) ||
15176 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
15177 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
15180 volume = SOUND_MAX_VOLUME;
15182 if (!IN_SCR_FIELD(sx, sy))
15184 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
15185 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
15187 volume -= volume * (dx > dy ? dx : dy) / max_distance;
15190 stereo_position = (SOUND_MAX_LEFT +
15191 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
15192 (SCR_FIELDX + 2 * max_distance));
15194 if (IS_LOOP_SOUND(nr))
15196 /* This assures that quieter loop sounds do not overwrite louder ones,
15197 while restarting sound volume comparison with each new game frame. */
15199 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
15202 loop_sound_volume[nr] = volume;
15203 loop_sound_frame[nr] = FrameCounter;
15206 PlaySoundExt(nr, volume, stereo_position, type);
15209 static void PlayLevelSoundNearest(int x, int y, int sound_action)
15211 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
15212 x > LEVELX(BX2) ? LEVELX(BX2) : x,
15213 y < LEVELY(BY1) ? LEVELY(BY1) :
15214 y > LEVELY(BY2) ? LEVELY(BY2) : y,
15218 static void PlayLevelSoundAction(int x, int y, int action)
15220 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
15223 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
15225 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15227 if (sound_effect != SND_UNDEFINED)
15228 PlayLevelSound(x, y, sound_effect);
15231 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
15234 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15236 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15237 PlayLevelSound(x, y, sound_effect);
15240 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
15242 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
15244 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15245 PlayLevelSound(x, y, sound_effect);
15248 static void StopLevelSoundActionIfLoop(int x, int y, int action)
15250 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
15252 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15253 StopSound(sound_effect);
15256 static void PlayLevelMusic()
15258 if (levelset.music[level_nr] != MUS_UNDEFINED)
15259 PlayMusic(levelset.music[level_nr]); /* from config file */
15261 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
15264 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
15266 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
15267 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
15268 int x = xx - 1 - offset;
15269 int y = yy - 1 - offset;
15274 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
15278 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15282 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15286 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15290 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15294 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15298 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15301 case SAMPLE_android_clone:
15302 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15305 case SAMPLE_android_move:
15306 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15309 case SAMPLE_spring:
15310 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15314 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15318 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15321 case SAMPLE_eater_eat:
15322 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15326 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15329 case SAMPLE_collect:
15330 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15333 case SAMPLE_diamond:
15334 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15337 case SAMPLE_squash:
15338 /* !!! CHECK THIS !!! */
15340 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15342 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15346 case SAMPLE_wonderfall:
15347 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15351 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15355 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15359 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15363 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15367 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15371 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15374 case SAMPLE_wonder:
15375 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15379 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15382 case SAMPLE_exit_open:
15383 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15386 case SAMPLE_exit_leave:
15387 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15390 case SAMPLE_dynamite:
15391 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15395 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15399 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15403 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15407 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15411 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15415 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15419 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15425 void ChangeTime(int value)
15427 int *time = (level.time == 0 ? &TimePlayed : &TimeLeft);
15431 /* EMC game engine uses value from time counter of RND game engine */
15432 level.native_em_level->lev->time = *time;
15434 DrawGameValue_Time(*time);
15437 void RaiseScore(int value)
15439 /* EMC game engine and RND game engine have separate score counters */
15440 int *score = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
15441 &level.native_em_level->lev->score : &local_player->score);
15445 DrawGameValue_Score(*score);
15449 void RaiseScore(int value)
15451 local_player->score += value;
