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)
61 #define USE_FIX_CE_ACTION_WITH_PLAYER (USE_NEW_STUFF * 1)
62 #define USE_FIX_NO_ACTION_AFTER_CHANGE (USE_NEW_STUFF * 1)
64 #define USE_PLAYER_REANIMATION (USE_NEW_STUFF * 1)
66 #define USE_GFX_RESET_WHEN_NOT_MOVING (USE_NEW_STUFF * 1)
68 #define USE_NEW_PLAYER_ASSIGNMENTS (USE_NEW_STUFF * 1)
70 #define USE_DELAYED_GFX_REDRAW (USE_NEW_STUFF * 0)
72 #if USE_DELAYED_GFX_REDRAW
73 #define TEST_DrawLevelField(x, y) \
74 GfxRedraw[x][y] |= GFX_REDRAW_TILE
75 #define TEST_DrawLevelFieldCrumbledSand(x, y) \
76 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
77 #define TEST_DrawLevelFieldCrumbledSandNeighbours(x, y) \
78 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
79 #define TEST_DrawTwinkleOnField(x, y) \
80 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
82 #define TEST_DrawLevelField(x, y) \
84 #define TEST_DrawLevelFieldCrumbledSand(x, y) \
85 DrawLevelFieldCrumbledSand(x, y)
86 #define TEST_DrawLevelFieldCrumbledSandNeighbours(x, y) \
87 DrawLevelFieldCrumbledSandNeighbours(x, y)
88 #define TEST_DrawTwinkleOnField(x, y) \
89 DrawTwinkleOnField(x, y)
98 /* for MovePlayer() */
99 #define MP_NO_ACTION 0
102 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
104 /* for ScrollPlayer() */
105 #define SCROLL_INIT 0
106 #define SCROLL_GO_ON 1
108 /* for Bang()/Explode() */
109 #define EX_PHASE_START 0
110 #define EX_TYPE_NONE 0
111 #define EX_TYPE_NORMAL (1 << 0)
112 #define EX_TYPE_CENTER (1 << 1)
113 #define EX_TYPE_BORDER (1 << 2)
114 #define EX_TYPE_CROSS (1 << 3)
115 #define EX_TYPE_DYNA (1 << 4)
116 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
118 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
119 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
120 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
121 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
123 /* special positions in the game control window (relative to control window) */
124 #define XX_LEVEL1 (PANEL_XPOS(game.panel.level))
125 #define XX_LEVEL2 (PANEL_XPOS(game.panel.level) - 1)
126 #define XX_LEVEL (PANEL_XPOS(game.panel.level))
127 #define YY_LEVEL (PANEL_YPOS(game.panel.level))
128 #define XX_EMERALDS (PANEL_XPOS(game.panel.gems))
129 #define YY_EMERALDS (PANEL_YPOS(game.panel.gems))
130 #define XX_DYNAMITE (PANEL_XPOS(game.panel.inventory))
131 #define YY_DYNAMITE (PANEL_YPOS(game.panel.inventory))
132 #define XX_KEYS (PANEL_XPOS(game.panel.keys))
133 #define YY_KEYS (PANEL_YPOS(game.panel.keys))
134 #define XX_SCORE (PANEL_XPOS(game.panel.score))
135 #define YY_SCORE (PANEL_YPOS(game.panel.score))
136 #define XX_TIME1 (PANEL_XPOS(game.panel.time))
137 #define XX_TIME2 (PANEL_XPOS(game.panel.time) + 1)
138 #define XX_TIME (PANEL_XPOS(game.panel.time))
139 #define YY_TIME (PANEL_YPOS(game.panel.time))
141 /* special positions in the game control window (relative to main window) */
142 #define DX_LEVEL1 (DX + XX_LEVEL1)
143 #define DX_LEVEL2 (DX + XX_LEVEL2)
144 #define DX_LEVEL (DX + XX_LEVEL)
145 #define DY_LEVEL (DY + YY_LEVEL)
146 #define DX_EMERALDS (DX + XX_EMERALDS)
147 #define DY_EMERALDS (DY + YY_EMERALDS)
148 #define DX_DYNAMITE (DX + XX_DYNAMITE)
149 #define DY_DYNAMITE (DY + YY_DYNAMITE)
150 #define DX_KEYS (DX + XX_KEYS)
151 #define DY_KEYS (DY + YY_KEYS)
152 #define DX_SCORE (DX + XX_SCORE)
153 #define DY_SCORE (DY + YY_SCORE)
154 #define DX_TIME1 (DX + XX_TIME1)
155 #define DX_TIME2 (DX + XX_TIME2)
156 #define DX_TIME (DX + XX_TIME)
157 #define DY_TIME (DY + YY_TIME)
160 /* game panel display and control definitions */
162 #define GAME_PANEL_LEVEL_NUMBER 0
163 #define GAME_PANEL_GEMS 1
164 #define GAME_PANEL_INVENTORY_COUNT 2
165 #define GAME_PANEL_INVENTORY_FIRST_1 3
166 #define GAME_PANEL_INVENTORY_FIRST_2 4
167 #define GAME_PANEL_INVENTORY_FIRST_3 5
168 #define GAME_PANEL_INVENTORY_FIRST_4 6
169 #define GAME_PANEL_INVENTORY_FIRST_5 7
170 #define GAME_PANEL_INVENTORY_FIRST_6 8
171 #define GAME_PANEL_INVENTORY_FIRST_7 9
172 #define GAME_PANEL_INVENTORY_FIRST_8 10
173 #define GAME_PANEL_INVENTORY_LAST_1 11
174 #define GAME_PANEL_INVENTORY_LAST_2 12
175 #define GAME_PANEL_INVENTORY_LAST_3 13
176 #define GAME_PANEL_INVENTORY_LAST_4 14
177 #define GAME_PANEL_INVENTORY_LAST_5 15
178 #define GAME_PANEL_INVENTORY_LAST_6 16
179 #define GAME_PANEL_INVENTORY_LAST_7 17
180 #define GAME_PANEL_INVENTORY_LAST_8 18
181 #define GAME_PANEL_KEY_1 19
182 #define GAME_PANEL_KEY_2 20
183 #define GAME_PANEL_KEY_3 21
184 #define GAME_PANEL_KEY_4 22
185 #define GAME_PANEL_KEY_5 23
186 #define GAME_PANEL_KEY_6 24
187 #define GAME_PANEL_KEY_7 25
188 #define GAME_PANEL_KEY_8 26
189 #define GAME_PANEL_KEY_WHITE 27
190 #define GAME_PANEL_KEY_WHITE_COUNT 28
191 #define GAME_PANEL_SCORE 29
192 #define GAME_PANEL_HIGHSCORE 30
193 #define GAME_PANEL_TIME 31
194 #define GAME_PANEL_TIME_HH 32
195 #define GAME_PANEL_TIME_MM 33
196 #define GAME_PANEL_TIME_SS 34
197 #define GAME_PANEL_SHIELD_NORMAL 35
198 #define GAME_PANEL_SHIELD_NORMAL_TIME 36
199 #define GAME_PANEL_SHIELD_DEADLY 37
200 #define GAME_PANEL_SHIELD_DEADLY_TIME 38
201 #define GAME_PANEL_EXIT 39
202 #define GAME_PANEL_EMC_MAGIC_BALL 40
203 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 41
204 #define GAME_PANEL_LIGHT_SWITCH 42
205 #define GAME_PANEL_LIGHT_SWITCH_TIME 43
206 #define GAME_PANEL_TIMEGATE_SWITCH 44
207 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 45
208 #define GAME_PANEL_SWITCHGATE_SWITCH 46
209 #define GAME_PANEL_EMC_LENSES 47
210 #define GAME_PANEL_EMC_LENSES_TIME 48
211 #define GAME_PANEL_EMC_MAGNIFIER 49
212 #define GAME_PANEL_EMC_MAGNIFIER_TIME 50
213 #define GAME_PANEL_BALLOON_SWITCH 51
214 #define GAME_PANEL_DYNABOMB_NUMBER 52
215 #define GAME_PANEL_DYNABOMB_SIZE 53
216 #define GAME_PANEL_DYNABOMB_POWER 54
217 #define GAME_PANEL_PENGUINS 55
218 #define GAME_PANEL_SOKOBAN_OBJECTS 56
219 #define GAME_PANEL_SOKOBAN_FIELDS 57
220 #define GAME_PANEL_ROBOT_WHEEL 58
221 #define GAME_PANEL_CONVEYOR_BELT_1 59
222 #define GAME_PANEL_CONVEYOR_BELT_2 60
223 #define GAME_PANEL_CONVEYOR_BELT_3 61
224 #define GAME_PANEL_CONVEYOR_BELT_4 62
225 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 63
226 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 64
227 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 65
228 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 66
229 #define GAME_PANEL_MAGIC_WALL 67
230 #define GAME_PANEL_MAGIC_WALL_TIME 68
231 #define GAME_PANEL_GRAVITY_STATE 69
232 #define GAME_PANEL_GRAPHIC_1 70
233 #define GAME_PANEL_GRAPHIC_2 71
234 #define GAME_PANEL_GRAPHIC_3 72
235 #define GAME_PANEL_GRAPHIC_4 73
236 #define GAME_PANEL_GRAPHIC_5 74
237 #define GAME_PANEL_GRAPHIC_6 75
238 #define GAME_PANEL_GRAPHIC_7 76
239 #define GAME_PANEL_GRAPHIC_8 77
240 #define GAME_PANEL_ELEMENT_1 78
241 #define GAME_PANEL_ELEMENT_2 79
242 #define GAME_PANEL_ELEMENT_3 80
243 #define GAME_PANEL_ELEMENT_4 81
244 #define GAME_PANEL_ELEMENT_5 82
245 #define GAME_PANEL_ELEMENT_6 83
246 #define GAME_PANEL_ELEMENT_7 84
247 #define GAME_PANEL_ELEMENT_8 85
248 #define GAME_PANEL_ELEMENT_COUNT_1 86
249 #define GAME_PANEL_ELEMENT_COUNT_2 87
250 #define GAME_PANEL_ELEMENT_COUNT_3 88
251 #define GAME_PANEL_ELEMENT_COUNT_4 89
252 #define GAME_PANEL_ELEMENT_COUNT_5 90
253 #define GAME_PANEL_ELEMENT_COUNT_6 91
254 #define GAME_PANEL_ELEMENT_COUNT_7 92
255 #define GAME_PANEL_ELEMENT_COUNT_8 93
256 #define GAME_PANEL_CE_SCORE_1 94
257 #define GAME_PANEL_CE_SCORE_2 95
258 #define GAME_PANEL_CE_SCORE_3 96
259 #define GAME_PANEL_CE_SCORE_4 97
260 #define GAME_PANEL_CE_SCORE_5 98
261 #define GAME_PANEL_CE_SCORE_6 99
262 #define GAME_PANEL_CE_SCORE_7 100
263 #define GAME_PANEL_CE_SCORE_8 101
264 #define GAME_PANEL_CE_SCORE_1_ELEMENT 102
265 #define GAME_PANEL_CE_SCORE_2_ELEMENT 103
266 #define GAME_PANEL_CE_SCORE_3_ELEMENT 104
267 #define GAME_PANEL_CE_SCORE_4_ELEMENT 105
268 #define GAME_PANEL_CE_SCORE_5_ELEMENT 106
269 #define GAME_PANEL_CE_SCORE_6_ELEMENT 107
270 #define GAME_PANEL_CE_SCORE_7_ELEMENT 108
271 #define GAME_PANEL_CE_SCORE_8_ELEMENT 109
272 #define GAME_PANEL_PLAYER_NAME 110
273 #define GAME_PANEL_LEVEL_NAME 111
274 #define GAME_PANEL_LEVEL_AUTHOR 112
276 #define NUM_GAME_PANEL_CONTROLS 113
278 struct GamePanelOrderInfo
284 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
286 struct GamePanelControlInfo
290 struct TextPosInfo *pos;
293 int value, last_value;
294 int frame, last_frame;
299 static struct GamePanelControlInfo game_panel_controls[] =
302 GAME_PANEL_LEVEL_NUMBER,
303 &game.panel.level_number,
312 GAME_PANEL_INVENTORY_COUNT,
313 &game.panel.inventory_count,
317 GAME_PANEL_INVENTORY_FIRST_1,
318 &game.panel.inventory_first[0],
322 GAME_PANEL_INVENTORY_FIRST_2,
323 &game.panel.inventory_first[1],
327 GAME_PANEL_INVENTORY_FIRST_3,
328 &game.panel.inventory_first[2],
332 GAME_PANEL_INVENTORY_FIRST_4,
333 &game.panel.inventory_first[3],
337 GAME_PANEL_INVENTORY_FIRST_5,
338 &game.panel.inventory_first[4],
342 GAME_PANEL_INVENTORY_FIRST_6,
343 &game.panel.inventory_first[5],
347 GAME_PANEL_INVENTORY_FIRST_7,
348 &game.panel.inventory_first[6],
352 GAME_PANEL_INVENTORY_FIRST_8,
353 &game.panel.inventory_first[7],
357 GAME_PANEL_INVENTORY_LAST_1,
358 &game.panel.inventory_last[0],
362 GAME_PANEL_INVENTORY_LAST_2,
363 &game.panel.inventory_last[1],
367 GAME_PANEL_INVENTORY_LAST_3,
368 &game.panel.inventory_last[2],
372 GAME_PANEL_INVENTORY_LAST_4,
373 &game.panel.inventory_last[3],
377 GAME_PANEL_INVENTORY_LAST_5,
378 &game.panel.inventory_last[4],
382 GAME_PANEL_INVENTORY_LAST_6,
383 &game.panel.inventory_last[5],
387 GAME_PANEL_INVENTORY_LAST_7,
388 &game.panel.inventory_last[6],
392 GAME_PANEL_INVENTORY_LAST_8,
393 &game.panel.inventory_last[7],
437 GAME_PANEL_KEY_WHITE,
438 &game.panel.key_white,
442 GAME_PANEL_KEY_WHITE_COUNT,
443 &game.panel.key_white_count,
452 GAME_PANEL_HIGHSCORE,
453 &game.panel.highscore,
477 GAME_PANEL_SHIELD_NORMAL,
478 &game.panel.shield_normal,
482 GAME_PANEL_SHIELD_NORMAL_TIME,
483 &game.panel.shield_normal_time,
487 GAME_PANEL_SHIELD_DEADLY,
488 &game.panel.shield_deadly,
492 GAME_PANEL_SHIELD_DEADLY_TIME,
493 &game.panel.shield_deadly_time,
502 GAME_PANEL_EMC_MAGIC_BALL,
503 &game.panel.emc_magic_ball,
507 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
508 &game.panel.emc_magic_ball_switch,
512 GAME_PANEL_LIGHT_SWITCH,
513 &game.panel.light_switch,
517 GAME_PANEL_LIGHT_SWITCH_TIME,
518 &game.panel.light_switch_time,
522 GAME_PANEL_TIMEGATE_SWITCH,
523 &game.panel.timegate_switch,
527 GAME_PANEL_TIMEGATE_SWITCH_TIME,
528 &game.panel.timegate_switch_time,
532 GAME_PANEL_SWITCHGATE_SWITCH,
533 &game.panel.switchgate_switch,
537 GAME_PANEL_EMC_LENSES,
538 &game.panel.emc_lenses,
542 GAME_PANEL_EMC_LENSES_TIME,
543 &game.panel.emc_lenses_time,
547 GAME_PANEL_EMC_MAGNIFIER,
548 &game.panel.emc_magnifier,
552 GAME_PANEL_EMC_MAGNIFIER_TIME,
553 &game.panel.emc_magnifier_time,
557 GAME_PANEL_BALLOON_SWITCH,
558 &game.panel.balloon_switch,
562 GAME_PANEL_DYNABOMB_NUMBER,
563 &game.panel.dynabomb_number,
567 GAME_PANEL_DYNABOMB_SIZE,
568 &game.panel.dynabomb_size,
572 GAME_PANEL_DYNABOMB_POWER,
573 &game.panel.dynabomb_power,
578 &game.panel.penguins,
582 GAME_PANEL_SOKOBAN_OBJECTS,
583 &game.panel.sokoban_objects,
587 GAME_PANEL_SOKOBAN_FIELDS,
588 &game.panel.sokoban_fields,
592 GAME_PANEL_ROBOT_WHEEL,
593 &game.panel.robot_wheel,
597 GAME_PANEL_CONVEYOR_BELT_1,
598 &game.panel.conveyor_belt[0],
602 GAME_PANEL_CONVEYOR_BELT_2,
603 &game.panel.conveyor_belt[1],
607 GAME_PANEL_CONVEYOR_BELT_3,
608 &game.panel.conveyor_belt[2],
612 GAME_PANEL_CONVEYOR_BELT_4,
613 &game.panel.conveyor_belt[3],
617 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
618 &game.panel.conveyor_belt_switch[0],
622 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
623 &game.panel.conveyor_belt_switch[1],
627 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
628 &game.panel.conveyor_belt_switch[2],
632 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
633 &game.panel.conveyor_belt_switch[3],
637 GAME_PANEL_MAGIC_WALL,
638 &game.panel.magic_wall,
642 GAME_PANEL_MAGIC_WALL_TIME,
643 &game.panel.magic_wall_time,
647 GAME_PANEL_GRAVITY_STATE,
648 &game.panel.gravity_state,
652 GAME_PANEL_GRAPHIC_1,
653 &game.panel.graphic[0],
657 GAME_PANEL_GRAPHIC_2,
658 &game.panel.graphic[1],
662 GAME_PANEL_GRAPHIC_3,
663 &game.panel.graphic[2],
667 GAME_PANEL_GRAPHIC_4,
668 &game.panel.graphic[3],
672 GAME_PANEL_GRAPHIC_5,
673 &game.panel.graphic[4],
677 GAME_PANEL_GRAPHIC_6,
678 &game.panel.graphic[5],
682 GAME_PANEL_GRAPHIC_7,
683 &game.panel.graphic[6],
687 GAME_PANEL_GRAPHIC_8,
688 &game.panel.graphic[7],
692 GAME_PANEL_ELEMENT_1,
693 &game.panel.element[0],
697 GAME_PANEL_ELEMENT_2,
698 &game.panel.element[1],
702 GAME_PANEL_ELEMENT_3,
703 &game.panel.element[2],
707 GAME_PANEL_ELEMENT_4,
708 &game.panel.element[3],
712 GAME_PANEL_ELEMENT_5,
713 &game.panel.element[4],
717 GAME_PANEL_ELEMENT_6,
718 &game.panel.element[5],
722 GAME_PANEL_ELEMENT_7,
723 &game.panel.element[6],
727 GAME_PANEL_ELEMENT_8,
728 &game.panel.element[7],
732 GAME_PANEL_ELEMENT_COUNT_1,
733 &game.panel.element_count[0],
737 GAME_PANEL_ELEMENT_COUNT_2,
738 &game.panel.element_count[1],
742 GAME_PANEL_ELEMENT_COUNT_3,
743 &game.panel.element_count[2],
747 GAME_PANEL_ELEMENT_COUNT_4,
748 &game.panel.element_count[3],
752 GAME_PANEL_ELEMENT_COUNT_5,
753 &game.panel.element_count[4],
757 GAME_PANEL_ELEMENT_COUNT_6,
758 &game.panel.element_count[5],
762 GAME_PANEL_ELEMENT_COUNT_7,
763 &game.panel.element_count[6],
767 GAME_PANEL_ELEMENT_COUNT_8,
768 &game.panel.element_count[7],
772 GAME_PANEL_CE_SCORE_1,
773 &game.panel.ce_score[0],
777 GAME_PANEL_CE_SCORE_2,
778 &game.panel.ce_score[1],
782 GAME_PANEL_CE_SCORE_3,
783 &game.panel.ce_score[2],
787 GAME_PANEL_CE_SCORE_4,
788 &game.panel.ce_score[3],
792 GAME_PANEL_CE_SCORE_5,
793 &game.panel.ce_score[4],
797 GAME_PANEL_CE_SCORE_6,
798 &game.panel.ce_score[5],
802 GAME_PANEL_CE_SCORE_7,
803 &game.panel.ce_score[6],
807 GAME_PANEL_CE_SCORE_8,
808 &game.panel.ce_score[7],
812 GAME_PANEL_CE_SCORE_1_ELEMENT,
813 &game.panel.ce_score_element[0],
817 GAME_PANEL_CE_SCORE_2_ELEMENT,
818 &game.panel.ce_score_element[1],
822 GAME_PANEL_CE_SCORE_3_ELEMENT,
823 &game.panel.ce_score_element[2],
827 GAME_PANEL_CE_SCORE_4_ELEMENT,
828 &game.panel.ce_score_element[3],
832 GAME_PANEL_CE_SCORE_5_ELEMENT,
833 &game.panel.ce_score_element[4],
837 GAME_PANEL_CE_SCORE_6_ELEMENT,
838 &game.panel.ce_score_element[5],
842 GAME_PANEL_CE_SCORE_7_ELEMENT,
843 &game.panel.ce_score_element[6],
847 GAME_PANEL_CE_SCORE_8_ELEMENT,
848 &game.panel.ce_score_element[7],
852 GAME_PANEL_PLAYER_NAME,
853 &game.panel.player_name,
857 GAME_PANEL_LEVEL_NAME,
858 &game.panel.level_name,
862 GAME_PANEL_LEVEL_AUTHOR,
863 &game.panel.level_author,
876 /* values for delayed check of falling and moving elements and for collision */
877 #define CHECK_DELAY_MOVING 3
878 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
879 #define CHECK_DELAY_COLLISION 2
880 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
882 /* values for initial player move delay (initial delay counter value) */
883 #define INITIAL_MOVE_DELAY_OFF -1
884 #define INITIAL_MOVE_DELAY_ON 0
886 /* values for player movement speed (which is in fact a delay value) */
887 #define MOVE_DELAY_MIN_SPEED 32
888 #define MOVE_DELAY_NORMAL_SPEED 8
889 #define MOVE_DELAY_HIGH_SPEED 4
890 #define MOVE_DELAY_MAX_SPEED 1
892 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
893 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
895 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
896 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
898 /* values for other actions */
899 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
900 #define MOVE_STEPSIZE_MIN (1)
901 #define MOVE_STEPSIZE_MAX (TILEX)
903 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
904 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
906 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
908 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
909 RND(element_info[e].push_delay_random))
910 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
911 RND(element_info[e].drop_delay_random))
912 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
913 RND(element_info[e].move_delay_random))
914 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
915 (element_info[e].move_delay_random))
916 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
917 RND(element_info[e].ce_value_random_initial))
918 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
919 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
920 RND((c)->delay_random * (c)->delay_frames))
921 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
922 RND((c)->delay_random))
925 #define GET_VALID_RUNTIME_ELEMENT(e) \
926 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
928 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
929 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
930 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
931 (be) + (e) - EL_SELF)
933 #define GET_PLAYER_FROM_BITS(p) \
934 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
936 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
937 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
938 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
939 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
940 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
941 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
942 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
943 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
944 RESOLVED_REFERENCE_ELEMENT(be, e) : \
947 #define CAN_GROW_INTO(e) \
948 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
950 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
951 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
954 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
955 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
956 (CAN_MOVE_INTO_ACID(e) && \
957 Feld[x][y] == EL_ACID) || \
960 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
961 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
962 (CAN_MOVE_INTO_ACID(e) && \
963 Feld[x][y] == EL_ACID) || \
966 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
967 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
969 (CAN_MOVE_INTO_ACID(e) && \
970 Feld[x][y] == EL_ACID) || \
971 (DONT_COLLIDE_WITH(e) && \
973 !PLAYER_ENEMY_PROTECTED(x, y))))
975 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
976 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
978 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
979 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
981 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
982 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
984 #define ANDROID_CAN_CLONE_FIELD(x, y) \
985 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
986 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
988 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
989 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
991 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
992 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
994 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
995 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
997 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
998 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
1000 #define PIG_CAN_ENTER_FIELD(e, x, y) \
1001 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
1003 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
1004 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
1005 Feld[x][y] == EL_EM_EXIT_OPEN || \
1006 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
1007 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
1008 IS_FOOD_PENGUIN(Feld[x][y])))
1009 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
1010 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
1012 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
1013 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
1015 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
1016 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
1018 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
1019 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
1020 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
1022 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
1024 #define CE_ENTER_FIELD_COND(e, x, y) \
1025 (!IS_PLAYER(x, y) && \
1026 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
1028 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
1029 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
1031 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
1032 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1034 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1035 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1036 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1037 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1039 /* game button identifiers */
1040 #define GAME_CTRL_ID_STOP 0
1041 #define GAME_CTRL_ID_PAUSE 1
1042 #define GAME_CTRL_ID_PLAY 2
1043 #define SOUND_CTRL_ID_MUSIC 3
1044 #define SOUND_CTRL_ID_LOOPS 4
1045 #define SOUND_CTRL_ID_SIMPLE 5
1047 #define NUM_GAME_BUTTONS 6
1050 /* forward declaration for internal use */
1052 static void CreateField(int, int, int);
1054 static void ResetGfxAnimation(int, int);
1056 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1057 static void AdvanceFrameAndPlayerCounters(int);
1059 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1060 static boolean MovePlayer(struct PlayerInfo *, int, int);
1061 static void ScrollPlayer(struct PlayerInfo *, int);
1062 static void ScrollScreen(struct PlayerInfo *, int);
1064 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1065 static boolean DigFieldByCE(int, int, int);
1066 static boolean SnapField(struct PlayerInfo *, int, int);
1067 static boolean DropElement(struct PlayerInfo *);
1069 static void InitBeltMovement(void);
1070 static void CloseAllOpenTimegates(void);
1071 static void CheckGravityMovement(struct PlayerInfo *);
1072 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1073 static void KillPlayerUnlessEnemyProtected(int, int);
1074 static void KillPlayerUnlessExplosionProtected(int, int);
1076 static void TestIfPlayerTouchesCustomElement(int, int);
1077 static void TestIfElementTouchesCustomElement(int, int);
1078 static void TestIfElementHitsCustomElement(int, int, int);
1080 static void TestIfElementSmashesCustomElement(int, int, int);
1083 static void HandleElementChange(int, int, int);
1084 static void ExecuteCustomElementAction(int, int, int, int);
1085 static boolean ChangeElement(int, int, int, int);
1087 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1088 #define CheckTriggeredElementChange(x, y, e, ev) \
1089 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1090 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1091 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1092 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1093 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1094 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1095 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1097 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1098 #define CheckElementChange(x, y, e, te, ev) \
1099 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1100 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1101 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1102 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1103 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1105 static void PlayLevelSound(int, int, int);
1106 static void PlayLevelSoundNearest(int, int, int);
1107 static void PlayLevelSoundAction(int, int, int);
1108 static void PlayLevelSoundElementAction(int, int, int, int);
1109 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1110 static void PlayLevelSoundActionIfLoop(int, int, int);
1111 static void StopLevelSoundActionIfLoop(int, int, int);
1112 static void PlayLevelMusic();
1114 static void MapGameButtons();
1115 static void HandleGameButtons(struct GadgetInfo *);
1117 int AmoebeNachbarNr(int, int);
1118 void AmoebeUmwandeln(int, int);
1119 void ContinueMoving(int, int);
1120 void Bang(int, int);
1121 void InitMovDir(int, int);
1122 void InitAmoebaNr(int, int);
1123 int NewHiScore(void);
1125 void TestIfGoodThingHitsBadThing(int, int, int);
1126 void TestIfBadThingHitsGoodThing(int, int, int);
1127 void TestIfPlayerTouchesBadThing(int, int);
1128 void TestIfPlayerRunsIntoBadThing(int, int, int);
1129 void TestIfBadThingTouchesPlayer(int, int);
1130 void TestIfBadThingRunsIntoPlayer(int, int, int);
1131 void TestIfFriendTouchesBadThing(int, int);
1132 void TestIfBadThingTouchesFriend(int, int);
1133 void TestIfBadThingTouchesOtherBadThing(int, int);
1134 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1136 void KillPlayer(struct PlayerInfo *);
1137 void BuryPlayer(struct PlayerInfo *);
1138 void RemovePlayer(struct PlayerInfo *);
1140 static int getInvisibleActiveFromInvisibleElement(int);
1141 static int getInvisibleFromInvisibleActiveElement(int);
1143 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1145 /* for detection of endless loops, caused by custom element programming */
1146 /* (using maximal playfield width x 10 is just a rough approximation) */
1147 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1149 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1151 if (recursion_loop_detected) \
1154 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1156 recursion_loop_detected = TRUE; \
1157 recursion_loop_element = (e); \
1160 recursion_loop_depth++; \
1163 #define RECURSION_LOOP_DETECTION_END() \
1165 recursion_loop_depth--; \
1168 static int recursion_loop_depth;
1169 static boolean recursion_loop_detected;
1170 static boolean recursion_loop_element;
1173 /* ------------------------------------------------------------------------- */
1174 /* definition of elements that automatically change to other elements after */
1175 /* a specified time, eventually calling a function when changing */
1176 /* ------------------------------------------------------------------------- */
1178 /* forward declaration for changer functions */
1179 static void InitBuggyBase(int, int);
1180 static void WarnBuggyBase(int, int);
1182 static void InitTrap(int, int);
1183 static void ActivateTrap(int, int);
1184 static void ChangeActiveTrap(int, int);
1186 static void InitRobotWheel(int, int);
1187 static void RunRobotWheel(int, int);
1188 static void StopRobotWheel(int, int);
1190 static void InitTimegateWheel(int, int);
1191 static void RunTimegateWheel(int, int);
1193 static void InitMagicBallDelay(int, int);
1194 static void ActivateMagicBall(int, int);
1196 struct ChangingElementInfo
1201 void (*pre_change_function)(int x, int y);
1202 void (*change_function)(int x, int y);
1203 void (*post_change_function)(int x, int y);
1206 static struct ChangingElementInfo change_delay_list[] =
1241 EL_STEEL_EXIT_OPENING,
1249 EL_STEEL_EXIT_CLOSING,
1250 EL_STEEL_EXIT_CLOSED,
1277 EL_EM_STEEL_EXIT_OPENING,
1278 EL_EM_STEEL_EXIT_OPEN,
1285 EL_EM_STEEL_EXIT_CLOSING,
1289 EL_EM_STEEL_EXIT_CLOSED,
1313 EL_SWITCHGATE_OPENING,
1321 EL_SWITCHGATE_CLOSING,
1322 EL_SWITCHGATE_CLOSED,
1329 EL_TIMEGATE_OPENING,
1337 EL_TIMEGATE_CLOSING,
1346 EL_ACID_SPLASH_LEFT,
1354 EL_ACID_SPLASH_RIGHT,
1363 EL_SP_BUGGY_BASE_ACTIVATING,
1370 EL_SP_BUGGY_BASE_ACTIVATING,
1371 EL_SP_BUGGY_BASE_ACTIVE,
1378 EL_SP_BUGGY_BASE_ACTIVE,
1402 EL_ROBOT_WHEEL_ACTIVE,
1410 EL_TIMEGATE_SWITCH_ACTIVE,
1418 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1419 EL_DC_TIMEGATE_SWITCH,
1426 EL_EMC_MAGIC_BALL_ACTIVE,
1427 EL_EMC_MAGIC_BALL_ACTIVE,
1434 EL_EMC_SPRING_BUMPER_ACTIVE,
1435 EL_EMC_SPRING_BUMPER,
1442 EL_DIAGONAL_SHRINKING,
1450 EL_DIAGONAL_GROWING,
1471 int push_delay_fixed, push_delay_random;
1475 { EL_SPRING, 0, 0 },
1476 { EL_BALLOON, 0, 0 },
1478 { EL_SOKOBAN_OBJECT, 2, 0 },
1479 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1480 { EL_SATELLITE, 2, 0 },
1481 { EL_SP_DISK_YELLOW, 2, 0 },
1483 { EL_UNDEFINED, 0, 0 },
1491 move_stepsize_list[] =
1493 { EL_AMOEBA_DROP, 2 },
1494 { EL_AMOEBA_DROPPING, 2 },
1495 { EL_QUICKSAND_FILLING, 1 },
1496 { EL_QUICKSAND_EMPTYING, 1 },
1497 { EL_QUICKSAND_FAST_FILLING, 2 },
1498 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1499 { EL_MAGIC_WALL_FILLING, 2 },
1500 { EL_MAGIC_WALL_EMPTYING, 2 },
1501 { EL_BD_MAGIC_WALL_FILLING, 2 },
1502 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1503 { EL_DC_MAGIC_WALL_FILLING, 2 },
1504 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1506 { EL_UNDEFINED, 0 },
1514 collect_count_list[] =
1517 { EL_BD_DIAMOND, 1 },
1518 { EL_EMERALD_YELLOW, 1 },
1519 { EL_EMERALD_RED, 1 },
1520 { EL_EMERALD_PURPLE, 1 },
1522 { EL_SP_INFOTRON, 1 },
1526 { EL_UNDEFINED, 0 },
1534 access_direction_list[] =
1536 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1537 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1538 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1539 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1540 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1541 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1542 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1543 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1544 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1545 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1546 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1548 { EL_SP_PORT_LEFT, MV_RIGHT },
1549 { EL_SP_PORT_RIGHT, MV_LEFT },
1550 { EL_SP_PORT_UP, MV_DOWN },
1551 { EL_SP_PORT_DOWN, MV_UP },
1552 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1553 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1554 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1555 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1556 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1557 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1558 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1559 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1560 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1561 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1562 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1563 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1564 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1565 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1566 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1568 { EL_UNDEFINED, MV_NONE }
1571 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1573 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1574 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1575 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1576 IS_JUST_CHANGING(x, y))
1578 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1580 /* static variables for playfield scan mode (scanning forward or backward) */
1581 static int playfield_scan_start_x = 0;
1582 static int playfield_scan_start_y = 0;
1583 static int playfield_scan_delta_x = 1;
1584 static int playfield_scan_delta_y = 1;
1586 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1587 (y) >= 0 && (y) <= lev_fieldy - 1; \
1588 (y) += playfield_scan_delta_y) \
1589 for ((x) = playfield_scan_start_x; \
1590 (x) >= 0 && (x) <= lev_fieldx - 1; \
1591 (x) += playfield_scan_delta_x)
1594 void DEBUG_SetMaximumDynamite()
1598 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1599 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1600 local_player->inventory_element[local_player->inventory_size++] =
1605 static void InitPlayfieldScanModeVars()
1607 if (game.use_reverse_scan_direction)
1609 playfield_scan_start_x = lev_fieldx - 1;
1610 playfield_scan_start_y = lev_fieldy - 1;
1612 playfield_scan_delta_x = -1;
1613 playfield_scan_delta_y = -1;
1617 playfield_scan_start_x = 0;
1618 playfield_scan_start_y = 0;
1620 playfield_scan_delta_x = 1;
1621 playfield_scan_delta_y = 1;
1625 static void InitPlayfieldScanMode(int mode)
1627 game.use_reverse_scan_direction =
1628 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1630 InitPlayfieldScanModeVars();
1633 static int get_move_delay_from_stepsize(int move_stepsize)
1636 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1638 /* make sure that stepsize value is always a power of 2 */
1639 move_stepsize = (1 << log_2(move_stepsize));
1641 return TILEX / move_stepsize;
1644 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1647 int player_nr = player->index_nr;
1648 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1649 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1651 /* do no immediately change move delay -- the player might just be moving */
1652 player->move_delay_value_next = move_delay;
1654 /* information if player can move must be set separately */
1655 player->cannot_move = cannot_move;
1659 player->move_delay = game.initial_move_delay[player_nr];
1660 player->move_delay_value = game.initial_move_delay_value[player_nr];
1662 player->move_delay_value_next = -1;
1664 player->move_delay_reset_counter = 0;
1668 void GetPlayerConfig()
1670 GameFrameDelay = setup.game_frame_delay;
1672 if (!audio.sound_available)
1673 setup.sound_simple = FALSE;
1675 if (!audio.loops_available)
1676 setup.sound_loops = FALSE;
1678 if (!audio.music_available)
1679 setup.sound_music = FALSE;
1681 if (!video.fullscreen_available)
1682 setup.fullscreen = FALSE;
1684 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1686 SetAudioMode(setup.sound);
1690 int GetElementFromGroupElement(int element)
1692 if (IS_GROUP_ELEMENT(element))
1694 struct ElementGroupInfo *group = element_info[element].group;
1695 int last_anim_random_frame = gfx.anim_random_frame;
1698 if (group->choice_mode == ANIM_RANDOM)
1699 gfx.anim_random_frame = RND(group->num_elements_resolved);
1701 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1702 group->choice_mode, 0,
1705 if (group->choice_mode == ANIM_RANDOM)
1706 gfx.anim_random_frame = last_anim_random_frame;
1708 group->choice_pos++;
1710 element = group->element_resolved[element_pos];
1716 static void InitPlayerField(int x, int y, int element, boolean init_game)
1718 if (element == EL_SP_MURPHY)
1722 if (stored_player[0].present)
1724 Feld[x][y] = EL_SP_MURPHY_CLONE;
1730 stored_player[0].initial_element = element;
1731 stored_player[0].use_murphy = TRUE;
1733 if (!level.use_artwork_element[0])
1734 stored_player[0].artwork_element = EL_SP_MURPHY;
1737 Feld[x][y] = EL_PLAYER_1;
1743 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1744 int jx = player->jx, jy = player->jy;
1746 player->present = TRUE;
1748 player->block_last_field = (element == EL_SP_MURPHY ?
1749 level.sp_block_last_field :
1750 level.block_last_field);
1752 /* ---------- initialize player's last field block delay --------------- */
1754 /* always start with reliable default value (no adjustment needed) */
1755 player->block_delay_adjustment = 0;
1757 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1758 if (player->block_last_field && element == EL_SP_MURPHY)
1759 player->block_delay_adjustment = 1;
1761 /* special case 2: in game engines before 3.1.1, blocking was different */
1762 if (game.use_block_last_field_bug)
1763 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1765 if (!options.network || player->connected)
1767 player->active = TRUE;
1769 /* remove potentially duplicate players */
1770 if (StorePlayer[jx][jy] == Feld[x][y])
1771 StorePlayer[jx][jy] = 0;
1773 StorePlayer[x][y] = Feld[x][y];
1777 printf("Player %d activated.\n", player->element_nr);
1778 printf("[Local player is %d and currently %s.]\n",
1779 local_player->element_nr,
1780 local_player->active ? "active" : "not active");
1784 Feld[x][y] = EL_EMPTY;
1786 player->jx = player->last_jx = x;
1787 player->jy = player->last_jy = y;
1790 #if USE_PLAYER_REANIMATION
1793 int player_nr = GET_PLAYER_NR(element);
1794 struct PlayerInfo *player = &stored_player[player_nr];
1796 if (player->active && player->killed)
1797 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1802 static void InitField(int x, int y, boolean init_game)
1804 int element = Feld[x][y];
1813 InitPlayerField(x, y, element, init_game);
1816 case EL_SOKOBAN_FIELD_PLAYER:
1817 element = Feld[x][y] = EL_PLAYER_1;
1818 InitField(x, y, init_game);
1820 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1821 InitField(x, y, init_game);
1824 case EL_SOKOBAN_FIELD_EMPTY:
1825 local_player->sokobanfields_still_needed++;
1829 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1830 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1831 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1832 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1833 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1834 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1835 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1836 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1837 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1838 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1847 case EL_SPACESHIP_RIGHT:
1848 case EL_SPACESHIP_UP:
1849 case EL_SPACESHIP_LEFT:
1850 case EL_SPACESHIP_DOWN:
1851 case EL_BD_BUTTERFLY:
1852 case EL_BD_BUTTERFLY_RIGHT:
1853 case EL_BD_BUTTERFLY_UP:
1854 case EL_BD_BUTTERFLY_LEFT:
1855 case EL_BD_BUTTERFLY_DOWN:
1857 case EL_BD_FIREFLY_RIGHT:
1858 case EL_BD_FIREFLY_UP:
1859 case EL_BD_FIREFLY_LEFT:
1860 case EL_BD_FIREFLY_DOWN:
1861 case EL_PACMAN_RIGHT:
1863 case EL_PACMAN_LEFT:
1864 case EL_PACMAN_DOWN:
1866 case EL_YAMYAM_LEFT:
1867 case EL_YAMYAM_RIGHT:
1869 case EL_YAMYAM_DOWN:
1870 case EL_DARK_YAMYAM:
1873 case EL_SP_SNIKSNAK:
1874 case EL_SP_ELECTRON:
1883 case EL_AMOEBA_FULL:
1888 case EL_AMOEBA_DROP:
1889 if (y == lev_fieldy - 1)
1891 Feld[x][y] = EL_AMOEBA_GROWING;
1892 Store[x][y] = EL_AMOEBA_WET;
1896 case EL_DYNAMITE_ACTIVE:
1897 case EL_SP_DISK_RED_ACTIVE:
1898 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1899 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1900 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1901 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1902 MovDelay[x][y] = 96;
1905 case EL_EM_DYNAMITE_ACTIVE:
1906 MovDelay[x][y] = 32;
1910 local_player->lights_still_needed++;
1914 local_player->friends_still_needed++;
1919 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1922 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1923 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1924 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1925 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1926 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1927 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1928 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1929 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1930 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1931 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1932 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1933 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1936 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1937 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1938 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1940 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1942 game.belt_dir[belt_nr] = belt_dir;
1943 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1945 else /* more than one switch -- set it like the first switch */
1947 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1952 #if !USE_BOTH_SWITCHGATE_SWITCHES
1953 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
1955 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
1958 case EL_DC_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
1960 Feld[x][y] = EL_DC_SWITCHGATE_SWITCH_UP;
1964 case EL_LIGHT_SWITCH_ACTIVE:
1966 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1969 case EL_INVISIBLE_STEELWALL:
1970 case EL_INVISIBLE_WALL:
1971 case EL_INVISIBLE_SAND:
1972 if (game.light_time_left > 0 ||
1973 game.lenses_time_left > 0)
1974 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1977 case EL_EMC_MAGIC_BALL:
1978 if (game.ball_state)
1979 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1982 case EL_EMC_MAGIC_BALL_SWITCH:
1983 if (game.ball_state)
1984 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1987 case EL_TRIGGER_PLAYER:
1988 case EL_TRIGGER_ELEMENT:
1989 case EL_TRIGGER_CE_VALUE:
1990 case EL_TRIGGER_CE_SCORE:
1992 case EL_ANY_ELEMENT:
1993 case EL_CURRENT_CE_VALUE:
1994 case EL_CURRENT_CE_SCORE:
2011 /* reference elements should not be used on the playfield */
2012 Feld[x][y] = EL_EMPTY;
2016 if (IS_CUSTOM_ELEMENT(element))
2018 if (CAN_MOVE(element))
2021 #if USE_NEW_CUSTOM_VALUE
2022 if (!element_info[element].use_last_ce_value || init_game)
2023 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
2026 else if (IS_GROUP_ELEMENT(element))
2028 Feld[x][y] = GetElementFromGroupElement(element);
2030 InitField(x, y, init_game);
2037 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2040 static inline void InitField_WithBug1(int x, int y, boolean init_game)
2042 InitField(x, y, init_game);
2044 /* not needed to call InitMovDir() -- already done by InitField()! */
2045 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2046 CAN_MOVE(Feld[x][y]))
2050 static inline void InitField_WithBug2(int x, int y, boolean init_game)
2052 int old_element = Feld[x][y];
2054 InitField(x, y, init_game);
2056 /* not needed to call InitMovDir() -- already done by InitField()! */
2057 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2058 CAN_MOVE(old_element) &&
2059 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2062 /* this case is in fact a combination of not less than three bugs:
2063 first, it calls InitMovDir() for elements that can move, although this is
2064 already done by InitField(); then, it checks the element that was at this
2065 field _before_ the call to InitField() (which can change it); lastly, it
2066 was not called for "mole with direction" elements, which were treated as
2067 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2073 static int get_key_element_from_nr(int key_nr)
2075 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2076 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2077 EL_EM_KEY_1 : EL_KEY_1);
2079 return key_base_element + key_nr;
2082 static int get_next_dropped_element(struct PlayerInfo *player)
2084 return (player->inventory_size > 0 ?
2085 player->inventory_element[player->inventory_size - 1] :
2086 player->inventory_infinite_element != EL_UNDEFINED ?
2087 player->inventory_infinite_element :
2088 player->dynabombs_left > 0 ?
2089 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2093 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2095 /* pos >= 0: get element from bottom of the stack;
2096 pos < 0: get element from top of the stack */
2100 int min_inventory_size = -pos;
2101 int inventory_pos = player->inventory_size - min_inventory_size;
2102 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2104 return (player->inventory_size >= min_inventory_size ?
2105 player->inventory_element[inventory_pos] :
2106 player->inventory_infinite_element != EL_UNDEFINED ?
2107 player->inventory_infinite_element :
2108 player->dynabombs_left >= min_dynabombs_left ?
2109 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2114 int min_dynabombs_left = pos + 1;
2115 int min_inventory_size = pos + 1 - player->dynabombs_left;
2116 int inventory_pos = pos - player->dynabombs_left;
2118 return (player->inventory_infinite_element != EL_UNDEFINED ?
2119 player->inventory_infinite_element :
2120 player->dynabombs_left >= min_dynabombs_left ?
2121 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2122 player->inventory_size >= min_inventory_size ?