15454 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
15456 DisplayGameControlValues();
15458 DrawGameValue_Score(local_player->score);
15462 void RaiseScoreElement(int element)
15467 case EL_BD_DIAMOND:
15468 case EL_EMERALD_YELLOW:
15469 case EL_EMERALD_RED:
15470 case EL_EMERALD_PURPLE:
15471 case EL_SP_INFOTRON:
15472 RaiseScore(level.score[SC_EMERALD]);
15475 RaiseScore(level.score[SC_DIAMOND]);
15478 RaiseScore(level.score[SC_CRYSTAL]);
15481 RaiseScore(level.score[SC_PEARL]);
15484 case EL_BD_BUTTERFLY:
15485 case EL_SP_ELECTRON:
15486 RaiseScore(level.score[SC_BUG]);
15489 case EL_BD_FIREFLY:
15490 case EL_SP_SNIKSNAK:
15491 RaiseScore(level.score[SC_SPACESHIP]);
15494 case EL_DARK_YAMYAM:
15495 RaiseScore(level.score[SC_YAMYAM]);
15498 RaiseScore(level.score[SC_ROBOT]);
15501 RaiseScore(level.score[SC_PACMAN]);
15504 RaiseScore(level.score[SC_NUT]);
15507 case EL_EM_DYNAMITE:
15508 case EL_SP_DISK_RED:
15509 case EL_DYNABOMB_INCREASE_NUMBER:
15510 case EL_DYNABOMB_INCREASE_SIZE:
15511 case EL_DYNABOMB_INCREASE_POWER:
15512 RaiseScore(level.score[SC_DYNAMITE]);
15514 case EL_SHIELD_NORMAL:
15515 case EL_SHIELD_DEADLY:
15516 RaiseScore(level.score[SC_SHIELD]);
15518 case EL_EXTRA_TIME:
15519 RaiseScore(level.extra_time_score);
15533 case EL_DC_KEY_WHITE:
15534 RaiseScore(level.score[SC_KEY]);
15537 RaiseScore(element_info[element].collect_score);
15542 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15544 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15546 #if defined(NETWORK_AVALIABLE)
15547 if (options.network)
15548 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15557 FadeSkipNextFadeIn();
15559 fading = fading_none;
15563 OpenDoor(DOOR_CLOSE_1);
15566 game_status = GAME_MODE_MAIN;
15569 DrawAndFadeInMainMenu(REDRAW_FIELD);
15577 FadeOut(REDRAW_FIELD);
15580 game_status = GAME_MODE_MAIN;
15582 DrawAndFadeInMainMenu(REDRAW_FIELD);
15586 else /* continue playing the game */
15588 if (tape.playing && tape.deactivate_display)
15589 TapeDeactivateDisplayOff(TRUE);
15591 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15593 if (tape.playing && tape.deactivate_display)
15594 TapeDeactivateDisplayOn();
15598 void RequestQuitGame(boolean ask_if_really_quit)
15600 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
15601 boolean skip_request = AllPlayersGone || quick_quit;
15603 RequestQuitGameExt(skip_request, quick_quit,
15604 "Do you really want to quit the game ?");
15608 /* ------------------------------------------------------------------------- */
15609 /* random generator functions */
15610 /* ------------------------------------------------------------------------- */
15612 unsigned int InitEngineRandom_RND(long seed)
15614 game.num_random_calls = 0;
15617 unsigned int rnd_seed = InitEngineRandom(seed);
15619 printf("::: START RND: %d\n", rnd_seed);
15624 return InitEngineRandom(seed);
15630 unsigned int RND(int max)
15634 game.num_random_calls++;
15636 return GetEngineRandom(max);
15643 /* ------------------------------------------------------------------------- */
15644 /* game engine snapshot handling functions */
15645 /* ------------------------------------------------------------------------- */
15647 #define ARGS_ADDRESS_AND_SIZEOF(x) (&(x)), (sizeof(x))
15649 struct EngineSnapshotInfo
15651 /* runtime values for custom element collect score */
15652 int collect_score[NUM_CUSTOM_ELEMENTS];
15654 /* runtime values for group element choice position */
15655 int choice_pos[NUM_GROUP_ELEMENTS];
15657 /* runtime values for belt position animations */
15658 int belt_graphic[4 * NUM_BELT_PARTS];
15659 int belt_anim_mode[4 * NUM_BELT_PARTS];
15662 struct EngineSnapshotNodeInfo
15669 static struct EngineSnapshotInfo engine_snapshot_rnd;
15670 static ListNode *engine_snapshot_list = NULL;
15671 static char *snapshot_level_identifier = NULL;
15672 static int snapshot_level_nr = -1;
15674 void FreeEngineSnapshot()
15676 while (engine_snapshot_list != NULL)
15677 deleteNodeFromList(&engine_snapshot_list, engine_snapshot_list->key,
15680 setString(&snapshot_level_identifier, NULL);
15681 snapshot_level_nr = -1;
15684 static void SaveEngineSnapshotValues_RND()
15686 static int belt_base_active_element[4] =
15688 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15689 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15690 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15691 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15695 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15697 int element = EL_CUSTOM_START + i;
15699 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15702 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15704 int element = EL_GROUP_START + i;
15706 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15709 for (i = 0; i < 4; i++)
15711 for (j = 0; j < NUM_BELT_PARTS; j++)
15713 int element = belt_base_active_element[i] + j;
15714 int graphic = el2img(element);
15715 int anim_mode = graphic_info[graphic].anim_mode;
15717 engine_snapshot_rnd.belt_graphic[i * 4 + j] = graphic;
15718 engine_snapshot_rnd.belt_anim_mode[i * 4 + j] = anim_mode;
15723 static void LoadEngineSnapshotValues_RND()
15725 unsigned long num_random_calls = game.num_random_calls;
15728 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15730 int element = EL_CUSTOM_START + i;
15732 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15735 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15737 int element = EL_GROUP_START + i;
15739 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15742 for (i = 0; i < 4; i++)
15744 for (j = 0; j < NUM_BELT_PARTS; j++)
15746 int graphic = engine_snapshot_rnd.belt_graphic[i * 4 + j];
15747 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i * 4 + j];