2123 player->inventory_element[inventory_pos] :
2128 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2130 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2131 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2134 if (gpo1->sort_priority != gpo2->sort_priority)
2135 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2137 compare_result = gpo1->nr - gpo2->nr;
2139 return compare_result;
2142 void InitGameControlValues()
2146 for (i = 0; game_panel_controls[i].nr != -1; i++)
2148 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2149 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2150 struct TextPosInfo *pos = gpc->pos;
2152 int type = gpc->type;
2156 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2157 Error(ERR_EXIT, "this should not happen -- please debug");
2160 /* force update of game controls after initialization */
2161 gpc->value = gpc->last_value = -1;
2162 gpc->frame = gpc->last_frame = -1;
2163 gpc->gfx_frame = -1;
2165 /* determine panel value width for later calculation of alignment */
2166 if (type == TYPE_INTEGER || type == TYPE_STRING)
2168 pos->width = pos->size * getFontWidth(pos->font);
2169 pos->height = getFontHeight(pos->font);
2171 else if (type == TYPE_ELEMENT)
2173 pos->width = pos->size;
2174 pos->height = pos->size;
2177 /* fill structure for game panel draw order */
2179 gpo->sort_priority = pos->sort_priority;
2182 /* sort game panel controls according to sort_priority and control number */
2183 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2184 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2187 void UpdatePlayfieldElementCount()
2189 boolean use_element_count = FALSE;
2192 /* first check if it is needed at all to calculate playfield element count */
2193 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2194 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2195 use_element_count = TRUE;
2197 if (!use_element_count)
2200 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2201 element_info[i].element_count = 0;
2203 SCAN_PLAYFIELD(x, y)
2205 element_info[Feld[x][y]].element_count++;
2208 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2209 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2210 if (IS_IN_GROUP(j, i))
2211 element_info[EL_GROUP_START + i].element_count +=
2212 element_info[j].element_count;
2215 void UpdateGameControlValues()
2218 int time = (local_player->LevelSolved ?
2219 local_player->LevelSolved_CountingTime :
2220 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2221 level.native_em_level->lev->time :
2222 level.time == 0 ? TimePlayed : TimeLeft);
2223 int score = (local_player->LevelSolved ?
2224 local_player->LevelSolved_CountingScore :
2225 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2226 level.native_em_level->lev->score :
2227 local_player->score);
2228 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2229 level.native_em_level->lev->required :
2230 local_player->gems_still_needed);
2231 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2232 level.native_em_level->lev->required > 0 :
2233 local_player->gems_still_needed > 0 ||
2234 local_player->sokobanfields_still_needed > 0 ||
2235 local_player->lights_still_needed > 0);
2237 UpdatePlayfieldElementCount();
2239 /* update game panel control values */
2241 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2242 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2244 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2245 for (i = 0; i < MAX_NUM_KEYS; i++)
2246 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2247 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2248 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2250 if (game.centered_player_nr == -1)
2252 for (i = 0; i < MAX_PLAYERS; i++)
2254 for (k = 0; k < MAX_NUM_KEYS; k++)
2256 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2258 if (level.native_em_level->ply[i]->keys & (1 << k))
2259 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2260 get_key_element_from_nr(k);
2262 else if (stored_player[i].key[k])
2263 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2264 get_key_element_from_nr(k);
2267 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2268 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2269 level.native_em_level->ply[i]->dynamite;
2271 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2272 stored_player[i].inventory_size;
2274 if (stored_player[i].num_white_keys > 0)
2275 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2278 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2279 stored_player[i].num_white_keys;
2284 int player_nr = game.centered_player_nr;
2286 for (k = 0; k < MAX_NUM_KEYS; k++)
2288 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2290 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2291 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2292 get_key_element_from_nr(k);
2294 else if (stored_player[player_nr].key[k])
2295 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2296 get_key_element_from_nr(k);
2299 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2300 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2301 level.native_em_level->ply[player_nr]->dynamite;
2303 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2304 stored_player[player_nr].inventory_size;
2306 if (stored_player[player_nr].num_white_keys > 0)
2307 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2309 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2310 stored_player[player_nr].num_white_keys;
2313 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2315 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2316 get_inventory_element_from_pos(local_player, i);
2317 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2318 get_inventory_element_from_pos(local_player, -i - 1);
2321 game_panel_controls[GAME_PANEL_SCORE].value = score;
2322 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2324 game_panel_controls[GAME_PANEL_TIME].value = time;
2326 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2327 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2328 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2330 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2331 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2333 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2334 local_player->shield_normal_time_left;
2335 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2336 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2338 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2339 local_player->shield_deadly_time_left;
2341 game_panel_controls[GAME_PANEL_EXIT].value =
2342 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2344 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2345 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2346 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2347 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2348 EL_EMC_MAGIC_BALL_SWITCH);
2350 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2351 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2352 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2353 game.light_time_left;
2355 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2356 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2357 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2358 game.timegate_time_left;
2360 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2361 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2363 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2364 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2365 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2366 game.lenses_time_left;
2368 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2369 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2370 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2371 game.magnify_time_left;
2373 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2374 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2375 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2376 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2377 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2378 EL_BALLOON_SWITCH_NONE);
2380 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2381 local_player->dynabomb_count;
2382 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2383 local_player->dynabomb_size;
2384 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2385 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2387 game_panel_controls[GAME_PANEL_PENGUINS].value =
2388 local_player->friends_still_needed;
2390 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2391 local_player->sokobanfields_still_needed;
2392 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2393 local_player->sokobanfields_still_needed;
2395 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2396 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2398 for (i = 0; i < NUM_BELTS; i++)
2400 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2401 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2402 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2403 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2404 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2407 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2408 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2409 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2410 game.magic_wall_time_left;
2412 #if USE_PLAYER_GRAVITY
2413 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2414 local_player->gravity;
2416 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value = game.gravity;
2419 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2420 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2422 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2423 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2424 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2425 game.panel.element[i].id : EL_UNDEFINED);
2427 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2428 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2429 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2430 element_info[game.panel.element_count[i].id].element_count : 0);
2432 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2433 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2434 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2435 element_info[game.panel.ce_score[i].id].collect_score : 0);
2437 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2438 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2439 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2440 element_info[game.panel.ce_score_element[i].id].collect_score :
2443 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2444 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2445 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2447 /* update game panel control frames */
2449 for (i = 0; game_panel_controls[i].nr != -1; i++)
2451 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2453 if (gpc->type == TYPE_ELEMENT)
2455 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2457 int last_anim_random_frame = gfx.anim_random_frame;
2458 int element = gpc->value;
2459 int graphic = el2panelimg(element);
2461 if (gpc->value != gpc->last_value)
2464 gpc->gfx_random = INIT_GFX_RANDOM();
2470 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2471 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2472 gpc->gfx_random = INIT_GFX_RANDOM();
2475 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2476 gfx.anim_random_frame = gpc->gfx_random;
2478 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2479 gpc->gfx_frame = element_info[element].collect_score;
2481 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2484 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2485 gfx.anim_random_frame = last_anim_random_frame;
2491 void DisplayGameControlValues()
2493 boolean redraw_panel = FALSE;
2496 for (i = 0; game_panel_controls[i].nr != -1; i++)
2498 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2500 if (PANEL_DEACTIVATED(gpc->pos))
2503 if (gpc->value == gpc->last_value &&
2504 gpc->frame == gpc->last_frame)
2507 redraw_panel = TRUE;
2513 /* copy default game door content to main double buffer */
2514 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
2515 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
2517 /* redraw game control buttons */
2519 RedrawGameButtons();
2525 game_status = GAME_MODE_PSEUDO_PANEL;
2528 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2530 for (i = 0; game_panel_controls[i].nr != -1; i++)
2534 int nr = game_panel_order[i].nr;
2535 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2537 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2540 struct TextPosInfo *pos = gpc->pos;
2541 int type = gpc->type;
2542 int value = gpc->value;
2543 int frame = gpc->frame;
2545 int last_value = gpc->last_value;
2546 int last_frame = gpc->last_frame;
2548 int size = pos->size;
2549 int font = pos->font;
2550 boolean draw_masked = pos->draw_masked;
2551 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2553 if (PANEL_DEACTIVATED(pos))
2557 if (value == last_value && frame == last_frame)
2561 gpc->last_value = value;
2562 gpc->last_frame = frame;
2565 printf("::: value %d changed from %d to %d\n", nr, last_value, value);
2568 if (type == TYPE_INTEGER)
2570 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2571 nr == GAME_PANEL_TIME)
2573 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2575 if (use_dynamic_size) /* use dynamic number of digits */
2577 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2578 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2579 int size2 = size1 + 1;
2580 int font1 = pos->font;
2581 int font2 = pos->font_alt;
2583 size = (value < value_change ? size1 : size2);
2584 font = (value < value_change ? font1 : font2);
2587 /* clear background if value just changed its size (dynamic digits) */
2588 if ((last_value < value_change) != (value < value_change))
2590 int width1 = size1 * getFontWidth(font1);
2591 int width2 = size2 * getFontWidth(font2);
2592 int max_width = MAX(width1, width2);
2593 int max_height = MAX(getFontHeight(font1), getFontHeight(font2));
2595 pos->width = max_width;
2597 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2598 max_width, max_height);
2605 /* correct text size if "digits" is zero or less */
2607 size = strlen(int2str(value, size));
2609 /* dynamically correct text alignment */
2610 pos->width = size * getFontWidth(font);
2613 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2614 int2str(value, size), font, mask_mode);
2616 else if (type == TYPE_ELEMENT)
2618 int element, graphic;
2622 int dst_x = PANEL_XPOS(pos);
2623 int dst_y = PANEL_YPOS(pos);
2626 if (value != EL_UNDEFINED && value != EL_EMPTY)
2629 graphic = el2panelimg(value);
2631 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2634 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2638 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2641 width = graphic_info[graphic].width * size / TILESIZE;
2642 height = graphic_info[graphic].height * size / TILESIZE;
2646 SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
2647 dst_x - src_x, dst_y - src_y);
2648 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2653 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2658 if (value == EL_UNDEFINED || value == EL_EMPTY)
2660 element = (last_value == EL_UNDEFINED ? EL_EMPTY : last_value);
2661 graphic = el2panelimg(element);
2663 src_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
2664 src_x = DOOR_GFX_PAGEX5 + ALIGNED_TEXT_XPOS(pos);
2665 src_y = DOOR_GFX_PAGEY1 + ALIGNED_TEXT_YPOS(pos);
2670 graphic = el2panelimg(value);
2672 getSizedGraphicSource(graphic, frame, size, &src_bitmap, &src_x,&src_y);
2675 width = graphic_info[graphic].width * size / TILESIZE;
2676 height = graphic_info[graphic].height * size / TILESIZE;
2678 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height, dst_x, dst_y);
2681 else if (type == TYPE_STRING)
2683 boolean active = (value != 0);
2684 char *state_normal = "off";
2685 char *state_active = "on";
2686 char *state = (active ? state_active : state_normal);
2687 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2688 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2689 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2690 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2692 if (nr == GAME_PANEL_GRAVITY_STATE)
2694 int font1 = pos->font; /* (used for normal state) */
2695 int font2 = pos->font_alt; /* (used for active state) */
2697 int size1 = strlen(state_normal);
2698 int size2 = strlen(state_active);
2699 int width1 = size1 * getFontWidth(font1);
2700 int width2 = size2 * getFontWidth(font2);
2701 int max_width = MAX(width1, width2);
2702 int max_height = MAX(getFontHeight(font1), getFontHeight(font2));
2704 pos->width = max_width;
2706 /* clear background for values that may have changed its size */
2707 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2708 max_width, max_height);
2711 font = (active ? font2 : font1);
2721 /* don't truncate output if "chars" is zero or less */
2724 /* dynamically correct text alignment */
2725 pos->width = size * getFontWidth(font);
2729 s_cut = getStringCopyN(s, size);
2731 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2732 s_cut, font, mask_mode);
2738 redraw_mask |= REDRAW_DOOR_1;
2741 game_status = GAME_MODE_PLAYING;
2744 void UpdateAndDisplayGameControlValues()
2746 if (tape.warp_forward)
2749 UpdateGameControlValues();
2750 DisplayGameControlValues();
2753 void DrawGameValue_Emeralds(int value)
2755 struct TextPosInfo *pos = &game.panel.gems;
2757 int font_nr = pos->font;
2759 int font_nr = FONT_TEXT_2;
2761 int font_width = getFontWidth(font_nr);
2762 int chars = pos->size;
2765 return; /* !!! USE NEW STUFF !!! */
2768 if (PANEL_DEACTIVATED(pos))
2771 pos->width = chars * font_width;
2773 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2776 void DrawGameValue_Dynamite(int value)
2778 struct TextPosInfo *pos = &game.panel.inventory_count;
2780 int font_nr = pos->font;
2782 int font_nr = FONT_TEXT_2;
2784 int font_width = getFontWidth(font_nr);
2785 int chars = pos->size;
2788 return; /* !!! USE NEW STUFF !!! */
2791 if (PANEL_DEACTIVATED(pos))
2794 pos->width = chars * font_width;
2796 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2799 void DrawGameValue_Score(int value)
2801 struct TextPosInfo *pos = &game.panel.score;
2803 int font_nr = pos->font;
2805 int font_nr = FONT_TEXT_2;
2807 int font_width = getFontWidth(font_nr);
2808 int chars = pos->size;
2811 return; /* !!! USE NEW STUFF !!! */
2814 if (PANEL_DEACTIVATED(pos))
2817 pos->width = chars * font_width;
2819 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2822 void DrawGameValue_Time(int value)
2824 struct TextPosInfo *pos = &game.panel.time;
2825 static int last_value = -1;
2828 int chars = pos->size;
2830 int font1_nr = pos->font;
2831 int font2_nr = pos->font_alt;
2833 int font1_nr = FONT_TEXT_2;
2834 int font2_nr = FONT_TEXT_1;
2836 int font_nr = font1_nr;
2837 boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
2840 return; /* !!! USE NEW STUFF !!! */
2843 if (PANEL_DEACTIVATED(pos))
2846 if (use_dynamic_chars) /* use dynamic number of chars */
2848 chars = (value < 1000 ? chars1 : chars2);
2849 font_nr = (value < 1000 ? font1_nr : font2_nr);
2852 /* clear background if value just changed its size (dynamic chars only) */
2853 if (use_dynamic_chars && (last_value < 1000) != (value < 1000))
2855 int width1 = chars1 * getFontWidth(font1_nr);
2856 int width2 = chars2 * getFontWidth(font2_nr);
2857 int max_width = MAX(width1, width2);
2858 int max_height = MAX(getFontHeight(font1_nr), getFontHeight(font2_nr));
2860 pos->width = max_width;
2862 ClearRectangleOnBackground(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2863 max_width, max_height);
2866 pos->width = chars * getFontWidth(font_nr);
2868 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2873 void DrawGameValue_Level(int value)
2875 struct TextPosInfo *pos = &game.panel.level_number;
2878 int chars = pos->size;
2880 int font1_nr = pos->font;
2881 int font2_nr = pos->font_alt;
2883 int font1_nr = FONT_TEXT_2;
2884 int font2_nr = FONT_TEXT_1;
2886 int font_nr = font1_nr;
2887 boolean use_dynamic_chars = (chars == -1 ? TRUE : FALSE);
2890 return; /* !!! USE NEW STUFF !!! */
2893 if (PANEL_DEACTIVATED(pos))
2896 if (use_dynamic_chars) /* use dynamic number of chars */
2898 chars = (level_nr < 100 ? chars1 : chars2);
2899 font_nr = (level_nr < 100 ? font1_nr : font2_nr);
2902 pos->width = chars * getFontWidth(font_nr);
2904 DrawText(PANEL_XPOS(pos), PANEL_YPOS(pos), int2str(value, chars), font_nr);
2907 void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
2910 struct TextPosInfo *pos = &game.panel.keys;
2913 int base_key_graphic = EL_KEY_1;
2918 return; /* !!! USE NEW STUFF !!! */
2922 if (PANEL_DEACTIVATED(pos))
2927 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2928 base_key_graphic = EL_EM_KEY_1;
2932 pos->width = 4 * MINI_TILEX;
2936 for (i = 0; i < MAX_NUM_KEYS; i++)
2938 /* currently only 4 of 8 possible keys are displayed */
2939 for (i = 0; i < STD_NUM_KEYS; i++)
2943 struct TextPosInfo *pos = &game.panel.key[i];
2945 int src_x = DOOR_GFX_PAGEX5 + 18 + (i % 4) * MINI_TILEX;
2946 int src_y = DOOR_GFX_PAGEY1 + 123;
2948 int dst_x = PANEL_XPOS(pos);
2949 int dst_y = PANEL_YPOS(pos);
2951 int dst_x = PANEL_XPOS(pos) + i * MINI_TILEX;
2952 int dst_y = PANEL_YPOS(pos);
2956 int element = (i >= STD_NUM_KEYS ? EL_EMC_KEY_5 - 4 :
2957 level.game_engine_type == GAME_ENGINE_TYPE_EM ? EL_EM_KEY_1 :
2959 int graphic = el2edimg(element);
2963 if (PANEL_DEACTIVATED(pos))
2968 /* masked blit with tiles from half-size scaled bitmap does not work yet
2969 (no mask bitmap created for these sizes after loading and scaling) --
2970 solution: load without creating mask, scale, then create final mask */
2972 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
2973 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
2978 int graphic = el2edimg(base_key_graphic + i);
2983 getMiniGraphicSource(graphic, &src_bitmap, &src_x, &src_y);
2985 SetClipOrigin(src_bitmap, src_bitmap->stored_clip_gc,
2986 dst_x - src_x, dst_y - src_y);
2987 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, MINI_TILEX, MINI_TILEY,
2993 DrawMiniGraphicExt(drawto, dst_x, dst_y, graphic);
2995 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
2996 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
2999 DrawMiniGraphicExt(drawto, dst_x, dst_y, el2edimg(base_key_graphic + i));
3001 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto, src_x, src_y,
3002 MINI_TILEX, MINI_TILEY, dst_x, dst_y);
3010 void DrawGameValue_Emeralds(int value)
3012 int font_nr = FONT_TEXT_2;
3013 int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
3015 if (PANEL_DEACTIVATED(game.panel.gems))
3018 DrawText(DX_EMERALDS + xpos, DY_EMERALDS, int2str(value, 3), font_nr);
3021 void DrawGameValue_Dynamite(int value)
3023 int font_nr = FONT_TEXT_2;
3024 int xpos = (3 * 14 - 3 * getFontWidth(font_nr)) / 2;
3026 if (PANEL_DEACTIVATED(game.panel.inventory_count))
3029 DrawText(DX_DYNAMITE + xpos, DY_DYNAMITE, int2str(value, 3), font_nr);
3032 void DrawGameValue_Score(int value)
3034 int font_nr = FONT_TEXT_2;
3035 int xpos = (5 * 14 - 5 * getFontWidth(font_nr)) / 2;
3037 if (PANEL_DEACTIVATED(game.panel.score))
3040 DrawText(DX_SCORE + xpos, DY_SCORE, int2str(value, 5), font_nr);
3043 void DrawGameValue_Time(int value)
3045 int font1_nr = FONT_TEXT_2;
3047 int font2_nr = FONT_TEXT_1;
3049 int font2_nr = FONT_LEVEL_NUMBER;
3051 int xpos3 = (3 * 14 - 3 * getFontWidth(font1_nr)) / 2;
3052 int xpos4 = (4 * 10 - 4 * getFontWidth(font2_nr)) / 2;
3054 if (PANEL_DEACTIVATED(game.panel.time))
3057 /* clear background if value just changed its size */
3058 if (value == 999 || value == 1000)
3059 ClearRectangleOnBackground(drawto, DX_TIME1, DY_TIME, 14 * 3, 14);
3062 DrawText(DX_TIME1 + xpos3, DY_TIME, int2str(value, 3), font1_nr);
3064 DrawText(DX_TIME2 + xpos4, DY_TIME, int2str(value, 4), font2_nr);
3067 void DrawGameValue_Level(int value)
3069 int font1_nr = FONT_TEXT_2;
3071 int font2_nr = FONT_TEXT_1;
3073 int font2_nr = FONT_LEVEL_NUMBER;
3076 if (PANEL_DEACTIVATED(game.panel.level))
3080 DrawText(DX_LEVEL1, DY_LEVEL, int2str(value, 2), font1_nr);
3082 DrawText(DX_LEVEL2, DY_LEVEL, int2str(value, 3), font2_nr);
3085 void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
3087 int base_key_graphic = EL_KEY_1;
3090 if (PANEL_DEACTIVATED(game.panel.keys))
3093 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3094 base_key_graphic = EL_EM_KEY_1;
3096 /* currently only 4 of 8 possible keys are displayed */
3097 for (i = 0; i < STD_NUM_KEYS; i++)
3099 int x = XX_KEYS + i * MINI_TILEX;
3103 DrawMiniGraphicExt(drawto, DX + x,DY + y, el2edimg(base_key_graphic + i));
3105 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
3106 DOOR_GFX_PAGEX5 + x, y, MINI_TILEX, MINI_TILEY, DX + x,DY + y);
3112 void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
3115 int key[MAX_NUM_KEYS];
3118 /* prevent EM engine from updating time/score values parallel to GameWon() */
3119 if (level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3120 local_player->LevelSolved)
3123 for (i = 0; i < MAX_NUM_KEYS; i++)
3124 key[i] = key_bits & (1 << i);
3126 DrawGameValue_Level(level_nr);
3128 DrawGameValue_Emeralds(emeralds);
3129 DrawGameValue_Dynamite(dynamite);
3130 DrawGameValue_Score(score);
3131 DrawGameValue_Time(time);
3133 DrawGameValue_Keys(key);
3136 void UpdateGameDoorValues()
3138 UpdateGameControlValues();
3141 void DrawGameDoorValues()
3143 DisplayGameControlValues();
3146 void DrawGameDoorValues_OLD()
3148 int time_value = (level.time == 0 ? TimePlayed : TimeLeft);
3149 int dynamite_value = 0;
3150 int score_value = (local_player->LevelSolved ? local_player->score_final :
3151 local_player->score);
3152 int gems_value = local_player->gems_still_needed;
3156 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
3158 DrawGameDoorValues_EM();
3163 if (game.centered_player_nr == -1)
3165 for (i = 0; i < MAX_PLAYERS; i++)
3167 for (j = 0; j < MAX_NUM_KEYS; j++)
3168 if (stored_player[i].key[j])
3169 key_bits |= (1 << j);
3171 dynamite_value += stored_player[i].inventory_size;
3176 int player_nr = game.centered_player_nr;
3178 for (i = 0; i < MAX_NUM_KEYS; i++)
3179 if (stored_player[player_nr].key[i])
3180 key_bits |= (1 << i);
3182 dynamite_value = stored_player[player_nr].inventory_size;
3185 DrawAllGameValues(gems_value, dynamite_value, score_value, time_value,
3191 =============================================================================
3193 -----------------------------------------------------------------------------
3194 initialize game engine due to level / tape version number
3195 =============================================================================
3198 static void InitGameEngine()
3200 int i, j, k, l, x, y;
3202 /* set game engine from tape file when re-playing, else from level file */
3203 game.engine_version = (tape.playing ? tape.engine_version :
3204 level.game_version);
3206 /* ---------------------------------------------------------------------- */
3207 /* set flags for bugs and changes according to active game engine version */
3208 /* ---------------------------------------------------------------------- */
3211 Summary of bugfix/change:
3212 Fixed handling for custom elements that change when pushed by the player.
3214 Fixed/changed in version:
3218 Before 3.1.0, custom elements that "change when pushing" changed directly
3219 after the player started pushing them (until then handled in "DigField()").
3220 Since 3.1.0, these custom elements are not changed until the "pushing"
3221 move of the element is finished (now handled in "ContinueMoving()").
3223 Affected levels/tapes:
3224 The first condition is generally needed for all levels/tapes before version
3225 3.1.0, which might use the old behaviour before it was changed; known tapes
3226 that are affected are some tapes from the level set "Walpurgis Gardens" by
3228 The second condition is an exception from the above case and is needed for
3229 the special case of tapes recorded with game (not engine!) version 3.1.0 or
3230 above (including some development versions of 3.1.0), but before it was
3231 known that this change would break tapes like the above and was fixed in
3232 3.1.1, so that the changed behaviour was active although the engine version
3233 while recording maybe was before 3.1.0. There is at least one tape that is
3234 affected by this exception, which is the tape for the one-level set "Bug
3235 Machine" by Juergen Bonhagen.
3238 game.use_change_when_pushing_bug =
3239 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3241 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
3242 tape.game_version < VERSION_IDENT(3,1,1,0)));
3245 Summary of bugfix/change:
3246 Fixed handling for blocking the field the player leaves when moving.
3248 Fixed/changed in version:
3252 Before 3.1.1, when "block last field when moving" was enabled, the field
3253 the player is leaving when moving was blocked for the time of the move,
3254 and was directly unblocked afterwards. This resulted in the last field
3255 being blocked for exactly one less than the number of frames of one player
3256 move. Additionally, even when blocking was disabled, the last field was
3257 blocked for exactly one frame.
3258 Since 3.1.1, due to changes in player movement handling, the last field
3259 is not blocked at all when blocking is disabled. When blocking is enabled,
3260 the last field is blocked for exactly the number of frames of one player
3261 move. Additionally, if the player is Murphy, the hero of Supaplex, the
3262 last field is blocked for exactly one more than the number of frames of
3265 Affected levels/tapes:
3266 (!!! yet to be determined -- probably many !!!)
3269 game.use_block_last_field_bug =
3270 (game.engine_version < VERSION_IDENT(3,1,1,0));
3273 Summary of bugfix/change:
3274 Changed behaviour of CE changes with multiple changes per single frame.
3276 Fixed/changed in version:
3280 Before 3.2.0-6, only one single CE change was allowed in each engine frame.
3281 This resulted in race conditions where CEs seem to behave strange in some
3282 situations (where triggered CE changes were just skipped because there was
3283 already a CE change on that tile in the playfield in that engine frame).
3284 Since 3.2.0-6, this was changed to allow up to MAX_NUM_CHANGES_PER_FRAME.
3285 (The number of changes per frame must be limited in any case, because else
3286 it is easily possible to define CE changes that would result in an infinite
3287 loop, causing the whole game to freeze. The MAX_NUM_CHANGES_PER_FRAME value
3288 should be set large enough so that it would only be reached in cases where
3289 the corresponding CE change conditions run into a loop. Therefore, it seems
3290 to be reasonable to set MAX_NUM_CHANGES_PER_FRAME to the same value as the
3291 maximal number of change pages for custom elements.)
3293 Affected levels/tapes:
3297 #if USE_ONLY_ONE_CHANGE_PER_FRAME
3298 game.max_num_changes_per_frame = 1;
3300 game.max_num_changes_per_frame =
3301 (game.engine_version < VERSION_IDENT(3,2,0,6) ? 1 : 32);
3304 /* ---------------------------------------------------------------------- */
3306 /* default scan direction: scan playfield from top/left to bottom/right */
3307 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
3309 /* dynamically adjust element properties according to game engine version */
3310 InitElementPropertiesEngine(game.engine_version);
3313 printf("level %d: level version == %06d\n", level_nr, level.game_version);
3314 printf(" tape version == %06d [%s] [file: %06d]\n",
3315 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
3317 printf(" => game.engine_version == %06d\n", game.engine_version);
3320 /* ---------- initialize player's initial move delay --------------------- */
3322 /* dynamically adjust player properties according to level information */
3323 for (i = 0; i < MAX_PLAYERS; i++)
3324 game.initial_move_delay_value[i] =
3325 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
3327 /* dynamically adjust player properties according to game engine version */
3328 for (i = 0; i < MAX_PLAYERS; i++)
3329 game.initial_move_delay[i] =
3330 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
3331 game.initial_move_delay_value[i] : 0);
3333 /* ---------- initialize player's initial push delay --------------------- */
3335 /* dynamically adjust player properties according to game engine version */
3336 game.initial_push_delay_value =
3337 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
3339 /* ---------- initialize changing elements ------------------------------- */
3341 /* initialize changing elements information */
3342 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3344 struct ElementInfo *ei = &element_info[i];
3346 /* this pointer might have been changed in the level editor */
3347 ei->change = &ei->change_page[0];
3349 if (!IS_CUSTOM_ELEMENT(i))
3351 ei->change->target_element = EL_EMPTY_SPACE;
3352 ei->change->delay_fixed = 0;
3353 ei->change->delay_random = 0;
3354 ei->change->delay_frames = 1;
3357 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3359 ei->has_change_event[j] = FALSE;
3361 ei->event_page_nr[j] = 0;
3362 ei->event_page[j] = &ei->change_page[0];
3366 /* add changing elements from pre-defined list */
3367 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
3369 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
3370 struct ElementInfo *ei = &element_info[ch_delay->element];
3372 ei->change->target_element = ch_delay->target_element;
3373 ei->change->delay_fixed = ch_delay->change_delay;
3375 ei->change->pre_change_function = ch_delay->pre_change_function;
3376 ei->change->change_function = ch_delay->change_function;
3377 ei->change->post_change_function = ch_delay->post_change_function;
3379 ei->change->can_change = TRUE;
3380 ei->change->can_change_or_has_action = TRUE;
3382 ei->has_change_event[CE_DELAY] = TRUE;
3384 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3385 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3388 /* ---------- initialize internal run-time variables --------------------- */
3390 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3392 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3394 for (j = 0; j < ei->num_change_pages; j++)
3396 ei->change_page[j].can_change_or_has_action =
3397 (ei->change_page[j].can_change |
3398 ei->change_page[j].has_action);
3402 /* add change events from custom element configuration */
3403 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3405 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3407 for (j = 0; j < ei->num_change_pages; j++)
3409 if (!ei->change_page[j].can_change_or_has_action)
3412 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3414 /* only add event page for the first page found with this event */
3415 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3417 ei->has_change_event[k] = TRUE;
3419 ei->event_page_nr[k] = j;
3420 ei->event_page[k] = &ei->change_page[j];
3427 /* ---------- initialize reference elements in change conditions --------- */
3429 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3431 int element = EL_CUSTOM_START + i;
3432 struct ElementInfo *ei = &element_info[element];
3434 for (j = 0; j < ei->num_change_pages; j++)
3436 int trigger_element = ei->change_page[j].initial_trigger_element;
3438 if (trigger_element >= EL_PREV_CE_8 &&
3439 trigger_element <= EL_NEXT_CE_8)
3440 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3442 ei->change_page[j].trigger_element = trigger_element;
3447 /* ---------- initialize run-time trigger player and element ------------- */
3449 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3451 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3453 for (j = 0; j < ei->num_change_pages; j++)
3455 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3456 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3457 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3458 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3459 ei->change_page[j].actual_trigger_ce_value = 0;
3460 ei->change_page[j].actual_trigger_ce_score = 0;
3464 /* ---------- initialize trigger events ---------------------------------- */
3466 /* initialize trigger events information */
3467 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3468 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3469 trigger_events[i][j] = FALSE;
3471 /* add trigger events from element change event properties */
3472 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3474 struct ElementInfo *ei = &element_info[i];
3476 for (j = 0; j < ei->num_change_pages; j++)
3478 if (!ei->change_page[j].can_change_or_has_action)
3481 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3483 int trigger_element = ei->change_page[j].trigger_element;
3485 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3487 if (ei->change_page[j].has_event[k])
3489 if (IS_GROUP_ELEMENT(trigger_element))
3491 struct ElementGroupInfo *group =
3492 element_info[trigger_element].group;
3494 for (l = 0; l < group->num_elements_resolved; l++)
3495 trigger_events[group->element_resolved[l]][k] = TRUE;
3497 else if (trigger_element == EL_ANY_ELEMENT)
3498 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3499 trigger_events[l][k] = TRUE;
3501 trigger_events[trigger_element][k] = TRUE;
3508 /* ---------- initialize push delay -------------------------------------- */
3510 /* initialize push delay values to default */
3511 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3513 if (!IS_CUSTOM_ELEMENT(i))
3515 /* set default push delay values (corrected since version 3.0.7-1) */
3516 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3518 element_info[i].push_delay_fixed = 2;
3519 element_info[i].push_delay_random = 8;
3523 element_info[i].push_delay_fixed = 8;
3524 element_info[i].push_delay_random = 8;
3529 /* set push delay value for certain elements from pre-defined list */
3530 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3532 int e = push_delay_list[i].element;
3534 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3535 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3538 /* set push delay value for Supaplex elements for newer engine versions */
3539 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3541 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3543 if (IS_SP_ELEMENT(i))
3545 /* set SP push delay to just enough to push under a falling zonk */
3546 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3548 element_info[i].push_delay_fixed = delay;
3549 element_info[i].push_delay_random = 0;
3554 /* ---------- initialize move stepsize ----------------------------------- */
3556 /* initialize move stepsize values to default */
3557 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3558 if (!IS_CUSTOM_ELEMENT(i))
3559 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3561 /* set move stepsize value for certain elements from pre-defined list */
3562 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3564 int e = move_stepsize_list[i].element;
3566 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3569 /* ---------- initialize collect score ----------------------------------- */
3571 /* initialize collect score values for custom elements from initial value */
3572 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3573 if (IS_CUSTOM_ELEMENT(i))
3574 element_info[i].collect_score = element_info[i].collect_score_initial;
3576 /* ---------- initialize collect count ----------------------------------- */
3578 /* initialize collect count values for non-custom elements */
3579 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3580 if (!IS_CUSTOM_ELEMENT(i))
3581 element_info[i].collect_count_initial = 0;
3583 /* add collect count values for all elements from pre-defined list */
3584 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3585 element_info[collect_count_list[i].element].collect_count_initial =
3586 collect_count_list[i].count;
3588 /* ---------- initialize access direction -------------------------------- */
3590 /* initialize access direction values to default (access from every side) */
3591 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3592 if (!IS_CUSTOM_ELEMENT(i))
3593 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3595 /* set access direction value for certain elements from pre-defined list */
3596 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3597 element_info[access_direction_list[i].element].access_direction =
3598 access_direction_list[i].direction;
3600 /* ---------- initialize explosion content ------------------------------- */
3601 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3603 if (IS_CUSTOM_ELEMENT(i))
3606 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3608 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3610 element_info[i].content.e[x][y] =
3611 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3612 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3613 i == EL_PLAYER_3 ? EL_EMERALD :
3614 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3615 i == EL_MOLE ? EL_EMERALD_RED :
3616 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3617 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3618 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3619 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3620 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3621 i == EL_WALL_EMERALD ? EL_EMERALD :
3622 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3623 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3624 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3625 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3626 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3627 i == EL_WALL_PEARL ? EL_PEARL :
3628 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3633 /* ---------- initialize recursion detection ------------------------------ */
3634 recursion_loop_depth = 0;
3635 recursion_loop_detected = FALSE;
3636 recursion_loop_element = EL_UNDEFINED;
3638 /* ---------- initialize graphics engine ---------------------------------- */
3639 game.scroll_delay_value =
3640 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3641 setup.scroll_delay ? setup.scroll_delay_value : 0);
3642 game.scroll_delay_value =
3643 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3646 int get_num_special_action(int element, int action_first, int action_last)
3648 int num_special_action = 0;
3651 for (i = action_first; i <= action_last; i++)
3653 boolean found = FALSE;
3655 for (j = 0; j < NUM_DIRECTIONS; j++)
3656 if (el_act_dir2img(element, i, j) !=
3657 el_act_dir2img(element, ACTION_DEFAULT, j))
3661 num_special_action++;
3666 return num_special_action;
3671 =============================================================================
3673 -----------------------------------------------------------------------------
3674 initialize and start new game
3675 =============================================================================
3680 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3681 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3682 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3684 boolean do_fading = (game_status == GAME_MODE_MAIN);
3687 int initial_move_dir = MV_DOWN;
3689 int initial_move_dir = MV_NONE;
3693 game_status = GAME_MODE_PLAYING;
3696 InitGameControlValues();
3698 /* don't play tapes over network */
3699 network_playing = (options.network && !tape.playing);
3701 for (i = 0; i < MAX_PLAYERS; i++)
3703 struct PlayerInfo *player = &stored_player[i];
3705 player->index_nr = i;
3706 player->index_bit = (1 << i);
3707 player->element_nr = EL_PLAYER_1 + i;
3709 player->present = FALSE;
3710 player->active = FALSE;
3711 player->killed = FALSE;
3712 player->reanimated = FALSE;
3715 player->effective_action = 0;
3716 player->programmed_action = 0;
3719 player->score_final = 0;
3721 player->gems_still_needed = level.gems_needed;
3722 player->sokobanfields_still_needed = 0;
3723 player->lights_still_needed = 0;
3724 player->friends_still_needed = 0;
3726 for (j = 0; j < MAX_NUM_KEYS; j++)
3727 player->key[j] = FALSE;
3729 player->num_white_keys = 0;
3731 player->dynabomb_count = 0;
3732 player->dynabomb_size = 1;
3733 player->dynabombs_left = 0;
3734 player->dynabomb_xl = FALSE;
3736 player->MovDir = initial_move_dir;
3739 player->GfxDir = initial_move_dir;
3740 player->GfxAction = ACTION_DEFAULT;
3742 player->StepFrame = 0;
3744 player->initial_element = player->element_nr;
3745 player->artwork_element =
3746 (level.use_artwork_element[i] ? level.artwork_element[i] :
3747 player->element_nr);
3748 player->use_murphy = FALSE;
3750 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3751 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3753 player->gravity = level.initial_player_gravity[i];
3755 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3757 player->actual_frame_counter = 0;
3759 player->step_counter = 0;
3761 player->last_move_dir = initial_move_dir;
3763 player->is_active = FALSE;
3765 player->is_waiting = FALSE;
3766 player->is_moving = FALSE;
3767 player->is_auto_moving = FALSE;
3768 player->is_digging = FALSE;
3769 player->is_snapping = FALSE;
3770 player->is_collecting = FALSE;
3771 player->is_pushing = FALSE;
3772 player->is_switching = FALSE;
3773 player->is_dropping = FALSE;
3774 player->is_dropping_pressed = FALSE;
3776 player->is_bored = FALSE;
3777 player->is_sleeping = FALSE;
3779 player->frame_counter_bored = -1;
3780 player->frame_counter_sleeping = -1;
3782 player->anim_delay_counter = 0;
3783 player->post_delay_counter = 0;
3785 player->dir_waiting = initial_move_dir;
3786 player->action_waiting = ACTION_DEFAULT;
3787 player->last_action_waiting = ACTION_DEFAULT;
3788 player->special_action_bored = ACTION_DEFAULT;
3789 player->special_action_sleeping = ACTION_DEFAULT;
3791 player->switch_x = -1;
3792 player->switch_y = -1;
3794 player->drop_x = -1;
3795 player->drop_y = -1;
3797 player->show_envelope = 0;
3799 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3801 player->push_delay = -1; /* initialized when pushing starts */
3802 player->push_delay_value = game.initial_push_delay_value;
3804 player->drop_delay = 0;
3805 player->drop_pressed_delay = 0;
3807 player->last_jx = -1;
3808 player->last_jy = -1;
3812 player->shield_normal_time_left = 0;
3813 player->shield_deadly_time_left = 0;
3815 player->inventory_infinite_element = EL_UNDEFINED;
3816 player->inventory_size = 0;
3818 if (level.use_initial_inventory[i])
3820 for (j = 0; j < level.initial_inventory_size[i]; j++)
3822 int element = level.initial_inventory_content[i][j];
3823 int collect_count = element_info[element].collect_count_initial;
3826 if (!IS_CUSTOM_ELEMENT(element))
3829 if (collect_count == 0)
3830 player->inventory_infinite_element = element;
3832 for (k = 0; k < collect_count; k++)
3833 if (player->inventory_size < MAX_INVENTORY_SIZE)
3834 player->inventory_element[player->inventory_size++] = element;
3838 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3839 SnapField(player, 0, 0);
3841 player->LevelSolved = FALSE;
3842 player->GameOver = FALSE;
3844 player->LevelSolved_GameWon = FALSE;
3845 player->LevelSolved_GameEnd = FALSE;
3846 player->LevelSolved_PanelOff = FALSE;
3847 player->LevelSolved_SaveTape = FALSE;
3848 player->LevelSolved_SaveScore = FALSE;
3849 player->LevelSolved_CountingTime = 0;
3850 player->LevelSolved_CountingScore = 0;
3853 network_player_action_received = FALSE;
3855 #if defined(NETWORK_AVALIABLE)
3856 /* initial null action */
3857 if (network_playing)
3858 SendToServer_MovePlayer(MV_NONE);
3867 TimeLeft = level.time;
3870 ScreenMovDir = MV_NONE;
3874 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3876 AllPlayersGone = FALSE;
3878 game.yamyam_content_nr = 0;
3879 game.robot_wheel_active = FALSE;
3880 game.magic_wall_active = FALSE;
3881 game.magic_wall_time_left = 0;
3882 game.light_time_left = 0;
3883 game.timegate_time_left = 0;
3884 game.switchgate_pos = 0;
3885 game.wind_direction = level.wind_direction_initial;
3887 #if !USE_PLAYER_GRAVITY
3888 game.gravity = FALSE;
3889 game.explosions_delayed = TRUE;
3892 game.lenses_time_left = 0;
3893 game.magnify_time_left = 0;
3895 game.ball_state = level.ball_state_initial;
3896 game.ball_content_nr = 0;
3898 game.envelope_active = FALSE;
3900 /* set focus to local player for network games, else to all players */
3901 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3902 game.centered_player_nr_next = game.centered_player_nr;
3903 game.set_centered_player = FALSE;
3905 if (network_playing && tape.recording)
3907 /* store client dependent player focus when recording network games */
3908 tape.centered_player_nr_next = game.centered_player_nr_next;
3909 tape.set_centered_player = TRUE;
3912 for (i = 0; i < NUM_BELTS; i++)
3914 game.belt_dir[i] = MV_NONE;
3915 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3918 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3919 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3921 SCAN_PLAYFIELD(x, y)
3923 Feld[x][y] = level.field[x][y];
3924 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3925 ChangeDelay[x][y] = 0;
3926 ChangePage[x][y] = -1;
3927 #if USE_NEW_CUSTOM_VALUE
3928 CustomValue[x][y] = 0; /* initialized in InitField() */
3930 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3932 WasJustMoving[x][y] = 0;
3933 WasJustFalling[x][y] = 0;
3934 CheckCollision[x][y] = 0;
3935 CheckImpact[x][y] = 0;
3937 Pushed[x][y] = FALSE;
3939 ChangeCount[x][y] = 0;
3940 ChangeEvent[x][y] = -1;
3942 ExplodePhase[x][y] = 0;
3943 ExplodeDelay[x][y] = 0;
3944 ExplodeField[x][y] = EX_TYPE_NONE;
3946 RunnerVisit[x][y] = 0;
3947 PlayerVisit[x][y] = 0;
3950 GfxRandom[x][y] = INIT_GFX_RANDOM();
3951 GfxElement[x][y] = EL_UNDEFINED;
3952 GfxAction[x][y] = ACTION_DEFAULT;
3953 GfxDir[x][y] = MV_NONE;
3954 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3957 SCAN_PLAYFIELD(x, y)
3959 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3961 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3963 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3966 InitField(x, y, TRUE);
3968 ResetGfxAnimation(x, y);
3973 for (i = 0; i < MAX_PLAYERS; i++)
3975 struct PlayerInfo *player = &stored_player[i];
3977 /* set number of special actions for bored and sleeping animation */
3978 player->num_special_action_bored =
3979 get_num_special_action(player->artwork_element,
3980 ACTION_BORING_1, ACTION_BORING_LAST);
3981 player->num_special_action_sleeping =
3982 get_num_special_action(player->artwork_element,
3983 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3986 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3987 emulate_sb ? EMU_SOKOBAN :
3988 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3990 #if USE_NEW_ALL_SLIPPERY
3991 /* initialize type of slippery elements */
3992 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3994 if (!IS_CUSTOM_ELEMENT(i))
3996 /* default: elements slip down either to the left or right randomly */
3997 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3999 /* SP style elements prefer to slip down on the left side */
4000 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
4001 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
4003 /* BD style elements prefer to slip down on the left side */
4004 if (game.emulation == EMU_BOULDERDASH)
4005 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
4010 /* initialize explosion and ignition delay */
4011 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
4013 if (!IS_CUSTOM_ELEMENT(i))
4016 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
4017 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
4018 game.emulation == EMU_SUPAPLEX ? 3 : 2);
4019 int last_phase = (num_phase + 1) * delay;
4020 int half_phase = (num_phase / 2) * delay;
4022 element_info[i].explosion_delay = last_phase - 1;
4023 element_info[i].ignition_delay = half_phase;
4025 if (i == EL_BLACK_ORB)
4026 element_info[i].ignition_delay = 1;
4030 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
4031 element_info[i].explosion_delay = 1;
4033 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
4034 element_info[i].ignition_delay = 1;
4038 /* correct non-moving belts to start moving left */
4039 for (i = 0; i < NUM_BELTS; i++)
4040 if (game.belt_dir[i] == MV_NONE)
4041 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
4043 #if USE_NEW_PLAYER_ASSIGNMENTS
4044 /* check if any connected player was not found in playfield */
4045 for (i = 0; i < MAX_PLAYERS; i++)
4047 struct PlayerInfo *player = &stored_player[i];
4049 if (player->connected && !player->present)
4051 for (j = 0; j < MAX_PLAYERS; j++)
4053 struct PlayerInfo *some_player = &stored_player[j];
4054 int jx = some_player->jx, jy = some_player->jy;
4056 /* assign first free player found that is present in the playfield */
4057 if (some_player->present && !some_player->connected)
4059 player->present = FALSE;
4060 player->active = FALSE;
4062 some_player->present = TRUE;
4063 some_player->active = TRUE;
4066 player->initial_element = some_player->initial_element;
4067 player->artwork_element = some_player->artwork_element;
4069 player->block_last_field = some_player->block_last_field;
4070 player->block_delay_adjustment = some_player->block_delay_adjustment;
4073 StorePlayer[jx][jy] = some_player->element_nr;
4075 some_player->jx = some_player->last_jx = jx;
4076 some_player->jy = some_player->last_jy = jy;
4078 if (local_player == player)
4079 local_player = some_player;
4089 /* check if any connected player was not found in playfield */
4090 for (i = 0; i < MAX_PLAYERS; i++)
4092 struct PlayerInfo *player = &stored_player[i];
4094 if (player->connected && !player->present)
4096 for (j = 0; j < MAX_PLAYERS; j++)
4098 struct PlayerInfo *some_player = &stored_player[j];
4099 int jx = some_player->jx, jy = some_player->jy;
4101 /* assign first free player found that is present in the playfield */
4102 if (some_player->present && !some_player->connected)
4104 player->present = TRUE;
4105 player->active = TRUE;
4107 some_player->present = FALSE;
4108 some_player->active = FALSE;
4110 player->initial_element = some_player->initial_element;
4111 player->artwork_element = some_player->artwork_element;
4113 player->block_last_field = some_player->block_last_field;
4114 player->block_delay_adjustment = some_player->block_delay_adjustment;
4116 StorePlayer[jx][jy] = player->element_nr;
4118 player->jx = player->last_jx = jx;
4119 player->jy = player->last_jy = jy;
4130 /* when playing a tape, eliminate all players who do not participate */
4132 for (i = 0; i < MAX_PLAYERS; i++)
4134 if (stored_player[i].active && !tape.player_participates[i])
4136 struct PlayerInfo *player = &stored_player[i];
4137 int jx = player->jx, jy = player->jy;
4139 player->active = FALSE;
4140 StorePlayer[jx][jy] = 0;
4141 Feld[jx][jy] = EL_EMPTY;
4145 else if (!options.network && !setup.team_mode) /* && !tape.playing */
4147 /* when in single player mode, eliminate all but the first active player */
4149 for (i = 0; i < MAX_PLAYERS; i++)
4151 if (stored_player[i].active)
4153 for (j = i + 1; j < MAX_PLAYERS; j++)
4155 if (stored_player[j].active)
4157 struct PlayerInfo *player = &stored_player[j];
4158 int jx = player->jx, jy = player->jy;
4160 player->active = FALSE;
4161 player->present = FALSE;
4163 StorePlayer[jx][jy] = 0;
4164 Feld[jx][jy] = EL_EMPTY;
4171 /* when recording the game, store which players take part in the game */
4174 for (i = 0; i < MAX_PLAYERS; i++)
4175 if (stored_player[i].active)
4176 tape.player_participates[i] = TRUE;
4181 for (i = 0; i < MAX_PLAYERS; i++)
4183 struct PlayerInfo *player = &stored_player[i];
4185 printf("Player %d: present == %d, connected == %d, active == %d.\n",
4190 if (local_player == player)
4191 printf("Player %d is local player.\n", i+1);
4195 if (BorderElement == EL_EMPTY)
4198 SBX_Right = lev_fieldx - SCR_FIELDX;
4200 SBY_Lower = lev_fieldy - SCR_FIELDY;
4205 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4207 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4210 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
4211 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4213 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
4214 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4216 /* if local player not found, look for custom element that might create
4217 the player (make some assumptions about the right custom element) */
4218 if (!local_player->present)
4220 int start_x = 0, start_y = 0;
4221 int found_rating = 0;
4222 int found_element = EL_UNDEFINED;
4223 int player_nr = local_player->index_nr;
4225 SCAN_PLAYFIELD(x, y)
4227 int element = Feld[x][y];
4232 if (level.use_start_element[player_nr] &&
4233 level.start_element[player_nr] == element &&
4240 found_element = element;
4243 if (!IS_CUSTOM_ELEMENT(element))
4246 if (CAN_CHANGE(element))
4248 for (i = 0; i < element_info[element].num_change_pages; i++)
4250 /* check for player created from custom element as single target */
4251 content = element_info[element].change_page[i].target_element;
4252 is_player = ELEM_IS_PLAYER(content);
4254 if (is_player && (found_rating < 3 ||
4255 (found_rating == 3 && element < found_element)))
4261 found_element = element;
4266 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4268 /* check for player created from custom element as explosion content */
4269 content = element_info[element].content.e[xx][yy];
4270 is_player = ELEM_IS_PLAYER(content);
4272 if (is_player && (found_rating < 2 ||
4273 (found_rating == 2 && element < found_element)))
4275 start_x = x + xx - 1;
4276 start_y = y + yy - 1;
4279 found_element = element;
4282 if (!CAN_CHANGE(element))
4285 for (i = 0; i < element_info[element].num_change_pages; i++)
4287 /* check for player created from custom element as extended target */
4289 element_info[element].change_page[i].target_content.e[xx][yy];
4291 is_player = ELEM_IS_PLAYER(content);
4293 if (is_player && (found_rating < 1 ||
4294 (found_rating == 1 && element < found_element)))
4296 start_x = x + xx - 1;
4297 start_y = y + yy - 1;
4300 found_element = element;
4306 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
4307 start_x > SBX_Right + MIDPOSX ? SBX_Right :
4310 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
4311 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
4316 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
4317 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
4318 local_player->jx - MIDPOSX);
4320 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
4321 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
4322 local_player->jy - MIDPOSY);
4326 /* do not use PLAYING mask for fading out from main screen */
4327 game_status = GAME_MODE_MAIN;
4332 if (!game.restart_level)
4333 CloseDoor(DOOR_CLOSE_1);
4336 if (level_editor_test_game)
4337 FadeSkipNextFadeIn();
4339 FadeSetEnterScreen();
4341 if (level_editor_test_game)
4342 fading = fading_none;
4344 fading = menu.destination;
4348 FadeOut(REDRAW_FIELD);
4351 FadeOut(REDRAW_FIELD);
4355 game_status = GAME_MODE_PLAYING;
4358 /* !!! FIX THIS (START) !!! */
4359 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4361 InitGameEngine_EM();
4363 /* blit playfield from scroll buffer to normal back buffer for fading in */
4364 BlitScreenToBitmap_EM(backbuffer);
4371 /* after drawing the level, correct some elements */
4372 if (game.timegate_time_left == 0)
4373 CloseAllOpenTimegates();
4375 /* blit playfield from scroll buffer to normal back buffer for fading in */
4376 if (setup.soft_scrolling)
4377 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
4379 redraw_mask |= REDRAW_FROM_BACKBUFFER;
4381 /* !!! FIX THIS (END) !!! */
4384 FadeIn(REDRAW_FIELD);
4387 FadeIn(REDRAW_FIELD);
4392 if (!game.restart_level)
4394 /* copy default game door content to main double buffer */
4395 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
4396 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
4399 SetPanelBackground();
4400 SetDrawBackgroundMask(REDRAW_DOOR_1);
4403 UpdateAndDisplayGameControlValues();
4405 UpdateGameDoorValues();
4406 DrawGameDoorValues();
4409 if (!game.restart_level)
4413 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
4414 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
4415 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
4419 /* copy actual game door content to door double buffer for OpenDoor() */
4420 BlitBitmap(drawto, bitmap_db_door,
4421 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
4423 OpenDoor(DOOR_OPEN_ALL);
4425 PlaySound(SND_GAME_STARTING);
4427 if (setup.sound_music)
4430 KeyboardAutoRepeatOffUnlessAutoplay();
4434 for (i = 0; i < MAX_PLAYERS; i++)
4435 printf("Player %d %sactive.\n",
4436 i + 1, (stored_player[i].active ? "" : "not "));
4447 game.restart_level = FALSE;
4450 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
4452 /* this is used for non-R'n'D game engines to update certain engine values */
4454 /* needed to determine if sounds are played within the visible screen area */
4455 scroll_x = actual_scroll_x;
4456 scroll_y = actual_scroll_y;
4459 void InitMovDir(int x, int y)
4461 int i, element = Feld[x][y];
4462 static int xy[4][2] =
4469 static int direction[3][4] =
4471 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4472 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4473 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4482 Feld[x][y] = EL_BUG;
4483 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4486 case EL_SPACESHIP_RIGHT:
4487 case EL_SPACESHIP_UP:
4488 case EL_SPACESHIP_LEFT:
4489 case EL_SPACESHIP_DOWN:
4490 Feld[x][y] = EL_SPACESHIP;
4491 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4494 case EL_BD_BUTTERFLY_RIGHT:
4495 case EL_BD_BUTTERFLY_UP:
4496 case EL_BD_BUTTERFLY_LEFT:
4497 case EL_BD_BUTTERFLY_DOWN:
4498 Feld[x][y] = EL_BD_BUTTERFLY;
4499 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4502 case EL_BD_FIREFLY_RIGHT:
4503 case EL_BD_FIREFLY_UP:
4504 case EL_BD_FIREFLY_LEFT:
4505 case EL_BD_FIREFLY_DOWN:
4506 Feld[x][y] = EL_BD_FIREFLY;
4507 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4510 case EL_PACMAN_RIGHT:
4512 case EL_PACMAN_LEFT:
4513 case EL_PACMAN_DOWN:
4514 Feld[x][y] = EL_PACMAN;
4515 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4518 case EL_YAMYAM_LEFT:
4519 case EL_YAMYAM_RIGHT:
4521 case EL_YAMYAM_DOWN:
4522 Feld[x][y] = EL_YAMYAM;
4523 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4526 case EL_SP_SNIKSNAK:
4527 MovDir[x][y] = MV_UP;
4530 case EL_SP_ELECTRON:
4531 MovDir[x][y] = MV_LEFT;
4538 Feld[x][y] = EL_MOLE;
4539 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4543 if (IS_CUSTOM_ELEMENT(element))
4545 struct ElementInfo *ei = &element_info[element];
4546 int move_direction_initial = ei->move_direction_initial;
4547 int move_pattern = ei->move_pattern;
4549 if (move_direction_initial == MV_START_PREVIOUS)
4551 if (MovDir[x][y] != MV_NONE)
4554 move_direction_initial = MV_START_AUTOMATIC;
4557 if (move_direction_initial == MV_START_RANDOM)
4558 MovDir[x][y] = 1 << RND(4);
4559 else if (move_direction_initial & MV_ANY_DIRECTION)
4560 MovDir[x][y] = move_direction_initial;
4561 else if (move_pattern == MV_ALL_DIRECTIONS ||
4562 move_pattern == MV_TURNING_LEFT ||
4563 move_pattern == MV_TURNING_RIGHT ||
4564 move_pattern == MV_TURNING_LEFT_RIGHT ||
4565 move_pattern == MV_TURNING_RIGHT_LEFT ||
4566 move_pattern == MV_TURNING_RANDOM)
4567 MovDir[x][y] = 1 << RND(4);
4568 else if (move_pattern == MV_HORIZONTAL)
4569 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4570 else if (move_pattern == MV_VERTICAL)
4571 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4572 else if (move_pattern & MV_ANY_DIRECTION)
4573 MovDir[x][y] = element_info[element].move_pattern;
4574 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4575 move_pattern == MV_ALONG_RIGHT_SIDE)
4577 /* use random direction as default start direction */
4578 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4579 MovDir[x][y] = 1 << RND(4);
4581 for (i = 0; i < NUM_DIRECTIONS; i++)
4583 int x1 = x + xy[i][0];
4584 int y1 = y + xy[i][1];
4586 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4588 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4589 MovDir[x][y] = direction[0][i];
4591 MovDir[x][y] = direction[1][i];
4600 MovDir[x][y] = 1 << RND(4);
4602 if (element != EL_BUG &&
4603 element != EL_SPACESHIP &&
4604 element != EL_BD_BUTTERFLY &&
4605 element != EL_BD_FIREFLY)
4608 for (i = 0; i < NUM_DIRECTIONS; i++)
4610 int x1 = x + xy[i][0];
4611 int y1 = y + xy[i][1];
4613 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4615 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4617 MovDir[x][y] = direction[0][i];
4620 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4621 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4623 MovDir[x][y] = direction[1][i];
4632 GfxDir[x][y] = MovDir[x][y];
4635 void InitAmoebaNr(int x, int y)
4638 int group_nr = AmoebeNachbarNr(x, y);
4642 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4644 if (AmoebaCnt[i] == 0)
4652 AmoebaNr[x][y] = group_nr;
4653 AmoebaCnt[group_nr]++;
4654 AmoebaCnt2[group_nr]++;
4657 static void PlayerWins(struct PlayerInfo *player)
4659 player->LevelSolved = TRUE;
4660 player->GameOver = TRUE;
4662 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4663 level.native_em_level->lev->score : player->score);
4665 player->LevelSolved_CountingTime = (level.time == 0 ? TimePlayed : TimeLeft);
4666 player->LevelSolved_CountingScore = player->score_final;
4671 static int time, time_final;
4672 static int score, score_final;
4673 static int game_over_delay_1 = 0;
4674 static int game_over_delay_2 = 0;
4675 int game_over_delay_value_1 = 50;
4676 int game_over_delay_value_2 = 50;
4678 if (!local_player->LevelSolved_GameWon)
4682 /* do not start end game actions before the player stops moving (to exit) */
4683 if (local_player->MovPos)
4686 local_player->LevelSolved_GameWon = TRUE;
4687 local_player->LevelSolved_SaveTape = tape.recording;
4688 local_player->LevelSolved_SaveScore = !tape.playing;
4690 if (tape.auto_play) /* tape might already be stopped here */
4691 tape.auto_play_level_solved = TRUE;
4697 game_over_delay_1 = game_over_delay_value_1;
4698 game_over_delay_2 = game_over_delay_value_2;
4700 time = time_final = (level.time == 0 ? TimePlayed : TimeLeft);
4701 score = score_final = local_player->score_final;
4706 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4708 else if (level.time == 0 && TimePlayed < 999)
4711 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4714 local_player->score_final = score_final;
4716 if (level_editor_test_game)
4719 score = score_final;
4722 local_player->LevelSolved_CountingTime = time;
4723 local_player->LevelSolved_CountingScore = score;
4725 game_panel_controls[GAME_PANEL_TIME].value = time;
4726 game_panel_controls[GAME_PANEL_SCORE].value = score;
4728 DisplayGameControlValues();
4730 DrawGameValue_Time(time);
4731 DrawGameValue_Score(score);
4735 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4737 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4739 /* close exit door after last player */
4740 if ((AllPlayersGone &&
4741 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4742 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4743 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4744 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4745 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4747 int element = Feld[ExitX][ExitY];
4750 if (element == EL_EM_EXIT_OPEN ||
4751 element == EL_EM_STEEL_EXIT_OPEN)
4758 Feld[ExitX][ExitY] =
4759 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4760 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4761 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4762 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4763 EL_EM_STEEL_EXIT_CLOSING);
4765 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4769 /* player disappears */
4770 DrawLevelField(ExitX, ExitY);
4773 for (i = 0; i < MAX_PLAYERS; i++)
4775 struct PlayerInfo *player = &stored_player[i];
4777 if (player->present)
4779 RemovePlayer(player);
4781 /* player disappears */
4782 DrawLevelField(player->jx, player->jy);
4787 PlaySound(SND_GAME_WINNING);
4790 if (game_over_delay_1 > 0)
4792 game_over_delay_1--;
4797 if (time != time_final)
4799 int time_to_go = ABS(time_final - time);
4800 int time_count_dir = (time < time_final ? +1 : -1);
4801 int time_count_steps = (time_to_go > 100 && time_to_go % 10 == 0 ? 10 : 1);
4803 time += time_count_steps * time_count_dir;
4804 score += time_count_steps * level.score[SC_TIME_BONUS];
4807 local_player->LevelSolved_CountingTime = time;
4808 local_player->LevelSolved_CountingScore = score;
4810 game_panel_controls[GAME_PANEL_TIME].value = time;
4811 game_panel_controls[GAME_PANEL_SCORE].value = score;
4813 DisplayGameControlValues();
4815 DrawGameValue_Time(time);
4816 DrawGameValue_Score(score);
4819 if (time == time_final)
4820 StopSound(SND_GAME_LEVELTIME_BONUS);
4821 else if (setup.sound_loops)
4822 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4824 PlaySound(SND_GAME_LEVELTIME_BONUS);
4829 local_player->LevelSolved_PanelOff = TRUE;
4831 if (game_over_delay_2 > 0)
4833 game_over_delay_2--;
4846 boolean raise_level = FALSE;
4848 local_player->LevelSolved_GameEnd = TRUE;
4850 CloseDoor(DOOR_CLOSE_1);
4852 if (local_player->LevelSolved_SaveTape)
4859 SaveTapeChecked(tape.level_nr); /* ask to save tape */
4861 SaveTape(tape.level_nr); /* ask to save tape */
4865 if (level_editor_test_game)
4867 game_status = GAME_MODE_MAIN;
4870 DrawAndFadeInMainMenu(REDRAW_FIELD);
4878 if (!local_player->LevelSolved_SaveScore)
4881 FadeOut(REDRAW_FIELD);
4884 game_status = GAME_MODE_MAIN;
4886 DrawAndFadeInMainMenu(REDRAW_FIELD);
4891 if (level_nr == leveldir_current->handicap_level)
4893 leveldir_current->handicap_level++;
4894 SaveLevelSetup_SeriesInfo();
4897 if (level_nr < leveldir_current->last_level)
4898 raise_level = TRUE; /* advance to next level */
4900 if ((hi_pos = NewHiScore()) >= 0)
4902 game_status = GAME_MODE_SCORES;
4904 DrawHallOfFame(hi_pos);
4915 FadeOut(REDRAW_FIELD);
4918 game_status = GAME_MODE_MAIN;
4926 DrawAndFadeInMainMenu(REDRAW_FIELD);
4935 LoadScore(level_nr);
4937 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4938 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4941 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4943 if (local_player->score_final > highscore[k].Score)
4945 /* player has made it to the hall of fame */
4947 if (k < MAX_SCORE_ENTRIES - 1)
4949 int m = MAX_SCORE_ENTRIES - 1;
4952 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4953 if (strEqual(setup.player_name, highscore[l].Name))
4955 if (m == k) /* player's new highscore overwrites his old one */
4959 for (l = m; l > k; l--)
4961 strcpy(highscore[l].Name, highscore[l - 1].Name);
4962 highscore[l].Score = highscore[l - 1].Score;
4969 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4970 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4971 highscore[k].Score = local_player->score_final;
4977 else if (!strncmp(setup.player_name, highscore[k].Name,
4978 MAX_PLAYER_NAME_LEN))
4979 break; /* player already there with a higher score */
4985 SaveScore(level_nr);
4990 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4992 int element = Feld[x][y];
4993 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4994 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4995 int horiz_move = (dx != 0);
4996 int sign = (horiz_move ? dx : dy);
4997 int step = sign * element_info[element].move_stepsize;
4999 /* special values for move stepsize for spring and things on conveyor belt */
5002 if (CAN_FALL(element) &&
5003 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
5004 step = sign * MOVE_STEPSIZE_NORMAL / 2;
5005 else if (element == EL_SPRING)
5006 step = sign * MOVE_STEPSIZE_NORMAL * 2;
5012 inline static int getElementMoveStepsize(int x, int y)
5014 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
5017 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
5019 if (player->GfxAction != action || player->GfxDir != dir)
5022 printf("Player frame reset! (%d => %d, %d => %d)\n",
5023 player->GfxAction, action, player->GfxDir, dir);
5026 player->GfxAction = action;
5027 player->GfxDir = dir;
5029 player->StepFrame = 0;
5033 #if USE_GFX_RESET_GFX_ANIMATION
5034 static void ResetGfxFrame(int x, int y, boolean redraw)
5036 int element = Feld[x][y];
5037 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5038 int last_gfx_frame = GfxFrame[x][y];
5040 if (graphic_info[graphic].anim_global_sync)
5041 GfxFrame[x][y] = FrameCounter;
5042 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5043 GfxFrame[x][y] = CustomValue[x][y];
5044 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5045 GfxFrame[x][y] = element_info[element].collect_score;
5046 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
5047 GfxFrame[x][y] = ChangeDelay[x][y];
5049 if (redraw && GfxFrame[x][y] != last_gfx_frame)
5050 DrawLevelGraphicAnimation(x, y, graphic);
5054 static void ResetGfxAnimation(int x, int y)
5056 GfxAction[x][y] = ACTION_DEFAULT;
5057 GfxDir[x][y] = MovDir[x][y];
5060 #if USE_GFX_RESET_GFX_ANIMATION
5061 ResetGfxFrame(x, y, FALSE);
5065 static void ResetRandomAnimationValue(int x, int y)
5067 GfxRandom[x][y] = INIT_GFX_RANDOM();
5070 void InitMovingField(int x, int y, int direction)
5072 int element = Feld[x][y];
5073 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5074 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5077 boolean is_moving_before, is_moving_after;
5079 boolean continues_moving = (WasJustMoving[x][y] && direction == MovDir[x][y]);
5082 /* check if element was/is moving or being moved before/after mode change */
5085 is_moving_before = (WasJustMoving[x][y] != 0);
5087 /* (!!! this does not work -- WasJustMoving is NOT a boolean value !!!) */
5088 is_moving_before = WasJustMoving[x][y];
5091 is_moving_before = (getElementMoveStepsizeExt(x, y, MovDir[x][y]) != 0);
5093 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
5095 /* reset animation only for moving elements which change direction of moving
5096 or which just started or stopped moving
5097 (else CEs with property "can move" / "not moving" are reset each frame) */
5098 #if USE_GFX_RESET_ONLY_WHEN_MOVING
5100 if (is_moving_before != is_moving_after ||
5101 direction != MovDir[x][y])
5102 ResetGfxAnimation(x, y);
5104 if ((is_moving_before || is_moving_after) && !continues_moving)
5105 ResetGfxAnimation(x, y);
5108 if (!continues_moving)
5109 ResetGfxAnimation(x, y);
5112 MovDir[x][y] = direction;
5113 GfxDir[x][y] = direction;
5115 #if USE_GFX_RESET_ONLY_WHEN_MOVING
5116 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
5117 direction == MV_DOWN && CAN_FALL(element) ?
5118 ACTION_FALLING : ACTION_MOVING);
5120 GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
5121 ACTION_FALLING : ACTION_MOVING);
5124 /* this is needed for CEs with property "can move" / "not moving" */
5126 if (is_moving_after)
5128 if (Feld[newx][newy] == EL_EMPTY)
5129 Feld[newx][newy] = EL_BLOCKED;
5131 MovDir[newx][newy] = MovDir[x][y];
5133 #if USE_NEW_CUSTOM_VALUE
5134 CustomValue[newx][newy] = CustomValue[x][y];
5137 GfxFrame[newx][newy] = GfxFrame[x][y];
5138 GfxRandom[newx][newy] = GfxRandom[x][y];
5139 GfxAction[newx][newy] = GfxAction[x][y];
5140 GfxDir[newx][newy] = GfxDir[x][y];
5144 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
5146 int direction = MovDir[x][y];
5147 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
5148 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5154 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5156 int oldx = x, oldy = y;
5157 int direction = MovDir[x][y];
5159 if (direction == MV_LEFT)
5161 else if (direction == MV_RIGHT)
5163 else if (direction == MV_UP)
5165 else if (direction == MV_DOWN)
5168 *comes_from_x = oldx;
5169 *comes_from_y = oldy;
5172 int MovingOrBlocked2Element(int x, int y)
5174 int element = Feld[x][y];
5176 if (element == EL_BLOCKED)
5180 Blocked2Moving(x, y, &oldx, &oldy);
5181 return Feld[oldx][oldy];
5187 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5189 /* like MovingOrBlocked2Element(), but if element is moving
5190 and (x,y) is the field the moving element is just leaving,
5191 return EL_BLOCKED instead of the element value */
5192 int element = Feld[x][y];
5194 if (IS_MOVING(x, y))
5196 if (element == EL_BLOCKED)
5200 Blocked2Moving(x, y, &oldx, &oldy);
5201 return Feld[oldx][oldy];
5210 static void RemoveField(int x, int y)
5212 Feld[x][y] = EL_EMPTY;
5218 #if USE_NEW_CUSTOM_VALUE
5219 CustomValue[x][y] = 0;
5223 ChangeDelay[x][y] = 0;
5224 ChangePage[x][y] = -1;
5225 Pushed[x][y] = FALSE;
5228 ExplodeField[x][y] = EX_TYPE_NONE;
5231 GfxElement[x][y] = EL_UNDEFINED;
5232 GfxAction[x][y] = ACTION_DEFAULT;
5233 GfxDir[x][y] = MV_NONE;
5235 /* !!! this would prevent the removed tile from being redrawn !!! */
5236 GfxRedraw[x][y] = GFX_REDRAW_NONE;
5240 void RemoveMovingField(int x, int y)
5242 int oldx = x, oldy = y, newx = x, newy = y;
5243 int element = Feld[x][y];
5244 int next_element = EL_UNDEFINED;
5246 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5249 if (IS_MOVING(x, y))
5251 Moving2Blocked(x, y, &newx, &newy);
5253 if (Feld[newx][newy] != EL_BLOCKED)
5255 /* element is moving, but target field is not free (blocked), but
5256 already occupied by something different (example: acid pool);
5257 in this case, only remove the moving field, but not the target */
5259 RemoveField(oldx, oldy);
5261 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5263 TEST_DrawLevelField(oldx, oldy);
5268 else if (element == EL_BLOCKED)
5270 Blocked2Moving(x, y, &oldx, &oldy);
5271 if (!IS_MOVING(oldx, oldy))
5275 if (element == EL_BLOCKED &&
5276 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5277 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5278 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5279 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5280 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5281 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5282 next_element = get_next_element(Feld[oldx][oldy]);
5284 RemoveField(oldx, oldy);
5285 RemoveField(newx, newy);
5287 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5289 if (next_element != EL_UNDEFINED)
5290 Feld[oldx][oldy] = next_element;
5292 TEST_DrawLevelField(oldx, oldy);
5293 TEST_DrawLevelField(newx, newy);
5296 void DrawDynamite(int x, int y)
5298 int sx = SCREENX(x), sy = SCREENY(y);
5299 int graphic = el2img(Feld[x][y]);
5302 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5305 if (IS_WALKABLE_INSIDE(Back[x][y]))
5309 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5310 else if (Store[x][y])
5311 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5313 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5315 if (Back[x][y] || Store[x][y])
5316 DrawGraphicThruMask(sx, sy, graphic, frame);
5318 DrawGraphic(sx, sy, graphic, frame);
5321 void CheckDynamite(int x, int y)
5323 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
5327 if (MovDelay[x][y] != 0)
5330 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5336 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5341 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5343 boolean num_checked_players = 0;
5346 for (i = 0; i < MAX_PLAYERS; i++)
5348 if (stored_player[i].active)
5350 int sx = stored_player[i].jx;
5351 int sy = stored_player[i].jy;
5353 if (num_checked_players == 0)
5360 *sx1 = MIN(*sx1, sx);
5361 *sy1 = MIN(*sy1, sy);
5362 *sx2 = MAX(*sx2, sx);
5363 *sy2 = MAX(*sy2, sy);
5366 num_checked_players++;
5371 static boolean checkIfAllPlayersFitToScreen_RND()
5373 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5375 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5377 return (sx2 - sx1 < SCR_FIELDX &&
5378 sy2 - sy1 < SCR_FIELDY);
5381 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5383 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5385 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5387 *sx = (sx1 + sx2) / 2;
5388 *sy = (sy1 + sy2) / 2;
5391 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5392 boolean center_screen, boolean quick_relocation)
5394 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5395 boolean no_delay = (tape.warp_forward);
5396 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5397 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5399 if (quick_relocation)
5401 int offset = game.scroll_delay_value;
5403 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
5405 if (!level.shifted_relocation || center_screen)
5407 /* quick relocation (without scrolling), with centering of screen */
5409 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
5410 x > SBX_Right + MIDPOSX ? SBX_Right :
5413 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5414 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5419 /* quick relocation (without scrolling), but do not center screen */
5421 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
5422 old_x > SBX_Right + MIDPOSX ? SBX_Right :
5425 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5426 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5429 int offset_x = x + (scroll_x - center_scroll_x);
5430 int offset_y = y + (scroll_y - center_scroll_y);
5432 scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5433 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5434 offset_x - MIDPOSX);
5436 scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5437 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5438 offset_y - MIDPOSY);
5443 /* quick relocation (without scrolling), inside visible screen area */
5445 if ((move_dir == MV_LEFT && scroll_x > x - MIDPOSX + offset) ||
5446 (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset))
5447 scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset);
5449 if ((move_dir == MV_UP && scroll_y > y - MIDPOSY + offset) ||
5450 (move_dir == MV_DOWN && scroll_y < y - MIDPOSY - offset))
5451 scroll_y = y - MIDPOSY + (scroll_y < y - MIDPOSY ? -offset : +offset);
5453 /* don't scroll over playfield boundaries */
5454 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
5455 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
5457 /* don't scroll over playfield boundaries */
5458 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
5459 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
5462 RedrawPlayfield(TRUE, 0,0,0,0);
5467 int scroll_xx, scroll_yy;
5469 if (!level.shifted_relocation || center_screen)
5471 /* visible relocation (with scrolling), with centering of screen */
5473 scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
5474 x > SBX_Right + MIDPOSX ? SBX_Right :
5477 scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5478 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5483 /* visible relocation (with scrolling), but do not center screen */
5485 int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
5486 old_x > SBX_Right + MIDPOSX ? SBX_Right :
5489 int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5490 old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5493 int offset_x = x + (scroll_x - center_scroll_x);
5494 int offset_y = y + (scroll_y - center_scroll_y);
5496 scroll_xx = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
5497 offset_x > SBX_Right + MIDPOSX ? SBX_Right :
5498 offset_x - MIDPOSX);
5500 scroll_yy = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
5501 offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
5502 offset_y - MIDPOSY);
5507 /* visible relocation (with scrolling), with centering of screen */
5509 int scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
5510 x > SBX_Right + MIDPOSX ? SBX_Right :
5513 int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
5514 y > SBY_Lower + MIDPOSY ? SBY_Lower :
5518 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5520 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
5523 int fx = FX, fy = FY;
5525 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
5526 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
5528 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5534 fx += dx * TILEX / 2;
5535 fy += dy * TILEY / 2;
5537 ScrollLevel(dx, dy);
5540 /* scroll in two steps of half tile size to make things smoother */
5541 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5543 Delay(wait_delay_value);
5545 /* scroll second step to align at full tile size */
5547 Delay(wait_delay_value);
5552 Delay(wait_delay_value);
5556 void RelocatePlayer(int jx, int jy, int el_player_raw)
5558 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5559 int player_nr = GET_PLAYER_NR(el_player);
5560 struct PlayerInfo *player = &stored_player[player_nr];
5561 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5562 boolean no_delay = (tape.warp_forward);
5563 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5564 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5565 int old_jx = player->jx;
5566 int old_jy = player->jy;
5567 int old_element = Feld[old_jx][old_jy];
5568 int element = Feld[jx][jy];
5569 boolean player_relocated = (old_jx != jx || old_jy != jy);
5571 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5572 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5573 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5574 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5575 int leave_side_horiz = move_dir_horiz;
5576 int leave_side_vert = move_dir_vert;
5577 int enter_side = enter_side_horiz | enter_side_vert;
5578 int leave_side = leave_side_horiz | leave_side_vert;
5580 if (player->GameOver) /* do not reanimate dead player */
5583 if (!player_relocated) /* no need to relocate the player */
5586 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5588 RemoveField(jx, jy); /* temporarily remove newly placed player */
5589 DrawLevelField(jx, jy);
5592 if (player->present)
5594 while (player->MovPos)
5596 ScrollPlayer(player, SCROLL_GO_ON);
5597 ScrollScreen(NULL, SCROLL_GO_ON);
5599 AdvanceFrameAndPlayerCounters(player->index_nr);
5604 Delay(wait_delay_value);
5607 DrawPlayer(player); /* needed here only to cleanup last field */
5608 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5610 player->is_moving = FALSE;
5613 if (IS_CUSTOM_ELEMENT(old_element))
5614 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5616 player->index_bit, leave_side);
5618 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5620 player->index_bit, leave_side);
5622 Feld[jx][jy] = el_player;
5623 InitPlayerField(jx, jy, el_player, TRUE);
5625 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5627 Feld[jx][jy] = element;
5628 InitField(jx, jy, FALSE);
5631 /* only visually relocate centered player */
5632 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5633 FALSE, level.instant_relocation);
5635 TestIfPlayerTouchesBadThing(jx, jy);
5636 TestIfPlayerTouchesCustomElement(jx, jy);
5638 if (IS_CUSTOM_ELEMENT(element))
5639 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5640 player->index_bit, enter_side);
5642 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5643 player->index_bit, enter_side);
5646 if (player->is_switching)
5648 /* ensure that relocation while still switching an element does not cause
5649 a new element to be treated as also switched directly after relocation
5650 (this is important for teleporter switches that teleport the player to
5651 a place where another teleporter switch is in the same direction, which
5652 would then incorrectly be treated as immediately switched before the
5653 direction key that caused the switch was released) */
5655 player->switch_x += jx - old_jx;
5656 player->switch_y += jy - old_jy;
5661 void Explode(int ex, int ey, int phase, int mode)
5667 /* !!! eliminate this variable !!! */
5668 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5670 if (game.explosions_delayed)
5672 ExplodeField[ex][ey] = mode;
5676 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5678 int center_element = Feld[ex][ey];
5679 int artwork_element, explosion_element; /* set these values later */
5682 /* --- This is only really needed (and now handled) in "Impact()". --- */
5683 /* do not explode moving elements that left the explode field in time */
5684 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
5685 center_element == EL_EMPTY &&
5686 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
5691 /* !!! at this place, the center element may be EL_BLOCKED !!! */
5692 if (mode == EX_TYPE_NORMAL ||
5693 mode == EX_TYPE_CENTER ||
5694 mode == EX_TYPE_CROSS)
5695 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5698 /* remove things displayed in background while burning dynamite */
5699 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5702 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5704 /* put moving element to center field (and let it explode there) */
5705 center_element = MovingOrBlocked2Element(ex, ey);
5706 RemoveMovingField(ex, ey);
5707 Feld[ex][ey] = center_element;
5710 /* now "center_element" is finally determined -- set related values now */
5711 artwork_element = center_element; /* for custom player artwork */
5712 explosion_element = center_element; /* for custom player artwork */
5714 if (IS_PLAYER(ex, ey))
5716 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5718 artwork_element = stored_player[player_nr].artwork_element;
5720 if (level.use_explosion_element[player_nr])
5722 explosion_element = level.explosion_element[player_nr];
5723 artwork_element = explosion_element;
5728 if (mode == EX_TYPE_NORMAL ||
5729 mode == EX_TYPE_CENTER ||
5730 mode == EX_TYPE_CROSS)
5731 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5734 last_phase = element_info[explosion_element].explosion_delay + 1;
5736 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5738 int xx = x - ex + 1;
5739 int yy = y - ey + 1;
5742 if (!IN_LEV_FIELD(x, y) ||
5743 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5744 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5747 element = Feld[x][y];
5749 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5751 element = MovingOrBlocked2Element(x, y);
5753 if (!IS_EXPLOSION_PROOF(element))
5754 RemoveMovingField(x, y);
5757 /* indestructible elements can only explode in center (but not flames) */
5758 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5759 mode == EX_TYPE_BORDER)) ||
5760 element == EL_FLAMES)
5763 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5764 behaviour, for example when touching a yamyam that explodes to rocks
5765 with active deadly shield, a rock is created under the player !!! */
5766 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5768 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5769 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5770 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5772 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5775 if (IS_ACTIVE_BOMB(element))
5777 /* re-activate things under the bomb like gate or penguin */
5778 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5785 /* save walkable background elements while explosion on same tile */
5786 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5787 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5788 Back[x][y] = element;
5790 /* ignite explodable elements reached by other explosion */
5791 if (element == EL_EXPLOSION)
5792 element = Store2[x][y];
5794 if (AmoebaNr[x][y] &&
5795 (element == EL_AMOEBA_FULL ||
5796 element == EL_BD_AMOEBA ||
5797 element == EL_AMOEBA_GROWING))
5799 AmoebaCnt[AmoebaNr[x][y]]--;
5800 AmoebaCnt2[AmoebaNr[x][y]]--;
5805 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5807 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5809 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5811 if (PLAYERINFO(ex, ey)->use_murphy)
5812 Store[x][y] = EL_EMPTY;
5815 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5816 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5817 else if (ELEM_IS_PLAYER(center_element))
5818 Store[x][y] = EL_EMPTY;
5819 else if (center_element == EL_YAMYAM)
5820 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5821 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5822 Store[x][y] = element_info[center_element].content.e[xx][yy];
5824 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5825 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5826 otherwise) -- FIX THIS !!! */
5827 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5828 Store[x][y] = element_info[element].content.e[1][1];
5830 else if (!CAN_EXPLODE(element))
5831 Store[x][y] = element_info[element].content.e[1][1];
5834 Store[x][y] = EL_EMPTY;
5836 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5837 center_element == EL_AMOEBA_TO_DIAMOND)
5838 Store2[x][y] = element;
5840 Feld[x][y] = EL_EXPLOSION;
5841 GfxElement[x][y] = artwork_element;
5843 ExplodePhase[x][y] = 1;
5844 ExplodeDelay[x][y] = last_phase;
5849 if (center_element == EL_YAMYAM)
5850 game.yamyam_content_nr =
5851 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5863 GfxFrame[x][y] = 0; /* restart explosion animation */
5865 last_phase = ExplodeDelay[x][y];
5867 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5871 /* activate this even in non-DEBUG version until cause for crash in
5872 getGraphicAnimationFrame() (see below) is found and eliminated */
5878 /* this can happen if the player leaves an explosion just in time */
5879 if (GfxElement[x][y] == EL_UNDEFINED)
5880 GfxElement[x][y] = EL_EMPTY;
5882 if (GfxElement[x][y] == EL_UNDEFINED)
5885 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
5886 printf("Explode(): This should never happen!\n");
5889 GfxElement[x][y] = EL_EMPTY;
5895 border_element = Store2[x][y];
5896 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5897 border_element = StorePlayer[x][y];
5899 if (phase == element_info[border_element].ignition_delay ||
5900 phase == last_phase)
5902 boolean border_explosion = FALSE;
5904 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5905 !PLAYER_EXPLOSION_PROTECTED(x, y))
5907 KillPlayerUnlessExplosionProtected(x, y);
5908 border_explosion = TRUE;
5910 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5912 Feld[x][y] = Store2[x][y];
5915 border_explosion = TRUE;
5917 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5919 AmoebeUmwandeln(x, y);
5921 border_explosion = TRUE;
5924 /* if an element just explodes due to another explosion (chain-reaction),
5925 do not immediately end the new explosion when it was the last frame of
5926 the explosion (as it would be done in the following "if"-statement!) */
5927 if (border_explosion && phase == last_phase)
5931 if (phase == last_phase)
5935 element = Feld[x][y] = Store[x][y];
5936 Store[x][y] = Store2[x][y] = 0;
5937 GfxElement[x][y] = EL_UNDEFINED;
5939 /* player can escape from explosions and might therefore be still alive */
5940 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5941 element <= EL_PLAYER_IS_EXPLODING_4)
5943 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5944 int explosion_element = EL_PLAYER_1 + player_nr;
5945 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5946 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5948 if (level.use_explosion_element[player_nr])
5949 explosion_element = level.explosion_element[player_nr];
5951 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5952 element_info[explosion_element].content.e[xx][yy]);
5955 /* restore probably existing indestructible background element */
5956 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5957 element = Feld[x][y] = Back[x][y];
5960 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5961 GfxDir[x][y] = MV_NONE;
5962 ChangeDelay[x][y] = 0;
5963 ChangePage[x][y] = -1;
5965 #if USE_NEW_CUSTOM_VALUE
5966 CustomValue[x][y] = 0;
5969 InitField_WithBug2(x, y, FALSE);
5971 TEST_DrawLevelField(x, y);
5973 TestIfElementTouchesCustomElement(x, y);
5975 if (GFX_CRUMBLED(element))
5976 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
5978 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5979 StorePlayer[x][y] = 0;
5981 if (ELEM_IS_PLAYER(element))
5982 RelocatePlayer(x, y, element);
5984 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5986 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5987 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5990 TEST_DrawLevelFieldCrumbledSand(x, y);
5992 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5994 DrawLevelElement(x, y, Back[x][y]);
5995 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5997 else if (IS_WALKABLE_UNDER(Back[x][y]))
5999 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6000 DrawLevelElementThruMask(x, y, Back[x][y]);
6002 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
6003 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6007 void DynaExplode(int ex, int ey)
6010 int dynabomb_element = Feld[ex][ey];
6011 int dynabomb_size = 1;
6012 boolean dynabomb_xl = FALSE;
6013 struct PlayerInfo *player;
6014 static int xy[4][2] =
6022 if (IS_ACTIVE_BOMB(dynabomb_element))
6024 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
6025 dynabomb_size = player->dynabomb_size;
6026 dynabomb_xl = player->dynabomb_xl;
6027 player->dynabombs_left++;
6030 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
6032 for (i = 0; i < NUM_DIRECTIONS; i++)
6034 for (j = 1; j <= dynabomb_size; j++)
6036 int x = ex + j * xy[i][0];
6037 int y = ey + j * xy[i][1];
6040 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
6043 element = Feld[x][y];
6045 /* do not restart explosions of fields with active bombs */
6046 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
6049 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
6051 if (element != EL_EMPTY && element != EL_EXPLOSION &&
6052 !IS_DIGGABLE(element) && !dynabomb_xl)
6058 void Bang(int x, int y)
6060 int element = MovingOrBlocked2Element(x, y);
6061 int explosion_type = EX_TYPE_NORMAL;
6063 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
6065 struct PlayerInfo *player = PLAYERINFO(x, y);
6067 #if USE_FIX_CE_ACTION_WITH_PLAYER
6068 element = Feld[x][y] = player->initial_element;
6070 element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
6071 player->element_nr);
6074 if (level.use_explosion_element[player->index_nr])
6076 int explosion_element = level.explosion_element[player->index_nr];
6078 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
6079 explosion_type = EX_TYPE_CROSS;
6080 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
6081 explosion_type = EX_TYPE_CENTER;
6089 case EL_BD_BUTTERFLY:
6092 case EL_DARK_YAMYAM:
6096 RaiseScoreElement(element);
6099 case EL_DYNABOMB_PLAYER_1_ACTIVE:
6100 case EL_DYNABOMB_PLAYER_2_ACTIVE:
6101 case EL_DYNABOMB_PLAYER_3_ACTIVE:
6102 case EL_DYNABOMB_PLAYER_4_ACTIVE:
6103 case EL_DYNABOMB_INCREASE_NUMBER:
6104 case EL_DYNABOMB_INCREASE_SIZE:
6105 case EL_DYNABOMB_INCREASE_POWER:
6106 explosion_type = EX_TYPE_DYNA;
6109 case EL_DC_LANDMINE:
6111 case EL_EM_EXIT_OPEN:
6112 case EL_EM_STEEL_EXIT_OPEN:
6114 explosion_type = EX_TYPE_CENTER;
6119 case EL_LAMP_ACTIVE:
6120 case EL_AMOEBA_TO_DIAMOND:
6121 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
6122 explosion_type = EX_TYPE_CENTER;
6126 if (element_info[element].explosion_type == EXPLODES_CROSS)
6127 explosion_type = EX_TYPE_CROSS;
6128 else if (element_info[element].explosion_type == EXPLODES_1X1)
6129 explosion_type = EX_TYPE_CENTER;
6133 if (explosion_type == EX_TYPE_DYNA)
6136 Explode(x, y, EX_PHASE_START, explosion_type);
6138 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
6141 void SplashAcid(int x, int y)
6143 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
6144 (!IN_LEV_FIELD(x - 1, y - 2) ||
6145 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
6146 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
6148 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
6149 (!IN_LEV_FIELD(x + 1, y - 2) ||
6150 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
6151 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
6153 PlayLevelSound(x, y, SND_ACID_SPLASHING);
6156 static void InitBeltMovement()
6158 static int belt_base_element[4] =
6160 EL_CONVEYOR_BELT_1_LEFT,
6161 EL_CONVEYOR_BELT_2_LEFT,
6162 EL_CONVEYOR_BELT_3_LEFT,
6163 EL_CONVEYOR_BELT_4_LEFT
6165 static int belt_base_active_element[4] =
6167 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6168 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6169 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6170 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6175 /* set frame order for belt animation graphic according to belt direction */
6176 for (i = 0; i < NUM_BELTS; i++)
6180 for (j = 0; j < NUM_BELT_PARTS; j++)
6182 int element = belt_base_active_element[belt_nr] + j;
6183 int graphic_1 = el2img(element);
6184 int graphic_2 = el2panelimg(element);
6186 if (game.belt_dir[i] == MV_LEFT)
6188 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6189 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6193 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6194 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6199 SCAN_PLAYFIELD(x, y)
6201 int element = Feld[x][y];
6203 for (i = 0; i < NUM_BELTS; i++)
6205 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
6207 int e_belt_nr = getBeltNrFromBeltElement(element);
6210 if (e_belt_nr == belt_nr)
6212 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
6214 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
6221 static void ToggleBeltSwitch(int x, int y)
6223 static int belt_base_element[4] =
6225 EL_CONVEYOR_BELT_1_LEFT,
6226 EL_CONVEYOR_BELT_2_LEFT,
6227 EL_CONVEYOR_BELT_3_LEFT,
6228 EL_CONVEYOR_BELT_4_LEFT
6230 static int belt_base_active_element[4] =
6232 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
6233 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
6234 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
6235 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
6237 static int belt_base_switch_element[4] =
6239 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
6240 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
6241 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
6242 EL_CONVEYOR_BELT_4_SWITCH_LEFT
6244 static int belt_move_dir[4] =
6252 int element = Feld[x][y];
6253 int belt_nr = getBeltNrFromBeltSwitchElement(element);
6254 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
6255 int belt_dir = belt_move_dir[belt_dir_nr];
6258 if (!IS_BELT_SWITCH(element))
6261 game.belt_dir_nr[belt_nr] = belt_dir_nr;
6262 game.belt_dir[belt_nr] = belt_dir;
6264 if (belt_dir_nr == 3)
6267 /* set frame order for belt animation graphic according to belt direction */
6268 for (i = 0; i < NUM_BELT_PARTS; i++)
6270 int element = belt_base_active_element[belt_nr] + i;
6271 int graphic_1 = el2img(element);
6272 int graphic_2 = el2panelimg(element);
6274 if (belt_dir == MV_LEFT)
6276 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
6277 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
6281 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
6282 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6286 SCAN_PLAYFIELD(xx, yy)
6288 int element = Feld[xx][yy];
6290 if (IS_BELT_SWITCH(element))
6292 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6294 if (e_belt_nr == belt_nr)
6296 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6297 TEST_DrawLevelField(xx, yy);
6300 else if (IS_BELT(element) && belt_dir != MV_NONE)
6302 int e_belt_nr = getBeltNrFromBeltElement(element);
6304 if (e_belt_nr == belt_nr)
6306 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
6308 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6309 TEST_DrawLevelField(xx, yy);
6312 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6314 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6316 if (e_belt_nr == belt_nr)
6318 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
6320 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
6321 TEST_DrawLevelField(xx, yy);
6327 static void ToggleSwitchgateSwitch(int x, int y)
6331 game.switchgate_pos = !game.switchgate_pos;
6333 SCAN_PLAYFIELD(xx, yy)
6335 int element = Feld[xx][yy];
6337 #if !USE_BOTH_SWITCHGATE_SWITCHES
6338 if (element == EL_SWITCHGATE_SWITCH_UP ||
6339 element == EL_SWITCHGATE_SWITCH_DOWN)
6341 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
6342 TEST_DrawLevelField(xx, yy);
6344 else if (element == EL_DC_SWITCHGATE_SWITCH_UP ||
6345 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6347 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
6348 TEST_DrawLevelField(xx, yy);
6351 if (element == EL_SWITCHGATE_SWITCH_UP)
6353 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6354 TEST_DrawLevelField(xx, yy);
6356 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6358 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6359 TEST_DrawLevelField(xx, yy);
6361 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6363 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6364 TEST_DrawLevelField(xx, yy);
6366 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6368 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6369 TEST_DrawLevelField(xx, yy);
6372 else if (element == EL_SWITCHGATE_OPEN ||
6373 element == EL_SWITCHGATE_OPENING)
6375 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6377 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6379 else if (element == EL_SWITCHGATE_CLOSED ||
6380 element == EL_SWITCHGATE_CLOSING)
6382 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6384 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6389 static int getInvisibleActiveFromInvisibleElement(int element)
6391 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6392 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6393 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6397 static int getInvisibleFromInvisibleActiveElement(int element)
6399 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6400 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6401 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6405 static void RedrawAllLightSwitchesAndInvisibleElements()
6409 SCAN_PLAYFIELD(x, y)
6411 int element = Feld[x][y];
6413 if (element == EL_LIGHT_SWITCH &&
6414 game.light_time_left > 0)
6416 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6417 TEST_DrawLevelField(x, y);
6419 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6420 game.light_time_left == 0)
6422 Feld[x][y] = EL_LIGHT_SWITCH;
6423 TEST_DrawLevelField(x, y);
6425 else if (element == EL_EMC_DRIPPER &&
6426 game.light_time_left > 0)
6428 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6429 TEST_DrawLevelField(x, y);
6431 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6432 game.light_time_left == 0)
6434 Feld[x][y] = EL_EMC_DRIPPER;
6435 TEST_DrawLevelField(x, y);
6437 else if (element == EL_INVISIBLE_STEELWALL ||
6438 element == EL_INVISIBLE_WALL ||
6439 element == EL_INVISIBLE_SAND)
6441 if (game.light_time_left > 0)
6442 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6444 TEST_DrawLevelField(x, y);
6446 /* uncrumble neighbour fields, if needed */
6447 if (element == EL_INVISIBLE_SAND)
6448 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
6450 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6451 element == EL_INVISIBLE_WALL_ACTIVE ||
6452 element == EL_INVISIBLE_SAND_ACTIVE)
6454 if (game.light_time_left == 0)
6455 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6457 TEST_DrawLevelField(x, y);
6459 /* re-crumble neighbour fields, if needed */
6460 if (element == EL_INVISIBLE_SAND)
6461 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
6466 static void RedrawAllInvisibleElementsForLenses()
6470 SCAN_PLAYFIELD(x, y)
6472 int element = Feld[x][y];
6474 if (element == EL_EMC_DRIPPER &&
6475 game.lenses_time_left > 0)
6477 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6478 TEST_DrawLevelField(x, y);
6480 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6481 game.lenses_time_left == 0)
6483 Feld[x][y] = EL_EMC_DRIPPER;
6484 TEST_DrawLevelField(x, y);
6486 else if (element == EL_INVISIBLE_STEELWALL ||
6487 element == EL_INVISIBLE_WALL ||
6488 element == EL_INVISIBLE_SAND)
6490 if (game.lenses_time_left > 0)
6491 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6493 TEST_DrawLevelField(x, y);
6495 /* uncrumble neighbour fields, if needed */
6496 if (element == EL_INVISIBLE_SAND)
6497 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
6499 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6500 element == EL_INVISIBLE_WALL_ACTIVE ||
6501 element == EL_INVISIBLE_SAND_ACTIVE)
6503 if (game.lenses_time_left == 0)
6504 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6506 TEST_DrawLevelField(x, y);
6508 /* re-crumble neighbour fields, if needed */
6509 if (element == EL_INVISIBLE_SAND)
6510 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
6515 static void RedrawAllInvisibleElementsForMagnifier()
6519 SCAN_PLAYFIELD(x, y)
6521 int element = Feld[x][y];
6523 if (element == EL_EMC_FAKE_GRASS &&
6524 game.magnify_time_left > 0)
6526 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6527 TEST_DrawLevelField(x, y);
6529 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6530 game.magnify_time_left == 0)
6532 Feld[x][y] = EL_EMC_FAKE_GRASS;
6533 TEST_DrawLevelField(x, y);
6535 else if (IS_GATE_GRAY(element) &&
6536 game.magnify_time_left > 0)
6538 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6539 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6540 IS_EM_GATE_GRAY(element) ?