15749 graphic_info[graphic].anim_mode = anim_mode;
15753 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15755 InitRND(tape.random_seed);
15756 for (i = 0; i < num_random_calls; i++)
15760 if (game.num_random_calls != num_random_calls)
15762 Error(ERR_INFO, "number of random calls out of sync");
15763 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15764 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15765 Error(ERR_EXIT, "this should not happen -- please debug");
15769 static void SaveEngineSnapshotBuffer(void *buffer, int size)
15771 struct EngineSnapshotNodeInfo *bi =
15772 checked_calloc(sizeof(struct EngineSnapshotNodeInfo));
15774 bi->buffer_orig = buffer;
15775 bi->buffer_copy = checked_malloc(size);
15778 memcpy(bi->buffer_copy, buffer, size);
15780 addNodeToList(&engine_snapshot_list, NULL, bi);
15783 void SaveEngineSnapshot()
15785 FreeEngineSnapshot(); /* free previous snapshot, if needed */
15787 if (level_editor_test_game) /* do not save snapshots from editor */
15790 /* copy some special values to a structure better suited for the snapshot */
15792 SaveEngineSnapshotValues_RND();
15793 SaveEngineSnapshotValues_EM();
15795 /* save values stored in special snapshot structure */
15797 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15798 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15800 /* save further RND engine values */
15802 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(stored_player));
15803 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(game));
15804 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(tape));
15806 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZX));
15807 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZY));
15808 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitX));
15809 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitY));
15811 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15812 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15813 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15814 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15815 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15817 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15818 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15819 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15821 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15823 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
15825 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15826 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15828 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Feld));
15829 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovPos));
15830 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDir));
15831 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15832 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15833 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15834 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15835 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store));
15836 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store2));
15837 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15838 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Back));
15839 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15840 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15841 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15842 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15843 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15844 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Stop));
15845 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Pushed));
15847 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15848 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15850 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15851 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15852 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15854 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15855 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15857 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15858 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15859 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15860 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15861 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15863 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15864 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15866 /* save level identification information */
15868 setString(&snapshot_level_identifier, leveldir_current->identifier);
15869 snapshot_level_nr = level_nr;
15872 ListNode *node = engine_snapshot_list;
15875 while (node != NULL)
15877 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15882 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15886 static void LoadEngineSnapshotBuffer(struct EngineSnapshotNodeInfo *bi)
15888 memcpy(bi->buffer_orig, bi->buffer_copy, bi->size);
15891 void LoadEngineSnapshot()
15893 ListNode *node = engine_snapshot_list;
15895 if (engine_snapshot_list == NULL)
15898 while (node != NULL)
15900 LoadEngineSnapshotBuffer((struct EngineSnapshotNodeInfo *)node->content);
15905 /* restore special values from snapshot structure */
15907 LoadEngineSnapshotValues_RND();
15908 LoadEngineSnapshotValues_EM();
15911 boolean CheckEngineSnapshot()
15913 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15914 snapshot_level_nr == level_nr);
15918 /* ---------- new game button stuff ---------------------------------------- */
15920 /* graphic position values for game buttons */
15921 #define GAME_BUTTON_XSIZE 30
15922 #define GAME_BUTTON_YSIZE 30
15923 #define GAME_BUTTON_XPOS 5