6541 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6542 IS_EMC_GATE_GRAY(element) ?
6543 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6544 IS_DC_GATE_GRAY(element) ?
6545 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6547 TEST_DrawLevelField(x, y);
6549 else if (IS_GATE_GRAY_ACTIVE(element) &&
6550 game.magnify_time_left == 0)
6552 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6553 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6554 IS_EM_GATE_GRAY_ACTIVE(element) ?
6555 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6556 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6557 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6558 IS_DC_GATE_GRAY_ACTIVE(element) ?
6559 EL_DC_GATE_WHITE_GRAY :
6561 TEST_DrawLevelField(x, y);
6566 static void ToggleLightSwitch(int x, int y)
6568 int element = Feld[x][y];
6570 game.light_time_left =
6571 (element == EL_LIGHT_SWITCH ?
6572 level.time_light * FRAMES_PER_SECOND : 0);
6574 RedrawAllLightSwitchesAndInvisibleElements();
6577 static void ActivateTimegateSwitch(int x, int y)
6581 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6583 SCAN_PLAYFIELD(xx, yy)
6585 int element = Feld[xx][yy];
6587 if (element == EL_TIMEGATE_CLOSED ||
6588 element == EL_TIMEGATE_CLOSING)
6590 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6591 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6595 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6597 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6598 TEST_DrawLevelField(xx, yy);
6605 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6606 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6608 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
6612 void Impact(int x, int y)
6614 boolean last_line = (y == lev_fieldy - 1);
6615 boolean object_hit = FALSE;
6616 boolean impact = (last_line || object_hit);
6617 int element = Feld[x][y];
6618 int smashed = EL_STEELWALL;
6620 if (!last_line) /* check if element below was hit */
6622 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6625 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6626 MovDir[x][y + 1] != MV_DOWN ||
6627 MovPos[x][y + 1] <= TILEY / 2));
6629 /* do not smash moving elements that left the smashed field in time */
6630 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6631 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6634 #if USE_QUICKSAND_IMPACT_BUGFIX
6635 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6637 RemoveMovingField(x, y + 1);
6638 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6639 Feld[x][y + 2] = EL_ROCK;
6640 TEST_DrawLevelField(x, y + 2);
6645 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6647 RemoveMovingField(x, y + 1);
6648 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6649 Feld[x][y + 2] = EL_ROCK;
6650 TEST_DrawLevelField(x, y + 2);
6657 smashed = MovingOrBlocked2Element(x, y + 1);
6659 impact = (last_line || object_hit);
6662 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6664 SplashAcid(x, y + 1);
6668 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6669 /* only reset graphic animation if graphic really changes after impact */
6671 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6673 ResetGfxAnimation(x, y);
6674 TEST_DrawLevelField(x, y);
6677 if (impact && CAN_EXPLODE_IMPACT(element))
6682 else if (impact && element == EL_PEARL &&
6683 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6685 ResetGfxAnimation(x, y);
6687 Feld[x][y] = EL_PEARL_BREAKING;
6688 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6691 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6693 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6698 if (impact && element == EL_AMOEBA_DROP)
6700 if (object_hit && IS_PLAYER(x, y + 1))
6701 KillPlayerUnlessEnemyProtected(x, y + 1);
6702 else if (object_hit && smashed == EL_PENGUIN)
6706 Feld[x][y] = EL_AMOEBA_GROWING;
6707 Store[x][y] = EL_AMOEBA_WET;
6709 ResetRandomAnimationValue(x, y);
6714 if (object_hit) /* check which object was hit */
6716 if ((CAN_PASS_MAGIC_WALL(element) &&
6717 (smashed == EL_MAGIC_WALL ||
6718 smashed == EL_BD_MAGIC_WALL)) ||
6719 (CAN_PASS_DC_MAGIC_WALL(element) &&
6720 smashed == EL_DC_MAGIC_WALL))
6723 int activated_magic_wall =
6724 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6725 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6726 EL_DC_MAGIC_WALL_ACTIVE);
6728 /* activate magic wall / mill */
6729 SCAN_PLAYFIELD(xx, yy)
6731 if (Feld[xx][yy] == smashed)
6732 Feld[xx][yy] = activated_magic_wall;
6735 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6736 game.magic_wall_active = TRUE;
6738 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6739 SND_MAGIC_WALL_ACTIVATING :
6740 smashed == EL_BD_MAGIC_WALL ?
6741 SND_BD_MAGIC_WALL_ACTIVATING :
6742 SND_DC_MAGIC_WALL_ACTIVATING));
6745 if (IS_PLAYER(x, y + 1))
6747 if (CAN_SMASH_PLAYER(element))
6749 KillPlayerUnlessEnemyProtected(x, y + 1);
6753 else if (smashed == EL_PENGUIN)
6755 if (CAN_SMASH_PLAYER(element))
6761 else if (element == EL_BD_DIAMOND)
6763 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6769 else if (((element == EL_SP_INFOTRON ||
6770 element == EL_SP_ZONK) &&
6771 (smashed == EL_SP_SNIKSNAK ||
6772 smashed == EL_SP_ELECTRON ||
6773 smashed == EL_SP_DISK_ORANGE)) ||
6774 (element == EL_SP_INFOTRON &&
6775 smashed == EL_SP_DISK_YELLOW))
6780 else if (CAN_SMASH_EVERYTHING(element))
6782 if (IS_CLASSIC_ENEMY(smashed) ||
6783 CAN_EXPLODE_SMASHED(smashed))
6788 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6790 if (smashed == EL_LAMP ||
6791 smashed == EL_LAMP_ACTIVE)
6796 else if (smashed == EL_NUT)
6798 Feld[x][y + 1] = EL_NUT_BREAKING;
6799 PlayLevelSound(x, y, SND_NUT_BREAKING);
6800 RaiseScoreElement(EL_NUT);
6803 else if (smashed == EL_PEARL)
6805 ResetGfxAnimation(x, y);
6807 Feld[x][y + 1] = EL_PEARL_BREAKING;
6808 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6811 else if (smashed == EL_DIAMOND)
6813 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6814 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6817 else if (IS_BELT_SWITCH(smashed))
6819 ToggleBeltSwitch(x, y + 1);
6821 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6822 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6823 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6824 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6826 ToggleSwitchgateSwitch(x, y + 1);
6828 else if (smashed == EL_LIGHT_SWITCH ||
6829 smashed == EL_LIGHT_SWITCH_ACTIVE)
6831 ToggleLightSwitch(x, y + 1);
6836 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
6839 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6841 CheckElementChangeBySide(x, y + 1, smashed, element,
6842 CE_SWITCHED, CH_SIDE_TOP);
6843 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6849 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6854 /* play sound of magic wall / mill */
6856 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6857 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6858 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6860 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6861 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6862 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6863 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6864 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6865 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6870 /* play sound of object that hits the ground */
6871 if (last_line || object_hit)
6872 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6875 inline static void TurnRoundExt(int x, int y)
6887 { 0, 0 }, { 0, 0 }, { 0, 0 },
6892 int left, right, back;
6896 { MV_DOWN, MV_UP, MV_RIGHT },
6897 { MV_UP, MV_DOWN, MV_LEFT },
6899 { MV_LEFT, MV_RIGHT, MV_DOWN },
6903 { MV_RIGHT, MV_LEFT, MV_UP }
6906 int element = Feld[x][y];
6907 int move_pattern = element_info[element].move_pattern;
6909 int old_move_dir = MovDir[x][y];
6910 int left_dir = turn[old_move_dir].left;
6911 int right_dir = turn[old_move_dir].right;
6912 int back_dir = turn[old_move_dir].back;
6914 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6915 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6916 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6917 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6919 int left_x = x + left_dx, left_y = y + left_dy;
6920 int right_x = x + right_dx, right_y = y + right_dy;
6921 int move_x = x + move_dx, move_y = y + move_dy;
6925 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6927 TestIfBadThingTouchesOtherBadThing(x, y);
6929 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6930 MovDir[x][y] = right_dir;
6931 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6932 MovDir[x][y] = left_dir;
6934 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6936 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6939 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6941 TestIfBadThingTouchesOtherBadThing(x, y);
6943 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6944 MovDir[x][y] = left_dir;
6945 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6946 MovDir[x][y] = right_dir;
6948 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6950 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6953 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6955 TestIfBadThingTouchesOtherBadThing(x, y);
6957 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6958 MovDir[x][y] = left_dir;
6959 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6960 MovDir[x][y] = right_dir;
6962 if (MovDir[x][y] != old_move_dir)
6965 else if (element == EL_YAMYAM)
6967 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6968 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6970 if (can_turn_left && can_turn_right)
6971 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6972 else if (can_turn_left)
6973 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6974 else if (can_turn_right)
6975 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6977 MovDir[x][y] = back_dir;
6979 MovDelay[x][y] = 16 + 16 * RND(3);
6981 else if (element == EL_DARK_YAMYAM)
6983 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6985 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6988 if (can_turn_left && can_turn_right)
6989 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6990 else if (can_turn_left)
6991 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6992 else if (can_turn_right)
6993 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6995 MovDir[x][y] = back_dir;
6997 MovDelay[x][y] = 16 + 16 * RND(3);
6999 else if (element == EL_PACMAN)
7001 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
7002 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
7004 if (can_turn_left && can_turn_right)
7005 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7006 else if (can_turn_left)
7007 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7008 else if (can_turn_right)
7009 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7011 MovDir[x][y] = back_dir;
7013 MovDelay[x][y] = 6 + RND(40);
7015 else if (element == EL_PIG)
7017 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
7018 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
7019 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
7020 boolean should_turn_left, should_turn_right, should_move_on;
7022 int rnd = RND(rnd_value);
7024 should_turn_left = (can_turn_left &&
7026 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
7027 y + back_dy + left_dy)));
7028 should_turn_right = (can_turn_right &&
7030 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
7031 y + back_dy + right_dy)));
7032 should_move_on = (can_move_on &&
7035 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
7036 y + move_dy + left_dy) ||
7037 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
7038 y + move_dy + right_dy)));
7040 if (should_turn_left || should_turn_right || should_move_on)
7042 if (should_turn_left && should_turn_right && should_move_on)
7043 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
7044 rnd < 2 * rnd_value / 3 ? right_dir :
7046 else if (should_turn_left && should_turn_right)
7047 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7048 else if (should_turn_left && should_move_on)
7049 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
7050 else if (should_turn_right && should_move_on)
7051 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
7052 else if (should_turn_left)
7053 MovDir[x][y] = left_dir;
7054 else if (should_turn_right)
7055 MovDir[x][y] = right_dir;
7056 else if (should_move_on)
7057 MovDir[x][y] = old_move_dir;
7059 else if (can_move_on && rnd > rnd_value / 8)
7060 MovDir[x][y] = old_move_dir;
7061 else if (can_turn_left && can_turn_right)
7062 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7063 else if (can_turn_left && rnd > rnd_value / 8)
7064 MovDir[x][y] = left_dir;
7065 else if (can_turn_right && rnd > rnd_value/8)
7066 MovDir[x][y] = right_dir;
7068 MovDir[x][y] = back_dir;
7070 xx = x + move_xy[MovDir[x][y]].dx;
7071 yy = y + move_xy[MovDir[x][y]].dy;
7073 if (!IN_LEV_FIELD(xx, yy) ||
7074 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
7075 MovDir[x][y] = old_move_dir;
7079 else if (element == EL_DRAGON)
7081 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
7082 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
7083 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
7085 int rnd = RND(rnd_value);
7087 if (can_move_on && rnd > rnd_value / 8)
7088 MovDir[x][y] = old_move_dir;
7089 else if (can_turn_left && can_turn_right)
7090 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
7091 else if (can_turn_left && rnd > rnd_value / 8)
7092 MovDir[x][y] = left_dir;
7093 else if (can_turn_right && rnd > rnd_value / 8)
7094 MovDir[x][y] = right_dir;
7096 MovDir[x][y] = back_dir;
7098 xx = x + move_xy[MovDir[x][y]].dx;
7099 yy = y + move_xy[MovDir[x][y]].dy;
7101 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
7102 MovDir[x][y] = old_move_dir;
7106 else if (element == EL_MOLE)
7108 boolean can_move_on =
7109 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
7110 IS_AMOEBOID(Feld[move_x][move_y]) ||
7111 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
7114 boolean can_turn_left =
7115 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
7116 IS_AMOEBOID(Feld[left_x][left_y])));
7118 boolean can_turn_right =
7119 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
7120 IS_AMOEBOID(Feld[right_x][right_y])));
7122 if (can_turn_left && can_turn_right)
7123 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
7124 else if (can_turn_left)
7125 MovDir[x][y] = left_dir;
7127 MovDir[x][y] = right_dir;
7130 if (MovDir[x][y] != old_move_dir)
7133 else if (element == EL_BALLOON)
7135 MovDir[x][y] = game.wind_direction;
7138 else if (element == EL_SPRING)
7140 #if USE_NEW_SPRING_BUMPER
7141 if (MovDir[x][y] & MV_HORIZONTAL)
7143 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
7144 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7146 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
7147 ResetGfxAnimation(move_x, move_y);
7148 TEST_DrawLevelField(move_x, move_y);
7150 MovDir[x][y] = back_dir;
7152 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7153 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
7154 MovDir[x][y] = MV_NONE;
7157 if (MovDir[x][y] & MV_HORIZONTAL &&
7158 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
7159 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
7160 MovDir[x][y] = MV_NONE;
7165 else if (element == EL_ROBOT ||
7166 element == EL_SATELLITE ||
7167 element == EL_PENGUIN ||
7168 element == EL_EMC_ANDROID)
7170 int attr_x = -1, attr_y = -1;
7181 for (i = 0; i < MAX_PLAYERS; i++)
7183 struct PlayerInfo *player = &stored_player[i];
7184 int jx = player->jx, jy = player->jy;
7186 if (!player->active)
7190 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7198 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
7199 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
7200 game.engine_version < VERSION_IDENT(3,1,0,0)))
7206 if (element == EL_PENGUIN)
7209 static int xy[4][2] =
7217 for (i = 0; i < NUM_DIRECTIONS; i++)
7219 int ex = x + xy[i][0];
7220 int ey = y + xy[i][1];
7222 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
7223 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
7224 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
7225 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
7234 MovDir[x][y] = MV_NONE;
7236 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
7237 else if (attr_x > x)
7238 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
7240 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
7241 else if (attr_y > y)
7242 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
7244 if (element == EL_ROBOT)
7248 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7249 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
7250 Moving2Blocked(x, y, &newx, &newy);
7252 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
7253 MovDelay[x][y] = 8 + 8 * !RND(3);
7255 MovDelay[x][y] = 16;
7257 else if (element == EL_PENGUIN)
7263 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7265 boolean first_horiz = RND(2);
7266 int new_move_dir = MovDir[x][y];
7269 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7270 Moving2Blocked(x, y, &newx, &newy);
7272 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7276 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7277 Moving2Blocked(x, y, &newx, &newy);
7279 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
7282 MovDir[x][y] = old_move_dir;
7286 else if (element == EL_SATELLITE)
7292 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7294 boolean first_horiz = RND(2);
7295 int new_move_dir = MovDir[x][y];
7298 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7299 Moving2Blocked(x, y, &newx, &newy);
7301 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7305 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7306 Moving2Blocked(x, y, &newx, &newy);
7308 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
7311 MovDir[x][y] = old_move_dir;
7315 else if (element == EL_EMC_ANDROID)
7317 static int check_pos[16] =
7319 -1, /* 0 => (invalid) */
7320 7, /* 1 => MV_LEFT */
7321 3, /* 2 => MV_RIGHT */
7322 -1, /* 3 => (invalid) */
7324 0, /* 5 => MV_LEFT | MV_UP */
7325 2, /* 6 => MV_RIGHT | MV_UP */
7326 -1, /* 7 => (invalid) */
7327 5, /* 8 => MV_DOWN */
7328 6, /* 9 => MV_LEFT | MV_DOWN */
7329 4, /* 10 => MV_RIGHT | MV_DOWN */
7330 -1, /* 11 => (invalid) */
7331 -1, /* 12 => (invalid) */
7332 -1, /* 13 => (invalid) */
7333 -1, /* 14 => (invalid) */
7334 -1, /* 15 => (invalid) */
7342 { -1, -1, MV_LEFT | MV_UP },
7344 { +1, -1, MV_RIGHT | MV_UP },
7345 { +1, 0, MV_RIGHT },
7346 { +1, +1, MV_RIGHT | MV_DOWN },
7348 { -1, +1, MV_LEFT | MV_DOWN },
7351 int start_pos, check_order;
7352 boolean can_clone = FALSE;
7355 /* check if there is any free field around current position */
7356 for (i = 0; i < 8; i++)
7358 int newx = x + check_xy[i].dx;
7359 int newy = y + check_xy[i].dy;
7361 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7369 if (can_clone) /* randomly find an element to clone */
7373 start_pos = check_pos[RND(8)];
7374 check_order = (RND(2) ? -1 : +1);
7376 for (i = 0; i < 8; i++)
7378 int pos_raw = start_pos + i * check_order;
7379 int pos = (pos_raw + 8) % 8;
7380 int newx = x + check_xy[pos].dx;
7381 int newy = y + check_xy[pos].dy;
7383 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7385 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7386 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7388 Store[x][y] = Feld[newx][newy];
7397 if (can_clone) /* randomly find a direction to move */
7401 start_pos = check_pos[RND(8)];
7402 check_order = (RND(2) ? -1 : +1);
7404 for (i = 0; i < 8; i++)
7406 int pos_raw = start_pos + i * check_order;
7407 int pos = (pos_raw + 8) % 8;
7408 int newx = x + check_xy[pos].dx;
7409 int newy = y + check_xy[pos].dy;
7410 int new_move_dir = check_xy[pos].dir;
7412 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7414 MovDir[x][y] = new_move_dir;
7415 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7424 if (can_clone) /* cloning and moving successful */
7427 /* cannot clone -- try to move towards player */
7429 start_pos = check_pos[MovDir[x][y] & 0x0f];
7430 check_order = (RND(2) ? -1 : +1);
7432 for (i = 0; i < 3; i++)
7434 /* first check start_pos, then previous/next or (next/previous) pos */
7435 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7436 int pos = (pos_raw + 8) % 8;
7437 int newx = x + check_xy[pos].dx;
7438 int newy = y + check_xy[pos].dy;
7439 int new_move_dir = check_xy[pos].dir;
7441 if (IS_PLAYER(newx, newy))
7444 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7446 MovDir[x][y] = new_move_dir;
7447 MovDelay[x][y] = level.android_move_time * 8 + 1;
7454 else if (move_pattern == MV_TURNING_LEFT ||
7455 move_pattern == MV_TURNING_RIGHT ||
7456 move_pattern == MV_TURNING_LEFT_RIGHT ||
7457 move_pattern == MV_TURNING_RIGHT_LEFT ||
7458 move_pattern == MV_TURNING_RANDOM ||
7459 move_pattern == MV_ALL_DIRECTIONS)
7461 boolean can_turn_left =
7462 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7463 boolean can_turn_right =
7464 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7466 if (element_info[element].move_stepsize == 0) /* "not moving" */
7469 if (move_pattern == MV_TURNING_LEFT)
7470 MovDir[x][y] = left_dir;
7471 else if (move_pattern == MV_TURNING_RIGHT)
7472 MovDir[x][y] = right_dir;
7473 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7474 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7475 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7476 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7477 else if (move_pattern == MV_TURNING_RANDOM)
7478 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7479 can_turn_right && !can_turn_left ? right_dir :
7480 RND(2) ? left_dir : right_dir);
7481 else if (can_turn_left && can_turn_right)
7482 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7483 else if (can_turn_left)
7484 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7485 else if (can_turn_right)
7486 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7488 MovDir[x][y] = back_dir;
7490 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7492 else if (move_pattern == MV_HORIZONTAL ||
7493 move_pattern == MV_VERTICAL)
7495 if (move_pattern & old_move_dir)
7496 MovDir[x][y] = back_dir;
7497 else if (move_pattern == MV_HORIZONTAL)
7498 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7499 else if (move_pattern == MV_VERTICAL)
7500 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7502 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7504 else if (move_pattern & MV_ANY_DIRECTION)
7506 MovDir[x][y] = move_pattern;
7507 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7509 else if (move_pattern & MV_WIND_DIRECTION)
7511 MovDir[x][y] = game.wind_direction;
7512 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7514 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7516 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7517 MovDir[x][y] = left_dir;
7518 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7519 MovDir[x][y] = right_dir;
7521 if (MovDir[x][y] != old_move_dir)
7522 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7524 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7526 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7527 MovDir[x][y] = right_dir;
7528 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7529 MovDir[x][y] = left_dir;
7531 if (MovDir[x][y] != old_move_dir)
7532 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7534 else if (move_pattern == MV_TOWARDS_PLAYER ||
7535 move_pattern == MV_AWAY_FROM_PLAYER)
7537 int attr_x = -1, attr_y = -1;
7539 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7550 for (i = 0; i < MAX_PLAYERS; i++)
7552 struct PlayerInfo *player = &stored_player[i];
7553 int jx = player->jx, jy = player->jy;
7555 if (!player->active)
7559 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7567 MovDir[x][y] = MV_NONE;
7569 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7570 else if (attr_x > x)
7571 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7573 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7574 else if (attr_y > y)
7575 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7577 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7579 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7581 boolean first_horiz = RND(2);
7582 int new_move_dir = MovDir[x][y];
7584 if (element_info[element].move_stepsize == 0) /* "not moving" */
7586 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7587 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7593 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7594 Moving2Blocked(x, y, &newx, &newy);
7596 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7600 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7601 Moving2Blocked(x, y, &newx, &newy);
7603 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7606 MovDir[x][y] = old_move_dir;
7609 else if (move_pattern == MV_WHEN_PUSHED ||
7610 move_pattern == MV_WHEN_DROPPED)
7612 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7613 MovDir[x][y] = MV_NONE;
7617 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7619 static int test_xy[7][2] =
7629 static int test_dir[7] =
7639 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7640 int move_preference = -1000000; /* start with very low preference */
7641 int new_move_dir = MV_NONE;
7642 int start_test = RND(4);
7645 for (i = 0; i < NUM_DIRECTIONS; i++)
7647 int move_dir = test_dir[start_test + i];
7648 int move_dir_preference;
7650 xx = x + test_xy[start_test + i][0];
7651 yy = y + test_xy[start_test + i][1];
7653 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7654 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7656 new_move_dir = move_dir;
7661 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7664 move_dir_preference = -1 * RunnerVisit[xx][yy];
7665 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7666 move_dir_preference = PlayerVisit[xx][yy];
7668 if (move_dir_preference > move_preference)
7670 /* prefer field that has not been visited for the longest time */
7671 move_preference = move_dir_preference;
7672 new_move_dir = move_dir;
7674 else if (move_dir_preference == move_preference &&
7675 move_dir == old_move_dir)
7677 /* prefer last direction when all directions are preferred equally */
7678 move_preference = move_dir_preference;
7679 new_move_dir = move_dir;
7683 MovDir[x][y] = new_move_dir;
7684 if (old_move_dir != new_move_dir)
7685 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7689 static void TurnRound(int x, int y)
7691 int direction = MovDir[x][y];
7695 GfxDir[x][y] = MovDir[x][y];
7697 if (direction != MovDir[x][y])
7701 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7703 ResetGfxFrame(x, y, FALSE);
7706 static boolean JustBeingPushed(int x, int y)
7710 for (i = 0; i < MAX_PLAYERS; i++)
7712 struct PlayerInfo *player = &stored_player[i];
7714 if (player->active && player->is_pushing && player->MovPos)
7716 int next_jx = player->jx + (player->jx - player->last_jx);
7717 int next_jy = player->jy + (player->jy - player->last_jy);
7719 if (x == next_jx && y == next_jy)
7727 void StartMoving(int x, int y)
7729 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7730 int element = Feld[x][y];
7735 if (MovDelay[x][y] == 0)
7736 GfxAction[x][y] = ACTION_DEFAULT;
7738 if (CAN_FALL(element) && y < lev_fieldy - 1)
7740 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7741 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7742 if (JustBeingPushed(x, y))
7745 if (element == EL_QUICKSAND_FULL)
7747 if (IS_FREE(x, y + 1))
7749 InitMovingField(x, y, MV_DOWN);
7750 started_moving = TRUE;
7752 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7753 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7754 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7755 Store[x][y] = EL_ROCK;
7757 Store[x][y] = EL_ROCK;
7760 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7762 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7764 if (!MovDelay[x][y])
7766 MovDelay[x][y] = TILEY + 1;
7768 ResetGfxAnimation(x, y);
7769 ResetGfxAnimation(x, y + 1);
7774 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7775 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7782 Feld[x][y] = EL_QUICKSAND_EMPTY;
7783 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7784 Store[x][y + 1] = Store[x][y];
7787 PlayLevelSoundAction(x, y, ACTION_FILLING);
7789 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7791 if (!MovDelay[x][y])
7793 MovDelay[x][y] = TILEY + 1;
7795 ResetGfxAnimation(x, y);
7796 ResetGfxAnimation(x, y + 1);
7801 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7802 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7809 Feld[x][y] = EL_QUICKSAND_EMPTY;
7810 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7811 Store[x][y + 1] = Store[x][y];
7814 PlayLevelSoundAction(x, y, ACTION_FILLING);
7817 else if (element == EL_QUICKSAND_FAST_FULL)
7819 if (IS_FREE(x, y + 1))
7821 InitMovingField(x, y, MV_DOWN);
7822 started_moving = TRUE;
7824 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7825 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7826 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7827 Store[x][y] = EL_ROCK;
7829 Store[x][y] = EL_ROCK;
7832 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7834 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7836 if (!MovDelay[x][y])
7838 MovDelay[x][y] = TILEY + 1;
7840 ResetGfxAnimation(x, y);
7841 ResetGfxAnimation(x, y + 1);
7846 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7847 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7854 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7855 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7856 Store[x][y + 1] = Store[x][y];
7859 PlayLevelSoundAction(x, y, ACTION_FILLING);
7861 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7863 if (!MovDelay[x][y])
7865 MovDelay[x][y] = TILEY + 1;
7867 ResetGfxAnimation(x, y);
7868 ResetGfxAnimation(x, y + 1);
7873 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7874 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7881 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7882 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7883 Store[x][y + 1] = Store[x][y];
7886 PlayLevelSoundAction(x, y, ACTION_FILLING);
7889 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7890 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7892 InitMovingField(x, y, MV_DOWN);
7893 started_moving = TRUE;
7895 Feld[x][y] = EL_QUICKSAND_FILLING;
7896 Store[x][y] = element;
7898 PlayLevelSoundAction(x, y, ACTION_FILLING);
7900 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7901 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7903 InitMovingField(x, y, MV_DOWN);
7904 started_moving = TRUE;
7906 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7907 Store[x][y] = element;
7909 PlayLevelSoundAction(x, y, ACTION_FILLING);
7911 else if (element == EL_MAGIC_WALL_FULL)
7913 if (IS_FREE(x, y + 1))
7915 InitMovingField(x, y, MV_DOWN);
7916 started_moving = TRUE;
7918 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7919 Store[x][y] = EL_CHANGED(Store[x][y]);
7921 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7923 if (!MovDelay[x][y])
7924 MovDelay[x][y] = TILEY/4 + 1;
7933 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7934 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7935 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7939 else if (element == EL_BD_MAGIC_WALL_FULL)
7941 if (IS_FREE(x, y + 1))
7943 InitMovingField(x, y, MV_DOWN);
7944 started_moving = TRUE;
7946 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7947 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7949 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7951 if (!MovDelay[x][y])
7952 MovDelay[x][y] = TILEY/4 + 1;
7961 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7962 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7963 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7967 else if (element == EL_DC_MAGIC_WALL_FULL)
7969 if (IS_FREE(x, y + 1))
7971 InitMovingField(x, y, MV_DOWN);
7972 started_moving = TRUE;
7974 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7975 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7977 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7979 if (!MovDelay[x][y])
7980 MovDelay[x][y] = TILEY/4 + 1;
7989 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7990 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7991 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7995 else if ((CAN_PASS_MAGIC_WALL(element) &&
7996 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7997 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7998 (CAN_PASS_DC_MAGIC_WALL(element) &&
7999 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
8002 InitMovingField(x, y, MV_DOWN);
8003 started_moving = TRUE;
8006 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
8007 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
8008 EL_DC_MAGIC_WALL_FILLING);
8009 Store[x][y] = element;
8011 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
8013 SplashAcid(x, y + 1);
8015 InitMovingField(x, y, MV_DOWN);
8016 started_moving = TRUE;
8018 Store[x][y] = EL_ACID;
8021 #if USE_FIX_IMPACT_COLLISION
8022 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8023 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
8025 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8026 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
8028 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
8029 CAN_FALL(element) && WasJustFalling[x][y] &&
8030 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
8032 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
8033 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
8034 (Feld[x][y + 1] == EL_BLOCKED)))
8036 /* this is needed for a special case not covered by calling "Impact()"
8037 from "ContinueMoving()": if an element moves to a tile directly below
8038 another element which was just falling on that tile (which was empty
8039 in the previous frame), the falling element above would just stop
8040 instead of smashing the element below (in previous version, the above
8041 element was just checked for "moving" instead of "falling", resulting
8042 in incorrect smashes caused by horizontal movement of the above
8043 element; also, the case of the player being the element to smash was
8044 simply not covered here... :-/ ) */
8046 CheckCollision[x][y] = 0;
8047 CheckImpact[x][y] = 0;
8051 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
8053 if (MovDir[x][y] == MV_NONE)
8055 InitMovingField(x, y, MV_DOWN);
8056 started_moving = TRUE;
8059 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
8061 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
8062 MovDir[x][y] = MV_DOWN;
8064 InitMovingField(x, y, MV_DOWN);
8065 started_moving = TRUE;
8067 else if (element == EL_AMOEBA_DROP)
8069 Feld[x][y] = EL_AMOEBA_GROWING;
8070 Store[x][y] = EL_AMOEBA_WET;
8072 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
8073 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
8074 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
8075 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
8077 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
8078 (IS_FREE(x - 1, y + 1) ||
8079 Feld[x - 1][y + 1] == EL_ACID));
8080 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
8081 (IS_FREE(x + 1, y + 1) ||
8082 Feld[x + 1][y + 1] == EL_ACID));
8083 boolean can_fall_any = (can_fall_left || can_fall_right);
8084 boolean can_fall_both = (can_fall_left && can_fall_right);
8085 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
8087 #if USE_NEW_ALL_SLIPPERY
8088 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
8090 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8091 can_fall_right = FALSE;
8092 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8093 can_fall_left = FALSE;
8094 else if (slippery_type == SLIPPERY_ONLY_LEFT)
8095 can_fall_right = FALSE;
8096 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8097 can_fall_left = FALSE;
8099 can_fall_any = (can_fall_left || can_fall_right);
8100 can_fall_both = FALSE;
8103 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
8105 if (slippery_type == SLIPPERY_ONLY_LEFT)
8106 can_fall_right = FALSE;
8107 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
8108 can_fall_left = FALSE;
8109 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
8110 can_fall_right = FALSE;
8111 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
8112 can_fall_left = FALSE;
8114 can_fall_any = (can_fall_left || can_fall_right);
8115 can_fall_both = (can_fall_left && can_fall_right);
8119 #if USE_NEW_ALL_SLIPPERY
8121 #if USE_NEW_SP_SLIPPERY
8122 /* !!! better use the same properties as for custom elements here !!! */
8123 else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
8124 can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
8126 can_fall_right = FALSE; /* slip down on left side */
8127 can_fall_both = FALSE;
8132 #if USE_NEW_ALL_SLIPPERY
8135 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8136 can_fall_right = FALSE; /* slip down on left side */
8138 can_fall_left = !(can_fall_right = RND(2));
8140 can_fall_both = FALSE;
8145 if (game.emulation == EMU_BOULDERDASH ||
8146 element == EL_BD_ROCK || element == EL_BD_DIAMOND)
8147 can_fall_right = FALSE; /* slip down on left side */
8149 can_fall_left = !(can_fall_right = RND(2));
8151 can_fall_both = FALSE;
8157 /* if not determined otherwise, prefer left side for slipping down */
8158 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
8159 started_moving = TRUE;
8163 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
8165 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
8168 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
8169 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
8170 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
8171 int belt_dir = game.belt_dir[belt_nr];
8173 if ((belt_dir == MV_LEFT && left_is_free) ||
8174 (belt_dir == MV_RIGHT && right_is_free))
8176 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
8178 InitMovingField(x, y, belt_dir);
8179 started_moving = TRUE;
8181 Pushed[x][y] = TRUE;
8182 Pushed[nextx][y] = TRUE;
8184 GfxAction[x][y] = ACTION_DEFAULT;
8188 MovDir[x][y] = 0; /* if element was moving, stop it */
8193 /* not "else if" because of elements that can fall and move (EL_SPRING) */
8195 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE)
8197 if (CAN_MOVE(element) && !started_moving)
8200 int move_pattern = element_info[element].move_pattern;
8205 if (MovDir[x][y] == MV_NONE)
8207 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
8208 x, y, element, element_info[element].token_name);
8209 printf("StartMoving(): This should never happen!\n");
8214 Moving2Blocked(x, y, &newx, &newy);
8216 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
8219 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
8220 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
8222 WasJustMoving[x][y] = 0;
8223 CheckCollision[x][y] = 0;
8225 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
8227 if (Feld[x][y] != element) /* element has changed */
8231 if (!MovDelay[x][y]) /* start new movement phase */
8233 /* all objects that can change their move direction after each step
8234 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
8236 if (element != EL_YAMYAM &&
8237 element != EL_DARK_YAMYAM &&
8238 element != EL_PACMAN &&
8239 !(move_pattern & MV_ANY_DIRECTION) &&
8240 move_pattern != MV_TURNING_LEFT &&
8241 move_pattern != MV_TURNING_RIGHT &&
8242 move_pattern != MV_TURNING_LEFT_RIGHT &&
8243 move_pattern != MV_TURNING_RIGHT_LEFT &&
8244 move_pattern != MV_TURNING_RANDOM)
8248 if (MovDelay[x][y] && (element == EL_BUG ||
8249 element == EL_SPACESHIP ||
8250 element == EL_SP_SNIKSNAK ||
8251 element == EL_SP_ELECTRON ||
8252 element == EL_MOLE))
8253 TEST_DrawLevelField(x, y);
8257 if (MovDelay[x][y]) /* wait some time before next movement */
8261 if (element == EL_ROBOT ||
8262 element == EL_YAMYAM ||
8263 element == EL_DARK_YAMYAM)
8265 DrawLevelElementAnimationIfNeeded(x, y, element);
8266 PlayLevelSoundAction(x, y, ACTION_WAITING);
8268 else if (element == EL_SP_ELECTRON)
8269 DrawLevelElementAnimationIfNeeded(x, y, element);
8270 else if (element == EL_DRAGON)
8273 int dir = MovDir[x][y];
8274 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
8275 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
8276 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
8277 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
8278 dir == MV_UP ? IMG_FLAMES_1_UP :
8279 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
8280 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
8282 GfxAction[x][y] = ACTION_ATTACKING;
8284 if (IS_PLAYER(x, y))
8285 DrawPlayerField(x, y);
8287 TEST_DrawLevelField(x, y);
8289 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
8291 for (i = 1; i <= 3; i++)
8293 int xx = x + i * dx;
8294 int yy = y + i * dy;
8295 int sx = SCREENX(xx);
8296 int sy = SCREENY(yy);
8297 int flame_graphic = graphic + (i - 1);
8299 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
8304 int flamed = MovingOrBlocked2Element(xx, yy);
8308 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8310 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
8311 RemoveMovingField(xx, yy);
8313 RemoveField(xx, yy);
8315 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
8318 RemoveMovingField(xx, yy);
8321 ChangeDelay[xx][yy] = 0;
8323 Feld[xx][yy] = EL_FLAMES;
8325 if (IN_SCR_FIELD(sx, sy))
8327 TEST_DrawLevelFieldCrumbledSand(xx, yy);
8328 DrawGraphic(sx, sy, flame_graphic, frame);
8333 if (Feld[xx][yy] == EL_FLAMES)
8334 Feld[xx][yy] = EL_EMPTY;
8335 TEST_DrawLevelField(xx, yy);
8340 if (MovDelay[x][y]) /* element still has to wait some time */
8342 PlayLevelSoundAction(x, y, ACTION_WAITING);
8348 /* now make next step */
8350 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
8352 if (DONT_COLLIDE_WITH(element) &&
8353 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
8354 !PLAYER_ENEMY_PROTECTED(newx, newy))
8356 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
8361 else if (CAN_MOVE_INTO_ACID(element) &&
8362 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
8363 !IS_MV_DIAGONAL(MovDir[x][y]) &&
8364 (MovDir[x][y] == MV_DOWN ||
8365 game.engine_version >= VERSION_IDENT(3,1,0,0)))
8367 SplashAcid(newx, newy);
8368 Store[x][y] = EL_ACID;
8370 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
8372 if (Feld[newx][newy] == EL_EXIT_OPEN ||
8373 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
8374 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
8375 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
8378 TEST_DrawLevelField(x, y);
8380 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
8381 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
8382 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
8384 local_player->friends_still_needed--;
8385 if (!local_player->friends_still_needed &&
8386 !local_player->GameOver && AllPlayersGone)
8387 PlayerWins(local_player);
8391 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
8393 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
8394 TEST_DrawLevelField(newx, newy);
8396 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8398 else if (!IS_FREE(newx, newy))
8400 GfxAction[x][y] = ACTION_WAITING;
8402 if (IS_PLAYER(x, y))
8403 DrawPlayerField(x, y);
8405 TEST_DrawLevelField(x, y);
8410 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8412 if (IS_FOOD_PIG(Feld[newx][newy]))
8414 if (IS_MOVING(newx, newy))
8415 RemoveMovingField(newx, newy);
8418 Feld[newx][newy] = EL_EMPTY;
8419 TEST_DrawLevelField(newx, newy);
8422 PlayLevelSound(x, y, SND_PIG_DIGGING);
8424 else if (!IS_FREE(newx, newy))
8426 if (IS_PLAYER(x, y))
8427 DrawPlayerField(x, y);
8429 TEST_DrawLevelField(x, y);
8434 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8436 if (Store[x][y] != EL_EMPTY)
8438 boolean can_clone = FALSE;
8441 /* check if element to clone is still there */
8442 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8444 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
8452 /* cannot clone or target field not free anymore -- do not clone */
8453 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8454 Store[x][y] = EL_EMPTY;
8457 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8459 if (IS_MV_DIAGONAL(MovDir[x][y]))
8461 int diagonal_move_dir = MovDir[x][y];
8462 int stored = Store[x][y];
8463 int change_delay = 8;
8466 /* android is moving diagonally */
8468 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8470 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8471 GfxElement[x][y] = EL_EMC_ANDROID;
8472 GfxAction[x][y] = ACTION_SHRINKING;
8473 GfxDir[x][y] = diagonal_move_dir;
8474 ChangeDelay[x][y] = change_delay;
8476 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8479 DrawLevelGraphicAnimation(x, y, graphic);
8480 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8482 if (Feld[newx][newy] == EL_ACID)
8484 SplashAcid(newx, newy);
8489 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8491 Store[newx][newy] = EL_EMC_ANDROID;
8492 GfxElement[newx][newy] = EL_EMC_ANDROID;
8493 GfxAction[newx][newy] = ACTION_GROWING;
8494 GfxDir[newx][newy] = diagonal_move_dir;
8495 ChangeDelay[newx][newy] = change_delay;
8497 graphic = el_act_dir2img(GfxElement[newx][newy],
8498 GfxAction[newx][newy], GfxDir[newx][newy]);
8500 DrawLevelGraphicAnimation(newx, newy, graphic);
8501 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8507 Feld[newx][newy] = EL_EMPTY;
8508 TEST_DrawLevelField(newx, newy);
8510 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8513 else if (!IS_FREE(newx, newy))
8516 if (IS_PLAYER(x, y))
8517 DrawPlayerField(x, y);
8519 TEST_DrawLevelField(x, y);
8525 else if (IS_CUSTOM_ELEMENT(element) &&
8526 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8529 if (!DigFieldByCE(newx, newy, element))
8532 int new_element = Feld[newx][newy];
8534 if (!IS_FREE(newx, newy))
8536 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
8537 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
8540 /* no element can dig solid indestructible elements */
8541 if (IS_INDESTRUCTIBLE(new_element) &&
8542 !IS_DIGGABLE(new_element) &&
8543 !IS_COLLECTIBLE(new_element))
8546 if (AmoebaNr[newx][newy] &&
8547 (new_element == EL_AMOEBA_FULL ||
8548 new_element == EL_BD_AMOEBA ||
8549 new_element == EL_AMOEBA_GROWING))
8551 AmoebaCnt[AmoebaNr[newx][newy]]--;
8552 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8555 if (IS_MOVING(newx, newy))
8556 RemoveMovingField(newx, newy);
8559 RemoveField(newx, newy);
8560 TEST_DrawLevelField(newx, newy);
8563 /* if digged element was about to explode, prevent the explosion */
8564 ExplodeField[newx][newy] = EX_TYPE_NONE;
8566 PlayLevelSoundAction(x, y, action);
8569 Store[newx][newy] = EL_EMPTY;
8572 /* this makes it possible to leave the removed element again */
8573 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
8574 Store[newx][newy] = new_element;
8576 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
8578 int move_leave_element = element_info[element].move_leave_element;
8580 /* this makes it possible to leave the removed element again */
8581 Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
8582 new_element : move_leave_element);
8588 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8590 RunnerVisit[x][y] = FrameCounter;
8591 PlayerVisit[x][y] /= 8; /* expire player visit path */
8594 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8596 if (!IS_FREE(newx, newy))
8598 if (IS_PLAYER(x, y))
8599 DrawPlayerField(x, y);
8601 TEST_DrawLevelField(x, y);
8607 boolean wanna_flame = !RND(10);
8608 int dx = newx - x, dy = newy - y;
8609 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8610 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8611 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8612 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8613 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8614 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8617 IS_CLASSIC_ENEMY(element1) ||
8618 IS_CLASSIC_ENEMY(element2)) &&
8619 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8620 element1 != EL_FLAMES && element2 != EL_FLAMES)
8622 ResetGfxAnimation(x, y);
8623 GfxAction[x][y] = ACTION_ATTACKING;
8625 if (IS_PLAYER(x, y))
8626 DrawPlayerField(x, y);
8628 TEST_DrawLevelField(x, y);
8630 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8632 MovDelay[x][y] = 50;
8636 RemoveField(newx, newy);
8638 Feld[newx][newy] = EL_FLAMES;
8639 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8642 RemoveField(newx1, newy1);
8644 Feld[newx1][newy1] = EL_FLAMES;
8646 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8649 RemoveField(newx2, newy2);
8651 Feld[newx2][newy2] = EL_FLAMES;
8658 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8659 Feld[newx][newy] == EL_DIAMOND)
8661 if (IS_MOVING(newx, newy))
8662 RemoveMovingField(newx, newy);
8665 Feld[newx][newy] = EL_EMPTY;
8666 TEST_DrawLevelField(newx, newy);
8669 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8671 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8672 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8674 if (AmoebaNr[newx][newy])
8676 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8677 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8678 Feld[newx][newy] == EL_BD_AMOEBA)
8679 AmoebaCnt[AmoebaNr[newx][newy]]--;
8684 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
8686 RemoveMovingField(newx, newy);
8689 if (IS_MOVING(newx, newy))
8691 RemoveMovingField(newx, newy);
8696 Feld[newx][newy] = EL_EMPTY;
8697 TEST_DrawLevelField(newx, newy);
8700 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8702 else if ((element == EL_PACMAN || element == EL_MOLE)
8703 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8705 if (AmoebaNr[newx][newy])
8707 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8708 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8709 Feld[newx][newy] == EL_BD_AMOEBA)
8710 AmoebaCnt[AmoebaNr[newx][newy]]--;
8713 if (element == EL_MOLE)
8715 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8716 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8718 ResetGfxAnimation(x, y);
8719 GfxAction[x][y] = ACTION_DIGGING;
8720 TEST_DrawLevelField(x, y);
8722 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
8724 return; /* wait for shrinking amoeba */
8726 else /* element == EL_PACMAN */
8728 Feld[newx][newy] = EL_EMPTY;
8729 TEST_DrawLevelField(newx, newy);
8730 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8733 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8734 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8735 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8737 /* wait for shrinking amoeba to completely disappear */
8740 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8742 /* object was running against a wall */
8747 /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
8748 if (move_pattern & MV_ANY_DIRECTION &&
8749 move_pattern == MovDir[x][y])
8751 int blocking_element =
8752 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
8754 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
8757 element = Feld[x][y]; /* element might have changed */
8761 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
8762 DrawLevelElementAnimation(x, y, element);
8764 if (DONT_TOUCH(element))
8765 TestIfBadThingTouchesPlayer(x, y);
8770 InitMovingField(x, y, MovDir[x][y]);
8772 PlayLevelSoundAction(x, y, ACTION_MOVING);
8776 ContinueMoving(x, y);
8779 void ContinueMoving(int x, int y)
8781 int element = Feld[x][y];
8782 struct ElementInfo *ei = &element_info[element];
8783 int direction = MovDir[x][y];
8784 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8785 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8786 int newx = x + dx, newy = y + dy;
8787 int stored = Store[x][y];
8788 int stored_new = Store[newx][newy];
8789 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8790 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8791 boolean last_line = (newy == lev_fieldy - 1);
8793 MovPos[x][y] += getElementMoveStepsize(x, y);
8795 if (pushed_by_player) /* special case: moving object pushed by player */
8796 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8798 if (ABS(MovPos[x][y]) < TILEX)
8801 int ee = Feld[x][y];
8802 int gg = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8803 int ff = getGraphicAnimationFrame(gg, GfxFrame[x][y]);
8805 printf("::: %d.%d: moving %d ... [%d, %d, %d] [%d, %d, %d]\n",
8806 x, y, ABS(MovPos[x][y]),
8808 GfxAction[x][y], GfxDir[x][y], GfxFrame[x][y]);
8811 TEST_DrawLevelField(x, y);
8813 return; /* element is still moving */
8816 /* element reached destination field */
8818 Feld[x][y] = EL_EMPTY;
8819 Feld[newx][newy] = element;
8820 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8822 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8824 element = Feld[newx][newy] = EL_ACID;
8826 else if (element == EL_MOLE)
8828 Feld[x][y] = EL_SAND;
8830 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
8832 else if (element == EL_QUICKSAND_FILLING)
8834 element = Feld[newx][newy] = get_next_element(element);
8835 Store[newx][newy] = Store[x][y];
8837 else if (element == EL_QUICKSAND_EMPTYING)
8839 Feld[x][y] = get_next_element(element);
8840 element = Feld[newx][newy] = Store[x][y];
8842 else if (element == EL_QUICKSAND_FAST_FILLING)
8844 element = Feld[newx][newy] = get_next_element(element);
8845 Store[newx][newy] = Store[x][y];
8847 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8849 Feld[x][y] = get_next_element(element);
8850 element = Feld[newx][newy] = Store[x][y];
8852 else if (element == EL_MAGIC_WALL_FILLING)
8854 element = Feld[newx][newy] = get_next_element(element);
8855 if (!game.magic_wall_active)
8856 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8857 Store[newx][newy] = Store[x][y];
8859 else if (element == EL_MAGIC_WALL_EMPTYING)
8861 Feld[x][y] = get_next_element(element);
8862 if (!game.magic_wall_active)
8863 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8864 element = Feld[newx][newy] = Store[x][y];
8866 #if USE_NEW_CUSTOM_VALUE
8867 InitField(newx, newy, FALSE);
8870 else if (element == EL_BD_MAGIC_WALL_FILLING)
8872 element = Feld[newx][newy] = get_next_element(element);
8873 if (!game.magic_wall_active)
8874 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8875 Store[newx][newy] = Store[x][y];
8877 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8879 Feld[x][y] = get_next_element(element);
8880 if (!game.magic_wall_active)
8881 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8882 element = Feld[newx][newy] = Store[x][y];
8884 #if USE_NEW_CUSTOM_VALUE
8885 InitField(newx, newy, FALSE);
8888 else if (element == EL_DC_MAGIC_WALL_FILLING)
8890 element = Feld[newx][newy] = get_next_element(element);
8891 if (!game.magic_wall_active)
8892 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8893 Store[newx][newy] = Store[x][y];
8895 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8897 Feld[x][y] = get_next_element(element);
8898 if (!game.magic_wall_active)
8899 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8900 element = Feld[newx][newy] = Store[x][y];
8902 #if USE_NEW_CUSTOM_VALUE
8903 InitField(newx, newy, FALSE);
8906 else if (element == EL_AMOEBA_DROPPING)
8908 Feld[x][y] = get_next_element(element);
8909 element = Feld[newx][newy] = Store[x][y];
8911 else if (element == EL_SOKOBAN_OBJECT)
8914 Feld[x][y] = Back[x][y];
8916 if (Back[newx][newy])
8917 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8919 Back[x][y] = Back[newx][newy] = 0;
8922 Store[x][y] = EL_EMPTY;
8927 MovDelay[newx][newy] = 0;
8929 if (CAN_CHANGE_OR_HAS_ACTION(element))
8931 /* copy element change control values to new field */
8932 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8933 ChangePage[newx][newy] = ChangePage[x][y];
8934 ChangeCount[newx][newy] = ChangeCount[x][y];
8935 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8938 #if USE_NEW_CUSTOM_VALUE
8939 CustomValue[newx][newy] = CustomValue[x][y];
8942 ChangeDelay[x][y] = 0;
8943 ChangePage[x][y] = -1;
8944 ChangeCount[x][y] = 0;
8945 ChangeEvent[x][y] = -1;
8947 #if USE_NEW_CUSTOM_VALUE
8948 CustomValue[x][y] = 0;
8951 /* copy animation control values to new field */
8952 GfxFrame[newx][newy] = GfxFrame[x][y];
8953 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8954 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8955 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8957 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8959 /* some elements can leave other elements behind after moving */
8961 if (ei->move_leave_element != EL_EMPTY &&
8962 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8963 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8965 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
8966 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8967 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8970 int move_leave_element = ei->move_leave_element;
8974 /* this makes it possible to leave the removed element again */
8975 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8976 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8978 /* this makes it possible to leave the removed element again */
8979 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8980 move_leave_element = stored;
8983 /* this makes it possible to leave the removed element again */
8984 if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
8985 ei->move_leave_element == EL_TRIGGER_ELEMENT)
8986 move_leave_element = stored;
8989 Feld[x][y] = move_leave_element;
8991 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8992 MovDir[x][y] = direction;
8994 InitField(x, y, FALSE);
8996 if (GFX_CRUMBLED(Feld[x][y]))
8997 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
8999 if (ELEM_IS_PLAYER(move_leave_element))
9000 RelocatePlayer(x, y, move_leave_element);
9003 /* do this after checking for left-behind element */
9004 ResetGfxAnimation(x, y); /* reset animation values for old field */
9006 if (!CAN_MOVE(element) ||
9007 (CAN_FALL(element) && direction == MV_DOWN &&
9008 (element == EL_SPRING ||
9009 element_info[element].move_pattern == MV_WHEN_PUSHED ||
9010 element_info[element].move_pattern == MV_WHEN_DROPPED)))
9011 GfxDir[x][y] = MovDir[newx][newy] = 0;
9013 TEST_DrawLevelField(x, y);
9014 TEST_DrawLevelField(newx, newy);
9016 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
9018 /* prevent pushed element from moving on in pushed direction */
9019 if (pushed_by_player && CAN_MOVE(element) &&
9020 element_info[element].move_pattern & MV_ANY_DIRECTION &&
9021 !(element_info[element].move_pattern & direction))
9022 TurnRound(newx, newy);
9024 /* prevent elements on conveyor belt from moving on in last direction */
9025 if (pushed_by_conveyor && CAN_FALL(element) &&
9026 direction & MV_HORIZONTAL)
9027 MovDir[newx][newy] = 0;
9029 if (!pushed_by_player)
9031 int nextx = newx + dx, nexty = newy + dy;
9032 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
9034 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
9036 if (CAN_FALL(element) && direction == MV_DOWN)
9037 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
9039 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
9040 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
9042 #if USE_FIX_IMPACT_COLLISION
9043 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
9044 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
9048 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
9050 TestIfBadThingTouchesPlayer(newx, newy);
9051 TestIfBadThingTouchesFriend(newx, newy);
9053 if (!IS_CUSTOM_ELEMENT(element))
9054 TestIfBadThingTouchesOtherBadThing(newx, newy);
9056 else if (element == EL_PENGUIN)
9057 TestIfFriendTouchesBadThing(newx, newy);
9059 if (DONT_GET_HIT_BY(element))
9061 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
9064 /* give the player one last chance (one more frame) to move away */
9065 if (CAN_FALL(element) && direction == MV_DOWN &&
9066 (last_line || (!IS_FREE(x, newy + 1) &&
9067 (!IS_PLAYER(x, newy + 1) ||
9068 game.engine_version < VERSION_IDENT(3,1,1,0)))))
9071 if (pushed_by_player && !game.use_change_when_pushing_bug)
9073 int push_side = MV_DIR_OPPOSITE(direction);
9074 struct PlayerInfo *player = PLAYERINFO(x, y);
9076 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
9077 player->index_bit, push_side);
9078 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
9079 player->index_bit, push_side);
9082 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
9083 MovDelay[newx][newy] = 1;
9085 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
9087 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
9090 if (ChangePage[newx][newy] != -1) /* delayed change */
9092 int page = ChangePage[newx][newy];
9093 struct ElementChangeInfo *change = &ei->change_page[page];
9095 ChangePage[newx][newy] = -1;
9097 if (change->can_change)
9099 if (ChangeElement(newx, newy, element, page))
9101 if (change->post_change_function)
9102 change->post_change_function(newx, newy);
9106 if (change->has_action)
9107 ExecuteCustomElementAction(newx, newy, element, page);
9111 TestIfElementHitsCustomElement(newx, newy, direction);
9112 TestIfPlayerTouchesCustomElement(newx, newy);
9113 TestIfElementTouchesCustomElement(newx, newy);
9115 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
9116 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
9117 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
9118 MV_DIR_OPPOSITE(direction));
9121 int AmoebeNachbarNr(int ax, int ay)
9124 int element = Feld[ax][ay];
9126 static int xy[4][2] =
9134 for (i = 0; i < NUM_DIRECTIONS; i++)
9136 int x = ax + xy[i][0];
9137 int y = ay + xy[i][1];
9139 if (!IN_LEV_FIELD(x, y))
9142 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
9143 group_nr = AmoebaNr[x][y];
9149 void AmoebenVereinigen(int ax, int ay)
9151 int i, x, y, xx, yy;
9152 int new_group_nr = AmoebaNr[ax][ay];
9153 static int xy[4][2] =
9161 if (new_group_nr == 0)
9164 for (i = 0; i < NUM_DIRECTIONS; i++)
9169 if (!IN_LEV_FIELD(x, y))
9172 if ((Feld[x][y] == EL_AMOEBA_FULL ||
9173 Feld[x][y] == EL_BD_AMOEBA ||
9174 Feld[x][y] == EL_AMOEBA_DEAD) &&
9175 AmoebaNr[x][y] != new_group_nr)
9177 int old_group_nr = AmoebaNr[x][y];
9179 if (old_group_nr == 0)
9182 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
9183 AmoebaCnt[old_group_nr] = 0;
9184 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
9185 AmoebaCnt2[old_group_nr] = 0;
9187 SCAN_PLAYFIELD(xx, yy)
9189 if (AmoebaNr[xx][yy] == old_group_nr)
9190 AmoebaNr[xx][yy] = new_group_nr;
9196 void AmoebeUmwandeln(int ax, int ay)
9200 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
9202 int group_nr = AmoebaNr[ax][ay];
9207 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
9208 printf("AmoebeUmwandeln(): This should never happen!\n");
9213 SCAN_PLAYFIELD(x, y)
9215 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
9218 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
9222 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
9223 SND_AMOEBA_TURNING_TO_GEM :
9224 SND_AMOEBA_TURNING_TO_ROCK));
9229 static int xy[4][2] =
9237 for (i = 0; i < NUM_DIRECTIONS; i++)
9242 if (!IN_LEV_FIELD(x, y))
9245 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
9247 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
9248 SND_AMOEBA_TURNING_TO_GEM :
9249 SND_AMOEBA_TURNING_TO_ROCK));
9256 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
9259 int group_nr = AmoebaNr[ax][ay];
9260 boolean done = FALSE;
9265 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
9266 printf("AmoebeUmwandelnBD(): This should never happen!\n");
9271 SCAN_PLAYFIELD(x, y)
9273 if (AmoebaNr[x][y] == group_nr &&
9274 (Feld[x][y] == EL_AMOEBA_DEAD ||
9275 Feld[x][y] == EL_BD_AMOEBA ||
9276 Feld[x][y] == EL_AMOEBA_GROWING))
9279 Feld[x][y] = new_element;
9280 InitField(x, y, FALSE);
9281 TEST_DrawLevelField(x, y);
9287 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
9288 SND_BD_AMOEBA_TURNING_TO_ROCK :
9289 SND_BD_AMOEBA_TURNING_TO_GEM));
9292 void AmoebeWaechst(int x, int y)
9294 static unsigned long sound_delay = 0;
9295 static unsigned long sound_delay_value = 0;
9297 if (!MovDelay[x][y]) /* start new growing cycle */
9301 if (DelayReached(&sound_delay, sound_delay_value))
9303 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
9304 sound_delay_value = 30;
9308 if (MovDelay[x][y]) /* wait some time before growing bigger */
9311 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9313 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
9314 6 - MovDelay[x][y]);
9316 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
9319 if (!MovDelay[x][y])
9321 Feld[x][y] = Store[x][y];
9323 TEST_DrawLevelField(x, y);
9328 void AmoebaDisappearing(int x, int y)
9330 static unsigned long sound_delay = 0;
9331 static unsigned long sound_delay_value = 0;
9333 if (!MovDelay[x][y]) /* start new shrinking cycle */
9337 if (DelayReached(&sound_delay, sound_delay_value))
9338 sound_delay_value = 30;
9341 if (MovDelay[x][y]) /* wait some time before shrinking */
9344 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9346 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
9347 6 - MovDelay[x][y]);
9349 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
9352 if (!MovDelay[x][y])
9354 Feld[x][y] = EL_EMPTY;
9355 TEST_DrawLevelField(x, y);
9357 /* don't let mole enter this field in this cycle;
9358 (give priority to objects falling to this field from above) */
9364 void AmoebeAbleger(int ax, int ay)
9367 int element = Feld[ax][ay];
9368 int graphic = el2img(element);
9369 int newax = ax, neway = ay;
9370 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
9371 static int xy[4][2] =
9379 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
9381 Feld[ax][ay] = EL_AMOEBA_DEAD;
9382 TEST_DrawLevelField(ax, ay);
9386 if (IS_ANIMATED(graphic))
9387 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9389 if (!MovDelay[ax][ay]) /* start making new amoeba field */
9390 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
9392 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
9395 if (MovDelay[ax][ay])
9399 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
9402 int x = ax + xy[start][0];
9403 int y = ay + xy[start][1];
9405 if (!IN_LEV_FIELD(x, y))
9408 if (IS_FREE(x, y) ||
9409 CAN_GROW_INTO(Feld[x][y]) ||
9410 Feld[x][y] == EL_QUICKSAND_EMPTY ||
9411 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
9417 if (newax == ax && neway == ay)
9420 else /* normal or "filled" (BD style) amoeba */
9423 boolean waiting_for_player = FALSE;
9425 for (i = 0; i < NUM_DIRECTIONS; i++)
9427 int j = (start + i) % 4;
9428 int x = ax + xy[j][0];
9429 int y = ay + xy[j][1];
9431 if (!IN_LEV_FIELD(x, y))
9434 if (IS_FREE(x, y) ||
9435 CAN_GROW_INTO(Feld[x][y]) ||
9436 Feld[x][y] == EL_QUICKSAND_EMPTY ||
9437 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
9443 else if (IS_PLAYER(x, y))
9444 waiting_for_player = TRUE;
9447 if (newax == ax && neway == ay) /* amoeba cannot grow */
9449 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
9451 Feld[ax][ay] = EL_AMOEBA_DEAD;
9452 TEST_DrawLevelField(ax, ay);
9453 AmoebaCnt[AmoebaNr[ax][ay]]--;
9455 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
9457 if (element == EL_AMOEBA_FULL)
9458 AmoebeUmwandeln(ax, ay);
9459 else if (element == EL_BD_AMOEBA)
9460 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
9465 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
9467 /* amoeba gets larger by growing in some direction */
9469 int new_group_nr = AmoebaNr[ax][ay];
9472 if (new_group_nr == 0)
9474 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
9475 printf("AmoebeAbleger(): This should never happen!\n");
9480 AmoebaNr[newax][neway] = new_group_nr;
9481 AmoebaCnt[new_group_nr]++;
9482 AmoebaCnt2[new_group_nr]++;
9484 /* if amoeba touches other amoeba(s) after growing, unify them */
9485 AmoebenVereinigen(newax, neway);
9487 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
9489 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
9495 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
9496 (neway == lev_fieldy - 1 && newax != ax))
9498 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
9499 Store[newax][neway] = element;
9501 else if (neway == ay || element == EL_EMC_DRIPPER)
9503 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
9505 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
9509 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
9510 Feld[ax][ay] = EL_AMOEBA_DROPPING;
9511 Store[ax][ay] = EL_AMOEBA_DROP;
9512 ContinueMoving(ax, ay);
9516 TEST_DrawLevelField(newax, neway);
9519 void Life(int ax, int ay)
9523 int element = Feld[ax][ay];
9524 int graphic = el2img(element);
9525 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
9527 boolean changed = FALSE;
9529 if (IS_ANIMATED(graphic))
9530 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9535 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
9536 MovDelay[ax][ay] = life_time;
9538 if (MovDelay[ax][ay]) /* wait some time before next cycle */
9541 if (MovDelay[ax][ay])
9545 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
9547 int xx = ax+x1, yy = ay+y1;
9550 if (!IN_LEV_FIELD(xx, yy))
9553 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9555 int x = xx+x2, y = yy+y2;
9557 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9560 if (((Feld[x][y] == element ||
9561 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
9563 (IS_FREE(x, y) && Stop[x][y]))
9567 if (xx == ax && yy == ay) /* field in the middle */
9569 if (nachbarn < life_parameter[0] ||
9570 nachbarn > life_parameter[1])
9572 Feld[xx][yy] = EL_EMPTY;
9574 TEST_DrawLevelField(xx, yy);
9575 Stop[xx][yy] = TRUE;
9579 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
9580 { /* free border field */
9581 if (nachbarn >= life_parameter[2] &&
9582 nachbarn <= life_parameter[3])
9584 Feld[xx][yy] = element;
9585 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9587 TEST_DrawLevelField(xx, yy);
9588 Stop[xx][yy] = TRUE;
9595 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9596 SND_GAME_OF_LIFE_GROWING);
9599 static void InitRobotWheel(int x, int y)
9601 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9604 static void RunRobotWheel(int x, int y)
9606 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9609 static void StopRobotWheel(int x, int y)
9611 if (ZX == x && ZY == y)
9615 game.robot_wheel_active = FALSE;
9619 static void InitTimegateWheel(int x, int y)
9621 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9624 static void RunTimegateWheel(int x, int y)
9626 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9629 static void InitMagicBallDelay(int x, int y)
9632 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9634 ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1;
9638 static void ActivateMagicBall(int bx, int by)
9642 if (level.ball_random)
9644 int pos_border = RND(8); /* select one of the eight border elements */
9645 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9646 int xx = pos_content % 3;
9647 int yy = pos_content / 3;
9652 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9653 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9657 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9659 int xx = x - bx + 1;
9660 int yy = y - by + 1;
9662 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9663 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9667 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9670 void CheckExit(int x, int y)
9672 if (local_player->gems_still_needed > 0 ||
9673 local_player->sokobanfields_still_needed > 0 ||
9674 local_player->lights_still_needed > 0)
9676 int element = Feld[x][y];
9677 int graphic = el2img(element);
9679 if (IS_ANIMATED(graphic))
9680 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9685 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9688 Feld[x][y] = EL_EXIT_OPENING;
9690 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9693 void CheckExitEM(int x, int y)
9695 if (local_player->gems_still_needed > 0 ||
9696 local_player->sokobanfields_still_needed > 0 ||
9697 local_player->lights_still_needed > 0)
9699 int element = Feld[x][y];
9700 int graphic = el2img(element);
9702 if (IS_ANIMATED(graphic))
9703 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9708 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9711 Feld[x][y] = EL_EM_EXIT_OPENING;
9713 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9716 void CheckExitSteel(int x, int y)
9718 if (local_player->gems_still_needed > 0 ||
9719 local_player->sokobanfields_still_needed > 0 ||
9720 local_player->lights_still_needed > 0)
9722 int element = Feld[x][y];
9723 int graphic = el2img(element);
9725 if (IS_ANIMATED(graphic))
9726 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9731 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9734 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9736 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9739 void CheckExitSteelEM(int x, int y)
9741 if (local_player->gems_still_needed > 0 ||
9742 local_player->sokobanfields_still_needed > 0 ||
9743 local_player->lights_still_needed > 0)
9745 int element = Feld[x][y];
9746 int graphic = el2img(element);
9748 if (IS_ANIMATED(graphic))
9749 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9754 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9757 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9759 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9762 void CheckExitSP(int x, int y)
9764 if (local_player->gems_still_needed > 0)
9766 int element = Feld[x][y];
9767 int graphic = el2img(element);
9769 if (IS_ANIMATED(graphic))
9770 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9775 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9778 Feld[x][y] = EL_SP_EXIT_OPENING;
9780 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9783 static void CloseAllOpenTimegates()
9787 SCAN_PLAYFIELD(x, y)
9789 int element = Feld[x][y];
9791 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9793 Feld[x][y] = EL_TIMEGATE_CLOSING;
9795 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9800 void DrawTwinkleOnField(int x, int y)
9802 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9805 if (Feld[x][y] == EL_BD_DIAMOND)
9808 if (MovDelay[x][y] == 0) /* next animation frame */
9809 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9811 if (MovDelay[x][y] != 0) /* wait some time before next frame */
9815 DrawLevelElementAnimation(x, y, Feld[x][y]);
9817 if (MovDelay[x][y] != 0)
9819 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9820 10 - MovDelay[x][y]);
9822 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9827 void MauerWaechst(int x, int y)
9831 if (!MovDelay[x][y]) /* next animation frame */
9832 MovDelay[x][y] = 3 * delay;
9834 if (MovDelay[x][y]) /* wait some time before next frame */
9838 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9840 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9841 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9843 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9846 if (!MovDelay[x][y])
9848 if (MovDir[x][y] == MV_LEFT)
9850 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9851 TEST_DrawLevelField(x - 1, y);
9853 else if (MovDir[x][y] == MV_RIGHT)
9855 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9856 TEST_DrawLevelField(x + 1, y);
9858 else if (MovDir[x][y] == MV_UP)
9860 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9861 TEST_DrawLevelField(x, y - 1);
9865 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9866 TEST_DrawLevelField(x, y + 1);
9869 Feld[x][y] = Store[x][y];
9871 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9872 TEST_DrawLevelField(x, y);
9877 void MauerAbleger(int ax, int ay)
9879 int element = Feld[ax][ay];
9880 int graphic = el2img(element);
9881 boolean oben_frei = FALSE, unten_frei = FALSE;
9882 boolean links_frei = FALSE, rechts_frei = FALSE;
9883 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9884 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9885 boolean new_wall = FALSE;
9887 if (IS_ANIMATED(graphic))
9888 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9890 if (!MovDelay[ax][ay]) /* start building new wall */
9891 MovDelay[ax][ay] = 6;
9893 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9896 if (MovDelay[ax][ay])
9900 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9902 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9904 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9906 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9909 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9910 element == EL_EXPANDABLE_WALL_ANY)
9914 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9915 Store[ax][ay-1] = element;
9916 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9917 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9918 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9919 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9924 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9925 Store[ax][ay+1] = element;
9926 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9927 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9928 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9929 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9934 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9935 element == EL_EXPANDABLE_WALL_ANY ||
9936 element == EL_EXPANDABLE_WALL ||
9937 element == EL_BD_EXPANDABLE_WALL)
9941 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9942 Store[ax-1][ay] = element;
9943 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9944 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9945 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9946 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9952 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9953 Store[ax+1][ay] = element;
9954 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9955 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9956 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9957 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9962 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9963 TEST_DrawLevelField(ax, ay);
9965 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9967 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9968 unten_massiv = TRUE;
9969 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9970 links_massiv = TRUE;
9971 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9972 rechts_massiv = TRUE;
9974 if (((oben_massiv && unten_massiv) ||
9975 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9976 element == EL_EXPANDABLE_WALL) &&
9977 ((links_massiv && rechts_massiv) ||
9978 element == EL_EXPANDABLE_WALL_VERTICAL))
9979 Feld[ax][ay] = EL_WALL;
9982 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9985 void MauerAblegerStahl(int ax, int ay)
9987 int element = Feld[ax][ay];
9988 int graphic = el2img(element);
9989 boolean oben_frei = FALSE, unten_frei = FALSE;
9990 boolean links_frei = FALSE, rechts_frei = FALSE;
9991 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9992 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9993 boolean new_wall = FALSE;
9995 if (IS_ANIMATED(graphic))
9996 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9998 if (!MovDelay[ax][ay]) /* start building new wall */
9999 MovDelay[ax][ay] = 6;
10001 if (MovDelay[ax][ay]) /* wait some time before building new wall */
10003 MovDelay[ax][ay]--;
10004 if (MovDelay[ax][ay])
10008 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
10010 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
10012 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
10014 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
10015 rechts_frei = TRUE;
10017 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
10018 element == EL_EXPANDABLE_STEELWALL_ANY)
10022 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
10023 Store[ax][ay-1] = element;
10024 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
10025 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
10026 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
10027 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
10032 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
10033 Store[ax][ay+1] = element;
10034 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
10035 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
10036 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
10037 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
10042 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
10043 element == EL_EXPANDABLE_STEELWALL_ANY)
10047 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
10048 Store[ax-1][ay] = element;
10049 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
10050 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
10051 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
10052 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
10058 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
10059 Store[ax+1][ay] = element;
10060 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
10061 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
10062 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
10063 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
10068 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
10069 oben_massiv = TRUE;
10070 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
10071 unten_massiv = TRUE;
10072 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
10073 links_massiv = TRUE;
10074 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
10075 rechts_massiv = TRUE;
10077 if (((oben_massiv && unten_massiv) ||
10078 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
10079 ((links_massiv && rechts_massiv) ||
10080 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
10081 Feld[ax][ay] = EL_STEELWALL;
10084 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
10087 void CheckForDragon(int x, int y)
10090 boolean dragon_found = FALSE;
10091 static int xy[4][2] =
10099 for (i = 0; i < NUM_DIRECTIONS; i++)
10101 for (j = 0; j < 4; j++)
10103 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
10105 if (IN_LEV_FIELD(xx, yy) &&
10106 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
10108 if (Feld[xx][yy] == EL_DRAGON)
10109 dragon_found = TRUE;
10118 for (i = 0; i < NUM_DIRECTIONS; i++)
10120 for (j = 0; j < 3; j++)
10122 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
10124 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
10126 Feld[xx][yy] = EL_EMPTY;
10127 TEST_DrawLevelField(xx, yy);
10136 static void InitBuggyBase(int x, int y)
10138 int element = Feld[x][y];
10139 int activating_delay = FRAMES_PER_SECOND / 4;
10141 ChangeDelay[x][y] =
10142 (element == EL_SP_BUGGY_BASE ?
10143 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
10144 element == EL_SP_BUGGY_BASE_ACTIVATING ?
10146 element == EL_SP_BUGGY_BASE_ACTIVE ?
10147 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
10150 static void WarnBuggyBase(int x, int y)
10153 static int xy[4][2] =
10161 for (i = 0; i < NUM_DIRECTIONS; i++)
10163 int xx = x + xy[i][0];
10164 int yy = y + xy[i][1];
10166 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
10168 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
10175 static void InitTrap(int x, int y)
10177 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
10180 static void ActivateTrap(int x, int y)
10182 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
10185 static void ChangeActiveTrap(int x, int y)
10187 int graphic = IMG_TRAP_ACTIVE;
10189 /* if new animation frame was drawn, correct crumbled sand border */
10190 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
10191 TEST_DrawLevelFieldCrumbledSand(x, y);
10194 static int getSpecialActionElement(int element, int number, int base_element)
10196 return (element != EL_EMPTY ? element :
10197 number != -1 ? base_element + number - 1 :
10201 static int getModifiedActionNumber(int value_old, int operator, int operand,
10202 int value_min, int value_max)
10204 int value_new = (operator == CA_MODE_SET ? operand :
10205 operator == CA_MODE_ADD ? value_old + operand :
10206 operator == CA_MODE_SUBTRACT ? value_old - operand :
10207 operator == CA_MODE_MULTIPLY ? value_old * operand :
10208 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
10209 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
10212 return (value_new < value_min ? value_min :
10213 value_new > value_max ? value_max :
10217 static void ExecuteCustomElementAction(int x, int y, int element, int page)
10219 struct ElementInfo *ei = &element_info[element];
10220 struct ElementChangeInfo *change = &ei->change_page[page];
10221 int target_element = change->target_element;
10222 int action_type = change->action_type;
10223 int action_mode = change->action_mode;
10224 int action_arg = change->action_arg;
10225 int action_element = change->action_element;
10228 if (!change->has_action)
10231 /* ---------- determine action paramater values -------------------------- */
10233 int level_time_value =
10234 (level.time > 0 ? TimeLeft :
10237 int action_arg_element_raw =
10238 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
10239 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
10240 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
10241 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
10242 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
10243 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
10244 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
10246 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
10249 if (action_arg_element_raw == EL_GROUP_START)
10250 printf("::: %d,%d: %d ('%s')\n", x, y, element, EL_NAME(element));
10253 int action_arg_direction =
10254 (action_arg >= CA_ARG_DIRECTION_LEFT &&
10255 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
10256 action_arg == CA_ARG_DIRECTION_TRIGGER ?
10257 change->actual_trigger_side :
10258 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
10259 MV_DIR_OPPOSITE(change->actual_trigger_side) :
10262 int action_arg_number_min =
10263 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
10266 int action_arg_number_max =
10267 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
10268 action_type == CA_SET_LEVEL_GEMS ? 999 :
10269 action_type == CA_SET_LEVEL_TIME ? 9999 :
10270 action_type == CA_SET_LEVEL_SCORE ? 99999 :
10271 action_type == CA_SET_CE_VALUE ? 9999 :
10272 action_type == CA_SET_CE_SCORE ? 9999 :
10275 int action_arg_number_reset =
10276 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
10277 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
10278 action_type == CA_SET_LEVEL_TIME ? level.time :
10279 action_type == CA_SET_LEVEL_SCORE ? 0 :
10280 #if USE_NEW_CUSTOM_VALUE
10281 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
10283 action_type == CA_SET_CE_VALUE ? ei->custom_value_initial :
10285 action_type == CA_SET_CE_SCORE ? 0 :
10288 int action_arg_number =
10289 (action_arg <= CA_ARG_MAX ? action_arg :
10290 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
10291 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
10292 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
10293 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
10294 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
10295 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
10296 #if USE_NEW_CUSTOM_VALUE
10297 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
10299 action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
10301 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
10302 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
10303 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
10304 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
10305 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
10306 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
10307 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
10308 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
10309 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
10310 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
10311 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
10312 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
10313 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
10314 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
10317 int action_arg_number_old =
10318 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
10319 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
10320 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
10321 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
10322 action_type == CA_SET_CE_SCORE ? ei->collect_score :
10325 int action_arg_number_new =
10326 getModifiedActionNumber(action_arg_number_old,
10327 action_mode, action_arg_number,
10328 action_arg_number_min, action_arg_number_max);
10331 int trigger_player_bits =
10332 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
10333 change->actual_trigger_player_bits : change->trigger_player);
10335 int trigger_player_bits =
10336 (change->actual_trigger_player >= EL_PLAYER_1 &&
10337 change->actual_trigger_player <= EL_PLAYER_4 ?
10338 (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
10342 int action_arg_player_bits =
10343 (action_arg >= CA_ARG_PLAYER_1 &&
10344 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
10345 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
10346 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
10349 /* ---------- execute action -------------------------------------------- */
10351 switch (action_type)
10358 /* ---------- level actions ------------------------------------------- */
10360 case CA_RESTART_LEVEL:
10362 game.restart_level = TRUE;
10367 case CA_SHOW_ENVELOPE:
10369 int element = getSpecialActionElement(action_arg_element,
10370 action_arg_number, EL_ENVELOPE_1);
10372 if (IS_ENVELOPE(element))
10373 local_player->show_envelope = element;
10378 case CA_SET_LEVEL_TIME:
10380 if (level.time > 0) /* only modify limited time value */
10382 TimeLeft = action_arg_number_new;
10385 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
10387 DisplayGameControlValues();
10389 DrawGameValue_Time(TimeLeft);
10392 if (!TimeLeft && setup.time_limit)
10393 for (i = 0; i < MAX_PLAYERS; i++)
10394 KillPlayer(&stored_player[i]);
10400 case CA_SET_LEVEL_SCORE:
10402 local_player->score = action_arg_number_new;
10405 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
10407 DisplayGameControlValues();
10409 DrawGameValue_Score(local_player->score);
10415 case CA_SET_LEVEL_GEMS:
10417 local_player->gems_still_needed = action_arg_number_new;
10420 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
10422 DisplayGameControlValues();
10424 DrawGameValue_Emeralds(local_player->gems_still_needed);
10430 #if !USE_PLAYER_GRAVITY
10431 case CA_SET_LEVEL_GRAVITY:
10433 game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10434 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10435 action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity :
10441 case CA_SET_LEVEL_WIND:
10443 game.wind_direction = action_arg_direction;
10448 case CA_SET_LEVEL_RANDOM_SEED:
10451 /* ensure that setting a new random seed while playing is predictable */
10452 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
10454 InitRND(action_arg_number_new);
10458 printf("::: %d -> %d\n", action_arg_number_new, RND(10));
10466 for (i = 0; i < 9; i++)
10467 printf("%d, ", RND(2));
10475 /* ---------- player actions ------------------------------------------ */
10477 case CA_MOVE_PLAYER:
10479 /* automatically move to the next field in specified direction */
10480 for (i = 0; i < MAX_PLAYERS; i++)
10481 if (trigger_player_bits & (1 << i))
10482 stored_player[i].programmed_action = action_arg_direction;
10487 case CA_EXIT_PLAYER:
10489 for (i = 0; i < MAX_PLAYERS; i++)
10490 if (action_arg_player_bits & (1 << i))
10491 PlayerWins(&stored_player[i]);
10496 case CA_KILL_PLAYER:
10498 for (i = 0; i < MAX_PLAYERS; i++)
10499 if (action_arg_player_bits & (1 << i))
10500 KillPlayer(&stored_player[i]);
10505 case CA_SET_PLAYER_KEYS:
10507 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
10508 int element = getSpecialActionElement(action_arg_element,
10509 action_arg_number, EL_KEY_1);
10511 if (IS_KEY(element))
10513 for (i = 0; i < MAX_PLAYERS; i++)
10515 if (trigger_player_bits & (1 << i))
10517 stored_player[i].key[KEY_NR(element)] = key_state;
10519 DrawGameDoorValues();
10527 case CA_SET_PLAYER_SPEED:
10530 printf("::: trigger_player_bits == %d\n", trigger_player_bits);
10533 for (i = 0; i < MAX_PLAYERS; i++)
10535 if (trigger_player_bits & (1 << i))
10537 int move_stepsize = TILEX / stored_player[i].move_delay_value;
10539 if (action_arg == CA_ARG_SPEED_FASTER &&
10540 stored_player[i].cannot_move)
10542 action_arg_number = STEPSIZE_VERY_SLOW;
10544 else if (action_arg == CA_ARG_SPEED_SLOWER ||
10545 action_arg == CA_ARG_SPEED_FASTER)
10547 action_arg_number = 2;
10548 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
10551 else if (action_arg == CA_ARG_NUMBER_RESET)
10553 action_arg_number = level.initial_player_stepsize[i];
10557 getModifiedActionNumber(move_stepsize,
10560 action_arg_number_min,
10561 action_arg_number_max);
10563 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
10570 case CA_SET_PLAYER_SHIELD:
10572 for (i = 0; i < MAX_PLAYERS; i++)
10574 if (trigger_player_bits & (1 << i))
10576 if (action_arg == CA_ARG_SHIELD_OFF)
10578 stored_player[i].shield_normal_time_left = 0;
10579 stored_player[i].shield_deadly_time_left = 0;
10581 else if (action_arg == CA_ARG_SHIELD_NORMAL)
10583 stored_player[i].shield_normal_time_left = 999999;
10585 else if (action_arg == CA_ARG_SHIELD_DEADLY)
10587 stored_player[i].shield_normal_time_left = 999999;
10588 stored_player[i].shield_deadly_time_left = 999999;
10596 #if USE_PLAYER_GRAVITY
10597 case CA_SET_PLAYER_GRAVITY:
10599 for (i = 0; i < MAX_PLAYERS; i++)
10601 if (trigger_player_bits & (1 << i))
10603 stored_player[i].gravity =
10604 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10605 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10606 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10607 stored_player[i].gravity);
10615 case CA_SET_PLAYER_ARTWORK:
10617 for (i = 0; i < MAX_PLAYERS; i++)
10619 if (trigger_player_bits & (1 << i))
10621 int artwork_element = action_arg_element;
10623 if (action_arg == CA_ARG_ELEMENT_RESET)
10625 (level.use_artwork_element[i] ? level.artwork_element[i] :
10626 stored_player[i].element_nr);
10628 #if USE_GFX_RESET_PLAYER_ARTWORK
10629 if (stored_player[i].artwork_element != artwork_element)
10630 stored_player[i].Frame = 0;
10633 stored_player[i].artwork_element = artwork_element;
10635 SetPlayerWaiting(&stored_player[i], FALSE);
10637 /* set number of special actions for bored and sleeping animation */
10638 stored_player[i].num_special_action_bored =
10639 get_num_special_action(artwork_element,
10640 ACTION_BORING_1, ACTION_BORING_LAST);
10641 stored_player[i].num_special_action_sleeping =
10642 get_num_special_action(artwork_element,
10643 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10650 case CA_SET_PLAYER_INVENTORY:
10652 for (i = 0; i < MAX_PLAYERS; i++)
10654 struct PlayerInfo *player = &stored_player[i];
10657 if (trigger_player_bits & (1 << i))
10659 int inventory_element = action_arg_element;
10661 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10662 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10663 action_arg == CA_ARG_ELEMENT_ACTION)
10665 int element = inventory_element;
10666 int collect_count = element_info[element].collect_count_initial;
10668 if (!IS_CUSTOM_ELEMENT(element))
10671 if (collect_count == 0)
10672 player->inventory_infinite_element = element;
10674 for (k = 0; k < collect_count; k++)
10675 if (player->inventory_size < MAX_INVENTORY_SIZE)
10676 player->inventory_element[player->inventory_size++] =
10679 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10680 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10681 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10683 if (player->inventory_infinite_element != EL_UNDEFINED &&
10684 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10685 action_arg_element_raw))
10686 player->inventory_infinite_element = EL_UNDEFINED;
10688 for (k = 0, j = 0; j < player->inventory_size; j++)
10690 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10691 action_arg_element_raw))
10692 player->inventory_element[k++] = player->inventory_element[j];
10695 player->inventory_size = k;
10697 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10699 if (player->inventory_size > 0)
10701 for (j = 0; j < player->inventory_size - 1; j++)
10702 player->inventory_element[j] = player->inventory_element[j + 1];
10704 player->inventory_size--;
10707 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10709 if (player->inventory_size > 0)
10710 player->inventory_size--;
10712 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10714 player->inventory_infinite_element = EL_UNDEFINED;
10715 player->inventory_size = 0;
10717 else if (action_arg == CA_ARG_INVENTORY_RESET)
10719 player->inventory_infinite_element = EL_UNDEFINED;
10720 player->inventory_size = 0;
10722 if (level.use_initial_inventory[i])
10724 for (j = 0; j < level.initial_inventory_size[i]; j++)
10726 int element = level.initial_inventory_content[i][j];
10727 int collect_count = element_info[element].collect_count_initial;
10729 if (!IS_CUSTOM_ELEMENT(element))
10732 if (collect_count == 0)
10733 player->inventory_infinite_element = element;
10735 for (k = 0; k < collect_count; k++)
10736 if (player->inventory_size < MAX_INVENTORY_SIZE)
10737 player->inventory_element[player->inventory_size++] =
10748 /* ---------- CE actions ---------------------------------------------- */
10750 case CA_SET_CE_VALUE:
10752 #if USE_NEW_CUSTOM_VALUE
10753 int last_ce_value = CustomValue[x][y];
10755 CustomValue[x][y] = action_arg_number_new;
10757 if (CustomValue[x][y] != last_ce_value)
10759 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10760 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10762 if (CustomValue[x][y] == 0)
10764 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10765 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10773 case CA_SET_CE_SCORE:
10775 #if USE_NEW_CUSTOM_VALUE
10776 int last_ce_score = ei->collect_score;
10778 ei->collect_score = action_arg_number_new;
10780 if (ei->collect_score != last_ce_score)
10782 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10783 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10785 if (ei->collect_score == 0)
10789 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10790 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10793 This is a very special case that seems to be a mixture between
10794 CheckElementChange() and CheckTriggeredElementChange(): while
10795 the first one only affects single elements that are triggered
10796 directly, the second one affects multiple elements in the playfield
10797 that are triggered indirectly by another element. This is a third
10798 case: Changing the CE score always affects multiple identical CEs,
10799 so every affected CE must be checked, not only the single CE for
10800 which the CE score was changed in the first place (as every instance
10801 of that CE shares the same CE score, and therefore also can change)!