15924 #define GAME_BUTTON_YPOS 215
15925 #define SOUND_BUTTON_XPOS 5
15926 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
15928 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
15929 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
15930 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
15931 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
15932 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
15933 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
15941 } gamebutton_info[NUM_GAME_BUTTONS] =
15945 &game.button.stop.x, &game.button.stop.y,
15946 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
15951 &game.button.pause.x, &game.button.pause.y,
15952 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
15953 GAME_CTRL_ID_PAUSE,
15957 &game.button.play.x, &game.button.play.y,
15958 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
15963 &game.button.sound_music.x, &game.button.sound_music.y,
15964 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
15965 SOUND_CTRL_ID_MUSIC,
15966 "background music on/off"
15969 &game.button.sound_loops.x, &game.button.sound_loops.y,
15970 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
15971 SOUND_CTRL_ID_LOOPS,
15972 "sound loops on/off"
15975 &game.button.sound_simple.x,&game.button.sound_simple.y,
15976 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
15977 SOUND_CTRL_ID_SIMPLE,
15978 "normal sounds on/off"
15982 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
15987 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
15988 GAME_CTRL_ID_PAUSE,
15992 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
15997 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
15998 SOUND_CTRL_ID_MUSIC,
15999 "background music on/off"
16002 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
16003 SOUND_CTRL_ID_LOOPS,
16004 "sound loops on/off"
16007 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
16008 SOUND_CTRL_ID_SIMPLE,
16009 "normal sounds on/off"
16014 void CreateGameButtons()
16018 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16020 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
16021 struct GadgetInfo *gi;
16024 unsigned long event_mask;
16026 int gd_xoffset, gd_yoffset;
16027 int gd_x1, gd_x2, gd_y1, gd_y2;
16030 x = DX + *gamebutton_info[i].x;
16031 y = DY + *gamebutton_info[i].y;
16032 gd_xoffset = gamebutton_info[i].gd_x;
16033 gd_yoffset = gamebutton_info[i].gd_y;
16034 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
16035 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
16037 if (id == GAME_CTRL_ID_STOP ||
16038 id == GAME_CTRL_ID_PAUSE ||
16039 id == GAME_CTRL_ID_PLAY)
16041 button_type = GD_TYPE_NORMAL_BUTTON;
16043 event_mask = GD_EVENT_RELEASED;
16044 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
16045 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
16049 button_type = GD_TYPE_CHECK_BUTTON;
16051 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
16052 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
16053 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
16054 event_mask = GD_EVENT_PRESSED;
16055 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
16056 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
16059 gi = CreateGadget(GDI_CUSTOM_ID, id,
16060 GDI_INFO_TEXT, gamebutton_info[i].infotext,
16065 GDI_X, DX + gd_xoffset,
16066 GDI_Y, DY + gd_yoffset,
16068 GDI_WIDTH, GAME_BUTTON_XSIZE,
16069 GDI_HEIGHT, GAME_BUTTON_YSIZE,
16070 GDI_TYPE, button_type,
16071 GDI_STATE, GD_BUTTON_UNPRESSED,
16072 GDI_CHECKED, checked,
16073 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
16074 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
16075 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
16076 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
16077 GDI_DIRECT_DRAW, FALSE,
16078 GDI_EVENT_MASK, event_mask,
16079 GDI_CALLBACK_ACTION, HandleGameButtons,
16083 Error(ERR_EXIT, "cannot create gadget");
16085 game_gadget[id] = gi;
16089 void FreeGameButtons()
16093 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16094 FreeGadget(game_gadget[i]);
16097 static void MapGameButtons()
16101 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16102 MapGadget(game_gadget[i]);
16105 void UnmapGameButtons()
16109 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16110 UnmapGadget(game_gadget[i]);
16113 void RedrawGameButtons()
16117 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16118 RedrawGadget(game_gadget[i]);
16121 static void HandleGameButtons(struct GadgetInfo *gi)
16123 int id = gi->custom_id;
16125 if (game_status != GAME_MODE_PLAYING)
16130 case GAME_CTRL_ID_STOP:
16134 RequestQuitGame(TRUE);
16137 case GAME_CTRL_ID_PAUSE:
16138 if (options.network)
16140 #if defined(NETWORK_AVALIABLE)
16142 SendToServer_ContinuePlaying();
16144 SendToServer_PausePlaying();
16148 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16151 case GAME_CTRL_ID_PLAY:
16154 #if defined(NETWORK_AVALIABLE)
16155 if (options.network)
16156 SendToServer_ContinuePlaying();
16160 tape.pausing = FALSE;
16161 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0);
16166 case SOUND_CTRL_ID_MUSIC:
16167 if (setup.sound_music)
16169 setup.sound_music = FALSE;
16172 else if (audio.music_available)
16174 setup.sound = setup.sound_music = TRUE;
16176 SetAudioMode(setup.sound);
16182 case SOUND_CTRL_ID_LOOPS:
16183 if (setup.sound_loops)
16184 setup.sound_loops = FALSE;
16185 else if (audio.loops_available)
16187 setup.sound = setup.sound_loops = TRUE;
16188 SetAudioMode(setup.sound);
16192 case SOUND_CTRL_ID_SIMPLE:
16193 if (setup.sound_simple)
16194 setup.sound_simple = FALSE;
16195 else if (audio.sound_available)
16197 setup.sound = setup.sound_simple = TRUE;
16198 SetAudioMode(setup.sound);