10803 SCAN_PLAYFIELD(xx, yy)
10805 if (Feld[xx][yy] == element)
10806 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10807 CE_SCORE_GETS_ZERO);
10816 case CA_SET_CE_ARTWORK:
10818 int artwork_element = action_arg_element;
10819 boolean reset_frame = FALSE;
10822 if (action_arg == CA_ARG_ELEMENT_RESET)
10823 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10826 if (ei->gfx_element != artwork_element)
10827 reset_frame = TRUE;
10829 ei->gfx_element = artwork_element;
10831 SCAN_PLAYFIELD(xx, yy)
10833 if (Feld[xx][yy] == element)
10837 ResetGfxAnimation(xx, yy);
10838 ResetRandomAnimationValue(xx, yy);
10841 TEST_DrawLevelField(xx, yy);
10848 /* ---------- engine actions ------------------------------------------ */
10850 case CA_SET_ENGINE_SCAN_MODE:
10852 InitPlayfieldScanMode(action_arg);
10862 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10864 int old_element = Feld[x][y];
10865 int new_element = GetElementFromGroupElement(element);
10866 int previous_move_direction = MovDir[x][y];
10867 #if USE_NEW_CUSTOM_VALUE
10868 int last_ce_value = CustomValue[x][y];
10870 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10871 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10872 boolean add_player_onto_element = (new_element_is_player &&
10873 #if USE_CODE_THAT_BREAKS_SNAKE_BITE
10874 /* this breaks SnakeBite when a snake is
10875 halfway through a door that closes */
10876 /* NOW FIXED AT LEVEL INIT IN files.c */
10877 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10879 IS_WALKABLE(old_element));
10882 /* check if element under the player changes from accessible to unaccessible
10883 (needed for special case of dropping element which then changes) */
10884 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
10885 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10893 if (!add_player_onto_element)
10895 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10896 RemoveMovingField(x, y);
10900 Feld[x][y] = new_element;
10902 #if !USE_GFX_RESET_GFX_ANIMATION
10903 ResetGfxAnimation(x, y);
10904 ResetRandomAnimationValue(x, y);
10907 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10908 MovDir[x][y] = previous_move_direction;
10910 #if USE_NEW_CUSTOM_VALUE
10911 if (element_info[new_element].use_last_ce_value)
10912 CustomValue[x][y] = last_ce_value;
10915 InitField_WithBug1(x, y, FALSE);
10917 new_element = Feld[x][y]; /* element may have changed */
10919 #if USE_GFX_RESET_GFX_ANIMATION
10920 ResetGfxAnimation(x, y);
10921 ResetRandomAnimationValue(x, y);
10924 TEST_DrawLevelField(x, y);
10926 if (GFX_CRUMBLED(new_element))
10927 TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
10931 /* check if element under the player changes from accessible to unaccessible
10932 (needed for special case of dropping element which then changes) */
10933 /* (must be checked after creating new element for walkable group elements) */
10934 #if USE_FIX_KILLED_BY_NON_WALKABLE
10935 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10936 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10943 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
10944 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10953 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10954 if (new_element_is_player)
10955 RelocatePlayer(x, y, new_element);
10958 ChangeCount[x][y]++; /* count number of changes in the same frame */
10960 TestIfBadThingTouchesPlayer(x, y);
10961 TestIfPlayerTouchesCustomElement(x, y);
10962 TestIfElementTouchesCustomElement(x, y);
10965 static void CreateField(int x, int y, int element)
10967 CreateFieldExt(x, y, element, FALSE);
10970 static void CreateElementFromChange(int x, int y, int element)
10972 element = GET_VALID_RUNTIME_ELEMENT(element);
10974 #if USE_STOP_CHANGED_ELEMENTS
10975 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10977 int old_element = Feld[x][y];
10979 /* prevent changed element from moving in same engine frame
10980 unless both old and new element can either fall or move */
10981 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10982 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10987 CreateFieldExt(x, y, element, TRUE);
10990 static boolean ChangeElement(int x, int y, int element, int page)
10992 struct ElementInfo *ei = &element_info[element];
10993 struct ElementChangeInfo *change = &ei->change_page[page];
10994 int ce_value = CustomValue[x][y];
10995 int ce_score = ei->collect_score;
10996 int target_element;
10997 int old_element = Feld[x][y];
10999 /* always use default change event to prevent running into a loop */
11000 if (ChangeEvent[x][y] == -1)
11001 ChangeEvent[x][y] = CE_DELAY;
11003 if (ChangeEvent[x][y] == CE_DELAY)
11005 /* reset actual trigger element, trigger player and action element */
11006 change->actual_trigger_element = EL_EMPTY;
11007 change->actual_trigger_player = EL_EMPTY;
11008 change->actual_trigger_player_bits = CH_PLAYER_NONE;
11009 change->actual_trigger_side = CH_SIDE_NONE;
11010 change->actual_trigger_ce_value = 0;
11011 change->actual_trigger_ce_score = 0;
11014 /* do not change elements more than a specified maximum number of changes */
11015 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
11018 ChangeCount[x][y]++; /* count number of changes in the same frame */
11020 if (change->explode)
11027 if (change->use_target_content)
11029 boolean complete_replace = TRUE;
11030 boolean can_replace[3][3];
11033 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
11036 boolean is_walkable;
11037 boolean is_diggable;
11038 boolean is_collectible;
11039 boolean is_removable;
11040 boolean is_destructible;
11041 int ex = x + xx - 1;
11042 int ey = y + yy - 1;
11043 int content_element = change->target_content.e[xx][yy];
11046 can_replace[xx][yy] = TRUE;
11048 if (ex == x && ey == y) /* do not check changing element itself */
11051 if (content_element == EL_EMPTY_SPACE)
11053 can_replace[xx][yy] = FALSE; /* do not replace border with space */
11058 if (!IN_LEV_FIELD(ex, ey))
11060 can_replace[xx][yy] = FALSE;
11061 complete_replace = FALSE;
11068 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
11069 e = MovingOrBlocked2Element(ex, ey);
11071 is_empty = (IS_FREE(ex, ey) ||
11072 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
11074 is_walkable = (is_empty || IS_WALKABLE(e));
11075 is_diggable = (is_empty || IS_DIGGABLE(e));
11076 is_collectible = (is_empty || IS_COLLECTIBLE(e));
11077 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
11078 is_removable = (is_diggable || is_collectible);
11080 can_replace[xx][yy] =
11081 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
11082 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
11083 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
11084 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
11085 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
11086 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
11087 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
11089 if (!can_replace[xx][yy])
11090 complete_replace = FALSE;
11093 if (!change->only_if_complete || complete_replace)
11095 boolean something_has_changed = FALSE;
11097 if (change->only_if_complete && change->use_random_replace &&
11098 RND(100) < change->random_percentage)
11101 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
11103 int ex = x + xx - 1;
11104 int ey = y + yy - 1;
11105 int content_element;
11107 if (can_replace[xx][yy] && (!change->use_random_replace ||
11108 RND(100) < change->random_percentage))
11110 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
11111 RemoveMovingField(ex, ey);
11113 ChangeEvent[ex][ey] = ChangeEvent[x][y];
11115 content_element = change->target_content.e[xx][yy];
11116 target_element = GET_TARGET_ELEMENT(element, content_element, change,
11117 ce_value, ce_score);
11119 CreateElementFromChange(ex, ey, target_element);
11121 something_has_changed = TRUE;
11123 /* for symmetry reasons, freeze newly created border elements */
11124 if (ex != x || ey != y)
11125 Stop[ex][ey] = TRUE; /* no more moving in this frame */
11129 if (something_has_changed)
11131 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
11132 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
11138 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
11139 ce_value, ce_score);
11141 if (element == EL_DIAGONAL_GROWING ||
11142 element == EL_DIAGONAL_SHRINKING)
11144 target_element = Store[x][y];
11146 Store[x][y] = EL_EMPTY;
11149 CreateElementFromChange(x, y, target_element);
11151 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
11152 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
11155 /* this uses direct change before indirect change */
11156 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
11161 #if USE_NEW_DELAYED_ACTION
11163 static void HandleElementChange(int x, int y, int page)
11165 int element = MovingOrBlocked2Element(x, y);
11166 struct ElementInfo *ei = &element_info[element];
11167 struct ElementChangeInfo *change = &ei->change_page[page];
11168 boolean handle_action_before_change = FALSE;
11171 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
11172 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
11175 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
11176 x, y, element, element_info[element].token_name);
11177 printf("HandleElementChange(): This should never happen!\n");
11182 /* this can happen with classic bombs on walkable, changing elements */
11183 if (!CAN_CHANGE_OR_HAS_ACTION(element))
11186 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
11187 ChangeDelay[x][y] = 0;
11193 if (ChangeDelay[x][y] == 0) /* initialize element change */
11195 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
11197 if (change->can_change)
11200 /* !!! not clear why graphic animation should be reset at all here !!! */
11201 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
11202 #if USE_GFX_RESET_WHEN_NOT_MOVING
11203 /* when a custom element is about to change (for example by change delay),
11204 do not reset graphic animation when the custom element is moving */
11205 if (!IS_MOVING(x, y))
11208 ResetGfxAnimation(x, y);
11209 ResetRandomAnimationValue(x, y);
11213 if (change->pre_change_function)
11214 change->pre_change_function(x, y);
11218 ChangeDelay[x][y]--;
11220 if (ChangeDelay[x][y] != 0) /* continue element change */
11222 if (change->can_change)
11224 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11226 if (IS_ANIMATED(graphic))
11227 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11229 if (change->change_function)
11230 change->change_function(x, y);
11233 else /* finish element change */
11235 if (ChangePage[x][y] != -1) /* remember page from delayed change */
11237 page = ChangePage[x][y];
11238 ChangePage[x][y] = -1;
11240 change = &ei->change_page[page];
11243 if (IS_MOVING(x, y)) /* never change a running system ;-) */
11245 ChangeDelay[x][y] = 1; /* try change after next move step */
11246 ChangePage[x][y] = page; /* remember page to use for change */
11252 /* special case: set new level random seed before changing element */
11253 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
11254 handle_action_before_change = TRUE;
11256 if (change->has_action && handle_action_before_change)
11257 ExecuteCustomElementAction(x, y, element, page);
11260 if (change->can_change)
11262 if (ChangeElement(x, y, element, page))
11264 if (change->post_change_function)
11265 change->post_change_function(x, y);
11269 if (change->has_action && !handle_action_before_change)
11270 ExecuteCustomElementAction(x, y, element, page);
11276 static void HandleElementChange(int x, int y, int page)
11278 int element = MovingOrBlocked2Element(x, y);
11279 struct ElementInfo *ei = &element_info[element];
11280 struct ElementChangeInfo *change = &ei->change_page[page];
11283 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
11286 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
11287 x, y, element, element_info[element].token_name);
11288 printf("HandleElementChange(): This should never happen!\n");
11293 /* this can happen with classic bombs on walkable, changing elements */
11294 if (!CAN_CHANGE(element))
11297 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
11298 ChangeDelay[x][y] = 0;
11304 if (ChangeDelay[x][y] == 0) /* initialize element change */
11306 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
11308 ResetGfxAnimation(x, y);
11309 ResetRandomAnimationValue(x, y);
11311 if (change->pre_change_function)
11312 change->pre_change_function(x, y);
11315 ChangeDelay[x][y]--;
11317 if (ChangeDelay[x][y] != 0) /* continue element change */
11319 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11321 if (IS_ANIMATED(graphic))
11322 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11324 if (change->change_function)
11325 change->change_function(x, y);
11327 else /* finish element change */
11329 if (ChangePage[x][y] != -1) /* remember page from delayed change */
11331 page = ChangePage[x][y];
11332 ChangePage[x][y] = -1;
11334 change = &ei->change_page[page];
11337 if (IS_MOVING(x, y)) /* never change a running system ;-) */
11339 ChangeDelay[x][y] = 1; /* try change after next move step */
11340 ChangePage[x][y] = page; /* remember page to use for change */
11345 if (ChangeElement(x, y, element, page))
11347 if (change->post_change_function)
11348 change->post_change_function(x, y);
11355 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
11356 int trigger_element,
11358 int trigger_player,
11362 boolean change_done_any = FALSE;
11363 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
11366 if (!(trigger_events[trigger_element][trigger_event]))
11370 printf("::: CheckTriggeredElementChangeExt %d ... [%d, %d, %d, '%s']\n",
11371 trigger_event, recursion_loop_depth, recursion_loop_detected,
11372 recursion_loop_element, EL_NAME(recursion_loop_element));
11375 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11377 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
11379 int element = EL_CUSTOM_START + i;
11380 boolean change_done = FALSE;
11383 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11384 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11387 for (p = 0; p < element_info[element].num_change_pages; p++)
11389 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11391 if (change->can_change_or_has_action &&
11392 change->has_event[trigger_event] &&
11393 change->trigger_side & trigger_side &&
11394 change->trigger_player & trigger_player &&
11395 change->trigger_page & trigger_page_bits &&
11396 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
11398 change->actual_trigger_element = trigger_element;
11399 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11400 change->actual_trigger_player_bits = trigger_player;
11401 change->actual_trigger_side = trigger_side;
11402 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
11403 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11406 printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d\n",
11407 element, EL_NAME(element), p);
11410 if ((change->can_change && !change_done) || change->has_action)
11414 SCAN_PLAYFIELD(x, y)
11416 if (Feld[x][y] == element)
11418 if (change->can_change && !change_done)
11420 #if USE_FIX_NO_ACTION_AFTER_CHANGE
11421 /* if element already changed in this frame, not only prevent
11422 another element change (checked in ChangeElement()), but
11423 also prevent additional element actions for this element */
11425 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11426 !level.use_action_after_change_bug)
11431 printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- CHANGE\n",
11432 element, EL_NAME(element), p);
11435 ChangeDelay[x][y] = 1;
11436 ChangeEvent[x][y] = trigger_event;
11438 HandleElementChange(x, y, p);
11440 #if USE_NEW_DELAYED_ACTION
11441 else if (change->has_action)
11443 #if USE_FIX_NO_ACTION_AFTER_CHANGE
11444 /* if element already changed in this frame, not only prevent
11445 another element change (checked in ChangeElement()), but
11446 also prevent additional element actions for this element */
11448 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
11449 !level.use_action_after_change_bug)
11455 printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- ACTION\n",
11456 element, EL_NAME(element), p);
11459 ExecuteCustomElementAction(x, y, element, p);
11460 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11463 if (change->has_action)
11465 ExecuteCustomElementAction(x, y, element, p);
11466 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11472 if (change->can_change)
11474 change_done = TRUE;
11475 change_done_any = TRUE;
11478 printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- DONE\n",
11479 element, EL_NAME(element), p);
11488 RECURSION_LOOP_DETECTION_END();
11490 return change_done_any;
11493 static boolean CheckElementChangeExt(int x, int y,
11495 int trigger_element,
11497 int trigger_player,
11500 boolean change_done = FALSE;
11503 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
11504 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
11507 if (Feld[x][y] == EL_BLOCKED)
11509 Blocked2Moving(x, y, &x, &y);
11510 element = Feld[x][y];
11514 /* check if element has already changed */
11515 if (Feld[x][y] != element)
11518 /* check if element has already changed or is about to change after moving */
11519 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
11520 Feld[x][y] != element) ||
11522 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
11523 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
11524 ChangePage[x][y] != -1)))
11529 printf("::: CheckElementChangeExt %d ... [%d, %d, %d, '%s']\n",
11530 trigger_event, recursion_loop_depth, recursion_loop_detected,
11531 recursion_loop_element, EL_NAME(recursion_loop_element));
11534 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
11537 printf("::: X: trigger_player_bits == %d\n", trigger_player);
11540 for (p = 0; p < element_info[element].num_change_pages; p++)
11542 struct ElementChangeInfo *change = &element_info[element].change_page[p];
11544 /* check trigger element for all events where the element that is checked
11545 for changing interacts with a directly adjacent element -- this is
11546 different to element changes that affect other elements to change on the
11547 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
11548 boolean check_trigger_element =
11549 (trigger_event == CE_TOUCHING_X ||
11550 trigger_event == CE_HITTING_X ||
11551 trigger_event == CE_HIT_BY_X ||
11553 /* this one was forgotten until 3.2.3 */
11554 trigger_event == CE_DIGGING_X);
11557 if (change->can_change_or_has_action &&
11558 change->has_event[trigger_event] &&
11559 change->trigger_side & trigger_side &&
11560 change->trigger_player & trigger_player &&
11561 (!check_trigger_element ||
11562 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
11564 change->actual_trigger_element = trigger_element;
11565 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
11566 change->actual_trigger_player_bits = trigger_player;
11567 change->actual_trigger_side = trigger_side;
11568 change->actual_trigger_ce_value = CustomValue[x][y];
11569 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11571 /* special case: trigger element not at (x,y) position for some events */
11572 if (check_trigger_element)
11584 { 0, 0 }, { 0, 0 }, { 0, 0 },
11588 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
11589 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
11591 change->actual_trigger_ce_value = CustomValue[xx][yy];
11592 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
11595 if (change->can_change && !change_done)
11597 ChangeDelay[x][y] = 1;
11598 ChangeEvent[x][y] = trigger_event;
11600 HandleElementChange(x, y, p);
11602 change_done = TRUE;
11604 #if USE_NEW_DELAYED_ACTION
11605 else if (change->has_action)
11607 ExecuteCustomElementAction(x, y, element, p);
11608 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11611 if (change->has_action)
11613 ExecuteCustomElementAction(x, y, element, p);
11614 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
11620 RECURSION_LOOP_DETECTION_END();
11622 return change_done;
11625 static void PlayPlayerSound(struct PlayerInfo *player)
11627 int jx = player->jx, jy = player->jy;
11628 int sound_element = player->artwork_element;
11629 int last_action = player->last_action_waiting;
11630 int action = player->action_waiting;
11632 if (player->is_waiting)
11634 if (action != last_action)
11635 PlayLevelSoundElementAction(jx, jy, sound_element, action);
11637 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
11641 if (action != last_action)
11642 StopSound(element_info[sound_element].sound[last_action]);
11644 if (last_action == ACTION_SLEEPING)
11645 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
11649 static void PlayAllPlayersSound()
11653 for (i = 0; i < MAX_PLAYERS; i++)
11654 if (stored_player[i].active)
11655 PlayPlayerSound(&stored_player[i]);
11658 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
11660 boolean last_waiting = player->is_waiting;
11661 int move_dir = player->MovDir;
11663 player->dir_waiting = move_dir;
11664 player->last_action_waiting = player->action_waiting;
11668 if (!last_waiting) /* not waiting -> waiting */
11670 player->is_waiting = TRUE;
11672 player->frame_counter_bored =
11674 game.player_boring_delay_fixed +
11675 GetSimpleRandom(game.player_boring_delay_random);
11676 player->frame_counter_sleeping =
11678 game.player_sleeping_delay_fixed +
11679 GetSimpleRandom(game.player_sleeping_delay_random);
11681 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
11684 if (game.player_sleeping_delay_fixed +
11685 game.player_sleeping_delay_random > 0 &&
11686 player->anim_delay_counter == 0 &&
11687 player->post_delay_counter == 0 &&
11688 FrameCounter >= player->frame_counter_sleeping)
11689 player->is_sleeping = TRUE;
11690 else if (game.player_boring_delay_fixed +
11691 game.player_boring_delay_random > 0 &&
11692 FrameCounter >= player->frame_counter_bored)
11693 player->is_bored = TRUE;
11695 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
11696 player->is_bored ? ACTION_BORING :
11699 if (player->is_sleeping && player->use_murphy)
11701 /* special case for sleeping Murphy when leaning against non-free tile */
11703 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
11704 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
11705 !IS_MOVING(player->jx - 1, player->jy)))
11706 move_dir = MV_LEFT;
11707 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
11708 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
11709 !IS_MOVING(player->jx + 1, player->jy)))
11710 move_dir = MV_RIGHT;
11712 player->is_sleeping = FALSE;
11714 player->dir_waiting = move_dir;
11717 if (player->is_sleeping)
11719 if (player->num_special_action_sleeping > 0)
11721 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11723 int last_special_action = player->special_action_sleeping;
11724 int num_special_action = player->num_special_action_sleeping;
11725 int special_action =
11726 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
11727 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
11728 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
11729 last_special_action + 1 : ACTION_SLEEPING);
11730 int special_graphic =
11731 el_act_dir2img(player->artwork_element, special_action, move_dir);
11733 player->anim_delay_counter =
11734 graphic_info[special_graphic].anim_delay_fixed +
11735 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11736 player->post_delay_counter =
11737 graphic_info[special_graphic].post_delay_fixed +
11738 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11740 player->special_action_sleeping = special_action;
11743 if (player->anim_delay_counter > 0)
11745 player->action_waiting = player->special_action_sleeping;
11746 player->anim_delay_counter--;
11748 else if (player->post_delay_counter > 0)
11750 player->post_delay_counter--;
11754 else if (player->is_bored)
11756 if (player->num_special_action_bored > 0)
11758 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
11760 int special_action =
11761 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
11762 int special_graphic =
11763 el_act_dir2img(player->artwork_element, special_action, move_dir);
11765 player->anim_delay_counter =
11766 graphic_info[special_graphic].anim_delay_fixed +
11767 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11768 player->post_delay_counter =
11769 graphic_info[special_graphic].post_delay_fixed +
11770 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11772 player->special_action_bored = special_action;
11775 if (player->anim_delay_counter > 0)
11777 player->action_waiting = player->special_action_bored;
11778 player->anim_delay_counter--;
11780 else if (player->post_delay_counter > 0)
11782 player->post_delay_counter--;
11787 else if (last_waiting) /* waiting -> not waiting */
11789 player->is_waiting = FALSE;
11790 player->is_bored = FALSE;
11791 player->is_sleeping = FALSE;
11793 player->frame_counter_bored = -1;
11794 player->frame_counter_sleeping = -1;
11796 player->anim_delay_counter = 0;
11797 player->post_delay_counter = 0;
11799 player->dir_waiting = player->MovDir;
11800 player->action_waiting = ACTION_DEFAULT;
11802 player->special_action_bored = ACTION_DEFAULT;
11803 player->special_action_sleeping = ACTION_DEFAULT;
11807 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11809 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
11810 int left = player_action & JOY_LEFT;
11811 int right = player_action & JOY_RIGHT;
11812 int up = player_action & JOY_UP;
11813 int down = player_action & JOY_DOWN;
11814 int button1 = player_action & JOY_BUTTON_1;
11815 int button2 = player_action & JOY_BUTTON_2;
11816 int dx = (left ? -1 : right ? 1 : 0);
11817 int dy = (up ? -1 : down ? 1 : 0);
11819 if (!player->active || tape.pausing)
11825 snapped = SnapField(player, dx, dy);
11829 dropped = DropElement(player);
11831 moved = MovePlayer(player, dx, dy);
11834 if (tape.single_step && tape.recording && !tape.pausing)
11836 if (button1 || (dropped && !moved))
11838 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11839 SnapField(player, 0, 0); /* stop snapping */
11843 SetPlayerWaiting(player, FALSE);
11845 return player_action;
11849 /* no actions for this player (no input at player's configured device) */
11851 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11852 SnapField(player, 0, 0);
11853 CheckGravityMovementWhenNotMoving(player);
11855 if (player->MovPos == 0)
11856 SetPlayerWaiting(player, TRUE);
11858 if (player->MovPos == 0) /* needed for tape.playing */
11859 player->is_moving = FALSE;
11861 player->is_dropping = FALSE;
11862 player->is_dropping_pressed = FALSE;
11863 player->drop_pressed_delay = 0;
11869 static void CheckLevelTime()
11873 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11875 if (level.native_em_level->lev->home == 0) /* all players at home */
11877 PlayerWins(local_player);
11879 AllPlayersGone = TRUE;
11881 level.native_em_level->lev->home = -1;
11884 if (level.native_em_level->ply[0]->alive == 0 &&
11885 level.native_em_level->ply[1]->alive == 0 &&
11886 level.native_em_level->ply[2]->alive == 0 &&
11887 level.native_em_level->ply[3]->alive == 0) /* all dead */
11888 AllPlayersGone = TRUE;
11891 if (TimeFrames >= FRAMES_PER_SECOND)
11896 for (i = 0; i < MAX_PLAYERS; i++)
11898 struct PlayerInfo *player = &stored_player[i];
11900 if (SHIELD_ON(player))
11902 player->shield_normal_time_left--;
11904 if (player->shield_deadly_time_left > 0)
11905 player->shield_deadly_time_left--;
11909 if (!local_player->LevelSolved && !level.use_step_counter)
11917 if (TimeLeft <= 10 && setup.time_limit)
11918 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11921 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11923 DisplayGameControlValues();
11925 DrawGameValue_Time(TimeLeft);
11928 if (!TimeLeft && setup.time_limit)
11930 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11931 level.native_em_level->lev->killed_out_of_time = TRUE;
11933 for (i = 0; i < MAX_PLAYERS; i++)
11934 KillPlayer(&stored_player[i]);
11938 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
11940 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11942 DisplayGameControlValues();
11945 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
11946 DrawGameValue_Time(TimePlayed);
11949 level.native_em_level->lev->time =
11950 (level.time == 0 ? TimePlayed : TimeLeft);
11953 if (tape.recording || tape.playing)
11954 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11958 UpdateAndDisplayGameControlValues();
11960 UpdateGameDoorValues();
11961 DrawGameDoorValues();
11965 void AdvanceFrameAndPlayerCounters(int player_nr)
11969 /* advance frame counters (global frame counter and time frame counter) */
11973 /* advance player counters (counters for move delay, move animation etc.) */
11974 for (i = 0; i < MAX_PLAYERS; i++)
11976 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11977 int move_delay_value = stored_player[i].move_delay_value;
11978 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11980 if (!advance_player_counters) /* not all players may be affected */
11983 #if USE_NEW_PLAYER_ANIM
11984 if (move_frames == 0) /* less than one move per game frame */
11986 int stepsize = TILEX / move_delay_value;
11987 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11988 int count = (stored_player[i].is_moving ?
11989 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11991 if (count % delay == 0)
11996 stored_player[i].Frame += move_frames;
11998 if (stored_player[i].MovPos != 0)
11999 stored_player[i].StepFrame += move_frames;
12001 if (stored_player[i].move_delay > 0)
12002 stored_player[i].move_delay--;
12004 /* due to bugs in previous versions, counter must count up, not down */
12005 if (stored_player[i].push_delay != -1)
12006 stored_player[i].push_delay++;
12008 if (stored_player[i].drop_delay > 0)
12009 stored_player[i].drop_delay--;
12011 if (stored_player[i].is_dropping_pressed)
12012 stored_player[i].drop_pressed_delay++;
12016 void StartGameActions(boolean init_network_game, boolean record_tape,
12019 unsigned long new_random_seed = InitRND(random_seed);
12022 TapeStartRecording(new_random_seed);
12024 #if defined(NETWORK_AVALIABLE)
12025 if (init_network_game)
12027 SendToServer_StartPlaying();
12038 static unsigned long game_frame_delay = 0;
12039 unsigned long game_frame_delay_value;
12040 byte *recorded_player_action;
12041 byte summarized_player_action = 0;
12042 byte tape_action[MAX_PLAYERS];
12045 /* detect endless loops, caused by custom element programming */
12046 if (recursion_loop_detected && recursion_loop_depth == 0)
12048 char *message = getStringCat3("Internal Error ! Element ",
12049 EL_NAME(recursion_loop_element),
12050 " caused endless loop ! Quit the game ?");
12052 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
12053 EL_NAME(recursion_loop_element));
12055 RequestQuitGameExt(FALSE, level_editor_test_game, message);
12057 recursion_loop_detected = FALSE; /* if game should be continued */
12064 if (game.restart_level)
12065 StartGameActions(options.network, setup.autorecord, level.random_seed);
12067 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12069 if (level.native_em_level->lev->home == 0) /* all players at home */
12071 PlayerWins(local_player);
12073 AllPlayersGone = TRUE;
12075 level.native_em_level->lev->home = -1;
12078 if (level.native_em_level->ply[0]->alive == 0 &&
12079 level.native_em_level->ply[1]->alive == 0 &&
12080 level.native_em_level->ply[2]->alive == 0 &&
12081 level.native_em_level->ply[3]->alive == 0) /* all dead */
12082 AllPlayersGone = TRUE;
12085 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
12088 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
12091 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
12094 game_frame_delay_value =
12095 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
12097 if (tape.playing && tape.warp_forward && !tape.pausing)
12098 game_frame_delay_value = 0;
12100 /* ---------- main game synchronization point ---------- */
12102 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
12104 if (network_playing && !network_player_action_received)
12106 /* try to get network player actions in time */
12108 #if defined(NETWORK_AVALIABLE)
12109 /* last chance to get network player actions without main loop delay */
12110 HandleNetworking();
12113 /* game was quit by network peer */
12114 if (game_status != GAME_MODE_PLAYING)
12117 if (!network_player_action_received)
12118 return; /* failed to get network player actions in time */
12120 /* do not yet reset "network_player_action_received" (for tape.pausing) */
12126 /* at this point we know that we really continue executing the game */
12128 network_player_action_received = FALSE;
12130 /* when playing tape, read previously recorded player input from tape data */
12131 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
12134 /* TapePlayAction() may return NULL when toggling to "pause before death" */
12139 if (tape.set_centered_player)
12141 game.centered_player_nr_next = tape.centered_player_nr_next;
12142 game.set_centered_player = TRUE;
12145 for (i = 0; i < MAX_PLAYERS; i++)
12147 summarized_player_action |= stored_player[i].action;
12149 if (!network_playing)
12150 stored_player[i].effective_action = stored_player[i].action;
12153 #if defined(NETWORK_AVALIABLE)
12154 if (network_playing)
12155 SendToServer_MovePlayer(summarized_player_action);
12158 if (!options.network && !setup.team_mode)
12159 local_player->effective_action = summarized_player_action;
12161 if (setup.team_mode && setup.input_on_focus && game.centered_player_nr != -1)
12163 for (i = 0; i < MAX_PLAYERS; i++)
12164 stored_player[i].effective_action =
12165 (i == game.centered_player_nr ? summarized_player_action : 0);
12168 if (recorded_player_action != NULL)
12169 for (i = 0; i < MAX_PLAYERS; i++)
12170 stored_player[i].effective_action = recorded_player_action[i];
12172 for (i = 0; i < MAX_PLAYERS; i++)
12174 tape_action[i] = stored_player[i].effective_action;
12176 /* (this can only happen in the R'n'D game engine) */
12177 if (tape.recording && tape_action[i] && !tape.player_participates[i])
12178 tape.player_participates[i] = TRUE; /* player just appeared from CE */
12181 /* only record actions from input devices, but not programmed actions */
12182 if (tape.recording)
12183 TapeRecordAction(tape_action);
12185 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
12187 GameActions_EM_Main();
12195 void GameActions_EM_Main()
12197 byte effective_action[MAX_PLAYERS];
12198 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
12201 for (i = 0; i < MAX_PLAYERS; i++)
12202 effective_action[i] = stored_player[i].effective_action;
12204 GameActions_EM(effective_action, warp_mode);
12208 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
12211 void GameActions_RND()
12213 int magic_wall_x = 0, magic_wall_y = 0;
12214 int i, x, y, element, graphic;
12216 InitPlayfieldScanModeVars();
12218 #if USE_ONE_MORE_CHANGE_PER_FRAME
12219 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
12221 SCAN_PLAYFIELD(x, y)
12223 ChangeCount[x][y] = 0;
12224 ChangeEvent[x][y] = -1;
12229 if (game.set_centered_player)
12231 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
12233 /* switching to "all players" only possible if all players fit to screen */
12234 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
12236 game.centered_player_nr_next = game.centered_player_nr;
12237 game.set_centered_player = FALSE;
12240 /* do not switch focus to non-existing (or non-active) player */
12241 if (game.centered_player_nr_next >= 0 &&
12242 !stored_player[game.centered_player_nr_next].active)
12244 game.centered_player_nr_next = game.centered_player_nr;
12245 game.set_centered_player = FALSE;
12249 if (game.set_centered_player &&
12250 ScreenMovPos == 0) /* screen currently aligned at tile position */
12254 if (game.centered_player_nr_next == -1)
12256 setScreenCenteredToAllPlayers(&sx, &sy);
12260 sx = stored_player[game.centered_player_nr_next].jx;
12261 sy = stored_player[game.centered_player_nr_next].jy;
12264 game.centered_player_nr = game.centered_player_nr_next;
12265 game.set_centered_player = FALSE;
12267 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
12268 DrawGameDoorValues();
12271 for (i = 0; i < MAX_PLAYERS; i++)
12273 int actual_player_action = stored_player[i].effective_action;
12276 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
12277 - rnd_equinox_tetrachloride 048
12278 - rnd_equinox_tetrachloride_ii 096
12279 - rnd_emanuel_schmieg 002
12280 - doctor_sloan_ww 001, 020
12282 if (stored_player[i].MovPos == 0)
12283 CheckGravityMovement(&stored_player[i]);
12286 /* overwrite programmed action with tape action */
12287 if (stored_player[i].programmed_action)
12288 actual_player_action = stored_player[i].programmed_action;
12290 PlayerActions(&stored_player[i], actual_player_action);
12292 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
12295 ScrollScreen(NULL, SCROLL_GO_ON);
12297 /* for backwards compatibility, the following code emulates a fixed bug that
12298 occured when pushing elements (causing elements that just made their last
12299 pushing step to already (if possible) make their first falling step in the
12300 same game frame, which is bad); this code is also needed to use the famous
12301 "spring push bug" which is used in older levels and might be wanted to be
12302 used also in newer levels, but in this case the buggy pushing code is only
12303 affecting the "spring" element and no other elements */
12305 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
12307 for (i = 0; i < MAX_PLAYERS; i++)
12309 struct PlayerInfo *player = &stored_player[i];
12310 int x = player->jx;
12311 int y = player->jy;
12313 if (player->active && player->is_pushing && player->is_moving &&
12315 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
12316 Feld[x][y] == EL_SPRING))
12318 ContinueMoving(x, y);
12320 /* continue moving after pushing (this is actually a bug) */
12321 if (!IS_MOVING(x, y))
12322 Stop[x][y] = FALSE;
12328 debug_print_timestamp(0, "start main loop profiling");
12331 SCAN_PLAYFIELD(x, y)
12333 ChangeCount[x][y] = 0;
12334 ChangeEvent[x][y] = -1;
12336 /* this must be handled before main playfield loop */
12337 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
12340 if (MovDelay[x][y] <= 0)
12344 #if USE_NEW_SNAP_DELAY
12345 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
12348 if (MovDelay[x][y] <= 0)
12351 TEST_DrawLevelField(x, y);
12353 TestIfElementTouchesCustomElement(x, y); /* for empty space */
12359 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
12361 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
12362 printf("GameActions(): This should never happen!\n");
12364 ChangePage[x][y] = -1;
12368 Stop[x][y] = FALSE;
12369 if (WasJustMoving[x][y] > 0)
12370 WasJustMoving[x][y]--;
12371 if (WasJustFalling[x][y] > 0)
12372 WasJustFalling[x][y]--;
12373 if (CheckCollision[x][y] > 0)
12374 CheckCollision[x][y]--;
12375 if (CheckImpact[x][y] > 0)
12376 CheckImpact[x][y]--;
12380 /* reset finished pushing action (not done in ContinueMoving() to allow
12381 continuous pushing animation for elements with zero push delay) */
12382 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
12384 ResetGfxAnimation(x, y);
12385 TEST_DrawLevelField(x, y);
12389 if (IS_BLOCKED(x, y))
12393 Blocked2Moving(x, y, &oldx, &oldy);
12394 if (!IS_MOVING(oldx, oldy))
12396 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
12397 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
12398 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
12399 printf("GameActions(): This should never happen!\n");
12406 debug_print_timestamp(0, "- time for pre-main loop:");
12409 #if 0 // -------------------- !!! TEST ONLY !!! --------------------
12410 SCAN_PLAYFIELD(x, y)
12412 element = Feld[x][y];
12413 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12418 int element2 = element;
12419 int graphic2 = graphic;
12421 int element2 = Feld[x][y];
12422 int graphic2 = el_act_dir2img(element2, GfxAction[x][y], GfxDir[x][y]);
12424 int last_gfx_frame = GfxFrame[x][y];
12426 if (graphic_info[graphic2].anim_global_sync)
12427 GfxFrame[x][y] = FrameCounter;
12428 else if (ANIM_MODE(graphic2) == ANIM_CE_VALUE)
12429 GfxFrame[x][y] = CustomValue[x][y];
12430 else if (ANIM_MODE(graphic2) == ANIM_CE_SCORE)
12431 GfxFrame[x][y] = element_info[element2].collect_score;
12432 else if (ANIM_MODE(graphic2) == ANIM_CE_DELAY)
12433 GfxFrame[x][y] = ChangeDelay[x][y];
12435 if (redraw && GfxFrame[x][y] != last_gfx_frame)
12436 DrawLevelGraphicAnimation(x, y, graphic2);
12439 ResetGfxFrame(x, y, TRUE);
12443 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12444 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12445 ResetRandomAnimationValue(x, y);
12449 SetRandomAnimationValue(x, y);
12453 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12456 #endif // -------------------- !!! TEST ONLY !!! --------------------
12459 debug_print_timestamp(0, "- time for TEST loop: -->");
12462 SCAN_PLAYFIELD(x, y)
12464 element = Feld[x][y];
12465 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12467 ResetGfxFrame(x, y, TRUE);
12469 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
12470 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
12471 ResetRandomAnimationValue(x, y);
12473 SetRandomAnimationValue(x, y);
12475 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
12477 if (IS_INACTIVE(element))
12479 if (IS_ANIMATED(graphic))
12480 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12485 /* this may take place after moving, so 'element' may have changed */
12486 if (IS_CHANGING(x, y) &&
12487 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
12489 int page = element_info[element].event_page_nr[CE_DELAY];
12492 HandleElementChange(x, y, page);
12494 if (CAN_CHANGE(element))
12495 HandleElementChange(x, y, page);
12497 if (HAS_ACTION(element))
12498 ExecuteCustomElementAction(x, y, element, page);
12501 element = Feld[x][y];
12502 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12505 #if 0 // ---------------------------------------------------------------------
12507 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12511 element = Feld[x][y];
12512 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12514 if (IS_ANIMATED(graphic) &&
12515 !IS_MOVING(x, y) &&
12517 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12519 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12520 TEST_DrawTwinkleOnField(x, y);
12522 else if (IS_MOVING(x, y))
12523 ContinueMoving(x, y);
12530 case EL_EM_EXIT_OPEN:
12531 case EL_SP_EXIT_OPEN:
12532 case EL_STEEL_EXIT_OPEN:
12533 case EL_EM_STEEL_EXIT_OPEN:
12534 case EL_SP_TERMINAL:
12535 case EL_SP_TERMINAL_ACTIVE:
12536 case EL_EXTRA_TIME:
12537 case EL_SHIELD_NORMAL:
12538 case EL_SHIELD_DEADLY:
12539 if (IS_ANIMATED(graphic))
12540 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12543 case EL_DYNAMITE_ACTIVE:
12544 case EL_EM_DYNAMITE_ACTIVE:
12545 case EL_DYNABOMB_PLAYER_1_ACTIVE:
12546 case EL_DYNABOMB_PLAYER_2_ACTIVE:
12547 case EL_DYNABOMB_PLAYER_3_ACTIVE:
12548 case EL_DYNABOMB_PLAYER_4_ACTIVE:
12549 case EL_SP_DISK_RED_ACTIVE:
12550 CheckDynamite(x, y);
12553 case EL_AMOEBA_GROWING:
12554 AmoebeWaechst(x, y);
12557 case EL_AMOEBA_SHRINKING:
12558 AmoebaDisappearing(x, y);
12561 #if !USE_NEW_AMOEBA_CODE
12562 case EL_AMOEBA_WET:
12563 case EL_AMOEBA_DRY:
12564 case EL_AMOEBA_FULL:
12566 case EL_EMC_DRIPPER:
12567 AmoebeAbleger(x, y);
12571 case EL_GAME_OF_LIFE:
12576 case EL_EXIT_CLOSED:
12580 case EL_EM_EXIT_CLOSED:
12584 case EL_STEEL_EXIT_CLOSED:
12585 CheckExitSteel(x, y);
12588 case EL_EM_STEEL_EXIT_CLOSED:
12589 CheckExitSteelEM(x, y);
12592 case EL_SP_EXIT_CLOSED:
12596 case EL_EXPANDABLE_WALL_GROWING:
12597 case EL_EXPANDABLE_STEELWALL_GROWING:
12598 MauerWaechst(x, y);
12601 case EL_EXPANDABLE_WALL:
12602 case EL_EXPANDABLE_WALL_HORIZONTAL:
12603 case EL_EXPANDABLE_WALL_VERTICAL:
12604 case EL_EXPANDABLE_WALL_ANY:
12605 case EL_BD_EXPANDABLE_WALL:
12606 MauerAbleger(x, y);
12609 case EL_EXPANDABLE_STEELWALL_HORIZONTAL:
12610 case EL_EXPANDABLE_STEELWALL_VERTICAL:
12611 case EL_EXPANDABLE_STEELWALL_ANY:
12612 MauerAblegerStahl(x, y);
12616 CheckForDragon(x, y);
12622 case EL_ELEMENT_SNAPPING:
12623 case EL_DIAGONAL_SHRINKING:
12624 case EL_DIAGONAL_GROWING:
12627 el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12629 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12634 if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12635 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12640 #else // ---------------------------------------------------------------------
12642 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
12646 element = Feld[x][y];
12647 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
12649 if (IS_ANIMATED(graphic) &&
12650 !IS_MOVING(x, y) &&
12652 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12654 if (IS_GEM(element) || element == EL_SP_INFOTRON)
12655 TEST_DrawTwinkleOnField(x, y);
12657 else if ((element == EL_ACID ||
12658 element == EL_EXIT_OPEN ||
12659 element == EL_EM_EXIT_OPEN ||
12660 element == EL_SP_EXIT_OPEN ||
12661 element == EL_STEEL_EXIT_OPEN ||
12662 element == EL_EM_STEEL_EXIT_OPEN ||
12663 element == EL_SP_TERMINAL ||
12664 element == EL_SP_TERMINAL_ACTIVE ||
12665 element == EL_EXTRA_TIME ||
12666 element == EL_SHIELD_NORMAL ||
12667 element == EL_SHIELD_DEADLY) &&
12668 IS_ANIMATED(graphic))
12669 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12670 else if (IS_MOVING(x, y))
12671 ContinueMoving(x, y);
12672 else if (IS_ACTIVE_BOMB(element))
12673 CheckDynamite(x, y);
12674 else if (element == EL_AMOEBA_GROWING)
12675 AmoebeWaechst(x, y);
12676 else if (element == EL_AMOEBA_SHRINKING)
12677 AmoebaDisappearing(x, y);
12679 #if !USE_NEW_AMOEBA_CODE
12680 else if (IS_AMOEBALIVE(element))
12681 AmoebeAbleger(x, y);
12684 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
12686 else if (element == EL_EXIT_CLOSED)
12688 else if (element == EL_EM_EXIT_CLOSED)
12690 else if (element == EL_STEEL_EXIT_CLOSED)
12691 CheckExitSteel(x, y);
12692 else if (element == EL_EM_STEEL_EXIT_CLOSED)
12693 CheckExitSteelEM(x, y);
12694 else if (element == EL_SP_EXIT_CLOSED)
12696 else if (element == EL_EXPANDABLE_WALL_GROWING ||
12697 element == EL_EXPANDABLE_STEELWALL_GROWING)
12698 MauerWaechst(x, y);
12699 else if (element == EL_EXPANDABLE_WALL ||
12700 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
12701 element == EL_EXPANDABLE_WALL_VERTICAL ||
12702 element == EL_EXPANDABLE_WALL_ANY ||
12703 element == EL_BD_EXPANDABLE_WALL)
12704 MauerAbleger(x, y);
12705 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
12706 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
12707 element == EL_EXPANDABLE_STEELWALL_ANY)
12708 MauerAblegerStahl(x, y);
12709 else if (element == EL_FLAMES)
12710 CheckForDragon(x, y);
12711 else if (element == EL_EXPLOSION)
12712 ; /* drawing of correct explosion animation is handled separately */
12713 else if (element == EL_ELEMENT_SNAPPING ||
12714 element == EL_DIAGONAL_SHRINKING ||
12715 element == EL_DIAGONAL_GROWING)
12717 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
12719 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12721 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
12722 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
12724 #endif // ---------------------------------------------------------------------
12726 if (IS_BELT_ACTIVE(element))
12727 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
12729 if (game.magic_wall_active)
12731 int jx = local_player->jx, jy = local_player->jy;
12733 /* play the element sound at the position nearest to the player */
12734 if ((element == EL_MAGIC_WALL_FULL ||
12735 element == EL_MAGIC_WALL_ACTIVE ||
12736 element == EL_MAGIC_WALL_EMPTYING ||
12737 element == EL_BD_MAGIC_WALL_FULL ||
12738 element == EL_BD_MAGIC_WALL_ACTIVE ||
12739 element == EL_BD_MAGIC_WALL_EMPTYING ||
12740 element == EL_DC_MAGIC_WALL_FULL ||
12741 element == EL_DC_MAGIC_WALL_ACTIVE ||
12742 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12743 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
12752 debug_print_timestamp(0, "- time for MAIN loop: -->");
12755 #if USE_NEW_AMOEBA_CODE
12756 /* new experimental amoeba growth stuff */
12757 if (!(FrameCounter % 8))
12759 static unsigned long random = 1684108901;
12761 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12763 x = RND(lev_fieldx);
12764 y = RND(lev_fieldy);
12765 element = Feld[x][y];
12767 if (!IS_PLAYER(x,y) &&
12768 (element == EL_EMPTY ||
12769 CAN_GROW_INTO(element) ||
12770 element == EL_QUICKSAND_EMPTY ||
12771 element == EL_QUICKSAND_FAST_EMPTY ||
12772 element == EL_ACID_SPLASH_LEFT ||
12773 element == EL_ACID_SPLASH_RIGHT))
12775 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
12776 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
12777 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
12778 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
12779 Feld[x][y] = EL_AMOEBA_DROP;
12782 random = random * 129 + 1;
12788 if (game.explosions_delayed)
12791 game.explosions_delayed = FALSE;
12793 SCAN_PLAYFIELD(x, y)
12795 element = Feld[x][y];
12797 if (ExplodeField[x][y])
12798 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12799 else if (element == EL_EXPLOSION)
12800 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12802 ExplodeField[x][y] = EX_TYPE_NONE;
12805 game.explosions_delayed = TRUE;
12808 if (game.magic_wall_active)
12810 if (!(game.magic_wall_time_left % 4))
12812 int element = Feld[magic_wall_x][magic_wall_y];
12814 if (element == EL_BD_MAGIC_WALL_FULL ||
12815 element == EL_BD_MAGIC_WALL_ACTIVE ||
12816 element == EL_BD_MAGIC_WALL_EMPTYING)
12817 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12818 else if (element == EL_DC_MAGIC_WALL_FULL ||
12819 element == EL_DC_MAGIC_WALL_ACTIVE ||
12820 element == EL_DC_MAGIC_WALL_EMPTYING)
12821 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12823 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12826 if (game.magic_wall_time_left > 0)
12828 game.magic_wall_time_left--;
12830 if (!game.magic_wall_time_left)
12832 SCAN_PLAYFIELD(x, y)
12834 element = Feld[x][y];
12836 if (element == EL_MAGIC_WALL_ACTIVE ||
12837 element == EL_MAGIC_WALL_FULL)
12839 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12840 TEST_DrawLevelField(x, y);
12842 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12843 element == EL_BD_MAGIC_WALL_FULL)
12845 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12846 TEST_DrawLevelField(x, y);
12848 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12849 element == EL_DC_MAGIC_WALL_FULL)
12851 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12852 TEST_DrawLevelField(x, y);
12856 game.magic_wall_active = FALSE;
12861 if (game.light_time_left > 0)
12863 game.light_time_left--;
12865 if (game.light_time_left == 0)
12866 RedrawAllLightSwitchesAndInvisibleElements();
12869 if (game.timegate_time_left > 0)
12871 game.timegate_time_left--;
12873 if (game.timegate_time_left == 0)
12874 CloseAllOpenTimegates();
12877 if (game.lenses_time_left > 0)
12879 game.lenses_time_left--;
12881 if (game.lenses_time_left == 0)
12882 RedrawAllInvisibleElementsForLenses();
12885 if (game.magnify_time_left > 0)
12887 game.magnify_time_left--;
12889 if (game.magnify_time_left == 0)
12890 RedrawAllInvisibleElementsForMagnifier();
12893 for (i = 0; i < MAX_PLAYERS; i++)
12895 struct PlayerInfo *player = &stored_player[i];
12897 if (SHIELD_ON(player))
12899 if (player->shield_deadly_time_left)
12900 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12901 else if (player->shield_normal_time_left)
12902 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12906 #if USE_DELAYED_GFX_REDRAW
12907 SCAN_PLAYFIELD(x, y)
12910 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12912 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)) &&
12913 GfxRedraw[x][y] != GFX_REDRAW_NONE)
12916 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12917 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12919 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12920 DrawLevelField(x, y);
12922 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12923 DrawLevelFieldCrumbledSand(x, y);
12925 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12926 DrawLevelFieldCrumbledSandNeighbours(x, y);
12928 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12929 DrawTwinkleOnField(x, y);
12932 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12939 PlayAllPlayersSound();
12941 if (options.debug) /* calculate frames per second */
12943 static unsigned long fps_counter = 0;
12944 static int fps_frames = 0;
12945 unsigned long fps_delay_ms = Counter() - fps_counter;
12949 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
12951 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
12954 fps_counter = Counter();
12957 redraw_mask |= REDRAW_FPS;
12960 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
12962 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
12964 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12966 local_player->show_envelope = 0;
12970 debug_print_timestamp(0, "stop main loop profiling ");
12971 printf("----------------------------------------------------------\n");
12974 /* use random number generator in every frame to make it less predictable */
12975 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12979 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12981 int min_x = x, min_y = y, max_x = x, max_y = y;
12984 for (i = 0; i < MAX_PLAYERS; i++)
12986 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12988 if (!stored_player[i].active || &stored_player[i] == player)
12991 min_x = MIN(min_x, jx);
12992 min_y = MIN(min_y, jy);
12993 max_x = MAX(max_x, jx);
12994 max_y = MAX(max_y, jy);
12997 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
13000 static boolean AllPlayersInVisibleScreen()
13004 for (i = 0; i < MAX_PLAYERS; i++)
13006 int jx = stored_player[i].jx, jy = stored_player[i].jy;
13008 if (!stored_player[i].active)
13011 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
13018 void ScrollLevel(int dx, int dy)
13021 /* (directly solved in BlitBitmap() now) */
13022 static Bitmap *bitmap_db_field2 = NULL;
13023 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
13030 /* !!! THIS IS APPARENTLY WRONG FOR PLAYER RELOCATION !!! */
13031 /* only horizontal XOR vertical scroll direction allowed */
13032 if ((dx == 0 && dy == 0) || (dx != 0 && dy != 0))
13037 /* (directly solved in BlitBitmap() now) */
13038 if (bitmap_db_field2 == NULL)
13039 bitmap_db_field2 = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH);
13041 /* needed when blitting directly to same bitmap -- should not be needed with
13042 recent SDL libraries, but apparently does not work in 1.2.11 directly */
13043 BlitBitmap(drawto_field, bitmap_db_field2,
13044 FX + TILEX * (dx == -1) - softscroll_offset,
13045 FY + TILEY * (dy == -1) - softscroll_offset,
13046 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
13047 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
13048 FX + TILEX * (dx == 1) - softscroll_offset,
13049 FY + TILEY * (dy == 1) - softscroll_offset);
13050 BlitBitmap(bitmap_db_field2, drawto_field,
13051 FX + TILEX * (dx == 1) - softscroll_offset,
13052 FY + TILEY * (dy == 1) - softscroll_offset,
13053 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
13054 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
13055 FX + TILEX * (dx == 1) - softscroll_offset,
13056 FY + TILEY * (dy == 1) - softscroll_offset);
13061 /* !!! DOES NOT WORK FOR DIAGONAL PLAYER RELOCATION !!! */
13062 int xsize = (BX2 - BX1 + 1);
13063 int ysize = (BY2 - BY1 + 1);
13064 int start = (dx != 0 ? (dx == -1 ? BX1 : BX2) : (dy == -1 ? BY1 : BY2));
13065 int end = (dx != 0 ? (dx == -1 ? BX2 : BX1) : (dy == -1 ? BY2 : BY1));
13066 int step = (start < end ? +1 : -1);
13068 for (i = start; i != end; i += step)
13070 BlitBitmap(drawto_field, drawto_field,
13071 FX + TILEX * (dx != 0 ? i + step : 0),
13072 FY + TILEY * (dy != 0 ? i + step : 0),
13073 TILEX * (dx != 0 ? 1 : xsize),
13074 TILEY * (dy != 0 ? 1 : ysize),
13075 FX + TILEX * (dx != 0 ? i : 0),
13076 FY + TILEY * (dy != 0 ? i : 0));
13081 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
13083 BlitBitmap(drawto_field, drawto_field,
13084 FX + TILEX * (dx == -1) - softscroll_offset,
13085 FY + TILEY * (dy == -1) - softscroll_offset,
13086 SXSIZE - TILEX * (dx != 0) + 2 * softscroll_offset,
13087 SYSIZE - TILEY * (dy != 0) + 2 * softscroll_offset,
13088 FX + TILEX * (dx == 1) - softscroll_offset,
13089 FY + TILEY * (dy == 1) - softscroll_offset);
13095 x = (dx == 1 ? BX1 : BX2);
13096 for (y = BY1; y <= BY2; y++)
13097 DrawScreenField(x, y);
13102 y = (dy == 1 ? BY1 : BY2);
13103 for (x = BX1; x <= BX2; x++)
13104 DrawScreenField(x, y);
13107 redraw_mask |= REDRAW_FIELD;
13110 static boolean canFallDown(struct PlayerInfo *player)
13112 int jx = player->jx, jy = player->jy;
13114 return (IN_LEV_FIELD(jx, jy + 1) &&
13115 (IS_FREE(jx, jy + 1) ||
13116 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
13117 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
13118 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
13121 static boolean canPassField(int x, int y, int move_dir)
13123 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
13124 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
13125 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
13126 int nextx = x + dx;
13127 int nexty = y + dy;
13128 int element = Feld[x][y];
13130 return (IS_PASSABLE_FROM(element, opposite_dir) &&
13131 !CAN_MOVE(element) &&
13132 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
13133 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
13134 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
13137 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
13139 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
13140 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
13141 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
13145 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
13146 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
13147 (IS_DIGGABLE(Feld[newx][newy]) ||
13148 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
13149 canPassField(newx, newy, move_dir)));
13152 static void CheckGravityMovement(struct PlayerInfo *player)
13154 #if USE_PLAYER_GRAVITY
13155 if (player->gravity && !player->programmed_action)
13157 if (game.gravity && !player->programmed_action)
13160 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
13161 int move_dir_vertical = player->effective_action & MV_VERTICAL;
13162 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
13163 int jx = player->jx, jy = player->jy;
13164 boolean player_is_moving_to_valid_field =
13165 (!player_is_snapping &&
13166 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
13167 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
13168 boolean player_can_fall_down = canFallDown(player);
13170 if (player_can_fall_down &&
13171 !player_is_moving_to_valid_field)
13172 player->programmed_action = MV_DOWN;
13176 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
13178 return CheckGravityMovement(player);
13180 #if USE_PLAYER_GRAVITY
13181 if (player->gravity && !player->programmed_action)
13183 if (game.gravity && !player->programmed_action)
13186 int jx = player->jx, jy = player->jy;
13187 boolean field_under_player_is_free =
13188 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
13189 boolean player_is_standing_on_valid_field =
13190 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
13191 (IS_WALKABLE(Feld[jx][jy]) &&
13192 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
13194 if (field_under_player_is_free && !player_is_standing_on_valid_field)
13195 player->programmed_action = MV_DOWN;
13200 MovePlayerOneStep()
13201 -----------------------------------------------------------------------------
13202 dx, dy: direction (non-diagonal) to try to move the player to
13203 real_dx, real_dy: direction as read from input device (can be diagonal)
13206 boolean MovePlayerOneStep(struct PlayerInfo *player,
13207 int dx, int dy, int real_dx, int real_dy)
13209 int jx = player->jx, jy = player->jy;
13210 int new_jx = jx + dx, new_jy = jy + dy;
13211 #if !USE_FIXED_DONT_RUN_INTO
13215 boolean player_can_move = !player->cannot_move;
13217 if (!player->active || (!dx && !dy))
13218 return MP_NO_ACTION;
13220 player->MovDir = (dx < 0 ? MV_LEFT :
13221 dx > 0 ? MV_RIGHT :
13223 dy > 0 ? MV_DOWN : MV_NONE);
13225 if (!IN_LEV_FIELD(new_jx, new_jy))
13226 return MP_NO_ACTION;
13228 if (!player_can_move)
13230 if (player->MovPos == 0)
13232 player->is_moving = FALSE;
13233 player->is_digging = FALSE;
13234 player->is_collecting = FALSE;
13235 player->is_snapping = FALSE;
13236 player->is_pushing = FALSE;
13241 if (!options.network && game.centered_player_nr == -1 &&
13242 !AllPlayersInSight(player, new_jx, new_jy))
13243 return MP_NO_ACTION;
13245 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
13246 return MP_NO_ACTION;
13249 #if !USE_FIXED_DONT_RUN_INTO
13250 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
13252 /* (moved to DigField()) */
13253 if (player_can_move && DONT_RUN_INTO(element))
13255 if (element == EL_ACID && dx == 0 && dy == 1)
13257 SplashAcid(new_jx, new_jy);
13258 Feld[jx][jy] = EL_PLAYER_1;
13259 InitMovingField(jx, jy, MV_DOWN);
13260 Store[jx][jy] = EL_ACID;
13261 ContinueMoving(jx, jy);
13262 BuryPlayer(player);
13265 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13271 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
13272 if (can_move != MP_MOVING)
13275 /* check if DigField() has caused relocation of the player */
13276 if (player->jx != jx || player->jy != jy)
13277 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
13279 StorePlayer[jx][jy] = 0;
13280 player->last_jx = jx;
13281 player->last_jy = jy;
13282 player->jx = new_jx;
13283 player->jy = new_jy;
13284 StorePlayer[new_jx][new_jy] = player->element_nr;
13286 if (player->move_delay_value_next != -1)
13288 player->move_delay_value = player->move_delay_value_next;
13289 player->move_delay_value_next = -1;
13293 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
13295 player->step_counter++;
13297 PlayerVisit[jx][jy] = FrameCounter;
13299 #if USE_UFAST_PLAYER_EXIT_BUGFIX
13300 player->is_moving = TRUE;
13304 /* should better be called in MovePlayer(), but this breaks some tapes */
13305 ScrollPlayer(player, SCROLL_INIT);
13311 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
13313 int jx = player->jx, jy = player->jy;
13314 int old_jx = jx, old_jy = jy;
13315 int moved = MP_NO_ACTION;
13317 if (!player->active)
13322 if (player->MovPos == 0)
13324 player->is_moving = FALSE;
13325 player->is_digging = FALSE;
13326 player->is_collecting = FALSE;
13327 player->is_snapping = FALSE;
13328 player->is_pushing = FALSE;
13334 if (player->move_delay > 0)
13337 player->move_delay = -1; /* set to "uninitialized" value */
13339 /* store if player is automatically moved to next field */
13340 player->is_auto_moving = (player->programmed_action != MV_NONE);
13342 /* remove the last programmed player action */
13343 player->programmed_action = 0;
13345 if (player->MovPos)
13347 /* should only happen if pre-1.2 tape recordings are played */
13348 /* this is only for backward compatibility */
13350 int original_move_delay_value = player->move_delay_value;
13353 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
13357 /* scroll remaining steps with finest movement resolution */
13358 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
13360 while (player->MovPos)
13362 ScrollPlayer(player, SCROLL_GO_ON);
13363 ScrollScreen(NULL, SCROLL_GO_ON);
13365 AdvanceFrameAndPlayerCounters(player->index_nr);
13371 player->move_delay_value = original_move_delay_value;
13374 player->is_active = FALSE;
13376 if (player->last_move_dir & MV_HORIZONTAL)
13378 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
13379 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
13383 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
13384 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
13387 #if USE_FIXED_BORDER_RUNNING_GFX
13388 if (!moved && !player->is_active)
13390 player->is_moving = FALSE;
13391 player->is_digging = FALSE;
13392 player->is_collecting = FALSE;
13393 player->is_snapping = FALSE;
13394 player->is_pushing = FALSE;
13402 if (moved & MP_MOVING && !ScreenMovPos &&
13403 (player->index_nr == game.centered_player_nr ||
13404 game.centered_player_nr == -1))
13406 if (moved & MP_MOVING && !ScreenMovPos &&
13407 (player == local_player || !options.network))
13410 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
13411 int offset = game.scroll_delay_value;
13413 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
13415 /* actual player has left the screen -- scroll in that direction */
13416 if (jx != old_jx) /* player has moved horizontally */
13417 scroll_x += (jx - old_jx);
13418 else /* player has moved vertically */
13419 scroll_y += (jy - old_jy);
13423 if (jx != old_jx) /* player has moved horizontally */
13425 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
13426 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
13427 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
13429 /* don't scroll over playfield boundaries */
13430 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
13431 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
13433 /* don't scroll more than one field at a time */
13434 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
13436 /* don't scroll against the player's moving direction */
13437 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
13438 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
13439 scroll_x = old_scroll_x;
13441 else /* player has moved vertically */
13443 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
13444 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
13445 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
13447 /* don't scroll over playfield boundaries */
13448 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
13449 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
13451 /* don't scroll more than one field at a time */
13452 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
13454 /* don't scroll against the player's moving direction */
13455 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
13456 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
13457 scroll_y = old_scroll_y;
13461 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
13464 if (!options.network && game.centered_player_nr == -1 &&
13465 !AllPlayersInVisibleScreen())
13467 scroll_x = old_scroll_x;
13468 scroll_y = old_scroll_y;
13472 if (!options.network && !AllPlayersInVisibleScreen())
13474 scroll_x = old_scroll_x;
13475 scroll_y = old_scroll_y;
13480 ScrollScreen(player, SCROLL_INIT);
13481 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
13486 player->StepFrame = 0;
13488 if (moved & MP_MOVING)
13490 if (old_jx != jx && old_jy == jy)
13491 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
13492 else if (old_jx == jx && old_jy != jy)
13493 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
13495 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
13497 player->last_move_dir = player->MovDir;
13498 player->is_moving = TRUE;
13499 player->is_snapping = FALSE;
13500 player->is_switching = FALSE;
13501 player->is_dropping = FALSE;
13502 player->is_dropping_pressed = FALSE;
13503 player->drop_pressed_delay = 0;
13506 /* should better be called here than above, but this breaks some tapes */
13507 ScrollPlayer(player, SCROLL_INIT);
13512 CheckGravityMovementWhenNotMoving(player);
13514 player->is_moving = FALSE;
13516 /* at this point, the player is allowed to move, but cannot move right now
13517 (e.g. because of something blocking the way) -- ensure that the player
13518 is also allowed to move in the next frame (in old versions before 3.1.1,
13519 the player was forced to wait again for eight frames before next try) */
13521 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
13522 player->move_delay = 0; /* allow direct movement in the next frame */
13525 if (player->move_delay == -1) /* not yet initialized by DigField() */
13526 player->move_delay = player->move_delay_value;
13528 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13530 TestIfPlayerTouchesBadThing(jx, jy);
13531 TestIfPlayerTouchesCustomElement(jx, jy);
13534 if (!player->active)
13535 RemovePlayer(player);
13540 void ScrollPlayer(struct PlayerInfo *player, int mode)
13542 int jx = player->jx, jy = player->jy;
13543 int last_jx = player->last_jx, last_jy = player->last_jy;
13544 int move_stepsize = TILEX / player->move_delay_value;
13546 #if USE_NEW_PLAYER_SPEED
13547 if (!player->active)
13550 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
13553 if (!player->active || player->MovPos == 0)
13557 if (mode == SCROLL_INIT)
13559 player->actual_frame_counter = FrameCounter;
13560 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13562 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
13563 Feld[last_jx][last_jy] == EL_EMPTY)
13565 int last_field_block_delay = 0; /* start with no blocking at all */
13566 int block_delay_adjustment = player->block_delay_adjustment;
13568 /* if player blocks last field, add delay for exactly one move */
13569 if (player->block_last_field)
13571 last_field_block_delay += player->move_delay_value;
13573 /* when blocking enabled, prevent moving up despite gravity */
13574 #if USE_PLAYER_GRAVITY
13575 if (player->gravity && player->MovDir == MV_UP)
13576 block_delay_adjustment = -1;
13578 if (game.gravity && player->MovDir == MV_UP)
13579 block_delay_adjustment = -1;
13583 /* add block delay adjustment (also possible when not blocking) */
13584 last_field_block_delay += block_delay_adjustment;
13586 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
13587 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
13590 #if USE_NEW_PLAYER_SPEED
13591 if (player->MovPos != 0) /* player has not yet reached destination */
13597 else if (!FrameReached(&player->actual_frame_counter, 1))
13600 #if USE_NEW_PLAYER_SPEED
13601 if (player->MovPos != 0)
13603 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13604 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13606 /* before DrawPlayer() to draw correct player graphic for this case */
13607 if (player->MovPos == 0)
13608 CheckGravityMovement(player);
13611 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
13612 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
13614 /* before DrawPlayer() to draw correct player graphic for this case */
13615 if (player->MovPos == 0)
13616 CheckGravityMovement(player);
13619 if (player->MovPos == 0) /* player reached destination field */
13621 if (player->move_delay_reset_counter > 0)
13623 player->move_delay_reset_counter--;
13625 if (player->move_delay_reset_counter == 0)
13627 /* continue with normal speed after quickly moving through gate */
13628 HALVE_PLAYER_SPEED(player);
13630 /* be able to make the next move without delay */
13631 player->move_delay = 0;
13635 player->last_jx = jx;
13636 player->last_jy = jy;
13638 if (Feld[jx][jy] == EL_EXIT_OPEN ||
13639 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
13641 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
13643 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
13644 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
13646 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
13648 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
13649 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
13651 DrawPlayer(player); /* needed here only to cleanup last field */
13652 RemovePlayer(player);
13654 if (local_player->friends_still_needed == 0 ||
13655 IS_SP_ELEMENT(Feld[jx][jy]))
13656 PlayerWins(player);
13659 /* this breaks one level: "machine", level 000 */
13661 int move_direction = player->MovDir;
13662 int enter_side = MV_DIR_OPPOSITE(move_direction);
13663 int leave_side = move_direction;
13664 int old_jx = last_jx;
13665 int old_jy = last_jy;
13666 int old_element = Feld[old_jx][old_jy];
13667 int new_element = Feld[jx][jy];
13669 if (IS_CUSTOM_ELEMENT(old_element))
13670 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
13672 player->index_bit, leave_side);
13674 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
13675 CE_PLAYER_LEAVES_X,
13676 player->index_bit, leave_side);
13678 if (IS_CUSTOM_ELEMENT(new_element))
13679 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
13680 player->index_bit, enter_side);
13682 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
13683 CE_PLAYER_ENTERS_X,
13684 player->index_bit, enter_side);
13686 #if USE_FIX_CE_ACTION_WITH_PLAYER
13687 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
13688 CE_MOVE_OF_X, move_direction);
13690 CheckTriggeredElementChangeBySide(jx, jy, player->element_nr,
13691 CE_MOVE_OF_X, move_direction);
13695 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13697 TestIfPlayerTouchesBadThing(jx, jy);
13698 TestIfPlayerTouchesCustomElement(jx, jy);
13700 /* needed because pushed element has not yet reached its destination,
13701 so it would trigger a change event at its previous field location */
13702 if (!player->is_pushing)
13703 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
13705 if (!player->active)
13706 RemovePlayer(player);
13709 if (!local_player->LevelSolved && level.use_step_counter)
13719 if (TimeLeft <= 10 && setup.time_limit)
13720 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
13723 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13725 DisplayGameControlValues();
13727 DrawGameValue_Time(TimeLeft);
13730 if (!TimeLeft && setup.time_limit)
13731 for (i = 0; i < MAX_PLAYERS; i++)
13732 KillPlayer(&stored_player[i]);
13735 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
13737 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
13739 DisplayGameControlValues();
13742 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
13743 DrawGameValue_Time(TimePlayed);
13747 if (tape.single_step && tape.recording && !tape.pausing &&
13748 !player->programmed_action)
13749 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
13753 void ScrollScreen(struct PlayerInfo *player, int mode)
13755 static unsigned long screen_frame_counter = 0;
13757 if (mode == SCROLL_INIT)
13759 /* set scrolling step size according to actual player's moving speed */
13760 ScrollStepSize = TILEX / player->move_delay_value;
13762 screen_frame_counter = FrameCounter;
13763 ScreenMovDir = player->MovDir;
13764 ScreenMovPos = player->MovPos;
13765 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13768 else if (!FrameReached(&screen_frame_counter, 1))
13773 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
13774 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
13775 redraw_mask |= REDRAW_FIELD;
13778 ScreenMovDir = MV_NONE;
13781 void TestIfPlayerTouchesCustomElement(int x, int y)
13783 static int xy[4][2] =
13790 static int trigger_sides[4][2] =
13792 /* center side border side */
13793 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
13794 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
13795 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
13796 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
13798 static int touch_dir[4] =
13800 MV_LEFT | MV_RIGHT,
13805 int center_element = Feld[x][y]; /* should always be non-moving! */
13808 for (i = 0; i < NUM_DIRECTIONS; i++)
13810 int xx = x + xy[i][0];
13811 int yy = y + xy[i][1];
13812 int center_side = trigger_sides[i][0];
13813 int border_side = trigger_sides[i][1];
13814 int border_element;
13816 if (!IN_LEV_FIELD(xx, yy))
13819 if (IS_PLAYER(x, y)) /* player found at center element */
13821 struct PlayerInfo *player = PLAYERINFO(x, y);
13823 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13824 border_element = Feld[xx][yy]; /* may be moving! */
13825 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13826 border_element = Feld[xx][yy];
13827 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
13828 border_element = MovingOrBlocked2Element(xx, yy);
13830 continue; /* center and border element do not touch */
13832 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
13833 player->index_bit, border_side);
13834 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
13835 CE_PLAYER_TOUCHES_X,
13836 player->index_bit, border_side);
13838 #if USE_FIX_CE_ACTION_WITH_PLAYER
13840 /* use player element that is initially defined in the level playfield,
13841 not the player element that corresponds to the runtime player number
13842 (example: a level that contains EL_PLAYER_3 as the only player would
13843 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13844 int player_element = PLAYERINFO(x, y)->initial_element;
13846 CheckElementChangeBySide(xx, yy, border_element, player_element,
13847 CE_TOUCHING_X, border_side);
13851 else if (IS_PLAYER(xx, yy)) /* player found at border element */
13853 struct PlayerInfo *player = PLAYERINFO(xx, yy);
13855 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13857 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13858 continue; /* center and border element do not touch */
13861 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
13862 player->index_bit, center_side);
13863 CheckTriggeredElementChangeByPlayer(x, y, center_element,
13864 CE_PLAYER_TOUCHES_X,
13865 player->index_bit, center_side);
13867 #if USE_FIX_CE_ACTION_WITH_PLAYER
13869 /* use player element that is initially defined in the level playfield,
13870 not the player element that corresponds to the runtime player number
13871 (example: a level that contains EL_PLAYER_3 as the only player would
13872 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13873 int player_element = PLAYERINFO(xx, yy)->initial_element;
13875 CheckElementChangeBySide(x, y, center_element, player_element,
13876 CE_TOUCHING_X, center_side);
13885 #if USE_ELEMENT_TOUCHING_BUGFIX
13887 void TestIfElementTouchesCustomElement(int x, int y)
13889 static int xy[4][2] =
13896 static int trigger_sides[4][2] =
13898 /* center side border side */
13899 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
13900 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
13901 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
13902 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
13904 static int touch_dir[4] =
13906 MV_LEFT | MV_RIGHT,
13911 boolean change_center_element = FALSE;
13912 int center_element = Feld[x][y]; /* should always be non-moving! */
13913 int border_element_old[NUM_DIRECTIONS];
13916 for (i = 0; i < NUM_DIRECTIONS; i++)
13918 int xx = x + xy[i][0];
13919 int yy = y + xy[i][1];
13920 int border_element;
13922 border_element_old[i] = -1;
13924 if (!IN_LEV_FIELD(xx, yy))
13927 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13928 border_element = Feld[xx][yy]; /* may be moving! */
13929 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13930 border_element = Feld[xx][yy];
13931 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
13932 border_element = MovingOrBlocked2Element(xx, yy);
13934 continue; /* center and border element do not touch */
13936 border_element_old[i] = border_element;
13939 for (i = 0; i < NUM_DIRECTIONS; i++)
13941 int xx = x + xy[i][0];
13942 int yy = y + xy[i][1];
13943 int center_side = trigger_sides[i][0];
13944 int border_element = border_element_old[i];
13946 if (border_element == -1)
13949 /* check for change of border element */
13950 CheckElementChangeBySide(xx, yy, border_element, center_element,
13951 CE_TOUCHING_X, center_side);
13953 /* (center element cannot be player, so we dont have to check this here) */
13956 for (i = 0; i < NUM_DIRECTIONS; i++)
13958 int xx = x + xy[i][0];
13959 int yy = y + xy[i][1];
13960 int border_side = trigger_sides[i][1];
13961 int border_element = border_element_old[i];
13963 if (border_element == -1)
13966 /* check for change of center element (but change it only once) */
13967 if (!change_center_element)
13968 change_center_element =
13969 CheckElementChangeBySide(x, y, center_element, border_element,
13970 CE_TOUCHING_X, border_side);
13972 #if USE_FIX_CE_ACTION_WITH_PLAYER
13973 if (IS_PLAYER(xx, yy))
13975 /* use player element that is initially defined in the level playfield,
13976 not the player element that corresponds to the runtime player number
13977 (example: a level that contains EL_PLAYER_3 as the only player would
13978 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13979 int player_element = PLAYERINFO(xx, yy)->initial_element;
13981 CheckElementChangeBySide(x, y, center_element, player_element,
13982 CE_TOUCHING_X, border_side);
13990 void TestIfElementTouchesCustomElement_OLD(int x, int y)
13992 static int xy[4][2] =
13999 static int trigger_sides[4][2] =
14001 /* center side border side */
14002 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
14003 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
14004 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
14005 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
14007 static int touch_dir[4] =
14009 MV_LEFT | MV_RIGHT,
14014 boolean change_center_element = FALSE;
14015 int center_element = Feld[x][y]; /* should always be non-moving! */
14018 for (i = 0; i < NUM_DIRECTIONS; i++)
14020 int xx = x + xy[i][0];
14021 int yy = y + xy[i][1];
14022 int center_side = trigger_sides[i][0];
14023 int border_side = trigger_sides[i][1];
14024 int border_element;
14026 if (!IN_LEV_FIELD(xx, yy))
14029 if (game.engine_version < VERSION_IDENT(3,0,7,0))
14030 border_element = Feld[xx][yy]; /* may be moving! */
14031 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
14032 border_element = Feld[xx][yy];
14033 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
14034 border_element = MovingOrBlocked2Element(xx, yy);
14036 continue; /* center and border element do not touch */
14038 /* check for change of center element (but change it only once) */
14039 if (!change_center_element)
14040 change_center_element =
14041 CheckElementChangeBySide(x, y, center_element, border_element,
14042 CE_TOUCHING_X, border_side);
14044 /* check for change of border element */
14045 CheckElementChangeBySide(xx, yy, border_element, center_element,
14046 CE_TOUCHING_X, center_side);
14052 void TestIfElementHitsCustomElement(int x, int y, int direction)
14054 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
14055 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
14056 int hitx = x + dx, hity = y + dy;
14057 int hitting_element = Feld[x][y];
14058 int touched_element;
14060 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
14063 touched_element = (IN_LEV_FIELD(hitx, hity) ?
14064 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
14066 if (IN_LEV_FIELD(hitx, hity))
14068 int opposite_direction = MV_DIR_OPPOSITE(direction);
14069 int hitting_side = direction;
14070 int touched_side = opposite_direction;
14071 boolean object_hit = (!IS_MOVING(hitx, hity) ||
14072 MovDir[hitx][hity] != direction ||
14073 ABS(MovPos[hitx][hity]) <= TILEY / 2);
14079 CheckElementChangeBySide(x, y, hitting_element, touched_element,
14080 CE_HITTING_X, touched_side);
14082 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
14083 CE_HIT_BY_X, hitting_side);
14085 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
14086 CE_HIT_BY_SOMETHING, opposite_direction);
14088 #if USE_FIX_CE_ACTION_WITH_PLAYER
14089 if (IS_PLAYER(hitx, hity))
14091 /* use player element that is initially defined in the level playfield,
14092 not the player element that corresponds to the runtime player number
14093 (example: a level that contains EL_PLAYER_3 as the only player would
14094 incorrectly give EL_PLAYER_1 for "player->element_nr") */
14095 int player_element = PLAYERINFO(hitx, hity)->initial_element;
14097 CheckElementChangeBySide(x, y, hitting_element, player_element,
14098 CE_HITTING_X, touched_side);
14104 /* "hitting something" is also true when hitting the playfield border */
14105 CheckElementChangeBySide(x, y, hitting_element, touched_element,
14106 CE_HITTING_SOMETHING, direction);
14110 void TestIfElementSmashesCustomElement(int x, int y, int direction)
14112 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
14113 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
14114 int hitx = x + dx, hity = y + dy;
14115 int hitting_element = Feld[x][y];
14116 int touched_element;
14118 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
14119 !IS_FREE(hitx, hity) &&
14120 (!IS_MOVING(hitx, hity) ||
14121 MovDir[hitx][hity] != direction ||
14122 ABS(MovPos[hitx][hity]) <= TILEY / 2));
14125 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
14129 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
14133 touched_element = (IN_LEV_FIELD(hitx, hity) ?
14134 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
14136 CheckElementChangeBySide(x, y, hitting_element, touched_element,
14137 EP_CAN_SMASH_EVERYTHING, direction);
14139 if (IN_LEV_FIELD(hitx, hity))
14141 int opposite_direction = MV_DIR_OPPOSITE(direction);
14142 int hitting_side = direction;
14143 int touched_side = opposite_direction;
14145 int touched_element = MovingOrBlocked2Element(hitx, hity);
14148 boolean object_hit = (!IS_MOVING(hitx, hity) ||
14149 MovDir[hitx][hity] != direction ||
14150 ABS(MovPos[hitx][hity]) <= TILEY / 2);
14159 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
14160 CE_SMASHED_BY_SOMETHING, opposite_direction);
14162 CheckElementChangeBySide(x, y, hitting_element, touched_element,
14163 CE_OTHER_IS_SMASHING, touched_side);
14165 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
14166 CE_OTHER_GETS_SMASHED, hitting_side);
14172 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
14174 int i, kill_x = -1, kill_y = -1;
14176 int bad_element = -1;
14177 static int test_xy[4][2] =
14184 static int test_dir[4] =
14192 for (i = 0; i < NUM_DIRECTIONS; i++)
14194 int test_x, test_y, test_move_dir, test_element;
14196 test_x = good_x + test_xy[i][0];
14197 test_y = good_y + test_xy[i][1];
14199 if (!IN_LEV_FIELD(test_x, test_y))
14203 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
14205 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
14207 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
14208 2nd case: DONT_TOUCH style bad thing does not move away from good thing
14210 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
14211 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
14215 bad_element = test_element;
14221 if (kill_x != -1 || kill_y != -1)
14223 if (IS_PLAYER(good_x, good_y))
14225 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
14227 if (player->shield_deadly_time_left > 0 &&
14228 !IS_INDESTRUCTIBLE(bad_element))
14229 Bang(kill_x, kill_y);
14230 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
14231 KillPlayer(player);
14234 Bang(good_x, good_y);
14238 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
14240 int i, kill_x = -1, kill_y = -1;
14241 int bad_element = Feld[bad_x][bad_y];
14242 static int test_xy[4][2] =
14249 static int touch_dir[4] =
14251 MV_LEFT | MV_RIGHT,
14256 static int test_dir[4] =
14264 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
14267 for (i = 0; i < NUM_DIRECTIONS; i++)
14269 int test_x, test_y, test_move_dir, test_element;
14271 test_x = bad_x + test_xy[i][0];
14272 test_y = bad_y + test_xy[i][1];
14274 if (!IN_LEV_FIELD(test_x, test_y))
14278 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
14280 test_element = Feld[test_x][test_y];
14282 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
14283 2nd case: DONT_TOUCH style bad thing does not move away from good thing
14285 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
14286 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
14288 /* good thing is player or penguin that does not move away */
14289 if (IS_PLAYER(test_x, test_y))
14291 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
14293 if (bad_element == EL_ROBOT && player->is_moving)
14294 continue; /* robot does not kill player if he is moving */
14296 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
14298 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
14299 continue; /* center and border element do not touch */
14307 else if (test_element == EL_PENGUIN)
14317 if (kill_x != -1 || kill_y != -1)
14319 if (IS_PLAYER(kill_x, kill_y))
14321 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
14323 if (player->shield_deadly_time_left > 0 &&
14324 !IS_INDESTRUCTIBLE(bad_element))
14325 Bang(bad_x, bad_y);
14326 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
14327 KillPlayer(player);
14330 Bang(kill_x, kill_y);
14334 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
14336 int bad_element = Feld[bad_x][bad_y];
14337 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
14338 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
14339 int test_x = bad_x + dx, test_y = bad_y + dy;
14340 int test_move_dir, test_element;
14341 int kill_x = -1, kill_y = -1;
14343 if (!IN_LEV_FIELD(test_x, test_y))
14347 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
14349 test_element = Feld[test_x][test_y];
14351 if (test_move_dir != bad_move_dir)
14353 /* good thing can be player or penguin that does not move away */
14354 if (IS_PLAYER(test_x, test_y))
14356 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
14358 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
14359 player as being hit when he is moving towards the bad thing, because
14360 the "get hit by" condition would be lost after the player stops) */
14361 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
14362 return; /* player moves away from bad thing */
14367 else if (test_element == EL_PENGUIN)
14374 if (kill_x != -1 || kill_y != -1)
14376 if (IS_PLAYER(kill_x, kill_y))
14378 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
14380 if (player->shield_deadly_time_left > 0 &&
14381 !IS_INDESTRUCTIBLE(bad_element))
14382 Bang(bad_x, bad_y);
14383 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
14384 KillPlayer(player);
14387 Bang(kill_x, kill_y);
14391 void TestIfPlayerTouchesBadThing(int x, int y)
14393 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
14396 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
14398 TestIfGoodThingHitsBadThing(x, y, move_dir);
14401 void TestIfBadThingTouchesPlayer(int x, int y)
14403 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
14406 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
14408 TestIfBadThingHitsGoodThing(x, y, move_dir);
14411 void TestIfFriendTouchesBadThing(int x, int y)
14413 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
14416 void TestIfBadThingTouchesFriend(int x, int y)
14418 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
14421 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
14423 int i, kill_x = bad_x, kill_y = bad_y;
14424 static int xy[4][2] =
14432 for (i = 0; i < NUM_DIRECTIONS; i++)
14436 x = bad_x + xy[i][0];
14437 y = bad_y + xy[i][1];
14438 if (!IN_LEV_FIELD(x, y))
14441 element = Feld[x][y];
14442 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
14443 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
14451 if (kill_x != bad_x || kill_y != bad_y)
14452 Bang(bad_x, bad_y);
14455 void KillPlayer(struct PlayerInfo *player)
14457 int jx = player->jx, jy = player->jy;
14459 if (!player->active)
14463 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
14464 player->killed, player->active, player->reanimated);
14467 /* the following code was introduced to prevent an infinite loop when calling
14469 -> CheckTriggeredElementChangeExt()
14470 -> ExecuteCustomElementAction()
14472 -> (infinitely repeating the above sequence of function calls)
14473 which occurs when killing the player while having a CE with the setting
14474 "kill player X when explosion of <player X>"; the solution using a new
14475 field "player->killed" was chosen for backwards compatibility, although
14476 clever use of the fields "player->active" etc. would probably also work */
14478 if (player->killed)
14482 player->killed = TRUE;
14484 /* remove accessible field at the player's position */
14485 Feld[jx][jy] = EL_EMPTY;
14487 /* deactivate shield (else Bang()/Explode() would not work right) */
14488 player->shield_normal_time_left = 0;
14489 player->shield_deadly_time_left = 0;
14492 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
14493 player->killed, player->active, player->reanimated);
14499 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
14500 player->killed, player->active, player->reanimated);
14503 #if USE_PLAYER_REANIMATION
14505 if (player->reanimated) /* killed player may have been reanimated */
14506 player->killed = player->reanimated = FALSE;
14508 BuryPlayer(player);
14510 if (player->killed) /* player may have been reanimated */
14511 BuryPlayer(player);
14514 BuryPlayer(player);
14518 static void KillPlayerUnlessEnemyProtected(int x, int y)
14520 if (!PLAYER_ENEMY_PROTECTED(x, y))
14521 KillPlayer(PLAYERINFO(x, y));
14524 static void KillPlayerUnlessExplosionProtected(int x, int y)
14526 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
14527 KillPlayer(PLAYERINFO(x, y));
14530 void BuryPlayer(struct PlayerInfo *player)
14532 int jx = player->jx, jy = player->jy;
14534 if (!player->active)
14537 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
14538 PlayLevelSound(jx, jy, SND_GAME_LOSING);
14540 player->GameOver = TRUE;
14541 RemovePlayer(player);
14544 void RemovePlayer(struct PlayerInfo *player)
14546 int jx = player->jx, jy = player->jy;
14547 int i, found = FALSE;
14549 player->present = FALSE;
14550 player->active = FALSE;
14552 if (!ExplodeField[jx][jy])
14553 StorePlayer[jx][jy] = 0;
14555 if (player->is_moving)
14556 TEST_DrawLevelField(player->last_jx, player->last_jy);
14558 for (i = 0; i < MAX_PLAYERS; i++)
14559 if (stored_player[i].active)
14563 AllPlayersGone = TRUE;
14569 #if USE_NEW_SNAP_DELAY
14570 static void setFieldForSnapping(int x, int y, int element, int direction)
14572 struct ElementInfo *ei = &element_info[element];
14573 int direction_bit = MV_DIR_TO_BIT(direction);
14574 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
14575 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
14576 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
14578 Feld[x][y] = EL_ELEMENT_SNAPPING;
14579 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
14581 ResetGfxAnimation(x, y);
14583 GfxElement[x][y] = element;
14584 GfxAction[x][y] = action;
14585 GfxDir[x][y] = direction;
14586 GfxFrame[x][y] = -1;
14591 =============================================================================
14592 checkDiagonalPushing()
14593 -----------------------------------------------------------------------------
14594 check if diagonal input device direction results in pushing of object
14595 (by checking if the alternative direction is walkable, diggable, ...)
14596 =============================================================================
14599 static boolean checkDiagonalPushing(struct PlayerInfo *player,
14600 int x, int y, int real_dx, int real_dy)
14602 int jx, jy, dx, dy, xx, yy;
14604 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
14607 /* diagonal direction: check alternative direction */
14612 xx = jx + (dx == 0 ? real_dx : 0);
14613 yy = jy + (dy == 0 ? real_dy : 0);
14615 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
14619 =============================================================================
14621 -----------------------------------------------------------------------------
14622 x, y: field next to player (non-diagonal) to try to dig to
14623 real_dx, real_dy: direction as read from input device (can be diagonal)
14624 =============================================================================
14627 static int DigField(struct PlayerInfo *player,
14628 int oldx, int oldy, int x, int y,
14629 int real_dx, int real_dy, int mode)
14631 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
14632 boolean player_was_pushing = player->is_pushing;
14633 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
14634 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
14635 int jx = oldx, jy = oldy;
14636 int dx = x - jx, dy = y - jy;
14637 int nextx = x + dx, nexty = y + dy;
14638 int move_direction = (dx == -1 ? MV_LEFT :
14639 dx == +1 ? MV_RIGHT :
14641 dy == +1 ? MV_DOWN : MV_NONE);
14642 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
14643 int dig_side = MV_DIR_OPPOSITE(move_direction);
14644 int old_element = Feld[jx][jy];
14645 #if USE_FIXED_DONT_RUN_INTO
14646 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
14652 if (is_player) /* function can also be called by EL_PENGUIN */
14654 if (player->MovPos == 0)
14656 player->is_digging = FALSE;
14657 player->is_collecting = FALSE;
14660 if (player->MovPos == 0) /* last pushing move finished */
14661 player->is_pushing = FALSE;
14663 if (mode == DF_NO_PUSH) /* player just stopped pushing */
14665 player->is_switching = FALSE;
14666 player->push_delay = -1;
14668 return MP_NO_ACTION;
14672 #if !USE_FIXED_DONT_RUN_INTO
14673 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14674 return MP_NO_ACTION;
14677 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
14678 old_element = Back[jx][jy];
14680 /* in case of element dropped at player position, check background */
14681 else if (Back[jx][jy] != EL_EMPTY &&
14682 game.engine_version >= VERSION_IDENT(2,2,0,0))
14683 old_element = Back[jx][jy];
14685 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
14686 return MP_NO_ACTION; /* field has no opening in this direction */
14688 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
14689 return MP_NO_ACTION; /* field has no opening in this direction */
14691 #if USE_FIXED_DONT_RUN_INTO
14692 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
14696 Feld[jx][jy] = player->artwork_element;
14697 InitMovingField(jx, jy, MV_DOWN);
14698 Store[jx][jy] = EL_ACID;
14699 ContinueMoving(jx, jy);
14700 BuryPlayer(player);
14702 return MP_DONT_RUN_INTO;
14706 #if USE_FIXED_DONT_RUN_INTO
14707 if (player_can_move && DONT_RUN_INTO(element))
14709 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
14711 return MP_DONT_RUN_INTO;
14715 #if USE_FIXED_DONT_RUN_INTO
14716 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
14717 return MP_NO_ACTION;
14720 #if !USE_FIXED_DONT_RUN_INTO
14721 element = Feld[x][y];
14724 collect_count = element_info[element].collect_count_initial;
14726 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
14727 return MP_NO_ACTION;
14729 if (game.engine_version < VERSION_IDENT(2,2,0,0))
14730 player_can_move = player_can_move_or_snap;
14732 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
14733 game.engine_version >= VERSION_IDENT(2,2,0,0))
14735 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
14736 player->index_bit, dig_side);
14737 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14738 player->index_bit, dig_side);
14740 if (element == EL_DC_LANDMINE)
14743 if (Feld[x][y] != element) /* field changed by snapping */
14746 return MP_NO_ACTION;
14749 #if USE_PLAYER_GRAVITY
14750 if (player->gravity && is_player && !player->is_auto_moving &&
14751 canFallDown(player) && move_direction != MV_DOWN &&
14752 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14753 return MP_NO_ACTION; /* player cannot walk here due to gravity */
14755 if (game.gravity && is_player && !player->is_auto_moving &&
14756 canFallDown(player) && move_direction != MV_DOWN &&
14757 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
14758 return MP_NO_ACTION; /* player cannot walk here due to gravity */
14761 if (player_can_move &&
14762 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
14764 int sound_element = SND_ELEMENT(element);
14765 int sound_action = ACTION_WALKING;
14767 if (IS_RND_GATE(element))
14769 if (!player->key[RND_GATE_NR(element)])
14770 return MP_NO_ACTION;
14772 else if (IS_RND_GATE_GRAY(element))
14774 if (!player->key[RND_GATE_GRAY_NR(element)])
14775 return MP_NO_ACTION;
14777 else if (IS_RND_GATE_GRAY_ACTIVE(element))
14779 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
14780 return MP_NO_ACTION;
14782 else if (element == EL_EXIT_OPEN ||
14783 element == EL_EM_EXIT_OPEN ||
14785 element == EL_EM_EXIT_OPENING ||
14787 element == EL_STEEL_EXIT_OPEN ||
14788 element == EL_EM_STEEL_EXIT_OPEN ||
14790 element == EL_EM_STEEL_EXIT_OPENING ||
14792 element == EL_SP_EXIT_OPEN ||
14793 element == EL_SP_EXIT_OPENING)
14795 sound_action = ACTION_PASSING; /* player is passing exit */
14797 else if (element == EL_EMPTY)
14799 sound_action = ACTION_MOVING; /* nothing to walk on */
14802 /* play sound from background or player, whatever is available */
14803 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
14804 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
14806 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
14808 else if (player_can_move &&
14809 IS_PASSABLE(element) && canPassField(x, y, move_direction))
14811 if (!ACCESS_FROM(element, opposite_direction))
14812 return MP_NO_ACTION; /* field not accessible from this direction */
14814 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
14815 return MP_NO_ACTION;
14817 if (IS_EM_GATE(element))
14819 if (!player->key[EM_GATE_NR(element)])
14820 return MP_NO_ACTION;
14822 else if (IS_EM_GATE_GRAY(element))
14824 if (!player->key[EM_GATE_GRAY_NR(element)])
14825 return MP_NO_ACTION;
14827 else if (IS_EM_GATE_GRAY_ACTIVE(element))
14829 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
14830 return MP_NO_ACTION;
14832 else if (IS_EMC_GATE(element))
14834 if (!player->key[EMC_GATE_NR(element)])
14835 return MP_NO_ACTION;
14837 else if (IS_EMC_GATE_GRAY(element))
14839 if (!player->key[EMC_GATE_GRAY_NR(element)])
14840 return MP_NO_ACTION;
14842 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
14844 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
14845 return MP_NO_ACTION;
14847 else if (element == EL_DC_GATE_WHITE ||
14848 element == EL_DC_GATE_WHITE_GRAY ||
14849 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
14851 if (player->num_white_keys == 0)
14852 return MP_NO_ACTION;
14854 player->num_white_keys--;
14856 else if (IS_SP_PORT(element))
14858 if (element == EL_SP_GRAVITY_PORT_LEFT ||
14859 element == EL_SP_GRAVITY_PORT_RIGHT ||
14860 element == EL_SP_GRAVITY_PORT_UP ||
14861 element == EL_SP_GRAVITY_PORT_DOWN)
14862 #if USE_PLAYER_GRAVITY
14863 player->gravity = !player->gravity;
14865 game.gravity = !game.gravity;
14867 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
14868 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
14869 element == EL_SP_GRAVITY_ON_PORT_UP ||
14870 element == EL_SP_GRAVITY_ON_PORT_DOWN)
14871 #if USE_PLAYER_GRAVITY
14872 player->gravity = TRUE;
14874 game.gravity = TRUE;
14876 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
14877 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
14878 element == EL_SP_GRAVITY_OFF_PORT_UP ||
14879 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
14880 #if USE_PLAYER_GRAVITY
14881 player->gravity = FALSE;
14883 game.gravity = FALSE;
14887 /* automatically move to the next field with double speed */
14888 player->programmed_action = move_direction;
14890 if (player->move_delay_reset_counter == 0)
14892 player->move_delay_reset_counter = 2; /* two double speed steps */
14894 DOUBLE_PLAYER_SPEED(player);
14897 PlayLevelSoundAction(x, y, ACTION_PASSING);
14899 else if (player_can_move_or_snap && IS_DIGGABLE(element))
14903 if (mode != DF_SNAP)
14905 GfxElement[x][y] = GFX_ELEMENT(element);
14906 player->is_digging = TRUE;
14909 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14911 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
14912 player->index_bit, dig_side);
14914 if (mode == DF_SNAP)
14916 #if USE_NEW_SNAP_DELAY
14917 if (level.block_snap_field)
14918 setFieldForSnapping(x, y, element, move_direction);
14920 TestIfElementTouchesCustomElement(x, y); /* for empty space */
14922 TestIfElementTouchesCustomElement(x, y); /* for empty space */
14925 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
14926 player->index_bit, dig_side);
14929 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
14933 if (is_player && mode != DF_SNAP)
14935 GfxElement[x][y] = element;
14936 player->is_collecting = TRUE;
14939 if (element == EL_SPEED_PILL)
14941 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
14943 else if (element == EL_EXTRA_TIME && level.time > 0)
14945 TimeLeft += level.extra_time;
14948 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14950 DisplayGameControlValues();
14952 DrawGameValue_Time(TimeLeft);
14955 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
14957 player->shield_normal_time_left += level.shield_normal_time;
14958 if (element == EL_SHIELD_DEADLY)
14959 player->shield_deadly_time_left += level.shield_deadly_time;
14961 else if (element == EL_DYNAMITE ||
14962 element == EL_EM_DYNAMITE ||
14963 element == EL_SP_DISK_RED)
14965 if (player->inventory_size < MAX_INVENTORY_SIZE)
14966 player->inventory_element[player->inventory_size++] = element;
14968 DrawGameDoorValues();
14970 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
14972 player->dynabomb_count++;
14973 player->dynabombs_left++;
14975 else if (element == EL_DYNABOMB_INCREASE_SIZE)
14977 player->dynabomb_size++;
14979 else if (element == EL_DYNABOMB_INCREASE_POWER)
14981 player->dynabomb_xl = TRUE;
14983 else if (IS_KEY(element))
14985 player->key[KEY_NR(element)] = TRUE;
14987 DrawGameDoorValues();
14989 else if (element == EL_DC_KEY_WHITE)
14991 player->num_white_keys++;
14993 /* display white keys? */
14994 /* DrawGameDoorValues(); */
14996 else if (IS_ENVELOPE(element))
14998 player->show_envelope = element;
15000 else if (element == EL_EMC_LENSES)
15002 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
15004 RedrawAllInvisibleElementsForLenses();
15006 else if (element == EL_EMC_MAGNIFIER)
15008 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
15010 RedrawAllInvisibleElementsForMagnifier();
15012 else if (IS_DROPPABLE(element) ||
15013 IS_THROWABLE(element)) /* can be collected and dropped */
15017 if (collect_count == 0)
15018 player->inventory_infinite_element = element;
15020 for (i = 0; i < collect_count; i++)
15021 if (player->inventory_size < MAX_INVENTORY_SIZE)
15022 player->inventory_element[player->inventory_size++] = element;
15024 DrawGameDoorValues();
15026 else if (collect_count > 0)
15028 local_player->gems_still_needed -= collect_count;
15029 if (local_player->gems_still_needed < 0)
15030 local_player->gems_still_needed = 0;
15033 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
15035 DisplayGameControlValues();
15037 DrawGameValue_Emeralds(local_player->gems_still_needed);
15041 RaiseScoreElement(element);
15042 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15045 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
15046 player->index_bit, dig_side);
15048 if (mode == DF_SNAP)
15050 #if USE_NEW_SNAP_DELAY
15051 if (level.block_snap_field)
15052 setFieldForSnapping(x, y, element, move_direction);
15054 TestIfElementTouchesCustomElement(x, y); /* for empty space */
15056 TestIfElementTouchesCustomElement(x, y); /* for empty space */
15059 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
15060 player->index_bit, dig_side);
15063 else if (player_can_move_or_snap && IS_PUSHABLE(element))
15065 if (mode == DF_SNAP && element != EL_BD_ROCK)
15066 return MP_NO_ACTION;
15068 if (CAN_FALL(element) && dy)
15069 return MP_NO_ACTION;
15071 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
15072 !(element == EL_SPRING && level.use_spring_bug))
15073 return MP_NO_ACTION;
15075 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
15076 ((move_direction & MV_VERTICAL &&
15077 ((element_info[element].move_pattern & MV_LEFT &&
15078 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
15079 (element_info[element].move_pattern & MV_RIGHT &&
15080 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
15081 (move_direction & MV_HORIZONTAL &&
15082 ((element_info[element].move_pattern & MV_UP &&
15083 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
15084 (element_info[element].move_pattern & MV_DOWN &&
15085 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
15086 return MP_NO_ACTION;
15088 /* do not push elements already moving away faster than player */
15089 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
15090 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
15091 return MP_NO_ACTION;
15093 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
15095 if (player->push_delay_value == -1 || !player_was_pushing)
15096 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
15098 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
15100 if (player->push_delay_value == -1)
15101 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
15103 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
15105 if (!player->is_pushing)
15106 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
15109 player->is_pushing = TRUE;
15110 player->is_active = TRUE;
15112 if (!(IN_LEV_FIELD(nextx, nexty) &&
15113 (IS_FREE(nextx, nexty) ||
15114 (IS_SB_ELEMENT(element) &&
15115 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
15116 (IS_CUSTOM_ELEMENT(element) &&
15117 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
15118 return MP_NO_ACTION;
15120 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
15121 return MP_NO_ACTION;
15123 if (player->push_delay == -1) /* new pushing; restart delay */
15124 player->push_delay = 0;
15126 if (player->push_delay < player->push_delay_value &&
15127 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
15128 element != EL_SPRING && element != EL_BALLOON)
15130 /* make sure that there is no move delay before next try to push */
15131 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
15132 player->move_delay = 0;
15134 return MP_NO_ACTION;
15137 if (IS_CUSTOM_ELEMENT(element) &&
15138 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
15140 if (!DigFieldByCE(nextx, nexty, element))
15141 return MP_NO_ACTION;
15144 if (IS_SB_ELEMENT(element))
15146 if (element == EL_SOKOBAN_FIELD_FULL)
15148 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
15149 local_player->sokobanfields_still_needed++;
15152 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
15154 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
15155 local_player->sokobanfields_still_needed--;
15158 Feld[x][y] = EL_SOKOBAN_OBJECT;
15160 if (Back[x][y] == Back[nextx][nexty])
15161 PlayLevelSoundAction(x, y, ACTION_PUSHING);
15162 else if (Back[x][y] != 0)
15163 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
15166 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
15169 if (local_player->sokobanfields_still_needed == 0 &&
15170 game.emulation == EMU_SOKOBAN)
15172 PlayerWins(player);
15174 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
15178 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15180 InitMovingField(x, y, move_direction);
15181 GfxAction[x][y] = ACTION_PUSHING;
15183 if (mode == DF_SNAP)
15184 ContinueMoving(x, y);
15186 MovPos[x][y] = (dx != 0 ? dx : dy);
15188 Pushed[x][y] = TRUE;
15189 Pushed[nextx][nexty] = TRUE;
15191 if (game.engine_version < VERSION_IDENT(2,2,0,7))
15192 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
15194 player->push_delay_value = -1; /* get new value later */
15196 /* check for element change _after_ element has been pushed */
15197 if (game.use_change_when_pushing_bug)
15199 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
15200 player->index_bit, dig_side);
15201 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
15202 player->index_bit, dig_side);
15205 else if (IS_SWITCHABLE(element))
15207 if (PLAYER_SWITCHING(player, x, y))
15209 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
15210 player->index_bit, dig_side);
15215 player->is_switching = TRUE;
15216 player->switch_x = x;
15217 player->switch_y = y;
15219 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15221 if (element == EL_ROBOT_WHEEL)
15223 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
15227 game.robot_wheel_active = TRUE;
15229 TEST_DrawLevelField(x, y);
15231 else if (element == EL_SP_TERMINAL)
15235 SCAN_PLAYFIELD(xx, yy)
15237 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
15239 else if (Feld[xx][yy] == EL_SP_TERMINAL)
15240 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
15243 else if (IS_BELT_SWITCH(element))
15245 ToggleBeltSwitch(x, y);
15247 else if (element == EL_SWITCHGATE_SWITCH_UP ||
15248 element == EL_SWITCHGATE_SWITCH_DOWN ||
15249 element == EL_DC_SWITCHGATE_SWITCH_UP ||
15250 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
15252 ToggleSwitchgateSwitch(x, y);
15254 else if (element == EL_LIGHT_SWITCH ||
15255 element == EL_LIGHT_SWITCH_ACTIVE)
15257 ToggleLightSwitch(x, y);
15259 else if (element == EL_TIMEGATE_SWITCH ||
15260 element == EL_DC_TIMEGATE_SWITCH)
15262 ActivateTimegateSwitch(x, y);
15264 else if (element == EL_BALLOON_SWITCH_LEFT ||
15265 element == EL_BALLOON_SWITCH_RIGHT ||
15266 element == EL_BALLOON_SWITCH_UP ||
15267 element == EL_BALLOON_SWITCH_DOWN ||
15268 element == EL_BALLOON_SWITCH_NONE ||
15269 element == EL_BALLOON_SWITCH_ANY)
15271 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
15272 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
15273 element == EL_BALLOON_SWITCH_UP ? MV_UP :
15274 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
15275 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
15278 else if (element == EL_LAMP)
15280 Feld[x][y] = EL_LAMP_ACTIVE;
15281 local_player->lights_still_needed--;
15283 ResetGfxAnimation(x, y);
15284 TEST_DrawLevelField(x, y);
15286 else if (element == EL_TIME_ORB_FULL)
15288 Feld[x][y] = EL_TIME_ORB_EMPTY;
15290 if (level.time > 0 || level.use_time_orb_bug)
15292 TimeLeft += level.time_orb_time;
15295 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
15297 DisplayGameControlValues();
15299 DrawGameValue_Time(TimeLeft);
15303 ResetGfxAnimation(x, y);
15304 TEST_DrawLevelField(x, y);
15306 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
15307 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
15311 game.ball_state = !game.ball_state;
15313 SCAN_PLAYFIELD(xx, yy)
15315 int e = Feld[xx][yy];
15317 if (game.ball_state)
15319 if (e == EL_EMC_MAGIC_BALL)
15320 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
15321 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
15322 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
15326 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
15327 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
15328 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
15329 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
15334 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
15335 player->index_bit, dig_side);
15337 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
15338 player->index_bit, dig_side);
15340 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
15341 player->index_bit, dig_side);
15347 if (!PLAYER_SWITCHING(player, x, y))
15349 player->is_switching = TRUE;
15350 player->switch_x = x;
15351 player->switch_y = y;
15353 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
15354 player->index_bit, dig_side);
15355 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
15356 player->index_bit, dig_side);
15358 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
15359 player->index_bit, dig_side);
15360 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
15361 player->index_bit, dig_side);
15364 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
15365 player->index_bit, dig_side);
15366 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
15367 player->index_bit, dig_side);
15369 return MP_NO_ACTION;
15372 player->push_delay = -1;
15374 if (is_player) /* function can also be called by EL_PENGUIN */
15376 if (Feld[x][y] != element) /* really digged/collected something */
15378 player->is_collecting = !player->is_digging;
15379 player->is_active = TRUE;
15386 static boolean DigFieldByCE(int x, int y, int digging_element)
15388 int element = Feld[x][y];
15390 if (!IS_FREE(x, y))
15392 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
15393 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
15396 /* no element can dig solid indestructible elements */
15397 if (IS_INDESTRUCTIBLE(element) &&
15398 !IS_DIGGABLE(element) &&
15399 !IS_COLLECTIBLE(element))
15402 if (AmoebaNr[x][y] &&
15403 (element == EL_AMOEBA_FULL ||
15404 element == EL_BD_AMOEBA ||
15405 element == EL_AMOEBA_GROWING))
15407 AmoebaCnt[AmoebaNr[x][y]]--;
15408 AmoebaCnt2[AmoebaNr[x][y]]--;
15411 if (IS_MOVING(x, y))
15412 RemoveMovingField(x, y);
15416 TEST_DrawLevelField(x, y);
15419 /* if digged element was about to explode, prevent the explosion */
15420 ExplodeField[x][y] = EX_TYPE_NONE;
15422 PlayLevelSoundAction(x, y, action);
15425 Store[x][y] = EL_EMPTY;
15428 /* this makes it possible to leave the removed element again */
15429 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
15430 Store[x][y] = element;
15432 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
15434 int move_leave_element = element_info[digging_element].move_leave_element;
15436 /* this makes it possible to leave the removed element again */
15437 Store[x][y] = (move_leave_element == EL_TRIGGER_ELEMENT ?
15438 element : move_leave_element);
15445 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
15447 int jx = player->jx, jy = player->jy;
15448 int x = jx + dx, y = jy + dy;
15449 int snap_direction = (dx == -1 ? MV_LEFT :
15450 dx == +1 ? MV_RIGHT :
15452 dy == +1 ? MV_DOWN : MV_NONE);
15453 boolean can_continue_snapping = (level.continuous_snapping &&
15454 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
15456 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
15459 if (!player->active || !IN_LEV_FIELD(x, y))
15467 if (player->MovPos == 0)
15468 player->is_pushing = FALSE;
15470 player->is_snapping = FALSE;
15472 if (player->MovPos == 0)
15474 player->is_moving = FALSE;
15475 player->is_digging = FALSE;
15476 player->is_collecting = FALSE;
15482 #if USE_NEW_CONTINUOUS_SNAPPING
15483 /* prevent snapping with already pressed snap key when not allowed */
15484 if (player->is_snapping && !can_continue_snapping)
15487 if (player->is_snapping)
15491 player->MovDir = snap_direction;
15493 if (player->MovPos == 0)
15495 player->is_moving = FALSE;
15496 player->is_digging = FALSE;
15497 player->is_collecting = FALSE;
15500 player->is_dropping = FALSE;
15501 player->is_dropping_pressed = FALSE;
15502 player->drop_pressed_delay = 0;
15504 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
15507 player->is_snapping = TRUE;
15508 player->is_active = TRUE;
15510 if (player->MovPos == 0)
15512 player->is_moving = FALSE;
15513 player->is_digging = FALSE;
15514 player->is_collecting = FALSE;
15517 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
15518 TEST_DrawLevelField(player->last_jx, player->last_jy);
15520 TEST_DrawLevelField(x, y);
15525 static boolean DropElement(struct PlayerInfo *player)
15527 int old_element, new_element;
15528 int dropx = player->jx, dropy = player->jy;
15529 int drop_direction = player->MovDir;
15530 int drop_side = drop_direction;
15532 int drop_element = get_next_dropped_element(player);
15534 int drop_element = (player->inventory_size > 0 ?
15535 player->inventory_element[player->inventory_size - 1] :
15536 player->inventory_infinite_element != EL_UNDEFINED ?
15537 player->inventory_infinite_element :
15538 player->dynabombs_left > 0 ?
15539 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
15543 player->is_dropping_pressed = TRUE;
15545 /* do not drop an element on top of another element; when holding drop key
15546 pressed without moving, dropped element must move away before the next
15547 element can be dropped (this is especially important if the next element
15548 is dynamite, which can be placed on background for historical reasons) */
15549 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
15552 if (IS_THROWABLE(drop_element))
15554 dropx += GET_DX_FROM_DIR(drop_direction);
15555 dropy += GET_DY_FROM_DIR(drop_direction);
15557 if (!IN_LEV_FIELD(dropx, dropy))
15561 old_element = Feld[dropx][dropy]; /* old element at dropping position */
15562 new_element = drop_element; /* default: no change when dropping */
15564 /* check if player is active, not moving and ready to drop */
15565 if (!player->active || player->MovPos || player->drop_delay > 0)
15568 /* check if player has anything that can be dropped */
15569 if (new_element == EL_UNDEFINED)
15572 /* check if drop key was pressed long enough for EM style dynamite */
15573 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
15576 /* check if anything can be dropped at the current position */
15577 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
15580 /* collected custom elements can only be dropped on empty fields */
15581 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
15584 if (old_element != EL_EMPTY)
15585 Back[dropx][dropy] = old_element; /* store old element on this field */
15587 ResetGfxAnimation(dropx, dropy);
15588 ResetRandomAnimationValue(dropx, dropy);
15590 if (player->inventory_size > 0 ||
15591 player->inventory_infinite_element != EL_UNDEFINED)
15593 if (player->inventory_size > 0)
15595 player->inventory_size--;
15597 DrawGameDoorValues();
15599 if (new_element == EL_DYNAMITE)
15600 new_element = EL_DYNAMITE_ACTIVE;
15601 else if (new_element == EL_EM_DYNAMITE)
15602 new_element = EL_EM_DYNAMITE_ACTIVE;
15603 else if (new_element == EL_SP_DISK_RED)
15604 new_element = EL_SP_DISK_RED_ACTIVE;
15607 Feld[dropx][dropy] = new_element;
15609 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15610 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15611 el2img(Feld[dropx][dropy]), 0);
15613 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15615 /* needed if previous element just changed to "empty" in the last frame */
15616 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
15618 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
15619 player->index_bit, drop_side);
15620 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
15622 player->index_bit, drop_side);
15624 TestIfElementTouchesCustomElement(dropx, dropy);
15626 else /* player is dropping a dyna bomb */
15628 player->dynabombs_left--;
15630 Feld[dropx][dropy] = new_element;
15632 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
15633 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
15634 el2img(Feld[dropx][dropy]), 0);
15636 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
15639 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
15640 InitField_WithBug1(dropx, dropy, FALSE);
15642 new_element = Feld[dropx][dropy]; /* element might have changed */
15644 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
15645 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
15647 int move_direction, nextx, nexty;
15649 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
15650 MovDir[dropx][dropy] = drop_direction;
15652 move_direction = MovDir[dropx][dropy];
15653 nextx = dropx + GET_DX_FROM_DIR(move_direction);
15654 nexty = dropy + GET_DY_FROM_DIR(move_direction);
15656 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
15658 #if USE_FIX_IMPACT_COLLISION
15659 /* do not cause impact style collision by dropping elements that can fall */
15660 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15662 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
15666 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
15667 player->is_dropping = TRUE;
15669 player->drop_pressed_delay = 0;
15670 player->is_dropping_pressed = FALSE;
15672 player->drop_x = dropx;
15673 player->drop_y = dropy;
15678 /* ------------------------------------------------------------------------- */
15679 /* game sound playing functions */
15680 /* ------------------------------------------------------------------------- */
15682 static int *loop_sound_frame = NULL;
15683 static int *loop_sound_volume = NULL;
15685 void InitPlayLevelSound()
15687 int num_sounds = getSoundListSize();
15689 checked_free(loop_sound_frame);
15690 checked_free(loop_sound_volume);
15692 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
15693 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
15696 static void PlayLevelSound(int x, int y, int nr)
15698 int sx = SCREENX(x), sy = SCREENY(y);
15699 int volume, stereo_position;
15700 int max_distance = 8;
15701 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
15703 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
15704 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
15707 if (!IN_LEV_FIELD(x, y) ||
15708 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
15709 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
15712 volume = SOUND_MAX_VOLUME;
15714 if (!IN_SCR_FIELD(sx, sy))
15716 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
15717 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
15719 volume -= volume * (dx > dy ? dx : dy) / max_distance;
15722 stereo_position = (SOUND_MAX_LEFT +
15723 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
15724 (SCR_FIELDX + 2 * max_distance));
15726 if (IS_LOOP_SOUND(nr))
15728 /* This assures that quieter loop sounds do not overwrite louder ones,
15729 while restarting sound volume comparison with each new game frame. */
15731 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
15734 loop_sound_volume[nr] = volume;
15735 loop_sound_frame[nr] = FrameCounter;
15738 PlaySoundExt(nr, volume, stereo_position, type);
15741 static void PlayLevelSoundNearest(int x, int y, int sound_action)
15743 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
15744 x > LEVELX(BX2) ? LEVELX(BX2) : x,
15745 y < LEVELY(BY1) ? LEVELY(BY1) :
15746 y > LEVELY(BY2) ? LEVELY(BY2) : y,
15750 static void PlayLevelSoundAction(int x, int y, int action)
15752 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
15755 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
15757 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15759 if (sound_effect != SND_UNDEFINED)
15760 PlayLevelSound(x, y, sound_effect);
15763 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
15766 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
15768 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15769 PlayLevelSound(x, y, sound_effect);
15772 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
15774 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
15776 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15777 PlayLevelSound(x, y, sound_effect);
15780 static void StopLevelSoundActionIfLoop(int x, int y, int action)
15782 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
15784 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
15785 StopSound(sound_effect);
15788 static void PlayLevelMusic()
15790 if (levelset.music[level_nr] != MUS_UNDEFINED)
15791 PlayMusic(levelset.music[level_nr]); /* from config file */
15793 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
15796 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
15798 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
15799 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
15800 int x = xx - 1 - offset;
15801 int y = yy - 1 - offset;
15806 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
15810 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15814 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15818 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15822 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15826 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15830 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15833 case SAMPLE_android_clone:
15834 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15837 case SAMPLE_android_move:
15838 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15841 case SAMPLE_spring:
15842 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15846 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
15850 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
15853 case SAMPLE_eater_eat:
15854 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15858 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
15861 case SAMPLE_collect:
15862 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
15865 case SAMPLE_diamond:
15866 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15869 case SAMPLE_squash:
15870 /* !!! CHECK THIS !!! */
15872 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
15874 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
15878 case SAMPLE_wonderfall:
15879 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
15883 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
15887 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
15891 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
15895 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
15899 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15903 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
15906 case SAMPLE_wonder:
15907 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15911 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15914 case SAMPLE_exit_open:
15915 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
15918 case SAMPLE_exit_leave:
15919 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
15922 case SAMPLE_dynamite:
15923 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
15927 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15931 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
15935 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
15939 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
15943 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
15947 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
15951 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
15957 void ChangeTime(int value)
15959 int *time = (level.time == 0 ? &TimePlayed : &TimeLeft);
15963 /* EMC game engine uses value from time counter of RND game engine */
15964 level.native_em_level->lev->time = *time;
15966 DrawGameValue_Time(*time);
15969 void RaiseScore(int value)
15971 /* EMC game engine and RND game engine have separate score counters */
15972 int *score = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
15973 &level.native_em_level->lev->score : &local_player->score);
15977 DrawGameValue_Score(*score);
15981 void RaiseScore(int value)
15983 local_player->score += value;
15986 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
15988 DisplayGameControlValues();
15990 DrawGameValue_Score(local_player->score);
15994 void RaiseScoreElement(int element)
15999 case EL_BD_DIAMOND:
16000 case EL_EMERALD_YELLOW:
16001 case EL_EMERALD_RED:
16002 case EL_EMERALD_PURPLE:
16003 case EL_SP_INFOTRON:
16004 RaiseScore(level.score[SC_EMERALD]);
16007 RaiseScore(level.score[SC_DIAMOND]);
16010 RaiseScore(level.score[SC_CRYSTAL]);
16013 RaiseScore(level.score[SC_PEARL]);
16016 case EL_BD_BUTTERFLY:
16017 case EL_SP_ELECTRON:
16018 RaiseScore(level.score[SC_BUG]);
16021 case EL_BD_FIREFLY:
16022 case EL_SP_SNIKSNAK:
16023 RaiseScore(level.score[SC_SPACESHIP]);
16026 case EL_DARK_YAMYAM:
16027 RaiseScore(level.score[SC_YAMYAM]);
16030 RaiseScore(level.score[SC_ROBOT]);
16033 RaiseScore(level.score[SC_PACMAN]);
16036 RaiseScore(level.score[SC_NUT]);
16039 case EL_EM_DYNAMITE:
16040 case EL_SP_DISK_RED:
16041 case EL_DYNABOMB_INCREASE_NUMBER:
16042 case EL_DYNABOMB_INCREASE_SIZE:
16043 case EL_DYNABOMB_INCREASE_POWER:
16044 RaiseScore(level.score[SC_DYNAMITE]);
16046 case EL_SHIELD_NORMAL:
16047 case EL_SHIELD_DEADLY:
16048 RaiseScore(level.score[SC_SHIELD]);
16050 case EL_EXTRA_TIME:
16051 RaiseScore(level.extra_time_score);
16065 case EL_DC_KEY_WHITE:
16066 RaiseScore(level.score[SC_KEY]);
16069 RaiseScore(element_info[element].collect_score);
16074 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
16076 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
16078 #if defined(NETWORK_AVALIABLE)
16079 if (options.network)
16080 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
16089 FadeSkipNextFadeIn();
16091 fading = fading_none;
16095 OpenDoor(DOOR_CLOSE_1);
16098 game_status = GAME_MODE_MAIN;
16101 DrawAndFadeInMainMenu(REDRAW_FIELD);
16109 FadeOut(REDRAW_FIELD);
16112 game_status = GAME_MODE_MAIN;
16114 DrawAndFadeInMainMenu(REDRAW_FIELD);
16118 else /* continue playing the game */
16120 if (tape.playing && tape.deactivate_display)
16121 TapeDeactivateDisplayOff(TRUE);
16123 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
16125 if (tape.playing && tape.deactivate_display)
16126 TapeDeactivateDisplayOn();
16130 void RequestQuitGame(boolean ask_if_really_quit)
16132 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
16133 boolean skip_request = AllPlayersGone || quick_quit;
16135 RequestQuitGameExt(skip_request, quick_quit,
16136 "Do you really want to quit the game ?");
16140 /* ------------------------------------------------------------------------- */
16141 /* random generator functions */
16142 /* ------------------------------------------------------------------------- */
16144 unsigned int InitEngineRandom_RND(long seed)
16146 game.num_random_calls = 0;
16149 unsigned int rnd_seed = InitEngineRandom(seed);
16151 printf("::: START RND: %d\n", rnd_seed);
16156 return InitEngineRandom(seed);
16162 unsigned int RND(int max)
16166 game.num_random_calls++;
16168 return GetEngineRandom(max);
16175 /* ------------------------------------------------------------------------- */
16176 /* game engine snapshot handling functions */
16177 /* ------------------------------------------------------------------------- */
16179 #define ARGS_ADDRESS_AND_SIZEOF(x) (&(x)), (sizeof(x))
16181 struct EngineSnapshotInfo
16183 /* runtime values for custom element collect score */
16184 int collect_score[NUM_CUSTOM_ELEMENTS];
16186 /* runtime values for group element choice position */
16187 int choice_pos[NUM_GROUP_ELEMENTS];
16189 /* runtime values for belt position animations */
16190 int belt_graphic[4 * NUM_BELT_PARTS];
16191 int belt_anim_mode[4 * NUM_BELT_PARTS];
16194 struct EngineSnapshotNodeInfo
16201 static struct EngineSnapshotInfo engine_snapshot_rnd;
16202 static ListNode *engine_snapshot_list = NULL;
16203 static char *snapshot_level_identifier = NULL;
16204 static int snapshot_level_nr = -1;
16206 void FreeEngineSnapshot()
16208 while (engine_snapshot_list != NULL)
16209 deleteNodeFromList(&engine_snapshot_list, engine_snapshot_list->key,
16212 setString(&snapshot_level_identifier, NULL);
16213 snapshot_level_nr = -1;
16216 static void SaveEngineSnapshotValues_RND()
16218 static int belt_base_active_element[4] =
16220 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
16221 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
16222 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
16223 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
16227 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
16229 int element = EL_CUSTOM_START + i;
16231 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
16234 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
16236 int element = EL_GROUP_START + i;
16238 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
16241 for (i = 0; i < 4; i++)
16243 for (j = 0; j < NUM_BELT_PARTS; j++)
16245 int element = belt_base_active_element[i] + j;
16246 int graphic = el2img(element);
16247 int anim_mode = graphic_info[graphic].anim_mode;
16249 engine_snapshot_rnd.belt_graphic[i * 4 + j] = graphic;
16250 engine_snapshot_rnd.belt_anim_mode[i * 4 + j] = anim_mode;
16255 static void LoadEngineSnapshotValues_RND()
16257 unsigned long num_random_calls = game.num_random_calls;
16260 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
16262 int element = EL_CUSTOM_START + i;
16264 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
16267 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
16269 int element = EL_GROUP_START + i;
16271 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
16274 for (i = 0; i < 4; i++)
16276 for (j = 0; j < NUM_BELT_PARTS; j++)
16278 int graphic = engine_snapshot_rnd.belt_graphic[i * 4 + j];
16279 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i * 4 + j];
16281 graphic_info[graphic].anim_mode = anim_mode;
16285 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
16287 InitRND(tape.random_seed);
16288 for (i = 0; i < num_random_calls; i++)
16292 if (game.num_random_calls != num_random_calls)
16294 Error(ERR_INFO, "number of random calls out of sync");
16295 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
16296 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
16297 Error(ERR_EXIT, "this should not happen -- please debug");
16301 static void SaveEngineSnapshotBuffer(void *buffer, int size)
16303 struct EngineSnapshotNodeInfo *bi =
16304 checked_calloc(sizeof(struct EngineSnapshotNodeInfo));
16306 bi->buffer_orig = buffer;
16307 bi->buffer_copy = checked_malloc(size);
16310 memcpy(bi->buffer_copy, buffer, size);
16312 addNodeToList(&engine_snapshot_list, NULL, bi);
16315 void SaveEngineSnapshot()
16317 FreeEngineSnapshot(); /* free previous snapshot, if needed */
16319 if (level_editor_test_game) /* do not save snapshots from editor */
16322 /* copy some special values to a structure better suited for the snapshot */
16324 SaveEngineSnapshotValues_RND();
16325 SaveEngineSnapshotValues_EM();
16327 /* save values stored in special snapshot structure */
16329 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
16330 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
16332 /* save further RND engine values */
16334 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(stored_player));
16335 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(game));
16336 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(tape));
16338 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZX));
16339 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ZY));
16340 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitX));
16341 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExitY));
16343 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
16344 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
16345 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
16346 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
16347 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(TapeTime));
16349 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
16350 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
16351 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
16353 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
16355 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
16357 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
16358 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
16360 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Feld));
16361 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovPos));
16362 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDir));
16363 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(MovDelay));
16364 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
16365 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangePage));
16366 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CustomValue));
16367 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store));
16368 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Store2));
16369 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
16370 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Back));
16371 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
16372 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
16373 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
16374 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
16375 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
16376 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Stop));
16377 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(Pushed));
16379 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
16380 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
16382 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
16383 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
16384 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
16386 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
16387 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
16389 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
16390 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
16391 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxElement));
16392 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxAction));
16393 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(GfxDir));
16395 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_x));
16396 SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(scroll_y));
16398 /* save level identification information */
16400 setString(&snapshot_level_identifier, leveldir_current->identifier);
16401 snapshot_level_nr = level_nr;
16404 ListNode *node = engine_snapshot_list;
16407 while (node != NULL)
16409 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
16414 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
16418 static void LoadEngineSnapshotBuffer(struct EngineSnapshotNodeInfo *bi)
16420 memcpy(bi->buffer_orig, bi->buffer_copy, bi->size);
16423 void LoadEngineSnapshot()
16425 ListNode *node = engine_snapshot_list;
16427 if (engine_snapshot_list == NULL)
16430 while (node != NULL)
16432 LoadEngineSnapshotBuffer((struct EngineSnapshotNodeInfo *)node->content);
16437 /* restore special values from snapshot structure */
16439 LoadEngineSnapshotValues_RND();
16440 LoadEngineSnapshotValues_EM();
16443 boolean CheckEngineSnapshot()
16445 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
16446 snapshot_level_nr == level_nr);
16450 /* ---------- new game button stuff ---------------------------------------- */
16452 /* graphic position values for game buttons */
16453 #define GAME_BUTTON_XSIZE 30
16454 #define GAME_BUTTON_YSIZE 30
16455 #define GAME_BUTTON_XPOS 5
16456 #define GAME_BUTTON_YPOS 215
16457 #define SOUND_BUTTON_XPOS 5
16458 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
16460 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
16461 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
16462 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
16463 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
16464 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
16465 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
16473 } gamebutton_info[NUM_GAME_BUTTONS] =
16477 &game.button.stop.x, &game.button.stop.y,
16478 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
16483 &game.button.pause.x, &game.button.pause.y,
16484 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
16485 GAME_CTRL_ID_PAUSE,
16489 &game.button.play.x, &game.button.play.y,
16490 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
16495 &game.button.sound_music.x, &game.button.sound_music.y,
16496 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
16497 SOUND_CTRL_ID_MUSIC,
16498 "background music on/off"
16501 &game.button.sound_loops.x, &game.button.sound_loops.y,
16502 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
16503 SOUND_CTRL_ID_LOOPS,
16504 "sound loops on/off"
16507 &game.button.sound_simple.x,&game.button.sound_simple.y,
16508 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
16509 SOUND_CTRL_ID_SIMPLE,
16510 "normal sounds on/off"
16514 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
16519 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
16520 GAME_CTRL_ID_PAUSE,
16524 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
16529 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
16530 SOUND_CTRL_ID_MUSIC,
16531 "background music on/off"
16534 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
16535 SOUND_CTRL_ID_LOOPS,
16536 "sound loops on/off"
16539 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
16540 SOUND_CTRL_ID_SIMPLE,
16541 "normal sounds on/off"
16546 void CreateGameButtons()
16550 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16552 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
16553 struct GadgetInfo *gi;
16556 unsigned long event_mask;
16558 int gd_xoffset, gd_yoffset;
16559 int gd_x1, gd_x2, gd_y1, gd_y2;
16562 x = DX + *gamebutton_info[i].x;
16563 y = DY + *gamebutton_info[i].y;
16564 gd_xoffset = gamebutton_info[i].gd_x;
16565 gd_yoffset = gamebutton_info[i].gd_y;
16566 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
16567 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
16569 if (id == GAME_CTRL_ID_STOP ||
16570 id == GAME_CTRL_ID_PAUSE ||
16571 id == GAME_CTRL_ID_PLAY)
16573 button_type = GD_TYPE_NORMAL_BUTTON;
16575 event_mask = GD_EVENT_RELEASED;
16576 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
16577 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
16581 button_type = GD_TYPE_CHECK_BUTTON;
16583 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
16584 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
16585 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
16586 event_mask = GD_EVENT_PRESSED;
16587 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
16588 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
16591 gi = CreateGadget(GDI_CUSTOM_ID, id,
16592 GDI_INFO_TEXT, gamebutton_info[i].infotext,
16597 GDI_X, DX + gd_xoffset,
16598 GDI_Y, DY + gd_yoffset,
16600 GDI_WIDTH, GAME_BUTTON_XSIZE,
16601 GDI_HEIGHT, GAME_BUTTON_YSIZE,
16602 GDI_TYPE, button_type,
16603 GDI_STATE, GD_BUTTON_UNPRESSED,
16604 GDI_CHECKED, checked,
16605 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
16606 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
16607 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
16608 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
16609 GDI_DIRECT_DRAW, FALSE,
16610 GDI_EVENT_MASK, event_mask,
16611 GDI_CALLBACK_ACTION, HandleGameButtons,
16615 Error(ERR_EXIT, "cannot create gadget");
16617 game_gadget[id] = gi;
16621 void FreeGameButtons()
16625 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16626 FreeGadget(game_gadget[i]);
16629 static void MapGameButtons()
16633 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16634 MapGadget(game_gadget[i]);
16637 void UnmapGameButtons()
16641 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16642 UnmapGadget(game_gadget[i]);
16645 void RedrawGameButtons()
16649 for (i = 0; i < NUM_GAME_BUTTONS; i++)
16650 RedrawGadget(game_gadget[i]);
16653 static void HandleGameButtons(struct GadgetInfo *gi)
16655 int id = gi->custom_id;
16657 if (game_status != GAME_MODE_PLAYING)
16662 case GAME_CTRL_ID_STOP:
16666 RequestQuitGame(TRUE);
16669 case GAME_CTRL_ID_PAUSE:
16670 if (options.network)
16672 #if defined(NETWORK_AVALIABLE)
16674 SendToServer_ContinuePlaying();
16676 SendToServer_PausePlaying();
16680 TapeTogglePause(TAPE_TOGGLE_MANUAL);
16683 case GAME_CTRL_ID_PLAY:
16686 #if defined(NETWORK_AVALIABLE)
16687 if (options.network)
16688 SendToServer_ContinuePlaying();
16692 tape.pausing = FALSE;
16693 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF, 0);
16698 case SOUND_CTRL_ID_MUSIC:
16699 if (setup.sound_music)
16701 setup.sound_music = FALSE;
16704 else if (audio.music_available)
16706 setup.sound = setup.sound_music = TRUE;
16708 SetAudioMode(setup.sound);
16714 case SOUND_CTRL_ID_LOOPS:
16715 if (setup.sound_loops)
16716 setup.sound_loops = FALSE;
16717 else if (audio.loops_available)
16719 setup.sound = setup.sound_loops = TRUE;
16720 SetAudioMode(setup.sound);
16724 case SOUND_CTRL_ID_SIMPLE:
16725 if (setup.sound_simple)
16726 setup.sound_simple = FALSE;
16727 else if (audio.sound_available)
16729 setup.sound = setup.sound_simple = TRUE;
16730 SetAudioMode(setup.sound);